Avatar (Wushu)
Character Creation
1- Choose a Nationality and choose 3 Skills from your nationality skill set by checking their boxes.
2- Choose 2 non bending Skills from any nationality skill set. (If you did not choose a bending skill, choose 1 extra skill from any skill set.)
3- Allot Skill Points to your chosen Skills;
Benders Pool- 54333
Non Benders Pool- 544333
4- Assign a weakness Skill 1 Point.
5- Assign all other Skills 2 Points.
6- Calculate Attributes
2- Choose 2 non bending Skills from any nationality skill set. (If you did not choose a bending skill, choose 1 extra skill from any skill set.)
3- Allot Skill Points to your chosen Skills;
Benders Pool- 54333
Non Benders Pool- 544333
4- Assign a weakness Skill 1 Point.
5- Assign all other Skills 2 Points.
6- Calculate Attributes
Nationality Skill Sets
Earth KingdomEarth Bending
Unarmed Combat Unarmed Strikes - Grappling Defense Blocking Attacks Profession Training in an Occupation - Spending Allowance Endurance Fortitude - Stamina Geography Lore Knowledge of Places and Weather Air NomadsAir Bending
Empathy Interacting with Spirits and Animals - Reading Intentions Evasion Avoiding Danger - Avoiding Detection Acrobatics Balance - Agility Meditation Focus - Mental Resolve Nature Lore Knowledge of Plants and Animals |
Water TribesWater Bending
Survival Securing Necessities in the Wild Perception Awareness - Search Social Diplomacy - Deception - Intimidation - Seduction Study Read Learning - Gathering Information Spirit Lore Knowledge of Spirits and the Spirit World Fire NationFire Bending
Armed Combat Melee Weapons - Ranged Weapons Engineering Creating - Operating and Understanding Machinery Athletics Strength - Fitness - Speed Discipline Training - Composure - Bravery Culture Lore Knowledge of People, Customs, and History |
Bending Styles
A character with a bending skill gains Style Points equal to their bending skill points. These style points are allotted into the basic styles to unlock advanced styles. Basic styles cost 1 style point and advanced styles cost 2 (or in some cases cost 1) and have a prerequisite of a basic style that the character must be trained in. A character without points in a given style may attempt to perform them by treating them as a weakness.
Earth BendingBasic Styles
Attack Defense Mobility Seismic Sense - Visualize your surroundings by making contact with the ground - 3 / session ignore the effects of the Direct Action Advanced Styles Sand Bending (Mobility) *Costs 1 Style Point - Use sand as an earthbending medium Metal Bending (Seismic Sense) - Use metal as an earthbending medium Magma Bending (Attack) - Use magma as an earthbending medium - 3 / session use the wound action without penalty while magma bending Mud Bending (Mobility) - Use mud as an earthbending meduim Magnetism (Seismic Sense) - Gain the ability to magnetize metal Crystal Bending (Defense) - Use crystal as earthbending medium - 3 / session gain a bonus defense die while crystal bending as your defense Air BendingBasic Styles
Attack Defense Mobility Breath Control - Hold your breath for extended periods of time and amplify your breath - 3 / session affect 1 additional target with the Hinder or Control Actions while you airbend Advanced Styles Hypersensitivity (Defense) *Costs 1 Style Point - 3 / session gain a bonus die to a defensive roll while your head is shaved or your perception rank is currently at 3 or higher Temperature Regulation (Breath Control) - control your body temperature to withstand extreme climates - 3 / session ignore the effects of skill exhaustion Cloud Bending (Defense) - use dust and clouds as an airbending medium - 3 / session add 1 to the number of actions a directed enemy must take on their target while you cloudbend Suffocation (Attack) - Draw air from the lungs of targets - 3 / session take the Wound Action without penalty while you use suffocation Flight (Mobility) - Gain freedom of movement in the air Spiritual Projection (Breath Control) - Meditate to travel in spirit form to otherwise inaccessible areas |
Water BendingBasic Styles
Attack Defense Mobility Healing - Heal wounds using waterbending - 3 / session reduce the DC of a Heal Action to 1 when restoring Health Points Advanced Styles Ice Bending (Attack) *Costs 1 Style Point - freeze water into ice Plant Bending (Defense) - use plants as a waterbending medium Blood Bending (Healing) - Use people as a waterbending medium under a full moon - 3 / session gain a bonus die and reduce 1 more Action Point when you use the Control Action while bloodbending Mist Bending (Mobility) - Use mist as a waterbending medium - 3 / session gain a bonus die while using the Direct Action while mistbending Condensation (Defense) - Create water from humid air Spirit Bending (Healing) - Settle, compel, and corrupt spirits Fire BendingBasic Styles
Attack Defense Mobility Fire Augmentation - Control flames already present in your area - 3 / session gain a bonus die while using fire augmentation to take the Harm or Assist Actions Advanced Styles Fire Breathing (Attack) *Costs 1 Style Point - 3 / session ignore Hindered effects while fire breathing Lightning Bending (Attack) - Generate lightning - 3 / session affect 1 additional target with the Harm or Wound Actions while you lightning bend Blue Flame (Mobility) - Create flames that are exceptionally hot - 3 / session add a bonus die when you take the Hinder Action while firebending Combustion Bending (Attack) - Focus your mind to create explosions at a distance - 3 / session ignore your Initiative to take a Harm or Wound Action Energy Reading (Defense) - observe and control the flow of energy in the body - 3 / session reduce the DC of a Heal Action to 1 when removing exhaustion Heat Control (Fire Augmentation) - Draw heat from your surroundings to enhance your firebending - 3 / session remove 1 additional Health Point when you take the Harm or Wound Actions while using heat control |
Attributes
Health
A character's Health Points start at 3
+1 if the character has an Endurance of 3 or more
+1 if the character has an Athletics of 3 or more
Health is the number of standard attacks the character can withstand before becoming incapacitated. Strong attacks remove 2 health points. Health points are restored by 1 at the end of a day. Healing can be used to restore additional health points after combat.
