Avatar Legends - Republic City-91-120
Avatar Legends - Republic City-91-120
SPEEDBOAT stability -1
Damage: 8 boxes Heat: 8 boxes
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
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.
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
Modules:
Reflex response module (Retaliate)
Locomotion module (Seize a Position)
High-speed servo module (Strike)
High-power servo module (Smash)
Stabilizer
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!
The Adrift
The Aspirant
The Outcast
Starting Stats
Creativity +2, Focus 0, Harmony 0, Passion -1
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!
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.
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.
Growth Question
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.
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.
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.
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.