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53 views30 pages

Avatar Legends - Republic City-91-120

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lcarrillo21
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Vehicles in Combat Alternatively, you might give the driver the equivalent of a

free basic technique from a particular approach—usually defend


and maneuver—every exchange. This is a lot like making them
The rules throughout this section focus heavily and primarily on Favored, but it gives them a bit of versatility; drivers on motor-
vehicles in races and chases—scenes that put all the emphasis on cycles might get to use one additional defend and maneuver
the vehicles themselves. But vehicles can also be a component technique, no matter what stance they use, indicating how fast
of a normal fight scene, with enemies riding motorcycles as they and maneuverable they are compared to their enemies!
weave in and out of PCs who are only on foot, for example.
In most cases, vehicles involved in a standard fight scene Damaging Vehicles and Drivers
aren’t the focus of the scene and shouldn’t be represented using If you’re in an outright fight, then usually the vehicles are more
the more complex rules above. The standard combat moves and props for the overall fighting than important objects. If two du-
techniques work just fine in these scenes, especially because the eling foes drive their speedboats at each other, threatening to hit
emphasis is not on “winning the race,” “catching an opponent,” each other while bending at each other…the speedboats are just
or “eluding pursuers,” but instead has a more general “defeating props for the fight. If the speedboats break, then that’s just fine!
foes” goal. Don’t worry about tracking vehicles’ damage, heat, In that case, feel free to treat the vehicles involved in the fights
and control in situations in which they aren’t important! Just use as props, the same way you treat any other aspect of the envi-
NPCs’ standard fatigue, conditions, and balance. ronment. Automobiles can be smashed or flung by appropriate
If the vehicles play an important role in the overall fight bending, and a technologist who throws a small explosive can
scene, however, here are a few ways to make them matter. easily destroy an engine. Everyone still has to follow the fiction, no
breaking an automobile without doing something appropriate.
Drivers Versus People on Foot Similarly, if one combatant tries to target the driver of a
If you’re driving a vehicle and acting against people on foot, you vehicle directly…let them, as long as what they’re doing makes
might have a significant advantage. Your maneuverability likely sense! In these fight scenes, the focus is still on the actual people
far outmatches that of the average enemy combatant, and you involved, on their fatigue, conditions, and balance, so don’t
might be protected by your sturdy vehicle. spend much time worrying the structural integrity of the car. In-
The simplest way to represent that advantage is to just give stead, focus on what’s dramatically appropriate—it’s fair for the
those drivers the Favored status at the start of every exchange. They GM to ask the Waterbender how, exactly, they manage to water
are, after all, Favored! Similarly, Prepared can cover some of the whip the driver of the truck!
advantages that being in a vehicle grants—if a driver is in some fast,
tough super-vehicle, then they might be both Favored and Prepared!

90 Avatar Legends: The Roleplaying Game


Designing a Vehicle PCs Starting With Vehicles
If a PC has a reasonable background and training
Most vehicles in the Four Nations aren’t particularly exception- for it, they can easily start with an appropriate
al—they don’t have any impressive or complicated modifica- vehicle, especially PCs from wealthier or mechanic/
tions, and minus some wear and tear, they’re more or less the technological backgrounds. A wealthy character can
same kind of vehicle that someone with enough yuan could buy easily have a more luxury vehicle, while a PC with
from a corporate salesman. That means that as GM, if you ever expertise can start with a vehicle they have already
need a quick vehicle, you should use a pretty basic template—if successfully modified once, making one choice
possible, just grab one of the sample vehicles on page 93. from the modification move. Notably, vehicles are
In particular, if a PC ever decides they need to quickly steal a significantly cheaper than mecha, so it’s much more
vehicle, hotwiring it by relying on their skills and training, for reasonable for a PC to start with a vehicle over a
example, then unless they’re seeking out some specific, special mecha. See more on mecha on page 94.
vehicle, they’re going to get something unmodified and basic.
But between tinkerers, mechanics, speed demons, and
wealthy dabblers, the city does have more than its fair share of
customized vehicles with their own unique traits. In terms of
the game, that means there’s a good chance that at some point,
the GM will need to introduce a specialized vehicle, or a player Modifying a Vehicle
will try to make or buy their own specialized vehicle. These rules If there are tinkerers and technologists among the companions,
provide guidance for how to obtain and design specialized vehi- they almost certainly want to tinker with their own personal
cles with additional modules that give them new abilities! vehicle at some point. To do so, start with one of the sample ve-
hicles below—that’s the basic vehicle the PC is modifying, and
it sets the standard template for their work. After that, as long as
NPC Vehicles the PC has easy access to the vehicle and a workshop with ap-
For vehicles driven and modified by NPCs, the GM can make all propriate tools and resources, they can modify the vehicle once
the decisions about their appropriate stats based on what makes whenever time passes.
sense in the fiction. Use the sample vehicles in the next section
and adjust damage capacity, heat capacity, and the control mod-
ifier to fit the fiction. GMs can even give those vehicles one or Modification Move
two special qualities, depending on what they can do. hen you work on a vehicle in a garage while significant time
passes, roll with Focus. On a 7–9, choose one. On a 10+, take
Buying a Vehicle both. On a miss, choose one and the GM will tell you what
If a PC wants to purchase a vehicle, they can rely on their skills other resource or aid you need to finish the modification; until
and training to use something like their Privileged background you obtain that resource or aid, the vehicle cannot be driven.
to afford an appropriate vehicle…or they can negotiate and Once you do, the modifications are both finished.
plead with the seller to purchase! In general, if the companions • Increase up to two different stats (damage track, heat
need to buy or even rent a vehicle, the focus is not on money track, or stability modifier), and decrease the third
and currency, but on the sellers and buyers, and what they ask • Add a special quality to the vehicle
of each other. GMs can easily ask PCs to undertake favors on
behalf of NPCs in exchange for a new vehicle!
Any given vehicle is limited by its base template—essentially, the
Building a Vehicle original chassis that all the mods add onto. For the base template,
PCs, especially those with appropriate skills, can build a vehicle use one of the sample vehicles included in this section on page
of their very own. Usually, however, doing so requires a garage 93, or the GM and players should work together to create an ap-
with tools, lots of time, and supplies of adequate quality. The propriate template for the vehicle. These limitations are as follows:
GM and players work together to make clear the kind of vehicle
• Vehicles have a maximum damage track of their base template
the PC is building, and what supplies and support the PC needs
+3, and a minimum damage capacity of their base template -3
to finish. Some significant time must pass before the PC can
• Vehicles have a maximum heat track of their base template
finish, after they have the necessary supplies and support.
+3, and a minimum heat capacity of their base template -3
Otherwise, however, don’t spend too much time on com-
• Vehicles have a maximum stability modifier of their base
plicating the building of a vehicle. Usually, if a PC is building a
template +2, and a minimum control modifier of -2
vehicle, it’s a means to an end, and there really isn’t all that much
• Vehicles can have three special qualities at most
uncertainty about whether or not they can build the vehicle
successfully if they’ve got the time and resources.

Chapter 3: The Way of the Future 91


Special Qualities for Vehicles Redundant Parts
These are some ideas for special qualities you might add to your Your vehicle has a few redundant lines, feeds, and connections that
vehicles. These are geared for wheeled automobiles, but they can ensures it can weather more damage intact. When you take this
be adapted for other vehicle types. special quality, increase the vehicle’s damage track by one. When you
perform repairs on the fly on the vehicle, for a PC, on a 7–9, repair
Booster Tank 2-damage, and on a 10+, repair 3-damage; for an NPC, they lose
Your vehicle has a special tank of additional, high-combustion fuel. 1-control and repair 2-damage instead of 1-damage.
Once per race you can use the tank to boost any forward movement
in position by two. Responsive Brakes
Your vehicle’s brakes are particularly responsive and effective. When
Caltrops you use the Hang Back vehicle technique, clear 1-heat in addition to
Your vehicle can cast caltrops (spiked triangular traps) behind it any other recovery.
through a hidden canister. Once per race, you can immediately throw
an obstacle behind you; every car trailing you must either mark 1-heat Spikes
and lose 1-control, or drive through challenge (page 86) if the Your vehicle has spikes on the side or on the tire rims. When you
vehicle is driven by a PC. use the Scrape technique, you deal 1-damage to the other vehicle in
addition to any other effects.
Cooling System
Your vehicle has a special cooling system. Once per race, you can Spoiler
activate the cooling system to recover heat. Roll 1d6 and divide the Your vehicle has a spoiler on the back that helps push its back end
result by 2, round down; you recover that much heat. toward the ground, keeping it more under control. Take +1 to the
control move if you are a PC. If you spin out, choose one: you drop
Grippy Tires back one fewer place, or you avoid suffering 1-damage or 1-heat.
Your vehicle has excellent tires that grip the road well. When you make
the control move, always add +2 to the result. Strong Shocks
Your vehicle’s shocks are particularly strong, giving you lots of control
Quick Ratio Steering Rack when bouncing around. When you drive through challenge (page
Your steering mechanism can turn the front wheels of the vehicle 86), if you are a PC, take +1 to the move; if you are an NPC, avoid
very, very quickly. Any time you use the Overtake technique, you marking 1-heat or losing 1-control, your choice.
mark no heat or lose no control if the opposing vehicle blocks your
movement.

92 Avatar Legends: The Roleplaying Game


Sample Vehicles
Here are a few sample cars you can quickly throw into your
game, especially for NPCs.

