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Manuale Avatar

This document provides an introduction to the Avatar: The Roleplaying Game system. It explains that the game involves players taking on the roles of characters in the Avatar world, with one player acting as the Game Master who describes the story and environment. The rules in the book provide mechanics for character creation and resolving in-game actions using dice. The goal is for the group to cooperatively tell an engaging story, with the Game Master presenting adventures and the players controlling their characters to explore the world.

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matteo bizzocoli
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0% found this document useful (0 votes)
42 views115 pages

Manuale Avatar

This document provides an introduction to the Avatar: The Roleplaying Game system. It explains that the game involves players taking on the roles of characters in the Avatar world, with one player acting as the Game Master who describes the story and environment. The rules in the book provide mechanics for character creation and resolving in-game actions using dice. The goal is for the group to cooperatively tell an engaging story, with the Game Master presenting adventures and the players controlling their characters to explore the world.

Uploaded by

matteo bizzocoli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction Healing Wounds

Welcome to the Avatar World Stances


What is a Role-Playing Game? Actions
But Why is it Called Role-Playing? Move Actions
Why Use Dice? Example Actions
What is the Avatar World? Maneuvers
Why Play Avatar: The Roleplaying Game? Off-Hand Weapons and Dual Wielding
The Avatar? Grappling
What is in This Book Conditional Effects
Concealment and Cover
The Scroll of Air: The World of Avatar
Ambush and Other Surprises
Geography
Falling and Drowning
Climate
Fear
Flora and Fauna
Kharma, Fame, and Status
Demography
Kharma
Society
Fame
Economy
Status
Law and Order
Politics The Scroll of Earth: Character Creation
Science and Technology Quick Summary
History Step 1: Getting Started
The Bending Arts Step 2: Basics
The Four Nations Step 3: Customization
The Air Nomads Step 4: Details
The Fire Nation Example of Character Creation
The Earth Kingdom What’s Important?
The Water Tribes Improving Your Character
The Spirit World Insight Rank 6 and Beyond
The Four Nations
The Scroll of Fire: General Mechanics
Air Nomads
The Roll and Keep System
Fire Nation
Target Numbers
Earth Kingdom
Exploding Dice
Water Tribes
The Ten Dice Rule
Skills
Dice Penalties
Emphases
Elements and Traits
Mastery Abilities
Skills
Other Skill Types and Macro Skills
Raises
Common Skills
Types of Rolls
Warrior Skills
Skill Rolls Expanded
Specialist Skills
The Combat Round
Low Skills
Definition of Terms
Perks and Flaws
Sequence of Events
Perk/Flaw Sets
Attack and Defense
Perk/Flaw Discounts
Wounds
Perks
Lethality and Wounds
Flaws Plantbending Techniques
Bending Bloodbending Techniques
Basics Advanced Bending Perks and Flaws
Bending Rolls Expanded Spiritualism
Cooperative Bending Rolls Traveling to the Spirit World
Restrictions Rules of the Spirit World
Bending Maneuvers Spirits
General Techniques Spiritual Corruption
Airbending Techniques Rituals
Firebending Techniques Spiritbending
Earthbending Techniques The Scroll of Spirit: The Game Master
Waterbending Techniques Running an Avatar Campaign
Equipment Types of Campaigns
Armor The Linear Campaign
Shields The Sandbox Campaign
Weapons The Final Goal Campaign
Miscellaneous Equipment The Spirit World Campaign
Clothing and Accessories
The Restricted Campaign
The Traveling Pack The Rank 0 Campaign
The Scroll of Water: Advanced Mechanics Two-Player Games
Unaligned Characters Balancing Characters and Campaigns
The Other Nations Adventures and Structure
Optional Systems Writing Your Own Adventure
The Mass Battle System Types of Adventures
Chakras Starting the Adventure
Feats Adventure Structure: Act Two
Chi Powers Plot Constraints
Optional Rules Rewards for Success: Experience Points
Alternate Means of Rank Progression Building Stories: The 36 Writer Plots
Advanced Classes Kharma, Fame, Infamy, and Status
Alternate Paths The Art of Being a Good Game Master
Crafting Rules Actions Have Consequences
Advanced Bending Forms The Rules as a Toolbox
Advanced Airbending Forms Changing the Rules
Soundbending Techniques Alternate Playstyles
Spirit Projection Techniques The GM’s Toolbox
Advanced Firebending Forms Creatures of the Avatar World
Lightningbending Techniques Human Opponents
Combustionbending Techniques Supernatural Opponents
Advanced Earthbending Forms Poisons
Metalbending Techniques Avatar World Location Guide
Lavabending Techniques Sample Adventure
Advanced Waterbending Forms
Welcome to the Avatar World
What you are reading now is the role-playing game based on the widely popular shows of Avatar: The Last
Airbender and The Legend of Korra. Here in these pages is an exciting opportunity to delve into adventure and
intrigue in the distant and exotic land known from these cartoons, without ever leaving the comfort of your
own home!

What is a Role-Playing Game?


A role-playing game is a cooperative experience between multiple participants. At its simplest, it can be
described as an organized form of group make-believe, with a set of rules and procedures to keep things
consistent and fair. The goal is not to win - there are no real “winners” in a role-playing game - but simply to
have a good time.
When a group of people get together to play a role-playing game, one of them is selected to be the Game
Master (“GM” for short). Everyone else is a Player. Each player is responsible for creating a single fictional
character, like a character in a novel or a movie. These are known as Player Characters (“PCs” for short] and
they are, in effect, the “stars” of the story depicted in the game. The players completely control their
characters, deciding what they do, what they say, how they feel, and how they react to the world around them.
The rules contained in this book outline how these characters are created and what they are capable of doing,
providing realistic limits on their capabilities and actions. These rules systems are commonly referred to as
“mechanics." Among other things, they explain how the players and the GM can use dice (in this case 10-sided
dice) to resolve actions and events in the game.
Once the players have created their characters, the GM is responsible for presenting them with an adventure,
by describing the events, locations, and individuals the characters encounter. For example, the GM may tell
the players their characters have been gathered together as part of a hunt for a great treasure. Or he may tell
the players that their characters meet when the mayor of the town where they are staying is kidnapped, and
they have to decide who is behind this scam. Or he may tell them they are share a bitter enemy, and let the
story grow from there. The GM is also responsible for administering the game itself, for controlling the flow of
play, interpreting and controlling the rules, and deciding how the story plays out. The responsibility of the GM
is considerable, as the description and actions of every object, creature, and individual the characters encounter
is in his hands. The GM must try to anticipate the actions of the characters and how the world around them
will react and be changed by those actions. The GM also serves as the final arbiter of the rules, of how they are
applied to the game and what happens in situations where the rules are not clear. In effect, the GM is the
engine of the imaginary world, the one who lends it motion and power, the one who spins the wheels of plot
and unleashes dramatic challenges, twists, reversals, and climaxes.
Although a role-playing game is a game, it is not a competitive one. As mentioned above, no one really “wins”
a role- playing game, and the GM and players are not on different “sides." A role-playing game is intended to
be a cooperative experience, an exercise in make-believe and interactive storytelling. Everyone works together
to create a story that is emotionally engaging, dramatically satisfying, and enjoyable for all - even if it does not
end well for the characters. After all, not all stories end happily, and some of the best stories are tragedies.
Traditionally, a role-playing game is comprised of individual adventures, or stories, which happen one after the
other. An extended series of such adventures is known as a “campaign,” and a successful RPG campaign can run
for months or even years of play.

But Why is it Called Role-Palying?


A key aspect of a role-playing game (or “RPG”), as its name implies, is that the players are supposed to get into
the role of the characters they control, to imagine how those characters would speak and act in a given
situation and play accordingly. Many players make a point of speaking as their characters, trying as much as
possible to inhabit the role of their character rather than treating the character as a separate entity. This is
known as “playing in-character” and is often both the most challenging and the most rewarding aspect of a role-
playing game.
Likewise, the GM is responsible for taking on the roles of all the opponents, allies, spirits, and other
individuals which the players may encounter during the game. These innumerable characters are commonly
referred to as Non-Player Characters (or “NPCs”) and giving them distinctive identities, personalities, and
motives can be very challenging for the GM. The reward for this effort, however, is an imaginary world that
seems to come to life around the players, making their adventures that much more engrossing and compelling.

Why Use Dice?


Since the first role-playing games appeared in the 1970s, almost all of them have used dice in one way or
another to resolve in-game actions. This is partly because role-playing games are descended from tabletop
miniatures games, but it is also because using dice in the game provides a means of depicting chance, luck, and
fortune. Without dice, a role- playing game is not really a game at all, but merely an exercise in group
storytelling, which can lead to disagreement and tension when different players want to push the story in
different directions. The dice supply an impartial arbiter, out of the control of both players and GM, to
prevent such disagreement.
Of course, dice aren’t the only way to resolve actions while inserting chance into a game - a few RPGs have
employed other methods of resolving actions, such as drawing from a deck of cards, and some have even
experimented with taking away dice altogether and letting the GM simply decide whether the players succeed
or not. However, dice remain the most widespread and traditional method, and the one which the Avatar
Role-Playing Game uses by default. Of course, if you and your fellow players want to experiment with playing
without dice, by all means do so!
Why Use Dice?
Since the first role-playing games appeared in the 1970s, almost all of them have used dice in one way or
another to resolve in-game actions. This is partly because role-playing games are descended from tabletop
miniatures games, but it is also because using dice in the game provides a means of depicting chance, luck, and
fortune. Without dice, a role- playing game is not really a game at all, but merely an exercise in group
storytelling, which can lead to disagreement and tension when different players want to push the story in
different directions. The dice supply an impartial arbiter, out of the control of both players and GM, to
prevent such disagreement.
Earth, also known as the World of Avatar, the Mortal World, or the Physical World, is the world divided into
the four nations and home to a multitude of species. World is a common name for the sum of human
civilization, specifically human experience, history, or the human condition in general. The World of Avatar
plays home to benders and hundreds of chimerical creatures. Earth is surrounded by a vast void known as outer
space.

GEOGRAPHY
The World of Avatar is divided into four independent nations: the Air Nomads, the Water Tribe, the Earth
Kingdom, and the Fire Nation. Each location has unique physical geography, landmarks, climates, and
demography which conform to the quality or attributes of the nation's corresponding element. The Air
Nomads have four temples located in the north, south, east, and west of the world. There are two main Water
Tribes, situated north and south of the Earth Kingdom, the most expansive and populated state in the world.
The Fire Nation is located in the west of the world and is an archipelago of volcanic islands. Each nation has a
predominant season, and geography has a great influence on the customs and culture of each country.
The Air Nomads have four air temples, one at each corner of the globe, are concealed atop mountain ranges in
the northern Earth Kingdom and on three remote islands.
The Northern and Southern Water Tribes populate the South and North Poles respectively, and there is also a
small population of waterbenders that reside at a swamp in the Earth Kingdom. Around the poles there are
short mountain ridges about the inland and on the coast of the islands.
Because of its immense size, the geography of the Earth Kingdom varies tremendously by region. Much of its
interior consists of arid grasslands as well as the Si Wong Desert, which largely occupy the southeast. Its
northwest coast is dominated by dense pine forests, though further south, these are replaced by semitropical
deciduous forests. The area near Omashu is fairly mountainous, with small pine thickets and large steppes.
The Fire Nation archipelago is located directly on the equator in the western hemisphere and is composed of
numerous volcanoes, some of which are active. The geography of the Fire Nation is characterized by its
multiple bays and fjords.
Climate
Each sovereignty of the four nations is characterized by a distinct climate as well as a predominant season
during which benders are born at a faster rate and become stronger. These attributes illustrate the qualities of
the nations.
The Air Nomad's dominant season was autumn. Although the country was geographically and topographically
diverse, the climate varied little from one temple to another. Snow falls in the Southern and Northern temples
during
The Water Tribe's dominant season is winter, though the Northern and Southern tribes regularly experience
snowfall year-round. Other forms of precipitation are rare due to the below-freezing temperatures, and thus
the air is usually lacking in humidity. The average yearly temperature in the Southern Water Tribe is negative
49 degrees.
The Earth Kingdom's dominant season is spring. The average temperatures across different portions of the
Earth Kingdom vary greatly because of its vast size. Some areas, such as the Foggy Swamp, are humid and rainy
while other areas, such as the Si Wong Desert and Great Divide, are quite arid. Omashu and Ba Sing Se are
more temperate. The coldest region of the Earth Kingdom is in and around Kyoshi Island, where the climate
conditions are often subpolar.
The Fire Nation's dominant season is summer. The climate in the Fire Nation varies, though most regions have
a tropical or arid subtropical climate, and many areas experience high average temperatures year-round. Even
though rainfall is sporadic, the Fire Nation boasts a wide variety of exotic fauna and flora, all due to its humid
climate.

Flora and Fauna


Most of the fauna in the World of Avatar are
chimeras. There are some notable non-hybrid
creatures, however. Flora in the World of
Avatar varies greatly between the four nations,
depending on the weather and climate. While
the desolate, frozen landscapes of the poles do
not allow for much flora to thrive, warm, moist
landscapes in the Earth Kingdom allow for a
diversity of plant life to survive. Fauna is used
primarily as a source of food and transport.
They are also used as a source of clothing, and
some animals are even an icon for religious
beliefs, in terms of the Spirit World. Flora is utilized for decorations, gifts, and tea.

Demography
The population of the Air Nomads is small compared to the other nations, even the Water Tribes. Their low
numbers make the Air Nomads vulnerable to extinction events, and there were many points in history when
only a handful of Air Nomads lived as a result of some disaster.
The population of the Water Tribes is relatively small and is the third most populous nation. Generally
speaking, the Northern Water Tribe is the most populous division in the nation, but the exact ratio varies
wildly in each era.
The Earth Kingdom is the most populous nation in the World of Avatar. Ba Sing Se, its capital, is one of the
largest and most advanced cities on Earth. Due to the fact that the Earth Kingdom has the largest expanse of
territory, it is an ethnically diverse country, with wide variance in customs between different provinces and
tribes.
The Fire Nation is the second largest nation in the world in terms of population and area. The population of the
Fire Nation is mostly concentrated in urban centers, though smaller settlements, villages, and towns dot the
islands as well.
SOCIETY
Society is very well-developed in the world of Avatar. Each of the nations possesses a distinct social structure,
ranging from the ecclesiocracy of the Air Nomads to the absolutism of the Fire Nation.
Social classes are usually based upon titles, wealth, and power. Although people are mostly born into their
social rank, people can still gain a higher position through service.
The Air Nomads are an ecclesiocratic and monastic society that lacks social strata. All citizens are considered
equal in rights and in social rank. Social roles are fulfilled on a voluntary – and often haphazard – basis that
often makes the Air Nomad society look quite anarchic. The highest Air Nomad political body is the Council of
Elders, the wisest members of their society. They are trusted with making decisions for the nation, and their
will is generally carried out without much conflict.
The Fire Nation is the preeminent society among the Four Nations, dominant in economic, political, and
military power. It is an authoritarian state headed by its traditional monarch, the Fire Lord. Unlike the other
nations, the Fire Nation is industrialized, socially progressive, and united around a nationalist identity that is
indoctrinated into its youth. The majority of its citizenry lives in relative prosperity and education is available
to all; however, poverty is still rampant in outlying island villages.
Because of its vastness, the Earth Kingdom has a diverse range of peoples, with a correspondingly more
stratified social hierarchy. Their economy is pre-industrial, with rampant poverty and inequality. The elite lead
lives of wealth and luxury, and have many priviliges throughout the kingdom.

THE FOUR NATIONS


The World of Avatar is divided into four nations: the Water Tribe, Earth Kingdom, Fire Nation, and Air
Nomads. Each nation is culturally unique and associated with one bending technique: waterbending,
earthbending, firebending, and airbending, respectively. An even distribution of power among the four nations
preserves balance in the world, and a fall or increase in the strength of one nation can engender a disruptive
imbalance.

The Air Nomads


Air Nomads is a collective term for a nation of people who practice the discipline of airbending. One of the
four major nations, the Air Nomads were wanderers by definition, but had four air temples, one at each corner
of the globe, hidden away atop mountain ranges in the northern Earth Kingdom and on three remote islands.
The theocratic Air Nomads were home to a monastic order of men and women who practiced airbending.
Unlike the other nations, the people of the Air Nomads were, without any seen exception, all benders due to
the high level of spirituality of their people.
In the era of Raava, ancestors of the Air Nomads received the element of air from lion turtles that granted the
bending art through energybending. They could request the ability whenever they ventured into the Spirit
Wilds, to aid in the gathering of food and resources. Unlike people from other lion turtle cities, the first
airbenders coexisted harmoniously with the spirits and demonstrated great respect and understanding of
spiritual matters. These people eventually formed the first Air Nomads after the lion turtles renounced their
roles as protectors of mankind. At this point, the ancestors of the first Air Nomads left the lion turtle cities in
favor of establishing temples in all four corners of the globe.
Before the era of the Avatar, the predecessors of the Air Nomads symbolized their belief, by doing the same
traditions such as the tattoos yet in a different manner. The tattoos were more polygonal shape with a dot. The
clothing that the men wore were orange cloth as a top and yellow as a bottom. Women wore different
clothing, yet with the same traditional colors.
The Air Nomads wear yellow, orange and brown clothing. Aang and other young airbenders wore orange
shawls over long-sleeved yellow shirts, an orange sash, double-layered pants with brown underneath and a
loose yellow layer on top, and high boots that reach just below the knees. Older monks wore long robes in
shades of yellow and orange, as well as wooden necklaces with the Air Nomad insignia carved into it. Most Air
Nomads have gray or brown eyes and a light complexion.
While other nations possess royalty and are run by monarchies, the Air Nomads were led by the senior monks
and nuns of the air temples. Due to the peaceful teachings of their leaders, the nature of the people was calm
and tranquil.
The Air Nomads are the only nation comprised entirely of benders, due to the highly spiritual nature of their
lives. Meditation was an important part of the airbenders' daily routines, as it helped them to focus their
energies and understand the potency of their element. Due to their high spirituality, the monks believed that
hope was only a distraction.
It has been mentioned that they had a good sense of humor, something demonstrated when Monk Gyatso
employed a unique teaching method when tutoring Aang with his airbending skills, accurately blowing fruit
pies onto other monks' heads as a prank. This activity was useful training and a fun game combined.
The arrow tattoos adorning an Air Nomad's body signifies that he or she has mastered airbending. This is an
emulation of the natural arrows on the heads of flying bison, who can naturally airbend and are the original
teachers of the art, much like the badgermole is to the earthbenders. Aspiring airbenders have no tattoos and in
order to receive the tattoos as well as the title of a master, an airbender must pass the thirty-six levels of
airbending or engineer a new technique.
In the new Air Nation, an oath of nonaggression was to be declared by a new airbender, by which they swore
to adopt the more pacifistic ways of the Air Nomads by using direct combat solely as a last resort.
As could be determined, air is the main power source and natural resource of the Air Nomads. Luckily, air is
everywhere, so it is nearly impossible to deprive them of their power source. With the power of air channeled
under their control, the airbenders could defend and protect their homes and way of life. Not only could they
protect their livelihoods, but these nomads could also ride on their sky bison and glide in the open air, for both
leisure and travel. Because the Air Nomads believed all life was precious, they were peaceful vegetarians. They
did not seem to mind, however, eating eggs and dairy products. They were also known to make sweet dishes
such as pies. The Air Nomads sold their pies for money - at one silver piece each - and all the profits were
given to charity.
The Air Nomads were a tranquil people who endeavored to preserve the environment around them. Any
industry that they invested in, such as farming or gardening, was sustainable and powered naturally, so as to
not disturb the balance of nature.
Air Nomad grounds often contained rich mineral deposits filled with iron and crystals. However, due to the
non-materialistic culture of the nation, these resources were either barely touched or unknown to its denizens.
THE ROLL AND KEEP SYSTEM
At its core, the Avatar Role-playing Game uses a very simple mechanic. When a player wishes to have his character
take an action, the Game Master determines what abilities the character should use to determine success or failure
(these abilities most often consist of one Trait and one Skill used in conjunction with one another). The Game Master
must also decide how difficult the task should be, and choose a Target Number (TN) based on this difficulty. The
player rolls a number of ten-sided dice based upon the abilities on the character’s character sheet that the Game
Master has identified as necessary for the task. The player then adds the total of the dice rolled and compares the sum
to the TN chosen by the Game Master. If the total meets or exceeds the TN, the character successfully completed the
task in question. If the total is less than the TN, the character has failed to complete the task.
It is rare that a player will keep all of the dice rolled when his character is taking an action. Typically, a player can
keep a smaller number of dice than the amount rolled, and in almost all situations the player will choose the highest
rolling of the dice, although he may keep whichever ones he chooses; if for some reason he wishes for his character to
fail the roll in question, he may choose lower rolling dice. When denoting the number of dice that should be rolled
and kept, the format used is XkY, where X represents the number of dice rolled, or “rolled dice”, and Y the number
of dice kept, or “kept dice.” For example, the notation 4k2 means that four dice should be rolled and two of them
chosen to be kept and added together; if the player rolled a 3, 6, 7, and 9 the player would likely choose the 7 and 9
for a total of 16 on the roll.

Target Numbers
A Target Number is a measure of the difficulty of any given task, as determined by the Game Master. A task that
should be easy will be assigned a low TN, whereas a difficult task will have a higher TN. While individual Game
Masters are encouraged to use their own judgment to determine the difficulty of any task, a general idea of how
difficult a given task might be is as follows:
TN Difficulty Physical Mental
None Mundane Getting out of bed. Cooking something edible.
5 Very Easy Striking an immobile target. Recognizing an old friend.
10 Easy Carrying half your weight. Finding a misplaced item.
15 Average Lifting your weight. Remembering someone you’ve seen once.
20 Moderate Jumping a ten-foot ditch. Recognizing someone in disguise.
25 Difficult Scaling a cliff without rope. Finding a well-hidden object.
30 Very Hard Diving safely from a waterfall. Remembering someone’s exact words.
40 Heroic Out-wrestling a Platypus Bear. Building a siege engine from scrap.
60 Impossible Shattering stone with bare hands. Outwitting an ancient spirit.

Exploding Dice
Sometimes dice rolls yield a spectacular result. When a die comes up as a 10, it is rolled again, and the next result is
added to the die’s total. If the result is another 10, the die is rolled again until a result that is not a 10 gained.
EXAMPLE: A die rolls a 10 then a 3. The result of that dice is 3.
EXAMPLE: A die rolls a 10, a 10, and a 7. The result of that die is 27.

The Ten Dice Rule


In the Avatar RPG, characters can progress to a point where they are rolling large handfuls of dice, so much that it
can become difficult to count and track them all. To keep matters relatively simple, no roll can ever use more than
ten dice at a time. Additional rolled dice become kept dice at a ratio of one kept die per two additional rolled dice. If
both rolled and kept dice already equal ten, then each additional die of both types converts to a bonus of +2 to the
total of the roll.
EXAMPLE: A roll of 12k4 would become 10k5, because the two extra dice that exceeded the Ten Dice Rule become
one extra kept die.
EXAMPLE: A roll of 13k9 would become 10k10+2 because the two extra rolled dice that exceeded the Ten Dice
Rule become one extra kept die, and the additional odd rolled die becomes a bonus +2.
EXAMPLE: A roll of 10k12 would become 10k10+4, with each of the extra kept dice above the Ten Dice Rule
becoming a bonus of +2.
EXAMPLE: A roll of 14k12 would become 10k10+12. Since both rolled and kept dice exceed ten, the four
additional rolled dice become a bonus of +8, and the two additional kept dice become a bonus of +4, for a total of
+12.

Dice Penalties
Several status effects (not to mention other mechanical effects) result in dice penalties. A character who is Dazed, for
instance, suffers a penalty of -3k0 to all actions while Dazed. This reduces the number of rolled dice on any action he
takes by three. If the number of kept dice is higher than the number of rolled dice after this penalty is applied, then
the number of kept dice is reduced as well.
EXAMPLE: A character who is Dazed attempts to make an attack roll using her waterbending. If she normally rolls
6k4 to make this attack, after the penalty for being Dazed she would roll 3k3, not 3k4. She could not roll 3k4 because
it is impossible to keep more dice than she rolled.
Elements and Traits
The most basic representations of a character’s abilities are the Five Elements. The Five Elements are the basic
conceptual building blocks of the Avatar world. All things, both living and nonliving, natural and supernatural, are
composed of differing proportions of the powers that the Elements represent. With regard to characters, each
Element is made up of two Traits, one mental and one physical, representing its influence in the world.
At the beginning of the character creation process, characters begin with all Elements and Traits at 2 out of a possible
9. These may be increased during the character creation process, or during the game, through the expenditure of Ex-
perience Points. A Rank of 2 represents the normal capability possessed by an individual with no particular training,
whereas the upper limit of 10 is reserved for the most supremely gifted and talented individuals in the world, and for
supernatural beings.
Elements are never increased directly. Instead, an Element is equal to the lower of the two Traits that comprise it.
Thus, if an Element is made up of a Trait of 2 and a Trait of 4, then the Element’s Rank is 2. If the lower of the Traits
increases to 3, the Element will increase to Rank 3 as well. Thus, by increasing both Traits, a player increases the
character’s Element, which in turn grants them greater access to other abilities.

AIR

Air is the element of freedom. It grants gracefulness and intuition, both with movement and when interacting with
others. Those who are aligned with the element of Air possess superior instincts and speed of reaction. Those who are
at odds with Air are physically sluggish and oblivious to the nuanced behavior of those around them.
Empathy is a Mental Trait that represents a character's intuition and general ability to empathize with others.
Empathy allows a character to perceive the feelings and motivations of others, even with little evidence to support
their intuition. It also allows them to better portray those same feelings, and thus to win over others who believe the
character is sympathetic to their cause. Persuasion, charisma, and manipulation are the hallmarks of Empathy, which
is the most important Trait for Social Skills.
Reflexes is a Physical Trait that represents a character’s ability to instantly react to events taking place around him.
A character with high Reflexes is fleet of foot and possesses a lightning fast response time that aids him in many as-
pects of combat. Reflexes is important in the determination of a character's Initiative and Armor TN.
EARTH

Earth is the element of substance, making its people diverse, strong, persistent and enduring. The key to this element
is neutral Jing, which involves waiting and
listening for the right moment, and acting
decisively when it comes. Those who are aligned
with Earth have tremendous fortitude and keen
senses, while those who are at odds with Earth
are frail and tend to miss the clues provided by
their environment.
Perception is a Mental Trait that represents a
character’s attention to events unfolding around
him. A character with a high Perception notices
everything that takes place around him, whereas
one with a low Perception misses even obvious
things happening in his immediate vicinity.
Toughness is a Physical Trait that determines a
character’s ability to endure constant physical
activity and recover from wounds suffered in battle. A character with a high Toughness possesses the ability to exert
himself for long periods of time with no signs of fatigue or weakness, and to recover from even near-mortal wounds
in a remarkably short period of time. Toughness’ primary benefit to a character is its influence on how much damage
he can take, and how quickly he recovers from his Wounds.

FIRE

Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks
and desires. Those who are aligned with the element of Fire are strong in both body and mind. Those weak in Fire are
feeble and frail-minded.
Willpower is a Mental Trait that determines a character’s ability to focus his mental energies on the task set before
him. A character with a high Willpower is decided and persistent, capable of paying close attention to even the
minutest detail for hours on end with no sign of wavering. Willpower is mainly used to resist certain attempts to
manipulate or intimidate a character.
Strength is a Physical Trait that represents a character's
pure physical power. Strength is sheer force with no
consideration for finesse or precision. Characters with a
high Strength are warriors of devastating power, while
characters with low Strength are ineffective warriors
with little ability to damage their opponents. Strength has
considerable effect on weapon and unarmed damage, as
well as how much a character can lift, and is often used
for taxing physical activities such as climbing or
swimming.
WATER

Water is the element of change. Endorsing adaptability and resilience, Water bestows incredible finesse to those who
are aligned with it. Those who are strong in the element have sharp minds and act with great skill and confidence.
Those who have a deficiency in this element are dull and clumsy.
Intelligence is a Mental Trait that measures a character’s ability to gain new knowledge and put it to use. A
character with a high Intelligence understands new information quickly, puts it to use instantly, and recalls it with
great clarity. Those with lower Intelligence have difficulty understanding new material and recall it imperfectly.
Intelligence-based rolls are common for non-combat oriented characters.
Agility is a Physical Trait that represents a character’s hand-eye coordination and general physical athleticism. Vir-
tually any physical feat that is not dependent upon speed or strength is instead dependent upon Agility. Agility is used
for almost every Weapon Skill, making it one of the most important Traits with regard to combat.

SPIRIT

Few people know that there is a fifth element, but no one can miss its presence. Spirit is the element of energy, and it
saturates every living being with its power. In some cases, it is more apparent than with others, as supernatural
creatures can sense and use energies of the Spirit element much more readily than mortals, but the ability to harness
one’s spiritual power is universal, if often instinctual.
There are no Traits associated with the Spirit Element. Instead, a character gains a number of Spirit Points equal to
his Spirit Element, and may use them to enhance die-rolls and other actions made during the course of the game.
Spirit Points represent the character’s ability to push himself beyond his physical limits, using his spiritual energies to
gain the necessary boost. A character’s pool of Spirit Points is refreshed each day after an opportunity to rest, al-
though certain meditation techniques allow them to be recovered more quickly.
A player may declare he is spending a Spirit Point any time when it would be applicable, but the most common
instances are before the player’s character makes a roll, takes certain types of Actions, or takes damage. A character
may normally only spend one Spirit Point per Round for one of the following effects, although some abilities may
allow them to spend more than one under certain circumstances. By spending a Spirit Point, a character may:
 Gain a bonus of +1k1 to a single roll. The Spirit Point expenditure must be declared prior to the roll being
made.
 Temporarily increase his rank in a Skill from 0 to 1, avoiding Unskilled Roll penalties.
 Temporarily increase his rank in a Bending Technique from 0 to 1, so that he can make a Bending Roll using
that technique.
 Reduce the amount of Wounds suffered from one source of damage by 10 (this must be done immediately
after the damage total is announced).
 Negate all penalties from Wound Ranks and Conditional Effects. This is done in any Reaction Phase and lasts
until the next Reaction Phase.
 Increase his Armor TN by 10 for one round. This is done at the beginning of the combat Round.
 Exchange his Initiative Score with one willing target for the remainder of the current skirmish. This is done at
the beginning of the combat Round. Only one of the two characters needs to spend a Spirit for this effect.
 Increase his Initiative Score by 10 for the duration of the current skirmish. This is done at the beginning of
the combat Round.
Also, Spirit Points may be spent to activate certain Techniques (see the Scroll of Fire for discussion of Techniques) -
this does not count against the once per Round restriction.
Skills
Elements and Traits represent the innate mental and physical abilities of a character. What they learn through training
and experience, however, is represented by Skills.
Like Rings and Traits, Skills are ranked from 1 to 10. A rank of 1 in a Skill indicates that a character has been in-
troduced to the most basic principles of that Skill, whereas a character with a rank of 10 in any given Skill is either
one of the greatest masters on the planet, or a supernatural being of some sort.
When a Skill Roll is called for, it lists the Skill first, then the Trait being used for the particular roll. A call for an
Athletics / Agility roll, for instance, would require a player to roll a total number of dice equal to his character's
ranks in the Athletics Skill and Agility Trait, and to keep a number of dice equal to the character’s Agility Trait.

Raises
There are times when simple success is not enough. When a character needs to accomplish something truly spectacu-
lar, Raises are the means by which that can be accomplished. When a player declares he is making a Raise, he is
choosing to voluntarily increase the TN of the task his character is attempting, by an increment of 5 per Raise. Raises
are generally made when a player feels his character’s abilities will allow him to easily exceed the TN for a given task.
The most common use of Raises is to allow characters to perform Maneuvers in combat (described later in this
chapter), but individual GMs can allow any number of different effects with sufficient Raises. Players who wish to try
unconventional or creative actions that are not covered by the basic rules should simply ask the GM how many Raises
will be required to succeed.
A character can make a maximum number of Raises per roll equal to his Spirit Element. A character with Spirit 2, for
instance, can make 1 or 2 Raises per roll, but not 3. Some mechanical effects grant a character Free Raises. These
give the benefit of having made a Raise without actually increasing the TN of the roll in question, and do not count
toward the maximum number of Raises that may be made per roll. Free Raises may also be used to reduce the TN of
the task being attempted by 5 instead of augmenting the roll in the same way as a normal Raise.
Raises are not without risk, however. If a player declares Raises on a roll, and the result of his roll fails to meet the
new, increased TN, the roll fails. This is a failure even if the result of the roll meets the original TN but falls short of
the new, increased TN.