+1 if the character has an Endurance of 3 or more
+1 if the character has an Athletics of 3 or more
Health is the number of standard attacks the character can withstand before becoming incapacitated. Strong attacks remove 2 health points. Health points are restored by 1 at the end of a day. Healing can be used to restore additional health points after combat.
Focus
A characters Focus Points start at 3
+1 if the character has a Meditation of 3 or more
+1 if the character has a Study of 3 or more
Focus points can be spent to to add a bonus die to any roll after the skill dice have been rolled. The target value of a focus die is the characters maximum focus points. Focus points are restored at the end of a session.
+1 if the character has a Meditation of 3 or more
+1 if the character has a Study of 3 or more
Focus points can be spent to to add a bonus die to any roll after the skill dice have been rolled. The target value of a focus die is the characters maximum focus points. Focus points are restored at the end of a session.
Flare Objectives
You may restore Focus Points after combat by meeting a Flare Objective during a combat. You can only restore 1 Focus Point / Objective to a maximum of 3 / combat. The standard Flare Objectives are:
- Use a solid pun or cinematic smack talk.
- Use the terrain, your allies, or combat setting in a creative and cinematic way.
- Take an exceptionally risky or cinematic action in accordance with your characters personality, relationships, or ideals.
In specific combat scenarios the GM may add more Objectives to this list.
- Use a solid pun or cinematic smack talk.
- Use the terrain, your allies, or combat setting in a creative and cinematic way.
- Take an exceptionally risky or cinematic action in accordance with your characters personality, relationships, or ideals.
In specific combat scenarios the GM may add more Objectives to this list.
Allies
A character gains 1 Ally for every point above 2 they have in Social. Allies are NPCs that the character is on good enough terms with to ask favors and seek out for help. The character is assigned allies at random from the list below.
1- A Sibling or Cousin close to your age and class
2- A Parent, Aunt, or Uncle who has raised you
3- An Unrelated Mentor or Teacher that taught you what you know
4- A Close Childhood Friend with whom you have shared many adventures
5- A love Interest who may have mutual feelings
6- A Purveyor of goods you have come to utilize frequently for your work
7- An Orphan or Runaway that relies on you for survival
8- A Friendly Colleague within your line of work
9- An Elderly or Disabled Family Member who relies on you
10- A Rival who keeps a close eye on you
1- A Sibling or Cousin close to your age and class
2- A Parent, Aunt, or Uncle who has raised you
3- An Unrelated Mentor or Teacher that taught you what you know
4- A Close Childhood Friend with whom you have shared many adventures
5- A love Interest who may have mutual feelings
6- A Purveyor of goods you have come to utilize frequently for your work
7- An Orphan or Runaway that relies on you for survival
8- A Friendly Colleague within your line of work
9- An Elderly or Disabled Family Member who relies on you
10- A Rival who keeps a close eye on you
Animal Companions
A character with an Empathy of 3 or more gains an animal companion. The companion is a loyal friend to the character and follows basic commands. The type of companion is determined randomly from the list below but the species is determined by the player. Companions have Health Points equal to the character's Empathy.