SINGLE-SEATED SNOWTRACK stability 0


Damage: 5 boxes Heat: 5 boxes
RACE CAR stability +1
Damage: 7 boxes Heat: 12 boxes
Special Qualities: Booster Tank, Cooling System

SPEEDBOAT stability -1
Damage: 8 boxes Heat: 8 boxes

STANDARD AUTOMOBILE stability 0


Damage: 5 boxes Heat: 5 boxes

HEAVILY ARMORED AUTOMOBILE stability -1


MOTORCYCLE stability +1
Damage: 15 boxes Heat: 6 boxes
Damage: 4 boxes Heat: 7 boxes Special Qualities: Caltrops, Grippy Tires, Spikes

TURBOCHARGED MODDED HOTROD stability -1


TRUCK stability -1
Damage: 5 boxes Heat: 15 boxes
Damage: 10 boxes Heat: 5 boxes Special Qualities: Booster Tanks, Cooling System, Spoiler

Chapter 3: The Way of the Future 93


MECHA

Mecha vehicles represent one of the most important new tech-


nologies to have reshaped the world in recent years. Since their
The History of Mecha
debut in the Equalist revolution about four years ago, mecha
have shown no signs of going away, and people across the city Pioneered by Hiroshi Sato during the Equalist uprising, mecha
have been finding both new ways to use them and new ways to tanks were designed to be the ultimate equalizer, allowing a
improve them. As mecha technologies filter out to the world non-bender without intense combat expertise and training to
at large, Republic City continues to be the center of mecha de- easily match and overcome benders. Made from platinum (and
velopment and creation, especially with Varrick, Zhu Li Moon, platinum alloys) to be immune or resistant to metalbending,
Asami Sato, and all of the other technologists and corporations armed with pneumatic retractable fists or retractable two-pronged
based in the city. claws or giant magnets, and often capable of generating electricity
to electrocute opponents, mecha tanks were truly potent in battle.
Only the greatest of benders could successfully stand up to them.
Terminology of Mecha Then, only four years later, Varrick designed new mecha suits
“Mecha” is the overall term for this avenue of technology, that the nascent Earth Empire deployed. These suits sported
covering any mechanized device of roughly humanoid shape, major improvements over the original mecha tanks in terms of
capable of roughly human-level motion, with at least one pilot flexibility, versatility, durability, and capability. They used new
inside and an array of other functions available to it. Mecha electromagnetic technology to achieve greater approximation of a
tanks are the first generation mecha, usually most iconic for their human form, along with new features like built-in stabilizing rods
treads and their less human silhouettes. Mecha suits are more and a new rotating three-windowed visor sphere. They sported
modern mecha, much more humanoid in their shape, with legs new weapons like flamethrowers, grapple hooks, pneumatic
and feet instead of treads. Hummingbird mecha were originally pistons for high-strength movements, and even retractable chain-
referred to as “hummingbird mecha suits,” and that term is still saws. The Earth Empire’s mecha suits were more than a match for
sometimes used, but most have come to abbreviate it to simply any of the various warlords who resisted Kuvira’s growing empire.
“hummingbird mecha.” The technology took another giant leap forward when Kuvira
unleashed the Mecha Giant (sometimes known as the Colos-
sus), an absolutely enormous mecha suit built with the same

94 Avatar Legends: The Roleplaying Game


principles, over twenty-five stories tall and sporting a massive
spirit energy cannon. The Mecha Giant was a true marvel of
technology even as it was a nightmarish weapon of war—after
seeing it at work, even Varrick came to regret some of the tech-
nological innovations that made the Mecha Giant possible.
The Mecha Giant was ultimately defeated by the combined
efforts of Avatar Korra and her allies, with its spirit energy cannon
inadvertently creating the new Spirit Portal in Republic City (page
44). The remaining platinum mass is covered by spirit vines
now, but plenty of engineers and technologists have still planned
to capitalize on the technologies involved in its operation, whether
by acquiring schematics and designs from the defunct Earth Em-
pire military, or by sneaking into secure warehouses and scaveng-
ing directly from the broken Mecha Giant itself.
The most significant additional development in the world of
mecha came from Asami Sato—the flying hummingbird mecha
suit. Asami had originally conceived of the hummingbird mecha
suit as a construction tool, but when the Earth Empire advanced
on Republic City, she repurposed her designs with the help
of Varrick to combat the Earth Empire’s attack. Most of the hum- hummingbird mecha suits, it’s taken a bit of time to reconfigure
mingbird mecha suits were destroyed by the Mecha Giant, but existing production capacity to produce more. But the value of a
Asami, Hiroshi, Varrick, and Zhu Li Moon flew the prototype flying mecha, capable of moving heavy equipment and resources
suits into battle against the Mecha Giant, using chainsaws to cut vertically as well as laterally, equipped with torches for cutting and
through the Mecha Giant’s armor. Hummingbird mecha used to for welding, could make an absolutely enormous impact upon
require two pilots, but newer models have made the second seat civilian production and construction efforts across Republic City.
optional. Future Industries has done its best to manufacture them
as quickly as possible and put them into effect, and a few can
already be seen at high-rise construction sites in the city. Other
The Current State of Mecha competitor corporations need their own designs as Asami’s is
Mecha are a powerful piece of technology in Republic City and still proprietary to Future Industries, but it’s only a matter of
in the Earth Kingdom. Mecha tanks are a part of the Northern time before technologists invent new forms of flying mecha
Water Tribe’s military, and other nations and areas move ever suits, and the skies above Republic City fill with the sound of
closer to adopting them widely. But the cutting edge of mecha buzzing metal wings.
development remains in Republic City. For the average citizen, any kind of operational mecha is well
First generation mecha tanks are now in use in non-military out of reach financially. Even old style mecha tanks are still expen-
capacities across the city, especially around the docks moving sive enough that usually they’re only purchased by companies,
incoming cargo or construction sites moving building materials. not individuals. But some enterprising mechanics can purchase
These mecha tanks are disarmed, bearing no explicit weaponry, junked or broken mecha and fix them up with some ingenuity
but of course they can still be dangerous due to their size and pow- and clever solutions. Even just scavenging the assorted parts of a
er. What’s more, most of these civilian mecha tanks are no longer mecha tank can allow a particularly brilliant mechanic to cobble
made from platinum—defending them from metalbending isn’t a together some sort of functional device. These “scrapyard mecha”
priority. But that only helps make them more affordable. are themselves becoming more and more common in Republic
Mecha suits derived from Varrick’s Earth Empire designs City as the skillset to work with mecha parts spreads by word of
are making some headway, but they still remain fairly expensive mouth and through the “mechabuilding” scene, where intrepid
compared to older generation mecha tanks. In particular, Republic mechanics put together cool new builds, show them off, and share
City has had more time to demilitarize the Equalist mecha tanks, tips. Some have begun to suggest an underground “mecha battle”
removing weaponry and dangerous capabilities; many existing arena to match the underground racing tracks.
mecha suits remain functional weapons, and civilian factories On average, a Republic City citizen is no longer surprised all
haven’t yet fully converted to creating mecha suits. That’s in part that much by seeing a mecha tank or suit out and about, in active
because mecha suits have significantly greater capabilities in com- use, on a regular basis. Hummingbird mecha suits are much less
bat, but their improvements aren’t quite as valuable for civilian common and can still provoke some wonder, but over time even
functions—many corporations are dubious that the increased those emotions will likely dissipate as more and more humming-
cost of a mecha suit will validate itself when the device is primarily bird mecha are churned out. Mecha have become yet another
used simply to pick up and relocate heavy objects. major technology that changes life in the city—and in the Four
Hummingbird mecha suits, on the other hand, remain an ob- Nations—and just like the automobile, Republic City’s people
ject of significant interest for many corporations in Republic City. take it in stride.
After the Mecha Giant destroyed Future Industries’ first wave of

Chapter 3: The Way of the Future 95


Traits of a Mecha
In Avatar Legends: The Roleplaying Game, you can always treat
a mecha more or less the same you treat a sword or staff; it’s a
part of the fiction and the scene, and it gives a fighter the ability
to use their techniques and fight in combat, but it otherwise
doesn’t play any important mechanical role. Treating mecha as a
weapon is fast, simple, and easy, but it doesn’t play up the danger
and might of mecha technology.
If you are interested in using mecha with more depth, making
them much more significant aspects of the world and more seri-
ous threats in combat, then you can write them up and use them
during play using the following rules.
Every mecha is represented by two primary traits—energy
and modules. A mecha’s energy refers to how much power it has
to pour into its systems; it’s akin to fatigue on any character in
the game. A mecha likely has between 5 and 15 energy, depend-
ing upon its quality and power. A mecha’s modules are its capa- the traits of the chassis type and the quality level, and that gives
bilities, the special things it can do. As a mecha takes damage, you the core traits of your chassis!
it loses its modules, until it is entirely non-functional. A mecha You can always invent new chassis for your game, assigning
likely has between three and six modules, depending upon its them some amount of energy and maximum additional mod-
quality and power. ules. But before applying chassis quality, energy should never
be higher than 15 and max additional modules should never be
higher than six.
Building a Mecha A mecha’s energy is a track of boxes like fatigue. A mecha’s
With a tremendous amount of variation and detail available in modules are split between basic modules (the core functions of
mecha design and creation, the components of a mecha can the chassis, like movement) and additional modules (which add
usually be broken down into a few overarching categories: new capabilities to the mecha). Each one comes with a damage
box, like a condition; when checked, the module is damaged and
• The chassis, which is the underlying
inoperable, and any advantages it provides are unavailable.
skeleton of the mecha, its core form
• The skin, which is the top covering and armor of the mecha
Chassis Types
• The modules, which roughly correspond to the mecha’s two
arms, two legs/treads, head, and any other outward additions Chassis Type Core Traits
or modifications (like a hummingbird mecha suit’s wings) Tank 7 energy, max 2 additional modules

These same pieces are how you build a mecha for use in Avatar Suit 12 energy, max 4 additional modules
Legends: The Roleplaying Game! The chassis determines the mecha’s Hummingbird 10 energy, max 3 additional modules + Wing module
fundamental energy and maximum number of modules; the skin
represents an outer covering, including armor that can make Chassis Quality
mecha even tougher; and the modules are the mecha’s additional Chassis Type Trait Modifications
capabilities beyond what the chassis alone offers. You can either
Poor -2 energy, -1 max additional modules
select one of the pre-made mecha (page 102), or you can design
one quickly by picking a chassis, a skin, and a few modules! Basic +0 energy, +0 max additional modules
Excellent +3 energy, +1 max additional modules

Chassis By default, every mecha has four basic modules—one module


Every mecha has a chassis, a skeleton that contains its power for each of the primary basic physical techniques it uses in com-
source and its primary servos. A chassis without skin or mod- bat. That means a mecha has a basic module for:
ules can still operate, although it is very vulnerable to damage
• Retaliate—Reflex response module
and not capable of much beyond movement. But no mecha can
• Seize a Position—Locomotion module
operate without a chassis.
• Strike—High-speed servo module
For Avatar Legends: The Roleplaying Game, there are three pri-
• Smash—High-power servo module
mary types of chassis—tank, suit, and hummingbird—and three
levels of quality for a chassis—poor, basic, and excellent. When These modules are all vulnerable, just like any other module in
creating a mecha, pick one type and a quality level that speaks to the mecha—which means it’s possible for the mecha to lose the
just how well-made and well-maintained the chassis is. Combine ability to use these basic techniques! See more on page 99.