Types of Rolls
There are a number of types of rolls that come up frequently in an Avatar Role-playing Game session. The most
common are:
SKILL ROLLS
Skill Rolls are the most common type of roll made in the game. Typically a Skill is combined with a single Trait to
determine the number of dice rolled for a particular task. When a Skill/ Trait pair is announced by the Game Master,
the player will use a number of dice equal to the character’s rank in the Trait plus their rank in the Skill. After rolling
this number of dice, the player will keep a number equal to the Trait being used, adding these kept dice together to
find the total for the roll. Skills thus grant additional rolled dice for each task, increasing the chance of getting better
results, while also being less expensive to increase in rank than Traits.
EXAMPLE: Eshter’s character is going to strike an enemy bandit with her machete. The Skill that governs machete-use is Slashing
Weapons, which is usually paired with Agility. The character has Agility 3 and Slashing Weapons 4, so the character rolls 7 dice
(3+4). Eshter rolls seven ten-sided dice and gets a 2, 4, 5, 7, 7, 8, and a 12 (a 10 that was rolled again to get a 2). Eshter may
keep 3 dice with his Agility of 3, and chooses to keep the 7, 8, and 12 to get a total of 27. Since her Game Master had announced
the TN for the shot was 20, the character has struck her target.
It is possible for characters to make Skill Rolls even if they possess no ranks in the given Skill. This is referred to as an
Unskilled Roll and is described in detail later.
TRAIT ROLLS
Trait Rolls are far less common than Skill Rolls. They represent situations when the characters in question are
attempting' to complete a task based solely on their innate abilities, either mental or physical, without any benefit
from training. This is more commonly a factor for physical tasks, such as holding one’s breath or holding onto a
moving wagon. Trait Rolls for mental tasks are less common, but might include attempting to focus one’s attention
on a subject being observed for a long period of time, or memorize a lot of material very quickly. To make a Trait
Roll, a character rolls and keeps dice equal to his Rank in that Trait.
ELEMENT ROLLS
Element Rolls, where dice equal to a character's Rank in an Element are rolled and kept, are very uncommon and
typically involve supernatural effects of some sort. Spiritual attacks can sometimes require a target to make an
Element Roll in order to resist an effect, for example, or a character may have to roll Earth to resist the corrupting
effects of spiritual possession.
DAMAGE ROLLS
Damage rolls are very common in combat. Any time a character makes a successful attack roll (a specific kind of Skill
Roll), he inflicts damage upon his opponent in the form of Wounds. Damage rolls vary considerably depending upon
the weapon used in the attack. Every weapon has a damage rating (or DR) that represents the amount of damage it is
capable of inflicting. For melee weapons, a character using a particular weapon adds his Strength to the number of
rolled dice in the weapon’s DR. For example, a character with Strength 3 using a long sword (DR 3k2) would roll
6k2 damage following a successful attack with the long sword. For ranged weapons, the character’s Strength is not
always added to the DR of the weapon, depending upon the weapon used. The most common ranged weapons,
bows, have a Strength rating of their own that is added to the rolled dice of the projectile’s DR. A short bow has a
Strength of 3, for example. Using a short bow to fire a standard arrow would roll a total of 5k2 (Strength 3 plus the
arrow’s DR of 2k2) for damage from a successful attack roll. For rules for other ranged weapons please see the
equipment section of the Scroll of Earth.
Another kind of damage roll is the unarmed damage roll. A character that has made a successful attack against an op-
ponent using only his bare hands inflicts unarmed damage. Unarmed attacks normally have a DR of 0k1, which means
the character rolls a number of dice equal to his Strength, and keeps one.
BENDING ROLLS
Bending Rolls arc the province of benders and are made to determine if they are successful in using a bending
technique. When a bender uses a bending technique, the player rolls a number of dice equal to the character’s rank in
the relevant bending technique and Element, and keeps a number of dice equal to the character’s Element.
EXAMPLE: Bob's character is going to use his firebending to counter an earthbending attack. He has Fire 3 and has 2 ranks in the
Counter technique. Bob rolls 5 dice (3+2) and keeps 3 (equal to the character's Fire Element).
CONTESTED ROLLS
A Contested Roll is made when two
characters are making a roll in direct
opposition to one another, and only one can
be successful. Any type of roll can be a
Contested Roll, meaning that there can be
Contested Skill Rolls, Contested Trait Rolls,
Contested Element Rolls, etc. In the case of
a Contested Roll, both participants make the
designated roll (i.e. in a Contested Agility
Roll, the players both roll their characters’
Agility) and compare the result. The
character whose player rolled a higher result
is victorious. It is possible for multiple characters to be involved in a Contested Roll, in which case the player who
rolls the highest of those involved is the victor. In any instance where there is a tie on a Contested Roll, and the
circumstances of the roll are such that a tie is not a viable option, the players involved must immediately re-roll the
Contested Roll. Multiple re-rolls may be made if subsequent ties are the result (although that is statistically
unlikely!).
It is possible to declare Raises on a Contested Roll. If this is done, that character’s roll must exceed his opponent’s by
an increment of 5 for every Raise declared, or he is considered to have failed the roll.
Skill Rolls Expanded
Given that Skill Rolls are the most frequent kind of roll made in the L5R RPG, there are a wide variety of situations
and circumstances that can arise as a result of rolls, and several different ways in which these rolls can be made. The
following situations and roll types are likely to come up in most average campaign sessions.
UNSKILLED ROLLS
It is possible for a character to attempt a roll when a Skill Roll is called for, even if they have no ranks in that Skill. In
this case, they are effectively making a Trait Roll against a Skill Roll TN, which is typically higher than most Trait
Rolls can realistically achieve. When making an Unskilled Roll, the following two conditions apply:
 Dice never explode on an Unskilled Roll.
 Unskilled Rolls may not benefit from Raises, either called Raises or Free Raises.
FAILED ROLLS
When a character fails a Skill Roll, it is often possible to make a second attempt (unless the GM rules that
circumstances make a second attempt impossible). For example, a character attempting to climb a tree could try
again if his first attempt failed. When making a second attempt at the same Skill Roll, the TN for the Skill Roll
increases by +10. Second attempts on Skill Rolls utilizing Intelligence or Perception usually cannot be made without
a change in the situation, such as new information becoming available to the character. Skill Rolls made as attacks
(such as virtually all uses of the Weapon Skills) may not make a second attempt at +10 TN: an attack roll that fails
simply misses, and the character may not make another attack unless he has an ability that confers multiple attacks.
COOPERATIVE ROLLS
Cooperative Skill Rolls involve multiple individuals working together to achieve a single result. There are two
different types of Cooperative Rolls. The first involves a group working together toward one end, without significant
consequences for failure. An example might be multiple shipwrights working on a new seagoing vessel. In these
cases, one individual is chosen from those participating to make the Skill Roll. He receives a bonus to the total of his
roll equal to the combined Ranks of all other participants in the Skill in question.
The second manner of Cooperative Roll is one wherein the circumstances of the roll allow for one participant with
poor performance to impede the entire group. An example would be a group of characters scaling a mountain, tied
together for security. In this case, an individual Skill Roll is required from each participant, but the participant with
the single highest rank in the Skill being used grants a bonus equal to his Skill Rank to all others making the roll. For
example, continuing the above example of several characters roped together, each of them will roll their Athletics
(Climbing) Skill. The character with the highest Skill in the group has Athletics 4, so the other character with lower
Skill Ranks will gain a bonus of +4 to their rolls.
CUMULATIVE ROLLS
Cumulative Skill Rolls require multiple successes over time in order for the task at hand to be completed
satisfactorily. The TN for Cumulative Skill Rolls is typically very high, but can be achieved through multiple Skill
Rolls over time. Each time an individual makes a successful Skill Roll, the total of the roll is deducted from the total
of the TN. For example, if a TN of 60 is required to finish a painting, an artisan might make an Artisan: Painting /
Agility roll and achieve a total of 24. On the next Skill Roll, the artisan’s total TN is only 36. Individual Cumulative
Skill Rolls typically list how long a character must allow to pass between rolls.
It should be noted that Cumulative Skill Rolls could be abused by the unscrupulous if the GM is not careful. In
general, such methods can only be used in situations where it makes sense to do so (such as the sculpture example
above). The GM is also justified in requiring the individual Skill Rolls to hit a minimum TN (such as 15, 20, or even
25) in order for them to count against the cumulative total. Potentially, a very low “flubbed” Skill Roll might even
subtract from the cumulative total, representing a mistake that must be corrected.
It is possible to have a Cumulative Skill Roll required that is also a Cooperative Skill Roll, in which case the
Cooperative Roll is generated as described above, and the total is deducted from the Cumulative Roll’s TN.
THE COMBAT ROUND
Combats in Avatar are referred to as skirmishes
(to distinguish them from the Mass Combat rules
in the Scroll of Water), and skirmishes are played
out in a series of short time-units known as
Rounds. An Avatar combat Round is a very short
period of time, measured in seconds. Combat
situations can vary wildly depending upon the
circumstances, so there is no strict determination
of how long a Round lasts, but it can be assumed
that one Round never takes longer than ten
seconds. Although the Round is short, there are a
lot of options for what a character can do during
that time, and ten seconds can be very busy.
Definition of Terms
Action - What a character does when it is their Turn during a combat Round.
Initiative - A measure of how quickly a given character reacts compared to other participants in a skirmish.
Round - A unit of time, 3 to 10 seconds in length, during which all participants in a skirmish have an opportunity to
take Actions.
Turn - The opportunity for an individual character to take Actions during a combat Round. Under normal
circumstances, every participant in a skirmish has one Turn, which takes place on their Initiative.

Sequence of Events
A combat Round unfolds in the following stages:
Stage 1: Initiative - During the first Round of a skirmish, all participants make an Initiative Roll, rolling Reflexes
and Insight Rank (see Scroll of Earth for information on Insight Ranks), keeping Reflexes (noted as Insight Rank /
Reflexes). The result of this roll, called the Initiative Score, determines the order in which all characters will act. An
Initiative Roll is only made on a character’s first Round of participation in the skirmish, and the resulting Initiative
Score is used for the remainder of the skirmish. However, in subsequent Rounds, Initiative Scores may potentially
change as a result of different character abilities or situational modifiers. During the first Round of combat, characters
also select their Stance immediately before they make their Initiative Roll.
Stage 2: Turns - The bulk of a combat Round involves each individual participant taking their Turn. When this stage
begins, the character with the highest Initiative Score takes their Turn first, and may take any legal Action. A
character may choose to delay taking their Turn, and instead allow the character with the next- highest Initiative
Score to take their Turn. After that, the character who delayed their Turn has the chance to take it or delay again, and
so on. Delaying a Turn has no effect on a character’s Initiative Score the following Round, and Turns cannot be
“saved” from one Round to the next. If every participant Delays their Turn, when the participant with the lowest
initiative score is reached he must take his Turn, then the Round ends. After the first Round of a skirmish, characters
may change their Stances at the beginning of their Turn, before taking any Actions. A character only ever has one
Turn per Round, regardless of how many Actions he may take during the Round.
Stage 3: Reactions - At the end of a Round, when all characters have taken their Turn, there are certain abilities
that take effect as a result of the events of the Round. For example, bending effects that have expired end during the
Reaction Stage. All such effects happen simultaneously during Stage 3. Reaction effects, typically generated by
Techniques, bending, or Perks, are always clearly labeled as such.

Attack & Defense


Any attack a character makes against an opponent requires a roll, typically a Skill Roll that includes a Weapon Skill as
one of its components. Attacks may be melee or ranged in nature, depending upon the weapon being used. These
rolls are made using the rules included for Skill Rolls above, and the result of an attack roll is compared to the
opponent’s Armor TN. All characters have an Armor TN that is calculated by multiplying their Reflexes Trait by 5,
adding 5, and adding any bonuses that apply to the Armor TN (typically from Stances or from the character wearing
armor of some kind). If the result of the attack roll meets or exceeds die target’s Armor TN, then the attack was
successful and the opponent was struck with the weapon in question. Damage must now be rolled.
Penalties or bonuses may be applied to attack rolls for a variety of reasons. The most obvious and frequent penalty is
for being injured (see the discussion of Wounds immediately following this section). Any ranged attack made against
an opponent who is within melee range also suffers a penalty of -10 to the total of the attack roll, due to the
awkwardness of firing at someone who is a direct threat. Additional bonuses and penalties are discussed under Stances
and Status Effects, and the GM can apply bonuses or penalties based on specific circumstances (a character trying to
attack while balancing on a railing would probably suffer a penalty, for example).
Every weapon has a damage rating (DR). This rating indicates how much damage the weapon inflicts upon those
struck with it. The long sword, the most common weapon wielded by the warriors of the Avatar world, has DR 3k2.
For melee attacks, characters add their Strength to the first number of a weapon’s DR. A character who makes a
successful attack roll wielding a long sword, and who has Strength 3, would roll 6k2 for damage (3 Strength plus the
3 from the first number of the DR). The character’s player selects the two dice he wishes to keep out of the six and
totals them together. This is the number of Wounds the attack has inflicted upon its target. A character adds his
Strength to certain types of ranged attacks in the same manner, but not all (see the equipment section in the Scroll of
Earth for more information).

Wounds
Individual characters have Wound Ranks that measure the amount of damage that they can sustain before it begins to
impair their ability to take actions and eventually incapacitates or kills them. The Wounds inflicted by an attack fill up
these Wound Ranks in order, with each Rank containing a maximum number of Wounds determined by the
character’s Toughness Trait. As soon as a character suffers damage that begins filling in a particular Wound Rank, the
character is then considered to be in the state described by that Rank. Once that Rank has been filled, additional
damage goes to the next Rank. The ranks are as follows:
HEALTHY
This is the default condition of any character who has not suffered damage. Regardless of what Toughness Trait
multiplier is chosen for a campaign, this Wound Rank should utilize the character's Toughness x5 in order to create a
buffer for normal activity.
NICKED
(Increase the TN of all rolls made by +3 while Nicked)
A character who has been nicked has suffered a mild but distracting injury.
GRAZED
(Increase the TN of all rolls made by +5 while Grazed)
A grazed character is injured, but still able to function without tremendous difficulty.
HURT
(Increase the TN of all rolls made by +10 while Hurt)
A character who is hurt has begun to suffer noticeably from the effects of his injuries.
INJURED
(Increase the TN of all rolls made by +15 while Injured)
An injured character has difficulty focusing his attention on the task at hand.
CRIPPLED
(Increase the TN of all rolls made by +20 while Crippled)
A crippled character can barely stand, much less move. Any attempt to make a Move action is increased by one level
of difficulty (a Free Action becomes Simple, etc.)
DOWN
(Increase the TN of all rolls made by +40 while Down)
A character who is Down is virtually incapacitated. They may speak only in a whisper. Such a character may only
potentially take Free Actions unless a particular wound makes such action impossible (and cannot take Move actions),
and must spend a Spirit Point in order to be able to do so.
OUT
A character who has been reduced to this level is incapacitated. He is immobile and unconscious, and even dying.
Once this Rank is filled, any additional damage inflicted to the character kills him instantly.

Lethality and Wounds


When considering how Toughness should determine the number of Wounds per Wound Rank for characters in a
campaign, please keep the following guidelines in mind:
 Toughness x2: This option is quite lethal, and it is entirely possible that characters can be removed from a
skirmish after being hit by a single blow. Combats using this multiplier for Wound Ranks should last some-
where between 1 and 3 rounds.
 Toughness x3: This option increases survivability by a mild degree, and should result in combats roughly 3-
4 rounds in length.
 Toughness x4: This option is the standard multiplier for an Avatar RPG campaign. Combatants can take
quite a punishment before going down, resulting in combats of up to 5-6 rounds.
 Toughness x5: This option makes characters into veritable juggernauts, able to sustain massive blows with
ease, and should result in combats of 7 rounds or longer.

Healing Wounds
The simplest manner to recover Wounds is by resting. For every night’s rest a character gets, he recovers a number
of Wounds equal to four times his Toughness Trait, plus his Insight Rank. It is possible to increase this amount, or to
recover additional amounts, through treatment via certain Skills or Bending Techniques (see the Scroll of Earth for
more information). Permanent wounds, such as the loss of a limb, naturally do not heal and permanent penalties
from those are at the discretion of the GM.

Stances
A character’s Stance determines what actions they may or may not take during their Turn in a combat Round. Stances
reflect the basic approaches the characters can take to resolve combat, and they are universally accessible for
everyone.
During the first Round of a skirmish, characters assume their Stance during Stage 1. On every subsequent round, they
can change their Stance or choose to maintain it at the beginning of their Turn in Stage.
The Stances a character may adopt are as follows:
Attack - Attack is the standard Stance adopted by most warriors in a combat situation, and is tied closely to the
Element of Water in that it is fluid and versatile. A character in the Attack Stance has no restrictions on the kind of
Actions he may take.
Full Attack - Full Attack is the Element of Fire, raging and
consuming all in its path. A character in the Full Attack
Stance may take no Simple or Complex Actions other than
those used to make attacks, and may only use Move Actions
to get closer to his enemies. Characters may not use the Full
Attack Stance to deliver ranged attacks. A character in the
Full Attack Stance gains a bonus of +2kl to attack rolls
made that round, but his Armor TN is reduced by 10 to
reflect the all-or-nothing nature of the attack. A character in
the Full Attack Stance who takes a Move Action during his
turn may move an additional 5 feet beyond the normal
amount allowed for the Move Action. This bonus movement is granted only once per Round, and the character still
may not exceed the normal maximum distance he may normally move in one Round. Full Attack may not be used
while mounted.
Defense - Defense is the Element of Air, evasive and flexible. Defense allows for the greatest freedom of action.
Characters in the Defense Stance add their Air Element plus their Defense Skill Rank to their Armor TN. There are
no restrictions on what kind of Actions a character in the
Defense Stance may take, other than that they may not
attack. The Defense Stance is useful for making oneself
less vulnerable while making Skill Rolls or non-offensive
Bending Rolls during skirmishes. A character attempting
to light a spark for a burning arrow in the middle of a
melee would use Defense, as he may still need to drop
what he is doing to defend himself from an enemy who
attacks.
Full Defense - The Full Defense Stance is the Element of
Earth, reserved, unmoving, and unassailable. Upon
declaring his Stance, a character in the Full Defense Stance
makes a Defense / Reflexes roll and adds half of the total
(rounding up) to his Armor TN until his following Turn. This Skill Roll is considered a Complex Action, so a
character in this Stance may only take Free Actions.
Center - The Center Stance is the Element of Spirit. Characters in the Center Stance take no Actions, instead
focusing their energy in preparation for action the following round. A character in the Center Stance forfeits all
Actions while in that Stance. On the round following his adoption of the Center Stance, the character gains a bonus of
1k1 plus his Spirit Element on any one roll made during his Turn. The character also adds 10 to the total of his
Initiative Score for that Round only.

Actions
During a combat Round, every character may take Actions on their Turn. Although a character’s Stance can limit
what kind of Actions they may take, in general a character may take one of the two following options:
 One Complex Action + Free Actions
 Two Simple Actions + Free Actions
Free Actions are minor activities that do not disrupt a character’s ability to perform other tasks during the course of
their Turn. Unless otherwise specified, a character may only perform each Free Action a maximum of once per
Round.
Simple Actions are more complicated tasks that require more of a character’s attention, but not so much that he is not
capable of taking more than one action at a time.
Complex Actions are elaborate or time-consuming efforts that require all of a character’s attention in order to complete.
Move Actions
Characters in Avatar can move a certain amount per round depending upon the Action or Actions they devote to that
task. Actions correspond to the following movement rates:
 Free Action: A number of feet equal to five times the character’s Spirit Element.
 Simple Action: A number of feet equal to ten times the character’s Spirit Element. Jumping is also
considered a Simple Move Action.
 Complex Action: These are not normally available, but some mechanics can require a character to perform
specific tasks as Complex Move Actions.
A character may not move more than twenty times his Spirit Element in feet per round unless he has an ability that
increases his maximum possible movement per round.
Movement is also modified by the type of terrain where characters are located. It is far easier to run down a city
street, for instance, than a rocky beach. It is ultimately up to the Game Master to determine what level of terrain any
particular area falls under. Terrain types and the movement penalties they incur include:
 Basic: City streets, plains, sparse forest, etc. A character has no movement penalties in basic terrain.
 Moderate: Tall grass, foothills, beaches, etc. A character’s Spirit Element is considered one Rank lower (to
a minimum of one) for the purposes of determining how far he can move using Move Actions when on
moderate terrain.
 Difficult: Mountains, dense forest, hip-deep water, etc. A character’s Spirit Element is considered two
Ranks lower (to a minimum of one) for the purposes of determining how far he can move using Move
Actions when on difficult terrain. GMs may optionally choose to assign penalties to physical rolls (both Skill
and Trait Rolls) made in Difficult terrain, typically a -5 or -10 to the roll, if it seems appropriate.

Example Actions
Free Action Simple Action Complex Action
Draw a small weapon Draw a medium or large weapon Make an attack
Speak (up to five words) Move action (Water x10 feet) Use a bending technique
Move Action (Water x5 feet) Dismount Skill use (any non-Weapon Skill)
Drop a weapon/item Pick up a weapon/item String a bow for use
Speak (more than five words) Mount
Guard (see Maneuvers)
Maneuvers
Maneuvers are specialized actions and attacks that are more difficult than the standard melee and ranged attacks that
characters can make as part of a combat round. Because these attacks accomplish additional effects above normal
attack damage, they require Raises in order to be made. Certain Maneuvers can only be performed in particular
Stances.
It should be noted that these maneuvers do not constitute an exhaustive list of the things which a character might be
able to accomplish with an attack. Rather, they specify the maneuvers that are most likely to come up during a
skirmish. The GM and players should feel free to improvise other maneuvers based on the rules presented here.
CALLED SHOT (VARIABLE RAISES)
A Called Shot is an attack that specifically targets one section of the body. Without the Called Shot Maneuver, it is
assumed that an attack will strike the target’s torso, but with an increasing number of Raises, smaller and more
specific parts of the body can be targeted. A specific limb can be targeted with 1 Raise, a hand or foot with 2 Raises,
the head with 3 Raises, or an eye, ear, finger, or other similarly small part with 4 Raises. There is no specific
mechanical effect for striking a particular body part in this manner, although individual GMs may rule that a certain
amount of damage may sever or destroy the body part in question, and any items held or worn on that part may be
dropped or destroyed.
DISARM (3 RAISES)
The Disarm Maneuver specifically targets a
weapon held by the target, with the intent of
knocking it out of the target’s grasp. A
successful Disarm attack inflicts only 2k1
damage from the jarring impact of the strike,
regardless of the weapon used, and characters
executing this Maneuver do not add their
Strength to the number of rolled damage dice.
If the Maneuver is successful, the character
and his target make a Contested Strength
Roll. If the attacking character wins, the
target drops the weapon in question.
Weapons with wooden components that are the target of a Disarm Maneuver by weapons with a steel blade may be
broken, at the GM's discretion. Recovering a dropped weapon requires a Simple Action on the part of a character
who has been Disarmed.
EXTRA ATTACK (5 RAISES)
The ability to make multiple attacks per Turn is normally only granted by powerful Techniques. This Maneuver al-
lows anyone to gain an extra attack per Turn, however, as long as they have the skill necessary to pull it off. To gain
an additional attack, a character must make 5 successful Raises on the first attack roll. These Raises confer no
benefits, but if they succeed, the character may immediately make a second attack roll as soon as the first attack has
been resolved (including damage). The Extra Attack Maneuver may only be used once per turn. The initial attack in
this Maneuver must be successful, but the second may miss without any negative effects.
FEINT (2 RAISES)
A Feint is an attack that contains, as its first component, a deceptive movement intended to make a target believe that
the attack will come from one direction, and then the actual attack comes from another direction, exploiting a hole in
the target’s defenses opened by their attempt to defend against die initial attack. If the Feint Maneuver is successful,
half the amount by which the character’s attack roll exceeded the target's Armor TN (taking the 2 Raises for his
Maneuver into account) is added to the damage roll for that attack, to a maximum amount equal to five times the
character’s Insight Rank.
GUARD (0 RAISES)
Guard is a unique combat Action that does not actually require an attack roll. However, it has been placed here with
Maneuvers for convenience, since it is used only in combat. During a skirmish, a character can choose to dedicate
himself to protecting another character, making it harder for enemies to attack that person. Guarding is a Simple
Action, and you may not take the Guard Action while in the Full Attack stance. When you declare a Guard Action,
you must designate one other person within 5 feet of you. Until your next Turn, any time that person is within 5 feet
of you, their Armor TN is increased by 10 and your Armor TN is decreased by 5.
INCREASED DAMAGE (1 OR MORE RAISES)
The simplest of all Maneuvers, an Increased Damage Maneuver adds a bonus of 1k0 to the total of the damage roll
that corresponds to the attack. Multiple Raises can be made to gain a larger amount of Increased Damage, but all
Raises made in one combat Round count as one effect for the purposes of any mechanics that decrease the number of
Raises required.
KNOCKDOWN (2 or 4 RAISES)
The Knockdown Maneuver is a specialized attack intended to damage an opponent and knock them prone. Because
this attack generally targets the legs, it is only useable against two- or four-legged opponents (requiring 2 and 4 Raises
respectively). If successful, the attack deals normal damage and forces a Contested Strength Roll between the
character and the target. If the character is successful, the target is knocked prone.
Off-Hand Weapons and Dual Wielding
Many players are interested in having their characters use two weapons simultaneously. This fighting method is
relatively common in the world of Avatar, as it offers quite a boost in offensive capabilities.
A character’s handedness is determined by the player. A character attempting to make an attack with a weapon in his
off-hand suffers a penalty of -5 to the roll if it is a small weapon, -10 if it is medium, and -15 if it is large.
Additionally, attacks made with the character’s dominant hand suffer a penalty of -5 to attacks as long as a secondary
weapon is held in the off hand. However, wielding two weapons at the same time also confers the following bonuses:
When the character makes an attack action while wielding one weapon in each hand, he can make one attack with
each weapon as a single action. The character cannot use the Extra Attack and Increased Damage Maneuvers when
attacking with two weapons, though he can use them if he only attacks with one weapon and forgoes his free second
attack option.
When the character is in the Defense or Full Defense Stance while wielding one weapon in each hand, he adds his
Insight Rank to his Armor TN.
Obviously, a character cannot dual-wield two-handed weapons.

Grappling
Grappling is a unique combat situation that is different enough from a standard skirmish that it warrants its own
system. Grapples occur within the normal rules for a skirmish, however, and as such use the same rules for Initiative,
Actions, Rounds, and Turns.
A character may initiate a grapple by making
an attack roll using Jiujutsu / Agility. This is
always a Complex Action unless the character
possesses an ability that specifically renders
grapples a Simple or Free Action. To
successfully initiate a grapple, the attacking
character must hit the target’s Armor TN
with his attack roll. This attack roll ignores
the benefits of armor to the Armor TN. If the
attack is successful, both the attacker and the
target are considered to be in a grapple.
When characters are involved in a grapple,
one of them is in control. Initially this is the
character who initiates the grapple, but it can
change every round. A grappled character must try to control the grapple at the beginning of his Turn. All characters
involved in the grapple must make a Contested Unarmed Combat / Strength Roll. The character with the highest
result on this roll is considered to be in control of the grapple until the next character’s Turn.
A character who has control of a grapple may do one of the following things on his Turn:
 Hit: As a Complex Action, the character may inflict normal unarmed damage on any one other participant in
the grapple. This damage cannot benefit from Raises, as there is no attack roll being made. Free Raises can
still be applied, however.
 Throw: As a Complex Action, the character may throw one opponent, causing them to become prone
anywhere within five feet of the character performing the throw. This removes the thrown character from
the grapple.
 Break: As a Simple Action, the character may immediately remove himself from the grapple.
 Pass: As a Free Action, the character may do nothing, choosing to maintain the grapple and retain control.
Certain weapons, primarily chain weapons and certain polearms, may be used to grapple opponents. These types of
grapples are identical to normal grapples, except that the attack roll and control rolls use the appropriate Weapon
Skill in place of Unarmed Combat, and a Hit inflicts damage based on the weapon instead of unarmed damage. There
is a risk associated with this, however. If a character using a weapon loses control of the grapple, his opponent gains
two free Raises on his next Turn to use the Disarm Maneuver against him.
Conditional Effects
There are a number of different conditions that can afflict a character during combat, each with its own unique me-
chanical effects. Techniques can cause many of these, while others simply happen as a result of environmental factors.
This list of conditions is not exhaustive, but covers all the most likely conditions for a character to suffer. The GM
should use these rules as guidelines for any unusual conditions that are not covered here.
Blinded - A character who has been struck blind or who suffers from the Blind Flaw suffers a penalty of -3k3 to all
ranged attack rolls and -1k1 to melee attack rolls. A blind character’s base Armor TN is equal to his Reflexes Trait
plus 5 (armor adds bonuses as normal). The character's Spirit Element is considered two ranks lower for the purposes
of determining how far he can move as part of a Move Action. Any attempt at a Simple Move Action requires an
Athletics/Agility roll (TN 20) or the character is knocked Prone.
Dazed - A character who has been dazed suffers a penalty of -3k0 to all actions. Dazed characters can only use the
Defense and Full Defense Stances. The character may recover from this Status Effect by making a successful Earth
Element Roll versus a TN of 20 during the Reaction Stage. The target may attempt this roll once each Round, and the
TN decreases by 5 each time he fails the roll.
Entangled - A character who has become entangled can take no Actions other than attempting to break free. This is
a Strength roll against a TN determined by the GM based on the nature of the entanglement; it is a Contested Roll if
someone else is actively trying to keep the character entangled. Opponents may initiate a grapple with an entangled
character without an attack roll.
Fasting - A character who goes without food and water for 24 hours loses the ability to regain Spirit Points from
rest, although they can still be regained from meditation. After two days of fasting, a character suffers a +5 TN
penalty to all his Skill Rolls, physical Trait Rolls, and Bending Rolls until he gets food and drink. This increases by +5
for each additional day of fasting. After a number of days of fasting equal to his Toughness, he begins losing 2k1
Wounds per day until he gets food and drink or dies.
Fatigued - A character who goes without rest for 24 hours suffers a +5 TN penalty to all his Skill Rolls, physical
Trait Rolls, and Bending Rolls until he rests. This penalty increases by an additional +5 for every day that passes
without rest. After a number of days equal to the character’s Toughness Trait, he must begin making Willpower Trait
Rolls at TN 20 every two hours to avoid falling asleep. A fatigued character may not take the Full Attack Stance.
Grappled - A character who is participating in a grapple is considered grappled. Characters who are grappled are
much easier to hit with attacks, and have their Armor TN reduced to 5 plus any bonuses from armor they are
wearing.
Mounted/Higher - A character sitting atop a mount, or who is on higher ground (at least a four foot height Perk),
gains a bonus of + 1k0 on attack rolls against un-mounted/lower characters. A mounted character may not use the
Full Attack Stance.
Prone - A prone character is lying flat on his back, side, or stomach, and cannot move, attack, or defend himself to
full effect. A prone character immediately suffers a -10 penalty to his Armor TN against melee attacks. This penalty
lasts until he stands up. He cannot use Move Actions, and may only adopt the Defense or Attack Stances. He cannot
attack with large weapons, and suffers a -2k0 penalty to attacks with medium and small weapons. It requires a Simple
Action to stand up from the prone position.
Stunned - A character who is stunned may take no actions. Such a character has an Armor TN equal to 5 plus any
bonuses from armor worn. The character may recover from this Status Effect by making a successful Earth Element
Roll at TN 20 during the Reaction Stage. If he fails this roll, the status ends at the end of the next Combat Round.

Concealment and Cover


When the character is at least half concealed (by smoke, mist, or intervening objects), he gains a +5 bonus to his
Armor TN against ranged attacks.
For simplicity’s sake, all objects that could serve as cover belong to one of these two categories:
 Light Cover: Objects made from soft materials like snow, thin wood, glass, or paper. A character behind
light cover receives a +5 bonus to his Armor TN and gains a Reduction of 1 against ranged attacks.
 Heavy Cover: Heavier objects made from hard materials like stone, thick wood, concrete, and metal.
Heavy cover confers a +10 bonus to the Armor TN and a Reduction of 4 against ranged attacks for any
character behind it.
At the GM’s discretion, an attacking character may use the Called Shot Maneuver to bypass cover.

Ambush and Other Surprises


Under certain circumstances, it is possible for one group of combatants to surprise another. If the GM rules that one
group is unaware of another’s presence, the hidden group may attempt to make a surprise attack. They make a Con-
tested Stealth (Ambush) / Agility roll opposed by the unaware group’s Investigation (Notice) / Perception before the
first Stage of the skirmish begins. This roll may either use the Cumulative Skill Rolls rule or, if the GM prefers, be
made by the group leader. If the ambushing party wins, all characters in the surprised party suffer a penalty of -10 to
their Initiative Score for the duration of the skirmish. If the party being ambushed wins the Contested Roll, then
nothing happens and the skirmish immediately proceeds to Stage 1.
Some GMs may find the global Initiative penalty inappropriate for ambush situations. If that is the case, an alternative
that some might prefer would be to allow only the ambushing party to act during the first round of the skirmish, or to
disallow the surprised party to use certain Stances, particularly Full Defense. The GM might also rule that a surprised
character is easier to hit, depending on whether that seems appropriate to the circumstances. Be aware, however,
that removing the actions of the surprised party or making them overly vulnerable to attack, even for one round,
could quite possibly lead to an extremely challenging skirmish for the surprised party. The GM should consider this
carefully before applying such-penalties.

Falling and Drowning


Other than combat, the most common environmental risks of damage a character faces are from falling and drown-
ing. Falling from a height will inflict Wounds equal to 1k1 for every ten feet of distance fallen. Falls of less than about
10 feet will typically not inflict meaningful damage, although the GM can use discretion for unusual circumstances
(such as falling onto sharp rocks).
A character who falls into deep water must roll Athletics (Swimming) / Strength at TN15 each minute to stay afloat.
The GM may increase this TN to reflect difficult circumstances such as a storm-tossed sea. If the PC must tread water
for a long time, not only will the TN increase but also the Trait for the roll may be changed to Toughness. Once the
character fails the roll, he can hold his breath for a number of Rounds equal to his Toughness, during which time he
can continue trying to make the Athletics roll to resume swimming. If he is still underwater when his Toughness runs
out, he begins drowning, taking 2k2 Wounds per Round. A drowning character is helpless and cannot take any
Actions until rescued.

Fear
Any time a character is confronted with something which might
make his courage falter, like a terrifying phenomena or a
dangerous enemy, the GM can make him roll to resist a Fear
effect.
Fear effects are given a Rank, ranging from 1 to 10, to
represent their severity. To resist a Fear effect, a character must
roll Raw Willpower at a TN equal to 5 + (5 x Fear Rank).
Thus, resisting a Fear 3 effect requires a roll at TN 20.
A character who fails to resist a Fear effect suffers a penalty to
all of his die rolls equal to –Xk0, where X is the Rank of the
Fear effect. Thus, for example, a Fear 2 effect would inflict a -2k0 penalty on all die rolls. This penalty lasts until the
end of the encounter, unless the source of the Fear is removed prior to that time.
Characters who catastrophically fail to resist Fear may actually lose control of themselves and completely succumb to
terror. If a character fails a roll to resist Fear by 15 or more, he is overwhelmed by fear and either flees or cowers
helplessly, as the GM warrants.
KHARMA, FAME, AND STATUS
In addition to their Elements, Traits, and Skills, characters have other ranked abilities that determine a great deal
about their fate, how recognizable they are, and how important they are in the Avatar world. Those qualities are
represented by Kharma, Fame, and Status, respectively. These are attributes that affect the daily life of virtually every
character. Like other character attributes, these three are normally ranked from 1 to 10, although it is possible, albeit
unlikely, for some to have a 0 rank.
Each Rank of Kharma, Fame, and Status is composed of ten Points, representing fractional changes in these rankings.
When a character accumulates ten Points of Fame, for example, his Fame Rank increases by one and the ten Fame
Points are lost. Consequently, with this example, when a character loses Fame to the point where his Fame Points
would be negative, he decreases his Fame Rank by one, with the new Rank having 9 Fame Points, and any remaining
Fame Point loss is then applied as normal.

Kharma
Kharma is a mysterious and poorly understood
concept, the representation of the seemingly
cosmic rule that rewards people depending on
their deeds. Part luck and part fate, Kharma is
nothing to be shrugged at, as its power have
turned the tides of many great battles and helped
out several heroes in their times of need.
Kharma Points can be spent in a similar way than
Spirit Points, but rather than offering flat bonuses
like Spirit Points, Kharma Points allow the
characters to influence the scene directly with re-
rolls and narrative changes. The character may
spend his Kharma Points to the following effects:
 For 2 Kharma Points, the character may re-roll a single roll, retaining all modifiers that affected the original
roll. The result of the second roll stands, even if it is worse than the first roll.
 For 5 Kharma Points, the character may automatically succeed on a single roll without rolling any dice. For
mechanical purpose, he counts as having the minimum result required to pass the roll.
 For 4 Kharma Points, the character may ignore one attack that would put him into the Out Wound Rank.
Instead, he only takes Wounds until he reaches the Downed Wound Rank - all excess Wounds are ignored.
 For 10 Kharma Points, the character may avoid death, and miraculously escape the situation that threatened
his life. If he does so, he is incapacitated for the remainder of any scene that he was participating in, and any
future scenes in the session. He may be able to interact with other characters, but is basically crippled and
bedridden for the remainder of the game session. However, he cannot be killed by any other events during
that session.
 For 3 Kharma Points, the player may change a minor detail in the scene. However, the player can only
outline the change, it is up to the GM to work out the actual effect.
EXAMPLE: The character is running through a narrow alley to escape from a bunch of chi blockers.
Suddenly, two chi blockers show up at the end of the alley. Thinking that his character can’t take on two chi
blockers, the player spends 3 Kharma Points and says that only one chi blocker appeared. The GM nods, and
tells the player that the second chi blocker tumbled and landed in a nearby garbage container – he is now out
of action for the time being.
 For 6 Kharma Points, the player may change a major detail in the scene. Just like with the option above, the
player has no control over the actual nature of the change.
EXAMPLE: While fighting an Agni-Kai, the character’s opponent assumes Full Defense Stance in a key
moment. Unsatisfied with this turn of events, the player spends 6 Kharma Points and says that his opponent
assumes Attack Stance. The GM accepts the change and tells the player that the other firebender assumes Full
Attack Stance and he attacks the character with everything he has got!
The player can declare to spend Kharma Point for one of the options above during any time, but he cannot affect
events that have already happened. For example, the player can’t spend 10 Kharma Points to revive his character
when he is dead for several in-game hours.
GAINING AND LOSING KHARMA
The exact ammunition of Kharma gains and losses depends upon the character’s Kharma Rank. For example, a
character with a high Kharma Rank will gain less and lose more as his Kharma aligns on much higher standards for
him than for another character with a low Kharma Rank.
The chart here represents typical Kharma awards and penalties for notable actions at the various Kharma Ranks. How
these awards and penalties should happen in play is the choice of the GM. Some GMs may wish to simply follow the
chart and allow Kharma gains and losses automatically, but other GMs may wish to exercise more control and make
specific Kharma awards and penalties based on the guidelines of this chart. This is ultimately a matter for the GM to
decide, preferably in consultation with the players.
Act 0 1-2 3-4 5-6 7-8 9-0
Helping people in need +6 +5 +4 +3 +2 +1
Saving innocents from harm +8 +6 +5 +3 +2 +1
Putting an end to villainous activity +4 +4 +3 +3 +2 +1
Splendid roleplaying +2 +2 +2 +2 +2 +2
Retaining virtue against overwhelming odds +3 +3 +3 +2 +2 +2
Staying strong in face of great peril and/or suffering +5 +4 +3 +3 +2 +1
Facing a superior foe +5 +5 +4 +4 +4 +3
Showing compassion towards the enemy +2 +2 +1 +1 +0 +0
Protecting others’ interest despite great risk to yourself +2 +3 +3 +4 +3 +2
Fulfilling a promise despite great personal cost +3 +3 +2 +2 +1 +1
Willingly causing harm/misery for no real reason -0 -2 -4 -5 -6 -8
Manipulating others for sinister purposes -0 -1 -2 -3 -5 -7
Spreading terror -0 -0 -1 -2 -3 -5
Fleeing from a battle -0 -0 -2 -4 -5 -6
Abandoning responsibilities -0 -3 -5 -7 -9 -10
Mistreating others -0 -1 -2 -3 -4 -5
Abusing power -0 -4 -3 -3 -5 -6
Intentional killing -0 -5 -8 -9 -10 -10
Disloyalty -0 -3 -4 -5 -6 -8
Misguiding others for selfish reasons -0 -0 -1 -1 -2 -3
Not showing respect towards an inferior opponent -0 -3 -2 -4 -6 -9
Note that it is entirely possible that an “evil” character has a high Kharma Rank if he is also virtuous in his own ways.
Even the darkest heart can be a source of great prowess and resolve, things that can earn many Kharma Points to the
character. In the same way, a “good” character can also have a low Kharma Rank if he only has good intentions, but
lacks the purposefulness to get things through.
KHARMIC CONVERGENCE
Sometimes, the universe really becomes fond of a person, lending its help at a lower cost than usual. The attention
might be fleeing, but it is worth every moment of it. When the character has the same value for both his Kharma
Rank and Kharma Points (for example, he has 1 Kharma Point at Kharma Rank 1, or 4 Kharma Points at Kharma
Rank 4), all Kharmic effects cost one less Kharma Point than normal.

