Avatar Legends Wan Shi Tong S Adventure Guide

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The document discusses an adventure guide for the Avatar Legends roleplaying game that expands on existing content and provides new adventures, techniques, and characters.

It discusses expanding on material for exploring Wan Shi Tong's Spirit Library as well as providing 4 new character archetypes/playbooks.

It provides new NPC legends to teach techniques, 5 new adventures spanning different eras, and expanded techniques for each bending discipline.

T h e ro l e P l ay i n g G a M e

wan shi tong’s


adventure guide
(Order #33839056)
T h e ro l e P l ay i n g G a M e

(Order #33839056)
Credits
Project Manager Proofreading
Elizabeth Chaipraditkul Katherine Fackrell

Lead Designer Chinese Translation


Brendan Conway Dr. Lee Siu-Leung, Tony Lee

Additional Design Calligraphy


Alexi Sargeant, Miguel Ángel Espinoza, Dr. Lee Siu-Leung
Mark Diaz Truman
Licensing Liaison
Development Mark Diaz Truman
Elizabeth Chaipraditkul, Brendan Conway,
Staff Support
Marissa Kelly, Mark Diaz Truman
Kate Bullock, Sarah Doom, Derrick Kapchinsky,
Writing Adam McEwen, Chris Samson, Sarah Satiel
Elizabeth Chaipraditkul, Brendan Conway,
Special thanks to:
Sadekaronhes Esquivel, Lee Francis IV, Hiromi
Christi Cardenas, Michael Dante DiMartino, Arthur “DJ”
Cota, James Mendez Hodes, Danielle Luazon,
Desin, Joan Hilty, Bryan Konietzko, Linda Lee, Alexandra
Lysa Penrose, Helena Real, Mark Diaz Truman
Maurer, James Salerno, Russ Spina, Jeff Whitman
Copy Editing
Monte Lin, Kate Unrau
Avatar Legends: The Roleplaying Game was designed by:
Layout and Graphic Design Brendan Conway, James Mendez Hodes, Marissa Kelly, Mark Diaz Truman
Miguel Ángel Espinoza
With contributions from:
Art Direction Sharang Biswas, Elizabeth Chaipraditkul, Miguel Ángel Espinoza, Lee Francis
Marissa Kelly IV, Sen-Foong Lim, Yeonsoo Julian Kim, Daniel Kwan, Alexi Sargeant

Art
Avatar Legends: The Roleplaying Game is based on the Powered by the
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Avatar Legends: The Roleplaying Game text and design ©2022 Magpie Games. All rights reserved.

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(Order #33839056)
Table of Contents
Chapter 1: The Library.................................................. 5 Chapter 6: Ash & Steel.............................................. 117
What is the Spirit Library?........................................................... 6 Using this Adventure................................................................ 119
The Library’s Location..................................................................7 Summary....................................................................................120
How to Get to the Library.......................................................... 8 Introduction............................................................................... 123
Searching the Library.................................................................. 11 Important Characters & Groups..............................................124
Plot Hooks...................................................................................14 Important Locations.................................................................128
GM Advice..................................................................................131
Chapter 2: NPC Legends.............................................17
Pregenerated Characters......................................................... 134
How to Use Legends..................................................................18
Legends and Canon....................................................................19 Chapter 7: Air & Wind.............................................. 141
Rangi............................................................................................ 20 Using this Adventure................................................................ 143
Taqukaq........................................................................................22 Summary....................................................................................144
Long Feng................................................................................... 24 Introduction...............................................................................147
Azula............................................................................................ 26 Important Characters & Groups..............................................148
Katara.......................................................................................... 28 Important Locations..................................................................151
Sokka........................................................................................... 30 GM Advice................................................................................. 156
Suki...............................................................................................32 Pregenerated Characters......................................................... 158
Toph Beifong...............................................................................34
Chapter 8: Water & Mist...........................................165
Ty Lee...........................................................................................36
Using this Adventure................................................................167
Zuko..............................................................................................38
Summary....................................................................................168
Asami Sato..................................................................................40
The Clock................................................................................... 172
Kuvira........................................................................................... 42
Introduction............................................................................... 173
Tenzin.......................................................................................... 44
Important Characters & Groups.............................................. 174
Varrick.......................................................................................... 46
Important Locations................................................................. 177
Chapter 3: Playbooks................................................. 49 GM Advice................................................................................. 181
Playbook Advice......................................................................... 50 Pregenerated Characters.........................................................182
The Destined............................................................................... 53
Appendix: Techniques...............................................188
The Elder......................................................................................57
The Foundling..............................................................................61
The Razor.....................................................................................65
Chapter 4: Earth & Root............................................ 69
Using This Adventure................................................................. 71
Summary......................................................................................72
Introduction.................................................................................75
Important Characters & Groups................................................77
Important Locations.................................................................. 80
GM Advice.................................................................................. 82
Pregenerated Characters.......................................................... 86
Chapter 5: Fire & Brimstone...................................... 93
Using This Adventure.................................................................95
Summary..................................................................................... 96
Introduction................................................................................ 99
Important Characters & Groups............................................. 100
Important Locations................................................................ 104
GM Advice................................................................................ 106
Pregenerated Characters......................................................... 110

(Order #33839056)
I
am Wan Shi Tong, He Who Knows Ten Thousand Things.
You may address me as Great Wan Shi Tong. Mine is the
greatest library in all of existence, and any mind with the
slightest education knows it. In my grand beneficence, I
allowed visitors to peruse my archive, as long as they brought
something of value to add to the library.
Of course, visitors abused my generosity time after time. They
came with greed or a hunger for power in their hearts. They had
no respect for the thing I love—true knowledge, knowledge for
its own sake. It wounded me each time they plucked truths and
wonders from my library, just for their own material gain. I’ve had
to close it, move it around, bury it deep in the desert—anything
to protect it. But you’re not here to merely gain some advantage
over an enemy, are you? You’re here to learn from my library
because you love to learn, of course. Because I’d hate to have to
show you what I think of those with less pure motivations…
Ah, you are true sojourners on a quest for learning? I see.
Well, then, peruse this tome at your leisure. Inside, you will first
find more about my library itself—knowledge about the great-
est repository of knowledge in existence. Then, you can read for
yourself tales and stories of great heroism and adventure across
the lifespans of the past four Avatars. Each one is a story you
have never heard before, but a story worth telling.
I do hope you enjoy my library.

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CHAPTER 1

THE LIBRARY

The Library 5
(Order #33839056)
CHAPTER 1

This chapter is all about how to incorporate Wan Shi Tong and his famous Spirit Library
into your game of Avatar Legends: The Roleplaying Game. Here, you’ll find the location of
the library throughout the eras—including how heroes might access it—special moves for
searching the library to find hidden, valuable information of import, and adventure hooks for
each era, offering ways to add the library to your campaign.

Wan Shi Tong, the Knowledge Spirit, He Who Knows Ten


Thousand Things, is a famed and powerful spirit of great accom- What is the
plishments...none greater than the creation, maintenance, and
growth of his Spirit Library. This grand edifice has been a true Spirit Library?
wonder of the world since the time of its creation. Over the eons
that the library has stood, Wan Shi Tong’s fox-like Knowledge The Spirit Library is the domain of Wan Shi Tong, a powerful
Seekers have spread out across the world to collect tomes, codi- and ancient owl spirit. The exact founding of the Spirit Library
ces, scrolls, manuscripts, and any other sources of information, isn’t known to the world, but it is as astonishingly ancient as
establishing the library as the greatest repository of knowledge Wan Shi Tong himself. Until a few thousand years before the
in either the Spirit World or the physical world. Sojourners have Korra Era, Wan Shi Tong kept the library in the Spirit World,
long picked their way across the dangers of the Si Wong Desert where he collected knowledge. His servants, the Knowledge
to find the library, committing some of their own knowledge to Seekers, are capable and cunning. These fox spirits have sky blue
Wan Shi Tong’s vast trove in exchange for the right to read and eyes and a keen sense of where to pursue new knowledge. They
peruse at their leisure…as long as they aren’t seeking knowledge regularly pass from the Spirit World to the physical world, to
to use against others. collect books and tomes and bring them back to the library.
The role of the Spirit Library in the world at large has gone Some time later, Wan Shi Tong decided to bring the magnif-
through many different incarnations, from a well-known and icent palace-like structure into the area that would one day be
acknowledged resource to a nigh-mythical repository of long- known as the Si Wong Desert within the Earth Kingdom. Tales of
lost secrets. In turn, Wan Shi Tong’s relationship with humanity the vast and beautiful building began to spread among humans,
defines the role of the library. In past eras, Wan Shi Tong still originating with those desert travelers who beheld its glory.
believed, at least in part, that humanity could prove itself worthy Part of the reason to bring the Spirit Library to the physical
of knowledge and could expand his stores, but as Wan Shi Tong’s world was to make it easier for the Knowledge Seekers to find and
mistrust in humanity and its motives grew, so too did the seclu- bring back learnings. But for a time, Wan Shi Tong also welcomed
sion of the Library. all mortals to the library. Anyone could access the library and its
After Avatar Aang and his friends betrayed Wan Shi Tong’s vast stores of information, as long as they brought some knowl-
trust by seeking knowledge to defeat the Fire Nation, Wan Shi edge to contribute in turn. Of course, Wan Shi Tong didn’t tolerate
Tong took the Spirit Library back with him into the Spirit World. the use of the library’s knowledge for destructive or violent behav-
But the Spirit Library has always been and will always be a valu- ior, and certainly forbade anything that threatened the knowledge
able beacon of learning to any who wish to expand their minds stored there…but otherwise, the exchange of knowledge was the
and come to a greater understanding of the world around them. single most important rule for any visitor of the library.
The Spirit Library of Wan Shi Tong is a fantastic and useful For eons, this relationship was beneficial and more or less
location to add to any campaign of Avatar Legends: The Role- stable for both Wan Shi Tong and the mortals who sought the
playing Game. Whether acting as a source of answers otherwise Library. There were those who sought to abuse Wan Shi Tong’s
unattainable, as the object of a quest for some specific piece hospitality, but they were relatively few and far between, easily
of information, or as a fascinating and marvelous location to dealt with by the great spirit’s talons. But across those eons, the
visit, explore, and maybe even defend, the Spirit Library is a world was wild and spread out enough that those most likely to
unique and interesting locale for heroes in any era to visit. Player come upon the library either lived near it and had an interest in
characters (PCs) might choose to seek the library for its secrets, a stable relationship with the great spirit, or were in sync with
even to learn new techniques and trainings, while antagonistic Wan Shi Tong’s own beliefs. As the world grew more and more
non-player characters (NPCs) might try to use the library to connected, and those with darker interests came to seek it, so
pursue their own unbalanced goals. The pages here give game- too changed the way Wan Shi Tong felt about the library and its
masters (GMs) and players all the tools needed to bring Wan Shi visitors.
Tong’s Spirit Library to life in their own game!

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The Library’s Location In the Hundred Year War Era, access to the library is more
difficult than any of the prior eras. Some still try to reach the
library, but most no longer believe it worth the risk. Some of the
Wan Shi Tong’s Spirit Library had existed in the physical world Si Wong Tribes pass down knowledge of how to find the library,
for millennia, but that doesn’t mean it’s an entirely physical but they rarely visit. The last visitor of any note to arrive at the li-
place. The library was always a piece of the Spirit World brought brary was Zhao, then a low-level officer in the Fire Nation Navy.
to the physical world. Throughout the ages, there have been re- He gave Wan Shi Tong knowledge of Fire Nation war machines,
ports of those of true heart and intent finding the Spirit Library and then sought the source of Waterbenders’ power, discovering
in strange places, stepping through a doorway and then standing the existence of Tui and La, the Moon and Ocean Spirits, and
before Wan Shi Tong himself, or falling asleep while reading an through them a plan to eliminate waterbending. He and some
ancient scroll and awakening amid its shelves. But the most de- fellow soldiers then destroyed the Fire Nation section of the
termined adventurers could always make the grueling trek to the library. Wan Shi Tong remains infuriated by Zhao’s offenses and
Spirit Library’s physical location. In the early eras, that’s in the destruction. Only the barest tip of the library’s tallest tower is
Si Wong Desert—but later on, the Spirit Library moved back visible above the sands now, and Wan Shi Tong is fine with that.
entirely to the Spirit World.
The following section explains the library’s location
throughout the various eras. To read more about the different The Aang and Korra Eras
eras and the important events mentioned below, take a look at Near the end of the Hundred Year War, Aang and his friends
the Avatar Legends: The Roleplaying Game core book Chapter 2: sought Wan Shi Tong’s Spirit Library to learn how to defeat the
The World of Avatar. Fire Nation. Wan Shi Tong allowed them to enter, with the pro-
viso that they not seek knowledge for destructive purposes. Ulti-
mately, the Avatar and his friends found out about the Day of the
The Early Eras Black Sun, when Firebenders would be powerless, but Wan Shi
Throughout the Kyoshi, Roku, and Hundred Year War Eras, the Tong in turn discovered their reasons for seeking knowledge. He
Spirit Library occupied the same physical location in the Si Wong decided that enough was enough, and he sank the library into
Desert. But the desert is a living thing, dangerous and changing. the sands fully, returning it to the Spirit World.
In the Kyoshi Era, the Spirit Library is detectable by the few In the Aang Era, the library is now gone entirely from the
remaining towers poking out of the sands of the desert. The full physical world. It exists only in the Spirit World, although Wan
shape of the library had long since been buried deep within the Shi Tong’s Knowledge Seekers do still find their way back into
sands, though the contents are kept entirely safe. For enterpris- the physical world to continue to add to the collection. Wan Shi
ing academics and scholars, the best chance of actually arriving Tong himself is now incensed with humanity, and the Avatar
at the library is always to travel with the aid of the local Si Wong in particular. Some lucky few might be able to reach the library
Tribes. These peoples have a long history in the desert, with a through spiritual communion, or even by traveling to the Spirit
culture well-adapted to the shifting sands, the scorching sun, World…but even then, their pursuit is dangerous. Wan Shi Tong
and the lack of water. The tribespeople often trade with Wan does not want visitors and is just as likely to chase them or lash
Shi Tong, delivering valuable texts and knowledge in exchange out as he is to let them in, even if they bring new knowledge.
for access to the library’s archives and its useful information. In the Korra Era, Wan Shi Tong’s opinion of humanity is
A sojourner with something to offer a tribe might hire a sand- poised to change. Wan Shi Tong for a time allied with Unalaq,
bending guide and their desert skiff to safely arrive at the library. believing that Unalaq better served spirits than the Avatar ever
Otherwise, the sojourner is on their own to cross the desert and did. He thought that Unalaq might help bring an end to humans’
hopefully spot the few remaining spires from a vast distance… destructive, terrible tendencies, and that he might then continue
In the Roku Era, the library has sunk deeper into the sands. his pursuit of knowledge without the threat of greedy humans.
Where once the Si Wong Tribes might have helped keep the But when Unalaq revealed his true plans, Wan Shi Tong was
sands away, their association with Wan Shi Tong has grown shocked—he had not anticipated the extent of the imbalance
more and more fraught. The sojourners of knowledge who last Unalaq sought to inflict upon the world. Avatar Korra success-
came to the library soured the great spirit on humanity, as many fully defeated Unavaatu and then kept the spirit portals open,
of them were not interested in knowledge for knowledge’s sake, leading Wan Shi Tong to reexamine some of his beliefs.
but instead sought ways to gain an advantage for their nation Now that humans can try to reach the Spirit Library by pass-
over the others. He blamed the Si Wong tribespeople for the ing directly through a portal, Wan Shi Tong has decided to give
actions of those they delivered to the library, banning them from them a second chance. He still requires every visitor to bring
any future access to the vast repository of learning. Without rea- new knowledge to the library and remains wary, watching to
son to return, they no longer help keep the library from sinking ensure no human tries to learn simply for the sake of power. But
deeper beneath the sands. A mortal who seeks the library could he is willing to do his part to bridge the gap between spirits and
still potentially find it, especially with the help of the last few humans—for knowledge’s sake, if nothing else. After all, humans
Si Wong tribespeople willing to share that knowledge, but the have made so many incredible advancements in knowledge that
journey is more fraught, and Wan Shi Tong gives every one of his Knowledge Seekers have not discovered them all…his best
them a colder reception. way of learning may now be through humans themselves.

Chapter 1: The Library 7


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How To Get Traversing the Desert

to the Library When you try to cross the Si Wong Desert to reach a specific
destination, roll with modifiers:
• Do you have a knowledgeable guide? If yes, take +1.
Reaching the Spirit Library is difficult at best, but never impossi- • Do you have easy access to flight? If yes, take +1.
ble. The exact methods available to a sojourner change a bit from • Are you traveling with someone attuned by balance
era to era, of course, depending upon where the library is. principle to your destination? If yes, take +1.
• Do you have ample supplies? If no, take -1.
• Are you traveling to the Spirit Library in the
Getting to the Library Kyoshi or Roku Era? If no, take -1.
Sojourners always had several different ways to reach the library, On a 10+, you choose one and the GM chooses one from
though the viability of those methods fluctuates over the eras. below. On a 7–9, the GM chooses two from below. On a miss,
Across the times of Avatars Kyoshi, Roku, Aang, and Korra, the GM chooses three from below.
there are primarily three ways of reaching the library: spiritual You reach your destination, but…
meditation, traveling across the Si Wong Desert to its physical • You are exhausted and your supplies depleted.
location, and traveling through the Spirit World. Each traveler marks 2-fatigue and one condition.
(This option may be chosen twice.)
Spiritual Meditation • You run afoul of the dangers of the desert
A sojourner can always try to reach the library by meditating along the way. You lose an important tool or
and connecting to it through the Spirit World. The library may resource, especially to find your way back.
have been in the physical world for millennia, but it’s always • You draw attention to yourselves. Something
a spiritual place, and it’s not impossible to reach it through has followed you to your destination; the GM
spiritual methods. Someone might be drawn there if their spirit chooses what it is and when it reveals itself.
connects to the library, or they might spiritually project there. If you are traveling with a Si Wong tribesperson, the GM
That said, this kind of access is incredibly difficult, beyond always chooses one fewer option from the list, even on a miss.
the ability of all but the most spiritually balanced gurus and mas-
ters. In your game of Avatar Legends: The Roleplaying Game, this
kind of access is best reserved for dramatically appropriate mo- In the Roku, Kyoshi, and Hundred Year War Eras, the Spirit Li-
ments and GM moves, as opposed to something PCs can choose brary is in the desert, and a sojourner can try to reach it by cross-
to do at will. In rare cases, some characters might be able to rely ing the Si Wong. It’s a dangerous journey in any era—the desert
on their skills and training to cross, but even the most spiritually is harsh and enormous, full of its own predators and threats.
attuned PCs must push their luck in the best of circumstances. The move above is for crossing the Si Wong Desert to reach
any destination, though it has some special options that apply to
the Spirit Library. Use this move both to reach the Spirit Library,
and then to find a way back to a safe oasis or town.
“Try to cross the Si Wong Desert to reach a specific destination”
means you must have some sense of where you’re going. This
move isn’t for idly wandering in the desert!
Questions
“Do you have a knowledgeable guide?” is a question about whether
you have aid from someone with desert expertise—most likely
one of the Si Wong tribespeople. The tribespeople can help a
sojourner reach the library (or any destination in the desert);
they have the equipment, knowledge, and expertise necessary,
though of course, a few other guides might be available. That
said, a Si Wong tribesperson guide is always superior—if your
knowledgeable guide is a tribesperson, the GM picks one fewer
option on a 7–9 or miss. Either way, a PC must usually convince
their guide to help out, most likely using their basic moves—be
it by pleading, tricking, or even intimidating.

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Results
“Do you have easy access to flight?” is a question about one of
the simplest ways to both travel and scout the desert. Aang and “You are exhausted and your supplies depleted” means exactly what
his friends found the library more easily because they traveled it says—traveling across the desert is very difficult, and it can
on Appa’s back—anyone with a flying bison has a real leg up in leave you tired, thirsty, hungry, and barely able to continue on!
traveling the desert (although the expertise of a Si Wong tribes- This option can be chosen twice on a 7–9 or miss result, thereby
person can’t be beaten). hammering home the costs of the journey.
“Are you traveling with someone attuned by balance principle to “You run afoul of the dangers of the desert along the way” means
your destination?” is a question about your traveling companions. that you encounter something unexpected and dangerous along
If someone traveling has a particular spiritual or mental connec- the way. You don’t have to play through the incident—the move
tion to your destination, then that can aid in the journey. If you’re handles the encounter offscreen, whether it’s hallucinatory
traveling with someone whose balance principle aligns perfectly cactuses or buzzard-wasps. Instead of needing to play out the
to your destination—like someone with a principle of Knowledge encounter, “You lose an important tool or resource, especially to find
for the Spirit Library—then the answer here is also yes. your way back.” You manage to get through the incident, but in
“Do you have ample supplies?” is a question about the great the process the Si Wong tribesperson’s skiff is damaged, or you
dangers of the desert—the heat, the sun, the lack of water and lose your map or compass.
food. If you have supplies, food, and water, you can survive the “You draw attention to yourselves” means that something is
desert far more easily, taking the time you need to safely cross tracking you and when it catches up, it will cause you a whole
it. If you lack those supplies, however, you must cross the desert new headache. “Something has followed you to your destination;
quickly and desperately or you won’t reach your destination. the GM chooses what it is and when it reveals itself” means that
“Are you traveling to the Spirit Library in the Kyoshi or Roku this result doesn’t have to immediately lead to a hard move, but
Era?” is a question about how easy the library is to access within can set up something down the line. A desperate treasure hunter
the current era. It’s a bit easier to find and get into the library in who lost his way could be tracking you and appear when you
the Kyoshi and Roku Eras than in the Hundred Year War Era, reach your destination, or some desert predator like a sand shark
when it is still further sunken into the sand. could be hunting you. This encounter picks up when the GM
brings it into play.
“If you are traveling with a Si Wong tribesperson, the GM always
chooses one fewer option from the list, even on a miss” means that
you are aided especially by the expertise of the Si Wong tribes-
people. If you have a Si Wong tribesperson guide, you answer
“yes” to “Do you have a knowledgeable guide?” and receive this
additional benefit.

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Traveling Through the Spirit World The Spirit World and Bending
When you seek Wan Shi Tong’s Spirit Library while you are in During the Aang and Korra Eras, when the library is
the Spirit World, roll with modifiers: located in the Spirit World, mortals who find them-
• Are you at your center? If yes, take +1. selves there may wind up even further at the great
• Do you have a spirit guide? If yes, take +1. spirit’s mercy! Human benders who pass into the
• Do you have two or fewer conditions marked? If no, take -1. Spirit World through meditation or spiritual means,
• Do you have valuable knowledge to grant? If no, take -1. leaving their body in the material world, cannot
On a hit, you arrive at the library at its current place in the bend on the other side. Benders who pass through
Spirit World. On a 10+, you can enter without Wan Shi Tong a spirit portal and wind up in the Spirit World with
noticing right now. On a 7–9, you are greeted by the great their material bodies can still use their abilities. The
spirit himself; be prepared to answer his questions. On a miss, spirit portals are only opened in the Korra Era, with
you find yourself mired in a danger of the Spirit World, with one portal each at the North Pole, the South Pole,
the library visible nearby. Deal with the danger and maybe you and Republic City.
can reach the library.
In play, this means that a bender who passes into
the Spirit World and leaves their physical body can-
not bend at all with any move; they’re likely to wind
In the Aang Era and Korra Era, the only way to reach the library
up pushing their luck quite a bit!
is to traverse the Spirit World itself, be it through astral projec-
tion or by physically passing through a spirit portal. Wan Shi Note that those trained in weapons will have no
Tong’s Spirit Library still exists, but in the strange, mutable land- difficulties continuing to use their training, and
scapes of that other world. In the Aang Era, because access to technology-users will similarly be able to use their
the Spirit World is still rare, the library is most often out of reach own skills—although in both cases, spirits may be
unless characters find some way into the Spirit World. In Korra’s disturbed by the disruptive presence of weapons
Era, anyone can pass through the portals at the North and South and tech in their world.
Poles and in Republic City to seek the library. In every case,
though, finding the library in the Spirit World is no simple feat.
Note that this move can be used to guide a whole group to
the library, but only one PC rolls to lead the rest. All the ques-
tions of this move are asked of that single guiding PC. Other
Results
PCs cannot help with the roll by default—the roll and questions
have to do with one character’s ability to navigate the fluid and “On a hit, you arrive at the library at its current place in the Spirit
non-physical nature of the Spirit World. The best way for other World” means you’ve made it! The Spirit World is ever-changing,
PCs to assist is by helping the guiding PC reach their center or so the library isn’t always necessarily at the same place every
clear their conditions before the roll. time…but wherever it is, you have guided yourself there. You—
and all those you led on the journey—arrive at the doorstep of
Questions
the library, ready and prepared to enter.
“Are you at your center?” is a question about your balance. If your “On a 10+, you can enter without Wan Shi Tong noticing right
current balance is at your center, take a +1! Your centered spirit now” means you have a chance to sneak into the library without
and mind allow you to better navigate the Spirit World. running into Wan Shi Tong. The guiding PC and companions
“Do you have a spirit guide?” is a question about your allies. can slip into the library unnoticed without any uncertainty,
If you have a spirit leading you to the library, then you have a but as they maneuver about and through the library, especially
spirit guide! If you are being led by some other figure who has searching for information, they might need to make further
often made the journey, then they might count even if they are moves to stay hidden.
not a spirit, at the GM’s discretion. “On a 7–9, you are greeted by the great spirit himself” means
“Do you have two or fewer conditions marked?” is a question you have no chance to slip inside—you must deal with Wan Shi
about your state of mind. If you have zero, one, or two condi- Tong before you can make it within. You might try to run or bar-
tions marked, then the answer is yes. But if you have three or gain—though only fools would try to fight outright—but Wan
more conditions marked then the answer is no, and you take -1. Shi Tong stands between you and the library.
“Do you have valuable knowledge to grant?” is a question about “On a miss, you find yourself mired in a danger of the Spirit
whether the library helps draw you in. If you have something World, with the library visible nearby. Deal with the danger and
that Wan Shi Tong wants to add to his collection or learn, then maybe you can reach the library” means that you’re nearby—the
the answer is yes! But if you don’t have some special object of library is reachable—but you have to deal with a threat first, be it
knowledge, then the answer is no, and the library doesn’t wel- a dangerous spirit, stinking spirit-muck, or something else. The
come you. GM will tell you what the danger is, exactly.

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Searching the Library Bargaining with Wan Shi Tong

When you bargain with Wan Shi Tong using your own valuable
Once within the Spirit Library, you have the chance to search knowledge, roll with Harmony. On a hit, Wan Shi Tong is
through the greatest archive of knowledge, history, and learn- interested and allows you to freely investigate the library in
ing ever created. There are countless wonders inside—ancient exchange for your knowledge. On a 10+, he is particularly
tomes and scrolls, impressive learning mechanisms and tools, impressed; he’ll assign you a Knowledge Seeker to help guide
cultural art from deep history, and more. you to exactly what you seek. On a miss, Wan Shi Tong takes
To get to any of it, though, one must contend with He Who your knowledge but still doesn’t trust you; mark a condition
Knows Ten Thousand Things… and expect your every move here to be watched.

Dealing with Wan Shi Tong Fighting Wan Shi Tong is far from the only option for dealing
Wan Shi Tong is the gatekeeper, guardian, master, and curator of with him. While the great spirit might be a bit antisocial towards
the Spirit Library. Nearly anyone who comes to the library will humans, he is always interested and invested in learning new
eventually encounter him directly in some way, and how they things. He might not immediately believe that a silly human
choose to handle the situation will determine whether they leave knows something he doesn’t…but once the information starts
the library peacefully and in good standing, or whether they flee to flow, he becomes invested.
with a giant owl spirit chasing them, claws extended. If you want to bargain with Wan Shi Tong to gain access
to the library, you can use this move: You must have “valu-
Fighting Wan Shi Tong able knowledge” to bargain—and Wan Shi Tong himself is the
Wan Shi Tong is a powerful spirit, ancient, wise, and just a bit ultimate arbiter of whether or not your proffered knowledge is
snippy. In the Spirit Library, his great domain, he’s even great- valuable. That said, any knowledge that is in some way real—an
er—and he rarely if ever leaves the library. actual new thing to learn, as opposed to something made up or
Fighting Wan Shi Tong isn’t really an option. Even for those nonsensical—is enticing to Wan Shi
who pass through a spirit portal and still have access to their bend- Tong. The great spirit might har-
ing, his power within the library is just too great to meaningfully rumph if offered information that
oppose and defeat. You might be able to hold him off for a bit, is less novel or spectacular…
but you’ll never be able to subdue him for an extended period. In but ultimately he is so devoted
terms of the mechanics, Wan Shi Tong cannot lose his balance or to learning, he will accept the
be taken out within the library. knowledge.
As a result, combat exchanges are never appropriate for Bargaining with Wan Shi
fighting Wan Shi Tong. Instead, use the basic moves to try to Tong after you have access to the
knock him away, flee from his talons, or deceive him and escape. library is best handled with the
For example, an intrepid Airbender might push a gust of wind basic moves—plead and trick,
at the enormous owl, sending him spiraling away, by relying on for example—or by trying to
their skills and training. Or a Waterbender might throw a water call on him to live up to his
whip across the great spirit’s beak as he dives in with talons principle. For that purpose,
outstretched, stopping him at the last second—but that’s so treat Wan Shi Tong as having
dangerous, the Waterbender is pushing their luck. a principle of Knowledge +3.
From the GM’s perspective, Wan Shi Tong is best treated as
Results
an environmental threat instead of an enemy NPC. He doesn’t
have conditions, as such—again, he cannot be taken out, and On a hit, Wan Shi Tong gives
his emotions are largely in his own control. His balance is also you permission to explore the
firmly established, as an ancient and powerful spirit; PCs aren’t library; as long as you give him
going to be able to battle him by causing him to lose his balance your knowledge and don’t violate
somehow, although they might be able to call on him to act his rules, you may remain. The
differently by bargaining with a valuable piece of knowledge (see advantage of having a Knowledge
Seeking Information on page 12). Seeker guide, and the disadvantage
Of course, Wan Shi Tong can still inflict fatigue, conditions, of being watched, are highlighted
and balance shifts upon the PCs as GM moves. If he gets his in the moves for seeking infor-
talons or beak on a PC, then he generally inflicts at least 3-fa- mation within the library (page
tigue—he’s quite a dangerous foe. PCs are better off distracting 12). After all, merely convinc-
him, knocking him out of the way temporarily, and generally ing Wan Shi Tong to allow you
avoiding him than pursuing any kind of outright confrontation. to stay does not ensure you
find what you seek.

(Order #33839056)
Escaping Wan Shi Tong Seeking Information
Sojourners almost never come to the Spirit Library of Wan Shi
When you try to seize a chance to escape from Wan Shi Tong’s Tong just to sight-see—they come seeking information, perhaps
Spirit Library and the great spirit’s claws, roll with modifiers: just out of a love of learning, or perhaps to answer some specific
• Are you hidden from Wan Shi Tong question. These moves are for seeking information once you’ve
right now? If yes, take +1. gotten in the door and you’re moving throughout the library.
• Were you able to walk the library openly
and take in its layout? If yes, take +1. Seeking Information Openly
• Is Wan Shi Tong truly and fully enraged? If yes, take -1.
• Have you stolen anything from the library? If yes, take -1. When you openly try to seek information within Wan Shi
On a hit, you escape! On a 10+, you slip out without issue or Tong’s Spirit Library, say what question you hope to have
incident; Wan Shi Tong may not even realize you’re gone. On answered and roll with modifiers:
a 7–9, you escape, but by the skin of your teeth; you either • Do you have a Knowledge Seeker guide? If yes, take +1.
leave something behind or mark 2-fatigue from the chase, your • Has your visit to the library been relatively
choice. On a miss, you wind up turning deeper into the library brief so far? If yes, take +1.
and get lost—only for Wan Shi Tong or a Knowledge Seeker to • Are you allowed to freely and without restriction
find you once again. move throughout the library? If no, take -1.
• Do you have any notion of what the answer might be
or where it might live in the library? If no, take -1.
Eventually, you might find yourself fleeing from the great spirit On a hit, you find the answer to your question; the GM will
while his talons are extended and his neck elongated. It’s a bad tell you where you find it and what the answer is. On a 7–9,
situation to be in! choose two. On a 10+, choose one.
To escape, you have to create an opportunity for yourself, • It takes a long time to find the answer; mark 1-fatigue.
whether by hiding and getting Wan Shi Tong to lose track of you, • Your search makes Wan Shi Tong suspicious;
or temporarily stunning the spirit. If he continues to be engaged he has some questions for you.
with you, you have no chance of slipping away. But once you • You find a limited version of the answer;
have an opportunity to escape, then you can use this move to try the full answer still eludes you.
to get away! On a miss, you know where the answer is, but it’s in a particu-
larly difficult to reach or restricted part of the library—the GM
Questions will tell you why it’s so hard to access.
Being “hidden from Wan Shi Tong” means that the great spirit
and his Knowledge Seekers don’t know where you currently are
when you try to sneak out. Having been “able to walk and observe This move is for sojourners who are known to Wan Shi Tong
the library openly,” freely, and without constraint also gives you and who move about the library in obvious, open fashion. If you
an advantage getting back out. But if Wan Shi Tong is enraged want to take the time to peruse the bookshelves, not worrying
at you, and if you’ve stolen anything from the library (including about whether or not a Knowledge Seeker spots you at the end
knowledge), then escape is that much more difficult. of a row of books, then this is the move for you.
Seeking information while welcome and accepted into the
Results
library is always a safer endeavor than seeking information while
As long as you roll a hit, you escape! But if you roll a 7–9, you sneaking around. This first move is for openly moving through
have to choose to either leave something important behind or the library and finding your answers without trying to hide.
mark 2-fatigue. And on a miss, you not only don’t escape—you
Questions
get caught by one of the spirits deeper in the library! You have to
deal with them to create another chance to escape. Having a Knowledge Seeker guide means that you’ve either
The whole group of companions can use this move to escape convinced one of Wan Shi Tong’s servant spirits to aid you, or
all together, with one player rolling for everyone. None of the Wan Shi Tong has granted you their service himself. Whether
PCs can help by marking fatigue on this move—the move itself or not your visit has been “relatively brief” is ultimately up to the
already covers everyone working together. On a 7–9, each mem- GM, although it’s largely based on whether or not you’ve made
ber of the group must choose to either mark 2-fatigue or leave many moves in the library, and how long each of those moves
something behind. has taken to resolve in the fiction.
“Are you allowed to freely and without restriction move through-
out the library?” is a question about how much access Wan Shi
Tong has granted you. If he’s watching you carefully, or if he’s
specifically forbade you to go to certain areas or do certain
things, then the answer is no.

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“Do you have any notion of what the answer might be or where it
might live in the library?” is a question about how much you know
about the very topic you’re investigating. If you are investigating
“How can we destroy all earthbending everywhere?” and you
haven’t the faintest idea of where to even begin, then the answer
to the move’s question is “no.”
Results
If your search “takes a long time,” the only cost is marking
1-fatigue (and everyone participating in the search for knowl-
edge must pay that cost), but you also spend a lot of time in the
library. If you keep searching, remember that your visit won’t be
“relatively brief ” anymore.
If “your search makes Wan Shi Tong suspicious,” he starts
watching you more closely, asking questions about your search
and whether it’s worthy of his library.
If you “find a limited version of the answer,” then the GM will tell
you why and how the answer is limited—it gives you enough in-
formation to move forward, but it may not resolve every element
of your question. You might keep searching for more information
based on what you learn, but any further searches require you to
make the move again and your visit is no longer “brief.”
On a miss, you can still go for the information you seek, but
you’re likely contending with difficult conditions or Wan Shi
Tong’s forbiddance. You can try to negotiate with the great spirit
for access, or you can just break the rules and try to get your
answers anyway…
Questions
Seeking Information Sneakily “Keeping your presence secret from Wan Shi Tong and his Knowl-
edge Seekers” means that you’ve managed to get into the library
When you sneak around Wan Shi Tong’s Library in search of entirely without them noticing you. If they have any idea you’re
information, mark a condition, say what question you hope to here, you’ve lost some of the element of stealth!
have answered, and roll with modifiers: “Has your visit to the library been relatively brief” has to do with
• Have you kept your presence secret from Wan Shi how long you’ve spent in the library overall, and whether or not
Tong and his Knowledge Seekers? If yes, take +1. that duration starts to work against you in remaining hidden.
• Has your visit to the library been relatively “Your presence and actions in the library have been innocuous
brief so far? If yes, take +1. and harmless so far” when you haven’t done anything particularly
• Have your presence and actions in the library been destructive, dangerous, or violative of the library’s rules. If all
innocuous and harmless so far? If no, take -1. you’ve done is sneak around hallways so far, then the answer to
• Are you keeping to the safe or openly accessible this question is yes. But if you, say, smashed a glass case to get at
parts of the library? If no, take -1. the scroll inside…then the answer is no.
On a hit, you find the answer (the GM will tell you where and “Keeping to the safe or openly accessible parts of the library” is all
what it is). On a 7–9, you are also caught out by a Knowledge about being conservative with where you’re sneaking around. If
Seeker—it’s only a matter of time before Wan Shi Tong comes you’re ranging all over the library, including its most restricted
looking for you. On a miss, just as you find where the answer is archives, then the answer to this question is “no.” If the answer is
but before you can read any tomes or scrolls to actually discov- “yes,” then you can expect the information you find to be appro-
er it, Wan Shi Tong finds you…and he is not happy. priate to the more public, accessible areas—you won’t find any
deep, complicated secrets.
Results
This move is for when you seek information in the library while
keeping your head down, staying hidden, and trying not to get On a 7–9, you’re caught, but not before you find and obtain the
caught. It covers situations when Wan Shi Tong doesn’t know answer. The Knowledge Seeker who finds you won’t immediate-
you’re here, and when you want to hide what you’re looking for. ly attack or anything—it runs off to go fetch Wan Shi Tong. You
Every PC who sneaks through the library must mark a con- might still be able to bargain with the great spirit…possibly.
dition—the move covers the whole group moving through the On a miss, though, there’s no bargaining. He Who Knows
library, but each member of the group has to pay the cost! Ten Thousand Things looms above you, and does not approve of
these human intruders. Brace yourselves.

Chapter 1: The Library 13


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Plot Hooks Providing a New Plan or Purpose
Sojourners often seek the library not for some new understand-
ing of the world, but for practical benefit—they want to know
Wan Shi Tong’s Spirit Library exists in every era you might play how to achieve some goal, or what plan they should enact next.
in with Avatar Legends: The Roleplaying Game. It’s not equally PCs, especially those who feel faced with some insurmountably
accessible in every era, of course, but the knowledge contained difficult problem, will often find themselves in need of that exact
within is always valuable, and heroes with important questions sort of practical knowledge. Learning how to subdue the enor-
or mysteries always benefit from seeking it out. mous rampaging spirit, how to destroy the new war machine
Here are a few ways to incorporate the Spirit Library into your unleashed by remnants of the Earth Empire, or how to restore
campaign. The first set of hooks here is a generalized set of ways the bending of some great hero—all of these are good examples
that the library will likely be of use to your overarching campaign of knowledge sought for practical purpose.
and story; the second set of hooks is a series of era-specific ideas Just as with seeking answers to mysteries, PCs may pursue
for adventures that bring the Spirit Library to the forefront. the library on their own, or they might need a bit of prompting
On the whole, the library will be of use as: in the form of other NPCs or mentors who suggest the library.
For this usage, the library is best thought of as a way to help
• A way to provide answers, helping PCs solve mysteries the PCs past some kind of roadblock; when they know exactly
or understand some truth of your campaign. what they want to do, but they feel stuck because they have no
• A source of a new plan or purpose that the idea how to actually do it, the library can provide them with the
PCs can pursue moving forward, giving them course they need.
a clear means to accomplish their goals. In this instance, the library is much more of a means to an
• A repository of important treasures to either end. Heroes who learn how to achieve their goals from the
obtain or to protect from foes. library must still go out into the world and undertake the appro-
priate action—the information itself isn’t enough. As a result,
the library here doesn’t have to be a particularly dramatic or
Providing Answers significant challenge on its own. That said, the fact that the PCs
The Spirit Library is full of lost, secret, or ancient knowledge. are pursuing knowledge for some other end—usually to defeat
That means any deep mysteries of your overarching story likely or overcome some threat—is a key sign that Wan Shi Tong
have answers or solutions within the library’s shelves. Informa- wouldn’t approve, and it likely will lead to conflict with the great
tion about the Destined’s future, or the purpose of those odd spirit. That conflict can be enough interesting trouble to make
crystalline shards the PCs have been collecting to keep them this usage of the library fun and exciting.
from a dangerous NPC, or the location of the lost Sun Warrior
city—all of these and more can be found in Wan Shi Tong’s
Spirit Library. Holding Treasures
The PCs may pursue answers from the library on their own, if Wan Shi Tong’s Spirit Library has many, many treasures within
they have particular knowledge of the library’s existence in their it. The knowledge held in the shelves of the library is a treasure
era. But the GM can also help introduce the idea through other unto itself, according to Wan Shi Tong, but beyond that there
characters who seek the library for their own answers; it’s easy are countless artifacts and wonders that the great spirit has
enough for the PCs to append a quest for their own knowledge assembled over time. That means if someone is looking for some
to someone else’s! All it takes is an interested NPC who is pur- important relic, there is a very good chance it is held within the
suing the library and who understands the utility of partnering halls of the library. The lost jade key to an ancient tomb, the
with the PCs for the rest of the journey! last relic of an Avatar from ages past, the compact that proves
If using the library for this purpose, GMs should often feature the ancient obligations of two families to each other—all are
the foes of the PCs or other antagonistic forces pursuing the good examples of the kinds of important item that either PCs or
library for the same or similar answers of their own. Discovering NPCs might be seeking from the library.
the answers to questions can lead to moments of high drama as This usage of the library has two variations. In the first, the
the PCs process everything they learned, but the library is not PCs need the object themselves. In the second variation, NPCs
necessarily going to be a location supportive of that drama, espe- are hunting for the object, and the PCs are likely standing in
cially if the PCs are in the library with Wan Shi Tong’s blessing, their way. In both cases, GMs should be sure to introduce NPC
looking for answers openly. Introducing competing forces trying opposition outside of Wan Shi Tong; other treasure hunters or
to get to the library, trying to warn Wan Shi Tong about allowing seekers are the perfect opponents when the library is being used
the PCs into the library, and so on can create higher tension and as the repository of some important item. The PCs still have to
drama around the search for answers. contend with Wan Shi Tong and the Knowledge Seekers, but all
Wan Shi Tong himself is unlikely to object much to a desire the while they’re in direct competition with other NPCs (whom
for answers—after all, that is the most quintessential form of they can more directly fight). They might be in a race to get to
knowledge. But if he objects to how the knowledge is used, he the object first, or they might straight-up help Wan Shi Tong to
may stand in their way. defend the library from some terrible attacking force.

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Era-Specific Hooks Hundred Year War Era Hook
When using the Spirit Library of Wan Shi Tong in your cam-
paign, GMs must keep in mind exactly where the Spirit Library Stolen Maps
is in their campaign’s era, and the relationship between humans A Knowledge Seeker successfully ranged very far south in the
and Wan Shi Tong in that era. The library’s usage will always bet- world and found knowledge that seemed quite valuable in a
ter reflect the themes and issues of a particular era if those facts village raided by the Fire Nation—hidden maps that lay out the
are incorporated—for example, the way that the library might locations of hidden Southern Water Tribe villages, hand-made
be accessible to mortals, but likely sought for poor, dangerous by one of the best sailors in all the Southern Water Tribe. The
reasons in the Roku Era or the Hundred Year War Era plays Knowledge Seeker took the maps from the village to bring them
directly into the conflicts of those eras. back to the library. The sailor-cartographer, Quniaq, knows the
That said, there are always figures in every era who are aware maps were taken by a Knowledge Seeker, but she doesn’t know
of and interested in the library. Those figures can provide useful much about the Spirit Library, especially where to find it. She
allies to the PCs, prompting them to look to the library for pleads with the companions for help to make sure that the maps
possible answers, or they can act as antagonists, standing in the don’t wind up where anyone from the Fire Nation might find
PCs’ way or competing for the same information. GMs using them or otherwise compromise the safety of the hidden villages.
the library should always ground it in the setting still further by
making sure there are NPCs who are aware of it and who have
opinions on it and its usage. Aang Era Hook

Sniffing Out the Truth


Kyoshi Era Hook Things haven’t been going well for the academic Ruiquan
Shiang. In her home of Cranefish Town she’s known as “Little
The Paper Knives Shiang” thanks to her older sister (and successful academic)
A group of daofei, the Paper Knives, have successfully stolen a “Wise Shiang.” She can never seem to measure up to her sister’s
tome of great value and importance from Wan Shi Tong’s library. accomplishments and is always one step behind. But, Ruiquan
The tome details secrets of Ba Sing Se’s construction that might has a plan to change her luck—she’s spread rumors around town
give them the edge they need to sneak within the city and even that there is an ancient tome hidden within the city, which sup-
threaten the Earth King. Wan Shi Tong, infuriated by the daofei’s ports every theory she’s spouted so far! Ruiquan’s rumors have
insolence, dispatched Knowledge Seekers to find them and to embedded themselves in the town so thoroughly that word has
alert the Avatar. Unfortunately, Kyoshi has no time to rescue even reached the Spirit World of this wonderous tome! Wan Shi
a book—she doesn’t fully understand what’s inside the book, Tong has sent his Knowledge Seekers to town in search of the
and she’s dealing with other crises, involving people and their tome and in turn, they’re causing all sorts of mischief through-
lives. She ultimately sets the task of “book recovery” to friends out the city. Can the PCs uncover what’s going on before the
and allies who pass it down the grapevine…to the companions. horde of Knowledge Seekers accidentally cause a disaster look-
Can they free the tome from the daofei’s clutches and return it to ing for the fake tome?
Wan Shi Tong before the bandits use the information contained
within it to attack the Earth King?
Korra Era Hook

Roku Era Hook Legacy of the Air Nomads


Knowledge Seekers from the Spirit Library successfully preserved
Machines of War an Airbender training tool taken by the Seekers from the ruins of
A Fire Sage, Bu Kujian, has become aware of other sages and of- the Northern Air Temple—although it became inaccessible to
ficers in the Fire Nation military planning to seek out the Spirit humanity after Wan Shi Tong took the library back to the Spirit
Library to ransack it for any plans of ancient war machines and World. A new Airbender named Gyume discovered a story about
weapons. Bu Kujian has been trying to stop them subtly, but ev- some Fire Nation soldiers ready to destroy the tool before a pack
ery effort has failed, and he remains terribly worried about what of blue-eyed fox spirits stole them away in the night (Gyume is
might happen if those plans fall into the hands of his nation’s sure these were Knowledge Seekers). Gyume believes that recov-
military leadership. He collects the companions to accompany ering this tool would be a great boon to helping to connect the
him on a trip to the library to try to get there first…and then he new Air Nation members to the history of the Air Nomads. She
plans to burn the most dangerous records and knowledge with- pleads with the companions to accompany her on a trip through
in, even if it brings the wrath of Wan Shi Tong down upon him. the Republic City spirit portal to find the library—a quest which
Tenzin explicitly forbade.

Chapter 1: The Library 15


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N
ow we come to my book of legendary individuals, I ex-
pect you’ll recognize quite a few of these familiar faces.
Some of the characters make up my personal rogues’
gallery for how they’ve disturbed my library, but their
stories do make for an interesting read, and in order to know
ten thousand things, we must be open to any and all knowledge.
These legends range from wise to devious, balanced to imbal-
anced, each has something worthy to teach you if you’re open
to learning…but we all know how stubborn you humans can be.
I feel it prudent to remind you—reader beware! Though
some of these figures serve the forces of balance, they are not
to be trifled with. Gamemasters should use these figures spar-
ingly, as people the heroes meet briefly before continuing on
their journey; they are not major antagonists or constant su-
pervisors. These legends are far too busy for that, much like
me for that matter. As you’ll come to realize while reading,
very few can keep up with the devious Azula, outsmart Grand
Secretariat Long Feng, or match wits with Asami Sato.

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CHAPTER 2

NPC LEGENDS

NPC Legends 17
(Order #33839056)
CHAPTER 2

This chapter contains 14 different Legendary NPCs you can use in your games of Avatar Leg-
ends: The Roleplaying Game. Each of these famous characters from the Avatarverse is included
with mechanics, history, advice on how to portray them in a game, guidance on how to use
them as a teacher of new techniques to the PCs, and a few ideas for how to bring them into
your game and where they might be found.

The famous characters of Avatar: The Last Airbender and The Powerful Allies
Legend of Korra are important figures within their own eras of Sometimes, the best use of a legendary NPC is as a powerful ally
the Avatarverse. Though they aren’t the main characters of your who supports the PCs. The key to legendary NPCs fulfilling this
own campaign of Avatar Legends: The Roleplaying Game—those role is that they enable the PCs to take other action, instead of
are always the PCs—they can always show up as important sup- simply solving the problem in the PCs’ own stead.
porting characters, be it as allies, sometimes enemies, and even When a legendary NPC holds off an entire army so that the
as mentors or teachers! PCs can go and face the real enemy, that feels awesome and
Here’s the full list of legends included in this chapter: cool—the legendary NPC gets to show off a bit, but the PCs
still have plenty of interesting work to do, and a real challenge to
• Rangi, a master Firebender and protector of Avatar Kyoshi.
overcome. If the reverse happens, the PCs holding off an army so
• Taqukaq, the waterbending teacher of Avatar Roku.
the legendary NPC can go and face the real enemy, that can still
• Long Feng, leader of the Dai Li and Grand Secretariat.
feel fun depending upon the players and their choices—if they
• Azula, former princess of the Fire Nation and Zuko’s sister.
buy in to the idea or even propose it themselves, then they can
• Katara, master Waterbender and healer of the world.
still feel that it respected their coolness. Be cautious, however,
• Sokka, wielder of boomerang and incredible cunning.
about the PCs getting to satisfying conclusions for their stories
• Suki, leader of the Kyoshi Warriors.
and arcs—if it’s important that the heroes face off against their
• Toph Beifong, the first Earthbender to metalbend.
own dire foe, then the legendary NPC shouldn’t steal their thun-
• Ty Lee, master chi-blocker and newly-minted Kyoshi Warrior.
der and do it for them!
• Zuko, the Fire Lord for an age of healing and rebuilding.
The worst case scenario is that the legendary NPC deals with
• Asami Sato, owner and CEO of Future Industries.
both problems all on their own, without the PCs’ input. Keep in
• Kuvira, repentant former leader of the Earth Empire.
mind that using a legendary NPC as an ally should only ever al-
• Tenzin, mentor to Airbenders and leader of the Air Nation.
low the PCs to do something else interesting, cool, and exciting,
• Varrick, eccentric genius and husband of President Moon.
instead of solving all their problems for them.
For some basic mechanics of legendary NPCs, make sure to
check page 237 of the core book.
Capable Teachers
Legendary NPCs are very, very capable. They’ve mastered their
How to Use Legends trainings thoroughly, and they likely have a whole enormous
array of different techniques at their disposal. Many of them
are also masters of special forms of bending like metalbending
Legendary characters are special NPCs in Avatar Legends: The and lightningbending, forms they can guide PCs to learn. All of
Roleplaying Game. Compared to most NPCs, they are exceed- which means that there’s a good chance they’re some of the best
ingly powerful and capable on a mechanical level. If they did get teachers the heroes are ever likely to find!
into a tussle with the PCs, they have so much fatigue, so many Different legendary NPCs always have different ways of
conditions, and long enough balance tracks that they might teaching, different lessons they would try to convey, different
individually pose a real challenge to entire groups of PCs, all on requests they would make of their students to help push the
their own. Such mechanical potency represents their incredible learning forward. But they are always capable of teaching the
skills and abilities, but it also ensures the role that these figures techniques, even if there is a hiccup or two along the way, even
are meant to play. They are best used as powerful allies, capable if the NPC wouldn’t believe that they are a good teacher all on
teachers, or dangerous long-term foes. their own. Use the basic training move in the core book on page
212 for training and the rules for learning special forms of bend-
ing on page 217 of the core book—they both work as normal
with a legendary NPC teacher.

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When assigning mastery conditions, think about the leg- Techniques and Legendary NPCs
endary NPC themself, the kind of lessons and ideas they would
teach. Every one of the legendary NPCs described here has a few In the write-ups within this chapter, the NPCs only
suggested mastery conditions they might assign, to reflect the have three techniques assigned to them, one of
kinds of lessons they value or would resort to. Always feel free to which is a special, impressive, rare technique not
suit the mastery conditions both to the student and the teacher, featured anywhere else. But that doesn’t mean
and to their particular relationship—Toph might give an entirely those are the only techniques the legends know! As
different mastery condition to a student who is fiercely aggres- the GM, you can assign to them any techniques ap-
sive than to a student who needs to learn some assertiveness. propriate to them and their abilities, allowing them
to both use those techniques in combat and to
teach those techniques to PCs. Listing every tech-
Dangerous Long-Term Foes nique that some of these characters know would
Some legendary NPCs make for potent foes in an ongoing cam- take up many, many pages—so instead, feel free to
paign of play. These foes can extend as opponents even across just use them from the Appendix of this book or the
multiple seasons of play. They’re more dangerous even than core book as needed!
master NPCs. However, as the GM you should avoid overusing
legendary foes throughout your campaign, to ensure they con-
tinue appearing as special, dangerous, and potent.
Even beyond how hard they would be to defeat in a single
fight, what makes those NPCs so dangerous is that they usually
can’t be defeated in one single conflict. The PCs might success- Legends and Canon
fully get away from such a foe, or temporarily drive them off, but
they’ll be back later, still as capable and dangerous as ever. Such The characters in the following pages are all important, big char-
legendary NPC foes usually have long-term goals and ways to acters that many players are likely to recognize instantly. Like the
pursue those goals beyond straightforward conflicts, so even if legendary characters described in the core book in Appendix B:
they are consistently being defeated in combats, they will find NPCs, including all four Avatars and Uncle Iroh himself, they’re
other ways to get what they want. well-known figures from the stories of the Avatarverse, and play-
If you’re using a legendary NPC as a long-term foe, be sure ers are likely to have their own knowledge of those characters.
to portray them with all that complexity. Any legendary NPC is Even the PCs themselves may have heard of these impressive
sure to have their own plan and goals, far beyond just “stop the figures to some extent or another!
heroes.” They’re going to act to pursue their own agendas, and What’s more, all of these characters have an important role to
while they will absolutely get into a fight to protect their own play in the overall story of the Avatarverse. You may wind up feel-
interests, they often won’t just try to start a fight if there is some ing bound to the canon when considering whether to use them.
other path to achieving their goals. After all, why start a fight you If that happens, one option is to avoid using these legendary
might lose if you can get what you want by manipulating your NPCs. They don’t have to be in your campaign! Your game is
foes into making a mistake? about the PCs, not these legendary figures. But they can add a
When using a legendary NPC as a long-term foe, especially lot to your game, including a sense of being grounded in a wider
focus on their ability to push the PCs’ balance around. As much world, so instead of avoiding their use altogether, you should
as the PCs come to know their enemy, their enemy comes to consider these other strategies.
know them and exactly how to mess with them, perhaps even Firstly, keep in mind that unless you’re using the legend as a
“defeating them” without throwing a single punch. dangerous long-term foe, they don’t actually have to be in your
Part of what makes legendary NPCs so powerful and dan- campaign for more than a session or two of play. These figures
gerous is also their strength of conviction. Keep in mind that have plenty of things to be doing, and it’s easy to come up with an
because their balance can go higher than any other NPC, higher excuse for them to have to move out of your story and out into the
even than the heroes’ own balance tracks, legendary NPCs can wider world. If you want to adhere to canon, bringing legendary
become incredibly dangerous as they grow more and more com- NPCs in for these shorter stints is a great way to ensure that they
mitted to their ideals. Play up their balance judiciously, including still have ample space to go back to the known stories.
shifting it up as appropriate through GM moves outside of ex- Secondly, keep in mind that your campaign is your campaign!
changes—the things PCs do might push a terrible foe to commit There will always be a degree of non-canonicity in your game,
ever more dangerously to their plans. and that means you can make choices that don’t perfectly reflect
known events. At its most basic, it’s always possible that you aren’t
as familiar with every event or every aspect of the setting, and
that’s okay. You can always adjust as needed for your own game.
Be sure to check out more on non-canonicity and Avatar Legends:
The Roleplaying Game on page 247 of the core book.

Chapter 2: NPC Legends 19


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Rangi Kyoshi Era

“Where you go, I go.”

Drive

Bring balance to the Four Nations

History
Rangi grew up in the most elite circles of Fire Nation nobility in
the Kyoshi Era. Her mother, Hei-Ran of the Sei’naka clan, was a
decorated infantry officer who became Avatar Kuruk’s firebending
master and then gained infamy for supposedly killing several rivals
in Agni Kais on her way to becoming headmistress of the Royal
Fire Academy for Girls. Naturally gifted but equally hardworking,
Rangi followed in her mother’s footsteps, excelling at the Acade-
my, joining the junior officer corps, and then joining “Avatar” Yun’s
household where she became friends with Kyoshi and Yun.
After discovering that Kyoshi, not Yun, was the true Avatar,
Rangi protected Kyoshi as they fled the murderous Earth Sage
Jianzhu. On the run in the Earth Kingdom, they joined the Fly-
ing Opera Company, a notorious bandit gang and performance
troupe. Rangi, loathe to join a group of outlaws, did so out of her
loyalty to Kyoshi. Amidst the gang’s anti-authoritarian exploits,
Rangi pioneered the firebending technique of jet-stepping,
taught the Avatar to firebend, and fell madly in love with Kyoshi.
Rangi had Kyoshi’s back as the Avatar fought against Jianzhu
and then against their one-time friend Yun, who had become a
vengeful killer after the Earth Sage abandoned him to the spirit
Father Glowworm. She also helped Kyoshi end the Camellia-Pe-
ony War and kept watch over the uneasy peace that followed the
end of hostilities. The traumatic and violent experiences Kyoshi
and Rangi underwent together tested their character and their
relationship, but both emerged stronger.
Rangi is the most loyal, dedicated, and intimidating of the
Avatar’s companions. Her sharp senses, well-drilled reflexes, and
comprehensive understanding of military and social protocols
make her invaluable to the rough-mannered Kyoshi. Rangi’s high
standards, sometimes unreasonably high—and her fiery temper
when those standards aren’t met—are her major weaknesses.
Conditions It’s Avatar Kyoshi’s job to protect the world; it’s Rangi’s job to
„ Afraid protect Avatar Kyoshi. There’s nothing else Rangi would rather do.
„ Angry
Principle „ Guilty
„ Insecure
„ Troubled
Loyalty „ Haughty
„ Distraught
„ Vengeful

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How to Play Rangi Rangi as a Teacher
• Epitomize superiority. Rangi represents the flower of Fire Rangi is an expert Firebender, sword-wielder, and hand-to-hand
Nation nobility and the best the officer corps has to offer fighter. She’s more than capable of teaching a wide range of tech-
in strength, intellect, and grace. She conducts herself as niques from all those trainings, but she can be a bit impatient
if all eyes are on her at all times, because they are. with anything less than perfection. In particular, she’s unlikely to
• Play by the rules. Rangi has more practice than anyone spend the time training a PC if she feels there’s a more pressing
at figuring out the laws that govern her situation and duty to the Avatar, her people, or the world, but PCs can play
making them work for her. Nonetheless, her moral upon her own inherent sense of skill and superiority—Rangi
sense is the most important of all principles. knows how capable she is and appreciates others recognizing
• Keep your eye on the greater good. Rangi always keeps it. Rangi might extend additional support to those PCs who
track of what’s at stake in every situation, even when the have an important role to play in either protecting the Avatar
real stakes aren’t obvious. With gritted teeth, she consorts or helping Kyoshi’s overall duties around the world, although
with criminals, fights duels, or makes nice with a despised that requires PCs to either have obviously shown themselves as
enemy if she knows peace and protection are on the line.. friends of Kyoshi and the Avatar, or to have seriously impressed
Rangi in some way. Once she is teaching them, she’ll focus on
Bring Rangi in… getting the job done as quickly and efficiently as possible—she’s
• …when the companions are surrounded by not going to intend to become any kind of ongoing mentor,
elite soldiers or rarefied aristocracy. no matter how much she likes a PC. The overarching tone and
• …when a delicate political balance is about to be upset. style of mastery conditions she will set to PCs centers on taking
• …when the situation is almost bad enough dangerous, difficult action, and on aiding or supporting friends
that the Avatar might get involved. and allies—Rangi believes strongly in teamwork and fitting into
a larger group.

Techniques Suggested Mastery Conditions

• Rescue a friend from significant danger in the midst of a fight


Jet Stepping • Instigate a fight with three or more conditions marked
Evade and Observe • Accede to a friend’s needs, requests, or commands
Advance to a higher position and become Favored and Prepared for when doing so bears a real cost for you
the next exchange. Any foe engaged with you can mark 2-fatigue to
block this technique.

Where to Find Rangi


Bludgeon At any given moment, there’s a high chance that Rangi and Kyo-
Advance and Attack shi are together, considering that Rangi is both bodyguard to the
Using a blunt weapon or hand-to-hand combat, attempt to rapidly Avatar and girlfriend to Kyoshi. Even when they aren’t together,
subdue your opponent. Mark 1-fatigue and cause your opponent to Rangi is likely on a mission on behalf of the Avatar and her
shift their balance away from center; if their balance is now +2 or purpose. As a result, Rangi is often moving around the world,
higher, they mark Stunned. Mark an additional 1-fatigue to move your assisting the Avatar in her duties and responsibilities. There’s
opponent to a different position within reach. a reasonable chance for Rangi to be in almost any location the
whole world over, as a result, though centers of power and major
cities are particularly likely locations. Ba Sing Se, Agna Qel’a,
White Fire Omashu—all are likely places to find Rangi.
Advance and Attack Rangi also has connections to her homeland, the Fire Nation,
Pour intense, emotion-fueled white-flame in a jet of destruction. that might pull her into other locations. Rangi’s mother Hei-Ran
Mark fatigue up to the number of conditions you have marked. has been through a lot of difficulties, including cutting off her
Inflict three times as much fatigue as you mark. Your target can own topknot in shame, but she is still active in the Fire Nation
reduce the amount of fatigue they must mark by two for each of and might call Rangi home to assist with any of a number of
the following statuses they suffer: Impaired, Doomed, Stunned. If conflicts. In particular, Hei-Ran was the headmistress of the
you mark three or more fatigue for this technique, you massively Royal Fire Academy for Girls, where Rangi went to school, and
damage your surroundings. there is a good chance that PCs might encounter Rangi there if
they visit.

Chapter 2: NPC Legends 21


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Taqukaq Roku Era

“Kindness is the path to understanding.”

Drive

Protect and aid the Avatar

History
Taqukaq grew up in the prosperous Northern Water Tribe
in a time of peace and spirituality in the late Kyoshi Era. As a
child Taqukaq was always connected to the Spirit World of the
North; his ability to observe the world through eyes that saw
more than just the surface allowed him to transcend his humble
birth. He was fascinated by the spirits that inhabited his home,
most of all the spirits Tui and La, the Moon and Ocean. He
watched and studied them, discerning the secrets of waterbend-
ing from their movements.
As a kind young man, Taqukaq sought ways to serve the
Northern Water Tribe. His soft-spoken nature, innate charisma,
and forceful personality made him a perfect fit as a diplomat for
the chief of the Northern Water Tribe. In that role he traveled
across the world to strengthen alliances with other nations…but
the tensions of the world made espionage an undercurrent of his
diplomatic journeys.
Not everyone he dealt with was earnest in their desire to
cooperate, and Taqukaq quickly learned that words and deeds
are not the same in diplomatic circles. While investigating
allegations of stolen Water Tribe technology, he learned one of
his colleagues, his best friend Nai, was selling secrets to the Fire
Nation. Nai was a paragon of the Northern Water Tribe, thought
to be a selfless champion, volunteering for the most dangerous
and difficult missions. Nai’s betrayal shook Taqukaq to the core.
He promised himself to never trust so easily again.
As the years marched on, Taqukaq gained the title of master.
His ability to whip up a quick fog allowed him to slip past many
security checkpoints and trade blockades without a whisper of
trouble. By the time he earned the title, no one could question
his prowess as a Waterbender.
After Roku’s training with the Air Nomads, the Avatar re-
Conditions quested Taqukaq teach him waterbending. The master originally
„ Afraid refused Roku’s request, having been betrayed by the Fire Nation
„ Angry as a young man; the Waterbender feared an Avatar from the
Principle „ Guilty Fire Nation would place loyalty to the Fire Lord above all else.
„ Insecure However, Roku surprised him by moving to the Northern Water
„ Troubled
Tribe, learning from, and living in service of, the locals for sev-
Empathy „ Subdued
eral years. The master noticed something different about Roku,
an openness and willingness to learn that he could trust, and so
„ Obstinate
Taqukaq finally agreed to teach the Avatar and opened himself
„ Mistrustful up to what became a lifelong friendship.

Fatigue

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How to Play Taqukaq Taqukaq as a Teacher
• Be an observer. Taqukaq always assesses a situation Taqukaq is a master Waterbender, the same who trained Avatar
before acting, and never rushes headfirst into a fight. Roku. Taqukaq was hesitant in training Roku because of his mis-
Taqukaq taught Roku almost everything he knows about trust of the Fire Nation, but he came to see that the Avatar was a
waterbending…but one must always keep a few secrets. good man, worthy of aid and friendship. The same pattern would
• Choose the path of diplomacy. His way with words apply to any PCs—Taqukaq is not one to share his hard-won
makes Taqukaq a valuable asset in negotiations and allows skills and knowledge casually, but a PC who shows themself
him to access areas that regular citizens cannot. interested in peace, helping others, diplomacy, and balance
• Stand your ground. While Taqukaq may be a man of words over would earn his trust. In particular, any PC who showed themself
violence, he isn’t a pushover. The Waterbender can discern the an ally of the Water Tribes would already have gone a long way
motivations of most people with a glance and doesn’t suffer cruelty. in endearing themself to Taqukaq. He might extend his expertise
and support to those PCs whose hearts are in the right place, but
Bring Taqukaq in… whose methods and actions are insufficient, particularly if those
• ...when the companions need information on the PCs fail to understand the value of calm words or of covert ac-
movements of enemy nations or factions. tion. As a teacher, Taqukaq is quiet, often helping PCs to realize
• ...when a mission for the Water Tribes or the Avatar the true lesson on their own instead of providing it outright. But
needs to be fixed skillfully and quietly. he always wants those he does teach to succeed, and once he has
• ...when a threat of an international incident needs an arbitrator. committed to teaching a PC, his support will become ongoing
and meaningful. The overarching tone and style of mastery con-
ditions that Taqukaq will set to PCs emphasizes non-violence
Techniques and alternate means of problem solving. Taqukaq is more than
willing to fight when he has to, but he often finds that his stu-
dents resort to fighting first, and he hopes to break that pattern.
Water Knife
Advance and Attack Suggested Mastery Conditions
Create a fast, cutting swoop of water that can cut through vulnera-
ble materials. Mark 1-fatigue and choose your target. If you target a • Commit to non-violence when dealing with
combatant, inflict a condition and Impaired upon them. If you target a dangerous foe spoiling for a fight
something in the area, become Prepared and otherwise treat it as if • Defend a place that cannot defend itself from a dangerous threat
you had used the technique Smash. • Solve a significant problem without engaging in a single fight

Slip Over Ice


Evade and Observe Where to Find Taqukaq
Use ice and water to slip around your environment with ease while Taqukaq is an active diplomat and leader in the world. He
putting opponents off-balance. Clear 1-fatigue (in addition to clearing regularly receives duties to represent his home in the Northern
1-fatigue via evade and observe) and reposition opponents within Water Tribe—see Fire & Brimstone on page 94 for one such
reach, deciding who is engaged with whom unless they are willing to instance—and PCs who participate in diplomatic spaces are
mark 1-fatigue and become Impaired to remain where they are. likely to run into him, especially in the capital cities of the world.
On the other hand, Taqukaq also undertakes covert missions
on behalf of his own people and the Avatar. Taqukaq believes
Fog Bank deeply in world peace and balance, and he doesn’t hesitate to
Defend and Maneuver participate in clandestine endeavors that might resolve some
Bring a wave of fog upon the area from a nearby water source. Mark conflict secretly and peacefully. He won’t participate in assassi-
1-fatigue. Inflict Impaired upon all combatants, friend or foe, in the area nations or simple kidnappings, but if he can stop a brewing war
except for yourself. If you attempt to escape while the fog is still in the by, say, temporarily abducting an important general to show
area, no one can stop you. If you attack an Impaired foe within the fog, that person vital evidence undermining the conflict...he will.
you may inflict 1-fatigue more or mark 1-fatigue less, your choice. PCs might encounter Taqukaq anywhere major conflicts brew,
and he might even rope them in to help with some secretive,
important mission.

Chapter 2: NPC Legends 23


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Long Feng Hundred Year War

“It would be quite a shame if you were not able


to complete your quest.”

Drive

Gain absolute control over the Earth Kingdom

History
Long Feng was born into a merchant family in Ba Sing Se’s
Middle Ring in the Hundred Year War Era. He wasn’t destitute,
but neither was he rich or well-born; his intellect and earthbend-
ing talent were his principal distinctions. He made the most of
them to rise through the ranks of the Dai Li, a secret police force
originally established by Avatar Kyoshi to investigate threats to
the Earth monarchy and protect Ba Sing Se’s cultural heritage.
By Long Feng’s time, though, the Dai Li had abandoned cul-
tural stewardship and grown brutal and corrupt. Long Feng lev-
eraged and encouraged these tendencies to become the Grand
Secretariat of Ba Sing Se, leaving him well-positioned when a
new and vulnerable Earth King rose to the throne at the age of
four years old. It was literal child’s play for him to manipulate the
52nd Earth King, Kuei, sequestering him in the palace, guaran-
teeing Kuei remained ignorant of the world’s larger conflicts, and
seizing the reins of power.
Amidst the turmoil of war against the Fire Nation, with
refugees flooding the capital, Long Feng transformed the city
into a police state. Even the highest-ranking generals knew not to
cross him and the Dai Li. His agents in the city suppressed not
only threats to public order, but also any public discussion of war.
Whosoever spoke too loudly found the Dai Li waiting to arrest
and incarcerate them at the prison underneath Lake Laogai. There,
the Dai Li used hypnotic conditioning to brainwash inmates and
render them obedient citizens, unable to speak of the war.
Despite his nefarious actions within Ba Sing Se, Long Feng
is a powerful player in the war against the Fire Nation. Though
he always puts Ba Sing Se first and fails to believe that the Fire
Nation could ever genuinely breach the walls of that great city,
the Grand Secretariat doesn’t want to see any more land fall
Conditions into Fire Nation hands and is willing to invest resources into
„ Afraid stopping them. He helps to fund the Earth Kingdom resistance
„ Angry and his spy network brings him constant reports of the Fire
Principle „ Guilty Army’s whereabouts.
„ Insecure
„ Troubled
Control „ Cold
„ Hateful
„ Haughty

Fatigue

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How to Play Long Feng Long Feng as a Teacher
• Speak softly. Etiquette, protocol, and a low profile conceal the Long Feng is a master Earthbender and leader of the Dai Li. His
threat Long Feng poses as a politician and powerful Earthbender. techniques include any that the Dai Li specialize in, as well as
• Cultivate power through connections. Long Feng’s martial most Earthbending techniques. But he won’t teach PCs without
skill, though considerable, is his last resort. He’d rather a good reason—and for him, a good reason is only ever one that
build power through dealmaking and surveillance. benefits him. If the PCs can convince him of their loyalty to
• Always have a backup plan. If Long Feng’s enemies force a him, then he would consider training them to have more capable
direct confrontation, he misdirects, deflects, and withdraws servants. If the PCs can exchange something with him for his
so he can continue to exert influence from the shadows. teaching, then he similarly might consider training them. He will
often be the one to identify these trades, as well, or to see the
Bring Long Feng in… PCs as a possible resource to foster and develop; he will offer
• …when the companions find themselves needing aid to those individuals he thinks he can make loyal to him. But
resources and intel to fight the Fire Nation. he’ll never consider training them simply for their own good or
• …when they get close to the Earth Kingdom throne. out of the goodness of his own heart. As a teacher, he’s exacting
• …when he can cut a deal with them to and demeaning, but capable—his status as leader and sometime
advance his knowledge and influence. trainer of the Dai Li has enabled him to be an effective teacher.
The overarching tone and style of mastery conditions he will set
to PCs usually focuses on power, dominance, and supremacy.
Techniques He will push PCs to exert their own superiority over others, but
then to submit to himself.

Throw Rock Glove Suggested Mastery Conditions


Evade and Observe

Throw a glove made of rock at a foe and pin them to a surface. Inflict • Demolish a specific dangerous rival or opponent and
Impaired on a foe, unless they mark 2-fatigue (or 1-fatigue for an Earth- leave them free and wallowing in their failure
bender). If the foe was already Impaired, they’re now Trapped. You may • Accomplish an impossible mission or task
use this technique multiple times in a single exchange. • Submit to a worthy master (like Long Feng) when
they tell you what to do at a crucial moment

Rock Shoes
Defend and Maneuver

Dash onto a vertical wall or the ceiling and cling to it with shoes made Where to Find Long Feng
of stone. Mark 1-fatigue to become Favored and use Seize a Position Long Feng’s whole structure of power and authority is based
without allowing any foe to block this technique. As long as you remain out of Ba Sing Se, and the Grand Secretariat is very unlikely to
on a vertical wall or the ceiling you remain Favored. be found out and about. He might temporarily depart Ba Sing
Se for a location just outside the city’s outer walls, but even that
would be a rare occurrence. PCs looking to actually come face to
Rock Spike face with Long Feng will almost always have to go to Ba Sing Se
Advance and Attack to find him.
Punch with a pointed, forceful strike, forcing a jutting spike of rock Within Ba Sing Se, Long Feng spends most of his time in
to smash into your target and lay them low. Mark 1-fatigue to inflict and around the halls of power, including the Palace and his own
3-fatigue on your target. If your target is Impaired, inflict an additional burgeoning headquarters under Lake Laogai. The PCs might
1-fatigue. If your target is Trapped, inflict an additional 2-fatigue. possibly be able to find him in many locations in the Upper Ring
of Ba Sing Se, but he nearly always has Dai Li guards with him.
That said, Long Feng is also the master of an entire organiza-
tion of agents. It’s easy for him to send people messages, asking
them to meet with him (in or around Ba Sing Se), making offers,
and so on. Just because he is very unlikely to leave Ba Sing Se
himself doesn’t mean that he is completely inaccessible to those
outside of the city.

Chapter 2: NPC Legends 25


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Azula Aang Era

“Trust is for fools, fear is the only reliable way.”

