Avatar The Second Age
Avatar The Second Age
Avatar The Second Age
Introduction
Welcome to Avatar: The Second Age, a free conversion for What follows is a conversion of those rules created by FFG as
the Fantasy Flight Games tabletop roleplaying game they have been adapted to bring the Avatar universe to life.
Genesys. This conversion is meant to be used in conjunction with the
mechanics and materials provided by FFG in their own
Fantasy Flight Games (FFG) first created a set of wonderful rulebooks and gaming peripherals. However, the goal was to
rules and a Narrative Dice System (NDS) that allows for Game create a stand-alone game to allow players to fully immerse
Masters (GMs) and players to create and live out dramatic and themselves in the world of Avatar created by Bryan Konietzko
imaginative Star Wars stories; with Genesys they have made and Michael DiMartino.
those rules generic and universally applicable to potentially
any setting — Avatar: The Second Age (ATSA or TSA) Have you ever wanted to traipse the outer ring of Ba Sing Se?
adapts that system to the setting of the universe from Looking for your chance to ride on your own, personal sky
Nickelodeon’s Avatar series, complete with bending and a bison? You can even go toe-to-toe with chi blocking Equalist
slight combat overhaul. grunts while navigating the underworld of Republic City!
Setting
Avatar: The Second Age takes place in a world that is home
to humans and hybrid animals, intersecting with a Spirit World. Water Tribe
Human civilization is divided into four mega cultures: the The Water Tribe is a collective term for people, some of whom
Water Tribes, the Earth Kingdom, the Fire Nation, and the Air practice the art of waterbending, who follow a government
Nomads. Each has a distinct society, wherein people known system in the form of a tribal chiefdom. Although members of
as "benders" can manipulate and control the element of their the Water Tribe typically inhabit the polar regions, the North
nation using the physical motions of martial arts. Each region Pole and the South Pole, there is a small population of
has unique geographical layouts, civilizations, climates, and waterbenders who inhabit the Foggy Swamp in Earth
demography, and each one has a diverse range of landforms. Kingdom territory and others may exist elsewhere. The two
main tribes are the Northern Water Tribe at the North Pole and
At the end of the Hundred Year War, Fire Lord Zuko and the Southern Water Tribe at the South Pole.
Avatar Aang transformed the Fire Nation colonies, along with
land ceded by the Earth Kingdom, into a fifth independent
realm: the United Republic of Nations. Decades later, in 171
Earth Kingdom
AG (After Genocide), the Harmonic Convergence would The Earth Kingdom is a massive continental nation led by an
occur, merging the Spirit World with the planet. Not only have earth monarch (who was recently assassinated by the
spirits been reintroduced to the world, forcing them to coexist airbender and self-proclaimed anarchist, Zaheer) and is home
with a society that has largely forgot about them, but the ability to people who practice the art of earthbending. Being the
to airbend has been reborn among myriad random individuals largest of the four nations, it is ethnically diverse with a myriad
throughout the world, all but undoing the genocide of the Air of customs and cultural traditions. The people of the Earth
Nomads. That is when this game takes place. Kingdom are strong and persistent. The geography of the
Earth Kingdom varies tremendously, ranging from wooded
This is the second age of the Avatar. forests to blazing deserts, mountainous terrain, and grassy
plains.
Air Nomads
The Air Nomads were a civilization composed of people who Fire Nation
practiced the art of airbending. While nomadic, Air Nomads The Fire Nation is home to people who practice the art of
did inhabit four major air temples, each built on remote firebending and is an absolute monarchy led by the Fire Lord.
locations, only easily reachable with flying bison. The Air Being composed of several major islands and located on the
Nomads were a highly spiritual group of people. Being that equator, the nation is situated geographically across an
their economy was based solely on agriculture, they were the archipelago. Its economy is the largest and most powerful in
smallest of the four nations, but all of their members were the world with a strong industrial sector and advanced
benders. In his quest for world dominance, Fire Lord Sozin technological developments. The climate is normally humid
launched an attack on the Air Nomads in hopes of killing the and warm which allows for a diversity of flora and fauna to
reincarnated Avatar and ending the cycle. This resulted in thrive.
almost complete extinction of the Air Nomads with the sole
survivor being Avatar Aang. United Republic of Nations
To preserve Air Nomad culture, Aang founded the Air After the Hundred Year War was over, the Fire Nation
Acolytes, a group of nonbenders who volunteered to learn the colonies in the Earth Kingdom were granted independence as
ways of the Air Nomads. Airbending also began to slowly a fifth nation. Avatar Aang envisioned it as a place where
resurface through Avatar Aang's youngest son, Tenzin, and people from all cultures, benders and nonbenders, could live
his three eldest children. After the Harmonic Convergence of together in peace. As such, its culture is an amalgamation of
171 AG, however, airbending resurfaced across the world in the other four nations' cultural identities. It is run from its
several nonbenders, and the Air Nation was formed to carry capital, Republic City, by a president. Prior to 171 AG, the
on the Air Nomad tradition. nation was led by five members of an assembly, called the
United Republic Council, comprised of a single representative
I – The System
Avatar: The Second Age roleplaying game focuses on the However, if these dice are not available, a Fantasy Flight
world of Avatar and the unique creatures, abilities, and Games app is offered for iOS and Android devices. The official
characters presented in this diverse universe. Throughout a app is pay-to-use, but there are also free apps for this
campaign in The Second Age, many different characters purpose.
from sailors to diplomats to warriors and assassins, all may
work together in a group to explore and adventure throughout
the world.
Narrative Play
The Second Age asks the players to step into their
During these adventures, the characters may find themselves characters’ roles and use dramatic narrative to describe
facing any number of challenges, from repairing their events and advance the story. In this manner, the players
damaged ship to breaking their way into a secured warehouse experience the excitement, drama, and epic scope of the
to exchanging blows with chi blockers. The characters must Avatar universe from the perspective of their characters.
rely on their innate abilities, trained skills, and special talents While this rulebook provides specific rules for how to resolve
to survive. actions, the game relies heavily on both the Game Master and
the players to use their imaginations—tempered with common
This chapter provides a broad overview of the basics of The sense—to explain what happens.
Second Age. First, it discusses what a roleplaying game is
and what players need when preparing to play. The chapter In The Second Age, combat and other situations are
then explores the various elements of the game’s core represented in an abstract fashion. The game focuses on the
mechanic and narrative dice system. It continues with characters and the heroic actions they take, rather than on
additional rules that govern the core gameplay. This chapter measurements, statistics, or other minutiae. Instead of taking
ends with a discussion of the general makeup of characters a ruler and measuring the distance between characters on a
found in The Second Age. map, it is preferable for a player to simply state: “I’m ducking
behind the boulder to get some cover while I shoot back.” That
What Players Need sort of description paints a much better picture of the action
taking place. Action resolution also has a narrative element.
Beginning a game in The Second Age requires very few
materials. Besides at least one copy of this rulebook, players The Second Age uses a unique dice system to determine if
will need pencils or pens and copies of their character sheets a given task succeeds or fails. However, the dice reveal more
to record information about their characters. The group will than whether the Player Characters succeed. The different
also need access to one or more standard 10-sided dice. Two dice and their varied symbols tell a larger story, adding depth
dice per player is recommended. and detail to the scene in which the PCs find themselves. The
variety of results allows for interesting and compelling
Everyone involved in the game should also use the special, encounters. It’s possible for a character to fail at a task, but
custom dice first created by Fantasy Flight Games for their still receive some benefit or find a brief respite. Likewise, a
Genesys roleplaying game. These dice were designed character can succeed at a task, but at a certain cost or with
specifically to manage the unique system of resolution used unforeseen complications.
in this game. The dice are described in detail later in this
chapter.
Core Mechanic
The core mechanic of the game revolves around making a 1. Roll a pool of dice.
skill check. These checks determine whether specific actions 2. After all factors have been accounted for, if there is
performed by the characters succeed or fail as well as any at least one Success result, the task succeeds.
consequences of those outcomes. This core mechanic is like
that of other tabletop roleplaying games and the specifics of The first element involves rolling a pool of dice. When a
the mechanic are borrowed from Fantasy Flight Games’ character attempts an action, uses a skill or technique, a dice
Genesys. The mechanic itself is quite simple and can be pool must be created. The number of dice are influenced by
broken down into two key components: several factors including, but not limited to, characteristics,
skill level, bonuses and setbacks, environment, equipment,
Every player can use Boost and Setback dice to help reinforce Changing More Dice than Available
important elements of the story. You should describe your There may be situations in which a player needs to upgrade
character bending the earth beneath their feet in detail, or , but there are no extra dice remaining in the pool. In
pointing out both advantages and disadvantages that may this case, the player first determines how many dice upgrades
influence a particular action. As you do, your GM should remaining. Then he adds one or to the pool. If any
recognize when a particular detail offers a noticeable upgrade opportunities remain, then he upgrades the recently
advantage and add a Boost die . After all, part of the idea is added or into its respective upgrade. This process is
to reward good storytelling. repeated until all potential upgrades or downgrades have
Of course, sometimes the description you or your GM comes been applied.
up with makes it more appropriate to add a Setback die to
the pool. When that happens, embrace it! If your GM is doing Upgrades & Downgrades in Pool
their job right, they’re already looking for places where it Some abilities will call for both dice upgrades and
makes sense to add Setback dice to your checks. So all you’re downgrades. When this occurs, all upgrades are applied first.
doing is helping your GM make the addition more Then, any downgrades are applied. Upgrading dice could
narratively appropriate. potentially add more dice to the overall pool.
Equipment may add Boost dice to a pool to reflect superior Removing Dice
craftsmanship or amplification bonus. Certain traits may allow Just like some effects add dice to a pool, some effects remove
a player to add to a pool to reflect special training that dice from the pool before they are ever rolled. Most often this
applies to the situation. Maneuvers, such as taking aim or comes from character traits that allow the removal of Setback
steadying one’s stance, may also allow a player to add to dice from a pool, reflecting a level of expertise in
a pool. Conversely, some effects may specifically impost overcoming minor impediments or disadvantages that would
Setback dice , such as a critical injury or penalty for using rattle less experienced characters. Likewise, a skilled enemy
broken or inferior tools. may have the ability to remove Boost dice from skill checks
made against them.
Upgrading and Downgrading
In addition to dice being added to the pool, some game effects If an ability would remove more dice of a type than there are
improve a weaker die into a more potent die, or turn a potent in the dice pool, the remainder are ignored.
die into a weaker die. Improving a die is called upgrading. Removing dice is done after all other dice have been added
Weakening a die is called downgrading. Modifying the dice in and all upgrades or downgrades have been applied.
Some talents belong to a series of related talents. These may When a player spends a Story Point, it is removed from the
comprise either lower-level talents and their improved version player pool and added to the Game Master pool. Likewise,
or identical talents taken multiple times for a cumulative effect. when the GM spends a point, they remove it from their pool
Some abilities, like bending talents (called “Forms”) can even and add it to the player pool.
chain together to enable powerful combos.
The point gets moved after you have resolved the action in
Although any talent can be acquired by any class, PCs receive which you spent the Story Point. This way, players or the GM
a discount in talents associated with their specialization. This cannot immediately spend a Story Point that has been added
represents the natural flow of learning and experience that a to their pool; they have to wait for the next chance to act to
PC gains throughout her adventures. Talents are divided into spend a point.
five tiers, with the higher tiers representing remarkable
Another limit on Story Points is that you can only spend one
abilities. Some talents may appear across multiple
Story Point during a single action (unless specified otherwise).
specializations, but at different tiers or costs.
If your character has multiple ways to spend Story Points
during an action, you’ll have to think carefully about which of
Story Points those ways provides the best opportunity to spend that point.
Your character (and any other player character) is cut from a Likewise, your GM may only spend one point per action.
different cloth than most NPCs who populate the setting. Not
In the following section, some of the ways in which Story
only do they have access to skills and special talents to help
Points can be used are outlined. Unless noted otherwise in an
them succeed, but PCs are also intimately connected to
option’s description, both the players and the GM have access
destiny, fate, or whatever you like to call it. Destiny is that
to these options.
special spark that elevates heroes above common folk,
imbuing an individual with enough significance in the game’s
events to be a player character. Over the course of the PCs’
A Helping Hand
adventures, fate, fortune, or destiny can intervene on their All characters have the opportunity to call on destiny to
behalf for better or worse. Destiny might manifest in a positive enhance any skill check they are about to attempt. You may
way and provide a temporary advantage or boost to your PC’s spend one Story Point to upgrade one of your character’s
abilities. Or it might prove to be an ill omen, and impose starting dice pool once. A GM may spend a point in this way
additional hardships and complications. In any case, your to upgrade an NPC’s dice pool.
characters are the heroes of the story, and the game should
reflect that. Raising the Stakes
Destiny can also be used to help keep characters out of
The concept of fate and the PCs’ ability to tap into and harm’s way. Players can call on fate and destiny to make an
influence this resource is represented by Story Points. Story opponent’s skill check more challenging. You may spend on
The Second Age v1.6 | The System | 11
Story Point to upgrade one of any NPC’s skill check once. player to decide whether to spend a Story Point first means
Your GM may spend a Story Point in this way to upgrade that you avoid having the active player change their mind and
difficulty in a PC’s dice pool. spend a Story Point after their opponent decides to spend
one. In short, these keep the game from bogging down.
Special Abilities and Talents
Certain powerful talents allow your characters to spend Story Honor
Points for various effects. See the individual talent
One of the elements that makes characters in Avatar: The
descriptions for details.
Second Age unique is the concept of the Honor. During
character creation, players not only customize their Player
Luck and Deus Ex Machina Characters by selecting skills and talents, but by choosing
You can also use Story Points to introduce “facts” and what sort of Honor their PC upholds. A group may share the
additional context directly into the narrative. Your GM already same vow of Honor, or each PC may have their own.
does this by managing and directing the story, but this use of Narratively, Honor can come in many forms. Honor may
Story Points provides you and your fellow players with a represent a large debt or sworn value. A PC may owe a “favor”
means to make contributions as well. to a Triple Threat Triad boss or have made an oath to come
back to his village with money to fix its ailing infrastructure.
Imagine that your characters are shipwrecked on an unknown
Honor helps tell each character’s story and reinforces the
island, only to find that there’s no food or water. One of the
inventive experiences of The Second Age.
players suggests spending a Story Point, saying “Good thing
you remembered to pack all those extra provisions before we Over the course of a campaign, Honor can come into play in
got onboard!” While none of you may have specifically several ways—either as plot hooks and character motivations
mentioned or listed these provisions before, it’s a sensible and or as compelling PC decisions. For example, the characters
creative addition to the game. If your GM agrees, and the complete an assignment and receive a sizable payment. Do
Story Point is spent, the player’s suggestion becomes a true the characters spend those silver pieces to make repairs on
statement—there are provisions with the ship still intact. their ship—or pay to repair the damages they’ve caused? The
character may owe his allegiance to an old king or hold a
Similarly, you may spend a Story Point in this manner to
vendetta against a rival. Honor helps provide short-term
suggest finding spare parts while quickly scavenging through
decisions, long-term goals, and story hooks that help tie
the wreckage.
together campaigns and shape the Avatar experience.
Using Story Points narratively is a great way to keep all of the
players involved and the story moving forward. However, your Honor in Play
GM has final say over what is and is not acceptable. You In addition to the narrative implications, Honor has a
should not abuse this use of Story Points; the more mechanical impact, as well. This is largely open to
outrageous or unlikely the suggestion, the more likely it is that interpretation, and should be based on the narrative
your GM will curtail point use. circumstances for maximum effect. This might be inflicting a
point of strain, imposing or adding , or even increasing
The Limits of Luck or decreasing a threshold’s value. At the GM’s discretion, it
The active player (the player or GM forming the dice pool) may even be a specific character whose Honor triggered the
always has the first chance to use a Story Point. Once that event.
player has decided whether to use one, the other party
involved in the check (the targeted player, or the GM in the While players create Honor for their characters, it is another
case of an NPC) has the opportunity to respond and spend a tool for the GM to help reinforce the story, motivate
Story Point as well. For example, if the GM spends a point to characters, and even provide rewards. Players should feel a
sense of accomplishment when their characters become
upgrade an enemy’s into for an attack against a PC,
more honorable and should feel a need to redress the
that character’s player has the opportunity to then use a Story
situation should their character do something dishonorable.
Point first, either to upgrade one of the pool’s into , or
perhaps to trigger on of the PC’s talents. Honor, and its narrative and mechanical effects, is described
in more detail in Chapter II: Character Creation.
This order of activation and the limit of one Story Point per
player is important. First, we don’t want people to spend an
unlimited number of points. In addition, forcing the active
Derived Attributes
Some character attributes are based on other choices made
during character creation or over the course of a campaign. Strain Threshold
Some of these attributes may change frequently over the A character’s strain threshold represents how much stress a
course of play or may be modified by talents, equipment, or character can withstand before becoming stunned, dazed, or
various special abilities. otherwise incapacitated. Strain represents psychological
stress, mental damage, or a blow to one’s morale. Strain is
Wounds more easily suffered than wounds and can even be used as a
resource by players to trigger certain character abilities.
A character’s wound threshold represents how much physical Thankfully, character’s recover from strain more quickly than
damage he can withstand before he is knocked out. Wounds from wounds.
can be serious and lead to a critical injury. They can be treated
with the Medicine skill, but it may take time to recover more A character’s starting strain threshold is determined based
serious wounds. upon background, class, and Chi rating. After this initial value
is determined, strain threshold can be raised by purchasing
A character’s starting wound threshold is based on their certain talents or by increasing the Chi Characteristic.
background, class, and Body rating. After this initial value is
determined, wound threshold can be raised by purchasing
certain talents or by increasing the Body Characteristic.
Character Generation
Creating a character for The Second Age is done in just a The Avatar
few short steps, allowing players to get involved in the action
There are a number of reasons to avoid this mechanically and
right away. To create a character, a player needs a character
socially; other players may feel impotent compared to the
sheet and a pencil (someone should have a copy of the
awesome powers of someone who can wield all four
rulebook handy). Additionally, the player needs access to the
elements. For the Game Master, it may be unwieldy to try to
dice pool—either his own set or shared with someone else.
narrate a story around a nearly all-powerful godlike character.
Players may also need access to ten-sided dice (d10) for
Hence the pretext for these rules referencing a time period
certain charts or abilities and a few sheets of scrap paper where the Avatar is missing in action. Their lacking premise
might be helpful.
lends plausibility to a party filled with characters who could, in
Character generation uses a point-buy system, meaning time, substantially change the living world created by the GM.
each player has a budget of experience points (XP) he can Like all rules, this can be broken. You can read more about
invest in different aspects of his character. Characters begin including an Avatar PC or NPC mechanically and narratively
with a modest experience point budget—but there are a in Chapter IX: Game Master.
variety of ways a player may begin the game with additional
XP; these are discussed later. The Players
At the earliest stages of character creation, you, your fellow
Selecting a character’s archetype and class determines the players, and your game Master should have a detailed
character’s starting Characteristics and skills. After those discussion about the types of characters to create. If your GM
initial choices, players invest their experience points to has a specific campaign framework in mind, it could require
improve starting Characteristics, acquire training in key skills, the presence of specific types of skills or even focus on a
choose starting equipment, learn special talents, and even limited subset of species or archetypes.
unlock additional specializations.
Players should feel free to make requests concerning what
Character Concept they would like to do and see in the campaign, as well as ask
questions about what to expect. After all, no one enjoys
Before the first mark from a pencil is made on any paper,
making a PC whose skills and talents do not fit in the current
players should put some thought into what sort of character
campaign.
they want to play. Perhaps the character is an old hermit,
someone who was once a powerful bender who fought in a The GM should encourage players to discuss what kind of
civil war following the aftermath of the Hundred Year War, but characters might be the most useful during a campaign.
has retired to the country. Maybe they’re a taciturn Ideally, a group of PCs should include a mix of characters to
archaeologist driven to see and study everything in the world; ensure they’ll survive whatever the GM comes up with,
an aspiring diplomat eager to represent (or manipulate) an keeping the campaign style in mind. Most campaigns are well-
entire nation on the United Republic Council. The character served by an effective mix of different concepts, since most
may even be a young laborer growing up in their small village, players choose to play something at least moderately different
unsuspecting of his newfound airbending abilities. Any from everyone else, if for no other reason than to look and feel
concept from the Avatar universe is possible; however, as a unique as a character in the story.
general rule (which, like all rules, may be broken), no Player
Character should ever be the Avatar. It should be noted that no character is ever a “wrong” choice,
regardless of the campaign. The GM should never discourage
a player from any character concept and should integrate all
The Second Age v1.4 | Character Creation | 15
the concepts into the campaign at hand. In fact, some GMs start out, making starting characters more interesting to
relish the challenge of taking a random and diverse group and roleplay.
throwing them into adventures together. Perhaps the group
does not start out as a team, initially. Roleplaying games work More on this step can be found on page 24.
best when everyone is willing to work in a collaborative
fashion. Constructive criticism as well as meaningful Step 4: Determine Honor and Motivations
compromises during creation can lead to a more fulfilling When creating a character in The Second Age, the player
gameplay experience. may choose to assume some vow of Honor. Honor can
inform other decisions a player makes during character
creation, such as the type of character she wants to play, what
Generation Steps sort of overall group the players collectively want, and the
To create a character, each player follows these steps. The sorts of skills, gear, and abilities they may wish to start with.
steps are briefly explained below and then broken down into In this way, Honor is a mechanic which can help the player
more detail throughout the course of this chapter. roleplay, especially if they are new to the concept.
Step 1: Determine Background In addition to Honor, every player should begin with a starting
Every character starts as an idea. Does a player want to play Motivation for his character. A character’s Motivation is his
a dashing ranger or a swashbuckling pirate? A brawny primary call to act and experience adventures. For Benders,
earthbender? Perhaps the player wants to play a noble or the promise of greater ability is often compelling enough.
aspiring member of the Metalbending Police Force. Before
Motivations should derive directly from the background the
starting, the player should consider the character he wants to
player has crafted for his PC. In fact, though it is possible to
build and what he wants his character’s background to be.
roll randomly on the charts in the Motivation section, players
Where did he come from, and what happened to make him
should seriously consider the specific relationship between
into the person he is today? No one springs into being fully
their background, their Honor, and their Motivation. They
formed. Individuals are influenced by a lifetime of decisions
might find it more internally consistent to select (or invent new)
and circumstances, starting from birth.
Motivations that best fit the story they’ve already begun to tell.
This step has no mechanical purpose, and largely exists to
A character’s Motivation has four aspects: Desire, Fear,
provide plenty of plot hooks for the Game Master to use, so
Strength, and Flaw. Each of these Motivations has a list of
that each character can be woven into a living tapestry.
specific manifestations. Of course, you can always make up a
unique Motivation for your character; the list provided is
Step 2: Select a Character Archetype merely a guide.
Your choice among character archetypes reinforces your
character’s background, and establishes your character’s Motivations provide additional story elements for both the
base Characteristics as well as your secondary attributes, player and GM to draw from. Characters should gain
such as wound and strain thresholds. additional XP bonuses if the GM determines that a player kept
true to his character’s Motivation throughout the course of the
A character’s archetype determines her starting Characteristic
adventure. This is an incentive for the player to choose a
ratings for Body, Agility, Intellect, Guile, Charisma, and Chi. It
Motivation that will be comfortable to roleplay on a regular
also provides default wound threshold and strain threshold basis. Motivations are also very important to social
values as well as innate abilities, bonuses, and starting XP. encounters.
At this step in the process, players may select any two skills
to designate as class skills. Players should also designated Step 5: Invest Experience Points
whether their character is one who can bend the elements by The archetype a player selects for his character also
picking one, and only one, of the four elements (Earth, Fire, establishes an initial pool of experience points (XP). These
Air, or Water) to control. points can be can be spent to improve certain aspects of the
character: to increase Characteristics, purchase additional
Once selected, an archetype cannot be changed during ranks in skills, acquire talents, learn new specializations, or to
gameplay. acquire and upgrade Forms.
Step 3: Choose a Class & Specialization Players may spend their points in any combination of these
Choosing a class sets the character along a certain path or areas, meaning that two PCs with the same archetype, class,
way of life, establishing the central focus of a character's and specialization may end up very different from one
training, education, and professional experience—but it is by another. During gameplay, characters will earn additional XP
no means limiting (with exceptions). A class is a broad based on their achievements and successes, with bonuses for
template of related skills and abilities. Within each class are roleplaying. Those points can be spent to purchase new skill
several specializations representing the unique ways in which ranks, specializations, and talents.
these classes are utilized. Any player character can unlock
other classes, holding multiple simultaneously. Step 6: Determine Derived Attributes
This step should be taken only after the player completes the
Classes don’t rigidly define what your character does, previous steps, since Characteristics can be changed during
however. They simply make it easier to advance into some creation. Several attributes can only be determined after a
skills and talents, and harder to advance into others. They player fully establishes a character’s starting Characteristics
also help provide narrative depth to characters when they
Archetype Layout
Raised by the Sea
Characters raised by the sea often live and die on open
An archetype can be broken into several different parts to
waters. They are hardy individuals, capable of weathering
make it easier to understand. The first part consists of the
hazardous conditions and hardened by the ever-changing
description, and starting Characteristics for your character. It’s
currents of life at sea. Often, these characters have a strong
important to note that these are starting Characteristics, which
background in seamanship, as evident by their skill in sailing
means you can improve them later on in Step 5.
and reading the stars to navigate themselves back home.
The second part consists of derived attributes. The two that
are specifically determined by archetype are your character’s 3 2 2 2 2 1
wound and strain thresholds, and their starting experience. BODY AGI INT CHA GUI CHI
2 1 2 3 2 2 2 2 2 2 2 2
BODY AGI INT CHA GUI CHI BODY AGI INT CHA GUI CHI
1 2 2 2 2 3
BODY AGI INT CHA GUI CHI Starting Experience: 100 XP
Strain Threshold: 12 + Chi
Wound Threshold: 10 + Body
Starting Experience: 110 XP Special Abilities: A spiritualist starts with one rank
Strain Threshold: 10 + Chi in Meditation during character creation. They obtain
Wound Threshold: 10 + Body this rank before spending experience points, and
Wandering Heart: Characters with a Wandering may not increase Meditation above rank 2 during
Heart begin the game with on rank of the character creation.
Outdoorsman talent.
Bending Archetypes
The Laborer For players who are intent on creating characters who can
The laborer is a character who has a background in some bend the elements, let your GM know of your intention before
form of manual labor, and who is generally strong and tough. the game begins. It will likely be better to play as a bender
Laborers can be handy in a fight, especially melee combat. from the outset than to gain access at a later point in the
For these characters, every day is a test in resilience and adventure. When you’re creating a new character who can
hardship. bend the elements, consider the adventure you’ll be playing
and the way this fits into the world. How well do they know
3 2 1 2 2 2 their talents? Are they an earthbending architect who
BODY AGI INT CHA GUI CHI understands their philosophy well enough to construct rigid
and sturdy structures; or are they just a simple craftsmen who
supplements their blacksmithing with firebending?
Starting Experience: 115 XP
Unless you’re playing a specific type of character—say, an
Strain Threshold: 8 + Chi
airbender from a normal background who just acquired the
Wound Threshold: 12 + Body ability through Harmonic Convergence—you may consider
Special Abilities: A laborer starts with one rank in using your other free choice to select the Bending skill as well;
Athletics during character creation. They obtain this hence the Bender Archetypes which are built around several
rank before spending experience points, and may
2 2 2 2 2 2
BODY AGI INT CHA GUI CHI
Each class has several specializations within its broader Which Role?
definition. Specializations are more focused and provide When gathering at the table to start a new adventure or
easier access to certain skills and talents. Each character campaign, one of the first questions that each person must
gains access to one specialization without spending answer for herself is, “which role will my character fill?”
experience at character creation. That specialization must be Diversity encourages creativity and excitement, and it could
one in his chosen class. be a fairly limited campaign if everyone at the table chooses
Each specialization also includes five additional class skills. to be Warriors or Assassins.
These five skills should be marked on the character sheet as Certainly, it is possible to make stories work around such a
class skills if they are not already marked. During this step of premise, but the diversity of classes reflects the essence of a
character creation, the player may choose three of the five ‘ragtag’ group gathered under difficult circumstances and
additional class skills and gain one rank in each (without doing the best they can to not only survive, but thrive. Through
spending experience). He may not choose the same skill more a complex set of both complementary and divergent skills and
than once unless he chooses a skill that was also trained talents, a group of PCs operating in the fringes can expect a
during the class selection step, allowing the character to start much greater chance of success, as well as a much wider
with a skill trained to level two. Skills may not be trained array of stories and plots to experience.
above rank two during character creation.
A player’s two foundational choices are their background and
If the character chooses more than one specialization at their class. In selecting a class, there are some questions and
creation, he may select one and only one specialization from answers that may help in the evaluation process:
which to choose his three free ranks in three class skills.
Should this character be a strong combatant?
Choosing a Specialization When she gets up in the morning, what does she do during
This is another situation where answering two questions the day? How does she get paid and who pays her? If she’s
greatly aids the player in planning a character. Once again, not currently earning anything, what does she need to do to
looking at the PC’s background is important, as well as find work?
evaluating the class choice process.
Tier Talent
Warrior 1 Attunement
A bending warrior’s five specialization skills are Athletics, 1 Physician
Bending, Instinct, Martial Arts, and Resilience. A player 2 Bending Specialist
gains a free rank in any pick of these skills. 2 Inventor
3 Call of the Spirit Wilds
Picking this specialization unlocks a free rank in the following 3 Superior Healing
Tier 1 talents: Elemental Strike and Martial Artist. 4 Secret Technique
4 True Understanding
Warriors gain a discount when purchasing the following
5 Unity of Spirit
talents:
Tier Talent
1 Meticulous Form
1 Second Wind
2 Powerful Bending
2 Attack of Opportunity
3 Battle Meditation
3 Combat Bending
4 Enduring Form
4 Determination
5 Warrior of the Elements
Unique to Martial Artists, aaa or a t can be activated to Fighters gain a discount when purchasing the following
trigger a second hit (for the same damage as the first hit); this talents:
is in lieu of increasing the difficulty outlined in Fighting with
Tier Talent
Two Weapons.
1 Brace
1 Toughened
A Martial Artist’s Role 2 Fisticuffs
Even benders must learn basic Martial Arts techniques, and 2 Headstrong
many who learn those techniques are not, in fact, benders at 3 Iron Body
all. These characters will still be able to go toe-to-toe against 3 Unarmed Specialist
even the most formidable bender. 4 Enduring
4 ‘Tis But a Flesh Wound
Chi Blocker 5 Focus
Chi blockers also start with the following class skills:
Acrobatics, Instinct, Sleight-of-Hand, Martial Arts, and
Stealth; when this is a PC’s first specialization, the player may Monk
choose three of these skills in which to gain a free rank. Monks have the additional starting skills of Medicine,
Discipline, Perception, Resilience, and Meditation; when
This specialization has talents which are focused on
this is a PC’s first specialization, the player may choose three
neutralizing benders by using their own Chi against them.
of these skills in which to gain a free rank.
Their signature skill, Chi Disruption, enables them to shut off
a target’s bending for several rounds. While they are trained in Martial Arts, Monks are generally a
more peaceful specialization and are more attuned to the
Picking this specialization unlocks a free rank in the following
spiritual aspects of the Martial Arts. They have unique access
Tier 1 talents: Duelist and Rapid Reaction.
to a potent ability allowing them to perform Martial Arts combat
Additionally, the Chi Blocker receives a discount when checks with their Chi skill.
purchasing the following talents:
When you choose Monk as your specialization, your character
Tier Talent gains a free rank in the following Tier 1 talents: Martial Artist
1 Bounce Back and Bounce Back.
1 Deflect
Monks also gain a discount when they acquire the following
2 Chi Disruption
talents:
2 Attack of Opportunity
3 Dodge Tier Talent
3 Pressure Point 1 Improvised
4 Frenzied Attack 1 Parry
4 Precision Strike 2 Precision
5 Lightning Reflexes 2 Quick Strike
3 Battle Meditation
3 Chakras Aligned
Pugilist 4 Determination
4 Secret Technique
Pugilists have the additional starting skills of Resilience,
5 Spiritual Guru
Athletics, Discipline, One-Handed Weapons, and
Archaeologist
Archaeologists gain five additional class skills—Perception, Astrologers can use the stars to navigate their party and tend
Decipher, Resilience, Knowledge (Spirit World), and to have a better understanding of the Spirit World than most.
Knowledge (Geography). They gain a free rank in three of
these (if this is the first specialization chosen). Tinkerer
The additional class skills for Tinkerers are Engineering,
Picking this specialization also confers two Tier 1 talents to
Sleight-of-Hand, Perception, Discipline, and Knowledge
your character: Cartographer and Relic Hunter.
(Culture). If this is the first specialization, the PC gains a free
Additionally, archaeologists receive a discount when rank in three of these skills.
purchasing the following talents:
The tinkerer specialization gains two free ranks in the
Tier Talent following Tier 1 talents: Salvager and Utility Pouch.
1 Cryptographer
Tinkerers can purchase the following talents at a discount:
1 Outdoorsman
2 Codebreaker Tier Talent
2 Identify 1 Craftsman
3 Informant 1 Solid Repairs
3 Museum Curator 2 Hot Fix
4 Fortune Favors the Bold 2 Inventor
4 Seen a Lot of Things 3 Contraption
5 Professor 3 Known Blueprint
4 Jury Rigged
4 Tinkerer
Although all Scholar specializations are good at Knowledge
5 Stroke of Genius
skills, Archaeologists know just a little bit more than the rest;
they’re also very good at deciphering ancient secrets and
mysteries. Tinkerers generally know less than their Scholar counterparts,
but they make up for that lack of Knowledge with the ability to
Physician craft and engineer new items and gear.
For the Astrologer, Meditation, Medicine, Discipline,
Survival and Knowledge (Nature) are all additional class
skills; if this is the first specialization, the PC gains a free rank
in three of these.
Additionally, all mercenary characters receive a discount Assassins also receive a discount when they purchase the
when they spend experience points to acquire the following following talents with XP:
talents: Weapon Specialist, Animal Whisperer, Rapid
Tier Talent
Recovery, Hunter, and Favored Weapon.
1 Nimble
1 Rapid Reaction
A Mercenary’s Role 2 Side Step
A thing is in the name: the Mercenary class represents the 2 Stalker
tropes seen in Avatar of characters who are all willing to do 3 Disarm
whatever it takes to collect their pay. Mercenaries tend to work 3 Sneak Attack
for the highest bidder, and rarely break a contract unless the 4 Sixth Sense
price is worth the damage to their reputation. These classes 4 Unrelenting
are combat-oriented, each with many utility skills that diversify 5 Coup de Grâce
gameplay.
Mercenaries tend to fall into three categories: Bounty Hunters, The quintessential ‘Rogue’ archetype, this specialization is a
Assassins, and Rangers. With an arsenal of talents, master of stealth and maneuverability. Many talents are
mercenaries are excellent at tracking down their prey— centered around quick strikes and moving without being
whether they be big game, or their fellow human beings. While noticed. The functions of the assassin included espionage,
some mercenaries rely on their wit and weapons to get by, sabotage, infiltration, assassination and guerrilla warfare. It is
others employ cunning and stealth to stalk their marks. Still the rogue of the Avatar universe.
others make use of the world around them, often using beasts
of burden to snuff out the target.
Ranger
Beyond the urban settings of Ba Sing Se or Republic City, in
Bounty Hunter the vast countryside and forests dotting the Earth Kingdom,
Bounty Hunters gain One-Handed Weapons, Intimidation, rangers are known for hunting down their targets with
Instinct, Stealth, and Survival as their additional class skills; exceptional precision. Many rangers spend so much time out
taking this as the first specialization for a PC grants a free rank in the wilderness that they usually take on an animal
in three of these skills. companion to aid them in these endeavors.