Fame
Fame is a measure of an individual’s reputation throughout the world as a result of personal accomplishments. Unlike
Kharma and Status, Fame is a very fluid attribute and can vary wildly from the results of a single skirmish, or
adventure. Individuals who participate in sensational events, such as military officers or bending masters, are more
prone to having a high Fame, while mild-mannered or unobtrusive individuals, such as scholars or gurus, are far less
likely to be recognized. Surprisingly, socially high-ranking individuals such as the Earth King or the Fire Lord have a
relatively low Fame, because they are so unlikely to be recognized when outside of the trappings of their positions
and unaccompanied by their retinue. There are few in the world, after all, who would recognize the Earth King if he
were traveling in simple clothes without his legion of bodyguards and attendants.
Fame is a measure of reputation, not prestige, and those who have lower Fame than the character are in no way
obligated to obey him. They are expected to show him the proper respect for one of his reputation, however, and
failure to do so can result in a legitimate reason for a quarrel or other unpleasant outcomes.
GAINING FAME
Gaining and losing Fame can be done in a variety of ways, all based upon a character’s actions and what ramifications
his actions have on his reputation in the world at large. Glory gains and losses are largely out of an individual’s
control, as Glory grows or diminishes as a result of others speaking of their exploits. Much as with Kharma, it is the
decision of the GM whether Glory changes should be “automatic” or not.
Act Fame Gain or Loss
Acknowledgement Publicly acknowledged by someone of Status 7+, gain 1 Rank.
Caught in a Lie Lose double the Fame gained by the act about which the character lied.
Completing a Quest Gain Fame Points = half the Fame Rank of the individual issuing the quest.
Craftsmanship Gain one Fame Point for each Raise made when creating an item.
Defeat Loses opponent’s Fame.
Gifts Gain Fame equal to Fame/Status if given a gift by a higher ranking character.
Idleness Lose one Fame Point for every week without any Fame gain.
Indifference Being ignored for prior bad behavior, reduce all Fame gains by 1, increase losses by 2.
Immortality Inspiration for a work of art, gain Fame Points = Fame Rank of most prominent admirer.
Learning Gain one Fame Rank when gaining an Insight Rank.
Public Bragging After gaining Fame, you may gain 1 additional point through public bragging.
Romance Increase Fame Rank of lower-Fame lover to one less than higher-Fame lover.
Skirmishes Gain one Fame Point for defeating bandits, monsters, etc.
Status Gain Fame equal to the amount of Status gained.
Stealing Credit Gain the amount of Fame normally gained for the act being usurped.
Warfare Gain 3 points Fame for surviving a battle, 6 if on the winning side.
EFFECTS OF FAME
The higher a character’s Fame Rank, the greater the probability he will be recognized when he encounters people he
has not met before. Whenever this happens, the GM can make a Remembrance / Intelligence roll for the strangers
against TN 50. This TN is reduced by an amount equal to the character’s current Glory Rank x 5. If the roll is
successful, the strangers recognize the character and respond appropriately.
INFAMY
Characters who gain Fame for committing criminal or
dishonorable acts may instead be given Infamy, which is
similar to Fame in all respects save that it inspires fear
and revulsion rather than awe or respect. It is gained in
exactly the same manner, but for heinous and fearsome
acts, typically those that would normally cause a loss of
Kharma. Individuals with Infamy can be recognized in
the same manner as those with Fame, but the response
of those who recognize them is vastly different. If a
character has both Fame and Infamy, the total Ranks
should be combined to determine the likelihood that the character is recognized.
Infamy Points and Ranks can most easily be attained by taking the Infamous Flaw, or through actions during play at
the GM’s discretion.

Status
Status is the measure of an individual’s role and influence within the society. Those with higher Status command
more resources, authority, and wealth, while those with low Status have little authority over anything, perhaps even
their own lives. Status is a largely static attribute that changes infrequently. Generally speaking, the only way for a
character to increase their Status is to gain appointments or promotions from someone who is higher-ranking in the
hierarchy of their family, nation, or organization the character is working for.
GAINING AND LOSING STATUS
Status may only be gained by the formal promotion of a character by his superior or another higher-ranking
individual. This is traditionally done in recognition of glorious service, although political appointments are also a
source for such things. Losing Status is less common, and is done by the same sort of individuals, but as punishment
for some sort of failure, typically a failure of duty. There is little that can be done in such cases, although in the
instance of an unfair demotion, a character can conceivably protest his demotion to a figure of greater authority who
holds influence over the individual who performed the demotion in the first place. If a demotion is found to be
unjust, it results in a restoration of the wronged party’s Status. However, an inappropriate protest may result in even
more severe punishment for the protesting character.

EFFECTS OF STATUS
Status grants a character authority over other characters of lower Status, but only if those characters exist within the
same hierarchy. A Fire Nation character with Status 4 for instance, still cannot issue commands to an Earth Kingdom
character with Status 2 unless the two of them are members of the same organization or a comparable social order of
some sort; otherwise the Fire Nation character simply has no authority over the Earth Kingdom character. On the
other hand, a Fire Nation character of Status 4 can usually issue orders to another Fire Nation character of Status 2.
Characters must always be careful in doing so, however, and make sure they do not interrupt or countermand the
orders of a different character with an even greater Status than their own. Countermanding a superior often results in
loss of Status as a punishment for the interference.
Quick Summary
STEP 1: PICK YOUR NATION
This is the most defining aspect of any Avatar character, and the one that will most impact your role-playing
experience. Select the Nation from which your character originates, described both in the Scroll of Air and later in this
chapter.
STEP 2: PICK YOUR BACKGROUND
Even within a Nation, the various backgrounds offer a wide variety of characters that can be created. Once your
Nation is chosen, pick one of the backgrounds that make up the Nation in order to receive additional benefits. The
mechanical benefits of individual backgrounds are listed under the Nations to which they belong later in this chapter.
STEP 3: PICK YOUR CLASS
Four Classes are included for each Nation and can be found later in this chapter.
STEP 4: CUSTOMIZE YOUR CHARACTER
Experience Points are given to characters to represent the improvement of their abilities over time based upon the
hardships they have faced. They are given to characters at the end of adventures (see the Scroll of Spirit for discussion
of this), but also at the time of character creation in order to represent all that a character has learned during their
lifetime up to the point that the campaign begins. A normal starting character begins with 40 Experience Points to
spend on purchasing Traits, Perks, and Skills. Additional Experience Points may be acquired by purchasing Flaws.
STEP 5: DERIVED ATTRIBUTES
Certain abilities or traits that a character possesses are determined based upon other things. To complete your
character, note his Kharma (defined by Background), Status (1.0 by default), Fame (1.0 by default), and calculate his
Insight Rank.

Step 1: Getting Started


There are some things you need to know before you ever look at your character’s Skills and other abilities, hirst and
foremost, every character possesses five Elements, which are explained in detail in the Scroll of Fire. Each Element
represents one aspect of the character’s mental and physical abilities. As a reminder, they are:
 Air: Reflexes and Empathy.
 Earth: Toughness and Perception.
 Fire: Strength and Willpower.
 Water: Agility and Intelligence.
 Spirit: Spirit has no Traits, but instead produces Spirit Points. A character has a number of Spirit Points equal
to his Spirit Element.
A character’s Elements all begin at 2. When the individual Traits that make up the Elements are increased, an
Element always remains equal to the lower of the two. For example, if a character had Agility 4 and Intelligence 2,
his Water Element would be 2. If the character increased his Intelligence to 3, his Water Element would become 3 as
well.
Also, by this stage you are probably aware of what Nation and background you wish your character to be from. In this
case, note both on your character sheet, and then determine what Trait bonus you receive from the background in
question. This represents that background’s legacy of training, bloodline, and expertise. That Trait begins at 3 instead
of 2. For example, if your character is from the Highborn background of the Fire Nation, he gains +1 Willpower and
thus begins with Willpower 3. In addition to the Trait bonus, your character’s background determines his starting
Kharma Rank, which should also be noted in the appropriate place on your character sheet.
Step 2: Basics
With your character established as part of a clan and family, it’s time to get a little bit more specific about what kind
of character he is going to be. You should by this point know whether your character will be a bender or a non-
bender. This affects what kind of abilities your character can learn later, including certain Perks or Flaws, as well as
optional mechanics that your GM might choose to include in your campaign (see Step 3 for more information on
those).
When you have chosen the Class you wish your character to have, you gain numerous benefits. First, a second Trait
gains a bonus of +1. If this is the same Trait that your background granted a bonus to, then that Trait is now at 4 in-
stead of the normal starting 2. Most combinations do not double up, however, and so your character will most likely
have two Traits that begin at 3 instead of 2. For example, if a character from the Fire Nation Highborn background
has the Firebender class, he would begin with Willpower 3 (from the background’s + 1 Willpower benefit) and
Strength 3 (from the Class’ +1 Strength benefit).
Every Class confers seven Ranks of Skills. Unless otherwise specified, these Skills all begin at Rank 1. Many Classes
allow a character to choose one or more of these Skills from a larger group (such as Remembrance skills) to represent
the diversity of that Class. Obviously, this chosen Skill cannot be one already provided by the Class. Record all the
Skills granted as part of your character’s Class on the character sheet. For example, the character with the Firebender
Class would enter the following Skills on his sheet (because they are listed in the Class’ description): Athletics,
Calligraphy, Etiquette, Intimidate, Meditation, Unarmed Combat (Martial Arts), any one non-Specialist Skill.
Bender Classes also start with two Bending Techniques at rank 1, representing the character’s training with his
bending power. For example, a Firebender starts with the Offensive and Utility Bending Techniques. Bending and
Bending Techniques are explained in detail later in this chapter.
With the inherent benefits, Skills, and Bending Techniques taken care of, you now must be sure to include your
character’s Outfit, which is all of his starting equipment, and his Technique. Techniques are powerful abilities
granted by Classes. They represent perhaps the character’s most potent advantage against his opponents, and should
be listed on the character sheet for ease of use.

Step 3: Customization
Once all of the starting aspects a character receives from his Nation, background, and Class have been noted, it’s time
to customize the character so that he is not exactly the same as every other member of his Class. This is done by
purchasing additional abilities, including more Ranks in Traits or Skills, to represent the character’s life up until the
time the campaign begins. These abilities are purchased using Experience Points. A starting character has 40
Experience Points to use for additional abilities. These points may be spent in any of the following manners:
A character may increase a Trait by paying a number of Experience Points equal to four times the next rank. For
example, increasing a character’s Reflexes from 2 to 3 would cost 12 Experience Points. Remember to check and see
if your Element increases when you purchase additional ranks in your Traits.
Because it has no Traits, the Spirit Element may be increased on its own. This is more expensive, however, because
the Spirit Element contributes directly to a character’s Insight Rank (see below). Increasing a character’s Spirit
Element costs a number of points equal to six times the new rank. For example, increasing a character’s Spirit
Element from 2 to 3 would cost 18 Experience Points.
Skills may be purchased for a number of Experience Points equal to the next rank in the Skill. To purchase a Skill the
character does not already possess costs 1 Experience Point to gain that Skill at rank 1. Increasing a Skill from 2 to 3
would cost 3 Experience Points. An Emphasis may be purchased for a Skill by spending 2 Experience Points.
Emphases, and their related bonuses, are explained later in this chapter.
Benders may also purchase Bending Technique ranks by paying a number of Experience Points equal to two times the
next rank. For example, increasing a character’s Offensive Bending Technique from 2 to 3 would cost 6 Experience
Points. To purchase a Bending Technique the character does not already possess costs 2 Experience Points to gain that
Bending Technique at rank 1.
Perks and Flaws may be purchased for the cost listed in their description. A Perk that specifies it costs 3 points, for
example, requires 3 Experience Points to add to your character. Flaws function similarly, except that characters gain
additional Experience Points for taking them, up to a maximum of 10 extra points. For example, a character with 40
Experience Points who takes a Flaw worth 4 points now has 44 Experience Points to spend on improvements.
There are other abilities that your GM may wish to add to your campaign in order to increase the number of
character options available. These include Feats, Chi Powers and other benefits, and are described in the Scroll of
Water: Advanced Mechanics. If your GM chooses to add these options to your game, there are abilities described there
that can be purchased for Experience Points as well.
When spending Experience Points, please remember that no starting character may begin play with any ability,
whether a Trait or a Skill, above 4.

Step 4: Details
With your Experience Points spent, the majority of your character is complete. Write down your character’s starting
Fame Rank and Status Rank, both of which should begin at 1.0 unless you have another ability that increases one
(such as the Famous Perk, which increases a starting character’s Fame Rank). You also need to calculate your
character’s Insight Rank (see below). And now you’re ready to start the game!

Example of Character Creation


After carefully reading about the different Nations and backgrounds, Jessica has decided she would like to play an
Earth Kingdom noblewoman. She picks the Earth Kingdom Elite background, and while it is a perfect fit for a non-
bender character, Jessica is more interested in playing a bender, and has selected the Earthbender Class as the obvious
choice for her character, Jin. Jessica notes that all Jin’s Traits begin at 2, except for Intelligence and Toughness,
which both start at 3 (Intelligence is the bonus Trait for the Earth Kingdom Elite background, and Toughness for the
Earthbender Class). Jessica also notes that Jin has the Skills of Awareness, Investigate, and Unarmed Combat (Martial
Arts) at rank 1, and the Defense Skill at rank 2, because those are the Skills given by the Earthbender Class. She can
pick one Games and one other Skill as well, so Jessica adds Games: Pai Sho and Medicine, both at rank 1. She wants
Jin to be able to help out her fellow companions when they are wounded. She also jots down a Kharma Rank of 3.0,
and the equipment listed in the Class’ Outfit. Finally, she writes down the mechanics associated with the Rank 1
Technique for the Earthbender Class, which Jin will have learned during her years in the Earthbending School to the
game actually starting.
With all the basics from her background and Class written down, Jessica is ready to spend the 40 Experience Points
that all starting characters have. She decides she wants to choose her Flaws first, so that she will know exactly how
many Experience Points she has before she starts spending them. Jessica reads over the list of Flaws, knowing that she
can pick up to 10 points worth, but ultimately selects only two: Bad Fortune (Allergy) and Jealousy. Jessica wants Jin
to be allergic to honey - an illness that runs in Jin’s family, and she wants Jin to have an earthbending prodigy older
brother, Shu-Wei, who constantly outperforms her sister, earning her jealousy over the years. Bad Fortune (Allergy)
is worth 3 points, and Jealousy is worth 3 too, so Jessica notes that she has a total of 46 Experience Points to spend.
Because Jessica wants Jin to have some flexibility in terms of possible power output, she decides to increase Jin’s
Spirit Element right out of the gate despite how expensive it is. Increasing Jin’s Spirit Element from 2 to 3 costs a
total of 18 Experience Points (the new rank of 3, multiplied by 6), leaving her with 28 points. She also increases Jin’s
Perception from 2 to 3 in order to make her a better earthbender, as with Toughness 3 and Perception 3, Jin has
Earth 3 - an important thing to have for earthbending. This costs 12 points (the new rank of 3, multiplied by 4),
leaving Jessica with 16 points to spend on Skills, Perks, and Bending Techniques.
Looking at Jin’s Skills, Jessica decides to increase her Awareness and Unarmed Combat (Martial Arts) to 2, for a total
of 4 points spent (2 points for each Skill, the cost of the new rank). After a moment’s consideration, she takes the
Etiquette Skill at rank 2 to make sure that Jin's abilities match her picture of a well-mannered noblewoman. This
costs an additional 3 points, leaving Jessica with 9 to spend.
Her Earthbender Class gives Jin the Defensive and Utility Bending Techniques at rank 1. Jessica imagines Jin as a
defensive earthbender, so she purchases an additional rank of Defensive Bending technique for 4 points. She also
wants Jin to be able to bail out from dangerous situations with her earthbending, taking the Mobility Bending
Technique at rank 1 for 2 points. She now only has 3 Experience Points left for purchasing Perks.
After some time, she decides on Dangerous Beauty (3 points) which supports the character concept she has in mind
for an Earth Kingdom noblewoman.
With her points spent, Jessica decides to tally everything up. She writes down a Fame Rank of 1.0 and a Status Rank
of 1.0, because that is the default for starting characters and Jessica did not purchase any Perks that would increase
them. Looking over her sheet one final time, she decides it looks pretty good and heads off to talk to her GM about
her decisions.

What’s Important?
New players may be uncertain as to which Traits and Skills are the most useful. To some extent this is different for
every campaign, so consultation with the GM is strongly recommended if your GM plans a combat-oriented
campaign, Reflexes and Warrior Skills will have high value but Empathy and Artisan skills will most likely seldom
come into play. However, the following Traits and Skills are almost always useful:
 Agility: Being physically agile is an important advantage that will often come into play outside of combat
too.
 Perception: Spotting a danger in time is the best way to not get hurt.
 Awareness: The skill used for spotting ambushes, locating hidden clues, and figuring out whether someone
is lying to you.
 Etiquette: The primary “social defense” skill, used to resist most Social Skills, and thus useful for almost any
character.
 Stealth: The ability to approach (or run away from) a problem subtly and without drawing others’ attention
comes handy in many situations, and it is often more effective than direct confrontation.
Benders can also neglect certain Skills if they have Ranks in comparable Bending Techniques. A bender with several
Ranks in the Mobility Bending Technique will rarely need Athletics or Acrobatics, for example. Similarly, a bender
with the Offensive Bending Technique seldom wants to use normal weapons, so he won’t need Weapon Skills. On
the other hand, benders must put a greater focus on improving the Traits associated with their element, so that their
Element Rank will also increase.

Improving Your Character


Characters in the Avatar RPG are not static. They change over time as their experiences lead them to hone their
abilities or pursue additional training. This is represented by your GM awarding additional Experience Points either at
the end of each session or at the end of each adventure. (See the Scroll of Spirit for further discussion of how many and
how often Experience Point should be awarded.) These additional Experience Points may be spent in exactly the
same manner as the Experience Points used to customize your beginning character. They can also be saved from one
adventure to the next in order to accumulate enough to afford more expensive improvements.
One important aspect of characters that changes over time as they increase their abilities is Insight Rank. Insight Rank
is a means of measuring the overall abilities of a character, both to determine how they are progressing in their study
and to compare them to other characters in terms of relative power. Insight Rank is measured by adding all of a
character’s Elements together and multiplying them by ten, then adding the total of all their Skill Ranks and Bending
Technique Ranks together and adding it to the total from the Elements. For example, a character with all five
Elements at 2 and with a total of 20 ranks in different Skills and Bending Techniques would have an Insight Rank of
120. Insight Rank is measured in increments of 25 as follows:
 Insight 1-149 Rank 1
 Insight 150-174 Rank 2
 Insight 175-199 Rank 3
 Insight 200-224 Rank 4
 Insight 225-249 Rank 5
 Insight 250-274 Rank 6
 Insight 275-299 Rank 7
 Insight 300-324 Rank 8
 +25 points of Insight +1 Rank
Insight Rank is very closely linked to another similar measurement called Class Rank. While Insight Rank takes into
account a character’s abilities as a whole, Class Rank only concerns itself with the progression of a character within a
particular Class. For a beginning character, Class Rank and Insight Rank are the same. When a character advances to
Insight Rank 2, he also advances to Class Rank 2, and as such he may learn the Rank 2 Technique of that Class. When
he achieves Insight Rank 3, he is also at Class Rank 3 and may learn the Rank 3 Technique of his Class.
In some situations, a character may have Ranks in two or more different Classes. The most common means of doing
this is through the Multiple Classes Perk. This creates a disparity between Insight Rank and Class Rank, but the
progression remains the same, with the exception that the character may only increase only one Class Rank with each
Insight Rank advancement. For example, a Rank 2 Fire Nation Engineer takes the Multiple Schools Perk and ceases to
progress as a Fire Nation Engineer, instead beginning to progress as a Firebender. When he increases in Insight Rank,
his new Class Rank in the Firebender Class increases rather than his old Engineer Rank. So, when this character
achieves Insight Rank 3, rather than gaining School Rank 3 as an Engineer, he instead gains Class Rank 1 as a
Firebender and gains its Rank 1 Technique. After this, each time the character advances in Insight Rank, he can
increase one of his Class Ranks too. So when he reaches Insight Rank 4, the character may choose to advance his
Engineer Class Rank to 3 or his Firebender Class Rank to 2, but not both.

Insight Rank 6 and Beyond


Although it does not happen often, some campaigns can continue well past the point at which the characters involved
master the five Techniques of their beginning Class. When this happens, generally a character will select another
Class and begin progressing in that Class, beginning with its Rank 1 Technique. Characters selecting this option must
meet all the requirements for the new Class as described under the Multiple Classes Perk, but they do not need to
purchase that Perk; it is granted to them for free.
The Scroll of Water contains additional options for high-Insight characters, such as Advanced Classes, which the GM
may decide to introduce into the game as well. GMs who wish to begin a campaign at higher levels should increase
the number of Experience Points granted to characters during the Character Creation process.

THE FOUR NATIONS


The world of Avatar is divided into four nations: the Water Tribe, Earth Kingdom, Fire Nation, and Air Nomads.
Each nation is culturally unique and associated with one bending technique: waterbending, earthbending, firebending,
and airbending, respectively.
There is an option that the character has no Nation, or, to better say, he is “unaligned”. Details of this option are
discussed in the Scroll of Water.

Air Nomads
Air Nomads is a collective term for a nation of people who practice the discipline of airbending. One of the four
major nations, the Air Nomads were wanderers by definition, but had four air temples, one at each corner of the
globe, hidden away atop mountain ranges in the northern Earth Kingdom and on three remote islands. The theocratic
Air Nomads were home to a monastic order of men and women who practiced airbending. Unlike the other nations,
the people of the Air Nomads were, without any seen exception, all benders due to the high level of spirituality of
their people.
The Air Nomads are the most spiritual of all the cultures and live in harmony with nature. They are also fun-loving
and have a strong sense of humor.

EASTERN AIR TEMPLE: +1 AGILITY


Kharma: 4.2

NORTHERN AIR TEMPLE: +1 STRENGTH


Kharma: 4.0

SOUTHERN AIR TEMPLE: +1 REFLEXES


Kharma: 5.0

WESTERN AIR TEMPLE: +1 PERCEPTION


Kharma: 3.5
CLASS: AIRBENDER (Airbender)
Benefit: +1 Empathy
Skills: Acrobatics, Meditation, Persuade, Sleight of Hand, Unarmed Combat (Martial Arts), any two Skills
Bending Techniques: Mobility 1, Utility 1
Outfit: Traveler clothes, any one weapon, traveling pack
Techniques
Rank 1: The Way of Air
While in the Defense or Full Defense Stance, you add your Mobility Bending Technique Rank to your Armor TN.
Rank 2:
You ignore movement penalties from passing through moderate or difficult terrain. Your airbending attacks also
receive a +1k0 bonus to the damage roll while you are in the Full Attack Stance.
Rank 3: Winds of Your Spirit
You may add your Air Element and Spirit Element to your Bending Rolls. When you spend a Spirit Point to augment
a Bending Roll, you gain a Free Raise to that roll in addition to the normal +1k1 bonus.
Rank 4: Enchanted Gust
At the beginning of your Turn, you may spend a Spirit Point as a Free Action to activate this technique. For the rest
of that Turn, you may use your bending as a Simple Action rather than a Complex Action.
Rank 5: Unstoppable Blow
All your airbending attacks knock back the opponent just as if you used the Knockback Maneuver, but you don’t have
to make any Raises for it. The Knockback Maneuver has no effect on you, and when you use the Mobility Bending
Technique to escape a grapple, entanglement or any similar effect, you automatically succeed on your Bending Roll.

CLASS: AIR NOMAD (Airbender)


Benefit: +1 Intelligence
Skills: Awareness, any one Navigation Skill, Persuade, Subterfuge, Stealth, Unarmed Combat (Martial Arts), any
one Skill
Bending Techniques: Utility 1, Miscellaneous 1
Outfit: Traveler clothes, air glider, any one weapon, traveling pack
Techniques
Rank 1: Dancing Air
As a Free Action, you may target a number of opponents equal to your Class Rank; you gain a bonus of +1k0 to the
total of all Contested Rolls made against these opponents, and a +3 bonus to your Armor TN against attacks made by
these opponents. This bonus may be activated a number of times per day equal to your Class Rank, and lasts until the
end of the day.
Rank 2: A Helping Gale
You may add your Air Trait Rank to your Common and Low Skill Rolls.
Rank 3: Eye of the Storm
Once per Round, you may spend three Kharma Points to gain a +2k1 bonus on all attack rolls, Acrobatics and
Defense Skill Rolls and any Contested Social Skill Rolls until the end of the round.
Rank 4: Voice of Peace
At this rank, the Air Nomad has developed a personality strong enough to impose their demand for peace on the
more violent individuals around them. This may be done a number of times per session equal to your Class Rank. To
use this Technique, you take a Complex Action to step forward and forcefully demand an end to violence. (“This
brawling will cease!”) You make a Contested Roll of your Persuade (Appease) / Empathy against the Etiquette
(Honesty) / Willpower of all affected persons within hearing. All individuals who lose the roll must immediately
cease all aggressive action, and cannot attack until they take damage or you give them permission to fight. (They can
still use defensive abilities and the Defense and Full Defense Stances.) The effect lasts for one minute, and the
Technique can be used on the same targets again if it is resisted or expires. This Technique affects both enemies and
allies.
Rank 5: Thoughts Unclouded
When making a Class Skill Roll, your maximum Raises are not limited by your Spirit. A number of times per session
equal to your Spirit Element, you may gain a +5k0 bonus when making a roll with any of your Class Skills.

CLASS: SPIRIT SEER (Airbender)


Benefit: +1 Spirit
Skills: Calligraphy, Defense, Investigate, Logic, Medicine, Meditation (Spiritualism), Occultism
Bending Techniques: Defensive 1, Miscellaneous 1
Outfit: Monk robes, ritual accessories, traveling pack
Techniques
Rank 1: Sense Spirits
You may activate this technique by spending a Spirit Point. For the duration of the scene, you can see the Spirits
around you and thus interact with them.
Rank 2: Commune with Spirits
While the Sense Spirits Technique is active, you gain a Free Raise to your Awareness and Investigate Skill Rolls.
Rank 3: Spiritual Aegis
As part of activating the Sense Spirits Technique, you may spend an additional Spirit Point to activate this technique
too. For the duration of the scene, no Spirit can attack or directly harm you, and non-Spirit creatures cannot spend
Spirit Points to enhance their Skill Rolls or attack rolls against you.
Rank 4: One with the Spirits
While the Sense Spirits Technique is active, you gain a Free Raise to your Social Skill Rolls when interacting with
Spirits. When you spend a Spirit Point, roll a D10: on a roll of 9 or 10, you immediately regain one Spirit Point.
Rank 5: Spirit Portal
When you make a Meditation (Spiritualism) Skill Roll to enter the Spirit World, you may make four Raises on the
roll to transport your physical body too to the Spirit World, rather than just your spirit. You may also spend one or
more Spirit Points to bestow this ability to one willing subject per Spirit Point spent within your reach.

CLASS: WARRIOR MONK (Airbender)


Benefit: +1 Toughness
Skills: Acrobatics, Defense, Meditation, Polearms, Unarmed Combat (Martial Arts), any one Warrior Skill, any one
Skill
Bending Techniques: Offensive 1, Mobility 1
Outfit: Monk robes, air glider, any one weapon, traveling pack
Techniques
Rank 1: The Way of the Typhoon
You gain a bonus of +1k0 to the total of all attack rolls made using unarmed strikes, blunt weapons or with polearms.
You also add twice your Class Rank to your Armor TN against all melee attacks.
Rank 2: Soul of the Whirlwind
You gain a +1k1 bonus to your Initiative rolls and standing up from a Prone position is a Free Action for you rather
than a Simple Action.
Rank 3: Hurricane Strike
When using a blunt weapon, polearm or an unarmed attack, you may make melee attacks as Simple Actions rather
than Complex Actions.
Rank 4: Counter Attack
You may make one melee Attack action per Turn while in the Defense stance.
Rank 5: Strength of the Zephyr
You may perform the Feint Maneuver for only 1 Raise, and your damage bonus from a successful Feint is not limited
to your Insight Rank x 5.
Fire Nation
The Fire Nation is one of the world's four nations and five sovereign states. It is an absolute monarchy led by the Fire
Lord and home to most firebenders. Geographically, the nation is located along the planet's equator in the western
hemisphere and is composed of several islands. Its capital is simply known as the Fire Nation Capital.
The people of the Fire Nation have desire and will, and the energy and drive to achieve what they want.

CENTRAL ISLANDS BACKGROUND: +1 INTELLIGENCE


Kharma: 2.5

HIGHBORN BACKGROUND: +1 WILLPOWER


Kharma: 4.0

NORTHERN ISLANDS BACKGROUND: +1 REFLEXES


Kharma: 1.8

SOUTHERN ISLANDS BACKGROUND: +1 TOUGHNESS


Kharma: 3.6

CLASS: AMBASSADOR
Benefit: +1 Empathy
Skills: Awareness (Sense), Calligraphy, Deceive, Etiquette, Persuade, Temptation, any one Common or Low Skill
Outfit: Fine clothes, writing kit, traveling pack
Techniques
Rank 1: Tread Carefully
You gain a Free Raise on all your Awareness Skill Rolls. However, while ambassadors are trained for diplomacy, they
do not wholly neglect the ways of the warrior. In a skirmish, you add your Empathy Trait Rank to your Armor TN.
Rank 2: Reading the Soul
You may attempt to read someone else’s true emotions in a social situation by making a Contested Social Skill Roll of
your Etiquette / Empathy against the target’s Etiquette / Willpower. With a success, you gain a simple, general idea
of their true feelings - which can be very useful when those feelings are not the same as their outward actions. You
may Raise for better information, subject to the GM’s adjudication.
Rank 3:
By speaking with someone for a few minutes, you may make a Contested Roll of your Deceive (Manipulation) /
Empathy against their Etiquette (Honesty) / Empathy to force them into revealing one Mental or Social Flaw they
possess. If they have no such Flaws, this will instead reveal one Mental or Social Perk. (Note this will only reveal the
rulebook title of the Perk or Flaw, not the specific nature of it. For example, you might learn that the target has
“Dark Secret,” but not the specific nature of the secret.) If the roll succeeded in revealing a Flaw, with the GM's
permission you may take a 2 point Blackmail Perk against this individual, for no cost in Experience Points.
Rank 4:
Anyone making a Social Skill Roll for the purpose of lying to you or deceiving you, or making a Feint or Disarm
Maneuver against you in a skirmish, has their TN increased by an amount equal to 5 times your Class Rank.
Rank 5: A Generous Gift
If you know of a material item someone needs, and arrange for them to get it, you gain a bonus of +5k0 to any
Contested Social Rolls you make against that person for the next 24 hours.

CLASS: ENGINEER
Benefit: +1 Intelligence
Skills: Crafting: Blacksmithing, Demolition, Engineering, Remembrance: Technology, Technology, Subterfuge
(Security), any one Skill
Outfit: Reinforced clothes, tools, any one weapon, traveling pack
Techniques
Rank 1:
You gain a bonus of +1k0 when making any Class Skill Roll. When spending a Spirit Point to augment a Class Skill
Roll, you gain a bonus of +2k2 instead of +1k1. These effects are not cumulative.
Rank 2:
When crafting an item, you may make 2 Raises on the Crafting Skill Roll and spend one Spirit Point to create a
master-crafted item. Master-crafted items confer a +1k0 bonus to all rolls made while using them, including attack
rolls and damage rolls.
Rank 3:
You can make a Technology / Intelligence Cumulative Roll against a TN of 60 to improve a piece of armor. You may
make only one roll as part of this Cumulative Roll per day, and to do so, you require at least three hours of free time
to work on the armor. The improved armor gains a bonus to its Reduction equal to your Class Rank, and it grants an
additional bonus to the wearer’s Armor TN equal to half your Class Rank (rounding down). The same armor can be
improved only once this way.
Rank 4:
You gain a +5k0 bonus to damage rolls against mechanical targets. You may also add your Intelligence Trait Rank to
the total of your Class Skill Rolls.
Rank 5:

CLASS: FIREBENDER (Firebender)


Benefit: +1 Strength
Skills: Athletics, Calligraphy, Etiquette, Intimidate, Meditation, Unarmed Combat (Martial Arts), any one non-
Specialist Skill
Bending Techniques: Offensive 1, Miscellaneous 1
Outfit: Normal clothes, traveling pack
Techniques
Rank 1: The Way of Fire
You add your Fire Element to your firebending damage rolls. You also gain a +1k0 bonus to all your Bending Rolls
while you use your firebending under direct sunlight.
Rank 2:
You double the maximum distance you can fly using your Mobility Bending Technique. When using the Counter
Bending Technique, the penalty you cause is increased by an amount equal to your Fire Element.
Rank 3:
Using the Offensive Bending Technique is a Simple Action for you rather than a Complex Action.
Rank 4:
While in the Full Attack Stance, you gain a Free Raise to all your Bending Rolls. The bonus from firebending under
direct sunlight increases to +2k0.
Rank 5:
You ignore your opponent’s Armor TN bonus from the Defense or Full Defense Stance when you attack him with
your firebending. Characters successfully hit by your firebending suffer 4k2 damage in the Reaction Stage of the same
Round.
CLASS: SWORDFIGHTER
Benefit: +1 Agility
Skills: Acrobatics, Defense, Etiquette, Meditation, Sleight of Hand (Prestidigitation), Swords 2
Outfit: Light or medium armor, sturdy clothes, any one sword, any one weapon, traveling pack
Techniques
Rank 1: The Way of the Sword
While fighting with a sword, you may either ignore the portion of an opponent’s Armor TN derived from Armor, or
gain a Free Raise for the attack roll. Also, you gain a bonus of +1k0 to the total of all attack rolls made with a sword
on your first melee attack against an opponent in a skirmish, or against any opponent who has declared a Raise on an
attack against you since the last Turn. You add only a total of 1k0 for any enemy who Raised against you, no matter
how many times they actually Raised.
Rank 2: Combat Mastery
During Stage 1 of any Combat Round, you may add 5 to either your Initiative Score or your Armor TN. This onus
lasts until you use this technique again or the skirmish ends.
Rank 3: Flashing Blades
Attacking is a Simple Action for you while you are using a sword, a slashing weapon, or a knife. In addition, you may
make Free Actions while in the Center Stance.
Rank 4: Piercing Strike
Once per skirmish, you may designate one opponent during the Reactions Stage. You may ignore any Armor TN
bonuses your target receives from his Stance during the next Round.
Rank 5: Eye of the Storm
You may take one Simple Action per Turn while assuming the Center Stance. You gain the benefits of Center Stance
while you assume the Stance instead of the following Turn, and you may remain in Center Stance as many
consecutive Turns as desired. The Simple Action you take can be a Move Action (bypassing the normal restriction of
the Center Stance).
Earth Kingdom
The Earth Kingdom is one of the world's four nations. Spanning an entire continent as well as several subsidiary
islands, it is the largest and most populated sovereignty in the world and encompasses much of the eastern
hemisphere. The kingdom is ruled by a monarchy which operates under the rule of a king or queen.
The people of the Earth Kingdom are proud and strong and adhere to a philosophy of peaceful coexistence and
cooperation with the other nations of the world.

CITY DWELLER BACKGROUND: +1 EMPATHY


Kharma: 2.0

ELITE BACKGROUND: +1 INTELLIGENCE


Kharma: 3.0

NORTHERN MOUNTAINS BACKGROUND: +1 STRENGTH


Kharma: 0.5

SOUTHERN KINGDOM BACKGROUND: +1 PERCEPTION


Kharma: 1.8

CLASS: EARTHBENDER (Earthbender)


Benefit: +1 Toughness
Skills: Awareness, Defense 2, any one Games Skill, Investigate, Unarmed Combat (Martial Arts), any one Skill
Bending Techniques: Defensive 1, Utility 1
Outfit: Normal clothes, any one weapon, traveling kit
Techniques
Rank 1: The Way of Earth
You add your Earthbender Class Ranks to the total of all Toughness and Perception-based rolls. When participating in
a Cooperative Bending Roll, you gain a +1k0 bonus to your Bending Roll for each participant other than you.
Rank 2:
When you use the Defensive Bending Technique in place of the Counter Bending Technique, you gain a bonus to the
total of your Bending Roll equal to your Earth Element. Covers created by your earthbending provide a +15 bonus
(total) to Armor TN.
Rank 3:
When using the Offensive Bending Technique, you may activate this technique by spending a Spirit Point. You gain
two Free Raises you can use to perform the Area Effect or Multiple Targets Bending Maneuver, and a +5k0 bonus to
your damage roll.
Rank 4:
While in the Defense or Full Defense Stance, you may use your earthbending freely, ignoring all restrictions. Note
that non-bending actions must still abide these restrictions – only the bending actions are affected by this technique.
Rank 5:
When you make a Raise to increase the range of your earthbending, you gain a +60 feet increment rather than the
usual +20 feet. Breaking your earth prison with bending has a TN of 30 + your Earth Element.