Drive

Dethrone Zuko and rule the Fire Nation

History
Azula was born to Fire Lord Ozai and Lady Ursa, who raised
her and her older brother Zuko in the lap of luxury and the
hearth of power. She learned from her father that weakness
was unacceptable, and that nothing mattered but conquest. He
pressured her to hone her strengths—especially her singular
talent for martial pursuits. As Azula grew more adept at targeting
others’ weaknesses, Ursa’s efforts to counteract Ozai’s influence
and guide her daughter toward a more peaceful path failed. By
age 14, Azula excelled at strategy, acrobatics, and firebending,
including one of firebending’s rarest and most feared techniques:
lightningbending.
Towards the end of the Hundred Year War when Admiral Zhao
and Prince Zuko failed to capture Avatar Aang, Ozai deployed
Princess Azula to handle the situation. She recruited two child-
hood friends from the Royal Fire Academy for Girls, the young
noblewomen Mai and Ty Lee. They pursued the Avatar, his com-
panions, the exiled Prince Zuko, and her own uncle Iroh to the
Earth Kingdom capital of Ba Sing Se. There, Azula played different
factions against one another and secured the loyalty of the royal
secret police service—the Dai Li. She led a coup that unseated the
Earth King, captured Iroh, and almost killed Avatar Aang.
As Fire Lord Ozai assumed a new title as the Phoenix King,
Azula prepared to succeed him as Fire Lord. She successfully
repelled the Avatar’s invasion force on the Day of the Black
Sun. However, after Iroh’s prison break, Zuko’s defection to the
Avatar, and Mai and Ty Lee’s betrayal at a crucial moment, Azula
grew increasingly unbalanced and paranoid. During Ozai’s ill-fat-
ed aerial offensive, and just minutes after Azula’s ascension as
Fire Lord, Zuko and the waterbending master Katara confronted
her in her palace, captured her, and placed her into a Fire Nation
mental health treatment facility instead of a prison.
Conditions A year later, Fire Lord Zuko released Azula from the facility
„ Afraid and into his own custody, in exchange for her help finding their
„ Angry long-lost mother Ursa. In the search, however, Azula escaped.
Principle „ Guilty She became the leader of the Fire Warriors, patterned after a
„ Insecure group of Dark Spirits called Kemurikage from Fire Nation leg-
„ Troubled
end and populated with powerful young women loyal to Azula.
Dominance „ Cold
They masqueraded as Kemurikage and exerted their influence
over the reactionary New Ozai Society, but Azula maintains that
„ Hateful
her true purpose is to seize the Fire Nation throne.
„ Haughty

Fatigue

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How to Play Azula Azula as a Teacher
• Watch for and target vulnerabilities. Azula always Azula is a prodigiously talented Firebender. She has at times
has a plan to tear everyone she meets to shreds, successfully held off many members of Team Avatar, all at
whether with cutting words or violence. once. She has mastered nearly every firebending and lightning-
• Surround yourself with loyal subordinates. No commander bending technique. But she has little to no interest in teaching
succeeds without loyal lieutenants to extend their power. others—she prefers to associate with those who are already
Azula uses her knowledge of others’ strengths and weaknesses skilled enough to be of use, without being so skilled they present
to make them beholden to her, then builds them up into a threat to Azula’s dominance. PCs must make a strong case
obedient servants and tools of her strength and control. that she should teach them, usually offering her assistance or
• Fail to act casual. After a lifetime seeing others as pawns, something else of equal value in exchange…and even then, she’s
Azula is unable to treat others as equals. She expresses unlikely to help if she sees no profit in it. She will only ever offer
herself in terms of force, insults, and domination even her aid unasked if it plays a role in a larger plan she is enacting;
when the situation calls for small talk or compassion. sometimes, she might try to earn loyalty this way, but only ever
as a temporary, highly practical means to an end. Azula is devi-
Bring Azula in… ous, and the full extent of her plans and how she can profit from
• …when she could destroy a threat to her vision of the Fire Nation. her own actions may not become self-evident for some time.
• …when she might take control of someone important. As a teacher, Azula is demeaning, manipulative, a perfectionist,
• …when she has a chance to push the Fire and frustrating—but she may be able to teach techniques that
Nation toward imperialist glory. PCs would have a hard time learning elsewhere. The overarching
tone and style of mastery conditions she will set to PCs focuses
on victory and success, overcoming incredible adversaries at any
Techniques and all costs. She teaches that victory is everything, and PCs
have to be willing and able to achieve it no matter what.

Lightning Blast Suggested Mastery Conditions


Advance and Attack

Hurl a bolt of lightning at a target. Mark up to 3-fatigue. For each • Engage in a battle against overwhelming
fatigue you mark, your target must mark 2-fatigue. odds and emerge victorious
• Defeat a terrible foe using subterfuge, deception, and
underhanded tactics, without engaging them in a direct fight
Flamecharge • Find a foe’s weakness and target it precisely and ruthlessly
Defend and Maneuver

Hurtle at your foe with enormous speed and force. Choose a foe you
are not currently engaged with; you become engaged with them,
they become Impaired, and you become Favored. Where to Find Azula
Ever since her last plot to affect Zuko’s reign, Azula has remained
hidden, operating below the notice of Zuko and the Avatar.
Find the Breaking Point Finding Azula is itself a significant undertaking, difficult enough
Evade and Observe that even Fire Lord Zuko and all his resources haven’t yet been
Find the fastest and best way to take advantage of a foe’s weak- able to achieve it.
nesses and bring them low. Become Prepared, and the GM will tell Azula is heavily focused on the Fire Nation in her schemes
you where your attacks can do the most damage against your foe. and plans, however, and if the PCs are looking for her, they’re
Expend your Prepared status to double any fatigue or conditions most likely to find her there or at the edges of the Fire Nation.
inflicted on an attack targeted where the GM tells you. She might sometimes hatch a scheme that takes her elsewhere,
but only if it’s vitally important—she might be in the Earth
Kingdom, for example, if she’s trying to find some ancient scroll
Note: Azula is a particularly dangerous and talented foe; by default, that allows her to unlock the power of a dangerous spirit.
she has the Empowered status Most likely, Azula will find the PCs on her own, but the PCs
might also be able to find her if they infiltrate one of her net-
works, posing as sympathetic to her causes and purposes. Such
an infiltration would be exceedingly dangerous and require quite
a bit of time and effort, however.

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Katara Aang Era

“I will never, ever, turn my back on people who need me.”

Drive

Help those in need

History
Born towards the end of the Hundred Year War in the Southern
Water Tribe, Katara spent most of her youth living with her Gran
Gran and brother, Sokka. Her mother Kya was killed during a
Fire Nation raid when she pretended to be a Waterbender to
protect Katara, the true bender. Despite the danger, the strong-
willed Katara longed to learn the secrets of waterbending. When
she and her brother discovered a boy in an iceberg who turned
out to be the Avatar, Katara knew she had a once-in-a-lifetime
chance. She dedicated herself to helping him end the war and
bring balance to the world.
Traveling to the Northern Water Tribe with Aang presented
the perfect opportunity for Katara to learn from waterbending
master Pakku, but the societal rules of the North forbade women
from learning combat skills. Refusing to be stopped by archaic
and unjust rules, she challenged Master Pakku to a fight. Though
she lost, her clear potential earned her the right to train under
the master’s tutelage.
By studying the techniques of the Northern Water Tribe,
Katara also became a powerful healer, a skill that helped Team
Avatar multiple times. When Aang was defeated by Azula after
the fall of the Earth Kingdom, Katara used the sacred Spirit
Water from the Spirit Oasis (see Avatar Legends: The Roleplaying
Game core book page 20) to save Aang’s life.
Katara often struggled with how deeply she hated the Fire
Nation. She desired revenge, and like an answer to her secret
hope, Katara met a Southern Waterbender, Hama, hiding in the
Fire Nation who offered to help her advance her waterbending.
Eventually, Hama offered to teach Katara bloodbending to exact
revenge on the Fire Nation. When Katara refused, Hama forced
her to use the vile technique to save her friends. Later, Katara
had the opportunity to use bloodbending to kill her mother’s
Conditions murderer, but she refused, choosing the path of forgiveness.
„ Afraid While she can now bloodbend during the full moon, Katara
„ Angry refuses to use this technique or teach it to others.
Principle „ Guilty On her journeys with the Avatar and his allies, Katara became
„ Insecure the group’s fierce protector and moral compass. Aang and Katara
„ Troubled
fell in love, and her warmth even managed to win the friend-
Compassion „ Morose
ship of Toph Beifong after months of the two clashing with one
another. Katara used the experience of her travels to gain skill
„ Sanctimonious
and inner wisdom to such a degree that she was able to defeat
„ Obstinate Princess Azula, a powerful Firebender. Despite her conflicted
feelings about the Fire Nation, Katara chose balance and spared
Fatigue Azula in their final showdown.

28 Avatar Legends: The Roleplaying Game


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How to Play Katara Katara as a Teacher
• Be independent, determined, and big-hearted. Katara knows Katara is a master Waterbender and even an experienced teach-
her emotional strength and isn’t afraid to be gentle or kind. She er, now—she taught the Avatar how to waterbend, after all! She’s
knows who she is and always fights to protect her friends. capable of bloodbending, but she refuses to indulge or acknowl-
• Don’t allow others to endanger innocent lives. Katara edge those skills, and she certainly won’t teach them to anyone
understands ultimate loss and never wants anyone to go else. She will comfortably share useful skills with aspiring Water-
through that. Life is the most precious thing there is. benders, especially those who reflect her values and interest in
• Be a master Waterbender. In a short time, Katara peace, balance, and understanding. Katara’s life can become very
mastered techniques that others have needed years busy, but she will always try to find some time for those who
to understand. She can stand strong against multiple need her help. She would always like to help as much as possible,
enemies and heal the wounded afterward. but she has many duties and responsibilities at this point, and
she can’t reasonably take on the full extent of a PC’s training on
Bring Katara in… her own…although she will check in as often as she can. She
• ...when the companions need a waterbending master. will offer aid to those who seem like they could use it, whether
• ...when people are being oppressed and need a champion of justice. or not she is asked for help. But if she is asked, she will rarely
• ...when the companions have to face a bloodbender deny a genuine ask. Katara is calm, understanding, and empa-
and need guidance in how to defend themselves. thetic as a teacher, and if she commits to helping a PC learn a
technique, then she will do whatever she can to help them. The
overall tone and style of mastery conditions she will set to PCs is
Techniques about learning compassion, understanding, and confidence. She
wants her students to be balanced and empathetic individuals
who show both mercy and understanding to others, and who are
Refresh willing to stand up for what they know to be right.
Evade and Observe

Apply water to reinvigorate and close wounds on a willing Suggested Mastery Conditions
target. Mark fatigue to heal an ally in reach who is evading and
observing. Clear an appropriate status from them, and clear • Show forgiveness and compassion to a defeated foe
3-fatigue or two conditions. • Stand up to a wrongheaded authority figure in a costly moment
• Spend time learning about and befriending
someone with whom you have a conflict
Octopus Form
Defend and Maneuver

Surround yourself with eight tendrils of water, blocking incoming


blows and striking at foes. Mark 2-fatigue. While you have Octopus Where to Find Katara
Form active, once per exchange you may use Strike against any one Katara continues to act with kindness and empathy for others,
foe engaged with you (regardless of what approach you chose), and fulfilling a mission of peace, healing, and balance around the
you may block any one incoming attack against you (regardless of world. In particular, she is interested in her home, the South-
what approach you chose). You must mark 1-fatigue at the end of ern Water Tribe, and their sibling tribe in the North—but she
each exchange after the first to keep Octopus Form active. While doesn’t restrict her purpose to any particular area. She will do
Octopus Form is active, you are Impaired. her best to aid anyone and everyone in need. PCs are likely to
find her in any place where her attention and help might make a
real difference.
Ice Spear She’s most likely busy at work in the Earth Kingdom or either
Advance and Attack of the Water Tribes, though of course she has a special attach-
Form shards of ice and throw them at your foes, pinning them in ment to the South. She would still help the Fire Nation if they
place. Mark 1-fatigue to inflict Trapped on an Impaired foe. Mark needed it, but in general the Earth Kingdom and Water Tribes
2-fatigue to inflict Trapped on an unimpaired foe. Mark 3-fatigue to are much worse off than any given place in the Fire Nation, and
inflict Trapped on a group; the group must mark 6-fatigue to escape much more likely to benefit greatly from her help. She will also
being Trapped. seek out and oppose any great injustice or oppressive tyrant,
anywhere in the world.
Finding Aang doesn’t always mean finding Katara, and vice
versa. The two of them are in a relationship, but they aren’t always
together. If there is an urgent need for her help, Katara will pursue
it, with or without Aang. The PCs are best off trying to keep an
eye on such places and situations if they’re looking for Katara.

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Sokka Aang Era

“That’s called Sokka style. Learn it.”

Drive

Help build a new and improved world out of the past

History
Too young to join his father and the other warriors to fight the
Fire Nation in the Hundred Year War, Sokka remained behind as
the oldest male and protector of his village in the Southern Wa-
ter Tribe. As a non-bender, Sokka valued strength and science
over “magic water” (waterbending), and when he discovered
Avatar Aang frozen in an iceberg, he was skeptical of the young
Airbender. However, after helping Aang to escape from the
prince of the Fire Nation, Sokka reluctantly agreed to fly around
the world to help Aang achieve his destiny. During their travels,
he loosened up, and his goofy sense of humor kept the Avatar
and his team in good spirits.
Before traveling with the Avatar, Sokka had many precon-
ceived notions about the world and his place in it. For instance,
he was shocked when he met the Kyoshi Warriors, an elite squad
of female soldiers, until their leader, Suki, taught him that any-
one could become an exceptional warrior, regardless of gender.
He went on to learn many such lessons in his travels and grew
from the experience.
Not only did Sokka grow as a person, but he mastered many
weapons, training under the famed sword master Piandao. He
has also mastered the boomerang and gained more than enough
martial skills to contend with benders in combat. Despite his
sarcasm and knack for comedy, Sokka’s training over the years
shaped him into a skilled strategist. His innate creativity makes
him flexible, able to think on the fly, and shows the dynamic
nature seen in many great leaders.
Along his travels through the Four Nations, Sokka discovered
his true destiny—as an inventor and leader. He learned vital in-
formation in Wan Shi Tong’s library and brought it to the Earth
Kingdom and Water Tribes. He came up with a plan to invade
the Fire Nation on the Day of Black Sun, a solar eclipse when
Conditions Firebenders would lose their bending. And he invented subma-
„ Afraid rines to penetrate the Fire Nation’s defenses. Though the attack
„ Angry ultimately failed, Sokka made up for it by teaming up with Toph
Principle „ Guilty and Suki to take out the Fire Nation air fleet in the Avatar’s final
„ Insecure battle against Fire Lord Ozai.
„ Troubled
Courage „ Panicked
„ Hurt
„ Dismissive

30 Avatar Legends: The Roleplaying Game


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How to Play Sokka Sokka as a Teacher
• Use strategy and comedic wit to defeat enemies. When Sokka is an experienced weapons user—with training in the
fighting, use Sokka’s weapons training to unbalance adversaries; boomerang and the sword—and a capable inventor and technol-
in social situations, use his sense of humor to break the tension. ogist in his own right. He’s more accustomed to inspiring and or-
• Be courageous, imaginative, and creative. Sokka loves a good ganizing people than teaching them…but that doesn’t mean he
costume change and throwing down an improvised haiku. can’t or won’t! For better or worse, stoking Sokka’s ego is one of
Don’t get bogged down in specifics, think in possibilities. the best ways to get him to teach you—it’s a lot less pronounced
• Speak honestly and be loyal. The warrior isn’t one and common, but he still can be insecure, considering his closest
to mince words, but is fiercely loyal to his friends, friends and family are some of the greatest benders in the world,
even if he thinks their plans are stupid. and playing up all the great things he’s done is a good way to get
him to go along with anything. But in the end, Sokka is still a
Bring Sokka in… hero and a good person; he won’t deny help to people who really
• ...when the companions volunteer themselves need it unless he thinks he has some other deeply pressing duty.
for an impossible, but exciting, fight. As a teacher, Sokka is goofy, joking, but surprisingly wise; he’ll
• ...when there’s a mystery to be solved and fun to be had. never yell or get mad at a student, but he might annoy the heck
• ...when companions are fleeing from a foe and need a creative save. out of them with bad jokes. The overall tone and style of mastery
conditions he will set to the PCs focuses on ingenuity, creativity,
and innovation. Sokka wants PCs to think cleverly and use new
Techniques strategies to solve problems instead of brute force.

Suggested Mastery Conditions


Boomerang Blow
Advance and Attack • Solve a problem with an original, unexpected, and
Throw your boomerang to hit a target just right and return the weap- innovative plan or strategy all your own
on to your hand. Mark 1-fatigue, inflict 2-fatigue on your target, and • Get your companions to follow your lead and plan in a fight
name the specific place you are striking on your opponent to disrupt • Let your friends take front and center in a strategy and in victory
them, inflicting Impaired on them until they have time to rest and
recover after the fight. If you use this technique against an opponent
who is already Impaired, inflict a condition on them as well. If you
allow your boomerang to fall to the side instead of returning to your Where to Find Sokka
hand, you may use this technique without marking 1-fatigue. Sokka spends his time helping the people of the world, much
like the rest of Team Avatar...but in particular, his skills are best
suited to helping places with seemingly intractable problems.
Stink Bomb Sokka has real talent at solving old problems in new ways, after
Evade and Observe all. He’s drawn to some of the developing places of the world,
Toss a stink bomb at an area. All combatants engaged in that area like Cranefish Town (which will one day become Republic
without some kind of air filter become impaired, mark 1-fatigue, and City), especially seeing as he has a useful perspective on the role
disengage with each other as they start hacking and coughing. of non-benders in the world. PCs who look for him in Cranefish
Town, Yu Dao, or other world centers have a good chance of
finding him in the middle of some endeavor or another.
New Plan Sokka is, of course, an important member of Team Avatar,
Evade and Observe and might be found anywhere that one of the other members
Rapidly call out a new plan for your comrades to follow. Mark 1-fa- of the team goes. He helps advise Aang all the time, and even
tigue, become Prepared, and hold 3. Spend your hold—1-for-1—when Zuko has benefited from Sokka’s perspective. Sokka also often
you give an order to an ally to give them Favored or Inspired, your travels with his girlfriend, Suki, and might be found with her on
choice. Kyoshi Island or somewhere else in the world as she attends to
her duties. Looking for a hotspot that might attract the legends
of Team Avatar is a good way to find Sokka.

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Suki Aang Era

“Our technique is about more than just strength, it’s about


understanding your opponent’s force and using it against them.”

Drive

Uphold the reputation and responsibilities of


the Kyoshi Warriors across the world

History
Suki grew up on Kyoshi Island off the coast of the Earth King-
dom during the Hundred Year War. From early childhood, she
dreamed of joining the Kyoshi Warriors, a uniformed cadre of
elite soldiers Avatar Kyoshi organized to defend her isolationist
island home. Beginning her training at a young age, Suki quickly
mastered unarmed self-defense, acrobatics, and the Warriors’
traditional arms and armor: double-folding war fans, small
round shields, a single-edged sword, and a reinforced cuirass and
armor skirt. By her teenage years, she had assumed command of
the Kyoshi Warriors.
A visit from Avatar Aang nearly brought disaster to Kyoshi
Island when Fire Nation soldiers invaded in pursuit. Suki led the
defense of the island. Afterward, she decided to break with the
island’s long isolationist tradition and depart with several Kyoshi
Warriors to help defend the Earth Kingdom. She aided refu-
gees’ passage toward Ba Sing Se at the Serpent’s Pass. There, she
crossed paths with Team Avatar again, beginning a relationship
with Sokka of the Southern Water Tribe.
In the wilderness outside Ba Sing Se, Princess Azula and her
Avatar-hunting comrades-in-arms, Mai and Ty Lee, overcame
Suki’s squad in battle and captured them. Azula separated them
in captivity, sending Suki alone to the Fire Nation’s most no-
torious prison, the Boiling Rock. With Team Avatar’s help, she
escaped and liberated several prisoners who played key roles in
ending the war.
As a member of Team Avatar, she joined the fight against
Fire Lord Ozai, sabotaging Fire Nation airships in flight during
the final battle of the war. As Fire Lord Zuko formed his new
government, Suki and the Kyoshi Warriors volunteered their
Conditions aid as bodyguards and security, investigating and foiling several
„ Afraid attempts on Zuko’s life as well as Cranefish Town’s underground
„ Angry bender supremacist movement.
Principle „ Guilty Suki has expanded the Kyoshi Warriors’ scope and mission
„ Insecure from guarding their home island to securing peace the world
„ Troubled
over. She continues to lead the Kyoshi Warriors and teach their
Leadership „ Prideful
martial arts—including chi-blocking, a skill she learned from
her former enemy Ty Lee—to non-benders like herself who
„ Vengeful
want to learn self-defense in a dangerous world.
„ Frustrated

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How to Play Suki Suki as a Teacher
• Watch out for trouble. As a brave warrior, quick thinker, and Suki is a born leader and expert weapons master. She has
empathetic friend to many, Suki’s always watching for the next complete mastery over the training of a Kyoshi Warrior, as well
threat. She’s the first to interpose herself between danger and the as having picked up other useful combat techniques along the
vulnerable, and the first to reach out to someone who’s hurting. way—Ty Lee’s chi-blocking techniques being a particularly use-
• Teach what you know. Suki’s favorite way to protect ful relatively recent acquisition. But for all her skill and prowess,
others is to teach them to protect themselves. She’s Suki is more than comfortable supporting others instead of
made it her mission to teach any willing student who taking the limelight, working as part of a team and helping those
wants to learn self-defense or chi-blocking. around her to achieve their potential. With the Kyoshi Warriors
• Work as a team. Belonging to something bigger than themselves, Suki is a leader and teacher, responsible for training
herself is core to Suki’s identity. She’s always looking for her team and ensuring their cohesion. With others, Suki is still
the best ways to support her compatriots and lead the interested in helping them grow and learn, even when they’re
group she’s in to become the best version of itself. being a bit dumb (Sokka). Suki is just as likely to offer help as
she is to provide it when asked for it. She will notice talent and
Bring Suki in… capability in those around her, and when appropriate, she’ll try
• …when a vulnerable or curious non-bender to foster it in positive directions. But Suki expects respect and
needs training in martial arts. a degree of humility from her students, albeit no more than she
• …when she and the Kyoshi Warriors can stand in would show herself if she was pursuing direction from another.
defense of someone or something important. As a teacher, Suki is incredibly capable, adapting her own teach-
• …when there’s a threat to Fire Lord Zuko. ing style to match the needs of her student—although every
now and then, she can be a bit overly proud. The overall tone
and style of mastery conditions she will set to PCs focuses on
Techniques teamwork and humility. Suki knows how important it is to work
as part of an overall unit, and she will try to get her students to
both move past their own egos and arrogance, and to support
Parry those around them in a conflict.
Defend and Maneuver

Stop an opponent’s attack before it connects. Choose an opponent Suggested Mastery Conditions
who used advance and attack this exchange; during advance and
attack, mark fatigue—1-for-1—to cancel an attack they use against • Accept and support the decisions of a larger group when
you after they pay the costs. they conflict with what you would normally do
• Defeat a terrible and dangerous foe without a single
teammate being taken out or losing their balance
Chi-Blocking Jabs • Humble yourself before another tradition or way of thought
Evade and Observe

Pinpoint weapon or hand strikes to block a foe’s chi. Mark 1-fatigue


to block a foe’s chi with your strikes, inflicting a condition and render-
ing a limb useless (and blocking bending with that limb). An enemy Where to Find Suki
with one fewer useful limb chooses 1 fewer technique to use each Suki is the leader of her team of Kyoshi Warriors, and she takes
exchange. Limbs become usable again when combat ends or three that responsibility very seriously. Because of her efforts, the Kyo-
exchanges pass. shi Warriors no longer simply remain on Kyoshi Island defend-
ing their homeland—they now move in the world, doing good,
opposing dangerous foes, and even protecting important figures
Unstoppable Path like Fire Lord Zuko.
Evade and Observe Suki has no problem going where she is needed, when she is
Move to a new location with perfect precision, speed, and care, needed, as long as doing so helps fulfill her commitment to help
dodging past or knocking off balance anyone in your way. Mark 2-fa- the world. She and her team can often be found in the midst
tigue and move to a new location. Any enemies who were engaged of dangerous situations where the help of an expert squad of
with you or who you meet along the path, including at your destina- warriors is needed. When they aren’t on duty, Suki enjoys simply
tion, are Impaired; they may mark 1-fatigue to avoid this status. You traveling the world with Sokka, going to places that are relaxing,
may immediately use one advance and attack technique when you fun, or interesting to visit. She also tries to return home to Kyo-
reach your destination. shi Island as much as possible—a good place for PCs to find her!

Chapter 2: NPC Legends 33


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Toph Beifong Aang Era

“I am the greatest Earthbender in the world!”

Drive

Uphold and support the Metalbending Academy,


Earthen Fire Industries, and her friends

History
Toph Beifong was born to Lao and Poppy Beifong in the Earth
Kingdom city of Gaoling near the end of the Hundred Year War.
The Beifong clan built its fortune and influence on centuries
of mercantile and social advancement. Toph’s overprotective
parents used their daughter’s blindness as an excuse to sequester
her on their estate, viewing her as a fragile, helpless little girl.
Longing to explore the world, she regularly ran away from home
to experience adventure and secretly learn earthbending from
the badger-moles.
As she got older, Toph developed an alter ego known as the
Blind Bandit. Using this persona, she dominated Earth Rum-
ble underground fighting tournaments, where her exceptional
earthbending and ability to sense movement made her a devas-
tating combatant with fist and rock alike. Toph’s “seismic sense”
also makes her a human lie detector, able to sense the slightest
changes in people’s heartbeats and breathing. During her time
at Earth Rumble, she caught Aang’s eye during his search for an
earthbending master. During her travels with Aang, her greatest
accomplishment was discovering the technique of metalbend-
ing, a unique skill she used to cripple Fire Nation airships during
the return of Sozin’s Comet.
After the end of the Hundred Year War, Toph’s experiences
fighting alongside Avatar Aang have led her to embrace a new
role as a leader, founding a metalbending academy dedicated
to training other Earthbenders who can metalbend. She is now
discovering that being a natural at something can make it even
harder to teach others! She approaches her new challenges
with her trademark bull-headedness, but it’s not going to work
with everything.
She’s also reconciled with her penitent father Lao, and
Conditions gotten involved in industrialization and manufacturing through
„ Afraid Earthen Fire Industries, a project of his that has been aiding the
„ Angry Southern Reconstruction Project in rebuilding the Southern
Principle „ Guilty Water Tribe’s infrastructure destroyed by the Hundred Year War.
„ Insecure Toph is confident, strong, and isn’t afraid to say what she
„ Troubled
thinks. Her upfront nature can sometimes run her afoul of
Excellence „ Prideful
people with more sensitive temperaments and she prefers being
a leader rather than a follower. Despite her brash nature, Toph is
„ Obstinate
a loyal friend and deeply cares about her loved ones; she’s also a
„ Prickly powerful ally to anyone who gets on her good side.

34 Avatar Legends: The Roleplaying Game


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How to Play Toph Toph as a Teacher
• Give it to ‘em straight. Toph’s direct, snarky, and smart in Toph Beifong is the self-proclaimed “greatest Earthbender of
every sense of the word. She says exactly what she thinks and all time!” She is a true prodigy, likely the master of nearly any
feels, especially if it can get a rise out of someone else. earthbending technique conceivable, and if she hasn’t mastered it
• Struggle with leadership. Toph loves the idea of leading, already it won’t take her long at all. She’s the first known Earth-
but finds it’s the hardest thing to do. She gives it her all, but bender capable of metalbending, and she’s sharing those tech-
doesn’t muzzle her temper when she gets frustrated. niques with others at her Metalbending Academy. She’s grown a
• Never forget, you’re the greatest of all time. Toph’s raw lot as a teacher, both thanks to her time teaching Twinkle Toes
power and invention of metalbending make her exuberantly (aka Avatar Aang) and her time at the Academy. She’s gruff and
self-confident. The facts back up her cockiness. short, but she knows how to help others learn and achieve their
potential. She’s so busy now, she won’t casually take on a new
Bring Toph in… student personally, but she’ll gladly teach anyone who seems
• …when the companions get themselves in trouble interesting, capable, and worth teaching—it’s up to PCs to make
in her Earth Kingdom stomping grounds. themselves seem like appealing students to Toph. She doesn’t
• …when an Earthbender’s skills are on the verge of true greatness. want sycophants and toadies! If she recognizes a particularly tal-
• …when her family, friends, or the Avatar are in dire need. ented student who’s not a dunderhead, she might offer to take on
their training, at least for a time. As a teacher, Toph can be harsh
and domineering, but always with a goal, never without reason.
Techniques The overall tone and style of mastery conditions Toph will set to
the PCs focuses on excellence, fighting confidently and stubborn-
ly, and being willing and able to let loose with your own frustra-
Detect the Heavy Step tions and emotions. Toph is rough and tumble, and she wants to
Defend and Maneuver teach the PCs the same kind of resiliency and strength.
Use seismic sense to detect the instant an enemy is about to move
against you. Become Prepared, and at any time during this exchange, Suggested Mastery Conditions
you may lose your Prepared status and mark fatigue to interrupt an
enemy as they use a technique; they must mark an additional 3-fa- • Throw yourself into a dangerous situation and stand
tigue or you disrupt their attempt to act. firm against a frightening opponent or threat
• Intentionally start a fight when talking or
negotiation might have worked
Rapid Tunneling • Lose your balance and let loose against your surroundings
Evade and Observe

Move to a new location with perfect precision, speed, and care,


dodging past or knocking off balance anyone in your way. Mark 2-fa-
tigue and move to a new location. Any enemies who were engaged Where to Find Toph
with you or who you meet along the path, including at your destina- Unlike several of her friends on Team Avatar, Toph has a central
tion, are Impaired; they may mark 1-fatigue to avoid this status. You location she’ll always return to—the Beifong Metalbending
may immediately use one technique from the advance and attack Academy near Yu Dao! Toph is the first Earthbender in the
approach when you reach your destination. world to master metalbending, and she created the Academy to
share those lessons with new students. Even as the Academy be-
gins to run itself, thanks to the Academy stabilizing with Toph’s
Metal Armor first students becoming more and more capable of passing on
Defend and Maneuver her lessons themselves, Toph always returns to the Academy to
Wrap yourself in metal to create armor. Hold 4. Each hold may be check in on it. PCs hoping to encounter the greatest Earthbend-
spent—1-for-1—to ignore an entire attack inflicted upon you. You must er are best off seeking her at the Academy!
spend hold—at least 1—whenever an incoming attack would hit you. Toph also has other duties and responsibilities, however,
and PCs can find her in other places, out in the world. She’s an
executive partner of Earthen Fire Industries, and the Earthen
Fire Refinery is located in Cranefish Town, so she’ll often be
found there, checking in on operations. She’s also obviously still
a dear friend and ally of the Avatar, and she might be asked to
help with any number of important duties around the world. She
specializes in particularly obstinate or dangerous situations, so if
there is a dangerous conflict brewing, there’s a good chance PCs
might find Toph there.

Chapter 2: NPC Legends 35


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Ty Lee Aang Era

“At least I’m different now! Circus freak is a compliment.”

Drive

Earn the support and respect of her newfound friends and family

History
Ty Lee and her six identical sisters were born into a noble Fire
Nation family during the Hundred Year War. The sisters loved
each other dearly, but resolved to pursue different interests to
distinguish themselves. Gifted with exceptional natural agility,
Ty Lee picked gymnastics.
Studying this skill with enthusiasm and dedication through-
out her youth, Ty Lee developed top-tier strength, flexibility,
and agility, surpassing even Mai and Princess Azula, her child-
hood best friends and classmates at the Royal Fire Academy
for Girls. Her athleticism perfectly complemented her skill at
chi-blocking, which uses precision strikes to disrupt the flow of
chi through a target’s body, temporarily deadening muscles and
preventing benders from influencing their elements. While some
chi-blockers might struggle to get past a bender’s long-range
attacks and defenses, Ty Lee could vault, twist, and somersault
with ease to reach hand-to-hand combat distance in no time.
She defied her noble heritage by running away to join the
circus, but when Azula found her there and pressured her to
help hunt down Zuko, Ty Lee couldn’t refuse. Throughout their
journey, Ty Lee’s loyalty to Azula was tested many times, as Azu-
la callously put her and Mai in harm’s way. Disguised as a Kyoshi
Warrior, she helped Azula accomplish what the Fire Nation
hadn’t managed to do in a hundred years: conquer Ba Sing Se.
Princess Azula’s growing cruelty and ruthlessness soon alien-
ated Ty Lee. When Prince Zuko participated in a jailbreak at the
Boiling Rock prison, Mai and Ty Lee defended him from Azula
and were imprisoned. As fate would have it, she was locked up
with the Kyoshi Warriors, who became her friends and allies.
After the war, she joined their ranks and swore to defend balance
in the world. She still occasionally visits her old circus, where
her six sisters now perform as acrobats.
Conditions Ty Lee has a bubbly, friendly personality that others are
„ Afraid naturally drawn to. She makes friends easily and is startlingly
„ Angry perceptive despite what others may think of her. Free from the
Principle „ Guilty yoke of Azula’s control, this skilled chi-blocker is coming into
„ Insecure her own and exploring what it means to guide her own future.
„ Troubled
Peace „ Foolish
„ Distraught
„ Cowed

36 Avatar Legends: The Roleplaying Game


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How to Play Ty Lee Ty Lee as a Teacher
• Stay positive. Bubbly, energetic, and affectionate, Ty Lee is a master acrobat, chi-blocker, and hand-to-hand
Ty Lee’s infectious charm attracts admirers and turns fighter. She’s now a member of the Kyoshi Warriors, and she’s
enemies into allies in the most unlikely situations. taught many of them her chi-blocking techniques. She doesn’t
• Express your individuality. Ty Lee’s a team player, but never to exactly see herself in a leadership or mentorship role, but in
the exclusion of being her genuine self. If others think her weird reality she’s always been a great team player and a very positive
for cartwheeling around the room at a party, that’s their problem. person, and that sets her up to be a good, fostering teacher for
• Find family everywhere. Ty Lee thrives in big groups and complex many students. She doesn’t have many hesitations about sharing
social situations. If someone feels like they don’t belong, she applies her knowledge—she’s not the kind of person to doubt a willing
her social graces to welcome them, and even read their aura. student’s motives, although her time with Azula has left her a bit
more wary of the worst case scenario. But if a willing and eager
Bring Ty Lee in… student approaches her, she’ll gladly share her knowledge with
• …when the companions are in an intimidating social environment. them. She is less likely to offer intentionally without being asked,
• …when the Kyoshi Warriors arrive to make the world a better place. but she can stumble into an offer to teach a PC; for example, if a
• …when a non-bender character needs a coach and motivator. PC notes her chi-blocking skill, she might happily offer to share
the skill and teach the PC. Ty Lee is an ebullient and excited
teacher, completely supportive of anyone training with her and
Techniques willing to help them through their difficulties. The overall tone
and style of mastery conditions she will set to PCs focuses on
the lessons she herself has had to learn, from fighting and being
Chi-Blocking Jabs successful in combat without any kind of bending, to learning
Advance and Attack to befriend those who might once have been her enemies. She
Pinpoint weapon or hand strikes to block a foe’s chi. Mark 1-fatigue doesn’t put a heavy emphasis on fighting so much as keeping an
to block a foe’s chi with your strikes, inflicting a condition and render- open mind and moving quickly and freely.
ing a limb useless (and blocking bending with that limb). An enemy
with one fewer useful limb chooses 1 fewer technique to use each Suggested Mastery Conditions
exchange. Limbs become usable again when combat ends or three
exchanges pass. • Defeat a powerful bender without using bending at all
• Flee a fight by escaping in a way that others can’t follow
• Make friends with a former enemy
Take the High Ground
Defend and Maneuver

Move to an advantageous position above your foe. Mark 1-fatigue,


become Favored, and ignore all fatigue, conditions, and negative sta- Where to Find Ty Lee
tuses inflicted on you by attacks they make against you this exchange. Ty Lee is now a Kyoshi Warrior in Suki’s squad, and she can
be found with them as they move and work across the world.
She’s a valued member of the squad, not only because of her
Paralyzing Strike chi-blocking abilities, but also because she was vitally important
Advance and Attack both in protecting Fire Lord Zuko and in dealing with the recent
Make a single precise chi-blocking strike that temporarily paralyzes bender vs. non-bender conflict in Cranefish Town. If the Kyoshi
an enemy. Mark 3-fatigue, reduced by 1 for each paralyzed limb an Warriors are dispatched to a place to do some good, chances are
opponent has, or for every two conditions an opponent has marked. Ty Lee is with them.
Your target is immediately paralyzed, essentially Trapped. They can- When she’s off-duty, Ty Lee often returns home to her family
not pay to escape the Trapped status until at least one full exchange or her friends Mai and Zuko in the Fire Nation. Ty Lee forms
has passed. friendly bonds all over the place, but her ties with Mai especially
are incredibly strong, and PCs looking for Ty Lee would do well
to ask Mai where she might be found. All of Ty Lee’s six sisters
have formed an acrobatics troupe called the Flying Ty Sisters. Of
late they’ve been performing with the Fire Nation circus, and Ty
Lee might visit her family there. Her parents are still Fire Nation
nobles, and she might find them at Hari Bulkan, and she might
even revisit the Royal Fire Academy for Girls, perhaps to teach a
seminar on acrobatics!

Chapter 2: NPC Legends 37


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Zuko Aang Era

“I promised my uncle I would restore the honor


of the Fire Nation. And I will.”

Drive

Right the wrongs of the Hundred Year War and his own past

History
Zuko was born to Fire Lord Ozai and Lady Ursa, first in line as
heir to the throne of the Fire Nation. But when the young boy
spoke out against the Fire Nation’s brutish war strategy in front of
his father, he enraged the Fire Lord. In the subsequent Agni Kai
against his father, Zuko refused to fight, and in return Ozai perma-
nently scarred him and banished him from the Fire Nation. The
only way he could return home was if he captured the Avatar.
Zuko took to the seas with his uncle, the retired General
Iroh. Everyone considered it a fool’s mission but Zuko, believing
his goal was within reach, became obsessed with capturing the
Avatar and ended up chasing Aang and his friends all over the
world. Gradually, he absorbed Iroh’s wisdom and finally realized
he could never win his father’s love, and that it was his responsi-
bility to end the Fire Lord’s reign of terror. Ultimately, he turned
against his family’s brutal legacy and allied himself with the
Avatar in a quest to end the Hundred Year War. After the Fire
Nation’s defeat, Zuko became the new Fire Lord and vowed to
lead his people into a new era of peace.
Having reunited with his mother Ursa, Zuko now focuses his
attention on the fraught and complicated process of decoloniz-
ing the Fire Nation’s holdings in the Earth Kingdom. He’s also
a major proponent of internationalism and the development
of Cranefish Town together with Avatar Aang. Across the Four
Nations, his supporters hail him as a step forward for a country
that had lost its way. However, ultranationalists in the Fire Na-
tion, such as the New Ozai Society, still plot to overthrow him
by violence or trickery. In addition, many Earth Kingdom and
Water Tribe citizens who suffered under imperial expansion are
quick to criticize or resist him.
Zuko is a pensive, often tortured, soul who tries to do right
Conditions despite his past mistakes. It’s taken him years of hard work to
„ Afraid get where he is today and he won’t squander what he’s earned.
„ Angry Through his travels trying to find Avatar Aang, and then sub-
Principle „ Guilty sequently teaching him firebending, Zuko’s discovered his true
„ Insecure self and hopes he can guide the Fire Nation down the same
„ Troubled
noble path.
Redemption „ Frustrated
„ Overbearing
„ Isolated

38 Avatar Legends: The Roleplaying Game


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How to Play Zuko Zuko as a Teacher
• When something you believe in is under threat, take Zuko is a master Firebender and dual sword wielder. He has fully
swift and decisive action. Since Zuko was a kid, he’s mastered the lightning redirection techniques of his uncle, Iroh,
understood that making hard choices and living with their and even without his bending, he’s a skilled combatant when he
consequences is the burden of authority. He does so without has his twin blades. Unfortunately, nowadays he’s also incredibly
fear…as long as it’s not about someone he loves. busy—the duties of the Fire Lord are massively important, es-
• Show people close to you how much you care about them— pecially when he’s trying to alter the course of the entire nation.
even when you’re not sure how. Zuko loves deeply and He will always try to live up to his uncle’s example, helping those
honestly, but for many of his formative years, he had more bad who need it, especially those who are on the same path that he
role models than good ones when it came to relationships. once walked, trying to find themselves and make up for their
• Enjoy the finer things in life. Zuko doesn’t make a big past mistakes…but he doesn’t have the time to teach an array of
deal out of it, but his aristocratic background gives techniques or widely train a PC. Still, any hero who can prove
him a strong appreciation for theater, music, and food. that they stand on the side of balance and bettering the world
There’s more to him than politics and battle. will have his attention, and if they can then show a need to learn
one of the techniques he can teach, he will do his best to find the
Bring Zuko in… time to assist. As a teacher, Zuko pulls from many traditions en-
• …when the Fire Nation’s people or interests are under attack. compassing his own history of learning and the myriad teachers
• …when world leaders struggle to bring about balance. he has had. If he needs to be harsh, he can be harsh; if he needs
• …when a companion has to solve a problem to be understanding and patient, he can call on the lessons of
with a really, really long history. his uncle. The overall tone and style of mastery conditions Zuko
will set to PCs focuses on finding an inner peace and under-
standing through balance, as well as making up for past mistakes
Techniques and learning new lessons from new sources. Zuko wants his
students to understand that they need to own, apologize, and
make up for their own errors, and that taking in the whole of the
Redirect Lightning world and all its differences and complexity will help them find
Defend and Maneuver their own balance.
If you are targeted by a lightning attack, redirect it as you choose,
including back at the attacker. If you use this technique normally by Suggested Mastery Conditions
defending and maneuvering, it applies for the exchange; otherwise,
you can mark 2-fatigue to do it in any exchange without using a tech- • Go on a journey to learn from remote or
nique, no matter what approach you chose. hidden teachers and cultures
• End three different sessions of play with
your balance at your center
Fan the Flame • Confront your past directly, apologizing to
Evade and Observe someone you’ve truly harmed and facing someone
Focus on growing the flames around you; if there are no raging flames who represents the worst of your past
around you, then any smaller fires become raging. If there are raging
flames around you, become Empowered for the next two exchanges.

Where to Find Zuko


Twin Fireball Blast When he stays in one place, Fire Lord Zuko is most likely to
Advance and Attack be found at the Royal Palace in the Fire Nation Capital. That’s
Launch a massive blast with twin fireballs circling each other as where he conducts the business of government...at least in the-
they hurtle toward your target. If you are Empowered, you pay no ory. But Zuko is an active, hands-on Fire Lord. He often departs
cost to use this technique. If you are not Empowered, mark 3-fa- from Capital City and ventures out into the world in order to
tigue. Inflict a condition, 3-fatigue, and Doomed upon your target as deal with problems and conflicts firsthand. In particular, as he
you catch them aflame. continues to oversee efforts to repair the damage wrought by
the Fire Nation in the Hundred Year War, Zuko often focuses
his attentions on the places with the greatest problems—PCs
are likely to be able to find him in such locations, wielding his
influence to help people as best he can.
Zuko is also interested in helping Aang with many of the
Avatar’s larger endeavors. As Aang begins to pay more attention
to and help grow Cranefish Town, Zuko comes to visit and lend
his aid there.

Chapter 2: NPC Legends 39


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Asami Sato Korra Era

“People usually assume that I’m Daddy’s helpless little girl,


but I can handle myself.”

Drive

Build a better future

History
Asami Sato was born in Republic City to Yasuko and Hiroshi
Sato. Hiroshi invented the Satomobile and founded the manu-
facturing conglomerate Future Industries. Asami’s childhood
was marked by tragedy; during a break-in at the Sato family
estate, Firebenders from the Agni Kai Triad killed her mother.
By her late teenage years in the Korra Era, Asami was an
adept businesswoman and inventor. She was also a redoubtable
hand-to-hand combatant, especially when synergizing her skills
with technological aids such as motor vehicles and (later on)
electrified gloves.
Soon after Avatar Korra’s arrival in Republic City, Asami met
and befriended her, joining Korra’s fight against the anti-bending
Equalist party. In the process, Asami fought against and cap-
tured her own anti-bending father, and after his incarceration,
she assumed control of the beleaguered Future Industries. She
resurrected the company from the ground up through careful
management, strategic alliances, and the development and sale
of military hardware during the hostilities between the Northern
and Southern Water Tribes.
Lending her own martial, piloting, and engineering abilities
as well as her corporate resources, Asami remained a mainstay
of the Avatar’s squad. She participated in the revitalization of
the Air Nation and the struggles against Unalaq, the Red Lotus,
General Kuvira’s Earth Empire, and Commander Guan’s impe-
rial holdouts. By the time of Kuvira’s accession, she had fully
rebuilt Future Industries, even taking point in modernizing Cen-
tral City Station in Republic City. She even began to reconcile
with her contrite father and collaborate with him on technology
for the war effort, though he ultimately died in battle against
Kuvira’s giant robotic Colossus.
Conditions In the wake of Kuvira’s attack on Republic City, Asami
„ Afraid and Korra took a vacation in the Spirit World together, finally
„ Angry admitting their love for one another and starting their romantic
Principle „ Guilty relationship. Back in Republic City, Asami and Future Industries
„ Insecure led the construction of war refugee housing in Republic City.
„ Troubled
Tokuga and the Triple Threat Triad briefly captured Asami, but
Progress „ Hurt
their plan backfired when she broke loose and used her technical
skills to sabotage his attempted gas attack on Republic City.
„ Mistrustful
Asami continues to govern Future Industries with financial and
„ Distraught scientific acumen as well as an ironclad commitment to ethical
practices. When she has a moment of free time, she spends it with
her girlfriend Avatar Korra, traveling the world, being heroes, and
enjoying each other’s company. Asami is never afraid to lend her
skills as an engineer and as a martial artist to a cause she believes in.

40 Avatar Legends: The Roleplaying Game


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How to Play Asami Asami as a Teacher
• Put principles before profit. As the world’s foremost industrialist, Asami is a genius technologist and inventor as well as a master
Asami feels responsible for using her immense resources to help hand-to-hand combatant. She’s most interested in sharing her
others, from struggling pro-bending teams to war refugees. interest in technology; she can still enjoy time with another
• Find technical solutions to problems. Asami has no like-minded technologist, experimenting and creating new
equal when it comes to mechanical, electrical, and devices. She’s very much aware of the responsibility of modern
robotic engineering. She uses her intellect and education technology, however, and how it can wreak havoc if it falls into
to solve problems in a way that no one else can. the wrong hands…or if its maker doesn’t exercise appropriate
• Get your hands dirty. Asami might have grown up rich, caution and thought. Any PC hoping to learn from Asami has
but no one can fault her work ethic. No matter what to show the same kind of responsibility, a commitment to the
kind of dangers face her as a captain of industry or as the idea that these machines should be used for the betterment of
Avatar’s girlfriend, she leads from the front—it’ll be fun! the world and the lives of others. She has her own responsi-
bilities with Future Industries and in aiding Korra, but she’ll
Bring Asami in… make time for someone who shows the same beliefs and skills
• …when there’s an elite social function or worth developing. As a teacher, Asami is encouraging and
entertainment event in the Republic City area. supportive—she prizes an individual’s own inventiveness when
• …when cutting-edge technology or immense capital channeled appropriately, far more than her own ideas. When it
could be used to improve the lives of others. comes to the overall tone and style of mastery conditions set to
• …when trouble comes for Avatar Korra. PCs, Asami will emphasize thought over force, clever ideas over
direct results. Asami wants those who learn from her to see how
problems can be solved in many ways, and there’s nearly always
Techniques a better way, in addition to seeing how they can help others and
don’t always have to solve the problem on their own.

Jolt Suggested Mastery Conditions


Advance and Attack

Launch a disruptive attack on a target within reach in an attempt to • Repurpose an existing piece of technology to solve
control or slow them. Mark 1-fatigue to target a person or object. If a problem it was never designed to solve
you target a person, they must shift their balance away from center; if • Persuade someone to use their skills or talents
they are a technology user or covered in metal, they become Stunned; for a different, constructive purpose
if you target an object, it is temporarily slowed or shut down. • Equip an ally with a customized piece of equipment or gear

Rebuild
Defend and Maneuver Where to Find Asami
Using your technological know-how, you improve your situation by Asami’s entire business, Future Industries, is centered in Re-
quickly tuning, repairing, and adjusting your available equipment. public City. That doesn’t mean she’s always there, but it’s the
Mark 1-fatigue, clear a condition, and gain 3-gears. Spend gears 1-for-1 single best place to find her. In particular, the Future Industries
instead of fatigue on technology techniques or basic techniques warehouses, factories, workshops, and offices are all likely
using technology training. locations where she’s working on some problem or another. As
a prominent member of Republic City, she’s also likely to be
found at any gathering of the city’s powerful or elite members
Drive Like You Stole It like a significant charity gala. Attending such events is both an
Defend and Maneuver important part of her job, as she sees it, and also something she
Use a vehicle to both maneuver and attack at the same time, can find pleasure in.
driving it into targets while avoiding incoming blows. Mark 1-fatigue Of course, Asami is also the girlfriend and important ally of
and name the foe you’re choosing to engage with; no other foe Korra, and she‘s often busy accompanying Korra on complicated
can successfully keep up and engage with you this exchange. Inflict duties around the world. Still, Asami’s resources help her travel
2-fatigue or a condition, your choice, on your chosen foe. If you are quickly, and she’s diplomatic, making her perfect for calming
willing to sacrifice your vehicle in the attack, inflict an additional down significant conflicts, at least temporarily. She takes special
2-fatigue and a condition. interest in any problems about the world’s technological process
and inventions, seeing as she has the skills to address those
problems and they interest her personally. If there’s any kind of
technological logjam or runaway scientific device on the loose,
there’s a good chance Asami will be there.

Chapter 2: NPC Legends 41


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Kuvira Korra Era

“I was trying to help my people… I had to do something.”

Drive

Find redemption for her past misdeeds

History
Kuvira had a troubled childhood. Her poor impulse control
and immense earthbending strength led to her terrified parents
abandoning her at Zaofu’s gates. Adopted into Suyin Beifong’s
household, Kuvira often butted heads with her new family, but
grew to embrace Suyin’s progressive vision of the future.
Kuvira excelled at earthbending, metalbending, and dance.
As a captain in Zaofu’s security corps in the Korra Era, she culti-
vated a leadership style based on strength, discipline, and loyalty.
She began a relationship with Suyin’s son, Baatar Jr., and helped
fight the Red Lotus insurrection, at one point saving the life of
Avatar Korra’s father, Tonraq. In the insurrection’s aftermath,
the Earth Kingdom descended into chaos and banditry, and
Kuvira broke with Suyin over whether to get involved, poaching
nearly all of Zaofu’s guards to found a new army. With Baatar Jr.
and Varrick at her side, she set out to bring order to the Earth
Kingdom by force.
General Kuvira’s army embraced cutting-edge military tech-
nologies from Satomobiles and railroads to modern aircraft and
power armor, fielding one of history’s first mechanized infantry
forces. Loyal to her—the “Great Unifier”—before all else, they
neutralized criminals and bullied state governments into joining
the new world order in exchange for protection and techno-
logical development. She became increasingly authoritarian,
building her new factories and railways with forced labor, while
imprisoning dissenters in reeducation camps.
When world leaders called upon her to surrender her author-
ity, Kuvira instead proclaimed a new Earth Empire, with herself
as its military dictator. She defeated Avatar Korra and the Metal
Clan at Zaofu, then built the Colossus, a skyscraper-sized suit
of power armor which carried her secret weapon: a giant gun
which fired energy blasts powered by spirit-vine batteries. But
Conditions when she, her army, and the Colossus attacked Republic City,
„ Afraid the Avatar and her companions counterattacked, sabotaged the
„ Angry Colossus, and isolated and captured her.
Principle „ Guilty Upon being brought to trial for her crimes, Kuvira expressed
„ Insecure remorse but pled not guilty, and Korra gave her a shot at
„ Troubled
redemption. Released from imprisonment under the Avatar’s su-
Control „ Cold
pervision, she put herself at great risk to foil her former subordi-
nate Commander Guan, who used holdout Earth Empire forces
„ Obsessed
and a brainwashing machine to steal an election in Gaoling.
„ Hopeless Recognizing her penitence, a tribunal sentenced her to house
arrest in Zaofu, under Suyin Beifong’s supervision.

42 Avatar Legends: The Roleplaying Game


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How to Play Kuvira Kuvira as a Teacher
• Take control. Kuvira’s most reliable tool for quelling the chaos Kuvira is a master Earthbender, skilled at metalbending to an ex-
and difficulty in the world around her has always been her own tent that few could even come close to matching. She is a capable
skill as a warrior and leader. Even now, that instinct remains. warrior, tactician, and leader, and while she is no longer in com-
• Struggle against your violent impulses. Kuvira has always mand of the Earth Empire, all her skills remain. She is trying to
had a hard time holding back the urge to solve her problems find a new way forward, but inside of her are all her old impulses,
through strength and intimidation. She’s working hard her desire to control and to solve problems forcefully and directly.
on becoming more balanced, but isn’t there yet. As a result, if PCs approach her for training in combat techniques,
• Take pride in your best accomplishments and use them to she will be hesitant, suspect of her own desire to indulge that side
inspire. Now that Kuvira’s no longer a soldier or an officer, other of herself again. Furthermore, she will need some real sign that
parts of her identity—the graceful dancer, the dedicated unifier— she can trust the PCs, that by teaching them she isn’t retreading a
still remain. What could they mean for her rehabilitation? dangerous path. They will have to explain why they wish to learn
from her and to what purpose they will put her techniques; she
Bring Kuvira in… is unlikely to offer to teach them of her own volition. Remember
• …when threats to the Earth Kingdom are so great that as well that Kuvira is still under house arrest with Suyin Beifong
even an erstwhile dictator makes a valuable ally. in Zaofu; Suyin will almost certainly have an opinion about
• …when the companions visit Zaofu. whether Kuvira should train anyone, as well. As a teacher, Kuvira
• …when a wayward soul needs a role model. is likely to fall back into some of her old patterns, exhibiting both
the intense discipline and the charisma that together make her a
natural leader. The overall tone and style of mastery conditions
Techniques Kuvira will set to PCs still plays into her past and the strength she
found there, pushing PCs to focus on victory against powerful
and dangerous opposing combatants. But Kuvira has also learned
Ironshard Cloud important lessons she will try to pass on about other ways of
Advance and Attack approaching the world, including non-violence and pacifism,
Throw a cloud of metal shards as if they were knives. Mark 1-fatigue making her mastery conditions an odd mix of contradictions.
to inflict 2-fatigue or a condition, your choice, upon up to three tar-
gets in reach of each other. If you use this technique against a group, Suggested Mastery Conditions
inflict 3-fatigue and a condition.
• Engage in a one-on-one duel against a
powerful opponent and triumph
Metal Bindings • Lead a team of allies to victory over substantially
Evade and Observe more numerous opposition
Catch an enemy’s limbs in metal you control. They become Impaired • Refuse to fight a particular opponent in
and cannot remove the status unless they can bend metal or the an upcoming confrontation
fight ends. While they are Impaired and you are engaged with them,
you are Favored.

Where to Find Kuvira


River of Metal Kuvira is under house arrest in Zaofu right now. The likelihood
Defend and Maneuver of finding her anywhere else is very, very low...and if she is dis-
Using meteorite metal, create a flowing stream of metal around you covered outside of the metal city, then that signals a whole host
that transitions easily from shield to weapon. Mark 3-fatigue and be- of other problems. Kuvira does not herself particularly want to
come Favored, Prepared, and Empowered. During any exchange while violate her parole, and she will resist attempts to drag her out of
maintaining River of Metal, you may choose to lose one of the three Zaofu unless there is some exceedingly good reason to go. As a
statuses it grants to use an appropriate basic or mastered technique: result, the single best way to find and interact with Kuvira is to
Favored to use a defend and maneuver technique; Prepared to use an go to Zaofu.
evade and observe technique; and Empowered to use an advance and Of course, simply visiting Zaofu isn’t enough to get a visit
attack technique. At the end of each exchange, to maintain River of with Kuvira. The former leader of the Earth Empire isn’t exactly
Metal, you must mark 1-fatigue for each status of Favored, Prepared, locked down—she’s allowed to move around Zaofu—but
and Empowered that you do not currently have. she’s also carefully monitored at all times. No PC is going to be
allowed to just speak with her without first lodging some kind of
request to do so with Suyin Beifong.

Chapter 2: NPC Legends 43


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Tenzin Korra Era

“True wisdom begins when we accept things the way they are.”

Drive

Guide the Air Nation into a new future

History
Tenzin was the third child of the waterbending master Katara
and her husband, Avatar Aang. As the son of two legendary
heroes and world leaders, and the first Airbender born in over
a century, he inherited weighty expectations. His two older
siblings, Kya and Bumi, were not Airbenders, so Aang immersed
Tenzin in Air Nomad traditions. He took quickly to airbending
and animal handling, though he could never match the Avatar’s
connection to the Spirit World.
After a brief romance with Lin Beifong, Tenzin married the Air
Acolyte Pema, fathering four children: older daughters Jinora and
Ikki, and younger sons Meelo and Rohan. He also became the Air
Air Nation representative to the United Republic Council.
After Aang’s death, he committed himself to protecting and
training Korra, the new Avatar. During Korra’s early childhood,
a Red Lotus cell attempted to kidnap her. Tenzin helped Korra’s
father Tonraq, Southern Water Tribe Chief Sokka, and Fire Lord
Zuko capture the kidnappers and imprison them. The adoles-
cent Korra became a live-in airbending student at Air Temple
Island, his home in Yue Bay.
Korra’s training challenged Tenzin to venture outside his com-
fort zone and embrace unexpected ways of thinking and relating
to others. Personality clashes notwithstanding, they developed
a strong bond. The Airbender helped Korra quash the Equalist
rebellion, and while he briefly lost his role as her spiritual mentor
to Unalaq, he regained it upon Unalaq’s defeat, guiding Korra to
make her decision to leave the Spirit Portals open.
New hope and headaches awaited Tenzin with the Airbenders’
renewed emergence after the Harmonic Convergence of the Korra
Era. Amidst Red Lotus treachery and terrorism, he struggled to
recruit and motivate new Airbenders. His traditional training
methods proved unreliable—especially for his brother, newly
Conditions minted Airbender Bumi. With time, though, Tenzin and Team
„ Afraid Avatar overcame the Red Lotus and revitalized the Air Nomads,
„ Angry who now travel around the Four Nations to aid anyone in need.
Principle „ Guilty Tenzin remains a political player. He was involved in both
„ Insecure General Kuvira’s rise to power over the Earth Kingdom and the
„ Troubled
counterattack against her Earth Empire. Recently, the Air Nation
Humility „ Cold
has focused on aiding war refugees in the Republic City metro-
politan area. He and the Air Nation are also the stewards of the
„ Obsessed
Spirit Portal there.
„ Hopeless Tenzin remains the world’s most prominent Airbender after
the Avatar herself, and a respected leader in Republic City and
the Air Nation. Even as he continues to weather conflicts both
martial and political, he always makes time for his family.

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How to Play Tenzin Tenzin as a Teacher
• Get serious. In a world (and a family!) full of hotheads Tenzin is a master Airbender, the son of Avatar Aang and the
and goof-offs, Tenzin keeps everyone around him focused leader of the Air Nation. He has already trained his own chil-
and on-task; his demeanor can be curmudgeonly. But dren, Avatar Korra, and the new members of the Air Nation,
the adaptability and mobility in Tenzin’s fighting style and while it’s not always the easiest challenge, he has succeeded
shows he has a creative and thoughtful side. again and again in guiding his students towards ever greater
• Rely on tradition. Tenzin carries all the Air Nomads’ martial heights. Tenzin will always try to help and train any Airbender
and cultural traditions in his mind and heart. When a problem who comes to him earnestly seeking information, and he will
arises, he asks himself who faced such a thing in the past approach any Airbender he learns of to offer his assistance even
and how they might inspire his own choices and counsel. if unasked. Even Airbenders who are walking down paths he
• Stress out about stuff. For all Tenzin’s dedication to the doesn’t approve of will earn his attention, though he will cer-
patience, flexibility, and understanding that befits an airbending tainly try to right their course. So an Airbender PC who hopes
master, juggling his responsibilities as a family man, a teacher, to learn from Tenzin for the most part need only ask, although
and a political figure are tough on his nerves and his temper. he will encourage that PC to join his ongoing training at an Air
Temple. As a teacher, Tenzin can become frustrated with par-
Bring Tenzin in… ticularly willful or difficult students who don’t share his interest
• …when the companions attend political summits or in meditation, but his experience with many such students has
events concerning Republic City or the Air Nation. left him tempered and more than capable of calming himself and
• …when new Airbenders need instruction in the continuing the training with compassion. The overall tone and
Air Nomads’ cultural and martial heritage. style of mastery conditions Tenzin will set to the PCs focuses
• …when a voice of reason is needed and when passions run hot. on learning, growing, finding greater balance and spirituality,
and embodying peace in the world. Tenzin will often send PCs
on expeditions into the past in some way, be it by going on a
Techniques pilgrimage to a historical place, or by finding ancient artifacts.

Suggested Mastery Conditions


Thundering Gust
Advance and Attack • Undertake a pilgrimage to a location of great
Jab at the air around you to send it hurtling forward at incredible historical or spiritual significance
speed, catching even the heaviest foes and tossing them aside. Mark • Examine an important scroll or treatise of
2-fatigue and inflict 3-fatigue on any foes in the path of your gust. the past and internalize its lesson
Those foes must mark an additional 2-fatigue or be flung backward • Accept an opponent’s surrender and treat them with compassion
and away, either into a wall and becoming Stunned or far from the
fight, depending upon your surroundings.

Where to Find Tenzin


Reed in the Wind Tenzin is now the leader of the Air Nation in its new form,
Evade and Observe helping to bring peace and balance across the world, supporting
Adjust your movements to perfectly match and avoid the movements the mission of the Avatar. His home is still on Air Temple Island
of a foe. Mark 2-fatigue and secretly name the approach you believe in Republic City, for the most part, with his wife Pema and his
your foe will use in the next exchange; reveal it after approaches are children. PCs hoping to meet with Tenzin are best off seeking
chosen next exchange. If you were incorrect, you may shift your cho- him there—at any given time, that’s the most likely single place
sen approach. if you were correct, you become immediately Favored for him to be.
for that exchange, and they cannot target you with any techniques. But he takes his duties as leader of the Air Nation quite
seriously, and he can often be found moving across the world to
help resolve serious conflicts and guide his airbending pupils.
Tornado Pillar Tenzin depends upon the other Airbenders to help attend to and
Evade and Observe keep an eye on most conflicts, and only makes it a priority to
Rise up on a spinning pillar of air that catches nearby opponents and personally attend to the most dangerous, important, or difficult
sends them flying. Mark 1-fatigue. Inflict 1-fatigue on every combat- conflicts. He will still always try to help and resolve conflicts or
ant engaged with you, and disengage with them as they are thrown difficulties he comes across, but he’s well past any time of micro-
back; they may mark 2-fatigue to remain engaged with you. managing his students. PCs looking for him out in the world are
most likely to encounter him in situations of serious conflict and
difficulty, where his wisdom is sorely needed.

Chapter 2: NPC Legends 45


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Varrick Korra Era

“Oh, I think you’ll be surprised how persuasive I can be.”

Drive

Build a better, brighter future—with STROBE


LIGHTS and CRACKLING ELECTRODES—for the
United Republic of Nations and the world

History
From humble beginnings in the Southern Water Tribe, Iknik
Blackstone Varrick used his eccentric charm, ingenuity, and busi-
ness savvy to turn a single canoe into the world’s largest shipping
and consumer goods empire in the Korra Era—Varrick Global
Industries. The wealthy noble has never met a deal he couldn’t
turn to his advantage, such as transforming his vast wealth into
political influence in Republic City by funding both candidates
for president. “Always hedge your bets,” as he likes to say.
Varrick is a master of recognizing unique opportunities. This
was exemplified when the Northern Water Tribe occupied the
South for a lack of spirituality under orders of Chief Unalaq.
Seeing an opportunity for business, he took advantage of Asami
Sato’s need for Future Industries funding to put in motion his
plan to incite a rebellion against the North, and expand his
business empire.
Varrick manipulated public opinion by creating the propa-
ganda movers (films) such as The Adventures of Nuktuk: Hero of
the South. He secretly hired the Triple Threat Triad to sabotage
his ships so he could both pin the attacks on the Northern Water
Tribe and seize a controlling share in Future Industries. He orga-
nized the bombing of the Southern Water Tribe Cultural Center
and attempted to kidnap President Raiko, all to pin the blame on
the North and pressure Republic City to become involved in the
civil war on behalf of the South. And if he happened to make an
extraordinary profit from all of it, all the better!
Imprisoned after his failure to kidnap Raiko, Varrick later
escaped with his assistant, Zhu Li, to the Earth Kingdom city of
Zaofu, seeking refuge among the Metal Clan of Suyin Beifong.
Trying to turn over a new leaf, he used his brilliance to develop
Conditions technologies for the benefit of the Earth Kingdom as Suyin’s Head
„ Afraid of Technology.
„ Angry After the Harmonic Convergence of the Korra Era, Varrick
Principle „ Guilty studied the spirit vines that appeared in order to harness unsta-
„ Insecure ble Spirit Energy into batteries. However, when he learned Kuvi-
„ Troubled
ra’s intent to weaponize it for the new Earth Empire, he refused
Creativity „ Manic
to help. After a daring escape, he teamed up with Asami to create
the dragon-hummingbird mechs used to fight Kuvira’s gargantu-
„ Frustrated
an war machine. And during the very same battle he confessed
„ Disappointed his love to Zhu Li. They married and when Zhu Li became the
president of Republic City, he became the First Gentleman.

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How to Play Varrick Varrick as a Teacher
• Do the thing! Varrick is a very important man and does Varrick is a genius technologist who has sometimes lacked a
not have time to explain himself. He expects others to “moral center” (as others have told him; the terminology is a
“DO THE THING!” while never explaining “the thing.” bit unfamiliar to him). He’s doing a lot better, though, trying
• You’ve got more resources than anyone, use them. to build a future not just to expand his own empire, not just to
Be bold, direct, charismatic, a “Businessbender.” Varrick grow more powerful and wealthy, and not just to play with new
is the richest, smartest personality in the room and science and technology. Now he’s trying to genuinely improve
uses his wits to see Republic City prosper. the lives of people around the world. That means exercising his
• Never let them know what you’re truly thinking. When “conscience” as best he can. But Varrick still just loves tinkering,
someone gets too close to his plans, Varrick always has another playing with advanced technology, and playing the angles…so
up his sleeve; he is one to always “cover all his bases.” any PC who can appeal to his innate curiosity is likely to find
a friendly teacher. Similarly, Varrick likes helping the little guy
Bring Varrick in… (especially when helping the little guy also helps him become
• ...when a zany plan or brilliant innovation is a bigger guy), so any PC who looks like an underdog will likely
needed to handle a dire situation. earn Varrick’s interest and offers of help. As a teacher, Varrick is
• ...when the companions find themselves in the energized, random, and hard to pin down. He’ll bounce from
middle of Republic City political intrigue. topic to topic, idea to idea, and he’ll expect anyone around him
• ...when there’s a chance to make a lot of to keep up. In the end, however, there’s always a method to his
money, for the right reasons. madness. The overall tone and style of mastery conditions Var-
rick will set to PCs is about taking incredible risks for incredible
rewards. Varrick is a planner, but he also brings a strong sense
Techniques of innovation and risk-taking to his teaching, and he wants to
impart that to his students…although sometimes, he will try to
temper himself with some of the lessons in restraint he has come
Jury Rig to learn in recent years.
Evade and Observe

Create a new device on the fly. You gain Favored, hold 1-gear, and Suggested Mastery Conditions
name one basic technique from any approach. As long as you hold
this device, you can use that technique as if it was part of your • Test out a brand new dangerous device just to see what happens!
current approach by spending 1-gear. Otherwise, spend gears 1-for-1 • Perform an incredibly dangerous, over-the-
instead of fatigue on technology techniques or basic techniques top, high risk, high reward stunt!
using technology training. • Ask someone wiser, calmer, and more patient about
what you should do, and follow their advice!

Pinpoint Flaws
Evade and Observe

Take a moment to observe weak points in your environment. Name Where to Find Varrick
a status you wish to inflict on a foe next exchange; the GM will Varrick is, and in some ways has always been, a Republic City
tell you what you need to break in your environment to inflict that man. Sure, his own company interests extend across the world.
status. Next exchange, you may use Smash for free no matter what But Republic City is where the action is, the excitement, the
approach you use. growth, the change, the innovation! Especially now that he’s
atoned for past misdeeds and is openly welcome in the city
again, considering that he’s the husband of President Zhu Li
Do The Thing! Moon of the United Republic. PCs can find him in Republic
Defend and Maneuver City at any important hobnobbing events, as well as at the
Exhort an ally to Do The Thing! Mark 2-fatigue to allow one ally to presidential residence, City Hall, interesting workshops and
immediately use one technique from any approach; the ally must pay factories...really, all over the city.
all costs as appropriate. Varrick will still travel the world and seek things out, but
at this point, usually he’ll do so with very specific intent. If
he wants to go out into the world to see firsthand the mining
location of a new important mineral—he’ll book a dirigible right
away! But he’s not going to just sightsee, not when the love of his
life is back home in Republic City. PCs can expect to find him at
unique locations, where there’s something interesting to pursue
or examine.

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O
ne thing I will say for you humans—you come in won-
derful variety. Nowhere near as diverse and kaleido-
scopically beautiful as us spirits, of course. After all, you
humans all appear the same to me. But I must express
a certain degree of amazement with the sheer variety you hide
beneath the surface. Heroes of all shapes and sizes, with wildly
different goals and drives, and vastly distinguished knowledge
of the world. Scholars hungry for knowledge, explorers seek-
ing new secrets, redeemers hoping to save someone or some-
thing, even protectors who try to defend my library—not that
it needs the help. Truly, the potential scope of your heroes is
something you should be proud of.
I’ve also met quite a few monsters of your kind, over the
eons. And a few dimwits. So perhaps it balances out.
Nevertheless, here you’ll find some delightfully different ar-
chetypes of your kind that I have encountered. Humans have a
few particularly interesting characteristics and goals, and these
descriptions are exclusive to my library. Maybe you will find
use of my records. A way to model your own behavior and be a
little less rude…or smelly.

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CHAPTER 3

PLAYBOOKS

Playbooks 49
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CHAPTER 3

This chapter contains four new playbooks and advice for using each in your game. The ac-
companying guidance helps expand on the core ideas of each playbook, setting you up for
success without demanding you always take the same course, in addition to mechanics ad-
vice on the particular moves and features of these playbooks. Remember that each player in
the game should use a different playbook—no repeats!

In this chapter, there are four new playbooks designed to open Bringing to the Table
up a whole new array of additional character and story arcs These playbooks, like the rest, will work well for a brand new
for your games of Avatar Legends: The Roleplaying Game. Every character. Existing characters can always switch over to one of
playbook gives a new set of options for players to aim for the these new playbooks should the time come—see page 218 of
kind of character and story they’re interested in, and these four the core book for more on switching playbooks as you advance
playbooks present all new paths to stories for your game! your character or play your campaign.
Remember that when PCs take moves from other playbooks,
they can always take moves from any playbooks, even those
Playbook Advice that aren’t currently used in your game. That means each one of
these playbooks expands the overall pool of available moves for
every character. You cannot, on the other hand, take any of the
The world of Avatar Legends: The Roleplaying Game is filled with special, unique features of other playbooks without switching
countless stories and countless heroes, of all shapes and sizes. into those playbooks—no taking the Destined’s Marked By Fate
Their stories are as varied as their ideologies and their abilities. while you’re playing as the Bold!
This book includes four new playbooks, each one expanding
the options and stories available in your game. For more on
playbooks, see Chapter 6: Playbooks of the core book. The Mentors of the Avatarverse
If you’ve ever wanted to play a character like Tenzin, Lin, or Iroh,
then the Elder is the playbook for you! The other playbooks
Using these Playbooks generally aim for younger, less proven characters, but the Elder
These playbooks are all a bit more specific, a bit more focused is perfect for playing an established adult, someone who has al-
than the ten available in the core book, but they can be used ready carved out a place in the world, but still has much to learn.
just like those playbooks. You can add these four to the original The Elder is especially good as a supporting mentor for the other
ten, or you can pick and choose a particular set of options for a PCs—they are the focus of their own story, but the playbook has
game. These playbooks have some more complicated ideas and a lot of incentives to guide others.
mechanical elements than the original set, so a brand-new player If you are interested in playing a character whose drive is
might be better off picking one of the original ten playbooks. But especially directed toward helping the other PCs in your game
none of them are so strange or complicated that they’re out of to grow—whose own path to learning and growth goes through
reach—play what calls to you! the other heroes—then the Elder is exactly who you’ve been
Here are a few ideas of particular playbook mixes, each one looking for!
focusing on a couple themes. The playbooks in each mix will
portray different aspects of each theme: :
• Responsibility and Expectations: The Destined, the
Foundling, the Guardian, the Icon, the Successor
• Students and Teacher: The Bold, the Elder,
the Pillar, the Prodigy, the Razor
• Identity and Hope: The Adamant, the Foundling,
the Idealist, the Razor, the Rogue
• Justice and Struggle: The Adamant, the Bold,
the Destined, the Elder, the Hammer

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New Playbooks
The Destined

They are known to have some important, in-


credible fate before them…but exactly what that
fate is, when it will come for them, and how it
will play out all remain to be seen. Their balance
principles are Patience vs. Determination.

The Elder

They have seen much, been to many places, and


done much. Now esteemed and successful, they
have much to teach…but they also have the
wisdom to see they have much to learn. Their
balance principles are Experience vs. Humility.

The Foundling

They are the inheritor of two traditions, two


cultures, two frameworks of training and philos-
ophies. They are constantly trying to represent
the best of both, and sometimes to combine
them into something new. Their balance princi-
ples are Unity vs. Heritage.

The Razor

They were raised to be a weapon, a tool for their


masters to use against enemies. But they have
seen a better way forward, and now they seek to
make up for the terrible things they did and what
they were taught to do. Their balance principles
are Control vs. Connection.

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52 Avatar Legends: The Roleplaying Game
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The Destined
Principles
The Destined has a grand fate in store, something spiritual or
otherworldly. Play the Destined if you want to shape your destiny
and decide what becomes of you.