1- A large terrestrial creature suitable for transporting a group of people or a large load of goods
2- A large aquatic creature suitable for transporting a group of people or a large load of goods
3- A large avian creature suitable for transporting a group of people or a large load of goods
4- A medium terrestrial creature suitable for transporting a rider and passenger or an average load of goods quickly
5-A medium aquatic creature suitable for transporting a rider and passenger or an average load of goods quickly
6- A medium avian creature suitable for transporting a rider and passenger or an average load of goods quickly
7- A small terrestrial creature not large enough to carry a load but able to give aid in combat or skill challenges without penalty
8- A small aquatic creature not large enough to carry a load but able to give aid in combat or skill challenges without penalty
9- A small avian creature not large enough to carry a load but able to give aid in combat or skill challenges without penalty
10- A spirit that aids your character or their family ( roll again to determine size and type )
1- A large terrestrial creature suitable for transporting a group of people or a large load of goods
2- A large aquatic creature suitable for transporting a group of people or a large load of goods
3- A large avian creature suitable for transporting a group of people or a large load of goods
4- A medium terrestrial creature suitable for transporting a rider and passenger or an average load of goods quickly
5-A medium aquatic creature suitable for transporting a rider and passenger or an average load of goods quickly
6- A medium avian creature suitable for transporting a rider and passenger or an average load of goods quickly
7- A small terrestrial creature not large enough to carry a load but able to give aid in combat or skill challenges without penalty
8- A small aquatic creature not large enough to carry a load but able to give aid in combat or skill challenges without penalty
9- A small avian creature not large enough to carry a load but able to give aid in combat or skill challenges without penalty
10- A spirit that aids your character or their family ( roll again to determine size and type )
Initiative
A character has an Initiative score equal to their Discipline. At the beginning of each round of a combat scene, all participants, excluding mooks, roll 1d6 and add their Initiative score to determine a turn order. On your turn you can choose to act or hold. Acting means you describe, as epically as you like within the bounds of the world, how you go about taking an action. If you hold, you must declare the trigger you are waiting for and once that trigger occurs, you take your action.
Belongings and Spending Level
A character starts with a number of belongings equal to their Profession. Players can choose their first belonging from the list below but addition belongings are determined randomly.
1- A few common weapons 2- A special weapon that serves another purpose outside of combat 3- A fine weapon that is especially deadly or renown 4- A special outfit or item worn to show an achievement of some kind or to show you are part of a group 5- A special tool related to your profession that can offer a bonus to a skill 5- A modest home or sturdy vehicle 6- A few general items necessary for traveling long distances in the wild 7-10- A sum of money that increases your Spending Level temporarily by 3 |
A characters Spending Level is equal to their Profession. This determines the value of expenditures a character can make in a session. Each time a character purchases something, their spending level is reduced by its Yuan value with temporary spending level bonuses being drawn from first. All spending levels are restored at the beginning of the next session. Some general expenditures may include:
An average meal (0Yuan) A commoners earnings for a days work (1 Yuan) A fine meal (1Yuan) A nights stay (1Yuan) Traveling gear (1Yuan) A few common weapons (2Yuan) A professionals days earnings (2Yuan) A special tool to grant a skill bonus (2 Yuan) A special or fine weapon (3Yuan) An aristocrats daily earnings (3Yuan) A small cart or boat (3Yuan) A large sailing ship or house (6Yuan) |
Actions
On your turn you may take one action. How you go about performing the action is up to you. As you describe how you take your action the GM will record the skills used to perform it. You then choose one of those used skills to make your roll. You roll the number of dice equal to that skill's rank. Any dice that result in that skill's rank or lower are successes and compared against the enemies Combat DC for most actions. If you tie or beat the DC you succeed at your action and the effect of that action is applied. If you fail, the enemy may be able to counter attack, in which case you will be forced to make another skill roll to negate their action against you. The Actions are:
Harm
Your intent is to deal damage to the opponent. If you succeed, the opponent takes -1 Health Point
Hinder
Your intent is to make it more difficult for the opponent to defend themselves by overwhelming or crippling them. If you succeed, the opponent takes -1 Combat DC for the rest of the round.
Control
Your intent is to make it harder for the opponent to attack by moving them away or restraining them. If you succeed, the opponent takes -1 Action Point this round.
Direct
Your intent is to focus the targets actions on yourself or anyone but yourself by physically blocking their way or playing in their emotions. If you succeed, the opponent must spend at least half of their remaining action points for the round where directed.
Wound
Your intent is to deal heavy damage with increased risk of failing. You must pass the Combat DC by 1 or more and if you succeed, the opponent takes -2 Health Points.
Cover
Your intent is to focus your efforts on dealing with Mooks. You lower their Threat Level this round by the number of successes on your skill roll.
Assist
Your intent is to help another character achieve their action. You make an unopposed skill roll. If you succeed, the ally rolls a bonus die for the action they take this round as long as they take the action type that you declared you would help them with.