Bounty Hunters also gain a free rank in the following Tier 1 The Ranger excels at ranged combat and has access to a
talents: Quick Draw and Expert Tracker. variety of outdoorsy talents related to tracking and animal
handling.
When you play as a bounty hunter, you may also purchase
the following talents at a discount: Not surprisingly, Rangers gain Ranged (Light), Medicine,
Navigation, Animal Handling, and Acrobatics as class
Tier Talent
skills, and three of these gain a free rank if this is the first
1 Bought Intel
specialization for the PC. When you choose the ranger
1 Underground Contacts
specialization, you also gain a free rank in two Tier 1 talents:
2 Bad Cop
Forager and Swift.
2 Crippling Blow
3 Nobody’s Fool Additionally, ranger characters receive a discount when they
3 Prey on the Weak learn the following talents:
4 Jury Rigged
4 Moving Target Tier Talent
5 Baleful Gaze 1 Outdoorsman
1 Skilled Jockey
2 Barrage
This specialization is primarily a weapons specialist, as it is 2 Longshot
one of the few with access to all weapon types as well as the 3 Animal Companion
talents necessary to put the nail in the coffin. 3 Deadeye
4 Steady Aim
Assassin 4 True Aim
5 Beast Master
An Assassin gains access to Martial Arts, Stealth, Sleight-
of-Hand, Deception, and Knowledge (Streetwise) as
During character creation, players not only customize their 9 – 10 Prestigious Deplorable
characters by selecting skills or Characteristics, but also by 11+ Exalted Notorious
identifying what sort of past deeds have defined them. Honor
may be a sense of duty to one’s nation or village, the PC being Player Starting Honor Values
a known pirate or thief, or even having a price on their head In general, a player's starting value should never be more than
for something they did (or did not) do. 3-5, depending on the number of players. Fewer players
means a potentially higher value. 4 - 5 Respected characters,
What is Honor? for example, will increase the party's overall reputation, even
if one of them did something a bit Shameful. Combined
Each PC begins the game with a small numerical value
together, the party's overall reputation can and should have a
representing the magnitude of their deeds. Although the value
dramatic, and narrative, impact on their adventures.
is determined by the GM, the player is the one who decides
what sort of principles are held by their character. These In addition, players may choose to describe their honor in
should be related to the characters Motivation and their such a way so as to gain additional starting experience or
overall backstory. Honor greatly impacts how a character additional credits to purchase starting gear. However, doing
carries himself and thus how others perceive them socially. so may decrease the overall value of one's honor (how did
you acquire an extra 1000 copper pieces, for example?), or
The player thus chooses whether they begin the game as an
the GM may impose a trait upon the player as a cost for
honorable warrior, or a dishonorable scamp, giving a name
additional XP or currency.
and brief description to the factors which drives their
character. As described previously, Honor may be a simple
vow or a complex relationship; it can be tangible or intangible. Honor as a Resource
In addition, each character’s Honor may include an emotional Each PC should have the option of working with the GM to
strength and weakness that help define a character’s determine whether any of their traits confer any additional
personality. Ultimately player characters who live up to (or mechanical benefits. For example, a character whose past
betray) their vows may be rewarded in additional XP for dishonor left them as a 'Known Thief' might begin the game
roleplay—or perhaps run into narrative complications. with extra copper, while a 'Devout' monk might start the game
with a boost in experience points. Each player may choose
Honor consists of two parts: only one option. The following table provides a couple
1. A title and narrative description: this does not examples of the kinds of benefits the value of one’s honor
have any effect on the rules, but is intended to offer might confer. Keep in mind the value may be positive or
an explanation that allows the player to work the negative, to represent whether the character is honorable or
Honor into her character’s story. This is another plot dishonorable.
hook for the GM, and an opportunity for the players
Additional Bonus Value
to roleplay.
2. A numeric value: this is the Honor’s size and +5 starting XP - 2 Honor
determines the mechanical effects of one’s Honor. +10 starting XP - 5 Honor
Fear Flaw
A character’s Fear represents the thing they dread. It might
Everyone has an element of themselves that they’re not proud
be the character’s deepest insecurity, their bogeyman, or a
of. Why should your character be any different? When
deep-seated threat to their culture or life.
someone speaks ill of your character, this is usually the first
Acting against a character’s fears and overcoming them thing they bring up. It’s also what gets mentioned when your
makes for challenging encounters and rewarding moments of character’s friends say “They’re a great person, but…” that
roleplaying. Fear can be leveraged against individuals to “but” is your character’s Flaw.
make them do terrible things, or force them to give up on their
Just like your Strength, your Flaw is primarily a part of your
desires entirely. Your character may succumb by avoiding the
character’s personality. It is a selfish Motivation, bad habit, or
thing they fear, refusing to risk confronting their fear in order
element of a persona that your character wishes they didn’t
to obtain their desires, or doing something terrible because
have.
the object of their fear compels them to.
EXAMPLE DESIRES
Vengeance: At some point in the character’s past, they were brutally wronged. Now they seek vengeance and have a hard time focusing on
anything else.
Wealth: Money motivates this character. Few of their choices are based less on the consequence of right and wrong, and more on what will
be best for their pockets.
Power: The character wants to amass power and authority. Their aspiration to rule may be linked to altruism or despotic desire, but in either
case they want to control both their situation and those around them.
Enlightenment: The character seeks spiritual and intellectual enlightenment above all else. They do not seek to bring it to others, for they
realize such a goal is innately personal. A walk in the Spirit World is the ultimate existence.
Glory: Fame and the spotlight beckon to this character. They want to perform great deeds, and be celebrated for all time.
Justice: In a world full of wrongdoing, justice must be done. The character seeks to bring justice to those who deserve it.
Discovery: Seeking out and discovering new lands, information, artefacts or the wondrous secrets hidden among the landscape’s countless
ruins drives this character’s actions. They seek to be the first to discover what no one has.
Status: The character wants to elevate their social standing—gaining titles, commendations, and accolades. The character may come from
humble beginnings or otherwise strive for a higher position than where they began.
Love: Love and intimacy drive the character. They will do anything for those they care about, and may already have a true love—or may
strive to find companionship.
Redemption: The character seeks to atone for past sins or mistakes. He may have been a criminal, bounty hunter, or followed some pursuit
that caused him to act he now regrets.
The Second Age v1.6 | Character Creation | 35
EXAMPLE STRENGTHS
Adaptable: No matter what life throws at your character, they always rise to the challenge. Your character is flexible and can handle nearly
every situation, no matter how grim or strange the circumstances.
Analytical: Your character’s mind is like a computer, able to absorb a barrage of information and come to a logical conclusion. Your solutions
always have the inarguable weight of reason, and you know how to pick your battles and when to bide your time.
Courageous: Fear of death has no place in your character’s heart. They laugh at danger and gladly push themselves to confront what others
flee from. Your character is probably still afraid of something, though.
Curious: Life is a million mysteries, and your character wants to learn about every one of them. Whether curiosity drives them to meet new
people, explore distant cultures, or learn fantastic new truths and ideas is up to you.
Idealistic: What ideals your character believes in are up to you, but to your character, those ideals are nothing short of sacred. They may
feel that everyone should live up to those same ideals, or simply adhere to the standards they have set for themselves.
Independent: When everyone else has failed or fallen, your character knows they can still count on themselves. Your character may get
along with others just fine but makes sure not to rely on them. Your character is always prepared to deal with the situation and isn’t waiting
for someone else to help.
Patient: Your character is always willing to wait and knows the power of being calm. By waiting for the right opportunity, they avoid all manner
of unpleasant and dangerous situations. However, your character knows when to act swift and decisively.
Spiritual: Your character is deeply spiritual and at times very knowledgeable about the goings on of the spirits. Their belief gives them a solid
mental bedrock they can always rely on.
Wise: Through years of experience and countless events, your character has developed that rare quality: wisdom. The wise understand the
truths of how their world works. Just as importantly, they know that sometimes, with the right effort, those truths can be overcome.
Witty: Your character is extremely clever, with the right joke for a friend and the perfect insult for a foe. Some may love their company, while
others loathe their cutting remarks, but none can deny that your character has the sharpest tongue around.
EXAMPLE FLAWS
Anger: Your character lashes out at themselves or others with undue cause or with extreme force. They are quick to resort to physical force
to solve their problems.
Compulsion: This could be addiction, fascination, obsession, or impulsive behavior that is self-destructive or otherwise impedes your
character’s ability to function and be healthy.
Deception: Your character may be disloyal or a compulsive liar. They are concerned with their own wellbeing first and foremost, and they
might always present themselves in the best possible light even when that isn’t the case.
Greed: Your character is never satisfied with that they have, always wanting more. They are willing to flout the law or infringe upon others’
rights in order to get what they want.
Laziness: Your character always seeks the path of least resistance and becomes intimidated by difficult or complex tasks. They are
complacent with the status quo.
Ignorance: Your character lacks a basic knowledge or understand of society’s norms. This may be due to their upbringing or their recent
travel to another area of the world. This could be more than just being ‘uneducated’; at some level, your character may be willfully ignorant.
Intolerance: For whatever reason, your character harbors some prejudices toward a group of people. These may be relatively “minor” biases,
or they may give rise to an intense emotion of hatred or revulsion. Whatever form it takes, remember that intolerance is based more in emotion
than rationality.
Pride: Pride does not always have to be a Flaw, but it can easily become one. Your character is arrogant, vain, or self-absorbed, or thinks
highly of themselves at the expense of others.
Recklessness: Your character shows little regard for how their actions may affect themselves or others, due either to low self-esteem or lack
of forethought. They are especially prone to dangerous or inconsiderate actions.
Timid: Your character is extremely risk averse, opting instead to take more thorough or tried-and-true approaches. They may take too long
to act, or may be unable to act at all in the face of new or intimidating challenges.
Defense
Defense determines how difficult a character is to hit in
combat situations. Characters have both a ranged defense
and a melee defense. A character’s default value in both
Archetype
o The archetype choice determines your character’s base rank in all characteristics, as well as
your Wound and Strain Thresholds;
o Along with a starting budget of experience points (XP), each archetype confers a minor
mechanical buff which may be one or more of the following: a free Talent rank, a free Skill rank,
or other unique ability.
o At this step, a player may choose any two skills and mark them as Class Skills; you do not gain
a free rank in those skills.
Class
o A class designates five skills as Class Skills. A player gains a free rank in three of those five.
o A class designates five Talents as Class Talents. A player receives a 5 XP discount when
acquiring these Talents.
Specialization
o A specialization designates five additional skills as Class Skills. A player gains a free rank in
three of these.
o Picking a specialization confers two free Rank 1 Talents, provided in the description.
o Each specialization is listed with a small table of nine Talents. A player receives a 5 XP discount
when acquiring these Talents (to a minimum of 5 XP).
After these choices are made, each player receives a minimum of 500 copper pieces to buy starting equipment
(excluding Rare items; subject to the Game Master’s discretion).
Finally, players may use their starting XP (determined by Archetype) to raise Characteristic scores, gain ranks
in their Skills, learn Bending Forms, or purchase Talents.
The bending arts are dependent on the energy, or chi, within Although such ability is not uncommon, an individual’s
the human body, relying on its flow through the body to bending talents must be developed over time. In most people,
manipulate a specific element. A person can bend when they the ability to manipulate the elements appears at a young age.
extend the influence of their chi beyond the body to interact Their gift often sets these individuals apart, as even untrained
with the environment. benders can bend the elements to their will.
Bending is a form of elemental spiritualism, allowing some of This does cause tension between benders and nonbenders.
the world’s inhabitants to manipulate the material world Misunderstandings between them throughout history have
around them. Though some degree of talent for bending been the primary source of conflict in the world. The Avatar
seems to be inborn to certain people or families, true skill in and the Order of the White Lotus are potent actors who try to
bending requires a lifetime of lengthy and intensive study, mitigate this conflict and maintain balance among the nations.
dedication and practice.
Even for those with innate talent, discipline and training are
Each bending form is largely channeled through patterned necessary to fully realize their inherent bending abilities.
movements and stances that give shape and focus to the chi Finding a master to assist one in learning about the different
that allows one to bend. As such, benders are at their most forms can be difficult, for much knowledge was lost during the
vulnerable when restrained or unfocused and unable to enact Hundred Year War. For many benders in different parts of the
these motions with accuracy and clarity. Each bending style world, using their talents is seen as taboo and thus they may
is tied thematically to the style of martial arts that inspired it, hide their abilities.
and thus, the motions of each style are quite distinct. While
bending is traditionally performed through the motions of
one's hands and feet, certain benders can effectively
When you’re creating a new character who can bend the These loose definitions allow players and GMs who desire a
elements, consider the adventure you’ll be playing and the more structured form of bending to keep track of what
way this fits into the world. How well do they know their elements are ‘in play’ and immediately usable, and in which
talents? Are they an earthbending architect who understands way it’s being (or has been) affected.
their philosophy well enough to construct rigid and sturdy
structures; or are they just a simple craftsmen who Bending Forms
supplements their blacksmithing with firebending? The art of bending is a conscious effort on the part of the
Unless you’re playing a specific type of character—say, an character. A true master can tap into her inner chi and
airbender from a normal background who just acquired the manipulate her environment to her will. Bending allows
ability through Harmonic Convergence—you may consider someone to do things others might see as fantastic or even
using your other free choice to select the Bending skill as well; unbelievable: levitating boulders, jumping high into the air,
hence the Bender Archetypes which are built around several lighting the candles in a room, or blocking arrows with a sheet
different bending philosophies or lifestyles that we see in of ice. Bending is how a bender can accomplish those tasks.
Avatar. In Avatar: The Second Age, bending is the broad, combat-
oriented abilities that allow players to perform impressive and
Still, there may be some rare instances in which a nonbender imaginative feats.
character could learn how to control the elements. There are
many times in the Avatar universe in which a character has Each form focuses on a specific task that can be performed
potential yet to be unlocked; this being a core motif of the through the creation, control or manipulation of a certain
series. Some may go their whole lives without ever realizing element. Bending forms might even require bending checks
they can bend the elements, or without ever learning how to to activate temporary effects, or they could require users to
control it. Lion Turtles have been known to grant, or take suffer strain to activate ongoing effects. Some might be able
away, the ability to bend the elements—and there’s been at to do both. While some bending Forms are Incidentals or
least one instance during which a spiritual-astral phenomenon Maneuvers, most Forms require the use of one action
left individuals around the world with the ability to airbend. during an encounter.
In general, a GM should require good narrative cause for the The initial purchase of each bending form costs a certain
sudden acquisition of these powerful abilities. number of experience points depending on its listed XP Cost.
Once a corresponding Form is chosen, the user may spend
additional experience to further customize and enhance it.
The Powers of Bending
In encounters, the Bending skill is unique in its form and Unless specified in the Bending form description, forms can
function. Benders can control and manipulate their only be acquired by their respective elemental specialization.
surroundings, even take command of the field of battle. The
The forms available to each element are described in detail
elements can also be used to inflict serious wounds or strain
later in this chapter.
upon any foes. Bending techniques open tactical and strategic
possibilities completely unavailable to nonbenders. The
power that bending bestows to a user can vary widely, but its Using Bending in Narrative
mechanical capabilities are loosely broken into three broad
categories for narrative purposes. Encounters
Bending checks are functionally handled like any other skill
Create: Benders can harness the energy within check, and called for in the same circumstances. As with any
themselves and their surroundings to manifest the other skill, you should generally only require a check when
core element under their influence, creating an there are dramatic results or consequences for failure. For
instance within their direct control. Abilities of this instance, a well-trained firebender who regularly manifests
type allow benders to perform astounding feats that and manipulates fire should not need a check to light a torch
create a source from which they can then use their or campfire.
other powers.
Transform: The second category of ability allows With bending being an innately open-ended concept, judging
Benders to alter and transform the physical and resolving bending checks may seem challenging, but it
environment surrounding them and the components really can be seen as the means through which an end is
of the elements under their control; an earthbender achieved. Focus less on the “how” of the technique, and more
might change boulders into sand, or a waterbender on what the task the form is accomplishing, or what obstacle
turning a pond into ice. bending is used to overcome. If the technique is basically
Control: More innate than the powers of creation or replicating the effects of a nonbending skill, assign the
manipulation is the power to control the elements. difficulty correspondingly while still considering the
Benders can physically move the elements from one circumstances.
place to another, even hold their elements in midair
Bending should not be a catch-all skill that eliminates the need
while they redirect them at an opponent. This allows
for any others—indeed we see in the Avatar universe that this
them to gather bodies of water, shrink forest fires,
is not the case. Every element has its limits. Creating a water
heave large boulders, or grow gale force winds. This
vortex to lift you up and cross the river is probably more
Instead, consider taking a narrative approach to Regardless of how many forms, if a bender spends three
concentration and maintaining forms. You can decide that consecutive turns using Concentrate, the character becomes
a character can’t perform certain activities while also Stressed (see the section on States of Health in Chapter VII:
concentrating. A character might also start suffering strain Conflict & Combat.
in they try to sustain a form for too long. Finally, if
A sustained form is considered active only if the bender is not
something happens that could interrupt a character’s
incapacitated. Each sustained form imposes on all
concentration, the player may make an Average
subsequent skill checks made by the bender until the form is
Discipline check; failure means their character loses
no longer sustained. This penalty is cumulative; thus multiple
concentration and the form ends.
forms can be sustained at a time. A form that lasts due to a
Of course, the GM and players might also describe common duration does not impose . A bender can end their
maneuvers in terms of bending when it seems appropriate. concentration as an incidental, even if it is not their turn to act.
For instance, a player might describe swimming as their Concentration is lost if the character becomes staggered,
character does it with their waterbending. disoriented or incapacitated.
The maneuvers listed here are available to all benders, but Bending Chains
each element has its own form-specific maneuvers as well.
Master benders are adept at both the bending and martial
For benders, all elemental maneuvers require some rank in
arts, and in rare cases their momentum and chi enables them
Bending Arts. Some also require access to certain forms, and
to maneuver from one form to another. This is referred to as
the description will specify such requirements.
chaining, and it represents the fluid and dynamic nature of
combat in the Avatar universe.
Elemental Counter
Many skilled benders can counter and often redirect an In other systems, it’s referred to as exploding dice; in The
opponent's Form if they share the same elemental affinity. Second Age, benders may perform an additional form (take
another action) if they roll t results for Bending skill checks
If the defending bender has taken the Counter maneuver this as specified. These forms can be chained in quick succession
round, whenever an attacker would generate hhh on an as a standard Action during combat. Chaining a form
attack, the defending bender may choose to deflect the Form consumes the t and does not inflict a critical injury.
entirely, suffering no damage. This is in lieu of the normal
counterattack bonus granted by spending hh from a Some forms can only be used after beginning from a
Counter maneuver. If the attacker generates d the bender sustained form. For example, the airbender’s Cyclone can
may instead redirect the Form back to the attacker as if they only be performed as an Action in the subsequent turn
had used the Form, causing the attacker to suffer their own following a turn where they sustained the Vortex form. Chains
damage. like this must be built upon turn by turn and cannot be
performed in quick succession during a single Action. A
Concentrate chained form replaces the prior sustained form.
Many form effects last for a specific length of time before
ending. Some effects last only for the duration of the action. Contested Bending
However, some form effects can last for several rounds if the If two benders of the same element are vying for control of a
bender makes a concentrate maneuver to sustain it. If a single mass of their element, they must make an opposed
bending form can benefit from concentration, the form’s Bending (CHI) check, acquiring equal to half the
description will note this. character’s rank in Bending Arts, rounded down. To gain
Forms that can be sustained through concentration last until
the end of the character’s next turn, or as noted in their
Gyatso, an airbender, successfully performs his Air Vortex during his first turn. He chooses to spend two strain to acquire
his second maneuver to Concentrate on sustaining the vortex through the end of the round into his next turn and incurs an
additional on all subsequent skill checks as a result.
During the beginning of his next turn, Gyatso suffers a point of strain and rolls a successful check to intensify the vortex into
a cyclone. If Gyatso rolled a t during his initial Air Vortex, he could have created a cyclone during his second turn without
suffering any strain. Although the cyclone is stationary, Gyatso can choose to suffer strain and use a maneuver to move the
cyclone and end his turn.
WATERBENDING
Bonus Conditions
Under the full moon
Near a large body of water
such as an ocean or sea
Under the moon (any other
time)
-1 Strain Near a small to medium
sized body of water
During the rain
During the day
None
When indoors (at all times)
+1 Strain During a new moon
In an arid or hot environment
No Bending
Lunar eclipse
Possible
FIREBENDING
Bonus Conditions
No strain During a comet passing
-1 Strain In an arid or hot environment
During the day
During the night
No change
Indoors (at all times)
During the rain
+2 Strain
Cold environment
No Bending During Solar Eclipse
Possible Holding breath
EARTHBENDING
Bonus Conditions
-1 Strain When outdoors
No change When indoors
In sand
In wet environments
No Bending No earth within Extreme
Possible range
AIRBENDING
Bonus Conditions
No change Outdoors
No change Indoors
Confined
Upgrading a bending form simply means making it better. Mechanically, that means modifying existing effects in beneficial
ways or adding new abilities or qualities. The idea is to improve the form.
Narratively, this represents a benders continued training and learning about the nature of their element, and their unique art.
Certain terms like Finesse and Mastery have little mechanical purpose, but help to convey a certain narrative intent.
Finesse represents how players can modify their forms to serve their needs and their characters’ personalities. Finesse is
acquired through XP and can be purchased at any time; these upgrades are typically added at-will to a form. Each upgrade
is listed with its associated cost or other requirements.
Some upgrades listed in the Table may be listed as a Mastery in their descriptions. This kind of master finesse is available
only to benders who have spent most of their time training and learning to unlock the secrets of the bending arts through
experience. Mastery upgrades should require some sort of narrative justification; the GM can simply ask players how their
characters have been able to hone these abilities. Alternatively, an NPC may serve as a Master to the players and impart
her wisdom, allowing the players to access this esoteric knowledge of the bending arts. Separately, or in addition to
aforementioned suggestions, a GM could also require the players to pass a Hard Meditation check, perhaps once per
session, before they can access this deeper understanding of their element.
Although these upgrades are available to be applied generally ability for the form; similar to Mastery upgrades, perfection
to all of a bender’s forms, not all upgrades will apply to all upgrades are permanent and take up one of a Form’s upgrade
forms—and some may seem more potent when applied to slots.
specific forms. For instance, you wouldn’t be able to add
damage to a form that does not attack a target. Finesse Using Form Upgrades
upgrades are further classified into the following categories. Although some Finesse and Mastery upgrades have
passive, and thus permanent, effects many of them simply
Power upgrades are difficulty modifiers that completely
allow the character to actively augment the base ability of their
manipulate a form’s technique, allowing it to take on
forms.
temporary effects which might augment the potency of a form,
bestow certain qualities to the form, or even increase its Before making a bending action, the character may choose to
effective range. enhance their Form with any Finesse or Mastery they’ve
learned. However, each effect has a certain cost associated
Manipulation upgrades are intensity modifiers which affect
with it; you might have to increase or upgrade the difficulty,
how strenuous a form bending check will be; these upgrades
and/or suffer additional strain.
can also apply to form maneuvers that require the bender to
suffer strain. Most modifiers intensify the character’s focus You may not increase your form’s skill check if it would
when using the form, allowing them to amplify the form’s basic increase the difficulty of the check beyond Formidable
effects or to concentrate on more than one task at the same ( ) (after any relevant reductions, such as from
time. Talents). Each effect can be added once, unless the effect
specifies otherwise.
Perfection upgrades represent a bender’s full grasp of their
art when using a specific form. Each perfection upgrade
allows an experienced bender to unlock an extremely potent
Breath control is one of the first things taught to young Fire Strikes [Create]
firebenders as without control of breathing, they are more A prolific ability, firebenders can use their jabs, kicks and
prone to lose control of the fire that they are creating or punches produce miniature fireballs, flame missiles, or
manipulating, leading to disastrous results. Firebending streaks of flame.
hinges on inner calm, discipline, and emotional and physical
The firebender may suffer 2 strain to increase the difficulty of
stability such as a firm balanced form, rhythmic breathing and
their next Martial Arts combat check. Small fireballs are
good health. Unlike other benders who depend on external
projected from the hands and feet until the beginning of the
sources of their elements to bend, firebenders can create fire
bender’s next turn. A successful combat check has innate
using their internal heat source in addition to controlling
Burn 1 quality. Fire Strikes may be used to reach targets up
already existent flames.
to short range with the Martial Arts check.
If the firebender has performed the Lightning Generation The bender may attempt other actions during flight, but must
maneuver, they may perform a Daunting Bending (CHI) upgrade the difficulty of the check by 1.
check to send a bolt of lightning up to medium range, dealing
Requires: Bending Arts 5, Rocket Feet
damage to target’s wound and strain thresholds. The attack
Cost: 25 XP
has innate Pierce 2 and Vicious 2; Concussive 1 may be
Concentrate: Yes
applied with aa.
Mastery: The bender only suffers 1 to sustain
If the bender fails their check, it means they cannot focus and Rocket Flight (15 XP).
their turmoil has overwhelmed their chi. h might cause the
bender to suffer even more strain, while d could have
disastrous consequences for the firebender.
Requires: Bending Arts 3, Air Blast If sustained, scooter grants 1 less maneuver than the round
Cost: 15 XP before. An Easy scooter, which grants only 1 maneuver,
Mastery: Stun becomes an innate quality (15 XP). therefore cannot be sustained.
Mastery: The bender may spend t on an Air Blast
May spend aa to treat Rough terrain as normal.
check to perform a follow up Air Barrage check
without suffering strain (15 XP). Requires: Bending Arts 3
Cost: 15 XP
Air Sweep [Transform] Concentrate: Yes
Airbenders who are truly adept in martial arts can use their Finesse: May spend aa to traverse up to 90
opponent’s weight against them, knocking them to the ground degree angles, up to medium height (5 XP).
with a swift kick or sweep of a long weapon and a little Finesse: The character may increase the difficulty of
airbending. this check by one level per rank in Bending Arts (10
The bender may suffer 1 strain to make an Average Bending XP).
(BOD) check to sweep the feet of an engaged target with a Mastery: The bender may carry one additional target
wind-powered kick. This attack deals inflicts wounds, and has per additional silhouette size of the air scooter (15
innate knockdown. The Air Sweep can be chained from an Air XP).
Kick with t.
Air Vortex [Control]
Requires: Bending Arts 3, Air Kick A larger funnel of air, the air vortex can be used to trap or
Cost: 15 XP disorient opponents as well as to deflect any objects thrown
Finesse: Air Sweep may be used as a counter (5 at it.
XP).
Mastery: The bender may spend t on an Air Kick The bender may suffer 2 strain to make a Hard Bending (INT)
check to create a silhouette 1 air vortex object at a target
check to perform a follow up Air Sweep check
location up to short range.
without suffering strain (15 XP).
Targets engaged with the vortex are disoriented until they
Air Jet [Control] are no longer engaged. All engaged characters suffer 1 strain
A more advanced Air Blast, the air jet involves a direct pulse (ignoring soak) at the beginning of each turn they are engaged
or jet of strong wind being projected from the hands, feet, or with the vortex.
mouth of the user.
Ranged attacks made through vortex suffer .
The bender may target an area up to short range to blast that
area with a constant stream of air. Suffer 1 strain and make The air vortex lasts until the beginning of the bender’s next
an Average Bending (AGI) check to inflict Stun Damage to turn.
all targets within the area, knocking back any character who
ends the round in the area of effect. The airstream lasts until Requires: Bending Arts 3, Air Funnel
the end of the round. Cost: 15 XP
Concentrate: Yes
Requires: Bending Arts 3 Mastery: The bender may ride the Air Vortex and
Cost: 15 XP use it to double their maneuver effectiveness when
Concentrate: Yes applied to movement (15 XP).
Finesse: Air Jet may be used as a counter (5 XP).
Mastery: The bender may spend t on an Air Blast Expert Forms
check to perform a follow up Air Jet check without Truly dedicated airbenders can perfect the use of forms that
suffering strain (15 XP). capture the essence of their element. Benders require at least
4 ranks in Bending Arts to acquire an expert form. Additionally,
The bender may suffer a number of strain no greater than their Requires: Bending Arts 5
rank in Bending Arts to make a Daunting Bending (CHI) Cost: 25 XP
check. If they are successful, the character gains flight Concentrate: Yes
assisted by their airbending for a number of turns equal to
strain suffered in this way.
Upgrade the difficulty of a waterbending form check made Requires: Bending Arts 1
with Plantbending by one per silhouette size of the plant object Cost: This form is acquired for free with the first rank
under the character’s control. Attacks made with Plantbending in Bending Arts.
have innate Stun quality equal to the object’s silhouette.
Ice Slam [Control]
Requires: Bending Arts 4 Manipulating the water, snow, or ice in the surrounding area,
Cost: 20 XP waterbenders can use a mass of it to shove an opponent off
Concentrate: Yes to the side.
Finesse: Plantbending only imposes to sustain (5
XP). The bender may suffer 1 strain to push an ice wall, column or
other medium or larger object into an opponent up to short
Finesse: Form checks made with Plantbending can
range, dealing Stun Damage with an Average Bending
Ensnare on aa (10 XP).
(BOD) check.
Thorny Strike (Mastery): The bender may suffer a
number of strain no greater than their rank in Requires: Bending Arts 2
Bending Arts to shape all plant objects under their Cost: 10 XP
control as an incidental. The object gains innate
Slashing quality equal to the strain suffered in this Soothing Waters [Transform]
way (15 XP).
Skilled waterbenders can use their abilities to heal a sick or
injured person with water, which glows during the process.
All Around Us [Create]
Going a step beyond plantbending, a skilled waterbender is The bender may suffer 2 strain to make an Average Bending
can also separate and completely extract the water from plant (INT) check to heal a target character. The target recovers
life. This process will leave behind the withered remains of all two strain per uncanceled Success.
the affected plant life or even making them collapse in the
case of large trees. The degree of skill in manipulating plant Requires: Bending Arts 2
life depends on the experience of the bender and whether or Cost: 10 XP
not a full moon is present. Finesse: Upon success, the bender heals one
wound per uncanceled Success, and two strain per
The waterbender may suffer 4 strain to bring a silhouette 0 uncanceled a (10 XP).
water object within their control from living plants or damp
environments within medium range. Water Whip [Control]
The water whip is a commonly used move that involves
Requires: Bending Arts 5, Plantbending
creating a lashing tendril of water to swipe at an opponent.
Cost: 25 XP
The shape, size, and length are all determined by a
From Within (Mastery): The bender may suffer 1
waterbender's control, and more powerful benders can create
additional strain to bring a small amount of water
larger whips, or ones of greater finesse.
under their control from the water vapor in the air, or
unconventional sources like vats of perfume, or even The waterbender may suffer 1 strain to create a whip from
the bender’s own sweat (15 XP). water under their control until the end of their turn. The whip
has all the qualities of a normal whip except it inflicts Stun 1
Actions against unarmored opponents and its short range may be
increased. Attacks made with Water Whip are performed with
Below is a list of forms that any waterbender can learn with
an Average Bending (AGI) check.
the proper training and level of experience. Each form
Targets engaged with the spout take Stun Damage, and are Ice Blade [Transform]
disoriented until they are no longer engaged. All engaged Using a substantial portion of water, waterbenders can create
characters suffer 1 Stun Damage (ignoring soak) at the a sword-like blade of ice to slash, jab, or swing at opponents.
beginning of each turn they are engaged with the spout.
The bender may suffer 2 strain to make a Hard Bending (INT)
Ranged attacks made through spout suffer . check to transform water under their control into a small
blade-like object until the beginning of their next turn. The
Requires: Bending Arts 2 blade can be used as an improvised melee weapon, has
Cost: 10 XP innate Slashing 1 quality, and adds +3 damage to attacks with
Concentrate: Yes a Critical Rating of 3.
Mastery: The bender may suffer a number of
Requires: Bending Arts 3, Phase Shift
additional strain no greater than their rank in Bending
Cost: 15 XP
Arts strain to increase the Stun Damage of the spout
by that number (15 XP). Concentrate: Yes
Mastery: The bender may suffer 1 additional strain
to create a larger blade with Reach and Defensive 1
Advanced Forms qualities. More water is required to create a larger
Advanced forms are usually more capable versions of their blade (15 XP).
basic counterparts, and thus generally require a waterbender
spend more time practicing their art, in addition to gaining Ice Shards [Control]
practical experience. Unless stated otherwise, advanced
Waterbenders are able to rapidly shoot shards of ice at their
forms require at least 3 ranks in Bending Arts. Depending on
opponents. Shards can be elongated or created rapidly to
the general themes of the campaign, some or all advanced
damage or incapacitate targets. Benders can also freeze
forms may be restricted at the GM’s discretion unless the
streams of water into a spike and firing it at the intended
bender finds a teacher, bending scroll, or other narrative
target.
explanation for their abilities.
The bender may suffer 3 strain to make an Average Bending
Water Cloak [Control] (AGI) check to throw shards of ice at a target up to short
Waterbenders can bring water under their control toward their range. Shards have innate Pierce 1 and innate Slashing 1.
body, the water hugging their body to provide a protective The bender must have ice under their control.
layer.
Requires: Bending Arts 3, Phase Shift
The bender may suffer 2 strain to make an Average Bending Cost: 15 XP
(CHI) check. On success, the bender gains a bonus to their Ice Pin (Mastery): The waterbender may instead
soak value equal to their rank in Bending Arts. Water Cloak’s increase the difficulty by 1, and attempt to ensnare a
bonus lasts until the character takes damage or the end of the target up to medium range to a nearby surface in
round. which a thrown weapon could stick (15 XP).
Requires: Bending Arts 3
Calming Mist [Control]
Cost: 15 XP
Tapping into their inner chi, some waterbenders can align
Concentrate: Yes
their energy with that of their allies, potentially reducing their
stress or heightening their situational awareness.
The bender may suffer 3 strain to make a Hard Bending Healing Waters [Transform]
(BOD) check to create a silhouette 3 ice glacier object, With extensive training, waterbenders can heal injuries by
erupting from the surface of a target small area up to short redirecting chi throughout the body, using water as a catalyst.
range. This form requires at least silhouette 2 of water to They lay their hands upon another living creature and channel
transform. positive energy to them through the water under their control.
The object deals damage to all engaged targets, and deals The bender may suffer 2 strain to make a Hard Bending (INT)
additional Stun Damage equal to the bender’s rank in Bending check to heal a target character. The target recovers one
Arts. Terrain within short range of the iceberg becomes rough. Critical Injury.
Objects created in this way are temporary and do not require Requires: Bending Arts 4, Soothing Waters
concentration to sustain. Ice objects last for a number of Cost: 20 XP
rounds equal to the silhouette of the object, but will last longer Finesse: Select one ongoing status effect the target
if sustained. is suffering. That effect ends immediately (10 XP).
Rejuvenation (Mastery): The bender may spend
Requires: Bending Arts 4, Phase Shift one Story Point to upgrade the difficulty to instead
Cost: 20 XP target individuals who are incapacitated and
Concentrate: Yes rejuvenate them to one below their wound and strain
thresholds (15 XP).
Octopus Form [Create]
A body of water formed around the bender with a number of Master Forms
Water Tentacles which can be used to grasp or strike an These abilities are rarely seen among the bending population.
opponent or to intercept incoming attacks. Only an experienced and learned waterbender can unlock the
The bender may suffer 3 strain to make a Hard Bending full potential of their element. These forms require rank 5 in
(CHI) check. Upon a success, an additional Water Tentacle Bending Arts, and the PC must learn the form through a
is created from a free appendage, or at the feet of the bender bending scroll, a master, or must otherwise be able to
until the end of their turn. Tentacles require at least silhouette narratively support how they came to hone this ability.
