Avatar Legends The RPG Quickstart
Avatar Legends The RPG Quickstart
Aniki and Sunlin—spotting one of the guards getting closer—slapped their hands Teek turned back to Aniki and Sunlin with a big grin, only to see a wall of guards
over Teek’s mouth simultaneously. “SHHHH!!!” behind them, backup for the ones Teek had already taken out. Aniki and Sunlin’s
faces fell as they followed his gaze.
The three held their breaths for a tense moment, but luckily, the joyous roars of the
coronation crowds rang through the palace, even here. They lifted their hands from “Maybe less yelling next time, Teek?” Aniki’s expression was resolute, refusing
Teek’s face as the guard departed, and Teek continued in an apologetic whisper. once again to betray any weakness.
“So there are guards. Who cares? We’ve got the element of surprise…and water. “You don’t have to tell me twice.” Teek’s voice was quieter now. They all knew
If we’re fast, we can get the scroll, get out, and hide in the crowd.” they couldn’t fight this many guards at once...
“We need a better plan than that,” Aniki retorted. “I should probably go first.” “It isn’t over!” Sunlin held their head high as the guards grabbed them by the
arm. “You can’t stop the truth! Our victory will shine bright...”
“No way! I can take them!” Teek reached for the cork of the waterskin on his
belt, as if to prove it.
The Water Tribes are primarily split between the north Finally, the Air Nomads are a monastic people who
and south poles with a small group of Water Tribe wander the globe with no true home aside from the four
members known as the Foggy Swamp Tribe located to air temples located on mountains across the world. At
the southwest of the Earth Kingdom. The tribes once the beginning of the Hundred Year War, the Air Nomads
lived in harmony, but—after a series of devastating naval suffered a mass genocide and only began to recover
defeats during the Hundred Year War— the Northern much later during Avatar Aang’s era when a group
Tribe retreated behind an icy wall while the Fire Nation known as the Air Acolytes continued their traditions,
hunted down and wiped out many of the Southern eventually forming a new incarnation of the Air Nation.
Waterbenders. Living in the harsh conditions of the poles After an event known as the Harmonic Convergence in
(and the swamp) has made the people of the Water Tribes Avatar Korra’s era, airbending abilities saw a massive
resilient to hardship and respectful of the world around resurgence, developing in seemingly random people
them. During the Hundred Year War, both Northern throughout the other nations and allowing the Air Nation
and Southern Water Tribes suffered greatly, but since itself to recover further. In the past, Air Nomads were
the end of the War, they both substantially rebuilt and known as a peaceful, egalitarian people who embraced
recovered—albeit with the Northern and Southern Tribes a life of simplicity and environmental preservation. The
each taking very different paths into the future. new Air Nation adheres to many of the same values, but
with a drive to act and be a part of the world.
The Earth Kingdom is the largest nation geographically
and traditionally one of the most stable. During the Depending on the era you play in the game, each
Hundred Year War, however, the Earth Kingdom was nation acts as a backdrop focusing on different conflicts
occupied and colonized by the Fire Nation, losing even the with some consistent themes. For example, during the
great walled city of Ba Sing Se. After the war, the Earth Hundred Year War Era, the Fire Nation is focused on
Kingdom recovered much of its land from the Fire Nation, colonization and technological advancement. By contrast,
but saw its people forever changed by colonization— in Aang’s era—after Fire Lord Ozai’s defeat—the Fire
especially in the Hu Xin Provinces and other places where Nation is focused on establishing new cultural and social
Fire Nation and Earth Kingdom citizens lived side by reforms and healing from a century of relentless war.
side and formed their own unique traditions. Because the Throughout both eras, however, the heart of the Fire
Earth Kingdom covers such a large area, it’s home to a Nation remains dynamic, embracing the soul of flame for
number of culturally diverse peoples who have their own which it was named.
sets of local laws and traditions. The peoples of the Earth
Kingdom are thus wildly diverse, but the nation struggles
with xenophobia nonetheless and never backs down from a
conflict that can be grounded in national pride.
The Players Most episodes echo a TV show in which the PCs are first introduced to
Each player in Avatar Legends: the RPG creates a problem, figure out what they want to do, engage in some action,
their own hero using a playbook. It’s a kind of hero and then discover the resolution based on their choices. Unlike a TV
archetype—a set of abilities and details and story show, nothing in a roleplaying game is scripted and you play to find
elements all wrapped together to help you make the out what happens. Your actions have a direct impact on the story
coolest character possible. Each hero is known as a player being told.
character (PC) in contrast to characters not controlled by
the players, called non-player characters (NPCs). All the concepts mentioned above are explained in more detail in this
quickstart, providing nuance and clarity. If you haven’t played any
RPGs before you might not understand everything you read, but that
The GM
isn’t a reason to wait to start playing! What’s most important in any
One person in your game of Avatar Legends: The RPG
RPG is that you and your friends have a good time playing; everything
takes on a special role: the Gamemaster (GM). The GM is
else, you’ll learn along the way.
responsible for representing the conflicts and dangers of
the world and plays all the non-player characters the PCs
encounter. The GM doesn’t play against the players; their
job is to portray a vibrant setting, interesting NPCs, and
obstacles that challenge the players and their characters.
History Questions Every playbook starts out with two stats rated +1, one
Under History, you’ll find five questions about your rated +0, and one -1. Add +1 to one of those stats that’s
character’s story so far. Take a moment to think important to your character, either specializing in one of
about them and come up with some answers for your your strengths or offsetting one of your weaknesses. If
character. Those answers fill in how your character you’re not sure where to put your +1, look at the list of
came to be the person they are today, and why they basic moves as well as your character’s moves to figure
belong to this playbook archetype instead of another. out which ones look fun to you and important to your
For most playbooks, the questions come in the character concept, and what stats they require.
following order (although some of them come in a
slightly different order): Fatigue
• The first question concerns your character’s motivation, Your fatigue track has five boxes. When your character
why they act as they do and what’s most important to them. gets exhausted or injured, emotionally or physically, you
• The next two questions are about non-player characters mark fatigue by checking off one of those boxes. You
important to you. The GM plays these characters, so if don’t have to worry about these just yet!
you get stuck, ask them for suggestions.
• The fourth question is about an object or symbol your
character carries or bears, something really important to Conditions
them like Avatar Kyoshi’s makeup or Katara’s necklace. A condition is an emotional state that makes trouble for
• The fifth question is about why you’re committed your character, making certain actions harder to perform
to the group, why you choose to be here, with these successfully. Stressful situations require you to mark a
companions, pursuing the group’s purpose. condition to indicate how you feel right now. You don’t
start out with any conditions marked.
Clearing Conditions
You can remove a marked condition in a few ways. One
of the other PCs might try to comfort and support you;
or you might do something risky or unproductive to clear
a specific condition. To clear…
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your
companions. If the Idealist has to shift toward Forgiveness, her marker goes one
• Guilty: make a personal sacrifice to absolve your guilt. space to the left, so she’s at Forgiveness +3. If she has to shift toward
• Insecure: offer aid or support to someone competent. Action or toward her center, it goes one space to the right, putting her at
Forgiveness +1.
Though they don’t roll dice, NPCs can have conditions
as well—one if they’re minor, three if they’re moderately NPCs can have balance, but only if they are important.
important, and five if they’re really important. NNPC balance tracks only have a single principle that
ranges from 0 to +1 (minor NPCs), +2 (moderately
important NPCs), or +3 (major NPCs).