96 Avatar Legends: The Roleplaying Game


Mecha Pilots—One or Two? Modules
Most of the customization and choice in building a mecha comes
The original hummingbird mecha made by Asami in when selecting its modules. Modules generally determine the
Sato had two pilots inside, one who controlled mecha’s systems, its capabilities and vulnerabilities. Most of the
the mecha itself, and the other who operated the customization of a mecha happens around its modules.
additional modules of the mecha—particularly the If a module becomes damaged (when the mecha takes
chainsaws. Over time, the hummingbird mecha were conditions from an attack or as the cost of a move), the module
adapted to be pilotable by a single pilot, but some becomes non-functional and the mecha can’t use its abilities and
models still feature space for two. When using me- effects until the module is repaired.
cha in Avatar Legends: The Roleplaying Game, default to
one pilot per mecha. Many mecha can hold a second Mecha Modules
person, but usually only one person is actually pilot- Name Benefit
ing. If a mecha is definitively a two-pilot mecha and
Projectile Claw Gain the Projectile Claw technique
two PCs pilot it, determine which modules are under
the control of which pilot—each pilot acts in combat Elecrticity Generator Gain the Electric Retaliate technique
as usual, but can only use the techniques associated Shock Bolas Launcher Gain the Shock Bolas technique
with the modules under their control. For NPCs, a High-Power Gain the High-Power Electromagnet technique
two-pilot mecha usually works exactly the same as Electromagnet
a one-pilot mecha—the two pilots can be treated Stabilizer Mark 1-energy to immediately avoid becoming
as individuals if need be for purposes of conditions, Impaired or Trapped
balance, and fatigue, but they act as a single entity Flamethrower Gain the Flamethrower technique
in their mecha for combat. The only exception is if Pneumatic Piston Gain the Piston Punch technique
the two NPCs are very important known, named Punch
characters (usually master or legendary, certainly no Heavy Grapple Lines Gain the Heavy Grapple Line technique
lower than major), in which case you can treat them
Electricity Cannon Gain the Electricity Cannon technique
the same way as PCs, acting independently but only
Chainsaw Gain the Chainsaw technique
with control of certain modules.
Retractable Weapon Gain the Retractable Strike technique
Wings Gain the Fly technique
High-powered Water Gain the Hydroblast technique
Cannon
Skin Extra Battery Add three energy to the mecha. If this module
A mecha’s skin is its metallic shell, the covering over its servos is damaged, mark 3-energy
and chassis. Some mecha don’t have a skin, or don’t have much Redundant Modules This counts as two extra modules that can be
of a skin; others have advanced and resilient armor. marked to avoid damaging another module
When picking a mecha’s skin, choose the material and the when attacked, at no other consequence
quality of the skin. A “forceful attack” is just one that uses a lot
of force, usually involving a physical object—most earthbending Making New Modules
will be “forceful,” while firebending won’t be, and airbending or You can always invent new modules to use with your mecha!
waterbending might be depending upon the specific attack. Most of the time, the best way to do this is to pick a technique
and adapt it into a mecha module. Because the module can be
Skin Quality damaged and the mecha can lose access to it, usually a module’s
Quality Effect version of a technique is just a smidgeon better than that of
a normal user of that technique. If the base technique inflicts
Thin/Poor The first forceful attack upon the mecha each round
2-fatigue, the mecha version might inflict 3-fatigue. If the base
inflicts +1-energy
technique inflicts one negative status, the mecha version might
Basic None
inflict two. Be careful about eliminating a technique’s costs en-
Heavy/Thick The first forceful attack upon the mecha each round tirely—many of those costs exist to prevent a fighter from simply
inflicts -1-energy
using that technique over and over and over—but the destruc-
Skin Material tibility of any mecha module means that even an overpowered
Material Effect module can be broken.
Iron Vulnerable to metalbending
Steel Alloy Vulnerable to metalbending. Once per combat, ignore
any harm inflicted by a single attack
Platinum Immune to direct metalbending, all firebending
attacks inflict -1-energy

Chapter 3: The Way of the Future 97


Mecha Techniques High-Power Electromagnet
evade & observe

These techniques are all tied to specific mecha modules. They Use an electromagnet to snare a metal object or target. Choose a
function like all techniques in terms of the game’s mechanics, metal object to target; it is immediately drawn to your electromag-
but they are only usable by the pilot of a mecha bearing the net. If the object is behind, held, or worn by a character, they may
appropriate module. They do not need to be trained; as long as mark 3-fatigue to resist this effect. If the object is worn by a charac-
you have the appropriate skills to pilot a mecha, you may use its ter, they also immediately become Trapped by your electromagnet.
module-granted techniques as if you had them at mastered level.

Hydroblast
advance & attack
Chainsaw Fire a high-powered stream of water from the hose and tank on the
advance & attack mecha. Mark 1-energy to inflict two conditions on a foe within reach;
Destroy or destabilize something in the environment—inflicting or they are pinned against something and cannot shift positions or en-
overcoming fictionally appropriate positive or negative statuses—and gage foes other than you until they break the stream or you drop it.
becoming Favored. Mark 1-energy at the end of each exchange to continue the stream.

Electricity Cannon Piston Punch


advance & attack advance & attack

Fire a bolt of electricity from your electricity cannon at a target. Mark Strike a foe in reach with an explosively powerful piston, forcing
up to 2-energy. For each energy you mark, your target must mark them to mark 4-fatigue, mark two conditions, or shift their balance
3-fatigue. twice away from center, their choice. Mark 1-energy to instead
choose to strike with both fists, forcing them to mark 4-fatigue, or
strike multiple times, inflicting two conditions.
Electric Retaliate
defend & maneuver

Electrically charge the metal skin and appendages of the mecha. Any Projectile Claw
foe who comes in contact with the mecha at any point during the advance & attack

exchange marks 2-fatigue automatically. Fire a pincer claw on a metal line at a foe. Inflict 2-fatigue and the
Impaired status on them. If they are already Impaired, or if you mark
1-energy, they become Trapped.
Flamethrower
advance & attack

Rain fire upon a target. Mark 2-energy to inflict Impaired and Doomed Retractable Strike
upon them. Mark 4-energy to inflict Trapped, Doomed, and Impaired. advance & attack

Release a blade or spike with force from its hidden chamber on the
mecha’s arm. Mark 1-energy and inflict 3-fatigue and Impaired on your
Fly foe. You may mark an additional 1-energy to pin your foe in place
defend & maneuver and prevent them from using any defend and maneuver techniques,
Fly to a new location, including hovering in the air. Engage/disengage unless they mark 2-fatigue to free themselves.
with your foes, overcome negative statuses or dangers, establish an
advantageous position, or escape the scene. Any foe engaged with
you can mark 3-fatigue to block this technique. Shock Bolas
defend & maneuver

Throw a disc bola with three tethers and an electric generator at a


Heavy Grapple Lines foe. They must mark 3-fatigue to dodge or the bola catches them,
defend & maneuver instantly inflicting Impaired and Stunned on them.
Toss out a pair of high-powered grapple lines and throw yourself
around the battlefield to a new advantageous position. Mark 1-energy
to become Favored and disengage with all current foes, reengaging
with a foe of your choice as you take up your new position. Mark an
additional 1-energy to inflict 1-fatigue and Impaired on any foes with
whom you engage.

98 Avatar Legends: The Roleplaying Game


Using Mecha additional techniques are treated as advanced techniques, and
the pilot is treated as having them at mastered level.
in Combat When a pilot uses physical techniques that involve moving or
attacking with the mecha, they pay all costs using energy 1-for-1
instead of fatigue and damaging modules 1-for-1 instead of
No mecha can be piloted in combat by someone untrained or marking conditions. When a pilot uses techniques that involve
inexperienced with technology. If someone with no expertise their own observations or words, they pay any costs themselves.
tries to pilot a mecha in combat against any kind of trained A pilot can’t use any of their own advanced techniques that call
fighter, combat exchanges won’t begin—the trained fighters can on bending while within a mecha. A pilot can only use their
just fight circles around the inexperienced pilot, and there is no own weapon or technology techniques if those techniques don’t
uncertainty about the fight. require the pilot to move freely or directly affect the target.
Ultimately, using mecha in combat isn’t that different from
any normal combat exchange! The pilot of the mecha is the
focus of the fight scene. They still make the stance move and Damage
get some number of techniques to use, as normal. They can use The pilot of a mecha is protected by the mecha, meaning that in-
the basic techniques, as well as special techniques provided by coming physical attacks only hurt the mecha, not the pilot. Any
the modules of their mecha. The most significant differences time a foe attacks the mecha with any kind of physical attack, the
surround exactly how a mecha absorbs incoming attacks and harm—fatigue or conditions inflicted—is taken by the mecha,
pays the costs of techniques, and some of the specifics of those not the pilot. The mecha marks energy instead of fatigue 1-for-1,
techniques themselves. and the mecha marks damage on its modules instead of marking
conditions 1-for-1. If the mecha can’t mark any more energy
but has to, it must mark damage on its modules 1-for-1 for the
Techniques remaining energy. If the mecha can’t mark damage on any of its
A mecha pilot can use all the basic techniques with their mecha, modules but has to, then the mecha is destroyed.
but four of them are tied to basic modules in their mecha. If If an attack normally inflicts a specific condition, or the attacker
those modules become damaged, the mecha pilot can’t use those chooses which condition to inflict, they can choose which module
techniques unless they exit the mecha! they damage. Otherwise, the GM should use their discretion to
A mecha pilot can also use any of the additional techniques determine which module is damaged, based on the actual attack; by
provided by its modules. For purposes of the stance move, these default, the GM decides using the fiction, instead of the pilot choos-

Chapter 3: The Way of the Future 99


ing which module is damaged. For example, if a PC aims a giant ice
spike at a mecha suit’s leg, then the GM should likely say a module
in the legs is damaged, be it the locomotion module that enables
Seize a Position or the Stabilizer located in the mecha suit’s calves.
When a mecha is destroyed, its pilot is automatically taken
out, PC or NPC. The only chance a mecha pilot has is to Seize
a Position to escape the mecha during a combat exchange or to
exit the mecha between combat exchanges; if they leave before
the mecha is destroyed, they can continue to fight on.
Foes can directly affect the pilots of mecha with their
words—techniques like Test Balance are always more about
social interaction than physical combat, and even a technique
like Pressure has a psychological component to it. There might
be times that a mecha canopy is opaque, preventing anyone
from seeing how the pilot reacts, or times that the pilot can’t
hear what’s happening outside and vice versa…but those are
rare circumstances. An opaque canopy prevents the pilot from
seeing out, and if the pilot can’t hear, they’re missing important
information for a fight!