1 water. The bender is required to perform only one
concentration maneuver to sustain any number of Tentacles Bloodbending [Control]
created by Octopus Form. Bloodbending is a rather sinister application of the principle
that water is present in every living organism, thus making
Requires: Bending Arts 4, Water Tentacle them bendable objects themselves. Initially, it was thought
Cost: 20 XP that bloodbending could only be done during the full moon,
66 | Character Creation | The Second Age v1.6
where waterbenders are at their most powerful. However, it provides an additional +1 range and melee defense, as well
has been shown that mastery of bloodbending does not as +2 bonus soak value per silhouette. The bender’s
require a full moon to practice the ability. This was movement is hindered.
demonstrated by Yakone, and later his sons Noatak and
Tarrlok. When the bender takes a successful hit while Plant Armor is
active, the armor’s bonus soak value decreases by 1. The
The bender may suffer 4 strain to make a Daunting Bending armor also deteriorates 1 bonus soak at the end of each round
(CHI) check to target one character within short range. Until and lasts until the bonus soak value is zero. Plant Armor
the end of the round, that character can make no actions. requires concentration to sustain.
Whenever that character would take a maneuver, the
waterbender chooses their maneuver for them. Requires: Bending Arts 5, Plantbending
Cost: 25 XP
Bloodbending can be sustained for subsequent rounds and, if Concentrate: Yes
it is, the target character may make a Hard Resilience or Finesse: Attacks made with Plantbending while
Meditation check to break free from the hold. This cannot be Plant Armor is active deal additional Stun Damage
done in the first round. equal to the armor’s silhouette (10 XP).
Rapid Growth (Mastery): As an incidental each
For narrative purposes, Bloodbending should be restricted to
round, the bender may suffer 2 strain to replenish +2
use only during a full moon (or for practical purposes, once
bonus soak up to the maximum soak permitted by
per game session, assuming an encounter took place during
silhouette size (15 XP).
a full moon).
Basic Forms The bender may choose one target up to short range and
suffer 2 strain to make an Average Bending (CHI) check. If
Even earthbenders who are only just discovering their abilities
successful, the target is immobilized until the end of the
still have access to several basic forms that most beginners
bender’s next turn.
discover and explore on their own. They require a basic
understanding of the Bending Arts (rank 1 – 2). Requires: Bending Arts 2
Cost: 10 XP
Earth Blast [Control] Concentrate: Yes
The most common earthbending technique involves levitating Earth Shackles (Mastery): The bender may suffer
nearby pieces of earth and stone of various sizes and an additional number of strain no greater than their
propelling them at foes with punching or kicking motions. rank in Bending Arts to immobilize the target for that
The bender may launch a single object under their control at many additional rounds. Immobilize only needs to be
a target within short range. They must make an Easy sustained at the end of its duration, and must be
Bending (BOD) check. sustained each subsequent round (15 XP).
The earthbender may suffer 1 strain to push an earth wall, Crystal Therapy [Transform]
column or other medium or larger object they control into their
The glowing crystals that form beneath Ba Sing Se have been
opponent, dealing Stun Damage with an Easy Bending
a staple of its culture for millennia. More than just luminescent
(BOD) check. Earth Slam can be used as a counter
rocks, these crystals (like all others) can be manipulated
maneuver.
through earthbending. Ancient earthbenders relied heavily on
Requires: Bending Arts 1 the crystals’ spiritual properties, and have been used in
Cost: 5 XP relatively obscure healing rituals.
Earth Cage (Mastery): The bender may increase The bender may suffer 2 strain to consume a glowing crystal
the difficulty by 2 to surround the target with four under their control to make an Average Bending (INT)
small earth structures to immobilize them for a check. On success, the bender restores 1 strain to an
number of rounds equal to their rank in Bending Arts. engaged target character per each net Success.
The target may break free by making a Hard skill
check with a relevant skill (15 XP). Requires: Bending Arts 3
Requires: Bending Arts 3, Earth Structure If the character attempts any actions for the duration of their
ride, they must upgrade the difficulty of the check by one. If
Cost: 15 XP
they fail or suffer d, the bender loses their concentration and
Concentrate: Yes
begins to fall, taking damage commensurate to the distance
Finesse: May spend aa to knockdown the target
fallen.
(5 XP).
Finesse: The earthbender may instead perform this Requires: Bending Arts 3
check to enhance their jump. If successful, the Cost: 15 XP
bender may leap up to the form’s effective range (10 Concentrate: Yes
XP). Finesse: Earth Wave can also be used as an attack
up to medium range, having the same innate
Earthquake [Transform] Knockback and Knockdown qualities (10 XP).
Powerful earthbenders can strike the ground with feet, fists,
or even hammers, to create localized earthquakes or fissures Quicksand [Transform]
to throw opponents off-balance. More advanced earthbenders Earthbenders turn certain surfaces to quicksand to immobilize
can make narrow fissures for precise attacks. an enemy, or to create a soft landing for themselves should
The earthbender may suffer 3 strain to make a Hard Bending they fall from a height. They have a difficult time doing the
(BOD) check to damage all characters within medium range, reverse, however.
disorienting and possibly immobilizing them. The bender may suffer 2 strain to make an Average Bending
(INT) check to immobilize one target up to short range. This
Targets in range become Disoriented until the start of the
earthbender’s next turn. The bender may spend aa per creates a small area of sand beneath the target’s feet and they
target to immobilize an affected target. must spend twice as many maneuvers moving through it, or
to get out.
The terrain within medium range of the bender becomes
rough. Earthquake and its effects last until the beginning of Requires: Bending Arts 3
the bender’s next turn and can be sustained through Cost: 15 XP
concentration; concentration does not cause Earthquake Finesse: The bender may suffer a number of strain
to do additional damage in subsequent rounds. no greater than their rank in Bending Arts to enlarge
the area affected by Quicksand by one range band
Requires: Bending Arts 3, Earth Tremor per strain suffered in this way (10 XP).
Cost: 15 XP
General Skills
This group of skills represents most of the actions that a do not govern combat actions, life and death may still ride
character will attempt. In dramatic situations, the entire upon their effective use.
success or failure of a mission might ride on how effectively a
given character uses one of these skills. While general skills In the following sections, the general skills are outlined by the
Characteristic which governs their success.
With the advent of technological innovation after the Hundred Use This Skill When…
Year War, Satomobile and airship travel has become much Your character attempts to sabotage an enemy’s
more commonplace. Under normal conditions and for regular vehicle, or find a weak point in the hull of their ship.
actions, a character is not required to make a Piloting check. Your character needs to repair a damaged weapon,
When those actions are complicated by treacherous weather vehicle, or other piece of gear.
conditions, the use of a failing vehicle, or enemy assault, then Your character needs to identify any parts or tools
the character piloting the craft must demonstrate his or her necessary for completing a task, saving time and
expertise. money.
Your character wants to create blueprints for new
Sleight-of-Hand items, vessels, and other useful tools to be crafted
When a character needs to perform nimble tricks or tasks with once the necessary components are acquired.
their hands, or they need to make a quick exchange, he Your character tries to modify any weapons, armor,
makes a Sleight-of-Hand check. or vehicles.
Can pick pockets, draw hidden weapons, and take a Don’t Use This Skill When…
variety of actions without being noticed. Your character has a simple task like cleaning the
Sleight-of-Hand might be opposed by Perception if a rudder of the ship.
character is conscious or present in the same space.
Medicine
Stealth Through the course of their travels, the characters will suffer
The Stealth skill reflects how talented a character is at not injuries. This skill is used to treat those injuries and perform
being seen. first aid.
Don’t Use This Skill When… Acting normally when pinned down by heavy assault.
Your character researches a disease or poison. Facing down a formidable foe rather than fleeing.
Your character tries to heal their own strain at the Resisting fear.
end of an encounter. Recovering from strain at the When confronted by a creature or spirit with
end of an encounter requires a Discipline or inherently terrifying aspects.
Meditation check.
Discipline is often used to oppose another’s actions—where
Your character tries to administer poison through
there is no roll—so it may not always be possible to generate
sleight of hand, such as by dropping it in a drinking
extra Success. In situations where extra Success is earned,
cup or surreptitiously injecting it into an unsuspecting
target. one may be spent to downgrade a Challenge to a on the
character’s next turn.
When treating injuries, the difficulty of the check is based on
the target’s current state of health. On a successful check, the Perception
target recovers a number of wounds equal to the number of Characters must often maintain a careful awareness of their
s generated by the Medicine check and an amount of strain environment. The Perception skill represents the character’s
equal to the amount of a generated. constant, active state of awareness. Perception encompasses
all a character’s natural senses.
Navigation
The Navigation skill represents a character’s ability to use Noticing a trap or an ambush before falling prey to
knowledge of the world, its geography and its seas, to most surprise.
effectively traverse the terrain for any destination. Spotting a disguise.
Noticing a subtle clue, such as an overheard
Knowing a certain pass exists which will take you conversation or the smell of a poison.
around a mountain, cutting your travel time down
significantly. Perception may be opposed by skills used for concealment,
Providing answers when a character wants to know or it might have a difficulty set by the environment. The noise
what cities, regions, and landmarks are nearby. of a loud inn could conceal a conversation, just as a spicy dish
might prevent a character from noticing a poison.
Guile Survival
Guile reflects how craft, devious, clever, and creative a
Learning to recognize the dangers of the natural environment
character can be. Characters with high Guile have the
as well as how to exploit its resources is dependent upon the
discipline, self-control and mental wherewithal to think on the Survival skill.
fly and withstand the stress of everyday life. They can pick up
on social and environmental cues and use their opponent's Identifying safe food, potable water, or shelter in a
weaknesses against them. natural environment.
Tracking animals and characters.
Deception Recognizing the signs of dangerous weather
When a falsehood plays the central part in a character’s conditions and knowing the best way to prepare for
persuasive effort, then that character is employing the them.
Deception skill. Whether it’s an effort to persuade someone to
make a purchase, do a favor, or simply go somewhere they Charisma
don't want to go, a convincing lie can make the difference
A character’s charisma is a representation of his personality
between success and failure.
and presence in the room. Leadership and confidence, this
If a character wishes to mislead a buyer or seller skill impacts one's ability to communicate their ideas and
about an object’s value to his a; thoughts with others. Character’s with a high Charisma make
Any time a character wants to distract an opponent; natural leaders, draw attention when they enter a room, can
When pursued, a character may choose to use easily strike up a conversation, and are quick to adapt to
Deception to lay a false trail. social situations. It governs the following skills:
Musicians, orators, poets, even actors with the advent of a may be spent to affect unexpected subjects beyond the
movers, may be lauded in the upper echelon of social circles original target. These may be bystanders or others not directly
because of the entertainment they provide. Many nobles, involved in the scene, but who may aid the character in their
leaders, and other influencers have greatly varied opinions on own way. With t, the player may choose to have a target
the value of performers. NPC become a recurring character who remains predisposed
to assist his character. This individual may not join the crew,
The difficulty of this check would depend entirely on the mood but might offer a better than usual price for fencing goods or
of the audience as determined by the GM. A target character may let certain customs slide.
or several characters may add to the check if their Empathy
skill is particularly low, while characters with high Empathy are h and d are, in reverse, harmful to a character’s standing
more likely to appreciate artistic performance. Perform is only with those he is trying to sway. h may be spent to reduce the
opposed by other Perform skill checks. number of people the character can influence or turn those
affected negatively against the character altogether. The GM
Persuasion may use d to turn a single NPC against the character and to
make him a minor recurring adversary.
For a character with a kind smile and a silver tongue, it may
be possible to travel the world depending on the kindness and
generosity of others. An individual with this knack can give just Leadership
the right compliment or veiled threat to his target—often by This skill represents a character’s ability to instill faith and trust
deciphering the subject’s social and cultural background. in friends, allies, and subordinates.
Flagrant flattery, however, may be better suited to using the
Deception skill. Outright threats should be governed by Rallying allies.
Intimidation. Politicians, salesmen, and con artists are all Swaying an assembled crowd to take action.
renowned for their charming and convincing personalities.
The difficulty of this check is based on the complexity of the
Convincing an individual to make a special exception orders a character is attempting to convey, as well as the
to her usual practices through flattery, flirting, and intelligence and professionalism of the subjects that the
grace typically relies upon Persuasion. character is attempting to command.
Appeals to a target’s better nature - even if it does When a character attempts to command a target to perform
not exist - generally require a character to use an action that could result in harm to the target, or is in some
Persuasion. These sorts of requests may often way against the target’s nature or best interests, an opposed
require the target to go out of his way to aid the check is required. The character’s Leadership check is
characters, without any hope of remuneration. opposed by the Discipline of the target, depending on the
Seduction attempts rely upon Persuasion, but for specific order given.
situations with the interest is entirely feigned it is
more appropriate to use Deception.
Coercing an individual to make decisions that go
Negotiation
against their interests may fall under Persuasion; The art of negotiation deals with determining exactly how
however, threats to a person’s body or friends may much of what a subject wants must be sacrificed before
fall under the realm of Intimidation. getting a particular good or service in return. Characters with
expertise in negotiation often go on to become diplomats or
Persuasion is often an opposed check, using the subject’s spokespersons as their skills are transferable. Examples
Discipline, Instinct, or even Meditation except in situations include:
where the PC is trying to persuade large groups, in which case
it is often a set difficulty. Of course, situational modifiers may Purchasing goods or services for less than the
also apply based upon the character’s style of dress, seller’s asking price.
background, and other characteristics. For instances in which Acquiring trade, legal or otherwise, at the best
the desired outcome is directly opposed to the target’s possible rates, making connections along the way.
interests, an additional may be added.
Negotiation is usually an opposed check, using the target’s
For situations in which the character is attempting to sway Negotiation or Discipline. Situational modifiers may also
multiple subjects or a target who is already predisposed to apply, based on any past relationship between the characters
react favorably, the character would not need to make an involved.
opposed check. Instead, the difficulty of the check is
determined by the number of subjects and their disposition. Chi
Larger crowds or groups who are predisposed against the Chi is a measure of one's affinity with the spirit world, it
character’s desired outcome require a more difficult check, significantly influences the potency of a bender's abilities. The
while persuading those already favorable may require few, if more connected to the natural and Spirit World, the more
any . energy a bender can put into her actions. Characters with a
Combat Skills
Skills that are tightly focused on use during physical
confrontations are considered Combat skills. Application of One-Handed Weapons (Body)
these abilities is almost always violent, but need not be Character’s with this skill have handled a weapon before and
deadly. Full details on using Combat skills during conflicts are can readily do so again. Virtually any reasonably sturdy object
described in Chapter VII: Conflict & Combat. Chapter VII can be used as a makeshift weapon, so a character adept in
also contains information concerning how a character may one-handed combat can often make due from debris laying
make use of extra s as well as a and t, along with the around.
negative results.
Two-Handed Weapons (Body)
Martial Arts (Body) Large melee weapons rely upon the physical fitness and
Some individuals are thoroughly trained in unarmed combat, sheer strength of the character just to be wielded. Two-
have natural weapons that they prefer to use during physical handed weapons require more training but often inflict
altercations, or seek to drop foes without seriously injuring significant damage.
them. In any of these situations, Martial Arts is the skill used
to determine success or failure of a hand-to-hand strike. Ranged (Heavy) (Agility)
Attacks made in this way can inflict wounds or strain upon
Particularly large ranged weapons, such as ballistae bending
their target (chosen by the attacker).
attacks like ice torpedoes or surface-to-air-rocks, and large
Knowledge Skills
The actions that a character takes are often performed in This skill represents a character's knowledge and
reaction to his knowledge about a situation. Players can never understanding of history in all its facets. This could be
be expected to know as much about life in the game setting knowledge about past Avatars, kings or queens, nations, or
as the characters who have lived there. Knowledge skills generally anything that isn’t covered by the other Knowledge
serve to bridge this gap. They enable a player to make skills.
decisions about his character’s actions that are informed by
what his character might know. If a character needs to recall past Avatars in the
cycle, he would make a History check.
All dice results may be spent among the different Knowledge When determining whether an old city is in the desert
skills with similar results for each. Additional s represents the or the jungle, a character might may a History check.
character’s recalling information or completing research with If a Player Character is trying to recall information
remarkable haste, while a may be spent to learn minor but from a past gaming session, a GM might allow a
possibly useful information about the subject. t may be spent character to probe their memory with a History
to learn relevant, beneficial information concerning the check.
subject, perhaps a ship’s hull weak points in the case of
Knowledge (Warfare), or information concerning dark spirits History checks naturally become more difficult the more
in the case of Knowledge (Spirit World). h may be spent by obscure or generally unknown the information might be.
the GM to omit a vital detail about the subject at hand, while
d may be used to seed the character with misinformation and Spirit World
outright falsehoods.
The Spirit World is a parallel plane of reality that coexists
alongside the mortal world, and is home to the spirits,
History immortal supernatural entities which often embody different
The history of the world extends tens of thousands of years aspects of life and nature. In a time where the Spirit and
into the past. Some scholars spend their entire lives dedicated material worlds are once again merged, knowledge about
to learning about just one era, sometimes even just a specific which spirits are good natured and which want to steal a
dynasty or event or person. character’s face is more important than ever.
There are many different types of talents. Some are A talent worksheet is included in the back of the book with the
associated with an individual skill or closely-related group of other character sheets.
skills. These tend to be particular knacks that a character has
acquired through the process of mastering that skill. In many
cases, talents represent operational shortcuts—corners an
Multiple Ranks
Most talents can only be learned once. However, some talents
experienced individual knows can be safely cut or particularly
are ranked, which means they can be learned repeatedly.
effective methods they can follow.
When a character learns a talent for a second—or later—time,
Other talents are simply natural abilities that fit in especially she gains an additional rank of the talent. These talents have
well with the use of that skill. These could include a certain a cumulative effect: the more of them you purchase, the better
mental process, physical technique, or learned pattern. A they become.
number of talents are specifically associated with conflict and
However, after you purchase the talent, subsequent
fighting. These combat talents represent techniques that a
purchases count as being in the next highest tier for the next
character may have learned through practice and experience.
time you want to purchase it. This means the experience cost
Finally, some talents are associated directly with
goes up, and this new version of the talent takes up one of
specializations, and reflect the nature of those specialized
abilities. your more valuable talent slots in a higher tier.
Talent Descriptions
An explanation of the descriptions for each of the talents used Each talent belongs in one of five Tiers, as described
in Avatar: The Second Age follows. Every entry includes the previously in this chapter. The higher the tier, the more XP it
information required for gameplay. costs for your character to purchase the talent.
Every talent has a Name, making it easy for you to refer to the Trigger explains whether a talent is always in use (Passive)
talent, and hopefully providing a bit of a colorful description as or if a character must take some sort of action to activate it
well as making it easier to recall its effects. (Active). If activation is required, the type of action necessary
is indicated. Some talents can be activated on other
characters’ turns, or in the middle of combat (counter
Tier 1
Adverse Bending Bought Intel
Bender only. Remove per rank of Adverse Bending when you make When required to make a Knowledge skill check, the character can
a Bending or Bending Arts check. This talent does not apply to instead make a Bought Intel action. He spends a number of copper
added as a result of an opponent’s Defense rating or incurred through pieces equal to 50 times the difficulty of the check and counts as
Concentration. succeeding on the check with one uncanceled Success. At the GM’s
discretion, the character may not be able to use this ability if the
Trigger: Passive information sought is particularly esoteric or hard to find, or if the
Ranked: Yes character is in a situation where he could not purchase information
Tier: 1 (such as marooned in the middle of the desert with no messenger
hawk).
Apothecary
Trigger: Active (Action)
When a patient under your character’s care would recover from
wounds or strain from a natural rest, they heal an additional amount Ranked: No
equal to your character’s ranks in Apothecary. Tier: 1
Tier 2
Adverse Conditioning Trigger: Passive
The character may spend one Story Point to remove from any Ranked: Yes
one skill check. Tier: 2
You must select a different Form each time you acquire this talent. Counterstrike
The character removes any imposed on their attacks generated
Trigger: Passive
when performing the Counter maneuver.
Ranked: Yes
Tier: 2 Trigger: Passive
Ranked: No
Brute Strength Tier: 2
The character deals +1 damage on all successful melee combat skill
checks per rank of Brute Strength. Crippling Blow
The character may voluntarily increase the difficulty of a combat
Trigger: Active (Maneuver)
check by one to deal a crippling blow. If he succeeds and deals
Ranked: Yes
damage, the target suffers one strain whenever he moves for the
Tier: 2 remainder of the encounter.
Chi Disruption Trigger: Active (Incidental)
As an action, the character perform a Hard ( ) Martial Arts Ranked: No
combat check to deal Stun Damage instead of wounds in addition to Tier: 2
blocking a bending opponent from using their Forms until the end of
the bender’s turn in the next round. Daring Posture
Bender only. Before your character makes a Bending check to use
Trigger: Active (Action)
one of their forms, they may take a Daring Posture action. Add a
Ranked: No number of h no greater than your rank in Daring Posture to add an
Tier: 2 equal number of s.
Fearsome Identify
When an opponent becomes engaged with the character, the Whenever the character comes across an item or other object of
character may force the opponent to make a fear check with the unknown provenance, he may make an attempt to identify it. The
difficulty equal to the character’s ranks in Fearsome. At the GM’s character makes a Hard ( ) Knowledge check using any of his
discretion, some adversaries may be immune to this talent based on knowledge skills he chooses. The character must explain how this
the type of adversary or the ongoing circumstances. particular area of his expertise is helping him to identify the object,
item, or artefact.
Trigger: Passive
Inventor Precision
When crafting new items, or modifying existing ones, the character Once per round on the character’s turn, the character may perform a
may choose to add or remove from the check per rank of Precision maneuver before attempting a combat check and voluntarily
Inventor. suffer a number of strain. The number of strain cannot exceed his
ranks in Precision. He then decreases the target’s defense (ranged
Trigger: Passive and melee) by one per strain suffered for that combat check.
Ranked: Yes
Tier: 2 Trigger: Active (Maneuver)
Ranked: Yes
Knack for Bending Tier: 2
Bender only. You gain one a on any Bending or Bending Arts
check you make. Quick Strike
When performing a combat check, the character adds per rank of
Trigger: Passive Quick Strike to combat checks against any target that has not yet
Ranked: No acted in the encounter.
Tier: 2
Trigger: Passive
Knockdown Ranked: Yes
After hitting with a melee attack, the character may knock the target Tier: 2
prone by spending a t. If the target is larger than the character, it
requires one additional t for each silhouette larger. Researcher
On a successful Knowledge check, the character gains an automatic
Trigger: Passive a per rank of Researcher. Researching takes 50% less time (this
Ranked: No does not increase with multiple ranks of Researcher).
Tier: 2
Trigger: Passive
Longshot Ranked: Yes
Once per round before making a non-thrown ranged attack, the Tier: 2
character may perform a maneuver to attempt a Longshot. Longshot
increases the maximum range of his ranged weapon up to one range Restoration
band per rank of Longshot. For each rank beyond the normal Add whenever the character makes a Medicine check to help
maximum of the weapon, upgrade the difficulty of the ranged check himself or patient recover from poison, venom, burns, toxins, or other
by one (this is in addition to the normal difficulty of the shot due range, status effects.
as described by the range table).
Trigger: Passive
Trigger: Active (Maneuver) Ranked: No
Ranked: Yes Tier: 2
Tier: 2
Rude Words
Malicious Once per encounter, the character can make Rude Words at a target.
The character adds to all Intimidation and Deception checks per The character makes an Opposed Deception check. If successful,
rank of Malicious. the target must attack the character during their next turn.
Tier 3
Animal Companion character adds to all Animal Handling skill checks involving this
Upon a successful Hard ( ) Animal Handling check, the companion.
character creates a bond with a single animal with which he is
Once per round during an encounter, the character may spend one
currently interacting. This cannot be done during structured
maneuver to direct his animal in performing one action and one
encounters and may only be achieved once per game session. This
maneuver. The animal must be within hearing and visual range of the
animal must have a silhouette less than the character’s ranks in
character (generally medium range) to do this. Otherwise, the animal
Animal Handling when the bond is created. This means that a
does not contribute to the encounter. The specifics of its behavior are
character with 1 rank in Animal Handling could only bond with a
up to the player and the GM.
silhouette 0 creature. The bond persists as long as the character
chooses it to, although at the GM’s discretion, the bond may also be Trigger: Passive
broken due to abusive treatment or other extenuating circumstances.
Ranked: No
As long as the bond persists, the animal remains near the character, Tier: 3
and the controlling player dictates the animal’s overall behavior
(although, since the animal is only bonded with the character, not Armor Master (Expert)
dominated, it may still perform certain inconvenient actions such as When wearing armor with a soak value of two or higher, the character
scratching furniture, consuming rations, and marking territory). The increases his melee and ranged defense by one.
On subsequent purchases of this talent, you may only choose one Trigger: Passive
additional skill. Ranked: Yes
Tier: 3
Trigger: Active (Incidental)
Ranked: Yes Scathing Tirade (Expert)
Tier: 3
Each enemy affected by Scathing Tirade suffers on all skill checks
for a number of rounds equal to the character’s ranks in Persuasion
Nobody’s Fool
or Perform (whichever is higher); this does not stack with itself.
The difficulty of any Persuasion, Intimidation, or Deception checks
attempted against the character is upgraded once for each rank of Trigger: Passive
Nobody’s Fool. Ranked: No
Tier: 3
Trigger: Passive
Ranked: Yes
Signature Form (Expert)
Tier: 3
Bender only. Upgrade skill checks using your Signature Form once.
When you use this form and its upgrades, you suffer one less strain
Parry (Expert)
per rank in Bending Arts.
When the character suffers a hit from a melee combat check and uses
the Parry incidental to reduce the damage from that hit, after the Trigger: Passive
attack is resolved, the character may spend d or hhh to Ranked: No
automatically hit the attacker once with the weapon your character is
Tier: 3
wielding. The hit deals the weapon’s base damage, plus any damage
applicable from talents or abilities. Sneak Attack
The melee attack’s hit must be one that can be parried. This talent Add +1 damage per rank in Sneak Attack when you perform a
successful combat check against a surprised or unsuspecting target.
may not be used if the original attack incapacitates the character.
Trigger: Passive
Trigger: Active (Incidental, Out of Turn)
Ranked: Yes
Ranked: No
Tier: 3 Tier: 3
Trigger: Passive
Ranked: Yes
Tier: 3
Tier 4
Adrenaline Rush Bodyguard (Expert)
Your character adds +2 damage to any successful attacks they make Once per encounter, when an ally protected by the character’s
for each Critical Injury they are currently suffering. Bodyguard maneuver would suffer a hit from a combat check, the
character may choose to suffer that hit instead of the ally.
Trigger: Passive
Ranked: No Trigger: Active (Incidental, Out of Turn)
Tier: 4 Ranked: No
Tier: 4
Back-to-Back
While engaged with one or more allies, your character and those allies Brazen Maneuver
add to your combat checks. If one or more allies engaged with your While driving, piloting, or sailing a vehicle, your character may use
character also has Back-to-Back, the effects are cumulative to a this talent to select one other vehicle within medium range and make
maximum of . an opposed Piloting/Sailing v. Piloting/Sailing check targeting the
other vehicle’s driver, pilot, or sailor. If successful, roll twice on the
Trigger: Passive Critical Hit table for vehicles. Choose one Critical Hit result to apply to
Ranked: No your own vehicle, and apply the other Critical Hit to your target’s
Tier: 4 vehicle.
You may spend t to add +20 to one Critical Hit result. The GM may
Battle Meditation (Expert)
spend d to add +20 to both Critical Hit results.
As an incidental, when performing the Battle Meditation action, the
character may increase the difficulty of the Meditation check to Hard Trigger: Active (Action)
( ). If she does so, she suffers one strain instead of four. Ranked: No
Tier: 4
Trigger: Active (Incidental)
Ranked: No
Brothers in Arms
Tier: 4
Once per encounter, the character may make a Hard ( )
Discipline check. If successful, your character and one ally per s
Bending Specialist (Expert)
within medium range gains +1 defense for the remainder of the
Bender only. When your character acquires this talent, choose one
encounter. The effect ends for an ally if they are no longer within rang.
Action from the list of Bending Forms for your element. You learn
this action without spending experience. You do not have to meet the Trigger: Active
Bending Arts requirement for this Form.
Ranked: No
While your Bending Arts skill is less than the requirement for this Tier: 4
Form, any checks related to this Form add . When your Bending
Arts skill meets the Form’s requirement, any related checks instead
Chi Channeling (Expert)
Bender only. The bender may perform Chi Channeling as an
add .
incidental rather than a maneuver.
Trigger: Passive
Trigger: Active (Incidental)
Ranked: No
Ranked: No
Tier: 4
Tier: 4
Tier 5
Altered Deal Armor Master (Master)
Your character may spend one Story Point to make a Hard ( ) Once per round, when the character suffers a Critical Injury, he may
Negotiation, Persuasion, or Intimidation check to radically change suffer 3 strain to take the Armor Master incidental. If he does, he
a previously-made deal or bargain to your character’s advantage. reduces the Critical Injury result that he suffers by 10 per point of his
soak, to a minimum of 1.
Trigger: Active (Action)
Ranked: No Trigger: Active (Incidental, Out-of-Turn)
Tier: 5 Ranked: No
Economics in Avatar
The exchange of goods and services is the force that drives
the world—what characters produce and what they consume. Currency
Some trade is local, such as the crops from the outer ring of Goods and services are paid for with coins. This is a universal
Ba Sing Se being imported to its inner-most ring. Other trade term for everything from local units of currency with distinctive
is transcontinental. The world’s finest iron comes from Yu names and denominations to international standards. Coins
Dao, and it’s no surprise this is a result of the mixed have greater or lesser value depending upon the metal from
techniques due to firebenders and earthbenders working which they are made. Thus, no matter what region or nation
together to refine the ore. Yet the best pies come from the Air you are in, your coins are always legal tender.
Nomads and are treasured the world over.
With the advent of the Satomobile and cross-country
The trade of these goods across the continents, islands, and transportation like airships and trains, paper currency has also
seas requires fleets of boats, airships, pilots, sailors, and other gained a special foothold in larger cities, especially Republic
crew members who in turn require food, fuel, and navigators City. Of course, these paper notes operate essentially as
to track the fastest routes; they also require weapons to I.O.Us and are ultimately redeemable for their value in copper,
protect their precious cargoes from those with less of an silver, or gold.
interest in lawful procurement.
Currency in The Second Age is represented in terms of coins
Trade organizations, corporations, guilds, and governments or pieces of copper, silver, and gold. 1 gold piece is equal to
regulate and tax this commerce wherever and whenever the 10 silver pieces which equals 1000 copper pieces. In other
can. Many organizations purport to use this wealth for the words, 100 copper pieces is the same as 1 silver piece.
common good. Local authorities, such as those that govern
Republic City in the United Republic of Nations, employ local Motivations
police forces for the protection of valuable cargo.
Sadly, being a wandering adventurer doesn’t pay very well.
Naturally where there are rules, there are those who break Heroes and villains alike may have strange and mysterious
them; just as the Earth Kingdom levies its tariffs, so, too, does powers at their disposal, but everyone is beholden to coin. Not
the black market circumvent them. Smugglers profit greatly by even bending can put food on the table. Still, some characters
transporting and selling restricted or taxed goods throughout seem to have a natural knack for earning and are interested
the world’s port cities. Some of these goods are simply stolen in material wealth and the easy life of luxury they think such
weapons, food or fuel. Other goods hold no use in the hands wealth will bring them. Others seek adventure and want
of street criminals, but are of great value to collectors and airships or boats of their own.
scholars. Still, some smugglers merely catch the ire of
Characters may approach these tasks in several different
dastardly rulers who prevent shipments of medicine to be
ways. Some may use the gear and coin they obtain during
delivered to local dissidents.
their adventures to keep themselves afloat. Stolen items could
Characters in Avatar: The Second Age may be be tracked by rightful owners, however, and characters who
unscrupulous pirates or stalwart warriors, but ultimately the attempt to sell a cargo of Fire Nation weapons may find the
aim is the same: make money where you can. Fire Nation Navy not far behind.
Rarity
Some items are naturally more difficult to procure than others, check and can be modified by certain talents. The difficulty
depending on where characters find themselves at any given generally depends upon the rarity of the item, but the difficulty
time. The world is a big place, after all, and the vagaries and can increase based on the law enforcement capabilities of the
intricacies of international trade mean that some items are region (as determined by the GM).
easy to find in certain places and very difficult to find in others.
Of course, some items are rare no matter where one goes, Selling illegal goods also requires a Streetwise check and,
while other items are commonplace and inexpensive again, can be modified. If hhh or a d are generated,
wherever you are. something has gone terribly wrong; the buyer may attempt to
rob the characters, or the local law enforcement officials may
Rarity in Avatar: The Second Age is a simple way of arrive to arrest everyone involved.
measuring how difficult an item can be to find on a scale of 0-
10, with 0 being the easiest to track down and 10 being the Finding black market items always requires a Streetwise
hardest. But, whether an item is available for purchase should check, and the items may cost far more than the list price
never be solely a matter of rolling dice. Instead, the needs of depending on their scarcity within a region. This varies from
the plot make it at least partially the GM’s decision. place to place, so the GM should determine if an item is
Nevertheless, for simple items, rarity provides an easy way for restricted or not, to what degree, and what the difficulty is to
the GM to determine whether something is available and to let track it down. Some items are marked with an (R) by their
the players easily track items down. Finding an item in a place price, which means they are restricted and always count as
requires a successful Negotiation check (although the GM black-market items.
may allow the character to use an appropriate Knowledge skill
Most black market merchants have established patterns,
check or talent instead).
customers, and habits that allow them to stay under the radar
of the authorities and, more importantly, stay in business. The
TABLE: Item Rarity
Player Characters may not have these connections and may
Rarity Difficulty Example even be selling to a criminal who plans to turn around and
0–1 Simple (—) Food, bandages resell the goods again. For that reason, PCs selling illegal
items net one-quarter of the listed price with a successful
2–3 Potions, Jasmine tea
Streetwise check, one-half with two Success, and three-
Whale-tooth scimitar,
4–5 quarters with three Success or more.
weapons
Smoke bomb, Kyoshi War Truly exotic and illegal items, like rare animals or stolen
6–7
Fan bending scrolls, can be sold for higher values, but these are
Air Glider, Fire Nation
8–9 set based on the story and the difficulty it took to find then.
Uniform
The rules above present the general rules for buying and
Bending Scroll, Spiritual
10+ selling most black market items.
Artefacts
Encumbrance
The Second Age is meant to be played as a fast-paced, satchels, and quivers, can affect a character’s encumbrance
narrative-based game. Keeping track of the weight of every threshold.
item isn’t usually considered “fun” by many players, but it is
important to know when a character is burdened by the weight
of the very nice armor he just took from a Fire Nation armory;
Lifting and Carrying Excessive
having an idea of how many days’ worth of rations a character Encumbrance
can carry as he marches across the Si Wong desert could
Characters should not typically carry more than their
mean the difference between life and death.
encumbrance threshold. When necessity demands, however,
Generally, players and the GM won’t always need to track a they can do so for a short time (suffering the effects described
character’s encumbrance (how much she is carrying on her above).
person). Occasionally, however, it may play an important part
If a character needs to lift an object greater than her threshold
in the story, and a player needs to know if the weight, mass,
permits, such as an ally who has fallen, she must make an
and collective bulk of her items impedes her actions.