If you would normally roll with one or the other principle to make
a move, you can’t apply this move to it—you’re already living up to
that principle!
Sometimes, moves tell you a specific thing that happens Assess a Situation
when you roll a miss. For these basic moves, whenever
you roll a miss, the GM gets to make a move, driving the When you assess a situation, roll with Creativity. On a 7-9, ask 1
scene forward in an exciting and interesting way. question. On a 10+, ask 2. Take +1 ongoing when acting on the answers.
• What here can I use to _______?
When a rule tells you to take +1 forward, add one • Who or what is the biggest threat?
to your very next roll, and only your next roll, that • What should I be on the lookout for?
fulfills the conditions. If it says to take +1 ongoing, • What’s my best way out/in/through?
you add one to any roll that fulfills the conditions until • Who or what is in the greatest danger?
circumstances change.
Comfort or Support
Plead When you comfort or support another person, roll with Harmony.
When you plead with an NPC who cares what you think for help, On a hit, they must decide if they open up to you. If they don’t,
support, or action, roll with Harmony. On a 7-9, they need something mark a condition and take +1 forward against them; if they do, ask
more—evidence that this is the right course, guidance in making the them any question. On a 10+, they can ask a question of you as
right choices, or resources to aid them—before they act; the GM tells well. Anyone who answers a question honestly may choose to clear
you what they need. On a 10+, they act now and do their best until the a condition or 2-fatigue.
situation changes.
Intimidate
When you intimidate an NPC into backing off or giving in, roll with
Passion. On a hit, they choose one. On a 10+, first, you pick one they
cannot choose:
• They run to escape or get backup.
• They back down but keep watch.
• They give in with a few stipulations.
• They attack you, but off-balance; the GM marks a condition on them.
Trick
When you trick an NPC, roll with Creativity. On a hit, they fall for it and
do what you want for the moment. On a 7-9, pick 1. On a 10+, pick 2.
• They stumble; you take +1 forward when acting against them.
• They act foolishly; the GM tells you what additional opportunity
they give you.
• They overcommit; they are deceived for some time.
Once the PCs are sure about their choices, the GM If you defend and respond, roll with Focus.
reveals what each NPC chose. Now it’s time to find out Defend and respond basic techniques:
whose plans worked and whose didn’t! In the fiction, • Retaliate. Each time a foe inflicts fatigue, a condition, or shifts
all the actions happen more or less at the same time; your balance in this exchange, inflict 1-fatigue on that foe.
but at the table, you go through them in a certain order— • Block. Choose one advance and attack technique. For the rest of
defend and respond, followed by advance and attack, this exchange, mark fatigue to block an enemy within reach who
followed by evade and observe. uses that technique unless they mark an additional fatigue.
• Retreat. Leave the fight to safety. Any foe engaged with you can
When it’s time for an NPC to resolve their chosen mark fatigue to block this technique.
approach, most NPCs choose one technique listed under
their approach, but… Advance and Attack
• NPCs fighting together in a group get to choose If you advance and attack, roll with Passion.
additional techniques based on their group size: +1 for Advance and attack basic techniques:
small groups of 5 to 10 NPCs, +2 for medium groups • Strike. Mark fatigue to inflict a condition on a foe in reach.
of 10-20, +3 for large groups of 21 or more fighters. • Seize a position. Advance to a new location—engage new foes,
• Significant NPCs who have balance scores start out just avoid an obstacle or danger, or establish an advantageous position.
choosing one technique like anyone else, but as their • Smash. Destroy or destabilize something in the environment.
balance shifts up, they get tougher and tougher to beat.
These NPCs choose additional techniques equal to their
Evade and Observe
current balance score.
If you evade and observe, clear 1-fatigue & roll with Creativity or Harmony.
When it’s time for a PC to resolve their approach, roll Evade and observe basic techniques:
with the appropriate stat. On a 7-9, choose one basic • Test Balance. Mark fatigue to question a foe as you fight with
technique, or one mastered special technique. On a them. Ask what their principle is; they must answer honestly. If you
10+, you may choose one learned or practiced special already know their principle, you may instead shift their balance.
technique, or two basic or mastered special techniques. • Show off. Mark fatigue to impress or intimidate a foe. They must
either allow you to shift their balance or they may only use a single
As described above, a technique is a single option, a single technique in the next exchange.
effect, as described below. Every approach has three basic • Watch a foe. Choose an engaged foe to carefully observe. In
techniques that all characters—including NPCs—have your next exchange with them, before anyone else makes any
access to at all times. Many characters also have special choices, they must announce what approach they choose and one
techniques they have learned over the course of their training. technique of that approach they will use in that exchange.
You can’t use the same technique twice in the same round!
The Aftermath
Once all techniques are resolved, the exchange is over.
You might have a moment to catch your breath, turn
and run, talk trash, or do something else. But as soon as
someone tries to stop you taking that action with their
fists or weapons or bending—or as soon as you use
your fists or weapons or bending to stop someone else’s
action—another exchange begins.
Basic GM Moves
Guidelines • Inflict fatigue or a condition
• Describe a wondrous world with a deep history • Shift their balance
• Address the characters, not your players • Reveal a hidden truth
• Be the companions’ biggest fan • Twist loyalties with tempting offers
• Ask questions and let your players answer • Escalate to violence
• Treat companions equally • Offer a risky opportunity
• Remember the history of the world and characters • Threaten a loved one
• Emphasize lessons throughout • Shift the odds, suddenly
• Give NPCs drives, fears, and hopes • Exploit a weakness in their history
• Make conflicts moral choices • Provide wisdom in unlikely places
• Use imbalance instead of evil • Turn a move back on them
• Seek consequences besides death • Put someone in danger
Knowledge is power and thus the idea that the PCs could Ticks as a GM Move
get their hands on a scroll containing an un-redacted, If the players roll a miss, remember that you can make as hard or
unchanged piece of history is powerful. If the PCs can as soft a move as you like...including ticking the clock. Advancing
smuggle the scroll out of Hari Bulkan, it means they can the time during this adventure is a fairly hard move, but it can be
preserve a piece of history and perhaps later use it to their a great way to keep the story exciting! Just remember to give the
advantage. That’s something worth risking your neck for! players an understanding of what’s happening in the fiction while
In the Introduction, you’ll find a few questions you can you make your move—“By the time you manage to recover your
ask your players about the scroll, allowing them to craft senses, you can see that it’s gotten a bit later in the day…”—
its meaning and making it relevant to their characters. instead of just saying “Okay, I’m going to tick the clock now…”
Event 2—Change from Morning to Afternoon—The Event 4—Change from Evening to Night—Explosions
morning ends with the sun high in the sky beating down ring overhead as hundreds of fireworks shoot into the
on joyful celebrations in full swing. Giant dragons made night sky. Families watch awe-struck from their homes
of wood and fabric held aloft by skilled dancers snake as the darkness of night is beaten back by the power of
their way through the crowded streets shooting gouts of fire in brief moments of violently beautiful illumination.
fire into the sky to the onlookers’ delight. Word of the The city locks down and Bai is ready for the PCs to try
missing scroll has spread from Bai to all the soldiers to flee; no matter how the PCs decide to leave the city,
in the city; they start looking for Niuan and the PCs Bai is there waiting for them. His extensive network of
as well. If the PCs aren’t careful, they’ll be spotted by intimidating guards and sneaky spies ascertain where the
guards. The city guards also show sketches of the PCs’ PCs go and he is there to stop them. The players must
likenesses—hastily drawn things with a few hilarious face Bai, and most likely fight him (and his guards), in
inaccuracies—to the public, and the PCs could be sold order to escape.
out by anyone who isn’t truly loyal to them. If the PCs
have made any missteps with NPCs, one of them could
betray the PCs—for example, Fai Lan has no qualms
about seeing the PCs go down for a crime if it means he
comes out ahead.