CLASS: EARTH GUARD


Benefit: +1 Willpower
Skills: Awareness (Notice), Etiquette, Hunting, Medicine, Tactics, any one Weapon Skill, any one non-Low Skill
Outfit: Medium or heavy armor, sturdy clothes, any one weapon, traveling pack
Techniques
Rank 1: The Way of the Mountains
When spending a Spirit Point to gain +1k1 on a roll, you may choose to spend 2 Void Points (to gain +2k2) on the
roll instead. You may Guard as a Free Action; however, if you do so, your target only adds +5 to his Armor TN
instead of +10.
Rank 2: Stone Skin
You gain Reduction equal to your Earth Element.
Rank 3:
You may make melee attacks as a Simple Action instead of a Complex Action.
Rank 4:
You may spend a Spirit Point during the Reactions Stage to target an opponent who has attempted to strike at either
you or the target of your Guard Maneuver during the Round. You gain a bonus of +2kl to the total of all attack and
damage rolls against that opponent during the next Round.
Rank 5:
You may spend two Spirit Points as a Free Action when someone declares an action against the target of your Guard
Maneuver. You become the target of the action instead (if it would be a legal action - GM’s discretion in questionable
instances). You also gain one Free Action that you may use immediately for the sole purpose of moving toward the
target of your Guard Maneuver. If you cannot reach your target, this Technique has no effect.

CLASS: HEADHUNTER
Benefit: +1 Reflexes
Skills: Awareness, Hunting (Tracking), Intimidate, Investigate, Riding, any one Weapon Skill, any one Skill
Outfit: Light or medium armor, sturdy clothes, any two weapons, mount, traveling pack
Techniques
Rank 1:
You suffer no penalties to movement or attacks for rough or uneven terrain. Any time you are making Social Skill
Rolls against bandits, gang members, mercenaries, pirates, and other lawless types, you gain a number of Free Raises
equal to your Class Rank.
Rank 2:
Every time you hit an opponent in melee, his Armor TN is reduced by 5. This penalty only applies to your attacks,
and lasts for 2 Rounds. This Technique is cumulative (a number of times equal to your Class Rank), and the duration
resets with each application.
Rank 3:
A number of times per session equal to your Class Rank, if you have failed an Investigate or Temptation Social Skill
Roll, you may re-roll it as an Intimidate (Control) Social Skill Roll instead. You must take the result of the
Intimidation roll.
Rank 4:
You may make Simple Action attack actions with weapons you have an Emphasis for.
Rank 5:
Once per encounter, you may spend a Spirit Point as a Complex Action to attack your opponent with a melee
weapon. If the attack is successful, the target is Stunned. During the Reactions Stage, an affected opponent may
attempt a Toughness Trait Roll against a TN equal to the amount of damage dealt to end the Stun effect. If he fails or
does not attempt this roll, the Stun effect ends during the next Reactions Stage (the second Reactions Stage after he
was struck).
CLASS: INFILTRATOR
Benefit: +1 Agility
Skills: Athletics, Deceive, Stealth (Sneaking), Subterfuge 2, any one Weapon Skill, any one Low Skill
Outfit: Normal clothes, any one weapon, disguise kit, traveling pack
Techniques
Rank 1:
You receive a +2k0 bonus to your Deceive and Subterfuge Skill Rolls. Whenever you attack from stealth, you also
add your Class Rank to the total of your Initiative roll.
Rank 2: Shadow Meld
You gain bonus rolled dice equal to your Class Rank on any Stealth Skill Roll. Any uncontested roll made by an
opponent trying to detect you automatically has its TN increased by an amount equal to your Class Rank x 5. You
gain one Free Raise on all attack rolls made against opponents who are unaware of your presence.
Rank 3:
You may make attacks as Single Actions rather than Complex Actions when unarmed or wielding a small weapon.
Rank 4: Strike from the Darkness
Even after attacking a target, your opponents and bystanders must succeed at a Contested Roll using Awareness
(Notice) I Perception against Stealth (Ambush) / Agility to detect you. You may only use this Technique if you make
a single attack per round. The GM may rule that this technique does not work in situations where concealment is
impossible.
Rank 5:
When you make a Low Skill Roll, your dice explode on any result of 9 or 10, rather than only on 10. Whenever you
attack from stealth, you gain a +2k0 bonus to your damage roll.
Water Tribes
The Water Tribe is a collective term for the nation of people who practice the art of waterbending. It is one of the
original four nations and its citizens primarily inhabit the northern and southernmost regions of the globe, near both
poles. There is also a small community of waterbenders that populate the Foggy Swamp in the Earth Kingdom,
although they were isolated from their sister tribes for generations.
The people of the Water Tribe are capable of adapting to many things. They have a deep sense of community and love
that holds them together through anything.

MARAUDER BACKGROUND: +1 STRENGTH


Kharma: 2.5

NORTH POLE BACKGROUND: +1 SPIRIT


Kharma: 3.0

SOUTH POLE BACKGROUND: +1 PERCEPTION


Kharma: 4.2

TRIBAL NOBLE BACKGROUND: +1 EMPATHY


Kharma: 4.5

CLASS: NORTHERN WATERBENDER (Waterbender)


Benefit: +1 Intelligence
Skills: Etiquette, Medicine, Meditation, Occultism, Unarmed Combat (Martial Arts), any two non-Low Skills
Bending Techniques: Counter 1, Special 1
Outfit: Normal clothes, water skin, traveling pack
Techniques
Rank 1: The Way of Ice
When making a Counter Bending Roll, you can opt to increase both the TN of the roll by 2 and the penalty your
Counter Bending Technique causes by 1. You can take this option for the same Counter Bending Roll a number of
times equal to your Northern Waterbender Class Rank.
Rank 2: Ice Mastery
Your covers created by the Defensive Bending Technique provide Reduction 6. When using the Offensive Bending
Technique, you receive a +1k0 bonus to your damage rolls.
Rank 3: The Child of Tui
During the full moon, you treat your Water Element as two points higher rather than one for the purpose of your
Bending Rolls and bending effects.
Rank 4:
You may use the Counter Bending Technique twice per Round. Successfully performing the Second Strike Bending
Maneuver with any of these uses provides a third chance to use the Counter Bending Technique.
Rank 5:
You gain a number of additional Spirit Points equal to your Water Element. You can spend these Spirit Points only to
augment your Bending Rolls or to temporarily increase a Bending Technique Rank from 0 to 1.

CLASS: POLAR SCOUT


Benefit: +1 Toughness
Skills: Animal Handling, Athletics, Hunting (Survival), Navigation: Arctic, Sailing, Stealth, any one Common or
Warrior Skill
Outfit: Sturdy clothes, any one weapon, survival kit, traveling pack
Techniques
Rank 1: Polar Fieldcraft
You may add your Water Element to the total of your Initiative rolls (unless caught by surprise or otherwise
unaware). You can make all food and water rations last twice as long as normal for a number of people equal to your
Hunting Skill Rank. While in an arctic environment (including snow-covered mountaintops and such), you gain a
+1k0 bonus to your Athletics, Hunting, Navigation, Sailing, and Stealth Skill Rolls.
Rank 2: Keep Up the Flow
You may make Free and Simple Move actions while in the Full Defense stance. You can run at high speed for a
number of hours equal to your Toughness + Class Rank, after which you are Exhausted until you have one hour’s
rest.
Rank 3: Whiteout
As long as you do not move and have some form of cover, concealment, or camouflage available (GM’s discretion),
you may spend a Spirit Point to make yourself all but invisible - in mechanical terms, this adds a number of kept dice
to your Stealth roll equal to your Class Rank. This effect lasts until you move or make noise.
Rank 4: Swift Attacks
You may make attacks as Single Action rather than Complex Action if you are using a Blunt Weapon, Knife, Polearm,
or Slashing Weapon. You may also attack as a Simple Action regardless of weapon when fighting against a non-
supernatural animal.
Rank 5: Mastering the Waves
You add twice your Water Element to all Physical Trait Rolls and Class Skill Rolls. You also gain a +2k0 bonus to
damage rolls while using a Blunt Weapon, Knife, Polearm, or Slashing Weapon.

CLASS: SOUTHERN WATERBENDER (Waterbender)


Benefit: +1 Agility
Skills: Awareness, Defense, Medicine, Navigation: Sea, Sailing, Unarmed Combat (Martial Arts), any one Common
or Specialist Skill
Bending Techniques: Counter 1, Offensive 1
Outfit: Warm clothes, water skin, traveling pack
Techniques
Rank 1: The Way of Water
You add your Counter Bending Technique Rank to the total of your Initiative rolls. When using the Offensive
Bending Technique, you ignore an amount of Armor TN bonus from armor or cover equal to your Water Element.
Rank 2:
When using the Offensive Bending Technique, you may choose to entangle your target(s) with the successful
Offensive Bending Roll. If you choose to do so, your attack causes only 1k1 damage, regardless of your Element,
Insight Rank, or other modifiers.
Rank 3:
While in the middle of a lake, river, sea or other similarly large surface of water, you may use your waterbending
with a Simple Action rather than a Complex Action.
Rank 4:
You may activate this technique by spending a Spirit Point. For the duration of the skirmish, you gain a bonus to your
Armor TN equal to your Defensive Bending Technique Rank, and you add your Water Element to the total of your
Offensive, Counter, and Mobility Bending Rolls.
Rank 5:
You can perform the Multiple Targets and Sweeping Attack Bending Maneuvers without making Raises. You still
have to Raise if you want to increase the initial effect of these Bending Maneuvers, but each increment needs one less
Raise than normal.

CLASS: WOLF WARRIOR


Benefit: +1 Reflexes
Skills: Athletics, Awareness, Defense, Riding, any two Weapon Skills, any one Skill
Outfit: Light or medium armor, sturdy clothes, any two weapons, small shield, traveling pack
Techniques
Rank 1: The Way of the Wolf
At the beginning of each Round, you may choose to either reduce TN penalties from Wound Ranks by your Water
Element plus your Strength Trait Rank until the end of the Round, or increase your damage rolls by the same
amount.
Rank 2: War Howl
You may spend a Spirit Point as a Simple Action to activate this Technique. While this Technique is active, you and
all of your allies within 30’ add +2k0 to the total of all damage rolls. This lasts for a number of Rounds equal to your
Water Element. This bonus is not cumulative with other applications of War Howl. Using this Technique while
under its effects refreshes its duration.
Rank 3: Fury of the Wolf
You may make melee attacks as a Simple Action rather than a Complex Action.
Rank 4: Furious Assault
If you move at least 5 feet, you gain a bonus of +10 to your Armor TN until your next Turn. You may sacrifice this
bonus during your Turn before you roll for any attack to gain two Free Raises that may only be used to perform the
Knockdown Maneuver.
Rank 5: The Wolf’s Mercy
While you are attacking an opponent with lower Initaitve, you add +2k2 to all attack and damage rolls.
SKILLS
More so than almost any other mechanic, Skills define the knowledge and competency of a character in the Avatar
role-playing game. While Traits demonstrate what a character is capable of in terms of sheer mental and physical
abilities, Skills are the sum of everything they have learned throughout the course of their entire lifetime, and as such
allow them to accomplish a tremendous amount.
As described in the Scroll of Fire, Skill Rolls are the most common rolls made during play. For the purposes of making
rolls, Skills are almost always paired with a Trait. This is denoted in the game by listing the names together, such as
Swords / Agility. When this notation occurs, it means that the player in question should roll a number of dice equal
to his character’s Swords Skill plus his Agility Trait, and keep a number equal to his Agility.
Skills fall into a number of categories. The most significant of these is referred to as the subtype, a system where all
Skills are sorted into one of four broad categories depending upon how the use of that Skill is regarded. The Skill
subtypes include:
 Common Skills are general skills used by most people with a day-to-day basis. They encompass all the basic
activities a character might participate in, and it is exceptionally rare that someone doesn’t possess at least
one of them.
 Warrior Skills are considered to be the domain of the more martial-minded. They are normally used in
combat or to reach combat. Some skills in this category are practiced by the harmless too as they have uses
outside of combat, but possessing these skills is otherwise a mark of a warrior (hence the name).
 Specialist Skills represent qualifications in various uncommon fields of expertise. They are not considered
widespread, as they require a special aptitude or arduous education. Only certain people have one or two of
these Skills, typically those who need them for their profession.
 Low Skills represent shady crafts and practices that no honest person would use. These skills encompass a
great variety of trickery and deceit and thus they are often used by criminals and other lawless elements.

Emphases
Individual Skills may cover a number of different activities, all of which fall under the auspices of the primary Skill.
These different aspects are called Emphases, and can give a bonus to characters who choose to pay special attention to
that aspect of the Skill. Many Skills described in this chapter include a number of Emphases.
The number of Emphases a character may possess for a Skill is determined by his rank in that Skill. A character may
possess one Emphasis for a Skill at rank 1, two Emphases at rank 3, three Emphases at rank 5, four at Rank 7, and a
maximum of five Emphases at rank 9. It costs two Experience Points to purchase an Emphasis in a Skill. An Emphasis
is indicated in parentheses after the name of the Skill to which it is attached. For example, a character with three
ranks in the Subterfuge Skill and an Emphasis for disguise would note the Skill as follows: Subterfuge (Disguise) 3.
When making a Skill Roll, if the character has an Emphasis that applies to the situation requiring the roll, he may im-
mediately re-roll any dice that result in a 1. This may only be done once per roll. For example, if a character with
Archery (Longbows) 3 and Agility 2 is making an attack with a longbow, he rolls 5k2 for the attack and gets 1, 1, 4,
6, 8. Because he is using a longbow and has the Longbow Emphasis for Archery, he immediately re-rolls the two dice
that resulted in a 1, getting a 1 and a 7. He would then presumably keep the 7 and the 8, for a total of 15. The die
that rolled a one the second time would not be re-rolled.

Mastery Abilities
Because of the nature of the Roll&Keep system, Traits are often considered more important than Skills, since they
contribute not only to the number of dice rolled, but also determine how many are kept. Skills have a number of
benefits of their own, however, and the most potent of these are Mastery Abilities.
Mastery Abilities are additional benefits that characters gain from having higher ranks in a given Skill. Although most
Skills have them, there are some that do not. Those Skills that have Mastery Abilities typically gain them at Ranks 3,
5, and 7, although there are some Skills that gain a single Mastery Ability at Rank 5. These benefits are listed in the
individual Skill write-ups. Unless otherwise specified, Mastery Abilities only apply when the actual Skill in question is
being used.
All Skills possess a single Mastery Ability at Rank 10, which is a Free Raise on all rolls made using that Skill.
Other Skill Types and Macro Skills
Although not as important as subtypes, there are a handful of Skill classifications that have mechanical considerations.
- CLASS SKILLS are the basic seven Skills acquired by the character from his Class, representing the basic expertise the
Class offers. Various mechanical effects impact a character’s Class Skills.
- SOCIAL SKILLS are used by characters in social settings.
Macro-skills is a term used to describe large groups of similar skills that do not warrant their own unique name and
mechanical considerations. Typically a Macro-skill includes a number of different specializations that can be served by
the same Skill system but that are just dissimilar enough that mastery of one does not entail mastery of another. Each
of these specializations is thus a unique Skill that must be purchased and improved separately, and is denoted by a
specific name after the Macro-skill name. For example, the Skill of playing the game of Pai Sho falls under the Macro-
skill category of Games and is denoted as Games: Pai Sho.
Macro-skills include the following:
- ARTISAN represents the various forms of art that are highly prized by certain collectors.
- CRAFT represents the ability to create practical objects of one form or another.
- GAMES represents a number of pastimes enjoyed throughout the world.
- PERFORM indicates a character’s ability to entertain others.
- REMEMEBRANCE is mastery of one or more scholarly topics.
- TACTICS is mastery of one or more topics regarding proper conduction of military operations.
- WEAPONS are Skills used in combat. Unlike other Macro-Skills, there are a number of individual Weapon Skills
that have their own unique abilities. Any other weapon not described in this chapter falls under Weapons, however,
and will not have its own abilities.

Skill List
All Skills are described in the following manner:
 SKILL NAME (TRAIT): The Skill name also includes the Trait with which the Skill is most frequently
paired. Any Skill can be combined with any Trait for a Skill Roll (at the GM's discretion), but the listed Trait
is the one most likely to be used in any given situation.
 SUB-TYPES: Any sub-types or qualifiers that the Skill possesses are included immediately after the Skill’s
name. These keywords may have mechanical considerations. If the Skill is a Macro-skill, examples of the
specific Skills which it encompasses will be listed here.
 EMPHASES: Any Emphases associated with the Skill are included here.
 DESCRIPTION: This is a general description of how the Skill is used in Rokugan, any social impact
associated with its use, and other general notes regarding its use.
 MASTERY ABILITIES: Any Mastery Abilities the Skill may have associated with it are described at the end
of the entry.

Common Skills

ATHLETICS (Strength)
EMPHASES: Climbing, Running, Swimming
DESCRIPTION: Athletics covers many areas
normally governed by Trait Rolls. If you have
a background in Athletics, however, you can
perform these activities, principally climbing,
running, and swimming, with considerably
more ease than most. Athletics can also
increase your capacity for movement, even
when restricted by heavy armor and the like.
MASTERY ABILITIES:
- RANK 3: Moderate Terrain no longer impedes movement, and movement across Difficult Terrain reduces the
character’s Spirit Element by 1 instead of 2.
- RANK 5: The character no longer suffers movement penalties regardless of terrain.
- RANK 7: The character may add 5 feet to the total of one Move Action per Round (this does not increase his
maximum possible movement per round).

AWARENESS (Perception)
SUB-TYPES: None
EMPHASES: Notice, Search, Sense
DESCRIPTION: Awareness represents your ability to assess your surroundings and gather information based on physical
clues. Unlike other Intelligence or Perception Skill Rolls, Awareness can be re-rolled if you fail the initial roll. The
second roll may not be made for at least an hour, however, and suffers a +15 increase to TN.
Awareness is most frequently used to locate something (or someone) hidden or concealed. If this is a person in hid-
ing, a Contested Roll will be used, pitting the character's Awareness (Notice or Search Emphasis according to the
circumstances) against the target's Stealth. The Sense Emphasis can be used to try to figure out if someone is lying or
trying to manipulate the character, typically in a Contested Roll against the target’s Deceive or Persuade.
MASTERY ABILITIES:
- RANK 3: A second attempt to use the Search Emphasis may be made without an increase in the original TN.
- RANK 5: The character gains a bonus of +5 to the total of any Contested Roll made using Awareness.
- RANK 7: A third attempt to use the Search Emphasis may be made even if the second attempt fails.

CALLIGRAPHY (Intelligence)
SUB-TYPES: Calligraphy is considered an Artisan Skill for the purposes of effects that target Artisan Skills
EMPHASES: Cipher, Linguistics
DESCRIPTION: Calligraphy is considered an art form by many, and is typically used not only among scholars, who use
advanced ciphers and scripts to protect their mystical secrets, but also by artisans and courtiers, who use it to impress
others as part of their complex schemes to gain favor. Training in calligraphy is not necessary as part of literacy, as
most people are literate, but it does allow one to show refinement and sophistication.
If you possess the Cipher Emphasis, you are assumed to know one cipher commonly used by your Nation. Ciphers
can be very difficult to break, with varying TNs depending upon their commonality of use and means of creation.
Typically, the TN to break a cipher is the result of the Calligraphy (Cipher) / Intelligence roll used to create it. The
Linguistics Emphasis is used to understand unfamiliar languages and to make use of complex forms of a known
language.
MASTERY ABILITIES:
- RANK 5: The character gains a bonus of +10 when attempting to break a code or cipher.

ETIQUETTE (Empathy)
SUB-TYPES: Social Skill
EMPHASES: Conversation, Honesty, Protocol, Sincerity
DESCRIPTION: Etiquette is essentially the “social defense” Skill of honorable characters in Rokugan’s courts. When
someone tries to tempt, manipulate, or otherwise influence you (typically with skills like Courtier or Temptation),
Etiquette is usually used in the ensuing Contested Roll, most often with the Honesty Emphasis. Sincerity allows you
to offer an opinion without risking offense (at a TN chosen by the GM). The Protocol Emphasis is used when trying
to maneuver through official channels appropriately, such as trying to arrange a meeting with someone of high Status
(the Earth Kingdom bureaucracy, for example, is notoriously difficult to navigate). Conversation allows you to
determine an appropriate, non-offensive topic for discussion (TN 15+).
MASTERY ABILITIES:
- RANK 3: The character gains a +1k0 bonus to his Deceive and Persuade Skill Rolls.
- RANK 5: The character gains a bonus of +5 to the total of all Contested Rolls made using Etiquette.
- RANK 7: If the character uses a Spirit Point to enhance his Etiquette Skill Roll, he gains a +2k2 bonus instead of the
normal +1k1.

GAMES (Various)
SUB-TYPES: Macro-skill (includes: Airball (Reflexes), Ice Marbles (Agility), Earth Soccer (Agility), Hide-and-Explode
(Perception), Kuai Ball (Agility), Solitaire (Empathy), Four Nations (Intelligence), Pai Sho (Intelligence), etc.)
EMPHASES: Varies by Sub-Skill
DESCRIPTION: Games are an important diversion for the people of the Avatar world. Although some people generally
prefer direct physical activities such as wrestling or other competitive pursuits, virtually everyone in the world plays a
game of one form or another on a regular basis. Some popular games include: airball, ice marbles, earth soccer, hide-
and-explode, Kuai ball, solitaire, Four Nations, and Pai Sho. Games Skill Rolls are typically Contested Rolls made
between two individuals, each attempting to defeat the other at the game in question.
MASTERY ABILITIES:
- RANK 5: The character gains an additional +5 Insight above the total normally indicated by his Elements and Skill
Ranks.

INVESTIGATE (Perception)
SUB-TYPES: None
EMPHASES: Examine, Inquiry, Interrogate
DESCRIPTION: Investigate is important to successfully solving a mystery, but not all characters are necessarily
accomplished in the field. Identifying the perpetrators often requires the character to examine evidence, analyze
patterns, and question witnesses as well as suspects. Investigate measures a character’s aptitude for completing these
tasks, whether it be among the crowds of a bustling city or the rigorous analysis of a crime scene. Unlike other
Intelligence or Perception Skill Rolls, Investigate can be re-rolled if you fail the initial roll. The second roll may not
be made for at least an hour, however, and suffers a +15 increase to TN. The Examine Emphasis allows you to find
and analyze physical evidence for
clues – Inquiry does the same, but
you gain the information from people
like witnesses. Interrogate is used
when the person who holds a piece of
information you need is unwilling to
share what he knows. Inquiry and
Interrogate often uses Empathy
instead of Perception. Interrogate is
usually a Contested Roll against
Etiquette (Sincerity) / Willpower or
Deceive (Blather) / Willpower,
depending on the invasiveness of the
interrogator.
MASTERY ABILITIES:
- RANK 3: A second attempt to use the Inquiry Emphasis may be made without an increase in the original TN.
- RANK 5: The character gains a bonus of +10 to the total of any rolls made using the Interrogate Emphasis.
- RANK 7: A third attempt to use the Inquiry Emphasis may be made even if the second attempt fails.

LOGIC (Intelligence)
SUB-TYPES: None
EMPHASES: Deduction, Enigmas, Math
DESCRIPTION: The Logic skill represents the ability to think logically, solve puzzles, and dissect information rationally
and quickly. With the Deduction Emphasis, you can sift a specific clue out of a large amount of seemingly unrelated
information and identify a pattern in a series of seemingly unrelated incidents. This could be related to ancillary data,
or might represent a particularly subtle clue that is well hidden. The Enigmas Emphasis allows you to work out
riddles and to outwit others in mind games. Math allows the character to solve equations, use geometry, calculate
probability, or do any other mathematical formula.
If a player misunderstands a situation and pursues a particularly dangerous solution to an issue, the Game Master can
choose to have the character to make a Logic / Spirit Skill Roll to offer an alternative course of action. This option
should be used sparingly; this approach is most appropriate if the GM feels the character might have understanding of
the situation that the actual player lacks.
MASTERY ABILITIES:
- RANK 5: The character gains a +1k0 bonus to his Investigate and Technology Skill Rolls.

MEDITATION (Spirit)
SUB-TYPES: None
EMPHASES: Fasting, Recovery, Spiritualism
DESCRIPTION: Meditation is the simplest means other than resting that you can recover spent Spirit Points. A
Meditation (Recovery) I Spirit roll versus TN 20 allows you to recover one Spirit Point with a half hour of
uninterrupted meditation. The Fasting Emphasis allows you to make a Meditation / Toughness roll (TN 15 + 5 per
day of fasting) to ignore the effects of going without food and water.
With the Spiritualism Emphasis, you can leave behind your material body and enter the Spirit World. This will be
discussed later in detail in the Scroll of Water.
MASTERY ABILITIES:
- RANK 3: A successful Meditation Skill Roll restores up to 2 Spirit Points.
- RANK 5: The TN for all Meditation (Fasting) Skill Rolls is reduced by 5.
- RANK 5: A successful Meditation Skill Roll restores up to 3 Spirit Points.

NAVIGATION (Intelligence)
SUB-TYPES: Macro-skill (includes Arctic, Deserts, Forests, Jungles, Mountains, Plains, Sea, Swamps, and Urban)
EMPHASES: Varies by individual Sub-Skill
DESCRIPTION: Navigation represents the ability to plot and follow a course from one point to another. Navigation
Skill Rolls are made when the character wants to find his way through a specific kind of terrain without getting lost.
Failing the roll the first time has no serious consequences, only that the character can’t navigate through the terrain.
He can re-try after an hour against the same TN as the first roll. However, if he fails this second roll too, then the
character is lost and can’t make a Navigate roll until he can somehow determine his position (for example, by
reaching an elevated place, or by deducing it from the stars).
Note that the result of the Navigation Skill Roll is always limited to the type of terrain the roll was made. If the
character wants to plot a course through multiple types of terrain, then he must separately make a Navigate Skill Roll
for each.
MASTERY ABILITIES:
- RANK 3: The character gains a +10 bonus to the total of his second Navigation Skill Roll.
- RANK 5: The character is not lost if he fails the second roll, and he can re-try the Navigate roll for a third time an
hour later. If he fails this third roll, he is lost.
- RANK 7: The character gains a +20 bonus to the total of his third Navigation Skill Roll.

PERFORM (Varies)
SUB-TYPES: Macro-skill (includes Acting (Empathy), Dance (Agility), Drums (Reflexes), Flute (Empathy), Oratory
(Empathy), Puppeteer (Agility), Song (Empathy), Storytelling (Empathy), etc.), Social Skill
EMPHASES: Varies by Sub-Skill
DESCRIPTION: While not as numerous as other
artisans, performers are still considered by many
people to fulfill a vital aspect of maintaining
culture. Musicians, orators, poets, and even actors
are lauded in the highest circles of society because
of the entertainment they provide. Performers are
not merely entertainment, but a form of living
memory that all people enjoy, even if some of them
do not always respect those who provide it.
Perform Skill Rolls are made to complete a
performance successfully. The TN for such a roll
generally depends upon the mood of the audience
and is determined by the GM.
MASTERY ABILITIES:
- RANK 3: The character gains an additional +3 Insight above the total normally indicated by his Elements and Skill
Ranks.
- RANK 5: The character gains a +0k1 bonus to his Perform Skill Rolls.
- RANK 7: The character gains an additional +7 Insight above the total normally indicated by his Elements and Skill
Ranks.

PERSUADE (Empathy)
SUB-TYPES: Social Skill
EMPHASES: Appease, Convince, Reason
DESCRIPTION: Persuade is a measure of a character’s knack for impressing people and swaying their reactions. It
requires the character to assume a non-hostile attitude and not make any explicit or implicit threats. Instead, hiss
persuasive efforts are dependent upon generosity and good intentions. Appease is used to calm down others,
preventing hostilities to unfold and dissuade people from taking drastic or reckless actions. The Convince Emphasis
allows the character to gain over others to his side in arguments and to spread his opinion in a persuasive manner.
With Reason, the character can sway someone’s attitude with cold logic rather than sympathy. Because of this,
Reason is sued with Intelligence rather than Empathy. Persuade is almost always a Contested Roll against the target’s
Etiquette (Honesty) / Willpower or Awareness (Sense) / Perception, depending on how subtle the character is with
his persuasion attempt.
MASTERY ABILITIES:
- RANK 3: The character gains a +1k0 bonus to his Etiquette and Temptation Skill Rolls.
- RANK 5: The character gains a bonus of +5 to the total of all Contested Rolls made using Persuade.
- RANK 7: If the character uses a Spirit Point to enhance his Persuade Skill Roll, he gains a +2k2 bonus instead of the
normal +1k1.

REMEMBRANCE (Intelligence)
SUB-TYPES: Macro-skill (includes Architecture, Arts, Astronomy, Bending (choose one), Cuisine, Economy, Fashion,
Nations (choose one), Geography, History, Law, Literature, Military, Nature, Organizations (choose one), Politics,
Science, Society, Spirits, Spiritual Beliefs, Technology, etc.)
EMPHASES: Varies by Sub-Skill
DESCRIPTION: Although this is most common among scholars, it is not unusual for other people to study some subject
or another that catches their interest. History and Literature are among the most common, but literally any subject
can be taken up. Remembrance Skill Rolls are made to determine if a character possesses certain information
regarding the subject area (i.e., a character might make a Remembrance: Technology Skill Roll to see if he could
determine the purpose of a previously unseen machine). Note that Remembrance only offers theoretical and not
practical knowledge. For example, a character might determine the purpose of a previously unseen machine, but
even if he does, he gains no specific knowledge on how to operate it – he should make a separate Technology
(Machinery) Skill Roll to do so.
MASTERY ABILITIES:
- RANK 3: The character gains an additional +3 Insight above the total normally indicated by his Elements and Skill
Ranks.
- RANK 5: The character gains a +0k1 bonus to his Remembrance Skill Rolls.
- RANK 7: The character gains an additional +7 Insight above the total normally indicated by his Elements and Skill
Ranks.

Warrior Skills

COMMAND (Empathy)
SUB-TYPES: Social Skill
EMPHASES: Coordinate, Inspire, Rally
DESCRIPTION: Often, a single character is unable to
adequately resolve a crisis. At times, even a
competent team is inadequate to the challenge.
Under these circumstances, characters may need to
rally a much larger group to assist. Coordinating
their allies so that everyone can work together
effectively relies upon the Command skill. It
represents the ability to effectively motivate and
organize others. The Coordinate Emphasis allows the
character to better organize a group of people,
increasing their efficiency with a given task. Inspire is used to motivate others, inciting the fires of enthusiasm and
confidence. The Rally Emphasis is used when the character wants to muster a group of people, establishing order and
discipline where there is none.
A character may affect a number of people with his Command Skill Roll equal to his Empathy Rank. If he wants to
command more people, then he must make a separate Command Skill Roll for each group. If the character uses this
skill on unwilling subjects, then he must make a Contested Roll against the targets’ Etiquette (Sincerity) /
Willpower.
MASTERY ABILITIES:
- RANK 3: The character can affect a number of people with his Command Skill Roll equal to twice his Empathy Rank.
- RANK 5: The character can affect a number of people with his Command Skill Roll equal to five times his Empathy
Rank.
- RANK 7: The character can affect a number of people with his Command Skill Roll equal to ten times his Empathy
Rank.

DEFENSE (Reflexes)
SUB-TYPES: None
EMPHASES: None
DESCRIPTION: When engaged in combat, avoiding an opponent’s assault is often every bit as crucial as striking the
critical blow. Defense encompasses the character’s practiced knack for diminishing the effects of any attack.
Depending upon the type of assault, this can include the ability to dodge, deflect the blow, or proper positioning so
that one’s armor can provide the maximum protection. Defense is an essential Skill necessary to adopt the Defense
and Full Defense Stances, both of which increase your Armor TN and make you more difficult to hit in a skirmish or a
duel. More information on this application of Defense can be found in the Scroll of Fire.
MASTERY ABILITIES:
- RANK 3: The character may retain the result of a previous Defense / Reflexes roll rather than make a new roll if the
Full Defense Stance is being maintained in subsequent rounds.
- RANK 5: The character’s Armor TN is considered 3 higher in the Defense and Full Defense Stances.
- RANK 7: One Simple Action may be taken while in the Full Defense Stance (no attacks may be made).

DEMOLITION (Intelligence)
SUB-TYPES: None
EMPHASES: Defuse, Manufacture, Place
DESCRIPTION: The character can use the
Demolition Skill to employ explosives in the
proper quantity to achieve a desired effect, from
demolishing a bridge to destroying a watchtower
without significantly damaging the building behind
it. It can also be used to defuse explosives left by
others or to manufacture demolition materials,
from slow fuses to blasting caps to the explosives
themselves. This skill pertains to set charges
rather than grenades and other devices intended
for use against the enemy in combat.
MASTERY ABILITIES:
- RANK 5: The character gains a +1k0 bonus to his damage rolls when using explosive devices like grenades, bombs,
and explosive arrows in combat

HUNTING (Perception)
SUB-TYPES: None
EMPHASES: Survival, Tracking, Trailblazing
DESCRIPTION: Hunting is a sport favored by warriors, even though the types of game hunted in the Avatar world can
be quite dangerous. As a result there is a great deal of survival knowledge associated with the sport of hunting.
The Survival Emphasis allows you to forage for sustenance and shelter in the wilderness, with a TN varying upon the
severity of the conditions (the forest is simpler than the mountains, which are simpler than the desert, etc.). The
Tracking Emphasis allows you to locate and follow the tracks of prey through rural environments, although repeated
Skill Rolls are necessary for longer trails. Trailblazing allows you to forge a trail through the wilderness that others
can follow, making better time and requiring less work in order to follow it.
MASTERY ABILITIES:
- RANK 5: The character receives a bonus of +1k0 to the total of all Stealth Skill Rolls made in wilderness
environments.
RIDING (Agility)
SUB-TYPES: None
EMPHASES: By mount (Buffalo Yaks, Flying Bisons, Komodo Rhinos, and Ostrich Horses are the most common)
DESCRIPTION: The ability to use a mount is essential to participation in cavalry units, and to swift travel through the
world. It is a utilitarian skill, taught in most places without having any real degree of prestige attached. In general,
everyone can ride a willing mount at normal speed on level ground without the need for a Skill Roll - the Skill only
comes into play when riding a mount in difficult or stressful situations (bad terrain, thunderstorm, combat, etc.).
Individual types of mounts react differently to various circumstances, and some can be much harder to control under
stressful situations such as combat. Statistics for the common mounts (and some unique ones too) found in the Avatar
world are located in the Scroll of the Spirit, including typical TNs for controlling them in different circumstances.
MASTERY ABILITIES:
- RANK 3: The character may utilize the Full Attack Stance when mounted.
- RANK 5: Mounting is a Simple Action rather than a Complex Action, and dismounting is a Free Action rather than a
Simple Action.
- RANK 7: Mounting is a Free Action rather than a Simple Action.

TACTICS (Intelligence)
SUB-TYPES: Macro-Skill (includes Airborne Attacks, Defensive Doctrines, Mounted Assaults, Naval Warfare,
Offensive Tactics, Recon and Stealth, Siege Warfare, etc.)
EMPHASES: Varies by individual Sub-Skill
DESCRIPTION: Tactics is the practical application of military knowledge in the field of battle. A character can use
Tactics at any time when he wants to determine the best military course of action in a combat. This could be anything
from the best position to suppress an entrenched enemy before an assault to picking a good landing zone when
coming in under fire. Failing a Tactics test during an assault, for example, might mean facing a concentration of a
defending force or hitting a stronger line of fortifications.
MASTERY ABILITIES:
- RANK 3: The character gains an additional +3 Insight above the total normally indicated by his Elements and Skill
Ranks.
- RANK 5: The character gains a +1 bonus to his Initiative score in skirmishes if he could apply one of his Tactics Sub-
Skill on the combat.
- RANK 7: The character gains an additional +7 Insight above the total normally indicated by his Elements and Skill
Ranks.

UNARMED COMBAT (Agility)


SUB-TYPES: None
EMPHASES: Grappling, Improvised Weapons, Martial Arts
DESCRIPTION: The art of unarmed combat is something
that all warriors appreciate, although not all pursue it.
Many rely upon the weapon-based techniques they have
learnt to defend themselves even without their
weapons, and while this can be marginally effective, the
actual study of unarmed combat is much more useful.
Benders in particular devote a great amount of time to
the art of hand-to-hand combat, believing they both
hone the body and unify it with the mind.
Unarmed Combat can be used as a Weapon Skill,
rolling Unarmed Combat / Agility against an
opponent’s Armor TN to hit and rolling a number of
dice equal to your Strength, keeping one for damage (so
if you had Strength 3, you would roll 3k1 damage for an unarmed attack). Unarmed Combat is also used for initiating
and maintaining Grapples, which are explained in the Scroll of Fire. The Improvised Weapons Emphasis allows you to
use almost anything you can get your hands on to increase your capacity to inflict damage. The GM is the final arbiter
of what damage a particular improvised weapon inflicts, but generally it should grant additional rolled or kept dice,
but not both.
MASTERY ABILITIES:
- RANK 3: The damage of all unarmed attacks is increased by + 1k0.
- RANK 5: Use of Unarmed Combat confers a Free Raise toward initiating a Grapple.
- RANK 7: The damage of all unarmed attacks is increased by +0k1 (+1k1 total).

WEAPON SKILLS (Agility)


SUB-TYPES: Macro-skill (Includes all the Weapon Skills listed below as well as any other weapon not covered by one
of the pre-existing listed Skills, such as Weapon: Crossbow, used by some pirates and mercenaries in the Northern
Earth Kingdom).
EMPHASES: Varies by Sub-Skill
DESCRIPTION: Weapons are the lifeblood of any warrior, for while they are trained to make war with their hands if
nothing else is available, the true strength has ever been in steel. The vast majority of weapons commonly found in
the hands of warriors are covered elsewhere, but anything can suitably be used as a weapon assuming its construction
is adequate to the task.