Athletics check. The difficulty is simple if the object’s
encumbrance value is less than or equal to the character’s
Encumbrance Values threshold. Add 1 to the difficulty for every point over, up to a
Each item listed in this chapter has an encumbrance value. maximum additional encumbrance of 4 and difficulty of
Most items that can be commonly carried have a value of 0 Daunting ( ). A ranger with a 2 Body and a threshold
through 5—from relatively light objects (such as coins or of 7, for example, tries to lift a rock with an encumbrance value
clothing) to heavier items (like a bardiche or plate armor). The of 10. That’s 3 over, so the difficulty is Hard ( ). An
encumbrance value of armor is discussed in more detail later, earthbender, however, would be able to lift the rock with little
and is different when it is worn, where the weight is distributed to no difficulty.
evenly on the body, as opposed to when it’s carried, when it’s
just another item in one’s pack. Concealing Gear
Characters in The Second Age frequently carry small objects
Generally, encumbrance doesn’t merely represent weight. It
on their persons. Sometimes a character wants everyone to
also represents mass, bulk, and how easy items are to carry
see the massive hammer she’s carrying as well as the knives
to and fro. A fitted suit of armor isn’t much of a burden, while
a bulky crate of stink bombs is quite a haul. at her hips, knowing that her intimidating demeanor will let
people know she won’t go down easy. Other times a rogue
Small items like bending scrolls, shock gloves, or knives have character needs to slip in undetected which often means
an encumbrance value of 1 or 2. Medium items such as bows looking inconspicuous.
and swords might be a 2 or a 3 in encumbrance. Larger items,
Items with an encumbrance value of 1 or less can be hidden
naturally, will have much higher values.
on a personal easily. No checks are required for successful
If it becomes critical to the story to have more detail, concealment unless a foe inspects the target up close—
encumbrance values can be assigned to multiple, identical usually with a physical pat down. In the latter case, the
items in bulk, particularly if they are stored in an effective searcher makes an opposed Perception check against the
manner. Certain items, like quivers or pouches, can also target’s Stealth. Add to the searcher’s check for every
modify the encumbrance values of items. Carrying 20 loose encumbrance point over 1 that is due to the hidden item. If
arrows would be a greater burden than carrying those arrows there are multiple items, use the highest.
in a quiver, for example.
The Game Master should adjust this based on the situation.
An unusually large character might be able to easily conceal
Encumbrance Threshold items with an encumbrance value of 2, for example. Of
All characters have a base encumbrance threshold of 5, plus course, their size could still draw unwanted attention. The
their Body rating, which limits how much they can carry under same rules can apply to similar situations—such as hiding a
normal conditions and without penalty. A total encumbrance sword in a wagon of lumber. The GM should decide what
value over the threshold means that the character is value of object can be hidden without notice, and add for
‘encumbered,’ or burdened, and they suffer one to all Agility every point over that.
and Body checks for every point of encumbrance over her
threshold. This is cumulative with any other
strain or other conditions.
suffered for Encumbrance and Vehicles
A ship’s cargo hold can house the amount of encumbrance
Encumbered characters also lose their free maneuver each listed in its profile. Smuggling compartments have varying
turn and must suffer 1 strain to perform their first maneuver. limits. These small caches are usually secretly placed around
The character can still perform up to two maneuvers, but each the vessel to avoid detection. Most smuggling compartments
maneuver costs 2 strain. Certain items, like backpacks, have an encumbrance limit between 2 and 30 depending on
their size and location.
Weapon Characteristics
Each weapon has a variety of characteristics that define its
abilities and distinguish it from other weapons. All weapons
Critical Rating
share several characteristics, while many feature special Indicates the number of a required to trigger Critical Injuries
qualities that add additional rules to their operation. using this weapon. If the weapon’s critical rating triggers, the
character rolls percentile dice on the corresponding Critical
Injury chart to determine the effect on the target. A Critical
Name Injury can only be triggered on a successful hit that deals
The general name of the weapon. This may be a broad label damage exceeding the target’s soak value.
that applies to several closely related weapons.
Some weapons and talents modify this Critical Injury roll,
Governing Skill potentially making a Critical Injury more or less effective. In
The combat skill used when attacking with this weapon. addition, a character can only generate one Critical roll per hit
on a target. However, if the roll generates enough a to trigger
the critical rating of the weapon more than once, the character
Base Damage can choose to add +10 to the Critical Injury roll for each
The base damage the weapon inflicts. This is the minimum subsequent trigger.
damage inflicted if the attack with this weapon successfully
hits. Each net Success generated during the attack check
adds one point of damage to this based damage rating.
Encumbrance
Encumbrance is an abstract measurement of how heavy and
awkward something is to carry and transport. The higher the
Range encumbrance value, the more difficult the item is to carry.
The range of the weapon. Range is measured in several
broad range bands. Melee weapons require the attacker to be
engaged with the target unless they have the Reach quality.
Hard Points
Ranged weapons have ranges listed as short, medium, long, Many items can be customized, to an extent determined by
or extreme. the number of modification points they have. The vast majority
of weapons have a limited number of Hard Points that
determine how many modifications can be made to the item.
Special Accurate
These are the qualities or other special rules each weapon Passive. Accurate weapons are easier to aim or wield,
possesses. More in-depth descriptions of these qualities were
whether through design or craftsmanship. For each level of
described above, while rules specific to a certain type of
this trait, the attacker adds to her attack dice pools while
weapon are detailed in the weapon’s description.
using this weapon.
Special qualities are generally either passive or active. If the Blast quality does not activate, the blast still occurs
Passive qualities are always on and require no activation on narratively, but bad luck or poor aim means that the explosion
Weapon Descriptions
From the great forges of Yu Dao to a simple blacksmith’s forge
in a tiny Earth Kingdom village, the production of arms is one
Brass Knuckles
of the most lucrative industries in the world. Every warrior who A simple piece of metal shaped to fit around the knuckles to
swings an axe, archer who lets loose an arrow, or assassin be used in hand-to-hand combat. These simply add some
throwing his knives seeks the highest quality of weapon they extra damage to attacks with your fists.
can afford—their life depends on it. The following list of
weapons comprises those most commonly found in the Shock glove
armories scattered around the world. They are organized by A portable weapon that releases a powerful electrical shock
the skill associated with their use. capable of rendering a victim unconscious. Shock gloves can
stun and disorient your opponents and can turn the tide in any
Martial Weapons melee brawl.
While most weapons act as an extension of the body, martial
weapons are used in conjunction with martial arts and serve
Nunchaku
to augment the body’s own abilities. This unwieldy weapon consists of two sticks connected at
their ends with a short chain or rope. They take some skill to
use, since the inexperienced often wind up hitting themselves
with it.
Dagger Polearm
A small blade on a small hilt. This weapon comes in all A large two-handed edged weapon, usually in the form of a
varieties and is often used as a secondary weapon for close- long metal or wood pole slightly taller than a person, with an
quarters combat. Additionally, daggers can be concealed axe-like head. It has a scythe-like blade attached to a long
easily and many make good off-hand weapons for fighters wooden pole.
who favor dual wielding.
Lochaber Axe
Battle Club A weapon consisting of a pole with an axe head mounted at
A weapon used in the Southern Water Tribe. The base is its end. The axe itself is like tools used with crops, such as the
carved from a polar bear femur and has a design in blue paint scythe, which is designed for reaping. The point on the back
on each side of the blade. There is a heavy ball on the end of the blade is styled after the hook found on the original
and a notch for hooking opponent's weapons. A leather strap Scottish Lochaber Axes, in which the hook can be used for
is attached for a more secure grip. catching, hooking, and dragging clothing, skin, or weapons,
not unlike the hook sword.
Broadsword
It is a category of single-edge swords primarily used for Guan Dao
slashing and chopping (sabers). Due to its ease of use, this A type of pole weapon. It is very large and heavy and typically
weapon can be easily dual wielded. used by a mounted soldier.
Sling Ordnance
A sling is a projectile weapon typically used to throw a blunt These are weapons that are necessarily wielded by an
projectile such as a stone, clay, or lead "sling-bullet". individual, but are instead ammunition or too large to be
handled by an individual.
Bolas
A bola consists of weighted lengths of cord which can be Tangle mine
thrown to entangle and knock down opponents. Weapons made with a bamboo frame and covered with dried
animal skin filled with skunk fish and seaweed. These mines
Boomerang float in the water and detonate upon contact with another
A small, L-shaped weapon made of metal. It is a thrown object. They were invented by Hakoda of the Southern Water
projectile that travels in a curved path and returns to its point Tribe, who called the weapon the "Stink 'n Sink".
of origin when thrown correctly.
Ballista
Shuriken A large crossbow-like crew-served weapon that launches
A concealed weapon that can generally be used for throwing, heavy spear-like bolts, harpoons or explosive shells.
and sometimes stabbing or slashing.
Blasting jelly
Stiletto An explosive, volatile weapon used for demolition.
Small arrow-like darts. They are thrown much in the same way
as throwing stars and can restrain an enemy by pinning their Ice torpedoes
clothes to a surface behind or below them. These are warheads full of blasting jelly with a lit fuse inside.
Waterbenders can propel them because of the surrounding
Throwing Knives ice.
A variety of small knives can be designed so that they can be
thrown with varying degrees of accuracy.
Net
Just a regular net weighted down on its edges so that it can
be used for ensnaring targets.
Shields can be relatively small, designed to fit on the forearm Conical Military Hat
and be utilized to parry or deflect small arms, or can scale up A round, conical hat used by the Earth Kingdom military and
into large tower shields, designed to be used in siege warfare the Dai Li. It can easily deflect or protect the user from
or against enormous creatures. firebending blasts.
The cost and weight of shields tends to go higher as the
quality improves, although the best and rarest shields are Common Clothes
crafted using materials beyond the reach of most adventurers These are just your average, everyday clothes. Worn by
and may weigh next to nothing. everyone across the world, they provide little in the way of
protection.
Shields can only be equipped, and thus their bonuses active,
when the user is wielding a one-handed weapon. Common Military Armor
A beige and green colored armor consisting of bracers, body
Armor Characteristics armor, shin guards and a green colored belt-hung ge xie
Whether it’s a simple helmet or a sophisticated suit of plate (protective clothing).
mail, every piece of armor has the following characteristics in
common. Armor also shares some characteristics with Fire Nation Armor
weapons, notably price, encumbrance, modification points, Red and black armor which may be accompanied by a helmet.
and rarity. The descriptions of the latter characteristics can be Some helmets may include a protective skull-shaped mask for
found above. benders.
Wooden Shield
A protective device meant to intercept attacks. It can take a
beating.
TABLE OF ARMOR
Type DEF Soak Price Encum HP Rarity Special
Helms
Wolf Helmet 0/0 1 350 cp 1 — 8 Gain a on all combat checks with set
Conical Hat 1/0 1 500 cp 2 — 4 +1/1 Defense against Firebending attacks
Fire Navy Helm 0/1 1 400 cp 2 1 6 -1 on all Intimidation checks with set
Pro-Bending
0/0 2 500 cp 1 1 5
Head Gear
Leather Cap 0/0 1 100 cp 1 — 3
Iron Helm 1/1 1 400 cp 2 1 3
Kyoshi
0/0 1 300 cp 1 — 8 to all combat checks with set
Headdress
Armor
Wolf Armor 0/0 1 500 cp 1 1 8 Gain a on all combat checks with set
Leather Armor 0/1 1 500 cp 2 — 4
Common Military
0/1 2 800 cp 4 1 6
Armor
Kyoshi Armor 0/1 2 1000 cp 3 — 8 to all combat checks with set
Chainmail 1/1 1 1000 cp 2 — 4
Fire Nation Armor 0/1 1 650 sp 4 1 7 -1 on all Intimidation checks with set
Common Clothes 0/1 0 100 cp 1 —
Traveling Clothes 0/0 1 300 cp 1 1 4 Durable
Shields
Small Buckler 0/1 0 250 cp 1 — 3
Wooden Shield 1/1 0 500 cp 3 — 4
Tower Shield 2/1 0 1500 cp 6 — 6 Upgrade one for all incoming ranged attacks
Gear
Although it may not be as exciting as a sword or as glamorous items on them, depending on what they feel their characters
as a shiny piece of armor, this basic equipment is often the would carry.
foundation for a successful attack or business venture,
especially when these are one and the same. Reliable tools,
survival in inhospitable environments, repairing weapons and
Consumables
armor, even keeping allies alive after things go wrong are all Not all consumables are beneficial; indeed, some are
impossible if no attention is paid to outfitting yourself incredibly toxic and can, in small doses, maim or kill even a
beforehand. After all, even the world’s best bow is useless if moose lion. While some consumables restore vitality, or
you haven’t got the arrows to launch. reduce strain, others (like poisons) kill and disable; alcohol
can incapacitate or cloud judgment, even compromise motor
Miscellaneous Sundries functions.
There are plenty of pieces of gear that characters are likely to The price and quality of food may also vary: from bland
carry that are too mundane or inexpensive to track on their military rations to exquisite and authentic Fire Nation cuisine
sheets. Journals, writing implements, pocket knives, coins, to the luxurious spread on the tables of Earth Kingdom nobles;
casual clothing, shoes, inexpensive jewelry, snacks, or even there exists something for everyone and every palate.
mementos; all of these things and more are details that can Consumable items may provide a short-term benefit once and
bring a character to life, but are not important enough to track. are removed from the character’s inventory after use.
PCs can assume that they have any number of miscellaneous
116 | Gear & Equipment | The Second Age v1.6
Jasmine Tea Disguise Kit
The combination of soothing properties found in green tea and More of a stage acting kit, a disguise kit comes with makeup
the scent of jasmine will help you reduce stress, anxiety, and and prosthetics to allow characters to conceal their identity
tension effectively. and make themselves harder to identify.
Crafting
Tinkerers, engineers, and craftsmen do more than just to create their own unique blueprints—all it needs is a Name,
maintain and improve their own equipment; skilled artisans Materials, Check, Time, and profile for the result, which GMs
frequently build their own devices. Whether their creations are can provide to their players as they see fit.
made from refined materials procured at great cost or thrown
together in desperation from whatever scraps happen to be After selecting a template, a character moves on to the next
on hand at the time, the tools and mechanisms that tinkerers step.
put together are often incredibly works of ingenuity.
The rules in this section provide GMs and players with options
Step 2: Acquire Materials
for crafting their own weapons, armor, gadgets, and other To attempt to build an item from a blueprint, the PC must
gear. When a player wishes to have a character craft an item, acquire the appropriate materials for the template. These are
listed under “Materials” on the relevant table. As always, at
the player should consult with the Gm, and then the two
should collaborate to go through the steps listed below to the GM’s discretion, certain supplies might not always be
create the device. As with all such matters, anything that the available for the listed price at any given market.
player wants to craft is subject to the GM’s approval. This step requires as much time as it takes for the PC to
Crafting follows three steps: select a blueprint, acquire physically obtain the materials. This could be as short as a trip
materials, and construction. to the local market, or as long as an epic quest to find a rare
ore. After acquiring the materials, a character moves on to the
final step.
Step 1: Select a Blueprint
When a craftsperson sets about creating an item, the player
first chooses a template from one of the tables in this section,
Step 3: Construction
shown later. The blueprint dictates the materials required To construct an item from a blueprint with the appropriate
materials, the character must make the associated check,
(Materials), the challenge of building it (Check), and estimate
of how long construction takes (Time), and the results should listed under “Check” on the relevant table, to actually
the character succeed on the check. construct the item. If the character succeeds, the item is fully
functional and has the profile listed in its template. If the
Each blueprint can encompass a wide number of specific character fails on the check, the product that comes out of the
types of items. Two engineers might approach the same attempt is unusable, and the materials are lost.
problem in completely different ways and come up with
The relevant tables include suggestions on how to integrate
completely different solutions. A blueprint describes what a
crafted item does, but not necessarily how it accomplishes it, other results into construction. First, crafters can use a and
or what embellishments it might possess; those are the mark t to make improvements to the item. Then the GM can spend
of the crafter. Thus, players and GMs should feel free to be h and d to add flaws. Unless a limit is specified, an option
creative in coming up with their own unique types of item that from these tables may be selected any number of times, and
a given template can represent. Inspired GMs are encouraged its effects stack.
Rounds should represent roughly a minute or so in time, Step 5: Repeat Until Encounter Ends
although the elapsed time is deliberately not specified.
Once the action has been resolved, the Gm ends the
Players should keep in mind that a single round lasts long
encounter. At this point, any character abilities that may only
enough for their character to move to a new location and
be used “once per encounter” reset and any abilities that last
perform an important action. They should also remember that
“until the end of the encounter” expire. Each PC also has a
although each round is broken up into turns that happen
chance to catch their breath and recover strain, and may take
sequentially in gameplay, narratively the turns are occurring
steps to help heal any incapacitated characters.
at roughly the same time.
Actions
During a character’s turn, he generally has the chance to Skill Check
perform on primary activity. This is the character’s action.
The most common actions that characters take during their
Actions include any activity complex enough to warrant
turns are actions that require a skill check to resolve. These
involving a skill check, and can range from unlocking a blast
are activities for which success is not guaranteed or for which
door to shooting an arrow.
the failure of the task may be important to the ongoing story.
For example, walking from one place to another does not
Limitations bring with it any inherent risk of failure. Therefore, a skill check
A character may only perform one action in a turn. Some would be called for if failure could occur and requires an action
characters may have abilities allowing them to perform an to be performed during an encounter.
action as a maneuver. This does not violate the limit of one
action per turn, however, the action now counts as a Most skill checks and what they can accomplish are covered
maneuver and does count toward maneuver limits per turn. in Chapter IV: Skills. What a character can do with a skill
outside of an encounter is the same as what he can do with it
inside of an encounter. The only difference is that inside an
Types encounter, he has certain time limits imposed. In fact, the GM
There are five major types of actions a character can perform can determine that certain activities may require more than
during his turn: exchanging an action for a maneuver, one action to perform, if they would normally take a great deal
spending the action to activate an ability or talent, performing of time.
a skill check, performing a combat check, and performing
certain complicated maneuvers. The last two are both
Grappling
variations on performing a skill check. However, enough
A character may perform the Grapple action. To do so, the
unique circumstances surround it that it requires its own entry.
character must make an Opposed Martial Arts check
against an engaged opponent to place a target under grapple
Exchange Action for Maneuver until the beginning of the character’s next turn. Targets under
A character may exchange his action for an additional
grapple incur one on their next skill check for each point of
maneuver during his turn. He may then perform any maneuver
difference between the characters’ Body ratings. At least one
he would be able to perform normally, following all the rules
is always applied. In addition, until the beginning of the
that govern maneuvers. However, he still may not perform
character’s next turn, grappled targets must spend two
more than two maneuvers during his turn, no matter how he
maneuvers instead of one maneuver to move from engaged
gained access to them.
range to short range. This breaks the grapple.
Spend Action Combat Check
Certain abilities or talents can require an action to activate.
A player makes a combat check when he uses a combat skill
When a character spends an action to activate an ability or
to attack a target. This is also referred to as an attack. The
talent (even if spending the action does not require a check or
combat skills in Avatar: The Second Age consist of the
any other activity on the character’s part), he has used his
following: Martial Arts, One-Handed Weapons, Two-Handed
action for his turn. He may not take a second action, unless
Weapons, Ranged (Light) and (Heavy), and Bending. These
he specifically has an ability that would grant him a second
skills are covered in Chapter IV: Skills.
action.
The first and foremost point to keep in mind is that a combat
check is just a skill check. It follows all the rules and
The Second Age v1.6 | Conflict & Combat | 125
procedures for making a skill check, including the steps for Weapon qualities are special effects and abilities that apply
assembling the dice pool. However, there are additional steps only when using that weapon. They come in two forms, active
included in a combat check. and passive. Active abilities require the user to spend a
certain number of a to trigger them. Generally, this is aa,
Step 1: Declare an attack and select targets. although some qualities may require more. Passive qualities
The character chooses to make an attack. He selects what always grant their effect. Qualities may inflict effects on a
skill he would use to make the attack and if the skill requires target, which unless specified otherwise, are always in
a weapon to use, which weapon he will be using. He then addition to other effects, Critical Injuries, and damage.
declares the target of his attack.
A t can be spent to activate these abilities as well. A single
Step 2: Assemble the dice pool. t is all that is needed to inflict one Critical Injury no matter
The character then assembles his dice pool based on the skill, the Critical Rating of the weapon. In addition, t may be spent
its Characteristic, and any applicable talents and other to activate one weapon quality, no matter how many a it
abilities. Certain conditions, such as the effect of a Critical would normally take to do so.
Injury, or an environmental effect, may also contribute to the
pool’s makeup. Still, there are other options for spending these bonus results
as well. A list is provided for some common occurrences
The difficulty of a combat check depends on whether the below. Keep in mind that these are not intended to be the only
attack is a ranged attack or a melee attack. Melee attack options available. As always, players and GMs may invent
difficulties are always Average ( ). Ranged attack other ways to spend a and t depending on the specific
difficulties depend on the distance the target is from the active circumstances of the encounter.
character, or in other words, the range band the target
occupies. Step 5: Resolve h and d.
Much in the same fashion that the controlling player
Engaged – , plus any modifiers depending on determines how his character spends a and t, the GM then
weapon used. determines how to spend any h and d generated by the
Short - check; however, in certain circumstances the GM may
Medium - present the player with specific options.
Long -
Unlike a and t, h and d are not represented with qualities
Extreme -
for most weapons. Some particularly volatile or dangerous
Step 3: Pool results and deal damage. weapons may have these options. However, there are specific
options available and the following table includes some
Once the player rolls the dice pool for his character, he
common examples. Again, keep in mind that the players and
evaluates the results. As with any skill check, the check must
GM may come up with something more appropriate.
generate at least one net Success.
When making a combat check, if the check is successful, each Step 6: Reduce damage, apply to wound threshold, and apply
uncanceled Success result adds +1 damage to a successful Critical Injuries.
attack. If the attack affects multiple targets, the additional When a character suffers damage, he reduces the damage
damage is added to each target. received by his soak value. If any damage remains after this
reduction, he suffers that many wounds. If the net result is
Step 4: Resolve a and t. zero or negative, the character suffers no wounds. If the
As with every skill check, a and t can be spent to gain character suffers damage from multiple hits in an attack, he
incidental beneficial effects on a combat check. Just as applies his soak value to each hit individually.
encounters follow a more rigid set of rules, so too do the
options governing the spending of a and t follow more An attack may also generate a Critical Injury. This may occur
clearly defined rules. In encounters, the player controlling the because the weapon’s Critical rating triggered, or because the
active character determines how to spend a and t unless target suffered wounds greater than its wound threshold.
the GM has a specific reason to decide for him. When a Critical Injury is inflicted, the attack rolls percentile
dice. The result of the dice roll indicates which Critical Injury
The first way to spend these bonuses in an attack would be to is applied per the table later in this section.
activate a Critical Injury or certain weapon qualities. As
described in the previous chapter, each weapon has a Critical Some weapons and talents modify this critical hit roll,
Rating that consists of a numeric value. The user can spend potentially making a critical hit more effective or less effective.
that many a to inflict on Critical Injury to the target, in If an attack generates enough a to trigger more than one
additional to regular effects and damage. A Critical Injury can critical, the character makes a single critical roll, adding +10
only be triggered on a successful hit that deals damage that to the result for each additional time the critical rating is
exceeds the target’s soak value. triggered.
Defense
Defense, or more specifically, defense rating, is one of the An attacker must apply a number of equal to the defense
factors determining how difficult it is to land a successful rating of their target.
attack during combat. Defense rating represents the abilities
of shields, armor, and other defensive systems to deflect Sources that provide defense (such as most armor; anything
attacks entirely, absorb, or lessen incoming blows. that says “Gain” defense) list the defense provided as a
number. These sources do not stack with each other. If a
Defense rating is most commonly provided by shields and as character could benefit from more than one of these sources
such is usually limited armored vehicles or melee fighters of defense, you must choose the best one.
using shields. However, characters may gain a defense rating
either through talents that increase their ability to dodge and However, other sources increase defense. These sources say
absorb blows, armor designed to reflect and diffuse shots, or they “increase” or “add” defense, or will be listed with a
even expensive armors. number that has a “+” sign in front of it. These sources of
defense do stack, both with each other and with any sources
Defense is either granted or added. If an effect says ‘Gain that provide defense.
Defense 2’, your base Defense rating is 2 and it does not stack
with other ‘Gain Defense N’ effects. You always calculate No character may ever go above 4 defense, with the
Defense with your highest ‘Gain Defense N’ effect as your exception of nemesis-level NPCs and the Avatar.
base Defense. If a description states ‘Add N defense’, then it
stacks on top of the base defense with other ‘Add defense’
effects.
Soak
A character’s soak value helps protect him from incoming to zero or less than zero, then the character takes no damage.
wounds. Most creatures and characters have a default soak If the character suffers multiple hits from a single attack (such
value equal to their Body rating. Most types of armor or other as a rapid bending blast or multiple arrows) he may apply his
forms of protection provide additional soak. soak to each hit separately.
When taking damage from any attack, or other sources of Different sources of soak can stack. Multiple applications of
physical damage (such as being struck by a falling rock or the same source do not stack.
being hit by a stampeding komodo rhino), the character may
reduce the damage taken by his soak value. After calculating Soak does not reduce strain inflicted upon a target except
the total amount of damage inflicted, subtract the total soak in specific instances (such as attacks with the Stun Damage
value from that damage total. The result is the number of quality).
wounds the character suffers. If the soak reduces the damage
Range Bands
Genesys relies on broad terms used to describe ranges and to hit him with his sword. Two or more characters engaged
distances. But Avatar: The Second Age provides flexibility with each other is called an engagement.
for players who prefer gridded movement; still, The Second
Age relies on these abstract means to represent position, Engaged is also used to indicate that a person is close enough
distances and ranges, thus allowing the players to focus on to an item to use it. A thief needs to be engaged with a chest
the action and the adventure. However, certain GMs may opt to unlock it. A captain needs to be engaged with his boat to
to include graph-based maps if their players are interested in board it. A bounty hunter needs to be engaged with a tree if
that style of play. he wants to hide behind it for cover while stalking his prey.
The distance between two points—people, objects, or The best way to consider engaged is as a subcategory of
adversaries—is defined by the general range categories. short range. Obviously, someone can be slightly further away
These categories are used to determine how far a ranged if they’re at short range, rather than if they’re engaged with
attack can reach, how far apart two people are from each someone. However, the distance is relatively minor. Thus,
other, how much effort is needed to move between two spending a maneuver to move to engage someone or
places, and so on. something is as much a matter of moving into or out of combat
cautiously enough to avoid a return blow—or flipping open
and focusing one’s attention on a map—as much as it is
The Five Range Bands moving a physical distance.
For ease of play, distance is divided up into five different
bands, from engaged to extreme. As always, the GM has the In a grid, engaged characters are in adjacent cells.
final say in determining the range between the attacker and
the target. Short Range
Short range indicates up to several meters between targets.
With the engaged status and the range bands, the GM is free
Many thrown weapons and some two-handed weapons (such
to describe things dynamically and set scenes without having
as a bardiche) are most accurate at short range. Two people
to worry about exact distances. Exact distances in meters do
in short range can talk comfortably without raising their voices.
not matter. Ultimately, the details and adventure come first,
Moving to another spot within short range is usually easy to
creating a vivid picture for the players while allowing the GM
do and generally only requires on maneuver.
to quickly provide the mechanical information players need to
use their actions and build strategies. Targets who are two to three cells from you are considered to
be within short range (10 – 15 feet).
For gridded purposes, a game mat is comprised of units, or
cells. Each can be said to equal roughly 5 feet of distance.
Medium Range
Engaged Medium range can be up to several dozen meters away. More
reliable bows and some bending techniques can reach to
To reflect two or more targets which are close enough to
medium range. Few thrown weapons can reach this far. Two
interact directly with each other, there is a special range status
people in medium range of each other need to talk loudly to
called engaged. Two characters engaged with each other are
hear each other. Moving from short range to medium range
in close proximity. A soldier needs to be engaged with a target
takes little exertion and generally requires one maneuver.
A Player Character must first announce that he will be attacking with two weapons and designates one (if they are different)
as a primary. In this example, the character is using only his fists. He then builds his dice pool: he has 3 Body and 2 Martial
Arts, so 2 Yellow (Mastery) Dice and .
He then builds the difficulty pool: Martial Arts combat checks are inherently Average ( ) in difficulty, while making a two-
weapon attack increases the difficulty by 1, for a total of dice.
Next, the player rolls the dice: after cancelling s with f and a with h, tally what remains. In this example the remaining
dice pool is: 1 Success and 1 t. t counts as a success, meaning this character generated ss; the t can also be used
to activate the secondary weapon (without the t the player would need aa to activate the secondary weapon).
Finally, apply the damage: because the player has a Body of 3 and got ss (and has no Martial weapons to add damage)
the total damage for each attack is 5. It is important to note, however that both attacks from a Two-weapon attack are reduced
by Soak. Say that he is swinging at an average fighter (2 Body) with leather armor (+1 soak, for a total of 3): he would deal
2 damage on the first hit and 2 damage on the second hit for a total of 4 damage.
Note that if he misses the target but still gets aa he cannot hit with his secondary weapon, as the initial hit must have at
least 1 success for the ability to be activated.
Environmental Effects
The world of Avatar is made up of countless diverse bonuses for checks on other skills, such as Stealth. A
environments, from the frozen tundra of the North and South waterbender might conjure up a shroud of mist while
poles to the vast swamps in the Earth Kingdom to the volcanic attempting to elude her pursuers.
wastes of the Fire Nation archipelago.
The exact bonuses and penalties can ultimately be modified
Characters often find themselves fighting in hazardous or by the GM if the narrative calls for it. However, generally,
exotic circumstances, ranging from the cold of snow storms to concealment can be divided into levels based on how
the dry heat of the desert. Cunning combatants know that obscuring the concealment is. In each case, the type of
taking advantage of their environment can make all the concealment adds a number of equal to the ‘Dice Added’
difference between triumph and defeat in an engagement. portion of the table above to any ranged attack rolls and
The following sections cover rules imposed by those Perception checks against targets who are concealed.
environments. Conversely, it adds a number of equal to the ‘Dice Added’
entry to any Stealth checks made by a character who is
TABLE: Concealment Examples concealed. These bonuses or setbacks may also be added to
Dice Added Examples other skill checks if the GM feels it is appropriate.
+1 Mist, shadow, waist-high grass
Fog, early morning or late evening twilight, Terrain
+2 Difficult terrain is a catchall description of terrain that is hard
dust clouds
Heavy fog, thick and choking smoke, to move through or over. It can include tight passageways,
+3
nighttime, thick grass slippery ice, thick undergrowth, loose rubble, shifting sand, or
waist-deep water (among a litany of other circumstances).
Concealment Essentially, it’s terrain that characters move through with
Concealment is a situation that occurs when a character is difficulty. Characters entertaining or moving through difficult
hard to spot because of environmental effects such as terrain must perform twice as many maneuvers to move the
darkness, smoke or dust, tall grass, or thick fog. Concealment same distance they would in normal terrain.
imposes penalties on ranged attacks and sight-based checks
such as many Perception checks. Conversely, it can provide
The first potion used on a character may automatically heal 5 Hot Springs, Steam Baths, and Spirit
wounds, while the second only heals 4 and the third heals 3,
and so on. Pools
Characters can also heal using a variety of different, yet
It requires one maneuver to use a potion. The character similar, options. The rate and type of recovery depends on the
administering the potion must be engaged with the target to character’s state of health as well as the type of spa treatment.
treat them. A character with a free appendage may apply a
potion to herself with one maneuver as well. Potions and A wounded character in a hot spring heals at a rate of 1 wound
similar items cannot be applied to Critical Injuries. and strain every two hours. An incapacitated character heals
at a rate of 1 wound and strain every six hours.
Recovering Strain A character in a steam bath alleviates their stress at a rate of
Fortunately, recovering from strain is easy. Taking a moment 2 strain every hour, but cannot heal wounds in this way.
to catch one’s breath, eating a good meal, or spending time
relaxing with friends are all ways a PC might recover from Characters may also find special spirit pools which not only
strain. heal at a rate of 2 wound and strain every hour, but can heal
a Critical Injury as well. Once per day, after a single session
At the end of an encounter, each player can make a Simple in a spirit pool, the character may attempt one Meditation
Discipline, Meditation, or Resilience check. Each success check to remove one Critical Injury. The difficulty is equal to
recovers 1 strain. Furthermore, a good night’s rest generally the injury’s severity rating. On a successful check, the
removes all strain a character has suffered. It’s also rumored character recovers from the Critical Injury and is no longer
that some bender’s have mastered a technique that allows affected.
them to ignore the effects of strain altogether, or to ease the
minds of others to help them recover more quickly.
Social Encounters
Not every conflict must be resolved by force or aggression. some sort of goal, while the NPCs are directly or indirectly
Just as combat is a common part of roleplaying games, social opposing them.
encounters are also common. In fact, it can often be in a
character’s best interest to resolve a situation amicably. For example, a social encounter could take the form of your
characters trying to buy a Satomobile for the lowest possible
What is a Social Encounter? price, while the dealer (an NPC) tries to make them pay as
Whereas combat encounters are fairly well defined, social much as possible. In a different social encounter, your
encounters are slightly less so. The primary reason for this is characters might try to convince a gang of battle-hardened
mercenaries to turn on their employer. Te mercenaries (all
that social encounters use narrative gameplay, while combat
encounters use the structured gameplay rules. Since NPCs) may not initially be willing to do so and might need to
structured gameplay is essentially a defined subset of rules— be persuaded. In yet another social encounter, your
your characters roll for Initiative to enter it, and stop using characters might try to charm the mayor of a local town.
those rules when your opponents are all dead or defeated— Whatever the PCs’ goal, perhaps the mayor is in opposition
it’s easy to determine when a combat encounter takes place. to it, and his neutral opinion of them needs to be changed to
a favorable one if he is to change his mind about the issue at
Social encounters don’t have those clearly delineated
boundaries. hand.
Just like scenes in a movie, encounters serve as useful Manage Timing and Ability Use
organizational blocks, with the breaks between them offering
A lot of player characters in your party (and a lot of non-player
a helpful pause in the action. Many character abilities can only
characters) have abilities such as talents or archetype abilities
be used “once per encounter,” meaning that encounters need
that your players are going to want to use during a social
to end and new encounters need to begin so that your
encounter.
characters get a chance to refresh those abilities. Characters
also get the chance to recover strain at the end of any Some of these abilities are limited to being used once per
encounter, not just combat encounters. So, those encounter encounter, or sometimes once per session. You don’t have to
endings are important to ensure your characters aren’t worry about managing the timing of these abilities, since they
passing out from the strain they’ve accumulated. work within your existing timing structure (you’ve already
defined when the current encounter begins and ends, and
Here are a few brief suggestions as to when an encounter can
once-per-session abilities are designed to be used at any
end and another encounter can begin.
point during a session).
When the party leaves a location. Traveling always
However, a lot of abilities simply require the character to
provides a good pause to the narrative.
spend an action or a maneuver to use them. These can prove
When the narrative skips ahead (or back) in time.
tricky in a narrative gameplay encounter like a social
Most games don’t follow a strict chronological
encounter. Narrative gameplay doesn’t track a character’s
progression, and we’ve found that it’s pretty common
turn or the number of actions and maneuvers they can
for a GM to say “Ok, does anyone else have
perform the same way structured gameplay does. This means
something they want their characters to do? If not,
that you, as the GM, may need to establish some limits.
let’s move the game ahead to this evening, when the
next event is going to happen.”