Niuan has lived a sheltered life for most of his seventy years. He grew up Unlike Niuan, Bai had no illusions about the Fire Nation as he came into
in Hari Bulkan and became a Fire Sage without a second thought, but self- adulthood. He understands the truth behind the Fire Nation’s genocide of
doubt set in when he received a tour of the nation’s colonies as a reward the Air Nomads and has decided the atrocities are justifiable for the greater
for his years of loyal service. During the tour he saw how people suffered good. Bai doesn’t believe he’s a bad person, just pragmatic—the Fire Nation,
under a regime he’d supported and empowered, and he began doubting its culture, and its people are superior to others and thus it is their natural
his choices. Now disillusioned with the Fire Nation, Niuan wants to retire state to conquer. In that vein, Bai will do nearly anything to maintain the
away from the capital and leave behind the hard questions of morality integrity of the lies the Fire Lord and his minions have spun to the masses
or guilt inherent in his position. There’s a chance he could turn on the about the war and the other nations. It’s better for the common folk if they
PCs if offered the freedom he prizes so dearly or if his life is threatened, don’t think too much about what the truth is and more about how they can
but Niuan is a man trying to do the right thing. Despite Niuan’s status as serve their county. His main concern is retrieving the scroll; if he can’t contain
a Major NPC he refuses violence, even if his own life is in danger. He’s it, he’ll destroy it and anyone with knowledge of it.
caused enough suffering and does not want to contribute any more. It Drive: Protect the Fire Nation and its citizens from the truth
would take a significant threat to convince him to stand and fight.
Principle: Tradition
Drive: Escape the darkness and guilt of Hari Bulkan 0 +1 +2 +3
Principle: Freedom Technique Conditions
0 +1 +2 +3
Fire Pinwheel Angry
Technique Conditions advance and attack Afraid
Take Cover Angry Throw a spinning disc of pure flame. Mark Foolish
defend and retreat Afraid fatigue to inflict two conditions on a foe Guilty
Swerve and maneuver into cover. In this Foolish engaged with you. If your target blocks, Insecure
exchange, the first attack on you strikes Guilty dodges, or otherwise avoids this attack, it
your cover, damaging it but leaving you Insecure sets everything around them aflame.
unharmed. Fatigue
Fatigue
Like his mother, Fai Lan is cunningly smart...but unlike Ma he’s not a Rini is one of the eldest Fire Finches—she’s 14 years old and knows every
Firebender, a position which has made him terrifyingly vicious in order to inch of the streets of Hari Bulkan. When her parents died quashing an
ensure no one in the gang dare cross him. Most of the time, he plays the uprising in the colonies and her grandmother passed away, there was no
quiet and mysterious leader, but those closest to him know he’s prone to one to take care of Rini, so she took care of herself. She was alone for
bouts of violence if someone questions his authority. Any deal made with two years before the Finches found her, and she quickly became one of
Fai Lan always comes at a price, whether that be something he requests its most trusted members, eventually ascending as their leader after their
right away or a favor he demands down the line. Despite his vicious previous one “became old and boring.” Rini is self-confident, charismatic,
nature, Fai Lan has managed to keep the loyalty of the people he protects and dynamic, making her beloved by most Finches. She never gives up and
(and extorts) by keeping the guards well bribed and dealing swiftly with would fight to the death for any Finch if she had to…but Rini would never
anyone who crosses the people he protects. be that stupid. Better to run away from a fight and live to be with those you
Drive: Gain more and stronger control over his gang and Hari Bulkan love, than die for a cause.
Drive: Protect the Fire Finches
Principle: Control
0 +1 +2 +3
Principle: Loyalty
0 +1 +2
Technique Conditions
Chi blocking Angry Technique Conditions
advance and attack Afraid Momentum Throw Afraid
Pinpoint weapon or hand strikes to block Foolish defend and retreat Guilty
a foe’s chi. Mark fatigue to block a foe’s Guilty Prepare to use a foe’s attack momentum to Insecure
chi with your strikes, inflicting a condition Insecure throw them. When you Block a foe’s tech-
and rendering a limb useless (and blocking nique, instead of marking fatigue to stop its
bending with that limb). An enemy with one use, mark fatigue to turn it back on them,
fewer useful limb chooses one fewer tech- inflicting appropriate fatigue, conditions,
nique to use each exchange. or balance shifts on them.
Fatigue Fatigue
The Fire Finches are a group of street kids who commit petty crimes Sun Po, a calculating woman in her late forties who wears lavish silken
to defend and feed themselves. They’re led by a sharp-witted, sassy robes, built her merchant fleet from the ground up. The biggest boon of her
Firebender girl named Rini who is one of the eldest Finches and responsible career has been using Fire Nation nobility to bankroll her exploits, carving
for keeping them all safe. They grift, pick pockets, and know all the ins out enough power for herself in the process that most people can’t touch
and outs of the city. The Finches could help the PCs, but are loyal to other her. She’s a friend of Niuan—she met him at a party while wooing a wealthy
Finches above all else; if the PCs want their help, they have to win over patron into paying for an expedition and decided to keep him as a friend. The
several of the Finches to get access to Rini. For example, a PC could help a two play pai sho with one another every Sunday! She’s clever but petty and
Finch play a particularly good prank on a guard or hustle them a number of could be convinced to smuggle the PCs out of the city on one of her vessels…
exotic festival treats. The Finches have tunnels leading out of the city (see if the players help her humiliate a rival merchant Liva (page 31) who slighted
Important Locations: City Exits) to the other side of the island, where the her first. She enjoys her games with Niuan, but there’s no way she’s helping
PCs could hire a boat to escape. the heroes unless she gets something in return.
Drive: Survive, physically and spiritually Drive: Drive off threats to her power
Principle: Self-Reliance Principle: Power
0 +1 +2 0 +1 +2
T h e r o l e P l ay i n g G a M e
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Combat Moves
When you engage in combat, NPCs choose one of
the following approaches in secret, followed by the Combat Approaches
PCs—as a group—deciding on their approaches:
• defend and respond Defend & Respond
• advance and attack roll with Focus
• evade and observe Defend and respond basic techniques:
Combatants announce their approaches, then Retaliate
resolve each exchange’s approaches in that order by Each time a foe inflicts fatigue, a condition, or shifts your balance in this exchange, inflict
rolling with the appropriate stat. 1-fatigue on that foe.
For PCs Block
On a 7-9, use one basic or mastered technique. On a Choose one advance & attack technique. For the rest of this exchange, mark 1-fatigue
10+, choose one from this list instead: to block an enemy within reach who uses that technique unless they mark an additional
• mark 1-fatigue to use a learned technique fatigue.
• use one practiced technique
• use two basic or mastered techniques Retreat
On a miss, you stumble, but you can shift your balance Leave the fight to safety. Any foe engaged with you can mark 1-fatigue to block this
away from center to use one basic technique. technique.
For NPCs
The GM chooses one technique tied to that
approach, plus additional techniques equal to the Advance & Attack
roll with Passion
NPC’s current principle score.