Metalbending and Mecha


Most of the mecha seen throughout The Legend of Korra were
made of platinum, meaning that no Metalbender could affect
them. Most high-value, military-grade mecha are still made of
platinum for that exact reason. But more and more, new mecha
made from iron or steel are coming off their production lines.
These are usually either the result of a lack of resources—plati-
num is expensive!—or the fact that the mecha aren’t intended
for a combat purpose.
A Metalbender facing one of these non-platinum mecha can
deal quite a bit of damage to it directly. The simplest way to han-
Mecha & Electromagnetic Pulses dle this is with the Smash technique—a Metalbender can use
Smash to instantly damage a single non-platinum mecha module
The vast majority of mecha are vulnerable to an electro- of their choice, effectively allowing Smash to inflict a condition
magnetic pulse, which instantly shuts them down because of the Metalbender’s choice on a vulnerable mecha.
of their electrical power and systems. To generate a pulse
of sufficient strength, however, a technologist needs par-
ticular equipment readily available—they can’t generate an Repairs
EMP device in the middle of a street, for example. What’s Given enough time and access to resources, a technology-trained
more, a powerful EMP likely also damages other devices in character can usually repair a damaged (not destroyed) mecha,
the city, causing collateral damage without discrimination. clearing damage from its modules and clearing its energy. Re-
The United Republic and other nations are looking into pairing a mecha with any degree of urgency is a bit more fraught;
EMP defense devices to take down attacking mecha, but to do that, a PC must rely on their skills and training, and can at
they are also looking into EMP shielding for mecha skins. best clear damage from one module and clear 3-energy on a hit.
EMP might eventually come to define an important aspect Further repairs require more time and resources.
and avenue of large-scale mecha conflict, but for now, EMP A destroyed mecha is pretty much wrecked. It might be possi-
projectors and EMP shielding aren’t available and reliable ble to repair it given a long, long time and plenty of replacement
enough to shape the conflict. If a PC technologist tries to resources and parts, but that might be just as difficult as getting
whip up an EMP generator on the fly, then if they have ap- a whole new mecha. Either way, it’s a whole adventure in itself to
propriate available resources, they might be able to do that get the materials, workshop, and other resources needed to fix a
by relying on their skills and training, but those resources destroyed mecha.
are not common—Varrick could only do it with resources
from a well-equipped Earth Empire guard post and its own
generator, or the resources of Future Industries and its
enormous metal radio tower!

100 Avatar Legends: The Roleplaying Game


GMing Mecha in Play When giving mecha to NPCs, take into account the impor-
tance of the NPC. Minor NPCs should never have mecha unless
they’re actively being supplied by someone more powerful as
Mecha are not exactly commonplace, but they are present in Re- part of some massive force, as Hiroshi Sato did for the Equal-
public City in many different places and at many different levels ists. Major NPCs might have a mecha, but it probably isn’t of
of society. They’re used legally as industrial equipment and ille- excellent quality in either chassis or skin, and it might even have
gally as scavenged rebuilds in Triad turf wars. As a result, mecha a module or two fewer than its maximum. Master NPCs and
are likely present in any game of Avatar Legends: The Roleplaying legendary NPCs, however, should have impressive, powerful,
Game set in the Korra Era in Republic City. But that doesn’t and unique mecha—perhaps even new models that push the
mean you must focus on them as a GM, or even use these full boundaries of what Republic City has seen before!
rules to represent them with the game’s system.
As a GM, the two main reasons you might introduce these Mecha Groups
mechanics and more intricate rules for mecha into your game Sometimes, you’ll want the companions to face an entire group
are that they 1) help you emphasize the threat of NPCs, partic- of mecha. These are moments of intense conflict, with the odds
ularly non-benders, and that they 2) help a PC to do cool, fun stacked against them!
things that their player is excited to do. First of all, when using mecha in a group, they should all be
the exact same kind of mecha, with the same quality and mod-
ules. If it’s important that they be differentiated from each other,
Emphasizing Threats it’s better to treat them individually. You can always split a single
The first reason is all about combat itself. Mecha, especially group of mecha into two groups, with each group defined by its
within these rules, are very dangerous and powerful. Any fighter particular mecha design.
would always rather face an individual person than an equally For any group of mecha, you can treat it as a single entity
skilled pilot in a mecha! If someone pilots a mecha in a fight, with baseline energy and modules equivalent to a single mecha
they immediately turn into a greater, more obvious threat. Simi- in the group. Then, if it’s a small group (5–10 mecha), give it +5
larly, a fight involving mecha almost always winds up being more energy and +2 extra modules representing their sheer numbers.
destructive and generally dangerous than even one with multiple If it’s a medium group (11–20 mecha), give it +10 energy and
Firebenders—these giant devices tend to race around, smashing +4 extra modules. If it’s a large group, (21+ mecha), give it +15
into each other and their surroundings, while using weapons energy and +6 extra modules. In every case, make sure you also
that aren’t exactly precise. have the group of pilots statted up with conditions, fatigue, and
If an NPC has a mecha, fully built using the rules in this sec- balance as normal for a group of that size.
tion, they immediately stand out as a threat. Obviously, plenty Remember that NPCs always get to use a number of tech-
of martial arts experts are more than capable of being a threat niques equal to 1 + their balance rating. The group still gets a
with nothing more than a staff, but the towering size of mecha, group technique, which the pilots can use within their mecha.
the way they can possess the capabilities of multiple kinds of
benders, the way that they instantly turn a non-bender (and like-
ly non-fighter) into a threat capable of contending with master Helping PCs Be Awesome
benders…These all add up to a kind of exclamation point on the The second reason for introducing mecha is to support a PC in
character, making them suddenly a serious danger. being cool and getting to do fun things. By default, a character
Be careful not to overuse mecha—not every non-bender has to either have training in technology or some other reason
should have a mecha. Not even every technologist should have from their background to justify an ability to pilot a mecha. That
a mecha! Asami Sato is quite the capable fighter even outside of means all technology-trained PCs can probably handle a mecha,
a mecha suit. But if the companions are ready to face off against and it’s one of the spaces that gives them a unique, fun piece of
that one politician they’ve mostly been fighting in the world of the fiction to play with.
speeches and the media…giving the politician a mecha suit is a Introducing a mecha, even on the side of the opposition, gives
great way to make them a physical threat the PCs can contend that PC a chance to shine! If they can get into the mecha’s cockpit,
with, while also making them a real danger. Without the suit, the they can drive it into battle, showing off its abilities alongside their
politician has to be an expert bender, weapons user, or technolo- allies. If it is damaged, they can work on repairing it, or be driven
gist to vie with the companions, and that might not make sense by the need to obtain replacement materials and components.
for the NPC; Hiroshi Sato, though a master technologist, was also A mecha, particularly one that a PC constantly uses, repairs, and
older and less martially trained than any of his foes. He became a tinkers with can be a great source of new stories.
true threat to them by stepping into the cockpit of a mecha. As the GM, letting a PC have their own mecha under these
In this capacity, use mecha as a way to draw attention to dan- rules at the start of play is usually a bit much. In the fiction, me-
ger and to put significant opposition before the PCs. If they face cha aren’t really the kind of thing a private individual can own,
even a single mecha in decent repair, then they should focus up even if that individual has a lot of money! You and your group
and be ready to fight. If they face a squad of mecha, then they’re can always make exceptions, particularly if a PC technologist
in for a tough fight. If they face off against an entire army of me- wants their fighting style to be “uses a mecha,” but even then,
cha, then that means they’re facing an implacable, terrible threat! a PC is generally better off picking something smaller, more