Using Rounds in Social Encounters
When the group finishes interacting with an
One way to establish those limits—and also ensure that each
individual or group of individuals.
of your players has a chance to participate in a given
encounter—is to use rounds.
Structuring Social Encounters
In this section, we talk about how to organize a social In narrative encounters, rounds work similarly to the way they
encounter, and then cover some rules you should use when work in structured encounters. Essentially, they serve as a
running one. limiter. Every character gets to act once during a round, and
does not get to act again until the next round. Tis ensures
Because social encounters use narrative gameplay, not everyone gets a chance to participate, and no one character
structured gameplay, they’re a lot more free-form than combat dominates the encounter.
encounters. This is good for you if you’re the GM, because it
means you are able to run these encounters as you like, If you use rounds in a social encounter, you don’t need to track
without having to worry about incorporating a lot of rules. Initiative or turn order. Each character should simply take their
However, this also means you have to do more planning in turn when it makes the most narrative sense to do so. If a
advance, because you don’t have the rules to fall back on! character has nothing to contribute to the encounter at that
time, the character’s player can just have them pass (but at
least they had the opportunity to contribute, even if they didn’t
Determine the Goal take it). The amount of game-world time each round takes is
If you are the GM, the first thing you should do when building much more open to GM interpretation than it is in structured
a social encounter is figure out what your party’s goal is going encounters; it may cover only a few minutes or an entire hour
to be. Remember, we talked earlier in this chapter about social of activity.
encounters focusing on characters trying to accomplish some
sort of goal. That goal can be something simple (get the best When a character acts, their player doesn’t have to worry
price possible) or complex (negotiate peace between two about being too precise regarding what that character does. If
feuding crime families). the group is attending a fancy dress ball, for example, a player
may say their character starts wandering through the
If the goal is really complex (say, negotiating peace between ballroom, dancing with random people. In this case, you
two warring empires), then you may want to break that goal shouldn’t track the exact distance a character moves, or how
down into several sub-goals, and make each one a separate many maneuvers they spend dancing.
encounter.
However, when a character acts, they are limited to using only
one ability that requires spending an action, and using only
The Second Age v1.6 | Conflict & Combat | 137
one ability that requires spending a maneuver. If the character oppositions. Refer to the individual skill descriptions for
makes a skill check, this replaces their chance to use an ability additional details on the various social skills involved.
that requires spending an action.
When to use these rules is up to you, the GM. Keep in mind Making Social Encounters Interesting
that they do impose some additional structure on a social Social encounters may occur in virtually every The Second
encounter, and some limits on what your players can do. Age game session; they are the basis for discovering new
Therefore, we recommend you only use these rules in information as the player characters search for clues and
complex or lengthy social encounters or in ones involving a lot ideas about their current mission or other pursuits. Diplomats
of PCs and NPCs. may need to leverage certain assets or influence characters
to behave or act in a particular way. In any case, social
In short, if your players are buying that used Satomobile, don’t encounters are fantastic roleplaying opportunities that can
bother using these rules. But if your players are negotiating add plenty of fun to a game session while providing
peace between two rival crime families, consider using them. memorable moments from an adventure or campaign.
Skill Checks in Social Encounters However, without careful planning, poor GM responses can
turn any conversational scene into a dull information dump.
Just like in every other aspect of the game, your characters Most social encounters are handled on the fly, but major
and your players’ characters make skill checks to resolve the scenes benefit from a little planning ahead of time. This
success or failure of their actions. In social encounters, those minimizes pauses in the scene and breaks in the action,
character’s actions are likely to be some sort of discourse or usually caused by the GM trying to work out the many facts
dialog, so the skills they’ll use are most likely social skills. the NPC characters might know while negotiating or
discussing information with the PCs. This section explores
Often, your character is going to try to charm, intimidate,
ways to make social encounters more interesting for
empathize, deceive, lead, or negotiate with a single individual.
everyone.
This means your character is going to be making opposed skill
checks. Sometimes, your character may try to influence a
TABLE: Social Skills
group of people, which requires skill checks with a set
difficulty. However, expect most social skill checks to be Using Talents in Social Encounters
opposed. Most PC talents are designed and worded to be used in
combat or structured play scenarios. However, talents can
TABLE: Difficulty Based on Group Size also be used outside of combat, in social and other situations.
Targets Difficulty This section provides additional guidance for using talents in
2–5 non-combat situations, and how to adapt and translate the
terms when the restrictions of the combat round are not in
6 – 15
play.
16 – 50
51+ Using Talents outside Combat
Acting Skill Opposing Skill
If your character tries to influence a group, use this table Intimidation Meditation, Discipline
suggesting some difficulties for the check. You’ll generally Deception Instinct
note the difficulties start at Average. It shouldn’t be easier to
Empathy Deception, Discipline
influence a group than an individual. Thus, the GM should
consider who is in the audience and use Story Points or add Perform Perform
Setback to make the check more difficult if the group is Persuasion Meditation, Instinct
unlikely to be receptive.
Leadership Discipline
If the characters have a previous relationship, this may add Negotiation Negotiation
or given the nature of the past. If the target has prior When a player wants to use a talent in a non-combat context,
evidence that the acting character is trustworthy, then he is the GM should first assess if it should work outside of combat.
much more likely to cooperate. However, if the character has Combat-specific talents usually have no role outside of
betrayed the target in the past, the situation may become far combat, just as talents that specify “after an encounter” are
more challenging. not meant to be used in the middle of an encounter. Other
talents may fall into a gray area in which the talent could be
Ultimately, the different social skills are indicative of the way
used outside of combat, but doing so wouldn’t provide any
that a character might attempt to manipulate his target.
clear advantage. Talents that convert one type of action into
Persuasion governs trying to charm a target by being nice to
another (such as a maneuver to an incidental) are an example
him. Intimidation represents efforts to scare an opponent into
of these.
submission. Deception entails lying to the target so that he
might cooperate. Leadership reflects the use of authority, real The GM should remember that an encounter is any specific
or imagined. Empathy represents a character cozying up to a set of events within a short time frame, not just combat.
target, appealing to his emotions. Negotiation covers Talents that define actions or effects by encounter operate the
persuading someone to cooperate by offering him something same in a non-combat encounter as a combat encounter.
he wants. The following table illustrates the social skill When using a talent that is activated by a specific action—
Vehicle Weapons
Vehicle weapons range from the light ballistae found on small success generated during the attack, the attacker
frigates to the massive mines dumped by Fire Nation adds +1 damage to the base damage.
battleships. In The Second Age, every vehicle-class weapon
shares a number of common characteristics. These weapons Critical Hit Rating: This number is the amount of a
are very similar to the weapons found in Chapter VI: Gear required to trigger Critical hits with the weapon. If
and Equipment, with some noted differences. enough a is generated and a Crit is triggered, the
character firing the weapon rolls 1d100 and
Range: This is the maximum range of the weapon. determines his results against the Critical Hit Result
Ships and vehicles use a larger scale to measure Table for vehicles to determine the Crit’s effect on
ranges than personal scale. the target.
Vehicle Combat
Combat engagements between starships and vehicles—from Note: characters whose Initiative results were tied are not
dogfights above Republic City to high-speed chases through required to act in the same turn order as the last round. PCs
its crowded streets—function using the same basic combat tied with NPCs always take their turns first.
rules found in Chapter VII: Conflict & Combat. Ship and
vehicle combat is not intended to be a separate rules system. Step 5: Repeat Until Encounter Ends
Instead, it is designed to be an added layer of detail on the Once the action has been resolved, the Gm ends the
standard combat rules that allows players to run structured encounter. At this point, any character abilities that may only
gameplay encounters using airships, vehicles, characters, be used “once per encounter” reset and any abilities that last
boats, or any combination thereof. “until the end of the encounter” expire. Each PC also has a
chance to catch their breath and recover strain, and may take
When running encounters using ships and vehicles, it is
steps to help heal any incapacitated characters.
important to note that ships with silhouette 5 or higher have
some different rules governing their actions. This is because
these ships are quite a bit larger than biplanes and small Small Craft Combat
freighters, with crews of dozens or even hundreds of Combat between small, one-person vehicles and ships like
individuals. biplanes and Satomobiles is relatively straightforward. The
pilot, or driver, is the sole crew of the vehicle and has one
Combat Overview maneuver and one action (or two maneuvers) during his turn.
This means he can maneuver around the battlefield and fight,
Ship and vehicle combat in The Second Age follows the
or just focus on moving around and not getting hit. Small craft
same basic order and rules as those detailed in Chapter VII:
combat is quite abstracted as vehicles are constantly moving
Conflict & Combat. It is listed again here for ease of
and striving with one another for the upper hand (thanks to
reference.
high speed and agility). It would be nearly impossible to map
out every move made by smaller vehicles. Instead, the GM
Step 1: Determine Initiative and players describe the actions the characters and NPCs
At the beginning of the first round of combat, all players and take, embellish them with narrative flair, then make their skill
NPCs need to determine in what order the characters will take checks to resolve the actions.
their turns. This is referred to as the Initiative order. To
determine the Initiative order, each PC and NPC generally
makes a Simple Perception or Instinct check, although the Large Ship Combat
difficulty of the roll may depend upon the situation at the Combat in larger craft of silhouette 5 or higher is, by necessity,
discretion of the GM. more abstract due to the complexity of the vessels and the
number of crew members involved. Like combat in small craft,
Step 2: Determine Turn Order large ships can only perform one maneuver and one action
Once all Initiative checks have been made, the GM notes during their turn. This is not an inherent quality of the ship,
down the results of each check and ranks characters in order, however; it’s based on the pilot or captain’s actions and
from highest number of s to lowest number of s. If two maneuvers. Along with the pilot (or sailor), each additional
checks are tied, the check with more a is ranked higher. A t crew member aboard can use his actions and maneuvers to
will double the results. If a PC and an NPC are tied, the PC is man weapons, operate equipment, move about the ship, and
ranked higher. This is the Initiative order. If two or more Player generally engage in combat along with the pilot. This all
Characters tie, they can decide amongst themselves when happens in the same round, and is subject to Initiative order
they will act in turn during that round. just like personal combat.
Taking Damage
As is the case with Player Characters in personal combat, is just a hulk of metal, effectively out of combat, and likely
there are two types of damage ships and vehicles suffer in being evacuated.
The Second Age: system strain and hull damage. System
strain is similar to the strain suffered by PCs, and reflects light, If the pilot or crew of a crippled ship is particularly desperate
temporary damage caused by glancing blows or pushing a or foolish, they may attempt some temporary repairs to either
vehicle to the limits of its capabilities. Hull damage is more escape or rejoin the fray. By scavenging parts from ruined
serious and, consequently, more life-threatening. This is systems, raiding the hold for any spares, and bypassing
actual, physical damage that makes its way past the ship’s damaged components, along with a Engineering
defenses and becomes hull trauma. Hull trauma is permanent check, the crew can bring the ship back to some semblance
until repaired. of operation. The ship reduces its hull trauma to one below its
threshold but suffers the following penalties: speed is reduced
to 1, handling is reduced to -3, and all weapon systems are
Hull Trauma inoperable until fully repaired. Any attack that inflicts hull
A ship’s hull trauma threshold is a measure of a ship or trauma against this ship immediately generates a Critical Hit,
vehicle’s sturdiness and build quality. When a ship suffers with +30 added to the roll. These effects persist until the ship
damage in excess of its armor, the excess converts into haul is fully repaired.
trauma. When hull trauma exceeds the threshold, one of two
things happens. For vehicles silhouette 3 or smaller and of no
importance (a common Cabbage Car or a motorcycle driven
System Strain
by nameless Equalist grunts, for example), it simply explodes, System strain works the same way as strain suffered by
killing the driver and any passengers. Alternatively, at the characters. A vehicle that suffers strain in excess of its system
Game Master’s discretion, the vehicle could simply be strain threshold quickly finds itself in an untenable situation.
disabled. For larger vehicles, such as light freighters or Engines overload, transmission shuts down, electrical fires
airships with silhouette 4 or larger, the vehicle immediately start, and all manner of machine mayhem occurs as one by
suffers a Critical Hit from the Vehicle Critical Hit Table found one, essential systems go down and the ship becomes
later in this section. Additionally, the ship’s systems shut unresponsive. Until the crew can make repairs, the ship
down, it reverts to emergency power (if it has any) and the becomes helpless.
ship may even stop moving altogether. At this point, the ship
Travel
Even though the advent of world-shrinking technology has
made travel between nations much more commonplace, the
Sea Travel
world is still largely unindustrialized and therefore travel Travel by sea, while common, is not a typical mode of
across the vast continents can still take weeks depending on transportation for most people. Most sea travel is the domain
where a character needs to go. Depending on your mode of of commercial freighters and military vessels, but that does
transportation, a weeklong journey might cover the distance not mean privately-owned ships or transport ferries cannot be
on foot between Omashu and Ba Sing Se whereas a week at used to cover vast distances
sea might take you from Republic City to the Fire Nation. Air
travel, still new in the world of Avatar, can often be even Air Travel
quicker and is unrestricted by difficult terrain. With the advent of the airship during the end of the Hundred
Year War, the technology itself has come a long way in the 70
Ground Travel years since its inception by Sokka and the mechanic at the Air
While there are a variety of means to traverse the continents, Temple. Despite the many advances in airship technology,
many people in the world must still rely upon their own two few airships are in production and few individuals have ever
feet. Ground travel is the most common form of travel and flown in them. This form of travel, although rare, is one of the
includes not just a character’s feet, but their carriages, trains, quickest means of transportation and some creatures, like the
monorails, mounts, and even Satomobiles. sky bison, are comparable in speed.
Vehicle Profiles
In this increasingly mechanized age, where whole nations are 2 4 2 1 2 4
urbanizing and massive battleships patrol the seas from the
SIL SPEED HNDLNG ARMOR HULL STRAIN
Fire Nation to the Water Tribes, even ground-based vehicles
are becoming ubiquitous and as essential to daily life as food 0 - - 0
and water. From the simplest, utilitarian trucks of Cabbage FORE PORT STARBRD AFT
Corp to the high-performance luxury Satomobiles from Future
Industries, vehicles are becoming ever common.
Manufacturer: Various manufacturers
Land Vehicles Crew: One pilot.
Vehicle transportation over land is not a new concept; Encumbrance Capacity: 35
civilizations have been using carts for millennia. However, the Passenger Capacity: 1
mechanical revolution in Avatar has propelled development Price/Rarity: 25 silver pieces/4
toward self-powered transport. Although some land vehicles Customization Hard Points: 1
were used as far back as 100 AG, these were not Weapons: None.
commercially available and were generally reserved for
wartime purposes. Satomobile
The Satomobile is an automobile developed and
Now, especially in places like Republic City or Ba Sing Se,
manufactured by Future Industries. As Republic City's leading
motorized transportation has become commonplace.
auto-manufacturer, Future Industries features state-of-the-art
technology and assembly lines capable of producing over one
Motorcycle hundred luxury Satomobiles every day.
Commonplace in Republic City, they are a similar shape to
the moped, though larger in size. Motorcycles used by the 3 3 1 3 2 4
Equalists are capable of releasing a smokescreen behind
SIL SPEED HNDLNG ARMOR HULL STRAIN
them. After the Anti-bending Revolution, the Republic City
Police Force integrated the motorcycle into their patrol units. 0 - - 0
FORE PORT STARBRD AFT
2 3 2 2 2 4
SIL SPEED HNDLNG ARMOR HULL STRAIN
Manufacturer: Future Industries
0 - - 0
Crew: One pilot.
FORE PORT STARBRD AFT Encumbrance Capacity: 50
Passenger Capacity: 1 – 3
Price/Rarity: 50 silver pieces/3
Manufacturer: Future Industries
Customization Hard Points: 2
Crew: One pilot.
Weapons: None.
Encumbrance Capacity: 25.
Passenger Capacity: None.
Price/Rarity: 30 silver pieces/4
Cabbage Car
Customization Hard Points: 2 Cabbage Corp is a rival automaking company of Future
Industries, founded by the cabbage merchant and later owned
Weapons: None.
by his son, Lau Gan-Lan. Its only current automobile model is
the Cabbage Car, a cheaper, more compact alternative to
Snowmobile [Water Tribe] Future Industries' various Satomobile models.
Used by members of the Southern Water Tribe after the
Hundred Year War to cross the snowy landscape in the south. 3 2 2 2 2 3
SIL SPEED HNDLNG ARMOR HULL STRAIN
Biplane
Manufacturer: Future Industries, Varrick Global A compact airplane that was manufactured by Hiroshi Sato to
Industries be used by the Equalists. It was later repurposed by Asami,
Crew: One pilot, one co-pilot. who used Future Industries' resources to build them en
Encumbrance Capacity: 40 masse.
Passenger Capacity: 1 – 3
Price/Rarity: 65 silver pieces/5 4 6 3 2 3 4
Customization Hard Points: 2 SIL SPEED HNDLNG ARMOR HULL STRAIN
Weapons: None
0 1 1 1
Steambarge FORE PORT STARBRD AFT
A large ship used for transporting goods between various
locations around the world.
Manufacturer: Future Industries.
5 3 3 4 4 4 Crew: One pilot.
Encumbrance Capacity: 50
SIL SPEED HNDLNG ARMOR HULL STRAIN Passenger Capacity: None
2 2 2 2 Price/Rarity: 15 gold pieces/7
FORE PORT STARBRD AFT Customization Hard Points: 2
Weapons: TBD
Managing the Party When the Party Goes Off the Rails
Managing and maintaining a gaming group takes work, even One of the great attractions of roleplaying games for players
when the players are friends. Sometimes schedules conflict is the freedom to play their characters as they see fit. The
with game times. Sometimes there are distractions during the players almost always push the story in unexpected but
game. Personality differences may come to the forefront due perfectly logical directions. One of the joys and responsibilities
to differing play styles, or in reaction to issues brought up in of the GM is to keep the story moving when the unexpected
an adventure’s storyline. Players may become angry when happens.
things go badly for their characters, particularly if they feel
Sometimes, the party’s actions completely depart from the
victimized by another player’s actions.
prepared storyline. How strictly the GM tries to keep to the
Most of the time, none of these issues are enough to derail a envisioned storyline depends on the GM’s philosophy. Most
campaign or split up a group. However, it can happen. Conflict allow the characters to pursue their own course for a while,
can still make for some uncomfortable sessions, even when inserting clues, new NPCs, or events that eventually bring
properly addressed. them back to the planned plot. More freewheeling GMs might
forgo their storyline entirely and react to the characters’ new
actions and goals. Flexibility within the story is one key to
Group Dynamics great gaming sessions. Neither approach is wrong, unless the
There are two major group dynamics in play at the gaming players become unhappy with the outcome.
table. One is between the players, while the second is
between their characters. Both are important to having fun
during the game. Ideally, the players enjoy playing with each
Absent and New Players
other, and their characters have enough in common to Absent and no-show players are a common problem. Such
associate with each other without large amounts of tension. absences can disrupt or derail a storyline, so it is best if the
Disruptions to either of these cases can diminish the fun of GM plans to deal with absences ahead of time. If the player
playing. isn’t there, find a reason for the character to be off-screen
during the session. Many plausible reasons exist: perhaps he
is sick, wounded, training, or taking care of other business,
When the Party Disagrees repairing the ship, or even detained by authorities.
Roleplaying is highly situational. As a story unfolds, the party
often debates the desired course of action. This normally If the absent player’s character is central to the session,
works itself out as the party discusses its options. someone else may run the character. If the character holds
Disagreements due to roleplaying individual characters can secret knowledge unknown to the rest of the group, the GM
be great moments in the game and the Honor system will may run the character. It is considered bad form to allow
sometimes facilitate conflicting interests. If a disagreement serious injury or death to occur to the character while being
grows to the point that it disrupts the fun of the game, it’s controlled by someone else.
usually a good time to take a break. Breaks may last just a
few minutes or may suspend the game until the next session. If the character is critical to the storyline, sometimes it is best
to cancel the session and play when everyone can attend,
Sometimes, the GM can alter the in-game situation enough to especially if the storyline is something that every player wants
provide a more obvious or agreeable path forward. to experience.
Compromise from the GM or other players to move the story
along is normally acceptable and desirable, especially if the Sometimes players leave a group permanently, while others
situation is making one or more players uncomfortable at the join mid-session. Bringing a new player into the fold can be
table. The party should be careful to avoid lingering exciting. It is often necessary to replace players who leave
disagreements, as they can lead to bad feelings and possibly during a long campaign. The addition of a new character
break up the group. shakes up the group dynamics and brings out new or
unexpected opportunities within the game. However, not all
additions go smoothly, and considerations should be made
regarding the storyline and the enjoyment of the group.
Using Fear Example circumstances and difficulties are shown in the table
The world is filled with frightful creatures, situations, and even below. The difficulty is initially set reflecting a frightening
people. Wild creatures like the moose lion hunt their prey situation for a person without prior experience in the events in
relentlessly. Equalists, still bitter at the loss and betrayal of question. The difficulty of the check can also be upgraded
their leader Amon, use the fear of benders as a motivation and depending on the circumstances at hand. Upgrades usually
wield it as a weapon against their enemies. War, combat, depend on the circumstances of the check or the details of the
intimidating adversaries, and environmental hazards may creature or character causing the fear. The GM may add
instill fear in anyone, anywhere. Fear interferes with character Setback to represent other aspects of the situation, such as
actions and goals. It may reduce a character’s effectiveness, surprise. The GM may also add Bonus and other beneficial
make him hesitate, or even cause him to flee. dice if the character’s resolve is supported by powerful allies
or other beneficial aid.
Within the game, fear is countered by the Discipline skill, and
occasionally the Instinct skill. Like any other skill check, the
But what if, along the course of their adventures, the players
find the Avatar? What if your table decides to explore another The Four Elements
era in the Avatar saga, among Kyoshi or Roku? Perhaps the Unique among the benders across the world, only the Avatar
setting is made up altogether, taking place in one of the many can wield and master the use of all four elements, beginning
forgotten periods of time. Who is the Avatar and what is their with the bending art of their own birth nation.
role in this world?
In general, this should not impose much of a burden on the
Whether as an NPC or as a player character, the GM should Game Master, or an Avatar Player Character. In fact, this may
not be without the tools necessary to facilitate a game where be a relief for the player who has access to the forms of all
the Avatar is core to the experience. four elements. Maybe the most difficult decision will be which
form to master next.
The Avatar’s Role For an NPC Avatar, whether friend or foe, the forms they know
A central and recurring theme of Avatar: The Last Airbender will be whatever the GM decides is necessary or convenient
and Avatar: The Legend of Korra is the notion that the for the ongoing adventure. For a player whose character is the
Avatar—the person—is the human embodiment of the Avatar Avatar, there should be some consideration as to what forms
Spirit Raava. As the only physical being capable of wielding the Avatar knows at the start of the game, and how they will
all four elements, it has been the Avatar’s duty to master the acquire new ones.
four bending arts and use that power to maintain balance in
the world, and to act as a mediator between spirits and Mastering the Elements
mankind. The traditional order in which an Avatar masters the four
elements is Fire, Air, Water, and Earth beginning with the
The Avatar Cycle element of the nation or culture into which they are born.
When the human Avatar invariably dies, the Avatar Spirit Hence Avatar Aang was born an Air Nomad and mastered
reincarnates the Avatar into a new human child, born into the airbending before learning and mastering waterbending, then
next nation of the cycle. The Avatar Cycle is based on the earthbending, and finally firebending.
passage of the four seasons, which coincides with the order
in which the first Avatar, Wan, first learned the elements; fire While ultimately the GM (and perhaps the player if the Avatar
related to summer, air to autumn, water to winter, and earth is a PC) can decide on how the Avatar learns and develops
to spring. This is also the traditional order in which any these abilities, it may also depend on the game setting.
incarnation masters the elements, usually beginning with the
Does the Avatar know they’re the Avatar? This can present a
bending art of their own culture.
number of dramatic themes around which a GM could direct
a whole campaign. Consider the journey of Aang and his
Signature Techniques
Player characters have the potential to become ballad-worthy only be activated once per session. Unless otherwise stated
protagonists, developing unique capabilities that set them or designed, activating a Signature Technique is an incidental.
apart from the ordinary inhabitants of the world. As the
characters gain knowledge and learn from their experiences,
they may have the opportunity to sit down and develop a
Creating a Signature Technique
technique or two of their own. The overall structure of a Signature Technique is described
here. Players can consult this information to design their own
Signature Technique. Once finished, players will have a
Using a Signature Technique Signature Technique custom-tailored to their character.
Signature Techniques are powerful by design, so there are
some limitations on how they are acquired and when they can 1. Choose Primary Effect: The primary effect is the
be used. However, as you will see later in this section, core of your Signature Technique. It defines what the
Signature Techniques can be customized with ability points ability does when you activate it. Even at the base
to reduce these restrictions. level, these effects should be potent—their initial
limitations notwithstanding.
After character creation and the game has begun, when a 2. Choose Improved Effects: The Expert and Master
character acquires their first fifth-tier talent, or earns their first Effects create two additional tiers to your character’s
100 XP (whichever comes first), they may choose to develop Signature Technique, supplementing the base ability
a Signature Technique. with more utility. These represent the characters’
honing their Signature Technique over time.
By default, activating a Signature Techniques requires you to Development of one’s technique through a lifetime of
spend 2 Story Points. The effects of the Technique last until experience.
the end of your character’s next turn, and the Technique may
170 | Game Master | The Second Age v1.6
3. Determine Your Technique’s Origin: How does player fill in the narrative details of an otherwise purely
your character come by or develop their mechanical effect:
extraordinary talents? Did they learn from a master,
or did they shape the ability through blood, sweat, Does your character remember facing a problem like
and tears? this before?
4. Name Your Technique: Every Signature Technique Does your character have a tool that might be helpful
should have a unique name—that’s what makes here?
them signature. What might your character have overlooked at first?
Generally speaking, a Signature Technique should start out Step 4 – Name Your Technique
‘weak’ in order for its Expert and Master effects to provide the Every Signature Technique needs an evocative name,
PC with room for improving their technique. Often, the first something the players can get excited about when they invoke
step to creating the base ability will be to describe how its use it, “I call upon the Tradition of Heraldry! For the next two
relates to your character; in other words, what makes this a rounds, my character gains an intimidation factor on all
signature technique that sets your character apart from attacking foes; they suffer 2 Setback as a result of being in
everyone else in the world. How is this technique not just awe of the banners I carry.”
another skill check? The examples in the later section will
include abilities which demonstrate how a solid, but brief, Naming an ability adds to the flavor of the world, and entices
description can really shape the expected outcome of a the players at the table to really get into roleplaying as their
Signature Technique. character.
Expert and Master effects are no different than Primary effects All the Facts
apart from the fact that they are not immediately available. Your character has a knack for knowing vital information when
Each subsequent tier should not only improve upon the last, it is needed. They might pick up on significant clues others
but also expand the scope of the ability. This should not be missed at the scene of a crime, or recall an ancient Earth
taken to mean that a mechanical Signature Technique is just Kingdom song that sheds light on a situation. Whether your
three separate skill checks, or that a character receives three character remembers important information they already
unique benefits; improved effects should absolutely relate to know or discovers something in the moment, their ability to do
the base ability in some capacity. An ability which permits the so is extraordinary. It could be thanks to an eidetic memory,
player to know any specific fact once-per-session should not years of study, spiritual connection, alchemy, or anything else.
be upgraded into an ability that grants bonus damage when
Base: While this ability is active, during each of their turns
active—unless, of course, that bonus damage were being
your character learns (or remembers) an important fact about
applied to a type of enemy whose obscure weakness has just
a situation, person, creature, place, or object of their choice.
been uncovered by the base ability of this Signature
The subject of the information must be either observable by
Technique.
your character or directly relevant to the situation.
The ability to bring belligerent parties to the negotiating table Master: While this technique is active, upgrade the difficultly
is no task for the fainthearted, and it is absolutely of all incoming attacks once.
indispensable to those privy to the art of the deal. Whether
with a warm smile, a stern command, or a withering glare, a Insightful Revelation
character who has mastered this ability can make the most
Many adventurers may scoff at the highly educated individual,
callous soldier of fortune balk and put away their sword.
mocking him as an ivory tower academic with no experience
Base: Once per session, when a combat encounter against in the real world. What most people don’t realize is just how
one or more NPCs (not including beasts and non-sentient effective the academic can be when he applies his formidable
spirits), the character may spend 2 Story Points to make a intellect and lengthy education to the task at hand. When
Daunting ( ) Persuasion check. If he succeeds, the confronted with an impossible quandary, the character can
combat encounter instead becomes a social encounter, with use their vast store of knowledge to analyze the problem and
the PCs attempting to convince the opposition to back down, arrive at a solution nobody else could have even conceived.
come around to their point of view, or accept a compromise.
Base: Once per session, the character may spend 2 Story
The nature of these circumstances will vary for each situation
Points to perform the Insightful Revelation action. If he does
and the NPCs involved, at the GM’s discretion.
so, he makes a Hard ( ) Knowledge (Culture) check. If
Expert: When activating Diplomatic Solution, the character he succeeds, he learns some valuable information that he did
may use any of their Charisma skills, given the relevant not previously possess. What he learns is up to the GM, but it
circumstances. must be valuable to the player in overcoming his immediate
encounter or situation, and the information cannot be obtained
Master: The character may activate Diplomatic Solution by any other means.
during their turn in combat, instead of only before combat
begins. Expert: The character may spend t generated on a
successful Insightful Revelation check to gain one additional
piece of actionable information.
Hard to Kill
When your character steels their resolve and tightens their Master: When making the Insightful Revelation action, the
grip on a weapon or a staff, they can shrug off the worst the character may replace Knowledge (Culture) with any other
enemy throws at them. In moments of dire consequence, the Knowledge skill.
face down overwhelming opposition without taking a scratch.
This might represent raw toughness and the will to power Innovating Genius
through, or it might be an effect of spirits.
In this new frontier of technology, this character has learned
Base: While this ability is active, your character gains +4 to push the limits of what many see as impossible. Engineers,
soak. botanists, and others need to be on the cutting edge to stay
relevant. This character is able to whip up functional products,
Expert: While this ability is active, your character also devices, or consumables out of just the parts and resources
increases the difficulty of combat checks targeting them by laying around.
one.
Base: The character may make a Daunting ( )
Master: While active, this technique makes your character Engineering check. If he succeeds, the character
immune to all damage; reduce all damage the character immediately uses available inventory in their immediate
suffers to 0. vicinity to create an item that serves nearly any intended
function. The item functions until the end of the encounter, at
Infamous Duelist which point it falls apart or is used up. The exact nature of the
Even in the heat of battle at a massive scale, this character item, as well as the end results, must be approved by the GM
somehow manages to ignore the chaos around them to focus based on common sense and the ongoing story.
on an individual enemy target. The character has become a Expert: The character’s item lasts until the end of the session.
master at this. When they focus on a target, all else seems to
disappear around them as they stalk their prey. In turn, as the
character begins to attack, his target is forced to focus all of
its attention on staying alive through the coming onslaught. As
Piece of Cake! The upgrades listed here are not exhaustive, and are meant
A combination of education and hard-earned life experiences to be examples of what a player can achieve through the
have made the character a more capable individual than they structure of the Signature Technique. In truth, nearly all
appear. When the time is right, they can put their vast aspects of a technique can be gradually improved upon.
experience to good use, making challenging things look easy,
and the impossible merely breaking a sweat. Duration
Your character’s Signature Technique effect lasts for one
Base: Once per session as a maneuver, the character may additional turn for each purchase of Duration.
spend 2 Story Points to reduce the difficulty of all class skill
checks he makes by one, to a minimum of Easy, for the Cost: 1 Ability Point
remainder of the encounter.
Frequency
Expert: Once per session, once the character has activated
Your character can activate their Signature Technique one
Piece of Cake!, he may also use it to reduce the difficulty of
additional time per session for each purchase of Frequency.
one non-class skill check he makes. This follows the same
rules as using the Base ability to reduce the difficulty of class Cost: 2 Ability Points
skills.
Improvement
Master: Once per session, once the character has activated
The first time you purchase this upgrade, it costs one ability
Piece of Cake!, he may invoke it to reroll the skill check for
point and your character’s primary ability gains the Expert
any class skill check he makes.
effect. You may purchase this upgrade a second time for two
ability points to gain the Master effect.
Unmatched Insight
To this character, people are his business—and business is Story
booming. This character has developed the astounding ability Your character only needs to spend one Story Point to
to read others with only a moment’s glance, discerning activate their Signature Technique. This upgrade can only be
precisely what to say next in order to undermine their plans or purchased once.
convince them to see things from the player’s perspective.
Cost: 2 Ability Points
Base: The character may activate this ability to instantly gain
information about two of the target character’s four
motivations. The information gained in this way should
Secondary Effects
include, at the very least, something relevant to the Add a secondary effect to your character’s Signature
character’s current predicament. Technique. When you purchase this upgrade, select a
secondary effect from the following list (or make one of your
Expert: Once Unmatched Insight has been activated, the own). You may purchase this upgrade a second time to
character may upgrade once any social skill check made if it choose a different effect, for a maximum total of two
is relevant to the information learned. secondary effects. As with the primary ability effect, you
Skill Challenges
Every player and Game Master can see it in their head: the worries for their ally, the thief has disappeared from sight. The
perfect chase scene. Three Player Characters are in hot slowest among them spots a shortcut to the right leading to
pursuit of a cat burglar NPC---she’s just escaped to the an open and busy, and they risk it; the thief will want to get
rooftops; in her dark outfit she’s hard to spot, even under the lost. But the waterbender’s grasp of the bending arts allows
moonlight. If the PCs cannot catch up to her, she will make off him to swiftly glide across rooftops using a bounty of water
with the jewels with their heads on a spike. from a nearby rooftop tank.
The thief is several structures away, but one of the PCs, the With only meters to spare, the bender manages to cut the thief
party ranger, makes a successful leap across the gap in the off from the crowd, allowing his allies to catch up to help
rooftops. Another uses his waterbending to form a small ice subdue the thief.
bridge for he and his ally to cross.
With just the party ranger only one rooftop behind, she What is a Skill Challenge?
narrowly misses the next rooftop and quickly grabs a ledge as A skill challenge is an attempt to capture a dramatic action
she tumbles between the buildings; as the rest of the party sequence and boil it down into a number of skill checks. As
The Game Master’s role should be to inform the players what Not every skill check needs to be turned into a skill challenge.
skills will be most useful during the challenge. Players should GMs should carefully consider when to use the challenge in
be encourage to come up with other skills, and provide place of a typical encounter; challenges may be best
explanations on how they would use these skills during the implemented when the stakes are high, rather than for
skill challenge. handling mundane tasks. As important to consider as what the
PCs have to gain if they succeed is what consequences they
However, during a skill challenge a PC may only use skills face when they fail?
designated as Class skills. Additionally, a player cannot use
the same skill twice in a row. Another PC may use that skill Although not everything may end in death, these may be rare
instead, and the initial player can use a different skill. opportunities the players feel that their character’s lives (or
goals) are truly on-the-line.
Skill challenges track the party’s overall Successes v. overall
Failures. Regardless of how difficult a challenge is, i.e. how
many total Successes the part attains, if they accumulate 3 Example Skill Challenges
overall Failure results, the party fails the challenge. This section briefly describes generic Skill Challenges which
you can use in your adventures, or as a jumping-off point to
Of course, it does not have to be so black and white. As the create your own unique challenges.
GM, you can easily say that that if the group fails, they have
to make another Skill check to escape the consequences. A skill challenge may be a single, large hurdle designed for
the players to overcome, or it may be broken up into multiple
Challenge the Players smaller challenges which the players must face in succession.
