Avatar Legends The Roleplaying Game 1 12
Avatar Legends The Roleplaying Game 1 12
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Elizabeth Chaipraditkul, Derrick Kapchinsky
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Avatar Legends: The Roleplaying Game text and design
Christi Cardenas, Michael Dante DiMartino,
©2022 Magpie Games. All rights reserved.
Arthur “DJ” Desin, Joan Hilty, Bryan
Konietzko, Linda Lee, Alexandra Maurer, ©2022 Viacom International Inc. All rights reserved. Nickelodeon, Avatar, and all
James Salerno, Russ Spina, Jeff Whitman related titles, logos, and characters are trademarks of Viacom International Inc.
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Table of Contents
Chapter 1: Welcome to The Game............................... 5 Chapter 7: Advancement.........................................207
Avatar Legends............................................................................. 6 Earning Growth ....................................................................... 208
What is an RPG?............................................................................7 Growth Advancements............................................................210
The Avatarverse........................................................................... 8 Advanced Techniques................................................................211
Playing to Find Out..................................................................... 12 Specialized Bending..................................................................216
What You Need to Play.............................................................. 13 Changing Your Character.........................................................218
Chapter 2: The World of Avatar.................................15 Chapter 8: Running The Game.................................221
Exploring History........................................................................16 The GM’s Role...........................................................................222
The Four Nations........................................................................19 Agendas......................................................................................224
A World of Balance.................................................................... 28 Baselines..................................................................................... 225
Navigating the Eras..................................................................... 31 Guidelines..................................................................................226
The Kyoshi Era.............................................................................32 GM Moves..................................................................................229
The Roku Era.............................................................................. 44 NPCs...........................................................................................234
The Hundred Year War Era........................................................56 Portraying NPCS.......................................................................238
The Aang Era.............................................................................. 68 Managing Bending ...................................................................239
The Korra Era.............................................................................. 78 Running Fight Scenes.............................................................. 240
Chapter 3: Fundamentals of Play............................... 93 Chapter 9: Seasons & Campaigns............................ 245
The Conversation ...................................................................... 94 Starting Campaigns................................................................. 246
Framing Scenes...........................................................................95 Crafting a Season......................................................................250
Core Elements.......................................................................... 100 New Seasons............................................................................. 255
Starting a Game....................................................................... 104
Chapter 10: Running Adventures............................ 257
Chapter 4: Making Characters................................. 107 Creating Adventures.................................................................258
Setting Up Your Game............................................................. 108 Adventure Tools........................................................................261
You’re the Hero!.........................................................................112 Adventure Hooks..................................................................... 264
The Vanishing Act.....................................................................267
Chapter 5: Core Moves.............................................125
Using this Adventure.......................................................... 268
Using Moves in Play..................................................................126
Summary.............................................................................. 268
Basic Moves............................................................................... 127
Introduction.......................................................................... 271
Balance Moves........................................................................... 137
Escalations............................................................................272
Advancement Moves................................................................142
Important Characters & Groups........................................ 273
Custom Moves.......................................................................... 143
Important Locations............................................................276
Combat Exchanges...................................................................146
GM Advice............................................................................277
Statuses.......................................................................................151
Basic Techniques....................................................................... 154 Appenddix A: Techniques........................................ 279
Weaving it All Together............................................................ 158 Universal Techniques............................................................... 280
Group Techniques.....................................................................281
Chapter 6: Playbooks................................................163
Waterbending Techniques.......................................................282
Ten Core Playbooks..................................................................164
Earthbending Techniques.........................................................283
The Adamant.............................................................................167
Firebending Techniques.......................................................... 284
The Bold......................................................................................171
Airbending Techniques.............................................................285
The Guardian............................................................................. 175
Weapons Techniques............................................................... 286
The Hammer.............................................................................179
Technology Techniques............................................................287
The Icon..................................................................................... 183
The Idealist................................................................................187 Appendix B: NPCs....................................................288
The Pillar.................................................................................... 191 Kyoshi.........................................................................................291
The Prodigy................................................................................ 195 Roku............................................................................................292
The Rogue..................................................................................199 General Iroh...............................................................................293
The Successor............................................................................203 Aang........................................................................................... 294
Korra...........................................................................................295
Appendix C: Play Materials......................................296
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CHAPTER 1
WELCOME TO
THE GAME
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CHAPTER 1
This chapter introduces you to Avatar Legends: The Roleplaying Game and gives you a general
overview of the setting and what you do in the game, along with an introduction to roleplaying
if you are new to roleplaying games! It also covers the materials you need to play and safety
tools to keep the game fun for everyone at the table.