Chapter 3: The Way of the Future 101


maneuverable, and more accessible than just a mecha as their
fighting style. Maybe they pop their mecha’s electricity cannon
Pre-Built Mecha
arm off and carry it around with them!
Mecha—even the sleeker suits—are huge! If a mecha is just These mecha represent a few of the more common models
running down a city street, that’s liable to draw a lot of attention, around Republic City today. Use them if you need a mecha on
especially from Republic City authorities—they don’t look the fly, or as an example to build on or modify!
fondly on unsanctioned mecha use or battling! A PC with a
mecha still has to be thoughtful about when and how they bring
EQUALIST MECHA TANK
that mecha into the action, and foes aware of the PC’s mecha
will factor it into their plans, doing what they can to neutralize An original mecha tank built for Equalist use in their uprising.
the mecha or keep it at bay. All of those limitations mean a me-
cha is never a button to win every conflict. Chassis: Tank Chassis Quality: Basic*
If a PC does have a mecha, make sure they get a chance to use Skin: Basic, Platinum Energy Boxes: 7
it and show off every one or two sessions. In particular, throw
them against other mecha, too—that way they can really test Modules:
their mettle against other mecha pilots! „ Reflex response module (Retaliate)
„ Locomotion module (Seize a Position)
PCs and Repairing or Upgrading Mecha „ High-speed servo module (Strike)
Once a PC has a mecha, they likely want to repair it and improve „ High-power servo module (Smash)
it. Repairing a damaged mecha should usually be just a matter „ Projectile Claw
of time, so long as the character performing repairs is technolo- „ Electricity Generator
gy-trained and has access to a workshop with appropriate tools.
*It once was excellent, but it’s been years since the tank has been well maintained
If they don’t have the tools and basic materials for repairs, then
that’s something they need to secure before conducting any
EARTH EMPIRE COMMANDER MECHA
significant repairs! The time on those repairs manifests between
sessions of play—even a well-equipped PC can’t usually perform A well-made suit built for commanders and
full repairs during a single session of play. If the mecha is ever leaders in the Earth Empire army.
destroyed, however, then they absolutely have to secure special
additional materials to repair it to functionality, or they have Chassis: Suit Chassis Quality: Excellent
to find a new mecha entirely. A destroyed mecha should be a Skin: Basic, Platinum Energy Boxes: 15
chance for a new story about how the PC gets those resources!
Improving a mecha is also a great chance for new stories! Modules:
The focus of these stories is never whether the PC can make „ Reflex response module (Retaliate)
improvements; instead, focus entirely on the special materials, „ Locomotion module (Seize a Position)
supplies, and additional aid that the PC requires. Don’t use rely „ High-speed servo module (Strike)
on your skills and training to resolve whether a PC can upgrade „ High-power servo module (Smash)
their mecha’s chassis quality. Instead, they can rely on their skills „ Stabilizer
and training to identify the specific supplies they need and where „ Flamethrower
to find those supplies! A PC hoping to add a electricity cannon „ Pneumatic Piston Punch
to their mecha might rely on their skills and training to find a „ Electricity Cannon
junkyard in the city scrapping Earth Empire mecha suits… „ Heavy Grapple Lines
although then, they’d probably have to plead with or intimidate
the junkyard owner to get their hands on the cannon!
PROTOTYPE HUMMINGBIRD MECHA
A mecha’s chassis is upgradable in terms of its quality, but a
mecha tank can’t be changed into a mecha suit—at that point, An early hummingbird mecha suit prototype built by Future Industries.
the pilot should seek a whole new mecha. Modules on a mecha
can be removed and replaced, except for the basic four modules. Chassis: Hummingbird Chassis Quality: Basic
A mecha’s skin can also be improved or straight up replaced. But Skin: Thin, Steel Energy Boxes: 10
in every case, the story comes from where the technologist even
gets their hands on these supplies. They have to deal with titans Modules:
of industry, scrapyard salvagers, Triads, city officials, and more! „ Reflex response module (Retaliate)
„ Locomotion module (Seize a Position)
„ High-speed servo module (Strike)
„ High-power servo module (Smash)
„ Wings
„ Chainsaw

102 Avatar Legends: The Roleplaying Game


LOADLIFTING MECHA TANK
A battered and worn mecha tank adapted for industrial loadlifting.

Chassis: Tank Chassis Quality: Poor


Skin: Poor, Iron Energy Boxes: 5

Modules:
„ Reflex response module (Retaliate)
„ Locomotion module (Seize a Position)
„ High-speed servo module (Strike)
„ High-power servo module (Smash)
„ Stabilizer

ADVANCED HUMMINGBIRD MECHA


A next-generation hummingbird mecha suit with advanced weaponry.
What About the Mecha Giant?
Chassis: Hummingbird Chassis Quality: Excellent
Skin: Basic, Platinum Energy Boxes: 16 How can you represent the enormous, gargantuan Mecha
Giant-style mecha in your game of Avatar Legends: The Role-
Modules: playing Game? First, the Mecha Giant was unique, a direct
„ Reflex response module (Retaliate) result of spirit vine energy and the massive resources of
„ Locomotion module (Seize a Position) the Earth Empire—it’s unlikely that any nation in the world
„ High-speed servo module (Strike) will ever be able to produce something like it again. In your
„ High-power servo module (Smash) game, anything like the Mecha Giant should be incredibly
„ Wings rare, the result of a master plan hatched over a season of
„ Chainsaw play. Second, don’t try to represent it mechanically! Any
„ Flamethrower amount of energy or modules is insufficient to capture the
„ High-powered Water Cannon sheer power and danger of the Mecha Giant. Instead, focus
„ Extra Battery on its fiction and the uncertainty around it. The Mecha
Giant was entirely platinum, so nothing could metalbend
it—no uncertainty! The Mecha Giant was powered by spirit
SCAVENGED TRIAD MECHA
vine energy, so an electromagnetic pulse couldn’t stop
A mecha suit collected and restored by a Triad. it—no uncertainty! The Mecha Giant was so terrifyingly
powerful that at best, it could be slowed or forced to stum-
Chassis: Suit Chassis Quality: Poor ble, but it could never be stopped—any attempt to stop it
Skin: Thick, Steel Energy Boxes: 10 entirely fails, no uncertainty!
The point of a massive threat like the Mecha Giant is that
Modules:
it can’t be stopped by any normal means, including fight-
„ Reflex response module (Retaliate)
ing it via normal combat. It’s just too much! The compan-
„ Locomotion module (Seize a Position)
ions have to come up with new and different ways around
„ High-speed servo module (Strike)
its massive power and defenses to deal with it. For the
„ High-power servo module (Smash)
Mecha Giant, Korra and her friends had to hatch a plan to
„ Retractable Weapon
cut through its armor and get inside—they couldn’t face
„ Redundant Modules
the giant mecha head-on, but they could wreck it from
„ High-power Electromagnet
within, and Korra could face Kuvira inside the Mecha Gi-
ant’s bridge! Be wary of introducing a massive, overpow-
ered threat like the Mecha Giant if you have absolutely
no idea how it might be stopped. Players are fantastic at
coming up with new, inventive solutions and the game
itself supports playing to find out what happens…but if
even you, the GM, can’t come up with a way to defeat
the threat, there’s a good chance that the challenge will
just be frustrating, not fun. See page 254 of the Avatar
Legends: The Roleplaying Game core book for more!

Chapter 3: The Way of the Future 103


CHAPTER 4

PLAYBOOKS
CHAPTER 4

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

In this chapter, there are three new playbooks designed to open Bringing Them to the Table
up a whole new array of additional character and story arcs. Ev- These playbooks, like the rest, work well for a brand new
ery playbook gives a set of options for different kinds of charac- character. Existing characters can always switch over to one of
ters and stories, and these three playbooks present all new paths these new playbooks should the time come. Remember that
to those stories for your game! when PCs take moves from other playbooks, they can always
take moves from any playbook, even those not currently used in
your game. That means each one of these playbooks expands the
Three New Playbooks overall pool of available moves for every character. You cannot,
on the other hand, take any of the special, unique features of
other playbooks without switching into those playbooks—no
These playbooks are all slightly more complex than the ten taking the Adrift’s Upsetting the Cabbage Cart while you’re
available in the core book, but they can be used just like those playing as the Hammer!
playbooks. You can add these three to the original ten, or you
can pick and choose a particular set of options for a game.
These playbooks are geared for more complicated ideas and Public Reputation in the Avatarverse
mechanical elements than the original set, and focus on lon- Between the Aspirant and the Outcast, these new playbooks
ger-term arcs over immediacy. It might be harder to use these help emphasize another element of the Avatarverse—public
playbooks in a one-shot game, where players don’t have time to reputation. Some playbooks in the core game—the Icon, the
really play through the complicated issues presented. They’re Idealist, the Successor—have some elements concerned with
best used by experienced players comfortable with trying an reputation and how you are known widely, but the Aspirant in
interesting arc across many sessions of play. particular mechanizes and emphasizes that part of the game.
If you do use these playbooks in one-shot play, make sure While the Aspirant is perfect for more interconnected, mod-
the players are aware that they likely won’t get to use the full ernized eras like the Korra Era, the Aang Era, and even the Hun-
scope of their feature. Suggest that new players pick playbooks dred Year War Era, the same ideas still apply well to the Roku
from the core book, and that only experienced players use these Era and the Kyoshi Era—news can likely travel faster than you
additional playbooks. can, and you can easily walk into a new town to find yourselves
Here are a few ideas of particular playbook mixes, each one already loved or hated based on your past actions!
focusing on a couple themes and designed to support the longer The Outcast, on the other hand, can exist easily in any era.
term play elements of these new playbooks. The playbooks in Their reputation is strongest in their home community, the one
each mix portray different aspects of each theme. An italicized that cast them out, but it can follow them to many places they
playbook below indicates that it comes from Wan Shi Tong’s might go. What’s most important for the Outcast is that when
Adventure Guide: their reputation precedes them, through gossip that travels, a
NPC that happens to know them in the area, or possibly the
• Belonging and Outsiders: The Outcast, the Adamant,
media. It becomes one more hurdle they likely have to overcome
the Hammer, the Pillar, the Successor, the Foundling
before making forward progress with the local community.
• Finding Purpose: The Adrift, the Bold, the Guardian,
GMs of games with a bit more focus on public reputation
the Icon, the Idealist, the Destined, the Elder
should be prepared to portray the group’s reputation as a whole,
• Public Reputation: The Aspirant, the Icon, the
in addition to the particulars surrounding any given individual
Idealist, the Rogue, the Successor, the Razor
PC. The Icon likely has a reputation that precedes them in com-
munities familiar with their role, for example, but a town in the
Earth Kingdom will likely have heard of that group of wandering
kids who made a wreck of Ba Sing Se last session, completely
separately from anything they know about the Icon!

106 Avatar Legends: The Roleplaying Game


New Playbooks

The Adrift

They used to do exactly what they were told,


never stepping out of line or really having an
identity of their own, and now they’re putting
themselves out there and fighting for something
they believe in. Their balance principles are Risk
vs Stability.

The Aspirant

They are deeply and fully committed to the


group’s overall focus, but they believe they need
the help of public opinion to achieve real positive
change in the world. Their balance principles are
Legacy vs Adoration.

The Outcast

They were thrown out of their hometown for


a conflict over their integrity, and now they’re
finding ways to belong while staying true to
themselves. Their balance principles are Society
vs Integrity.

Chapter 4: Playbooks 107


108 Avatar Legends: The Roleplaying Game
The Adrift
Principles
The Adrift is trying to find a cause and purpose to invest in. Play
the Adrift if you want to encounter conflicts around what to care
about, and when caring too much is dangerous.