Many of these sub-challenges can be plucked one challenge
A typical skill challenge requires the party to accumulate three
or adapted for another to help you craft unique and compelling
Successes in order to beat the challenge. Thus, the difficulty
dramatic sequences.
comes is related to how many successes the party requires to
move beyond the challenge; more required Success means Each skill challenge is named for convenience and given a
more risk of Failure. brief description of narrative circumstances precipitating the
Skill Challenge. Skill Challenges are then broken up into
When designing skill challenges, keep in mind that a simple
Special Rules, Primary Skills, and sections for overall
challenge may only need the party to accumulate 3
Success or Failure of challenge. Additionally, some
successes. A more difficult one might be 6, and a truly
challenges may be divided into sub-challenges (also named)
impossible challenge may require 9 Success results (but the
with their own unique Special Rules, Primary Skills, or
increment need not be in threes).
Success and Failure criteria.
As failures accumulate, the consequences could be anything
from taking damage to making a final encounter more difficult; The Harrowing Escape
say the players couldn’t navigate quietly throughout the The Player Characters have just defeated a large spirit or
corridors and so the watchmen are now reinforcing the center bandit encampment. Through whatever circumstances, the
Rope and Pulley Failure: If the party accumulates too many Failure results
If they notice this system, the PCs will deduce from its size before the round limit is reached, their spirits are broken, and
that it will take more than one circuit it lift all the parcels out of the underground system begins to collapse faster.
the collapsing structure; perhaps it can only hoist 3 packages
or one PC at a time. Additionally, they will notice the system Run for It
needs to be repaired before it can be used. Repairing the Whether they’re ditching the loot, or they’re running out of
system requires 3 Successes before 3 Failures. time, the players might choose to just run on out of the
collapsing system. Each failure causes the number of rounds
Athletics: A Hard ( ) Athletics check can be used to remaining to reduce by one.
help reassemble the pulley and later to pull the parcels out of
the structure. Each Success result counts as one success Athletics: An Average ( ) Athletics check lets the player
toward this aspect of the skill challenge. escape within one round. Additionally, Athletics could be used
to push a small obstacle out of the way.
Engineering: A successful Hard ( ) Engineering check
may also be used to repair the pulley system, with each Acrobatics: A Hard ( ) Acrobatics check can be used
successful result counting as one success toward the Rope by the player to hurdle across broken or uneven terrain with
and Pulley challenge. no additional setback, escaping within one round.
Time limit: The party has only 3 days to acquire these Success means the party finds the ruins which can
successes, and must stop to rest each night. provide safe shelter. They receive on all checks
the next day.
Primary Skills Failure means you are unable to find the ruins, and
Animal Handling: If the characters are using animals for have to spend the night camping in the open
travel, and they succeed a Hard ( ) Animal Handling exposed to the elements. PCs suffer on all checks
check, it means they are able to keep their animals well-fed the next day.
and in good health. They also gain on subsequent checks
which would involve travel through the use of the animal Perception: An Easy ( ) check lets you realize that some
companion. of the party is less experienced and you are able to grant
to their next check. This does not count toward success or
Failure here imposes on those same checks. failure of the overall challenge. The party may only make this
skill check once.
Geography: If the PC succeeds on a Hard ( )
Knowledge (Geography) check the party spots a shortcut A Hard ( ) check represents your attempt to find a short
through difficult and hazardous terrain. cut. This skill check may only be made once.
Success should allow the players to ‘buy time’ to get Survival: A Hard ( ) check represents the PCs innate
where they need to go, adding +1 to the failure ability to pursue a target or outrun a pursuer.
threshold of the challenge.
A successful Survival check increases the failure
Nature: Similarly to Geography, the PCs may notice trails or threshold by one, buying the players more time to
other natural features which present favorable travel reach their destination.
conditions. The character must pass a Daunting ( ) A failure will increase the success threshold of the
Knowledge (Nature) check. This skill may be used more challenge by one, in addition to counting as a failure
than once. for the challenge overall.
A failed Nature check could mean that the party got Success
lost, costing them time. The number of successes After three days the PCs arrive at their intended destination;
needed to complete this challenge increases by 1. or ahead of schedule, if the party accumulates the required
number of successful skill checks before that, allowing them
An Average ( ) Nature check does not count toward
to establish an ambush.
success or failure, and allows the party to forage for food.
Success grants the party on other checks made that day.
178 | Game Master | The Second Age v1.6
Failure Persuasion or Intimidate: If discovered by any locals, you
The PCs arrive too late to accomplish their primary goal or, if may attempt to persuade, bluff, or intimidate them into
they reach their failure threshold before the final day, are keeping silent about your presence with a Hard ( )
ambushed by their pursuers. check.
Stock NPCs
Stock NPCs are the unnamed masses the Player Characters
encounter, negotiate with, and battle in most game sessions.
They are often minions or rivals. Stock NPCs in The Second
Age include the average cabbage merchant, chi blocking
henchman, foot soldier, and highway bandit. Many stock
NPCs don’t even need statistics, or can rely on standard stats
provided in this book. Stock NPCs usually don’t have much of
a backstory, or at least not one that directly influences the
adventure. They tend to be short-term contacts or
adversaries.
will create specific stats for each. Recurring characters might and stories are equally helpful when researching better
be enemies or allies of the party. They can be anything from character creation. However, there are character elements
a stock NPC to a major villain. Rivals and nemeses are with which every GM can start.
typically recurring characters.
Select the character’s background, including their place of
Recurring Characters help make the world a more familiar origin. Most locations have distinct cultural elements that
place. They also save the GM a lot of planning time. It is much enhance or limit their role in the game. The chances of the
easier to rely on an old favorite character than to come up with PCs encountering an airbending warrior, for example, are
a new one for every session. The GM should find ways to nigh impossible. Select the character’s most influential
integrate them into the storyline. Turning background experience from home and what they learned from it. Even
characters into leading characters is a way to build a more characters who move around the world are influenced by the
layered and interesting story. It may also encourage players attitude or environment of their place of origin.
to take a greater interest in the characters overall.
What is the character’s current and former profession?
Specifically focus on how the character’s current profession
Creating Memorable NPCs influences his actions. Even NPCs have a past to be exploited
Creating an entertaining and memorable ally or enemy is by the GM or other players. Flesh out the character’s
challenging. An NPC must engage the interest of the players; personality. This is a wide-open category. Personality traits
it is usually worth the extra effort. Ideally, players should enjoy run the gamut from arrogant and overbearing to kind and wise.
interacting with these characters and recall them fondly well Pick a few basic traits and highlight them when interacting with
after the game is over. the Player Characters.
There is no single formula for creating a successful character. Give the character a distinct physical appearance: tattoos,
Books and other resources that discuss characters in novels scars, distinctive armor or clothing, unusual hair, and other
During the Harmonic Convergence in 9,829 BG, Vaatu was Because he is so old, a large, overgrown forest has sprouted
defeated by a merger of Wan with Raava, and subsequently on the Lion Turtle's back. The Lion Turtle stays hidden from
locked inside the Tree of Time for ten thousand years. During the world because, when submerged, he looks like an
the next Harmonic Convergence in 171 AG, Vaatu ordinary island
permanently merged his essence with Unalaq's, becoming the
Dark Avatar Spirit. Their form, however, was purified through The Avatar
spiritbending by Avatar Korra during their battle. Thus, Vaatu The Avatar formed initially when Wan permanently fused with
receded into Raava and the Avatar, where he will continue to Raava during the Harmonic Convergence of 9829 BG; it is the
grow stronger and eventually break free. human embodiment of light and peace through the connection
with the Avatar Spirit. As the only physical being with the
Tui & La ability to bend all four elements, it is considered the Avatar's
These ancient and powerful spirits keep balance in the Water duty to master the four bending arts and use that power to
Tribe. Known as Tui and La in the spirit world, they are two of keep balance among the four nations of the world, as well as
the oldest spirits on Earth. Legend says that the Ocean and between mankind and spirits.
Moon spirits permanently crossed over from the spirit world
into the mortal world near the beginning of time. They created When the Avatar dies, she is reincarnated through Raava into
the oasis in the North Pole and took the form of two koi fish. the next nation, dictated by the cyclic order: fire, air, water,
Over the ages, few have known the Ocean and Moon spirits' and earth. Mirroring the order in which the first Avatar, Wan,
true identities. But when a young lieutenant named Zhao learned the elements, this is also the traditional order in which
looted an underground Earth Kingdom library, he discovered any one incarnation is to master the elements, beginning with
that the Ocean and Moon were actually the two koi fish. He the bending art of the Avatar's birth nation. The reincarnation
kept this knowledge a secret for years, knowing it would cycle can only be broken if the Avatar is killed while in the
provide him a strategic advantage if he ever invaded the North Avatar State, Raava is removed from the Avatar and
Pole. destroyed, or the Avatar Spirit is compromised by a spiritual
infection.
Legend says that the moon was the first waterbender -- it
pushed and pulled the tides and from this, waterbenders Upon the death of an Avatar, Bending masters from the
learned to waterbend. Waterbenders are strongest at night, successive nation conduct a search to find the child
when there is a full moon. reincarnate. The successor is expected to show signs of
continuity with the one who died, such as being born within a
week of the death. These Benders carefully train the new
The Painted Lady Avatar to prepare him for his high position. First, he becomes
Known for her gentleness and healing abilities, the Painted proficient with his native element. Then, when the Avatar
Lady is a powerful and benevolent spirit who watched over the reaches maturity, he travels the world and studies with
river town of Jang Hui, until a Fire Nation factory moved in and Masters from the other three Bending disciplines. Upon
began polluting the river. It was this event that drove the completion of his training, the Avatar possesses sole control
Painted Lady away, leaving the villagers to fend for of all four elements.
themselves. As is the case with many other spirits, only
spiritually enlightened people can see the Painted Lady. Once As part spirit, the Avatar possesses an innate connection to
Katara helped the villagers of Jang Hui to drive away the Fire the Spirit World and is at their strongest in that realm, due to
Nation and clean the river, the Painted Lady revealed herself being surrounded by spiritual energy. The Avatar used that
to Katara and thanked her. connection to the Spirit World to be the bridge between the
two worlds to keep peace between them and ensure harmony.
Ran & Shaw After the Harmonic Convergence in 171 AG, however, Avatar
Revered by the Sun Warriors, Ran and Shaw are two Korra left the spirit portals open and renounced her role as the
Firebending masters who are also ancient dragons. In order bridge between the two worlds to let humans and spirits live
to learn Firebending from them, any potential student must together in harmony.
present themselves to the dragons. Ran and Shaw examine
The Avatar is also capable of recalling memories from past
you and read your heart and soul. If they deem you worthy,
lives. This ability, however, can be injured or even completely
they will teach you, if they don't, they will destroy you on the
severed. Avatar Aang unintentionally weakened his
spot. Many people have presented themselves to Ran and
connection to all his past lives who came before Avatar Roku
Shaw over the years, but the dragons have deemed worthy
when he broke off his relationship with the Fire Nation Avatar,
only a few people, including Aang, Zuko, and General Iroh.
though he managed to restore the connection. When Raava
was ripped out of Avatar Korra by Vaatu and subsequently
The Lion Turtle destroyed, Korra's link to her past lives via Raava was
This is the oldest, most ancient creature in the Avatar world. completely severed despite the light spirit's revival.
Lion Turtles existed since the world began, and pre-date the
era of the Avatar. This Lion Turtle is the last of his kind. The The Avatar also possesses the ability to bend energy itself,
rest were hunted and killed thousands of years ago. The Lion although few Avatars have learned this technique, and even
Turtle possesses timeless wisdom and powerful, spiritual fewer have used it. Avatar Aang learned it from the last living
lion turtle and used it to remove Phoenix King Ozai's
Earth
Earth, also known as the world of Avatar, the Mortal World, or resurface through Aang's youngest son, Tenzin, and Tenzin’s
the Physical World, is the world divide into the four nations three eldest children.
and home to a multitude of species. The world is a common
name for the sum of human civilization, specifically human Having restored the buildings to their former glory, they
experience, history, or the human condition in general. The occupy the air temples, along with the newfound flying bison
World of Avatar plays home to benders and hundreds of and ring-tailed winged lemurs. Forming the new Air Nation,
chimerical creatures. Earth is surrounded by a vast void they also had a representative on the United Republic
known as outer space. Council, a spot held by an Air Acolyte and later Tenzin, the
youngest son of Avatar Aang, until 171 AG.
The world of Avatar is host to four distinct megacultures, each
representative of one of four elements, as well as a young, After the Harmonic Convergence, nonbending individuals
sovereign state created by Avatar Aang after the conclusion across the world began manifesting airbending abilities.
of the Hundred Year War. The United Republic of Nations is Tenzin has undertaken the task to train a group of airbender
unique in that it is a melting pot of cultures from all over the volunteers into a new generation of Air Nomads, to fortify a
world and is representative of all elements. still-recovering Air Nation and to perpetuate the bending
traditions of his culture. After the insurrection of the Red Lotus,
What follows is a brief description of the peoples and locations Tenzin decided that the Air Nation would roam the world,
which sets the tone for the adventure at the back of this book helping people of all nations to stop corruption and disorder.
“The Great Uniter”. Although the Air Nation continues to prosper, citizens from all
over the world discover their newfound airbending abilities
Locations every day, challenging Tenzin and the Air Nation to rebuild the
culture of the Air Nomads. After the Harmonic Convergence
Prior to the Hundred Year War, the world was divided into four of 171 AG, however, airbending resurfaced across the world
ethnographic independent nations: The Air Nomads, the in several nonbenders, and the Air Nation was formed to carry
Water Tribe, the Earth Kingdom, and the Fire Nation; on the Air Nomad tradition.
however, following the Harmony Restoration Movement, the
founding of the United Republic of Nations introduced a fifth
Air Temple Island
nation. Each location has unique physical geography,
Air Temple Island is a small isle located off the coast of
landmarks, climates, and demography which conform to the
Republic City in Yue Bay. Comprised of several structures,
quality or attributes of the nation's corresponding element.
the temple was built by Avatar Aang himself and is home to
The Air Nomads have four temples located in the north, south, Tenzin, his wife Pema, and their four children Jinora, Ikki,
east, and west of the Earth. There are two main Water Tribes, Meelo, and Rohan, as well as the Air Acolytes. Also residing
situated north and south of the Earth Kingdom, the most on the island are colonies of flying bison and ring-tailed
expansive and populated state in the world. The Fire Nation winged lemurs.
is an archipelago of volcanic islands west of the Earth
continent. Each nation has a predominant season, and Eastern Air Temple
geography has a great influence on the customs and culture The Eastern Air Temple was one of the two temples
of each country. exclusively housing female airbenders. Like the other
temples, its population was completely exterminated during
Air Nomads the Air Nomad Genocide.
The Air Nomads were a civilization composed of people who The Eastern Air Temple is one of the four original temples of
practiced the art of airbending. Although they were nomadic, the Air Nomads and, sometime after the end of the Hundred
many did inhabit four major air temples, each built on remote Year War, became inhabited by a group of Air Acolytes.
locations, only easily reachable with flying bison. Air nomads Before the war, it was one of the two air temples, the other
were a highly spiritual group of people. With an economy was being the Western Air Temple, which exclusively housed
based solely on agriculture, they were the smallest of the four female airbenders. Guru Pathik resided here for a
nations, but all their members were benders. considerable amount of time, as he waited years for Aang to
come so he could teach the Avatar how to properly control the
Before their genocide, the Air Nomads were an ecclesiastic
Avatar State. This is the temple where many avatars,
and monastic society that lacked social strata. The highest Air
including Avatar Aang, Avatar Korra, and Avatar Kuruk, came
Nomad political body was the Council of Elders until the
to train and develop a deeper connection to the Spirit World.
genocide carried out by the Fire Nation.
“You once told me that separation is an illusion. Guru Pathik taught you that. The four nations are really one and the same.”
“But I don’t want them to be the same, Katara! I love being an Air Nomad. I love our philosophy, our temples, our holidays,
our food—everything that makes us different from the rest of the world! And now that I’m the last one left, it’s up to me to
preserve our way of life!”
“How, Aang? Are you gonna live by yourself, like some kind of hermit? Devote your whole life to collecting and preserving a
bunch of relics?
“I don’t know… but I do know this: Air Nomad culture can’t survive in a world where the nations invade each other, corrupt
each other. I have to see the Harmony Restoration Movement through to the end.”
History
The Avatar world has an extensive history dating back more 9,850 BG — Year of the Dragon
than twenty thousand years. This section lists historical
Wan is born.
events in a timeline. The history of this world can be roughly
divided into two parts, the time before the Avatar and the time
9,848 BG — Year of the Horse
of the Avatar.
Jaya is born.
Prior to the Avatar's creation, lion turtles served as the
protectors of mankind, allowing the humans to erect cities 9,832 BG — Year of the Dog
atop their shells. Whenever the inhabitants of their cities Wan steals the element of fire from a lion turtle to incite
would venture into the Spirit Wilds, the creatures would rebellion and steal food from the Chou family. For his crimes,
bestow the people with the ability to bend the element the Wan is banished into the Spirit Wilds where he befriended the
turtle was affiliated with; the power was to be returned upon spirits and learned the Dancing Dragon firebending form.
their reentry to the city. However, after the creation of the
Avatar, the lion turtles denounced their roles as protectors of 9,830 BG — Year of the Rat
mankind, and the people were left to make their own homes Wan severs the link connecting Raava and Vaatu, in the
scattered across the world, which eventually led to the division process releasing chaos into the world. Wan and Raava begin
of the world into the four nations. their journey together to master the other elements.
The Mother of Faces gives birth to Koh, the Face Stealer; The second known Harmonic Convergence occurs. Wan and
however, they soon become separated. Raava become permanently bonded, making Wan the first
Avatar.
Vaatu breaks through the barriers that separate humans and
spirits, allowing both to travel between the spirit and mortal Wan defeats and locks away Vaatu in an elemental barrier in
worlds. the hollow of the Tree of Time. Wan orders the spirits to return
to their world and separates the two realms by sealing the
spirit portals located at the North and South Poles.
Era of Raava (19,829 BG — 9,829 BG)
In the advent of the Avatar, the lion turtles collectively decided
c.19,829 BG — Era of Raava that their task as protectors of mankind was done and that
Raava, the spirit of light and peace, duels with her they would no longer grant any more bending powers.
counterpart, Vaatu, the spirit of darkness and chaos. The first
known Harmonic Convergence occurs.
First Age of the Avatar
Unknown date before 9,850 BG
Humans begin to build their cities on the shells of lion turtles
(c. 9,829 BG — 171 AG)
to protect themselves from the dangers of the Spirit Wilds. Pre-Hundred Year War (9,829 BG — 1 BG)
Whenever the people have to venture into the wilds to collect
food, the lion turtles bestowed upon the hunters the ability to Unknown date before 3,829 BG
control one of the elements. Eventually, most the cities lost As humanity left the cities established on the lion turtles, they
contact and knowledge of each other's existence, and begin to come in to contact with each other. The different
developed unique cultures. peoples begin to wage war against each other, forcing Wan
to intervene to maintain peace. His efforts, however, are of
The Second Age v1.6 | The Avatar Universe | 197
little success. The violent conflicts continue until his death and keeping balance and serving the world. She dies around 345
beyond. The next Avatar is born into the cycle after Wan's BG, and Avatar Kuruk is born in the Northern Water Tribe.
death.
Avatar Kuruk tries to kill Koh, the Face Stealer, as revenge for
c. 3,829 BG stealing the face of his fiancée Ummi. This event is confusing
to place chronologically, as if Koh's description of the event is
The airbending Guru Laghima achieves weightlessness and
taken literally, it would have happened c. 800-700 BG, over
lives his final forty years without touching the ground.
three hundred years before Kuruk's death.
830 BG
312 BG — Year of the Dragon
A past Avatar defeats Hundun and mortally wounds his
Avatar Kuruk dies; Avatar Kyoshi of the Earth Kingdom is
brother, forcing the conjoined twin kings to retreat to the Spirit
born.
World.
The Sun Warriors gradually fade into obscurity as their 54 BG — Year of the Dog
civilization declines, leaving many ruins across their island Avatar Roku returns to the Fire Nation after twelve years of
archipelago. The Sun Warriors are believed to have gone travel and marries Ta Min, a noblewoman from the Capital.
extinct, though in reality a handful hiding in the ruins would
continue their culture for centuries. The art of firebending, 50 BG — Year of the Tiger
however, was passed on to the other inhabitants of the
Guru Pathik is born.
islands. These would gradually coalesce into the "Fire
Nation". Originally the Fire Nation was a spiritual people ruled
by Fire Sages, much as the Air Nomads were led by their
37 BG — Year of the Rabbit
monks. Over time, however, one sage rose to prominence Avatar Roku discovers the first Fire Nation colonies in the
above the others, ruling the Fire Nation as a sovereign, and Earth Kingdom and confronts Fire Lord Sozin. Roku and
the office became hereditary, beginning the line of Fire Lords. Sozin engage in battle, resulting in Roku destroying part of the
Fire Nation Royal Palace.
The vast Earth Kingdom is gradually united under the political
authority of the city-state of Ba Sing Se. The King of Ba Sing 12 BG — Year of the Dragon
Se becomes Earth King, overlord of all the smaller kingdoms Avatar Roku is killed while fighting a volcanic eruption at age
within the Earth Kingdom, some of which retain their own seventy; Avatar Aang of the Air Nomads is born.
hereditary lordship.
Bumi of Omashu is born.
Avatar Yangchen of the Air Nomads is born in the Western Air
Temple, after the death of her predecessor. Her reign as
Avatar is a peaceful one, due to her fierce dedication to
Fire Lord Sozin begins what would be the Hundred Year War 84 AG — Year of the Dragon
by attacking the other nations. He uses the power of a comet, Princess Yue is born to Chief Arnook of the Northern Water
later renamed Sozin's Comet in his honor, to launch a Tribe and his wife. A sickly infant, Yue is healed by the Moon
genocidal attack on the Air Nomads to kill the Avatar. This Spirit, Tui, by having some of its life spirit infused within her.
resulted in almost complete extinction of the Air Nomads with
the sole survivor being Avatar Aang. Sokka is born to Chief Hakoda and Kya of the Southern Water
Tribe.
The Fire Nation launches a massive coordinated invasion of
the Earth Kingdom, slowly but surely advancing across the Suki is born on Kyoshi Island.
continent over the course of the next hundred years. The city
of Taku is destroyed during the process. 85 AG — Year of the Snake
Mai of the Fire Nation is born to Ukano and Michi.
Azulon is born.
Princess Azula is born to Prince Ozai and Princess Ursa.
15 AG — Year of the Goat
Katara is born to Chief Hakoda and Kya of the Southern Water
In an attempted invasion of the North, the Fire Navy and the
Tribe.
Northern Water Tribe engage in battle, ending in Northern
Water Tribe victory and the capture of Fire Navy troops and Ty Lee and her six identical sisters are born into a noble Fire
uniforms. Nation family.
Hama is taken prisoner by the Fire Nation. The Southern Raiders attack the Southern Water Tribe in an
attempt to kill the last Southern waterbender. Chief Hakoda's
55 AG — Year of the Pig wife Kya sacrifices herself to save the eight-year-old Katara,
Prince Ozai is born to Fire Lord Azulon and his wife, Ilah. the true last waterbender of the Southern Water Tribe.
There is a massive jail break at a Prison rig for earthbenders, General Iroh breaks free from the Fire Nation Capital City
Prison.
and all inmates escape.
Sometime after the first day of the eighth month: Sozin's
Avatar Roku informs Aang on the winter solstice that Sozin's
Comet will arrive by summer's end, telling him that Ozai must Comet returns, enhancing the firebenders' powers one
be defeated by the time of its arrival. hundred-fold.
The Fire Sages are accused of treason and imprisoned by Fire Lord Ozai crowns himself Phoenix King and appoints
Admiral Zhao. Azula as Fire Lord.
The village of Gaipan is destroyed and the villagers evacuate. The Order of the White Lotus, led by General Iroh, frees Ba
Sing Se from Fire Nation rule in the liberation of Ba Sing Se,
Avatar Aang begins his firebending training with Jeong Jeong, effectively liberating the entire Earth Kingdom.
however, his training ends prematurely when Admiral Zhao
attacks Jeong Jeong's camp. Aang meets an ancient lion turtle, the world's oldest living
being, and learns the lost art of energybending.
100 AG — Year of the Monkey Prince Zuko and Katara defeat Azula during her coronation as
The Fire Nation is repelled at the battle for the Northern Air Fire Lord in the Comet-Enhanced Agni Kai. This causes Azula
Temple, but they acquire an experimental war balloon in the to lose her remaining sanity.
aftermath.
Utilizing Sozin's Comet, Ozai launches a major attack on the
The Fire Nation invades the Northern Water Tribe but is Earth Kingdom with his armada of Fire Nation airships to
repelled by Aang after he temporarily fused with the Ocean decisively end the war with a sheer display of force and
Spirit, La, who was enraged with Admiral Zhao for killing the destruction.
Moon Spirit, Tui.
An attack launched by Toph, Sokka, and Suki succeeds in
La imprisons Admiral Zhao in the Fog of Lost Souls in destroying the armada while Aang battles Ozai.
retaliation for Tui's death.
Avatar Aang defeats Ozai using the Avatar State and uses
Princess Yue sacrifices her life to become the Moon Spirit. energybending to strip him of his firebending.
This is made possible by the small bit of spirit that Tui infused
within her to bring her to life as a baby. Phoenix King Ozai is imprisoned for various war crimes.
Omashu falls to the Fire Nation. Prince Zuko ascends to the throne as Fire Lord, vowing to the
Nations that he will dedicate his rule to rebuilding the world
Avatar Aang begins his earthbending training with Toph. with the help of the Avatar.
An attempt to break through Ba Sing Se's Outer Wall, using a
giant drill and led by Princess Azula, fails. Post-Hundred Year War (100 AG — 171
Ba Sing Se falls to the Fire Nation through an internal coup
AG)
d'état led by Princess Azula and the Dai Li. 100 AG — Year of the Monkey
Avatar Aang is slain by Azula, and subsequently brought back The Harmony Restoration Movement is launched to remove
to life by Katara with spirit water. the Fire Nation colonies from the Earth Kingdom.
In response to the Harmony Restoration Movement, Kori 135 AG — Year of the Goat
Morishita creates the Yu Dao Resistance and attempts to
Pema is born.
assassinate Fire Lord Zuko.
A crisis at Yu Dao causes Fire Lord Zuko to remove his 138 AG — Year of the Dog
support from the Harmony Restoration Movement, Hiroshi Sato founds Future Industries.
threatening to plunge the world into war once again.
142 AG — Year of the Tiger
Avatar Aang averts the war, with the notion that the nations Toph resigns as Chief of Police.
can live together in peace. He forms the Air Acolytes from the
Official Avatar Aang Fan Club. 144 AG — Year of the Dragon
Noatak at 14, runs away after defending Tarrlok from Yakone
102 AG — Year of the Dog and bloodbending them both.
Zuko, with the help of Team Avatar and his sister, Azula,
embark on a search for Ursa, which leads them to her new life 151 AG — Year of the Pig
in Hira'a. Tonraq, heir apparent for the Northern Water Tribe chiefdom,
Yu Dao and other Fire Nation colonies create a joint leads a battalion against an invasion of their home by
government of Fire Nation and Earth Kingdom barbarians. He destroys a spirit forest in the process, resulting
representatives, beginning the progression toward the in his banishment by the tribal chief, his father.
formation of the United Republic of Nations. Unalaq takes Tonraq's position as heir apparent.
Toph travels the world to teach metalbending. 154 AG — Year of the Tiger
Bolin is born.
119 AG — Year of the Rabbit
Tenzin, the youngest son of Aang and Katara and the only 155 AG — Year of the Rabbit
airbender among their children, is born. Desna and Eska are born.
Lightning Bolt Zolt is born.
157 AG — Year of the Snake
120 AG — Year of the Dragon The Order of the White Lotus visits Korra's family at the South
Pole and confirm Korra's claim to be the Avatar.
Lin Beifong is born.
The Anti-Bending Revolution publicly begins with the Korra starts the Avatar Cycle anew, though she no longer has
destruction of the Pro-bending Arena during an Equalist a connection to the past Avatars.
attack.
171 AG — Year of the Sheep Zaheer escapes his prison and subsequently frees his
teammates Ghazan, Ming-Hua, and P'Li.
Asami Sato assumes control of Future Industries as CEO.
Korra becomes the first metalbending Avatar.
Bumi retires from the United Forces and moves to Air Temple
Island with Tenzin and his family. Zaofu is attacked by the Red Lotus in search of Korra.
The United Republic Council is dissolved in favor of a Earth Queen Hou-Ting is assassinated by Zaheer and the
democratically elected president, the nonbender Raiko. Inner Wall of the city is brought down by Ghazan, plunging the
Earth Kingdom in chaos.
Korra breaks ties with Tenzin and begins her spiritual training
with Unalaq. The Red Lotus attacks the Northern Air Temple and threatens
to destroy the revived Air Nation if Avatar Korra does not
Korra journeys to the heart of the South Pole and re-opens a
surrender herself.
dormant spirit portal on the winter solstice.
P'Li is killed by Suyin.
Korra finds out the truth about how Unalaq framed his brother
to become Chief of the Water Tribes. Bolin becomes the second known non-Avatar who can
lavabend.
The Water Tribe Civil War starts.
Ghazan destroys the Northern Air Temple.
Korra is swallowed by a dark spirit, which causes her to
temporarily lose her memory. She later reconnects with the Zaheer becomes the second person in history to be able to
first Avatar, Wan, and regains most of her memories. fly.
Jinora leads Korra into the Spirit World. Ming-Hua is killed by Mako.
Zaheer is imprisoned once again. The airbenders return to their nomadic roots, promoting
peace, balance, and harmony around the world while Korra
Jinora receives her airbending tattoos and is anointed as a recuperates.
master.
Social classes are usually based upon titles, wealth, and power. Although people are mostly born into their social rank, there
are some exceptions in which people can gain a higher position through service, as seen with Long Feng.
Air Nomads
Air Nomads is a collective term for a nation of people who prompting Tenzin and Avatar Korra to recruit volunteers to be
practice the discipline of airbending. One of the four major trained in the ways of the Air Nomads. This was proven to be
nations, the Air Nomads were wanderers but have four air a daunting task, as most of their new prospects rejected the
temples, one at each corner of the globe, hidden away atop idea of leaving their loved ones and worldly possessions
mountain ranges in the northern Earth Kingdom and on three behind. However, they discovered a group of airbenders
remote islands. The theocratic Air Nomads were home to a captured by Earth Queen Hou-Ting, who was conscripting
monastic order of men and women who practiced airbending. airbenders into an army. The new airbenders were rescued
Unlike the other nations, the people of the Air Nomads were, and chose to hone their new powers under Tenzin's tutelage
without any known exception, all benders due to the high level at the Northern Air Temple. Tenzin and the volunteers found
of spirituality of their people. it difficult to meet halfway due to Tenzin's expectations of
them being a complete reflection of the old Air Nomads.
The Air Nomads made up the smallest of the four nations in Eventually, both parties made amends and resumed training.
the world. They had a small economy, based entirely on Following the insurrection of the Red Lotus, the new Air Nation
limited agriculture. The population of the Air Nomads was returned to its nomadic roots, but, unlike their predecessors'
small compared to even the Water Tribe and was far smaller reclusive nature, they instead dedicated themselves to
than either of the world's two major powers, the Fire Nation bringing peace and balance to the world.
and the Earth Kingdom.
In 0 AG, the Air Nomads were the victims of genocide at the Council of Elders
hands of the Fire Nation. Ironically, the sole known survivor of The Council of Elders was a group consisting of the theocratic
the massacre was the very person the Fire Nation sought to leaders of the Air Nomads. Each of the air temples had its own
kill in its quest for supremacy: the twelve-year-old airbender council of head monks or nuns, their members being both the
and Avatar, Aang, who had run away from the Southern Air political and the religious authorities.
Temple shortly before the Hundred Year War began and
became trapped in suspended animation in a globe of ice The Northern and Southern councils were composed of head
along with his lifetime friend, Appa. One hundred years later, monks, and the Eastern and Western councils were
he was awakened and released by Katara and Sokka, who composed of head sisters, in accordance with the primary
helped him succeed in his quest to restore balance and peace gender residing in each respective temple. The Southern Air
to the warring nations. Temple had five head monks. Members of the Council of
Elders were the only ones allowed to enter the air sanctuary
A year after the war, Avatar Aang discovered a group of Earth in each air temple, other than the Avatar. They were also the
Kingdom citizens who had built a fan club in his honor; he ones responsible for identifying the Avatar when he or she
eventually transformed them into the Air Acolytes, a was born into the Air Nomads.
community of nuns and monks dedicated to upholding Air
Nomad culture. Years later, Aang's marriage to Katara Air Acolytes
blessed him with an airbending son, Tenzin, who was The Air Acolytes were founded in 101 AG from the members
extensively taught by Aang in airbending and Air Nomad of the Official Avatar Aang Fan Club. Aang himself taught the
culture. The population of the Air Acolytes grew, prompting members of the group the ways of the Air Nomads and
Aang to spearhead the restoration of the air temples to serve christened them the "Air Acolytes", rather than a mere fan
as their new homes. Aang built a fifth air temple in the newly club.
established fifth nation, the United Republic of Nations, called
Air Temple Island. Tenzin who became the Air Nation's They are an order of monks and nuns who reside on Air
representative in the United Republic Council, came to reside Temple Island and in the four original air temples. Although
on the island with his wife, Pema, and their four children, three they are not airbenders themselves, they carry on the
of whom are known airbenders. teachings, culture, and traditions of the Air Nomads through
practice, as taught to them by Avatar Aang.
In 171 AG, the energy shift caused by Harmonic Convergence
bestowed countless non-benders with airbending abilities,
Water Tribe
204 | The Avatar Universe | The Second Age v1.6
The Water Tribe is a collective term for the nation of people For a long time, the military of the Water Tribes was much
who practice the art of waterbending. It is one of the original smaller and considerably less sophisticated than that of the
four nations and its citizens primarily inhabit the northern and heavily populated Earth Kingdom or the highly industrialized
southernmost regions of the globe, near both poles. Many Fire Nation. Each tribe had its own militia, oftentimes not well
people of Water Tribe ethnicity also live in the United Republic equipped and outnumbered, instead relying on knowledge of
and there is a small community of waterbenders that populate the country and the deep pride and willpower typical of a
the Foggy Swamp in the Earth Kingdom, although they were warrior race. Only after the Hundred Year War and the
isolated from their sister tribes for generations and others merging of the Northern and Southern Tribe's governments, a
were largely unaware of their existence until they were standing army and navy were formed under the North's
stumbled upon by Avatar Aang, Katara, and Sokka. leadership. However, after the Southern independence, the
Southern and Northern military were divided again, now led
The people of the Water Tribe are generally peaceful, and by their respective Chiefs.
strive to live in harmony with nature and the other nations of
the world. There are two primary divisions of the Water Tribe,
the Northern Tribe and the Southern Tribe, though both were
Varrick Global Industries
at least de jure governed by the Northern chief until 171 AG. Varrick Global Industries is a global shipping enterprise based
in the Southern Water Tribe. It was founded by Varrick from a
single canoe, and later expanded into an empire responsible
Military for several consumer and technological innovations in the
The military of the Water Tribe comprises the Northern Water Avatar World. In 171 AG, it became the official shipping
Tribe's regular military, the Southern Water Tribe's militia, and partner of Future Industries and co-supplier to the South
the Foggy Swamp Tribe's forces. Due to their independence during the Water Tribe Civil War.
and separate location, these forces have rarely been united,
and the northern and southern troops were at least once
involved in a civil war.
Earth Kingdom
The Earth Kingdom is one of the world's four nations.