Aware, fated, strange, thoughtful. The Destined has been singled


out by some strange circumstance surrounding them, be it oth-
erworldly knowledge, a star atlas, the sensation of nature’s pain,
or a mark from a great spirit. Whatever separates them from
their peers, no one contests that the Destined has a significant
fate, to perform feats worthy of song and story. Or at least, so
Patience vs Determination
everyone believes; so far the Destined hasn’t fulfilled any grand
fate, but they still have a deep ingrained sense that their destiny
awaits them down the line.
The Destined isn’t afraid of their destiny, per se—they might
be nervous about its arrival, what it really means, but their destiny
is ultimately positive in bent. The Destined is important! They just
don’t fully understand their importance yet, or what they are fated
to actually do. As a result, the Destined is torn between waiting
patiently for their destiny to come to them—after all, it is fated to
arrive—and seeking it out actively and determinedly. The Destined’s two principles reflect two ways of
dealing with their fate. The Destined’s Patience
Starting Stats principle is all about waiting for the right moment.
Creativity 0, Focus -1, Harmony +2, Passion 0 A Destined with a high Patience sees their destiny
as coming to them, and they lie in wait instead of
Demeanor Options rushing forward to seek it out. They’re thoughtful
Eager, Solemn, Haunted, Uncertain, Jocular, Watchful and introspective, and willing to take in the full
details of a situation before deciding how to act.
History Patience should not be confused with inaction; a
• When did you realize you were marked by supernatural forces? Destined with high Patience doesn’t refuse to act,
• Who envies your destiny and seeks to seize it but instead waits for the perfect moment, when
from you? Why can’t you let that happen? their actions will have the greatest effect.
• Who do you turn to for guidance when you
The Destined’s Determination principle is all about
feel overwhelmed by your destiny?
acting openly, aggressively, and often, seeking what
• What token or symbol do you carry that proves to
the Destined wants and finding their destiny in-
any observer that you are chosen by fate?
stead of waiting for it to come to them. A Destined
• Why are you committed to this group or purpose?
with a high Determination is driven onward by their
desire to act, to seek the things coming for them
Connections and meet challenges head-on. If you are playing a
• I believe ___________ will play a crucial role in
Destined highly interested in what your Destiny is,
my fulfillment of my destiny, for good or ill.
to the extent that you’re looking for it, then you are
• Being around__________ helps me put my
likely playing into Determination.
destiny out of my mind, for a time. Why?
The Destined’s Moment of Balance is the instant
Moment of Balance they’ve been waiting for with Patience and search-
ing for with Determination. This is the right time
You’ve held true to a core of conviction even while getting to act, to combine their serenity and their resolve.
your hands dirty to do what you deemed necessary. But The Destined’s Moment of Balance often acts as
balance means appreciating that other people are just as either an important step towards their full destiny,
complex as you are, not merely obstacles or pawns. Tell the or the final step on that path; if at all possible, look
GM how you solve an intractable problem or calm a terrible at elements of your destiny to fully explore in the
conflict by relating to dangerous people on a human level. midst of your Moment of Balance.

Chapter 3: Playbooks 53
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Marked by Fate
You have been touched by something beyond— Destiny Track 
something spiritual and otherworldly. (See “My Whenever you lose your balance, get taken out, or are otherwise instructed to,
Destiny” on their playbook.) At character creation, mark your Destiny Track. When your destiny track fills, clear it and take a destiny
fill in one detail and take one destiny sign below. sign. If you have already taken the other five, you must take “meet your fate.”

Destiny Details Destiny Signs


Fill these in as your destiny is revealed to you, „Otherworldly Visions: Mark your destiny track to have a vision about the
either in visions or through the insights of situation at hand. Ask the GM one question and get an honest answer.
spiritually attuned NPCs. When you act to bring „Tremble Before Me: Mark your destiny track and reveal a glimpse of your oth-
about one of these details, you may live up to erworldly aspect to intimidate an NPC as if you rolled a 10+. Afterward, their
your Determination without marking fatigue. fear and mistrust of you knows no bounds; you cannot guide and comfort or
When you and the GM agree one of the details is plead with that NPC until you have earned their trust.
fully explored or fulfilled, mark growth. „Self-sacrificing: Once per scene, mark your destiny track to supernaturally
• I will bring great change to ______ absorb an incoming blow aimed at an ally within view; cancel all fatigue, con-
• I will weather betrayal by ______ ditions, or balance shifts that would have been inflicted.
• I will lose ______ „Inner Strength: Once per session, mark destiny twice to clear all conditions.
• I will need the help of ______ „Meet Your Fate: Your destiny arrives and you are changed utterly by it. If you
• I will learn a crucial truth from ________ survive in human form, change playbooks.
• I will defend or save ______

The Destined’s Marked by Fate The most important destiny sign is Meet your fate, which
The Destined chooses from My Destiny on the back of their play- means your destiny arrives. The exact way in which your destiny
book, in the section directly above History. This is what little they arrives is up to the GM, and up to how you respond when the GM
know about their strange fate. All of these “destinies” are vague presents your destiny, but it comes no later than the session imme-
enough that their actual manifestation might take many forms. Try diately after you take this destiny sign. You can always choose to
to keep to the list, widely interpreting the ideas there, but you can take this sign early, but you must take Meet your fate if you have
work with the GM to invent new options if none fit your concept. taken every other destiny sign and you must take another. When
Answer any questions the GM has about the destiny during all is said and done, after you meet your destiny, if you are still a
character introductions, and add some details about the first part part of the group, still alive, and still human, change playbooks.
of the sentence while avoiding defining the second—the first See more about changing playbooks on page 218 of the core book.
part states how you know you were Destined, but the second For your Otherworldly visions destiny sign, the GM can
part describes a general direction you should aim for. The desti- couch your answer in terms of your strange visions, but the
ny details help flesh out the second part during play. actual answer has to be clear to you as a player. You can ask any
Those destiny details are specific ideas of what your destiny question—including questions that reveal information you
entails, fleshed out as part of the Marked by Fate section. Each would have no other way of knowing—so long as the question
detail has a blank space for another character’s name, either a PC relates to the current situation.
or NPC. You can choose when to fill in a name, usually as the For your Tremble before me destiny sign, you should use this
result of visions or GM moves. You can’t erase a name unless you ability before you roll to intimidate. What you reveal to the per-
and the GM agree that the detail no longer makes sense. son you intimidate is up to you, but it terrifies them; until they
If you try to bring one of these details to fruition in some way, trust you again, you can’t guide and comfort or plead with them.
you can live up to your Determination without marking fatigue. The GM is the final arbiter of if and when they trust you again.
The GM is the final arbiter of whether you are acting to bring about For your Self-sacrificing destiny sign, you can use this ability
one of your details. You always start play with one name already to aid any visible ally. You can’t use it to save yourself, and you
entered into one detail so you have something to work towards. can only use it once per scene.
Your destiny track represents the advance of your destiny. For your Inner strength destiny sign, you can use the sign at
Every time you lose your balance or get taken out, you mark your any time as you summon up deep reserves of inner, supernatural
destiny track. When you mark the track the fifth time, you clear strength. But you can only use it once per session, and you can’t
the track and take a new destiny sign. Each destiny sign is a new use it at the moment that you have to mark another condition
power or ability that represents your strange otherworldliness. and can’t—in other words, you can’t use it to save yourself if
You always start play with one destiny sign. you’re in the process of being taken out.

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Moves choose two Moves Advice
For Call from Afar, you are reaching out to a far-off NPC. This
move allows you to receive information from them, to warn
„ Call from afar them, or to call for them. In all cases, the GM responds to this
When you reach out in mind or spirit to a far-away NPC, mark 1-fa- move as if the NPC was supernaturally compelled—someone
tigue and roll with Harmony. On a hit, your message gets through who might normally hesitate to respond to your call for help
to them; choose 1. On a 10+, it’s loud and clear: choose 2. responds fully and openly, for example.
• You cry for help; they hear you and rush to your location For Eyes of the Soul, the question you ask is an extra, beyond
• You whisper a question to them; they whisper an answer back whatever questions you get to ask through the move normally,
• You send a premonition of danger seeking them; they and you can always ask one of these questions, even on a miss.
forearm and prepare themself to face the worst For Peacemaker, walking into the midst of the fighters and
• You let them see something you see; they return marking fatigue ensures that you get a chance to plead with
memories and knowledge of that sight them, even when normally they wouldn’t care about what you
On a miss, your reach extends beyond your original aim; you’ve say, but it does not guarantee special success.
attracted dangerous attention. For More Than Fate’s Plaything, the move calls someone out
as normal, but increases the cost imposed on the other person
„ Eyes of the soul if you roll a hit, or the cost imposed on you if you roll a miss.
When you assess a situation, you can ask one of the following as an Instead of marking one condition to ignore what you say, the
extra question, even on a miss: cost becomes two conditions.
• Who or what here has been touched by spirits? For Echoes of Legend, you have to be able to point to what sto-
• How can I bring about peace here? ry or legend you’re mirroring. As a player, you can invent a new
story or legend tied to one of your backgrounds in the moment.
„ Peacemaker The GM can and will ask questions about the story, as any legend
When you walk calmly into the middle of a fierce conflict and plead grand enough to spur you to greater success in the moment is
with the fighters to stop, mark fatigue to ensure that they care what worth noting and will become significant moving forward.
you think and listen to you. On a miss, the conflict burns far hotter
than you had imagined, and now you’re dead in the crosshairs of the Growth Question
angry fighters; brace yourself.
Did you spend meaningful time with someone else
„ More than fate’s playthings focused on their concerns and troubles?
When you call someone out to live up to their principle by convincing
them that their destiny is (or can be) different than they imagined, on
a hit, they must do it or mark two conditions. On a miss, their demand The Destined’s growth question aims them at others’ problems
hits all the harder. Mark two conditions or act as they request. and issues. The Destined has plenty to think about with regard to
their own life and problems. But they grow as they come to see
„ Echoes of Legend that their destiny isn’t the only trouble worth caring about.
Once per session, when you rely on your skills and training to mirror
an act from a legend, myth, or story, treat it as if you had rolled a 10+.
Then, no matter the result, the GM shifts your balance toward the
principle best embodied by the lore and stories you’re drawing on.

Anticipate
Evade and Observe

Study a nearby foe to learn where their momentum will take them
next. Declare the approach they are tending towards. In the next
exchange, that foe must use that approach or mark a condition.

For Anticipate, the special Destined technique, “foe” here can


refer to a single group (opponent). The opponent is not required
to select the approach you picked, but if they do not, they must
mark a condition.

(Order #33839056)
56 Avatar Legends: The Roleplaying Game
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The Elder
Principles
The Elder has spent many years living and learning, making
mistakes and growing from them. Play the Elder if you want to
teach (and be taught by) your companions.

Experienced, esteemed, studious, guiding. The Elder is distinct


from most other playbooks and PCs in Avatar Legends: The
Roleplaying Game because they are always mid-30s or older, and
they are experienced, successful, and even respected. Whereas
most other PCs are proving themselves, establishing themselves,
becoming heroes for the first time, the Elder has already seen and
Experience vs Humility
done so much. But crucially, the Elder has not finished learning,
growing, or changing. They can guide others along the path with
their own hard-won experience, but they will never stop walking
down that very same road of learning and being a student.
The Elder has achieved much that earns them praise and
respect throughout the scope of your game, but they are not cur-
rently in a position of power. To be a PC in the game, working
and traveling with the companions, the Elder has moved away
from their static position. Once, they might have been an im-
portant general or the leader of a monastic order; now, they have The Elder’s two principles reflect their current
set that position aside, if only temporarily, to join the other PCs. position, caught between being learner and teacher.
The Elder’s Experience principle reflects their adher-
Starting Stats ence to what they have learned during their time
Creativity 0, Focus 0, Harmony +2, Passion -1 shaping the world. All of that experience puts them
in a position to see the world differently. At their
Demeanor Options best, the Elder can provide new insight and guid-
Diligent, Kindly, Bemused, Dour, Distant, Irascible ance to the companions; at their worst, the Elder
can discount the companions and see things rigidly
History through a lens of past experience.
• What great legacy did you inherit decades
The Elder’s Humility principle reflects how the Elder
ago and recently relinquish?
understands that for all they have done and learned,
• Who has never forgiven you for decisions you made years ago?
they don’t know everything and have plenty left to
• Who is still your ally and confidante, despite
learn. The time to change who they are, what they
the tense history you’ve shared?
believe, and how they act in the world is never truly
• What outfit or uniform do you wear to remind
over. An Elder overly committed to Humility can
yourself of your former duties?
discount the wealth of their experience, however,
• Why are you committed to this group or purpose?
and fail to intervene when they see a friend making
a terrible mistake.
Connections
• I care about _________________ more than they know... The Elder’s Moment of Balance is all about seeing
even though they are probably my most frustrating student. the world as it is, truthfully. What’s more, they can
• _________________ is not to be underestimated. share that understanding with others in perfect
In fact, they may have something to teach me! clarity. In their Moment of Balance, the Elder guides
everyone around them to honest understanding,
Moment of Balance all deception and confusion stripped away; they
all come to a new understanding of the situation,
You will always be anchored to the past—unable to escape of others, and of the world, and anyone who once
the painful lessons you have learned—but now you can hold sought to conceal the truth finds their work exposed.
the weight of that experience with the humility true wisdom
brings. You look upon the current situation with unbiased
eyes to see the truths roiling beneath the surface. Tell the
GM how you wipe away whatever conceals the truth so
no one can see things as they once thought they were.

Chapter 3: Playbooks 57
(Order #33839056)
Wisdom of the Ages
You’ve lived longer than the other companions, long enough to Protégés
have mastered your training many times over...and perhaps long __________________________________________________
enough to think you don’t have much left to learn. ________________________________________________
In addition to your normal playbook technique, you start with Your Conditions
four other mastered techniques. You don’t have to name these
You have different conditions; they offer bonuses as well as
techniques at character creation; you can instead choose them
penalties. You cannot take moves from other playbooks that
whenever you like, even in the middle of a combat exchange.
reference conditions you don’t have. You can clear your special
You can train other PCs in your mastered techniques using the
conditions through moves or by undertaking the following actions:
standard training move.
• Frustrated [-2 to push your luck and +1 to intimidate]: lash
Until you open up a new slot for another technique, you cannot
out at someone or act decisively without consulting anyone
learn new techniques. When you shift your center to +1, +2, or +3
• Jaded [-2 to plead and +1 to trick]: give in or give up in the face
Humility for the first time, you open up a new slot; you may learn
of meaningful opposition
and develop a new technique to fill that slot as normal.
• Remorseful [-2 to the stance move and +1 to call someone
You do not earn growth. When a PC embraces your guidance out]: attempt to make genuine amends for past wrongs
and comfort, you may shift toward Experience to declare them • Shaken [-2 to guide and comfort and +1 to assess a situation]:
a protégé; write their name and one of their principles below. seek guidance from an old friend or mentor
When that PC shifts their center toward that principle, clear • Worried [-2 to deny a callout and +1 to rely on skills
their name and take an advancement; you may add them to your or training]: take control in a situation in which another
list again in the same way. should lead

The Elder’s Wisdom of Ages The Elder never earns growth for any reason. Any time they
The Elder operates differently than most other PCs with regard to are instructed to mark growth, they simply ignore that effect.
learning techniques and earning growth, to represent all that they Instead, they advance by helping their protégés to grow. Any
have already achieved and learned. At the start of play, the Elder time the Elder guides and comforts another PC and that PC
begins with the normal, single mastered technique—usually the then embraces the Elder’s guidance, the Elder can write the PC’s
playbook technique, although as always the Elder can swap it out name down as one of their protégés. There is no limit to the
if they so choose (see page 122 of the core book for more on this). number of protégés the Elder can have—if you run out of space,
They also start with four additional mastered techniques, but just write them somewhere else.
they do not have to choose those techniques immediately. During When a PC becomes one of the Elder’s protégés, the Elder
play—even in the midst of a combat exchange—the Elder can se- writes down which of that PC’s two principles the Elder hopes
lect a technique as one of their four, and reveal that they have had they move towards. When a protégé shifts their center toward
the technique mastered the whole time. Once they have selected a the chosen principle, the Elder clears their name as a protégé
technique, the player records it on their character sheet as normal, and takes a growth advancement.
and they cannot change the technique. If the GM agrees, the Elder’s player can erase a protégé’s
The Elder cannot learn new techniques at all until they open name without them shifting their center, or can change the prin-
up new slots to do so. They open up new slots by shifting their ciple the Elder is guiding them toward. In both cases, the change
center—not just their balance—toward Humility. When the must reflect a new understanding or relationship between the
Elder’s center shifts to Humility +1, they unlock a new slot. The two and does not grant a growth advancement.
same thing happens when they shift to Humility +2, and Humil- The Elder has their own set of conditions, unique to their
ity +3, but only the very first time their center shifts to those val- playbook. Each of the Elder’s conditions inflicts -2 on some
ues. When a slot opens up, the Elder may learn a new technique basic moves, but grants +1 to another. The Elder clears their
to fill it as normal to a maximum of eight mastered techniques. conditions as normal, through new, specific actions keyed to
The Elder can also train other PCs in the techniques they their particular conditions. The Elder cannot take new moves
have mastered. To do so, the other PC uses the standard training that reference conditions they don’t have, and if they ever suffer
move, with the Elder filled in as the teacher. The Elder answers a specific condition—for example, because an enemy’s tech-
any training questions about the teacher or the teacher’s beliefs. nique inflicts Angry specifically—the GM selects an appropriate
The Elder may help select the mastery condition for the tech- alternate condition for the Elder to suffer instead.
nique based on what they think the PC needs to learn, but the
GM has final say and must agree—the mastery condition must
still reflect a lesson the PC actually has to learn.

58 Avatar Legends: The Roleplaying Game


(Order #33839056)
Moves choose two Moves Advice
For Cut the Garbage, the Elder can ask the questions in the fiction, but doesn’t
have to. The answers come from the other player, and are always truthful. The
„ Cut the Garbage same goes for the question that you have to answer on a 7–9 or miss; you have
When you openly confront someone to get the truth, to answer truthfully.
roll with Harmony. On a hit, ask 2; the character can For Life’s True Delights, “pursuing a genuine moment of respite” means that
say or do what they like, but their player will answer you must be doing something designed to give you peace and the opportunity
honestly. On a 7-9, their player gets to ask a question for reflection and contemplation. “Your self-indulgence creates an opportunity
you must answer honestly as well. for your enemies or rivals” means exactly that, with the GM telling you exactly
• Are you telling the truth? what happens and when.
• What are you really feeling? For Around Here Somewhere, you can nearly always have “an old friend in
• What do you intend to do next? the area who you haven’t seen recently.” You’ve been around and experienced a
• What do you really think about ______? lot, forming connections everywhere. You do have to name your friend and
• How could I get you to ______? answer any questions the GM might have for you about your past friend-
On a miss, the confrontation goes awry; they inflict a ship…and keep in mind, you haven’t seen them for some time. “On a hit,
condition on you and ask one question from the list of you find them and they can assist you” means they can provide useful favors to
you; you must answer honestly. you…but it doesn’t automatically mean that they do. If you choose “they aren’t
caught up in their own problems,” then they aren’t busy—otherwise, some issue
„ An Open Heart facing them demands their attention right now. If you choose “you don’t owe
Take +1 Harmony (max +3). them a favor or apology,” then you’re on fairly good terms with them—other-
wise, they’re unlikely to provide you aid until you give them what you owe
„ As long as I’m Breathing them. On a miss, your old enemies draw close but they don’t have to be here
When you try to intimidate someone in order to yet—the GM decides what clues tip you off that they are around.
protect the vulnerable or weak, roll with Harmony For As Long as I’m Breathing, whether or not you are intimidating someone “in
instead of Passion . order to protect the vulnerable or weak” is ultimately up to the GM to determine.

„ Life’s True Delights


When you pursue a genuine moment of respite, roll
with Harmony. On a hit, shift your balance as you Patience
choose. On a 10+, you also gain some new insight; ask Evade and Observe

the GM a question and they will answer honestly. On You wait until the perfect moment to act. Mark 1-fatigue to gain Prepared and use
a 7-9, your self-indulgence creates an opportunity for an advance and attack technique, paying all its costs as normal. Mark another fa-
your enemies or rivals; the GM will tell you how. On tigue to allow a companion engaged with that same foe to also use an advance and
a miss, you fixate on your past with disastrous results; attack technique against them as well, also paying all costs as appropriate.
tell the GM what old conflict mars your peace and
shift your balance twice away from center.
For Patience, the special Elder technique, the Elder may mark 1-fatigue to gain
„ Around Here Somewhere Prepared and use an advance and attack technique even while using a different
When you go looking for help from an old friend in the approach. They still have to pay all costs of the advance and attack technique.
area who you haven’t seen recently, name them and If the Elder marks another 1-fatigue, they can allow an ally to immediately use
roll with Harmony. On a hit, you find them and they an advance and attack technique against the same target, although the ally
can assist you. On a 7-9, pick 1. On a 10+, both. must then pay all costs of the technique.
• they aren’t caught up in their own problems
• you don’t owe them a favor or apology
On a miss, your old enemies were looking for you too;
the GM will tell you how you know they are near.

Growth
The Elder has no growth question, nor
does the Elder earn growth like the
other playbooks. Instead, the Elder
earns growth advancements as they
aid chosen protégés to achieve their full
potential and move towards their own
principles; see the Elder’s “Wisdom of Ages.”

(Order #33839056)
60 Avatar Legends: The Roleplaying Game
(Order #33839056)
The Foundling
Principles
The Foundling is the child of two cultures, belonging to both but
not at home in either. Play the Foundling if you want to synthesize
the lessons and traditions of your heritage.

Dualistic, torn, innovative, exploring. The Foundling is a child


of two different heritages, each with their own traditions, their
own practices, their own trainings. The Foundling might be an
Earthbender raised by Air Nomads, or a sword-wielding Fire
Nation orphan raised in the Southern Water Tribe. Both of
their heritages have a place in the Foundling’s life and identity,
Unity vs Heritage
and they struggle to find ways to belong to either heritage or to
combine both. The struggle between belonging and owning one
heritage and uniquely mixing both defines the Foundling’s path.
A Foundling can’t bend two different elements—no one can
do that except the Avatar! But they are always stronger for incor-
porating elements of another culture and training. A Waterbend-
er who knows how to use firebending forms with waterbending
is that much more effective! With their unique perspective, the
Foundling can pick up skills that no other character can, adapt-
ing them and building a new style all their own. The Foundling’s two principles, Unity and Heritage,
reflect their struggle to define themselves while find-
Starting Stats ing a place to belong. The Foundling’s Unity principle
Creativity +1, Focus -1, Harmony +1, Passion 0 represents their desire to combine their heritages,
to find the connections and similarities that bring
Demeanor Options their two home cultures into one identity. Leaning
Caring, Dedicated, Friendly, Modest, Respectful, Shy towards this principle means the Foundling is coming
to see themselves as something new, a truly innova-
History tive combination of two ways of being.
• How and when did you learn about your second heritage?
The Foundling’s Heritage principle represents the
• Who in your family insists you focus on
Foundling’s interest in and devotion to their heritage.
upholding the family heritage?
Commitment to either background is represented by
• Who helped you understand that your two
Heritage—the principle represents how the Found-
trainings can complement each other?
ling is embracing the unique and specific aspects of
• What detail of your clothing or visible trinket
one of their cultures, no matter which culture they
reveals you belong to two cultures?
embrace. But identifying with either heritage too
• Why are you committed to this group or purpose?
strongly tends to preclude identifying easily with the
other—raising Heritage usually means picking one
Connections of the two identities to focus on. Finding a way to
• ____________ seems to think one of my heritages should be
mesh two disparate identities together is much more
valued more; there’s something persuasive in their words.
about Unity, while being interested in and proud of
• ____________ is so awesome, with skills and heritage I’ve never
either tradition individually is about Heritage.
seen! I want to learn all I can about them and their background.
The Foundling’s Moment of Balance allows them to
Moment of Balance embrace each of their identities in full, uniting them
without diminishing either. In that moment, the
You have always struggled to find unity between your two Foundling sees how all things connect, and their two
halves while trying to honor their traditions. But true balance aspects can retain their own special identities but act
is about knowing that everything is part of a greater whole. in perfect concert with the other. The Foundling sees
One heritage cannot exist without the other...especially that the divisions are false—everything is connected,
within you. Tell the GM how your new understanding lets and they can be proud of all their facets. And with
you use both your trainings to accomplish an incredible that new understanding, they combine their trainings
feat or vanquish an enemy that seems unstoppable. from both heritages to perform astonishing feats.

Chapter 3: Playbooks 61
(Order #33839056)
The Foundling’s Double Heritage
Double Heritage To represent the Foundling’s two heritages, they start play
with two trainings and two backgrounds. One pair of training
You are a child of two cultures. At character creation, choose and background represents one heritage, and the other pair
two trainings and two backgrounds that represent your two represents the other. The Foundling can choose two forms of
heritages. You also start play with two mastered techniques bending as their trainings—earthbending and firebending, for
(including your playbook technique) instead of the normal example—but they cannot bend two elements. Instead, they
one mastered technique. have studied the forms and techniques of both trainings and use
them while bending one element, such as a Firebender Found-
Wisdom From Many Places ling who adapts waterbending techniques to their firebending
You can study with a master to learn techniques from any training. Such a bender could learn and use the technique Water
training and adapt them to your own. When you start learning Whip; they aren’t literally making a whip of water, but instead
a technique of a training you don’t have with a willing teacher, using the idea and forms of Water Whip with firebending. If you
roll, taking +1 for each “yes” to the following questions: pick two bending forms as your trainings, make sure you select
• Is your Unity greater than zero? which one you can actually bend, and which one you’ve adapted.
• Have you studied this technique before? The Foundling also starts play with two mastered techniques
• Has someone used this technique against you in real battle? instead of just one—they start with a mastered technique repre-
senting each of their two heritages.
On a hit, you learn the technique; shift your balance towards For Wisdom From Many Places, the Foundling can learn
Unity. On a 7-9, learning it was trying; mark a condition and techniques from any master willing to teach them, even learning
write its name by the technique. You can’t use the technique techniques normally from outside of their trainings. Instead of
if you have that condition marked. When you master the using the normal training move, when they learn a technique
technique, erase the condition’s name. from outside of their trainings, they use this specialized move.
On a miss, you’re struggling to incorporate the lesson into your “Is your Unity greater than zero?” means that your balance must
training; you must find a new master to continue your training. be positive (+1 or higher) Unity. “Have you studied this technique
before?” most likely comes into play because you’ve previously
Cultural Bonds tried to learn the technique, and “Has someone used this technique
When you try to connect with an NPC via a shared culture, against you in real battle?” is a question about whether or not
roll with Heritage. On a hit, they see you; shift your balance you’ve seen the technique in action.
toward Heritage. On a 7-9, choose 1; on a 10+, choose 2: On a hit, you learn the technique and shift your balance
• They accept you; they cease hostilities or antagonism toward Unity, but on a 7–9, you also mark a condition and write
toward you. that condition’s name by the technique. While you have the con-
• They grow to like you (if they already accept you); they dition marked, you can’t use the technique—that particular state
agree to help you with a problem. of mind interferes with your ability to reliably use the technique.
• They reveal their background; you learn their principle. On a miss, you need to find a new teacher before trying to learn
• They offer solace; you clear a condition. the technique again.
• They reveal a vulnerability; you become Prepared to deal For Cultural Bonds, you must share a cultural heritage with
with them. the other NPC to use this move. “Connecting through a shared
culture” can mean many different things, ranging from participat-
On a miss, you mix up your heritages in a terrible way; ing in some important ceremony to reminiscing about a holiday
the NPC mocks you or gets offended by your slip. Mark a tradition to complimenting a culturally significant outfit. “They
condition and shift your balance away from Heritage. see you” means they recognize you as a fellow member of their
culture—kin, to some extent. For all of the options you can
choose, the GM describes the action the NPC takes then creates
the mechanical effect listed.
Remember that they won’t “grow to like you” until they “accept
Growth Question you.” If they already accept you before you make the move, then
you can choose they “grow to like you,” but if they don’t accept
Did you resolve an issue or conflict relying on you as someone with shared heritage, as “one of their own,” then
something other than your trainings? they won’t “grow to like you” with this move. If you get a 10+,
however, you can choose both “they accept you” and “they grow
to like you” together. On a miss, you slip up by adding in some-
The Foundling’s growth question is all about exploring more of thing from the wrong heritage, and it costs you the burgeoning
the world beyond the two trainings that divide them. The Found- connection, in addition to you suffering a condition and shifting
ling may be deeply defined by those trainings, but that means your balance away from Heritage.
they need to round themselves out as a full person by learning
other ways of solving problems or dealing with the world.

62 Avatar Legends: The Roleplaying Game


(Order #33839056)
Moves choose two Moves Advice
For Empty Your Mind, you can only use basic techniques from
another stance, and you still must pay all costs as normal.
„ Empty your mind For Building Bridges, you must actually say something that
You can flow and adapt, formless and shapeless. During an exchange, they meaningfully hold in common to use the move. “They come
after you roll the stance move, you can mark fatigue to select a basic to terms, for now” means that the conflict cools down temporari-
technique from a different approach than the one you chose. (You ly. They only pick it back up if time passes or another party fans
still must pay all other costs of that technique.) the flames. On a 10+, the GM tells you what you must do to
get the two sides to end the conflict; do it, and the conflict ends
„ Building Bridges for good. On a miss, you have inadvertently fanned the flames
When you try to calm an immediate conflict between two NPCs, yourself—you cannot use the move on the two parties again,
remind them what they have in common and roll with Harmony. On and they’re getting into it right now.
a hit, they come to terms, for now. They won’t pursue their conflict For Trusty Talisman, repairing the item is not a simple or in-
until an outside influence reignites it or time passes (a day or more). stantaneous thing, and certainly not a thing you can do easily by
On a 10+, you have a real opportunity to get them to put aside their yourself—you need to find a craftsperson to make the necessary
conflict for good; the GM will tell you what you must do. On a miss, repairs, or you need a supplier to provide the necessary mate-
you inadvertently highlight their differences and fan the conflict— rials. A weapon easily repaired or replaced likely isn’t special
you cannot use this move on them again. enough to be your talisman! If the item is damaged twice with-
out being repaired, then it is destroyed. There is no replacing it;
„ Martial Sensitive that item was special, and you are Impaired until you get over
You are good at reading people’s intentions and gestures in the heat the loss. The moment you get over the loss is ultimately up to
of battle. When you defend and maneuver against a foe whose prin- you and the GM to decide, but it requires the help of someone
ciple you know, mark fatigue to roll with Harmony instead of Focus. else. When you do get over the loss, you may take a new move to
replace this one.
„ Trusty Talisman For Things in Common, as long as you share a training or a
You have a specific weapon, tool, or item which you believe is crucial background, then you can use this move—they don’t need to
to your training and abilities. You can roll with Harmony instead of claim the same heritage as either of yours. You become Inspired
Focus when you use the item to rely on your skills and training. If on any hit, and they become Inspired as long as they embrace
you roll a miss, the item is damaged—in addition to any other conse- your guidance or comfort.
quences—and needs repairs. If the item is damaged again before you
get a chance to repair it, it is destroyed. You are Impaired without it,
until someone helps you overcome the loss; choose a new move to
replace this one when you finally move on.

„ Things in common
When you guide and comfort someone who shares a training or a
background with you by talking about what you have in common,
on a hit you become Inspired, and if they embrace your guidance and
comfort, they become Inspired as well.

Feel the Flow


Evade and Observe

You take pause to feel the flow of battle and study the way your op-
position fights. You become Favored. If they share a training with you,
learn their principle. If you know their principle, clear 1-fatigue (even
if they do not share the same training).

For Feel the Flow, the Foundling’s special technique, you


become Favored no matter what, but the main benefit of the
technique flows when you share a training with your opponent,
or when you know their principle. If you share a training, you
learn their principle. If you already know their principle (for any
reason), then you clear 1-fatigue in addition to the 1-fatigue you
cleared for choosing evade and observe.

(Order #33839056)
64 Avatar Legends: The Roleplaying Game
(Order #33839056)
The Razor
Principles
The Razor was cruelly hardened into the perfect implement of
their masters’ goals…until they broke free. Play the Razor if you
want to fight for a path to redemption.

Hardened, sharp, guilty, regretful. The Razor was forged into a


dangerous weapon by their masters. Those masters might’ve been
the rulers of a nation, the commanders of a military group, bandit
chiefs, even the Razor’s own family. They taught the Razor to be
tough, to act harshly, to do terrible things. But now, the Razor has
moved away from that path and seeks redemption, finding forgive-
Control vs Connection
ness both externally and internally for the things they have done.
Crucially, the Razor is dangerous and powerful, but not always
in an overt fashion like the Prodigy (see page 194 of the core
book). Where the Prodigy is just plain exceptional at their train-
ing in all its forms, the Razor might only be good at destructive
or harmful aspects of their training…or they might be defined
by an indomitable will more than skill. Regardless, however, the
Razor’s restraint and disinterest in continuing to be a weapon
both temper how they act more than anything—the Razor might
be able to dispatch entire roomfuls of guards if they cut loose, but The Razor’s principles of Control and Connection
they try to hold themselves back to avoid harming anyone. represent their two ways of approaching the world,
one an aspect of the harsh past that defined them,
Starting Stats and the other an aspect of the hopeful future they
Creativity 0, Focus +2, Harmony -1, Passion 0 seek. The Razor’s Control principle represents
their desire to be in control, to never be weak or at
Demeanor Options someone else’s mercy. The Razor who values Control
Childish, Fierce, Imperious, Overbearing, Proper, Strange might be a dangerous opponent, but they also have
a hard time forming meaningful relationships with
History other people.
• Why were you chosen to be honed, perfected,
The Razor’s Connection principle represents their
and used by your masters?
desire for meaningful bonds with other people…and
• Who was the former master you were closest to?
it represents the Razor’s fears of making themselves
• Who helped give you the will you needed to break
vulnerable to others. The Connection the Razor
with your masters and be something more?
hopes for is a true and positive relationship. But the
• What totem of your masters can you not
more the Razor connects to others, the more out of
bring yourself to throw away?
control they feel—a Razor with a high Connection
• Why are you committed to this group or purpose?
may be happier, but they are always on edge, aware
that they might be hurt in a way they can’t prevent.
Connections
• ___________ seems to be able to connect to other people The Razor’s Moment of Balance represents them
openly, freely, and easily. I wish they would show me how. coming to see, in this one moment, that forming
• I see ____________ as lacking control. Maybe I Connections is a kind of Control, not over the other
can help hone them, at least a little bit. person but over the self—that the Razor can choose
who they care about, protect, help, and partner
Moment of Balance with. In that moment, the Razor can use all of their
self-control and all of their devotion to others to save
You were taught to control yourself, and that to give of the people they care about from astonishing dangers.
yourself, to connect, is to lose control. But now, you see
that connection isn’t weakness; it is a choice, a true way of
controlling your self. You seize that now, choosing to embrace
connection to others and spring yourself to impossible
heights. Tell the GM how you save those you care about
from an outrageously dangerous threat or problem.

Chapter 3: Playbooks 65
(Order #33839056)
The Razor’s Making Amends
Making Amends The Razor did terrible things in their past. During character
creation, the Razor must choose at least four mistakes that they
You were once the weapon of powerful figures—your masters. made in the past, selecting from Your Mistakes on their sheet
In your time as your masters’ weapon, you hurt people, even underneath History. For each choice you make, be sure to fill in
those who looked to you for friendship, leadership, protection, the names and locations as needed; you have to say who you be-
or support. You must make amends. Choose four mistakes trayed or destroyed, what place you tried to subjugate, etc. Use
you’re trying to make up for (on the back of the sheet). different names and places for each mistake—these are distinct
mistakes, not the same mistake four times.
Once per session, when you have tried your best to prove
These mistakes have the most relevance to the Razor’s growth
that you are a different, better person now through your
question and the Making Amends move—a once per session
actions, roll, taking +1 for each “yes” to the following questions:
move for when the Razor has taken significant action to try to
• Did you make amends directly to a person you harmed? prove they are a different, better person. The GM is the final
• Are you at your center? arbiter of the answers to the questions. For the first question,
• Did someone honestly thank you for your efforts or to answer “yes” you must have made honest, real amends to
forgive you for your mistakes? someone you hurt during play or in your backstory. For the sec-
ond question, to answer “yes” someone must have been either
On a hit, you feel the spark of hope—you’re making progress.
grateful to you or have forgiven you; that character doesn’t have
On a 7-9, choose 1. On a 10+, choose 2 (you can choose the
to be the same individual as in the first question.
same option twice), or unlock the next Connection balance
On a 10+, instead of choosing any option, you may unlock
track space (see Disconnected).
the next space, starting with +1 and moving up to +3, on the
• Clear a condition • Shift your Balance toward Connection side of your balance track.
• Mark growth Connection On a miss, you don’t feel redeemed or successful in your
attempts to prove you’re different. You feel a need to have some-
On a miss, something’s off—you don’t feel you’ve changed.
one else tell you what to do—they will tell you, and the GM
Choose someone here to ask what more you can do—they
shifts your balance twice accordingly, even if you chose a PC.
will tell you, and the GM will shift your balance twice based
For Disconnected, half your balance track is locked at the
on what they say.
start of play. When you create your character, you start with
Disconnected your center at +0 Connection/+0 Control, and your balance at
Your Balance begins play at +2 Control; you can still shift it +2 Control (although you can still push that one step in either
by one step when you make your character. direction as you choose). Your Connection principle is locked,
and you cannot shift your balance to anything higher than +0
Your Connection principle starts play locked—you cannot Connection. Shifting your balance higher than +0 Connection is
shift your balance higher than +0 Connection. If you would the same as losing your balance. Your center cannot go farther to-
shift your balance to a locked value, you lose your balance, ward Connection than the highest unlocked Connection value.
but your center cannot shift higher than the highest unlocked Your Connection becomes unlocked as you roll 10+ on the
Connection value. When you unlock Connection +3, treat once per session move in Making Amends. When you unlock
your balance track as normal. another part of your Connection track, that box becomes
When you shift your center to +1, +2, and +3 Connection available as normal—your balance and your center can move
for the first time, choose a companion to whom you have to that new box. The first time your center moves to each of +1,
connected. They give you one move from their playbook +2, and +3 Connection, you choose a fellow PC you have grown
(ignoring advancement limits). connected to and they choose one move from their playbook for
you to gain. They do not have to choose a move they have; the
Honed move only has to be listed on their playbook. Those moves are
When you sublimate your feelings to be effective, clear all in addition to any other growth advancements you earn. You
conditions equal to one plus your Control and cross off may choose the same PC for more than one of these connec-
one unmarked condition—you can no longer mark that tions. You do not lose these moves if your center shifts away.
condition for any reason. When you shift your center toward For Honed, first you clear your conditions, and then you
Connection, you may restore all crossed off conditions. choose one to cross off. You may cross off a condition you just
You may live up to your Control principle by shifting balance cleared. A crossed-off condition cannot be marked for any rea-
toward Control instead of marking fatigue. son—treat it as if it doesn’t exist. If something specifically inflicts
that condition upon you, the GM selects a different appropriate
condition to inflict. “When you shift your center toward Connec-
tion” does not mean that your center has to reach a positive
Connection value—shifting your center from Connection -2 to
Connection -1 still counts. When you restore the conditions,
they are available for use again, and they start unmarked.

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Moves choose two Moves Advice
For Mind of Steel, just remember that the cap is “fewer conditions than your high-
est principle.” So, if your highest principle is +3, then you must have two or fewer
„ Air-cutting Edge conditions marked to use Focus to advance and attack or evade and observe.
Take +1 Focus (to a max of +3). For I’m a People Person, the move does not trigger when you interact with
someone; you have to watch someone else interact with the target of this move
„ Mind of Steel in order to trigger it. Their player must answer the questions honestly. “How
When you advance & attack or evade & observe with can I get you to mark the condition ___?” lets you fill in the blank with any
fewer conditions marked than your highest principle, condition of your choice. If you take the appropriate action, then they mark
you can roll with Focus instead of the normal stat. the condition without you needing to trigger another move.
For Come and Get It, “provoking someone through their conditions” means
„ I’m a People Person that you must take action that plays on that emotion, getting them to fall into
When you watch someone interact with another your trap because they’re Afraid, Angry, Insecure, etc. “Roll with their con-
person, roll with Focus. On a 7-9, ask 1. On a 10+, ask ditions marked” means you roll, adding the number of conditions they have
2. Take +1 ongoing to act on the answers. marked instead of any stat.
• Are you lying right now? For Winning is Everything, first you must take some ignoble action to get a
• What are you most afraid of? leg up in the fight—the kind of action that most opponents see as unworthy
• How are you vulnerable to me? and disreputable. Then, you become Favored, take a 10+ on the stance move
• How can I get you to mark the condition ______? without needing to roll, and you choose your techniques from any approach.
On a miss, you can’t get a good read on them; mark a Resolve your techniques at the top of the entire exchange, before defend and
condition in frustration. maneuver. At the end of the exchange, if any opponent is still standing, they
can call out your unworthy actions to shift your balance twice as they choose.
„ Come and Get It
When you trick someone by provoking them through
their conditions, roll with their conditions marked
instead of Creativity. Lure
Defend and Maneuver

„ Winning is Everything You put a foe off-balance by luring them in. Name a foe you lure; if they don’t
When you choose to use dirty tactics—targeting an attempt to either inflict fatigue, conditions, balance shifts, or negative statuses on
innocent your foe is trying to protect, throwing sand you by the end of this exchange, they must mark 2-fatigue. If they do attempt to
in their face, etc.—at the start of a combat exchange, harm you this exchange, you become Favored for the next exchange.
instead of using one of the standard approaches say
what you do and take a 10+ instead of rolling the
stance move; you become Favored for this exchange For Lure, the Razor’s special technique, the Razor can push
and may choose your techniques from any approach. an opponent to take particular actions. You can use Lure
At the end of the exchange, your opponent may call on foes you are not currently engaged with. If they
out your disgraceful behavior and lack of integrity to come after you, then you become Favored for the
shift your balance twice. next exchange, when they’re likely now closer
and in reach. If they don’t, then they have to
mark 2-fatigue.
Growth Question

Did you try to make amends for past mistakes,


or prove you’re a different person now?

The Razor’s growth question is two questions in


one, but both questions are also oriented around
the same core idea—trying to be better. “Making
amends for past mistakes” is all about some attempt
to make up for past misdeeds, repairing damage,
or apologizing. ”Proving you’re a different person
now” is about showing how they consistently make
different, better choices than they once might
have. Using the once per session move in Making
Amends is a good way to be certain that the Razor
has earned a “yes.”

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N
ow this is an interesting story and with so many mov-
ing parts too! A kidnapping, criminals, daofei, and even
the legendary Firebender Rangi. Oh my, this promises
to be a good story indeed.
After studying the bits of history my Knowledge Seekers
have brought me through the years, I must say the daofei are an
interesting lot. You can’t outright call them criminals, no that
would be incorrect indeed, but I also can’t say they adhere to
the societal norms of their era. Maybe outlaw is a better term?
They seem to have their own way of doing things and idiosyn-
crasies within each of their societies which make them unique.
Some daofei groups could even be considered noble…at least
by mortal standards.
Well, reader, perhaps you should draw your own conclusions
here. I have far too many bits of knowledge still to catalog to
spend all my time dallying on topics you can discover yourself.

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CHAPTER 4

EARTH & ROOT

Earth & Root 69


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Earth & ROot

KYOSHI ERA
ADVENTURE
70 Avatar Legends: The Roleplaying Game
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CHAPTER 4

Earth & Root is a standalone adventure set in the Kyoshi Era. If you’ve never run a game of Avatar
Legends: The Roleplaying Game before, this adventure is a great way to start—it includes all the
elements you need for an exciting episode of your very own. Earth & Root can also be used in an
ongoing Kyoshi Era campaign. The adventure is set in Ba Sing Se and features a kidnapping and a
conflict between daofei, making it perfect for city-oriented or roguish groups of heroes.

The Lower Ring of Ba Sing Se is in chaos after a daofei outlaw No Path to the End?
kidnaps the two children of Fire Nation Ambassador Quin. The If you are used to running adventures with heavily detailed
Ambassador has called in her own highly-skilled Fire Nation encounters and prepared NPCs, it might come as a surprise that
guards to find her children because she is mistrustful of the Earth few mechanics are written into this adventure, beyond the esca-
Kingdom anti-corruption task force called in to do the job. And lations and some information about various characters. Avatar
the Ambassador is right to be suspicious! The task force is using Legends: The Roleplaying Game relies on players triggering moves
this event as an excuse to finally round up all the criminals they based on the actions they take during play instead of asking
want, regardless of whether they had anything to do with the players to make any specific checks for specific actions required
kidnapping, and a new daofei mercenary group is using this dis- by the adventure.
traction to wreak havoc in the Lower Ring…it’s a mess, and famed Since every significant action a PC takes drives the action
Firebender Rangi knows that without intervention Ba Sing Se is in of the game forward, there is no prescribed order of events.
trouble. She tasks the heroes with ensuring the Lower Ring of Ba Instead, the adventure puts the PCs in a dramatic starting situ-
Sing Se stays stable until she can return with the Avatar. ation that demands immediate action from the heroes! It’s your
job to use the material in this adventure to keep things moving,
providing interesting events and NPCs to consistently engage
Using This Adventure your players.
You can read more about running Avatar Legends: The Role-
playing Game in the core book, Chapter 8: Running the Game,
The contents of this adventure create a sandbox for your PCs, and more about how moves shape play in Chapter 3: Funda-
a setting in which they can choose any path they’d like to move mentals of Play.
the story forward. Here are some of the tools you can find here:
• The “Summary” provides an outline of the
Using the Pregenerated Characters
adventure and explains the various issues
There are five pregenerated characters at the end of this adven-
plaguing the Lower Ring of Ba Sing Se.
ture. Each character has a unique history, playbook, and set of
• The “Introduction” brings the PCs into the story and
stats. Your players can either use these characters to play through
sets up your group to undertake the adventure.
this adventure, or they can create their own as explained in the
• “Important Characters & Groups” provides the backstories
Avatar Legends: The Roleplaying Game core book.
of NPCs, including the various groups working in the
The pregenerated characters have their moves, feature ele-
Lower Ring, and their stats for use in your game.
ments, and techniques already chosen; players need only decide
• “Important Locations” features different areas for the
whether to shift their balance by one step at the start of play, and
PCs to explore during the adventure and explains
which principle to shift it toward. Players can adjust the pregen-
where important characters might be found.
erated characters to make themselves more comfortable, altering
• “GM Advice” contains additional guidance
names, look, and even mechanical elements like the stat boosted
for this adventure just for the GM, including
by the free +1 at character creation if they are familiar enough to
advice on how the adventure might end.
make that choice. The characters are designed to work well with
• “Pregenerated Characters” is a set of five premade characters
the current elements included and the adventure as presented,
your players can use to hop right into the adventure. We also
but as always, if the GM and player agree then they can make
include a hook that ties the characters to the adventure.
changes as desired. After selecting the pregenerated characters,
players will still go through the process of filling out connections
with each other.

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Summary Though Mengyao was once a daofei who stole from the rich
of Ba Sing Se, she is now a vigilante, targeting dangerous crimi-
nals in Ba Sing Se and helping to bring them down so they can’t
This scenario introduces several conflicts at once, all of which harm innocent people. Lei Fang and Hana decided to target
come to a head in the Lower Ring of Ba Sing Se. Below are the Mengyao after she ran afoul of them a few weeks ago. Other citi-
main points of the story in brief, to get you acquainted with zens are being rounded up in the task force’s search for Mengyao,
what’s going on. At the heart of this adventure are these groups, which has caused unrest in the Lower Ring. Citizens—daofei,
all vying with each other: criminal, and innocent alike—are emboldened to attack guards
in the streets, and the Lower Ring is at a breaking point.
• The Ambassador, her guard Tan, and Tan’s
Rangi, Avatar Kyoshi’s girlfriend and personal bodyguard,
Firebender guards, who all want to find the
was in Ba Sing Se for another matter. She sees the turmoil
kidnapped children as quickly as possible.
growing and worries that things will turn violent. As she rushes
• The anti-corruption task force of Yong and his Earthbenders,
to retrieve the Avatar, she knows that someone needs to stay
who use the kidnapping as an excuse to round up
behind and manage the Lower Ring before the unrest causes
criminals but care little if the children are found.
serious issues. She asks the heroes to find Mengyao and the
• Lei Fang, Hana, and the Fanged Mercenaries, who kidnapped
children before things get out of hand.
the children, framed the ex-daofei vigilante Mengyao for
There is no single correct path for this adventure. This is a
the kidnapping, and are using the ensuing chaos for crime.
scenario where the characters are likely to want to visit with
• Mengyao the vigilante, who is trying to clear her name.
Mengyao first, if only to get her side of the story. But even before
Three days ago, Ambassador Quin’s children went missing from they do that, they may choose where to go, whom to interact
a teahouse in the Middle Ring of Ba Sing Se. The only evidence with, and how to approach the situation.
left at the scene of the crime was a unique arrow belonging to As they interact with the “Important Characters & Groups”
the notorious vigilante and ex-daofei Mengyao, which was found presented here, they may find they want to investigate different
lodged in a stone wall. Ambassador Quin is a longstanding Fire locations throughout Ba Sing Se, confront different groups, or
Nation official in the Earth Kingdom; she even keeps a residence get embroiled in a side plot while they work on their ultimate
in the Upper Ring of Ba Sing Se. She has been involved in Earth goal. The following sections give the GM the tools they need to
Kingdom politics on behalf of the Fire Nation for five years and craft a story based on the players’ choices with their characters
has worked in the Earth Kingdom long enough to be aware of and the actions the heroes decide to take.
how the magistrates and Earth Sages work.
Tan and his Firebenders work for Ambassador Quin and are
searching for the missing children. Ambassador Quin doesn’t trust The Anti-Corruption Task Force
the Earth Kingdom anti-corruption task force to prioritize her In an attempt to curb criminal activities in the Earth Kingdom,
children, and she isn’t far off. Not only is the task force dragging its Avatar Kyoshi created a task force dedicated to rooting out dan-
feet, but its leader seems to see the Fire Nation guards as a threat. gerous daofei gangs and dealing with violent criminals. While
Yong and the anti-corruption task force are Earthbenders under her direction, the task force targeted only daofei who were
tasked with rooting out corrupt individuals and criminals in Ba engaged in violent criminal activities. When Avatar Kyoshi left
Sing Se. Yong was already cracking down on the daofei in the Low- Ba Sing Se to deal with important business, she put the task
er Ring, but the kidnapping is the perfect excuse to go in, clean force under the direct control of the Earth King.
house, and win himself accolades for leading the charge. Yong Since Avatar Kyoshi left, the Earth King has redirected the
isn’t worried about finding the children. He believes that sooner task force, calling it an “anti-corruption task force” dedicated
or later he’ll arrest someone who knows where the children are, to fighting all crime and corruption throughout Ba Sing Se (at
and then he can rescue them and arrest Mengyao. The only thing least in theory). The Earth King has used the task force to target
he has to do until then is ensure the Firebenders don’t find the all criminals in the city, especially those who threaten the Earth
children first and embarrass him before his plan comes to fruition. King’s power. Captain Yong is the highest-ranking Earthbender
Mengyao is innocent of the crime she is accused of and in the task force and has taken charge of searching for Ambas-
searches for the missing children in order to clear her name. sador Quin’s children. He has decided that this is the perfect
She suspects Lei Fang and Hana have set her up, but she needs opportunity to clean house in the Lower Ring and is arresting
evidence to clear her name. criminals and anyone associated with them.
Lei Fang and Hana, leader and second-in-command of the The citizens in the Lower Ring were already disgruntled with
Fanged Mercenaries, are setting up other daofei for crimes they the task force’s new approach, but the uptick in activity since the
did not commit in order to use the anti-corruption task force’s kidnapping has brought the citizenry to a boiling point. Daofei,
momentum to remove rivals. They have kidnapped the ambas- common criminals, and law-abiders alike chafe under the task
sador’s children and framed Mengyao in order to remove her force’s presence. While there isn’t outright fighting in the streets
from the equation. yet, it’s only a matter of time.

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The Kidnapping What’s a Daofei ?
Ambassador Quin is a high-ranking Fire Nation ambassador who
has been assigned to the Earth Kingdom for so long that she has a The daofei were first named in the novel The Rise
permanent residence in the Upper Ring. Initially, she was a huge of Kyoshi by F. C. Yee. The term refers to organized
proponent of Kyoshi’s task force, and even helped convince the groups of criminals throughout the Earth Kingdom
Earth King to adopt the task force within Ba Sing Se. As the task (and in some cases, beyond). It most often refers to
force has increasingly fallen under the Earth King’s influence, groups that have their own traditions, practices, and
becoming the “anti-corruption task force,” Quin has come to sophisticated codes of honor, but it isn’t always used
mistrust them. She believes the Earth King is abusing the Avatar’s precisely or carefully—many officers of the law refer
goodwill and name in order to carry out a more personal vendetta to any and all criminals as daofei, even if the criminals
against his own citizenry. It isn’t anything she would say out loud, don’t see themselves in the same way. Being daofei is
but she is dissatisfied with Earth Kingdom politics surrounding a bit like belonging to a criminal culture; it’s exceed-
crime, including the Earth King’s tendency to label any and all ingly hard to break from these groups and you do
criminals, malcontents, or threats as “daofei.” so by either violating their codes or ceasing criminal
Three days ago, Ambassador Quin’s two children, Gerel and activity (possibly offending your former group). When
Keiko, disappeared from a teahouse in the Middle Ring. The you leave most daofei won’t see you as one of them
ambassador was in meetings all day, and her personal guard, Tan, anymore, but the authorities are unlikely to easily
had taken them out for a treat. He stepped away to deal with a make such a fine distinction. You can read more
minor issue, and when he returned, the children were gone. Tan about the daofei in the Avatar Legends: The Roleplaying
found an arrow lodged in the stone wall near their table. Few Game core book on page 37.
witnesses saw them disappear, but those who did reported a
hooded woman with a bow across her back carrying two chil-
dren, one under each arm. Tan followed the trail as best he could
but lost track of the culprit at the gate to the Lower Ring—a gate
leading straight into the territory of known daofei gangs.
Tan reported straight back to Ambassador Quin, who imme- King subtly threatened Ambassador Quin with punitive action
diately alerted the Earth Kingdom anti-corruption task force of or sanctions, but she invoked diplomatic immunity and refused
the abduction. Yong, leader of the task force, then dispatched to back down from the use of her own guards. This situation has
deputies to search for the children. He also identified the arrow put strain on the relationship between the Earth Kingdom and
found at the scene as one of Mengyao’s unique arrows. He had the Fire Nation, which could lead to trouble in the future. Yong’s
dealings with her in the past in the Lower Ring, before she had reaction to the pressure is largely to double down on his existing
fully turned to vigilantism, protecting the innocent. He knew her strategy—he thinks eventually the task force will arrest someone
as a thief, generally not very aggressive or dangerous but more who will lead them to the children—while deploying guards to
than willing to steal from those she deemed good targets, and monitor and hinder Tan and the Fire Nation’s soldiers.
sometimes willing to use her arrows to bring harm to guards
who stood between her and her goals. It’s been some time since
Yong last dealt with Mengyao, and Yong could easily convince Mengyao and Lei Fang
himself that in the intervening time Mengyao has escalated all About two years ago, Avatar Kyoshi arrested the Triad of the
the way to kidnapping children. With Tan’s report that the daofei Golden Wing and scattered the daofei in Ba Sing Se (detailed
gave him the slip into the Lower Ring, all evidence seemed to in The Rise of Kyoshi and The Shadow of Kyoshi novels). The
point toward Mengyao. Avatar rounded up most of the Triad, but a few evaded capture,
Yong vowed to find Mengyao and arrest her, going first to her including Lei Fang and Hana. They went into hiding and slowly
known haunts in the Lower Ring. When she was nowhere to gathered new friends to form a new gang, led by Lei Fang—
be found, he dispatched teams of task force guards into the the Fanged Mercenaries. When Kyoshi’s task force started
Lower Ring, ostensibly to hunt for Mengyao and the chil- targeting overt criminals, Lei Fang took a mercenary route. He
dren, but with orders to arrest any suspicious figures, known and his followers would work for other daofei groups but remain
criminals, or daofei they encountered. It has been several out of sight.
days, and while the task force has arrested countless individuals, After Kyoshi left, the anti-corruption task force started arrest-
Yong still has no leads on the children or Mengyao. Unwilling to ing any daofei in the Lower Ring, and Lei Fang saw an opportuni-
sit and let Yong’s incompetence endanger her children, Quin has ty. Instead of serving under different daofei gangs, he could target
tasked Tan and his Firebenders to find them. those who didn’t work with him and build an empire out of those
Now the Earth King and his ministers are putting pressure who remained. Together with Hana, he devised a plan to commit
on Yong to find the children first. The Earth King is determined crimes across the Lower Ring and set up their rivals to take
to prove the Earth Kingdom can take care of its own criminals. the fall. They would then offer succor to whomever remained,
If Tan’s Firebenders find the children first, it will be an embar- promising to keep them safe. So far, this has worked exceedingly
rassment to the Kingdom. The Fire Nation’s involvement is a well, and they’ve eliminated several gangs across the Lower Ring.
direct insult to him and his capabilities as a ruler. The Earth Mengyao is their latest target.

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Mengyao’s name is well-known within the Lower Ring Who to Side With?
of Ba Sing Se, especially among the other daofei. Once she was The heroes may not wish to fight the task force or the Fire-
an expert thief and archer, pulling off incredible heists, stealing benders, preferring instead to try to join forces with one group
from the rich, and accruing wealth. She did sometimes hurt or the other to find the children. Due to the tensions between
people, though she tried to avoid doing so. Recently—after her the groups, it’s exceedingly hard for the heroes to openly work
encounters with the PCs—she turned to vigilantism, bring- with both, but that doesn’t mean they can’t try to play both
ing down more dangerous criminals and daofei to protect the sides. Here are some things to consider if the players decide to
innocents of Ba Sing Se. Sometimes she steals, but she shares approach one group or another for assistance.
her ill-gotten gains with those who need them in the Lower
Ring. She’s become a bit of a legend among the daofei, especially • Tan feels exceedingly guilty about his role in losing Gerel and
because of her impressive skill in archery and her unique arrows Keiko. He will do anything to get them back, even if it means
that can cut clean through stone. She has earned admiration working with daofei. He doesn’t have the same history with
among the citizens of the Lower Ring, and animosity among daofei as Yong and the task force, and he can be convinced
several gangs, including the Fanged Mercenaries. that Mengyao isn’t responsible if the heroes can earn his trust.
Until recently, Mengyao had easily evaded the anti-corrup- • Yong is determined to find the children, but his main focus
tion task force, continuing her work—sometimes right in front is arresting daofei and other criminals. He’s willing to work
of their faces. Despite the Earth King’s mandate to clear out with the heroes to find the children, even giving them leave
all dangerous criminals, she has a few sympathizers among the to investigate on his behalf so he can focus on the daofei. He
ranks of the task force, those who have turned their heads to wants to get as many outlaws as he can while the hunt is on,
her activities. She never worked with the task force directly, but and he would never work with any daofei to accomplish his
they had a mutual understanding about the role each played goals. If he knows the heroes are working with Mengyao,
in the Lower Ring. But now with the increased pressure of the he will immediately turn against them as collaborators.
Firebenders and the Fanged Mercenaries, both Mengyao and the
task force can’t ignore each other anymore.
Normally, Lei Fang’s Mercenaries wouldn’t bother with a lon- How It Ends
er like Mengyao. But Mengyao recognized what the Mercenaries Though the adventure sets up the idea that the characters need
were doing and took it upon herself to stop them. Mengyao’s to find the children and hold out until the Avatar arrives, it’s best
attempts to foil the Fanged Mercenaries’ plans enraged Hana, to let the heroes resolve the situation themselves. Avatar Kyoshi
and after their last encounter, Hana made sure to pluck a few coming back to Ba Sing Se should be an epilogue to this story,
arrows from the battlefield for her plan. Kidnapping Keiko and one that punctuates the heroes’ success rather than having the
Gerel was Hana’s idea. The anti-corruption task force could not Avatar solve their problems for them.
ignore such a high-profile crime, and there’s no way Mengyao The characters can resolve the situation in any way they’d
could have predicted the Fanged Mercenaries would be so bold. like, but here are some suggestions on how things might end up.
As it stands, she still doesn’t have a clear picture that they are
• Finding and returning Ambassador Quin’s children will
behind the crime.
remove the Firebenders from the Lower Ring, easing some
tensions there. If the heroes are the ones to find them, then
the Earth King might try to take credit, or at least use their
Unrest in the Lower Ring
recovery as evidence for his task force doing a good job.
The Lower Ring of Ba Sing Se is in turmoil. Yong’s task force is
• The characters can clear Mengyao’s name by finding
intent on dealing with criminals and daofei and arresting Meng-
evidence that the Fanged Mercenaries are the actual
yao to the exclusion of any other concerns. The task force leader
culprits. Mengyao is still a target for the anti-corruption
has greatly overextended his reach by arresting innocent people
task force, but Yong would turn his attention toward
merely for interacting with daofei. People in the Lower Ring now
the Fanged Mercenaries if he had clear evidence of
fear the task force and are refusing to cooperate. Under such cir-
wrongdoing and believed that they are a threat.
cumstances, people in the Lower Ring feel unsafe when they leave
• If the heroes successfully take down the Fanged
their homes and do not trust anyone claiming to be an authority.
Mercenaries, fighting between daofei and guards ends,
The people living in the Lower Ring are at a tipping point, and if
and the task force will have its hands full processing the
the violence continues to impact their daily lives, they are likely
large group. The Firebenders will find the ambassador’s
to riot or worse. Driven by his goals, Yong can’t see the harm his
children unless the heroes actively work with Yong’s
activities are causing. Tan’s Firebenders are not actively engaged in
group to aid the anti-corruption task force in the search.
attacking anyone, but they have argued with the task force as they
get in each other’s ways while trying to investigate. Armed with Try to think of the ending to this adventure like the ending of
Ambassador Quin’s expensive resources, the Firebenders bribe an episode of Avatar: The Last Airbender or The Legend of Korra.
people in the Lower Ring to help them when they can, and though It could end with the heroes and Mengyao successfully rescuing the
it’s not the Firebenders intention, the allure of bribes further alien- children and Mengyao leaping across rooftops as the task force chases
ates the task force from the Lower Ring citizens. after her, or it could end with a riot breaking out in the Lower Ring
as the heroes try to get the children back home safely!

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Introduction Then have each player fill in information about how the group
previously engaged with Mengyao and helped her turn over a
new leaf. The key is that every player gets a chance to give input
The adventure starts the companions right in the middle of this into the group’s shared history with Mengyao, along with defining
messy conflict. Ambassador Quin’s children have been missing for her personality traits. Players can decide if Mengyao is kind and
a few days. The PCs are all connected to Mengyao—they helped caring, or cold and distant. Whatever traits the players decide on
Mengyao turn over a new leaf and become a vigilante protecting should build upon one another and make a well-rounded, if com-
innocents from more dangerous daofei—and should be interested plex, individual. Make sure to build the answers to the questions
in either clearing her name and identifying the real perpetrators into a coherent story, and if desired, the GM can shift PC’s balance
or finding out why she turned back to more disreputable ways. All based on the answers to these questions using the rules for flash-
of that makes a lot of assumptions about the characters and their backs from the core book on page 262.
connections to the major players in this scenario.
To start the game, the characters need connections to Ba • We befriended Mengyao when we helped
Sing Se, Rangi, and Mengyao. Before the game starts, use the her get out of a jam. What had she done, who
following questions to help the players establish their characters caught her, and how did we free her?
in Ba Sing Se and connections to Rangi. • We helped change Mengyao’s principle to her
current one—Justice. What did we say to change
• Why are you in Ba Sing Se? (Ignore this question if players her mind, and what was her old principle?
are in Ba Sing Se already, using the pregenerated characters, • While with Mengyao, we stopped her from stealing an
or if they set their inciting incident around this adventure.) important treasure. What was it, and how did we stop her?
• The characters as a group witnessed an important • While with Mengyao, we helped her find a
event involving Rangi in the Lower Ring of Ba Sing new safe place to stay, off the task force’s maps.
Se. What was it, and who else was involved? Where was the place, and who owned it?
• During this event, the characters as a group impressed • With Mengyao’s help, we made a sacrifice to protect citizens
Rangi with their skills. What did they do? of the Lower Ring from a threat. What was the threat? What
• Rangi trusts the group to find the children and keep the was the sacrifice? How did it inspire Mengyao to change?
situation peaceful. Why does she believe in them?
Once the flashback is finished, the characters should have a
shared history with Mengyao, and enough reason to suspect
she’s being framed and to want to help her.
Players should work together to answer these questions, cre-
ating a group story that connects them all to Ba Sing Se, Rangi,
and Mengyao.

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Tales from Ba Sing Se Players are encouraged to use the move to set up interesting
When starting play, the PCs have already shared encounters with details and solve problems they wish they’d prepared for by
Rangi and Mengyao and have become involved with Ba Sing Se inventing new allies and resources. But the cost of the move and
to one degree or another. If you’re using this adventure as the the risks associated with it—marking fatigue and taking -1 on
first session of play in a campaign, or as a single session game, every flashback past the first, for example—will dissuade players
then you can further allow the players to call upon their expe- from overusing the move. The intent is to add interesting texture
riences with and in Ba Sing Se using this custom setup move to the city, not to solve every problem the PCs face.
created for this adventure. The questions about the nature of the situation are ultimately
If you’re using this adventure in the middle of an ongoing best answered in conversation with the GM. “Is this place a relative-
campaign, only use this move if the PCs have had plenty of ly peaceful part of the city?” is a question about turmoil—in places
downtime “off-screen” to explore, investigate, and encounter Ba that are in chaos, it’s harder for a PC to easily find useful help. “Do
Sing Se. If they haven’t had much time to form connections in you blend into, match, or belong to this place?” is a question about
Ba Sing Se that weren’t explicitly established in prior play, then the PC’s backgrounds, and whether they match this particular
don’t use this flashback move. place. And “Were you a known ally of the dominant power in this
place at the time of the flashback?” is a question about the PC’s alli-
ances—mostly to the daofei or to the Earth Kingdom’s guards. If
Flashback in Ba Sing Se the PC was known to be committed to one side or the other, they
When you flashback to a prior exploit or incident you expe- might more easily find help in the area.
rienced in the location, neighborhood, or district you’ve just The GM has to help fill in the details for all of the results on
entered, mark fatigue and roll with modifiers: a hit, and especially the 7-9 results. Keep in mind that those are
• Is this the first time you’re using this useful for setting up further moves down the line—the person
move this session? If no, take -1. you insulted doesn’t have to appear immediately, and the dam-
• Is this place a relatively peaceful part age you caused doesn’t have to have immediate consequence,
of the city? If no, take -1. but they are elements at play in that area of the city.
• Do you blend into, match, or belong
to this place? If yes, take +1.
• Were you a known ally of the dominant power in this Where We Start
place at the time of the flashback? If yes, take +1. This adventure starts with Rangi meeting the heroes to ask
On a hit, choose one. In the prior incident... them to help find Mengyao, the culprit suspected in the kid-
• You made a local friend. Name an ally (or napping of the Ambassador’s children. Rangi also asks the
the GM can suggest someone) in this place PCs to keep the Lower Ring of Ba Sing Se stable while she
who likes you and will help you. leaves to alert the Avatar of what’s going on. The meeting with
• You found a resource here that can be of use to Rangi is set up before you start play—Rangi contacted the PCs
someone you know. The GM will say what it is, and asked them to meet her first thing in the morning in one of
and you say where you found it or hid it. the many shopping centers in the Lower Ring. It’s early enough
• You learned something important here that now seems that some of the shopkeepers are still setting up their stalls for
useful. Ask the GM a question; they will answer it the day. Rangi is dressed for travel and clearly in a hurry. She tells
truthfully, and you say how you overheard, discovered, the heroes that she overheard one of Yong’s task force officers
or spied that information in your flashback. mention they were going to raid a shop this morning that may
On a 7-9, you also encountered some trouble last time you be connected to Mengyao. She wants the heroes here in case the
were here. The GM chooses one: officers uncover anything, but she needs to leave immediately. If
• You insulted someone powerful in the area. the heroes try to explain that Mengyao could never do some-
• You caused damage to the area; it’s still under repair. thing like this, Rangi really doesn’t have time to hear it; they just
• You were arrested; local authorities still remember you. need to find the right culprit and save the kids!
• You fought off some local daofei; they bear a grudge. As Rangi is leaving, a group of guards dressed in the
On a miss, you only encountered trouble; the GM chooses two telltale green of the Earth Kingdom brush past a shopkeeper
from the 7-9 list. into one of the stalls. Rangi gives the heroes a knowing look
as she rushes off. The commotion of the guards’ intrusion rings
clear through the quiet morning, and the other shop owners
retreat into their own shops, afraid to catch the guards’ attention.
As the guards overturn pots and dig through wares, loud shouts
erupt from the other end of the square. A lone guard grapples
with a young man who is loudly declaring his innocence. The
PCs are left to intervene or not as they choose, but one way or
another, the situation is growing more unstable.

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Important
Characters & Groups List of important characters & groups
• Rangi, Avatar Kyoshi’s bodyguard and companion
• Mengyao, the ex-daofei vigilante framed for
The following pages contain information on these NPCs, along
kidnapping the Fire Nation children
with stats you can use for them in game—a principle (when
• The Fanged Mercenaries, a group of outlaws for
appropriate), combat techniques, conditions, and fatigue are all
hire up to no good
listed for each character.
• Hana, second-in-command of the Fanged
NPCs tied to a faction or group that come into play in the
Mercenaries and one of the two actually
adventure are listed after the faction itself. In a combat, the gang
responsible for the kidnapping
and the leader would act separately in exchanges and choosing
• Lei Fang, brute and front-facing leader of the
techniques.
Fanged Mercenaries
• Ambassador Quin, a long-standing Fire Nation
Rangi
Ambassador to the Earth Kingdom and mother to
Legendary NPC
the missing children
Rangi is a skilled Firebender and one of the Avatar’s compan-
• Tan’s Firebenders, a group of skilled benders led
ions. When Avatar Kyoshi left Ba Sing Se for other business,
by Tan
she left Rangi to keep an eye on things. While Rangi isn’t in
• Tan, a Firebender and leader of Quin’s
charge of the daofei task force, she had been working with it
personal guard
before Kyoshi left. She doesn’t have the sway that the Avatar has
• Anti-Corruption Task Force, soliders dedicated
though, and has watched the change in the task force’s direction
to hunting down outlaws
with trepidation. In the face of recent events like the kidnapping,
• Yong, an Earthbender and primary leader of
Rangi doesn’t believe she has enough authority to seize control
the anti-corruption task force searching for the
of the situation, and she’s too easily recognizable to move quietly
missing children
in the city and try to rescue the children directly. With the PCs
around and available to help out, she sees the best option as
dispatching them to find the children while she goes for Kyoshi’s
help—with Kyoshi in Ba Sing Se, they can take control of the
situation for sure.
Rangi is a Legendary NPC and you can find more informa- The Fanged Mercenaries
tion on her and her stats on page 20. Major NPC Group
The Fanged Mercenaries are made up of a ragtag group of daofei.
Mengyao Many of them only just joined Lei Fang and Hana’s operation,
Major NPC while a select few have been around since the Triad of the Gold-
Mengyao is a bow-wielding ex-daofei who has been living in the en Wing. Every one of them owes either Lei Fang or Hana for
Lower Ring since childhood. She has had multiple clashes with saving them from getting caught by the task force. Even though
Hana over the years, and while the two haven’t interacted since those raids were engineered by the Mercenaries themselves,
Mengyao became a vigilante, the old animosity was enough for their new recruits often don’t have anywhere else to turn. The
Hana to target Mengyao the instant she became a threat to the Mercenaries are only as loyal to each other as they feel they have
Fanged Mercenaries. As Hana and Lei Fang successfully turn to be. They know that Hana is ruthless enough to call the task
the anti-corruption task force against Mengyao, she has to go force on her own gang if they act up, and most fear Lei Fang’s
on the move to keep herself safe and find evidence to prove her prowess in battle. They stay in line, but if they think they can get
innocence. The heroes help define Mengyao’s personality and away with something, they won’t hesitate to turn their backs on
how she reacts to stimuli in the “Introduction.” Her main goal in their fellows.
all this is to exonerate herself by saving the Fire Nation Am-
bassador’s children, though she also hopes to stop the Fanged Drive: Stay on the good side of Lei Fang and Hana
Mercenaries and bring its leaders to justice. Principle: Survival
Conditions: Angry, Afraid, Troubled
Drive: Exonerate herself by finding the missing children Fatigue:
Principle: Justice Technique: Surround
Conditions: Guilty, Insecure, Troubled
Fatigue:
Technique: Grapple Shot, Rock-Smashing Shot

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Hana Ambassador Quin
Master NPC Major NPC
Hana was Mok’s second-in-command in the Triad of the Golden Ambassador Quin is a kind and thoughtful woman who has
Wing and an Earthbender with expertise in sandbending. When been genuinely working to keep relations between the Fire
Avatar Kyoshi disrupted the gang, Hana only escaped capture Nation and Earth Kingdom strong and healthy. Quin’s one
because she was away on a smuggling mission that day. She later weakness is her children. After they went missing, she became
found a few holdouts who escaped the attack, dispersed, and determined to find them and ensure their safety, wielding what
then rallied under Lei Fang. Hana and Lei initially met with influence and power she has in this place. While she desperate-
tension, as Lei Fang was worried that Hana would try to exert ly wants her children returned to her, she also doesn’t want to
control over the small group. But Hana knew that it was best for create an international incident that might undo all her work
her to lead alongside the headstrong leader, so she stepped into over the years. She has tasked Tan and his Firebenders to find
the familiar role as second-in-command yet again. Hana is ruth- her children, but at the same time, she is leaning hard on Earth
lessly determined to have her daofei gang rise to the top despite Kingdom officials to do everything they can to find them. She
the pressure from the Earth King to eliminate all daofei in the isn’t the kind of woman to sit idly by while other people look for
Earth Kingdom. She plans to run the task force ragged before her children. She has been stealing into the Lower Ring at night
they ever realize she’s behind it. to search for Gerel and Keiko herself.