Advance and attack basic techniques:
Strike
Exchange Mark 1-fatigue to inflict a condition on a foe in reach.
Combat takes place in exchanges—sets of blows, blocks, Seize a position
dodges, and moves that combine into a single fluid sequence. Advance to a new location—engage new foes, avoid an obstacle or danger, or establish
Make sure everyone is clear about who is involved in any an advantageous position.
given exchange; “surprise attacks” happen before engaging Smash
in combat, and once engaged in combat, participants have Destroy or destabilize something in the environment.
a general idea of whom they are fighting with and against.
Combat exchanges don’t have to happen right after each
other—characters can talk to each other or take other actions
between exchanges. But as soon as one character comes back
Evade & Observe
Clear 1-Fatigue & roll with Creativity or Harmony
at another, ready to fight, they are engaging in combat again.
Evade and observe basic techniques:
Techniques Test Balance
A technique is a single option, a single effect. Every approach Mark 1-fatigue to question a foe as you fight with them. Ask what their principle is; they
has three basic techniques that all characters have access to, must answer honestly. If you already know their principle, you may instead shift their
including NPCs. Many characters will also have special tech- balance.
niques that they have learned over the course of their training.
A PC can have a special technique at either learned, Show off
practiced, or mastered level. Mark 1-fatigue to impress or intimidate a foe. They must either allow you to shift their
balance or they may only use a single technique in the next exchange.
• Learned: they know the core ideas and basics, but can’t
easily perform the technique at will. Watch a foe
• Practiced: they have used it effectively in a real situation Choose an engaged foe to carefully observe. In your next exchange with them, before
and have a greater grasp on it and facility of use. anyone else makes any choices, they must announce what approach they choose and one
• Mastered: they can use it easily and at will, just like any technique of that approach they will use in that exchange.
of the basic techniques.
Every time you master a technique, take a growth advance-
ment as well.
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Lander Besabe (Order #30624355)
Campaign Creation Worksheet
Choose an Era: Choose a Scope:
Kyoshi’s Era Roku’s Era The Hundred Aang’s Era Korra’s Era
Year War
act 1:
Act 1:
We befriended [ally] who gave us access to [valuable item]
We discovered a secret hidden by [powerful figure]
We did something fun, but drew the ire of [powerful
figure] in the process
We learned the frightening plans of [powerful foe
act 2:
Act 2:
We stole [valuable item] from [powerful foe]
We discovered a terrible truth about [location or
powerful figure]
We defended [ally or place] from [powerful foe]
We destroyed [valuable item] and drew the ire of its
owner, [powerful foe]
act 3:
Act 3:
We fought and barely defeated [powerful foe]
We narrowly escaped capture by [powerful foe]
We saved or rescued [ally] from [powerful figure]
We were saved from [powerful foe] by [ally], to their
own detriment
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Lander Besabe (Order #30624355)
TEEK, THE Bold
Teek fled his Southern Water Tribe village—with his friend Aniki (the Guardian) and TRAINING
her baby brother Minaq—when Fire Nation troops attacked his home and sought T h e r o l e P l ay i n g G a M e
to kill the benders like himself who lived there. During his travels to the Fire Na-
tion Capital, Teek has often thought of his great uncle who was off fighting in the
war. The young bender aspires to be a powerful Waterbender like his uncle—he Waterbending
has to be! The Fire Nation must be stopped and Teek knows he can be instrumen-
tal in ending its domination…The only problem is he hasn’t yet been able to prove
how great he can be. Teek heard about the Fire Nation hiding a valuable scroll
Fighting Style
Water whips
+1 CREATIVITY
in the Dragonbone Catacombs and sees stealing it as an opportunity to show he
+1 FOCUS
StaTs
hasn’t squandered his gifts.
Background: Outlaw, wilderness Demeanor: Impatient
Look: Scrawny, but acrobatic with unkempt clothes and bright eyes Fatigue 0 HARMONY
Hometown: Grey Wolf Village 0 PASSION
Legacy of Connections
balANce
Excellence __________________ scoffs at me and my plans; one day
You have dedicated yourself to becoming worthy of the trust
I’ll show them what I can do. loyalty
others place in you. Choose four drives to mark at the start of
play. When you fulfill a marked drive, strike it out, and clear __________________ has a pretty good head on their
a condition. When your four marked drives are all struck out, shoulders; they’re a great sounding board for my ideas.
choose and mark four new drives.
successfully lead your call out a friend’s bad
companions in battle behavior to their face
kiss someone dangerous form a deep relationship
Moves
punch someone you with someone new Here’s The Plan
probably shouldn’t punch stop a fight with calm When you work out a plan with someone, roll with Creativity.
help a friend when they words On a 10+, hold 3. On a 7-9, hold 2. You can spend your hold
most need you tell someone your true 1-for-1 while the plan is being carried out to:
take down a threat all on feelings for them • Aid someone; add +1 to their roll (choose after rolling)
your own travel to an incredible • Call out a warning or a command; reduce the fatigue
openly outperform an place they mark by 1
authority figure stand up to someone who • Rally someone with invigorating words; negate a
pull off a ridiculous stunt
save a friend’s life
doesn’t respect you
restrain a friend from
condition they would otherwise suffer confidence
making a bad choice On a miss, hold 1, but your plan encounters some disas-
pet a fantastic beast trous opposition right from the start. Afraid
Conditions
StaTs
villains which have taken so much from her.
Background: Outlaw, wilderness
Look: Always put together, broad shoulders, and a warm smile
Demeanor: Cautious
Fatigue 0 HARMONY
Hometown: Grey Wolf Village +1 PASSION
Protector’s Connections
Burden
balANce
__________________ is my ward—they need me to have
You take it upon yourself to protect the people around you in
their back, end of story. self-reliance
general, but you have someone in particular you keep safe.
Name your ward (choose a PC to start): __________________ looks like they’re more than capable
____________________________ without my help; I’m glad some of us can take care of
ourselves.
When they mark a condition in front of you, mark fatigue or
mark a condition. Your ward can always call on you to live up
to your principle—without shifting balance toward center—
and they take +1 to do it.
At the beginning of each session, roll, taking +1 for each yes:
Moves
Suspicious Mind
• Do you believe your ward listens to you more often than not? When you watch a person carefully to figure them out, roll
• Have you recently protected them or helped them with a with Focus. On a 7-9, hold 1. On a 10+, hold 2. Spend your
problem? hold, 1-for-1, to ask their player questions while you observe or
• Is there an immediate threat to your ward that you are interact with them; they must answer honestly.
aware of? • Are you telling the truth?
On a 7-9, hold 1. On a 10+, hold 2. At any time, spend the • What are you truly feeling?
hold to: • What do you really want right now?
• What are you worried about?
trust
• take a 10+ on any move to defend or protect them
• What are you about to do?
• track them down even if they are hidden or avoiding you Afraid
Conditions
• figure out what they’re up to without them knowing On a miss, you tip your hand, but you can shift your balance -2 to intimidate and call someone out
away from center to ask 1 question right now.
On a miss, you’re drifting apart on different paths; switch Angry
your ward to a new person or take -1 ongoing to all moves Martyr Complex -2 to comfort or support and assess a situation
made towards your ward until next session, including When you have a total of 8 between conditions marked, Foolish
defending them. highest principle, and fatigue marked, take +1 ongoing to -2 to trick and resist shifting your balance
You may also switch your ward if they leave play or are all moves. Guilty
no longer present for some reason. When you switch your -2 to push your luck and deny a callout
ward, you can switch to an NPC (if the GM agrees).