Spanning an entire continent as well as several subsidiary
Kyoshi Warriors
islands, it is the largest and most populated sovereignty in the The Kyoshi Warriors are an order of female warriors named
world and encompasses much of the eastern hemisphere. after Avatar Kyoshi, who founded them to protect her
The kingdom is ruled by a monarchy which operates under homeland, Kyoshi Island. With their unique and individual
the rule of a king or queen. fighting style, these elite fighters ensured the safety and
isolationism of their homeland during the Hundred Year War.
Five-Seven-Five Society Though their fighting style and clothing mimic those of Avatar
The Five-Seven-Five Society is an organization of young Kyoshi, they seemingly did not implement any of the bending
women who specialized in the art of poetry, with a focus on arts in their physical movements. They are clad in ornate,
traditional haiku. armored, green kimonos, metal headdresses, and white-
faced makeup designed to intimidate opponents. The Kyoshi
Ba Sing Se University Warriors used metal fans as their main weapons like Avatar
Ba Sing Se University is a major institution of thought which Kyoshi, but also implemented katanas and retractable shields.
educates scholars throughout the Earth Kingdom. It is the The warriors' most prominent fighting style was not about
greatest university in the world, per its enrollment materials. strength, but rather about using their opponent's' force against
The university campus is a major landmark in the Middle Ring them. Primarily, the warriors dealt with the disorderly traders
of Ba Sing Se. and travelers who, after a night of carousing in the port of
Kyoshi, often stumbled into the village and caused trouble.
Council of Five
The Council of Five is a group consisting of the five highest-
Royal Earthbender Guards
ranking generals in the Earth Kingdom Army. As such, it is the The Royal Earthbender Guards of Ba Sing Se, commonly
highest authority in the Earth Kingdom military and oversaw known as the King's Guards, are earthbending warriors within
the country's entire war effort against the Fire Nation during the Earth Kingdom affiliated with neither the Dai Li nor the
the Hundred Year War. army. They instead serve as personal protectors of the earth
monarch.
Dai Li As elite troops of Ba Sing Se, they are tasked with guarding
The Dai Li is the secretive and elite police force of Ba Sing Se the Royal Palace, serving as gatekeepers of the Outer and
who work to capture, interrogate, and imprison political Inner Walls of Ba Sing Se, and acting as sub-commanders for
dissidents. The organization was founded by Avatar Kyoshi the Ba Sing Se army troops. They are also responsible for the
with the aim of "protecting the cultural heritage of Ba Sing Se", safety of any properties belonging to the earth monarch, such
effectively protecting the Earth King's interest against as the royal vault.
subversive individuals and groups.
Fire Nation
The Fire Nation is one of the world's four nations and five military equipment, giving it huge military capabilities and
sovereign states. It is an absolute monarchy led by the Fire power projection solidifying itself as the most powerful military
Lord and home to most firebenders. Geographically, the force in the world.
nation is located along the planet's equator in the western
hemisphere and is composed of several islands. Its capital is New Ozai Society
simply known as the Fire Nation Capital. The New Ozai Society was a reactionary rebel organization
The Fire Nation is the second-largest nation in terms of area, founded by Ukano, which sought to restore glory to the Fire
following the Earth Kingdom, while its economy is the most Nation through the reinstatement of Fire Lord Ozai.
powerful in the world; its strong industrial sector and extensive
technological developments not only enabled the Fire Nation Rough Riders
to create an extremely powerful military, but also initiated the The Rough Rhinos were an elite group of Fire Nation komodo
worldwide modernization and globalization. Before the rhino cavalry who worked on a freelance basis, claiming their
foundation of the United Republic and the following global loyalty to the Fire Lord during the Hundred Year War. After the
technological revolution, it was also the strongest and most war's end, they became mercenaries, and by 102 AG, they
advanced country in the world. were hired as the security detail of the Earthen Fire Refinery.
3 2 2 1 2 2
Earth Kingdom
The military of the Earth Kingdom is the body primarily 3 1 2 2 2 3
responsible for the defense of the Earth Kingdom. It consists
BODY AGI INT CHA GUI CHI
of an army, navy, air force, and several specialized divisions.
It is considered to be one of the most powerful armed forces 5 17 0 1
in the world, as demonstrated by its ability to stave off assaults SOAK WOUND R/M DEFENSE
from the more sophisticated Fire Nation forces for the majority
of the Hundred Year War. Skills: One-Handed Weapons 2, Resilience 1,
The Inner Ring of Ba Sing Se houses a small army unto itself, Discipline 2, Bending 3, Bending Arts 2
comprised of a Royal Guard; a separate organization, known Talents: Bodyguard
as the Dai Li was created by Avatar Kyoshi and exists to Abilities: None.
gather intelligence and “protect Earth Kingdom culture.” Even Forms: One Advanced form, all Basic forms.
earth citizens take care of themselves, demonstrating their Equipment: Royal Guard Uniform, Sword,
hardy nature through their earthbending talents or rigid Warhammer
perseverance.
Dai Li Agent [Rival]
Royal Earthbender Guard [Rival] The Dai Li are highly skilled earthbending masters, whose
The Royal Earthbender Guards of Ba Sing Se, commonly talents even surpassed those of the Earthbender Guards of
known as the King's Guards, are earthbending warriors within the Royal Palace. They are adept at using their stone shoes
the Earth Kingdom affiliated with neither the Dai Li nor the to cling to sheer rock surfaces, such as walls or ceilings.
army. They instead serve as personal protectors of the earth Mastery of this wall technique has been a part of their training
monarch. The Royal Earthbender Guards sport a uniform very ever since their inception and was therefore one of their most
different from that of normal Earth Kingdom soldiers, wearing used skills. Agents will usually work in pairs.
heavier, dark green full-body armor with a green plume on top
of the helmet. 3 4 2 3 3 4
BODY AGI INT CHA GUI CHI
Fire Nation
Fire Sage [Rival] BODY AGI INT CHA GUI CHI
The Fire Sages are an organization that serves as the 3 5 0 0
religious authority of the Fire Nation and is responsible for SOAK WOUND R/M DEFENSE
identifying the Avatar's incarnation when he or she is born in
the Fire Nation. Their additional duties include guarding the
temple and conducting coronations, weddings, and funerals Skills (group only): Martial Arts, Ranged Weapons,
for the Royal Family and for those who seek their spiritual Discipline, Sailing.
advice. Talents: None
Abilities: None
2 2 3 2 3 4
Equipment: Sword, Naval Uniform
BODY AGI INT CHA GUI CHI
2 13 1 0 Fire Navy Commander [Rival]
SOAK WOUND R/M DEFENSE A commander is in charge of the captains and responsible for
carrying out an admiral's commands. They are also placed in
charge of blockades and a considerable number of ships, but
Skills: Bending Arts 3, Bending 3, Decipher 2, still have nowhere near as much power as an admiral.
Perception 2, Medicine 2, Discipline 2, Knowledge
2 3 2 2 3 3
(History) 1, Knowledge (Culture) 1
Talents: Adversary 1 BODY AGI INT CHA GUI CHI
Abilities: Naval Superiority (may add to all attack 2 11 0 1
checks when engaged with any character untrained
SOAK WOUND R/M DEFENSE
in Sailing, so long as they are on a boat).
Forms: Energy Reading, one advanced form, all
basic forms. Skills: One-Handed Weapons 2, Navigation 1,
Equipment: Sage Robes Leadership 2, Sailing 2
Talents: Adversary 1, Fencer, Rapid Reaction
Fire Navy Private [Minion] Abilities: Naval Superiority (may add to all attack
Privates are not considered officers and are under the checks when engaged with any character untrained
command of a ship's lieutenant. They are the lowest rank in in Sailing, so long as they are on a boat).
the Fire Nation forces. Forms: One advanced form, all basic forms.
Equipment: Naval Captain Military Uniform, Sword
2 2 2 2 2 2
Water Tribes
The chain of command is not well defined in the Water Tribe. BODY AGI INT CHA GUI CHI
There is no overall military commander of the Water Tribes
4 10 0 1
and as such, command is divided between the two polar
factions. Any formal operations are usually spearheaded by a SOAK WOUND R/M DEFENSE
tribal chieftain. In reality, only the Northern Water Tribe has
anything resembling an organized military. Skills: Two-Handed Weapons 2, Survival 1,
Perception 2, Athletics 2
Northern Soldier [Rival] Talents: Uncanny Senses, Hunter
As a result of the industrialization of the tribe after the war, the Abilities: Wolf Spirit (as a maneuver, may add
Northern Water Tribe's military changed greatly. A standing to next melee attack).
army was formed and its equipment was improved; by 151 Form: Two basic forms
AG, machetes and spears had become the most common Equipment: Wolf Pelt Armor, Spear, Dagger
weapons.
Water Tribe Chieftain [Nemesis]
The standard weaponry of machetes and spears remained
Little more than the leader of a particular Water Tribe
largely the same for twenty years, though a new uniform was
settlement, the chieftain is responsible for mustering warriors
introduced. Less thick and bulky, this new dark blue uniform
and benders together and leading them into battle or scouting
allows greater freedom of movement. It consists of a padded
operations. In principle, all chiefs are equal and can convene
jacket, a leather helmet with fabric neck guard, lined trousers
together to make joint decisions. In practice, both the North
and high boots. Since at least 150 AG, the army also makes
and the South are ruled by Chiefs; Desna and Eska in the
use of pack animals and mounts, most notably the Arctic
north and Hakoda in the south.
camel and the buffalo yak. High-ranking officers wear a dark
blue coat with a Water Tribe insignia
5 3 2 3 2 4
3 2 3 1 2 3 BODY AGI INT CHA GUI CHI
BODY AGI INT CHA GUI CHI 5 20 20 2 1
3 12 1 1 SOAK WOUND STRAIN R/M DEFENSE
SOAK WOUND R/M DEFENSE
Skills: Bending 3, Discipline 2, Leadership 3, Martial
Skills: One-Handed Weapons 3, Two-Handed Arts 2, Perception 1, Instinct 1
Weapons 2, Survival 1, Perception 2, Athletics 2 Talents: Adversary 1, Water Cloak, Water Boxing,
Talents: Uncanny Senses, Parry Phase Shift, Heroic Fortitude, Inspiring Rhetoric,
Abilities: Military Discipline (North Soldiers gain +1 Inspiring Rhetoric (Expert), Natural Leader
to their initiative check). Abilities: Chieftain’s Vigilance (when the Water
Form: One advanced form, two basic forms Tribe Chieftain is attacked, they add to determine
Equipment: Northern Army armor, Leather Helmet, Initiative order to himself and any guards he has, and
Spear, Machete grants them on any attacks made in the first
round). Wolf Spirit (as a maneuver, may add to
Water Tribe Warrior [Rival] next melee attack).
Without any formal military, most warriors in the Northern or Forms: One expert form, one advanced form, all
Southern tribes tend to be able-bodied individuals who are basic forms.
capable of holding a weapon, or wielding their waterbending Equipment: Wolf Pelt Armor, Wolf Pelt Helmet,
offensively. Waterskin, Spear
4 2 3 1 2 3
White Lotus
The Order of the White Lotus, also known as the White Lotus, multiple leaders and many sentries and initiates tasked with
is an ancient and formerly secret society that transcends the duties such as training the Avatar or guarding dangerous
boundaries of the four nations, seeking philosophy, beauty, benders.
and truth. They are devoted to the sharing of ancient
knowledge across national and political divides, and on Avatar 2 2 2 2 1 3
Aang's request, they also concern themselves with the task of BODY AGI INT CHA GUI CHI
finding, training, and protecting each new Avatar.
2 5 0 0
Shortly after the Hundred Year War's conclusion, the society SOAK WOUND R/M DEFENSE
stopped concealing itself from the public eye and began to
serve the world and the Avatar more openly, though several
aspects of their operations remained secret. Skills (group only): Bending Arts, Martial Arts,
Empathy, Knowledge: Spirit World.
White Lotus Initiate [Minion] Talents: None
As the White Lotus is no longer a secret society, many more
members are present in the Order than in the past, including
The Second Age v1.6 | Adversaries & Creatures | 215
Abilities: Strength in Numbers (may add to all White Lotus Master [Nemesis]
Discipline or Vigilance checks made against fear Masters of the White Lotus are among the world’s wisest
effects or surprise attacks when there are more than scholars in both the bending arts and the spirit world. Only
two White Lotus Initiates together). truly enlightened individuals can ever attain the rank of
Equipment: Staff, War Fan, White Lotus Symbol Master, fewer still ever go on to become a Grand Lotus. It is
said that an enlightened master has the ability to travel to the
Spirit World through meditation, and rumors abound that
those who achieve Grand Lotus status also have prolonged
White Lotus Sentry [Rival]
life.
Sentries of the White Lotus are stationed at various White
Lotus bases throughout the world tasked with guarding the 4 3 4 2 3 5
world’s most nefarious bending criminals and other tightly-
guarded secrets. BODY AGI INT CHA GUI CHI
5 18 22 1 2
2 3 3 2 1 3
SOAK WOUND STRAIN R/M DEFENSE
BODY AGI INT CHA GUI CHI
3 14 0 1
Skills: Bending 5, Empathy 2, Bending Arts 5,
SOAK WOUND R/M DEFENSE
Martial Arts 2, Knowledge: Spirit World 4
Talents: Adversary 1, Martial Artist, Unarmed
Specialist, Secret Technique, Chakras Aligned,
Skills: Martial Arts 2, Empathy 1, Knowledge: Spirit
Spiritual Guru, Pressure Point, Master Healer
World 2, Discipline 2, Bending 3, Bending Arts 4
Abilities: Ancient Techniques (Once per round,
Talents: Martial Artist, Nimble
when in combat with a bender, White Lotus Master
Abilities: Secret Society (Increases the challenge
may suffer two strain and treat the bending as if he
rating of a character attempting to pass themselves
was a bender of the same type with three ranks in
off as a member of the White Lotus by +1).
Resistance).
Forms: One advanced form, two basic forms.
Forms: One Master form, two expert forms, two
Equipment: Staff, War Fan, White Lotus Symbol advanced forms, all basic forms.
Equipment: Staff, War Fan, White Lotus Symbol,
Spirit Scroll
Skills: Survival 3, Athletics 1, Intimidation 2, Melee Skills (group only): Acrobatics 2, Stealth 2, Sleight
2 of Hand 1
Talents: Expert Tracker, Knockdown Talents: Natural Rogue
Abilities: Pack Tactics (allows for a wolf to activate Abilities: Faux Innocence (Fire Ferrets may act as if
Knockdown using only on success if the target has they had 2 ranks in the Deception skill when
been attacked by two or more wolves in the same attempting to divert suspicion away from
round); Territorial (wolves are incredibly territorial, themselves)
and gain a Boost to all melee checks made when
attacking any intruders into what they consider their Iguana Parrot [Minion]
territory. The iguana parrot, also known as the reptile bird, is a
Equipment: Big paws (Melee; DMG 6; CRIT 3) hybridized creature that inhabits the Earth Kingdom. It is a
favorite pet of sailors and pirates. This creature has feathers
Eel hound [Minion] and is capable of flight, but also possesses several reptilian
The eel hound is a large, amphibious lizard that exhibits the characteristics as well. It has a parrot-like beak, a feathered
ability to swim and run quickly. It is at least eight feet tall and tail, and wings ending in claws, and it moves on four limbs
roughly twenty-five to thirty feet long with dark green scales, when it chooses not to fly. Its feet also seem to lack the
except along its ventral side, from its jaw to its tail. The eel reversed toe characteristic of many modern birds, and it has
hound is green in color with a lighter shade on its underbelly, a small dorsal fin on its back.
and a darker shade of green on top of its body.
1 4 3 1 4 1
The eel hound has a very wild nature which can make it
BODY AGI INT CHA GUI CHI
challenging to train. For this reason, very few people attempt
to do so; therefore, eel hounds are not commonly used for 1 5 0 0
mounts. Once properly trained, however, the eel hound is SOAK WOUND R/M DEFENSE
surprisingly tame and can be used to swim through water or
run on land at great speeds; it was credited by the great
Swordmaster Piandao as being the fastest known animal over Skills: Deception 2, Stealth 1,
land and water. Talents: Eagle-Hawk Awareness
Abilities: Mimic (An Iguana Parrot may make a
2 4 1 1 1 2 Deception check to mimic the sound of a human
BODY AGI INT CHA GUI CHI voice they have heard within the last week. The
2 6 0 0 difficulty is 2 when repeating words the parrot heard
said, and 3 to replicate the sound of the voice
SOAK WOUND R/M DEFENSE speaking words other than those the parrot heard
2 4 2 them say).
SILHOUETTE SPEED HANDLING
Ostrich Horse [Rival]
The ostrich horse is a docile creature used extensively by
Skills: Athletics 3, Acrobatics 3, Resilience 1 people all over the world as a cavalry mount, beast of burden,
Talents: Expert Swimmer or form of transportation. Particularly, highly trained ostrich
Abilities: Rejuvenation (when in water, Eel Hounds horses equipped with armor serve as the primary mount of the
can forgo their action to heal 1 strain per turn. If this Earth Kingdom military and are often used in battles by
strain was incurred due to running or swimming long several divisions. Ostrich horses used by the military appear
distanced, the strain is recovered at a rate of 2 per in body armor that covers their heads, necks, and parts of their
round) sides. Reliance on ostrich horses as a primary means of
Equipment: Sometimes equipped with a riding transportation is not restricted solely to the military, as they
saddle. are common among civilians as well.
Wolfbat [Minion]
They are territorial animals so if you ever hear their distinct
howl it's best to turn back and not disturb them. Wolfbats are
a nocturnal animal, only leaving the caves at night. They tend
to congregate in large groups, making them even more
dangerous. Their only predator is the gigantic badgermole,
but they are also frightened by fire. The wolfbat does not build
nests.
2 3 1 1 1 1
BODY AGI INT CHA GUI CHI
2 2 3 2 3 1
BODY AGI INT CHA GUI CHI
2 8 1 1
SOAK WOUND R/M DEFENSE
Goat Gorilla [Rival] The hog monkey is a primate that inhabits the Earth Kingdom.
It is considered difficult to tame and does not take well to being
The goat gorilla is a large creature found typically within
ridden, though it can usually be coerced into doing so with
mountainous and forested areas of the Earth Kingdom,
lychee nuts.
generally far from large settlements. Although a rather
rampant beast in the wild, the gorilla goat can be quite lovable The hog monkey has a vaguely canine face, a long tail, and
and docile in captivity, as well as useful in manual labor. the body of a primate. It appears to run on its knuckles and
has a long tail. In addition, the hog monkey has reddish eyes
Goat gorillas are hostile toward intruders who trespass into
and a dog-like snout that is full of sharp teeth, including two
their territory and do not hesitate in attacking those they
tusks protruding from the lower jaw. Its fur is brown on most
identify as threats. They often initiate a confrontation,
of its body, although the area around its face and head is of a
ramming opponents repeatedly until they fall. These creatures
much darker shade.
use their massive arms as weapons, raising them high to gain
momentum before smashing them to the ground. Despite their The hog monkey commonly roams in troops or small packs,
violent nature, however, it is possible to coexist with goat and can often be found in the outskirts of fishing settlements.
gorillas, given that passersby and co-inhabitants of the area Although it does not really resemble a hog in any way, its
maintain a respectable distance from key goat gorilla territory. noises are swine-like in nature. The hog monkey tends to be
a troublesome animal if it is let loose in the city.
Goat gorillas can become relatively docile in captivity. When
trained, they can serve as figures of security while still 2 4 3 1 3 1
Skills (in groups): Acrobatics, Melee, Survival, Skills: Melee 3, Survival 3, Resilience 3, Intimidation
Instinct, Sleight-of-Hand 4
Talents: None. Talents: None.
Abilities: Ornery (Add to all check made to Abilities: Pounce (If the moose lion uses the aim
handle, domesticate, or otherwise work with a hog maneuver, it also gains Knockdown on its next
monkey). attack); Charge! (Once per encounter, a moose lion
Equipment: Small fists (Melee; DMG 2; CRIT 4; can use its free maneuver to move from medium
Range [Engaged]). range to engaged to attack a target. Along with
Silhouette: 1 allowing the moose lion to close quickly with its prey,
a charge also adds 2 damage to the attack and
Giant Rhinoceros Beetle [Rival] Disorient 2).
The giant rhinoceros beetle is a large insect named for its Equipment: Horns (Melee; DMG 8; CRIT 4; Range
immense size and facial prongs. Often seen in its native [Engaged]); Fangs (Melee; DMG 3; CRIT 2; Range
habitat, the Si Wong Desert, it is commonly used by the [Engaged])
beetle-headed merchants as a beast of burden. Silhouette: 2
Saber-tooth Moose Lion [Nemesis] Wan Shi Tong is an ancient, wise, and powerful spirit who
The saber-tooth moose lion is native to the forests of the collects information for his Spirit Library, and thus is the most
southern Earth Kingdom. Its large teeth, long horns, and knowledgeable being among humans and spirits. He never
ferocious attitude make it a formidable creature. Although it misses an opportunity to learn new facts or boast about his
appears intimidating, the saber-tooth moose lion is, for the vast intelligence, though he has developed an indifference for
most part, a friendly animal; however, if a mother feels studying human technology since leaving the physical world.
something is threatening its cub, it can become very violent. Although his regular shape is that of a huge black-and-white
barn owl, when angered he can assume much more
The saber-tooth moose lion stands at least ten feet high, with
frightening forms.
brown fur, a long muzzle, and a pair of palm-shaped antlers
on its head. Its body and tail are feline in appearance and its Long before his encounter with Team Avatar, Wan Shi Tong
two enlarged upper fangs extend past its lower jaw. It also has brought his library from the Spirit World to the physical world.
large clawed paws. Together with his band of knowledge-seeking foxes, he
collected knowledge from all over the world, which he
The moose lion cub is very small, approximately the size of a
displayed in his library in hopes that humanity would use it to
small dog. The cub is very intelligent and friendly, and it
better itself.
vaguely resembles a light brown hippo with a mid-length
bushy tail and large ears. As it lacks an adult's large teeth and Although he left his great collection of knowledge available to
antlers, it appears harmless and playful. It is difficult to identify the mortal world for many years, he eventually became angry
one as a moose lion until its horns and fangs have grown in. at humankind when he observed humans using the library's
knowledge solely for the purpose of getting an edge on one
7 4 2 2 2 3 another, such as when Admiral Zhao of the Fire Nation once
The Second Age v1.6 | Adversaries & Creatures | 225
stumbled upon the library and learned about Tui and La's BODY AGI INT CHA GUI CHI
mortal forms, information he used to help the Fire Nation
1 5 1 1
conduct a large scale invasion of the Northern Water Tribe.
Consequently, the wronged owl spirit banned humans from SOAK WOUND R/M DEFENSE
his study.
Wan Shi Tong has a contentious relationship with the Avatar, Skills (in groups): Acrobatics, Melee,
and humans in general, but on rare occasions the great Talents: None.
knowledge spirit will allow into his Spirit Library a true friend Abilities: TBD
to the spirits. Equipment: Dark Hand (Melee; DMG 3; CRIT 5;
Pierce 2, Finesse, Range [Engaged]).
5 6 6 5 6 5 Silhouette: 1
BODY AGI INT CHA GUI CHI
Dark Spirits [Nemesis]
10 60 45 0 0
9 5 4 3 3 6
SOAK WOUND STRAIN R/M DEFENSE
BODY AGI INT CHA GUI CHI
1 5 1 1
Skills: Melee 3, Survival 3, Resilience 3, Intimidation
SOAK WOUND R/M DEFENSE
Talents: Dramatic Riposte 1, Adversary 2.
Abilities: TBD
Equipment: Horns (Melee; DMG 8; CRIT 4; Range Skills (in groups): Acrobatics, Melee,
[Engaged]); Fangs (Melee; DMG 3; CRIT 2; Range Talents: None.
[Engaged])
Abilities: TBD
Silhouette: 2—3
Equipment: Dark Hand (Melee; DMG 3; CRIT 5;
Pierce 2, Finesse, Range [Engaged]).
Dark Spirits [Minion] Silhouette: 2
Dark spirits are spirits who have become unbalanced due to
the influence of the darkness, destruction, and chaotic energy Koh [Nemesis]
within people. Despite Vaatu's defeat by Avatar Korra and
Koh the Face Stealer is one of the most ancient and
Raava, spirits are still susceptible to turning dark depending
knowledgeable spirits in all of the Spirit World. Nearly as old
on the state of the environments they considered important.
as the Ocean and Moon Spirits, he is the only known
Particularly, the Water Tribes experienced several incidences individual to remember them crossing over to the physical
of dark spirit attacks following the Hundred Year War, due to world, where they took the forms of koi fish. He is a malevolent
the destruction of a sacred spiritual forest in the North Pole entity with the body of an enormous centipede-like creature
and progressive spiritual neglect in the South Pole. Dark and resides under an ancient tree in the Spirit World. His self-
spirits attack seemingly at random, with many lurking in chosen name reflects his ability to literally steal the faces of
sacred places, or areas with great spiritual imbalance that other beings who express emotion and he can use them at
have become neglected over time. will by "blinking".
With the Spirit Portals open, dark spirits are no longer Koh is a perilous force who can be dangerous to meet. He has
impervious to most bending attacks, and are particularly the ability to steal the face of anyone or anything that shows
susceptible to spiritbending. Like other spirits, they are also emotion to him, which is why those who are aware of his
capable of possessing humans, thereby subjecting the host to power attempt to remain inexpressive while in his presence.
mortal danger. He possesses a sadistic personality, constantly trying to goad
the slightest bit of emotion out of his visitors by frightening
Dark Spirits [Minion] them with his monster-like appearance, or taunting them with
2 3 2 1 1 3 his many faces, even if it is the Avatar.
BODY AGI INT CHA GUI CHI However, Koh's actions suggest he is amoral rather than
1 9 1 1 purely evil. He stole Ummi's face to punish Avatar Kuruk for
his arrogance, but willingly told Avatar Aang the names and
SOAK WOUND R/M DEFENSE location of the Moon and Ocean Spirits and the danger they
were in, and led him to his past Avatar lives. He is cryptic and
often speaks in riddles.
Skills (in groups): Acrobatics, Melee,
Talents: None. 6 5 6 6 6 6
Abilities: TBD
BODY AGI INT CHA GUI CHI
Equipment: Dark Hand (Melee; DMG 3; CRIT 5;
Pierce 2, Finesse, Range [Engaged]). 10 60 60 3 3
Silhouette: 0 – 1 SOAK WOUND STRAIN DEFENSE
Adventure Summary
The Great Uniter is an adventure designed to present a group When the game session begins, the PCs have only a brief
of new players with a broad view of the abilities they possess amount of time to survey their surroundings. It is likely that the
and the world they can explore. Specifically, it sets the Player PCs do not yet know one another—this is all right. In a few
Characters on the path to shaping their own story, developing moments, they will find themselves irrevocably woven
their bending techniques or investing in the world around together in a tapestry of the antagonist’s making.
them. It can also be used to establish the players within an
alternative timeline of events from The Legend of Korra and
as the catalyst for future adventures.
If the PCs pass any of the checks, the GM can provide the
following information based upon the check:
BODY AGI INT CHA GUI CHI “Please! Help us! You would really just leave us behind?
3 5 0 0 With no food or water, in a dark hole?”
SOAK WOUND R/M DEFENSE She continues to sob loudly, and you suspect her cries
may alert the guards to your attempt at escaping.
Enemy Encounters
How many NPCs are in the cavern system is up to you and
the challenge desired by the party, but too many could result
At least one of these NPCs is a Nemesis-level metalbender— The players might want to take a bit of time to explore their
Shintu the Disciple—who was earlier referred to as ‘the boss’ surroundings; the GM should give let them [briefly] make
by one of the guards. some checks. A character can make an Average ( )
Several (but not most) of the other NPCs could be Rival-level Knowledge (Geography or History) check to learn that this
earthbenders (including Chen). The remaining NPCs should would have been the sister port taking in refugees from the
be Minion-level characters in groups of 3 or more. If the famed Full Moon Bay, and that it was once used as a
players encounter these adversaries during their escape, checkpoint for refugees during the Hundred Year War.
each group of minions should be accompanied by no more People, mostly refugees, traveled from all over the world to
than two Rival-level earthbenders. come to this secluded dock, hidden from the Fire Nation,
seeking haven and safe passage into Ba Sing Se.
For Player Characters who are just beginning, this is a
sufficient challenge, and much of it could be overcome If the players roll for Perception, the GM might tell the PCs
through stealth or diplomacy, rather than fighting. Remember that the center appears to have repurposed—possibly by
that these NPCs are also human—they have strengths, flaws, brigands, bandits, and pirates—as some sort of base of
desires and fears of their own. operations or hideout. As the Player Characters explore their
surroundings or deliberate among themselves on how to
The goal for the players—at this point—should be to escape. proceed, the GM should feel at liberty to divulge (or withhold)
They may want to find out why they were taken and what is as much information about their assailants as is necessary to
going on generally. As the GM, your job is to engage the PCs spark player interest.
with dialogue from the NPCs intermittently between combat or
stealth encounters where appropriate; in addition, the GM This area contains only two obvious means through which the
should entice the players to go after Dr. Dao and his players can exit the docks: they can attempt to take one of the
assailants. Different facts about his kidnapping can be alluded three boats out of the bay or they can head back into a tunnel
to (or made up) that tie-in directly with a PCs Motivation or on the opposite wall, which leads down some stairs, back into
Honor. If NPC enemies are left conscious, they can be the complex and circles back around to their cell from the
interrogated and, if successful, may divulge more information other side. A third, hidden option can be discovered if they can
about who they are, where they are, why they are there, and investigate the cavern to discover the hidden exit on the
what they intend to accomplish by kidnapping Dr. Dao. opposite side of the docks. What they’ll see is stone and
earth—but a matter of meters separates this spacious cavern
As the GM, your job is to ultimately guide the players into the and the outside world.
docks.
If the players attempt to hijack a boat, they will be confronted
by its skeleton crew (two rival earthbenders and Shintu). To
Scene 3: Pursuit discover (and open) the hidden exit, they will need a character
By now, the Player Characters should be free—whether they to earthbend the door open. This could be Chen the reluctant
escaped or were released. They may have even acquire more guard, a Player Character, or one of the other hostages which
information about their current predicament. the party may or may not have freed.
Regardless of their circumstances, the PCs will ultimately find In either case, the players will eventually be confronted by
themselves escaping the makeshift tunnels, caverns, and Shintu, the metalbender in charge of this particular operation.
holding cells in which they awoke. When they reach the docks,
the GM should read or paraphrase the following:
[day 22] He does something different every night. He’s gone to Every new town and NPC presents an opportunity to
the Jasmine Dragon in the Upper Ring a couple of times, but he’s introduce plot hooks for Optional Encounters, which do not
also been to the Middle, and even Lower Ring. Is he sight-seeing? necessarily connect to the greater story, or they can be used
to gauge the party’s collective interests and formulate an
[day 23] Shintu said we’re making a move on the doctor
entirely new plot. They can also serve as an introduction to a
tomorrow. She wants Chen there, but she told me to go back to
character or scenario to bring the party on-track with the story.
the ship and wait for her to get back.
The GM should not feel obligated to do this, nor should the
GM force the party to stick to a preplanned plot. A GM should
Smooth Sailing be prepared to think of new characters, encounters, and
After letting the party investigate the ship, decide what to do scenarios on the fly and to bring to life the story being told by
next, and chatter amongst themselves, the GM will likely find the players.
herself being pulled in drastically different directions. Of
course, if the players never took the ship and left the Full
Moon Bay waystation on foot, then they are probably already
wandering. This section is broken down into several sections
outlining some guidance for GMs.
Set Sail
Assuming the players took the ship and were successful in
making way, they’ll have had the opportunity to plot a course.
They could choose to go in just about any direction, and this
Still, there are times when it is appropriate for the GM to Scene 2a: Let Bygones Be
provide the party with a little nudge—in any direction. Having This scene is a direct narrative continuation of The Great
a player make a Knowledge or Perception check on the fly Uniter. Players should have the option to return to this scene
and feeding them important details from earlier encounters at any time or may be led to it after an optional encounter.
and sessions the player may have overlooked, but the
character might have remembered. You could also use a Before returning to this scene, it’s important to consider what
nearby NPC, or introduce a new one, to point the PCs in the the antagonists have been up to while the PCs were out
right direction. gallivanting around. What progress have they made toward
their goals? Have the players made any choices, friends, or
Don’t forget the train! allies which could hinder those goals? Remember that the
players are looking to feel that their choices matter, and
It’s important to remember if the players are on foot that reflecting those choices in the narrative as it develops is the
they just narrowly eluded their captors and were on an way to do that.
Earth Kingdom passenger transport that
just…disappeared. The waystation to Ba Sing Se is visibly If the party has been wandering by foot and cannot
close (perhaps just on the horizon), and the authorities seem to find a place to go, or are perhaps lost and
have no doubt begun to sweep the entire area looking for dwindling in supplies, they should happen upon a
the missing train, passengers, and most importantly: the small, yet bustling village during the next in-game
perpetrators. What the party does is up to them, but you day. This can be Pingdao described below. It can
should remember that they may have information key to also be any other made up village in any location
the investigation. where the players happen to be (call it Laowei or
Copper Village if you’re struggling).
Consider keeping the party on their toes, forcing them to
If the party fails its Sailing or Navigation checks,
make an Average ( ) Perception check the moment they won’t be in the Eastern Lake for very long.
they see daylight. If they succeed, they’ll notice a few Through inclement weather or mechanical mishap,
people who appear to be heading their way—maybe the ship will ultimately crash—convenient for the
these are the Royal Guard, or Kuvira’s personal security. party that it would land in the small clearing that you
Perhaps they’re Shintu’s backup. Who they are and what see to the immediate south of Full Moon Bay up
sort of encounter they’ll bring with them is entirely up to above.
you as the GM; the circumstances can fit almost any
narrative, and force the players into action if there’s a lull In Avatar: The Last Airbender, this was the location of the farm
in gameplay. and barn where Appa stayed during his lost days. It’s become
Merely a setting for a character introduction, the details are Not for the first time you notice a very tall man who’s been
secondary; this could be the third among a dozen other towns following you for some time. He seems to have been
the party wanted to visit throughout their off-the-rails watching you, perhaps working up the gumption to
adventuring. The following example of Pingdao is simply the approach, or maybe planning something a bit more
stage for the introduction of an NPC who can reel the PCs sinister.
back into the web of the narrative.
Read aloud the following to the players if their Sailing and As far as the party is concerned, they don’t really know one
Navigation go poorly: way or the other. Regardless, the party will deal with Piànzi
however they see fit and, if they do so diplomatically, he will
As your ship tosses violently back and forth, you see a confide in them several details. As the GM you can choose to
growing coastline on the horizon. You do not see any divulge all, some, or none of this information as the
docks or beaches, and you yell to the others to brace for circumstances necessitate.
impact against the rocks. The wreck is a haze to you, but
you remember being tended to by several strange faces— He recently lost possession of an ornamental
were they on the ship? You fade out of consciousness and lockbox containing what he claims is an heirloom of
awaken many hours later in a small bed. great sentimental value to him.
In addition to simply passing by, he reveals that he
Whether in Pingdao, Laowei, or elsewhere, the players should was on his way to Ba Sing Se, as that is where he
eventually stumble into Piànzi and learn of his offer to help was heading when he was jumped by highway
find his missing parcel. brigands and his lockbox taken from him.
He was traveling with a friend who was supposed to
rendezvous with him a few days ago; Piànzi is visibly
Mysterious Piànzi disturbed by his friend’s tardiness.