Drive: Become the premier daofei gang in all the Earth Kingdom Drive: Find my children without causing an international incident
Principle: Superiority Principle: Love
Conditions: Angry, Afraid, Guilty, Insecure, Troubled Conditions: Angry, Foolish, Insecure
Fatigue: Fatigue:
Technique: Summon the Storm, Quicksand Technique: Flame Knives

Lei Fang Tan’s Firebenders


Major NPC Major NPC group
After Avatar Kyoshi disrupted the Triad of the Golden Wing and The Fire Nation soldiers who make up Ambassador Quin’s
had Mok arrested, the rest of the gang scattered. Lei Fang, one honor guard are all exceptional Firebenders and loyal citizens.
of the gang’s bruisers, started a mercenary group and invited They are loyal first to Tan and then to Ambassador Quin, and all
several old gang members to join him. It wasn’t long before take their charge to find her children seriously. While Ambas-
Mok’s second-in-command, Hana, found them, and she and Lei sador Quin has given them the mandate to steer clear of the
Fang formed a new mercenary group, the Fanged Mercenaries. Earth Kingdom anti-corruption task force, who are also looking
Lei Fang sees the current anti-corruption task force activities as for her children, Tan has given them no such warning. In fact,
an opportunity to exert dominance in the Lower Ring. He has a they have come into conflict with the guards several times while
plan he hasn’t told Hana about: to begin bribing the task force searching the Lower Ring. The Firebenders view the task force
to look in the other direction when his Mercenaries take action. as unfocused, at best, and bumbling, at worst. They fear if the
He has one or two guards on the take, but not enough to make a task force finds the daofei’s hideout first, they will endanger the
difference. If he could just get rid of that overachiever, Yong, he children. They don’t dislike Yong, but they don’t trust him. Tan
could make good inroads. has given them leave to attack anyone who gets in their way, and
that includes Yong and his Earthbenders.
Drive: Take over Ba Sing Se’s Lower Ring
Principle: Greed Drive: Serve Tan and Ambassador Quin
Conditions: Angry, Insecure, Troubled Principle: Discipline
Fatigue: Conditions: Afraid, Foolish, Insecure
Technique: Forceful Blow, Stand Strong Fatigue:
Technique: Team Tactics, Focused Fire

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Tan
Major NPC
Tan is a skilled Firebender and the leader of a group of Fire Na-
tion soldiers whose job it is to keep any important Fire Nation
citizens safe while in the Earth Kingdom. Lately, he has been the
captain of Ambassador Quin’s personal guard, though his obliga-
tions technically stretch to any Fire Nation citizen who comes to
the city. He’s been with Quin for ten years, watching her children
grow up, and he is protective of them, viewing her family as his
own. Tan is getting old, and his attention is slipping, but he has
dedicated his entire life to serving the Fire Nation, and he knows
nothing else. He regrets that stubbornness now, though. He was
taking care of Gerel and Keiko when they were taken from the
teahouse a few days prior, and he feels immeasurable guilt over
what his inattention has wrought.

Drive: Find Gerel and Keiko at any cost


Principle: Duty
Conditions: Angry, Foolish, Guilty
Fatigue:
Technique: Firebomb

Anti-Corruption Task Force


Major NPC group
Made up of Earth Kingdom soldiers, the anti-corruption task
force is theoretically charged with cleaning up troublesome daofei
in Ba Sing Se. Under Avatar Kyoshi, they acted like a scalpel,
cutting out the dangerous elements from the Lower Ring to allow
the citizens to live in relative safety and security. Under Yong’s
direction, they act more like a hammer, smashing any criminals or
dangerous elements opposing the Earth King. They raid business- Yong
es and homes at the slightest provocation, looking for anyone who Major NPC
might be a daofei. The task force is composed of many Earth- Yong is an Earthbender who has had a sudden turn of fortune,
benders, but they are not of the same quality as Tan’s Firebenders. from unremarkable soldier in the Earth Kingdom military to
While they are loyal to the crown, they aren’t nearly as disciplined, unit captain of the anti-corruption task force. After so many
nor as cognizant of the international implications this incident is years of obscurity and drudgery, Yong sees his new job as an
causing. Yong keeps a loose reign on the task force, giving them opportunity to make a name for himself. Now that the Earth
leeway to pick fights with Fire Nation soldiers and Lower Ring King has given him carte blanche to deal with the daofei, he has
citizens, which they do with abandon. The stats here represent a risen in prominence. His methods are chaotic, and the results
single likely group of Earthbenders from the task force, although have yet to genuinely pay off, but the spectacle is enough to have
the task force is composed of many such groups. largely kept the Earth King and his ministers appeased…until
now. To buy himself some time, he has been trying to stop Tan
Drive: Root out all enemies in Ba Sing Se and his soldiers from doing their business, but they have become
Principle: Force increasingly hostile toward his guards. He doesn’t want to fight
Conditions: Angry, Afraid, Insecure the Firebenders, but he will if that’s what it takes to ensure his
Fatigue: group is the one who comes out on top in this situation.
Technique: Surround
Drive: Make a name for myself
Principle: Pride
Conditions: Afraid, Angry, Insecure
Fatigue:
Technique: Earth Armor

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Important Locations Wherever the children are, Lei Fang has tasked his Mercenar-
ies with keeping an eye on them. Lei Fang ultimately wants to
ransom the children after Mengyao is taken down and ensures
The Lower Ring of Ba Sing Se is where the poorest people live, that a gang member keeps them fed and taken care of at all
and it makes up the bulk of Ba Sing Se’s population center. Mas- times—he figures he can pretend that he and Hana found the
sive walls enclose the Lower Ring, one separating it from the kids where Mengyao stashed them and then return them in ex-
agricultural sectors and another keeping it from the Upper Ring. change for a reward. Hana is more ruthless and wants the oppor-
Four major roads run through the center, cutting it into quar- tunity to kill some guards when they eventually come looking
ters and leading into the interior. The only gates in the walls are for the missing Fire Nation children—no better way to build up
guarded by a team of Earthbenders, who lower the stone walls the Fanged Mercenaries than to prove how dangerous they are.
to allow passage. These are manned day and night, and while the Hana doesn’t much care about what happens to the kids one
guards do not prevent foot traffic, few people from the Lower way or the other and thinks trying to ransom them may be more
Ring have reason to travel to the city’s interior. trouble than it’s worth. The Fanged Mercenaries themselves are
Under the shadow of the walls, cramped stone buildings play divided about how to treat the children, but for now they follow
host to a bustling city that sprawls before the eye. Residential Lei Fang’s orders to keep them happy and healthy.
areas surround shopping centers, and merchant stalls butt up
against rundown homes. The Lower Ring appears to be delineat-
ed by neighborhood, neatly grouping people of similar econom- Mengyao’s Hideout
ic and social status together in districts that contain everything Mengyao keeps a hideout in a shack in one of the poorest areas
anyone would want, from tailors to tea shops and everything in of the Lower Ring. No one here asks questions, and few people
between. During the day, Earthbenders work tirelessly to raise trust the guards enough to talk to them. It’s the perfect place for a
an arching structure over the major roads that will one day be a solo daofei to lie low, especially when the other street gangs tend
monorail leading between all the city’s rings. to congregate within neighborhoods they can prey on. No one is
The Lower Ring is a bustling place, filled with industrious preying on anyone here; they don’t have anything left to take.
people going about their days. But since Yong has taken over the Mengyao’s actual home has already been compromised.
daofei task force, everyone walks a little quicker, keeps their heads She watched from afar as Earth Kingdom guards broke the
down, eyes averted, and seems in general less friendly to passersby. door down and ransacked the place looking for her, or for any
Earth Kingdom guards who are part of the task force patrol evidence of where she might have gone. Now when she’s not
the streets constantly. They harass anyone who loiters in the out hunting for the kids herself, she’s holed up in her hideout,
street or lingers at a shop too long. Shop owners are constantly but she doesn’t know how long she can stay hidden there before
complaining, but silence descends if a guard passes close by. someone rats her out for the bounty Tan’s forces are offering.
Walking in the Lower Ring is relatively safe unless you hap-
pen to look “suspicious” or “daofei-like,” whatever that means. At
any time of day, the task force is busting down doors searching Loongkau’s Lucky Pocket
for suspected criminals. Since the kidnapping, things have got- This area of the Lower Ring was once completely overtaken
ten even worse. Yong’s Earthbenders have taken an even more by the Triad of the Golden Wing. After Avatar Kyoshi took the
aggressive stance, accosting and questioning anyone who looks Triad down, other groups moved into the area and set up shop.
at them the wrong way. Additionally, Tan and his Firebenders While the quarter still houses a good number of daofei gangs,
are searching the Ring, causing their own unrest and acting as a a diverse market dominates the area. The anti-corruption task
thorn in Yong’s side. force likes to make regular stops at the Lucky Pocket, but the
warren of underground market stalls makes it hard for them to
Where Are the Children? single out daofei. This has become a great spot for clandestine
Lei Fang has set up several locations across Ba Sing Se’s Lower meetings, under the table deals, and other illicit business, all
Ring where his Mercenaries can meet. While the group often beneath the notice of the task force’s watchful eye.
uses Gan’s Noodle Shop for official business and the Wood Frog The heroes can find any number of daofei who have been
Lumberyard to hide members, they have several other hiding personally victimized by Lei Fang or Hana, just as easily as
places across the city. Finding the children is a major part of this they might run into one of their lackeys. If they ask too many
adventure, so leave the children’s location up to the actions the questions there, they are likely to experience pushback. No one
PCs take. If the PCs find clues and evidence that lead them to wants to alert the task force to the goings-on in the market, and
believe the children are in the Lumberyard and then take action those who aren’t loyal to the Fanged Mercenaries are scared
on that belief, then the children are likely in the Lumberyard… of Lei Fang and Hana. Everyone is sensitive about losing their
but the PCs are going to have to overcome multiple obstacles to scant livelihoods. If a fight breaks out here, the characters must
get there first! A bait and switch where the children are revealed navigate around cramped hallways and indignant stall vendors.
to be in a different location is only appropriate once, as a very Of course, there are plenty of opportunities to use those same
hard move, if it’s even appropriate at all. stalls, from noodle shops to cabbage stands, to their advantage.

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Gan’s Noodle Shop remove all their belongings. The owners sold off what they
Gan’s Noodle Shop is an easily overlooked hole-in-the-wall could, but the lumberyard is still dotted with piles of lumber and
nestled amid other such shops in the Lower Ring. The outside broken-down wagons. Desperate for funds, the owners accepted
is unremarkable, with a single grimy window cut into the stone a small stipend from Hana to use the site for daofei meetings.
facing and a cloth drape in place of a proper door. Few patronize Lei Fang now uses the lumberyard as one of his many hide-
the shop, and Hana picked it as their hideout for that very rea- outs to evade the task force. His Mercenaries move between lo-
son. The owner, a pudgy woman named Gan, has been down on cations often, having secret meetings in various locations across
her luck ever since the task force came to the Lower Ring. Most the Lower Ring and hiding their gang members from Earth
of her patrons were daofei seeking to use the closed off back Kingdom guards when they draw too much heat.
room for secret meetings. When the task force started rounding
people up, suddenly the need for meetings at her noodle shop
dropped off. When Hana proposed an exclusive deal, Gan was Lowtown Laundry
more than happy to oblige. Lowtown Laundry is one of the largest washing facilities in the
Lei Fang and his Mercenaries operate out of Gan’s back room, Lower Ring. Here people can purchase bars of laundry soap,
and Gan keeps their cover for them. The Mercenaries all have a wash their clothes in the heated spring the site is built over, or
secret code word they use to get access, and they perform all their drop off laundry for cleaning services at a hefty fee. Generally,
planning and covert business behind Gan’s heavy stone door. only people from the Upper Ring leave laundry for washing, so
Lower Ring residents come and go from the facilities at all times
of day and night. This means that Lowtown Laundry’s propri-
Wood Frog Lumberyard etor, Hop, knows everyone in the neighborhood, their business,
The Wood Frog Lumberyard was once a small woodcutting and all the gossip in this area of the Ring.
operation on the south side of the Lower Ring. Its location made When Tan and his Firebenders were looking for a place to set
it convenient for locals to pick up planks or commission wagons. up shop, they chose Lowtown Laundry for its central location,
Unfortunately, when construction on the monorail started, Wood but also to put pressure on Hop to give them information about
Frog Lumberyard lost their bid to have the monorail relocated the local residents. Hop has been accommodating so far, but
a mile west to preserve their operation. Earth Kingdom officials he chafes against the Fire Nation soldiers who have completely
viewed the loss of a single lumberyard as far less disruptive than overrun his place of business.
the loss of an entire neighborhood. Additionally, a competitor on The Firebenders’ presence has driven away business, and
the western side of the Ring, being a larger operation, was able to their continued clashes with Earth Kingdom guards has caused
provide a large bribe to put Wood Frog out of business. everyone in the neighborhood to give the location a wide berth.
City officials built a low stone barricade around the site and Hop wants them gone just as much as anyone, but they aren’t
posted signs warning trespassers before the owners could even leaving until they have secured their charges.

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GM Advice Making Daofei
The action in this adventure centers on the Fanged Mercenaries,
but other daofei are involved in the Lower Ring’s greater issues.
Rangi gives the heroes a directive at the start of this adventure: The task force is targeting any and all “criminals,” and those
find the children, and keep the Lower Ring of Ba Sing Se stable. targets are fed up with the treatment and are striking back.
The details of how to accomplish this goal are open-ended, with You may want to include another gang or individual daofei as
several routes to success. The characters are free to move around antagonists, or as unlikely allies for the heroes to interact with.
the Lower Ring of Ba Sing Se as they wish, and they have Meng- When making the character, consider that they aren’t all just
yao as a touchstone for getting started. There’s quite a lot going on, mindless brutes. Most people join the ranks of the daofei as a
and the Lower Ring of Ba Sing Se is a huge area. The players may way to survive in a world that doesn’t seem to care about them.
find investigating and moving around such an area daunting. Here They call those who follow the government “abiders” and vow
are a few tips to help ensure the adventure goes smoothly. not to work with law enforcement of any kind. But that doesn’t
mean they are all villains. Many daofei simply work outside the
law to accomplish their goals, not caring to pay outrageous fees
Getting Around Town or follow restrictive measures. Some are actively good people,
Ba Sing Se is huge, and even though this adventure will keep the trying to ensure the most underprivileged people get access to
characters within the Lower Ring, they still have a lot of ground goods and services when needed.
to cover. Most travel in Ba Sing Se will have to be on foot. While Within this adventure, try to only make individual daofei
there are handcarts and wagons the characters could rent to go minor NPCs, and try to only make groups of daofei the equiv-
longer distances, they will mostly be walking everywhere they go. alent of major NPCs. This adventure has plenty of significant
The streets of the Lower Ring are dangerous in the best opposition throughout, and making additional daofei dangerous
of times, with small gangs looking for easy marks and regular opponents can inadvertently draw focus from the core conflicts
disputes over territories. During this adventure, that danger is of this adventure. If those characters return to your game, you
doubled. The guards are on edge. They will shake down anyone can always reinvent them as major or even master NPCs later as
who looks unfamiliar, especially if that person looks like they needed. You can find more on making NPCs on page 234 of the
could be a Fire Nation citizen. The guards are also hyper-focused core book, and see a few sample NPCs in Appendix B: NPCs of
on finding daofei, and Mengyao in particular. The heroes’ associ- the core book.
ation with the daofei means that they need to be careful around When creating daofei, decide their motivations for turning
the Earth Kingdom guards. to a criminal life, and allow that to dictate the kinds of actions
Even if they aren’t being directly targeted, the characters may they take, what they are willing to risk, and who they are willing
find the city streets blocked by fighting among any of the oppos- to cross to achieve their goals. This won’t mean every daofei
ing groups in this adventure. Task force members might try to secretly has a heart of gold and will ally with the PCs; it means
pick fights with Firebenders, daofei, or even just normal citizens instead that the daofei are complicated characters, like any you’d
who look suspicious. encounter in the Avatarverse. Some daofei won’t care at all about
As the GM, you can easily present all of this tension and the PCs’ mission until they understand that the PCs are trying
danger in the form of scenes and incidents that the PCs come to rescue children, and then they will step in. Other daofei are far
across as they move through the city, without those scenes ever more concerned about the overbearing task force and the Fire
targeting the PCs themselves. Task force members embroiled in Nation contingent than the kidnapping itself, and they won’t
a fight with daofei might not pay any attention to the PCs at first. even consider helping the PCs until those forces stand down or
The heroes then have to decide what to do in the face of such a depart the Lower Ring.
situation, especially if the fight is threatening the surroundings Setting up more of these daofei characters is most vitally
and other innocent citizens of Ba Sing Se. Any responses have important when you are using this adventure within an ongoing
their own uncertainty and will lead to interesting scenes! What’s campaign. While the nature of this adventure is by and large
more, you can also use other GM moves to help bring home the fairly directed and specific—save the children from their kidnap-
consequences of those scenes. Avoiding the fight by sneaking pers and clear Mengyao’s name—it also works as an overview of
through might help the PCs dodge fatigue or conditions...but a much larger conflict that runs throughout all of Ba Sing Se and
their balance might shift to represent how their actions truly even the Earth Kingdom as a whole. If you are going to pick up
reflect on their principles! the campaign beyond this single adventure, then these addi-
Be careful about getting too hung up on these scenes, howev- tional daofei give the PCs more contacts in the city, more foes
er. If the PCs get derailed from their overall pursuits too often by to oppose, and more allies to either aid or ask for aid. Learning
these chance encounters, they might get frustrated in an un-fun more about the disparate perspectives also builds up Ba Sing Se
way. Try to make these incidents connected to the core conflicts as a rich and fruitful setting for further stories!
of this scenario where possible. For example, the PCs’ mistreat-
ment of daofei might make things harder for them when Hana,
Lei Fang, or even Mengyao hear about those incidents. And a
“random group of guards” might always be working directly for
Yong, or might even be Hana’s daofei in stolen uniforms!

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Escalations
The heroes can deal with the situation in any way they choose.
They may decide they don’t care to find the children, or that they
don’t want to take down Lei Fang’s Mercenaries. No matter what
they decide, the action shouldn’t stop. Use escalations to add
conflict when the players run out of ideas or the action falters, or
to reveal new information and add action to a scene. Some esca-
lations will provide new information that may make the players
question their actions, and other escalations can purely be an
opportunity for action. Here are some examples you can use:
• A fight breaks out between patrons of Lowtown Laundry
and the Fire Nation soldiers quartered there, leading the
proprietor, Hop, to angrily demand Tan and the Firebenders
leave. Tan tries to negotiate with them, but Yong arrives
on the scene with forces from the anti-corruption task
force and he takes the opportunity to evict the Firebenders
from the Lower Ring for disturbing the peace.
• The anti-corruption task force arrests an innocent citizen
simply for being the sibling of a daofei. In response, Lower
Ring citizens start a riot. Fed up with guards and soldiers
disrupting their daily life, they move to the task force offices
in the Lower Ring to demand satisfaction and the release of
the innocent citizen. The task force guards respond in force.
If no one quells the riot, the guards eventually do so on their
own, but not before seriously injuring several citizens.
• A warning shot from one of Tan’s Firebenders goes
Dealing with Bystanders
awry, causing a fire in the Wood Frog Lumberyard.
Ba Sing Se is the most populous city in the Earth Kingdom, and
Daofei members who are hiding there think they are
the Lower Ring is filled with people. The vast majority of the in-
under attack. Some respond against the Firebenders
habitants of the Lower Ring are simply Earth Kingdom citizens
with force; others scramble to put the fire out before
trying to go about their lives. They are not involved with any
the guards arrive and find their main hideout.
daofei gangs, and many wouldn’t even know if they bumped into
• The anti-corruption task force has come too close to finding
a daofei on the street. Any time a fight breaks out in the street,
the Mercenaries’ hideout where Hana and Lei Fang are
there are bound to be innocent bystanders who are just trying to
keeping the children. While Mercenaries attack the task force,
go about their days.
Lei Fang moves the children just in case, shifting them to
Remember that when action happens, uninvolved people
another hideout that will ultimately keep them out of reach
are likely to be around—any of whom could get hurt, displaced,
of the heroes. But while moving the children, Lei Fang is in
or arrested by guards. The PCs may be very concerned with
the open and visible, carrying one child under each arm…
ensuring bystander safety, and there’s plenty of opportunity for
• Hana decides she’s done waiting for the Earth Kingdom
them to remove people from dangerous situations, quell fights,
to arrest Mengyao and wants to up the stakes. She takes
or redirect task force scrutiny to help these people. Be sure to let
a small contingent of the gang who are loyal to her to
the players know when the action they are involved in is happen-
negotiate with Tan and the Firebenders, offering to return
ing in a crowded area, or when passersby might get hurt.
the children if the Firebenders destroy Mengyao. Tan
Use a threat against innocent bystanders as a GM move,
agrees, although he is more than willing to betray the deal
demanding PC action. The PCs are heroes, after all—they likely
to rescue the children. Lei Fang, who never wanted to
won’t just leave people to a terrible fate when they can help! If
hurt the children and doesn’t agree with this plan, seeks
the PCs are considering chasing some enemy instead of helping,
aid from someone who might be able to stop Hana from
then consider calling on them to live up to their principle or shift-
escalating the situation—perhaps even Mengyao herself.
ing their balance.
• Word gets out that Rangi has departed to find Avatar Kyoshi,
If the PCs do help innocent bystanders, they can provide tips,
and now Hana and Lei Fang fear the Avatar’s impending
shortcuts, and other help—even if they only give the PCs a good
arrival—everyone knows that Kyoshi is merciless! They
meal and a moment to catch their breath (clearing a condition
send the Fanged Mercenaries to cause havoc and draw out
or a couple fatigue), then it’s likely to make the players feel that
Mengyao in hopes that they can quickly capture her and
their heroism was recognized!
then turn her over to the task force or to Kyoshi quickly,
absolving themselves and maybe even collecting a reward!

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The Role of Rangi and the Avatar moves that honor Rangi’s role at the end of the conflict while
Rangi asked the PCs to find the children and help keep the keeping her out of the direct spotlight. She can absolutely keep a
Lower Ring stable while she goes to get Kyoshi’s help. That can whole group of task force members or daofei occupied while the
suggest a particular outcome to the overall story—that Rangi PCs focus on another group; she can help deal with a fire or an-
and Kyoshi return and magically solve every problem with their other catastrophe; but she should not simply solve the problem
awesomeness. After all, Kyoshi is the Avatar! and defeat the antagonists of the adventure, leaving the PCs to
Within your own game, however, Kyoshi and Rangi shouldn’t twiddle their thumbs.
be a cure-all by any means. If the PCs don’t take action, then by If you’re playing a one-shot, a short interaction with Rangi and
the time Kyoshi and Rangi return and are able to help, the situ- Kyoshi in which the two legendary characters respect the compan-
ation will already have fallen apart entirely. The heroes are the ions’ sacrifices and commitment to doing the right thing can be a
only hope for anyone to resolve the current situation peaceably great cap on the whole adventure. It gives a chance to truly make
and without undue anguish; the fact that Kyoshi is on her way the PCs feel special, like their actions had a real effect on the world
doesn’t change that! since they’ve been recognized by Rangi and Kyoshi.
Rangi and Kyoshi won’t show up at the end of the adventure If you’re playing this adventure as part of a larger campaign,
to instantly save the day and rescue the heroes. At best, Kyoshi then you can easily pick up with the consequences of the
gets hung up with problems throughout the Lower Ring and adventure. Kyoshi and Rangi are in town, but there are plenty
even with the Earth King and his guards, while Rangi can return of problems left to resolve even after the kidnapping. The Fire
in time to help with the final action, perhaps keeping some larger Nation delegation may have taken unacceptable actions, the
group of foes occupied so the PCs can focus on their primary daofei may still be prominent and active, and the Earth King may
opposition. At worst, they both show up after the action is have strong opinions on the Avatar’s interference.
already resolved, helping with clean-up but unable to tip the In that case, this is a perfect time for one or more PCs to learn
balance of a fight. a few lessons and techniques from Rangi and Kyoshi! The two
If Rangi does show up in time for the final fight, feel free to of them likely are impressed with the PCs and even in their debt
not have Rangi participate in actual combat exchanges. If she a bit, and while they have plenty to do, they might be willing to
did, then the GM would have to make her attacks against other share some of their hard-won lessons with the PCs. A mastery
NPCs—it’s not impossible using the tools of combat exchanges, condition for a technique they teach a hero might tie back into
but inherently when one NPC acts against another, there is no the problems they have to attend to in Ba Sing Se.
uncertainty. The GM just says what happens! As such, make

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Proving Mengyao’s Innocence Hana vs. Lei Fang
Mengyao is being framed by Lei Fang and Hana for the abduc- Though Hana and Lei Fang are allies, together the leaders of the
tion of Ambassador Quin’s children. At the end of the adventure, Fanged Mercenaries, they aren’t perfectly in sync. Hana is more
it’s possible that Quin, Yong, and Tan all still believe that Meng- ruthless and direct in her desire to acquire power, and her end
yao was the actual abductor, and it will be down to the PCs to goal is to become powerful at the level of the Earth Kingdom as
prove Mengyao’s innocence. a whole. Lei Fang, on the other hand, is primarily trying to gain
If Hana and Lei Fang are willing to confess to what they have power over the Lower Ring of Ba Sing Se, and he has more lines
done, then the issue can be resolved quickly and painlessly. Yong that he will not cross—if nothing else, Lei Fang doesn’t want to
will have a culprit to imprison, and Tan and Quin can see justice harm the kidnapped children at all, while Hana would consider
being done. Convincing either Hana or Lei Fang to come clean doing so if the situation called for it.
is no easy feat, although Lei Fang is a more likely confessor than It’s possible that the PCs come to see the divide between
Hana. But in both cases, if the PCs cause the NPCs to lose their Hana and Lei Fang, and can target that rift. If they can drive
balance, that stands the best chance of leading them to a full a wedge between the two, they might be able to significantly
change of how they see things and think of themselves, in turn reduce their opposition, and even entice a confession out of one
leading to a change of heart and a willingness to confess. Using of them. They might even be able to convince one of them to
moves like plead, intimidate, or trick are a lot less likely to gener- mend their ways.
ate a usable confession—Hana and Lei Fang are a lot less likely If the PCs never encounter Hana or Lei Fang until the very
to care what the PCs actually have to say; they’re a lot less likely end of the adventure, however, then they won’t have much of a
to give into intimidation; and any kind of deception in soliciting chance to see that there is a rift, let alone drive a wedge between
a confession won’t actually satisfy Quin, Yong, or Tan. them. Make sure that as the GM, you represent this rift through-
The PCs can also try to find proof of Mengyao’s innocence out the game. If the PCs encounter Hana and Lei Fang as they
and Hana and Lei Fang’s guilt. Depending upon exactly how move through the Lower Ring—for example, if the two daofei
they seek this evidence, relying on skills and training can be a meet the heroes to offer a deal—then the PCs can pick up on
useful tool for the PCs. But in general, Hana and Lei Fang hav- the tension between them. Make softer GM moves that indi-
en’t left some kind of paper trail that easily traces back to them. cate a growing rift—focus on sideways glances, uncomfortable
They’re experienced and capable daofei who didn’t embark on coughing, fidgeting, signs that as one of them speaks, the other
this endeavor foolishly; finding any kind of definitive evidence is stifling disagreement. If the PCs do make moves that might
isn’t especially likely in and of itself. If something reasonable reveal more information, point at these moments of tension.
makes sense, fantastic! But don’t make sure to provide a smoking But most of the basic moves can’t easily get the two leaders to
gun, as it were, just so the PCs can prove Mengyao’s innocence. turn against each other. They have a strong bond, and only the
A likely outcome, then, is that the PCs fully believe in greatest of tension will actually successfully come between them.
Mengyao’s innocence, but they don’t have any hard evidence. To represent this, focus on their balance tracks and their condi-
They don’t have a confession, they don’t have proof...all they tions. If they lose their balance, then they arrive at a place of real
have is their own belief and any evidence of Mengyao’s deeds vulnerability about their beliefs; it’s a chance for them to break
helping them or rescuing the children. In this case, the PCs have with one another. If either one of them loses their balance while
to convince at least one, and likely two, of Quin, Yong, and Tan the PCs are present and ready to push them apart, then look to
in order to resolve the issue of Mengyao’s guilt. Those NPCs are the NPC’s conditions; if they have more than half of their con-
far more likely to be receptive of pleading, intimidation, or even ditions marked, then either Hana or Lei Fang will likely break
tricking, though all of those carry their own risks. with the other leader.
Be sure to take into account the PCs’ deeds when considering In all cases, however, use your best judgment and adhere
how the NPCs react to a plea from the heroes about Mengyao’s to your agendas, baselines, guidelines, and moves. That means
innocence. If the PCs rescued the children, captured Hana and that sometimes an appropriate hard move—even on a miss!—
Lei Fang, and kept any of the conflict from significantly damag- might be the moment that the rift between Lei Fang and Hana
ing the Lower Ring, then their sheer success and accomplish- explodes into an actual fight, threatening all the local area. Use
ments speak enormously well of them. Quin alone might trust the division as a dramatic element to complicate the story and
their word instantly, and Tan will likely already come to their avoid simplistic resolutions in which the leaders of the Fanged
side easily. If the PCs instead weren’t directly responsible for Mercenaries are simple, moustache-twirling villains.
rescuing the children, failed to capture Hana and Lei Fang, and Note also that Hana is a Master NPC, while Lei Fang is a Ma-
allowed the Lower Ring to suffer a massive fire...all three, Yong jor NPC. This is because in general, Hana is a more dangerous
especially, will be much more skeptical. individual than Lei Fang, and much more likely to be a signifi-
Rangi can help a great deal with this final attempt to prove cant source of direct opposition than Lei Fang, especially at the
Mengyao’s innocence. If the PCs can convince Rangi of Meng- end of the story.
yao’s innocence in a similar way, then Rangi can convince at least
one of the three other NPCs, in turn.

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Firebenders vs. Task force
In the midst of all the other conflicts, the anti-corruption task
Pregenerated
force of the Earth Kingdom and the Firebenders led by Tan are
also likely to come to blows, even as they theoretically pursue
Characters
similar ends. For these two groups, emphasize that they both see
themselves as thoroughly in the right, pursuing justice and order The pregenerated characters on the following pages are tailored
in their own way. For Yong, that means targeting the daofei, even to this adventure, including details about why they are at the
to the extent that the children might be kept in harm’s way; for location and what the stakes are for them in this adventure. Each
Tan, that means doing whatever is necessary to rescue the chil- character has a small backstory on their playbook, explaining
dren. Yong and the task force also explicitly want to get in the their personal motivation and who they are. Players should
way of Tan and the Firebenders to slow them down. feel free to elaborate on this and make the character their own.
With all that in play, the two different forces are almost Additionally, once everyone has picked a character, the players
certain to come to blows. As always, if two forces of NPCs come should make connections with one another, as explained in the
to fight each other, the outcome is not a matter of uncertain- Avatar Legends: The Roleplaying Game core book, page 123.
ty—it’s entirely within the GM’s control to say what happens
until a PC gets involved and takes uncertain action. Don’t try to
Adventure Hook
resolve fights between the two forces in some way that is “fair.”
Instead, emphasize the most dramatic resolutions between these The companions are a group of (mostly) former outlaws located in Ba Sing
conflicts, especially if the PCs only come upon the aftermath of Se trying to make right for their past misdeeds. They’re outcasts bound
a fight between the task force and the Firebenders. together by a shared history and loyalty to one another. Most of the com-
If the PCs are heavily opposed to the task force, then consider panions “went straight” before the anti-corruption task force was left to
a hard move in which the Firebenders inadvertently set fire to a its own devices, and they’re now technically on the right side of the law (or
substantial portion of the Lower Ring before taking advantage their criminal ties are still hidden at the start of the adventure).
of the turmoil to escape and pursue the children. If the PCs are
opposed to the Firebenders, consider a hard move in which
the task force actively impedes the PCs from pursuing the real Full List of Pregenerated Characters
culprits in order to somehow achieve its own agenda.
• Tao, the Adamant (he/him) - a young Waterbender raised
If the PCs do get embroiled in a fight between the two, then
on a pirate ship who lost the person most important to him
emphasize who the PCs are fighting at any given moment. If
when they took the fall for a crime Tao committed. Play Tao
the primary combatants are the two NPC forces, then combat
if you want to be someone with a chip on his shoulder, a
exchanges aren’t necessary; only use them when the NPCs and
desire for vengeance, and a tendency to get in trouble.
the PCs are directly opposed, with the NPCs likely targeting the
heroes and vice versa.
• Masaru, the Bold (she/her) - a technologist who used her
Towards the end of the adventure, Yong may actually directly
skills to provide for her family as a thief in the Lower Ring of
try to prevent Tan from rescuing the children. He has orders
Ba Sing Se, though now she aims to turn over a new leaf. Play
from the Earth King to ensure that the Firebenders don’t shame
Masaru if you want to be someone with a past hoping to
the Earth Kingdom by successfully rescuing the children on
become someone better.
their own. Use this conflict to amplify the tension of the final
moments, especially if the tension surrounding Hana or Lei
Fang has been resolved in some way. Even if Hana and Lei Fang • Sarnai, the Guardian (he/him) - a weapons-user who
have both surrendered, the task force might outright attack the survived through a life of crime before he met his current
Firebenders to ensure they can’t take credit for rescuing the companions and found he now had something to lose. Play
children on their own. Sarnai if you want to be someone deeply invested in your
Once Rangi and Kyoshi are in play and more political- fellow PCs.
ly-minded characters are making decisions, both Tan and Yong
are more likely to back down in favor of their superiors’ deci- • Jing, the Prodigy (she/her) - a genius potion-maker and
sions. Tan isn’t going to pursue a vendetta past Quin’s orders, concocter, worried about her creations winding up in
and Yong will back off if Rangi brings the Avatar’s political might dangerous hands. Play Jing if you want to be a brilliant
to bear. But until then, both will try to pursue what they see as inventor with a heart of gold.
their justified duty to the fullest—use that!
• Quartz, the Successor (he/him) - an Earthbender
who stands to inherit a criminal empire, and isn’t
sure that’s who he wants to be. Play Quartz if you
want to be deeply tied to the overall structure of
organized crime, and feel conflicted about it.

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Tao, THE Adamant
he/him

Tao was raised on a pirate ship by the cook, who cared for him like a son. Years later, Tao
wanted enough money to make it on his own, so he stole from the captain’s coffers, and when the 0 CREATIVITY
captain found out, the cook took the fall for the theft to protect Tao. The captain killed the cook,
and Tao left. Now, he tries to live life on the straight and narrow, but he can’t avoid fighting
anyone who reminds him of the captain’s cruelty. Finding his current companions gave him
-1 FOCUS
something he missed dearly—family. +1 HARMONY
Backgrounds: Wilderness, Outlaw
+2
training

Demeanor: Flippant, Rebellious PASSION


Fighting Style: Ice daggers

Connections
• __________________ takes issue with my methods—perhaps
they have a point, but I certainly can’t admit that to them!
restraint
• __________________ is my lodestar; something about them
makes them the one person I let my guard down around.

The Lodestar
Moves
This Was a Victory
There’s only one person you often let past your When you reveal that you have sabotaged a
emotional walls. building, device, or vehicle right as it becomes
relevant, mark fatigue and roll with Passion. On
Name your lodestar (choose a PC to start):
a hit, your work pays off, creating an opportunity
____________________
for you and your allies at just the right time. On
You can shift your lodestar to someone new a 7–9, the opportunity is fleeting—act fast to
when they guide and comfort you and you stay ahead of the consequences. On a miss, your
open up to them, or when you guide and action was ill-judged and something or someone
comfort them and they open up to you. If you care about is hurt as collateral damage.
you do choose to shift your lodestar, clear a
Takes One to Know One
Results
condition.
When you verbally needle someone by finding the
When you shut down someone vulnerable to
weaknesses in their armor, roll with Focus. On
harsh words or icy silence, shift your balance
a hit, ask 1 question. On a 7–9, they ask 1 of you
toward Results and roll with Results. On a hit,
as well:
they mark a condition and you may clear the
same condition. On a 10+, they also cannot • What is your principle?
shift your balance or call you out for the rest • What do you need to prove? FATIGUE
of the scene. On a miss, they have exactly the • What could shake your certainty?
right retort; mark a condition and they shift • Whom do you care about more than you let on?
your balance. You cannot use this on your Anyone who lies or stonewalls marks 2-fatigue.
CONDITIONS
lodestar. On a miss, your attack leaves you exposed; they „afraid
When your lodestar shifts your balance or may ask you any one question from the list, and -2 to intimidate and call someone out
calls you out, you cannot resist it. Treat an you must answer honestly. „angry
NPC lodestar calling you out as if you rolled a -2 to guide and comfort and assess a situation

Technique
10+, and a PC lodestar calling you out as if they
rolled a 10+. „insecure
-2 to trick and resist shifting your balance
When you consult your lodestar for advice on
a problem (or permission to use your preferred „guilty
-2 to push your luck and +2 to deny a callout
solution), roll with Restraint. On a 10+ take all Divert
three; on a 7–9 they choose two: defend & maneuver „troubled
-2 to plead and rely on your skills or training
• You see the wisdom of their advice. They Step into the way of blows intended for allies;
shift your balance; follow their advice when any ally within reach suffers a blow this
and they shift your balance again. exchange, you can suffer it for them. If you also
• The conversation bolsters you. use Retaliate this exchange, deal an additional
Clear a condition or 2-fatigue. 1-fatigue each time.
• They feel at ease offering their opinion.
They clear a condition or 2-fatigue.
On a miss, something about their advice infu-
riates you. Mark a condition or have the GM
shift your balance twice.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Masaru, THE Bold
she/her

Masaru was born in the Upper Ring of Ba Sing Se, but when her mother was betrayed by a
close business contact, the family landed in abject poverty in the Lower Ring. Masaru became +2 CREATIVITY
a thief to provide for her family, but her criminal antics only disappointed her mother, who
saw it as yet another betrayal. Masaru wants to become someone her mother can be proud of,
so she left home with her pet sparrowkeet, Bao, and decided to turn a new leaf. When she met
+1 FOCUS
her current traveling companions, Masaru finally connected with people who didn’t expect
anything of her except friendship.
0 HARMONY

Backgrounds: Outlaw, Urban -1 PASSION


training

Demeanor: Impatient, Talkative


Fighting Style: Smoke bombs and getaway traps

Connections
• __________________ scoffs at me and my plans; one day I’ll show them what I can do.
loyalty
• __________________ has a pretty good head on their
shoulders; they’re a great sounding board for my ideas.

Legacy of Excellence
You have dedicated yourself to accomplishing great, exciting deeds and becoming worthy of the
trust others place in you. When you fulfill a marked drive, strike it out, and mark growth or clear a
condition. When your four marked drives are all struck out, choose and mark four new drives. When
all drives are struck out, change playbooks or accept a position of great responsibility and retire from
a life of adventure.
„ successfully lead your companions in battle „ sacrifice your pride or love for a greater good
„ give your affection to someone worthy „ defend an inhabited place from dire threats
„ start a real fight with a dangerous master „ stand up to someone who doesn’t respect you
„ do justice to a friend or mentor’s guidance „ make a friend live up to a principle they have
„ take down a dangerous threat all on your own
„ openly outperform an authority figure
neglected
„ show mercy or forgiveness to a dangerous
Confidence
„ save a friend’s life person
„ get a fancy new outfit „ stand up to someone abusing their power
„ earn the respect of an adult you admire „ tame or befriend a dangerous beast or rare
„ openly call out a friend’s unworthy actions creature FATIGUE
„ form a strong relationship with a new master „ pull off a ridiculous stunt
„ stop a fight with calm words
CONDITIONS
„afraid
-2 to intimidate and call someone out

Moves Technique „angry


-2 to guide and comfort and assess a situation

Best friend (bao) „insecure


-2 to trick and resist shifting your balance
Your best friend is small, fuzzy, and dependable. Unlike Tag Team
all your other relationships, this one is simple and true. defend & maneuver „guilty
You can understand and communicate with your small -2 to push your luck and +2 to deny a callout
companion and—although they may give you a hard Work with an ally against the same foe; choose an
time now and again—they are always there when you engaged foe and an ally—double any fatigue, condi- „troubled
tions, or balance shifts that ally inflicts upon that foe. -2 to plead and rely on your skills or training
need them most. Whenever your pal could help you
push your luck, mark fatigue to roll with Creativity
instead of Passion. If your pet ever gets hurt, mark
a condition.

NOT DONE YET!


Once per session, when you are taken out, shift your
balance towards center to stay up for one more com-
bat exchange. After that exchange ends, you become
helpless, unconscious, or otherwise incapable of
continuing on, and are taken out as normal.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Sarnai, THE Guardian
he/him

Sarnai lived on the streets of Ba Sing Se his entire life and embraced a life of crime fearlessly.
He enjoyed the freedom of being on his own and never gave much thought to the family who 0 CREATIVITY
abandoned him. Hustling, stealing, the occasional grift—that was just life in the Lower
Ring. When Sarnai met his current companions, he realized they were the missing link in
his life, not a family he was burdened with, but one he chose. Suddenly, the world is a lot
+1 FOCUS
scarier than it was before because now he has something to lose. 0 HARMONY
Backgrounds: Outlaw, Urban
+1
training

Demeanor: Harsh, Suspicious PASSION


Fighting Style: Polestaff with interchangeable heads

Connections
• __________________ is my ward—they need me to have their back, end of story.
• __________________ looks like they’re more than capable without
Self-reliance
my help; I’m glad some of us can take care of ourselves.

Protector’s Burden
Moves
Suspicious Mind
You take it upon yourself to protect the people When you watch a person carefully to figure
around you in general, but you have someone them out, roll with Focus. On a 7-9, hold 1. On
in particular you keep safe. a 10+, hold 2. Spend your hold, 1-for-1, to ask their
player questions while you observe or interact
Name your ward (choose a PC to start):
with them; they must answer honestly.
• Are you telling the truth?
When they mark a condition in front of you, • What are you truly feeling?
mark fatigue or a condition. Your ward can • What do you really want right now?
always call on you to live up to your princi- • What are you worried about?
ple—without shifting their balance away from • What are you about to do?
center—and they take +1 to do it.
At the beginning of each session, roll, taking +1 Martyr Complex
When you have a total of 8 between conditions
Trust
for each yes:
marked, highest principle, and fatigue marked,
• Do you believe your ward listens take +1 ongoing to all moves.
to you more often than not?
• Have you recently protected them FATIGUE
or helped them with a problem?
• Is there an immediate threat to your Technique
ward that you are aware of? CONDITIONS
On a 7-9, hold 1. On a 10+, hold 2. At any time, Divert „afraid
spend the hold to: -2 to intimidate and call someone out
defend & maneuver
• Take a 10+ without rolling on any Step into the way of blows intended for allies; „angry
move to defend or protect them -2 to guide and comfort and assess a situation
when any ally within reach suffers a blow this
• Track them down even if they
are hidden or avoiding you
exchange, you can suffer it for them. If you also „insecure
use Retaliate this exchange, deal an additional -2 to trick and resist shifting your balance
• Figure out what they’re up to 1-fatigue each time.
without them knowing „guilty
-2 to push your luck and +2 to deny a callout
On a miss, hold 1, but...you’re drifting apart on
different paths. By the end of the session, you „troubled
must choose one: -2 to plead and rely on your skills or training

• Decide you’re the only one who can keep


them safe; shift your balance twice toward
Self-Reliance and keep them as your ward
• Decide they can handle life without your
protection; shift your balance twice toward
Trust and switch your ward to a new person
You may also switch your ward if they leave
play or are no longer present for some reason.
When you switch your ward, you can switch to
an NPC (if the GM agrees).
T h e ro l e P l ay i n g G a M e

(Order #33839056)
Jing, THE Prodigy
she/her

Jing grew up darting in and out of the halls of Ba Sing Se University among people who were
much older, but half as brilliant. When she wasn’t dutifully studying, Jing’s brilliant mind 0 CREATIVITY
designed all manner of wondrous draughts, tinctures, and potions. Jing sold her inventions for
fun, but when her mixtures ended up in the hands of some (well-paying) criminals, the city
guards came along and Jing promised to keep her inventions out of the criminal underworld.
+2 FOCUS
Jing loves her new friends; they’re all a little bit broken…but Jing can fix anything! 0 HARMONY
Backgrounds: Urban, Monastic
0
training

Demeanor: Curious, Stubborn PASSION


Fighting Style: Potions bandolier with strange concoctions

Connections
• __________________ could use training from someone who
knows what they’re doing; I suppose I am up to the task.
Excellence
• I’m not sure if the overtures of friendship from
__________________ make me happy, mad, or both.

Extraordinary Skill
Moves
judging a rival
You aren’t just capable in your area of skill and When you size someone up, roll with Focus. On
training; you’re astonishing. A true prodigy, a 7-9, ask one. On a 10+, ask two.
excelling and learning far more quickly than • What are your weaknesses / strengths?
anyone would expect. You start play with one • How can I show dominance / submission?
additional mastered technique. • What do you intend to do next?
Your mastery is particularly impressive in shap- • What do you wish I’d do right now?
ing and breaking. On a miss, they notice you watching them; they
When you rely on skills and training, use a may ask you 1 question from the list.
combat stance, or otherwise trigger a move
wait and listen
while using your mastery, ignore penalties
from conditions or statuses. When you assess a situation while taking the
time to use your extraordinary skills to absorb
Community
When you see someone use an unknown hidden or deep information, mark 1-fatigue,
technique, if it is available to your skills and roll with Focus instead of Creativity, and
training, you may mark fatigue to shift your become Prepared.
balance towards Excellence and take the
technique as learned. You can only do this if FATIGUE
your balance is at +1 Excellence or higher.
You must still get a mastery condition from a
master of the technique in order to move the
Technique CONDITIONS
technique from practiced to mastered. „afraid
-2 to intimidate and call someone out
When you study with a teacher to learn a new Steady Stance
technique, shift your balance towards Com- defend & maneuver „angry
munity and automatically learn the technique -2 to guide and comfort and assess a situation
at the practiced level (skipping learned). You Assume a strong, steady stance; any foes
cannot learn techniques by studying with engaged with you who chose to advance and at- „insecure
tack this exchange must mark 1-fatigue. Negate -2 to trick and resist shifting your balance
a teacher if your Balance is +0 Community
or lower. the first condition or negative status inflicted on „guilty
you in this exchange. If no conditions or negative -2 to push your luck and +2 to deny a callout
When you spend time teaching a fellow com- statuses were inflicted on you in this exchange,
panion a technique available to their skills and become Empowered for the next exchange. „troubled
training, roll with Community. On a hit, you -2 to plead and rely on your skills or training
teach well enough; they learn the technique.
On a 7-9, you get impatient or frustrated;
choose to either take it out on them and inflict
2 conditions, or take it out on yourself and
suffer 2 conditions. On a miss, you get too
frustrated with their inadequacies; both of you
suffer 2 conditions, and you can never try to
teach them this technique again.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Quartz, THE successor
he/him

Quartz is the son of the leader of the Jade Spear, a daofei group in the east of the Earth
Kingdom. Quartz assumed his family was independently wealthy until he came of age and +2 CREATIVITY
his mother told him it was time for his initiation. The young man always thought he’d grow
up to be an artist, but now he’s on his first mission to set up a contingent of the Jade Spear
in Ba Sing Se. Since meeting his new friends, Quartz doubts his mission even more. Many of
+1 FOCUS
them have turned from a life of crime…maybe he can too. -1 HARMONY
Backgrounds: Privileged, Outlaw
0
training

Demeanor: Arrogant, Casual PASSION


Fighting style: Curved or spherical rock shapes

Connections
• __________________ has major concerns, fears, or grievances
with my lineage—and with me, by proxy.
Tradition
• __________________ seems free of their past in a way I wish I could
let go of mine; hearing them talk about the future feels amazing!

A Tainted Past
You hail from a powerful, infamous lin- Humble Yourself
eage—one with an impressive and ter- When you politely and obediently humble yourself
rible reputation. Your lineage has had a before a powerful member of your lineage, roll with your
massive impact on the world within the Tradition. On a hit, you earn some credit; hold 3-resourc-
scope of your story—its reach extends es. On a 7-9, their resources don’t come without strings;
over the whole scope, and everyone in you’ll need to promise to fulfill some other obligation of
the scope knows of it. Organized crime your lineage, or let them shift your balance. On a miss,
is the domain that is the source of your they’re dissatisfied with your display; they’re cutting you
lineage’s power—the area in which they off until you fulfill some task they set to you.
affected the world.

Lineage Resources
Raid Your Lineage’s Resources
When you raid your lineage’s resources without their
Progress
You have access to your family’s exten- consent or knowledge, mark a condition and roll with
sive stores of the following resources: your Progress. On a hit, hold 1-resource. On a 7-9,
• introductions and connections choose 1. On a 10+, choose 2.
• cold hard cash • You obtain an additional 1-resource FATIGUE
Spend resources during the session to • You nab your goodies quietly; your
lineage is none the wiser
establish a boon you had previously
asked for or obtained, something that • You steel yourself for what you’re doing; CONDITIONS
your lineage’s unique position and avoid marking a condition „afraid
stores could provide: a vehicle, an invi- -2 to intimidate and call someone out
On a miss, you’re caught red-handed by a powerful
tation, a chest of jade coins, etc. member of your lineage who saw you coming. „angry
-2 to guide and comfort and assess a situation

„insecure

Moves Technique -2 to trick and resist shifting your balance

„guilty
-2 to push your luck and +2 to deny a callout
Black Koala-Sheep
When you behave in a way that shocks and unsettles Break „troubled
people from one of your backgrounds, roll with -2 to plead and rely on your skills or training
evade & observe
Creativity to intimidate them or push your luck.
Target a foe’s vulnerable equipment; render it useless
A Life of Regret or broken—possibly inflicting or overcoming a fiction-
When you guide and comfort an NPC by apologiz- ally appropriate status (ex: Impaired).
ing and honestly promising to make amends for the
harm they have suffered, roll with Focus instead of
Harmony. If they choose not to open up to you, you
do not take +1 forward against them. If they choose to
open up to you, take +1 ongoing to attempts to take
action to make amends.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
N
ow we come to Fire & Brimstone. A tale of scholars
and a spirit set in Avatar Roku’s time. It would be a story
after my own heart…if not for the terrible theft commit-
ted by someone who calls themselves “learned.” I must
admit this is a sore subject for me, I have many bad memories of
humans stealing from my library. It’s terribly rude to steal from
someone, especially if you are stealing from your host. Normally,
a theft like what I’ve read of in Fire & Brimstone would enrage
me, but the adventure also mentions meteorites, which are such
an interesting material with so many applications! Reading tid-
bits like that stays my justified rage, for now.
I’m not quite sure why you humans aren’t able to share with
one another. Even when there is more than enough for every-
one, even when something is offered freely, you always want
more. And if you can’t take, then you destroy, in a never-ending
cycle of avarice and violence…
You know what? I’m rooting for the spirit.

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CHAPTER 5

FIRE & BRIMSTONE

Fire & Brimstone 93


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FIRE & BRIMSTONE

ROKU ERA
ADVENTURE
94 Avatar Legends: The Roleplaying Game
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CHAPTER 5

Fire & Brimstone is a standalone adventure set in the Roku Era. If you’ve never run a game of
Avatar Legends: The Roleplaying Game before, this adventure is a great way to start—it includes
all the elements you need for an exciting episode of your very own. Fire & Brimstone can also
be used in an ongoing Roku Era campaign. The adventure is set in the Fire Nation and features a
summit of international diplomats, making it perfect for a political or disparate group of heroes.

The greatest minds from all nations of the world gather for the No Path to the End?
Four Nations Summit & Technological Symposium in the Fire If you are used to running adventures with heavily detailed
Nation, each hoping to be the delegation with a breakthrough encounters and prepared NPCs, it might come as a surprise that
finding that will one-up their academic rivals. Just as the summit few mechanics are written into this adventure, beyond the esca-
begins, the Fire Nation delegate Khuchtei announces that multi- lations and some information about various characters. Avatar
ple crates of precious meteorite metal were stolen from the Fire Legends: The Roleplaying Game relies on players triggering moves
Nation and must be returned! Everyone at the summit is under based on the actions they take during play instead of asking
suspicion, and if the thief isn’t found soon, Khuchtei is willing players to make any specific checks for specific actions required
to take extreme measures. Taqukaq, Avatar Roku’s waterbending by the adventure.
teacher and one of the summit delegates, tasks the heroes with Since every significant action a PC takes drives the action
finding the thief before it is too late. Can they uncover the truth of the game forward, there is no prescribed order of events.
and restore peace before mistrust turns to war? Instead, the adventure puts the PCs in a dramatic starting situ-
ation that demands immediate action from the heroes! It’s your
job to use the material in this adventure to keep things moving,
Using This Adventure providing interesting events and NPCs to consistently engage
your players.
You can read more about running Avatar Legends: The Role-
The contents of this adventure create a sandbox for your PCs playing Game in the core book, Chapter 8: Running the Game,
where they can investigate mysteries, unraveling diplomatic and more about how moves shape play in Chapter 3: Funda-
intrigue that could shape the history of the world. Some of the mentals of Play.
tools available to you are found in these sections:
• The “Summary” gives the broad strokes of the adventure,
Using the Pregenerated Characters
detailing the problems in Hari Bulkan and some possible
There are five pregenerated characters at the end of this adven-
solutions.
ture. Each character has a unique history, playbook, and set of
• The “Introduction” explains how the PCs found themselves
stats. Your players can use these characters to play through this
at the center of the secrets.
adventure, or they can create their own as explained in the Avatar
• “Important Characters & Groups” describes the NPCs the
Legends: The Roleplaying Game core book.
heroes will meet, including motives they may have.
The pregenerated characters have their moves, feature ele-
• “Important Locations” details the three most important
ments, and techniques already chosen; players need only decide
buildings, what’s going on in them, and which important
whether to shift their balance by one step at the start of play, and
characters can be found there.
which principle to shift it toward. Players can adjust the pregen-
• “GM Advice” contains guidance and suggestions to help the
erated characters to make themselves more comfortable, altering
GM ensure the adventure runs smoothly.
names, look, and even mechanical elements like the stat boosted
• “Pregenerated Characters” is a set of five premade characters
by the free +1 at character creation if they are familiar enough to
your players can use to hop right into the adventure. We also
make that choice. The characters are designed to work well with
include a hook that ties the characters to the adventure.
the current elements included and the adventure as presented,
but as always, if the GM and player agree then they can make
changes as desired. After selecting the pregenerated characters,
players will still go through the process of filling out connections
with each other.

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Summary
The Four Nations Summit & Technological Symposium in
Hari Bulkan is about to start, with representatives from all Four
Nations gathered in the Fire Nation capital. The summit is set to
last an entire week, and during that time delegates will each pres-
ent different technological advancements from their nations. On
the opening night of the summit, Khuchtei, trailed by Captain
Enaka of the Fire Nation guard, bursts into the meeting hall
and announces that someone has stolen multiple crates of rare
meteorite metal from the Fire Nation. She doesn’t halt the con-
ference—all eyes are on the Fire Nation, and she wants it to be
a success—but she’s ordered patrols of guards to roam the halls,
and she demands that the crates be returned immediately.
Taqukaq was sent by Avatar Roku to ensure everything went
smoothly at the summit. Both the Avatar and the waterbending
master foresaw a possible political incident occurring at the sum-
mit and it is important that the delegates keep the peace with
one another so the summit doesn’t turn into an international
incident. The Waterbender doesn’t want to out himself as Roku’s
spy, and Taqukaq knows the heroes from an event established in
the “Introduction”, so he tasks them with helping him find the
crates before it is too late.
There are three possible suspects:
• Sumati: An Air Nomad aiding a spirit
attached to the meteorite metal
• Pohu: Taqukaq’s jealous rival from the Southern Water Tribe
• Ikru: An inventor with a secondary mission
to spy for the Earth Kingdom

To ensure the investigation is fresh and exciting, the person


who hid the crates and their motive aren’t predetermined. Each Meteorite Metal Crates
of the suspects has a possible motive. As the players work their Meteorite metal is used to create unbreakable weapons, and
way through the adventure, you’re free to decide which suspect this property, plus its scarcity, makes it more valuable than gold.
should be the thief, whether it be the suspect the players are sure The crates comprise the largest cache of meteorite metal in the
is the culprit, the one they’re closing in on, or even the one that entire world. Khuchtei planned to unveil samples from the cache
they trusted! at the summit as a point of pride. Her plan was to use the metal
Once Taqukaq entrusts the players with their task (see “Intro- to build various new machines for the Fire Nation, maybe even
duction”), they can investigate and they will definitely discover a tank, which she’s heard the Fire Lord has been particularly
secrets: all of the delegates are hiding something. Although the interested in.
players can choose how they want to investigate the delegates, The crates currently sit in a supposedly-empty compartment
they must do it stealthily. If they approach the delegates aggres- in the summit storehouse. At the start of the adventure, only the
sively, the PCs might get arrested by the Fire Nation guards, thief knows of their presence there. Although it’s obvious that
cause an international incident, or worse! someone put the crates there, as GM you don’t have to decide
Complicating matters, the spirit Rust (see “Special Circum- who that is right away. In fact, you may want to wait until the he-
stance: Rust”) was attracted to the crates by the delicious smell roes have a few suspects they’re paying more attention to before
of meteorite metal and then to the summit as curiosity got the deciding who’s really at fault.
best of them. Rust, troubled by aggressive actions, starts the path
towards becoming a Dark Spirit. Depending on the course the
adventure takes, Rust could be the true issue the heroes must
deal with.
Finally, after sneaking around, questioning delegates, and put-
ting out political fires, the heroes eventually determine who stole
the meteorite metal. They have plenty of options for dealing
with the thief, the crates, the spirit, and how to finish up your
adventure is detailed in “How it Ends.”

96 Avatar Legends: The Roleplaying Game


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Suspects unbreakable when forged. So, stealing the metal helps both to
Below, multiple characters are suggested as the culprit who has keep his nation safe and to boost Ikru’s prestige. Ikru is a capable
hidden the crates, and while not everyone can be the real culprit, agent as well as a technologist, and he would’ve used some of
you can use the motivations to cast doubt on (or point to) a his secret gadgetry to steal the metal straight out from under
suspect throughout your game. Khuchtei’s nose, bit by bit over several nights.
If Ikru is the thief...
Sumati
The Air Nomad’s motive for stealing the crates is actually altruis- ...he’s hidden the crates in a secret tunnel he’s bent below the summit
tic. She was drawn to a spiritual presence in the Fire Nation cap- with earthbending.
ital city, ultimately discovering the crates where they were being
stored, near Khuchtei’s workshops. Inside the crates, she discov-
ered Rust, the spirit drawn to the meteorite metal. Unbeknownst Parties of Interest
to the leader of the Air Nomad delegation, Ugyen, Sumati snuck While there are officially only Four Nations, five delegations are
out in the days leading up to the conference, meeting with the attending the summit, with each of the two major Water Tribes
spirit to find a way to appease them. Since Rust has tied themself having their own diplomatic parties. There are 50 people at the
to the metal, Sumati is worried what will happen to the spirit summit, including among them Captain Enaka, guards, and many
if the metal is destroyed or forged. All this sneaking makes her other delegates. If the players want to talk to other people, you
particularly suspicious to anyone paying attention. If she is the should feel free to give one or two of these people names and per-
real thief, then she stole the crates at the start of the convention sonalities. However, try to refocus the game on the main suspects
to keep Rust safe and try to keep the spirit away from the other in order to keep the action manageable. The following characters
delegates, although she has no idea what to do with the metal are people from “Important Characters & Groups” with real stakes
now. If the characters learn she’s behind the theft, she’s likely to in the theft, who can help you re-center your story:
ask them directly for help. Taqukaq—As the one who alerted the heroes, Taqukaq
isn’t a suspect for the PCs. However, that doesn’t mean that he
If Sumati is the thief...
isn’t involved in secret plots. The Water Tribes sent him to the
...she’s stashed the crates in the sewers, hoping to keep them safely summit with a secret mission—to learn if the Fire Nation has
out of the way where no one would think to look. stolen Water Tribe ship designs. Because of this assignment,
Taqukaq spends significant time poking around where he’s not
Pohu allowed to be. Although his skills and prestige have kept him out
An ambitious man, Pohu has a simple motive: he wants the of trouble so far, the heroes could learn that he’s more than what
meteorite metal to improve his career. Meteorite metal is he appears and have a reason to confront him.
precious because it is believed to be unbreakable once forged. Khuchtei—The crates were stolen from right under
This feature is enough to get the technologist excited at the Khuchtei’s nose and she wants them back. She’s aware that
prospect of working with the material. Pohu is also an academic meteorite metal is believed to be unbreakable once forged, and
rival of Taqukaq and is often overlooked for important projects she wants it to further the Fire Nation’s technological progress. If
in favor of his northern counterpart. If Pohu is the true thief, she could figure out a way to forge a large amount of the metal at
then he sees the theft as a way to completely surpass his rival in once, she could use it on the new overland war machine proto-
their field and to take Taqukaq’s place on any new projects. Pohu types Fire Lord Sozin commissioned. These tank-like machines
wouldn’t have stolen the metal directly; he would’ve used a set would be the pride of the Fire Nation fleet and earn Khuchtei
of loyal Southern Water Tribe guards (who normally stay on his endless bragging rights among her peers. The theft of the mete-
ship) to transfer the metal secretly in the night. orite metal is tantamount to an act of war in her mind, and until
the theft is resolved, she grows more and more unstable and
If Pohu is the thief...
prepared to take extreme action.
...he’s taken the crates back to his ship and hidden them in the hull. Hong—Hong appears to be a high-ranking Fire Nation guard
in charge of security at the summit, but he secretly is a spy from
Ikru another nation. Rather than assigning Hong a possible motive,
Ikru certainly has the means to commit the theft; as the head consider him a fluid NPC that you can use to amp up the espi-
delegate for the Earth Kingdom, Ikru has the resources and pow- onage feel of the Roku Era. You could use Hong as a rival to the
er to arrange for the crates to be smoothly and quietly moved person who stole the crates or as a spy working with the person
out of Khuchtei’s workshops. But Ikru’s motive is a bit more who stole them. Use Hong to cast doubt on who the true culprit
mixed. If he’s responsible, he stole the crates to bring them back is or as a guide for the PCs when they’re in a tight spot—al-
to the Earth King and earn the prestige of designing something though Hong won’t hesitate to betray the PCs to steal the metal
using this small fortune. He also suspects the Fire Nation is up to for his own employers. Hong is also a capable opponent, and
no good with the ore, on the basis that he’s always mistrusted his thus a good choice as the true thief. If he is the thief, make sure
Fire Nation colleagues. Ikru’s heard rumors that the Fire Lord to tie him to some employer, including far-off powers and rulers.
has been interested in war machine prototypes, and nothing
good can come from Sozin having a large cache of metal that’s

Chapter 5: Fire & Brimstone 97


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Special Circumstance: Rust How It Ends
Rust is a tiny spirit who appears as a shimmering, translucent The amount of in-fiction time it takes to discover the stolen
elderly humanoid, albeit only a foot tall. Their name comes from metal and solve the crisis is entirely down to the dramatic pacing
the fact that their skin and clothes both appear to be made out of of the adventure. The summit is scheduled to last a full week,
orange rust flakes. Rust was drawn to the physical world after the meaning that you can use changes in time liberally, advancing
Fire Nation piled a huge amount of meteorite metal together. through the day and moving on to the next. On the other hand,
They’ve been orbiting around the metal, appearing and disap- it’s entirely possible that the heroes deal with the theft in a single
pearing at will, following wherever it goes. Once Rust arrived day, either by connecting the dots and visiting the right loca-
at the summit, they were curious about what was happening tions, or because you are setting a faster-paced, more intense
and decided to observe—it’s been a long time since they’ve game. Generally speaking, allowing more time to pass between
been to the physical world, and they are largely disappointed by scenes provides a more contemplative feel, while going hard
the scheming and greed they’ve seen. from scene to scene with immediate follow-up gives a much
As the summit progresses, the spirit takes on the negative more urgent feel.
energy of the attendants. Everyone is distrustful of one another, The full week of the summit does give the PCs time to rea-
angry, and on the brink of fighting; this throws the spirit out sonably investigate each of the NPCs, keep track of the dele-
of balance. Each time someone takes a violent or massively gates’ comings and goings, search their rooms, and rifle through
aggressive action against another person, Rust’s balance track their storage areas. Because the delegates are generally at
is shifted toward their Chaos principle by one and they double Zoryu Hall during the day and at Tako Dormitory at night (see
in size. If this shifts Rust’s balance off the end of their track—if “Important Locations”), the PCs may wish to pass some time
they shift toward Chaos four times—Rust becomes a dangerous to make sure that it’s the right time of day to find people. Don’t
Dark Spirit and rampages the summit. They cannot be fought emphasize using up every single minute of every single day in
using traditional combat exchanges—attempts to do so end with perfect efficiency; PCs still need to eat and sleep, too! If time is
the PCs getting tossed away easily. Instead, they must be brought passing, however, make sure to allow PCs to periodically clear
back onto their balance track in order to control themself again. 1- or 2-fatigue as they rest. They might even clear conditions as
time passes from day to day.
RUST Principle: Chaos Taqukaq sets the heroes a very specific task: find out who
Rust’s balance may only shift back in certain ways—normal stole the crates and why. Assuming the PCs follow the task set
moves won’t shift Rust’s balance, and players cannot call out out for them, when they discover the thief­—be it on the first day
Rust’s principles. Rust’s balance will only shift when PCs: or at the end of the week—they will likely wind up in a confron-
tation with the thief. How the heroes decide to handle that con-
• Foster cooperation among rivals or foes (getting the delegates
frontation is completely up to them—and if that confrontation
to work together)
turns violent, it can trigger Rust’s fall toward Chaos!
• Show Rust that humans are capable of kindness (convincing
Make sure not to neglect Rust when bringing the whole
someone to give aid with no gain in return)
adventure to a close. While there are plenty of dangers related
• Show Rust humans acting in mercy (forgiving wrongdoing
to the theft itself and the way it can break down international
like the original theft)
relations, Rust is in many ways the most immediate threat in the
• Other acts of heroics, self-sacrifice, or nobility of spirit
entire adventure. As the spirit moves closer and closer to Chaos,
There are a few ways the heroes can help Rust before they they become more and more of a genuine threat to everyone at
become a Dark Spirit, such as defusing tensions between dele- the summit, without ever having actually done anything wrong.
gates, or even telling them of the spirit’s existence. Of course, the The final confrontation with the thief can easily transition into a
PCs need to know that Rust exists before that can happen. The final conflict about how to deal with Rust, as the spirit becomes
PCs can accomplish this by successfully questioning Sumati, a Dark Spirit and goes on a rampage. After all, Rust’s balance
even if she isn’t the thief—in that case, she discovered Rust and advances toward Chaos every time anyone takes a violent or
the metal before someone else stole it. She can find Rust as the massively aggressive action against another person, and con-
spirit wanders the city, but she can no longer find the metal fronting the thief will almost certainly turn in that direction.
itself, so following Sumati at night leads the PCs to the spirit. Try to think of this adventure like an episode of Avatar: The
Likewise, if you’re using the pregenerated characters (page Last Airbender or The Legend of Korra. The adventure could end
110), they’re all Air Nomads and could be sensitive to spirits in with the heroes helping Sumati smuggle the ore (and Rust) out of
the area, especially Chegu, who might sense a spirit in the area Hari Bulkan to a little island where Rust can come and go in peace;
from the start of the adventure. or the adventure could end with the PCs confronting Ikru for
Or, if the tensions go on long enough, Rust’s presence be- stealing the ore, just as Khuchtei comes in with guards to arrest him
comes obvious as the spirit grows larger (and more dangerous). and the delegates…leading to a giant fight the heroes must defuse!
Once the heroes know Rust exists, the PCs can try to ask them Regardless, the end of the adventure should give the players a
for help or information. Rust knows who the meteorite metal chance to feel special—and to feel that their actions make a real
thief is, but they’re not sure if they can trust the companions difference as they pull off a victory against the odds.
until they prove themselves.

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Introduction Getting Started
The start of the summit was an opening ceremony, where each
of the five delegations introduced their members and performed
Whether you’re playing this adventure as a one-shot or part an intricate display of their culture’s dances and music. The Fire
of an ongoing campaign, the PCs were invited to attend the Nation’s was exciting and bombastic, the Air Nation’s was grace-
summit. If you’re not using the pregenerated characters, let the ful, the Water Tribe’s two delegations came together to create a
players define why they were invited and why they all chose to dance both beautiful and poignant…and the Earth Kingdom’s
attend. The heroes should answer the following questions: was a three-part opera retelling the life of the current Earth King.
Make sure the PCs have a chance to say what they’re doing
• Why were you invited to attend the summit? and watching during the show. They might even participate in
• What do you personally want to achieve at the summit? some of the displays if they want! But this is also a good chance
to introduce the myriad important delegates, with the PCs’
If your players are stumped on how to answer, you can suggest attention drawn to these notable figures as they either watch or
ideas: maybe they were invited as security or because someone in participate in the show.
their group is especially skilled. You could even suggest that Taqu- After the show, the Fire Nations set off a breathtaking fire-
kaq specially requested they attend and have the players answer work display, and the delegates mingled. This is when Khuchtei
the questions about their connection to him first. How and why burst into the event, announcing the theft and demanding the
the companions are here is up to them, and as the GM, you should thief reveal themself. After a few awkward moments when the
ensure each player buys into their own reasoning. thief didn’t step forward, Khuchtei announced security at the
Now that you’ve established why the PCs are at the sum- summit would increase, but the summit would go forward. She
mit, introduce Taqukaq and use the questions below to craft a made sure to say that the culprit would be caught and, when
connection to Taqukaq as motivation for his decision to entrust apprehended, would be punished appropriately according to
the heroes with this delicate mission. Each player answers each Fire Nation law.
question independently after the PCs have been introduced and This is when Taqukaq approaches the characters covertly,
the inciting incident established, although their answers can explaining his situation and asking for help. Let the players take
build off each other. Players should do this whether they are using it from there!
pregenerated characters or not. Remember: At the beginning of the adventure, someone is
guilty—but their exact identity isn’t yet determined. You should
• What were you doing when you first met Taqukaq? decide who the culprit is based on your players’ actions and
• What did you do to earn his trust? interest during the investigation.
• What’s one thing he probably remembers about you?

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Important
Characters & Groups List of important characters & groups
• Taqukaq, Avatar Roku’s waterbending teacher and
Northern Water Tribe dignitary
The following pages contain information on these NPCs, along
• Khuchtei, an aggressive new minister with the
with stats you can use for them in game—a principle (when
Fire Nation
appropriate), combat techniques, conditions, and fatigue are all
• Sumati, an Air Nomad seeking balance
listed for each character.
• Pohu, a contrarian delegate from the Southern
NPCs tied to a faction or group that come into play in the
Water Tribe
adventure are listed after the faction itself. In a combat, the gang
• Ikru, a charismatic academic (and spy) from the
and the leader would act separately in exchanges and choosing
Earth Kingdom
techniques.
• Hong, a spy posing as a Fire Kingdom guard
• Captain Enaka, the captain of the Fire Nation
Taqukaq
guards in charge of security for the summit
Legendary NPC
• Ugyen, the leader of the Air Nomad delegation,
This proud, lean, middle-aged man wears the deep blue robe and
committed to peace
pants of the Northern Water Tribe. As one of the most famous
• Fire Nation Guards, the groups of guards
Waterbenders in the world, Taqukaq carries the dual burden of
patrolling the Summit
being respected and blamed for Avatar Roku’s actions. Of course,
• Delegates, groups of the other delegates at the
the Northern Water Tribe Elder is more than the Avatar’s former
conference who might get embroiled in a conflict,
teacher; he’s an innovative statesman, who seeks to bring the
split up by nation
Northern and Southern Water Tribes together in more than just
• Delegation Guards and Soldiers, individual
name. He and Roku still work together quietly, but publicly, Taqu-
groups of the accompanying fighters here to help
kaq has tried to maintain his distance from the Avatar to ensure
keep the delegations safe
that he isn’t hindered by accusations of being Roku’s puppet.
Taqukaq is a Legendary NPC and you can find more infor-
mation on him and his stats on page 22.

Khuchtei
Major NPC Sumati
A tiny woman with a confident grin and a powerful voice, Master NPC
Khuchtei was recently appointed as Fire Lord Sozin’s Minister Sumati is one of the largest Air Nomads alive. Though her
of Education, Science, and Technology. She is devoted to the muscular frame may intimidate some, her kind eyes reveal her
job, causing her to advocate fiercely for the Fire Nation when- true nature. She’s both an Airbender and a technologist, a rarity
ever discussions about technology exchanges arise. While she’s at the summit (and in the world, for that matter). Where many
quick to anger if she senses unfairness, she’s also an extravagant see the worlds of science and spirits as opponents in a quest
host, apologizing the instant she realizes she might be impolite. for humanity’s future, Sumati sees a path that balances the two,
Khuchtei is also responsible for the luxurious accommodations in striking a harmonious balance between them. During meetings,
the dormitories. Immediately after she announces the theft, she she is the calmest voice, ensuring that no one is left out of the
continues to be outwardly politic and polite…but if there is any conversations. Her commitment to the summit has become sec-
sign of the true culprit, she is fierce and determined in apprehend- ondary to her commitment to Rust, a spirit she finds beautiful
ing and punishing them. As her pride grows, she may come to take and wondrous. She is willing to sacrifice her own position at the
extreme action the instant she thinks there is reason to do so, to summit to protect and rescue Rust.
punish those who dare steal from the Fire Nation.
Drive: Protect Rust
Drive: Prove the Fire Nation’s superiority Principle: Kindness
Principle: Pride Conditions: Angry, Afraid, Guilty, Insecure, Troubled
Conditions: Angry, Guilty, Insecure Fatigue:
Fatigue: Technique: Cushion the Forceful Fist, Cannonball
Technique: Fire Pinwheel

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Pohu Hong
Major NPC Major NPC
One of the few non-benders in the discussions, Pohu represents Outwardly, Hong is a dutiful, if seemingly dim-witted, guard for
the Southern Water Tribe and is Taqukaq’s rival. His determined his nation, who has served at such exotic locales as the Fire Tem-
face bears a jagged scar across the left cheek from a successful ex- ple on Crescent Island (until the Avatar destroyed it—which
periment to prove his scientific prowess. Although the two tribes ultimately led to his recent transfer to the Imperial City). Se-
are technically united, Pohu and others within the South had to cretly, Hong is a spy tasked with covertly gathering information
petition for both Waterr Tribes to have a delegate at the summit. during important events. The faction Hong works for is myste-
As the only delegate who needed to fight for his chair, he still rious, partly because the heroes don’t know it at the beginning
feels as though he needs to justify his presence by playing devil’s of the adventure and partly because, as GM, you get to decide
advocate in most discussions. By raising every possible flaw in what faction would be most dramatically appropriate for him to
ideas (even if he likes them), he feels as though he’s contributing belong to (see page 97). He’s a very capable spy, ruthless and
to the discussion. directed, and if he deems it worthwhile and productive for his
purpose to ultimately come away with the metal, he may reveal
Drive: One-up Taqukaq himself to the PCs and strike a bargain with them.
Principle: Power
Conditions: Angry, Insecure, Troubled Drive: Achieve his master’s ends without being caught
Fatigue: Principle: Control
Technique: Flash Crystals Conditions: Guilty, Insecure, Troubled
Fatigue:
Technique: Smoke Bomb
Ikru
Major NPC
A short, handsome man with mesmerizing eyes, Ikru was voted Captain Enaka
in by fellow delegates as the Earth Kingdom’s first choice to Major NPC
represent them at the summit. Not only is he one of the lead- The leader of the Fire Nation guard assigned to the summit.
ing technologists in the Kingdom, but he’s also said to have “a Enaka knows that even though she is actually in charge of the
silver tongue that could sell ice to the Water Tribes.” He exudes guards, this is Khuchtei’s show, and Enaka won’t deviate from
friendliness, and it always seems genuine—if he’s putting on an Khuchtei’s orders without very good reason. Enaka isn’t partic-
act, it’s a very good one. The one exception is his odd annoyance ularly invested in the summit itself; she mostly wants it to come
with Khuchtei; he believes that she’s here to push the Fire Na- to a close with as little trouble as possible, and the theft of the
tion’s agenda, regardless of whether the science agrees with her. meteorite metal is very close to her worst nightmare. After all, if
Pushing national interests into the sciences is a crime against fingers need to be pointed at someone for failing to protect the
academics in his eyes. metal, Enaka expects them to be aimed at herself.