ARCHERY (Reflexes)
SUB-TYPES: Weapon Skill
EMPHASES: Short Bow, Longbow, Hunting Bow
DESCRIPTION: Other than striking an enemy out of melee range, bows have been used by non-benders to even out the
field against benders in combat. Unfortunately, having a bow is rarely adequate against someone who can shoot fire
out of his hands at will, so archery is considered a rather uncommon skill amongst the warriors of the Avatar world,
and usually reserved to elite units like the Yu Yan Archers of the Fire Nation. However, seasoned hunters favor bows
over other methods when hunting for game, so archery is still far from forgotten.
Assuming the Center Stance is equal to aiming a bow in all respects. A character making a ranged attack who is firing
at someone within melee range suffers a penalty of -10 to the total of his attack roll.
MASTERY ABILITIES:
- RANK 3: Stringing a bow for use is a Simple Action rather than a Complex Action.
- RANK 5: The maximum range of any bow is increased by 50%.
- RANK 7: When using any bow, the Strength of the bow is increased by 1.

BLUNT WEAPONS (Agility)


SUB-TYPES: Weapon Skill
EMPHASES: Club, Nunchaku, Quarterstaff, Tonfa
DESCRIPTION: Blunt weapons are excellent for
delivering brute force to stun or incapacitate an
opponent, but they have tremendous trouble
overcoming armor, which diffuses their impact very
effectively. These weapons are extremely popular
among certain factions: clubs are the preferred
weapons of Southern Water Tribe warriors, staves are
used by Air Nomads often in conjunction of their
airbending, and the tonfa is the trademark weapon of
law enforcement all around the world.
MASTERY ABILITIES:
- RANK 3: Opponents’ armor bonuses are no longer doubled against blunt weapon attacks (armor bonuses to Armor
TN are normally doubled against blunt weapon attacks due to equipment rules later in this chapter).
- RANK 5: Use of a blunt weapon confers one Free Raise toward use of the Knockdown Maneuver.
- RANK 7: Blunt weapons that are medium or large may be readied as a Free Action instead of a Simple Action. Blunt
weapons that are small gain a bonus to damage rolls equal to +1k0.

CHAIN WEAPONS (Agility)


SUB-TYPES: Weapon Skill
EMPHASES: Chain Dagger, Meteor Hammer, Serpent Blade
DESCRIPTION: Chain weapons are considered unconventional by most traditional warriors, but they have become
accepted as legitimate weapons because of the complexity and effectiveness of their use. Generally, chain weapons
see a higher degree of use among pirates, who favor exotic and unconventional weapons, but see only periodic use
among military units, and typically then only by small groups of specialized warriors.
MASTERY ABILITIES:
- RANK 3: Chain Weapons may be used to initiate Grapple (see the Scroll of Fire).
- RANK 5: Characters wielding a chain weapon gain a bonus of +1k0 on Contested Rolls against opponents who are
entangled or Grappled via their weapon.
- RANK 7: Use of a chain weapon confers one Free Raise toward use of the Disarm or Knockdown Maneuvers.

HEAVY WEAPONS (Agility)


SUB-TYPES: Weapon Skill
EMPHASES: War Hammer, Mace, Great Axe
DESCRIPTION: Heavy weapons are favored among many barbaric warriors for their brute force, but otherwise, they
are quite a rare sight. Militaristic-minded earthbenders sometimes also learn to use these weapons and focus their
earthbending through them.
MASTERY ABILITIES:
- RANK 3: Opponents with a Reduction rating have their rating reduced by 2 when attacked with a heavy weapon.
- RANK 5: Use of a heavy weapon confers one Free Raise toward the use of the Knockback Maneuver.
- RANK 7: Damage dice explode on a result of 9 and 10 when using heavy weapons.

KNIVES (Agility)
SUB-TYPES: Weapon Skill
EMPHASES: Dagger, Knife, Stiletto
DESCRIPTION: Learning to use a knife in combat is not typically considered a priority for most warriors. Even if one
chooses to take up another weapon instead of the ubiquitous sword, there are many more effective, more lethal
weapons than a simple knife. Yet despite this, virtually most warriors in the world are trained in the use of the knife,
and carries one at all times. Practicality has its advantages, after all.
MASTERY ABILITIES:
- RANK 3: Off-hand penalties do not apply when using a knife of any type.
- RANK 5: Use of any knife confers a Free Raise toward use of the Disarm Maneuver.
- RANK 7: Use of any knife confers a Free Raise toward use of the Extra Attack Maneuver.

POLEARMS (Agility)
SUB-TYPES: Weapon Skill
EMPHASES: Glaive, Spear, Halberd
DESCRIPTION: Long-reaching weapons with considerable power and versatility, polearms are essentially a stopgap
between heavy weapons and the traditional swords. They consist of blades mounted atop sturdy poles of wood or
metal, granting a warrior skilled in their use the ability to keep his opponents at bay while taking a terrible toll on
them at the same time.
MASTERY ABILITIES:
- RANK 3: During the first round of a skirmish, a character wielding a polearm gains a bonus of +5 to his Initiative
Score. This lasts for only the first round.
- RANK 5: Damage rolls made with polearms against mounted or significantly larger opponents is increased by +1k0.
- RANK 7: Polearms may be readied as a Free Action.

SLASHING WEAPONS (Agility)


SUB-TYPES: Weapon Skill
EMPHASES: Axe, Kama, Machete
DESCRIPTION: This category encompasses all bladed weapons that are not knives or swords. They are often as much as
tools as weapons, their simple, pragmatic designs clearly set them apart from the more sophisticated bladed weapons
like swords. Axes are the most prominent members of the category, but machetes are also common, especially in the
Water Tribes.
MASTERY ABILITIES:
- RANK 3: The total of all damage rolls made with a slashing weapon is increased by 1k0.
- RANK 5: Dice on damage rolls made for slashing weapons explode normally (slashing weapon damage dice do not
normally explode due to equipment rules later in this chapter).
- RANK 7: The damage of all slashing weapons is increased by +0k1 (+1k1 total).

SWORDS (Agility)
SUB-TYPES: Weapon Skill
EMPHASES: Short Sword, Long Sword, Scimitar
DESCRIPTION: Swords are the primary weapons used by the warriors of the Avatar world. There are an uncountable
variation of swords in use, but all of them can be categorized by blade length, or by having a heavy, curved blade.
MASTERY ABILITIES:
- RANK 3: The total of all damage rolls made with a sword is increased by 1k0.
- RANK 5: A sword may be readied as a Free Action rather than a Simple Action.
- RANK 7: Damage dice explode on a result of 9 and 10 when using a sword.

THROWING WEAPONS (Agility)


SUB-TYPES: Weapon Skill
EMPHASES: Bola, Boomerang, Throwing Knife, Throwing Star
DESCRIPTION: Other than using a bow, a non-bender warrior’s
best chance is to use a throwing weapon if he wants to compete
with the ranged capabilities of a bender. Surprisingly enough,
despite their inferior range, throwing weapons are considered
the better option as opposed to bows, because of their ability to
pin their targets and their compact size that allows a smooth and
handy use.
MASTERY ABILITIES:
- RANK 3: The total of all damage rolls made with a throwing weapon is increased by 1k0.
- RANK 5: Use of any throwing weapon confers a Free Raise toward use of the Called Shot Maneuver.
- RANK 7: The character doesn’t suffer a penalty to his Armor TN when he is in the Full Attack Stance as long as he is
using throwing weapons.

WAR FANS (Agility)


SUB-TYPES: Weapon Skill
EMPHASES: Razor Fan, Steel Fan, Winged Fan
DESCRIPTION: War fans are tools that serve a number of purposes, not the least of which is as weapons. They were
originally created for the purpose of sending signals to different units on the battlefield, and were specifically made
from metal because paper fans were so ill suited to the unpredictability of battlefield conditions. While they continue
to serve such a purpose, as well as the various purposes of the traditional paper fan, some warriors have made
excellent use of these metal fans as weapons as well, particularly among the airbenders and the Kyoshi Warriors.
MASTERY ABILITIES:
- RANK 3: Off-hand penalties do not apply when using a war fan.
- RANK 5: When using a war fan, the wielder’s Armor TN is increased by +2.
- RANK 7: When using a war fan, the wielder’s Armor TN is increased by +4.

Specialist Skills

ACROBATICS (Agility)
SUB-TYPES: None
EMPHASES: Leaping, Maneuvering, Tumbling
DESCRIPTION: Characters who pursue activities
dependent upon grace and agility are adept at
Acrobatics. Its use requires the coordination of the
character’s entire body. Strength is sometimes
required, but the skill depends as heavily upon
leverage and careful application of force. By
making an Acrobatics (Leaping) / Agility Skill Roll
against TN 10, the character can safely jump a
number of feet equal to twice his Air Element. For
each Raise made on this roll, the character can
jump an additional two feet. The Maneuvering
Emphasis allows the character to effortlessly pass through space occupied by others or overcome physical obstacles by
jumping, sliding, or other similar moves. Tumbling is used for acrobatic stunts and to reduce falling damage. For the
later, the character must make an Acrobatics (Tumbling) / Agility Skill Roll against TN 10 – he ignores ten feet of
falling distance if he succeeds on this roll, plus ten feet for each Raise made on the roll.
MASTERY ABILITIES:
- RANK 3: For each Raise made on the Acrobatics (Leaping) Skill Roll, the character can jump an additional three feet,
rather than two.
- RANK 5: When jumping or falling, the character always lands on his feet.
- RANK 7: When the character makes Raises on an Acrobatics Skill Roll, if he meets or exceeds the original TN
(before Raises) but fail to meet the Raised TN, he still succeeds without the benefits of Raises.

ANIMAL HANDLING (Empathy)


SUB-TYPES: None
EMPHASES: By animal (Dogs, Eagle Hawks, and Ostrich Horses are the most common)
DESCRIPTION: Animals play a vital role in a number of endeavors, including recreation, transportation, or the waging
of war. Mounts and birds of prey are the animals most commonly trained, but a number of others exist: the Earth
Kingdom uses trained badger moles in battle, the Air Nomads train winged lemurs for entertainment, and many
organizations use trained messenger birds to carry correspondence.
The difficulty to domesticate and train an animal for use varies widely depending upon the animal in question. An as-
sortment of animals can be found in the bestiary in the Book of Void, along with some guidelines on what they can do
when trained.
MASTERY ABILITIES:
- RANK 3: Commonly domesticated animals such as dogs, mounts, or birds of prey may be trained for use by others.
- RANK 5: Trained animals still in possession of the trainer may be commanded to attack a target of his choosing. The
animal will flee for its life if badly wounded regardless of commands issued.
- RANK 7: Animals trained by the character may be issued commands non-verbally.

ARTISAN (Empathy)
SUB-TYPES: Macro-Skill (includes Gardening, Origami, Painting, Poetry, Sculpture, among others)
EMPHASES: Varies by Sub-Skill
DESCRIPTION: This is a catch-all that represents a character’s talent in one of the many recognized noble arts in
society. Artistic occupations are regarded as noble and honorable in most places, and it isn’t unheard of that warriors
and benders too pursuit such things to hone their soul and self-discipline. Artisan Skill Rolls are used to create works
of art, and generally have variable TNs as decided by the GM.
MASTERY ABILITIES:
- RANK 3: The character gains an additional +3 Insight above the total normally indicated by his Elements and Skill
Ranks.
- RANK 5: The character gains a +0k1 bonus to his Artisan Skill Rolls.
- RANK 7: The character gains an additional +7 Insight above the total normally indicated by his Elements and Skill
Ranks.

COMMERCE (Empathy)
SUB-TYPES: None
EMPHASES: Acquisition, Barter, Evaluate
DESCRIPTION: The Commerce skill represents the
character’s understanding of trade, value, and exchange
which allows him to acquire items, as well as barter and
evaluate an object’s worth. Normal transactions do not
require a Commerce Skill Roll, only if the character wants
to buy or sell an item on a different price, or when he tries
to locate and purchase a rare or exotic item.
The Barter Emphasis is used if there is no currency involved,
and the transaction is about direct exchange of goods. The
Appraisal Emphasis allows you to quickly determine the approximate value of an object in any given market. The
value will vary depending upon the quality of the object’s construc tion, how exotic or unusual it is, and how
practically it can be put to use. More exotic or rare objects are not only more expensive, but also are significantly
more difficult to appraise properly.
MASTERY ABILITIES:
- RANK 5: The character may increase or decrease the price of an item he is buying or selling by a maximum of 20%.

CRAFTING (Agility)
SUB-TYPES: Macro-Skill (includes Armorsmithing, Blacksmithing, Bowyer, Brewing, Carpentry, Cartography,
Cobbling, Cooking, Masonry, Poison, Pottery, Shipbuilding, Tailoring, Weaponsmithing, Weaving, etc.)
EMPHASES: Varies by Sub-Skill
DESCRIPTION: If Artisan can be used to produce items that are considered abstract and beautiful by the people of the
world, then Crafting can create things of practical value. While crafting is not as honorable and noble as being an
artist, it is still highly valued, sometimes even more so than any skill with the arts.
MASTERY ABILITIES:
- RANK 3: The character gains an additional +3 Insight above the total normally indicated by his Elements and Skill
Ranks.
- RANK 5: The character gains a +0k1 bonus to his Crafting Skill Rolls.
- RANK 7: The character gains an additional +7 Insight above the total normally indicated by his Elements and Skill
Ranks.
ENGINEERING (Intelligence)
SUB-TYPES: None
EMPHASES: Construction, Siege
DESCRIPTION: Far more complex than a simple crafting skill, engineering is a rare gift among the people of the world.
It involves an understanding of how things are constructed and, as a result, how they can best be deconstructed. The
siege engineers of the Fire Nation are the unquestioned masters of this, but there are others among other clans who
have such gifts as well.
The Construction Emphasis specializes in making plans for others to follow, building things from a simple tower to an
elaborate palace. The Siege Emphasis is the exact opposite of this, and tells you best how such tilings can be destroyed
in battle.
MASTERY ABILITIES:
- RANK 5: The character gains a bonus of +5 to the total of any Engineering Skill Roll made as part of a Cooperative
or Cumulative Skill Roll.

MEDICINE (Intelligence)
SUB-TYPES: None
EMPHASES: Antidotes, Diseases, Healing, Herbalism
DESCRIPTION: Medicine can be used to treat many
different injuries and ailments, including some spiritual
ones. Specific diseases may be treated with the Disease
Emphasis, although the TN for treatment will vary
depending upon the disease in question. The same applies
to poisons and the Antidote Emphasis. When you treat
Wounds that an ally has suffered from damage, a
successful Medicine (Healing) / Intelligence roll (TN 15)
will remove one die (1k1) of Wounds from the victim.
Each successful Raise on this roll allows an additional die
to be rolled, but no more than one die is ever kept on such roll. An injured individual may only benefit from a single
Medicine roll per day and each such roll made requires the use of a Medicine Kit, which allows for ten Medicine Skill
Rolls before being consumed.
MASTERY ABILITIES:
- RANK 5: The amount of Wounds healed on a successful Medicine roll is increased by +5.

SAILING (Agility)
SUB-TYPES: None
EMPHASES: By vessel (Canoes, Catamarans, Rafts, and Sailboats are the most common)
DESCRIPTION: All Nations in the Avatar world have vast coastlines, and there is a tremendous amount of activity on
the seas during the majority of the year. Trade vessels and fishing vessels make their way across the shallow waters
along the coast during spring, summer, and fall, and the hardier ships make the long voyage between the lands of the
Four Nations even during the depths of winter. The people of the Water Tribes are famously good sailors, and many
tribesmen consider the ability to sail just as essential as walking.
MASTERY ABILITIES:
- RANK 5: The character gains a bonus of +5 to the total of any Sailing Skill Roll made as part of a Cooperative or
Cumulative Skill Roll.

TECHNOLOGY (Intelligence)
SUB-TYPES: None
EMPHASES: Machinery, Research, Science
DESCRIPTION: Technology represents the character’s aptitude for operating, maintaining, and modifying all kinds of
powered machinery, and it also encompasses his practical knowledge on chemistry and physics. The Machinery
Emphasis is used for interacting with machines, from utilizing to repairing them. The Research Emphasis allows the
character to invent new pieces of technology or to modify the design of existing ones. Research can be also used to
reserve-engineer unknown technologies. The Science Emphasis is most commonly used when the character works
with chemical compounds that are not explosives or medicines, but it is also used for the practical application of
physics (calculating whether a thin layer of earth would break under a vehicle is a good example for the later).
MASTERY ABILITIES:
- RANK 3: The character gains a +1k0 bonus to any Cumulative Rolls made using Technology.
- RANK 5: The character adds +5 to the total of all Demolition and Engineering Skill Rolls as well as Subterfuge Skill
Rolls where the Security Emphasis is used.
- RANK 7: The character gains a +0k1 bonus to any Cumulative Rolls made using Technology (for a total of +1k1).

TRADE (Intelligence)
SUB-TYPES: Macro-Skill (includes Baker, Beautician, Cook, Courier, Farmer, Fisher, Hairdresser, Miner, Secretary,
Tailor, Valet, etc.)
EMPHASES: Varies by individual Sub-Skill
DESCRIPTION: Trade is the character’s ability to practice a certain profession, and to earn money with his work.
Unlike Artisan or Crafting, this skill creates nothing spectacular, but it does it on a much larger scale than the other
two, and most importantly, it allows the character to turn his efforts into money without further arrangements. Most
commoners in the Avatar world have this skill, and use it on a daily basis.
Some professions however are not governed by Trade as they have their own Skill: hunters are the most oblivious
example as they use Hunting instead of Trade. Scholars, architects, and merchants are other good examples as they
use Calligraphy or Remembrance, Engineering, and Commerce, respectively. As a rule of thumb, if a profession
could use another Skill listed in this section other than Trade or Crafting, then it would use that, rather than Trade.
MASTERY ABILITIES:
- RANK 3: The character gains an additional +3 Insight above the total normally indicated by his Elements and Skill
Ranks.
- RANK 5: The character gains a +0k1 bonus to his Trade Skill Rolls.
- RANK 7: The character gains an additional +7 Insight above the total normally indicated by his Elements and Skill
Ranks.

Low Skills

DECEIVE (Empathy)
SUB-TYPES: Social Skill
EMPHASES: Blather, Gossip, Lie, Manipulation
DESCRIPTION: Deceive measures a character’s
aptitude for fooling others into believing something
that is not true.
A Deceive Skill Roll is only required if the acting
character believes he is lying. Relating inaccurate
information that the character believes is true uses
the appropriate Skill for the situation.
The Blather Emphasis is used when the character
wants to distract someone with empty chatter. It is
most commonly used to draw away attention or to
wreck interrogation attempts. Gossip allows the
character to spread rumors and disinformation. Lie and Manipulation both used to present falsehoods in a believable
manner. The former is used for simple statements, while the latter is for complex intrigues. Deceive is usually a
Contested Roll against the target’s Etiquette (Honesty) / Willpower or Awareness (Sense) / Perception, depending
on the target’s disposition towards the character.
MASTERY ABILITIES:
- RANK 3: The character gains a +1k0 bonus to his Etiquette and Temptation Skill Rolls.
- RANK 5: The character gains a bonus of +5 to the total of all Contested Rolls made using Deceive.
- RANK 7: If the character uses a Spirit Point to enhance his Deceive Skill Roll, he gains a +2k2 bonus instead of the
normal +1k1.

FORGERY (Intelligence)
SUB-TYPES: None
EMPHASES: By type of item being forged (Artwork, Documents, Personal Seals, etc.)
DESCRIPTION: Documentation is fairly important in the Avatar world, from information on an individual’s illustrious
lineage to travel papers issued by magistrates, and even to official decrees of the national rulers themselves. Those
with an eye for detail, a steady hand, and a keen mind can take advantage of this system by falsifying such papers,
either for their own use or to sell to others.
When a forgery is created, the result of your Forgery / Intelligence Skill Roll should be noted. This is the TN for
others to detect the forgery using an Investigate / Perception Skill Roll.
MASTERY ABILITIES:
- RANK 3: The character gains a bonus of +1k0 to his Forgery Skill Roll result for the purposes of establishing the
TN of an Investigate / Perception Skill Roll to detect it.
- RANK 5: The character gains a bonus of +1k0 on any roll to detect a forgery made by someone else.
- RANK 7: The character gains a bonus of +0k1 (for a total of + 1k1) to his Forgery Skill Roll result for the purposes
of establishing the TN of an Investigate / Perception Skill Roll to detect it.

INTIMIDATE (Willpower)
SUB-TYPES: Social Skill
EMPHASES: Bully, Control, Terrorize
DESCRIPTION: The Intimidate skill is a measure of
a character’s knack for instilling fear. He may use
this ability to make someone perform an action
against his will, or to spread fear in the ranks of
his enemies.
The Bullying Emphasis is the simplest form of
Intimidation, and involves the immediate, short-
term threat of violence to get another to perform
a specific act. Control, on the other hand,
indicates a longer-term attempt to shape another’s behavior to your will, and is often used by officials to coerce
lower-ranking, weaker-willed individuals. Terrorize allows the character to gain the Fear special rule at Rank 1 (see
the Scroll of Fire for details about Fear) for the duration of a scene against a number of targets equal to his Insight
Rank.
Intimidation is usually a Contested Roll, resisted with Etiquette (Honesty) / Willpower. The GM may require a
different Skill or Trait to resist the Intimidation attempt if it seems more appropriate to the situation.
MASTERY ABILITIES:
- RANK 3: When using the Terrorize Emphasis, the character may nominate one additional target to be affected.
- RANK 5: The character gains a bonus of +5 to the total of all Contested Rolls made using Intimidate.
- RANK 7: When using the Terrorize Emphasis, the character may nominate up to four additional targets (up to five in
total) to be affected.
OCCULTISM (Spirit)
SUB-TYPES: None
EMPHASES: Corrupt, Divination, Rituals
DESCRIPTION: Occultism is the forbidden and rightfully dreaded knowledge to control spirits against their will by
using corruption and rituals. The way to corrupt spirits and force them to do the character’s bidding, as well as a
description of rituals are discussed later in the Scroll of Water.
Divination is maybe the only accepted use of Occultism, though true practitioners are rare. You may attempt a
divination once per day. The TN for this Skill Roll is 15, although depending upon the circumstances the GM may
dictate a higher TN. If the roll is failed, a second roll may be attempted immediately if you expend a Spirit Point. (As
usual, the TN for the second roll is increased by +10.) The results of divination attempts are notoriously vague, but
should give some indistinct inkling of what is to come in the immediate future (i.e. “you see difficult times ahead,"
“an old friend returns soon,” “a shadow will fall over your family’s house,” etc).
MASTERY ABILITIES:
- RANK 5: A second Occultism Skill Roll may be made when using the Divination Emphasis, without the cost of
spending a Spirit Point. All other conditions for making the second Skill Roll still apply.

SLEIGHT OF HAND (Agility)


SUB-TYPES: None
EMPHASES: Escape, Palm, Pick Pockets, Prestidigitation
DESCRIPTION: A character can use Sleight of Hand to escape bonds, steal a small object unnoticed, even from
someone’s pocket, or perform a task requiring trickery and dexterity. The Escape Emphasis allows you to slip free of
bonds. The TN for this varies, and can be TN 15 for simple ropes or as high as TN 25 or 30 for high-grade chains or
bindings, or it can be a Contested Roll against the responsible party’s Subterfuge (Security).Palm and Pick Pockets
can be used to lift small objects, either from a place like a desk (with Palm), or from a person (with Pick Pockets),
requiring a Contested Roll of Sleight of Hand (Palm or Pick Pockets) / Agility against Awareness (Notice) /
Perception to detect it. Prestidigitation allows you to use this Skill to entertain or distract people by performing
tricks.
MASTERY ABILITIES:
- RANK 5: When failing a Sleight of Hand Skill Roll that use the Palm or Pick Pockets Emphasis, a second roll may be
attempted immediately. However, the target gains a +5 bonus to the total of his Awareness (Notice) / Perception
roll for the second Contested Roll. The result of this second roll stands, even if it is worse than the first roll.

STEALTH (Agility)
SUB-TYPES: None
EMPHASES: Ambush, Shadowing, Sneaking
DESCRIPTION: Stealth is a measure of a character’s ability to remain unnoticed while moving through the crowds of a
city, the open croplands of the countryside, or the dense undergrowth of a forest. In some environments, this
requires the character to remain unseen, but in others it is far more important for the character to be inconspicuous.
A character that can blend in amongst a group of soldiers might be just as adept at infiltrating a military base as one
who might scale the walls in the dead of night.
While concealed via Stealth, you may take Move Actions. When taking a Move Action while using Stealth, you may
only make Simple Move Actions, and these only allow you to move a number of feet equal to your Spirit Element
(although Mastery Abilities can increase this significantly). The Ambush Emphasis allows you to make a Stealth
(Ambush) / Agility roll, contested by an opponent’s Awareness (Notice) / Perception, to gain an advantage over
them during the first round of combat if they are unaware of your presence.
MASTERY ABILITIES:
- RANK 3: A character’s Simple Move Actions while using Stealth allow him to move a distance equal to his Spirit
Element x 5.
- RANK 5: A character’s Simple Move Actions while using Stealth allow him to move a distance equal to his Spirit
Element x 10.
- RANK 7: A character using Stealth may make Free Move Actions as normal.

SUBTERFUGE (Intelligence)
SUB-TYPES: None
EMPHASES: Disguise, Conceal, Security
DESCRIPTION: The Subterfuge Skill is a
measure of a character’s ability to use artifice,
guile, and manual dexterity to circumvent
normal restrictions. Individuals who have
reasons to go where they are not wanted often
become masters of this art; as do those who
devote their lives to stopping them. Those
who use these skills against simple commoners
and merchants are branded as little more than
common thieves. In contrast, if the same skills are employed in the service of a greater good, they may be hailed as
master spies and assassins.
The TN to disguise yourself is 15. This assumes that you are taking on the role of a non-specific individual who shares
the same national affiliation, gender, and bending ability (airbender, firebender, earthbender, waterbender, or non-
bender). Each of these basic features that are changed increase the total TN of the Skill Roll by +5 (for example, a
male Fire Nation non-bender attempting to impersonate a female Air Nomad airbender would have a base TN of 30).
Attempting to imitate a specific individual is significantly more difficult, and increases the TN by a total of +15 in
addition to any other increases because of national affiliation, gender, or bending ability. You may also Raise on your
roll to make your disguise harder to see through. A character who is trying to see through your disguise must roll
Awareness (Notice) / Perception against a TN of 15, +5 for each Raise you made. The Conceal Emphasis allows you
to hide small objects (something that can fit in your hand) on your person, requiring a Contested Roll using
Subterfuge (Conceal) / Intelligence against Awareness (Notice) / Perception to detect it. A character can use the
Security Emphasis to overcome locks and safeguards or to implement comparable devices. Examples can include
opening secured doors, picking locks, or even laying or disabling traps. The TN for this varies considerably, and can
be TN 10 for basic locks or as high as TN 25 or 30 for complex devices. Note this does not include defeating other
obstacles; a vault might have guards standing watch, or have supernatural protection, and these require other skills to
overcome.
MASTERY ABILITIES:
- RANK 3: The TN to create a disguise is reduced by 5.
- RANK 5: The TN to create a disguise is reduced by 10 (total).
- RANK 7: The TN to create a disguise is reduced by 15 (total).

TEMPTATION (Empathy)
SUB-TYPES: Social Skill
EMPHASES: Bribery, Seduction
DESCRIPTION: The art of offering another something that they desire in order to gain in turn something one desires is
as old as civilization itself, and in truth very little has changed. The two greatest temptations for most are financial
gain and physical pleasure, and both are frequently bandied about in court settings to fulfill people’s agendas.
Temptation is best used against opponents who possess certain kinds of Flaws, such as Lechery, Fascination, Greed,
or perhaps a Dark Secret. The GM will usually require a Contested Roll using Temptation / Empathy (with the ap-
propriate Emphasis) against the target’s Etiquette (Honesty) / Willpower. Much as with Intimidation, the GM can
choose to let a PC roll against a flat TN when employing Temptation against a minor NPC.
MASTERY ABILITIES:
- RANK 3: The character gains a +1k0 bonus to his Deceive and Persuade Skill Rolls.
- RANK 5: The character gains a bonus of +5 to the total of all Contested Rolls made using Temptation.
- RANK 7: If the character uses a Spirit Point to enhance his Temptation Skill Roll, he gains a +2k2 bonus instead of
the normal +1k1.
PERKS AND FLAWS
There are some aspects of a character that cannot be represented through a comparative measure of their raw mental
and physical abilities (Traits), or through knowledge gained via study or training (Skills). Typically, Perks and Flaws
represent abilities, relationships, or possessions that go above and beyond other mechanical representations. Flaws
represent deficits that exist in a character’s nature that can impact a number of different aspects of their mechanical
and personal make-up. Perks can be purchased using Experience Points, whereas taking Flaws grants additional
Experience Points for use in other areas, up to a maximum of 10 additional Experience Points.
There are numerous types of Perks and Flaws, each of which interacts with other mechanics in different ways. In
particular, an ability can be targeted by other mechanical effects based upon its subtype. Whether or not a Perk or
Flaw can be purchased during play is also determined by its subtype. The subtypes include:
 Physical - These represent an ability or disability inherent to the character’s body in some way. They may not
be purchased after character creation without extenuating circumstances, and conversely they may
sometimes be awarded without deliberate purchase (losing a limb results in Missing Limb, for example).
 Mental - These abilities represent part of a character’s mental or psychological make-up in some way, and
cannot be purchased after character creation unless approved by the GM.
 Social - Social Advantages and Flaws represent a character’s ability or inability to interact with others in a
successful manner. They may be purchased during play with GM approval if the circumstances are
appropriate (a character should only purchase the Allies Perk if he actually has allies, and so on).
 Material - These abilities represent possession of a physical item. They are riskier than other Perks or Flaws
because such an item can be stolen or destroyed, depriving the character of the mechanical benefit for which
Experience Points were spent. These may be purchased during play with approval from the GM.
 Spiritual - These abilities represent a link between the character and something else that is not normally ex-
perienced by the average person. This might be a bond with a creature from the Spirit World, or even just a
kharmic tie with another person in some way. These may only be purchased after character creation if the
GM judges the circumstances dictate the character would in fact have this relationship.

Perk/Flaw Sets
This chapter contains several sets of corresponding Perks and Flaws, many of which are mutually exclusive in nature.
Because of the philosophical and spiritual aspects of a character that these abilities represent, there are certain
restrictions regarding how they may be combined:
 No character may have both a Paragon Perk and a Dark Paragon Perk.
 No character may have the following combinations: Concentration / Frail Mind; Bender Prodigy / Prodigy;
Dangerous Beauty / Disturbing Countenance; Daredevil or Fearless / Lily-Livered; Irreproachable /
Lechery or Greed; Large / Small; Luck / Unlucky; Quick / Slow Reaction; Social Position / Social
Disadvantage.
 No character may have more than one Perk or Flaw from a matched set (including Paragon/Failure, Dark
Paragon/Consumed, Touched by the Spirits/Cursed by the Spirits, etc.). For example, if you are a Paragon
of Courage, you may not also be a Paragon of Compassion.
 If a character possesses a Perk from one set (Dark Paragon, Paragon, Touched by the Spirits), then he may
not possess a Flaw from the corresponding set (Consumed, Failure, Cursed by the Spirits).
The GM is of course entitled to override these restrictions if he wishes, but such decisions should not made lightly,
since combining these Perks and Flaws can have an unbalancing effect on game play.

Perk/Flaw Discounts
Some Perks and Flaws cost more (or less) for members of certain Nations or backgrounds. This is to represent both
the frequency with which these things are found among that group, and how appropriate they are for members of that
group. Unless otherwise specified, discounts are cumulative, but can never reduce the cost of a Perk below 1.
Perks
The following Perks are available for purchase at the time of character creation or, depending upon the subtype,
during campaign play. A Perk can be purchased for the number of Experience Points listed in the description.
Individual GMs may wish to increase the cost of Perks purchased during play, either by a fixed amount (+2
Experience Points per Perk) or by a geometric amount (double the listed cost).

ABSOLUTE DIRECTION [MENTAL] (2 Points)


You possess an almost supernatural sense of direction, and you always know what direction is north, no matter the
circumstances. This ability does not function if you are in the Spirit World.

ALERTNESS [MENTAL] (5 Points)


Your attention never falters, and you can spring into action in a split second. This high reaction time often lets you to
take others flat-footed and act before your enemies. You add +3 to the total of your Initiative Rolls.

ALLIES [SOCIAL] (Variable Cost)


You have carefully nurtured social connections. Some of those in your web of connections would go to great lengths
to help you, while others have considerable resources. And some precious few are both. The total cost of this Perk is
determined by how many points you spend on your ally’s degree of influence and their devotion to you.
Influence
1 Point Minor – negligible wealth and no real appointments (Status 0-3).
2 Points Moderate – significant wealth and political influence (Status 4-7).
3 Points Major – almost unlimited wealth and prestigious status (Status 8-10).
Devotion
1 Point Contact - your ally would go out of his way to help you, but not risk his position or life.
2 Points Friend - your ally would help you, even if it put him into risk, but only to a certain limit.
3 Points Family - your ally would do anything to aid you, regardless of the cost.

AMBIDEXTROUS [PHYSICAL] (4 Points)


You have a high degree of off-hand dexterity and can perform tasks with your “wrong” hand no problem. You suffer
no penalties when double-wielding weapons or using your off hand.

ANIMAL COMPANION [SOCIAL] (5 Points)


You have befriended an animal, and now it follows
you anywhere you go. You can choose one animal
from the section in the Scroll of Spirit as your loyal
companion. It can understand you instructions and
will try to follow them at the best of its abilities. It
will remain at your side even if you die.

BALANCE [MENTAL] (2 Points)


You possess an inherent calm and serenity that
others have difficulty overcoming when attempting
to antagonize or taunt you, and that strengthens you
when your virtue is tested. When resisting Intimidation or Temptation, you receive a +1k0 bonus to your roll.

BENDER PRODIGY [SPIRITUAL] (12 Points)


You were born with a great bending power. Your abilities as a bender are second to none, and people look up to you
with awe as they witness your might. This Perk may be only taken by benders. You count your bending Element as
one point higher than normal for the purpose of working out your bending effects, including Bending Rolls. In
addition, if you spend a Spirit Point to augment your Bending Roll, you gain a +4k2 bonus to your roll rather than
the normal +1k1.

BIG BREATH [PHYSICAL] (2 Points)


You have big lungs and thus you can hold your breath back much longer than others. You can hold your breath for a
number of Rounds equal to twice your Toughness.

BLACKMAIL [SOCIAL] (Variable)


You possess knowledge and proof of a dark secret held by another, and can use that secret to elicit their cooperation
in a number of ways. The cost of the Advantage is equal to the Status Rank of the individual whom you are
blackmailing. Using this Perk too frequently or making grandiose demands on the person in question may result in
them deciding your disappearance is worth the risk of exposing their secret, no matter what the consequences might
be.

BLAND [PHYSICAL] (2 Points)


You are extremely unremarkable in every regard, and others have a difficult time recognizing you unless you deliber-
ately draw attention to your identity or affiliations. Whenever someone is making a Remembrance: Nation /
Intelligence roll to determine your identity (based on your Fame Rank), you may voluntarily choose to increase the
TN of that roll by 10.

CAT’S GRACE [PHYSICAL] (2 Points)


You possess an innately perfect sense of balance. You gain a +2k0 bonus to all balance-related rolls, like most
Acrobatics Skill Rolls that use the Tumbling Emphasis.

CHILD OF THE ELEMENTS [SPIRITUAL] (4 Points)


You were heavily influenced by one of the elements as a child, and this experience sharpened your abilities associated
with that element. Choose an Element when this Perk is purchased. Whenever you make a Trait Roll with either
Trait associated with that Element, you gain a Free Raise. Bender characters may purchase this Perk for 3 points.

CHOSEN BY THE ELEMENTS [SPIRITUAL] (5 Points)


For reasons beyond your understanding, you are more in line with a certain element than the others. You must select
one Element when you take this Perk. You gain a bonus of +1k1 to the total of all Element Rolls using that Element.
Note that this Perk only affects Element Rolls and not any rolls based on that Element like Bending Rolls.

CLEAR THINKER [MENTAL] (3 Points)


You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you.
Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way,
you gain a bonus of + 1k0 to the total of your roll. Water Tribe characters may take this Perk for 2 points.

CONCENTRATION [MENTAL] (2 Points)


You have the ability to focus your mind and shut out any distractions or annoyances. You are unaffected by any
penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down, and the
like).

CRAFTY [MENTAL] (5 Points)


You have a knack for instinctively knowing how to do things that most people prefer to avoid at all costs. Whenever
you are in a situation where you would be forced to make an Unskilled Roll using a Low Skill, you are considered to
have 1 rank in the Skill instead.
DANGEROUS BEAUTY [PHYSICAL] (3 Points)
You possess a certain quality that makes you all but
irresistible to members of the opposite sex, and they
succumb easily to your manipulations. You gain a
bonus of +1k0 to the total of all Temptation Skill
Rolls made with members of the opposite sex.