Fighting Technique Insecure
-2 to plead and rely on your skills or training
Divert
defend & respond L P M
Step into the way of blows intended for allies;
when any ally within reach suffers a blow this Clearing Conditions
exchange, you can suffer it for them. If you • Angry: break something important or put others in danger.
also retaliate this exchange, deal an additional • Afraid: run from danger or difficulty.
1-fatigue each time. • Foolish: take foolhardy action without talking to your
companions.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
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Lander Besabe (Order #30624355)
wenli, THE hammer
Wenli grew up in the poorest part of Harbor City where the strong exploit the weak TRAINING
and the authorities did nothing to stop it. Trying to protect the weak from bullies T h e r o l e P l ay i n g G a M e
landed Wenli in a number of brutal fights, but she kept picking them, despite her
sweet father trying to teach her restraint. True tragedy struck when Wenli’s father was
beaten to an inch of his life by some of Fai Lan’s enforcers. They stole his daily wages
while he was walking home in the early hours of the morning. Rather than investigate, Firebending
the lazy police laughed off her father’s injuries, which left him infirm and unable to
work. Wenli knows no matter how hard she tries, she’ll never change the system by
Fighting Style
Fiery Flying Fists
+1 CREATIVITY
playing by their rules, so she’s decided to sneak into the Dragonbone Catacombs and
-1 FOCUS
StaTs
steal from the people who take the most—the Fire Nation’s ruling class.
Background: Urban Demeanor: Blunt
Look: Short and striking, long braided hair and practical attire Fatigue 0 HARMONY
Hometown: Harbor City +2 PASSION
Bringing Connections
Them Down
balANce
__________________ has a way to solve problems with
You always have an adversary, one who represents the
words instead of fists—it’s really impressive! care
things you’re trying to smash through—tyranny, inequality,
war; larger and more dangerous concepts that, to you I worry __________________ won’t be able to hold their
at least, this one person embodies. Your adversary is own when things get tough. I’m going to toughen
someone significant and powerful—someone who actually them up!
deserves the amount of force you can bring to bear.
Your adversary: Fire Sage Bai
The goal you have for your adversary:
Capture them Depose them Expose them
Moves
Fueled by Anger
Discredit them Restrain them Exile them Mark Angry to use an additional basic or mastered
Take -1 ongoing to plead with, trick, or comfort or technique when you advance and attack, even on a miss.
support your adversary. While Angry is marked, take +1 ongoing to intimidate
others.
Changing Your adversary
You can change your adversary any time you mark a condi- Punch Where It Matters
tion, or at the end of each session. When you do, choose an
appropriate goal, and the GM shifts your balance twice to
When you assess a situation, you can always ask, “Who
or what here is most vulnerable to me?”, even on a miss. force
match your new adversary and your new goal. Remember to take +1 ongoing to act in accordance with
When you successfully accomplish your goal and defeat the answer. Afraid
Conditions
your adversary, take a growth advancement and choose a -2 to intimidate and call someone out
new adversary. Angry
Fighting Technique -2 to comfort or support and assess a situation
Fighting Your adversary
When you enter into a fight against your adversary, clear Overwhelm Foolish
-2 to trick and resist shifting your balance
all fatigue. When you select any combat approach against advance & attack L P M
your adversary, mark fatigue to roll with conditions marked Guilty
Throw a punch with all your weight behind it; -2 to push your luck and deny a callout
instead of your normal stat.
mark up to 3 fatigue or conditions in any com-
bination to force your opponent to mark the Insecure
-2 to plead and rely on your skills or training
same number of conditions (but not fatigue).
Clearing Conditions
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your
companions.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
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Lander Besabe (Order #30624355)
xaipan, THE Icon
Xaipan grew up in the Fire Nation, but she’s always been part of the earth. Her parents TRAINING
told her they were guests of the Fire Nation; unfortunately as Xaipan grew older she T h e r o l e P l ay i n g G a M e
realized they were actually glorified prisoners. After her mother’s death in captivity,
Xaipan is the last of the “earth dancers,” a skilled group of Earthbenders brought to the
Fire Nation Capital as a curiosa from the colonies—something to admire and eventually Earthbending
watch go extinct. Xaipan decided to escape her captivity entertaining Fire Nation gentry
and managed to convince General Gong, who was in charge of watching her, to let her
go. She fled to the Dragonbone Catacombs thinking there was a hidden exit out of Hari
Fighting Style
Dancing with the earth
0 CREATIVITY
Bulkan there and met her new friends when guards closed in on her location.
+1 FOCUS
StaTs
Background: Priviledged, urban Demeanor: Sad
Look: Slender and lithe with powerful muscles and flowing clothes
Fatigue +1 HARMONY
Hometown: Hari Bulkan
0 PASSION
identity, mark Foolish to treat your roll as if it was a 12+. If -2 to intimidate and call someone out
Break Tradition Foolish is already marked, mark 2-fatigue instead.
When you directly and openly break a prohibition of your bur- Angry
-2 to comfort or support and assess a situation
den and tradition, mark a condition, shift your balance twice
towards Freedom, and clear fatigue equal to your Freedom. Fighting Technique Foolish
-2 to trick and resist shifting your balance
Wall of Perfection Guilty
defend & respond L P M -2 to push your luck and deny a callout
Create a perfect wall of defense around yourself Insecure
and any allies directly next to you. Mark fatigue -2 to plead and rely on your skills or training
to block any attack towards the wall or keep at
bay any enemy who tries to penetrate the wall.
Clearing Conditions
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your
companions.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
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Lander Besabe (Order #30624355)
Sunlin, THE Idealist
Sunlin grew up as an orphan on the streets of Harbor City after their parents died in TRAINING
an accident mining ore to build warships for the Fire Nation. That terrible accident T h e r o l e P l ay i n g G a M e
taught Sunlin the true price of war, and they committed themselves to find a way to
bring meaning to their parents’ deaths. Luckily, Sunlin didn’t grow up embittered and
alone, but was found by the Fire Finches, a child gang of low-level street criminals Weapons
in the capital. Sunlin may have lost their parents, but learned there is always hope in
the world after gaining a new family in the Finches. Unfortunately, a disagreement
with Rini over the Finches’ goals led to Sunlin leaving the group, hoping to find some
Fighting Style
Dual throwing clubs
+1 CREATIVITY
way to do more good than merely survive on the streets of the city. When Wenli told
+1 FOCUS
StaTs
Sunlin about a scroll hidden in the Dragonbone Catacombs, Sunlin know they had
found a way to do some real good...