Drive: Preserve the scientific integrity of the summit Drive: Secure peace and order in the city
Principle: Control Principle: Order
Conditions: Angry, Afraid, Troubled Conditions: Afraid, Angry, Troubled
Fatigue: Fatigue:
Technique: Suction Boots Technique: Flamecharge

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Ugyen Air Nomad Delegates
Major NPC Minor NPC Group
Nominally, Ugyen is the leader of the Air Nomad delegation. In This group represents assorted Air Nomad delegates. The Air
reality, Ugyen has a very meditative mindset, one which shies Nomad delegation is made up of monks and nuns of assorted
away from any shows of superiority or dominance. He has little expertise and knowledge, all characterized by a single combined
to no desire to police or control his delegation, and his primary concern for peace. Sumati cannot simply go to the rest of the
goal at the summit is to foster a spirit of peace across all the Air Nomad delegation with her knowledge of Rust because she
attendees. The theft is a problem, but primarily for how it invites believes, with reason, the delegation might not act on that in-
disunity and conflict; Ugyen would be in favor of any resolution formation—their goals here are focused on eliminating conflict,
that brought the affair to a close peacefully. He is not currently not fostering it.
aware of the presence of Rust, but Sumati knows that Ugyen
would not condone some of her tactics—he certainly would not Drive: Follow Ugyen’s lead in pursuing peace
want her to steal the metal, even for the spirit’s sake. Principle: Peace
Conditions: Troubled
Drive: Avoid conflict and pursue peace Fatigue:
Principle: Peace Technique: Spread Out
Conditions: Guilty, Insecure, Troubled
Fatigue:
Technique: Twisting Wind Northern Water Tribe Delegates
Minor NPC Group
This group represents assorted Northern Water Tribe delegates
Fire Nation Guards who nominally stand behind Taqukaq. The Northern Water
Major NPC Group Tribe delegates are here to show off their people’s skill, advance-
Unnamed patrols of Fire Nation guards typically come in groups ment, and capability—to prove a degree of superiority against
of two to four. While they’re not particularly difficult to outwit the other nations. They see the Southern Water Tribe delegation
or outfight, ignoring them may come with hefty consequences as as a bit of an insult—the two tribes were supposed to send a
they sound alarms, spread word that a character is a dangerous single, joint delegation—and they will rub it in if possible. Their
criminal, or worse. primary focus is on proving themselves against the other na-
tions; they might consider handing over culprits from the South-
Drive: Keep the city safe ern Water Tribe if it secures their own position and authority.
Principle: Order
Conditions: Afraid, Angry, Insecure Drive: Prove the Northern Water Tribe’s excellence
Fatigue: Principle: Excellence
Techniques: Fire Blade, Focused Fire Conditions: Insecure
Fatigue:
Technique: Surround
Fire Nation Delegates
Major NPC Group
This group represents assorted Fire Nation delegates who stand Southern Water Tribe Delegates
behind Khuchtei. Like all the delegate groups, use this when the Minor NPC Group
delegates are acting as a whole—as individuals, they generally This group represents assorted Southern Water Tribe delegates
aren’t important enough to even be minor NPCs. The Fire Na- who stand behind Pohu. The Southern Water Tribe delegates
tion delegates are generally more aggressive and combat-ready share Pohu’s desire to prove that they belong here, as a sepa-
than other delegate groups. This summit is happening in the rate and distinct delegation from the Northern Water Tribe.
capital city of their nation, and they will quickly band together They won’t miss an opportunity to prove their superiority and
to fight back against anything they interpret as an external threat. independence from the Northern Water Tribe delegation. In
They also have a fair mix of diplomatic, scientific, and militaristic any conflict over the theft of the meteorite metal, however, the
ability, making them more dangerous than the other delegate Southern Water Tribe delegates will still expect the Northern
groups likely expect. delegates to ally with them against the others.

Drive: Advance the Fire Nation and defend it from external threats Drive: Prove that they belong here
Principle: Patriotism Principle: Independence
Conditions: Angry, Insecure, Troubled Conditions: Angry
Fatigue: Fatigue:
Techniques: Engulf, Fan the Flame Technique: Coordination

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Earth Kingdom Delegates Southern Water Tribe Warriors
Minor NPC Group Major NPC Group
This group represents assorted Earth Kingdom delegates who This group represents all the warriors brought to the summit by
stand behind Ikru. The Earth Kingdom delegates are a highly the Southern Water Tribe. Pohu has them trying to stay out of
scientific and technologically oriented group. They chose Ikru as sight—this isn’t a military show—while simultaneously trying
their leader, and no small part of that is the man’s commitment to watch the other delegations quietly, and in particular keeping
to science above all else...but they’re also still politically oriented an eye on Taqukaq. If any group is likely to discover Taqukaq’s
enough to be aware of the larger stakes of the summit. They’re secret activities, it’s likely to be these warriors. That said, they
here not just to prove superiority, but to glean whatever secrets are not particularly interested in getting into a large fight; they
or lessons they can from the summit, both to advance their own instead see their role here as avoiding direct physical conflict
learning and to advance their home nation. while keeping Pohu and the other delegates safe.

Drive: Gather as much information as possible Drive: Watch the other delegations for threats and subterfuge
Principle: Knowledge Principle: Protection
Conditions: Afraid Conditions: Angry, Insecure, Troubled
Fatigue: Fatigue:
Technique: Swarm Technique: Provoke Overextension, Water Whip

Northern Water Tribe Bodyguards Earth Kingdom Soldiers


Major NPC Group Major NPC Group
This group represents the entire force of bodyguards and war- The Earth King sent a squad of soldiers along with the dele-
riors brought to the conference by the Northern Water Tribe. As gation, both to protect the delegates and to protect any of the
per the Northern Water Tribe’s overall purpose at the confer- secrets that the delegation brought to the summit. The soldiers
ence, they are well-festooned with impressive garb and weap- are loyal to the Earth King first and foremost, and their primary
onry, designed to appear as a show of strength as much as an orders are to prevent the contraptions and sculptures of the
effective fighting unit. There aren’t all that many of the guards on Earth Kingdom from falling into the hands of any other nation.
the whole—no more than 10 or so—and individually, each one As such, they spend less time protecting delegates like Ikru than
is a minor NPC at best. As a group, they largely try to defend the they do watching the other delegations for signs of attack or
less combat savvy delegates; Taqukaq in particular has empha- betrayal, thereby provoking greater tension.
sized to them that they should not spend time trying to keep
him safe, as he can take care of himself. Drive: Protect the valuables of the Earth Kingdom
Principle: Duty
Drive: Defend the Northern Water Tribe delegation from threats Conditions: Afraid, Angry, Guilty
Principle: Loyalty Fatigue:
Conditions: Angry, Afraid, Insecure Technique: Earth Gauntlet, Test Defenses
Fatigue:
Technique: Ice Gauntlet, Protect Objective

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Important Locations Tako Dormitory
The dormitory is a square three-level building with a lush garden
in the center, one of the larger government buildings in this part
Fire & Brimstone takes place during the Four Nations Summit & of Hari Bulkan. Although some of the Fire Nation delegates live
Technological Symposium, a gathering of diplomats and scien- in the city, they all live and work out of Tako Dormitory during
tists from around the world. The summit is held at Zoryu Hall, the summit. For the delegates, the dorms serve as their political
a center of learning in eastern Hari Bulkan. Hari Bulkan itself is embassy, office, and personal quarters. Although all negotiations
a wealthy city surrounding the Fire Nation’s Royal Palace in the are technically supposed to take place in Zoryu Hall, everyone
caldera of a volcano. The city stands in contrast to the more work- present understands that some of the most important conversa-
ing-class Harbor City, located at the base of the volcano. tions will take place in the dormitory, over a cup of tea or a game
While the summit’s daily meetings and exhibitions take place of Pai Sho.
within Zoryu Hall, the delegates themselves are housed nearby
in Tako Dormitory, which serves as a place of rest and informal Ground Floor
chats between attendees. The ground floor houses the Water Tribe and Earth Kingdom
Beyond the hall and dorms, the PCs will be acquainted with delegates. Pohu’s room contains drafts of various pieces of
the summit storehouse, a nearby storage building redesigned innovative winter survival gear and ship components. It also
to house whatever items were too heavy or bulky to be carried contains a hidden document speculating about how to use me-
by hand by the delegations that brought them to Hari Bulkan. teorite metal to improve ships. During the day, Taqukaq’s room
houses climbing equipment and lock picks. Taqukaq leaves each
evening to spy on the Fire Nation. Ikru’s room has a pile of
Zoryu Hall notebooks, most of which have 10–20 seemingly random pages
Part school, part meeting hall, and part auditorium, Zoryu Hall filled with stream-of-consciousness notes. A clever PC might be
was named in honor of Fire Lord Zoryu. Although most of the able to assess the situation or rely on skills and training to
building is taken up by a giant lecture hall, the building also has a realize that these have hidden messages—potentially implicating
full assortment of smaller rooms for meetings and classes. Ikru as the thief.

Twisting Dragons Garden


This 10-foot-tall metal sculpture made by master artist Fusei The garden in the middle of the dormitory houses some of
depicts a pair of dragons rising from the ground, spiraling the Fire Nation’s rarest plants and most aggressive gardeners.
around each other. In addition to the statue’s intimidating Though the garden is meticulously preened, it’s a place of quiet
beauty, each of the dragons briefly breathes flames at the top serenity for anyone looking for some peace amid the hectic
of each hour. Any fights that take place in front of this fountain meetings. Some delegates, especially Sumati, have private meet-
run the danger of either setting something aflame or, worse yet, ings here.
exploding the fountain.
First Floor
Meeting Rooms Once full of busy offices, this floor is now the cafeteria, which
Because the summit runs continuously during daytime hours, serves a wide variety of meals four times a day. Khuchtei and
the PCs can find most of the delegates in the meeting rooms Ikru take all of their meals here, making sure to hobnob with
during the day. If the heroes want, they can sit in on any of the everyone else but avoiding each other. Ikru offers games of Pai
meetings, where delegates talk about a variety of topics such as Sho and tea.
the spiritual and environmental impacts of industrialization, the
possibility of a joint moon observatory, and political alliances. Second Floor
Note: The talks in these meetings aren’t the actual focus of the The top floor, this is the temporary home for the Air Nomad
adventure. Rather than playing through a scene only about the and Fire Nation delegates. In Khuchtei’s room are dossiers on
meeting, either summarize what the PC hears and move on, or each of the other delegates and possibly the heroes. She also has
have an exciting plot-relevant event interrupt the lecture to drive a report containing what she knows about the properties of me-
the story forward. teorite metal. During the night, she can be found here, as well as
on the first floor. Sumati’s room seems less lived-in than would
Tearoom be expected, and she has very few belongings. Hong’s room
An important part of Zoryu Hall, the tearoom is a natural adjoins Khuchtei’s; hidden within Hong’s quarters is a makeup
gathering point. High walls hung with bright red lanterns and kit. If he’s the thief, he also has stolen documents from other
numerous paintings of pastoral landscapes frame scholars carry- rooms and delegates, including some concerning the properties
ing on debates from the lectures and challenging one another’s of meteorite metal.
ideas. Any hero looking to stall someone while their compatriots
search the delegate’s room would be wise to do so here.

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The Summit Storehouse The various partitions are as follows:
The workers in the summit storehouse often joke about its
• The Fire Nation’s area is relatively sparse, with only spare
underwhelming name, “the storehouse,” humorous when their
parts for the Twisting Dragon sculpture and the sculpture’s
nation is so often one for gallant pageantry. In reality, the bland
empty crate. Hidden inside the crate is a notebook listing
name was applied simply because no one wanted their name
everything the other nations brought in.
associated with the building—around a dozen disasters have
• The Air Nomads’ storage has a small offering plate that
destroyed all or part of the building at various times, and it’s
Sumati uses to present food to Rust. It also has a crate full of
believed to be cursed or at least have bad luck.
moon peach cakes, which Sumati planned on presenting to
The modern storehouse has stood for over a decade sur-
the delegations at the end of the summit.
rounded by a paved avenue that allows workers to get in or out
• The Southern Water Tribe’s room has a notebook filled with
quickly. Although it stands nearly 50 feet tall to accommodate
extensive information about Taqukaq, in Pohu’s handwriting.
the strange contraptions, it’s a single-story structure, a rarity
It covers the exact same points as Khuchtei’s dossier on
in the space-starved Hari Bulkan. As the closest warehouse to
Taqukaq.
Tako Dormitory and Zoryu Hall, organizers hastily partitioned
• The Northern Water Tribe’s section has empty crates, one
the building into equal sections. This way, each delegation re-
of which has a logbook of Taqukaq’s spying hidden in a false
ceives the same amount of space to store their various supplies,
panel of the crate.
equipment, exhibits, and other items (as well as their crates and
• The Earth Kingdom’s room has several carts and sleds, which
packing materials). The partitions are made of sturdy wood and
they used to move their sculptures and contraptions into
Fire Nation guards regularly patrol the area to prevent thefts.
Zoryu Hall.

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GM Advice Clues
Mysteries live and die by their clues. When there aren’t enough
clues, players might feel like they don’t know what to do or,
Although the basic plot of Fire & Brimstone is relatively simple worse, feel like they’re stuck on a path where none of their
(solve the mystery of the crates and do something about them), choices matter. At the same time, players with dozens of clues
there are as many ways to accomplish that as there are players. can have the same problem; having too many possible directions
Here are some suggestions for keeping things exciting, including to take can result in decision paralysis, where people spend all
using a GM tool—escalations—to amp up the excitement in their time thinking about the many options instead of actually
your game. choosing anything. Striking a good balance is vital; you want to
give your players enough freedom to have fun and feel in control
of their characters without smothering them. A good rule of
Escalations thumb is to ensure the PCs have three good avenues of investiga-
Between Rust’s instability, the meteorite metal, and the politi- tion at all times.
cal machinations going on at the summit, the heroes have their At the start of the adventure, there are four suspects. In
hands full. If at any point they seem too comfortable, you can addition to questioning these people, the characters can also
use escalations to reignite conflicts, cause new problems, or even search the suspects’ rooms, search their delegation’s compart-
unravel their progress by making them reassess what they think ment of the summit storehouse, or spy on them. Keep in mind
they know. Escalations are new dynamics in the problems, immi- that “searching” is likely some combination of finding things
nent dangers, or crucial decisions. If your players seem ready for it’s believable the PCs would find (without triggering a move);
a new challenge or you’re not sure what to do, use an escalation. relying on skills and training to find particularly hidden or
Here are some examples you can use: more uncertain items; and assessing the situation.
This means there are numerous paths to take at the begin-
• Hong reveals his true identity to the characters and attempts
ning. To prevent overwhelming your players, have Taqukaq
to strike a bargain, using them as allies against whichever
suggest investigating just one suspect to start. Pick the suspect
nation is the worthiest target in his mind.
you think would be most fun to play and that you’re confident
• The friction between Pohu and Taqukaq finally comes
you can portray well. This way, the players start off with a few
to a head, with the two shouting at each other. Without
possible choices.
intervention by the heroes, the two Water Tribe members
will come to blows in the middle of a colloquium.
Making Good Clues
• An overzealous Fire Nation officer arrests Ikru after
While clues are included throughout the adventure, they cannot
overhearing him talk about what he’d do with the stolen
possibly cover all of the questions players may ask, so it’s up to
metal. This leads to the Earth Kingdom delegation loudly
you to come up with a few of your own. Clues should be useful
breaking him out of prison and clashing with Fire Nation
to the investigation. It’s no fun to spend a half hour avoiding
guards outside Zoryu Hall. Eventually the guards win, and
guard patrols, sneaking through windows, and picking locks just
the entire Earth Kingdom delegation is arrested.
to learn that Sumati likes Northwestern Earth Kingdom folk
• Rust, under the effects of imbalance, decides the Twisting
music—that is, unless such a discovery is a vital clue!
Dragon sculpture smells tasty and nibbles a piece off.
Instead, make your clues information that could help the
Unfortunately, the piece regulated the sculpture’s fire
players understand the situation. All the PCs have their own ex-
emitters; the sculpture unpredictably spews flames, and if no
pertise in their training and backgrounds, so they will all notice
one intervenes, it will explode.
different things. Respect their backgrounds and training with
• Khuchtei gets frustrated by not knowing who’s to blame
the clues you bring up; the outlaw notices hidden panels, but
and orders a lockdown of Tako Dormitory, making it nearly
the monastic PC might have the knowledge necessary to notice
impossible for anyone to investigate other buildings or sneak
hidden messages. Don’t try to obscure information unnecessar-
into delegates’ rooms.
ily! The information the PCs find should always be interesting
and relevant, and anything they don’t find or pay attention to ul-
timately turns out to be unimportant. Build the mystery around
their actions and learning instead of forcing them to follow a
path you lay out.

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Player Knowledge vs. PC Knowledge and Clues
One of the biggest pitfalls of a clue-assembling mystery story in
a game like Avatar Legends: The Roleplaying Game is demanding
that the players assemble all the clues themselves, as if the PCs
were themselves on the ground and holding a magnifying glass
up to footprints. Players never have direct access to the clues and
the evidence; everything they know about the mystery comes
mediated through the GM, which means they have to trust that
the GM is telling them everything they would know or notice.
If the PCs are missing a crucial clue because it’s in one corner of
the room, and they never found it because they never specifically
said that they searched that corner, then the players are likely to
become very frustrated.
Instead of making the players act as perfect sleuths, describ-
ing each and every thing they examine and exactly how they
examine it, play a bit more on their side. When a PC investigates
a room, you should assume they investigated the room in all rea-
sonable ways and provide them with any information they might
reasonably have discovered, whether or not the player specifical-
ly describes the PC taking any particular action.
Similarly, the PCs bring all manner of knowledge and expertise
into the scene itself. A technologist would recognize the nature of
the Earth Kingdom exhibit’s contraptions; a weapons user might
already know the value of meteorite iron for weapons making;
and so on. Err on the side of providing the PCs with plentiful Investigation
information, instead of limiting the information you provide. If Players can investigate by searching locations, spying on people,
it’s reasonable that the PC might know some piece of information or simply asking questions. There are plenty of locations to
already, you can just tell them; if you still feel there is doubt, have search, from the delegates’ rooms in Tako Dormitory to the
them rely on their skills and training to resolve whether they different areas of the summit storehouse. Additionally, a few of
have the knowledge to overcome the difficulties in the moment. the NPCs sneak out at night, allowing the heroes to follow them
The point here isn’t to just give the players the answer—they and see what they’re up to.
still have to choose where to search, and depending on the
group, they might get a kick out of doing more assembly of the Searching
different clues. The point here is to make sure that if their charac- The first step in searching is getting inside. In most cases, this
ters would know or put together information, then the players means the heroes need to sneak past guards or convince staff
get that information; if the Waterbender would be able to put they need access. In addition to most of the basic moves—such
together how the meteorite metal might have been smuggled out as plead, intimidate, trick, and guide and comfort—many
of the city through a nearby flowing pipe, then the player should characters have useful moves. Rifling through papers or looking
be provided with that same information. for hidden items often means the PCs are relying on their skills
Finally, consider how you use dramatic irony throughout and training, but some characters might have a more applicable
the game. Dramatic irony here refers to those moments when move. And sometimes characters might just discover clues with-
the player knows information that the PC doesn’t; for example, out triggering a move—their background and skill set remove
if the PCs split up, the players might hear conversations other the uncertainty from the search. Useful clues are listed in each
characters have in other locations, sharing information that their of the “Important Locations” entries. Most clues are ambiguous,
own characters couldn’t possibly know yet. If the players are allowing you and the players to decide which suspect is the thief
bought into the drama and story of the game, then they can help and which suspects are merely shady characters.
heighten the tension of the story by playing into these moments. In general, when PCs search for clues, they should never
For example, if a player rolls a miss while trying to guide and come up totally empty-handed. That doesn’t mean they find a
comfort Pohu, you might ask them, “Pohu is definitely hiding clue wherever they go! But even when the PCs discover that
something here; why don’t you notice it?” The player now knows there is nothing to find in a place, that’s a kind of clue. Don’t
Pohu is hiding something, but they buy into how their character hesitate to state things so definitively after the PCs search—the
misses the detail by providing that explanation. If you can get overall adventure functions much more smoothly when PCs’
the players to buy into these moments, you can further put them searches can both turn up clues and prove that there are no more
into a mindset in which the overall story you’re telling together clues to find in a place.
is more important than any individual player’s ability to success-
fully assemble the clues.

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Questioning People Running Simultaneous Scenes
The PCs will eventually need to ask some direct questions. Clever PCs may wish to question a suspect (or at least distract
Lucky for them, they have plenty of moves available to help them by chatting for a while) while the rest of the team digs
convince the delegates to give up information. Even if a charac- through their stuff. Or heroes may wish to investigate multiple
ter doesn’t have a relevant move from their playbook, they can suspects at the same time. If the players choose to do this, it’s
always guide and comfort, and if an NPC opens up to them, important to jump between the different scenes. Otherwise,
the character gets to ask a question. While these conversations everyone’s waiting for the first scene to finish before they get
could take many forms and involve many questions, you’ll want to do anything. Also, understand your limits as GM. As much
to limit the number of actual clues the players receive from any fun as it is for six players to each act independently in their own
one conversation. After all, if one person who wasn’t the culprit scene, that may be more than some GMs can handle. As a rule of
had all the information needed to crack the case, why didn’t they thumb, if you haven’t run simultaneous scenes before, limit your-
solve it and let the PCs relax? self to three. This doesn’t mean that any of the players have to sit
This isn’t about “hiding information from players,” however. out; you can suggest that they work in pairs or small groups.
Some NPCs might know more than they’re openly willing to In order to keep excitement high, think about how similar
say—although even they might spill the beans after a successful scenes in Avatar: The Last Airbender and The Legend of Korra play
guide and comfort or trick—but as a GM, you still want the out. The focus often changes right before the audience learns in-
PCs to piece together the mystery. Always couch the informa- teresting things or just as someone’s about to get caught. You can
tion gleaned from NPCs in terms of providing new courses of duplicate this experience for your players by switching scenes
action. If a PC just questions an NPC, you can describe how right after a dice roll (but before you tell them the outcome of
sketchy or shady they’re acting—they’re clearly hiding some- the roll). You can also switch after they open a door or contain-
thing, and PCs will thus have reason to try additional moves on er (but before you tell them what’s inside), after an NPC says
them. Alternatively, an NPC with nothing to hide will just an- something interesting (but before they explain it), or just as a
swer questions, openly and honestly, to the best of their ability. guard patrol rounds the corner (but before the players announce
Even outside of the results of a move like plead, keep in any actions). This ensures that your players are excited to learn
mind that NPCs might also offer information in exchange for what comes next.
something else . Nearly all of the NPCs in this adventure have Things can get especially interesting when simultaneous
some degree of political savvy, and they will be willing to make scenes start to converge with dramatic irony; for example, when
deals to get what they want. They might ask for anything from a suspect doesn’t want to be delayed any further and starts
information or blackmail on the other delegations, to straight up heading to their room. The character searching the room might
sabotage of the other delegations’ materials. PCs who have time not know they’re seconds away from being discovered, but their
to investigate may not give an answer right away, but the more player does. This creates fun tension that you can use to create
pressing things become, the more likely they will be to consider excitement, especially if the suspect reaches their door, and
such a difficult deal. instead of telling either of those players what happens next, you
The PCs might ask questions of any of the important NPCs, switch to the third scene.
but they also might seek answers from other NPCs and dele- Always remember, however, that the NPCs are active and the
gates. Feel free to invent additional delegates as needed; they overall setting is not still. Use the NPCs’ actions to set scenes
might even be figures the PCs know based on their own back- that bring the PCs together. The PCs might not always get the
grounds and experiences. Consider the write-ups on the overall opportunity to split up exactly as they like. Sometimes, the
groups of delegates when you create new individual members; NPCs will take action that demands a response—as two differ-
they will likely still be aligned with the overall delegation’s ent groups of delegates stand ready to get into a fight, the PCs’
purpose and behavior. Those new NPCs can easily provide ways attention will be drawn to that location!
to communicate additional important information, but they Similarly, an NPC who approaches the PCs with some kind
shouldn’t draw suspicion away from the primary suspects. of offer or request might either choose to do so when all the PCs
For any NPC the heroes decide to question, make sure to are together, or might strategically isolate the hero they think
play to their conditions and their balance, especially as they rack is most sympathetic to their cause. If the PCs are splitting up
up more conditions and shift their balance ever farther down the all the time, then perhaps just as they’re about to do so, Rust
track. The NPCs become more and more strained and unbal- approaches them, asking for help with what’s happening to
anced over the course of the summit, and PCs might even come the spirit. They still might choose to split up afterward, but it’s
to see how tense the situations is growing if they question the important to have some scenes where they all interact and share
same NPC twice. what they have learned.
Furthermore, the NPCs themselves might acquire new infor- Finally, remind the players that if their characters all stick
mation over the course of the summit. They’re not static; they together, they might be able to aid each other more effectively. If
are taking action on their own, and they might come to the PCs they split up, they can cover more ground more quickly, and you
with new evidence, new suspicions, and new requests. should honor that by slowing down the rate at which the situa-
tion worsens over time; but if they stick together, they can help
each other to ensure they can actually achieve their goals.

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Shifting From Politics to Fighting Additional Questions
The initial stage of this adventure is very political: the mete- Below are a few common questions you may have after reading
orite metal has been stolen, but no party is quite ready yet to this adventure and some suggestions for how to answer them.
accuse and directly confront any other. Even though the theft What if my players focus on the diplomatic problems?
hangs over the heads of every delegate, Khuchtei is still having Your players may decide that the proceedings in the summit are
the conference continue, and all the delegates are more or less more pressing than the meteorite metal. This is completely un-
playing along. As such, when the PCs begin to investigate the derstandable! After all, the delegates are trying to keep the world
theft, they’re not running around in a city thrown into turmoil; at peace. A major diplomatic incident could throw the nations
instead, they’re still expected to uphold all the same responsi- into a cold war—or worse! There’s nothing wrong with shifting
bilities and proprieties as always, especially if they’re delegates the game’s focus from a tale of intrigue to a diplomatic struggle.
themselves. Outright fighting is forbidden, and without clear Of course, once the PCs smooth out any diplomatic wrinkles,
evidence of someone’s wrongdoing, any combat will unite all the you can reintroduce the problem of the crates, this time with a
other delegates in opposition to the aggressor. time limit; now that the summit is nearly over, they only have
As the summit continues without a culprit being discovered, one day to find the culprit and the crates of meteorite metal.
however, the situation grows more and more tense. The dele- What are the actual exhibits and shows of technological
gates themselves grow more and more likely to get into a fight, at prowess at the summit? There are some ideas and details for
first verbally, but eventually physically. The myriad delegations’ those exhibits, especially in the description of what each nation
guards begin to threaten and oppose each other. The entire sum- is holding within the warehouse, that might give you ideas. But
mit becomes a powderkeg, and it’s only a matter of time before in the end, this adventure isn’t actually directly about those
someone lights the fuse. inventions, it’s about the politics and the theft of the meteorite
To represent this degradation from polite etiquette and prop- metal. If you need details of those inventions, invent them!
er manners into a tenser and tenser situation, consider shifting Make them interesting, exciting, but highly theoretical—the in-
NPCs’ balance and inflicting conditions on NPCs in between ventions here all have the potential of changing the world if only
scenes. Conditions make NPCs more likely to be taken out, the inventors can work out the kinks, and most of those kinks
but they give a guideline to how those NPCs will act and what will never be worked out.
emotions they’re feeling. Balance shifts make NPCs more and How can I hurry this up? Because of the nature of mysteries,
more committed to their ideals, and similarly more dangerous in players often spend a lot of time thinking about evidence and
fights. Try to balance equally inflicting conditions and balance avenues of investigation instead of actively learning new things.
shifts across the NPCs. While this might not be a problem for some games, games with
If you are playing a faster-paced game, with PCs reasonably strict time limits—such as convention games or streamed actual
finding the answers within a single in-fiction day, then focus plays—sometimes need help speeding things along. If this is
on the number of major discoveries or interactions the PCs true of your game, use an escalation. Have two parties get in a
have had; for each significant new piece of information they’ve fight or tensions come to a head, speeding up Rust’s deteriora-
uncovered, inflict a balance shift or a condition on an appropri- tion in the process. This escalation should reveal new informa-
ate NPC. For example, if the PCs interrogate Pohu and learn his tion about the plot and get your players into the action.
suspicions about Taqukaq’s own secret behavior, then you might My players missed a major clue; how can I get them to
inflict a balance shift or a condition (like Troubled) on Pohu or see it? No clue is ever truly “missed.” Think of clues as coming
on Taqukaq to represent the growing tension. up wherever the PCs go, and around whatever the PCs choose
If you are playing a slower-paced game, with the PCs taking to look at. If they “miss a clue,” then they might always find
the full length of the summit to conduct their investigations, that information somewhere else. Just as easily, an NPC might
then you can focus on individual days passing, in addition to approach them with the information, although that might come
major discoveries. For each day that passes, inflict two balance with strings. And in the worst case scenario, consider whether or
shifts and two conditions on NPCs as you feel appropriate. Feel not a “missed” clue is really important. If the PCs didn’t find it,
free to reference interactions between them that happened off- maybe it doesn’t play a role in your story!
screen as an explanation for why they’re now feeling this way—if What if the NPCs start fighting each other? Between the
Pohu and Taqukaq had a massive argument off-screen, then it’s important characters and the delegations as a whole, the NPCs
fair for both of them to come away with a condition. in this adventure have a lot of enmity for each other! As tensions
You can also usefully limit, alter, or manipulate the amount rise, they’re much more likely to turn their animosity onto one
of fatigue and conditions any character clears across the length another, instead of aiming it at the PCs, with the possible excep-
of the adventure. If the PCs can clear fewer and fewer fatigue or tion of the actual thief hoping to knock the PCs off their trail. At
conditions as days pass, then it implies they are becoming more some point, it might be an appropriate GM move or escalation
and more strained. to spark a fight between the NPCs. Remember that if they start
Finally, always remember that Rust will move towards fighting and the PCs aren’t involved, then there is no uncertain-
Chaos the more direct conflict there is between any people at ty—you just say what happens—and it’s a golden opportunity
the summit. Feel free to take these opportunities to also shift to make some hard moves! If the PCs jump in, emphasize what
Rust further toward Chaos and create even greater threats that they’re trying to do; maybe they’re just using a move, and a com-
demand attention. bat exchange isn’t necessary at all.

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What if the PCs try to fight Rust? At the end of the adven-
ture, when Rust’s balance may have been pushed off the end of
Pregenerated
the track, the PCs may wind up in a situation where they are fac-
ing off against Rust as a Dark Spirit, empowered and dangerous.
Characters
As stated in that section (see “Special Circumstance: Rust”),
don’t use combat exchanges to resolve this kind of fight; Rust as The pregenerated characters on the following pages are tailored
a Dark Spirit is very powerful, not the kind of foe that can simply to this adventure, including details about why they are at the
be taken out. Fighting Rust, then, is best handled by use of basic location and what the stakes are for them in this adventure. Each
and playbook moves. If Rust is swinging one terrible arm to character has a small backstory on their playbook, explaining
crush a whole group of delegates and an Airbender blasts out their personal motivation and who they are. Players should
a gust of wind to knock them out of the way, that’s relying on feel free to elaborate on this and make the character their own.
skills and training. A Firebender who throws a fireball directly Additionally, once everyone has picked a character, the players
into Rust’s face might be pushing their luck to try to knock the should make connections with one another, as explained in the
spirit off-balance...or might be tricking the spirit by distracting Avatar Legends: The Roleplaying Game core book, page 123.
it. Rust striking a PC is the equivalent of a hard GM move, with
Adventure Hook
Rust inflicting quite a bit of fatigue or conditions with a single
blow—the spirit is dangerous! The companions are a group of Air Nomads sent by the Elders of the
How can the PCs defeat Dark Spirit Rust? By normal Southern Air Temple under request of Avatar Roku. They’re here to keep
means, they don’t have a route to “defeating” Rust. They’re the peace at the summit and listen to the ideas presented in order to
not going to pummel the spirit into submission. They might report back to the Elders. Ugyen is technically a superior, and Sumati is a
be able to lead Rust away from the city, or they might pull off fellow delegate from the Air Nomads.
some strange and inventive ploy using some of the summit’s
inventions and their own ingenuity. If the PCs are committing to
an interesting plan, go with it and follow through on its conse- Full List of Pregenerated Characters
quences! Likely the best way to resolve that situation is to try to
• Bo, the Bold (they/them) - an incredibly eager and
affect Rust’s balance, but the PCs may not be immediately aware
enthusiastic Air Nomad, deeply committed to Air Nomad
of that. One of the other delegates—Ugyen or Sumati especial-
principles while often failing to uphold the principle of
ly—might call that out to the PCs in the midst of the chaos.
humility. Play Bo if you want to be an excitable character
What happens next? This adventure has the potential for
full of vim and out to prove yourself.
some significant repercussions upon the world, depending upon
exactly how it plays out. If you’re playing a one-shot adventure,
• Chegu, the Icon (she/her) - the Spirit Seer, capable of
of course, then the repercussions are likely less significant to the
particular connection with spirits and burdened with a
overall experience. But if you’re tying this adventure into a larger
special role in the Air Nomads as a result—a role she isn’t
campaign, it can be the source of countless additional conflicts.
sure she really wants. Play Chegu if you want to occupy
As you play, keep an eye out for hooks that the PCs pay attention
a position of status that imposes its own troubles and
to—if they show interest in the demonstrations and exhibits of
restrictions...or if you want a flying bison.
any nations, if they show sympathy or particular distaste for any
of the delegates, and so on. In the resolution of this adventure,
pay close attention to consequences—who is harmed, who • Ema, the Idealist (he/him) - an orphan raised by the
comes off in the strongest position, etc. Afterward, you can con- Air Nomads, taken to building his own devices to mimic
nect those two things, building out new episodes (see Chapter airbending abilities, and deeply grateful for all that has been
9: Seasons and Campaigns in the core book) that both follow given to him. Play Ema if you want to be a truly hopeful
the threads the PCs were interested in and spin out the conse- figure facing off against others who may doubt you.
quences of the summit, good and bad. If nothing else, Taqukaq
might have more tasks for the PCs! • Sherah, the Pillar (he/him) - the leader of a covert group
of Airbenders designed to help address major problems for
the Avatar quickly, covertly, and expertly. Play Sherah if you
want to be an expert covert operative who has to help
your peers achieve their potential.

• Norbu, the Rogue (she/her)- an Air Nomad with


absolutely no interest in truly committing to Air Nomad
precepts or principles, now excited to actually be out in
the world and away from the Temple. Play Norbu if you
want to be a bit of a troublemaker and a thrillseeker
who doesn’t fit in with the other Air Nomads.

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Bo, THE Bold
they/them

Bo is the child of two of the Elders on the Council of Elders for the Southern Air Temple. Bo
loves being an Air Nomad and truly believes Air Nomad principles are the only right way +1 CREATIVITY
to live. They are also exceedingly outspoken about this fact and sometimes have problems
controlling their temper with people who think otherwise…the fact that this goes against Air
Nomad teachings isn’t lost on Bo, and they know they have a ways to go before getting their
+1 FOCUS
master tattoos. Bo enthusiastically volunteered to be part of this expedition to prove they have
what it takes to become a true airbending master.
0 HARMONY

Backgrounds: Monastic, Urban 0 PASSION


training

Demeanor: Impatient, Enthusiastic


Fighting Style: Thunderclap air bursts

Connections
• __________________ scoffs at me and my plans; one day I’ll show them what I can do.
loyalty
• __________________ has a pretty good head on their
shoulders; they’re a great sounding board for my ideas.

Legacy of Excellence
You have dedicated yourself to accomplishing great, exciting deeds and becoming worthy of the
trust others place in you. Choose four drives to mark at the start of play. When you fulfill a marked
drive, strike it out, and mark growth or clear a condition. When your four marked drives are all struck
out, choose and mark four new drives. When all drives are struck out, change playbooks or accept a
position of great responsibility and retire from a life of adventure.
„ successfully lead your companions in battle „ sacrifice your pride or love for a greater good
„ give your affection to someone worthy „ defend an inhabited place from dire threats
„ start a real fight with a dangerous master „ stand up to someone who doesn’t respect you
„ do justice to a friend or mentor’s guidance „ make a friend live up to a principle they have
„ take down a dangerous threat all on your own
„ openly outperform an authority figure
„ save a friend’s life
neglected
„ show mercy or forgiveness to a dangerous
person
Confidence
„ get a fancy new outfit „ stand up to someone abusing their power
„ earn the respect of an adult you admire „ tame or befriend a dangerous beast or rare
„ openly call out a friend’s unworthy actions creature
„ form a strong relationship with a new master „ pull off a ridiculous stunt FATIGUE
„ stop a fight with calm words

CONDITIONS
„afraid

Moves Technique -2 to intimidate and call someone out

„angry
-2 to guide and comfort and assess a situation
HERE’S THE PLAN
When you commit to a plan you’ve proposed to the Tag Team „insecure
group, roll with Creativity; take a -1 for each of your -2 to trick and resist shifting your balance
defend & maneuver
companions who isn’t on board. On a 10+, hold 2. On a
Work with an ally against the same foe; choose „guilty
7-9, hold 1. You can spend your hold 1-for-1 while the plan -2 to push your luck and +2 to deny a callout
is being carried out to overcome or evade an obstacle, an engaged foe and an ally—double any fatigue,
create an advantage, or neutralize a danger; if any of your conditions, or balance shifts that ally inflicts upon „troubled
companions abandon you while the plan is underway, you that foe. -2 to plead and rely on your skills or training
must mark a condition. On a miss, hold 1, but your plan
goes awry when you encounter surprising opposition.

STRAIGHT SHOOTER
When you tell an NPC the blunt, honest truth about
what you really think of them and their plans, roll
with Focus. On a hit, they’ll look upon your honesty
favorably; they’ll answer a non-compromising question
honestly and grant you a simple favor. On a 7-9, they
also give you an honest assessment of how they see
you; mark a condition. On a miss, you’re a bit too hon-
est—they’re either furious or genuinely hurt.
T h e ro l e P l ay i n g G a M e

(Order #33839056)
Chegu, tHE Icon
she/her

From an early age, Chegu was identified as being especially attuned to the spirits. Since that
moment, she was pushed into special studies and excursions to grow her abilities and help 0 CREATIVITY
bring balance to the world, eventually becoming burdened with the role of Spirit Seer—a
rare and archaic position, but honored and important. Chegu loves the spirits but finds the
expectations placed upon her stifling. She volunteered for this mission to get away from the
+1 FOCUS
Elders of her temple and take a break from everyone’s expectations. Accompanying Chegu
on her journey is her flying bison Zeni (see playbook move: Yip Yip!)
+2 HARMONY

Backgrounds: Monastic, Privileged -1 PASSION


training

Demeanor: Playful, Naive


Fighting Style: Floating on gentle spinning jets of air

Connections
• __________________ seems to not fully understand what it means that
Role
I’m the icon of my tradition...and I kind of like feeling free around them.
• __________________ makes me feel better about my responsibilities
and my burden with a smile and a few kind words.

Burden & Tradition


You are an icon of your burden and tradition. Live Up to Your Role
You are expected to be its exemplar, its single When you live up to your Role through the
most important representative, trained up from responsibilities of your burden and tradition
a young age and saddled with the weight of despite opposition or danger, shift your balance
history. You have been told that you are vital to toward Role instead of marking fatigue, and
the world. clear fatigue equal to your Role (minimum
You have these responsibilities of your burden 0-fatigue).
and tradition you are expected to assume:
Break Tradition
Protecting humanity from natural disasters and
dark spirits; providing aid and succor to the
downtrodden; guarding nature from threats and
When you directly and openly break a prohi-
bition of your burden and tradition, mark a
condition, shift your balance twice towards
Freedom
destruction Freedom, and mark growth.
You have these prohibitions of your burden and
tradition:
Never start a fight; never use your role for gain or
FATIGUE
profit; never steal or cheat
CONDITIONS
„afraid

Moves Technique -2 to intimidate and call someone out

„angry
-2 to guide and comfort and assess a situation
Use Their Momentum
When you are engaged with a large or powerful foe, Wall of Perfection „insecure
mark fatigue to advance and attack with Focus -2 to trick and resist shifting your balance
defense & maneuver
instead of Passion. If you do, you become Prepared
Create a perfect wall of defense around yourself and „guilty
and may also choose to use Retaliate as if it were an -2 to push your luck and +2 to deny a callout
advance and attack technique. any allies directly next to you; mark 1-fatigue to block
a single attack towards the wall or keep an enemy at „troubled
Yip Yip! bay who tries to penetrate the wall. -2 to plead and rely on your skills or training
You have an animal companion large enough to ride.
Name: Zeni. Species: flying bison
• When you fight beside your animal companion,
mark 1-fatigue to become Favored for an exchange
• When something hurts your animal
companion, mark a condition
• When you and your friends travel via your
animal companion, everyone clears all fatigue

T h e ro l e P l ay i n g G a M e

(Order #33839056)
ema, THE Idealist
he/him

Ema was adopted by the Air Nomads when his Earth Kingdom village was swallowed by
a giant tsunami. As one of the only survivors with no family left, he was taken in by the
Nomads of the Southern Air Temple and raised as a Nomad. The kindness of the Nomads
+1 CREATIVITY

taught Ema that even if you struggle in life, there is always hope, and he used this hope to
develop a number of gliders that help him compete with even the best Airbenders! Ema
-1 FOCUS
hadn’t left the temple since he was taken there as a toddler, and he volunteered for this
assignment as a way to see the world and maybe reconnect with his Earth Kingdom roots.
+1 HARMONY

Backgrounds: Wilderness, Urban +1 PASSION


training

Demeanor: Earnest, Compassionate


Fighting Style: Throwing alchemical satchels from his glider

Connections
• I recognize some of the pain I have felt inside of
forgiveness
__________________; I’m going to try to help them.
• __________________ frustrates me so much when they
act without thinking about the consequences!

Never Turn My Back


You’ve seen sadness and grief. You’re no strang- Allies
er to loss and pain. But you know the world can You can always plead with these allies—they al-
be a better place. And nothing happens without ways care what you think; they always open up
good people fighting for what’s right... to you if you guide and comfort them; and you
You have a code with three ideals that define it: can call on them to live up to their principles
as if you had rolled a 10+ by erasing their name
• Always stand up to bullies
from your list of allies.
• Always keep your promises
• Never leave a friend behind
When you live up to your ideals at a significant
cost, someone who witnessed (or hears about)
your sacrifice approaches you to affirm their
action
allegiance to your group’s purpose; write their
name down on the list of allies below.

FATIGUE

Moves Technique CONDITIONS


Whatever I Can „afraid
-2 to intimidate and call someone out
When you spend time talking to the locals about Disorient
their problems, roll with Harmony. On a hit, you advance & attack „angry
hear about the most significant and serious problem -2 to guide and comfort and assess a situation
at hand; the GM will tell you who it affects and what Pummel an engaged foe with quick blows; mark 1-fa-
is the cause. On a 10+, you can ask a follow up ques- tigue to shift their balance away from center. „insecure
-2 to trick and resist shifting your balance
tion about the problem or cause; you take +1 ongoing
when you act on the answer. On a miss, you wind up „guilty
creating a whole new problem with your questions -2 to push your luck and +2 to deny a callout
and ideas.
„troubled
-2 to plead and rely on your skills or training
Can’t Knock Me Down
When you are engaged in combat with superior op-
position and openly refuse to back down or flee, roll
with Harmony for the rest of the battle whenever
you defend and maneuver; you cannot choose to
escape the scene by using Seize a Position for the
rest of the fight.

T h e ro l e P l ay i n g G a M e

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Sherab, tHE Pillar
he/him

Sherab is the leader of a covert group of Airbenders formed by Air Nomad Elders under request
of Avatar Roku. Their job centers around quickly and quietly dealing with issues for the Avatar +1 CREATIVITY
without question. Sherab takes his role in his group seriously, and when he was specifically asked
by the Elders to temporarily join the delegation of Air Nomads, he decided he would make it his
mission to whip this mismatched group into shape.
+1 FOCUS

Backgrounds: Military, Monastic +1 HARMONY


training

Demeanor: Critical, Warm


Fighting Style: Creating vacuums -1 PASSION

Connections
• __________________ doesn’t really respect my
accomplishments; they probably need a lesson or two.
• __________________ seems like they would’ve been a good
Support
candidate to be a part of my squad; I’ll look after them.

Squad Leader
Moves
a warrior’s heart
You were the leader of a small group of 10 When you live up to your principle while you have 3+
or so well-trained warriors from a recog- conditions marked, ignore your condition penalties.
nized and noble tradition. When you live up to your principle while you have 5
Where does your squad call home? conditions marked, don’t mark fatigue.
Southern Air Temple
taking care of business
Which are the most well known traits of When you lose your balance in a battle, instead of
your squad? Our legends and our purpose choosing one of the normal options, you may instead
What does your squad value? Excellence sacrifice yourself for your companions. If you do,
& Duty your companions have a chance to get away without
issue, and you are taken out (and possibly captured).
Despite being the leader, you chose to You also choose 1:
travel with your new companions for the
time being, until you’ve achieved this • Leave a clue your companions can follow
• Throw your companions one vulnerable object
Leadership
group’s purpose. For now, your group
is journeying and doing good works • Provoke an opponent, shifting their balance twice
throughout your scope.
Within any group, you serve a role both
subtle and overt, sometimes leading the
team, sometimes helping it glue itself
Technique FATIGUE

together. You earn Team through your


Slide Around the Blow CONDITIONS
leadership style, and you spend Team
through your support style. evade & observe „afraid
-2 to intimidate and call someone out
You move perfectly, slipping past strikes and
Leadership Styles
demanding an opponent’s attention; a foe you are „angry
Earn 1-Team when... engaged with must remain engaged with you and -2 to guide and comfort and assess a situation
• Firm: ...you openly call on a companion can only use techniques against you in the next „insecure
to live up to their principle. exchange. If no foe is engaged with you, you may slip -2 to trick and resist shifting your balance
• Guidance: ...you assess a situation through the fight to engage a new foe (no foe may
and give a companion instructions mark fatigue to stop you). „guilty
-2 to push your luck and +2 to deny a callout
based on the answers.
„troubled
Support Styles -2 to plead and rely on your skills or training
Spend 1-Team when...
• Comforting: ...you spend time one-on-
one in a quiet moment with a companion
to clear a condition from them.
• Defending: ...you are within reach
of a companion in combat to clear
a negative status from them.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Norbu, tHE Rogue
she/her

Norbu never really bought into what the Elders of her temple were trying to sell, and unlike
most of her peers, she found Nomad teaching stifling. Rather than embracing Norbu’s +2 CREATIVITY
uniqueness, the nuns who raised her chastised her, which led Norbu to more bombastic
methods of rebellion—running cons, stealing, and generally causing chaos rather than
embracing whatever “balance” the nuns tried to shove down her throat. Norbu was forced
0 FOCUS
to go on this mission to make amends for her most recent con, but the joke’s on the nuns—
Norbu plans to enjoy herself now that she’s free of the temple.
-1 HARMONY

Backgrounds: Outlaw, Urban +1 PASSION


training

Demeanor: Wild, Acerbic


Fighting Style: Tossing herself bodily to trip and push

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

Bad Habits
You’ve picked up some bad habits over the When you indulge a bad habit on your own,
years. Most other people are pretty set on shift your balance toward Survival, and roll with
trying to get you to stop. But maybe you can Survival. On a hit, you pull it off and vent your
bring your friends along for the ride... The 4 frustrations; clear fatigue or conditions equal
bad habits you indulge are: to your Survival (minimum 0). If you have no
fatigue or conditions, mark growth. On a 10+,
„ Casual thievery and pickpocketing
you also gain a windfall, a boon or opportu-
„ Vandalism or sabotage
nity—your bad habits paid off this time. On a
„ Trespassing
miss, you’re caught by someone dangerous or
„ Daredevil stunts
powerful, and they complicate your life.
„ “Charming” insults of dangerous people
„ Cons
„ Rabble-rousing
When you indulge a bad habit with a friend,
shift your balance toward Friendship, and roll
survIVal
„ Gambling with Friendship. On a hit, you and your friend
pull it off and grow closer; each of you makes
Any necessary skills or talents related to your the other Inspired. On a 10+, you also obtain
bad habits are considered to be part of your some useful resource or information, and FATIGUE
background. become Prepared. On a miss, something goes
terribly awry; you can either take the heat your-
self, or shift your Balance twice toward Survival CONDITIONS
and leave your friend in the lurch. „afraid
-2 to intimidate and call someone out

„angry

Moves Technique -2 to guide and comfort and assess a situation

„insecure
-2 to trick and resist shifting your balance
roguish charm
When you plead with an NPC or guide and comfort Sweep the Leg „guilty
someone by flattering them and empathizing with -2 to push your luck and +2 to deny a callout
advance & attack
them, mark 1-fatigue to roll with Creativity instead
You attack where an enemy is weakest or most „troubled
of Harmony. -2 to plead and rely on your skills or training
off-balance; if your foe has a total of 3 or more fatigue
Slippery Eel-Hound and conditions marked, inflict 2-fatigue. If your foe
When you defend and maneuver and choose to use has fewer than 3 total fatigue and conditions marked,
Seize a Position to escape the scene, foes must mark inflict 2-fatigue, but you must mark fatigue as well.
an additional 2-fatigue to stop you, and you may
bring any allies within reach when you retreat.

T h e ro l e P l ay i n g G a M e

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T
he Hundred Year War…what a dark time. It pains me
to read over the following story and think back on all
the wonders lost to yet another war waged by mortals.
Think of the countless bits of history squandered and
the people lost, unable to share their knowledge with the world.
Even my Knowledge Seekers could not steal away enough to
combat the loss of so many cultural artifacts in the war. Nations
were plundered, people were lied to by their own leaders, beau-
tiful buildings were destroyed altogether…There are a great
many things you humans deserve, but this tragedy was a horror
no one should ever have to endure.
Yet, this story is more hopeful than it first appears. It is a
story set in perhaps the darkest moment of the Four Nations’
history, but is it also a story of rebellion. And when faced with
such adversity, stories of rebellion are stories of hope and that is
something I enjoy very much.

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CHAPTER 6

ASH & STEEL

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ASH & STEEL

HUNDRED YEAR WAR


ADVENTURE
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CHAPTER 6

Ash & Steel is a standalone adventure set in the Hundred Year War Era. If you’ve never run a
game of Avatar Legends: The Roleplaying Game before, this adventure is a great way to start—
it includes all the elements you need for an exciting episode of your very own. Ash & Steel can
also be used in an ongoing Hundred Year War Era campaign. The adventure is set in the Earth
Kingdom as the heroes protect a defector, perfect for dutiful or protection-focused groups.

The companions are tasked with providing security for Onomu, No Path to the End?
a Fire Nation defector who is offering war plans stolen from Fire If you are used to running adventures with heavily detailed
Lord Ozai’s palace to Grand Secretariat Long Feng in exchange encounters and prepared NPCs, it might come as a surprise that
for asylum in Ba Sing Se. However, a hero’s job is never easy, and few mechanics are written into this adventure, beyond the esca-
a few obstacles stand in their way. The Armadillo-Bears, a group lations and some information about various characters. Avatar
of Earth Kingdom rebels, heard Onomu is in the Earth Kingdom Legends: The Roleplaying Game relies on players triggering moves
and want to capture her. If that wasn’t enough to worry about, based on the actions they take during play instead of asking
the Rough Rhinos also have orders to capture (or kill) the defec- players to make any specific checks for specific actions required
tor and destroy the war plans at all costs! Meanwhile, from the by the adventure.
shadows, Long Feng moves his pieces across the Pai Sho table, Since every significant action a PC takes drives the action
benefiting greatly from the chaos…Can the heroes get the plans of the game forward, there is no prescribed order of events.
to safety and save Onomu’s life before it’s too late? Instead, the adventure puts the PCs in a dramatic starting situ-
ation that demands immediate action from the heroes! It’s your
job to use the material in this adventure to keep things moving,
Using This Adventure providing interesting events and NPCs to consistently engage
your players.
You can read more about running Avatar Legends: The Role-
The contents of this adventure create a sandbox for your PCs playing Game in the core book, Chapter 8: Running the Game,
where they can adventure through the setting and help shape the and more about how moves shape play in Chapter 3: Funda-
course of the Hundred Year War. Some of the tools available to mentals of Play.
you are found in these sections:

• The “Summary” provides an outline of the Using the Pregenerated Characters


adventure and relevant details. There are five pregenerated characters included at the end of this
• The “Introduction” offers an idea of adventure. Each character has a unique history, playbook, and
where the adventure could start. set of stats. Your players can use these characters to play through
• “Important Characters & Groups” provides expanded this adventure, or they can create their own as explained in the
descriptions and relevant rules information for the Avatar Legends: The Roleplaying Game core book.
characters and groups PCs might encounter. The pregenerated characters have their moves, feature ele-
• “Important Locations” includes different places the PCs could ments, and techniques already chosen; players need only decide
visit; unlike in other adventures, where these locations are whether to shift their balance by one step at the start of play, and
linked to NPCs, the locations in Ash & Steel will be scenic which principle to shift it toward. Players can adjust the pregen-
backdrops the GM can use to base the various NPCs. erated characters to make themselves more comfortable, altering
• “GM Advice” contains guidance and suggestions to names, look, and even mechanical elements like the stat boosted
help the GM ensure the adventure runs smoothly. by the free +1 at character creation if they are familiar enough to
• “Pregenerated Characters” is a set of five premade characters make that choice. The characters are designed to work well with
your players can use to hop right into the adventure. We also the current elements included and the adventure as presented,
include a hook that ties the characters to the adventure. but as always, if the GM and player agree then they can make
changes as desired. After selecting the pregenerated characters,
players will still go through the process of filling out connections
with each other.

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Summary The Path to Follow
This adventure includes five locations, which together make up
the smartest route for the companions to travel from the Earth
The premise of this adventure sets the players up for a fun Kingdom coast (where this adventure begins) to the outpost of
chase through the Earth Kingdom with various factions on Ba Sing Se (where this adventure ends).
their tails. They’ve been tasked by Long Feng to reach a garri- The heroes know this is the quickest, safest route, and they’ve
son outpost of Earth Kingdom soldiers outside of Ba Sing taken the time to plan out where to go, even if they’re chased.
Se with the war plans; everything else surrounding the deeper There’s no need for the players to agonize about where to
issues of this adventure, like what to do with Onomu, is left up go next; the PCs are competent, and they make the best choice
to the players to decide. based on the information they have on hand.
Onomu was a prominent Fire Nation general in the Earth Each location has its own set of obstacles that the heroes
Kingdom, and her defection has become something of a legend must overcome, may choose to get involved with, or might
in the colonies. Onomu was called to a war council with the Fire ignore to focus on their goal of getting the plans to the Earth
Lord, and during the meeting, her ego got the better of her. After Kingdom. In addition, each location has a suggested escala-
a few terse words with the leader of the Fire Nation, her life was tion (see “Important Locations”) that you could use in lieu of
in danger. The only thing Onomu could do was flee, and on her one of the general escalations in “GM Advice”.
way out, she stole Fire Nation war plans as leverage for asylum The locations are:
from Long Feng—if she makes it to Ba Sing Se. This is an issue • West Heiatu—a Fire Nation colony in the Earth Kingdom
for a multitude of reasons: that the PCs have previously visited. During their stay in
the town, they can choose to help the owner of the local
• Onomu is conspicuous in the Earth Kingdom thanks teahouse get out of some trouble with Fire Nation guards.
to her former rank and position. The players must • So Bai Oasis—a remote oasis of peaceful tranquility, which
make sure she remains hidden, or it could cause real has yet to be affected by the war. This tranquility could be
trouble for her escape. The meat of the action will come disturbed by an escalation when the Rough Rhinos attack!
from the players sneaking through towns and dodging • Xiadi—an underground rebel city where the heroes
either the Armadillo-Bears or the Rough Rhinos. must decide whether to plead for passage or sneak
• Onomu is an embarrassment to Ozai because she through with a known Fire Nation defector.
eluded the Fire Lord’s grasp and escaped the Fire • Laoshan—a destitute town next to a rich mine the Fire
Nation proper. Ozai wants her dealt with quickly and Nation exploits for ore. During their stay, the players can
quietly. The Rough Rhinos were recruited because decide to liberate the forced laborers within the mine.
they are brutally effective and loyal to him. • Ba Sing Se Outpost—the location to which the PCs
• Long Feng doesn’t actually want Onomu to are initially asked to bring the war plans. They can meet
survive; he just wants the plans. There is no war with Yanran, an agent of Long Feng, who demands the
in Ba Sing Se, after all, and while Long Feng needs war plans and refuses to let Onomu into the city.
to know what the Fire Nation is up to, he doesn’t
want a notorious Fire Nation general in the city. To make things easier, have your PCs experience each location
in the order they’re presented in “Important Locations” so
This adventure confronts the players with decisions about a long as it makes sense for what they’ve done in the story so far.
few issues and moral quandaries. Onomu is in the early days of In theory, you could craft an entire session out of every location
her defection, and so far, she seems mostly to have defected for in the adventure, but the war plans are not safe until they are
survival—can she truly be redeemed for her crimes? Everyone in Ba Sing Se, and the antagonists should feel relentless in their
wants Onomu dead—can the heroes get her to safety, and where pursuit. The Hundred Year War is a dangerous time to be aiding
is truly safe? If they get the plans to Long Feng, he will give them a Fire Nation defector in the Earth Kingdom, and threats are
something they want—how much will they sacrifice to get it? coming from every direction. Advice on how to deal with the re-
This summary explains the adventure’s conflict under the al-world time your adventure takes can be found on page 131.
assumption that the PCs want to bring the war plans to Ba Sing
Se. Troubleshooting for companions who don’t want to do that Mode of Transportation
is given in the “GM Advice” section. There are many miles between the coast and Ba Sing Se, with
cities large and small that the PCs could visit. The focus of this
adventure is, for the most part, on interacting with interesting
locations and getting the war plans to Ba Sing Se and not on
traveling between locations. The path is lengthy and fraught with
danger, but the heroes have already found the quickest, safest
route. They need to stop at different locations out of necessity—
to rest and restock.

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Much of the traveling in this adventure is likely on foot, and
you can take a few moments to talk about this with the players, but
it isn’t the focus of the adventure. Ask each how they feel about
the long journey and what they do to pass the time. This conver-
sation is also a fun moment to spotlight a PC’s special feature or
animal companion if they have it. Here are some examples:

• If you have an Icon among your PCs—and they chose


the Yip! Yip! move—travel might be easy! They’ll
have an animal companion large enough to ride.
• If you have a Successor among your PCs, they may
have the “cold hard cash” or “high technology”
granted by their Lineage Resources. If they do, they
could easily secure a boat, carriage, or something
even fancier as a mode of transportation.

The Antagonists
A few antagonists, both hidden and overt, are on the players’
trail throughout the adventure; each has their own motivations
for wanting the war plans or Onomu.
Long Feng—The Grand Secretariat wants two things that
are nonnegotiable: the first is to acquire the war plans and the
second is for Onomu to never enter Ba Sing Se. He’s made a deal effort—supplies that could’ve helped her mother. Ben Ta means
with her in bad faith and has no intention of holding up his end, well but is totally unbalanced when it comes to the Fire Nation,
hoping she’ll perish along the way. The “Introduction” establish- and she sees the world in black and white. It might be possible
es the characters as useful allies to Long Feng, but his nefarious to convince her to hold off on killing Onomu, if it were for the
nature likely won’t be exposed in this adventure—leading to good of the Earth Kingdom, but that certainly isn’t an easy road
later intrigue for the players in Ba Sing Se and future stories. to travel—she’d need some clear proof and evidence to come
Most of the players’ interactions with him are through his agent around to that idea.
Yanran, and though Long Feng might not feature in the adven- There’s a high chance of convincing the Armadillo-Bears,
ture itself, his influence is felt throughout. outside of Ben Ta, to stop hunting Onomu…or maybe even
Take note that Long Feng is on the “right” side of the war convincing them to help if the conditions were right. These
against the Fire Nation. He will use the plans to aid the Earth are people fighting to defend the Earth Kingdom, and they
Kingdom and protect the people in Ba Sing Se, but he cares very could be convinced to put aside their vendetta for a time. One
little for a former Fire Nation general who had a change of heart way to accomplish this is to appeal to Ben Ta’s second-in-com-
when her life was at stake. If the players can think of a solution mand, Rameh. Rameh loves his leader—they grew up as best
for Onomu that doesn’t involve her entering Ba Sing Se, Long friends—and still believes she can move past her hatred. Rameh
Feng will likely accept it. doesn’t truly know if Ben Ta’s mother’s death could’ve been
Yanran—Yanran is a powerful Earthbender and agent of prevented, but he still sees most Fire Nation citizens as greedy
Long Feng who portrays himself as an incompetent mid-level oppressors who need to be stopped. His is the voice of reason
minister. He has aspirations of one day taking over Long Feng’s of the Armadillo-Bears, and he will probably be the one the PCs
role but knows he has many more steps before he accomplishes can reason with.
that goal. He meets the heroes at the final outpost of Ba Sing Se Rough Rhinos—Onomu’s defection is a massive embarrass-
and asks for the war plans. Yanran’s games are guile and sub- ment for the Fire Lord. Word is already spreading of her open
terfuge, and he does everything in his power to get the plans defiance, and before it spreads further, Ozai wants her caught.
without revealing his true capabilities…however, if push comes The Fire Lord’s advisors hired Colonel Mongke and his merce-
to shove, he’ll do anything required to complete his mission. nary band, the Rough Rhinos, to find Onomu, “deal” with her,
Ben Ta and the Armadillo-Bears—The Armadillo-Bears and get the war plans, and they’re committed to that task. The
are a group of Earth Kingdom rebels who normally focus their Rough Rhinos are perfect for the job because they’re loyal to
efforts on defending destitute towns from the Fire Nation. They the Fire Nation and ruthlessly effective, which hopefully means
were pulled into this conflict when their leader, Ben Ta, got that exposure of Onomu’s betrayal will be minimized. Violent,
word that Onomu was spotted nearby. Ben Ta has a person- cruel, and loyal, the Rhinos have hunted a number of people and
al vendetta against Onomu. She led the Fire Nation forces razed villages through the years, and most people are too afraid
that took over Ben Ta’s rural home, and soon after, Ben Ta’s of them to ask many questions. The Rhinos are unwaveringly
elderly mother died. The rebel leader directly links her death to committed to their job, and the only thing likely to stop them is
Onomu’s soldiers seizing food and medical supplies for the war a deadly threat to their lives…or the illusion of one.

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How It Ends
This adventure likely ends at the Ba Sing Se Outpost with the
players speaking to Yanran, who demands the war plans from
them. He also makes it clear that there is no way Onomu will
be allowed into Ba Sing Se. He’ll ask nicely at first, providing
compliments, offering bribes, but in the end he’s on a mission he
intends to complete. The heroes can handle Yanran any number
of ways, and there is no right way to end the adventure. Here are
some examples:

• If the PCs decide to defend Onomu and let her keep


the plans, they are now truly “enemies of the state” or,
more specifically, of the Grand Secretariat of Ba Sing
Se and his enforcers, the Dai Li. What they do from
here is up to them, but Ba Sing Se will now hold greater
dangers than they ever expected; if they try to enter
the city, they can expect enormous difficulties.
• If the PCs get the plans for Long Feng, those plans will
genuinely help the Earth Kingdom’s battle with the Fire
Nation. The PCs are welcomed in Ba Sing Se as honored
guests and given quarters in the city’s Upper Ring. After a
while, they’ll be visited by Long Feng (with a Dai Li guard),
who’ll entertain the PCs and answer their questions, before
likely sending them out of the city on another errand—by no
means would Long Feng want to keep such competent, self-
determined, and—most importantly—uncontrolled figures
inside the city he tightly controls. The next errand won’t be
mindless or useless, however; Long Feng intends to use these
Onomu capable figures to help win the war and protect Ba Sing Se.
Onomu is a hard woman to read at first, tough, and even rude • If the PCs help Onomu see a different way of being, likely
in her manners. She’s in the early days of her defection and only by helping her to overcome her own principle of Survival,
ran away because she was afraid for her life. That said, there is a then they will likely have an ally. Even if they do turn over
lot the disgraced general hadn’t considered while in her former the plans to Long Feng and leave Onomu out in the cold,
role. Traveling through the Earth Kingdom and interacting with she will have a different perspective on matters, likely
its citizens on a personal level could be the first steps to her seeking a new life of redemption, helping the people that she
turning over a new leaf…or she could stay as rotten as she was at harmed in her prior days with the Fire Nation. If the PCs
the height of her glory. And this is all dependent on whether the help her change her mind and also protect her from Long
heroes want to do something about her or not. Feng, then they will have an ally more than happy to give
At the start of the adventure, Onomu treats the PCs as little them whatever aid—and training—she can in the future.
more than servants, and they’ll need to earn her respect (if they • If the PCs betray Onomu, likely by taking the plans from her
want it) by showing how competent and balanced they are. against her will for the greater good of the Earth Kingdom,
Displays of strength and kindness are necessary to penetrate her they have made a true enemy and destroyed any chance
hard exterior. She needs to understand on some fundamental that Onomu would become a better person. Onomu is still
level that not everyone is like her, scheming and out for them- on the outs with the Fire Nation, but she is resourceful
selves. Some people just want to help because it is the right thing enough to find new ways to protect herself and build power
to do. If the companions manage to demonstrate real heroism against the PCs, even if it means starting from the bottom.
and selflessness by the end of the adventure, they will have taken
the first step to reforming the jaded general. Try to think of this adventure like an episode of Avatar: The
In the scope of this adventure, it’s important to note that Last Airbender or The Legend of Korra. The adventure could end
Onomu will not relinquish the plans willingly until her sur- with the heroes valiantly defending Onomu against Yanran and Dai
vival is assured, even if she trusts the PCs. She isn’t stupid, and Li agents; or the adventure could end with Onomu slinking off into
she knows that these plans are probably the only thing keeping the darkness, betraying her agreement in fear for her life. Regardless,
her alive and protected. If the players manage to show Onomu the end of the adventure should give the players a chance to feel
that there is some good (and hope) left in the world, she may special—and to feel that their actions make a real difference as
consider parting with the plans, if the PCs can come up with an they pull off a victory against the odds.
alternative solution that keeps her alive.

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Introduction Getting Started
The heroes arrive in a tiny coastal town in the east of the Earth
Kingdom. Onomu is right where Long Feng’s agent said she
Whether this adventure is a one-shot or part of an ongoing would be, wearing a green cloak and slurping down a warm bowl
campaign, it’s important to establish how the heroes got the of dumpling weed soup. The heroes know where to go, and when
mission from Long Feng in the first place and how they met up they make the appropriate signal to Onomu, she joins with the
with Onomu. group. The PCs may have questions for her, but Onomu is eager
First, establish your players’ connection to the adventure by to get moving so she can reach the safety of Ba Sing Se.
asking them how they know Long Feng. They’ve probably never Just as they’re about to depart, the Armadillo-Bears, led by
met the Grand Secretariat in person, but he’s at least been in Rameh, ride into town looking for a “Fire Nation defector”
contact with them through his various agents. whom they’ve heard is here. They spread out across town in
search of Onomu. The heroes need to escape—and fast!
• What noteworthy deed did your group perform in the fight
Once the PCs get out of town, set the next scene in West
against the Fire Nation to attract the attention of Long Feng?
Heiatu. Plunge them into more action, then let your players take
• What did Long Feng offer you in exchange for delivering
it from there!
Onomu and the war plans to Ba Sing Se?
Remember: it’s a good idea to address traveling between lo-
• (ask each player) Why are you specifically committed to
cations early on (see “Mode of Transportation”) and to spotlight
seeing this mission through?
players who have unique forms of transportation.
The adventure then starts with the PCs arriving in a coastal town
of their choice in the Earth Kingdom (see below), with Onomu
on their hands.

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Important
Characters & Groups List of important characters & groups
• Long Feng, the scheming Grand
Secretariat of Ba Sing Se
The following pages contain information on these NPCs, along
• Onomu, the unrepentant former Fire
with stats you can use for them in game—a principle (when
Nation general and defector
appropriate), combat techniques, conditions, and fatigue are all
• Yanran, the slick emissary of Long Feng
listed for each character.
• Dai Li agent, a single master
NPCs tied to a faction or group that come into play in the
Earthbender sworn to Long Feng
adventure are listed after the faction itself. In a combat, the gang
• Dai Li agent group, a group of master
and the leader would act separately in exchanges and choosing
Earthbenders who obey Long Feng
techniques.
• The Armadillo-Bears, a group of Earth
Kingdom rebels who fight the Fire Nation
Long Feng
• Ben Ta, the scarred leader of the Armadillo-Bears
Legendary NPC
• Rameh, the gentle second-in-
Long Feng is Grand Secretariat of the Earth Kingdom, and he
command of the Armadillo-Bears
controls every move of the Earth King. Everyone who’s anyone
• Colonel Mongke, a vicious firebending
knows that he’s truly in charge of the Earth Kingdom and runs it
mercenary and leader of the Rough Rhinos
with a terrifying ruthlessness. Having lost so much of the Earth
• Ogodei, a Rough Rhino who uses
Kingdom already, Long Feng is focused mainly on securing the
bola and chain for vicious attacks
lands around Ba Sing Se. The war plans are key to the defense
• Kahchi, a Rough Rhino who uses
of those regions, and with them he can ensure that Ba Sing Se
a guandao as a weapon
remains that much more safe...but he cares not at all about On-
• Yeh-Lu, a Rough Rhino who
omu herself. She’s simply a means to an end, a way to protect the
uses explosives to fight
power that Long Feng has so carefully gathered around himself.
• Vachir, a Rough Rhino who
Long Feng is in power at this point in time, and he is completely
masterfully wields a bow
disinterested in brooking any threat to that authority.
• Fire Nation captain, the captain in
Long Feng is a Legendary NPC, and you can find more infor-
charge of the Fire Nation soldiers
mation on him and his stats on page 24.
• Fire Nation soldiers, a patrolling
group of Fire Nation soldiers
Onomu
Major NPC
Onomu defected from the Fire Nation because she is afraid for
her life, not because she thinks she’s done anything wrong. She’s
proud to be a member of the Fire Nation, to be a Firebender, and
she believes the warped history she was fed at school. She felt her Yanran
job as a general was to liberate and bolster the people of other Master NPC
nations, and she believes they should be grateful for the Fire Na- Yanran is a powerful Earthbender and a secret spy for Long Feng,
tion’s generosity. Onomu is a boisterous military woman and feels though he plays the role of a lowly politician when he meets the
everything is fair in matters of war. She’s naturally outspoken, but players. He’s tasked with ensuring the war plans make it to Ba Sing
she isn’t stupid, and she wouldn’t risk her life over a snappy zinger. Se and Onomu doesn’t. The spy deeply respects Long Feng and
When she spoke against the Fire Lord, it was to challenge his idea aspires to usurp him one day—to grow so powerful that he can
to invade Omashu, which she saw as an operation in vanity rather make his master disappear and then control the Earth King’s every
than a valuable target worth expending resources against. She ex- move. Yanran has impressive earthbending talents but always
pected more support from the other generals, and when it didn’t prefers to talk his way out of a situation. If he has to resort to
come, Onomu knew she was in trouble. earthbending, it almost feels like a failure because that means he
wasn’t able to turn someone to his point of view…that said, when
Drive: To survive the wrath of the Fire Lord he has to bend, he strikes with deadly efficiency—best not to let
Principle: Survival past mistakes come back to haunt him.
Conditions: Afraid, Angry, Foolish
Fatigue: Drive: Win Long Feng’s trust to betray him later
Technique: Breath of Fire Principle: Greed
Conditions: Afraid, Angry, Foolish, Guilty, Insecure
Fatigue:
Technique: Subtle Misdirection

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Dai Li Agent Healing Ben Ta
Master NPC
The Dai Li are an elite group of secret earthbending police who Ben Ta starts play with a center and balance at +2
are unwaveringly loyal to Long Feng. Each member of the Dai Li Revenge. That means she’s already heavily influ-
is expertly trained, and their main focus is to ensure the popu- enced by her desire and drive for Revenge. As you
lace of Ba Sing Se stays ignorant (or at least silent) about the war play, if the PCs are taking actions that help show
happening outside the city’s walls. Those who dare speak about her a different way or tamp down on her burn-
the war are captured by the Dai Li and taken to a secret reeduca- ing thirst for vengeance, shift her balance down,
tion camp where they’re brainwashed into compliance. Each Dai toward +0. Furthermore, treat Ben Ta as if she has a
Li member is a threat unto themself. The PCs might encounter second principle—Peace, located at +0 for her. PCs
individual Dai Li agents sent to monitor them and their mission can shift her balance through all the usual moves,
on the path to the outpost outside Ba Sing Se. and they can effectively call out Ben Ta’s princi-
ple of Peace to shift her further down the balance
Drive: Maintain the security of the Earth Kingdom at any cost track. Just as normal, if Ben Ta’s balance shifts off
Principle: Loyalty the end of the track—lower than +0 Revenge or
Conditions: Afraid, Angry, Foolish higher than +3 Revenge—her center shifts appropri-
Fatigue: ately, in that direction, and then her balance resets
Techniques: Rock Gloves, Rock Shoes to her center. If Ben Ta’s center shifts to +0, then
the PCs have helped her get over her need for ven-
geance, and with their help she can adopt a whole
Dai Li Agent Group new principle as her primary principle—Peace.
Master NPC Group
This represents a whole group of Dai Li agents, likely the group
found with Yanran at the outpost. They are truly dangerous
when grouped together; the PCs will have their hands full op-
posing this group and Yanran.
Ben Ta
Drive: Maintain the security of the Earth Kingdom at any cost Master NPC
Principle: Loyalty Ben Ta is the passionate and charismatic leader of the Armadil-
Conditions: Afraid, Angry, Foolish, Guilty, Insecure lo-Bears. Her mother died years ago, when the Fire Nation in-
Fatigue: vaded her small Earth Kingdom village, and since that moment
Techniques: Focused Fire, Rock Gloves, Rock Shoes she’s hated the Fire Nation with abandon. Sometimes Ben Ta
feels longing for the woman she once was—ignorant, caring,
warm—but then she remembers what the Fire Nation is doing
The Armadillo-Bears to her home, and thoughts of vengeance bury any longing she
Major NPC Group has. Ben Ta is angry, protective, and imbalanced, but she isn’t
The Armadillo-Bears are a large group of Earth Kingdom rebels beyond saving. She genuinely wants to do the right thing, and
fighting Fire Nation rule. They’re led by the fiery Ben Ta and her band of rebels does help people, but she is overzealous in her
her second-in-command, Rameh. The band is mostly nomadic, need to defeat the Fire Nation. This aggression combined with
traveling to wherever people need them most, but uses Xiadi as its her innate magnetism makes her a dangerous leader people can’t
home base. These freedom fighters have their hearts in the right help but follow.
place and are willing to go the extra mile to help people in need.
They are secretive out of necessity but happy to trust those who Drive: Defend the Earth Kingdom by any means necessary
earnestly want to help the fight against the Fire Nation. As foes, Principle: Revenge*
the Armadillo-Bears aren’t the most skilled fighters, but what they Conditions: Angry, Afraid, Foolish, Guilty, Insecure
lack in technique, they make up for in loyalty and sheer willpower. Fatigue:
They fight because they have to, and they refuse to lose because Technique: Earth Launch, Meteor Fall
that means innocent people could be hurt.
* Start center and balance at +2

Drive: Protect the Earth Kingdom from the Fire Nation


Principle: Freedom
Conditions: Afraid, Angry, Guilty
Fatigue:
Technique: Shield Wall

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Colonel Mongke
Major NPC
A Firebender extraordinaire, Mongke commands the Rough
Rhinos with an iron fist and leads his troops into battle with a
fiery rage. Before he was a mercenary, Mongke served under
General Iroh in the Fire Nation Army. When Iroh gave up his
command, Mongke and his squad of cavalry broke from the
army, becoming mercenaries. While he’s now a highly skilled
thug for hire, the Colonel remains unfailingly loyal to the Fire
Nation, which provides his group with most of their work. The
Colonel and the Rhinos are mostly tasked with destroying vil-
lages in the Earth Kingdom that are either home to or harboring
dissident groups, but this mission to capture Onomu may very
well be their most important so far. As such, Mongke is ready to
do whatever is necessary to ensure that the traitor and the plans
are destroyed—along with anyone who stands in his way.