DAREDEVIL [MENTAL] (2 Points)


You have a natural flair for athleticism and a complete
lack of self-preservation when it comes to physical
danger. Whenever you spend a Spirit Point to
enhance an Acrobatics or Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal
+1k1.

DARK PARAGON [MENTAL] (6 Points)


You have mastered one of the precepts of a dark code that forms an antithesis of anything that stands for peace and
harmony. Maybe you don’t even know that your actions mirror the darkness that lurks deep in your heart, but your
actions sure speak for themselves. Once per session, you may voluntarily sacrifice 5 points of Kharma as a Free
Action in order to affect a particular type of roll as indicated below, and gain a bonus of +5 to the total of that roll. If
you do not have 5 points of Kharma to spend in this manner, you may spend a Spirit Point instead. The type of roll
that each precept affects is:
 Control: Re-roll any Social Skill Roll.
 Determination: Negate all TN / Wound penalties on one Skill or Bending roll (no +5 bonus is applied to
the roll).
 Insight: Re-roll any roll that used the Empathy Trait.
 Knowledge: Re-roll any roll that used the Intelligence Trait.
 Perfection: Spending the Kharma causes any one die of your choice on a Skill Roll to explode (no +5 bonus
added).
 Strength: Re-roll any damage Roll.
 Will: Spending the Kharma negates 10 Wounds at the moment they are suffered.

DIFFERENT CLASS [SOCIAL] (5 Points)


You had the exceptionally rare chance to experience another Nation’s culture and traditions in detail, and pick up a
thing or two during your time. When creating your character, you may select a Class of a different Nation to have.
For Unaligned Classes, this Perk allows you to ignore the Class’ availability restrictions.

ELEMENTAL AFFINITY [SPIRITUAL] (7 Points)


You have a knack for harnessing the power of your element, so your bending is noticeably more powerful than
others’ at your level. You gain a bonus of +0k1 to the total of all Bending Rolls. Only benders may purchase this
Perk.

ELEMENTAL BLESSING [SPIRITUAL] (6 Points)


You are much more aligned with a particular element, although you know not why that might be. As a result, the
cost of increasing the Traits associated with one particular Element, chosen when this Perk is purchased, is decreased
by 1. For example, if you choose Earth when you purchase this Perk, the cost of increasing Toughness and Perception
is reduced by 1 Experience Point every time you increase them. Spirit may not be chosen for this Perk. Benders may
take this Perk for 5 points.

ELEMENTAL RESISTANCE [SPIRITUAL] (4/6 Points)


You have a natural resistance against the elements, shrugging at freezing cold and scorching heat. In some rare cases,
this amazing hardiness also makes you less susceptible to bending attacks. You are immune to any penalties or damage
from natural weather conditions, such as winter cold, summer heat, etc. For two additional Experience Points, you
gain the enhanced version of this Perk: other than the normal advantages mentioned above, whenever you suffer
damage from a bending technique, reduce the amount of damage you suffer by 1k1. Benders must spend four
additional Experience Points (for a total of 10 points) to take the enhanced version of this Perk, rather than only two.

ENLIGHTENED [SPIRITUAL] (8 Points)


Your spiritual journey toward complete harmony with the universe as a whole has begun to reach its destination. In
addition to whatever storyline effects your GM may choose to bestow on you, you also find it easier to enhance your
connection to your spirit. When you are using Experience Points to increase your Spirit Element, the total cost is
decreased by 2 points each time. Air Nomads characters may bus this Perk for 7 points.

FAST HEALING [PHYSICAL] (3 Points)


Your body mends incredibly quickly, allowing you to recover from even devastating wounds with amazing speed. For
the purposes of recovering Wounds, your Toughness is considered to be two ranks higher.

FEARLESS [MENTAL] (6 Points)


You have a stout heart and courage that borders reckless foolhardiness. When resisting Fear, you may spend a Spirit
Point as a Free Action to completely ignore the effects of Fear for the duration of the whole scene without making a
Willpower roll.

FORBIDDEN KNOWLEDGE [MENTAL] (4 Points)


There is a subject about which you possess considerable knowledge and insight. The problem is that this subject is
forbidden, and considered grossly socially inappropriate if not outright illegal. Anyone who discovers your expertise
in this area might rightly wonder how you came upon it. The benefits of the Perk vary depending upon the nature of
the information, and players should discuss with their GM how this Perk will work. The most common examples of
Forbidden Knowledge include:
 Bloodbending: You are familiar with the sinister with the sinister and loathed waterbending technique of
bending one’s blood, and may in fact be a practicing bloodbender yourself. You gain 1 rank in
Remembrance: Bloodbending and, at the GM’s discretion, might begin play knowing how to bend blood if
you are a waterbender.
 Equalists: You are familiar with the nature and operating methods of the Equalists, a rather controversial
organization that fights for bender – non-bender equality at the expense of the former. Maybe you are even a
member of the organization if it exists in your time. You gain one rank in Remembrance: Equalists and gain a
bonus of +1k1 on Social Skill Rolls with known members of the Equalists.
 The Red Lotus: You possess an intricate knowledge of the Order of the Red Lotus, a secretive organization
that wants to restore the primal chaos on the world. You may in fact be a member of that organization if it is
active in your timeline. You gain one rank in Remembrance: The Red Lotus and gain a bonus of +1k1 on
Social Skill Rolls with known members of the Order of the Red Lotus.
 Vaatu: You are familiar with the entity known as Vaatu, the Spirit of Chaos and Darkness, and its corrupting
influence. You may have come into conflict with it in the past, and perhaps it wants you still. You gain one
rank in Remembrance: Vaatu and you may observe an individual and make a Lore: Vaatu / Perception Skill
Roll (TN 30) to determine if he has been corrupted by Vaatu’s influence.

GREAT DESTINY [SPIRITUAL] (6 Points)


Kharma has some great purpose in store for you, and the universe will conspire to keep you alive, no matter what,
until your destiny can be fulfilled. If you choose to spend Kharma to avoid death (as described in the Scroll of Fire),
you must spend only 7 Kharma Points instead of the normal 10.

GREAT POTENTIAL [MENTAL] (4 Points)


Within you lies the potential to excel at one particular endeavor, perhaps more so than any other living soul in the
world. Select any one Skill when you purchase this Perk. When you make Raises on a Skill Roll using that Skill, your
Raises are limited by your rank in that Skill instead of your Spirit Element. If your Spirit Element is higher, however,
you may use that as a measure for your Raises if you so choose.
HEART OF VENGEANCE [SOCIAL] (6 Points)
One Nation has earned your eternal, undying hatred, and nothing will ever quench your rage. Select one Nation or
other faction (such as the Triads) when purchasing this Perk. You gain a bonus of +1k1 to the total of any Contested
Roll made against a member of that Nation/faction.

HEIGHTENED SENSES [PHYSICAL] (3 Points)


One of your senses is much keener than normal, allowing you to pick even the tiniest details with ease. When you
take this Perk, you must choose one of your character’s five senses (hearing, sight, smell, taste, touch). He gains a
+1k0 bonus to Perception-based rolls (Trait Rolls or Skill Rolls) made using that sense. Earth Kingdom characters
may take this Perk for 2 points.

HIGHER PURPOSE [MENTAL] (3 Points)


There is some greater purpose to which you have devoted your life. This is not a simple matter, but some grand work
that will take years or perhaps even the whole of your life to accomplish. Whatever this goal is, during any session in
which you and the GM agree you have made demonstrable progress toward it, you gain one additional Experience
Point.

INNER GIFT [SPIRITUAL] (7 Points)


You possess a mysterious gift that even sages cannot fully understand. Gurus describe individuals such as yourself as
existing in a unique state of harmony with the universe, but then they say that sort of thing a lot. Your gift may be a
manifestation of supernatural energies, perhaps an indicator of spirit ancestry, or any of a number of different
theories. The exact nature of an Inner Gift should be discussed with the GM before taking this Perk. Examples of
Inner Gifts include the following:
Inner Gift Effect
Animal Ken You may instinctively sense the mood of animals; animals regard you as friendly.
Foresight You are difficult to surprise, and gain a bonus of +1k0 to the total of Initiative rolls.
Heart Sense You gain a bonus of +1k1 to Etiquette rolls made to determine another’s feelings/desires.
Lesser Prophecy You sometimes have vague dreams of the future, such as a bloody knife before a murder.
Spirit Touch You may make an Empathy Trait Roll (TN 15) to see the last person to touch an object you are
touching.

IRON WILL [MENTAL] (3 Points)


You possess a phenomenal willpower, and when you really call upon your mental fortitude, you become unbreakable
like the hardest iron. When you spend a Spirit Point to enhance a Willpower-based roll (either Trait or Skill Roll),
you gain a +10 bonus to the total of that roll above the normal +1k1 bonus. Fire Nation characters may buy this Perk
for 2 points.

IRREPROACHABLE [MENTAL] (2 Points)


You have a soul of virtue that is beyond reproach, and others find it difficult if not impossible to lead you into
dishonorable behavior. When making a Contested Roll where the other party is using the Temptation Skill, you gain
a bonus of +1k0 to your roll.

KHARMIC ADVANTAGE [SPIRITUAL] (10 Points)


The universe has rewarded you with a sound Kharma, either because of your actions or to compensate for a great
suffering in your past. You gain +1 Kharma Rank.

KHARMIC TIE [SPIRITUAL] (1-5 Points)


Your destiny is not yours alone, but is bonded to that of another in some fundamental way. You may have been close
to this other person during a previous life, or perhaps your destiny in this life will yet be entwined in theirs in some
essential manner. Select one person when purchasing this Perk. For each point spent on this Perk, once per session
you gain a bonus of +1k1 to the total of all attack rolls made when fighting for or protecting the person to whom you
are bonded.
LARGE [PHYSICAL] (4 Points)
You are significantly larger than the average person,
ranging in height from 7'0” to 7’3” in height. You gain
a bonus of +1k0 to the total of all damage rolls for
any large melee weapon.

LEADERSHIP [SOCIAL] (6 Points)


You have an innate knack for leading and inspiring
others in battle. Once per Round during the
Reactions stage, you may add your Insight Rank plus
1k1 to the Initiative Score of one ally in a skirmish.
This bonus lasts until the Reactions stage of the
following round. An individual may only benefit from
one use of this Advantage per Round.

LIGHT SLEEPER [MENTAL] (4 Points)


Even as your body rest, your instincts remain ever vigilant, alerting you to danger even while you are asleep. You can
awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

LUCK [SPIRITUAL] (3/6/9 Points)


Fortune favors the mortal man. A number of times per session equal to your rank in this Perk, you may choose to im-
mediately re-roll any one roll you make, keeping the higher of the two results. These re-rolls come in addition to any
re-rolls gained through spending Kharma Points, and are counted separately, as they have a slightly different
mechanical effect.

MASTER-CRAFTED ITEM [MATERIAL] (2 Points)


One piece of equipment in your starting outfit is a real masterwork. Choose one item in your starting outfit when
you take this Perk: that item is master-crafted and grants a +1k0 bonus to all rolls made with it (including attack rolls
and damage rolls).

MEDIUM [SPIRITUAL] (8 Points)


You have the incredibly rare ability of perceiving spirits through the veil that separates the Mortal World and the
Spirit World. You can see spirit beings and mortals using spirit projection in the Mortal World normally, whether
they want it or not. You can also verbally interact with these creatures though they will remain incorporeal for you,
so physical interaction is still impossible. As a Medium, you can also pass into the Spirit World much easier, as
discussed in the Scroll of Spirit.

MULTIPLE CLASSES [SOCIAL] (10 Points)


You have been given an opportunity to study a profession other than your own in detail, and learn its secrets. This
Perk may only be purchased during play, and once it is taken, the character stops progression in his current Class.
Upon reaching the next Insight Rank, he begins learning Techniques from the new Class beginning at Rank 1. Before
learning any Techniques from a given Class, you must possess at least one rank in all Class Skills presented there.

PARAGON [MENTAL] (7 Points)


You exemplify the code of light and harmony, and have taken one particular tenet to heart and made it your way of
life. In addition to the benefit listed below, any time you gain Kharma for exhibiting the virtue for which you have the
Paragon Perk, you gain an additional +1 Kharma.
 Compassion: Any time you spend a Spirit Point to improve a roll made to directly help others in need, you
gain +2k2 instead of +1k1.
 Courage: You add a bonus of +1k1 to the total of any roll made to resist Intimidation or to overcome Fear
effects.
 Courtesy: Any time you make an Etiquette roll to avoid an embarrassment or breach of etiquette, you add
+2k0 to the roll.
 Duty: You may spend a Spirit Point on any Skill Roll or Bending Roll to negate all TN penalties for that roll,
including Wound penalties.
 Honesty: On any Etiquette (Honesty) roll, you add a bonus of +1k1. You may add this bonus even if you
do not possess the Emphasis, but it would apply in the situation at hand.
 Honor: You may add twice your Kharma Rank to all rolls to resist Temptation or Intimidation rolls.
 Sincerity: You may add a bonus of +2k0 to all Etiquette Contested Rolls using the Sincerity Emphasis.

PRETERNATURAL GUARDIAN [SPIRITUAL] (9 Points)


You are being watched. A powerful supernatural entity takes great interest in your well-being, and it isn’t afraid to go
into great lengths to help you. You guardian is not necessary benign however, as it is entirely possible that it wants
you to become a vessel of some sinister purpose. When you spend Kharma Points to change a scene (as described in
the Scroll of Fire), you spend one less Kharma Point than normal for the same effect.

PRODIGY [MENTAL] (6 Points)


You are naturally gifted in a certain area, having an advantage few in your expertise can match. Choose one Skill
when you take this Perk: you receive a +1k1 bonus to all Skill Rolls made with that Skill. In addition, if you spend a
Spirit Point to enhance a Skill Roll of the chosen Skill, you gain a bonus of +4k2 rather than the normal +1k1.

QUICK [PHYSICAL] (6 Points)


You can react quickly to others, seizing advantage where previously there had been none. If you did not act first
during a Combat Round, during the Reactions Stage of combat you may add your Reflexes Trait to the total of your
Initiative Score for all subsequent rounds of this skirmish. This may done each Round that you did not act first. Air
Nomads characters may buy this Perk for 5 points.

READ LIPS [MENTAL] (4 Points)


Either through natural ability or incredible patience and practice, you have the ability to understand what others are
saying even if you cannot hear them, simply by observing how their lips move. When you are in a situation where
others are speaking and you cannot hear them, you can understand what they are saying by making a Perception Trait
Roll against TN 15 + 5 for every twenty feet away from you the speakers are.

RENOWN [SOCIAL] (3 Points)


As a result of your actions or your lineage, there are many in the world who know your name. You gain +1 Fame
Rank. This Perk may be taken multiple times during character creation, but it costs one additional Experience Point
each time it is taken above the first (so it costs 4 points for the second time, 5 for the third, and so on).

SAGE [MENTAL] (6 Points)


You have a love of learning, and have accumulated a staggering amount of information during the course of your
lifetime. Whenever you would be forced to make an Unskilled Roll when using a Remembrance Skill, you instead are
considered to have 1 rank in that Skill.

SENSATION [SOCIAL] (4 Points)


You are capable of enrapturing the crowd, no matter the circumstances. Whenever you would be required to make a
Skill Roll using a Perform Skill you do not possess, you are considered to have 1 rank in that skill.

SILENT [PHYSICAL] (3 Points)


You have a natural talent for moving silently at all times. You add +1k0 to the total of all Stealth rolls.
SOCIAL POISITION [SOCIAL] (3 Points)
You have received an illustrious social appointment,
whether through birthright, your own
accomplishments, or purely because of political
reasons. You gain +1 Status Rank. This Perk may be
taken multiple times during character creation, but it
costs one additional Experience Point each time it is
taken above the first (so it costs 4 points for the
second time, 5 for the third, and so on). A character
cannot have a higher starting Status Rank than 9.
Characters with the Fire Nation Highborn, Earth
Kingdom Elite, or Water Tribe Noble backgrounds
may bus this Perk for one less point per rank.

SOUL OF ARTISTRY [MENTAL] (4 Points)


Your soul soars with the spirit of creativity. Choose either Artisan Skills or Craft Skills when purchasing this Perk.
Any time that you would be required to make an Unskilled Roll using a Skill of the chosen type, you are considered
to have 1 rank in that Skill.

SPIRITUAL REPLENISHMENT [SPIRITUAL] (3 Points)


You have a great reserve of spiritual energy that allows you to draw on your inner strength regardless of your bodily
needs. When fasting or deprived of food, you do not suffer from the normal inability to regain Spirit Points, although
other penalties apply as normal. Water Tribe characters may take this Perk for 2 points.

SPIRITUAL RESISTANCE [SPIRITUAL] (2/4/6 Points)


For reasons beyond your understanding, the supernatural are reluctant to involve themselves with you in any way.
For each rank you possess in this Perk, all supernatural effects like spiritual possession (but not bending) targeting you
have the TN of the made to enact it increased by +3.

SPRINT [PHYSICAL] (3 Points)


You have quick legs and good stamina for running. You count your Spirit Element as one point higher for the purpose
of calculating your maximum movement distance. You also gain a +1k0 bonus to Athletics Skill Rolls using the
Running Emphasis.

STRENGTH OF THE EARTH [PHYSICAL] (4 Points)


In your soul can be found the spirit of the mountains and the strength of stone. You can overcome injuries that would
cripple other men. The TN penalties you suffer from Wound Ranks are reduced by 3. Earth Kingdom characters may
purchase this Perk for 3 points.

TACTICIAN [MENTAL] (4 Points)


You have a mind well suited to the ebb and flow of battle. When making a roll on the Mass Battle Table, you may in-
crease or decrease your result by 5.

TALENTED [MENTAL] (10 Points)


You are a marvel of your kind, and most people believe that you will accomplish incredible things in your lifetime.
Whenever you make a Class Skill Roll, you gain a bonus of +1k0 to the roll.

TECH SAVVY [MENTAL] (4 Points)


You have an innate ability to understand the workings of technology, the nature of different materials, and the secrets
of science. Any time that you would be required to make an Unskilled Roll using the Demolition, Engineering, or
Technology Skill, you are considered to have 1 rank in that Skill. In addition, every time you buy a new Rank for
these skills, the total cost of Experience Points to do so is decreased by 1. Fire Nation characters may bus this Perk
for 3 points.
TOUCHED BY THE SPIRITS [SPIRITUAL] (5 Points)
Somehow, a fragment of a spirit’s essence is present in your soul, and suffuses everything you do.
 Ancestor Spirit: When you are awarded Fame in an amount greater than 3 points, you receive one addi-
tional point.
 Beast Spirit: You gain a bonus of +1k1 on all Animal Handling rolls.
 Dark Spirit: You gain a bonus of +5 to the total of all Intimidate Skill Rolls.
 Death Spirit: When you resolve an attack that incapacitates an opponent, you immediately regain 5
Wounds.
 Dream Spirit: You gain a bonus of +2k0 to Contested Rolls versus attempts to manipulate you in social
interactions, such as use of the Persuade Skill.
 Trickster Spirit: You gain a bonus of + 1k1 on Deceive Skill Rolls.
 Elemental Spirit: You gain a bonus of +1k0 to Utility and Miscellaneous Bending Rolls, or, if you are a
non-bender, you gain a +5 bonus to your Armor TN against bending attacks.
 War Spirit: When making a Move Action to get into range to attack an opponent, the distance of your
move is increased by 5 feet. (This costs 8 points instead of 5.)

VOICE [PHYSICAL] (3 Points)


You have a voice that others find pleasing in virtually every respect. You gain a bonus of +1k1 on any Perform Skill
Roll that utilizes your voice, such as Perform: Singing or Perform: Oratory.

WARY [MENTAL] (3 Points)


You are constantly on alert, always looking out for the unexpected. When rolling Awareness (Notice) / Perception
against Stealth (Ambush) / Agility to detect an ambush, you add +1k1 to your roll.

WAY OF THE LAND [MENTAL] (2 Points)


You are intimately familiar with a particular region, having traveled it extensively to the point that you know it as
well as the interior of your own house. Select the lands of one group of people, a major city, or some other
reasonably sized region. While you are within that region, it is not possible for you to get lost, and you know the
location of any available resources to be found there. Air Nomads characters may buy this Perk for 1 point.

WEALTHY [MATERIAL] (1 Point/Rank)


Your branch of the family is particularly wealthy, and they have granted you additional resources for your adventures.
For each point spent on this Advantage, you gain two additional gold pieces, to be added to the amount in your Class
outfit. Fie Nation Highborn, Earth Kingdom Elite, and Water Tribe Noble characters may buy this Perk for 1 point
less off its total cost.

WEAPON MASTER [PHYSICAL] (4 Points)


You possess a natural affinity for weapons of all kinds, and can take up even an unfamiliar blade without difficulty in
times of stress. Any time that you would be forced to make an Unskilled Roll when using a Weapon Skill, you are in-
stead considered to have 1 rank in that Weapon Skill. Water Tribe characters may purchase this Perk for 3 points.

Flaws
The following Flaws may be purchased at the time of character creation. Doing so grants a character an additional
number of Experience Points equal to the amount listed in the individual entries. A character may never gain more
than 10 additional Experience Points from taking Flaws. If a player would like his character to have more Flaws, he
may take them, but he gains no additional points for them.

ANTISOCIAL [SOCIAL] (2/5 Points)


You find the presence of others uncomfortable, so much so that it is immediately obvious to those around you. Your
preference for solitude causes you to behave in a manner that might best be described as rude. If you take the 2 point
version of this Flaw, you suffer a penalty of -1k0 to all Social Skill Rolls. For 5 points, the penalty is -1k1.
ASCETIC [MENTAL] (2 Points)
You have no taste for or interest in material things, and this minimalist attitude has impacted how others view you.
Your Class Outfit includes only weapons, armor, clothing, necessary tools of the trade for your profession (such as a
repair kit for an engineer), and nothing else. Any time you would be awarded Fame as a result of your actions, you
receive only half the normal amount. This Flaw is worth 3 points to Air Nomads characters.

BAD EYESIGHT [PHYSICAL] (3 Points)


Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a missing eye. You
suffer a penalty of -1k1 to all ranged attack rolls and to any Perception-based rolls (both Trait and Skill Rolls).

BAD FORTUNE [SPIRITUAL] (3 Points)


Kharma is a powerful force, and sometimes it is a destructive one as well. There is something unpleasant in store for
you, and you may have no idea what it is until it is far too late. Bad fortunes take an almost infinite variety of forms,
all worth the same number of points, and players and GMs should discuss the form of a Bad Fortune during character
creation. Some of the more common versions include:
 Secret Love: Somewhere, someone is madly in love with you, and will go to any lengths to sabotage your
romantic interests, even politically arranged marriages, in order to ensure that you remain available, for
them.
 Disfigurement: You have a birthmark of some sort that appears on a visible portion of your body. Others
regard it as a clear mark of bad fortune (which in the Avatar world, often is), and give you a very wide berth.
 Evil Eye: One of your eyes is discolored. People avoid looking you in the eyes at all costs, and some believe
your very presence invites evil spirits.
 Allergy: You are allergic to a common substance, something you come into contact with regularly, such as
silk, cotton, or milk. Its presence breaks you out in a very uncomfortable rash, which in turn makes others
react poorly to your presence.
 Lingering Misfortune: At some point in your future, you will fail an extremely important dice roll in a
spectacularly disastrous fashion. The GM will decide when this happens, and no mechanical effect will allow
you to overcome it or to circumvent it.
 Unknown Enemy: Someone somewhere hates you, and wishes to see you dead. You have no idea who
they are or why they hate you, but you will very soon.

BAD HEALTH [PHYSICAL] (6 Points)


You suffer from a chronic medical condition that constantly renders you weak and susceptible to both illness and
injury. Your Toughness is considered one rank lower for the purposes of determining Wound Ranks and for resisting
diseases.

BLACKMAILED [SOCIAL] (Variable)


Someone out there knows of some dark secret of yours, or some horrible indiscretion you committed in a moment of
weakness. What’s worse, they intend to make you pay for it. The cost of this Flaw is equal to your Status Rank. The
person blackmailing you will contact you periodically and require certain things of you. You must weigh these actions
against the potential disgrace if your secret is discovered, and act accordingly.

BLACK SHEEP [SOCIAL] (3 Points)


For whatever reason, your family is completely disgusted with you and your actions. You have not been cast out, but
you are no longer welcome in your own household. You may only maintain proper relations with any member of
your family via the Allies Perk.
BLIND [PHYSICAL] (8 Points)
You possess no natural eyesight whatsoever maybe save for a slight ability to determine light and dark. You suffer a
penalty of -3k3 to all ranged attack rolls and -1k1 to melee attack rolls. Your base Armor TN is equal to your
Reflexes Trait plus 5 (armor adds bonuses as normal). Your Spirit Element is considered two ranks lower for the
purposes of determining how far you may move as part of a Move Action. Any attempt at a Simple Move Action
requires an Athletics/Agility roll (TN 20) or you are knocked Prone. You may not make Perception rolls unless the
GM judges that you can use senses other than sight for the roll.

BRASH [MENTAL] (3 Points)


You have a notoriously short temper and are likely to answer anything you perceive as a threat with blows. If you are
threatened or insulted, you must make a Willpower Trait Roll at a TN of 25, or you will provoke conflict
immediately. This Flaw is worth 4 points to Fire Nation characters.

COMPULSION [MENTAL] (2-4 Points)


There is some activity in which you are hopelessly compelled to partake. It is a ritual that is so ingrained in your
behavior that it requires a feat of will to forsake it, even in dire circumstances. This may be something illicit and
addictive, such as alcohol or gambling, or it may be as innocuous as visiting every shrine you pass. The basic Flaw
requires a Willpower Trait Roll of TN 15 to overcome. The TN of the roll increases by 5 for every additional point
gained by the Flaw, to a maximum of TN 25 (4 points).

CONSUMED [MENTAL] (Varies)


You have walked a dark path, and it has
consumed you utterly. One of the dark tenets
has become your existence, and you live only
to enact it.
 Control (4 Points): You are
determined to control and dominate
others, no matter what the cost, and
can never admit that you are wrong or
might have made a mistake. You suffer
a -1k1 penalty on all Awareness Skill
Rolls using the Sense Emphasis.
 Determination (6 Points): You
believe you can do anything on your
own, without the need for any outside
help or agency, or even any inner strength. You cannot spend Spirit Points to enhance die-rolls. (You can still
spend Spirit Points for other purposes and enhancements.)
 Insight (4 Points): You seek profound insight in even the most trivial things, to the exclusion of normal ac-
tivity. Choose one of your Class Skills. Any time you use this Skill, you must make a Willpower Trait Roll at
TN 20 or become lost in reverie as you seek a deeper understanding of this skill. (You can be snapped out of
this reverie by pain, loud noise, shaking, etc.)
 Knowledge (4 Points): You are obsessed with gaining more knowledge and understanding of all things, no
matter what the cost. Any time you encounter some topic, area of research, or new idea, no matter how
trivial, scandalous, or blasphemous it might be, you must make a Willpower Trait Roll at TN 25 or decide to
study it.
 Perfection (6 Points): You must do everything perfectly, even when there is no need to do so in order to
succeed. Any time you make a Skill or Bending Roll, you must call one extra Raise for no effect, or the roll
will automatically fail.
 Strength (5 Points): Raw physical power is the only way to defeat your foes. Finesse and negotiation are
for fools. You must call one extra Raise (for no effect) in order to use the Called Shot, Feint, or Disarm
Maneuvers in combat, and you suffer a -1k0 penalty to any Etiquette Skill Roll using the Sincerity Emphasis.
 Will (4 Points): You must get your way, and others must give way to your wishes. You have no respect for
the opinions or desires of others. You suffer a -1k1 penalty to all Persuade and Temptation Skill Rolls, as
your refusal to compromise or respect others makes you socially intolerable.

CONTRARY [MENTAL] (3 Points)


Your strong will and rigid view of the world insists not only that you develop an opinion on everything, but that you
must share it at every opportunity. During any debate or dispute, or even casual discussion, you feel compelled to
weigh in and attempt to persuade others to see the matter from your point of view. In any tense situation, you must
succeed at a Willpower Trait Roll to avoid taking action, whether to resolve a conflict physically or simply to inteiject
into an argument. The TN for this roll can vary widely, and should be determined by the GM (typically somewhere
between 5 and 25). This Flaw is worth 4 points for Water Tribe characters.

CURSED BY SPIRITS [SPIRITUAL] (4 Points)


The influence of the Spirit World can be felt throughout the Mortal World, and for whatever reason, the essence of
one kind of spirits has marked you as a foe of all that emanate from that kind.
 Ancestor Spirits: Your existence thwarts destiny in some manner. Any roll you make against a spirit of any
kind suffers a penalty of -1k1.
 Beast Spirits: You suffer a penalty of -1k1 to all Animal Handling rolls.
 Dark Spirits: Any roll you make to resist spiritual corruption suffers a penalty of -1k1.
 Death Spirits: All damage roll made against you receive a +2 bonus to its total.
 Dream Spirits: When unoccupied by physical activity or social interaction, you tend to lapse into a trance-
like state that causes you to suffer a penalty of -1k0 to all Perception-based rolls.
 Trickster Spirits: Trickster spirits plague you, and at least once a month you are the victim of some
elaborate, cruel prank by some malicious spirit.
 Elemental Spirits: If you are a bender, you suffer a -1k0 penalty to all Bending Rolls. If you are a non-
bender, all bending attacks targeting you receive a +5 bonus to the total of the Bending Roll.
 War Spirits: You suffer a penalty of -1k0 to all attack rolls. When you spend a Spirit Point to enhance an
attack roll, you only gain a +0k1 bonus rather than the normal +1k1.

DARK FATE [SPIRITUAL] (3 Points)


There is a destiny of tremendous significance in store for you, and sadly it is not an illustrious one. Before your death,
you will usher tremendous darkness into the world in some way. Perhaps you will allow secrets to fall into the hands
of enemies, or perhaps you will fell the Avatar in combat. Destiny protects those for whom it has great plans, even if
they do not desire it. Once per session, when you suffer Wounds that would kill you, you are instead reduced to one
Wound.

DARK SECRET [SOCIAL] (4 Points)


You possess some horrific secret that could lead not only to your ruination, but perhaps others in your private circle
as well. It may be something terrible you have learned about your family or nation that you alone know, or something
you personally have done. If your secret is exposed, you will be judged, probably with rather unpleasant
consequences.

DEPENDANT [SOCIAL] (Varies)


Someone who is largely incapable of defending himself or herself requires you to look after them. This may be an
elderly relative, a naive spouse, or a small child. The point value of this Flaw varies depending upon how helpless the
individual is and how frequently they appear in the campaign. A small child completely dependant upon you for
everything might cost 5 or 6 points, while a spouse who is independent but whom you must consider before all major
decisions might be worth 2 or 3 points.

DISTURBING COUNTENANCE [PHYSICAL] (3 Points)


Something about your appearance causes others to respond to you with concern and caution. You are not necessarily
unattractive, merely disturbing in some way. The TN of all your Social Skill Rolls is increased by +5.
DOUBT [MENTAL] (2 Points)
Something has happened to cause you to question part of your profession, so much so that it interferes with your
ability to perform properly. Select one of your Class Skills. Every time you use this Skill, you must declare one Raise
that confers no benefit.

DRIVEN [MENTAL] (4 Points)


You are possessed by some goal, and will sacrifice almost anything to accomplish it. Family, friends, material
possessions, and even your own life mean nothing compared to the potential completion of this goal, whatever it may
be.

EARTHBOUND [SPIRITUAL] (3 Points)


Your earthly attachments and materialism prevent you to reach true harmony with your spirit. You suffer a -1k0
penalty to all Spirit-based rolls. This Flaw is worth 4 points for Earth Kingdom characters.

ELEMENTAL DEFICIENCY [SPIRITUAL] (6 Points)


You are disconnected with your bending element. Your bending power is feeble and wavering, that in turn makes
you an inferior bender most of the time. You suffer a -5 penalty to the total of all your Bending Rolls. Only bender
characters may take this Perk.

FAILURE [MENTAL] (Varies)


Try though you might to follow the path of light, one virtue in particular is simply foreign to you, and you have no
concept of how to exemplify it through your actions.
 Compassion (3 Points): You must spend a Spirit Point before you are able to act on behalf of someone of
lower Status.
 Courage (6 Points): When facing an opponent of higher Fame or Status, or when facing a supernatural
opponent, the TN of all rolls you make is increased by +5.
 Courtesy (4 Points): Any time you make a Social Skill Roll to apologize or avoid giving offense, you must
call a Raise for no effect, or the roll will automatically fail.
 Duty (6 Points): You cannot spend Spirit Points to negate Wounds.
 Honesty (3 Points): You cannot spend Spirit Points on any Etiquette Skill Roll to which the Honesty em-
phasis could apply (whether or not you have the emphasis).
 Honor (3 Points): You suffer a -1k0 penalty to rolls made to resist Intimidation or Temptation
 Sincerity (4 Points): You must call an extra Raise on any Etiquette Skill Roll using the Sincerity Emphasis
for no effect, or the roll automatically fails.

FASCINATION [MENTAL] (1 Point)


You are completely fascinated by some subject, and will go to great lengths to learn more about it or to experience it
in new ways. Typical subjects of a one’s fascination include music, horses, poetry, and history. This fascination badly
impedes your judgment, and you will take even dangerous actions to learn more, which could cause quite a lot of
trouble for you.

FRAIL MIND [MENTAL] (3 Points)


You have difficulty concentrating, even when focusing your attention on an opponent. Whenever you make a
Contested Roll using Willpower, your opponent gains a bonus of +2k0.

GREEDY [MENTAL] (3 Points)


Material wealth is more important to you than anything else. Opponents attempting to use Temptation (Bribery)
rolls against you gain a bonus of +1k1 to the total of the roll. This Flaw is worth 4 points for Earth Kingdom
characters.
GULLIBLE [MENTAL] (4 Points)
Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately making it very
simple for others to take advantage of your naive nature. Opponents attempting to use the Deceive Skill against you
gain a bonus of +1k1 to the total of their rolls.

HAUNTED [SPIRITUAL] (3 Points)


A spirit has chosen to bestow personal attention on you, constantly offering you advice and making demands. You
must show all due deference and respect to the spirit, and do your best to live up to its expectations. If you fail to do
so, the spirit’s disapproval will bring bad fortune upon you: so long as the spirit remains angry, once per session one
of your die rolls (chosen by the GM) will suffer a -1k1 penalty.

IDEALISTIC [MENTAL] (2 Points)


You have a hopelessly naive view of the world and how things work. You have impossible standards that not even the
most heroic individual could hope to meet, much less you. The Kharma Point costs of all options listed in the Kharma
section (se the Scroll of Fire) is increased by 1. This does not affect options that are not listed there, like those provided
by the Dark Paragon Perk.

INFAMOUS [SOCIAL] (2 Points per Rank)


You are well known among some circles, but not in the manner you might wish. Rather than being known for your
valor and your courage, you are known for being ruthless, cruel, and dangerous. This reputation may not be
deserved, but it is widespread enough that it no longer matters if it is true. Your starting Fame Rank is replaced with
an Infamy Rank, which serves in exactly the same capacity, save for the reaction of those who recognize you. This
Flaw may be taken multiple times during character creation, increasing the character’s Infamy Rank by 1 each time it
is taken.

INSENSITIVE [MENTAL] (2 Points)


Your primary interest is in yourself and things that you care about. The plight of others simply does not interest you,
and you find it difficult to pretend otherwise. With the exception of those who contribute directly to your well
being, such as a close companion, you must spend a Spirit Point to place yourself at risk for the welfare of any other
person unless there is an immediate benefit for you personally.

JEALOUSY [MENTAL] (2 Points)


You are obsessed with outperforming another individual in order to prove that you deserve all the things he has,
things you perceive as superior to your own. Choose one other PC or a major NPC in your campaign. You are
obsessed with overcoming them at all costs, and will go to any lengths to do so. Once you have bested the target of
your jealousy, your nature will cause you to become jealous of someone else.

KHARMIC IMBALANCE [SPIRITUAL] (7 Points)


The universe has little patience for you, and you are poorer for it. Whenever you lose Kharma Points, you lose one
additional point over the normal amount.

LAME [PHYSICAL] (3 Points)


One of your legs is withered or perhaps even near-
useless, either due to a birth defect, a crippling injury,
or a ravaging disease. Your Spirit Element is
considered 1 for the purposes of determining Move
Actions, and any Agility Trait Rolls or Agility-based
Skill Rolls that require any sort of activity in your
lower limbs suffer a penalty of +10 to the TN.
LECHERY [SOCIAL] (2 Points)
Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a
Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of his roll.

LILY-LIVERED [MENTAL] (3 Points)


You have a faint heart and probably a low self-esteem too. Things that would barely frighten others are stuff of
nightmares for you, and you aren’t very good with controlling your weak nerves either. You suffer a -1k1 penalty to
rolls made to resist Fear, and if you fail any of these rolls by 10 or more, then you lose your composure and faint or
flee, depending on the GM’s decision.

