Combat Exchanges Advanced
Combat Exchanges Advanced
You may be heroes, and you may do your best to uphold balance,
and you may try to help people and solve problems with kind words
and generous action…but eventually, you’re going to be surrounded
by angry waterbending pirates uninterested in your kind words or
your generous actions. All they want is that silver boomerang on
your back. You can’t intimidate them—trying to intimidate them
and missing is how you got into this mess. So you pull that silver
boomerang off your back, lift it, and get ready. Time to fight!
Avatar Legends: The Roleplaying Game features a combat system
designed to represent the fluidity and push and pull of fights in the
Avatarverse. Combatants decide how they approach the conflict,
and then take action, using their trained techniques to pull off
impressive stunts. You and your foes trade blows in bouts of action
called exchanges, until someone runs, surrenders, or is defeated!
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these steps to resolve the exchange: The GM chooses an approach for each
NPC or group of NPCs in the exchange;
The GM chooses approaches
STEP 1
2
es an approach. The GM should note these approaches down Each player of a PC in the exchange chooses
but keep them secret—the players don’t get to know what an approach for their character. If multiple
approaches the NPCs chose when they decide what to do. The players have PCs in the exchange, they can
GM doesn’t choose any techniques yet. talk and coordinate. Their choices can be public, but
if the PCs oppose each other, they keep their choices
Each player chooses approaches
STEP 2
3
proach. Players should feel free to discuss what approaches The GM reveals what they chose for each
they’re choosing, and don’t have to keep it secret. Players don’t NPC, and PCs opposing each other reveal
choose any techniques yet. If the PCs are fighting each other their previously secret approaches.
for some reason—a rare occurrence, but possible—then they
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choose approaches secretly. All combatants who chose
defend and maneuver
The GM reveals what they chose for each NPC
STEP 3
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revealed approaches are now revealed, so every combatant’s All combatants who chose
chosen approach is public. advance and attack
resolve their approach.
Resolve each approach
STEPS 4-6
6
Resolve the approaches in order, starting with all defend and All combatants who chose
maneuver approaches, followed by all advance and attack evade and observe
approaches, followed by all evade and observe approaches. resolve their approach.
When resolving each approach, PCs who chose that approach
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roll the stance move to see how many techniques they may All characters who lost their
use. NPCs use techniques equal to 1 + their current balance as it balance or were taken out
stands specifically at the start of that approach. now resolve those results.
PCs choose their techniques first, and then the NPCs choose
their techniques to use. All techniques within an approach are
functionally resolved simultaneously.
If anyone is taken out or loses their balance, they don’t suffer
those consequences yet, even if their approach hasn’t been re-
solved yet. The same goes for statuses (page 151)—the effect
of the status doesn’t kick in until the exchange ends.
Now, whoever has been taken out or lost their balance resolves
those effects. If necessary, PCs resolve first, and NPCs second.
Remember that because you don’t resolve losing your balance
until this step, then before this step, your balance still counts as
its highest possible extreme (+3 for PCs, and +1, +2, +3, or higher
for NPCs depending upon their status). That means even if a PC
loses their balance, they might be able to live up to their prin-
ciple one last time with it at +3 before the end of the exchange.
Similarly, an NPC still gets the benefit of their high balance in
one last exchange before they lose their balance.
time with that. An Airbender might not be able to easily clear the
ice surrounding them, but a Firebender would have an easy time Your abilities are naturally stronger in this moment—
extinguishing a flaming sleeve! clear 1-fatigue at the end of each exchange.
NPCs can suffer or benefit from statuses just like PCs and
can escape from or lose statuses just as PCs can—as long as the
fiction changes, meaning they or others take appropriate action. Empowered is the status for when a Waterbender fights under a full
moon, or a Firebender draws on the strength of Sozin’s Comet, or
a swordswoman has been filled with the invigorating power of a
Doomed negative friendly spirit—those moments when you are made far stronger
than normal, almost always by something external to yourself.
You’re in grave danger—mark 1-fatigue every few You aren’t Empowered just because you have the high ground
seconds (or each exchange) until you free yourself. (which is closer to Favored) or because you set up some valuable
defenses (which is closer to Prepared); you’re Empowered when you
are strengthened far beyond your usual abilities. You usually can’t re-
Doomed is the status for when you’re drowning, or when you’re ally pursue this status with a technique during combat—it isn’t the
on fire, or when the stone around you isn’t simply immobilizing kind of status that a quick tweak to your environment can provide.
you—it’s crushing you. It represents a constant, ongoing pres- The GM adjudicates Empowered more than any other status,
sure upon you, causing you to mark fatigue at a steady rate until but they’re encouraged, as always, to be a fan of the PCs. If
you are free. The GM decides exactly how often you mark fa- there’s an interesting, believable reason why someone is Empow-
tigue during play, unless you’re in exchanges—then, you should ered in this moment—for example, a Firebender standing in the
mark 1-fatigue at the beginning of each exchange. Remember middle of a raging forest fire—then the GM honors that reason
that if you can’t mark more fatigue, you mark conditions instead. by bestowing Empowered upon the character. Similarly, once that
Much of the time, you can’t be Doomed unless you’re first Im- believable reason goes away—the forest fire is put out, or the
paired, or Impaired and Trapped. You won’t be drowning unless Firebender moves away—then the status also goes away.
something holds you in the water; you won’t be slowly crushed Empowered clears 1-fatigue at the end of each exchange,
by rock without first being trapped in rock. But sometimes it’s meaning after all approaches and techniques have been resolved.
appropriate—your entire outfit, head to toe, can be set on fire by If you’re not in exchanges, then you clear 1-fatigue every few
an angry firebending master without warning! seconds, like an inversion of Doomed.