Drive: Serve the Fire Lord with violence and destruction


Principle: Superiority
Conditions: Angry, Afraid, Insecure
Fatigue:
Techniques: Pyre Wall

Ogodei (Rough Rhino)


Minor NPC
Once a Fire Nation engineer, Ogodei enjoys fighting and hu-
Rameh miliating his opponents by using his bolas and chain. Sadly for
Major NPC him, while the bolas and chain are highly effective against his
Rameh is warm, quiet, and unassuming, the complete opposite opponents, they can easily be turned against him. Ogodei will al-
of his best friend and rebel leader Ben Ta. He speaks softly and ways try to show off, making a display of his opposition and their
usually doesn’t resume a speech after being interrupted or shout- weakness. His target audience is always his foes themselves—
ed over. Rameh has a calm strength, and his observant kindness whether he fights on his own or with the other Rhinos, he aims
means he’s an important person to the Armadillo-Bears. He is for a show of true dominance.
also one of the only people for whom Ben Ta has a soft spot and
to whom she listens (mostly) without question. While Rameh Drive: Prove to others that you’re the strongest
might seem like a person who eschews violence, he finds the Fire Principle: Power
Nation deplorable and is willing to fight for his home. In a fight, Conditions: Foolish
this weapons specialist prioritizes the safety of his team and Fatigue:
innocent people around him over winning, but if that means he Technique: Entangler
has to punch a Fire Nation soldier in the face to do it, he is more
than happy to oblige.
Kahchi (Rough Rhino)
Drive: Save as many people as possible Minor NPC
Principle: Justice The eldest of the Rough Rhinos, Kahchi has served the Fire
Conditions: Foolish, Guilty, Insecure Nation for some time as a guandao weapon master. He’s a
Fatigue: consummate strategist. Kahchi is very mission-oriented, but also
Technique: Stone Shield the most likely (besides Colonel Mongke) to actually consider
retreat in appropriate situations. That said, Kahchi is not the
leader, and the other Rhinos won’t follow him automatically.

Drive: Accomplish the next mission


Principle: Duty
Conditions: Angry
Fatigue:
Technique: The Way of Jasmine

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Yeh-Lu (Rough Rhino) Using the Rough Rhinos
Minor NPC
A former weapons developer for the Fire Nation, Yeh-Lu wears The Rough Rhinos are fairly dangerous foes when
an imposing metal helmet to hide a large scar from an explosives all together. No single Rhino has much in the way
accident years ago. Despite that terrible accident, Yeh-Lu hasn’t of fatigue or conditions, but if each gets to act
stopped his research and is now a certified explosives specialist. independently in exchanges, then they can over-
Yeh-Lu is still deeply fascinated with and devoted to his ex- whelm unwary PCs. As GM, follow these tips to use
plosives and conflagrations, to the point that he will often take them appropriately:
overly dangerous action in the middle of a fight in order to test
• In any fight, make sure to split your exchanges up.
out a new combustible device.
For example, two Rough Rhinos will gang up on
one PC, or engage two PCs, and that becomes one
Drive: See the world burn—literally
entire exchange unto itself. Don’t try to run a sin-
Principle: Curiosity
gle combat with every Rough Rhino and every PC!
Conditions: Insecure
Fatigue: • Let them retreat! The Rhinos are all minor NPCs
Technique: Boom! except for Colonel Mongke. They won’t be too
hard to take out. If a couple get knocked out, the
rest will retreat and regroup for a better chance
Vachir (Rough Rhino) at attacking. And the ones who get knocked out
Minor NPC will have enough time to recover and return with
A master bowman and Firebender, Vachir has a troubled rela- restored conditions and fatigue.
tionship with the Fire Nation. Once honored to serve the Fire
• If need be, you can demonstrate their coordi-
Lord himself, Vachir was subsequently disgraced due to a failure.
nation in a larger fight by treating all of them,
He’s boastful and arrogant, but beneath that facade, he still hurts
including Colonel Mongke, as a single group NPC.
because of his dishonorable discharge from the Yuyan Archers.
To represent their skills and coordination, give
Vachir sees capturing Onomu and returning her to the Fire Lord
the group the same stats as a master NPC—10
as a clear way of gaining back status, and as a result is likely to
fatigue, five conditions, and a balance from 0 to
pursue that goal to extreme ends.
+3, along with a couple of group techniques from
Appendix A: Techniques of the core book.
Drive: Regain a respected status
Principle: Pride
Conditions: Guilty
Fatigue:
Techniques: Flaming Arrows
Fire Nation Soldiers
Major NPC Group
Fire Nation Captain This is a general stat block for a group of Fire Nation soldiers,
Minor NPC each of whom would normally be a minor NPC. You can use it as
This is a general stat block for a Fire Nation captain. You can needed in your adventure when you need additional antagonists.
use it as needed in your adventure when you need additional The Fire Nation soldiers here are not simple guards, but trained
antagonists. It is a good idea to pair the captain with a cadre of soldiers, the kind who might be found on the front lines of the
soldiers (see below). These captains are loyal soldiers of the Fire Hundred Year War, and who are regularly deployed in conflicts
Nation. They aren’t devoted to the point of throwing themselves and missions across the invaded Earth Kingdom.
headfirst into impossible situations, but they also aren’t going
to deviate from their mission or orders, not least because these Drive: Halt rebellion
officers are defined by a fair degree of ambition and interest in Principle: Loyalty
peaceable order. Conditions: Angry, Foolish, Insecure
Fatigue:
Drive: Earn a promotion by stopping dissidents Technique: Coordination
Principle: Order
Conditions: Foolish
Fatigue:
Technique: Fire Whip

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Important Locations Suggested Escalation
In response to the Fire Nation soldiers’ threats and occupation
of the Steeping Phoenix, the Armadillo-Bears attack. Ben Ta has
The PCs already know what path is generally the safest and them prepare for a wide-scale fight, planting explosives and traps
fastest way to reach Ba Sing Se from the coast. Between them before attacking the soldiers directly in the Steeping Phoenix.
and their destination are countless Fire Nation patrols and Unless quickly contained, the conflict will inevitably spill out
rebels who will earthbend first and ask questions later; however, into a city-wide attack against the Fire Nation. The PCs get to
based on all available knowledge and strategy, the course they’ve see the Armadillo-Bears in action right in front of them. Led by
plotted is their best option. These locations are listed in order of Rameh or by Ben Ta, the Bears attack the Fire Nation soldiers,
the proposed course—you can use them one after another as the and a storm of fire and stone ensues between the two groups.
PCs move forward. If time is an issue, however, or if some seem If the PCs don’t intervene at all, the chaos will end up hurting
more interesting than others, feel free to skip some locations innocent civilians, including the owner of the Steeping Phoenix,
when you play. The key is that the PCs don’t have to make a who suffers a major, lasting injury in the crossfire between the
choice about where to go next; they know where the next loca- Fire Nation soldiers and the Armadillo-Bears.
tion on the path is. If they make any other choice, then they’re If the PCs stay in town long enough, they’ll see the conse-
choosing danger over safety and speed. quence of the rebels’ attack: a fresh, larger contingent of Fire
Under each location, you’ll find some advice on how to Nation soldiers and officers will fill the streets of this once some-
use that location. The suggested escalation is there to create a how functional colony. The new arrivals bring in new orders: to
situation of greater tension and impact—if things are slowing rule the place with an iron fist and crush any sign of dissidence.
down because the PCs don’t have some other direction or goal
in one of these locations, use the suggested escalation to amp
up the tension! So Bai Oasis
The So Bai Oasis is further inland in the Earth Kingdom, where
many small communities are scattered over the land. The Fire
West Heiatu Nation invaders are spread thin trying to cover the most polit-
West Heiatu is a long-established Fire Nation colony in the ically important places, so they tend to leave this sort of place
Earth Kingdom. The heroes are familiar with the colony, having alone. As such, inhabitants of the Oasis have only heard of the
visited briefly on their way to collect Onomu. Earth Kingdom horrors others have endured. Maybe they’ve received some
citizens go about their business with seemingly peaceful lives refugees, but according to the popular wisdom of the place, “it’s
even though Fire Nation soldiers regularly patrol there—es- better to stay away from a conflict one cannot win.” The Fire
pecially the most crowded city spots like the main square, the Nation is just too powerful to oppose by way of arms; instead,
market, and the largest teahouse. West Heiatu is a functional the inhabitants of this little oasis in the middle of a war prefer
colony, but on the heroes’ journey to Ba Sing Se, they arrive to survival as their form of resistance.
witness a case of oppression and injustice. When the players
arrive in town ask the following questions to give the players an
emotional tie-in to the scene:
Last time you were in town, you had a cup of tea at the
Steeping Phoenix before heading on your way. You met the
owner of the teahouse, who sat down and had a cup of tea
with you.
• What’s the owner’s name and what do they look like? What’s
a quirk of theirs? What trained animal companion helps them
run the teahouse?
• What did you do to endear yourselves to the owner?
• What complicated trouble was the owner complaining of
while drinking tea with you?
Once you’ve established the PCs’ connection to the owner, de-
scribe what they happen upon right now: a band of Fire Nation
soldiers stand outside the Steeping Phoenix berating the owner.
The soldiers are angry because they’ve discovered the owner
was charging them more than Earth Kingdom citizens. If the
players don’t intervene, the Fire Nation soldiers will oust all the
Steeping Phoenix’s patrons and spend the entire day forcing the
owner to serve them, eating and drinking their fill, and destroy-
ing the property. People in town turn a blind eye to the destruc-
tion for fear of incurring the wrath of the soldiers.

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The oasis itself is a balmy collection of wooden houses and The Armadillo-Bears aren’t the only rebels who travel
outdoor squares centered around a natural lake. It seems to be a through Xiadi, but they know the tunnels and the secret base
perfect place for the PCs and Onomu to get some rest. Most of well. The PCs either know of Xiadi thanks to their own back-
the locals receive them kindly, and the villagers won’t recognize grounds, or thanks to some tips passed to them by Long Feng’s
Onomu as a former Fire Nation general without something agents. In either case, they know that traveling through Xiadi is
prompting them. As a result, this may very well be the first place the safest and fastest way to get closer to Ba Sing Se…but it’s still
in which the heroes can truly be themselves without worrying not exactly safe.
about either the Earth Kingdom naturals or the Fire Nation Getting into Xiadi is just a matter of looking for the correct
invaders bothering them. Or so it seems at first… signs in the environment, hidden markers showing the opening
Here are some more names for the village’s inhabitants: of a secret tunnel. Getting out of Xiadi without Onomu being
captured, on the other hand, is difficult. It could require forging
• Pung, a local food merchant, conniving and cunning but
a deep bond with Rameh or Ben Ta and asking for help or
useful to PCs on a longer trek
understanding. Another option would be trying to sneak or run
• Ba, the Earth Kingdom magistrate for the Oasis, de jure head
through; although, doing so as outsiders and with Onomu is
of the town but actually quite content to do nothing
exceedingly difficult—almost any rebel in Xiadi would recognize
• Moluo, the only Earth Kingdom militia guard left in the
Onomu if they got a clear look at her.
Oasis, who’d like nothing better than to leave and get
If the PCs successfully turn the rebels’ hearts, they may
involved in the war, but she feels obligated to remain and
use the tunnels, at least to get out to anywhere they want in
protect her home
the Earth Kingdom. Traveling through such tunnels in such
conditions is an almost risk-free proposition, which could allow
Suggested Escalation the PCs to reach the outskirts of Ba Sing Se safely in a relatively
If the PCs dawdle or spend too much time at the Oasis, the short amount of time.
Rough Rhinos catch up and attack! They’ve been following Here are a few rebel characters who populate Xiadi:
Onomu’s trail straight to the village. The Rhinos care very little
• Yan, the commander of Xiadi, is a scarred, grizzled soldier
for innocent bystanders and will tear the Oasis apart looking for
with a boisterous temperament. Yan isn’t actually interested
Onomu and the war plans.
in fighting anymore, but he still knows that the Earth
If the PCs decide to fight the Rhinos, as soon as more than
Kingdom needs to be freed from the Fire Nation. He would
half of the Rough Rhinos are defeated, the remaining members
be amenable to helping the PCs, knowing Onomu would be a
take their fallen comrades and try to run away. Whoever is still
boon to the Earth Kingdom and that getting her out of Xiadi
up uses their technique to prevent the PCs from stopping their
would prevent violence.
escape, or they try to create other dangerous situations for the
• Losha, a local healer and medic for the rebels of Xiadi, is
PCs to handle, such as lighting fires that need to be put out
tired of standing by the sidelines while she sees soldier after
throughout the village or threatening the civilians.
soldier hurt by the fighting. If she recognizes Onomu, she’ll
tip off the Armadillo-Bears and lead the charge for vengeance
on the Fire Nation general.
Xiadi
• Aro, a Fire Nation spy hidden among the rebels, will try to get
The heart of the Earth Kingdom is a dangerous place, with bands
out and alert the Rough Rhinos or other Fire Nation soldiers as
of Fire Nation soldiers roving the land and rebels attacking var-
soon as he sees Onomu. But to do that, he’ll try to create chaos
ious outposts. Traveling overland or by river is near impossible,
first—setting off explosives or causing any kind of commotion
putting the PCs in danger of facing large patrols of soldiers and
to hold up the PCs while he slips away for help.
various checkpoints. The way to avoid all this is to travel to and
through the rebel stronghold of Xiadi.
Xiadi is a secret rebel base deep in the earth. The chamber Suggested Escalation
that houses Xiadi is a massive sphere of stone and earth, lit by Ben Ta and a cadre of Armadillo-Bears find Onomu and demand
countless glowworm jars. The base itself was earthbent in blocky, she be handed over for “interrogation.” Ben Ta makes a spectacle
utilitarian form—it’s designed to be functional, not pretty. The out of the situation, a performance of justice in front of the other
structures aren’t packed with people, but a steady susurrus of rebels. If the PCs let Ben Ta take Onomu, Ben Ta will interro-
activity carries on throughout its roads. A series of underground gate the defector for all the information she can get and throw
tunnels connects this place to various key locations throughout the former general in a windowless cell for the rest of her days.
the land. Thanks to the tunnels, Fire Nation soldiers have yet to Fighting the large number of rebels present at Xiadi is a fruit-
find the base and discover why the Earth Kingdom rebels are so less endeavor; the PCs can defeat groups of rebels, but not take
quick and accurate in their attacks. This stronghold is a danger- on the entire underground city, so if they make enemies, they’ll
ous location to bring a former Fire Nation general, but it is also most likely need to run or surrender and plead their way to safe-
one of the safest waypoints to get across a large swath of land ty. Running is not without hope, and the rebels respect courage.
awash with Fire Nation patrols. Showing a display of bravery in the face of overwhelming odds
helps the PCs’ cause, making the rebels generally more prone to
listening to them if the heroes decide they want to talk later on.

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Taking a Riskier Path Suggested Escalation
Onomu sees a lot of herself in General Sheng’s rule, sees Shi To,
There’s always a chance the heroes want to risk and feels a pang of guilt. When she has a moment, she sneaks
going overland travel even though they know Xiadi away from the group and frees the mayor. If the players don’t
is the safer option. If they make this decision, it’s intervene, she’s spotted by Sheng who defeats her in single com-
possible, but it’s fraught with danger and difficulty. bat, takes her prisoner, and plans to send her back to the Fire
For example, while traveling overland they could be Nation with an armed guard.
attacked by Fire Nation soldiers and the Rough Rhi-
nos at the same time. Use the escalations in “GM
Advice” as an example of what you can do. An Outpost of Ba Sing Se
This is the outpost the players were instructed to bring the war
To represent how arduous the journey is, you
plans to in the “Introduction.” The small outpost serves as one
should also inflict fatigue. This represents their in-
of many places Long Feng uses to keep an eye on Fire Nation
ability to rest during their travel and grows the need
troop movements. The outpost itself is a tall stone structure
to flee to the next location as quickly as possible to
with a number of lifts and exits that can only be operated with
rest and recuperate.
earthbending. It’s not a defensive outpost so much as a look-
out station for Earth Kingdom soldiers to know when the Fire
Nation is coming. When the heroes arrive, it is empty save for
Yanran and a cadre of Dai Li agents.
This is the final location where the players will decide what
Laoshan happens to Onomu, the plans, and a possible future alliance with
Laoshan is a small mining community, which is relatively safe Long Feng, as explained in the “Summary.” Yanran wants the
to pass through, because the bulk of Fire Nation soldiers are sta- plans but not Onomu, and while he’ll try to convince the PCs to
tioned at the mine, not the town itself. A majority of the mine’s go along with his wishes, he’ll fight if he has to.
workers are forced laborers, and the others are villagers so poor
that they are dependent on the measly income they get from the Suggested escalation
seized mine. One or more of the groups chasing the PCs make a last-ditch
As a result, many Earth Kingdom people live here in terrible attempt to capture Onomu, be it the Rough Rhinos, the Arma-
conditions, working from early day to late at night to the point dillo-Bears, or both.
of exhaustion. Any spark of rebellion has been worked out of If the PCs don’t interfere:
the villagers, who barely notice the PCs or Onomu. A few Fire
Nation guards are in the village proper, but they’re nothing the • If the Armadillo-Bears are there, then Ben Ta leads the
heroes can’t avoid or move around. Armadillo-Bears in one last attempt to capture Onomu.
General Sheng oversees the village, and unlike the soldiers Yanran sees what is happening and attacks the PCs to keep
who sleep in tents near the mines, the General lives in the them distracted. In the chaos, Ben Ta is overzealous in her
former mayor’s home—which he confiscated. After the former attacks and accidentally kills Onomu with a stone, pushing
mayor, Shi To, attempted a coup with a few loyal villagers (who Ben Ta directly into imbalance and turning her from a
are now laborers in the mines), he was located at the center of freedom fighter into a terrorist, just as brutal as her enemy.
town in stockades—a reminder to the rest of the village that • If the Rough Rhinos are there, then they are content not to
rebellion is futile. take captives, but instead to destroy everything and everyone.
There’s a chance the players may see the condition of the village They’ll depart once Onomu and Yanran are both dealt with.
and villagers and want to do something about the mines nearby. • If both groups are there, then both events happen—Ben
This isn’t impossible, but they’ll likely face a fight against the Fire Ta crushes Onomu accidentally, and the Rough Rhinos
Nation soldiers and Sheng, who will try to defend the mines. In destroy the rest of the Armadillo-Bears and the Dai Li.
this case, you can use the stat blocks on page 127, with the “Fire
Nation captain” stat block for Sheng. If the players defeat the sol-
diers, the town and mines are liberated…for now. The PCs should
feel the press of their mission and the need to get Onomu to Ba
Sing Se enough to move on before resolving everything here, but
it’s clear that if a long-term solution isn’t found for the town, it’ll
just be occupied again. The Fire Nation knows about the mine and
its valuable ore; they won’t just leave it alone.

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GM Advice Keeping Time
Because each location in this adventure presents your players
with a unique obstacle, they may want to spend time focusing
While a path is laid out for your players to follow, Ash & Steel on and resolving the issue. This might not be a problem when
is open for them to do whatever and go wherever they like. As you’re playing through this adventure with your home group
a GM, you have many tools to ensure everyone at the table still and have the time to devote to a few sessions of play, but it can
has fun and the plot unfolds around the heroes. This section become a problem if you’re running this game as a one-shot. If
includes various tools you can use to center your adventure if that’s the case, make sure you cut right to the action at each new
things don’t go according to plan and to continue your adven- location. In a one-shot play, the hunt for Onomu should feel
ture if players want more! relentless. The heroes can’t solve the issues at every location…
because they don’t have time! Onomu’s enemies will find the
group if they’re not quick about things.
Escalations For a one-shot game, as a result of the tension on the overall
Each location in this adventure has a suggested escalation, but mission to deliver Onomu and the plans, it’s very important not
based on what your players decide to do, the allies they make, to present unsolvable, terrible dilemmas at every single location
or which problems they tackle, the suggested escalation might that the PCs visit. When they are being chased so thoroughly
not make sense or might not be enough to get you through the by Armadillo-Bears, Rough Rhinos, and even Dai Li agents, the
adventure. These escalations can be used if the conflicts start to PCs won’t want to spend the time to stop and deal with complex
falter, to reveal new information about the situation, and to add issues—doing so seems like a losing proposition—but they
action to the scenes. Some escalations will provide new infor- also won’t want to leave innocent people in dire straits, seeing
mation, which may make the players question their actions, and as they’re heroes. If every single place they go to has major
other escalations can purely be an opportunity for action. Here problems and dilemmas, they will either start to feel terrible
are some examples: for consistently leaving quickly, or they won’t leave quickly and
• Looking for Onomu, the Rough Rhinos attack the location they will get bogged down in local events and the attack of their
the players are in. The Rhinos destroy buildings and hurt pursuers. In either case, there’s a good chance that the players
innocent bystanders. They have a specific goal, but they will come to feel frustrated.
show no restraint, especially if they have picked upon the As the GM, carefully pace the events and dilemmas the PCs
fact that Onomu is traveling with companions who might encounter at each location if you’re playing a tight, fast one-shot
interfere with this kind of destruction. If nothing is done, game. The PCs need to arrive at the outpost by the end of your
they totally destroy the location and leave in frustration. time playing, assuming of course that they don’t decide on a dif-
• The Armadillo-Bears arrive at a location looking for Onomu ferent goal. Make sure that they encounter just enough tension
and clash with a group of Fire Nation soldiers passing to keep things interesting without derailing the arrival at the
through the area, as Ben Ta purposefully picks a fight. The conclusion of the adventure. You can also always easily decrease
two forces are relatively evenly matched at the moment; no the number of intervening locations if that’s necessary for the
clear victor emerges before both sides are tired. If nothing is time in which you’re playing.
done, the soldiers end up capturing an important member For a game in a longer campaign, however, or a game in
of the resistance fighters (for example, Rameh) and then which you can approach the adventure over multiple sessions,
retreating; the Armadillo-Bears don’t realize until too late that take the time to complicate the journey. The pace doesn’t have
someone is missing as they catch their breath and recover. to be nearly so breakneck, as the PCs might go entire locations
• An Earth Kingdom citizen wronged by Onomu during her without really being under pressure from pursuers. Encounter-
time as a general spots her and confronts her. Onomu will ing difficult dilemmas along the way makes the locations that the
try to stay under the radar and deflate the conflict, but it PCs reach all the more real and vital. After they deliver the plans,
inevitably grows, especially as Onomu’s own sense of pride is they might even return to these locations, especially if there are
injured by the words thrown at her. A fight breaks out when unresolved problems or places where they might find safety. As
the citizen throws the first punch, and Onomu eventually a result, it becomes all the more important to help these places
tries to use a lash of fire to break up the fight and get the feel real, complex, and fleshed out, even if that extends the
person to back down, likely creating a fire that calls down overall journey.
more attention. If nothing is done, Onomu is arrested (or As the GM, in a longer game take your cues from the PCs and
taken by the Earth Kingdom citizen’s allies) and imprisoned their interest. If they are particularly invested in certain NPCs or
• An individual Dai Li agent takes an opportunity, especially certain difficulties, then make moves related to those characters
in a moment of calm and rest, to try to directly seize the or problems, bringing them to the fore. And you can always amp
plans from Onomu. They will not wear a uniform so as to up the tension at an appropriate moment by reminding them
hide their true allegiance, but if they use techniques specific that they are being pursued by bringing in the Rough Rhinos or
to the Dai Li, then their true nature will become apparent the Armadillo-Bears to make a situation more complicated.
quickly. If nothing is done or the agent isn’t stopped, then
they steal the plans and start racing back to Ba Sing Se!

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Possible Future Adventures Fire Nation onslaught. The heroes might be able to deliver the
This adventure may be the beginning of your group’s story but plans to a general of the Earth Kingdom or even to new friends
it certainly doesn’t have to be the end! Here are some ideas for in the Armadillo-Bears. The Northern Water Tribe, other rebel
continuing your game with the various plot hooks in this adven- groups in the Earth Kingdom, or even some dissident voices
ture, well-suited for a longer game. inside the Fire Nation all make further potential depositories for
this valuable intel. Whoever the PCs choose to leave the plans
Rebellion with, there are countless more stories to tell—they likely need
If the PCs choose to slight Long Feng, be it by denying him the heroes’ help to fully act on those plans!
the plans or through any other means, they will no longer be in The PCs might also take up an active role against the Fire
his good graces. Considering that Long Feng is functionally in Nation with any of those groups, and especially the Armadil-
control of the entire Earth Kingdom at this point, and certainly lo-Bears if the PCs managed to befriend them or help heal Ben
in control of Ba Sing Se, that makes him a powerful antagonist; Ta. Doing so will likely keep them away from Long Feng’s direct
a group of PCs facing that much of a threat might decide to just control, and might even leave them as allies too useful for Long
leave the Earth Kingdom and stay away. Feng to directly act against, while setting up a whole new string
But much of the time, the PCs are likely to be from parts of of difficult challenges
the Earth Kingdom, or to have some attachment to the people Finally, if Onomu’s still alive after the PCs protect her and
there, whether just because they’re heroes or because they keep the plans from Long Feng, she will be an ally, but she will
formed bonds as they navigated the Earth Kingdom. The PCs only actively help and aid the PCs with this kind of rebellion
might choose to fight for those people and the Earth Kingdom against the Fire Nation if they changed her heart. If her primary
as a whole against the oppression and invasion of the Fire Na- motivation is still survival, she’ll try to find some part of the
tion...and even the oppression of Long Feng! Earth Kingdom to quietly hunker down and survive until she
Most significantly, if the PCs did not turn over the plans to can find a better plan, but if the PCs have changed her heart, she
Long Feng, then it means they still need to put the plans into the might join them in a fight against the invaders—if only just to
hands of someone who can do something with them. The Fire stop the fighting, not to harm her home country.
Nation continues to advance, and those plans might make a real
difference in helping the Earth Kingdom avoid the worst of the

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In the Court of the Grand Secretariat Other Questions
If the PCs end in Long Feng’s good graces, they’re now his allies. Here are a few other questions you might have as GM about
He will deliver on any reasonable promises he made to the PCs, how to run this adventure successfully, along with advice on
and he’ll want them to do more for him—if for no other reason how to handle each of them.
than to exert control over them. Long Feng is no fool, and he What if the PCs don’t want to follow the path? The path of
will genuinely use the PCs to his greatest advantage, using them locations as provided here is the safest path available to the PCs
to achieve real goals. At first, the missions may be reasonable, on their way to the outpost. That is absolutely, certainly true, no
and the PCs will achieve real good in the Earth Kingdom at obfuscation or deception. If the PCs want the safest path, the
large, fighting off Fire Nation invaders. But as time goes on, one least likely to cause them trouble, it’s the one laid out in this
either they will grow closer and closer to Long Feng—and in adventure. Emphasize this to the PCs—the only reason to devi-
turn, he will consider them more loyal—or he will come to un- ate from the path as presented here is because they have decided
derstand that they are not actually loyal to him at all, but instead that something besides safety matters deeply to them. If they
they are loyal to higher ideals. want to accomplish the mission as quickly and safely as possible,
If the PCs continue to recommit to Long Feng, then he will then this is the path they should be following, end of story.
come to give them more and more duties that are messy. Instead If you’re playing a one-shot and the PCs truly want to deviate
of battling Fire Nation soldiers, they’ll also be sent to handle a from this path, you can follow them to their new chosen destina-
recalcitrant Earth Kingdom general who refuses to toe the line. tions, imposing harsher costs (inflicting fatigue and conditions)
Instead of protecting a town, they are disarming a rogue group to represent how the path is unsafe, while still keeping their pur-
of rebels. This is the perfect time to reincorporate places and suers at their tails. The intent here isn’t to punish them, but to
characters from this adventure—the Armadillo-Bears might respect the fiction that says this path is inherently less safe, and
have been doing good work, fighting the Fire Nation, only to to still provide a tense, dramatic conclusion—their opposition
have become a thorn in Long Feng’s side for some other reason, follows them so they can have one final conflict!
and now he would like them to disband. These new tasks slowly If you’re playing a longer game with multiple sessions, you
reveal the Grand Secretariat’s true face and priorities—to main- can follow the PCs to these new locations, but again, emphasize
tain his power and control of the Earth Kingdom and Ba Sing the dangers of the alternative path they are tracing. Be it foes,
Se. They will have hard choices ahead of them, and as soon as costs like fatigue and conditions, or something else, by choosing
they prove themselves not entirely loyal to him, he will begin a to deviate from the path as presented here, the PCs are choosing
different tactic... to take on some risk.
If the PCs show themselves as not utterly loyal to Long Feng In general, however, the most important aspect here is to
above all else, then he will continue to ask them to go on mis- really interrogate why the PCs want to deviate from the path. If
sions...but his goal is to wear them down until they are ultimately they’re no longer actually trying to deliver Onomu and the plans
dealt with by the dangers of a mission. He will send them on to Long Feng, then that’s a different issue entirely!
more and more difficult tasks, and the PCs will inevitably be What if the PCs don’t want to deliver the plans and
put in a position where their very lives are at stake. Remember, Onomu to Long Feng? At the beginning of the adventure, the
Long Feng considers anybody who’s not his pawn an enemy, and PCs all have their own reasons for committing to the mission,
he accepts no challenge to his rule or plans. You can again use not least because Long Feng promised them something. All of
the places and issues of this adventure to create these situations, the PCs, even those who have reason to doubt Long Feng, are
having the PCs directly face off against other antagonists like committed enough to the mission at the beginning that they
the Rough Rhinos in blatantly disadvantageous circumstances, shouldn’t reconsider until the situation has changed dramatical-
like at the Rough Rhinos’ own base of power! If the PCs survive ly. But after the PCs are attacked by a Dai Li agent, or hear more
this kind of intense, life-challenging mission, then they only get about Long Feng, or change Onomu’s heart, or befriend the
assigned another—albeit with Long Feng providing profuse Armadillo-Bears...they may no longer think that delivering the
thank yous to them first. plans to Long Feng is the best option.
What’s more, the PCs may discover others—or even them- In this case, follow them to where they think they should
selves!—suffering the mental manipulation or brainwashing deliver the plans, with all their pursuers hot on their heels! Just
treatment. As such, the walls of Ba Sing Se soon become a jail because they don’t deliver the plans to Long Feng, that doesn’t
rather than a protection, and they may need to find a way to mean they’re suddenly free. The Rough Rhinos will still be after
escape before it’s too late. them, as will the Armadillo-Bears, and as soon as Long Feng
If the PCs decide to fully confront and begin to combat hears what the PCs have decided, he will dispatch a group of
Long Feng and his Dai Li, they will have a real struggle on their Dai Li agents after them! Considering that Long Feng has ears
hands—one the equal of the rebellion described on the facing everywhere, that won’t take too long, either.
page. Long Feng is in a position of real power, and while the PCs You can still aim toward an impressive final confrontation,
might not be able to unseat him entirely, they can at least strike somewhere else, perhaps with the aid of local peoples the PCs
real blows for justice throughout the Earth Kingdom. have helped. Make sure to provide some answer to the question
of why their pursuers would stop hounding the PCs, however,
whether it’s because everyone believes the plans were burned, or
because everyone believes the PCs are dead.

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What if the PCs lose the plans? Onomu has the plans, and
will do everything she can to protect them...but in the end, it’s
Pregenerated
always possible for you to make a hard GM move and say that
the plans have been taken. Whether it’s because the PCs are
Characters
defeated in a fight with the Rough Rhinos, or the PCs lose the
plans in the midst of a dangerous conflagration they’re trying to The pregenerated characters on the following pages are tailored
escape, the PCs might lose the plans and have to get them back. to this adventure, including details about why they are there and
In general, don’t use this hard move lightly. It significantly what the stakes are for them in this adventure. Each character
changes the stakes of the entire adventure. Instead of protecting has a small backstory on their playbook, explaining their per-
and delivering Onomu to Long Feng’s lieutenant at the outpost, sonal motivation and who they are. Players should feel free to
now the PCs are chasing someone else who stole the plans so as elaborate on this and make the character their own. Additionally,
to get them back. At that point, the heroes will have absolutely once everyone has picked a character, the players should make
every reason to speed through any location they come to, to connections with one another, as explained in the Avatar Leg-
keep chasing the thieves as fast and as hard as possible. ends: The Roleplaying Game core book, page 123. Some playbooks
But if the moment is perfect—a missed move at exactly the require that players make a connection with another PC; if this
right moment, a PC getting taken out or losing their balance is required on a pregenerated character, players should fill this
and leaving Onomu vulnerable—then you can use this move to information in themselves at the time they make connections.
deliver a highly intense and thematic ending to the adventure.
Adventure Hook
Keep the players all largely the same. The same pursuers
would still be chasing the PCs, even as the PCs are chasing the The characters are a band of resistance fighters from different nations
thieves. The final confrontation can still include nearly all par- who met fighting the Fire Nation. Though they’re all from different
ties, even including the Dai Li—Long Feng has ears everywhere! places in the world, they’ve come together to do what is right, though
Consider where the new thieves would try to bring the plans. sometimes their cultural differences still cause friction in the group. They
The Rough Rhinos would race to deliver the plans to a Fire Nation currently need Long Feng’s help to free some of their other allies from a
official, while the Armadillo-Bears would try to hide the plans Fire Nation prison.
until they can figure out how best to use the plans themselves.
The Dai Li would bring the plans back to Ba Sing Se with utmost
urgency. You can always set the place where the PCs catch up Full List of Pregenerated Characters
with the new thieves as one of the locations along the path of this
• Xinyi, the Adamant (he/him) - an Earthbender who
adventure, based on where the thieves are bringing the plans.
suffered a terrible tragedy at the hands of the Fire Nation
As for how and when the PCs catch up, don’t leave that up
and accidentally badly hurt those who hurt him. Play Xinyi
to total uncertainty. The question is not whether or not the PCs
if you want to wrestle with your own abilities and your
will catch the thieves, it’s what cost they will pay to do so. In
hatred and fear of the Fire Nation.
general, inflict 2-fatigue or 3-fatigue on each PC to indicate that
they are rushing through the Earth Kingdom to catch up to the
• Nalu, the Hammer (he/him) - a Northern Water Tribe
new thieves as fast as possible. Furthermore, feel free to respect
warrior who escaped from the North to fight the Fire Nation
the fiction by giving the thieves some time to dig in and create
head-on. Play Nalu if you want to be an eager fighter who
some degree of defenses for when the PCs arrive—they can re-
may need to learn some patience and restraint.
make the scene of the final confrontation into a form much more
favorable to them and their style of fighting! The Rough Rhinos
can set up fire traps, the Armadillo-Bears can set up snares, and • Lana, the Icon (he/him) - a spiritual healer from the
the Dai Li can set up hidden pits and thin layers of dirt covering Southern Water Tribe, well-versed in using herbs and
ravines or ditches. tinctures to aid others, who ran away from home to use his
Always remember to adhere to your agendas, baselines, abilities for good. Play Lana if you want to be a healer with
guidelines, and moves. If your version of this adventure is head- a fighter’s spirit.
ed in a completely different direction, those elements of GMing
will help guide you to awesome play! • Zimo, the Pillar (she/her) - the leader of an expert group of
Firebenders whose view of the world was shattered when she
realized what the Fire Nation was really doing. Play Zimo if
you want to wrestle with the terrible legacy of your own
nation and your place in it.

• Xian, the Prodigy (they/them)- a masterful martial


artist trained in the Earth Kingdom by pacifict monks
before the Fire Nation came. Play Xian if you want
to struggle with when it is appropriate to use
your talents in the face of peaceful teachings.

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Xinyi, THE Adamant
he/him

Xinyi’s village was destroyed by Fire Nation soldiers when he was a small child. The
villagers refused to accept Fire Nation rule, so their homes were razed. Flooded with 0 CREATIVITY
confusion and fear, Xinyi used earthbending for the first time and accidentally crushed
a group of soldiers running to grab him. Terrified, he fled his village and grew up alone,
fighting the Fire Nation any chance he got. Since meeting his new friends, Xinyi has tried
+2 FOCUS
to become more personable, but it is hard…especially with this new mission his group has
taken helping an unrepentant Fire Nation general.
-1 HARMONY

Backgrounds: Wilderness, Outlaw +2 PASSION


training

Demeanor: Chilly, Standoffish


Fighting Style: Spinning giant spherical rocks around himself

Connections
• __________________ takes issue with my methods—perhaps
restraint
they have a point, but I certainly can’t admit that to them!
• __________________ is my lodestar; something about them
makes them the one person I let my guard down around.

The Lodestar
Moves
No Time For Feelings
There’s only one person you often let past your When you have equal or fewer conditions
emotional walls. marked than your highest principle, mark
Name your lodestar (choose a PC to start): fatigue to push down your feelings for the rest
____________________ of the scene and ignore condition penalties
until the end of the scene. When you resist
You can shift your lodestar to someone new
an NPC shifting your balance, mark a con-
when they guide and comfort you and you
dition to roll with conditions marked (max +4).
open up to them, or when you guide and com-
You cannot then choose to clear a condition by
fort them and they open up to you. If you do
immediately proving them wrong.
choose to shift your lodestar, clear a condition.
When you shut down someone vulnerable to
harsh words or icy silence, shift your balance
Driven by Justice
Take +1 to Passion (max +3).
Results
toward Results and roll with Results. On a hit,
they mark a condition and you may clear the
same condition. On a 10+, they also cannot
shift your balance or call you out for the rest
of the scene. On a miss, they have exactly the
Technique FATIGUE
right retort; mark a condition and they shift
your balance. You cannot use this on your
Divert CONDITIONS
lodestar.
defend & maneuver „afraid
When your lodestar shifts your balance or -2 to intimidate and call someone out
Step into the way of blows intended for allies;
calls you out, you cannot resist it. Treat an
when any ally within reach suffers a blow this „angry
NPC lodestar calling you out as if you rolled a -2 to guide and comfort and assess a situation
exchange, you can suffer it for them. If you also
10+, and a PC lodestar calling you out as if they
use Retaliate this exchange, deal an additional „insecure
rolled a 10+.
1-fatigue each time. -2 to trick and resist shifting your balance
When you consult your lodestar for advice on
a problem (or permission to use your preferred „guilty
solution), roll with Restraint. On a 10+ take all -2 to push your luck and +2 to deny a callout
three; on a 7–9 they choose two: „troubled
• You see the wisdom of their advice. They -2 to plead and rely on your skills or training
shift your balance; follow their advice
and they shift your balance again.
• The conversation bolsters you.
Clear a condition or 2-fatigue.
• They feel at ease offering their opinion.
They clear a condition or 2-fatigue.
On a miss, something about their advice infu-
riates you. Mark a condition or have the GM
shift your balance twice.

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Nalu, THE Hammer
he/him

Nalu is a warrior from the Northern Water Tribe who couldn’t sit back and hide behind a
wall of ice when he heard what was happening outside the North’s borders. Sneaking out of the +1 CREATIVITY
North was an undertaking—and he might have caused a small avalanche on the way out—but
he did it! Nalu met his current friends while fleeing Colonel Mongke after pouring a cup of hot
tea on Mongke when he heard the Colonel ridiculing Northern Water Tribe braids…Nalu had
0 FOCUS
just managed to escape when he ran into his new friends, a group he has dubbed his “merry
band of rebels.”
0 HARMONY

Backgrounds: Privileged, Urban +1 PASSION


training

Demeanor: Playful, Determined


Fighting Style: Northern Water Tribe war club

Connections
• __________________ has a way to solve problems with
Force
words instead of fists—it’s really impressive!
• I worry __________________ won’t be able to hold their own
when things get tough. I’m going to toughen them up!

Bringing Them Down


You always have an adversary, one who Changing Your adversary
represents the things you’re trying to smash You can change your adversary any time you
through—tyranny, inequality, war; larger and mark a condition, or at the end of each session.
more dangerous concepts that, to you at least, When you do, choose an appropriate goal, and
this one person embodies. Your adversary is the GM shifts your balance twice to match your
someone significant and powerful—someone new adversary and your new goal.
who actually deserves the amount of force you
can bring to bear. When you successfully accomplish your goal
and defeat your adversary, take a growth ad-
Your adversary: Colonel Mongke vancement and choose a new adversary.
Choose a goal you have for your adversary:
„ Capture them „ Restrain them
Fighting Your adversary Care
When you enter into a fight against your
„ Discredit them „ Expose them adversary, clear all fatigue and become Inspired.
„ Depose them „ Exile them When you select any combat approach against
Take -1 ongoing to plead with, trick, or guide your adversary, mark fatigue to roll with condi- FATIGUE
and comfort your adversary. tions marked instead of your normal stat.

CONDITIONS
„afraid

Moves Technique -2 to intimidate and call someone out

„angry
-2 to guide and comfort and assess a situation
Walls Can’t Hold Me
When you rely on your skills and training to danger- Overwhelm „insecure
ously smash your way through walls or other obsta- -2 to trick and resist shifting your balance
advance & attack
cles, roll with Passion instead of Focus.
Throw a punch with all your weight behind it; mark „guilty
-2 to push your luck and +2 to deny a callout
Stand and Fight! 3-fatigue to inflict Stunned on an engaged foe.
When you provoke an NPC opponent into attacking „troubled
you, roll with Passion. On a hit, they’re coming at -2 to plead and rely on your skills or training
you specifically. On a 10+, you’re ready for them;
clear a condition or become Prepared. On a miss,
they take advantage of your provocation to strike a
blow where you least expect it.

T h e ro l e P l ay i n g G a M e

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Lana, tHE Icon
he/him

Lana is a warrior and spiritual healer from the Southern Water Tribe who spent his entire life
cooped up with his village elders, learning the herbs and techniques used to soothe all manner +1 CREATIVITY
of spiritual ailments. He expected to join his father and aid the fighters in the war against the
Fire Nation, but he was forbidden from joining the fleet because Lana’s abilities were already
too rare to be risked. Lana ran away from home because he wanted his art to do some good in
+2 FOCUS
the world, and aiding the rebellion with his new friends is the perfect way to do that. +1 HARMONY
Backgrounds: Monastic, Wilderness
-1
training

Demeanor: Playful, Naive PASSION


Fighting Style: Concoctions and powders that can hinder enemies

Connections
• __________________ seems to not fully understand what it means that
I’m the icon of my tradition...and I kind of like feeling free around them.
Role
• __________________ makes me feel better about my responsibilities
and my burden with a smile and a few kind words.

Burden & Tradition


You are an icon of your burden and tradition. Live Up to Your Role
You are expected to be its exemplar, its single When you live up to your Role through the
most important representative, trained up from responsibilities of your burden and tradition
a young age and saddled with the weight of despite opposition or danger, shift your balance
history. You have been told that you are vital to toward Role instead of marking fatigue, and
the world. clear fatigue equal to your Role (minimum
You have these responsibilities of your burden 0-fatigue).
and tradition you are expected to assume:
Break Tradition
Performing rituals, providing aid and succor to When you directly and openly break a prohi-
the downtrodden, guarding nature from threats bition of your burden and tradition, mark a
and destruction
You have these prohibitions of your burden and
condition, shift your balance twice towards
Freedom, and mark growth.
Freedom
tradition:
Never refuse an earnest request for help, never run
from a fight, never use your role for gain or profit
FATIGUE

CONDITIONS
Moves Technique „afraid
-2 to intimidate and call someone out
Otter-Penguins, Unagi,
and Hot Springs Wall of Perfection „angry
When you visit a new inhabited location you might -2 to guide and comfort and assess a situation
defense & maneuver
know about, roll with Harmony. On a 7-9, ask 1. „insecure
Create a perfect wall of defense around yourself and
On a 10+, ask 2. PCs who interact with one of the -2 to trick and resist shifting your balance
any allies directly next to you; mark 1-fatigue to block
answers clear 1-fatigue or mark growth.
a single attack towards the wall or keep an enemy at „guilty
• What’s the best local pastime? bay who tries to penetrate the wall. -2 to push your luck and +2 to deny a callout
• What interesting locations are nearby?
• Who is the most famous person here? „troubled
-2 to plead and rely on your skills or training
• What special tradition is prized by locals?
• What’s the most interesting legend
locals recount about this place?
On a miss, tell the GM what you expected to find;
they will tell you how this place is different!

Concentration
Take +1 Focus (max +3).

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Zimo, tHE Pillar
she/her

Zimo was trained as an elite Firebender at the Royal Fire Academy for Girls. She was
so skilled that she had her own squad of Firebenders to lead on missions. But on her +1 CREATIVITY
first mission to the Earth Kingdom, Zimo’s entire world crumbled around her. The
Fire Nation wasn’t liberating the world from corrupt rulers as she had been taught in 0 FOCUS
school…they were the tyrants. Zimo refused to complete her mission, and her squad
was disgraced. It took a long time for her current friends to trust her, but Zimo will only
return home when she’s found a way to take down the Fire Nation.
+2 HARMONY

Backgrounds: Privileged, Military -1 PASSION


training

Demeanor: Confident, Warm


Fighting Style: Arcs of fire spanning from hand to the opposite foot

Connections
• __________________ doesn’t really respect my
Support
accomplishments; they probably need a lesson or two.
• __________________ seems like they would’ve been a good
candidate to be a part of my squad; I’ll look after them.

Squad Leader
Moves
a warrior’s heart
You were the leader of a small group of 10 When you live up to your principle while you have
or so well-trained warriors from a recog- 3+ conditions marked, ignore your condition penal-
nized and noble tradition. ties. When you live up to your principle while you
Where does your squad call home? have 5 conditions marked, don’t mark fatigue.
Hari Bulkan
fighting like dancing
Which are the most well known traits of When you advance and attack against a group of
your squad? Your fighting style foes—or a foe who has previously defeated you—roll
What does your squad value? Excellence with Harmony instead of Passion.
& Tradition
Despite being the leader, you chose to Leadership
travel with your new companions for the
time being, until you’ve achieved this
Technique
group’s purpose. For now, your group is
temporarily disbanded or exiled
Slide Around the Blow FATIGUE
Within any group, you serve a role both evade & observe
subtle and overt, sometimes leading the
You move perfectly, slipping past strikes and
team, sometimes helping it glue itself
demanding an opponent’s attention; a foe you are CONDITIONS
together. You earn Team through your
leadership style, and you spend Team
engaged with must remain engaged with you and „afraid
can only use techniques against you in the next -2 to intimidate and call someone out
through your support style.
exchange. If no foe is engaged with you, you may slip
through the fight to engage a new foe (no foe may
„angry
Leadership Styles -2 to guide and comfort and assess a situation
mark fatigue to stop you).
Earn 1-Team when...
„insecure
• Inspiring: ...you live up to your -2 to trick and resist shifting your balance
Principle and roll a hit.
„guilty
• Indomitable: ...you resist -2 to push your luck and +2 to deny a callout
shifting your balance or you
deny a callout and roll a hit. „troubled
-2 to plead and rely on your skills or training
Support Styles
Spend 1-Team when...
• Invigorating: ...you rally a companion
to action in a tense moment to
clear 2-fatigue from them.
• Encouraging: ...you openly endorse a
companion living up to their principle;
shift their balance toward that principle.

T h e ro l e P l ay i n g G a M e

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Xiao, THE Prodigy
they/them

Xiao grew up with a group of pacifist monks in a remote Earth Kingdom village. The
monks loved Xiao and never forced them to be anything they didn’t want to be, so when
Xiao came of age, they decided to become a warrior. Their extraordinary skill with
-1 CREATIVITY

martial arts came from raw talent and rebuffing countless Fire Nation attacks on their
small village, which rested right next to a valuable ore deposit. Xiao sees their inability
+2 FOCUS
to prevent the Fire Nation from eventually taking over this village as their biggest failure
and is traveling with their new friends with the aim of eventually liberating their home.
+1 HARMONY

Backgrounds: Monastic, Wilderness 0 PASSION


training

Demeanor: Curious, Proud


Fighting Style: Hand-to-hand with throws, dodges, and counters

Connections
• __________________ could use training from someone who
Excellence
knows what they’re doing; I suppose I am up to the task.
• I’m not sure if the overtures of friendship from
__________________ make me happy, mad, or both.

Extraordinary Skill
Moves
Surprising entrance
You aren’t just capable in your area of skill and When you trick someone by using your skills to
training; you’re astonishing. A true prodigy, disappear and reappear somewhere else within
excelling and learning far more quickly than the same scene, roll with Focus instead of
anyone would expect. You start play with one Creativity.
additional mastered technique.
Your mastery is particularly impressive in ma- wait and listen
neuvering and guarding When you assess a situation while taking the
time to use your extraordinary skills to absorb
When you rely on skills and training, use a hidden or deep information, mark 1-fatigue,
combat stance, or otherwise trigger a move
Community
roll with Focus instead of Creativity, and
while using your mastery, ignore penalties become Prepared.
from conditions or statuses.
When you see someone use an unknown
technique, if it is available to your skills and
training, you may mark fatigue to shift your
balance towards Excellence and take the
Technique FATIGUE
technique as learned. You can only do this if
your balance is at +1 Excellence or higher. Steady Stance
You must still get a mastery condition from a defend & maneuver
CONDITIONS
master of the technique in order to move the
Assume a strong, steady stance; any foes „afraid
technique from practiced to mastered. -2 to intimidate and call someone out
engaged with you who chose to advance and at-
When you study with a teacher to learn a tack this exchange must mark 1-fatigue. Negate „angry
new technique, shift your balance towards the first condition or negative status inflicted on -2 to guide and comfort and assess a situation
Community and automatically learn the you in this exchange. If no conditions or negative
technique at the practiced level (skipping statuses were inflicted on you in this exchange,
„insecure
learned). You cannot learn techniques by -2 to trick and resist shifting your balance
become Empowered for the next exchange.
studying with a teacher if your Balance is „guilty
+0 Community or lower. -2 to push your luck and +2 to deny a callout
When you spend time teaching a fellow com- „troubled
panion a technique available to their skills and -2 to plead and rely on your skills or training
training, roll with Community. On a hit, you
teach well enough; they learn the technique.
On a 7-9, you get impatient or frustrated;
choose to either take it out on them and inflict
2 conditions, or take it out on yourself and
suffer 2 conditions. On a miss, you get too
frustrated with their inadequacies; both of you
suffer 2 conditions, and you can never try to
teach them this technique again.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
W
hat an interesting premise! In Air & Wind a valu-
able Air Nomad artifact is unearthed and “stolen.”
The thief is an archeologist and wants to return the
artifact to someone who will care for it…rather than
someone who will sell it to the highest bidder. What is this, dear
reader? A human with a shred of nobility and a dedication to pre-
serving history? Color me mildly intrigued to say the least.
Before the Hundred Year War the Air Nomads had a vibrant
culture with a healthy respect for the spirits! Not all of them
mind you, I’ve personally met a few Air Nomads and the ex-
perience with one in particular was less than pleasant. But I
digress; it pleases me to see someone strive to preserve their
culture after so much was lost…
I doubt this will end well, alas, knowing what I do about the
avarice of humanity. But I love to read and every story has its merit.

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CHAPTER 7

AIR & WIND

Air & Wind 141


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AIR & WIND

AANG ERA
ADVENTURE
142 Avatar Legends: The Roleplaying Game
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CHAPTER 7

Air & Wind is a standalone adventure set in the Aang Era. If you’ve never run a game of Avatar
Legends: The Roleplaying Game before, this adventure is a great way to start—it includes all the
elements you need for an exciting episode of your very own. Air & Wind can also be used in an
ongoing Aang Era campaign. The adventure is set in the Earth Kingdom as the heroes race to
get an Air Nomad artifact to safety with Toph Beifong, perfect for journeying groups.

The companions get a weird sense of déjà vu when an Earth- No Path to the End?
bender with a hood approaches them, asking to talk in private... If you are used to running adventures with heavily detailed
Then it hits them! They’ve seen her on a wanted poster for encounters and prepared NPCs, it might come as a surprise that
stealing from Sparrowkeet Air, a corporation that develops and few mechanics are written into this adventure, beyond the esca-
builds flying contraptions! The poster got her name right, Qian lations and some information about various characters. Avatar
Yu, but she explains that the rest of the poster is false—she isn’t Legends: The Roleplaying Game relies on players triggering moves
a master thief, but an archaeologist. She discovered a lost Air based on the actions they take during play instead of asking
Nomad artifact from the Eastern Air Temple, which dates back players to make any specific checks for specific actions required
to right before the Hundred Year War, but then she fled when by the adventure.
she learned Sparrowkeet Air’s true motivation: to sell these Since every significant action a PC takes drives the action
items to the richest bidder! of the game forward, there is no prescribed order of events.
Qian Yu believes this valuable piece of history belongs to the Instead, the adventure puts the PCs in a dramatic starting situ-
whole world—or at least, the last surviving Airbender—and she ation that demands immediate action from the heroes! It’s your
wants the companions’ help escaping Sparrowkeet Air’s clutches job to use the material in this adventure to keep things moving,
to deliver the artifact to Toph’s Metalbending Academy instead. providing interesting events and NPCs to consistently engage
As someone who trained with Toph for a time, Qian Yu knows your players.
the legendary bender can get this artifact to the right people! You can read more about running Avatar Legends: The Role-
playing Game in the core book, Chapter 8: Running the Game,
and more about how moves shape play in Chapter 3: Funda-
Using This Adventure mentals of Play.

This adventure creates a sandbox for your PCs where they can un- Using the Pregenerated Characters
ravel a diplomatic intrigue that could shape the history of the world. There are five pregenerated characters included at the end of this
Some of the tools available to you are found in these sections: adventure. Each character has a unique history, playbook, and
set of stats. Your players can use these characters to play through
• The “Summary” provides an outline of the adventure
this adventure, or they can create their own as explained in the
and explains the various issues the players face.
Avatar Legends: The Roleplaying Game core book.
• The “Introduction” brings the PCs into the story and
The pregenerated characters have their moves, feature ele-
sets up your group to undertake the adventure.
ments, and techniques already chosen; players need only decide
• “Important Characters & Groups” provides information
whether to shift their balance by one step at the start of play, and
on NPCs the companions might meet as they flee toward
which principle to shift it toward. Players can adjust the pregen-
the Beifong Metalbending Academy outside Yu Dao.
erated characters to make themselves more comfortable, altering
• “Important Locations” features different areas for the
names, look, and even mechanical elements like the stat boosted
PCs to explore during the adventure and explains
by the free +1 at character creation if they are familiar enough to
where important characters might be found.
make that choice. The characters are designed to work well with
• “GM Advice” contains additional guidance
the current elements included and the adventure as presented,
for this adventure just for the GM and gives
but as always, if the GM and player agree then they can make
advice on how the adventure could end.
changes as desired. After selecting the pregenerated characters,
• “Pregenerated Characters” is a set of five premade characters
players will still go through the process of filling out connections
your players can use to hop right into the adventure. We also
with each other.
include a hook that ties the characters to the adventure.

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Summary The Antagonists
Sparrowkeet Air has called upon many resources to find
Qian Yu and there are a number of people looking for the arti-
The adventure starts with the PCs in Boat Bottom, a fishing fact. The company has papered the area with numerous wanted
village alongside the coast of the western Earth Kingdom, just posters (even air-dropping them from their dirigibles) offering a
southeast of the great cosmopolitan expanse of Yu Dao. An bounty for the first person (or group) to fund Qian Yu and bring
unusual storm of activity is brewing in this quiet seaside town; her to the company. Sparrowkeet Air plans to pay this bounty
the merchants and fishers celebrate booming business thanks to with a fraction of the money they make selling the artifact.
corporate visitors in the area, and the constant flow of people in At the heart of the chase are Yuzhen Sr. and Yuzhen Jr., the
and out of town helps rumors fly of a master thief hiding in Boat owners of Sparrowkeet Air. Though their motivations differ
Bottom. Wanted posters pepper the docks with the image of a for wanting the artifact, both men want it. Yuzhen Jr. sees the
woman named Qian Yu. The excitement is almost too much to artifact as a means to an end—Sparrowkeet is close to going
handle. Tensions soar as the heroes arrive and discover all is not belly-up, and selling off a near-priceless Air Nomad artifact
what it seems. (The precise motivation for being in Boat Bottom could be just the influx of cash his company needs to keep going
is up to the players themselves. See “Introduction.”) and for him to keep paying his employees. Yuzhen Sr. feels the
It turns out the mysterious Qian Yu has been watching the artifact belongs to him and his son because it was found on
PCs, and she’s impressed. She’s not a master thief but an archae- company land. He knows his company is in dire straits, but his
ologist who “stole” an Air Nomad artifact from the Sparrowkeet main motivation is avarice. The major difference between the
Air corporation. When repair workers found the remains of what two Yuzhens is that the companions may be able to convince
looked like a small, abandoned spirit shrine with Air Nomad Yuzhen Jr. of their cause by offering an alternative to save his
iconography buried under a Sparrowkeet Air factory, the corpo- company. Yuzhen Sr., on the other hand, is set in his ways. De-
ration asked Qian Yu and her team of experienced archaeologists pending on how your adventure plays out, son may turn against
to excavate the ruins for them. The CEO of Sparrowkeet, Yuzhen father, or vice versa.
Sr., assured Qian Yu and her team that any artifacts they found Sparrowkeet Air has blanketed the area with wanted posters
would be preserved and returned to the Avatar. Yuzhen Sr. be- and will pay whichever mercenary finds Qian Yu with a small
lieved they would find nothing...But after the team uncovered portion of what the Yuzhens make off selling the artifact. The
a valuable artifact, Qian Yu learned Yuzhen Sr. intended to two mercenary groups who picked up on the bounty are:
sell it to the highest bidder.
Qian Yu needs the companions to help deliver the artifact • The Snow Rats—A group of Southern Water Tribe
to the Beifong Metalbending Academy outside Yu Dao. mercenaries unfailingly loyal to their leader, Koa. The
There, she hopes her former instructor, the legendary Metal- mercenaries act out of necessity to help their families
bender Toph Beifong, can get the artifacts into the right hands. back home and could be convinced to stop their
Unfortunately, Sparrowkeet Air has Boat Bottom surrounded hunt…if they’re presented with a better option.
with their eyes peeled like eagle-hawks. This is where the PCs • The Yu Dao Bounty Hunter’s Guild—The guild members
come in. have seen the bounty and a group of them have joined forces
With the PCs’ skills, Qian Yu might just be able to smuggle to hunt for Qian Yu. Each of them is a skilled professional
the artifact (the exact nature of which is decided by the players) and is unlikely to give up their hunt unless there’s no more
to Toph after all. When the PCs accept this quest, escaping Boat bounty or the risk ends up being higher than the reward.
Bottom is only the beginning of their trials. Along their journey
escorting Qian Yu, the companions dodge cutthroat mercenar- The wildcard in this chase is the inventor and architect
ies, cross paths with a potential friend or foe, weave through Ume, who heard about the bounty and is mostly curious about
treacherous mountain paths, and perhaps even come face-to- the Air Nomad artifact. She wants to find Qian Yu and inspect
face with the leaders of Sparrowkeet Air. the artifact, but doesn’t necessarily want to collect the bounty.
The PCs get to choose their own path through the Earth She’s interested in its artistry and wants to see if she can use it as
Kingdom, encountering new complications and locations as inspiration for her newest designs. Depending on the situation,
they travel. Some of the fun of the adventure is seeing which how the PCs treat her, and if the GM needs an escalation, Ume
path the PCs will travel this time! But most likely, their journey can help or hinder the companions on their quest.
will always culminate at the Beifong Metalbending Academy,
where they will have one final confrontation with Sparrowkeet
Air and their other pursuers.

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The Order of Things counter, the longer your story will take to complete. So for one
The group has a few days worth of (air) travel until they reach group of players, you might provide villages and towns where
Beifong Metalbending Academy. Qian Yu stole a dirigible they can gather rumors, disguise themselves, and use connec-
from Sparrowkeet Air and parked it outside Boat Bottom. tions to negotiate safe havens, giving the PCs plenty of differ-
The companions can use it to get to the academy. Without the ent threads to follow. For another group of players, you might
dirigible it is nearly impossible to avoid capture; the antagonists provide forests, mountains, or even tunnels where they can use
are more mobile. creative survival skills, face dangerous beasts, and enjoy the
To get to their goal the companions need to: get out of Boat wilderness, overcoming a series of interesting obstacles before
Bottom, get to the dirigible, get the dirigible running, and make a moving on to the next key location in relatively short order.
few stops along the way for supplies before arriving at the acade-
my. The players decide which locations they stop at each time
they need to refuel. The adventure is designed so that the compan-
ions must stop and refill the oil tanks of the dirigible twice before Boat Bottom
reaching the academy, but you as the GM should add more or less Jelly Shack
stops based on the amount of time you have to play. The Pumpyard
The companions travel from Boat Bottom to any location Dirigible Site
in the Plains, to any location in the Mountains, and then to
Yu Dao. They might know of some of these locations in advance,
based on their backgrounds, but they can spy all of them from a
distance when flying or traveling—if it doesn’t make sense that Plains
the PCs know all about Ume’s Workshop in the plains, for ex- Ume’s Workshop
ample, they still can see the tents and structures there and make Sparrowkeet Station
a decision about whether or not to visit that place. There is also
one moving location: Sparrowkeet Air’s Flying HQ, which you
can use as an optional location depending upon whether or not
the Yuzhens catch up with the PCs’ dirigible. Mountains
Each location is a picturesque and fun set piece to throw The Iron Tavern
antagonists in your PCs’ path. Plains and mountain locations Flameo Hot Springs
each include a suggested escalation you can use to amp up the ac- Eel-Swan Sauna
tion for your players. If they don’t work based on the story you’re
telling, you can also use the general escalations in “GM Advice.”
Although those locations represent the key spots where
interesting conflicts may arise, you should populate the areas Yu Dao
between with locations and biomes as you see fit, depending on Beifong Metalbending Academy
the story, the players’ preferences, and the time you have to play.
The more interesting and complicated locations the PCs en-

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What is the Artifact? Culture and Yu Dao Town
The Airbender artifact is something ancient, impressive, and The details the players provide about the Air Nomad artifact
of enormous value. But its exact form and nature is up to you establish it as rare, valuable, and sought after. But the import-
and your players. When the PCs start the game, Qian Yu must ant characters with whom the players cross paths all have their
be carrying the artifact on her. Until the PCs recover the artifact own reasons they can benefit from this object of a nearly-lost
and return it to the archeologist, Qian Yu isn’t quite sure if she civilization. For some, the allure is purely financial. For others,
can trust the PCs and does her best to keep it hidden. But once it is a dubious means to a well-meaning end. For yet others, it
it’s recovered, she may no longer be able to hide it, and the PCs is a spark of knowledge and inspiration that could lead to new
can learn what it actually is. designs and creations to better the world.
At that point, the players help build the story by answering The setting of this adventure is an appropriate backdrop for
the questions below and creating the artifact together. This the themes of culture, its appropriation, and its appreciation. As
happens at the level of the players themselves—not at the level the players find themselves amidst this battle for the Air Nomad
of the characters; these questions are for the players to answer in artifact, they travel toward the town of Yu Dao, the oldest Fire
ways that create more fun for them, as opposed to questions that Nation colony in the Earth Kingdom during the Hundred Year
indicate actual knowledge their characters have. War. As a colony, Yu Dao allowed Earth Kingdom citizens to live
When the PCs first set eyes on the Air Nomad artifact, go freely among its Fire Nation citizens.
around the table asking each player one or more of these questions: This created a blend of cultures in Yu Dao over many years,
visible from its architecture to its metalwork artisanship (a
• What type of object is the artifact?
combination of earthbending and firebending) to its families;
• What is unique about the artifact that
indeed, Fire Nation immigrants married and started families
makes it rare and irreplaceable?
with Earth Kingdom locals. After the Hundred Year War, the
• What about the artifact makes it difficult
Yu Dao Resistance struggled against the Harmony Restoration
to keep safe or conceal?
Movement which sought to remove all Fire Nation colonies
• What is the most beautiful part of the artifact?
from Earth Kingdom territory, and after hard-fought battle and
• What historical meaning does the artifact hold?
intense mediation, it was decided Yu Dao would govern under
Note: If your players prefer, open each question to the entire a new, multicultural coalition, a move that ultimately led to the
group and let them discuss. Some roleplayers are shy, unused creation of the United Republic of Nations much later.
to storytelling beyond their character, or don’t like being put As the GM, use the NPCs established in “Important Charac-
on the spot! For an extra immersive flair, consider writing each ters” and escalations attached to sites in “Important Locations”
question on a small slip of tea-stained paper, rolling it up, and to explore these themes with the players combining scenes of
tying it with twine. Distribute these tiny “Air Nomad scrolls” to action and moral dilemma. You might even offer the players the
the players to open and answer. option to negotiate between Sparrowkeet Air and Qian Yu at the
With these details established, be sure to shape the story end of the adventure.
around the players’ answers, so they know their storytelling has
weight. If the artifact is an Air Nomad staff, how do they hide or
disguise the tall object during their travels? If the artifact is an How It Ends
ancient guide to how to meditate into the Spirit World, where Assuming the companions make it to the Beifong Metalbending
might they practice those techniques? Even seemingly small Academy, they will likely confront whatever antagonist is left chas-
opportunities to incorporate the artifact details will delight the ing them right before or when they arrive. Along the way to the
players. Everyone loves a good callback! academy, the players have probably encountered multiple people
who want the artifact, and some for very good reasons. How they
decide to help these people later on or address their immediate
concerns brings nuance to a rather straightforward chase.
Try to think of this adventure like an episode of Avatar: The
Last Airbender or The Legend of Korra. The adventure could end
with Yuzhen Jr. allying with the companions to take down Spar-
rowkeet Air’s Flying HQ, or the adventure could end with the
PCs defending the Beifong Metalbending Academy with its students
as the Snow Rats infiltrate and look for Qian Yu! Regardless, the
end of the adventure should give the players a chance to feel
special—and to feel that their actions made a real difference as
they pull off a victory against the odds.

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Introduction Getting Started
First the companions and Qian Yu need to get out of Boat
Bottom. Qian Yu brings them to the Jelly Shack and her hiding
Whether you’re playing this adventure as a one-shot or part place; on their way, they duck into an alleyway when they see
of an ongoing campaign, the PCs need a reason to be in Boat Sparrowkeet Air guards combing the city. Just as the coast is
Bottom. The goal of this introduction is to build rapport amidst clear a tall man in a bulky coat bumps into Qian Yu. She recovers
the PCs, worldbuild a reason for the companions to be in Boat to realize he stole the artifact! The PCs need to get the artifact
Bottom, and establish an exciting event that draws Qian Yu’s back fast, before the guards notice the commotion. The tall man
attention. Rather than give the PCs a reason to be in the village, is in fact two young thieves (see Flint and Ember in “Important
have the players create it themselves and along the way craft an Characters”) who wouldn’t be that much of a problem if not for
exciting event Qian Yu witnesses. If you’re using the pregens, the fact that the city is now crawling with guards.
they arrive in Boat Bottom looking for Qian Yu, and you should
ignore the first two questions. Stealing the Artifact
This opening situation is a fun, exciting scene that gets the PCs
• You needed to find something in Boat Bottom;
into the action quickly. Use this incident to get the players trig-
what was it and why was it so vital?
gering moves and making choices. But keep in mind that the PCs
• The object of your search wasn’t easy to find or
and Qian Yu need the artifact to deliver and carry forward! It’s an
obtain; who or what stood in your way?
obvious source of drama, to steal the artifact or threaten to de-
• What first went terribly wrong during your search?
stroy it throughout play…but if it actually is stolen or destroyed,
• (Ask each player) What did you do to
then the adventure is over. Don’t deploy this kind of threat too of-
contribute to saving the day?
ten, and don’t resist the PCs recovering or protecting the artifact;
• (If using unique characters) In the end, you succeeded
it’s far more interesting to see what costs they pay to succeed in
in finding and obtaining what you were looking for.
these situations than to see what they do when they fail.
What cost did you pay for that success? What aspect
In particular here, Flint and Ember aren’t especially vicious or
of your victory earned you renown as heroes?
dangerous foes, and the PCs shouldn’t need any kind of pitched
How thoroughly impressive! It’s no wonder Qian Yu approached battle to a terrible end to get the two to surrender—indeed, a
the companions and told them of her plight. She described her fight might not even be necessary at all. The two boys might
plight and requested the PCs’ help. Ask each player: return the artifact for many reasons—see more on them on page
150 to see why they might give it back!
• (If you’re using unique characters)
Once the PCs recover the artifact, it is up to them where they
Why did you agree to help?
want to go. The most likely location is the Dirigible Site, but let
• (If you’re using the pregens) Why did you agree to
the players lead the action and see where they want to go!
help despite needing the money from the bounty?
Once you’ve established why the companions are here and com-
mitted to helping Qian Yu, move right into the action below!

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Important
Characters & Groups List of important Characters & Groups
• Qian Yu, intrepid archeologist and artifact thief
• Yuzhen Sr., the aging CEO of Sparrowkeet Air
The following pages contain information on these NPCs along
• Yuzhen Jr., the sympathetic
with stats you can use for them in game—a principle (when
president of Sparrowkeet Air
appropriate), combat techniques, conditions, and fatigue are all
• Sergeant Biho, chief of the
listed for each character.
Sparrowkeet Air guards
NPCs tied to a faction or group that come into play in the
• Sparrowkeet Air Guards, a group of
adventure are listed after the faction itself. In a combat, the gang
guards paid by Sparrowkeet Air
and the leader act separately in regards to exchanges and choos-
• Ume, a creative inventor and architect
ing techniques.
• Koa, the serious leader of the Snow Rats
• The Snow Rats, a group of Southern Water Tribe
Qian Yu
mercenaries working to feed their families
Major NPC
• Yu Dao Bounty Hunters Guild, a diverse group
Qian Yu is a skilled archaeologist who uses her earthbending
of western Earth Kingdom bounty hunters
prowess to help in her job. She studied for a time under Toph
• The Badger-Frog Bountymaster,
Beifong, having shown a potential for metalbending, but declined
a whip-wielding warrior
further studies—the time it took to learn metalbending took too
• Princess Flutterbat, a nimble bounty
much away from her archaeological pursuits. After so much knowl-
hunter with a gliding suit
edge was squandered in the Hundred Year War, Qian Yu believes
• The Claw, ...THE CLAW
knowledge should be shared freely with everyone. Hiding or sell-
• Flint and Ember, two new thieves
ing the Air Nomad artifact is directly opposed to everything she
who’ve run away from home
stands for, and the only person she believes has any right to private
use of the artifact is the only Air Nomad left alive—the Avatar
himself. Strong-willed yet soft-spoken, Qian Yu is characterized by
her stern whisper of a voice, which she raises only in excitement
when describing her archeological studies and discoveries.

Drive: Get the artifact to Toph who can get it to the Avatar Yuzhen Jr.
Principle: Discovery Major NPC
Conditions: Afraid, Foolish, Insecure Yuzhen Jr. is a man of the modern age. Unlike his father, he
Fatigue: doesn’t think Sparrowkeet Air is free from any guilt for its
Technique: Sense Environment actions during the war, and since he started working for the
company, he’s tried his best to make what reparations he can
by hiring from impoverished communities and giving back to
Yuzhen Sr. the Earth Kingdom. Since accepting his role as president of
Major NPC Sparrowkeet Air, business has declined substantially, though
Yuzhen Sr. is the owner and CEO of Sparrowkeet Air in name through no fault of his own. The war’s over and the company’s
only. Nicknamed “Big Yuzhen,” the elderly man built his compa- once-biggest customer (the Fire Nation) doesn’t need war
ny helping the Fire Nation innovate and improve their dirigibles balloons anymore. Sparrowkeet Air is hemorrhaging money and
during the war. He doesn’t believe he’s profited off the war and if it doesn’t get a cash influx soon, it will go bankrupt. Selling off
feels entitled to the Air Nomad artifact because it was on his land, the near-invaluable Air Nomad artifact is a means to an end for
bought with his money. He’ll do whatever he can to get it back… Yuzhen Jr. It means his family’s business can continue and he can
as long as it means bossing around someone else to get their pay his employees. Yuzhen Jr. is also known as “Little Yuzhen”
hands dirty. He’s rich and entitled, and has little else to do with despite his tall stature and despite requesting time and time
his time now that his son has taken over the actual day-to-day of again for people to stop calling him that.
the business. When not obsessing over the “stolen” artifact, Big
Yuzhen enjoys strategizing over his war miniatures and is particu- Drive: Protect the workers whose livelihoods depend on him
larly proud of his Sparrowkeet Air dirigible minis that he painted Principle: Responsibility
himself…poorly…although no one dares tell him so to his face. Conditions: Angry, Foolish, Guilty
Fatigue:
Drive: Take back what’s his Technique: Pinpoint Flaws
Principle: Greed
Conditions: Afraid, Angry, Foolish
Fatigue:

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Sergeant Biho Koa
Minor NPC Major NPC
Sergeant Biho is the field leader of the Sparrowkeet Air Guards. Koa is the head of a mercenary group called the Snow Rats, and
He joined up with the guards in the first place because it was a the Snow Rats want the bounty on Qian Yu. Koa and the Snow
way for him to put his experience from the Hundred Year War to Rats originally fought against the Fire Nation in the Hundred
use making a bigger wage than he once had. He’s not cruel, but Year War. Now that the war is over, together with his fellow
he’s not merciful or kind, either, and he’s just fine following the tribespeople, Koa now takes bounties to provide for himself and
lead of Sparrowkeet Air as long as they keep paying him well. his kin. Koa is reliable, competent, and able to complete any
task set in front of him. If he discovers the nature of the artifact
Drive: Secure his own position he could be swayed from the bounty, as he’s seen first-hand the
Principle: Power devastation of the Hundred Year War…but it means giving up
Conditions: Angry, Insecure money that helps to feed his family. Knowing that the rest of the
Fatigue: Snow Rats follow his lead, affecting their families as well, Koa
Technique: Rapid Assessment takes the responsibility seriously.