Background: Urban Demeanor: Joyful Fatigue 0 HARMONY
Look: Tall and curvy with a striking gaze Hometown: Harbor City
0 PASSION
are stupid, roll with Passion. On a hit, they are surprised by -2 to intimidate and call someone out
your argument; they must shift their balance or offer you a
way forward, past the rules. On a 10+, both. On a miss, your
Angry
-2 to comfort or support and assess a situation
efforts to move them only reveal how strongly they believe
in the system—mark a condition as their resistance leaves Foolish
you reeling. -2 to trick and resist shifting your balance
Guilty
Fighting Technique -2 to push your luck and deny a callout
Insecure
Disorient -2 to plead and rely on your skills or training
advance & attack L P M
Pummel them with blows; mark fatigue to
shift their balance
Clearing Conditions
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your
companions.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
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Lander Besabe (Order #30624355)
yinzin, THE SUCCESSOR
Yinzin grew up on a picturesque outer island of the Fire Nation owned by his TRAINING
family for generations. He learned to read from the unabridged history of the Fire T h e r o l e P l ay i n g G a M e
Nation written by his mother Zinlai, who inherited the title of National Historian
from her mother and so on. Yinzin was set to inherit the title—he trained for the
position his entire life—but a visit from his aunt threw his life into turmoil. He
Technology
overheard a fight between his aunt and mother, where his aunt claimed every-
thing his mother ever wrote was a lie. Now, Yinzin searches for answers; he can’t
become a National Historian until he knows for sure—are the words his mother
Fighting Style +1 CREATIVITY
Smoke bombs
penned a beautiful lie obscuring a horrid truth?
+2 FOCUS
StaTs
Background: Priviledge, urban Demeanor: Intense
Look: Well-dressed young man with an air of arrogance betrayed by a kind smile
Hometown: Dizin Island
Fatigue -1 HARMONY
0 PASSION
don’t come without strings; you’ll need to promise to fulfill attempts to take action to make amends. -2 to intimidate and call someone out
some other obligation of your lineage, or let them shift your
Angry
balance right now. On a miss, they’re dissatisfied with your Fighting Technique -2 to comfort or support and assess a situation
display; they’re cutting you off until you fulfill some task they
set to you. Foolish
Break -2 to trick and resist shifting your balance
Raid Your Lineage’s Resources evade & observe L P M
Guilty
When you raid your lineage’s resources without their Target a foe’s vulnerable equipment; mark -2 to push your luck and deny a callout
consent or knowledge, mark a condition and roll with your fatigue to render it useless or broken.
Progress. On a hit, hold 1-resource. On a 7-9, choose 1. On Insecure
-2 to plead and rely on your skills or training
a 10+, choose 2.
• You obtained an additional 1-resource.
• You nabbed your goodies quietly and quickly; your
lineage will be none the wiser.
• You steel yourself for what you’re doing; avoid marking a Clearing Conditions
condition. • Angry: break something important or put others in danger.
On a miss, you’re caught in the act by a powerful member • Afraid: run from danger or difficulty.
of your lineage. • Foolish: take foolhardy action without talking to your
companions.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
THE Bold
NAME:
Background Demeanors
Military Outlaw Urban Impatient Affable Talkative
Monastic Privileged Wilderness Sensitive Enthusiastic Impetuous T h e r o l e P l ay i n g G a M e
TRAINING
Fighting Style:
StaTs
Add +1 to one stat
balANce
At character creation, shift your balance once if you like
Conditions
See the back of this sheet for more on clearing conditions
Confidence
FOCUS [+1] Angry
Loyalty
Legacy of
Excellence
Moves choose two
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Lander Besabe (Order #30624355)
Your Character
Look:
武 Fighting Techniques 術
Home Town:
Tag Team
History advance & attack L P M
• Why do you feel the need to prove yourself so badly?
Work with a companion against the same foe; mark 1-fatigue to inflict 2-fatigue on
• Who epitomizes the kind of big, bold figure you hope to be?
• Whose approval do you think you will never attain?
a foe targeted in this exchange by a companion using Strike, even if their Strike is
• What token or symbol do you wear to prove you are serious? blocked or doesn’t land.
• Why are you committed to this group or purpose?
Connections
Name: L P M
__________________ scoffs at me and my plans; one day I’ll show defend & respond advance & attack evade & observe
them what I can do.
Name: L P M
Clearing Conditions defend & respond advance & attack evade & observe
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your companions.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
Name: L P M
Moment of Balance defend & respond advance & attack evade & observe
GROWTH
Growth Question
At the end of each session, answer this question with the other
growth questions: Name: L P M
• Did you express vulnerability by admitting you were wrong or defend & respond advance & attack evade & observe
that you should have listened to someone you ignored?
Growth Advancements
• Take a new move from your playbook
• Take a new move from another playbook
• Raise a stat by +1 (maximum of +2 in any given stat)
Name: L P M
• Shift your center one step
defend & respond advance & attack evade & observe
• Unlock your Moment of Balance
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
THE Guardian
NAME:
Background Demeanors
Military Outlaw Urban Harsh Polite Suspicious
Monastic Privileged Wilderness Serious Quiet Cautious T h e r o l e P l ay i n g G a M e
TRAINING
Fighting Style:
StaTs
Add +1 to one stat
balANce
At character creation, shift your balance once if you like
Conditions
See the back of this sheet for more on clearing conditions
TRUST
HARMONY [0] Foolish
-2 to trick and resist shifting your balance
PASSION [+1]
Guilty
-2 to push your luck and deny a callout
Fatigue Insecure
-2 to plead and rely on your skills or training
Protector’s
Burden
Moves choose two
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
Your Character
Look:
武 Fighting Techniques 術
Home Town:
Divert
History defend & respond L P M
• What pushed you to assume responsibility for the people you Step into the way of blows intended for allies; when any ally within reach suffers a
care about? blow this exchange, you can suffer it for them. If you also Retaliate this exchange,
• Whom have you protected for so long...but maybe doesn’t need
deal an additional 1-fatigue each time.
you anymore?
• Who used to be in your circle of trust before they betrayed you?
• What tattered garment or adornment reminds you of those you
protect...or failed to protect? Name: L P M
• Why are you committed to this group or purpose? defend & respond advance & attack evade & observe
Connections
__________________ is my ward—they need me to have their
back, end of story.
Clearing Conditions
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your companions.
Name: L P M
• Guilty: make a personal sacrifice to absolve your guilt.
defend & respond advance & attack evade & observe
• Insecure: offer aid or support to someone competent.
Moment of Balance
You’ve sworn to protect the people you care about, but
balance is about finding your own place in the world as
well. You know what you’re capable of accomplishing, and Name: L P M
you step up to show the world your unique strength. Tell defend & respond advance & attack evade & observe
the GM how you put your own life on the line to defeat a
villain or danger that seems unstoppable.
GROWTH
Name: L P M
Growth Question defend & respond advance & attack evade & observe
At the end of each session, answer this question with the other
growth questions:
• Did you pursue a desire or goal of your own, outside of
protecting others?
Growth Advancements
Name: L P M
• Take a new move from your playbook defend & respond advance & attack evade & observe
• Take a new move from another playbook
• Raise a stat by +1 (maximum of +2 in any given stat)
• Shift your center one step
• Unlock your Moment of Balance
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Lander Besabe (Order #30624355)
THE hammer
NAME:
Background Demeanors
Military Outlaw Urban Playful Quiet Excessive
Monastic Privileged Wilderness Blunt Loud Determined T h e r o l e P l ay i n g G a M e
TRAINING
Fighting Style:
StaTs
Add +1 to one stat
balANce
At character creation, shift your balance once if you like
Conditions
See the back of this sheet for more on clearing conditions
Force
-2 to comfort or support and assess a situation
Care
You always have an adversary, one who represents the things you’re trying to smash Fueled by Anger
through—tyranny, inequality, war; larger and more dangerous concepts that, to you at Mark Angry to use an additional basic or mastered technique when you advance and
least, this one person embodies. Your adversary is someone significant and powerful— attack, even on a miss. While Angry is marked, take +1 ongoing to intimidate others.
someone who actually deserves the amount of force you can bring to bear.