Resilient, searching, detached, capable. The Adrift was once


exactly what others expected of them, playing some role to
perfection without ever caring or investing in anything. They
couldn’t bring themselves to commit to the world, to involve
themselves—they just did as was expected. But now, they’re try-
ing to find a cause to commit to, a reason to struggle and strive.
Risk vs Stability
The Adrift is slowly shifting from being so deeply enmeshed in
inoffensive, perfectly safe apathy, to taking risks and putting them-
selves on the line for worthy causes. That means more than any
other hero, they start out already skewed toward one of their princi-
ples and their journey is about shifting away from that principle.

Starting Stats
Creativity +2, Focus 0, Harmony 0, Passion -1

Demeanor Options The Adrift’s struggle is between the principles of Risk


Careful, Dismissive, Inscrutable, Sarcastic, Sharp, Subdued and Stability. Stability represents a chosen apathy,
designed to keep them safe, protected, and constant.
History But even though the Adrift’s trajectory shifts them
• What was the stable, comfortable role you away from Stability, they can still draw strength from
easily played up until recently? the familiar, from comfortably shifting and bending
• Who hopes to inspire you to care about a cause? with the world’s needs. NPCs might also shift the
• Who cares about you and doesn’t want to Adrift toward Stability when they discourage Risk as
see you overcommit and get hurt? something unnecessary or dangerous. A Stable Adrift
• What token do you carry to remind you of a lost friend or loved is very capable of shrugging off failures, setbacks, and
one who cared too much and was brought down by it? harsh words, though they are less likely to commit to
• Why are you committed to this group or purpose? anything real or dangerous.
Their Risk principle represents the Adrift coming
Connections to put themselves on the line by taking chances.
• ______________ embodies the kind of commitment
As the Adrift’s Risk rises, they become more and
and care that I’m interested in learning more about.
more likely to pick up causes and commit, to involve
What cause do I think they’re most interested in?
themselves in the world despite the cost. A Risky
• ______________ takes unnecessary risks all the
Adrift can put themselves and their emotions in
time, and it’s going to destroy them and those around
peril by committing to dangerous or costly causes
them. I need to get them to play it cooler.
with real fervor and verve, but might pick the wrong
cause or the wrong time to risk it all.
Moment of Balance
The Adrift tries to balance these two principles by
You see it now—a path to pour yourself into your endeavor, shifting away from their initial Stability toward a
without losing yourself, without sacrificing everything that place where they can actually Risk things. They do
you are just to achieve your end. In this moment, you find not shift their center when they lose their balance
total clarity on what matters most to you, truly, and how toward Stability, unless they want to—so there is
best to protect or promote that. Tell the GM how you no risk of the Adrift’s center falling off the track
put yourself on the line just enough to deliver the perfect toward Stability unless their player chooses it. The
action and resolve a problem or conflict instantly. real struggle is finding out the right amount to com-
mit and how much to risk, and the Adrift’s Moment
of Balance exemplifies finding that perfect balance
at exactly the right moment.

Chapter 4: Playbooks 109


Upsetting the Cabbage Cart
You’ve lived as expected and as told, feeling detached from the Going All-In
world...until now. You’ve changed, and now you are looking if Once per session, when you decide to risk everything to overcome
there’s something you’re willing to risk everything for. a difficult or dangerous opponent or challenge, shift your balance
toward Risk, and roll with Risk. On a hit, choose 2. On a 10+, also
Waking Up
clear two conditions or all fatigue. On a miss, mark a condition
Your center and your balance begin play at +3 Stability; you can
and choose 1.
still shift your balance by one step when you make your character.
• Hold 1; spend your hold to take a 12+ on any move in pursuit
When you mark a condition, you may choose to shift your balance
of your goal
toward Stability instead.
• Become Empowered for the rest of the scene
Hedge Your Bets • Ignore the next condition and 2-fatigue inflicted on you in this
When you lose your balance toward Stability, instead of choosing scene
one option from the normal list, choose one option from this list: • Ignore the next time that shifting your balance causes you to
lose your balance this scene; instead, don’t shift your balance
• Surrender to your opposition and clear all your conditions at all
• Flee the scene and clear all your fatigue
• Stumble or trip and draw attention; give an opponent an If you fail to overcome the opponent or challenge, choose 1:
opportunity to act freely against you, and give an ally an • Mark a condition; you cannot clear that condition until you
opening to safely flee lose your balance, are taken out, or enough time passes
Afterward, you may choose whether or not you shift your center • Lose your balance toward Risk (no matter where it currently is)
toward Stability.

The Adrift’s Upsetting the Cabbage Cart


At character creation, as per Waking Up, the Adrift has their center at +3 Stability
instead of +0. Their balance also starts at +3 Stability, though they can choose to
shift it toward Risk once as normal. Crucially, the Adrift uses the Hedge Your
Bets list instead of the normal list when they lose their balance toward Stability,
and they get to choose whether or not they shift their center toward Stability,
instead of being required to do so. Adrift players might choose to shift their
center if they’re getting too close to Risk, or if they’ve decided to resolve their
character’s story toward Stability. Remember that Waking Up allows you to
shift your balance toward Stability instead of marking a condition, as well.
For Going All-In, the Adrift makes a choice and commits to it. The
opponent or challenge they go against should be difficult or danger-
ous—that is to say, this isn’t a feature to use for casual difficulties! You
can only use this move once per session, but you shouldn’t hesitate to
commit if you feel you’re up against a worthy foe or challenge.
Make all your choices when you roll the move. If you choose to
“Ignore the next time that shifting your balance causes you to lose your
balance this scene,” remember that it only stops you from shifting your
balance off the end of your balance track—it won’t protect you from los-
ing your balance directly, like when you “lose your balance toward Risk” if
you fail to overcome the opponent or challenge!
You “fail to overcome the opponent or challenge” at the point at which
your initial risk has clearly failed to pay off. Often, that will happen towards
the end of the scene if the challenge or opponent remain intact, unsolved,
and unbeaten. But it might happen early—if the opponent steals the ancient
scroll and runs away, you likely still failed to overcome them even if the scene
is continuing. If you wind up being taken out while combating the volcano’s
lava flow, you may still have failed to overcome it as it destroys the nearby
village—in that case, when you wake up again, you confront your loss and
choose one of the options.
Moves choose two Moves Advice
For Changing Plans, a combat means a single ongoing set of linked exchanges
within the same scene. Even if those exchanges have a pause in between them
„ Changing Plans when characters share words, they’re still one combat.
The first time you advance and attack in a combat, For Play the Part, you can only trigger the first piece of this move if you
you may roll with Creativity instead of Passion . The give in after an honest disagreement—in other words, if you give in when
first time you evade and observe in a combat, clear you actually agree, or if you give in when you never had an opinion in the first
2-fatigue. The first time you defend and maneuver in a place, the move does not trigger. For the second piece of this move, you clear
combat, become Favored. 1-fatigue every time that an NPC shifts your balance without you resisting,
and every time that someone calls on you to live up to your principle without
„ Play the Part you, in turn, denying or resisting.
When you give in to the demands of another character For Brooding Mind, “plenty of time brooding on your problems” usually
after honestly disagreeing with them, you may clear a means that you need some significant amount of time, without being dis-
condition or 2-fatigue, or you may shift your balance. turbed or interrupted, and without interacting with anyone. This isn’t about
When you let an NPC shift your balance, or go along study or investigation so much as brooding on your own thoughts. On a hit,
with another character calling on you to live up to you can ask any question you want, and you take +1 ongoing on following the
your principle, you may clear 1-fatigue. GM’s honest answer.
For Drawing Ire, you must remain engaged with your opponent to have an
„ Brooding Mind effect—that means if your opponent starts to move away, you have to keep up
When you spend plenty of time brooding over your with them to continue to hinder them. If your opponent cannot mark 1-fa-
problems, roll with Creativity. On a hit, you come to tigue while you are engaged with them, then they cannot target your ally. If
a new insight about your problems and how you might your opponent is already Impaired while you are engaged with them, however,
resolve them. Ask the GM one question about how they can still target your ally.
you might resolve a problem facing you; the GM will For Hidden Knives, you nearly always have justification to rely on your skills
answer you honestly, and you take +1 ongoing while and training when bound, trapped, or caged. You also can use Creativity
following their advice. On a 7–9, one of your other instead of Focus in those situations. If you suffer the Trapped status, you only
problems grows larger in your mind as you brood; mark need to mark two conditions or fatigue, instead of three total.
a condition, GM’s choice. On a miss, you can only see
the worst parts of yourself and the world around you;
mark a condition of the GM’s choice, and shift your Growth Question
balance as the GM chooses.
Did you honestly and openly express a strong emotion?
„ Drawing Ire
When you stand between a dangerous opponent
you are engaged with and an ally within reach in The Adrift’s growth question is about making sure they emerge from their shell
combat, mark 1-fatigue to force your foe to focus on of apathy, whether they focus on Stability or Risk. They have to actually exhibit
you instead of your ally. Your opponent must mark their conditions and their self, instead of hiding it behind a facade, to grow.
1-fatigue and become Impaired to target your ally with
a technique while you are engaged with the opponent.
If your ally escapes the combat or the dangerous oppo-
nent is defeated, clear a condition. Harmless Pins
evade & observe

„ Hidden Knives Throw, release, or otherwise cast some kind of pin, knife, shard, fragment, or other
Even if you’re bound or captured, you can usually find pointed implement to stick a target’s clothes to a wall. Inflict Impaired on your
a way to use your skills and training, whether through target; if they are already Impaired, inflict Trapped.
hidden weapons, incredibly subtle bending, or tiny
gadgets. When you rely on your skills and training
while bound, gagged, or otherwise restrained, roll with For Harmless Pins, the Adrift’s advanced playbook technique, you pin your
Creativity instead of Focus. When you are Trapped, target to a wall or the floor—any available surface! There might be times when
you need only mark a combination of two conditions there is no surface to pin them to for whatever reason, and this technique
or fatigue to escape. might not make sense in those cases. But regardless of your training, you can
always pin them using something—even an Airbender can use gusts of wind
to hurl small shards of metal and pin a foe. This technique can apply Trapped
to a target that became Impaired in the same exchange, including from a tech-
nique you use—so if you use Bolster or Hinder and this technique together in
the same exchange, you can both inflict Impaired and Trapped all at once!

Chapter 4: Playbooks 111


112 Avatar Legends: The Roleplaying Game
The Aspirant
Principles
The Aspirant hopes to change the world, and to do that they seek
fame and influence. Play the Aspirant if you want to contend with
reputation and the demands of those who see you as their hero.