LUNAR CURSE [SPIRITUAL] (3/5/7 Points)


The so-called “Lunar Curse” is a rare and poorly understood illness that turns people into sleepwalkers for the
duration of the full moon. Many who suffer from this phenomenon have tried to counteract the ill effects by staying
awake, but the curse has always managed to eventually overpower them. You gain an additional Spirit Point at sunset
on any night of the full moon. If you do not use this Spirit Point, it is lost with the sunrise. However, when the full
moon rises, you must make a Willpower Trait Roll against TN 15+5 for each level in this Flaw after the first. If you
fail the roll, you lose control of your character for the evening. You awaken the next morning with no idea what
strange acts you might have committed... This Flaw worth one additional Experience Point for Water Tribe
characters.

LOST LOVE [MENTAL] (3 Points)


You shared a bond of true love with someone once, and have since lost it. This need not be romantic love, as familial
or brotherly love lost is equally tragic. You tend to suffer bouts of melancholy when reminded of your lost love.
When you are reminded of your loss, all your TNs are increased by 5 until you spend a Spirit Point to regain your
focus. This disruption of your concentration cannot happen more than twice per day, and at least one hour must pass
between instances.

LOW PAIN THRESHOLD [PHYSICAL] (4 Points)


Your ability to focus in the face of pain is less than that of others. The TN penalties you suffer due to Wound Ranks
are increased by +5 each rank.
MISSING LIMB [PHYSICAL] (6 Points)
One of your limbs is missing, either through catastrophic injury or due to an unfortunate defect of your birth. You
suffer a penalty of +10 to all TNs involving the use of the limb missing. For example, wielding a two-handed weapon
with only one arm would have a +10 to all TNs, but an Athletics (Running) Skill Roll would not.

OBLIGATION [SOCIAL] (3/6 Points)


There is someone to whom you are indebted or for whom you must fulfill some significant duty. The nature of this
debt can vary considerably, but when it comes due, nothing else matters. You must honor it, even if it leads to your
ruination. The first level of this Disadvantage is a relatively minor matter that nevertheless demands your full
attention. The second level represents a major, significant obligation that could potentially damage your social
standing if you do not devote considerable time and resources to fulfilling it.

OBTUSE [MENTAL] (5 Points)


You have a hard time to learn complex subjects, and the life’s more sophisticated occupations tend to elude you. The
Experience Point cost for increasing any Specialist Skill other than Trade is doubled.

OVERCONFIDENT [MENTAL] (3 Points)


You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when a situation is
beyond your ability to handle. When outnumbered or facing a clearly superior enemy (whether in court or in battle),
you must succeed at a Perception Trait Roll (TN 20) in order to recognize the situation for what it is and leave
instead of engaging. This Flaw is worth 4 points to Fire Nation characters.

PERMANENT WOUND [PHYSICAL] (4 Points)


Some wounds will not heal, not matter how often they are treated or by what means. Your first Wound Rank is
always considered full.

PHOBIA [MENTAL] (1-3 Points)


You possess an irrational fear that you cannot overcome, no matter how much you struggle to convince yourself that
there is no reason behind it. When confronted with the object of your phobia, all of your TNs are increased by +5 for
every point you possess in this Flaw.

RUMORMONGER [SOCIAL] (4 Points)


You cannot resist the temptation to spread rumors and gossip, no matter how ridiculous or outlandish they might
seem. When presented with an opportunity to spread rumors, to resist doing so you must succeed at a Willpower
Trait Roll with a TN equal to 5x the Fame Rank of the highest-Fame individual involved in the rumor.

SMALL [PHYSICAL] (3 Points)


You are noticeably smaller than average for a denizen of the Avatar world. As a result, your Spirit Element is
considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on
the Damage Rolls of all your melee attacks.

SOCIAL DISADVANTAGE [SOCIAL] (3 Points)


By lowly birth or simple misfortune, you have slipped from the society, and now linger at the bottom of it. You begin
with Status Rank 0.

SOFT-HEARTED [MENTAL] (2 Points)


Human life is precious to you, so much so that when faced with the opportunity to harm another human being, you
must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do serious harm to another (like
putting them into Crippled or worse Wound Rank), the TNs of all your rolls are increased by +10 for one day as you
are wracked with guilt. This penalty is not cumulative with multiple cases. This Flaw could potentially also apply to
harming nonhuman creatures or even spirits, although the Experience Point value should be increased in such cases.
This Disadvantage is worth 3 points to Air Nomads characters.
SPIRITUAL DRAIN [SPIRITUAL] (6 Points)
Your spiritual reserves are somewhat… leaky. Any Technique or Perk that requires you to spend a Spirit Point to
activate instead requires two Spirit Points.

SPIRITUAL LOCK [SPIRITUAL] (8 Points)


There is a fundamental spiritual imbalance present in your soul that no one can explain or rectify, but it has a
dramatic impact on your spirituality, and prevents you from accessing your inner powers. You possess Spirit Points,
but you may not spend them on anything except Class Techniques which specifically require Spirit Points. The basic
uses of Spirit Points listed in the Scroll of Fire are unavailable to you. Only non-benders can take this Flaw. Having this
Flaw also prevents you to ever become a bender.

STRANGE NAME [SOCIAL] (1 Point)


Either your parents didn’t take their duty to name you very seriously, or you have made an unfortunate change of
name, but your name is a real one-of-a-kind, and not in the good way. Having a name like Deathripper or Xvgkfjikka
is not necessary a bad thing per see, but others regard you questionably as a result. Your individual dice may only
explode once on a Social Skill Roll (that is, each die has a maximum possible result of 20) if the other party involved
in the roll knows your name.

SWORN ENEMY [SOCIAL] (3 Points)


You have earned an enemy, one who will stop at nothing to see you defeated or even killed. The basic version of this
Flaw assumes that your enemy is of equal Insight Rank. For each Insight Rank above yours your enemy possesses, in-
crease the value of this Flaw by 1. For 2 additional points, the enemy becomes your Kharmic Nemesis, and you may
not spend Kharma Points when opposing him or her in any situation.

TAME [MENTAL] (2 Points)


You are sensitive to verbal harshness, and it is easy to hurt your feelings. You might cover your weakness with
bravado, or bury it under your self-discipline, but others will still find it easier to cow you or make you panic. When
an opponent makes an Intimidation roll against you, he gains a bonus of +1k1 to the total of his roll. Having the
following Perks or Flaws reduce this bonus to +1k0: Daredevil, Dark Paragon (Will), Fearless, Iron Will, Paragon
(Courage), Consumed (Will), Overconfident.

TRUE LOVE [MENTAL] (3 Points)


True love in the Avatar world can be a wonderful experience, but sometimes, it is a straight way to disaster as you
place the well-being of your beloved over things that must be done. Whenever you are in a position where you must
choose between love and duty, you must spend a Kharma Point before you can choose your duty over your lover.

UNLUCKY [SPIRITUAL] (2 Points per Rank)


Fortune favors the mortal man... just not in your case. A number of times per session equal to your rank in this Flaw,
the GM may force you to immediately re-roll one roll, keeping the second roll in all cases.

WEAKNESS [PHYSICAL] (6 Points)


You have a significant weakness of some sort, either physical or mental, that is difficult to overcome even under ideal
circumstances. Select one Trait. That Trait is treated as if it were one rank lower for the purposes of all rolls arid
Trait-based mechanical effects.

WRATH OF THE ELEMENT [SPIRITUAL] (3 Points)


One particular element seemingly has a vehement dislike, and when invoked to strike you, it gleefully and
enthusiastically complies. Select one element when you purchase this Flaw. Bending effects of this element cast
against you confer one Free Raise on the Bending Roll. Benders who have chosen their bending element must also
take a Raise on all their Bending Rolls for no effect or their bending will turn against them (treat this as an Offensive
bending attack against the character, using the character’s Offensive Technique Rank, Element, and Class Rank to
work out the effect).
BENDING
Bending is the character’s special power to manipulate an element with his chi. There are five bending arts: four for
each element and spiritbending (also known as energybending), the unique and extremely rare ability to bend one’s
own spirit. A character may only possess one kind of bending ability. The only person who can bend more, than a
single element is the Avatar.
Whether a character is a bender or not is normally determined by his Class. However, taking a non-bender Class does
not deprive a character from the ability to bend: with the GM’s approval, the character may still have the potential
for bending, and he can unlock this potential by taking a bender Class later with the Multiple Classes Perk.

Basics
When bending an element, a bender first determines what exactly he wants to do. There are seven categories that
encompass every available option:
- OFFENSE: A bending action that causes direct harm to someone or something with an attack that uses the element.
This is usually a ranged attack, but it can be used for melee attacks too. Examples include bending air to knock down
opponents with a surge of wind, bending fire to throw fireballs at a group of bandits, bending earth to launch massive
boulders at a wall, and bending water to grapple someone with a whip made of condensed water. Firebending is the
most powerful bending art for offensive use.
- DEFENSE: A bending action that raises a defensive barrier that can negate attacks and protect those who seek cover
behind it. As long as it is created with the purpose of protection, it is treated as defensive bending, even if it can cause
harm (like a wall of fire). Examples include bending air to create a sphere of streaming wind to protect a caravan
from arrows, bending fire to raise an impassable wall of fire, bending earth to wrap yourself into an armor of rock,
and bending water to create a shield of ice. When it comes to defense, earthbending has a significant advantage over
all other bending arts.
- COUNTER: A bending action that is made to disrupt another action, usually an attack. Unlike offensive actions, it
is not meant to cause harm other than inconvenience, and it differs from defensive actions in a way that it is neither
solely defensive, nor lasting. A counter action always targets a specific action, rather than a person or object.
Examples include bending air to blast a bunch of leaves into an archer’s face when he tries to fire an arrow, bending
fire to temporarily blind someone with a flash of fire, bending earth to disrupt movement with a localized earthquake,
and bending water to turn a fireball into harmless smoke. Waterbending puts great emphasis on countering, and it is
undoubtedly better than any other bending art with this technique.
- MOBILITY: A bending action that boosts the bender’s mobility, either by direct augmentation or by removing
obstacles in his path. Examples include bending air to boost one’s jump with a gale, bending fire to propel yourself
forward in the air, bending earth to create a land-bridge, or bending water to walk on water as it was solid surface.
Powered by the element of freedom, airbending offers the greatest mobility one can potentially achieve with bending.
- UTILITY: A bending action that has a useful effect, but it is too generic and commonplace to include in any of the
other categories. This is the most common use of bending, as these actions make a bender’s life much easier.
Examples include bending air to sweep the dust from a room, bending fire to light a campfire, bending earth to create
a tent, and bending water to lift a bunch of keys with a small water-whip.
- MISCELLANEOUS: This category includes everything that cannot be fitted into any of the other categories listed
above. Most of the time, this means using bending for harmless tricks or other forms of entertainment.
- SPECIAL: Each bending art has a special use, an exotic sub-art that utilizes the element in a unique way. These
special uses will be discussed later in this section, in the description of the relevant bending art.
Each type of bending action has an associated Bending Technique Rank that goes from 1 to 10. Bending Technique
Ranks are essentially the Skill Ranks of your bending, the representation of your expertise with the given action – the
measurement of how skilled you are with that specific use of bending. Rank 1 in a technique represents little more
than some basic training, while Rank 10 is reserved for the true masters.
Each technique works slightly differently for each element. A complete list of all techniques for each element can be
found later in this section.
Bending Rolls Expanded
After he successfully determines the type of bending action he takes and the relevant Bending Technique he is going
to use, the bender must take a Bending Roll. As described in the Scroll of Fire, the Bending Roll is a unique roll used
by benders to harness their bending powers. When using his bending, a bender rolls a number of dice equal to his
rank in the relevant Element plus his Bending Technique Rank, and keeps a number of dice equal to his Element.
EXAMPLE: Peter’s airbender character wants to use his airbending to blow a bunch of papers from a bureaucrat’s
desk into the air with a gust, so that an important document will land right in his hands. This is going to be a utility
action. The character has Air 3 and 4 Ranks in the Utility Bending Technique. He rolls 7k3 (7 = Air 3 + Utility
Bending Technique Rank 4, keeping Air), and gets 1, 2, 3, 5, 5, 6, and 9, keeping the 5, 6, and 9 for a total of 20.
Depending on the Bending Technique in use, the Target Number of the Bending Roll can vary: Offensive actions roll
against the target’s Armor TN, while the other Bending Techniques use flat TNs determined by the GM, depending
on the complexity of the action. Whether the bender manages to beat the TN with his Bending Roll or not, the
nominated bending effect happen regardless, it is just not going to happen in a way the bender wanted it. In this case,
it is up to the GM to determine what happened actually.
EXAMPLE: Peter’s GM has decided that the bending action peter’s character wants to employ is a rather difficult
one, so he calls for a TN of 25 (the normal TN for difficult tasks, as listed in the Scroll of Fire). Unfortunately, the
result of Peter’s Bending Roll is just 20, so he failed the roll. His airbending missed its mark, and what hit the papers
was too feeble to beat the paperweight on the documents, so they remained in place. However, the gust knocked
over the ink-pot on the desk, much to the bureaucrat’s annoyance.
When you make Raises on a Bending Roll, your Raises are limited by your rank in the Bending Technique used for
the Bending Roll instead of your Spirit Element. If your Spirit Element is higher, however, you may use that as a
measure for your Raises if you so choose.
A bender cannot make a Bending Roll using a Bending Technique he has zero Rank in. He must possess at least one
Rank in a Bending Technique in order to use it, or spend a Spirit Point to temporarily gain a rank.

Cooperative Bending Rolls


Two or more benders can work together to perform the same Bending Technique with a Cooperative Bending Roll.
In this case, all participating benders make a separate Bending Roll and add their totals together to determine the final
result. Combined with Bending Maneuvers, this allows benders to create extremely powerful effects when working
together – but this is an intentional mechanic to reward team play and let low-level benders combine their power to
deal with more powerful benders.
Cooperative Bending Rolls usually require the participants to have the same bending power, but the players are free
to come up with creative applications of different elements in the same Cooperative Bending Roll. After all, a massive
boulder from an earthbender sends a much more assertive message if it is superheated by a firebender and propelled
forward by a powerful gust from an airbender!

Restrictions
Using a bending technique requires a Complex Action. Only the most powerful Feats and Class Techniques allow a
bender to use his bending with a Simple Action. In addition, the bender must be able to move in order to use his
bending. If he is restricted in his movement (he is in a Grapple or Entangled), then he suffers a -10 penalty to his
Bending Rolls. If he is completely immobilized (his limbs are pinned to a wall for example), then he cannot bend at
all.
Earth and waterbenders also require a certain amount of their element to be present in their vicinity to use their
bending powers. The GM is the final arbitrator of whether the necessary amount of earth or water is available for the
bender, but he must warn the players for the lack of element before they make the Bending Roll. If they still chose to
make the roll, then the Bending Roll automatically fails, even though some negligible effect will take place,
depending on the actual amount of bendable element present. Airbenders too might encounter this problem, like in
vacuum or deep underwater, but otherwise, they have an infinite supply of their element. Firebenders can generate
their own fire, so they never run out of their element. As a general guideline, most bending techniques require at
least a half cubic feet of bendable element, or five cubic feet for defensive techniques – each Raise made on the
Bending Roll doubles this amount.

Bending Maneuvers
Bending Maneuvers, just like normal Maneuvers, are special attack forms that can be used by benders. They require
Raises to be performed, and they can be limited to a certain Stance. Benders have access to all the basic Maneuvers
listed in the Scroll of Fire, plus a number of additional element-specific Maneuvers described later, under each
element’s Bending Technique.

General Techniques
These uses of the Bending Techniques are the same for all four elements, and cover all the most basic things a bender
could do with his bending.
OFFENSIVE
Using the Offensive Bending Technique follows all
the normal rules of a ranged or a melee attack. The
Bending Roll in this case replaces the attack roll, but
all modifiers that would normally affect the attack
roll must be used for the Bending Roll too. For
example, if the bender attacks someone in melee
range with a ranged bending attack, he suffers a -10
penalty to his Bending Roll made to attack his target
in the same way if he was making a normal ranged
attack.
Bending attacks roll Bending Class Rank + Element, and keep Element for the damage roll. So a character with a
Rank 2 in the Firebender Class and Fire 3 would roll 5k3. If the character has Class Ranks in multiple Bending
Classes, then the Ranks are cumulative. For example, a water bender with 3 Ranks as Southern Waterbender and 2
Ranks as Northern Waterbender and with Water 4 would roll 9k4 (9 = 3 Southern Waterbender Class Ranks + 2
Northern Waterbender Class Ranks + Water 4 / Water 4) for damage.
Bending can be “dual wielded” and counts as a medium weapon when doing so. Note that otherwise, bending is not a
weapon, so it can’t be disabled with the Disarm Maneuver or targeted with Called Shots. If the character fights only
with his bending, then he is unarmed for all purposes. Wielding a weapon does not hinder a character’s ability to
bend in any way.
The following Bending Maneuvers can be used by all elements when performing an Offensive Bending Technique:
Area Effect (2 or More Raises)
Bending attacks normally affect a specific target like a person or an object, but with this Bending Maneuver, the
bender can target an area up to two feet in radius. Make only one Bending Roll and damage roll for all possible
targets in that area, but work out the attack separately for each of them, using the total of those rolls. Multiple Raises
can be made to gain a larger area of effect, at the ratio of 1 Raise for up to 1 additional feet of radius, but all Raises
made in one combat Round count as one effect for the purposes of any mechanics that decrease the number of Raises
required. The bender never takes damage from his own bending when he uses this Bending Maneuver.
Multiple Targets (2 or More Raises)
When using this Bending Maneuver, the bender can nominate a second target for his bending attack that is no further
from the first target than 10 feet. Make a separate Bending Roll and damage roll for each target, using the same
penalties from making Raises to perform this Bending Maneuver in each case. Any of these attacks may miss without
any negative effects to consequent attacks made as part of this Bending Maneuver. Multiple Raises can be made to
nominate more targets, at the ratio of 2 Raises for each additional target, but all Raises made in one combat Round
count as one effect for the purposes of any mechanics that decrease the number of Raises required.
Sweeping Attack (4 or more Raises)
This Bending Maneuver allows the bender to attack all targets in a cone-shaped area extending in a 30-degree from
the bender out to up to half the bending attack’s normal range. Make only one Bending Roll and damage roll for all
possible targets in that area, but work out the attack separately for each of them, using the total of those rolls.
Multiple Raises can be made to gain a larger area of effect, at the ratio of 2 Raises for 30 additional degree of opening,
but all Raises made in one combat Round count as one effect for the purposes of any mechanics that decrease the
number of Raises required.

DEFENSIVE
The Defensive Bending technique allows the bender to
create a heavy cover or move an existing piece of cover
to protect someone. The TN to create a cover large
enough to shelter an average person from one direction
is 10. This usually means a cover 8 feet high, 5 feet
wide, and 2 feet thick made from the bent element, but
the actual dimensions may vary from element to
element. Dragging an existing light cover has a TN of
10 while moving heavy covers has a TN of 20. The GM
is free to rule out the possibility to move a cover if it is
not moveable by the bender, or it is too big for the bender’s power.
While using the Defensive Bending Technique to create a cover, the bender can make the following Bending
Maneuvers:
All-Around Protection (2 or 4 Raises)
The newly created cover will only protect from one angle (usually from the front), but when using this Bending
Maneuver, the bender can make 2 Raises to add another angle. For 4 Raises, he can create a cover that protects from
all four angles.
Enhanced Durability (3 Raises)
For three Raises, the bender can increase the Armor TN bonus the cover provides by +5.
Larger Size (1 or More Raises)
For one Raise, the bender can increase the size of his cover so that it can protect up to two people instead of just one.
For each additional Raise taken for this Maneuver above the first one, the cover can shelter one more person. All
Raises made this way in the same combat Round count as one effect for the purposes of any mechanics that decrease
the number of Raises required. When used to protect an object, it is up to the GM to determine how many Raises the
bender must make for this Bending Maneuver to create a sufficient cover.

COUNTER
Counter is a special Bending Technique as it does not require the bender to take an action, but instead, it can be
utilized in response of an enemy action. Once per Round, the bender can nominate that he is using this Bending
Technique when another character takes an action. He must then make a Bending Roll against a TN of 15 (if the
target has a lower Initiative score than the bender) or 25 (if the target has a higher Initiative score). If the Bending
Roll is successful, then the target receives a penalty to any rolls he should make as part of his action equal to the
bender’s Counter Bending Technique Rank plus his Bender Class Rank. If the action does not require a roll, then the
GM must make a suitable Trait or Skill Roll (for example, Athletics / Agility for a Move Action) against TN 20, but
the target receives no penalties to that roll.
EXAMPLE: A runaway tries to escape from Sam’s earthbender by climbing through a wall - Sam’s character in turn
uses her Counter Bending Technique to prevent this. She has Earth 3 and 3 Ranks in the Counter Bending Technique.
The runaway has a higher Initiative score however, so Sam rolls 6k3 against TN 25. She gets 2, 2, 6, 7, 9, and 9, for a
total of 25 – a success. Sam’s character has 2 Ranks as an Earthbender, so the runaway receives a -5 penalty to his
Athletics (Climbing) / Agility Skill Roll (5 = 3 Counter Bending Technique Ranks + 2 Earthbender Class Ranks).
You can only use this Bending technique while you are in the Attack or Defense Stance.
Any benders can use the following Bending Maneuvers with the Counter Bending Technique:
Increased Penalty (1 or More Raises)
You may make one or more Raises as part of your Bending Roll when using the Counter Bending Technique to
increase the penalty the target receives by 3 for each Raise you have made.
Second Strike (4 Raises)
The bender can choose to use this Bending Maneuver to get a second use of Counter Bending Technique for the
Round after this one. You must make the Raises for the Bending Rolls of both Counter actions. You can’t use this
Bending Maneuver more, than once per Round.

MOBILITY
The Mobility Bending Technique is used when the bender wants to reach a specific point, using his bending to boost
his movement and overcome obstacles. The actual method is up to the bender, and it will directly influence the
difficulty of the Bending Roll. Bending Rolls using the Mobility Bending Technique are rolled against a TN
determined by the GM, and it depends on the movement distance, the complexity of movement required, and the
described method. For example, a simple jump boost to reach the top of a high wall would have a TN of 10, while
blowing a hole in the wall to reach the other side would have a TN of 20. Since the character takes no Move Actions
while using this Bending Technique, he ignores his maximum allowed movement distance for the purpose of working
out the effects of this technique.

UTILITY
Use of the Utility Bending Technique can take many forms, and its mechanical effects are mostly up to the GM. In
some cases, using the Utility Bending Technique only provides a bonus to another Skill Roll, like when a waterbender
uses her bending for hunting - in this case, she would probably gain a bonus to the total of her Hunting Skill Roll
equal to her Utility Bending Technique Rank. In other cases, it requires a Bending Roll against a TN determined by
the GM, like when a firebender tries to put out a bushfire with his firebending.
By using the Utility Bending Technique, a bender can manipulate up to one cubic feet of his element for every Rank
he has with the technique.

MISCELLANEOUS
The Miscellaneous Bending Technique is used for
everything that is not Offensive, Defensive, Mobility,
Counter, Utility, or Special bending. Generally
speaking, this leaves bending forms that are similar to the
use of the Games and Perform Skills, and the
Prestidigitation Emphasis of the Sleight of Hand Skill. A
bender can add his Miscellaneous Bending Technique
Ranks to the total of these Skill Rolls if it is appropriate
and the GM allows it. Otherwise, Bending Rolls
concerning the Miscellaneous Bending Technique usually
have a low TN (between 5 and 20), as this Bending
Technique requires creativity more than power or skill.

Airbending Techniques
The key to airbending is flexibility and finding and following the path of least resistance. Airbending is notable for
being almost purely defensive, as well as the most dynamic of the four bending arts. Airbenders can overwhelm many
opponents at once with large and powerful attacks that could prove fatal; however, due to the pacifist nature of the
Air Nomads, such attacks are rarely used. Due to their aforementioned spirituality, they often adapt to the situation
surrounding them and employ negative jing, preferring evasive maneuvers as opposed to direct confrontation.
Airbending has an effective range of 60 feet. By taking a Raise on his Bending Roll, an airbender can increase this
distance by +40 feet.
OFFENSIVE
When using the Offensive Bending Technique, the airbender receives a Free Raise to his Knockdown and Sweeping
Attack Bending Maneuvers. When using the Knockdown Bending Maneuver, the airbender may choose to deal no
damage, but perform the Bending Maneuver for 0 Raises.
The following unique Bending Maneuver can be used only by airbenders:
Wind Blast (2 Raises)
The airbender focuses his attack into a powerful gust, launching his opponent into the air. An attack made with this
Bending Maneuver deals no damage, but instead, it throws the target directly away from the airbender to a distance
equal to the total of the damage roll in feet. The target then suffers falling damage, treating the distance he was
thrown as the height, and is knocked Prone. If the target hits another character during his flight, the other character
must take a Reflexes Trait Roll against TN 10 or he too gets thrown for the remaining distance and suffers all the
usual effects (falling damage and knocked Prone).

DEFENSIVE
Airbenders cannot create permanent covers, but they must maintain the created cover with a Complex Action each
Turn. If the airbender doesn’t spend this Complex Action in his Turn to upkeep the cover with his airbending, then
the cover dissolves at the end of his Turn.
The bonus to Armor TN provided by an airbender’s cover is doubled against ranged weapons.

COUNTER
An airbender follows all the general rules mentioned earlier when using the Counter Bending Technique.

MOBILITY
In addition to the normal use of the Mobility Bending Technique, an airbender can also choose to substitute his Spirit
Element with his Mobility Bending Technique Rank for the purpose of determining movement distances, including
the maximum distance he is allowed to move. This does not prevent the airbender to use other Bending Techniques.
For example, he can make a Free Move Action, moving Mobility Bending Technique Rank x 5 feet, then use the
Offensive Bending Technique in the same Turn with a Complex Action, then use the Counter Bending Technique
later in the Round.
When the airbender uses his Mobility Bending Technique to bypass an obstacle, rather than bend his way through it,
he reduces the TN of his Bending Roll by 5.

UTILITY
Airbending uses the general rules discussed above for the Utility Bending Technique.

MISCELLANEOUS
When using the Miscellaneous Bending Technique, an
airbender gains a Free Raise to his Bending Roll.

SPECIAL: FLYING
Airbenders can use their Special Bending Technique to fly,
either by using their air gliders or any other similar device,
like a parachute or a wing suit. With a Free Move Action,
an airbender can fly up to 10 x Air feet to any direction, or
he can fly 30 x Air feet with a Simple Move Action. Any
movement related rolls should be Special Bending Rolls
while the airbender is flying in the air.

Firebending Techniques
Firebending is notable for its intense and aggressive attacking style and general lack of adequate defensive moves,
although some notable firebenders utilize creative defensive techniques by creating large walls of fire, or shooting
down incoming objects with precise attacks.
Firebending has an effective range of 40 feet. By taking a Raise on his Bending Roll, a firebender can increase this
distance by +40 feet.
OFFENSIVE
A firebender receives a +1k0 bonus to his damage rolls when using his Offensive Bending Technique. He also
receives two Free Raises to his Offensive Bending Rolls when using the Area Effect, Extra Attack, or Sweeping
Attack Bending Maneuvers.

DEFENSIVE
Just like airbenders, firebenders must also sustain their
cover when they use the Defensive Bending Technique by
making a Complex Action each turn. Characters can
move through a cover created by firebending, but they
suffer 2k1 damage while doing so.
A cover made by a firebender has no Reduction value,
and cannot benefit from the Enhanced Durability Bending
Maneuver.

MOBILITY
A firebender can propel himself forward with his firebending, gaining a limited ability to fly for short distances. This
normally requires no Bending Roll. The firebender can move this way a number of feet straight forward in one
direction equal to 3 x his Mobility Bending Technique Rank.

COUNTER
When using the Counter Bending Technique to disrupt an earthbending, waterbending, or another firebending attack
action, the firebender receives a bonus to his Bending Roll equal to his Fire Element.

UTILITY
A firebender can use the Utility Bending Technique to increase or decrease the size of an existing fire. The TN to do
so is 10, and it allows the firebender to spread or move back the fire by one feet in one direction. He can increase the
TN by 5 to improve this distance by an additional feet, and he can opt to do this multiple times up to his Utility
Bending Technique Rank. Completely putting out a fire has a TN of 15. The GM may judge that certain especially
wild or powerful fires (like chemical fires) have a higher TN or are beyond the firebender’s ability to manipulate.

MISCELLANEOUS
As an exception from the normal rules, a firebender may use the Miscellaneous Bending Technique untrained,
without spending a Spirit Point. If he does so, he rolls and keeps a number of dice equal to his Fire Element, and his
rolled dice cannot explode.

SPECIAL: HEAT GENERATION


Firebenders can use their firebending to melt or vaporize solid material with their touch. This requires a Special
Bending Roll against a TN of 15. Tougher materials, like steel or basalt, might need the firebender to pass a higher
TN, depending on the GM’s discretion. The firebender is immune to the heat of the molten material – it will
harmlessly flow through his fingers, causing no damage.

Earthbending Techniques
The key to earthbending is utilizing neutral Jing, which involves waiting and listening for the right moment to strike
and, when that moment comes, acting decisively. In other words, earthbenders generally endure their enemies'
attacks until the right opportunity to counterattack reveals itself.
Earthbending has an effective range of 60 feet. By taking a Raise on his Bending Roll, an earthbender can increase this
distance by +20 feet.
OFFENSIVE
Earthbending uses the general rules for the Offensive Bending Technique. It also has the following unique Bending
Maneuvers that can be used in conjunction with the Offensive Bending Technique:
Earth Prison (2 Raises)
When using this Bending Maneuver, the earthbender traps his target in earth, either by raisings slabs of rock around
him or by sinking him into the ground (earthbender’s choice). The bending attack will suffer a -1k1 penalty to the
damage roll, but it will also immobilize the target and prevent him to take any actions other than maybe speak if the
earthbender doesn’t cover his mouth too. Other benders can try to break the earth prison by making a Mobility
Bending Roll against TN 20. Otherwise, a character trapped in an earth prison remains trapped until someone frees
him by breaking up the earth prison.
Launch Cover (0 Raise)
With this Bending Maneuver, the earthbender can use an earth-based piece of cover as a projectile to attack his
enemies. This follows all the normal rules of an Offensive Bending Roll, but the damage roll is determined by the
cover thrown at the target: a Light Cover does 3k1 damage, while a Heavy Cover does 4k2. The earthbender receives
a bonus to the total of his damage roll equal to his Earth Element plus his Insight Rank.

DEFENSIVE
Cover created with earthbending confers a +13 bonus to the Armor TN of any character behind it and provides
Reduction 6. When using the Defensive Bending Technique, an earthbender may choose to either use the All-Around
Defense Bending Maneuver once or the Larger Size Bending Maneuver twice without the need of making any Raises.
An earthbender can use the Defensive Bending Technique in place of the Counter Bending Technique, with all the
normal effects of using Defensive bending, when countering an attack aimed at him. In this case, the cover is created
before the attack roll is made, thus the earthbender will benefit from the Armor TN bonus and the Reduction against
the attack. When using this option, the TN of the Defensive Bending Roll is increased by +5 against attacks from a
character with a lower Initiative score and +10 against attacks from a character with a higher Initiative score.

MOBILITY
Keep in mind that earthbending usually creates permanent
objects like rock columns and earth ramps when the
Mobility Bending Technique is used. Other characters (allies
and enemies alike) can use these objects as cover or to
follow the earthbender, depending on the GM’s decision.
An earthbender with 5 or more Ranks in the Mobility
Bending Technique may also tunnel through earth, treating
as if it was water. Tunneling is only detectable by seismic
sense or similar methods, but the character can only take
Free Move Actions while moving in the earth.

COUNTER
When using the Counter Bending Technique, an earthbender follows the general rules discussed above.

UTILITY
An earthbender can manipulate three times the normal amount of his element when using the Utility Bending
Technique; this usually means that he can bend 3 cubic feet of earth for each Rank.

MISCELLANEOUS
Earthbending uses the general rules for the Miscellaneous Bending Technique.

SPECIAL: SEISMIC SENSE


An earthbender can use this Bending Technique in lieu of his Awareness Skill if the Search Emphasis could be applied
to the Awareness Skill Roll. If he chooses to do so, he makes a Bending Roll using his Special Bending Technique
rather than an Awareness roll. It takes only a Complex Action to use seismic sense, and it can reveal anything that is
connected to the ground (by standing on it or being part of it), even things that would be normally undetectable by
the earthbender’s senses (like a secret tunnel running under the floor). Seismic sense cannot detect objects and
people that are not connected to the ground – for example, an earthbender couldn’t find a knife hanging from the
floor with his seismic sense.
With the GM’s approval, an earthbender can use seismic sense instead of other Perception-based rolls too, if its use
would be sensible in the situation.

Waterbending
The fighting style of waterbending is mostly fluid and graceful, acting in concert with the environment. Foggy Swamp
style waterbending, however, is more rigid and straight. Waterbenders deal with the flow of energy; they let their
defense become their offense, turning their opponents' own forces against them. Even when waterbenders do take an
attack stance, their moves always appear to flow from one to the other.
Waterbending has an effective range of 60 feet. By taking a Raise on his Bending Roll, a waterbender can increase this
distance by +60 feet.
During the full moon, waterbenders count their Water Element as one higher for the purpose of their Bending Rolls
and bending effects.
OFFENSIVE
A waterbender receives a Free Raise for performing the Multiple Targets or Sweeping Attack Bending Maneuvers.
When augmenting an Offensive Bending Roll from assuming Center Stance in the previous turn, the waterbender
gains a +2k1 bonus to his Bending Roll rather than the normal +1k1. Waterbenders also have access to the following
special Bending maneuvers when using the Offensive Bending Technique:
Ice Prison (2 Raises)
The attack only causes 1k1 damage, but it traps the target in a block of ice, rendering him unable to take any actions
other than talk (if the waterbender chooses to leave the target’s mouth free). Characters in an ice prison can try to
break free in their Turn by making a Mobility Bending Roll against TN 20, or a Strength Trait Roll against TN 25.

DEFENSIVE
If a character behind a cover created by a waterbending receives more, than 40 points of damage before calculating
Reduction, the cover breaks and it no longer confers any bonuses.

MOBILITY
Waterbenders may treat water features as solid surface for the purpose of their movement. This is a passive ability
that requires no Bending Roll. While using waterbending to move on water, a waterbender may exchange his Spirit
Element with his Mobility Bending Technique Rank to determine his movement distances.

COUNTER
A waterbender reduces the TN of his Bending Roll to use the Counter Bending Technique by 5 (to 10 against targets
with a lower Initiative score, and 20 against targets with a higher Initiatives score). He may also perform the Second
Strike Bending Maneuver for only 2 Raises rather than 4.

UTILITY
Waterbending can be used to create small water-tentacles that are solid enough to manipulate their environment, in
the same way as they were the waterbender’s limbs. However, they are fairly clumsy and hard to properly
coordinate, so the waterbender suffers a -1k0 penalty to Utility Bending Rolls made to perform precise motions with
the water-tentacles.
The Utility Bending Technique also can be used to change the state of water, between solid (ice), liquid, and gas
(steam). The TN to do so is 10, and the waterbender can affect 3 cubic feet of water with his waterbendign this way
for each Rank he has in the Utility Bending Technique. He can take Raises on the Utility Bending Roll to increase the
volume of the affected water, at the rate of 1 Raise for 1 additional cubic feet.