Walls Can’t Hold Me
Name your adversary: _______________________________________________________ When you rely on your skills and training to dangerously smash your way through walls
Choose a goal you have for your adversary: or other obstacles, roll with Passion instead of Focus.
Capture them Depose them Expose them
Punch Where It Matters
Discredit them Restrain them Exile them
When you assess a situation, you can always ask, “Who or what here is most vulner-
Take -1 ongoing to plead with, trick, or comfort or support your adversary. able to me?”, even on a miss. Remember to take +1 ongoing to act in accordance with
Changing Your adversary the answer.
You can change your adversary any time you mark a condition, or at the end of each Comprehend Your Foe
session. When you do, choose an appropriate goal, and the GM shifts your balance twice to When you defend and respond against a foe whose balance principle you know, you may
match your new adversary and your new goal. mark fatigue to roll with Creativity instead of Focus.
When you successfully accomplish your goal and defeat your adversary, take a growth
advancement and choose a new adversary. Stand and Fight!
When you provoke an NPC opponent into attacking you, roll with Passion. On a hit, they’re
Fighting Your adversary coming at you specifically. On a 10+, you’re ready for them; clear a condition or clear
When you enter into a fight against your adversary, clear all fatigue. When you select any 2-fatigue. On a miss, they take advantage of your provocation to strike a blow where you
combat approach against your adversary, mark fatigue to roll with conditions marked least expect it.
instead of your normal stat.
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
Your Character
Look:
武 Fighting Techniques 術
Home Town:
Overwhelm
History advance & attack L P M
• What injustice has driven you to use your strength for good? Throw a punch with all your weight behind it; mark up to three fatigue or conditions
• Who represents the kind of positive strength and force you want in any combination to force your opponent to mark the same number of conditions
to embody?
(but not fatigue).
• Who tried their best to teach you restraint, calm, and thoughtfulness?
• What fragile trinket or heirloom do you keep and protect?
• Why are you committed to this group or purpose?
Name: L P M
Connections defend & respond advance & attack evade & observe
__________________ has a way to solve problems with words
instead of fists—it’s really impressive!
You can knock down every wall in the world, but balance
isn’t found in conquest and destruction. You know some
walls need to stand to keep people safe. Tell the GM how you
put yourself directly in the path of an inescapable threat to
completely protect someone or something from harm. Name: L P M
defend & respond advance & attack evade & observe
GROWTH
Growth Question
At the end of each session, answer this question with the other
growth questions: Name: L P M
• Did you make progress towards your goal against your adversary? defend & respond advance & attack evade & observe
Growth Advancements
• Take a new move from your playbook
• Take a new move from another playbook
• Raise a stat by +1 (maximum of +2 in any given stat)
• Shift your center one step
• Unlock your Moment of Balance Name: L P M
defend & respond advance & attack evade & observe
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
THE Icon
NAME:
Background Demeanors
Military Outlaw Urban Naive Needy Haughty
Monastic Privileged Wilderness Playful Sad Grave T h e r o l e P l ay i n g G a M e
TRAINING
Fighting Style:
StaTs
Add +1 to one stat
balANce
At character creation, shift your balance once if you like
Conditions
See the back of this sheet for more on clearing conditions
FreEDom
Angry
-2 to comfort or support and assess a situation
Role
You are an icon of your burden and tradition. You are expected to be its exemplar, its single Use Their Momentum
most important representative, trained up from a young age and saddled with the weight When you are engaged with a large or powerful foe, mark fatigue to advance and attack
of history. You have been told that you are vital to the world. with Focus instead of Passion. If you do, you don’t have to mark fatigue to use Strike, and you
Choose 3 responsibilities of your burden and tradition you are expected to assume: may also choose to use Retaliate as if it were an advance and attack technique.
Protecting constructed sacred sites, destroying dangerous creatures, overthrowing tyrants, Bonzu Pippinpaddleopsicopolis... the Third
defending rightful rulers, performing rituals, providing aid and succor to the downtrodden, When you trick an NPC by assuming a silly disguise or fake identity, mark Foolish to treat
searching for ancient artifacts, guarding nature from corruption, safekeeping records and relics your roll as if it was a 12+. If Foolish is already marked, mark 2-fatigue instead.
Choose 3 prohibitions of your burden and tradition:
Meditation
Never fall in love; never refuse an earnest request for help; never run from a fight; never start Take +1 Focus (max +3).
a fight; never share the secrets of your tradition; never seek fame or glory; never intervene
without being asked to; never betray someone’s trust; never force your will upon another Otter-Penguins, Unagi, and Hot Springs
When you visit a new inhabited location you learned about in the past, roll with Harmony. On a 7-9,
Live Up to Your Role End of Session
ask 1. On a 10+, ask 2. You and your friends each clear fatigue when you interact with the answers.
When you live up to your Role through At the end of each session, answer these
the responsibilities of your burden and additional questions along with your • What’s the best local pastime? • What special tradition is prized by locals?
tradition despite opposition or danger, standard growth questions. • What interesting locations are nearby? • What’s the most interesting legend locals
shift your balance twice toward Role • Who is the most famous person here? recount about this place?
Did I generally uphold my responsibilities?
instead of marking fatigue, and clear On a miss, tell the GM what you expected to find; they will tell you how this place is different!
fatigue equal to your Role. • If yes, shift balance toward Role.
• If no, mark a condition and shift balance Yip yip!
Break Tradition toward Freedom. You have an animal companion large enough to ride. Name them and choose their species:
When you directly and openly break a Did I generally maintain my prohibitions? Flying bison, polar bear dog, eel-hound, catgator, elephant-mandrill, gemsbok-bull,
prohibition of your burden and tradition,
• If yes, clear a condition and shift balance shirshu, komodo-rhino, sabertooth moose-lion, flying boar, walrus-yak, flying fishopotamus
mark a condition, shift your balance twice
towards Freedom, and clear fatigue equal to toward Role. When you and your animal companion fight together, mark 1-fatigue to use an additional technique
your Freedom. • If no, shift balance toward Freedom. from your approach, even on a miss. When something hurts your animal companion, mark a
condition. When you and your friends travel via your animal companion, everyone clears 1-fatigue.
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
Your Character
Look:
武 Fighting Techniques 術
Home Town:
Wall of Perfection
History defend & respond L P M
• What tradition do you represent as its icon? Why can’t you set Create a perfect wall of defense around yourself and any allies directly next to you;
down the role? mark 1-fatigue to block a single attack towards the wall or keep an enemy at bay who
• Who was your chief mentor, teaching you the nature of your tries to penetrate the wall.
burden and its value?
• Who showed you that even with the weight of your burden, you
could still find ways to play?
• What token of your burden and tradition do you always carry? Name: L P M
• Why are you committed to this group or purpose? defend & respond advance & attack evade & observe
Connections
__________________ seems to not fully understand what it means
that I’m the icon of my tradition...and I kind of like feeling free
around them.
Name: L P M
__________________ makes me feel better about my responsibilities defend & respond advance & attack evade & observe
and my burden with a smile and a few kind words.
Clearing Conditions
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
Name: L P M
• Foolish: take foolhardy action without talking to your companions.
defend & respond advance & attack evade & observe
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: offer aid or support to someone competent.
Moment of Balance
Others have laid a path for you you cannot escape, but
balance means you understand the limits of their vision. Name: L P M
You make the role your own in this moment, charting a defend & respond advance & attack evade & observe
new path for yourself and your tradition. Tell the GM how
your new understanding of your burdens forges a new way
forward for everyone.