Avatar Legends: The Roleplaying Game is a heroic adventure game A World of Adventure
set in the world of Avatar: The Last Airbender and The Legend Many people in the Avatarverse are benders, possessing the
of Korra. This world is a fantasy setting inspired by Asian and ability to manipulate one of the four elements—earth, fire, air,
North American Indigenous cultures, a land filled with breath- or water. But whether they’re benders or non-benders, the peo-
taking landscapes, majestic hybrid beasts, and unique marvels of ple of this world have faced centuries of trials and tribulations,
technology and industry. Yet, it is also a world defined by strug- conflicts within and between nations, peoples, and even spirits!
gle in which there are no absolute villains or perfect heroes— For most of the world’s history, the Avatar—a human capable
only people with complex motivations who come into conflict of bending all four elements—has been responsible for maintaining
with others while striving to forge a future they believe is best. balance in the world and serving as a bridge between the spiritual
and physical planes of existence. Following a cycle through the
elements from earth to fire, fire to air, air to water, and water back
Avatar Legends to earth, the Avatar reincarnates after each lifetime into a different
nation, carrying forward the Avatar Spirit and its great responsibility.
Many people look to the Avatar for guidance and justice, hoping to
Originally, this setting was only a single show—Avatar: The Last see the most capable bender in the world solve their problems and
Airbender—that told the story of Avatar Aang‘s journey to mas- placing an enormous burden on this lone person to be a savior.
ter the four elements and save the world. But this world’s history But the Avatar is not the only hero in this world. Many are
spans thousands of years, and over time, many more of its stories called to bring balance where there is disorder and seek jus-
across multiple eras of Avatars have been told—including com- tice where there is suffering. Some of these heroes are benders
ics, novels, and of course, the epic series featuring Aang’s succes- themselves, but others use martial arts, weapon training, or
sor, The Legend of Korra. Together, these works make up Avatar technology to triumph in their amazing adventures and build a
Legends, a broad term for all of the different stories that detail the better world. These heroes might sometimes stand with the Ava-
adventures of heroes of the Four Nations (and Republic City). tar in times of great trouble, but often they must join with other
This vast universe of Avatar Legends is often referred to as the heroes—without the Avatar’s guidance—to bring balance.
Avatarverse—a universe that encompasses the entire human
and natural history of this unique world. What is Avatar Legends: The Roleplaying Game?
Avatar Legends: The Roleplaying Game gives you and your In Avatar Legends: The Roleplaying Game, you and your friends tell
friends a chance to create your own Avatar Legends stories a story about a group of young heroes who join together to fight
within five distinct eras, including tools for creating your own for what’s right in a complicated and nuanced world. One of
heroes and your own adventures in the Avatarverse. You and your friends acts as the gamemaster (GM), describing the prob-
your friends get to be the team of heroes at the center of your lems the heroes face and the people they meet along the way;
own show, exploring the Four Nations, confronting threats, and the rest of you take on the roles of individual heroes, seeking to
saving the day just like Team Avatar. make the Avatarverse a better place.
If you’ve never played a tabletop roleplaying game before, This game focuses on stories of adventure and the personal
welcome! Starting a new hobby can feel daunting, but everything journeys of heroes through the various trials in their lives. It’s a
you need to learn how to play is included right here in this book, game for people of all ages who want to look at the Avatarverse
including how to make your heroes and tell amazing stories in the beyond the scope of the existing shows, comics, and stories
Avatarverse. Don’t be afraid to jump in and get started; the best and explore the meaningful actions heroes take for the good of
way to learn how to roleplay is to try it out for yourself! others. If you have ever wanted to throw yourself into the Ava-
tarverse and craft your own adventures alongside your closest
friends, then Avatar Legends: The Roleplaying Game is for you!
Waterbending
Water is movement, change, and grace. The element cannot be broken and
even in its most rigid forms has the ability to melt and reform. It is a dynam-
ic element, subtle but powerful. Waterbending is inspired by the real-world
martial art Tai Chi. This style’s flowing motions allow a Waterbender to use
their element defensively to redirect an opponent’s attack, or offensively in
the form of water whips, ice attacks, or large waves. Certain Waterbenders
can also redirect energy paths in the body to heal injuries.
Earthbending
Earth is strong, stable, and constant. The element stands the test of time; it is a
steady element, bold and unyielding. Earthbending is inspired by the real-world
Hung Ga, known for solid stances and blunt punches, with fists formed into di-
verse shapes and toughened by striking exercises. Earthbenders can harness the
formative energy of the earth, powerfully punch boulders, and ride platforms of
stone to impossible heights.
Firebending
Fire is pure energy, destruction, and regeneration. The element can either con-
sume everything around it in a powerful blaze, or heat it with a brilliant inten-
sity that is impossible to ignore. It is an energetic element, bright and mighty.
Firebending is inspired by the real-world Northern Shaolin, associated with the
Shaolin Monastery. These fighters use fast, athletic movements including jumps,
spins, and extended linear stances, powered by breath. Firebenders can exhale
fire, wield flames like daggers, and grow a singular flame into a raging bonfire.
Air is flexible, playful, but still powerful. The element goes where it wills and
expands and contracts to meet its environment. Air is an open element, breed-
ing freedom and bolstering spirits. Airbending is loosely based on the real-world
Baguazhang. The martial art’s circular motions and footwork allows one person to
defend against multiple enemies. Airbenders are quick and nimble using their skills
to defend from and evade attacks. Airbenders can ride balls of spinning air, quell
cyclones, and sweep even the heaviest objects into weightlessness.
Weapons
Technology