Hopeful, ambitious, performing, mutable. The Aspirant is a fig-


ure of hopeful, positive change in the world at large. To achieve
that change, they pursue fame and reputation, hoping to wield
it to successfully influence the world. But of course, they cannot
achieve such fame and reputation without being changed by
those whose adoration they seek.
Legacy vs Adoration
The Aspirant is always struggling between their desire to
serve the actual real interests of the world and of the peoples
they come to represent, and their desire to be well-liked and
adored by those peoples. They come from a community and
they build their reputation with that group, but they always need
to extend their reputation to other groups…and meanwhile
every group that believes in them can make demands of them.

Starting Stats
Creativity -1, Focus 0, Harmony +1, Passion +1 The Aspirant’s struggle is between the principles
of Legacy and Adoration. Their Legacy principle
Demeanor Options is all about the legacy of good works and change
Bubbly, Distracted, Driven, Innocent, Obstinate, Wilderness that they hope to leave behind them, as well as
the legacy of the different communities they try to
History represent and support. A Legacy-focused Aspirant
• Why do you feel a compulsion to prove tries to make the right choices for the communi-
yourself and make real change? ties they advocate for, even though that may often
• Who are you constantly comparing yourself leave them unpopular.
to, unfavorably, and why?
Their Adoration principle is about an easy and
• Who has encouraged you in your pursuit of change and fame?
uncomplicated kind of love that the Aspirant both
• What aspect of your clothing have you
seeks and provides. The Aspirant might easily
chosen to distinguish yourself?
adore certain figures as role models, as the ideal
• Why are you committed to this group or purpose?
they seek to achieve, without really examining the
more complicated legacy of those role models.
Connections In turn, the Aspirant seeks that same adoration
• ______________ either already has or will certainly one
themselves, not least to boost their reputation.
day have the kind of reputation I think I need. I hope
An Adoration-focused Aspirant presents the most
to convince them to share their success with me.
adorable version of themselves to the world, even
• _______________ cares about justice and making things
if it’s not their true self, and even if it’s not the
better the same way I do. I just hope they don’t surpass me!
version who will do what is right.
Moment of Balance The Aspirant tries to balance these two principles
by wielding them in conjunction—pursuing Adora-
You’ve been developing your reputation and influence to tion to better support Legacy, and acting in favor
bring about real, good, just change in the world...but making of Legacy to receive further Adoration. They seek
real change doesn’t always make you popular! Here and now, to do what is right and best for everyone, but also
though, you see a way to connect the change you hope to to be loved for it, and the Aspirant’s Moment of
bring about in the world with the exact wants and desires of Balance is that perfect synthesis. In that moment,
those in your base. Tell the GM how you wield your influence, they bring their reputation to bear to create a real
reputation, and bearing to convince someone important to change here and now, and in turn earn the respect
agree with a real need to change here and now, and how those and adoration of the people they represent.
in your base will know you helped bring about this change,
and come to appreciate you still further for your efforts.

Chapter 4: Playbooks 113


Building a Better Future
Reputation RENOWN  Wielding Your Reputation
Your Reputation score begins play at +0. When you wield your Reputation, mark 1-fatigue and add your
Base: ______________________________________ Reputation score to your stat on an appropriate move toward
Your Reputation reflects how your base sees you and your deeds; someone from your base. On a 7-9, throwing your weight
at character creation, pick one of your backgrounds as your base. around has a cost; someone from your base who’s heard about
this issue or your actions comes to you with a request. Honor it
If you deny a callout from your base, take +2 to your roll. If you or mark a condition.
resist shifting your balance against your base, take -2 to your roll. On a miss, you anger a powerful NPC from your base; mollify
Target: ____________________________________ them or lose -1 Reputation.
You are trying to expand your Reputation to reach a new On a 12+, you receive additional effects depending of your
target community; at character creation, pick one background Reputation nature:
as your target. • Leader: When you get a 12+ on plead, they will continue to act
as you have requested for as long as they possibly can
Opposition: _______________________________
• Warrior: When you get a 12+ on intimidate pick two they
Some backgrounds may stand against your Reputation as cannot choose instead of one
opposition. At character creation, you do not yet have opposition. • Protector: When you get a 12+ on guide and comfort: towards an
Reputation Nature NPC, they cannot shut you down; towards a PC who embraces
Choose one at character creation. your comfort, they clear all conditions or all fatigue
Mark Renown when you publicly...
Adding To Your Base
„ Leader: ...resolve a real conflict Your target background becomes part of your base when you
„ Warrior: ...defeat a dangerous foe have a powerful advocate from that background, and you
„ Protector: ...save someone’s life
have performed an impressive deed that resonates with that
When you fill your Renown track, clear it and increase your background. When your target becomes part of your base, pick a
Reputation score by +1. If your Reputation score would go to +4, new target—you cannot pick from your opposition. Then, pick a
instead take a growth advancement. remaining non-base background to join your opposition.

It’s Like We’re Dancing


advance & attack

You make a series of attacks at your foe, not necessarily to hit them
but to keep them focused on you and unable to do much else. Clear
1-fatigue and inflict Impaired on your foe.

For It’s Like We’re Dancing, the Aspirant’s advanced playbook


technique, you’re “attacking” a foe with strikes not really designed
to connect, turning your advance into a kind of…well, dance. You
clear 1-fatigue even though you are advancing and attacking, and
you inflict Impaired on your foe as they try to avoid your hits—
they can’t take the chance that you might actually hit them.

Growth Question

Did you stay true to yourself in spite of others’ demands?

The Aspirant’s growth question is about remaining true to their own beliefs and
goals, regardless of others’ words, desires, or even needs. The Aspirant is regularly
reshaping themselves for their Reputation and their base, whether they pursue
Legacy or Adoration…but to grow, they have to be true to whoever they really are.

114 Avatar Legends: The Roleplaying Game


The Aspirant’s Building a Better Future
You are strongly interested in achieving your group’s purpose, for good rea-
sons. Every PC is tied to and committed to the group’s focus, but the Aspirant
Moves choose two

sees it as a path to real, significant change, and has thrown themselves fully „ Pink Aura
into the job. The questions described here are key points you need to know— Take +1 Passion (to a max of +3).
the first two questions can likely be answered after establishing the group’s
focus and inciting incident, and the last two need to be answered after you „ Always On the Move
finish character creation. In all cases, you can add new elements to the setting You may mark 1-fatigue to use Seize a Position as a
as needed, but make sure you and the rest of the group are all on the same basic technique when you advance and attack. If you
page about the group’s focus and the attached elements. do, you cannot try to escape.
For your Reputation, remember that the actual score starts at +0, and you
have three Renown boxes. Your Reputation increases by +1 only when you „ Honesty In Pain
mark all three Renown boxes. You mark Renown by fulfilling your reputation When you speak openly and directly about your
nature. The GM is the final arbiter of whether you’ve fulfilled the nature, but negative emotions or experiences while guiding and
you should call it out if you think you have fulfilled your reputation nature comforting another person, on a hit you may mark
during play. Remember that your reputation nature can change at the end of 1-fatigue and clear a condition. If they shut you down,
the session if the GM believes that your actions and the events of play have they do not inflict a condition on you, but you may
changed how your base sees you. still shift their balance.
Your base, target, and opposition are always defined by the six core
character backgrounds. Your base refers to the backgrounds to which your „ Helping Hand
Reputation applies—Outlaw, Urban, etc.—communities and people who Once at the start of each combat exchange, before
directly care about your Reputation. If someone has any of the backgrounds any combatants have chosen their approach, you can
in your base, they are considered to be a part of your base. Your target refers mark 1-fatigue to give an ally within reach a positive
to the additional background and community you are hoping to extend your status (except Empowered) that you already have. You
Reputation to. Your target always refers to the whole community, not one do not lose the same status when you give it to your
single NPC. Your target can never be a background that is already a part of ally. If they already have that status, they gain another
your base, or a background in your opposition. Your opposition refers to the positive status of your choice (except Empowered).
backgrounds and communities that have heard of your Reputation and view it
entirely negatively; at best, they are disdainful or apathetic toward you, and at „ Are They Kinda Cute?
worst, they actively work against you. They cannot become part of your base. When you openly and playfully compliment or flirt
For Wielding your Reputation, you may add your Reputation score to whatev- with a susceptible NPC, you may trick an NPC with
er stat you normally use on a move by marking 1-fatigue. You must actively wield HarmonyinsteadofCreativity.Ona7–9,iftheychooseto
your Reputation, somehow referring to how you are known and what you are stumble, they must also mark a condition. On a miss,
known for, and the target of the move must be someone from your base. you must mark 1-fatigue and follow up with more
If you roll a 7–9 on that move—whatever move it is—you wind up drawing compliments to ensure they don’t realize you tried to
the attention of someone from your base who comes to you with a request. They trick them.
don’t have to come to you right away; the GM will tell you when they come to
you, but it must be within the same session. You must honor their request or
mark a condition; you have about a session of play to honor their request before Moves Advice
you must mark a condition, although the GM is the final arbiter. If you roll a For Always On the Move, you may still use Seize a
miss on that move, then you inadvertently anger someone important from your Position with defend and maneuver to escape. Only
base; the GM will tell you how they make their displeasure known, and how you when you use Seize a Position with advance and
might mollify them. If you don’t, then your Reputation drops by -1. attack, after marking 1-fatigue, can you not use it
If you roll a 12+ while wielding your Reputation on a move that matches to escape.
your Reputation nature, you get additional benefits! For Honesty in Pain, you mark 1-fatigue and clear
For Adding to your Base, you must achieve certain goals before you can your condition regardless of whether they shut you
add your target to your base. You must find a powerful advocate from your down or open up to you.
target background and community, as well as perform an impressive deed that For Helping Hand, you can only give an ally a
resonates with that target background and community, to add them to your status once per exchange, at the start of the ex-
base. The GM is the final arbiter of whether or not your advocate is powerful change. You cannot help multiple allies in a single
enough or your deed impressive enough. Every time you add a target to your exchange. You can help an ally who already has the
base, you select a new target from the remaining non-base, non-opposition status you have, allowing you to give them any pos-
backgrounds, and then you pick a remaining non-base background to join itive status of your choice, except for Empowered.
your opposition. That means that you can only have four backgrounds in your For Are They Kinda Cute?, NPCs pay a higher
base at most, at which point you will have two backgrounds in your oppo- cost to stumble, so they are more likely to give you
sition. At that point, the backgrounds in your base and opposition can only an opportunity or overcommit.
change depending upon the fiction at the GM’s discretion.