Piànzi (骗子; [PEE-uhn’zuh] “Deceiver” or “Conman” in He doesn’t much care for Kuvira, her ambition, or her
Chinese) is a notably tall man with a slender profile. His skin visions for Ba Sing Se and the rest of the Earth
is much darker than most of the folks in town, which causes Kingdom—apart from her new railways.
him to stand out when he’s not wearing his long-sleeve coat He’s from Republic City, but he was traveling to Ba
and slacks; beneath his open jacket, his clothes are adorned Sing Se from the Misty Palms Oasis in the Si Wong
in gold trimming, belying his noble or wealthy background. Desert.
The party may run into him at the local tavern, or he may catch He explains that he travelled from Republic City to
their interest in the town square. the Misty Palms Oasis to convene with the spirits
who have made their home there.
Piànzi — [Nemesis]
Once he’s explained himself, Piànzi will make his pitch. He is
looking to hire the PCs to return toward Ba Sing Se to retrieve
3 4 3 3 5 4 his missing lockbox and meet him outside of the walls of the
city. Should they ask, Piànzi offers to pay the party 2000
BODY AGI INT CHA GUI CHI copper pieces…per person (such a high number so very early
3 20 20 1 1 on may be an irresistible reward for new players, and it’s a
SOAK WOUND STRAIN R/M DEFENSE not-so-stealthy way for the GM to hook the players into the
plot). He will also promise to put the players in contact with
members of his ‘organization’ which he states is highly
Skills: Stealth 3 influential and supports a “good cause.”
Honor: TBD Once they receive the package, he explains, they are to
Talents: Adversary 1, Chi Disruption, Chi Disruption continue en route to Ba Sing Se and meet him at the Jasmine
(Expert), Chi Disruption (Master) Dragon in the Upper Ring. What they will not know, nor could
Abilities: TBD they possibly find out at this point in time, is that Piànzi is a
Equipment: Light Clothing member of a powerful shadow organization, and that he is not,
in fact, the legitimate owner of the contents within the lockbox.
Piànzi will have been a few steps ahead of the party and,
To which organization Piànzi claims membership is up to you;
when they arrive, he’ll be among the first to know about it.
it could be the Equalists, or the Red Lotus, or an entirely new
Word travels fast about outsiders showing up, especially if
faction created by you.
they’re looking for lodgings or wares. Wherever and whenever
Piànzi first encounters the party, the GM should roll a Stealth
check with a difficulty of the party’s highest rank in Devising a Plan
Perception. A successful check means that Piànzi is able to If the PCs are willing to help Piànzi, the next step will be to
skulk about unnoticed by the party; if he fails describe him devise a plan for recovering his lockbox. Narratively, it does
sticking out of the crowd, looking equally as displaced as they not matter where the players find the package—it’s a
do, to the players. Alternatively, the PCs can all make an McGuffin, a literary device meant to push the plot along. The
opposed Perception check against Piànzi’s Stealth skill. GM should have Piànzi offer clues about where the heirloom
could have ended up, and these locations may be inferred
The Second Age v1.6 | The Great Uniter | 239
Although the story has been written with the party
approaching from the south and intercepting the couriers prior
to their crossing of Serpent’s Pass, it may be just as likely that
they approach the Pass from the north and are, instead,
ambushing the couriers on their approach to Ba Sing Se.
Ultimately what matters is that the party meets the couriers
before the couriers arrive in Ba Sing Se to deliver the parcel.
Whatever the case may be, eventually the party must attempt
to rendezvous with the courier in order to progress the
narrative of “The Great Uniter”. If the party passed their earlier
Navigation check, the narrative turns in favor of the party:
they have the option (once they arrive) to set up camp and
stake out for the courier thus allowing them to ambush the
‘shady brigands’ and gain to their Initiative checks.
If they fail the Navigation check, they will simply ‘catch up’ to
the brigands—soon discovering that the brigands are, in fact,
agents of the Earth Kingdom. In either case, move on to
Scene 2b: Ambush!
Of course, the party could be too late and the couriers have
from the party’s interests. This could be near Serpent’s Pass, already left the location and pressed onward. In this case, the
either waystation of Full Moon Bay, even as far as Republic GM should use this opportunity to compel the NPCs actions
City or the Si Wong Desert. If the PCs have gone elsewhere forward, whether the party intervenes or not. How will Piànzi
and ran into Piànzi there, the GM can refer to Chapter X for feel? Why is this lock box so heavily guarded, and where is it
additional inspiration and details about other places. being taken? These are all threads which can be explored in
great detail by a curious table of players.
The only prerequisite factor here is that the players accept
Piànzi’s offer and set out to where they believe the lockbox
can be found. Their goal is to get moving, because regardless Scene 2b: Ambush!
of where they wind up, the encounter is designed to be This scene is a direct narrative continuation of The Great
roughly the same. Remember: no matter where they go, the Uniter. Players will not have the option to return to this specific
players will ambush a small courier group who have been point-in-time in the story; if they wait too long (more than a
tasked with delivering the lockbox to Ba Sing Se. week in-game), their window of opportunity to intercept the
Persuasion – This means getting the target to see things from your perspective; can be useful in negotiations or situations where you need
to obtain something form the target. Can be opposed by Meditation, Instinct, or Discipline.
Intimidation – Physically threatening the target, even so much as simply waving their sword. Used to convince the target that you will cause
them harm if they do not capitulate. May not always coerce the target, but it should alter NPC behavior. Typically opposed by Discipline and
Meditation.
Deception – Tell a convincing lie to the target to make them believe something untrue. Players will need to roll for Discipline to discover if
they are being lied to. Opposed by a character’s Instinct and Discipline.
Empathy – Connecting with a character on a personal level can be challenging, but rewarding. Players can gain valuable bonuses in the
case of success, such as or learning about the NPC’s Motivations, but might acquire Setback if they fail to relate with the NPC. Deception
and Discipline can oppose or trick up Empathy.
Leadership – Players may command allies and targets to perform tasks that may cause them harm; they can reassure allies, inspire others
to their cause, and convince an unwitting ally to pledge their loyalty. Only a character with Discipline can oppose Leadership.
Negotiation – Characters will often need to negotiate deals, trade items, or convince targets to compromise on a vested interest. Can be
opposed by Discipline and Negotiation.
Perform – In certain circumstances, a character may want to put on a show. This could be as a distraction, or an interesting way of gaining
favor with a particular target or audience. Opposed only by another’s own skill to Perform.
Earth Kingdom couriers has likely closed, as the package The PCs will want to settle in for just a moment. Encourage
should have been delivered to Ba Sing Se—skip to Section the players to make a few brief checks to pass the time by
3. asking them what they do now that they’ve arrived to their
destination (Geography, History, Survival, etc.). You may use
If the players progress further into The Great Uniter, they’ve them to convey the following information:
probably already pondered aloud as to the contents of the
mysterious lockbox. At this point, no one has told them Geography: The Serpent's Pass is a narrow strip of
anything, not even Piànzi. Even if he’s coerced into giving up land located between the East and West Lakes and
details, Piànzi doesn’t actually know what’s in the box— as it serves as one of the few direct paths to Ba Sing Se.
was never his family heirloom. He and his missing partner History: It is named after the serpent which guards
were tasked by their cohorts with bringing the box to Republic it, making the pass feared in the Earth Kingdom.
City. During the Hundred Year War, many refugees
refused to use the pass, opting instead to cross the
When the party meets up with the couriers, they may very well lake by boat.
find out what’s in the box.
Survival: The Serpent's Pass is one of the few direct
If the party passes their Navigation check and arrives before paths to the Earth Kingdom's massive capital, Ba
the couriers, the GM can read the following out loud (some or Sing Se. The rocky path is treacherous and consists
all of it may not pertain to the party if they went somewhere of dangerous cliffs.
other than the entrance of the Serpent’s Pass): Perception (upon close inspection): A large sign
bearing the name of the pass is affixed to the
entrance, and the words "abandon hope" are carved
You can smell the water from the lakes, including Full Moon Bay, into one of the posts of the gateway to the pass,
the nearer you get to your destination. As you cross over the next serving as a warning to any passersby and adding to
foothills, you see the imposing, serpentine rock-way on the the strong fear felt at the location.
horizon. With the forest and towns behind you after roughly a
week of travel, you’ve found your way to the Serpent’s Pass. As the GM, you have the freedom here to take as long or as
short amount of time as you like to let the players explore their
You quickly situate yourself on a clearing with some brush cover
overlooking the base entrance of the footpath. This would be a immediate surroundings. Some may want to observe the
perfect spot to watch who comes and goes through the pass. region overlooking Serpent’s Pass; but the players might
Though many seldom do, for fear of the serpent which guards the simply wish to proceed.
route.
It’s up to you to alert them to the arrival of the small Earth
Despite the inherent dangers, a few still choose to make the trek Kingdom entourage. If the characters have a spyglass or they
in the name of haste. With the extension of the Ba Sing Se roll exceedingly well on a Perception check, they’ll learn (at
monorail to the north of Serpent’s Pass, travelers brave enough a distance) that these people are not, in fact, highway bandits
to cross can find themselves in the Middle Ring by nightfall.
but are wearing Earth Kingdom uniforms. How they choose to
Serpent’s Pass. You pause for a moment to breathe in the “These men are under orders, and you are impeding on
view before quickly collecting yourself. As you peer out our time table. You are welcome to cross Serpent’s Pass
beyond the foothills, you spot another party inching toward with us—safety in numbers, you know—but you will need
the entrance of the walkway, much closer to the awning to move along otherwise.”
than you. These could be Piànzi’s bandits—but it’s too
late, and you’ve been spotted. A small truck and an ostrich Despite his surprising cordiality, Colonel Chang is particularly
horse come to a stop. pointed on the word “will.” He should provide the following
answers to general questions without any skill checks:
Before you can react, you hear an imposing “HALT!”
Who are you? My name is Colonel Chang and this
“This is an official caravan of the Earth Kingdom on orders is Captain Kong. We are servants of the Earth
from the Provisional Chancellor. Disarm yourselves and Kingdom. [Captain Kong would likely let out a
state your business. mumble or a grunt at this remark].
What are you doing? Our business here is
Either the players comply with the orders of the Earth classified, but we would be happy to oblige any
Kingdom courier—and gain an opportunity to learn valuable citizen trying to cross the Serpent’s Pass safely.
information—or they refuse to disarm and instigate the fight. Tell us about Serpent’s Pass / this area / the
If they choose the latter, skip ahead to the Fight! section. Earth Kingdom. You don’t know? If you aren’t
Otherwise, continue on with the social aspect of the encounter aware of the dangers inherent to the Serpent’s Pass,
outlined in the Talking section. then that’s all I need to know that you shouldn’t be
here. Serpent is in the name! [Brush up on your Earth
TABLE: Social Skills Kingdom lore].
Acting Skill Opposing Skill We need the lockbox. This parcel is intended for
direct delivery to the Provisional Chancellor herself
Intimidation Meditation, Discipline and we are duty-bound to safeguard its transport.
Deception Instinct Anyone who gets in the way of that is an enemy of
Empathy the State and will be dealt with accordingly.
Deception, Discipline
Perform Perform Colonel Chang
Persuasion Meditation, Instinct Colonel Chang is a member of the Royal Earthbender Guards
of Ba Sing Se, known as the King's Guard by the commoners.
Leadership Discipline
These guards are earthbending warriors within the Earth
Negotiation Negotiation Kingdom affiliated with neither the Dai Li nor the army. They
instead serve as personal protectors of the earth monarch.
Since the assassination of Queen Hou-Ting, many Royal
Talking Guards—particularly Chang—feel as though they have failed
If the players are curious enough, they may take the at their jobs and are looking to adapt to the quickly-changing
opportunity to converse with the Earth Kingdom agents and, structure of government brought about by the Provisional
in the process, learn more about the lockbox, Piànzi, why the Chancellor Kuvira, who has brought her own personal elite
packaged is being delivered, and ultimately who the parcel is metalbending warriors to serve as her closest guards. Feeling
for. relegated to mundane tasks below his title, Colonel Chang is
incredibly resentful of Kuvira and has little interest in her
This section is a roughly-structured Social Encounter. There leadership.
will be a variety of dialogue boxes that the GM can read aloud
to inform the party (and progress the plot), or can use as Although he seems approachable, Chang is still a Royal
guidelines and make up his own dialogue for the NPCs. The Guard and takes his title very seriously. He will be cordial with
party may experience all, or very few, of the options outlined the PCs, even moreso if he believes they endorse Earth
If the party pushes too hard, or especially if they fail a Cho the Ostrich Horse [Rival]
Deception or Intimidation check, they’ll be in for a fight. Captain Kong’s Ostrich Horse.
4 3 2 1 1 1
Fight!
Perhaps the party was too stubborn, or a little headstrong, or BODY AGI INT CHA GUI CHI
maybe they were just bored…either way, there’s a fight. If the 4 10 0 0
players arrived at Serpent’s Pass before the couriers, they
SOAK WOUND R/M DEFENSE
should get a boost to their Initiative roll. In this scenario, they
should roll Perception since they had the advantage of being 2 3 2
able to scope the scene. If the party arrived after the Earth SILHOUETTE SPEED HANDLING
Kingdom couriers, they get no advantage and instead should
roll Instinct since they’ll need to rely on their guts to gear-up Skills: Athletics 2, Melee 2, Resilience 2, Instinct 3
The Second Age v1.6 | The Great Uniter | 243
Talents: Enduring
Abilities: Steadfast (Ostrich Horses and their
Skills: Athletics 4, Stealth 3, Perception 2, Instinct 2
owners receive to skill checks when being ridden
as a mount); Beast of Burden (Ostrich horses add 10 Talents: Adversary 1, Swift, Expert Swimmer,
to their encumbrance threshold). Targeted Blow, Deadly Accuracy, Rapid Reaction,
Equipment: Sometimes equipped with armor and a Enduring 3
riding saddle. Hind-legs (Melee; DMG 3; CRIT 3; Abilities: Destruction (when attacking a structure,
Knock Back) either natural or made by bending, the serpent adds
to its attempt)
Earth Army Soldiers [Minion] Equipment: Massive claws, teeth (Melee; DMG 10;
Accompanying Captain Kong and Commander Chang are a CRIT 3) Smashing tail (Range [Short]; Concussive,
complement of four to eight Earth Army soldiers, all Disorient 2, Pierce 3).
nonbenders. They know absolutely nothing about their If the players are on the verge of winning, Commander Chang
mission other than their intended purpose to make any would- will surrender, as he values his life and freedom more than he
be bandits think twice before attacking their caravan. Earth fears what the collapsing Earth Kingdom government will do
Kingdom soldiers, both benders and nonbenders, carry a wide to him. Captain Kong will continue to fight only if he still has
variety of weapons from spears, swords, and other various Cho. If his mount goes down, he will surrender. No matter
polearms to more unusual weapons such as hammers, axes, what they do, this scene ends on a sort of climax.
and sickles. Soldiers are typically attired with specially-
armored conical helmets, which have also been shown to
function in battle as an impromptu shield against fire blasts. Scene 3: Critical Junction
Whether they have the box or not, the party is at a crossroads,
3 2 1 1 1 3 literally and figuratively: do they go to the Jasmine Dragon and
BODY AGI INT CHA GUI CHI return the box to Piànzi? Maybe the party no longer trusts
Piànzi, since they may realize that he was lying in the first
3 8 0 0 place. Do they lie and say they couldn’t acquire it (when they
SOAK WOUND R/M DEFENSE did)? Do they never return to him at all, and just hope he
doesn’t find out what happened (he will know the courier was
Skills (group only): Bending, Bending Arts, ambushed since he knew it existed at all)? Perhaps the party
Discipline, Ranged (Light), Instinct, One-Handed fails to capture the parcel, and decides to skip out on Piànzi’s
Weapons. errand altogether.
Talents: None
If they retain the box for themselves, the party may become a
Abilities: None.
target of the Provisional Chancellor, who may send Shintu
Forms (group only): Earth Blast, Earth Structure
after them, if they are acquainted. This could happen before
Equipment: Earth Kingdom Military Uniform, any they ever see Piànzi again. Perhaps actual bandits (like
one-handed or ranged (light) weapon Gombo) were hired to retrieve Earth Kingdom property—or by
Piànzi, who wanted to cover his bases and intends to double-
Interruption! cross the party.
Whether the players obtain the lockbox or not, the encounter
may be interrupted by an event of some kind. Perhaps the
colonel and captain will surrender rather than give their lives
over an item they know nothing about. If the party is in
Serpent’s Pass, it could be the serpent. If they’re in the Si
Wong Desert, it might be sandbenders or the sand shark.
Perhaps a spirit was awakened by the fighting and lashes out
indiscriminately at everyone. Whatever the case may be, it is
important for the GM to use this as an opportunity to break up
what might be a one-sided fight, and to provide the PCs with
one last opportunity to obtain the lockbox amidst the contrived
chaos of the scene.
5 6 1 1 1 3
BODY AGI INT CHA GUI CHI
8 20 20 0 0
SOAK WOUND STRAIN R/M DEFENSE
Each party has an interest in acquiring the contents of this Firearms? In my Avatar?
parcel which, as Satoru put it, will “change the course of Practically speaking, explosive materials and combustion
nonbender history forever.” While each party is aware that the were present in The Last Airbender; and earthbending-
contents can be weaponized, few are fully aware of what the
based firework projectiles are shown to be in use as well.
device actually is or does.
The introduction of high-grade metalworking, proliferated
Fortunately, as a Game Master, you have the unique position metalbending, and fireworks without earthbending in
of knowing all. The contents of the box are twofold: a The Legend of Korra imply that the circumstances under
schematic for a flintlock mechanism, and the mechanism which such a mechanism could be crafted do exist.
itself. Indeed, it is a firearm. The decision to introduce firearms The components and theoretical understanding for such a
into the Avatar universe was made with deep consideration of
mechanism exist in the universe; all that is needed is a
the themes and motifs present in the series.
compelling narrative to synthesize these elements
Enter Tien Satoru, a nonbender engineer who identified the together.
possibility of shrinking Fire Nation turret barrels, and using
The Second Age v1.6 | The Great Uniter | 245
and a few potential entries into these expansive underground
Honorable Couriers: Returning to Piànzi networks.
Assuming the party honors their commitment to Piànzi, they
will return to him in Ba Sing Se, specifically meeting him at the Does the party have a couple powerful earthbenders? It is
Jasmine Dragon as they requested. Hopefully with the possible that they could use their ability to scale the massive
package in tow, the party will need to make their way back to stone Outer Wall, even one or two at a time, to get to the top.
the walled city, specifically the Upper Ring. Perhaps they’ll If they do scale the wall, what do they find up top? Canonically
traverse Serpent’s Pass, or take a ferry across Full Moon Bay there are many guards posted all over its perimeter, and the
back to the waystation and train depot. If they have not Dai Li even ordains that posted soldiers actually live on and
already tried to get back into the city since the capture in inside of the wall. This would likely be a much more dangerous
Episode I, the GM should see this as an opportunity to path to take.
impede the party’s progress with heightened security detail.
These could be generic Earth Kingdom soldiers, Royal These are only a few examples of what can be done. As the
Guards, Kuvira’s own private security forces, or perhaps a GM of your own game, you get to choose what sorts of
blend of the three. After all, a terrorist attack against one of challenges the party can face, and you decide how their
the Earth Kingdom monorails would certainly warrant an actions, or reactions, have consequences for their future
increased presence of military and guards. selves.
Access to the city would likely be highly restricted, and the Reporting to Piànzi
slow trickle of commuters and travelers would come to a crawl With or without the parcel, when the PCs arrive at the Jasmine
when they are all being searched for contraband of any kind. Dragon, read the following:
Having just barely restored order to Ba Sing Se, the
Provisional Chancellor does not want to be seen as weak and
will be fervently seeking out the perpetrators—or perhaps a You approach the world-renown tea shop located in the
scapegoat. If they’re not careful, the PCs could draw too much Upper Ring of Ba Sing Se, the Jasmine Dragon. Walking
unwanted attention. up the stone staircase, you enter its courtyard. A fountain
decorates its center. Before you is a massive jade-color
Lockbox in tow structure decorated with gold and ivory trimmings. Its two
With the package in their possession, the players not only front windows are intricately designed with a repeating
have to smuggle themselves back into Ba Sing Se, but now a square pattern. During business hours, its doors remain
royal parcel which has undoubtedly been reported missing by open, and so you walk straight in.
now. As the GM this presents an opportunity for you to
Immediately you see a long carpet stretching out before
challenge the PCs in their attempt to reach the Jasmine
you, leading to the serving counter in the back. Two
Dragon. Perhaps they get through the outer wall, but require
golden dragons dancing with one another adorned on a
passports to go beyond the Middle Ring—maybe they’re
jade-colored rug. On either side, you see square and
recognized as passengers from the missing train and are
circular tables, some with ongoing games of Pai Sho.
wanted for questioning. Whatever the circumstances, the
party should be coming into Ba Sing Se very hot. In the far corner, you can see Piànzi already sitting and
sipping tea. It appears as though he doesn’t even notice
Empty-handed that you’ve walked right in.
Even if they fail to obtain the lockbox, the party may still honor
their word and rendezvous with Piànzi, if only to report that
When the party finally approaches Piànzi, he will wait to speak
they were overwhelmed. Although the party might still be
until spoken to, reacting accordingly to whether they deliver
accosted by security at any point throughout their travel from
favorable news, and the package. If the party delivers the
the outer wall to the Upper Ring, they’ll be much less likely to
parcel, Piànzi will thank them, provide them with their reward,
subject themselves to heightened scrutiny without holding
and invite them to meet up with his companion (mentioned
such a wanted package.
earlier).
Entering Ba Sing Se The party may instead attempt to betray Piànzi and retain
Whether it’s because the party successfully stole the possession of the parcel, in which case they will need to make
package, or because you want to introduce a little challenge, an opposed Deception check against Piànzi’s Discipline
getting in to Ba Sing Se can be a small task in and of itself. skill. If they fail the check, Piànzi will call them out on their lie,
Perhaps one of the convoy soldiers managed to radio a but profess that he is outnumbered and would not want to
message back to the capital which is now on higher alert. Or make a scene in the Jasmine Dragon. Unbeknownst to the
maybe their faces are recognized at the gate by other PCs, (they could make a Daunting Perception check),
survivors of the train, or are plastered on Wanted posters. Piànzi signals to his companion, who has been playing Pai
Sho the whole time, that they have been betrayed by the party
Whatever the case may be, you have the opportunity to
and that she is to follow them. Whether Piànzi ambushes the
challenge the players to be creative about how they enter the
party the same day or not is up to the GM.
city. Maybe they attempt to bribe the guards blocking their
way; they could make a Streetwise check, or use their Finally, the party could report of their failure to retrieve the
underworld connections, to recall the existence of a nearby heirloom—whether Piànzi empathizes is up to the GM, and
smuggler’s route; or perhaps they make a History or Culture would necessarily depend upon the impression Piànzi initially
check and successfully remember the Crystal Catacombs, received of the Player Characters; he will generally be willing
They party may have a clear idea on what they want to do— Episode III: …and into the Fire
they could want to spend time in iconic Ba Sing Se, follow up
Coming soon…
on their backgrounds and Motivations, or they may seek out
other destinations they recall from the Avatar universe,
straying far from the scene. The alternative is that the PCs
may feel utterly lost and directionless. In both cases, the GM
can use optional encounters (pre-supplied or player-created)
to steer the players toward the plot of the adventure.
Hooks: The party would likely hear rumors from mountain ‘Til Death Do Us Part
villages about a cruel foreman ‘nearby’ (perhaps, A grief-stricken waterbender attempts in vain to use the
conveniently, the range of mountains nearest to the players). forbidden art of bloodbending to revive their recently-
If they’re in Ba Sing Se or Republic City, they’ll no doubt come deceased beloved. Failure in this attempt drives them into
across reports of kidnappings. madness. Over the next several months, they perfect their
Clues: As one of the best electrical conductors, it makes prohibited talents using recently-deceased bodies from the
sense Haruto would use it to facility his shock collars—is that cemetery. Now, even the living are among those reported
why he mines it, or does he have another level to his missing.
aspirations? Antagonist: Jaryn [Nemesis Waterbender]; Forms:
Bloodbending, all basic Forms
Nightmares and Dreamscapes
While resting, the party is targeted by a large trickster spirit Hooks: Such a story could conceivable haunt the halls of any
who induces nightmares, and feeds off of the party’s anxieties tavern, inn, or pass-through town. The PCs would no doubt
and fears in their sleep. The party must repel this spirit, encounter stories about a village where the graves are
through any means necessary. overturned and rumors about disappearing people.
Antagonist: Mong Shi the Dream-Eater [Nemesis Dark Spirt]; Clues: To really utilize certain narrative atmospheres, the GM
Abilities: Drowsy (Mong Shi can suffer 3 strain to force all might rely on the passage of time to tell a story like this. Such
enemies to roll an opposed Discipline check; failure means a plot could be introduced piecemeal, hooking the characters
the target falls asleep at the beginning of their next turn until over the course of several sessions. The waxing and waning
the end of that turn); Nightmare Fuel (Ranged; DMG 9; CRIT of the moon can serve as both a clue and a plot device.
4; Extreme range; Pierce 3, Stun Damage) which is rolled as
an Average Perform check. Spoiled Fruit
A farming village has lost their livestock and crops to a strange
Hooks: This scenario could be introduced any time the party affliction which seems to be attracting small spirits and
is resting, perhaps in a restless inn, or near a roadside shrine. strangers—or did the strangers bring both?
The PCs may also stumble across Mong Shi in their
adventures if they cross a place where the natural world has Antagonist: Senji the Masked [Nemesis Diplomat/Monk];
been tarnished such that Mong Shi saw it fit to punish Senji is disfigured after a close encounter with a lion spirit. The
humans. GM should describe him as having certain cat-like physical
qualities, but he should still be recognizably human. He leads
Clues: The party could use their Perform skill to oppose
Mong Shi’s efforts, and perhaps even drive him back. If they
248 | The Great Uniter | The Second Age v1.6
a group of former-monks-now-cultists trying to better Antagonist: Jinguo [Nemesis Earthbender/Commander], a
understand the spirits and the Spirit World. partially-deaf, very old and very chatty former commander of
the Royal Guard.
Hooks: No doubt the player characters would hear rumors
about a ‘nearby village’ whose crops and livestock were Hooks: Many opportunities for this encounter exist: the PCs
stricken with some unknown sickness. They may even hear might simply stumble across the wrong mountain and be
direct pleas from villagers in a nearby market, begging anyone attacked; Jinguo could instead approach the party and offer
to investigate. them a job; rumors would inform the party of a real jerk of a
mountain hermit.
Clues: Here the antagonist could be the spirits, a group of
cultists, or both. The cultists might instead be benevolent, Clues: Jinguo’s background leaves a lot of wiggle room for
even help the party understand what is happening to the backstory. He could be a disgraced member of the Royal
livestock and crops. Senji and his cultists should be presented Guard who faced Queen Hou-Ting’s wrath for dereliction of
in a strange light, though, to provide the party with an incentive duty. He might just be an old, crotchety villager with a grudge;
to investigate. As with most other spiritually-oriented plots but perhaps he was wronged in some way. Is he just a
presented in this section, the spiritual activities could very persecuted hermit, or does he have his reasons for hiding out
easily lend itself to the “The Great Uniter”, where multiple on his mountain?
factions have an interest in studying (and harnessing) spiritual
energy. Thunderous Applause
A huge storm is wracking the countryside, forcing the party to
Zealots Amok seek shelter. In their search for a nearby town, they come
A group of zealots in Gaoling are preaching about a Celestial across a roadside shrine filled with other weary travelers.
Mandate—the spiritually divine right of their leader to rule the They are forbidden entry by a short and frail woman who
city and province of Gaoling. The zealots are coercing people demands that the PCs tell a rousing tale to appease the
to fall in line, and to reform traditions so that they may shrine’s spirit, or else they will be barred from seeking shelter
appease the spirits. Some spirits like this idea and are here.
tormenting dissenters. Now, commoners have begun to riot.
Antagonists: Mun Shin [Rival] blocks the door to the shrine.
Antagonist: Tao Feng [Nemesis Diplomat/Astrologer], who She’s not really the antagonist, per se, but she will give a
leads his Rival-level Zealots (Earthbenders, Monks, feeble attempt to stand between the party and the shrine.
Assassins), and his Minion-level Believers. The GM may also
refer to Chapter XII: Adversaries & Creatures for stats on Meifen the Drama Queen [Nemesis Spirit]; Abilities: Hard to
Dark Spirits or may make up their own spirit antagonist. Please (add to all social checks against Meifen); General
Disdain (characters suffer 1 additional strain if they try to use
Hooks: As is the case with most plot hooks, the party would humor to appease Meifen)
likely encounter stories about Tao Feng and his followers
throughout their travels. The closer they get to Gaoling, the Hooks: Such a scenario could happen at any moment; as a
more pertinent those reports could be. The party may even break in the action, or when there is a lull of activity.
stop in Gaoling along the way to some other destination,
Clues: As a social encounter, Meifen cannot be ‘defeated’ but
maybe for rest and supplies, only to find out that not all is what
rather appeased. The idea here is for the GM to encourage
it seems in Gaoling.
the players to put on a small improv performance, regaling
Clues: Tao Feng is a lynchpin character, necessary to drive Meifen perhaps with the drama of their own adventures so far.
the plot (which is ultimately a type of rebellion story). With the
collapsed Earth Kingdom monarchy, it makes sense that Festival of Masks
many different factions within the Earth Kingdom would vie for During their travels, the party comes across a modest village
power. Book 4 of The Legend of Korra confirms this when we celebrating during the Festival of Masks. As they pass through
again meet Kuvira, who explains she spent three years town, they are encountered by a spirit disguised as an old
quashing rebellions and unifying the Earth Kingdom. merchant who hands the PCs free masks of ornate quality.
The masks they receive each represent a negative human
The spiritual presence in Gaoling can be fed into by the events
emotion and once the mask is put on, that’s all anyone sees.
of Book 2, where Avatar Korra left open the spirit portals; this
The party must learn to accept their flaws or else the masks
spiritual activity, let alone the revolt, would no doubt draw the
cannot be removed; the PCs will need to learn to overcome
attention of Provisional Chancellor Kuvira, which might be
their fears, and control their negative emotions.
used by the GM as a way to reintroduce Shintu and the plot
of “The Great Uniter”. Antagonist: Longmeng the Taunting [Nemesis Spirt];
Abilities: Deep Stupor (targets make an opposed Empathy
Widow’s Peak Check; if they fail, they take strain per failure ignoring soak).
A perilous peak is said to be terrorized by an earthbender who
Hooks: Such an encounter could occur in any obscure town,
claims dominion over the entire mountain. A village at its base
throughout any point in the party’s travels, or during any
feels helpless in their attempts to travel or stray up the
excuse for a festival.
mountain for precious resources like wood and water. The
earthbender attacks those who venture too far up the Clues: Intermittent Fear checks should keep the party on
mountain. their toes. Resolving this encounter could take only as long as
it takes for each player to make a successful Fear and
Clues: This story has a lot of potential for Avatar fans because
Wandering Master it presents a character from the series (Gombo) in a scenario
Along their travels, the player characters meet a nonbender for players. In The Legend of Korra, we see Gombo ‘stealing’
samurai master who harbors a deep-seated hatred for from Queen Hou-Ting and bemoaning the Avatar’s choice to
benders; he habitually challenges them to duels to prove help her tax the people hurting the most. Gombo could very
himself their better. When he encounters the party, he well see Lady Baozhai as an appropriator of Earth culture and
challenges each bender PC to a one-on-one duel. wealth, and this could feed into the overall theme of “The
Great Uniter” about the pitfalls of ‘us v. them’ mentality.
Antagonist: Satoshi [Nemesis Warrior/Assassin]; Talents:
Deflect 2, Expert Deflect, Master Deflect, Parry 2, Expert
Parry, Master Parry; Equip: Samurai robes (+1 DEF), Katana
Mother of all Fish
(Melee; DMG 6; CRIT 4; Slashing 2; Defensive 1) Certain interested parties in the Northern Water Tribe are
hosting a fishing competition. The contest also purports to be
Hooks: As with the last few scenarios, the Wandering Master a spiritual ceremony, and an observation of traditional offering
lends itself to be a random encounter at any point in the to the great Tigerswordfish spirit. The winner of the contest
party’s adventure. receives an ugly fish hat, all-you-can-eat fish, and a small
purse of coins, as well as renown throughout all the Northern
Clues: If any of the PCs manage to beat Satoshi, he could tag Water Tribe as a master fisherman, and appeaser of the spirit
along as a Master NPC who imparts wisdom and aids on of the seas.
future missions.
Antagonist: Captain Keimar [Nemesis Captain/Sailor], who
Bending the Rules has been sabotaging other contestants, including the PCs. He
A band of benders are poaching flying bison and intends not only to catch the most fish, but to capture the
badgermoles, as well as kidnapping nonbenders. Led by a Tigerswordfish spirit itself.
nonbending scientist, they are rumored to be conducting Tigerswordfish; Abilities: Plunge (Tigerswordfish may
experiments on the nonbending captives to see if they can upgrade next attack difficulty to cause enemy vessel to take
somehow force them to learn bending from their animal on water in). Equip: Spirit Maw (Melee; DMG 10; CRIT 4;
counterparts. Engaged)
Antagonist: Yu Wei [Nemesis Astrologer/Tinkerer], and his Hooks: Yet another example opportunity to entice players to
Rival bender trio Barrel (Firebender), Boulder (Earthbender), use vehicles and travel the seas, this scenario could be
and Barney (Waterbender) encountered in any port city where characters might talk about
Hooks: Per the usual kidnapping scenario, the party would no such a venture. Captain Keimar might just happen to make a
doubt encounter reports about missing persons. They could public challenge, or declaration of intent to capture the great
even receive direct pleas for assistance. Alternatively, they spirit, in the same city through which the players are traveling.
Antagonist: Hog Monkeys [Minion] Clues: Per the legends, the subterranean ancestors of the
beetle-headed merchants, the first humans living in the Si
Guide: Ren [Rival Monk], head of the monastery. Wong Desert, were constantly attacked by giant gilacorns
until they mimicked the appearance of sour beetles, the only
Hooks: If the party needs some extra coin, or is traveling and creatures on the desert floor not palatable to gilacorns.
the GM needs another random encounter, this is a perfect However, these giant gilacorns were said to have gone extinct
scenario. by 100 AG.
Clue: As seen in Avatar: The Last Airbender, hog monkeys
love lychee nuts. The Lost Ways
Deep in the valleys within the mountains surrounding Mt.
Spiritual Vengeance Makapu in the northwestern earth kingdom, a band of
A shaman requests an escort for her quest to placate a spirit refugees wearing traditional air nomad clothing show up
that annually threatens her village. outside of Makapu Village, and rumors begin to quickly spread
about ‘lost airbenders’. At the request of their elder leader,
Hooks: The party can hear about these refugees over the
course of their travels, with the rumors becoming more
extravagant the farther away from Makapu they are. They
should hear about airbenders performing ‘amazing feats’ not
unlike the Avatar.
Clues: How did the recluse make this discovery? Who are
these people and what are their motivations?
Spiritual Vampires
Strange things have been happening in Republic City. One of
the weaker triads has amassed a lot of power in a short
amount of time, and spirits living in the city have become
corrupted in their wake. The triad’s benders, once laughed at
for being among the weakest, are now incredibly strong. Even
the police seem unable to halt their progress.
Clues: The party may learn that they achieved this with the
help of someone who gave them devices that can amplify their
skills by siphoning the energy of surrounding spirits,
corrupting them and turning them into dark spirits. Naturally,
the spirits are not happy about this.