MISCELLANEOUS
When making a Cooperative Miscellaneous Bending Roll, all participating waterbenders treat their Miscellaneous
Bending Technique as one Rank higher than normal.
SPECIAL: HEALING
A waterbender can use his Special Bending technique to heal someone by making a Cumulative Special Bending Roll
against TN 40. This restores the target to full health (0 Wounds). The TN increases to 60 if the target is in the Out
Wound Rank. Healing can be used to cure poisons and sickness, using the normal TN to remove the poison or
sickness, but the character makes a Cumulative Special Bending Roll and once he succeeds on that roll, the poison or
sickness is cured instantly. Waterbending cannot be used to regenerate lost limbs or to remove physical Flaws (like
Lame or Permanent Wound); it also cannot heal spiritual corruption.
EQUIPMENT

Armor
Armor has two primary benefits to those who wear it. First, it increases the Armor TN of the individual wearing it,
making them more difficult to hit with attacks. Second, it possesses a quality called Reduction. Reduction decreases
the amount of any damage roll made against the person wearing the armor by the amount listed in the description. So
an individual wearing Light Armor (which has Reduction 3) who suffers 12 Wounds from an attack would instead
only take 9 Wounds. This applies to all damage from attacks unless otherwise specified.
REINFORCED CLOTHING
While it looks like any other kind of clothing, reinforced clothing has small armor plates and chainmail carefully
hidden under the cloth, providing some limited defense to the wielder. This kind of armor is especially popular
among people who are not supposed to wear armor yet want at least a modicum of personal protection, like
merchants and travellers. Reinforced clothing can be of any clothing variant (fine, normal, sturdy, traveling, warm),
and its cost is increased by the cost of the base clothing.
Bonus to Armor TN: +2
Reduction: 0
Special Rules: Reinforced clothing looks exactly like its normal variant, and it can be easily mistaken to be one,
unless the observer makes an Awareness (Notice) / Perception Skill Roll against TN 20.
Price:

LIGHT ARMOR
Much less expensive to produce than either medium or heavy armor, light armor is also lighter, less restrictive, and
less protective than traditional light and heavy armor. It consists of plates that protect the head, torso, and upper legs.
It is not unheard of for scouts among official military units to wear light armor in lieu of traditional military-grade
armor to afford them greater mobility in the execution of their duties. Bandits also wear it because of its affordability.
Bonus to Armor TN: +3
Reduction: 1
Special Rules: None.
Price:

MEDIUM ARMOR
Far and away the most common armor worn by warriors in the armies of the Four Nations, medium armor is the
standard by which other armor is measured. The overlapping plates protect primarily the torso, head, upper arms and
upper legs, but the lower arms and legs are left largely uncovered in order to prevent excessive loss of mobility or
range of movement. Medium armor is generally favored by scouts and infantry, particularly infantry that needs to
move quickly on the battlefield.
Bonus to Armor TN: +6
Reduction: 3
Special Rules: Wearing medium armor increases the TN of all Acrobatics, Athletics, and Stealth Skill Rolls by +5.
Price:

HEAVY ARMOR
While medium armor is frequently worn by scouts or rapid infantry, heavy armor is preferred by troops on the front
lines or those who are expected to be in the thickest part of the fighting. Heavy armor protects the entire body,
including the arms, legs, hands, feet, and face, which is protected by a full helm. While the wearer’s mobility is
significantly impacted, many consider the increased protection well worth the effort.
Bonus to Armor TN: +10
Reduction: 5
Special Rules: Wearing medium armor increases the TN of all Skill Rolls using Agility or Reflexes by +5.
Price:

PLATE ARMOR
Bonus to Armor TN: +13
Reduction: 8
Special Rules: Plate armor is considered heavy armor for the purposes of mechanical effects that specify armor
type, including Techniques, Perks, etc. Wearing plate armor increases the TN of all Skill Rolls using Agility or
Reflexes by +10; if the wearer has a Strength of 5 or higher, the penalty is only +5 instead.
Price:

BARDING
Bonus to Mount’s Armor TN: +7
Reduction: 3
Special Rules: None.
Price:

Shields
Shields, just like armor, offers a bonus to the wielder’s Armor TN and provides Reduction. The difference between
armor and shields is that shields occupy one of the user’s hands, and they must be readied like weapons (counting as
large weapons) for use. Also, shields offer no bonuses when the character is in the Full Attack Stance.
With the GM’s approval, shields can be bypassed with the Called Shot maneuver. Also, attacks from behind the
wielder also ignore any bonuses the shield might provide.
BUCKLER
Bonus to Armor TN: +3
Reduction: 1
Special Rules: A character wielding a bucker can use a small or medium weapon in the same hand.
Price:

SMALL SHIELD
Bonus to Armor TN: +6
Reduction: 2
Special Rules: None.
Price:

LARGE SHIELD
Bonus to Armor TN: +12
Reduction: 3
Special Rules: None.
Price:
Weapons
Each weapon entry in this section includes a notation called DR. This is shorthand for “damage rating," and indicates
the amount of damage rolled when using the weapon in question. For melee weapons, a character using a weapon
adds his Strength to the number of rolled dice in the DR. For a ranged weapon, the bow’s Strength is added to the
number of rolled dice for an arrow’s DR.
Weapons have a size: small, medium, or large. Although the categories have no drawbacks or benefits in and of them-
selves, they are a matter of consideration for other mechanical effects. Readying a large weapon takes longer than
readying a small weapon, for example, and it is easier to conceal a small weapon, but of course large weapons tend to
inflict more damage.
Certain weapons also have ‘two-handed’ listed in their type. This means that the character needs two free hands to
use the weapon – if he has only one hand available (because of injury or because he holds an object in one hand), then
he cannot use the weapon.
Even more rarely, a weapon has a Nation as a type. These weapons are mostly used by the warriors of that nation,
and others could find them difficult to wield. Characters who are not from the Nation listed in the weapon’s type
suffer a -1k0 penalty to their attack rolls with that weapon, unless they have the Emphasis for the weapon.
ARROWS
There are a variety of different arrows used by archers in the Avatar world, all with a heavily specialized purpose, and
all produces relatively inexpensively. The DR of an individual arrow is added to the Strength of the bow used to fire
it to determine the total amount of dice used for the damage roll.
Armor Piercing
These arrows have a narrow spike for head, intended to punch through armored plates. They are effective in
penetrating armor, but sacrifice some of the damage inflicted.
DR: 1k1
Special Rules: Ignores the Armor TN bonus provide by armor.
Price:

Broadhead
The standard arrow used by archers throughout the Avatar world. Three quarters of all arrows carried by a typical
archer are broadhead arrows.
DR: 2k2
Special Rules: None.
Price:

Concussive
Concussive arrows have blunt heads made from dense metal so that they make a much more forceful impact than the
broadhead arrows.
DR: 1k2
Special Rules: Characters hit by this arrow are Dazed until the next Reaction Stage; ½ range.
Price:

Flesh Render
These arrows have broader, sometimes barbed, heads intended to inflict tremendous damage on unarmored targets.
They are almost useless against armored targets and cannot be fired as far as a standard broadhead arrow, but against
unarmored targets they are devastatingly effective.
DR: 2k3
Special Rules: Double the Armor TN bonus provided by armor; ½ range.
Price:
Humming Bulb
These arrows have a blunt, hollow tip that produces a loud whistling sound when fired. They are used for signaling or
sounding alarms, and generally do little damage.
DR: 0k1
Special Rules: Makes a loud whistling sound.
Price:

Rope Cutter
Rope cutters have broad, crescent shaped heads intended to cut rope or other similar items, such as banner strings
and the like.
DR: 1k1
Special Rules: Confers 2 Free Raises for Called Shots against inanimate objects; ½ range.
Price:

Star Shot
Star shot arrows are made from light materials and are much more carefully balanced so that they fly further than
normal arrows.
DR: 0k2
Special Rules: +50% range.
Price:

Snare Blossom
Sometimes also called “man-catcher arrow”, the snare blossom has a large, heavy arrowhead that explodes into a
strong net before impact, trapping the target. Though rare and expensive, the snare blossom is still widely popular
thankfully to its unquestionable effectiveness against benders.
DR: 0k1
Special Rules: Characters hit by this arrow become Entangled; ½ range.
Price:

BOWS
Although they are clearly inferior to bending most
of the time, bows are still weapons worth
considering for a variety of reasons. They are far
more common, for one thing, and they can
engage targets much further away than even the
most powerful bender. Bows are traditionally
carried unstrung to avoid stretching or breaking
the bowstring. A skilled archer has been trained
to string a bow extremely quickly, however, and
is rarely at a disadvantage unless ambushed.
A bow adds its strength rating to the first number
of the DR of the arrow being fired. For example,
a character wielding a short bow (Strength 3)
firing a broadhead arrow (DR 2k2) would roll a total of 5k2 for damage. However, a character whose Strength is less
than that of the bow he is wielding uses his Strength instead of the bow’s Strength.
All bows have a range listed. This is the maximum possible range that an arrow can be fired using this bow without
incurring penalties. A bow can fire an arrow an additional distance up to twice listed range, but suffers a -1k0 penalty
to the attack roll for every extra 50’ beyond the listed range. Bows fired against opponents currently in melee range
with the archer also incur a penalty of -10 to the total of the attack roll.
Hunting Bow
Type: Small, Two-Handed
Strength: 1
Range: 100’
Special Rules: Allows the character to use his Archery Skill instead of his Hunting Skill for hunting animals. If he
chooses to do so, increase the TN of the Skill Roll by 5.
Price:

Short Bow
Type: Medium, Two-Handed
Strength: 3
Range: 250’
Special Rules: None.
Price:

Longbow
Type: Large, Two-Handed
Strength: 4
Range: 500’
Special Rules: Minimum Strength 3 required to wield. Increase the TN of all attack rolls by +10 is used while
mounted.
Price:

BLUNT WEAPONS
Blunt weapons are simple to make and easy to wield. They are popular among those who don’t want to seriously
harm their opponents, like members of law enforcement organizations and Air Nomad monks. Because they are so
light and lack penetrating power, blunt weapons are spectacularly ineffective against most armored targets. Double
the Armor TN bonus conferred by an opponent’s armor when they are being attacked using a blunt weapon.
Club
Type: Medium
DR: 0k3
Special Rules: None.
Price:

Nunchaku
A weapon that consists of two sticks connected at their ends with a short chain or rope. They take some skill to use,
since the inexperienced often wind up hitting themselves with it.
Type: Small, Air Nomads
DR: 1k2
Special Rules: Can be used with both hands to gain a Free Raise to Disarm and Feint Maneuvers made with the
weapon.
Price:

Quarterstaff
A simple wooden staff 5 to 6 feet in length. It is used as a walking staff by travelers and monks, and doubles as a
weapon for those bold enough to use it. Like most blunt weapons, the quarterstaff has almost no power to defeat
armor.
Type: Medium, Two-Handed
DR: 1k2
Special Rules: None.
Price: 5 SP

Tonfa
A wooden shaft roughly the length of a man’s forearm, with a handle on the side that allows it to be held along the
forearm. Held in this manner it is an effective defensive tool, but can also be spun as an offensive weapon.
Type: Small
DR: 0k2
Special Rules: None.
Price:

CHAIN WEAPONS
Chain weapons are extremely uncommon, due to the sheer difficulty of their use. There are countless variants of
these weapons, but all are comprised of one or two weapons attached by a length of chain. Some are a weapon linked
to a weight, while others may have two weapons. They are traditionally wielded by twirling one or both ends and
swinging them at one’s opponent, either striking them outright or entangling them so that they can be struck with the
weapon at the other end.
Chain Dagger
The chain dagger is a pair of sharp, curved blades fixed on the ends of a strong chain. It is a very compact and easy-to-
use, a suitable weapon for assassins and headhunters.
Type: Small
DR: 1k1
Special Rules: None.
Price:

Meteor Hammer
A weapon that consists of two weights connected by a rope or chain. Due to its flexible construction, the meteor
hammer could be easily concealed as a defensive or surprise weapon.
Type: Large, Two-Handed, Earth Kingdom
DR: 1k3
Special Rules: None.
Price:

Serpent Blade
The most common chain weapon, the serpent blade is particularly popular with the pirates of the Avatar world. It is
essentially a kama (see Slashing Weapons) attached at the base of the handle to a length of chain roughly five to six
feet long. The other end of the chain is attached to a weight, typically a metal cylinder or sphere.
Type: Large
DR: 0k2 (blade end), 0k1 (weighted end)
Special Rules: None.
Price:

HEAVY WEAPONS
The term heavy weapon applies to a number of different weapons that can be grouped together primarily because of
their size and increased damage capacity.
Great Axe
A large two-handed axe that can easily be used to fell trees or to sever limbs. The sheer force that can be channeled
by an overhand strike into the thin edge of an axe blade results in perhaps the most devastating personal weapon that
a trained warrior can wield.
Type: Large, Two-Handed
DR: 0k4
Special Rules: None.
Price:

Mace
A long club weapon. Large and heavy, they have either metal studs or spikes running in vertical rows along the length
of the weapon and have enough power to easily smash bones, even if the target uses a shield.
Type: Large, Two-Handed
DR: 3k3
Special Rules: None.
Price:

War Hammer
Type: Large, Earth Kingdom
DR: 5k2
Special Rules: None.
Price:

KNIVES
Knives are small, easily concealed blades that are popular among shady individuals because they can be hidden and
taken into places where one is not supposed to have a weapon. More well-mannered individuals like to keep them on
hand for mundane tasks that would only waste the blade of a true weapon.
Dagger
Type: Small
DR: 2k1
Special Rules: None.
Price:

Knife
Type: Small
DR: 1k1
Special Rules: Confers a +5 bonus to the total of all Subterfuge (Conceal) rolls made to hide the weapon.
Price:

Stiletto
A stiletto is a dagger with a long slender blade and needle-like point. It is a very effective stabbing weapon, and it can
be also thrown like a dart with great accuracy.
Type: Small, Fire Nation
DR: 0k2
Special Rules: The stiletto may be thrown accurately up to 30’, using the Throwing Weapons Skill.
Price:

POLEARMS
Polearms are long hafted weapons that can be used to keep an opponent at a distance or to attack opponents on horse-
back from foot.
Glaive
The glaive is a sword blade attached to the end of a long wooden shaft.
Type: Large, Two-Handed
DR: 3k2
Special Rules: Wielding a glaive confers a Free Raise towards use of the Extra Attack Maneuver.
Price:

Spear
The most basic polearm, the spear has a strong wooden shaft six to eight feet in length and end in a triangle-shaped
metal spike. Other than offering sufficient offensive power in melee, it can be thrown short distances with limited
accuracy. It is also cheap and easy to use, so most non-bender military units fight using this weapon.
Type: Medium, Two-Handed
DR: 2k2
Special Rules: The spear may be thrown accurately up to 50’, using the Throwing Weapons Skill, and has DR 1k2
when thrown.
Price:

Halberd
Type: Large, Two-Handed
DR: 3k3
Special Rules: None.
Price:

SLASHING WEAPONS
This category includes every bladed weapon that lacks the sophistication to be a real sword or knife. They are
especially popular among scouts and militias because of their utility as tools and availability.
Axe
The basic one-handed axe, mostly used by woodsmen and hunters.
Type: Medium
DR: 2k3
Special Rules: None.
Price:

Kama
The kama was improvised from a sickle of sorts, and the vast majority of kama in the Avatar world are still being used
in the fields by farmers to harvest crops.
Type: Small
DR: 0k2
Special Rules: None.
Price:

Machete
A thick metal blade made of steel and used in a harsh chopping motion to clear underbrush and other vegetation out
of the path for farming or making one’s way through the wilderness.
Type: Medium
DR: 2k2
Special Rules: DR increases to 3k3 against plants or any vegetation-based targets.
Price:

SWORDS
Swords are easily the most common weapons in the Avatar world. They are universally liked for their reliability, and
even benders sometimes learn how to use them.
Short Sword
Type: Medium
DR: 2k2
Special Rules: Wielding a long sword confers a Free Raise towards use of the Feint Maneuver.
Price:

Long Sword
Type: Medium
DR: 3k2
Special Rules: None.
Price:

Scimitar
A heavy, curved blade that is popular among Fire Nation second-line military units.
Type: Medium, Fire Nation
DR: 2k3
Special Rules: None.
Price:

THROWING WEAPONS
Bows are far from the only ranged weapons used by the warriors of the Avatar world. Numerous other weapons can
be used at range, although generally their range is significantly less than that of a bow. Unless otherwise specified,
thrown weapons add the wielder’s Strength to the weapon’s DR when determining damage, just as melee weapons
do. Armor TN bonuses provided by cover are doubled against attacks made with throwing weapons.
Throwing Knife
Type: Small
DR: 0k1
Range: 30’
Special Rules: Confers a Free Raise towards use of the Called Shot Maneuver.
Price:

Throwing Star
A small metal disk with sharpened edges or flat spikes that protrude out from the center. They are cheaply made,
easily concealed or disguised, disposable, and simple to produce in large numbers. Because of their size, throwing
stars do not add the wielder’s Strength to their DR when used as ranged weapons, and their damage dice do not
explode.
Type: Small
DR: 1k1
Range: 30’
Special Rules: With one Attack Action, a character may throw a number of throwing stars equal to his Insight
Rank.
Price:

Bola
Weighted lengths of cord thrown to entangle and bring down the target. While they are somewhat unwieldy to use,
bolas have a reputation of being very effective anti-bender weapons.
Type: Medium
DR: 0k1
Range: 20’
Special Rules: Characters hit by a bola become Entangled.
Price:

Boomerang
A small, L-shaped weapon made of metal. It is a thrown projectile that travels in a curved path and returns to its
point of origin when thrown correctly.
Type: Small, Water Tribes
DR: 1k2
Range: 100’
Special Rules: The boomerang returns to the character in the next Round and can be caught for further use with a
Simple Action. It also confers a Free Raise towards use of the Feint Maneuver.
Price:

WAR FANS
There are a variety of war fans that are popular
throughout the Avatar world. While often overlooked
for more powerful weapons, war wans are truly
suitable for warriors who exercise finesse and subtlety
in combat rather than brute strength.
Razor Fan
Its incredibly sharp – often serrated – metal edge
makes this war fan variant a quite intimidating sight
and an equally effective weapon.
Type: Small
DR: 2k1
Special Rules: None.
Price:

Steel Fan
This war fan variant has hardened steel ribs that can be used to trap the opponent’s weapon and disarm him quickly.
Type: Small
DR: 1k1
Special Rules: Confers a Free Raise towards use of the Disarm Maneuver.
Price:

Winged Fan
The winged fan is carefully balanced and has a more aerodynamic shape, so that it can serve as an effective throwing
weapon.
Type: Small
DR: 0k1
Special Rules: The winged fan may be thrown accurately up to 40’, using the Throwing Weapons Skill.
Price:

Miscellaneous Equipment
There is a variety of equipment beyond weapons and armor that can be of great use during an adventure.
Unless it is specifically stated otherwise, bonuses from using multiple pieces of the same equipment for a Skill Roll
are not cumulative.
Air Glider: This is a quarterstaff (see blunt weapons in the weapons section above) that has a pair of folding wings.
They are used by the Air Nomads to enhance their airbending and generally have little use for non-airbenders. An
airbender wielding an air glider receives a +1k0 bonus to his Bending Rolls.
Backpack: A simple backpack used to carry around items. It is usually made of strong linen or leather and often has
a wicker frame making it fairly rigid.
Basket: The most common container, crafted from wicker. It is sometimes worn as a hat.
Blanket: A blanket appropriate for travel, often used stacked for warmth.
Bottle: Clay, glass or occasionally metal, used for storing liquids for travel.
Books and Scrolls: Sturdy records used for journals and recording new information.
Bowyer’s Kit: Used for maintenance of bow and arrows. Also allows the crafting of new arrows.
Brazier: Vessel for holding burning substances or for heating liquids.
Bucket: A metal vessel with a handle, primarily for toting water.
Candle: A simple, hand-dipped candle. Comes in a pack of five.
Chest: Wooden chest with a lock for storing precious items.
Cloth: Used for mending, protective wrapping, etc.
Coin Purse: A small, easily concealed bag.
Compass: Handheld compass. It confers a +5 bonus to the total of all Navigation Skill Rolls.
Crystal: A small fragment of green crystal. It glows faintly in the dark, and naturally draws spiritual energy. It
confers a +1 bonus to the total of Meditation and Occultism Skill Rolls. The bonuses of multiple crystals stack up to a
maximum of +10.
Demolition Kit: Tools and materials for crafting, planting and defusing explosives. Confers a +5 bonus to the total
of Demolition Skill Rolls. Contains enough materials for ten uses.
Disguise Kit: Professional accessories like high-quality wigs and special makeup that can alter one’s look quite
drastically. Confers a +5 bonus to the total of Subterfuge Skill Rolls when the Disguise Emphasis is used.
Divination Kit: Sets of coins or carved sticks used for divining. Confers a +5 bonus to Occultism Skill Rolls when
the Divination Emphasis is used.
Fishing Kit: Consists of a hook, strong string, a small net, and a cleaning knife. Allows any character with at least
one Rank in the Hunting Skill to catch one fish per hour without making a Skill Roll.
Flint and Steel: Useful for creating sparks and lighting fires.
Folding Stool
Games Kit: Various accessories for popular games like Pai Sho and Four Nations.
Grapple Hook: An iron hook meant to be attached to a rope for climbing.
Grooming Kit
Iron Pot
Lantern: Used for decoration and illumination.
Lantern Oil: Highly flammable liquid used in lanterns.
Light Globe: A small, transparent sphere of glass-like material with a special alchemic substance inside. Shaking the
globe for a few minutes will make it glow with a soft yellowish light for a half hour.
Medicine Kit: Needle and thread, cloth bandages, herbal disinfectants (10 uses).
Mirror: Glass or metal, polished to a high sheen.
Musical Instrument
Paper: Ideal for writing for scrolls or books.
Parchment and Charcoal: Cheaper alternative to brush and ink.
Quiver: Cloth satchel for arrows (holds up to 60).
Repair Kit
Rope: Varying quality made of hemp, hair, or silk.
Sack: A sturdy silken or linen bag with a draw string.
Scissors: A larger scissors used to cut soft material like paper and rope.
Shovel: A simple digging tool.
Sleeping Bag
Small Knife: Used for carving or personal grooming.
Smoking Pipe
Spices: Used to add flavor to food while traveling, or for barter.
Spyglass
Survival Kit
Sweets: Popular snacks include small cakes, candies, buns, or honeyed rice.
Tent: Suitable for two people.
Tools
Torch
Toy
Traveling Rations: Food enough for one day.
Umbrella: Made of wicker and silk to hold off the elements.
Walking Stick: A simple cane to aid in walking. Not suitable for a weapon.
Water Skin: Lightweight pouches used for the storage of water. For waterbenders, it also serves an additional use as
a source of bending material in situations where water may be scarce or unavailable.
Whetstone: Used to sharpen weapons.
Writing Kit: Contains brushes, ink stones, a water bowl, and sand.
Clothing and Accessories
Brim Hat: A wide-brimmed hat made from straw and used to protect the face from the sun.
Fan: Paper fan with customized patterns.
Fine Clothes: Stylish and comfortable clothes mostly worn by rich people.
Gear Vest: A thick leather or linen vest that can hold various tools and other objects for easy accessibility.
Jewelry
Makeup Kit
Mask: Vary from silk to metal. Often intricately patterned.
Monk Robes
Normal Clothes
Perfume
Protective Garb
Pouch: A small pouch that fastens to the belt.
Snow Shoes
Sturdy Clothes
Traveling Clothes
War Paint Vial
Warm Clothes
Wig: Used for disguise or to gain attention.
The Traveling Pack
Most if not all Classes include in their starting Outfit a Traveling Pack. What exactly is a Traveling Pack? Well, that
depends on the background, the Class, and the individual. A Traveling Pack is essentially a traveling bag filled with
various items that the individual might be interested in. When creating a character, select any ten miscellaneous item,
clothing, or accessory that are found within the character’s Traveling Pack.
UNALIGNED CHARACTERS
Not everyone in the Avatar world is born as part of one of the Four Nations. There are people who – through birth
and raise – cannot associate with the world’s normal division, and they live their life outside of this system. In rarer
cases, a person might associate with more than one Nation, and act according to his perceived “multi-nationalism”.
The nomadic barbarians roaming the eastern plains of the Earth Kingdom are a good example for the former, while
the Avatar perfectly represents the later.
Unaligned characters may take any of the location-themed national backgrounds (like Southern Air Temple or Central
Islands, but not backgrounds like City-Dweller or Highborn), in addition to the following Unaligned-specific
backgrounds. They may also take any bender Class, regardless of their background, or any non-bender Class if their
background is from the Nation the non-bender Class belongs to. The only exception is the Warrior Monk Class, that
is unavailable for Unaligned characters.
There is also a selection of Unaligned Classes that are available for a certain selection of characters, listed in the
description of the Class. Note that characters who don’t fit the requirements can still take these Unaligned Classes
using the Different Class Perk.
CHAMELEON ISLANDS BACKGROUND: +1 Agility
Kharma: 2.5

ELEPHANT KOI PENINSULA / KYOSHI ISLAND BACKGROUND: +1 Empathy


Kharma: 3.0

NOMAD BACKGROUND: +1 Intelligence


Kharma: 2.3

OUTCAST BACKGROUND: +1 Toughness


Kharma: 4.5

SPIRIT WORLD BACKGROUND: +1 Spirit


Kharma: 5.0

WHALE-TAIL ISLAND BACKGROUND: +1 Strength


Kharma: 1.9

CLASS: AVATAR
Available to: Any non-Unaligned character.
Benefit: +1 Spirit
Skills: Defense, Meditation 2, Occultism, Unarmed Combat (Martial Arts), any two Skills
Outfit: Normal clothes, traveling pack
Special: The Avatar always starts with the Class Technique suiting his nationality and progress with Class Techniques
according to the Avatar Cycle (Fire – Air – Water – Earth). The Class Technique progression listed below is an
example for a Fire Nation Avatar. The Rank 5 Class Technique is always The Avcatar State, regardless of the Avatar’s
nationality.
Techniques
Rank 1: The Power of Fire
You become a firebender and you may spend 20 bonus experience points on buying Firebending Technique Ranks.
Any experience points not spent this way are lost and cannot be used later. You gain a +1k0 bonus to all Fire-based
rolls (Fire Element Rolls, Strength and Willpower Trait Rolls, or any Skill Rolls using these Traits).
Rank 2: The Freedom of Air
You become an airbender and you may spend 20 bonus experience points on buying Airbending Technique Ranks.
Any experience points not spent this way are lost and cannot be used later. You may add twice your Air Element to
the total of your Initiative Rolls and Social Skill Rolls.
Rank 3: The Flow of Water
You become a waterbender and you may spend 20 bonus experience points on buying Waterbending Technique
Ranks. Any experience points not spent this way are lost and cannot be used later. There is no limit on how many
Spirit Points you can spend in one Round. Whenever you spend one or more Spirit Points, roll a D10: iuf the result is
lower than your Insight Rank, you immediately regain one Spirit Point.
Rank 4: The Steadiness of Earth
You become an earthbender and you may spend 20 bonus experience points on buying Earthbending Technique
Ranks. Any experience points not spent this way are lost and cannot be used later. You treat your Toughness as one
point higher when calculating Wound Ranks, and you halve all Wound Rank TN penalties. You also gain a +1k1
bonus to your Awareness Skill Rolls.
Rank 5: The Avatar State
You may spend a Spirit Point at the start of your Turn as a Complex Action to activate this Technique. For a number
of Rounds equal to your Spirit Element, you automatically pass all Bending Rolls and may bend as a Simple Action
instead of a Complex Action. While in the Avatar State, you have Rank 10 for all your Bending Techniques.

CLASS: KYOSHI WARRIOR


Available to: Any female character.
Benefit: +1 Agility
Skills: Acrobatics, Athletics, Defense, Stealth (Sneaking) 2, Unarmed Combat, War Fans
Outfit: Medium armor, sturdy clothes, any two war fans, war paint vial, traveling pack
Techniques
Rank 1: Kyoshi’s Shield
Opponents attacking you must add their Strength Trait to your Armor TN. While in the Defense or Full Defense
Stance, you gain an additional bonus to your Armor TN equal to your Water Element.
Rank 2: Kyoshi’s Grace
You gain a bonus to your Empathy and Agility based rolls (Trait Rolls and Skill Rolls) equal to the sum of your Class
Rank and the number of Spirit Points remaining.
Rank 3: Kyoshi’s Wrath
You may make attack actions as Simple Actions instead of Complex Actions while unarmed or wielding a war fan.
Rank 4: Kyoshi’s Guidance
Each Maneuver you perform (including Bending Maneuvers) needs one less Raise in total (to a minimum of 1 Raise)
than normal. You also gain a +1k0 bonus to your Perception and Intelligence based rolls (Trait Rolls and Skill Rolls).
Rank 5: Kyoshi’s Light
You gain a +4k2 bonus to rolls made to resist spiritual corruption. When you interact with a spirit, you may spend
one or more Kharma Points to gain a +1k0 bonus to your roll for each Kharma Point spent.

CLASS: FREEDOM FIGHTER


Available to: Any character with a location-themed or the Outcast background.
Benefit: +1 Empathy
Skills: Deceive (Manipulate), Etiquette, Forgery, Hunting, Subterfuge, any one Warrior or Low Skill, any one
Common or Specialist Skill
Outfit: Reinforced normal clothing, any one weapon, traveling pack
Techniques
Rank 1: Fortune Favors the Bold
A number of times per session equal to your Class Rank you may add a number of unkept dice to one Trait or Skill
Roll equal to your Kharma Rank (a minimum of one dice). You also gain a +2k0 bonus to your attack rolls as long as
none of your opponents have a higher Initiative Score than you in a skirmish.
Rank 2: The Strength of One Man
While facing multiple opponents or an enemy with a higher Status or Insight Rank, you add +1k1 to your attack and
damage rolls.
Rank 3: Inspiring Leadership
Prior to a battle or skirmish, you may inspire your allies by speaking for a few minutes and rolling Command
(Inspire) / Empathy at a TN equal to 15 + 5 per person you are inspiring. With a successful roll, each person you
inspired may add your Fame Rank to the total of any one Skill Roll during that battle or skirmish. If this benefit is not
used by the end of the battle, it is lost.
Rank 4: Strike for Freedom
You may make attacks as a Simple Action rather than a Complex Action with weapons you have an Emphasis for.
Rank 5: Field Expertise
When you make Raises on any Class Skill Roll, if you meet or exceed the original TN (before Raises) but fail to meet
the Raised TN, you succeed without the benefits of Raises.
THE OTHER NATIONS
During the long history of the Avatar World, nations other than the Four have risen and fallen several times. Before
the Four Nations, there was the Hierarchy - the very first human nation, the Spirit Nation - the empire of the
spiritbenders, and the Steel Dominion – a powerful and progressive human empire that was eventually consumed by
a terrible civil war. Even during the Age of the Avatar, new nations appeared from time to time: the three United
Empires that each united the Four Nations into a single body for a short period of time, the Three Stars Alliance that
sprawled across several islands until its eventual demise, and most recently, the United Republic. The Four Nations
themselves have often splintered, giving way to small sub-nations like the Air Raiders and the Sun Tribes.
These nations never lasted long though, as they all collapsed under internal pressure or external threats. While this
makes them less significant than the Four Nations, they were still important in their time, and adventures taking place
in those specific eras might include characters from these nations.

The United Republic


The United Republic of Nations, more commonly known as the United Republic, is a sovereign state created by
Avatar Aang and Fire Lord Zuko after the end of the Hundred Year War. It was formed from the oldest Fire Nation
colonies established in the western Earth Kingdom and was created to serve as a society where benders and
nonbenders from all four nations could live and thrive together in peace and harmony. The United Republic is known
for having a unique culture, which was shaped by immigration and a technological revolution.

COUNTRYSIDE BACKGROUND: +1 PERCEPTION


Kharma: 2.0

REPUBLIC CITY BACKGROUND: +1 EMPATHY


Kharma: 3.0

CLASS: PROBENDER (Firebender or Earthbender or Waterbender)


Benefit: +1 Strength or +1 Toughness or +1 Agility
Skills: Acrobatics 2, Defense, Remembrance: Pro-Bending, Unarmed Combat (Martial Arts), any two Skills
Bending Techniques: Offensive 1, Counter 1
Outfit: Normal clothes, protective garb (probender uniform), traveling pack
Special: When taking this Class, you must choose to be a firebender, an earthbender, or a waterbender. You Class
Benefit changes according to the bending element you have taken: firebenders gain +1 Strength, earthbenders gain
+1 Toughness, and waterbenders gain +1 Agility.
Techniques
Rank 1: Pro-Bending Basics
You gain a +1k0 bonus to your Offensive and Counter Bending Rolls. You also add your Acrobatics Skill Rank to
your Armor TN against bending attacks.
Rank 2: Sport Celebrity
You may add your Fame Rank to the total of your Social Skill Rolls. Once per session, you may treat your Status
Rank equal to your Fame Rank for the duration of a scene.
Rank 3: Coin Match
As long as you are fighting against only one opponent in a skirmish, you gain a +5k0 bonus to your Offensive and
Counter Bending Rolls.
Rank 4: It’s All in the Rules
You may add your Class Rank to the total of your Initiative rolls, Offensive and Counter Bending Rolls, and Social
Skill Rolls when interacting with probenders or probender fans. If you are fighting in a skirmish alongside two
benders of different elements, you gain a +1k0 bonus to all your rolls in that skirmish – this bonus increases to +1k1
if these benders are pro-benders themselves.
Rank 5: Your Finest Hour
If you are fighting multiple opponents in a skirmish while you are alone, you gain an extra Spirit Point for each
opponent above the first. These Spirit Points may increase the number of Spirit Points you have above your Spirit
Element, but they are going to dissolve at the end of the skirmish if you don’t spend them.
ALTERNATE MEANS OF RANK PROGRESSION
The Classes described under the individual Nation sections of the Scroll of Earth are the most prevalent Classes that can
be found in the Four Nations. Even taking into account the options presented by Skills, Perks, and the various
advanced options included in this chapter, however, there is a finite amount of difference between two practitioners
of, for example, the Fire Nation Swordfighter Class. For Game Masters who desire more diversity and complexity in
their characters, there are Advanced Classes and Alternate Paths.

Advanced Classes
Advanced Classes represent the possession of some rare expertise that is not available for anyone. Advanced Classes
consist of three Techniques, which are generally more specialized and more powerful than traditional Class
Techniques, albeit more narrow in focus. Advanced Classes possess requirements for entry, and any character who
wishes to take ranks in that Advanced Class must meet all pre-requisites before he or she will be allowed to pick up
the Class. Because of the prestigious and exclusive nature of these Classes in the setting, Game Masters may wish to
make gaining entry into an Advanced Class part of the campaign, as a character must seek out a suitable teacher or go
through an arduous process of self-instruction.

ADVANCED CLASS: CHI BLOCKER


Requirements:
 Rings/Traits: Reflexes 3, Perception 3, Agility 3
 Skills: Unarmed Combat 5, Sleight of Hand 5
Techniques
Rank 1: De-Bending Strike
When making an unarmed melee attack against a bender, you may make 3 Raises to turn your attack into a de-
bending strike. The attack deals only 1k1 damage, regardless of your Strength or any special abilities you possess, but
it will also prevent the bender from using his bending for the rest of the skirmish. All ongoing bending effects
generated by the bender immediately dissipate as soon as your attack hits him. Otherwise, this technique does not
hinder the bender in any other way, and he may perform non-bending actions without any penalty.
Rank 2: Crippling Strike
You may make 1 or more Raises on an unarmed melee attack to activate this technique. The attack will cause no
damage, but the target reduces his Reflexes, Strength, and Agility Traits each by 1 for each Raise you have made on
the attack roll. If any of these Traits would drop to zero because of this technique, then the target becomes
incapacitated. This technique lasts for the rest of the skirmish, and multiple uses of it against the same target does not
stack. Keep in mind that the Trait reductions will probably also decrease the target’s Elements.
Rank 3: Empty Strike
When you use the Increased Damage Maneuver for an unarmed attack, you gain a +1k1 bonus to your damage roll
per Raise instead of the normal +1k0.
Alternate Paths
Like Advanced Classes, Alternate Paths are lesser training tracks within a profession. Although not as prestigious or as
rare as Advanced Classes, they are still looked upon with great favor by the people of the Avatar World. Unlike
Advanced Classes, Alternate Paths grant a single Technique that replaces one in the normal progression of the
character's Class. When that Technique is gained, and the character advances to the next Insight Rank, he returns to
his original Class and resumes his course of progression, bypassing the Technique the Alternate Path replaces and
gaining the next one in sequence.
Because Alternate Paths are not as restrictive, and because they are generally more flexible, it is possible for a
character to have multiple Alternate Paths. Each rank in a character’s basic Class can only be replaced once, however,
so there is a limit to how many can be combined. A single character could not take two different Alternate Paths that
both replaced Air Nomads Warrior Monk Rank 3, for instance.
ALTERNATE PATH: SHADOW DANCER
Technique Rank: 3
Replaces: Airbender Rank 3, Air Nomad Rank 3, Infiltrator Rank 3
Requirements: Air 3, Perform: Dancing 6
Technique: Dancing with the Shadows – You may make a Perform: Dancing / Reflexes roll instead of a Stealth
Skill Roll to sneak past people or to ambush others. Unlike with the normal use of Stealth, your movement is not
restricted while using this technique.

ALTERNATE PATH: SUN WARRIOR


Technique Rank: 4
Replaces: Firebender Rank 4
Requirements: Fire 4, any two Firebending Techniques at Rank 5
Technique: Agni’s Power – You may spend a Spirit Point at the start of your Turn as a Free Action to activate this
technique. For the remainder of that Turn, you may either firebend as a Simple Action rather than as a Complex
Action, OR you may add +5k0 to your Bending Rolls when using your firebending.

ALTERNATE PATH: DAUNTLESS SHIELD


Technique Rank: 2
Replaces: Earthbender Rank 2, Earth Guard Rank 2, Kyoshi Warrior Rank 2
Requirements: Earth 3, Defense 3 or Defensive Bending Technique 3
Technique: The Defending Mountain – While using the Guard Action, both you and the guarded character gain
an additional bonus to your Armor TN equal to your Defensive Bending Technique (if you are an earthbender) or
your Defense Skill Rank (if you are a non-bender). When spending a Spirit Point to decrease the amount of wounds
suffered, you negate an additional 5 wounds if you are in the Defense Stance or 10 wounds if you are in the Full
Defense Stance.

ALTERNATE PATH: BATTLEMASTER


Technique Rank: 2
Replaces: Wolf Warrior Rank 2
Requirements: Strength 4, any two Weapon Skills at Rank 4
Technique: Battle Master - You may wield any two-handed weapon with one hand (except for bows). You gain a
Free Raise for performing the Disarm, Feint, or Knockdown Maneuvers. Finally, you gain a +2k0 bonus to your
Initiative roll if one or more of your opponents have a lower Insight Rank than you.
Running an Avatar Campaign

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