Chapter 4: Playbooks 115


116 Avatar Legends: The Roleplaying Game
The Outcast
Principles
The Outcast was thrown out of their home for their unwillingness to
compromise their integrity. Play the Outcast if you want to see things
clearly and act on them, while seeking a place where you can fit in.

Insightful, uncompromising, abrasive, isolated. The Outcast


refused to compromise themselves for their community, and as
a result they were thrown out. They are defined by this struggle
between seeing clearly and having a strong sense of right, and
finding a place where they belong and are accepted.
The Outcast has a unique perspective on communities and
Society vs Integrity
societies in general now, seeing their truths and their difficulties
with a heightened clarity. But they still have to be careful not to
unthinkingly repeat their past mistakes—some hard truths can
drive people away instead of helping them or bringing them closer.

Starting Stats
Creativity +2, Focus -1, Harmony 0, Passion 0

Demeanor Options
Gracious, Honest, Inquisitive, Jaded, Keen, Peculiar The Outcast’s struggle is between the principles of So-
ciety and Integrity. Their Society principle is all about
History their understanding of and commitment to being part
• What did you do that caused your hometown to cast you out? of a larger network of people, buying into institutions
• Who from your hometown do you miss the most? and community. The Outcast was thrown out of their
• Who from your hometown bears a grudge home society, but they still seek to belong, and they
against you and still pursues you? can see from outside all the value of being connect-
• What piece of your clothing or equipment is iconic of your ed to others in a larger tapestry. A Society-focused
hometown, but you couldn’t bear to throw it away? Outcast is both aware of the truths, deficiencies, and
• Why are you committed to this group or purpose? boons of the society around them, and willing to make
sacrifices to remain a part of that society.
Connections Their Integrity principle is about their belief in and
• ________________ fits in with other people easily
knowledge of themselves. The Outcast has a strong
and comfortably. They remind me of the community
sense of commitment to their own morality, their
I lost, and I want to get closer to them.
own truth—enough that their desire to maintain
• ________________ holds very closely and deeply to beliefs
their own integrity is likely why they were thrown
that I cannot understand or agree with—I need to force them
out of their home community in the first place.
to confront that other people see the world differently.
As Integrity goes up, the Outcast commits more
and more thoroughly to their own sense of right
Moment of Balance and wrong, their own sense of truth, completely
independent of what any other person thinks or
You’ve always struggled between being true to yourself and
believes. An Integrity-focused Outcast knows what
supporting those you care about—but in this moment you
they believe is right and wrong, and pursues it
find that your faith in others is part of your own sense of
mightily, with little thought to the consequences.
integrity. You see clearly how to uphold your own morality
while serving your society. Tell the GM how you know exactly The Outcast tries to balance these principles by both
what to say or do to steer your society on the right path. playing a role in society, joining others and helping
them, while not hesitating to speak up or act when
that society fails its people. Their Moment of Balance
represents a moment when they can both serve the
larger society and their own sense of integrity—when
those two needs are completely in sync, and the Out-
cast can achieve real good for a swathe of people.

Chapter 4: Playbooks 117


The Outcast’s
Life on the Outside
Life on the Outside For View from Outside, a “hard truth” needs to be
You were cast out of your home by those in power for misdeeds, strange something both true and difficult for the recipient
behaviors, and incompatible beliefs. You did not leave of your own volition, to hear. You can’t lie or trick your way into stating a
but you claim you don’t want to return. You were sent where you can do no “hard truth”; you, the Outcast, must honestly and
further harm, but you now find your own way. reasonably believe that the statement is true. The
“hardness” of the truth is dependent on the listener
View from Outside Playing Society’s Game and what they believe—you must be telling them
You are adept at seeing the hard When you enter into a community something that, if they truly hear it, will at least
realities of a situation and giving space (a temple, a town square, a city somewhat reshape their actions and beliefs. The
voice to them, even if others don’t hall, a school, etc.), mark 1-fatigue GM is the final arbiter of whether the statement
want to hear it. to learn one of that community’s you make is a “hard truth.” On any hit, the NPC
primary balance principles—the hears the truth that you say. Exactly how they react
When you speak a hard truth to an
values that it generally places is up to the GM, but they will almost certainly take
NPC who needs to hear it, mark
highly—and how it visibly expresses a different action, and the GM might even change
1-fatigue and roll with Integrity. On
that principle right now. You can treat their balance principle, if appropriate.
a hit, they will see the truth you put
any member of that community as Remember that when you choose options from
before them and act accordingly. On
having that principle at their normal the list, you are choosing the problems you want to
a 10+, choose 1. On a 7–9, choose 2.
balance rating for the purposes of avoid; whichever options you do not choose come
• It will take some time for them calling someone out. to bear with their “otherwise” text.
to see the truth; otherwise, they For Playing Society’s Game, a “community space”
When you act in accordance with
see the truth right now is one where people normally are active and present.
that community and its principle
• They blame you for shattering You might still learn a community’s balance princi-
while in its spaces or around its
their illusions; otherwise, they ple when you enter an empty marketplace at night,
people, you may live up to your
don’t hold animosity toward you for example—you’re picking up on clues left over by
Society principle as if it was that
• They are hurt by your words the stalls, the signs, and the detritus of the bustling
community’s principle at your
and must mark two conditions; day. The principle you learn is not necessarily the
current rating.
otherwise, they don’t mark any community’s only value, but it must be a value that
When you call someone out to you might feasibly learn in that situation. You may
On a miss, they reveal a shocking
get them to act in accordance with learn the other principles of that community if it has
truth complicating what you had
their society, you can roll with your many and if you enter multiple different community
believed to be the truth, and they
Society principle instead of naming spaces representing different values; the exact num-
shift your balance accordingly.
and rolling with theirs. ber is always up to the GM.
Once you know a principle upheld by a com-
munity, you can treat all members of that commu-
nity as having that principle, as if they held it at the
same value as their current balance rating for when
Matched Stance you call them out.
evade & observe “Act in accordance with a community and its
Watch your foe and set yourself to match their stance and behavior. Before the next value principle” means you have to act the way a
exchange, your foe must truthfully tell you what stance they will use. If you use the member of that community would act; you can’t be
exact same stance, you become Favored and Prepared. doing something wildly outlandish for that society.
“While in its spaces or around its people” means you
need to be physically present in that community in
For Matched Stance, the Outcast’s advanced playbook technique, nothing some way.
happens to your foe immediately—in this exchange, you’re moving to pick The GM is the final arbiter of whether you are
up on their strategy and motion, not to directly affect them. Before the next acting in accordance with a community and its
exchange even begins, the foe you use this technique against must commit to value principle, or whether you are in its spaces or
whichever stance they use. You become Favored and Prepared if you choose around its people.
to use that exact same stance in that exact same next exchange. The “next
exchange” can come after a bit of a pause between the two exchanges, but if no
further exchange follows, you get no additional benefit.

118 Avatar Legends: The Roleplaying Game


Moves choose two Moves Advice
For Picking Up Skills, most of the time your third background represents
additional knowledge from the last community you’ve spent time with, but
„ Picking Up Skills you might double up your third background with one of your starting two
You have a third background, representing transi- backgrounds so that you can rely on your skills and training with Creativity
tory skills and knowledge you pick up as you move instead of Focus when using it.
through the world. At the end of a session, you can For Stories of the World, “openly and freely sharing your honest story”
change your third background to match any commu- means you aren’t holding anything back—in other words, if an audience
nity you significantly interacted with or learned from member asked a question, you would answer truthfully and easily. If you are
during the session. You can choose to change your trying to ensure others don’t learn certain elements of your story, then this
third background to the same as any of your base two move won’t apply! Your audience must also be “interested”—you can’t trigger
backgrounds, representing a different perspective on this move when you share your story with someone who isn’t listening. On a
them. When you rely on your skills and training with hit, they don’t just listen attentively; they offer up elements of their own story.
your third background, roll with Creativity instead For High-Risk High-Reward, the GM is the final arbiter of whether or not
of Focus. the stunt is over the top or creative enough.
Third background: _____________ For Watchful Fighter, it’s easiest to carefully watch someone else’s fighting
style while they are engaged in combat with another fighter. You can’t careful-
„ Stories of the World ly watch them when you are fighting them yourself—you’re too busy respond-
When you spend time openly and freely sharing your ing, striking back, and trying not to be hit!
honest story with an interested audience, roll with
Creativity. On a hit, they’re engaged, interested, and
willing to reciprocate. Ask them any 1 question about Growth Question
themselves or their story, and they’ll answer openly
and honestly. On a 10+, you may also clear a condition Did you learn something meaningful about a new group or community?
or ask a second question. On a miss, someone listening
reacts to your story in an unexpected and surprising
way that puts you and your allies in danger. The Outcast’s growth question is about investigating groups and communities
of people, both to find out if they might be a new home, and to see them clearly.
„ Fast Learner The Outcast is pursuing greater understanding of the many ways people live
When you roll the training move, take +1. If you roll a together in the world.
10+ on the training move, take the new technique as
Practiced instead of Learned.

„ High-Risk High-Reward
When you push your luck by pulling off an over the
top and creative stunt, mark 1-fatigue to roll with
Creativity instead of Passion .

„ Watchful Fighter
When you carefully watch someone else’s fighting
style, roll with Creativity. On a 7–9, hold 2. On a 10+,
hold 3. Spend your hold 1-for-1 when engaging with
that person or that specific fighting style to:
• Become Favored against that person or fighting style
• Take advantage of a hole in that style’s defense to
inflict an additional condition when making an attack
• Inflict Impaired on your foe, until the end of an
exchange or until they have a moment to recover
• Warn an ally about the fighting style,
making your ally Prepared
On a miss, you realize exactly how dangerous that
fighter and fighting style really are; mark a condition.

Chapter 4: Playbooks 119

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