Heal
Your intent is to restore your or an ally's lost Health Points or Exhausted Skill. You make a skill roll with a DC equal to the number of health points the target has lost or the number of Exhaustion penalties on their most penalized skill. If you succeed, the target has 1 Health Point restored or all Exhaustion penalties removed.
Deal with a Mook
Your intent is to deal with a Mook while still performing another action. This is the only action you can take in addition to another action. You declare your other action and while you describe your approach, you add to the narrative how you deal with a Mook along the way. This means when you make your roll, you must set aside a successful die to count towards the Mook and the rest of your roll counts towards your other action. If you succeed, you perform the other action and the Mook's Threat Level takes a -1 this round and you are immune to Mook damage at the end of the round. If you fail to complete your other action but did roll at least 1 success you still deal with the Mook.
Harm
Your intent is to deal damage to the opponent. If you succeed, the opponent takes -1 Health Point
Hinder
Your intent is to make it more difficult for the opponent to defend themselves by overwhelming or crippling them. If you succeed, the opponent takes -1 Combat DC for the rest of the round.
Control
Your intent is to make it harder for the opponent to attack by moving them away or restraining them. If you succeed, the opponent takes -1 Action Point this round.
Direct
Your intent is to focus the targets actions on yourself or anyone but yourself by physically blocking their way or playing in their emotions. If you succeed, the opponent must spend at least half of their remaining action points for the round where directed.
Wound
Your intent is to deal heavy damage with increased risk of failing. You must pass the Combat DC by 1 or more and if you succeed, the opponent takes -2 Health Points.
Cover
Your intent is to focus your efforts on dealing with Mooks. You lower their Threat Level this round by the number of successes on your skill roll.
Assist
Your intent is to help another character achieve their action. You make an unopposed skill roll. If you succeed, the ally rolls a bonus die for the action they take this round as long as they take the action type that you declared you would help them with.
Heal
Your intent is to restore your or an ally's lost Health Points or Exhausted Skill. You make a skill roll with a DC equal to the number of health points the target has lost or the number of Exhaustion penalties on their most penalized skill. If you succeed, the target has 1 Health Point restored or all Exhaustion penalties removed.
Deal with a Mook
Your intent is to deal with a Mook while still performing another action. This is the only action you can take in addition to another action. You declare your other action and while you describe your approach, you add to the narrative how you deal with a Mook along the way. This means when you make your roll, you must set aside a successful die to count towards the Mook and the rest of your roll counts towards your other action. If you succeed, you perform the other action and the Mook's Threat Level takes a -1 this round and you are immune to Mook damage at the end of the round. If you fail to complete your other action but did roll at least 1 success you still deal with the Mook.
Skill Exhaustion
Any skill you use during your action, weather you roll on it or not, will take exhaustion. This is a stacking penalty of -1 that can bring a skill as low as rank 1. Spending a round without using the skill removes all exhaustion penalties from it.
Mooks |
Bosses |
Mooks are hoards of baddies that are there to be tossed around by the PCs. They aren't enough of a threat to take their own actions but if ignored they can bruise of the PCs over time.
The amount of Mooks in a combat can vary and the physical number of them is irrelevant. The PCs are free to describe as many of them as they like and deal with them however they please. Mooks have a pool of Health Points they share usually equal to the number of PCs +/- 1 or 2. When their Health Points reach 0, they have all been dealt with and are no longer a threat. Mooks have a Combat DC between 1 and 3. This is the number of successes required to deal with or cover them. Only very powerful Mooks like henchmen will have Combat DCs above 1 and are usually few in number resulting in much lower Health Points. Mooks have a Threat Level usually equal to the number of PCs +/- 1 or 2. This is the number of cumulative successes the PCs need to make each round by dealing with or covering the Mooks. At the end of each round the PCs randomly take -1 Health Point / Threat Level remaining. PCs that successfully took the Deal with Mooks action lose no Health Points if they are randomly chosen. |
Bosses are any opposing characters near the skill level of the PCs.
Bosses have an Initiative Score between 1 and 5 and join the turn order with the PCs. Bosses have Health Points usually equal to the number of PCs +/- 1 or 2. When their Health Points reach 0, they are unable to continue fighting and in most cases any Mooks on their side will retreat or surrender. Bosses have a Combat DC between 1 and 5. This is the number of successes needed on skill rolls to apply action effects against them. Bosses have Action Points usually equal to the number of PCs +/- 1 or 2. This is the number of Actions the Boss can take in a round. The Boss can choose to use any number of their Actions on their turn or use any number of them against any PCs that fail to accomplish their actions for the round as long as the Boss has a higher Initiative. |