Drive: Provide for his loved ones


Sparrowkeet Air Guards Principle: Care
Major NPC Group Conditions: Angry, Guilty, Insecure
The Sparrowkeet Air Guards normally guard numerous dirigi- Fatigue:
bles for the company, but because the company is flying less, Technique: Furious Assault
they have had their hands busy fending off would-be thieves.
The guards aren’t stupid and see the direction the company is
taking, and they’re most concerned with their continued surviv- The Snow Rats
al. To some extent, that motivates them to help their bosses and Major NPC Group
find the thief quickly…but it also means they might decide to Led by Koa, this mercenary group is composed of survivors of
make a profit off the artifact on their own if things aren’t going the Southern Water Tribe, who fought under him in the Hun-
well. They’re not so much worried about the ethics of selling an dred Year War. Like their leader, the Snow Rats travel and take
Air Nomad artifact and much more worried about keeping the on bounties to provide for their families back home, because
company afloat so they can afford to feed their families. home is everything. Now that the Hundred Year War is over,
they wear their Southern Water Tribe heritage with pride, dis-
Drive: Find the artifact playing small tokens, jewelry, and weapons from home on their
Principle: Survival persons. They’re fiercely loyal to Koa and trust his judgement.
Conditions: Afraid, Angry, Foolish If that means capturing the artifact at all costs, so be it. If that
Fatigue: means prioritizing their morals over a payday, then that fierce
Technique: Spread Out loyalty could mean extra assistance from the Snow Rats—per-
haps in the form of a small favor or a temporary distraction.

Ume Drive: Preserve what’s left of the Southern Water Tribe


Master NPC Principle: Loyalty
Ume is a brilliant, if unconventional, inventor and architect. She Conditions: Angry, Guilty, Insecure
learned everything she knows from her mother who passed away Fatigue:
during the war, and Ume sees her “art” as something to continue Technique: Attend to Commands
not only because she genuinely loves it, but also to honor her
mom. Ume’s interested in the artistry of the Air Nomad artifact
and wants to see if she can use it as inspiration for her newest
designs. In general, Ume is endlessly chatty and curious, asking
the players about their travels and experiences. Ume is well
intended, but heavily focused on inventing, tinkering, and how
things are built. Her naturally curious nature means that she
tends to take nearly anything apart and doesn’t pay much heed
to whether her timing is advantageous or not.

Drive: Transform the Earth Kingdom with her inventions


Principle: Curiosity
Conditions: Afraid, Angry, Foolish, Guilty, Insecure
Fatigue:
Technique: Jury Rig, Rebuild

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Yu Dao Bounty Hunters Guild The Claw
Major NPC Group Minor NPC
The Yu Dao Bounty Hunters Guild operates throughout The Claw wields a claw. They also don’t really talk much. They
the western Earth Kingdom, although most find their best wear a metal mask with a few holes to breathe and see out of,
bounties along the coast and near the town. Obviously, the along with a dull-gray simplistic outfit, and the razor-sharp four-
bounty on Qian Yu and the artifact are the talk of the guild. pronged claw on one hand. The Claw’s motivations aren’t partic-
Although the guild accepts bounty hunters of every level, the ularly obvious, but it seems as if the Claw just likes the work.
best of the best know it’s all about collecting those bounties…
in style! The Yu Dao Bounty Hunters Guild headquarters hosts Drive: Hunt bounties successfully
workshops on weaponry, martial arts, and branding, and its Principle: Work
members show off their…“expertise.” They’re not exactly a Conditions: Troubled
coordinated group—each member has their own style—but Fatigue:
when a whole bunch of them go after the same bounty, they Technique: Suck It Up
function as a multi-colored, overly excited mob, each one
with their own unique name and catch-phrase. Use this group
to represent when a whole bunch of the bounty hunters are Flint and Ember
working together—if all three of the following example bounty Minor NPC
hunters or more are targeting the PCs in the same scene, then Flint, a scrappy runaway teen and inexpereinced Earthbend-
use this group instead of their individual write-ups. er, fled his home in the town of Yu Dao after a terrible, public,
embarrassing, heartbreaking end to his first relationship. The PCs
Drive: Collect the greatest bounty meet him stealing the artifact from Qian Yu. Flint has no idea
Principle: Glory what he’s stealing—he grabs the artifact out of practiced habit.
Conditions: Angry, Foolish, Insecure He also carries his brother Ember on his shoulders, with the pair
Fatigue: disguised inside a large, hooded coat to appear as an enormous
Technique: Swarm man. Ember followed Flint against his brother’s wishes, and now
the two are a “team.” Ember is a fledgling Firebender just starting
to realize his ability, and he’s terrified every time Flint asks him
The Badger-frog Bountymaster to bend. Ember’s also afraid of heights, so being carried on Flint’s
Minor NPC shoulders regularly is a problem. Basically, Ember really wants
The Badger-frog Bountymaster dresses in a green and brown suit to go home, and if the PCs can gain his trust and help with that,
with white-fur trim and uses a “badger-frog tongue” whip. His he’s sure his parents who own the Iron Tavern would help the
skill with the whip is real, but his tendency to loudly monologue companions on their way to Beifong Metalbending Academy.
in between strikes tends to cause him a bit of trouble. The write-up here treats Flint and Ember as one NPC for me-
chanical purposes, though they have different drives and principles.
Drive: Have his name fully recognized and remembered
Principle: Fame Drive: Flint—Escape the shame of his first breakup
Conditions: Insecure Ember—Go home
Fatigue: Principle: Flint—Self-reliance , Ember—Safety
Technique: Monologue Conditions: Afraid, Foolish, Guilty
Fatigue:
Technique: Take Cover
Princess Flutterbat
Minor NPC
Princess Flutterbat might look dainty but uses a gliding suit to
command the higher ground. She’s masterful in catching a gust
of wind or taking advantage of her momentum to strike an op-
ponent harder. She’s also determined to prove herself by taking
down the biggest foes possible.

Drive: Prove herself against the toughest foes possible


Principle: Might
Conditions: Angry
Fatigue:
Technique: Pounce

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Important Locations The Jelly Shack
Qian Yu has been hiding right underneath Sparrowkeet Air’s
nose or, more accurately, right underneath Boat Bottom’s hottest
Below are some suggested locations, including which importan destination. Named the town’s top lobster-crab chowder restau-
NPCs might be found at each. Feel free to have your players en- rant of the year by the Boat Bottom Tribune and the Boat Bottom
counter these in any order or even “reskin” locations as needed. Junior Academy Gazette, this diner near the docks is run by a hap-
For example, a hideout in Boat Bottom could be found in an- py couple simply called Mrs. and Mrs. Jelly by locals. The dining
other coastal town or even in Yu Dao with a few simple changes. area is small and homey, filled with cobbled together driftwood
Each location in the plains and mountains has enough oil stools and a countertop just slightly uneven, enough to make the
or coal to refill the tanks on the dirigible even if not expressly Jelly Shack’s precious chowder spill if you’re not careful. Remov-
stated in the write-up. While under Fire Nation rule, this area of ing the panel in the back of the kitchen closet reveals stairs that
the Earth Kingdom mined and refined many of the materials the lead down to the diner’s hidden basement where Mrs. and Mrs.
Fire Nation used to build its war balloons, and those supplies are Jelly store their chowder’s secret ingredient: jelly-nemone. The
still abundant in these towns and outposts. distinct and pervasive smell almost masks the other important
substance they keep in the basement—dirigible fuel. Mrs. and
Mrs. Jelly used to run quite the little sabotage ring, stealing and
Boat Bottom hiding barrels of the stuff while under Fire Nation rule. That
The adventure starts in Boat Bottom, a fishing village named for makes them perfect suppliers for the PCs who need to refuel
the central building, constructed out of the hulk of a derelict Qian Yu’s dirigible.
vessel. Boat Bottom is situated on the coast of the western Earth This place can be found in Boat Bottom as described if the
Kingdom. In general, Boat Bottom has managed to survive on its players need to use Qian Yu’s hideout to dodge guards; in that
own for some time, even through the onslaught of the Hundred case, she’s been hiding in this aromatic basement for nearly a full
Year War. It never grew large enough to demand any kind of week, waiting for Sparrowkeet Air to leave the town. Otherwise,
serious occupation from the Fire Nation, and even after the Fire the Jelly Shack is a possible hideout anywhere along the coast.
Nation’s withdrawal, life in Boat Bottom has remained much the But Qian Yu’s funds have run low, and Mrs. and Mrs. Jelly have
same. Now, though, everything stands to change as larger corpo- bills to pay now that they can’t make money off their stolen
rations are looking to move into the town and build something goods; they are increasingly likely to tip Sparrowkeet Air to her
anew. The activity keeping Boat Bottom abuzz is well out of whereabouts for a big pile of reward money.
character with the normally small, quiet place, but the locals are
pretty happy about it.

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Sparrowkeet Air’s Flying HQ
First seen hovering over the little town of Boat Bottom, this mas-
sive green and yellow airship is known throughout the western
Earth Kingdom as Sparrowkeet Air HQ, if only because the cor-
poration’s logo on the dirigible’s side is larger than most build-
ings. Inside, except for the stunning views, you’d never know you
were flying, the ship glides so smoothly, and the ship’s patented
panel system blocks the rush of air and wind. Instead, clicking
footsteps echo down halls that hum pleasant, quiet, bland music
from overhead speakers.
The Sparrowkeet Air HQ dirigible is full of Sparrowkeet Air
personnel and guards at all times. It isn’t impossible to escape
from the place, but the place is more than formidable enough
to fend off nearly any kind of attack. It’s huge and sturdy—even
when capable benders try to inflict structural damage on the
dirigible, the place is likely to only need to put down for repairs,
instead of being rendered totally non-functional. It has redun-
dancies upon redundancies, and teams of expert mechanics
The Pumpyard to keep it in the air. In game terms, if the PCs do damage to
The Pumpyard is an old Fire Nation processing plant. It used to the Sparrowkeet Air dirigible, then they can give themselves
operate at full capacity, producing refined materials and chem- a chance to escape or put some distance between them and
icals for Fire Nation material, but ever since the end of the war the HQ...but they can’t reliably destroy it or remove the threat
it’s been all but abandoned. The technicians necessary to operate entirely just by hurting the dirigible.
the plant either came from the Fire Nation military or weren’t Because Sparrowkeet Air HQ is both mobile and huge, its om-
there of their own free will, and they left the place at the end of nipresence in the sky can put the pressure on the party, especially
the war. Sparrowkeet Air and other companies have contemplat- if they decide to travel mostly by air. In those cases, the HQ’s an-
ed putting resources into reviving the Pumpyard here in Boat chor system, which launches grappling hooks, can be weaponized,
Bottom, but there are other more lucrative sites to repair first. or it can launch smaller gliding vessels filled with bounty hunters
So it has become a scrapyard, as scavengers take more and more or mercenaries. Should the players be captured, sneak onto, or
resources and leave it in worse and worse repair. Ume, in particu- otherwise find themselves aboard Sparrowkeet Air HQ, this is an
lar, likes to hang about the Pumpyard, scrounging for interesting opportunity for them to face Yuzhen Sr. and/or Yuzhen Jr. The
bits. Flint and Ember have also taken to hiding in the Pumpyard. former has a large, lush, showy office filled with large, lush, showy
When they steal the artifact from Qian Yu, they take it here, decor, while the latter prefers ascetic minimalism. Both of them
where Ume may catch a glimpse of it. have emergency buttons they can press within their own offices
to summon guards and Captain Biho from all across the dirigible.
Dirigible Site Yuzhen Sr. is likely to press the button as soon as he possibly can,
Qian Yu traversed most of the Earth Kingdom in a stolen but Yuzhen Jr. might give the heroes more of a chance to talk first,
Sparrowkeet dirigible. Unfortunately, Qian Yu is an archaeolo- depending upon how they act.
gist, not a dirigible pilot, and when she parked the air vehicle…
How do I run a dirigible chase scene?
something went terribly wrong and it won’t start when the com-
panions arrive. If the companions can fix the dirigible, it is their Invite your players to the table as storytellers, encouraging creativ-
best bet to reach the Beifong Metalbending Academy swiftly. ity and descriptive roleplaying as you do with any moves in Avatar
Alternatively, if the PCs met Ume in Boat Bottom and be- Legends: The Roleplaying Game. If players feel stuck, remind them
friended her, she’s willing to use her expertise to fix the dirigible to interact with the environment of the airship. For example, they
for them…perhaps even installing some extra features? Ask your could trick the Sparrowkeet Air HQ by steering the dirigible around
players what features they’d like their airship to have, using your a mountaintop and hiding in the forest while out of sight, they could
discretion as GM to decide whether those features are possible, assess a situation to help the team come up with an escape plan, or
and let the players describe how their PCs aid Ume in realizing they could intimidate the Air HQ with the rockets they asked Ume
their suggestions. They can rely on their skills and training to to install. Rely on the basic moves—they still can resolve most situa-
help, with 7–9 consequences creating possible drawbacks or tions of uncertainty, even between two dirigibles!
complications in the new improvements.
After the dirigible is repaired, amp up the tension so the PCs
leave in a chase! For maximum drama and fun, as the players
sail away in their souped-up dirigible, they are pursued by
Sparrowkeet Air’s Flying HQ and must use their skills to steer
their own airship to escape and/or use the special features they
installed if relevant.

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Plains
The Earth Kingdom plains are generally more open expanses,
containing rivers, seas of grass, flat dirt stretches, and bounded
forests. Towns and villages built on the plains are usually visible
from a distance, often abutting some feature or another—it’s
useful if a town or village is along a river, or against a mountain,
or directly on the edge of a forest. The plains provide challenges
in how obvious any travelers are as they cut across the plains—
how visible they are from great distances—and just how much
distance there is to cross on the plains.

Ume’s Workshop
If the PCs don’t have an opportunity to meet Ume elsewhere,
Ume’s Workshop is the perfect location to drop into the forest
wilderness, a mountain valley, or along a river. The workshop is
as quirky as Ume, and the companions probably hear it before
they see it: a cacophony of zips and zaps and steam and the
occasional small explosion. There’s also the tinkling of wind
chimes and whirring weathervanes—Ume loves to know which
direction the wind blows.
This mysterious and discordant orchestra tucked into Earth
Kingdom plains looks as chaotic as it sounds. Riveted metal pan-
els make up the central structure of a massive treehouse, which
is surrounded by small tents of mismatched fabrics. A system of
platforms, attached to pulleys and thick hemp rope, allows Ume
to traverse from tent to tent, branch to branch. She has a tent for
every purpose: a breakfast tent, a reading tent, a meditation tent,
a tent in which to exclaim success, a meeting tent that rarely gets
used. Her most important activity is her work as an inventor and
architect, the allocated tent of course being the central metal More enterprising inhabitants have tapped the former Spar-
structure. rowkeet station for fuel, selling canisters to anyone who passes
Ume is willing to trade repairs on the dirigible, or refueling of by with enough money to pay. Despite its rickety appearance,
its tanks, in exchange for a look at the artifact. Though, that said, the inhabitants of this ghost town come alive when a big spender
there is always some chance Ume would rather not relinquish the rolls through. Most who’ve decided to stay happily remember
artifact, depending upon what it is and what she learns from it… the days of affluence in the town and cling to the idea that Spar-
rowkeet Station can once more regain its glory.
Possible Escalation
The PCs can find refueling here, and their dirigible is met
While the PCs are relaxing and the dirigible is refueling, Ume with lots of attention and traders. But if anyone finds out about
decides to be helpful and tinker with the dirigible’s engine—she the artifact, it may be difficult for them to resist the urge to steal
knows she can make this thing go faster! While she is elbow deep an item that might change their life for the better…
in engine grease, the Snow Rats catch up with the companions
Possible Escalation
and attack! The PCs must defend Ume while she slaps the en-
gine back together, otherwise they’re going nowhere fast. Yuzhen Jr. rolls into town in a Sparrowkeet-branded carriage
drawn by two ostrich-horses looking for the companions. People
Sparrowkeet Station in town know him from the glory days of Sparrowkeet Station
This once-prosperous town was built around a refueling post and blame his family for their misfortune. If the players do noth-
for Sparrowkeet Air. Inhabited by a blended group of citizens ing he’s pelted with rotten fruit and flees. In the chaos he runs
drawn to the area’s prosperity, it’s one of the few locations which through a few market stalls causing a lot of damage to actual
did quite well for itself during the war. Since the Fire Nation left edible food before leaving town. Yuzhen Jr. doesn’t want to cause
the Earth Kingdom and the number of dirigibles has dropped any harm to the town, but he won’t be responding with anything
significantly, the town and station have gone belly-up. Most but panic if the townspeople attack him.
inhabitants left to seek fortune elsewhere and those who stay
struggle to keep their community afloat.

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Mountains Flameo Hot Springs
The Earth Kingdom’s mountains can tower over their surround- Located directly across the river from the Eel-Swan Sauna, the
ings, with snowy tips and terrible winds blasting along their Flameo Hot Springs is a simple but very trendy spa of heated
jagged edges. Most of the time, travelers would prefer not to go pools alongside river views and a plant-based restaurant of bite-
through the mountains—it’s not exactly the easiest of journeys. size servings and lychee nut tea. The singsong voice, easy laugh,
But over the years, certain trails have been well-established and and attentive, down-to-earth customer service of the owner,
maintained. Mountain villages have grown in size and import, Shuryon, delight her guests. When she meets the PCs, she tells
especially as they came to offer resources and services that them that there’s only one room left at Flameo Hot Springs that
weren’t offered elsewhere in the Earth Kingdom. she sensed she had to keep vacant, and she’s even turned some
guests away to the lovely gentleman at the Eel-Swan Sauna.
Eel-Swan Sauna Could the companions be the pilgrims she sensed that need her
Eel-Swan Sauna is located next to a picturesque river around so direly? The Flameo Hot Springs owner welcomes the PCs as
the bend from a clutch of trickling waterfalls. The oldest resort her personal guests if they accept the invitation. Of course, in re-
in the area, it prides itself on its history and dignity, but betrays ality, she knows they’re hiding something and would love to find
hints of better days in layers of peeling paint. The establishment’s out what. If nothing else, she’d like to know the specifics of any
owner, Kim, reminisces over the Eel-Swan Sauna’s glory days suspicious details of their travel, including how they obtained a
when he was but a child and the river bend wasn’t so…crowded. Sparrowkeet dirigible…
Glancing across the water, a tsk tsk signals his displeasure at the
Possible Escalation
latest resort to join the neighborhood before the end of the war:
Flameo Hot Springs. While he’d never ask, the Eel-Swan Sauna’s Flameo’s owner eavesdrops on the companions’ conversations
owner wouldn’t mind if someone sabotaged his competition, and calls the bounty hunters she sent away who are relaxing
and if something did happen, he’d offer certain someones free re- at Eel-Swan Sauna. Flameo Hot Springs seems successful, but
fueling from the sauna’s stores and free purple pentapus healing starting the business has put Shuryon in massive debt; the boun-
baths—simply out of the goodness of his heart, of course—or ty on Qian Yu’s head is just what the owner needs to keep afloat.
even a potential hideout. The bounty hunters attack!
Possible Escalation
The members of the Yu Dao Bounty Hunters Guild just so hap-
pen to be relaxing in one of the many spa rooms after a long day
of hunting down the PCs! They see the companions and attack!

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The Iron Tavern Taking a Riskier Path
Nearly everything in the Iron Tavern is metal. The walls, the
floor, the furniture…If people could eat metal, the food would The path to Yu Dao and the Beifong Metalbending
be metal too. Even the performers play metal. The Iron Tavern Academy isn’t perfectly straightforward, not least be-
boasts Yu Dao pride in its masterful metalworking, and it boasts cause the PCs are being pursued by an airship! They
it loudly because all the metal-on-metal surfaces clink and clank might want to go different, unexpected ways just to
with a robust fervor. The Iron Tavern also hosts inn guests up- throw off pursuers. The pursuers themselves can all
stairs but fair warning: the beds are metal too. The Iron Tavern is catch up to the PCs at different places, as well—the
a popular hangout for members of the Yu Dao Bounty Hunters suggested escalations indicate which pursuers might
Guild, and the tavern goers love a good fight. make good antagonists at particular times, but all the
The metal tavern is run by a Firebender/Earthbender couple pursuers are always in play!
named Yoko and Bin. Not too long ago their two sons, Flint and
The key is that every path always ends at Yu Dao and
Ember (see “Important Characters”), ran away from home and
the Beifong Metalbending Academy. One way or
the owners are worried sick. They offered members of the Yu
another, that’s where the PCs are headed, and that’s
Dao Bounty Hunter Guild free drinks for life if they could find
where any major conflicts are likely to come to a
their sons…but so far the bounty hunters have only taken the
head with an explosive finale. After all, any antago-
drinks and not done much else to help the worried couple.
nists can likely figure out where the PCs are headed
Possible Escalation after a bit, and might be waiting there for them!
The Snow Rats arrive in the Iron Tavern with a bounty flyer of
Qian Yu. The members of the Yu Dao Bounty Hunters Guild
notice and take issue with someone else going after their bounty.
There are simply too many bounty hunters in the tavern and if
no one helps the Snow Rats they’re pummeled into submission Beifong Metalbending Academy
and any money they’ve saved to bring back to their families A long staircase climbs up towards the original Beifong Metal-
is “confiscated for damages.” Mechanically here, treat the bending Academy, built on a mountain peak north of Yu Dao.
Bounty Hunters as a Master-level threat with 10-fatigue, five A central courtyard is surrounded on three sides by the original
conditions, and a 0 to +3 balance track to indicate how many academy and two newer large buildings. Towers peek out from
there are, and how they can overwhelm the Snow Rats. the mountain’s greenery. If the PCs arrive during the day, the
courtyard is full of uniformed students practicing traditional
earthbending stances and metalbending. If the PCs arrive during
Yu Dao the evening, a single shy student practices lavabending, which
The first Fire Nation colony of their invasion of the Earth glows in the dark of night, and can fetch their instructor. Toph
Kingdom, Yu Dao has since transformed into a new place with Beifong is not present, having been called away on an important
its own distinctive culture and identity. Modern Yu Dao draws mission—something that happens with regularity. Believing
from both Earth Kingdom and Fire Nation traditions, with many Sparrowkeet Air wouldn’t dare accost the academy, Qian Yu
families within the city descending from a union between mem- is content to wait for Toph’s return under the protection of
bers of both nations. The city is still renowned for its metalwork, the Metalbenders. (Note: If a PC is an Earthbender for whom
and that means that Sparrowkeet Air has their own facility and learning to metalbend or lavabend is a part of their character’s
presence within the greater city. Going straight into Yu Dao can story, here is an opportunity for them to learn that skill or make
be fraught for the PCs as a result—Sparrowkeet guards don’t connections to learn it in the future. See the core book, page
have impunity to act within Yu Dao without restraint, but they 216, for more on how to learn to metalbend or lavabend.)
have notice about Qian Yu and likely the heroes themselves by
Possible Escalation
the time they reach Yu Dao.
As such, the PCs are likely to want to bypass as much of Yu Sparrowkeet Air decides to make a last ditch attempt to secure
Dao as they can to go directly to the Beifong Metalbending the artifact, but likely not via direct confrontation. Attacking the
Academy in the nearby mountains. Depending upon the exact Academy outright—especially in a dirigible made of metal—is
situation, it might be a bit uncertain if the PCs can successfully asking to get trounced. Instead, they would likely send in Captain
make the trip—they might have to dodge some Sparrowkeet Biho and some guards on a covert mission, requiring the PCs
pursuers on their way to the mountains—or they might be able to muster one last quiet and careful defense of Qian Yu and the
to skirt the edge of the city and go directly to the staircase up to artifact before Toph returns. Only use this escalation if you are in
the Academy. need of one final confrontation to cap off the story—in general,
You can read more about Yu Dao in the core book in “The the Beifong Metalbending Academy is the destination of the
Hundred Year War Era” in Chapter 2: The World of Avatar. entire journey the heroes are on, and attacking would require one
of the Yuzhens to be willing to make a powerful enemy. If Yuzhen
Sr. or Yuzhen Jr. have been unbalanced over the course of the
adventure, though, they might think the attack is worth it...

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GM Advice Delivering the Artifact
to Another Party
The antagonists of this adventure aren’t out-and-out evil, and
On its face, this adventure seems to be a straightforward escort letting them obtain the artifact has costs, consequences, and
quest, but there’s plenty that can change the course of events dangers, but it isn’t the end of the world. There are some cir-
and send things down new paths. In this section you will find cumstances in which the PCs might decide to give the artifact
additional advice and assistance for handling the mission and to those antagonists—especially if, for example, they are able to
the many different courses it might follow. After all, players are sway Yuzhen Jr. and make him an ally instead of an antagonist.
always ready and waiting to surprise their GM. But they might even be willing to trade the artifact to save Qian
Yu in a dire situation, even if they haven’t actually formed any
kind of bond with Yuzhen Jr.
Escalations If the heroes decide to give the artifact to Sparrowkeet Air
Use escalations if the conflicts start to falter, the pace of the story without having changed anything about the company or its lead-
slows, or the players are unsure what to do. They reveal new ership, then the best option is to follow the consequences of that
information about the situation and force the PCs into action. decision as they ripple out, based on what makes sense in the
The adventure picks up with the PCs having already accepted fiction. For example, it’s unlikely Avatar Aang or the Air Acolytes
Qian Yu’s request for aid—the PCs are now embroiled in the would hunt down the PCs in revenge! However, as the artifact
situation, and they are likely to become targets all on their own. changes hands between selfish parties, imagine how its historical
There are escalations listed with each of the locations of the knowledge could be twisted. Yuzhen Jr. would easily sell the
adventure, giving you ideas for specific events that might occur artifact to someone else for the sake of saving his business, and
within those locations to amp up the tension and provide new the buyer could easily misuse the artifact’s potential. In a longer
conflicts. These escalations are a bit more general, designed to campaign, a delicious and terrible callback would be for the
be adaptable to multiple different locations in the event that you PCs to later face a foe armed with weapons or attacks developed
need additional moves to make to keep the adventure tense and with the knowledge they sold. In a shorter game, portray the
exciting. Here are some examples of escalations you can use: misuse immediately and exaggeratedly—the Air Nomad artifact
quickly provides a means for the Sparrowkeet HQ to become a
• A cadre of Yu Dao bounty hunters shows up, spurred by
terrifyingly dangerous weapon! Even if Sparrowkeet doesn’t try
Sparrowkeet Air’s wanted posters for Qian Yu, after locals
to use that weapon immediately, its existence should be alarming
reported seeing someone who looked like her. The bounty
enough to provoke a response from the PCs.
hunters will accost the heroes the instant they believe
If the heroes decide to give the artifact to a Yuzhen Jr.
something suspicious is going on or that they recognize
convinced of the need to act responsibly with the artifact—as
either Qian Yu or one of the PCs from a prior conflict. The
in, convinced not to sell it for the highest price, or to misuse its
bounty hunters are careless in their pursuit and end up
potential—then they may actually achieve a satisfying, positive
damaging property and (unintentionally) harming civilians
end to the adventure! Yuzhen Jr. won’t automatically return it
if they aren’t stopped. Use the overarching Yu Dao Bounty
to the Air Acolytes or Aang, but he also won’t abuse the artifact,
Hunters Guild NPC group on page 150 to respresent the
and if he can come to an arrangement that saves his company
whole group as it moves into the area and causes damage.
but returns the artifact to the appropriate parties, he will.
• One of the individual Yu Dao bounty hunters has set
If the heroes decide to give the artifact to Ume, the inquisi-
a trap for the heroes and Qian Yu, likely at a refueling
tive and obsessive inventor, then similarly follow out the natural
area! The trap plays to that bounty hunter’s strengths
consequences of that decision. If Ume has so far demonstrated no
and gives them some immediate advantage, perhaps
restraint, and the PCs haven’t done anything to try to change her
inflicting 2-fatigue on each PC before the fight even
mind or convince her of any particular use for the artifact, then
begins, or inflicting the Trapped status upon each PC.
follow that through! In a longer campaign, the heroes might revisit
• A trap planted by Koa and the Snow Rats springs up around
Ume to see some of the world-changing and potentially danger-
the players, especially taking advantage of natural terrain or
ous inventions she has made...and to discover that she’s already
open areas. The Snow Rats close in and the PCs only have
sold some of them! In a short game, examining the artifact helps
mere moments before they are captured—first they have
Ume instantly learn how to turn her new device into a terrifying
to get out of the snare before they have a chance to fight!
airborne war machine! She doesn’t want to use it to attack or cause
• A person in one of the locations recognizes Qian Yu from
harm...but now that she’s made it, it becomes a whole new object
the wanted posters. They contact Sparrowkeet Air and
of pursuit for groups like Sparrowkeet Air.
the mobile HQ heads to their location to pick her up. The
On the other hand, if the PCs have convinced Ume to show
heroes see the giant dirigible approaching from a distance;
some restraint, or are willing to help guide her and how she uses
they have some time before it actually arrives, but they
the artifact, then perhaps she can find a way to do real good with
have to rush to finish refueling and doing anything else in
it! She might not have deep respect or reverence for the past, but
the location before the HQ dirigible can begin an attack.
it isn’t impossible for her to do some real good. Pay attention to
how the PCs spend time with and influence her, and reflect that
attention in the consequences of Ume’s actions.

156 Avatar Legends: The Roleplaying Game


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Defeating the Roster
of Bounty Hunters
It’s absolutely possible that the PCs run roughshod over the boun-
ty hunters of the Yu Dao Guild, leaving their foes behind them in
shambles. If this happens, don’t panic! In general, any such defeat
will leave the bounty hunters with a few bruises to the head and to
their pride, but otherwise they’ll be able to soldier on.
What’s more, Yuzhen Sr. has plenty of money to throw at
more mercenaries and bounty hunters. Quirky and costumed
bounty hunters—increasingly ridiculous if your table enjoys
that tone—with uniquely described attacks are an excellent
option. Expand on the Badger-Frog Bountymaster, Princess
Flutterbat, and the Claw. Provide any new bounty hunters with
a technique that reflects their particular way of operating, and
default to making them minor NPCs—within this adventure,
they exist to get tossed around! If you want to indicate that ever
more dangerous bounty hunters are taking up the job as Yuzhen
Sr. increases the price on Qian Yu’s head, then consider making
them major NPCs.
Alternately, recurring and distinct bounty hunters who just
won’t give up (think: “Sparky Sparky Boom Man”) are classic and
fan favorite foes of the Avatarverse. Don’t be afraid to recycle. The
three individual bounty hunters in the “Important NPCs” section
each make for a good recurring bounty hunter foe, even if defeated
earlier. Upon further appearances, you can also give them new
techniques, or even upgrade them from minor NPCs to major
NPCs to indicate how they are becoming more determined and
more dangerous as the adventure wears on.
Koa and the Snow Rats represent another angle on the
mercenaries dispatched to hunt the PCs. They can be dangerous The Final Fight
and capable, and because they are a bit less on the delightfully At the end of the adventure, the PCs are likely to make one final
over-the-top side than the Yu Dao Bounty Hunters Guild, they push to get to the Beifong Metalbending Academy as fast as pos-
likely will wind up provoking a more serious response from the sible. To give the adventure a satisfying final conflict, this is the
PCs as well. You can create new groups like Koa and the Snow time to give the PCs a chance to overcome their primary opposi-
Rats, but in general you should create more of the Yu Dao boun- tion and evade their pursuers once and for all. That might mean
ty hunters before mimicking the Snow Rats. Koa and the Snow giving some of the bounty hunters one last chance to catch up to
Rats actually have motivations beyond pure victory and glory; the PCs, or it might mean having Sparrowkeet Air HQ crest the
they should consistently return even if defeated because the PCs horizon and come barreling down on Yu Dao to intercept the
can form relationships with them, and can even possibly change PCs before they can reach the Academy.
their minds or affect their pursuit. In general, keep in mind that Toph Beifong’s Metalbending
Finally, if the PCs are consistently defeating the pursuing op- Academy is the best safe haven Qian Yu could think of, for good
position and the chase doesn’t seem dangerous or tense enough, reason. The students learning metalbending are all quite capable
be sure to use local informants and the Sparrowkeet Air dirigible on their own, not even counting the first wave of students who
HQ itself. Sparrowkeet Air guards and Captain Biho can be are now helping Toph to teach, and of course Toph herself. Toph
dangerous threats unto themselves, not least because with the holds enough political and commercial clout that the Yuzhens
HQ in the air, their numbers are functionally endless. Even if would be reluctant to face off against her in a direct conflict in
the PCs defeat one group of guards, another is on its way soon. the first place, although the bounty hunters may not be quite
Local informants can always tip off the Sparrowkeet Air dirigible so careful, and the Snow Rats might be willing to use greater
as to the heroes’ location. subterfuge and other tactics.
What’s more, those local informants can even try to hold The final confrontation can happen at the Metalbending
or apprehend the PCs themselves. Usually, if that happens, Academy, even after the PCs arrive (see the escalation for the
they’re doing it because they have some desperate need—most Metalbending Academy location), but most likely, the best place
likely for money. The local informant is likely no real match for for the final confrontation is actually on the path to the Acad-
the PCs in a fight, so don’t worry about giving them fatigue or emy, either in Yu Dao or on the stairs themselves. Play up the
conditions; instead, the PCs are left with the difficult decision of “race to the finish” aspect of the conflict—if the PCs and Qian
how to deal with someone in dire need of money, trying to turn Yu can reach the Academy, they might be safe, or at least get
them in or capture them. enough help to shift the odds!

Chapter 7: Air & Wind 157


(Order #33839056)
Changing Yuzhen Jr.’s Mind
Yuzhen Jr. is still a leader of Sparrowkeet Air, and he still very
Pregenerated
much desires the Air Nomad artifact. He sees Qian Yu as a thief,
and he is willing to do what he must to recover the artifact that
Characters
he believes might save his company. He is easily still one of the
major antagonists of this adventure, despite the fact that he is The pregenerated characters on the following pages are tailored
much more aware than his father, much more willing to accept to this adventure, including details about why they are there and
Sparrowkeet Air’s misdeeds and try to make amends. what the stakes are for them. Each character has a small backsto-
Because of that willingness, however, he is also much more ry on their playbook, explaining their personal motivation and
likely to listen to the arguments that the PCs might make to who they are. Players should feel free to elaborate on this and
convince him to stop hounding them. Unlike his father, Yuzhen make the character their own. Additionally, once everyone has
Sr., Yuzhen Jr. is not insensitive to the idea that the Air Nomad picked a character, the players should make connections with
artifact belongs either with the Avatar, or with someone who one another, as explained in the Avatar Legends: The Roleplaying
will keep it safe and honor it. But he needs the windfall of the Game core book page 123. Some playbooks require that players
artifact’s sale to save his company, and that is his number one make a connection with another PC; if this is required on a
concern. He’s willing to leave it to someone else to try to make pregenerated character, players should fill this information in
sure the artifact ultimately winds up in appropriate hands, so themselves at the same time they make connections.
long as it can help him save Sparrowkeet Air in the short term.
Adventure Hook
All of this means that the PCs have a path to potentially
resolving the conflict with Sparrowkeet Air through diplomatic The companions are a group of heroes who formed to capture Qian Yu.
means. If they can talk to Yuzhen Jr., they can try to shift his For one reason or another they need the money, but after speaking to
balance and make him more inclined to listen. His principle is her they realized they need to help her rather than hinder her. Explain the
Responsibility, and as his center shifts upward, he will come to premise of the adventure to your players before letting them pick their
feel the burden of all his responsibility, both to his company and pregens to give context to each character’s history.
to the world, grow heavier. If ever his center would shift past +2
Responsibility, then that’s the perfect moment for PCs who may
have befriended him to help guide and comfort him to resolve Full List of Pregenerated Characters
his feelings of responsibility and find a way to balance his need
• Taiki, the Bold (he/him) - a Waterbender from the
to protect Sparrowkeet with his responsibility not to abuse the
Northern Water Tribe hoping to make a name for himself.
Air Nomad artifact. Even if the PCs don’t push his center past +2
Play Taiki if you want to seek glory, perhaps sometimes
Responsibility, raising it even a bit can give them the chance to
quite recklessly.
call on him to live up to the principle and take real action.
Of course, all of this would require the PCs to actually
• Lan, the Guardian (she/her) - a warrior fisherwoman
manage a calm conversation with Yuzhen Jr.—no simple feat,
from Boat Bottom, called to seek a greater life with her
seeing as he does still consider Qian Yu a thief, and he is still
companions. Play Lan if you want to be committed to the
responsible for at least some portion of the pursuit. They might
greatness of the overall group.
be able to find him aboard the Sparrowkeet Air HQ dirigible, or
even out and about in the world below, but they have to earn his
trust first, and that won’t be simple. He will pay close attention • Kiku, the Hammer (she/her) - a Firebender and former
to what the PCs actually do in front of him, and they are only street performer, now taken to hunting Qian Yu’s bounty to
likely to earn his trust if they prove themselves to be considered, feed her family. Play Kiku if you want a particular enmity
thoughtful, understanding, and compassionate—in other words, with Sparrowkeet Air and its leadership.
if they take actions truly befitting heroes in front of him. The key
is that he should come to see them as something other than flee- • Yuxuan, the Idealist (they/them) - a technologist with
ing thieves—he should come to see them as potentially having expertise in traps, trying to get a windfall of money before
true, worthy beliefs and pursuing those beliefs. returning to the home they abandoned. Play Yuxuan if you
Use your best judgment to assess when and if the PCs suc- want a strong connection to some of the places you might
cessfully prove themselves to Yuzhen Jr. enough that he’s willing travel to.
to actually talk to them, but keep in mind that all the other par-
ties involved in the adventure don’t perfectly follow orders. Yu- • Chesa, the Earthbender (he/him) - an Earthbender
zhen Sr. is also in the picture, and will keep pushing to recapture from a family of bandits who abandoned that life to seek
the artifact and Qian Yu. The bounty hunters might even pursue something better. Play Chesa if you want to dance along
a personal vendetta if the PCs defeat them. Just because Yuzhen the line between right and wrong, and legal and illegal.
Jr. is convinced doesn’t mean there won’t come a confrontation
with the remaining pursuers and opposition—it might just
mean the PCs have Yuzhen Jr.’s help, and maybe assurances that
the Sparrowkeet Air guards will keep out of the conflict.

158 Avatar Legends: The Roleplaying Game


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Taiki, THE Bold
he/him

Taiki, a young trans man who left the Northern Water Tribe, hoped to become a legendary
warrior in the struggle against the Fire Nation. However, since the war ended, making a name
for himself has been a bit difficult. Never one to sit around and do nothing, Taiki is now on the
+1 CREATIVITY

search for his next big quest and has gathered this band of misfits around him to help him do it.
Finding Qian Yu could be his first step towards fame…or at least an amazing adventure!
+1 FOCUS

Backgrounds: Urban, Wilderness 0 HARMONY


training

Demeanor: Affable, Talkative


Fighting Style: Shield and floating daggers made of ice 0 PASSION

Connections
• __________________ scoffs at me and my plans; one day I’ll show them what I can do.
• __________________ has a pretty good head on their
shoulders; they’re a great sounding board for my ideas.
loyalty

Legacy of Excellence
You have dedicated yourself to accomplishing great, exciting deeds and becoming worthy of the
trust others place in you. You have four drives marked at the start of play. When you fulfill a marked
drive, strike it out, and mark growth or clear a condition. When your four marked drives are all
struck out, choose and mark four new drives. When all drives are struck out, change playbooks or
accept a position of great responsibility and retire from a life of adventure.
„ successfully lead your companions in battle „ sacrifice your pride or love for a greater good
„ give your affection to someone worthy „ defend an inhabited place from dire threats
„ start a real fight with a dangerous master „ stand up to someone who doesn’t
„ do justice to a friend or mentor’s guidance respect you
„ take down a dangerous threat all „ make a friend live up to a principle they
on your own have neglected

Confidence
„ openly outperform an authority figure „ show mercy or forgiveness to a
„ save a friend’s life dangerous person
„ get a fancy new outfit „ stand up to someone abusing their power
„ earn the respect of an adult you admire „ tame or befriend a dangerous beast or
„ openly call out a friend’s unworthy actions rare creature
„ form a strong relationship with a new master „ pull off a ridiculous stunt
„ stop a fight with calm words FATIGUE

CONDITIONS
Moves Technique „afraid
-2 to intimidate and call someone out

HERE’S THE PLAN „angry


-2 to guide and comfort and assess a situation
When you commit to a plan you’ve proposed to the Tag Team
group, roll with Creativity; take a -1 for each of defend & maneuver „insecure
your companions who isn’t on board. On a 10+, hold 2. -2 to trick and resist shifting your balance
On a 7-9, hold 1. You can spend your hold 1-for-1 while Work with an ally against the same foe; choose an
the plan is being carried out to overcome or evade an engaged foe and an ally—double any fatigue, condi- „guilty
tions, or balance shifts that ally inflicts upon that foe. -2 to push your luck and +2 to deny a callout
obstacle, create an advantage, or neutralize a danger;
if any of your companions abandon you while the plan „troubled
is underway, you must mark a condition. On a miss, -2 to plead and rely on your skills or training
hold 1, but your plan goes awry when you encounter
surprising opposition.

NOT DONE YET!


Once per session, when you are taken out, shift your
balance towards center to stay up for one more com-
bat exchange. After that exchange ends, you become
helpless, unconscious, or otherwise incapable of
continuing on, and are taken out as normal.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Lan, THE Guardian
she/her

Lan grew up in Boat Bottom orphaned from the war and selling fish at the market to make ends
meet. When she heard the Avatar defeated Fire Lord Ozai, she also heard a call to greatness
and Lan knew she had to do something more with her life. She doesn’t aspire to be a leader, but
-1 CREATIVITY

she has a close relationship with all her new friends who she travels with. It’s been a long time
since she remembered what it was like to have a family and Lan makes sure that each and every
+3 FOCUS
one of her companions accomplishes their dreams. 0 HARMONY
Backgrounds: Urban, Wilderness
+1
training

Demeanor: Polite, Cautious PASSION


Fighting Style: A spear and weighted net

Connections
• __________________ is my ward—they need me to have their back, end of story.
• __________________ looks like they’re more than capable without
Self-reliance
my help; I’m glad some of us can take care of ourselves.

Protector’s Burden
Moves
Suspicious Mind
You take it upon yourself to protect the people When you watch a person carefully to figure
around you in general, but you have someone them out, roll with Focus. On a 7-9, hold 1. On
in particular you keep safe. a 10+, hold 2. Spend your hold, 1-for-1, to ask their
Name your ward (choose a PC to start): player questions while you observe or interact
with them; they must answer honestly.
• Are you telling the truth?
When they mark a condition in front of you,
• What are you truly feeling?
mark fatigue or a condition. Your ward can
• What do you really want right now?
always call on you to live up to your princi-
• What are you worried about?
ple—without shifting their balance away from
• What are you about to do?
center—and they take +1 to do it.
• At the beginning of each session, Furrowed Brow
Take +1 Focus (max +3).
Trust
roll, taking +1 for each yes:
• Do you believe your ward listens
to you more often than not?
• Have you recently protected them
or helped them with a problem?
• Is there an immediate threat to your
Technique FATIGUE
ward that you are aware of?
Divert CONDITIONS
On a 7-9, hold 1. On a 10+, hold 2. At any time,
spend the hold to: defend & maneuver „afraid
-2 to intimidate and call someone out
• Take a 10+ without rolling on any Step into the way of blows intended for allies;
move to defend or protect them when any ally within reach suffers a blow this „angry
exchange, you can suffer it for them. If you also -2 to guide and comfort and assess a situation
• Track them down even if they
are hidden or avoiding you use Retaliate this exchange, deal an additional „insecure
• Figure out what they’re up to 1-fatigue each time. -2 to trick and resist shifting your balance
without them knowing
„guilty
On a miss, hold 1, but...you’re drifting apart on -2 to push your luck and +2 to deny a callout
different paths. By the end of the session, you
„troubled
must choose one: -2 to plead and rely on your skills or training
• Decide you’re the only one who can keep
them safe; shift your balance twice toward
Self-Reliance and keep them as your ward
• Decide they can handle life without your
protection; shift your balance twice toward
Trust and switch your ward to a new person
You may also switch your ward if they leave
play or are no longer present for some reason.
When you switch your ward, you can switch to
an NPC (if the GM agrees).

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Kiku, THE Hammer
she/her

Kiku grew up in Sparrowkeet Station and lived a pretty happy life as a street perfomer until
the war ended and her town dried up. Rather than supporting her town, Sparrowkeet Air
CEO Yuzhen Sr. gave the order to remove her town from its flight paths, forcing Kiku to leave
+1 CREATIVITY

home to try and provide for her family. Now she travels around trying to do good, but doing
good is exceedingly difficult, because you can’t just punch evil in the face. Kiku wanted the
-1 FOCUS
bounty on Qian Yu so she can provide for her family. 0 HARMONY
Backgrounds: Outlaw, Urban
+2
training

Demeanor: Blunt, Determined PASSION


Fighting Style: Flaming fists

Connections
• __________________ has a way to solve problems with
words instead of fists—it’s really impressive!
Force
• I worry __________________ won’t be able to hold their own
when things get tough. I’m going to toughen them up!

Bringing Them Down


You always have an adversary, one who Changing Your adversary
represents the things you’re trying to smash You can change your adversary any time you
through—tyranny, inequality, war; larger and mark a condition, or at the end of each session.
more dangerous concepts that, to you at least, When you do, choose an appropriate goal, and
this one person embodies. Your adversary is the GM shifts your balance twice to match your
someone significant and powerful—someone new adversary and your new goal.
who actually deserves the amount of force you
can bring to bear. When you successfully accomplish your goal
and defeat your adversary, take a growth ad-
Your adversary: Yuzhen Jr. vancement and choose a new adversary.
Choose a goal you have for your adversary:
„ Capture them
„ Discredit them
„ Restrain them
„ Expose them
Fighting Your adversary
When you enter into a fight against your
adversary, clear all fatigue and become Inspired.
Care
„ Depose them „ Exile them When you select any combat approach against
Take -1 ongoing to plead with, trick, or guide your adversary, mark fatigue to roll with condi-
tions marked instead of your normal stat.
and comfort your adversary.
FATIGUE

CONDITIONS
Moves Technique „afraid
-2 to intimidate and call someone out
Fueled by Anger
Mark Angry to use an additional basic or mastered Overwhelm „angry
technique when you advance and attack, even on -2 to guide and comfort and assess a situation
advance & attack
a miss. While Angry is marked, take +1 ongoing to
Throw a punch with all your weight behind it; mark „insecure
intimidate others. -2 to trick and resist shifting your balance
3-fatigue to inflict Stunned on an engaged foe.
Stand and Fight! „guilty
When you provoke an NPC opponent into attacking -2 to push your luck and +2 to deny a callout
you, roll with Passion. On a hit, they’re coming at
„troubled
you specifically. On a 10+, you’re ready for them; -2 to plead and rely on your skills or training
clear a condition or become Prepared. On a miss,
they take advantage of your provocation to strike a
blow where you least expect it.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Yuxuan, THE Idealist
they/them

Yuxuan was adopted by Kim, the elderly owner of Eel-Swan Sauna, after their parents were
arrested for protesting Fire Nation rule. When the war ended, they, a rebellious teenager,
made a big deal of leaving the sauna to find their “real parents,” but when they arrived at
+1 CREATIVITY

the prison, Yuxuan discovered their parents died in captivity. Since then they’ve been trying
to do good in the world to live up to their parents’ legacy, while avoiding Kim because they
-1 FOCUS
were too embarrassed. They believe that earning a windfall of money by capturing a master
thief like Qian is a great way to do good, especially because Yuxuan planned to bring that
+1 HARMONY
money back to Kim to help keep the business afloat and make amends. At least, that was
true before they met Qian.
+1 PASSION

Backgrounds: Privileged, Urban


training

Demeanor: Lonely, Resolute


Fighting Style: Stinkbombs and noxious traps forgiveness
Connections
• I recognize some of the pain I have felt inside of
__________________; I’m going to try to help them.
• __________________ frustrates me so much when they
act without thinking about the consequences!

Never Turn My Back


You’ve seen sadness and grief. You’re no strang- Allies
er to loss and pain. But you know the world can You can always plead with these allies—they al-
be a better place. And nothing happens without ways care what you think; they always open up
good people fighting for what’s right... to you if you guide and comfort them; and you
You have a code with three ideals that define it: can call on them to live up to their principles
as if you had rolled a 10+ by erasing their name
• Always stand up to bullies
from your list of allies.
• Always keep your promises
• Never leave a friend behind action
When you live up to your ideals at a significant
cost, someone who witnessed (or hears about)
your sacrifice approaches you to affirm their
allegiance to your group’s purpose; write their
name down on the list of allies to the right.
FATIGUE

CONDITIONS
Moves Technique „afraid
-2 to intimidate and call someone out

Whatever I Can „angry


-2 to guide and comfort and assess a situation
When you spend time talking to the locals about Disorient
their problems, roll with Harmony. On a hit, you advance & attack „insecure
hear about the most significant and serious problem -2 to trick and resist shifting your balance
at hand; the GM will tell you who it affects and what Pummel an engaged foe with quick blows; mark
is the cause. On a 10+, you can ask a follow up ques- 1-fatigue to shift their balance away from center. „guilty
-2 to push your luck and +2 to deny a callout
tion about the problem or cause; you take +1 ongoing
when you act on the answer. On a miss, you wind up „troubled
creating a whole new problem with your questions -2 to plead and rely on your skills or training
and ideas.

Your Rules Stink


When you stand up to an adult by telling them their
rules are stupid, roll with Passion. On a hit, they are
surprised by your argument; they must shift their bal-
ance or offer you a way forward, past the rules. On a
10+, both. On a miss, your efforts to move them only
reveal how strongly they believe in the system—mark
a condition as their resistance leaves you reeling.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Chesa, THE Rogue
he/him

Chesa grew up in a family of bandits hiding in the rocky mountains outside Yu Dao. He
didn’t find anything wrong with his life until he met the owners of the Iron Tavern who +2 CREATIVITY
seemed to love their children unconditionally and never expected them to steal anything!
That’s when Chesa decided to go off on his own and try to see what he could be outside of
his family. Luckily, he met his new friends who are helping him try to right his criminal past,
0 FOCUS
because a (reformed) thief isn’t anything without a crew! Chesa wants the bounty, because
everyone could use some cold hard cash!
-1 HARMONY

Backgrounds: Outlaw, Wilderness +1 PASSION


training

Demeanor: Joking, Sly


Fighting Style: Shifting earth to subtly create hills and holes

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

Bringing Them Down


You’ve picked up some bad habits over the When you indulge a bad habit on your own,
years. Most other people are pretty set on shift your balance toward Survival, and roll with
trying to get you to stop. But maybe you can Survival. On a hit, you pull it off and vent your
bring your friends along for the ride... The 4 frustrations; clear fatigue or conditions equal
bad habits you indulge are: to your Survival (minimum 0). If you have no
fatigue or conditions, mark growth. On a 10+,
„ Casual thievery and pickpocketing
you also gain a windfall, a boon or opportu-
„ Vandalism or sabotage
nity—your bad habits paid off this time. On a
„ Trespassing
miss, you’re caught by someone dangerous or
„ Daredevil stunts
powerful, and they complicate your life.
„ “Charming” insults of dangerous people
„ Cons
„ Rabble-rousing
When you indulge a bad habit with a friend,
shift your balance toward Friendship, and roll
survIVal
„ Gambling with Friendship. On a hit, you and your friend
pull it off and grow closer; each of you makes
Any necessary skills or talents related to your the other Inspired. On a 10+, you also obtain
bad habits are considered to be part of your some useful resource or information, and FATIGUE
background. become Prepared. On a miss, something goes
terribly awry; you can either take the heat your-
self, or shift your balance twice toward Survival CONDITIONS
and leave your friend in the lurch. „afraid
-2 to intimidate and call someone out

„angry

Moves Technique -2 to guide and comfort and assess a situation

„insecure
-2 to trick and resist shifting your balance
roguish charm
When you plead with an NPC or guide and comfort Sweep the Leg „guilty
someone by flattering them and empathizing with -2 to push your luck and +2 to deny a callout
advance & attack
them, mark 1-fatigue to roll with Creativity instead
You attack where an enemy is weakest or most „troubled
of Harmony. -2 to plead and rely on your skills or training
off-balance; if your foe has a total of 3 or more fatigue
Casing the Joint and conditions marked, inflict 2-fatigue. If your foe
When you assess a situation, add these questions to has fewer than 3 total fatigue and conditions marked,
the list. You may always ask one question from these inflict 2-fatigue, but you must mark fatigue as well.
options, even on a miss.
• What here is most valuable or interesting to me?
• Who or what is most vulnerable to me?
• Who here is in control/wealthiest/
has the most power?

T h e ro l e P l ay i n g G a M e

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T
hough I am loath to do so—every feather of my being
resists this statement—I must admit…
I’m sadly indifferent to the era of Avatar Korra. It is
a time of strange new devices—radios and giant me-
chas…and of course all your human conflicts repeated in new
forms. Not to mention the disgusting practice of harvesting
spirit vines for energy, will human avarice ever end?
I guess not, since this adventure is the perfect example of
what I mean. Here, you find humans in conflict over the same
things they always fight over—wealth, anger, jealousy, and so
on. But the exact way they do it this time? Intrigue, mysteries,
conspiracies? A water treatment facility? Explosives? Perhaps
I am motivated, ever so slightly, to learn what strange motiva-
tion is behind this tale of human greed.

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CHAPTER 8

WATER & MIST

Water & Mist 165


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WATER & MIST

KORRA ERA
ADVENTURE
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CHAPTER 8

Water & Mist is a standalone adventure set in the Korra Era. If you’ve never run a game
of Avatar Legends: The Roleplaying Game before, this adventure is a great way to start—it
includes all the elements you need for an exciting episode of your very own. Water & Mist
can also be used in an ongoing Korra Era campaign. The adventure is set in Republic City with
a conflict involving the Triads and politics, perfect for intrigue-oriented urban groups of heroes.

Trouble is brewing in Republic City—First Gentleman Varrick No Path to the End?


has been kidnapped, and a conspiracy is afoot! For the last two If you are used to running adventures with heavily detailed
decades, Wakkanai—a Southern Water Tribe business magnate encounters and prepared NPCs, it might come as a surprise that
and inventor—has managed Republic City’s water treatment few mechanics are written into this adventure, beyond the esca-
plants on behalf of the city government. Yet it now appears lations and some information about various characters. Avatar
that the Utilities Commission is poised to award the water Legends: The Roleplaying Game relies on players triggering moves
management rights to San Ho, a mysterious Earth Kingdom based on the actions they take during play instead of asking
businessman! President Zhu Li Moon is sure San Ho has rigged players to make any specific checks for specific actions required
the situation…and she strongly suspects he might even have by the adventure.
something to do with Varrick’s recent disappearance. Can the Since every significant action a PC takes drives the action
heroes discover what Varrick has to do with this dastardly plot of the game forward, there is no prescribed order of events.
and stop San Ho’s machinations before it is too late? Instead, the adventure puts the PCs in a dramatic starting situ-
ation that demands immediate action from the heroes! It’s your
job to use the material in this adventure to keep things moving,
Using This Adventure providing interesting events and NPCs to consistently engage
your players.
You can read more about running Avatar Legends: The Role-
The contents of this adventure create a sandbox for your PCs, playing Game in the core book, Chapter 8: Running the Game,
a setting in which they can choose any path they’d like to move and more about how moves shape play in Chapter 3: Funda-
the story forward. Some of the tools available to you are found mentals of Play.
in these sections:
• The “Summary” provides an outline of the adventure and
Using the Pregenerated Characters
explains the nature of San Ho’s schemes and Varrick’s
There are five pregenerated characters included with this adven-
disappearance, and the likely problems facing the PCs.
ture, starting on page 182. Each character has a unique history,
• “The Clock” explains the pressure the PCs are under to learn
playbook, and set of stats. Your players can use these characters
the truth of San Ho’s plans and find Varrick, including what
to play through this adventure, or they can create their own as
happens if they are delayed in their search.
explained in the Avatar Legends: The Roleplaying Game core book.
• The “Introduction” brings the PCs into the story and sets up
The pregenerated characters have their moves, feature ele-
your group to undertake the adventure.
ments, and techniques already chosen; players need only decide
• “Important Characters & Groups” provides information on
whether to shift their balance by one step at the start of play, and
NPCs the heroes might meet throughout Republic City.
which principle to shift it toward. Players can adjust the pregen-
• “Important Locations” features different areas for the PCs to
erated characters to make themselves more comfortable, altering
explore in Republic City during the adventure and explains
names, look, and even mechanical elements like the stat boosted
where important characters might be found.
by the free +1 at character creation if they are familiar enough to
• “GM Advice” contains additional guidance just for the GM
make that choice. The characters are designed to work well with
and gives advice on how this adventure could end.
the current elements included and the adventure as presented,
• “Pregenerated Characters” is a set of five premade characters
but as always, if the GM and player agree then they can make
your players can use to hop right into the adventure. We also
changes as desired. After selecting the pregenerated characters,
include a hook that ties the characters to the adventure.
players will still go through the process of filling out connections
with each other.

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Summary Past Misdeeds
San Ho was not always known by that name; decades ago, he
was Yinuo, a fellow inventor and close friend of Wakkanai.
Sometime in the morning, before the final match of the Spring Yinou and Wakkanai met in Republic City. At first, they were
Pro-Bending Tournament Qualifier, First Gentleman Varrick rivals and competing inventors. But as they learned from each
took a break from the Presidential Box to stretch his legs (his other’s work and their competition drove them to greater and
exact words: “I’m going to go stretch my legs!”). He never re- greater heights of invention, soon enough they realized that they
turned. His security searched the area but found no trace of the were stronger together than apart. Though they sometimes frus-
First Gentleman. Rather than alarm the citizenry, they took the trated each other, their relationship developed into a partnership
matter to President Moon. devoted to building new ways of helping the city and its people.
Varrick has been kidnapped by San Ho, a mysterious Working together, they discovered a new method for desali-
businessman in Republic City with a vendetta against Varrick nating the water around Republic City, potentially meeting
and Wakkanai—a Southern Water Tribe business magnate the needs of the millions of people flocking to the bustling
and inventor. San Ho believes he was betrayed by Varrick and metropolis with an all-new water treatment facility.
Wakkanai years ago—that they conspired to ruin him. He has But Yinuo and Wakkanai lacked the experience and funds to
built himself up ever since, becoming a newly powerful magnate execute this idea at a massive scale and sell it to the city. Yinuo
with money to spend on his vendetta and the Terra Triad to wanted to expand their operation without help, but Wakkanai
carry out his will. He intends to use his criminal connections thought it was safer to turn to outside investors, like the young
and wealth to destroy Wakkanai’s fortunes and end Varrick, all in Iknik Blackstone Varrick. The two inventors grew apart as they
one fell swoop… tried to find a path forward, each pursuing their own solutions
Wakkanai’s treatment centers are overseen by the Republic and becoming increasingly distrustful of the other.
City Utilities Commission, a panel of three bureaucrats who Stunned by the potential of the technology, Varrick was
hold her—and other public utility providers—accountable for eager to invest…but when he learned that Wakkanai’s partner
their work. San Ho’s extraordinary wealth enabled him to throw opposed his involvement, Varrick also became eager to get rid
lawyers at the Utilities Commission until they agreed to review of Yinuo. While Wakkanai went looking for more investors,
safety issues at the facilities. Varrick tampered with one of Yinuo’s experiments, causing
Wakkanai’s review by the commission is going poorly: an explosion to “prove” Yinuo’s methods were dangerous.
San Ho has bribed one of the three commissioners in charge of Varrick seized the moment to present “evidence” that Yinuo’s
overseeing the water treatment rights, and he’s close to persuad- negligent experiments endangered everyone. Yinuo instantly
ing a second commissioner that Wakkanai hasn’t been adequate- recognized that the evidence was false, but Wakkanai had al-
ly maintaining the facilities. He’s sure that the upcoming vote on ready begun to mistrust Yinuo and refused to listen to him. The
the safety issues his lawyers have raised will go his way, espe- idea that he had become reckless fit only too well with the story
cially once he sabotages one of the older treatment centers, she told herself; she believed Varrick over her former partner.
causing an explosion similar to the one that disgraced him City regulators barred Yinuo from doing any further research
all those years ago. And if Varrick just happens to be in the and ordered him divested from the startup he had founded with
building when the explosion happens…all the better. Wakkanai. Once Yinuo was out of the picture, Varrick helped
Initially, the companions are sent by President Moon to find Wakkanai negotiate a profitable arrangement with the city. Wak-
her husband, but through their investigation they discover San kanai took on responsibility for managing the treatment centers
Ho’s ploy, drawing them into a story of politics and intrigue! in exchange for generational rights to their profits; if Wakkanai
Saving Varrick is only one small part of the issues the heroes dies, the rights pass to her daughter, Kiaanii, rather than
could unravel here and there are many directions their adventure back to the city. Varrick was proud to have negotiated the deal;
could take. To understand how your adventure unfolds, it’s first he ensured that Wakkanai—a good Southern Water Tribe citi-
important to learn the history between Varrick, Wakkanai, and zen!—would be able to keep the business safely in the family!
San Ho. Wakkanai has spent the last twenty years maintaining the
treatment centers and working with the city government. Yinuo,
unable to find work in Republic City, was forced to return to
the Earth Kingdom; he changed his name to San Ho and began
working for the only people who would hire him after he was
disgraced—criminals, warlords, and thieves. While Wakkanai
refused to gouge the city even in times of great need, San Ho
profited from technology he sold to the highest bidder, no mat-
ter how they used it.

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Corruption of the Commissioners Money Can Buy… Revenge
While San Ho is prepared to kill Varrick, he doesn’t want to
physically hurt Wakkanai—he wants her to survive, powerless San Ho’s persona is built around being a busi-
to prevent her empire from being dismantled. In order to do ness-genius recluse who hates social engagements.
that, he needs to find some way to legally strip her of her rights, No one knows what he looks like, because he
but even killing her wouldn’t accomplish that goal. Her holdings doesn’t want them to and he has the money to
would simply go to her daughter, and Wakkanai wouldn’t be make sure it doesn’t happen. While the Korra Era
around to see her businesses crumble. is an era of increased technology, San Ho doesn’t
Instead, San Ho hired lawyers to ensure that Wakkanai’s suffer from dealing with issues like photographs
rights are legally removed—all it will take is getting two of the snapped of him or nosey reporters. Up until now,
three commissioners to agree that she’s not fit to continue on the business magnate used his extensive wealth
the job—and he’s brought in Terra Triad thugs to sabotage the to prevent his identity from being discovered. If a
plants. While Wakkanai scrambles to figure out how safety issues photograph is snapped of him, he buys the film…
at her sites have been compromised, San Ho’s lawyers inch ever or hires thugs to track down the reporter and beat
closer to their goal. them into submission. But now the heroes are
The three commissioners have radically different attitudes involved and it is only a matter of time until they
toward the case: use their unique abilities to unmask this devious
mystery man.
• Commissioner Chao is firmly against Wakkanai
keeping the rights; she’s been bribed by San Ho into
openly supporting his campaign to take over the water
treatment centers and takes every opportunity to disparage
Wakkanai in service of her corrupt benefactor.
• Commissioner Ke Xin doesn’t take bribes—San Ho
asked around before offering him yuan—but he is very Varrick’s Abduction
concerned about the safety incidents at Wakkanai’s sites. To be fair, this isn’t the first time Varrick has gone missing. Last
So far, he has believed Wakkanai’s lawyers when they’ve year, he disappeared for nearly a month—he thought of a new
promised that the sites are safe, but another incident is likely use for moo-sow milk that was only going to work in the Spirit
to push him toward awarding the rights to a new manager. World. The costs of the resulting search led Chief Beifong to
• Commissioner Gajii is also above bribes, but her institute the “Varrick Rule” in missing persons cases: “That par-
long-standing relationship with Wakkanai meant ticular idiot has to be missing for at least a week before anyone
that San Ho didn’t even try to persuade her to even talks to me about it.”
support him. He knows she’s not going to turn on But despite his penchant for wanderlust, Varrick really has
Wakkanai, even if offered briefcases of money. been kidnapped by San Ho. A week before the Spring Pro-Bend-
ing Tournament, Varrick received a note from Yinuo, asking
President Moon has been keeping a close eye on the proceed- for a meeting to settle their old differences. Deeply ashamed of
ings surrounding these water rights. She would much rather see how he treated Yinuo all those years before, Varrick agreed to the
Wakkanai continue to maintain Republic City’s water supply meeting, hoping to find some way to set things right but keeping it
than to hand the job over to an unknown entity like San Ho. quiet so as not to unnecessarily expose his misdeeds to the public.
That said, the President can only do so much, and Zhu Li knows When Varrick snuck out of the tournament to meet with
that tampering with the Commission may lead to dire politi- Yinuo, he was shocked to find that the meeting was a trap. San
cal consequences and accusations that she’s overstepping the Ho and his hired Terra Triad goons dragged Varrick away…and
bounds of her presidential authority. now they plan to kill him in the same explosion they will use to
That said, however, San Ho is more than capable of wielding discredit Wakkanai!
his wealth far more brazenly to directly affect the outcome of the President Moon knew her husband was stepping out for
commission’s hearing, while also subduing any word of what he’s a meeting, though he refused to tell her for what, and he
done. Without interference from some heroes who can operate should’ve returned by now. Zhu Li has plenty of other issues
a bit more under the radar—like the PCs—San Ho is practically to worry about right now (including San Ho’s manipulation
assured to get his way with the committee, sooner or later. Even of the Utilities Commission). But Varrick’s disappearance
if this current plan goes awry, he’ll still be able to push things in strikes her as particularly worrisome, perhaps because of the
the direction he wants as long as he isn’t directly implicated with many other events surrounding it. She can’t easily explain her
real, substantial evidence—and he’s confident in the power of concerns or provide evidence for them—so she doesn’t want
his money to make sure that any such evidence disappears. to spend significant favors or political capital on it, and she
definitely doesn’t want to trouble Chief Beifong yet—but she
still believes she needs to act sooner than later. That’s why she
contacts the heroes, relying upon them to investigate the disap-
pearance of her husband before something terrible happens!

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Wei Tia’s Reluctance Putting It All Together
Wei Tia is the Terra Triad’s chief lieutenant in Republic City. This is essentially a detective story. The clues chain together, but
Within the Triad, he’s technically below his boss, Steely Ning. the players can take various avenues to find the captives and stop
Steely Ning is just San Ho’s pawn, though, a puppet San Ho the abduction plot.
helped to rise to the top of the Triad to ensure the businessman The PCs must come to understand several key truths by
could control the organization. In reality, Wei Tia is the one the end of the adventure to put together the full mystery:
Triad members actually look to. Wei Tia is aware that without • San Ho and the Terra Triad are behind Varrick’s
San Ho’s massive influx of cash into the organization it all would kidnapping. They planned to put him in the
have fallen apart—the Terra Triad survived thanks to San Ho water treatment facility and then blow it up.
(see page 175). • No one, besides top members of the Terra Triad, has seen
But Wei Tia has come to see and understand the scope of San Ho in person since he’s been active in Republic City.
San Ho’s plot, and he’s worried. San Ho wants vengeance upon • San Ho is actually Yinuo, the disgraced and betrayed former
people who harmed him—this, Wei Tia understands. But San partner of Wakkanai, and he actually helped build the
Ho’s plan involves targeting the First Gentleman, a dangerous water treatment facility. Varrick orchestrated the betrayal.
proposition that threatens to bring the wrath of the Republic • Wakkanai didn’t know about Varrick’s misdeeds
City police down upon the Terra Triad if it’s successful, and it then, and she certainly doesn’t know that
involves destroying the primary water treatment facility for the Yinuo and San Ho are the same person.
whole city. Wei Tia doesn’t have strong feelings either way about • The Utilities Commission vote has already been tampered
Wakkanai, but he’s aware that if the city starts suffering water with by San Ho’s bribery and will be tipped all the way if
shortages as a result of the bombs, the people most likely to the bombing of the water treatment plant is successful.
suffer are the poor and powerless—in other words, the ones Wei • Varrick wants to make amends for his past misdeeds.
Tia thinks of as friends, family, and neighbors.
Wei Tia is torn between his loyalty to the Triad (and his These key truths are called out so that you, the GM, can make
fearful respect of San Ho) and his concerns about what this sure they come across at the appropriate times. There is little
plot might really do, both to the Triad and to the city he calls value in letting the PCs “put the pieces together” if they’re going
home. Over the course of the day as the plot draws closer, Wei to come to a false or incomplete understanding; it’s better just to
Tia comes ever nearer to betraying Steely Ning and San Ho, and have characters outright explain some of the above—or to help
he may be the key to stopping the bombing before it happens. put the clues together yourself in a way that befits what the PCs

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would understand—than to let the PCs flail about in the dark. How It Ends
So as the PCs look for clues, be sure to look for opportunities Once the heroes start looking into Varrick’s whereabouts and San
to drive these truths home; the real fun of this adventure is de- Ho’s shady business dealings, they will quickly find out the truth:
ciding how to resolve the conflicts, not merely discovering what San Ho is angry about how he was treated all those years ago and
those conflicts are. eager to get his revenge on the people who “took everything” from
Similarly, the key mysteries and problems the PCs have him. The heroes have to figure out a way to rescue Varrick and put
to solve include finding and rescuing Varrick, stopping the a stop to San Ho’s plans to destroy Wakkanai’s life.
bomb plot, and somehow handling San Ho himself. There is The characters can resolve the situation in any way they’d
no particular order or set of requirements around these prob- like, but here are some suggestions for how things might end up.
lems—if the PCs find out about the bombing and stop it, and
then rescue Varrick, that’s just as good as the PCs finding Varrick • Finding Varrick before he is moved to the water treatment
first and then stopping the bombing. There is no reason to keep facility means he’s safe from the plot to kill him, but the
the PCs from “solving” the situation too early—the fact that facility is still in danger from the bombs, and Wakkanai
there are three different complicated problems means there’s might still lose her rights to serve the city’s water treatment
plenty to do, no matter when the heroes get to each problem. needs. Finding him at the facility means the PCs have
Here are some important pieces of information about how to free him and escape before the bombs go off!
and where the PCs might solve each of those key problems: • Stopping the plot against the water treatment plant almost
certainly provides the PCs with enough evidence to at
• Varrick is held at Warehouse 26, owned by the San least indicate foul play in Wakkanai’s discrediting. It might
Ho Consortium, until he is moved to the water not be enough to implicate San Ho, but it would probably
treatment facility while the bomb preparations are keep Wakkanai in charge of the plant, and likely put away
being finished. For the PCs to free him, they’re going the criminal allies San Ho was using to get the job done.
to have to deal with San Ho’s mercenaries, as well • The PCs might successfully heal the wounds between
as likely Steely Ning and even San Ho himself. San Ho and Wakkanai by helping them reconcile,
• There are already bombs at the water treatment facility although it will be tough to help San Ho overcome his
being hidden and set by Terra Triad members, so intense hatred (requiring the PCs to shift his balance
when they detonate, the damage will appear to be from down considerably). Failing to change San Ho’s mind
negligence and poor upkeep. Final preparations are only means he fully commits to his vengeance and hatred.
made later at night, shortly before the actual bombing,
but the PCs will either have to navigate the facility In the best-case scenario, the PCs rescue Varrick, provide
covertly during the day, or they’ll have to contend with evidence of the conspiracy to President Moon, and help
direct opposition from the Terra Triad at night. apprehend San Ho. In the worst-case scenario, the water
• San Ho moves around a bit and might be found in many treatment facility explodes, Wakkanai’s rights are revoked by the
locations, but he is most likely at his offices at or near Utilities Commission, and Varrick remains missing—practically
Warehouse 26. He will try to flee if he detects anyone coming guaranteeing the PCs need to continue to act to set things right!
his way, racing to his own Satomobile and calling available Try to think of this adventure like an episode of Avatar: The
guards and henchmen to cover his escape. Even if caught, Last Airbender or The Legend of Korra. The adventure could end
the PCs likely will need some degree of evidence to fully with the heroes bringing Wakkanai to see San Ho at the water treat-
implicate him—for example, a confession from Wei Tia. ment center in an attempt to repair the wounds of the past; or the
adventure could end with the players confronting San Ho alone,
Keep in mind that the PCs don’t actually have to solve every battling him and his Terra Triad goons to stop him from blowing up
single problem perfectly for the adventure to come to a satisfy- the treatment center. Regardless, the end of the adventure should
ing conclusion. They do, however, have to become aware of each give the players a chance to feel special—and to feel that their
of the key truths and each of the key problems by the end, and actions make a real difference to the future of Republic City.
likely they need to have attempted to solve at least one of the key
problems. If they don’t have a full picture of what’s going on in
the mystery, then the adventure won’t actually have concluded.
Similarly, if they don’t get a chance to actually act on all the in-
formation they’ve learned, that can be pretty frustrating for the
players. Make sure that the situation is relatively clear to the PCs,
and that they get a chance to actually act to change what’s going
to happen before the end of the adventure!