GROWTH Name: L P M
Growth Question defend & respond advance & attack evade & observe
At the end of each session, answer this question with the other
growth questions:
• Did you accomplish a feat worthy of your burden and tradition?
Growth Advancements
• Take a new move from your playbook Name: L P M
• Take a new move from another playbook defend & respond advance & attack evade & observe
• Raise a stat by +1 (maximum of +2 in any given stat)
• Shift your center one step
• Unlock your Moment of Balance
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Lander Besabe (Order #30624355)
THE Idealist
NAME:
Background Demeanors
Military Outlaw Urban Lonely Joyful Earnest
Monastic Privileged Wilderness Compassionate Grieving Resolute T h e r o l e P l ay i n g G a M e
TRAINING
Fighting Style:
StaTs
Add +1 to one stat
balANce
At character creation, shift your balance once if you like
Conditions
See the back of this sheet for more on clearing conditions
Action
-2 to comfort or support and assess a situation
HARMONY [+1] Foolish
-2 to trick and resist shifting your balance
PASSION [+1]
Guilty
-2 to push your luck and deny a callout
Fatigue Insecure
-2 to plead and rely on your skills or training
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
Your Character
Look:
武 Fighting Techniques 術
Home Town:
Disorient
History advance & attack L P M
• What tragedy befell you at a young age? Pummel them with blows; mark fatigue to shift their balance.
• Who do you hold most responsible for the tragedy? Why?
• Who helped you through your grief? What did they teach you?
• What symbol, heirloom, or mark do you carry to remind you of
what you lost?
• Why are you committed to this group or purpose?
Name: L P M
Connections defend & respond advance & attack evade & observe
I recognize some of the pain I have felt inside of
__________________; I’m going to try to help them.
GROWTH
Growth Question
At the end of each session, answer this question with the other
growth questions: Name: L P M
• Did you improve the lives of a community of average citizens? defend & respond advance & attack evade & observe
Growth Advancements
• Take a new move from your playbook
• Take a new move from another playbook
• Raise a stat by +1 (maximum of +2 in any given stat)
• Shift your center one step
• Unlock your Moment of Balance Name: L P M
defend & respond advance & attack evade & observe
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
THE SUCCESSOR
NAME:
Background Demeanors
Military Outlaw Urban Perky By-the-book Arrogant
Monastic Privileged Wilderness Intense Casual Oblivious T h e r o l e P l ay i n g G a M e
TRAINING
Fighting Style:
StaTs
Add +1 to one stat
balANce
At character creation, shift your balance once if you like
Conditions
See the back of this sheet for more on clearing conditions
ProgreSs
FOCUS [+1]
Tradition
Angry
-2 to comfort or support and assess a situation
HARMONY [-1] Foolish
-2 to trick and resist shifting your balance
PASSION [0]
Guilty
-2 to push your luck and deny a callout
Fatigue Insecure
-2 to plead and rely on your skills or training
You hail from a powerful and infamous lineage—often a family, though it might also be another close-knit group Way of the Future
which passes status and clout down from generation to generation. Choose one domain from below that is the Take +1 Creativity (max +3).
source of your lineage’s power, and another into which they’re now beginning to extend their reach.
high society land ownership state politics vigilante militias
Black Koala-Sheep
When you behave in a way that shocks and unsettles people from
military command organized crime business and industry media and news
one of your backgrounds, roll with Creativity to intimidate them or
arts and entertainment spiritual authority elite academics vital supply chains push your luck.
Lineage Resources
A Life of Regret
You have access to your family’s extensive stores of two of the following resources:
When you comfort or support an NPC by apologizing and honestly
obscure or forbidden knowledge servants or muscle cold hard cash promising to make amends for the harm they have suffered, roll with
introductions and connections high technology spiritual artifacts or tomes Focus instead of Harmony. If they choose not to open up to you, you
Spend resources during the session to establish a boon you had previously asked for or obtained, something that do not take +1 forward against them. If they choose to open up to
your lineage’s unique position and stores could provide: a vehicle, an invitation into a private event or powerful you, take +1 ongoing to attempts to take action to make amends.
chamber, a chest of jade coins, etc.
Walk This Way
Pay Homage Raid Your Lineage’s Resources When you make over, disguise, and/or coach your friends to fit in with
When you pay obeisance and homage to a When you raid your lineage’s resources without their consent or a specific crowd appropriate to one of your backgrounds, roll with
powerful member of your lineage, roll with knowledge, mark a condition and roll with your Progress. On a hit, Creativity. On a 10+, the performance is flawless; you gain access to
your Tradition. On a hit, you earn some cred- hold 1-resource. On a 7-9, choose 1. On a 10+, choose 2. wherever you wanted to fit in while attracting little suspicion. On a
it; hold 3-resources. On a 7-9, their resources 7-9, you fool nearly everyone; there’s only a single gatekeeper who
• You obtained an additional 1-resource.
don’t come without strings; you’ll need to asks any questions or stands in your way. On a miss, the only way
• You nabbed your goodies quietly and quickly; your lineage will be
promise to fulfill some other obligation of to get the access you desired is for one of your friends to take on a
none the wiser.
your lineage, or let them shift your balance uncomfortable, dangerous, or attention-grabbing role.
• You steel yourself for what you’re doing; avoid marking a condition.
right now. On a miss, they’re dissatisfied
with your display; they’re cutting you off On a miss, you’re caught in the act by a powerful member of your Worldly Knowledge
lineage. Your upbringing expanded your horizons, skillsets, and contacts.
until you fulfill some task they set to you.
Choose another training and another background.
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)
Your Character
Look:
武 Fighting Techniques 術
Home Town:
Break
History evade & observe L P M
• Who is the current head of your lineage? How do you love and Target a foe’s vulnerable equipment; mark fatigue to render it useless or broken.
frustrate each other?
• What close member of your lineage wants to revolutionize it?
• What do you carry that reminds you of the place most associated
with your lineage?
• What part of your lineage’s identity is important and valuable to
you as a person? Name: L P M
• Why are you committed to this group or purpose? defend & respond advance & attack evade & observe
Connections
__________________ has major concerns, fears, or grievances with
my lineage—and with me, by proxy.
Clearing Conditions
• Angry: break something important or put others in danger.
• Afraid: run from danger or difficulty.
• Foolish: take foolhardy action without talking to your companions.
Name: L P M
• Guilty: make a personal sacrifice to absolve your guilt.
defend & respond advance & attack evade & observe
• Insecure: offer aid or support to someone competent.
Moment of Balance
You may never escape the legacy of your family, but
balance allows you to learn from them without defining
yourself in their image. You call upon a resource of your Name: L P M
family to innovate a new solution to an intractable prob- defend & respond advance & attack evade & observe
lem, never forgetting who you are in the face of incredible
danger. Tell the GM how you knock down obstacles that
seem impossible to overcome and save the day.
GROWTH
Name: L P M
Growth Question defend & respond advance & attack evade & observe
At the end of each session, answer this question with the other
growth questions:
• Did you learn something meaningful or important about your
lineage, its members, or its effects on the world and others?
Growth Advancements
Name: L P M
• Take a new move from your playbook defend & respond advance & attack evade & observe
• Take a new move from another playbook
• Raise a stat by +1 (maximum of +2 in any given stat)
• Shift your center one step
• Unlock your Moment of Balance
©2021 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
Lander Besabe (Order #30624355)