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The Clock Event 3—After six segments are ticked
The late afternoon sun casts its final golden glow of the day as
night begins to fall. Around this time, the Triad members reach
Just as the heroes in Avatar: The Last Airbender and The Legend the water treatment facility with Varrick in tow, planting the
of Korra must solve problems creatively, the player characters bombs. Meanwhile, Wei Tia sends a messenger to ask the PCs
(PCs) in this adventure must use their own creativity and wit to meet him at a neutral location so they can talk. If the PCs
to find Varrick and discover the truth behind his disappearance. ask, the kid identifies Wei Tia as a lieutenant of the Terra Triad.
The pressure to find Varrick is represented by an eight-part Traveling there will, of course, tick another segment. If the PCs
clock. Every time a part of the clock is filled, precious time meet with Wei Tia, they recognize the face of the man they
passes, applying more pressure on the PCs. If the clock reaches fought earlier in the day. He begins cautiously, making sure the
its end, then it’s too late—the bombs go off, and Varrick is PCs don’t attack him but keeping his guard up. He offers them
flung from the facility where he strikes his head and loses his information and aid at any point over the conversation if any of
memory! The companions might be able to later find evidence the following occurs:
of San Ho’s conspiracy or rescue Varrick, but it’s going to take
• The PCs have proven or can prove that their hearts are
time, more investigation, and a whole new adventure.
with the people of the city, the people Wei Tia would try to
The GM marks one segment of the clock when either of the
protect.
following occurs:
• Wei Tia’s balance reaches +3 Community.
• The PCs take a significant amount of time • The PCs agree to the bargain he would ask for—that he and
to do something—for example, carefully the Triad be left out of any evidence or testimony provided
following a Triad member through the to the authorities, and be left more or less unharmed by the
winding streets of the city or spending PCs’ further actions.
time searching an area for clues.
If none of the above are true, he gives them a warning to
• The PCs travel to a new location—for
stay out of it—something of a threat, but also a statement that
example, moving from Varrick’s offices to
getting involved can only make things worse for them and for
the water treatment plan where he’s kept by Triad goons.
others.
The ticking of the clock represents an hour or two passing The information and aid Wei Tia offers are more or less a full
and the pressure mounting on the PCs. Ticking the next seg- explanation. Wei Tia will tell the PCs about the plan, that the
ment of the clock only has to do with time passing, not the exact bombs are set in the water treatment facility, and that Varrick
action the PCs take—the clues they find in a location don’t is being moved there, but only if he believes the cause is worth
matter to the ticking clock, but the time they spend searching putting the Triad at risk, or if the PCs assure him that Triad
does. GMs should use time (and the ticking of a segment) as a members will not be harmed. Wei Tia wants to tell the PCs be-
common cost or complication for PCs’ moves. cause he wants them to intercede and solve the situation, but he
For every two segments marked, a new event occurs that is still reluctant to cross San Ho. If pushed too hard, he may back
pushes the situation to greater tension. off entirely, and he certainly won’t do anything like going with
the PCs to fight against other Triad members.
Event 1—After two segments are ticked
As the day turns from later morning to midday, the journalist Event 4—After eight segments are ticked
Wáahlaal catches up to the PCs and interrogates them for a The bombs go off! The Triad members leave the facility along
scoop. Someone in President Moon’s office tipped her off to with San Ho, after he takes one last moment to gloat to Varrick’s
the PCs’ investigation, and she’s been tracking them ever since. face. In the time between when San Ho and the Triad members
She will ask the players what they know and maybe be a little leave and when the bombs go off, Varrick finally manages to get
helpful—providing some details about Republic City’s politics himself free and runs just far enough to be flung by the explosion
and crime—if only to further her cause. She will continue to into the water, where he conks his head and loses his memory! If
follow the players throughout the rest of the adventure and may the PCs are on their way to the water treatment facility when the
become an issue during some future encounter. eighth segment is ticked, they pass the Triad members, Steely
Ning, and San Ho leaving in their trucks. San Ho quickly realizes
Event 2—After four segments are ticked what’s happening and orders Steely Ning to go after the PCs,
The afternoon wanes when the PCs find themselves confronted which she reluctantly does. The PCs arrive at the facility with
by henchmen from the Terra Triad, commanded by Wei Tia. minutes to spare before the bombs goes off—they’ll have to
This is a stalling tactic by San Ho as he cannot move Varrick to move quickly to save Varrick or stop the bombing, all while the
the water treatment facility until nightfall. Wei Tia participates Terra Triad tries to stop them one last time!
in the fight, but his heart isn’t in it; he’ll try to escape the instant
things start to turn. A PC who fights with Wei Tia can pick up
on his hesitation and reluctance—he generally tries to evade and
observe or defend and maneuver, and using Test Balance against
him will reveal a sense of this hesitation along with his principle.

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Introduction Sho Lin takes over the meeting as President Moon leaves.
Reading from her notes, Sho Lin provides the known details
of Varrick’s disappearance. She tells the PCs that Varrick has
To start the game, the players have to answer a few questions sometimes excused himself from an official function for a secret
to establish why President Moon trusts them and would turn meeting, but she couldn’t say with whom he was meeting. She
to them in a moment of need. Then the adventure picks up tells the PCs that Varrick is most likely on some silly errand, but if
with the PCs being tasked by the President with finding Varrick. he had been abducted, the culprit is likely the triads.
If you are using this adventure as a one-shot or the beginning She thinks the PCs should start by rounding up and inter-
of a campaign, then you need no additional inciting incident— rogating local triad members, maybe from the Terra Triad, and
President Moon calling the PCs together can effectively be the claims she has no other information at this time.
inciting incident of the group. The PCs likely know each other, In truth, Sho Lin is interested only in having this situa-
having met around the city, but they don’t have to have been tion resolved as quickly, quietly, and easily as possible. If
particularly close so far. that means paying a ransom to some Triad members, so be it.
That said, all PCs have a relationship with Zhu Li herself to She doesn’t want any of this to go public; whether Varrick is in
help explain why she would call on them in the first place. After danger or not, it would only make the administration look weak.
all the PCs have been introduced, the GM asks each question, But after doing her own brief and efficient survey of the Box
one at a time, of every player. Every player provides their own and surrounding areas, Sho Lin is fairly confident he is in actual
unique answer to the first question before the group moves on danger, and has some theories about who might be involved.
to the second. The GM should vary the order of players they ask She doesn’t trust the PCs like Zhu Li does, however, and she
to ensure no one has to answer last every time. is unwilling to share any information that might implicate the city
• When did you come to the attention of government at all. Nor does she want to send these assorted mis-
President Zhu Li Moon before? fits after a powerful figure like San Ho and provoke his anger.
• What did you say or do to earn Zhu Li’s trust? To see more on what she will share with the PCs, check out the
• Why are you willing to do as Zhu Li asks? “Clues” section of the Presidential Box in “Important Locations.”
Once Sho Lin leaves, the clock starts and the adventure
begins. From this point forward, the PCs are on their own to find
Where We Start clues and stop the Triad from hurting Varrick and ruining Wakkanai.
The adventure starts with the players waiting for President
Moon, who summoned them to meet her at the Presidential
Box in the arena. They don’t know why they were so suddenly Looking for Evidence
summoned and brought in through the underground players’ In general, whenever the PCs look for information, they can find
entrance. The GM can ask each player where their PC was and some clues by investigating using basic moves—assessing a situ-
what they were doing when President Moon’s aides found them. ation, talking to people and pleading with them or tricking them
When President Moon arrives, she is accompanied only by into revealing things, even relying on skills and training to come
her executive secretary, Sho Lin. The PCs can tell something up with new discoveries. There are also some leads that point at
is not quite right; an air of anxiety hangs over the scene. After a new route of investigation. The particulars of leads can change
exchanging a personal welcome to each hero based on their as needed to fit the specific game you’re playing.
connection with her, she explains what has happened: The PCs can find clues as they look around, with or without
• Sometime in the morning, before the final match of using basic moves. For the leads, you can use the following move
the Spring Pro-Bending Tournament Qualifier, First to determine what they find:
Gentleman Varrick took a break to stretch his legs. In When the PCs thoroughly investigate an area for leads, they roll,
truth he left to attend a secret meeting he promised to modifying their results by the following questions:
explain to Zhu Li when he returned… but he never did. • Are they taking their time? If yes, mark a segment on the clock and
• His security team searched the area but found no take +1.
trace of the First Gentleman. Rather than alarm the • Do they focus hard, and all of them mark 1-fatigue? If yes, take +1.
citizenry, they took the matter to President Moon. • Are they free of pressure—not being hunted, attacked, or other-
• The president has called upon the heroes to find Varrick, wise interfered with? If no, take -1.
quickly and quietly. She explains the “Varrick Rule”— • Are any of them familiar with the place? If no, take -1.
that the First Gentleman has disappeared a bit too often, On a hit, they find one of the location’s leads—they choose a number
only to turn up unharmed in ridiculous circumstances between 1 and 3, and the GM gives them that lead. On a 10+, they
a few days later, and Chief Beifong no longer takes his find two leads; the PCs get to pick a second number and receive that
disappearances seriously. President Moon has therefore lead as well. On a miss, they find one of the location’s leads, but it is
yet to mention the disappearance to Lin Beifong, but particularly difficult to do so—they must each mark 1-fatigue or the
she has a bad feeling about this disappearance. President GM marks a segment on the clock, PCs’ choice.
Moon must return to City Hall to continue her presidential Each of the main locations they might investigate has three
duties, but Sho Lin will stay with the heroes for the leads, all aimed at providing clear direction to new locations, cul-
moment and answer any questions they may have. prits, and avenues of investigation.

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Important
Characters & Groups List of Important Characters & Groups
• President Zhu Li Moon, current president of the
United Republic
The following pages contain information on these NPCs along
• Varrick, the inventor, business magnate, and First
with stats you can use for them in game—a principle (when
Gentleman
appropriate), combat techniques, conditions, and fatigue are all
• Sho Lin, President Moon’s assistant, interested in
listed for each character.
making problems go away quietly
NPCs tied to a faction or group that come into play in the adven-
• Wakkanai, the owner and operator of the city’s
ture are listed after the faction itself. In a combat, the gang and the
water treatment facility and proud member of the
leader would act separately in exchanges and choosing techniques.
Southern Water Tribe
• Kiaanii, Wakkanai’s daughter and successor
President Zhu Li Moon
• San Ho, the new identity of Wakkanai’s former
Legendary NPC
partner, now returned to Republic City to exact
Zhu Li is the current president of the United Republic. She won
his revenge with massive wealth and contacts
the election against President Raiko not too long ago and has
• The Terra Triad, a Republic City Triad that works
since been mired in the difficult work of running and improving
for San Ho
Republic City and the United Republic as a whole. She is very
• Wei Tia, San Ho’s lieutenant in the Terra Triad,
competent and skilled, however, and if anyone is equal to the
more loyal to the Triad as a whole than to San Ho
problem, it’s Zhu Li. Her husband, Iknik Blackstone Varrick,
or Steely Ning
brings his own complicated chaos to the endeavor, but they have
• Steely Ning, the leader of the Terra Triad, only
a good (if strange) relationship, and he supports her whole-
in command because she’s well supported by San
heartedly in his own way. Still, contending with all the political
Ho’s resources
powers and agents of Republic City is no mean feat, and Zhu Li
• Commissioner Chao, Utilities Commissioner
has her hands full with it—she doesn’t need more trouble.
firmly in San Ho’s pocket
Zhu Li is a Legendary NPC and she only features as a lead
• Commissioner Ke Xin, Utilities Commissioner
into the story proper. If you’re interested in learning more about
deeply concerned with the actual safety of the
Zhu Li’s story check out the Korra Era in the Avatar Legends: The
water treatment facility
Roleplaying Game core book.
• Commissioner Gajii, Utilities Commissioner
friend of Wakkanai who knows the threat that San
Varrick
Ho poses
Legendary NPC
• Wáahlaal, a hungry reporter with the Republic
Iknik Blackstone Varrick has been many, many things—a cunning
News, interested in getting juicy stories above all
and cutthroat business mogul, a mad but genius inventor, an
• Lin Li, proprietress of Everything but the Dragon!
opponent of the Avatar, an ally of the Avatar, an advisor to Kuvira
and fearlessly honest gossip
and the Earth Empire, a traitor to that same Empire, and more.
• Mercenaries, a group of well-trained mercenaries
Nowadays, he’s an advisor to his wife President Zhu Li Moon and
hired by San Ho who follow orders
a business leader for Varrick Industries. But he’s learned a lot over
his many different roles, and in particular, he’s gained something
almost like a “conscience” (though he’s not sure that’s the right
word, it’s so unfamiliar). Lately, he’s spending some of his time
trying to make amends for past harsh misdeeds.
Within this adventure, Varrick recognizes San Ho and knows Sho Lin
that everything that’s going on is a consequence of his past cut- Minor NPC
throat and disreputable behavior. He’s genuinely apologetic about President Moon’s executive secretary, Sho Lin, is a bookish
it and hopes to make up for it, but he’s also aware that Yinuo/ young woman. She will help to protect the president as much as
San Ho seems dangerously wrathful, and now might not be the she can, including from the odd assortment of characters Zhu Li
moment for empathy and understanding. When freed, he’ll tag has brought in to look into the situation. Sho Lin is not corrupt,
along with the PCs to ensure they stop San Ho’s plot, but he’ll also exactly, but she is certainly expedient, and she has no interest in
encourage the PCs to show mercy to San Ho in appropriate mo- stretching her boss’s neck—or her own—out for anyone.
ments. If it’s the difference between stopping the planted bombs
or not, Varrick won’t hesitate to deck San Ho...but if they have a Drive: Protect President Moon, even from herself
choice to potentially save San Ho, even from himself, Varrick will Principle: Pragmatism
find himself compelled to try to save his foe. Conditions: Afraid, Troubled
Varrick is a Legendary NPC, and you can find more informa- Fatigue:
tion on him and his stats on page 46.

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Wakkanai The Terra Triad
Major NPC Major NPC Group
Wakkanai is a Southern Water Tribe entrepreneur, community The Terra Triad is a local Republic City triad that hit upon some
leader, and inventor. She’s charismatic and easygoing, but with tough times in recent years, as major upheavals rocked Republic
a strong sense of responsibility to the people she comes from, City and led to the Terra Triad being picked apart by compet-
the business she’s grown, and the city she’s adopted. She helped itors. But with San Ho’s financial help, the Terra Triad is now
build and run the water treatment facilities, and they are her resurgent and as strong as ever. These are the kind of members
greatest work for the city. She generally seeks what’s best for of the Terra Triad that the PCs are liable to encounter out on the
others with a true nobility of spirit, and as such, her history with streets, moving around the city, and possibly even accompany-
Yinuo, the way he was run out of Republic City, hangs over her ing Wei Tia when he targets the PCs for the event on the clock.
to this day. Nonetheless, she will fight to defend and protect the They represent a small grouping of minor NPCs.
things she has contributed to the city.
Drive: Gather wealth, power, and territory
Drive: Protect and steward the resources Principle: Greed
she helped develop for the city Conditions: Afraid, Angry, Insecure
Principle: Community Fatigue:
Conditions: Guilty, Insecure, Troubled Technique: Mass Rush
Fatigue:

Wei Tia
Kiaanii Major NPC
Major NPC Wei Tia is an Earthbender and a lieutenant in the Terra Triad.
Kiaanii is a Waterbender and the daughter of Wakkanai. Like her He’s Steely Ning’s chief agent in the Triad, and by extension, he
mother, she is spirited and energetic, but unlike her mother, she works for San Ho fairly directly. Wei Tia is loyal to the Triad, and
has a keen sense for business. She is aware of the threat posed by he appreciates how San Ho’s support truly helped save the Triad.
the mysterious San Ho, but she is unsure whom she can trust. But Wei Tia still puts the lives of friends, family, and neighbors
above his commitment to Steely Ning or San Ho. As long as San
Drive: Protect her mother’s legacy Ho’s support continues to help the Triad and the people Wei
Principle: Justice Tia cares about, he will keep serving the businessman and his
Conditions: Afraid, Guilty, Troubled puppet, Steely Ning. But if that should change…
Fatigue:
Technique: Creeping Ice Drive: Provide for his friends, family, and neighbors
Principle: Duty
Conditions: Afraid, Angry, Guilty, Troubled
San Ho Fatigue:
Master NPC Techniques: Earth Armor, Eat Dirt
San Ho is the new identity of Yinuo, the Earth Kingdom inven-
tor who helped create the special treatment system that could
provide water to the whole of Republic City. As Yinuo, he was Steely Ning
comfortable taking dangerous risks to further his aims, and that Major NPC
made him vulnerable to Varrick’s machinations. After he was dis- Steely Ning is the actual leader of the Terra Triad, at least
credited and driven away, he built himself up from nothing, with according to their internal hierarchy. In reality, she’s in charge be-
even less caution or concern for the law. Now he calls himself cause she’s San Ho’s mouthpiece, and his money and resources
San Ho and leads the San Ho Consortium, a powerful corporate both support the Terra Triad and remove threats to Steely Ning’s
trade group with ties all over the world. He is back in Republic reign as long as she follows his instructions. She’s primarily a
City with massive wealth at his disposal and effective control bruiser, a big tough fighter and a scrappy Earthbender with
over the Terra Triad. He keeps himself hidden from the public metalbending abilities. She’s loyal to San Ho for his money and
eye—no one really knows what San Ho looks like, let alone that his power, and for how he keeps her on top—so she’s willing to
he is connected to Yinuo. He’s poised to destroy Wakkanai and do most anything he asks.
Varrick and to achieve the revenge he believes he deserves.
Drive: Remain in command of the Terra Triad
Drive: Exact vengeance upon those who wronged him Principle: Loyalty
Principle: Victory Conditions: Afraid, Angry, Insecure
Conditions: Afraid, Angry, Guilty, Insecure, Troubled Fatigue:
Fatigue: Technique: Ironshard Cloud
Techniques: Entangler, Blinded by Science, Plant Trap

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Commissioner Chao Wáahlaal
Minor NPC Major NPC
Commissioner Chao is a corrupt member of the Utilities Com- Wáahlaal is a journalist with a nose for a story who is trying to
mission more than capable of hiding her own misdeeds behind make a name for herself by any means necessary. Though she
a veneer of nobility and public service. She’s in San Ho’s pocket; would never want to see anyone physically harmed, she doesn’t
he has paid her many a bribe over the years, and the biggest one care if she ruins someone’s reputation or publishes harsh cri-
yet just recently to ensure her vote in his favor. Turning against tiques—not if it means she gets a good story out of it. She feels
San Ho would not only dry up the well of bribes, but it could she has an obligation to the people of Republic City to present
implicate and destroy her…so she’s unlikely to ever do so. the truth, though she is sometimes caught between her desire for
recognition and her determination for information. Lately, she has
Drive: Keep the bribes flowing been investigating the whole morass around Wakkanai, San Ho,
Principle: Greed and the Utilities Commission, and she has some useful leads.
Conditions: Afraid, Insecure
Fatigue: Drive: Publish award-winning sensational articles
Principle: Truth
Conditions: Afraid, Guilty, Troubled
Commissioner Ke Xin Fatigue:
Minor NPC
An upstanding and trustworthy member of the Utilities Com-
mission, Ke Xin has never taken bribes before, and he actually Lin Li
cares about the work he does. In particular, he is aware of the Minor NPC
city’s need for fresh water to survive, and that the water treat- Lin Li is the owner and operator of Everything but the Dragon!
ment facility is thus a vital part of the city’s lifeblood. He wants in Dragon Flats, a curio shop and local fixture. She’s loud, opin-
to make sure the facility is in good hands, and while his worries ionated, and fearless, talking openly about things other residents
about incidents to date have been allayed by Wakkanai, all it will of Dragon Flats veer away from. She doesn’t like what the Terra
take is one more bad incident to push him to believe that some- Triad is doing to Dragon Flats under Steely Ning’s and San Ho’s
one else might do a better job. control, and she won’t hesitate to tell anybody who’ll listen. One
day, her honest opinions may get her into big trouble, but she
Drive: Protect the city won’t let that deter her.
Principle: Community
Conditions: Angry, Guilty Drive: Preserve and protect Dragon Flats
Fatigue: Principle: Community
Conditions: Angry, Troubled
Fatigue:
Commissioner Gajii
Minor NPC
A friend and comrade of Wakkanai’s as well as a member of the Mercenaries
Utilities Commission, Gajii won’t accept graft or bribery, but as Major NPC Group
a friend of Wakkanai, she isn’t exactly objective in the upcoming This group represents a large well-trained group of mercenar-
dispute. While she hasn’t recused herself or been challenged to ies, the kind that is defending San Ho, supporting Steely Ning,
do so yet, she believes it might be only a matter of time before or guarding the captured Varrick if the PCs prove themselves
San Ho tries to win the issue by forcing her recusal, so she is particularly dangerous. This group is a template you can use
pushing hard for the vote to happen sooner than later. multiple times in your game when needed in order to represent
San Ho bringing in outside help to combat the PCs.
Drive: Keep Republic City’s resources and needs in good hands
Principle: Patriotism Drive: Obey the bosses
Conditions: Angry, Troubled Principle: Loyalty
Fatigue: Conditions: Afraid, Angry, Insecure, Troubled, Vengeful
Fatigue:
Techniques: Protect Objective, Overwhelm

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Important Locations Dragon Flats Borough
Dragon Flats is one of the poorer neighborhoods in Republic
City and a locations where, normally, many of the triads com-
These locations are scattered around different parts of Republic pete over territory, allegiances, and new recruits. The neighbor-
City. In general, moving between locations causes the GM to hood is packed tight with streets and alleys, shops and restau-
tick another segment on the clock, but otherwise travel through rants (like the infamous Everything But The Dragon! curio
the city isn’t especially difficult or complicated. Remember that shop), and many people going about their lives. Most of those
the locations are all in different neighborhoods of the city; the residents keep to themselves, only really acknowledging locals
surrounding areas are quite distinct from each other! they know well. The place looks a bit dilapidated—the money
for repairs being squeezed out by the Terra Triad—and clearly
The Pro-Bending Arena and Presidential Box bears the signs and iconography of the Terra Triad all around;
The Pro-Bending Arena is a gem of the city and the place to be the competition over Dragon Flats seems to have been resolved,
during bending match days. Many residents will take time from at least for now.
their day to catch a few of the matches and get some needed R
Clues
& R. Many particularly powerful or wealthy guests have private
boxes—newly installed after Amon’s attacks on the stadium. Asking locals questions about the Triad doesn’t reveal much
Varrick disappeared from the Presidential Box, and the adven- easily—they don’t want to talk and put themselves or their loved
ture starts in that Presidential Box. ones in danger—but if the PCs can convince the locals to share
information, they’ll learn that a whole group of Terra Triad
Clues
members departed in a pair of Satomobiles earlier today. Fur-
Sho Lin is the primary source of clues in the box. She knows thermore, Lin Li, proprietress of Everything but the Dragon!,
more than she’s letting on and might tip the PCs off to elements is happy to talk about the Terra Triad; their leader, Steely Ning;
of her suspicions—for example, it’s suspicious that this hap- and their real boss, San Ho. Lin knows there was a Terra Triad
pened just before Varrick was scheduled to speak to the Utilities plot involving Varrick, and she tried to warn him—and she also
Commission on behalf of his friend Wakkanai, and the most knows where the PCs might go to learn more: the Ba Mi Tang.
likely figures with the ability to abduct the First Gentleman are
Leads
powerful elites of the city such as the mysterious businessman
San Ho. She’ll grow tight-lipped after letting slip any particular • All around the borough, the PCs spot posters announcing
names or information, however. Varrick’s security detail is no the new Water Women of Republic City exhibit at the
longer here to answer other questions. Southern Water Tribe Cultural Center. Every one of these
posters was vandalized with hateful messages from the Terra
Leads
Triad. Posters about other things were left untouched.
• The PCs find the small storage room where Varrick • The PCs’ attention is drawn to a full bucket of Ba Mi Tang
was abducted. He lost a small stone dragon necklace dumplings sitting on a bench, uneaten. Every resident of
in the scuffle, and the PCs find it tossed beneath a set the neighborhood walks by the bucket as if purposefully
of shelves. The necklace is stamped on the bottom not seeing it. The bucket hides a secret communiqué
with Everything but the Dragon!, pointing to a curio informing someone in Dragon Flats to watch the Terra
shop in Dragon Flats. The necklace was worn by a Triad for any signs of a stolen cache of explosives.
member of the Triad who stole it from the store and • A group of obviously marked Terra Triad members
subsequently lost in the struggle with Varrick. move around the borough, flexing, intimidating locals,
• In the same storage room, the PCs find the pieces of a and shaking people down for “rent.” If confronted,
torn and crumpled note—the missive Varrick received they have legal documentation for operation as rent
inviting him to the meeting. Terra Triad goons tore up the collectors on behalf of the San Ho Consortium. Following
note. The note, when reassembled as much as possible, them eventually leads the PCs to Warehouse 26.
reads something like: “Varrick—Here in town. Meet in
storage room of Arena. Know what you did to me. Time
to settle old differences. Don’t bring Wakkanai—Yinuo.”
• In the Presidential Box, the PCs find a ticket to the
Southern Water Tribe Cultural Center’s opening exhibit
for Water Women of Republic City. This new exhibit
has been advertised throughout the city for the past few
months. The ticket was given to Varrick by Wakkanai,
and it slipped out of his pocket as he left the box.

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Southern Water Tribe Cultural Center Offices of the Republic News
An architectural gem and newly completed building at the If you want the real info about Republic City, then the Republic
southern edge of the city, the Southern Water Tribe Cultural News is the newspaper you want. The offices of the Republic
Center was designed by Southern Water Tribe architects and News are set inside a larger building, and they’re full of paper,
bears a distinctive, beautiful style combining modern materials ink, mess, and lots of little spirits hang out in the office perching
with glass shaped like traditional ice structures. The Center on filing cabinets, fluttering in the wind of electric fans, and gen-
hasn’t been in the city for very long, but it is continually adding erally enjoying the vibrant energy of this hectic place. The offices
and building and growing, especially with the support of power- have an archive of old papers in the basement, but finding any
ful individuals like Varrick, Avatar Korra, and Wakkanai. Inside, information without the guidance of someone who knows the
visitors can learn all about the history of the Southern Water files is almost certainly a time-consuming and difficult task.
Tribe, its culture, and its important legacy in the development of
Clues
Republic City.
If Wáahlaal isn’t with the PCs—whether because they haven’t
Clues
found her yet or because they lost her—she’ll be here. She is
A massive plaque thanking Wakkanai for donations to help always willing to trade information about San Ho, Wakkanai,
found the center, including quotes of praise from Varrick, helps the water treatment facility, Varrick, the Utilities Commission,
connect the two figures. Inside, some city officials and report- and some of the criminal dealings throughout the city. She has a
ers are gathered for a dedication of a new exhibit honoring the picture of Wakkanai and Yinuo from back when they were first
“Water Women of Republic City,” including Wakkanai. Kiaanii, partnering on the technology for the water treatment facility,
Wakkanai’s daughter, is present at the dedication. Kiaanii can and a whole folder’s worth of articles tracking the two of them as
describe her mother’s issues with the treatment facility and the Wakkanai rose and Yinuo fell. She can call out suspicious odd-
threat that San Ho poses. She will also indicate that she believes ities in Yinuo’s discrediting. In particular, she notes that things
San Ho is connected to the Terra Triad through some odd took a significant turn against Yinuo after Varrick got involved,
business links she discovered. She reminds the PCs that they and some reporting from the time suggested that Varrick and
might be able to find Wakkanai at the water treatment facility Yinuo never saw eye to eye.
or chatting with some of the Utilities Commissioners at their
Leads
offices at City Hall.
• Wáahlaal discovers that a crucial piece of evidence,
Leads
something that actually might implicate San Ho with the
• The portion of the new exhibit devoted to Wakkanai Terra Triad, is missing—just as an unidentified person
explains the water treatment plant and how vital it is starts fleeing through the offices! The thief is a Terra Triad
for all of Republic City. Those exhibits include subtle, member sent by Steely Ning to disrupt the investigations.
quiet mentions of Wakkanai’s “partner”—carefully Tracking the thief leads the PCs straight to Warehouse 26.
censored references to Yinuo’s contribution. There’s • Putting together sightings, interviews, and maps leads
enough there to make clear that someone has been the PCs to recognize that the Terra Triad’s presence
cut out of the history. Any archive of records (like that in Dragon Flats is centered on certain buildings—
at the offices of the Republic News) could help. including the apartment building where Terra Triad
• Part of the center honors Varrick himself, as well as his lieutenant Wei Tia lives. If they go investigate the
contributions in developing the water treatment facility. building, they can speak to Wei Tia openly.
Wáahlaal, the reporter, is either looking at the exhibit, • Interviews with Commissioner Chao of the Utilities
or is already with the PCs. She is happy to explain the Commission, speaking about Varrick, Wakkanai, and
rumors about Varrick’s shady dealings in those days. She’d San Ho, indicate that Chao was totally ambivalent for
also be happy to exchange information with the PCs. a time…until suddenly, she was vehemently against
• San Ho himself is here at the opening of the exhibit Wakkanai retaining the rights to the water treatment
in disguise! He moves through the museum quietly, facility. Strange behavior—worth investigating.
wielding his anonymity subtly…but he stands out
to the PCs as a well-dressed, older Earth Kingdom
gentleman whom no one can identify. He will notice
the PCs tracing him and will then depart quickly.
Following him leads the PCs to Warehouse 26.

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Water Treatment Plant and Catacombs Ba Mi Tang Dumpling Headquarters
Located near the center of the old city, the water treatment plant Ba Mi Tang serves hopelessly mediocre dumplings…but the
has been a fixture of the area for as long as anyone can remem- customers aren’t always there for the cuisine. Rather it is a
ber. It is the source of fresh water for the extensive plumbing location for “business” in the criminal underworld of Republic
throughout the city. The plant provides clean water for each and City. Information flows in and out of Ba Mi Tang like the wa-
every resident of the city. Beneath the plant are the catacombs, tered-down soup they serve. Of course, obtaining such informa-
where all the pipes connect into a central location. There is also a tion usually requires a certain degree of money, circumspection,
mural rife with Southern Water Tribe symbology, depicting the and careful verbal jousting. The place is packed with people of all
Water Tribe bringing fresh water from deep underground (the kinds and a constant cacophony.
aquifer) to help create a thriving Republic City. Images of Water
Clues
Tribe women in a joyous celebration surround the reservoir.
All throughout the Ba Mi Tang Dumpling Headquarters are
Clues
Terra Triad goons, watching everyone. Wei Tia himself can be
Wakkanai is here, trying to fix up the facility, overseeing repairs found here, and Steely Ning might make an appearance. Lots of
and clean-up for the upcoming inspection. She seems stressed, rumors and secrets are flying around, and while the Terra Triad
but she still warmly greets the PCs. If they give her any inkling can’t possibly keep a lid on the exchange of information, they
of what’s really going on, she’ll gladly tell them everything she can certainly try to slow the flow of information to ensure no
knows, and she will be genuinely concerned about her friend one learns what they’re up to in time. Trading useful information
Varrick if she hears that he is missing. She can even explain here with any of the myriad vendors, gamblers, and con artists
aspects of her history with Yinuo. Also, as they move around can reveal a whole bunch of rumors about the Triad, including
the plant and the catacombs beneath it, the PCs may encounter how they’ve been bankrolled by the San Ho Consortium, how
signs that some of the staff have been replaced with Terra Triad they recently pulled some kind of job at the Pro-Bending Arena,
members preparing to plant the bombs there later tonight! or how they have been collecting explosive material.
Leads Leads
• The PCs discover a room with Terra Triad members • Pearl tries to sell water-resistant explosive priming
setting the first group of explosives for the bombing and ignition equipment, supplies left over from what
tonight! Defeated Triad members and the tools she sold to the Terra Triad. The equipment points
and equipment they were using point back to at a place where a water-resistant bomb would be
San Ho Consortium and Warehouse 26. most important—the water treatment facility.
• Exploring Wakkanai’s offices, the PCs find an old photo • Obei, a cook and information trader, will straight-up
from the Republic News of Varrick, Wakkanai, and Yinuo. tell the PCs that San Ho has bribed Commissioner
If they have already seen San Ho, they recognize him. Chao of the Utilities Commission in the hopes that
Otherwise, they can investigate at the Republic News offices. it messes up San Ho’s plans—San Ho and the Terra
• Investigating the places where things have broken Triad have been making Obei’s life hard lately.
down recently shows subtle yet unmistakable signs of • A young kid, Tick, tells the PCs that she spied some
tampering—signs that Wakkanai missed in her stress Terra Triad guys carting Varrick, snoring loudly,
and busy schedule. Wakkanai immediately suspects into some warehouses earlier. She’ll lead them to the
Commissioner Chao knows more than she’s letting on, as warehouse if they bring her along so she can report
Chao mentioned the problems with surprising specificity. back to the Dumpling HQ for some evening bao.

Chapter 8: Water & Mist 179


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Warehouse 26 City Hall
Warehouse 26 is an old building that is somehow still standing. The current City Hall of Republic City is a large, beautiful, ornate
Broken beams and windows keep most folks away. Inside, the stone building, now with spirit vines shot through it. The City
PCs will find something completely different. It is a solid stone Hall represents an attempt to keep Republic City working in
structure that has all the telltale signs of earthbending and is conjunction with the spirit vines, instead of in opposition to them.
difficult to enter without a capable Earthbender. The entire The place has grand halls and beautiful galleries for the public, but
structure has been fortified and converted into offices and head- the real operations of government take place in a maze of halls,
quarters for both the San Ho Consortium and certain faces of agencies, Commissioners, and more—the hallmarks of a func-
the Terra Triad (like Steely Ning). tional city government.
Clues Clues
Varrick is held here until the Terra Triad moves him to the water All three of the Utilities Commissioners can be found here, in
treatment facility, when they set up the final bomb. He’s inside their offices. Ke Xin and Gajii will both speak openly about the
a windowless stone room rigged with a couple of traps San Ho current ongoing issues around Wakkanai and the plant. Chao
designed personally. There are plenty of Terra Triad guards will try to avoid speaking with the PCs and will do everything
and mercenaries all over the warehouse along with Steely Ning she can to avoid admitting her corruption—but the PCs can
herself, and San Ho might be here as well. If Varrick is rescued, always tell she’s hiding something. Wakkanai might be here, too,
he will gladly tell the PCs everything he knows—loudly. Varrick pleading with Ke Xin or Chao, or commiserating with Gajii.
will accompany the PCs on everything they do next if he is
Leads
freed, offering assistance and helping to piece together further
clues. If San Ho is here, he will flee as soon as the PCs start any • The PCs spy Wei Tia on his way to see Chao and can
trouble, presenting a good target for pursuit. covertly listen in. Doing so clues them in to the bribery and
exactly what it’s about, as well as indicating that something
Leads
significant is happening at the water treatment facility tonight.
• Searching through everything in Warehouse 26, the PCs • The PCs find a copy of the original records surrounding
find the plan to put bombs in the water treatment facility, Wakkanai getting the rights to the water treatment
including the placement of every bomb in the facility. facility. Ke Xin’s notes indicate concern over
• The PCs find photographs of San Ho bribing Commissioner records of dangerous conduct and explosions at the
Chao. San Ho had the photos taken for their further facility in the past, with Yinuo’s name circled.
blackmail potential, in case he needed to pressure Chao. • Gajii has investigated the San Ho Consortium and
• San Ho has kept the inception agreement between Yinuo found its address at a series of warehouses on the
and Wakkanai for their original company—the one Republic City docks. She hasn’t pushed further on
he was forced to divest from. The agreement strongly it, however, as her own aides have informed her that
alludes that San Ho is actually Yinuo, with angered the area is heavily patrolled by the Terra Triad.
tagging from San Ho next to Wakkanai’s name calling
her a traitor… and a note next to Varrick’s signature
reading, “I’ll get you, you pompous turtle-duck!”

180 Avatar Legends: The Roleplaying Game


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GM Advice The Detective Story
This is an episode of clues and detection, of investigation and
tact. This should be a fun interweaving of areas throughout
The PCs’ goal in this adventure is very clear—rescue Varrick! Republic City, with choices made by the PCs potentially having
But as they uncover more and more about the situation, they significant consequences to the stability of the city.
will reveal elements that complicate their aims. They also have Don’t try to hide the truth from the players! Nothing’s less satis-
to stop the bombing, and at the end of the day, they have to fying in a mystery story than an unsolvable mystery. What’s more,
contend with a foe who is both very powerful and a tiny bit Avatar Legends: The Roleplaying Game is about action and adventure.
justified in his anger. Exactly how the PCs deal with all these The mystery of this episode is great fun, but it’s important the PCs
problems, and how they even go about discovering the truth, is get to act on the information they learn, trying to solve the problems
open-ended with several routes to success. They might pursue that the mystery underlines. Rely upon the core truths that the PCs
any of a number of different directions, any of which can provide must learn by the end of the adventure to make sure they’re getting
the answers they need. enough information to act with confidence.
The clock for this adventure is another important tool to
ensure that the PCs don’t have forever to solve things. Make sure
Escalations to describe time passing—the time of day is changing—and
The heroes can deal with the situation in any way they choose. to create a sense of urgency. At some point, the PCs will likely
They may decide to storm the Dumpling HQ, fireballs flying, choose to act boldly, without knowing the full answers, because
demanding answers, or they might try to ingratiate themselves time is passing—that’s great! Let them try to shake loose more
to the Terra Triad to learn more. No matter what they decide, information through action!
the action shouldn’t stop. Use escalations to add conflict when The core premise of the adventure also has the PCs acting
the players run out of ideas, if the action falters, or to reveal new clandestinely on behalf of President Moon. Once the PCs
information and add action to a scene. These escalations can discover evidence of a crime and conspiracy, they might be
work alongside those of the clock—these allow tensions to ramp tempted to go to the police or other authorities, but that’s anoth-
up within a scene, while the clock’s escalations build tension er way the clock comes in—there’s no time! They don’t have a
across multiple scenes. Some escalations will provide new infor- direct line to Chief Lin Beifong at all, so they’ll be waiting for a
mation, which may make the players question their actions, and while to see some skeptical cop who doesn’t even know Varrick
other escalations can purely be an opportunity for action. Here has been kidnapped, and who might even be in San Ho’s pocket!
are some examples: They can’t easily find the ever-busy Zhu Li Moon, and even if
they do, they’ll have to get through Sho Lin first—and Sho Lin
• San Ho, flanked by a large gang of mercenaries, corners doesn’t have much trust in them! All of these maneuvers eat up
the PCs. He offers the PCs money and favors to back off. If valuable time, time the PCs don’t have.
that won’t work, he’ll explain aspects of the situation, not As for acting quietly and staying under the radar, the more
revealing that he’s Yinuo but describing the terrible things he the PCs advertise that they are working on behalf of Zhu Li
believes Varrick did. He’ll ask why they feel it’s so important Moon to find Varrick, the more trouble they are liable to cause,
to protect such a bad man and whether they value justice. not just for Zhu Li but for themselves as well. The Terra Triads
In the end, if the PCs still refuse him and haven’t otherwise will take notice and might send even more goons to try to stop
tricked or handled San Ho, he’ll have the goons attack and the PCs. San Ho might escalate the plan, effectively advancing
capture them—and if the PCs are captured, he’ll put them the clock. And the whole thing might get out in a way that’s em-
into the water treatment facility right next to Varrick! barrassing for Zhu Li, causing drama for an ongoing campaign.
• Lin Li, proprietress of Everything but the Dragon!, speaks a Make sure that all the NPCs of the adventure act on the
bit too loudly about San Ho and how he’s squeezing Dragon information they are given. When Kiaanii is told about Varrick’s
Flats. The PCs find Terra Triad members trashing her shop, disappearance, she might start looking into it herself—and
with Wei Tia outside, not participating and looking ashamed. might wind up in a chair right next to him! If Wakkanai under-
• The PCs cause too much commotion and a squad of stands what’s going on, she might choose to directly confront
metalbending police are sent after them—treat the police Commissioner Chao right in City Hall! Move the NPCs around
as a single Master group NPC (see the core book on page so they can take dramatic action, preferably directly in front of
236). The police will pursue the PCs until they’re caught and the PCs.
imprisoned, and won’t listen to the PCs’ mad explanations. In particular, Wei Tia is an important NPC to portray in a
• Kiaanii attacks Warehouse 26 after piecing together enough sympathetic light. He starts off as an opponent, and the PCs
of what’s happening, causing lots of trouble and getting might very well fight him head-on, but ultimately, he doesn’t
herself captured. San Ho accelerates his plans to match have any interest in supporting San Ho’s plan to completion. If
the situation—tick one more segment on the clock! Wei Tia is too antagonistic, the PCs won’t believe him at all—so
• Wei Tia inadvertently indicates his reluctance to keep make sure to convey elements of his reluctance.
doing San Ho’s dirty work—next time the PCs see And if the PCs try to split up to cover more ground, point out
him, he’s in the midst of an ambush by Steely Ning and to them that triggering the move for picking up leads definitively
the Terra Triad members who are loyal to San Ho! requires the group. If they split up, they don’t have enough eyes
on the ground to thoroughly search the places they go!

Chapter 8: Water & Mist 181


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Resolving the Conflict
The adventure can end just as soon as the key problems are
Pregenerated
resolved, be it with the heroes’ victory and triumph, or with Var-
rick having lost his memory after being thrown from an explod-
Characters
ing water treatment facility. If you’re playing a tighter one-shot
session of play, then all you might need is a bit of an epilogue The pregenerated characters on the following pages are tailored
afterward to tell the PCs where things stand at the close, without to this adventure, including details about why they are there and
necessarily playing through whole scenes. But if you’re playing as what the stakes are for them in this adventure. Each character has
part of a longer game, then a few more issues should be wrapped a small backstory on their playbook, explaining their personal
up before you can move forward. motivation and who they are. Players should feel free to elaborate
If San Ho escaped capture, or even if he was captured but the on this and make the character their own. Additionally, once
PCs don’t have a strong enough mountain of evidence against everyone has picked a character, the players should make con-
him, then he is likely a powerful enemy that they will see again. nections with one another, as explained in the Avatar Legends: The
Make it clear that he slips through the fingers of other authori- Roleplaying Game core book, page 123. Some playbooks require
ties, and that he remains at large in some form, capable of wield- that players make a connection with another PC; if this is required
ing his power and influence to dangerous effect. on a pregenerated character, players should fill this information in
If the PCs did capture San Ho and have some evidence themselves at the same time they make connections.
against him—for example, documents gathered from Ware-
Adventure Hook
house 26 or the testimony of Wei Tia—then they stand a real
chance of holding San Ho accountable in court. But they can The companions are all minor heroes and agents, people who’ve been
expect all manner of deception and scheme from San Ho to have in Republic City long enough to do some real good and, in particular,
himself freed before the trial, and Zhu Li will ask them to help catch the eye of President Zhu Li Moon. Each became connected to Zhu
guard the prisoner. Li when she thanked them for their actions and gave them some boon.
If the PCs helped San Ho, Wakkanai, and Varrick to start They’ve all heard of each other’s deeds and have met here and there, but
moving along a path to reconciliation, however, then it is they aren’t a close-knit group—not until now, when Zhu Li brings them
possible that even if San Ho escapes, he won’t want to return together for help.
and cause further conflict...at least not immediately. In this case,
San Ho watches and waits, seeing the actions of Wakkanai and
Varrick and trying to judge them by those actions the same as he Full List of Pregenerated Characters
judges the PCs. If he deems the PCs worthy in some later ses-
• Enuk, the Guardian (they/them) - a new Airbender who
sion of your campaign, he might intercede on their behalf; if he
left their family behind to learn Air Nation ways, and now
deems them unworthy, he might cause more trouble for them.
hopes to protect their sibling. Play Enuk if you want to try
If the water treatment facility was protected, then it contin-
to redeem yourself to another PC.
ues to operate normally. But if the water treatment facility was
destroyed, then its absence begins to tax Republic City’s water
• Changunak, the Successor (she/her) - a Waterbender
supply, causing shortages and problems throughout the city—
and technologist from the Southern Water Tribe who must
problems that largely affect poorer and more downtrodden
maintain her family’s fishing business. Play Changunak if
neighborhoods. The Triads might take advantage of the unrest to
you want to have higher society contacts and wealth.
seize more power and recruit more discontented youths.
If Varrick was rescued, then he’s pretty grateful to the PCs,
and he’ll probably offer all manner of favor or boon to them, • Zhu Song, the Hammer (she/her) - a weapon-wielding
whether or not he can really fulfill the promise. Zhu Li will per- former Terra Triad member with a grudge against its new
sonally thank the PCs for any and all service they perform, but boss. Play Zhu Song if you want to have a connection to
will especially thank them for saving her husband. and conflict with the Triads.
If Varrick was not rescued, however, he goes missing, now
with amnesia. Zhu Li will ask the PCs to keep looking for him, • Slate, the Pillar (he/him) - an Earthbender trained to lead a
likely leading them into all manner of new, interesting, and specialized metalbending anti-mecha police force. Play Slate
complicated situations as the amnesiac Varrick gets himself into if you want to engage with conflicts around authority and
dire straits! criminality.

• Pianchir Jing, the Rogue (he/him) - a Firebender


orphan street kid who knows Republic City incredibly
well. Play Pianchir Jing if you want contacts,
friends, and enemies all over the city.

182 Avatar Legends: The Roleplaying Game


(Order #33839056)
Enuk, THE Guardian
they/them

Enuk is an Airbender who gained their abilities during the Harmonic Convergence of the
Korra Era. Though they come from a proud and successful Southern Water Tribe family, -1 CREATIVITY
they joined up with the Air Nation to learn to use their new abilities and fully explore
who they really were. When they left, the duties of carrying on the family tradition fell +2 FOCUS
to Changunak, Enuk’s younger sibling. Enuk participated in the Air Nation’s defense of
the spirits not too long ago and now hopes to protect Changunak from the dangers and
stresses of the city and the burden that they left behind.
0 HARMONY

Backgrounds: Privileged, Monastic +1 PASSION


training

Demeanor: Polite, Quiet


Fighting Style: Creating long flowing winds like streams of water

Connections
• __________________ is my ward—they need me to have their back, end of story.
Self-reliance
• __________________ looks like they’re more than capable without
my help; I’m glad some of us can take care of ourselves.

Protector’s Burden
Moves
Suspicious Mind
You take it upon yourself to protect the When you watch a person carefully to figure
people around you in general, but you have them out, roll with Focus. On a 7-9, hold 1. On
someone in particular you keep safe. a 10+, hold 2. Spend your hold, 1-for-1, to ask their
Your ward: Changunak player questions while you observe or interact
with them; they must answer honestly.
When they mark a condition in front of you,
mark fatigue or a condition. Your ward can • Are you telling the truth?
always call on you to live up to your princi- • What are you truly feeling?
ple—without shifting their balance away from • What do you really want right now?
center—and they take +1 to do it. • What are you worried about?

• At the beginning of each session,


roll, taking +1 for each yes:
• What are you about to do?

Martyr Complex
Trust
• Do you believe your ward listens When you have a total of 8 between conditions
to you more often than not? marked, highest principle, and fatigue marked,
• Have you recently protected them take +1 ongoing to all moves.
or helped them with a problem? FATIGUE
• Is there an immediate threat to your
ward that you are aware of?
On a 7-9, hold 1. On a 10+, hold 2. At any time,
Technique CONDITIONS
spend the hold to: „afraid
-2 to intimidate and call someone out
• Take a 10+ without rolling on any Divert
move to defend or protect them defend & maneuver „angry
-2 to guide and comfort and assess a situation
• Track them down even if they Step into the way of blows intended for allies;
are hidden or avoiding you when any ally within reach suffers a blow this „insecure
• Figure out what they’re up to exchange, you can suffer it for them. If you also -2 to trick and resist shifting your balance
without them knowing use Retaliate this exchange, deal an additional „guilty
On a miss, hold 1, but...you’re drifting apart on 1-fatigue each time. -2 to push your luck and +2 to deny a callout
different paths. By the end of the session, you
must choose one:
„troubled
-2 to plead and rely on your skills or training
• Decide you’re the only one who can keep
them safe; shift your balance twice toward
Self-Reliance and keep them as your ward
• Decide they can handle life without your
protection; shift your balance twice toward
Trust and switch your ward to a new person
You may also switch your ward if they leave
play or are no longer present for some reason.
When you switch your ward, you can switch
to an NPC (if the GM agrees).

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Changunak, THE successor
she/her

Changunak is the younger sibling of Enuk, expected to uphold the family traditions and
business after Enuk left to study airbending. She is trying to pick up those duties and honor
her family’s successful fishing business as she comes to Republic City to pitch the government
+1 CREATIVITY

on signing more contracts with her family’s business. But she doesn’t appreciate how stuck
in the past her family can be sometimes—especially around their mistrust of modern
+1 FOCUS
technology, and around their misunderstanding of her sibling. -1 HARMONY
Backgrounds: Privileged, Wilderness, Urban
0
training

Demeanor: Intense, Arrogant PASSION


Fighting style: A tubing system under her clothes that dispenses
water whenever she needs it

Connections
• __________________ has major concerns, fears, or
Tradition
grievances with my lineage—and with me, by proxy.
• __________________ seems free of their past in a way I wish I could
let go of mine; hearing them talk about the future feels amazing!

A Tainted Past
You hail from a powerful, infamous Humble Yourself
lineage—one with an impressive and When you politely and obediently humble yourself before
terrible reputation. Your lineage has a powerful member of your lineage, roll with your Tradi-
had a massive impact on the world tion. On a hit, you earn some credit; hold 3-resources. On
within the scope of your story—its a 7-9, their resources don’t come without strings; you’ll
reach extends over the whole scope, need to promise to fulfill some other obligation of your
and everyone in the scope knows of lineage, or let them shift your balance. On a miss, they’re
it. Vital supply chains is the domain dissatisfied with your display; they’re cutting you off until
that is the source of your lineage’s you fulfill some task they set to you.
power—the area in which they
affected the world. Raid Your Lineage’s Resources
When you raid your lineage’s resources without their
Progress
Lineage Resources
consent or knowledge, mark a condition and roll with
You have access to your family’s your Progress. On a hit, hold 1-resource. On a 7-9,
extensive stores of the following choose 1. On a 10+, choose 2.
resources: FATIGUE
• You obtained an additional 1-resource
• introductions and connections • You nabbed your goodies quietly;
• cold hard cash your lineage is none the wiser CONDITIONS
Spend resources during the session to • You steel yourself for what you’re doing;
establish a boon you had previously avoid marking a condition „afraid
-2 to intimidate and call someone out
asked for or obtained, something that On a miss, you’re caught red-handed by a powerful
your lineage’s unique position and member of your lineage who saw you coming. „angry
stores could provide: a vehicle, an -2 to guide and comfort and assess a situation
invitation, a chest of jade coins, etc.
„insecure
-2 to trick and resist shifting your balance

„guilty

Moves Technique -2 to push your luck and +2 to deny a callout

„troubled
-2 to plead and rely on your skills or training
Black Koala-Sheep
When you behave in a way that shocks and unsettles Break
people from one of your backgrounds, roll with evade & observe
Creativity to intimidate them or push your luck.
Target a foe’s vulnerable equipment; render it useless
Worldly Knowledge or broken—possibly inflicting or overcoming a fiction-
Your upbringing expanded your horizons, skillsets, ally appropriate status (ex: Impaired).
and contacts. Choose another training and another
background.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Zhu Song, THE Hammer
she/her

Zhu Song is a city girl and a one-time member of the Terra Triad, back before she managed
to get free as Steely Ning took over. She helps to run and protect a local martial arts training +1 CREATIVITY
facility in her neighborhood, Dragon Flats. She still gets into far more than her fair share of
fights, including the time she took a stand against some other triads trying to muscle into her -1 FOCUS
neighborhood. She’s lost most of her patience with the triads, and she’s just about ready to
take real action against the Terra Triad that’s now squeezing her home. 0 HARMONY
Backgrounds: Outlaw, Urban
+2
training

Demeanor: Blunt, Determined PASSION


Fighting Style: A pair of tonfa made to look like dragons

Connections
• __________________ has a way to solve problems with
words instead of fists—it’s really impressive!
Force
• I worry __________________ won’t be able to hold their own
when things get tough. I’m going to toughen them up!

Bringing Them Down


You always have an adversary, one who Changing Your adversary
represents the things you’re trying to smash You can change your adversary any time you
through—tyranny, inequality, war; larger and mark a condition, or at the end of each session.
more dangerous concepts that, to you at least, When you do, choose an appropriate goal, and
this one person embodies. Your adversary is the GM shifts your balance twice to match your
someone significant and powerful—someone new adversary and your new goal.
who actually deserves the amount of force you
can bring to bear. When you successfully accomplish your goal
and defeat your adversary, take a growth ad-
Your adversary: Steely Ning vancement and choose a new adversary.
Choose a goal you have for your adversary:
„ Capture them
„ Discredit them
„ Restrain them
„ Expose them
Fighting Your adversary
When you enter into a fight against your Care
adversary, clear all fatigue and become Inspired.
„ Depose them „ Exile them When you select any combat approach against
Take -1 ongoing to plead with, trick, or guide your adversary, mark fatigue to roll with condi-
and comfort your adversary. tions marked instead of your normal stat.
FATIGUE

CONDITIONS
Moves Technique „afraid
-2 to intimidate and call someone out

Walls Can’t Hold Me „angry


-2 to guide and comfort and assess a situation
When you rely on your skills and training to danger- Overwhelm
ously smash your way through walls or other obsta- advance & attack „insecure
cles, roll with Passion instead of Focus. -2 to trick and resist shifting your balance
Throw a punch with all your weight behind it; mark
Stand and Fight! 3-fatigue to inflict Stunned on an engaged foe. „guilty
When you provoke an NPC opponent into attacking -2 to push your luck and +2 to deny a callout
you, roll with Passion. On a hit, they’re coming at „troubled
you specifically. On a 10+, you’re ready for them; -2 to plead and rely on your skills or training
clear a condition or become Prepared. On a miss,
they take advantage of your provocation to strike a
blow where you least expect it.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Slate, tHE Pillar
he/him

Slate leads a specialized squad of metalbending police in Republic City. They’re all young
Earthbenders, trained to handle threats like the mecha that recently trashed the city—a +1 CREATIVITY
growing threat in the modern world. But recently, the rest of the squad was sent on to a
new location in the Earth Kingdom to help deal with local unrest from bandits wearing 0 FOCUS
mecha suits. Slate was ordered to stay behind for now, put on leave as he prepares to
teach a new group of Earthbenders. +2 HARMONY
Backgrounds: Urban, Military
-1
training

Demeanor: Confident, Warm PASSION


Fighting Style: Metalbending wire reels on wrists, hips, and ankles

Connections
• __________________ doesn’t really respect my
accomplishments; they probably need a lesson or two.
Support
• __________________ seems like they would’ve been a good
candidate to be a part of my squad; I’ll look after them.

Squad Leader
Moves
a warrior’s heart
You were the leader of a small group When you live up to your principle while you have 3+
of 10 or so well-trained warriors from a conditions marked, ignore your condition penalties.
recognized and noble tradition. When you live up to your principle while you have 5
Where does your squad call home? conditions marked, don’t mark fatigue.
Republic City
fighting like dancing
Which are the most well known traits When you advance & attack against a group of
of your squad? Costumes, fighting style, foes—or a foe who has previously defeated you—roll
purpose with Harmony instead of Passion.
What does your squad value? Excellence

Leadership
& Duty
Despite being the leader, you chose to
travel with your new companions for the
Technique
time being, until you’ve achieved this
group’s purpose. For now, your group is
Metal Bindings metal
stationed at an important location.
evade & observe FATIGUE
Within any group, you serve a role both
Catch an enemy’s limbs in metal you control. They
subtle and overt, sometimes leading the
become Impaired and cannot remove the status
team, sometimes helping it glue itself
unless they can bend metal or the fight ends. While CONDITIONS
together. You earn Team through your
they are Impaired and you are engaged with them, „afraid
leadership style, and you spend Team
you are Favored. -2 to intimidate and call someone out
through your support style.
„angry
Leadership Styles -2 to guide and comfort and assess a situation
Earn 1-Team when...
„insecure
• Diplomatic: ...you plead with an -2 to trick and resist shifting your balance
NPC for help and roll a 10+.
• Guidance: ...you assess a situation „guilty
-2 to push your luck and +2 to deny a callout
and give a companion instructions
based on the answers „troubled
-2 to plead and rely on your skills or training
Support Styles
Spend 1-Team when...
• Invigorating: ...you rally a companion
to action in a tense moment to
clear 2-fatigue from them.
• Defending: ...you are within reach
of a companion in combat to clear
a negative status from them.

T h e ro l e P l ay i n g G a M e

(Order #33839056)
Pianchir jing, tHE Rogue
he/him

Jing is an orphan who knows Republic City like the back of his hand. He’s been all over,
every place, slipping out from the group home to go exploring wherever he likes. The triads +2 CREATIVITY
have tried to recruit him a few times in their way, but he’s managed to steer clear—he’s
pretty suspicious of them and their way of doing things. Besides, he can always get a bit of
work thanks to kind, helpful people like Zhu Li or even Wakkanai, the lady who runs the
0 FOCUS
water treatment facility and will throw him a few work shifts here and there. -1 HARMONY
Backgrounds: Outlaw, Urban
+1
training

Demeanor: Wild, Acerbic PASSION


Fighting Style: Lighting things aflame using his fingers like matches

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

Bad Habits
You’ve picked up some bad habits over the When you indulge a bad habit on your own,
years. Most other people are pretty set on shift your balance toward Survival, and roll with
trying to get you to stop. But maybe you can Survival. On a hit, you pull it off and vent your
bring your friends along for the ride... The 4 frustrations; clear fatigue or conditions equal
bad habits you indulge are: to your Survival (minimum 0). If you have no
fatigue or conditions, mark growth. On a 10+,
„ Casual thievery and pickpocketing
you also gain a windfall, a boon or opportu-
„ Vandalism or sabotage
nity—your bad habits paid off this time. On a
„ Trespassing
miss, you’re caught by someone dangerous or
„ Daredevil stunts
powerful, and they complicate your life.
„ “Charming” insults of dangerous people
„ Cons
„ Rabble-rousing
„ Gambling
When you indulge a bad habit with a friend,
shift your balance toward Friendship, and roll
with Friendship. On a hit, you and your friend
survIVal
pull it off and grow closer; each of you makes
Any necessary skills or talents related to your the other Inspired. On a 10+, you also obtain
bad habits are considered to be part of your some useful resource or information, and
background. become Prepared. On a miss, something goes FATIGUE
terribly awry; you can either take the heat your-
self, or shift your balance twice toward Survival
and leave your friend in the lurch. CONDITIONS
„afraid
-2 to intimidate and call someone out

„angry

Moves Technique -2 to guide and comfort and assess a situation

„insecure
-2 to trick and resist shifting your balance
roguish charm
When you plead with an NPC or guide and comfort Sweep the Leg „guilty
someone by flattering them and empathizing with -2 to push your luck and +2 to deny a callout
advance & attack
them, mark 1-fatigue to roll with Creativity instead
You attack where an enemy is weakest or most „troubled
of Harmony. -2 to plead and rely on your skills or training
off-balance; if your foe has a total of 3 or more fatigue
Casing the Joint and conditions marked, inflict 2-fatigue. If your foe
When you assess a situation, add these questions to has fewer than 3 total fatigue and conditions marked,
the list. You may always ask one question from these inflict 2-fatigue, but you must mark fatigue as well.
options, even on a miss.
• What here is most valuable or interesting to me?
• Who or what is most vulnerable to me?
• Who here is in control/wealthiest/
has the most power?

T h e ro l e P l ay i n g G a M e

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APPENDIX

TECHNIQUES
This appendix includes additional tech-
niques to expand the options provided in
Appendix A: Techniques in the core book.
These techniques are split between univer-
sal techniques and the six trainings, though
they are presented in a single alphabetical
unified list. Any specialized bending forms
necessary to use a technique are called out
on the technique with a stamp. Some tech-
niques are also marked as “rare,” meaning
they are particularly complicated, powerful,
and rare in the world; only the greatest of
masters are likely to know and teach these
techniques. Players can use this appendix
to choose starting techniques, and GMs can
use this appendix to arm NPCs with appro-
priate techniques.

188 Avatar Legends: The Roleplaying Game


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Brawling Blast* Fireball Barrage
Advance and Attack Advance and Attack

Unleash an explosive or forceful device up-close to a foe. Mark 2-fa- Pummel a foe with a barrage of small fire blasts. Mark 1-fatigue.
tigue and inflict 3-fatigue and Stunned on your foe. Inflict 1-fatigue on your target, +1-fatigue additional for each attack
anyone has made against them this exchange, +1-fatigue additional
for each negative status they currently have.
Boomerang Blow
Advance and Attack

Throw your boomerang to hit a target just right and return the weap- Fire Bomb*
on to your hand. Mark 1-fatigue, inflict 2-fatigue on your target, and Advance and Attack

name the specific place you are striking on your opponent to disrupt Pour out a massive amount of fire at point blank range. Fill your
them, inflicting Impaired on them until they have time to rest and fatigue track, inflict on your target twice as much fatigue as you just
recover after the fight. If you use this technique against an opponent marked, and become Impaired.
who is already Impaired, inflict a condition on them as well. If you
allow your boomerang to fall to the side instead of returning to your
hand, you may use this technique without marking 1-fatigue. Flame charge
Defend and Maneuver

Hurtle at your foe with enormous speed and force. Choose a foe you
Chi Blocking Jabs* are not currently engaged with; you become engaged with them,
Advance and Attack they become Impaired, and you become Favored.
Pinpoint weapon or hand strikes to block a foe’s chi. Mark 1-fatigue
to block a foe’s chi with your strikes, inflicting a condition and
rendering a limb useless (and blocking bending with that limb). An Flame Shield
enemy with one fewer useful limb chooses 1 fewer technique to use Defend and Maneuver

each exchange. Limbs become usable again when combat ends or Call up a shield of flame around yourself to divert incoming attacks.
three exchanges pass. Mark up to 2-fatigue; the shield blocks a number of attacks this ex-
change equal to 1 + the fatigue you marked. If possible, you must use
the flame shield to block incoming attacks. If you are not attacked at
Draw Close all this exchange, you become Favored.
Advance and Attack

Dash and dodge in close to an opponent of your choice, putting them


at a range that favors you over them. Mark 1-fatigue and become Fa- Flaming Arrows
vored. If they advance and attack next exchange, they have to mark Evade and Observe

1-fatigue for each technique they use (they may choose to use fewer Prepare a handful of flaming arrows. Mark 1-fatigue to become Pre-
than their full amount). pared and hold 3-arrows. Spend 1-arrow on any kind of bow attack to
inflict Doomed on your target as you catch them alight.

Explosion of Air*
Advance and Attack Flash Crystals*
Bring air into a tight, compact form and then let it loose, blasting Evade and Observe

wind outward with great force. Mark a condition. All combatants Throw a scattering of flash crystals at your opponent’s feet and shield
engaged with you or in the area become Impaired and must mark your eyes. Any fighters in the area must mark 2-fatigue or become
1-fatigue. If they are already Impaired, they become Stunned. A group Stunned; you need only mark 1-fatigue.
foe struck by this effect instead must mark 4-fatigue.

Gale Slice
Fan the Flame Advance and Attack
Evade and Observe Cast forth a thin, cutting edge of wind that can pierce wood or
Focus on growing the flames around you; if there are no raging flames stone. Mark 1-fatigue; your target must avoid the blow, marking
around you, then any smaller fires become raging. If there are raging 3-fatigue, or take the hit, marking a condition and allowing physical
flames around you, become Empowered for the next two exchanges. objects on them—armor, a weapon or item in their hands—to be
cut. If they have no physical objects to help absorb the blow when
*Rare Technique they take the hit, they mark a second condition. If they avoid the
blow, then treat it as if you had used Smash against the environ-
ment behind and around them.

Appendix: Techniques 189


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Gliding Takeoff Octopus Form*
Evade and Observe Defend and Maneuver

Take to the air with your glider to escape the scrum around you. Mark Surround yourself with eight tendrils of water, blocking incoming
1-fatigue, become Favored, and disengage with any combatants around blows and striking at foes. Mark 2-fatigue. While you have Octopus
you, and then re-engage with a combatant of your choice within reach. Form active, once per exchange you may use Strike against any one
foe engaged with you (regardless of what approach you chose), and
you may block any one incoming attack against you (regardless of
Grapple Line what approach you chose). You must mark 1-fatigue at the end of
Defend and Maneuver each exchange after the first to keep Octopus Form active. While
Toss out a grapple line and zip around the battlefield to a new advan- Octopus Form is active, you are Impaired.
tageous position. Mark 1-fatigue to become Favored and disengage
with all current foes, reengaging with a foe of your choice as you take
up your new position. If you spend any gears on this technique, inflict Pyre Wall*
Impaired on any foes with whom you engage. Defend and Maneuver

Create a tall wall of flame to keep enemies away from you and your
allies. Mark 1-fatigue and raise the wall, disengaging foes from your-
Grapple Shot self and allies as the wall erupts. Foes may mark 2-fatigue to remain
Defend and Maneuver on the correct side of the wall and remain engaged. Crossing the wall
Fire an arrow with a tether at the end to swing through the area immediately inflicts two conditions. You must mark 2-fatigue at the
around you. Move to a new position and engage/disengage with end of each exchange to maintain the wall.
foes, overcome a negative status or danger, or establish an advanta-
geous position as appropriate. Any foe you engage or disengage with
suffers 1-fatigue automatically; foes you disengage with can mark Quicksand
1-fatigue to try to keep up with you. Evade and Observe

Turn the earth in an area to quicksand; all foes in the area become
Impaired. If they don’t free themselves by the end of the next ex-
Ice Claws change after becoming Impaired, they become Trapped. If they don’t
Evade and Observe free themselves by the end of the next exchange after becoming
Cover your fingers with ice to create sharp, pointed claws. Mark Trapped, they become Doomed.
1-fatigue to become Prepared. As long as you are Prepared, any time
you attack an enemy in hand-to-hand range, inflict an additional
2-fatigue. If you lose the claws, you lose Prepared. Quiet Grip of Ice
Evade and Observe

Use a bit of water on the ground to grab a foe’s foot in an icy hold.
Ironshard Cloud* metal
Mark 1-fatigue; your opponent becomes Impaired, and if you advance
Advance and Attack and attack next exchange, you inflict an additional 1-fatigue on that
Throw a cloud of metal shards as if they were knives. Mark 1-fatigue foe with any attacks you make that exchange.
to inflict 2-fatigue or a condition, your choice, upon up to three tar-
gets in reach of each other. If you use this technique against a group,
inflict 3-fatigue and a condition. Rapid Tunneling
Defend and Maneuver

Dive into the earth. You become Empowered immediately, and can
Meteor Fall* use no other techniques in this exchange, but you cannot be target-
Advance and Attack ed by any attacks or effects except for earthbending. You emerge
From a high position, drop down onto your targets with massive next exchange in a place within reach through the earth, using a
force. Mark 1-fatigue to inflict a condition on a foe. If you are Favored new approach as normal. Lose Empowered after the exchange in
with a high position, clear Favored and mark 1-fatigue to inflict three which you emerge.
conditions on a foe.

Recoiling Jet
Monologue Evade and Observe
Evade and Observe Throw yourself away from danger with a sudden jet of flame. Mark
Rant a bit about your own awesomeness in the middle of a fight. 1-fatigue, become Favored, and remove all of Trapped, Impaired, and
Clear 1-fatigue and become Inspired. Doomed as appropriate to the fiction.

*Rare Technique

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Returning Wind* Sense the Blow’s Wake*
Defend and Maneuver Evade and Observe

Race in circles to create a cyclone designed to pull in arrows or other Attune yourself to the ebb and flow of winds around you so you
hurled objects and send them right back where they came from. become aware of incoming attacks and are able to respond instan-
Mark 1-fatigue and become Prepared. For the rest of the exchange, taneously. Mark 1-fatigue and become Favored. Next exchange,
you must mark 1-fatigue for any solid, physical attacks made at range you may use Retaliate regardless of which approach you use and in
within your area to sweep them into the cyclone and return them addition to your other techniques for that exchange, as you sense
at the attacker; the attacker must mark 2-fatigue to avoid their own incoming blows and respond to them.
attack. If you cannot mark 1-fatigue or choose not to, the cyclone
dissipates and you may not use this technique for the rest of the
combat. If the cyclone has not dissipated by the end of the exchange, Smooth Stride
you may maintain it into the next exchange by becoming Impaired. If Evade and Observe

you are already Impaired, you cannot maintain the cyclone. Prepare to move quickly while cutting the air around you, limiting
wind resistance and allowing you to move even faster. Mark 1-fatigue
and become Prepared and Favored. As long as you remain Prepared
Rings of Water* or Favored in this combat, you move terrifically quickly and suffer
Evade and Observe 1-fatigue fewer on any incoming attacks. If you mark a condition, this
Pull long streams of water out of a substantial nearby source (nothing effect ends.
smaller than a knee-high pond) to surround yourself with one, two,
or three flowing rings of water. Mark 2, 3, or 4-fatigue to call up one,
two, or three rings. If you call up one ring, you become Favored; if Stink Bomb
you call up two rings, you also become Prepared; if you call up three Evade and Observe

rings, you also become Empowered as long as you have at least one Toss a stink bomb at an area. All combatants engaged in that area
ring remaining. You may use rings one-for-one to strengthen other without some kind of air filter become Impaired, mark 1-fatigue, and
waterbending techniques, reducing the fatigue cost to use those disengage with each other as they start hacking and coughing.
techniques by 1 per ring spent, or inflicting an additional 2-fatigue per
ring spent on a waterbending attack.
Stunning Stance
Evade and Observe
Rock Shoes* After being struck, keep your stance and momentum and return a
Defend and Maneuver blast of wind at your attacker. Target a foe who inflicted a condition,
Dash onto a vertical wall or the ceiling and cling to it with shoes fatigue, or balance shift upon you with a blow this exchange. Mark
made of stone. Mark 1-fatigue to become Favored and use Seize a 1-fatigue and inflict Stunned on them.
Position without allowing any foe to block this technique. As long as
you remain on a vertical wall or the ceiling you remain Favored.
Subtle Misdirection
Defend and Maneuver
Rock-Smashing Shot* Subtly earthbend the ground under a foe to direct their next attack
Advance and Attack elsewhere. Mark 2-fatigue and target someone who took the ad-
Fire special arrows that can pierce stone and concrete. Destroy or vance and attack approach this exchange; you select the target for
destabilize something in the environment, removing positive statuses the first attack they make this exchange.
or creating negative statuses as appropriate. If you choose to become
Impaired for an exchange from exerting yourself greatly while firing,
you may also inflict 2-fatigue or one condition (target’s choice) on a Suction Boots
foe hidden behind the object you’re destroying. Defend and Maneuver

Deploy the suction effect on your boots and move up vertical walls or
even along the ceiling! Move to a new location, engaging/disengag-
Salvage* ing with foes, overcoming negative statuses or dangers, establishing
Evade and Observe an advantageous position, or escaping the scene. If you move along
Take apart a broken device or shattered piece of the environment difficult surfaces, only foes who can reach you can stop you, and
to acquire the resources you need. Roll a single six-sided die. Take must mark 2-fatigue to do so.
2-gears if you roll a 1-2; 3-gears if you roll a 3-4; 4-gears if you roll a 5;
and 5-gears if you roll a 6. Spend gears 1-for-1 instead of fatigue on
technology techniques or basic techniques using technology training.

*Rare Technique

Appendix: Techniques 191


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Summon the Storm* Tie Down
Defend and Maneuver Advance and Attack

Call up small gravel, dust, and sand all around you to fill the air with Use a device to tie your target to a surface or object of your choice.
swirling grit. Mark 1-fatigue; all others in the area become Impaired Mark 1-fatigue; your target becomes Impaired and is attached to
from the swirling dust, and you become Empowered for as long as the that surface, essentially engaged with it, and cannot move away or
cloud surrounds you. The dust storm stays in place for approximately disengage from it unless they pay 3-fatigue to break free or otherwise
4 exchanges if nothing interferes and if you don’t restart it with this clear Impaired.
technique again.

Twin Weapon Sweep


Surf the Wave* Defend and Maneuver
Defend and Maneuver Wielding two weapons at once, sweep them together, whirling and
Create a giant wave of water from a substantial nearby source blocking at the same time that you unleash a flurry of blows. Mark
(nothing smaller than a knee-high pond) to wash away foes and move 1-fatigue and hold 3-flurry. Spend flurry 1-for-1 to reduce fatigue
you to a new location. Mark 2-fatigue, become Favored, and move inflicted upon you, or to avoid an inflicted condition. If you have any
to a new location. All enemies currently engaged with you or in the flurry left at the end of this exchange, you may spend each flurry to
path of the wave mark 1-fatigue and become Impaired. If they wish to inflict 2-fatigue on a foe engaged with you.
remain engaged with you, they must mark an additional 1-fatigue.

Water Jab
Taunt Advance and Attack
Evade and Observe Surround your fist in water and use the force of the stream to en-
Insult and taunt an engaged foe into making a mistake. Your foe hance your water-boxing punch. Mark 1-fatigue to inflict 3-fatigue on
must either try to ignore your insults and mark fatigue equal to their your target. Your foe can choose to become Impaired to reduce the
highest balance principle rating, or give in to them, agreeing now to amount of fatigue they suffer by 2.
advance and attack and target you with any attacks. If your foe gives
in to your insults, you become Prepared.
Water Knife
Advance and Attack
The Way of Jasmine* Create a fast, cutting swoop of water that can cut through vulnera-
Advance and Attack ble materials. Mark 1-fatigue and choose your target. If you target a
Use wide sweeping blows to control your foe’s movements and op- combatant, inflict a condition and Impaired upon them. If you target
tions in the fight. Mark 1-fatigue to use the Pressure basic technique, something in the area, become Prepared and otherwise treat it as if
but choosing 2 approaches instead of 1. You cannot use Pressure on you had used the technique Smash.
its own in the same exchange that you use the Way of Jasmine.

Water Sphere Shield*


Throw Rock Glove* Defend and Maneuver
Evade and Observe Surround yourself with a sphere of water to deflect attacks and
Throw a glove made of rock at a foe and pin them to a surface. Inflict return fire. Mark between 1 and 3-fatigue, your choice, and hold 1 for
Impaired on a foe, unless they mark 2-fatigue (or 1-fatigue for an each fatigue you mark. Spend your hold to block the next 2-fatigue,
Earthbender). If the foe was already Impaired, they’re now Trapped. 1 condition, or negative status you would suffer. As long as you have
You may use this technique multiple times in a single exchange. hold, you are Empowered.

Thundering Gust Zip Zap


Advance and Attack Advance and Attack

Jab at the air around you to send it hurtling forward at incredible Send a spark of electricity erupting from a device you control. Mark
speed, catching even the heaviest foes and tossing them aside. Mark 1-fatigue to inflict 2-fatigue and Impaired on a target engaged with
2-fatigue and inflict 3-fatigue on any foes in the path of your gust. you. If that target is already Impaired, inflict an additional 2-fatigue.
Those foes must mark an additional 2-fatigue or be flung backward
and away, either into a wall and becoming Stunned or far from the
fight, depending upon your surroundings.

*Rare Technique

192 Avatar Legends: The Roleplaying Game


(Order #33839056)
An exciting compilation of new
• Expanded material for
adventure material and play options.
exploring Wan Shi Tong’s
Wan Shi Tong’s Adventure Guide expands the play infamous Spirit Library.
material found in Avatar Legends: The Roleplaying Game • 4 new character playbooks—
with new NPC legends from every era, new techniques archetypes that help you play
compelling protagonists.
for each of the six trainings, and new character
• 5 exciting adventures that
archetypes packed with unique moves and character arcs! span the eras of Kyoshi, Roku,
the Hundred Year War, Aang,
In addition, Wan Shi Tong invites you to explore the
and Korra.
Avatarverse in new and exciting adventures from every • 14 NPC Legends—adored
era—you might rescue a mentor from the clutches of evil characters such as Toph,
villains, help negotiate peace at a prestigious summit, aid Varrick, and Azula—each able
a Fire Nation defector as they flee Fire Lord Ozai’s wrath, to teach special techniques.
or even recover long-lost Air Nomad artifacts!

Players Time Rating


3-6 2-4 hrs Everyone

©2022 Viacom International Inc. All rights reserved. Nickelodeon, Avatar and all related titles, logos, and characters are trademarks of Viacom International Inc.

(Order #33839056)

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