Movers & Shakers Quickstart
Movers & Shakers Quickstart
KOrrA ERA
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Quickstart Rules 1
Rizqi Kuntohadi (Order #42554647)
The Rules
For the most part, a tabletop roleplaying game plays like a
The Avatarverse
conversation—you take turns speaking, describing the action
or sharing dialogue, reacting to each other, switching back and In the full game of Avatar Legends: The Roleplaying Game, you be-
forth between in-character and out-of-character speech. The gin by picking an era as the backdrop for your game. The eras are
conversation leads to places of uncertainty, times when no one each tied to the span of an Avatar’s life—except for the Hundred
knows what happens next. When one character tries to jump Year War Era during which Avatar Aang was frozen—and focus
from a burning building to safety—across a ten-foot gap—no on distinct themes which define the type of game you play. The
one knows for sure what happens: do they make the jump or five eras included in the core book of the game are:
come crashing down?
In those moments, you turn to the game’s rules; they help The Kyoshi Era, which covers the events right af-
you to figure out what happens in times of tense uncertainty, ter The Shadow of Kyoshi novel. Play in the Kyoshi
guiding the conversation forward into new, interesting, and Era if you want to fight in battles against rogues
surprising outcomes. and bandits and deal with governmental corrup-
What’s more, the GM also acts as a kind of impartial judge, tion as the nations establish their borders.
helping the table determine when the rules come into play. If
there’s ever doubt about whether or not the rules apply, the The Roku Era, which covers the time right after
GM acts as the final arbiter and decision maker. If a character Sozin became Fire Lord and before Roku married.
is jumping from a burning building, the GM might look at the Play in the Roku Era if you want to deal with
rules and the situations in which they’re supposed to come into tensions between different nations and the trials
play, and then decide that, yes, there absolutely is uncertainty here. of maintaining an uneasy peace.
Time to go to the rules!
If, on the other hand, a character is jumping from one The Hundred Year War Era focuses on the time
building to another when there’s no fire and the two buildings just before Avatar Aang’s awakening at the begin-
are practically touching, the GM might look at the rules, look at ning of Avatar: The Last Airbender. Play in the Hun-
the situations in which they’re supposed to come into play, and dred Year War era if you want to rebel against unjust
decide that there’s no real uncertainty here. There’s no tension. rule, protect the weak, and stand up to tyranny.
The character just does it.
When the rules do apply, they guide you to what happens The Aang Era, which is set immediately after the
next in your particular game and story. The GM will help to events of the Imbalance comics trilogy, some time
interpret the results, as well, to make sure they fit the game and after the end of Avatar: The Last Airbender. Play
the story. Through this system, the rules will lead to interesting in the Aang Era if you want to heal the world after
and surprising oucomes for everyone involved! tragedy and help push it into a brighter future.
Quickstart Rules 3
Rizqi Kuntohadi (Order #42554647)
Bending & Trainings
Within the Avatarverse, many people have incredible skills and abilities. The most well-known of these are different forms of bend-
ing, a kind of elemental manipulation based on motion and spiritual alignment. A bender is born with innate elemental abilities, but
must undergo training to master their element. All benders (except the Avatar) can only bend a single element, though specialized
forms of bending can push that element to its limits. The four elements are: water, earth, fire, and air.
But bending is far from the only training held by heroes of the Avatarverse. Many other heroes are expert martial artists, wield-
ing weapons with incredible skill and agility, while others are genius technologists, inventing new devices that can solve problems
bending can’t even touch.
Waterbending Airbending
Water is movement, change, and grace. The ele- Air is flexible, playful, but still powerful. The ele-
ment cannot be broken and even in its most rigid ment goes where it wills and expands and contracts
forms has the ability to melt and reform. It is a dy- to meet its environment. Air is an open element,
namic element, subtle but powerful. Waterbending breeding freedom and bolstering spirits. Airbending
is inspired by the real-world martial art Tai Chi. is loosely based on the real-world Baguazhang. The
This style’s flowing motions allow a Waterbender martial art’s circular motions and footwork allows
to use their element defensively to redirect an one person to defend against multiple enemies.
opponent’s attack, or offensively in the form of Airbenders are quick and nimble using their skills to
water whips, ice attacks, or large waves. Certain defend from and evade attacks. Airbenders can ride
Waterbenders can also redirect energy paths in the balls of spinning air, quell cyclones, and sweep even
body to heal injuries. the heaviest objects into weightlessness.
Earthbending Weapons
Earth is strong, stable, and constant. The element Weapons are precise, intimidating, and fierce. They
stands the test of time; it is a steady element, demand craftsmanship to create and discipline to
bold and unyielding. Earthbending is inspired by master. In the right hands, a weapon can level the
the real-world Hung Ga, known for solid stances playing field between a non-bender and a bender.
and blunt punches, with fists formed into diverse Fighters trained in the use of weapons can come from
shapes and toughened by striking exercises. any nation. Their first specialty likely comes from
Earthbenders can harness the formative energy their home nations, but it can also include unarmed
of the earth, powerfully punch boulders, and ride combat such as chi-blocking. Weapons in the Ava-
platforms of stone to impossible heights. tarverse take inspiration from real world Asian and
Indigenous cultures, such as the Chinese dao (saber)
and other traditional weapons.
Firebending Technology
Fire is pure energy, destruction, and regenera- Technology is brilliance, power, and innovation. It
tion. The element can either consume everything changes what is possible and pushes the boundar-
around it in a powerful blaze, or heat it with a ies of established norms. It is intricate, yet mighty.
brilliant intensity that is impossible to ignore. It is Technological innovation can be found through-
an energetic element, bright and mighty. Firebend- out the Four Nations; heroes who use technology
ing is inspired by the real-world Northern Shaolin, spring up all over the world. Of course, advanced
associated with the Shaolin Monastery. These technology varies by the era—an Earth Kingdom
fighters use fast, athletic movements including technologist in the Roku Era might use smoke
jumps, spins, and extended linear stances, powered bombs and traps, whereas a technologist in the
by breath. Firebenders can exhale fire, wield flames Korra Era might use an electrified rod or mecha-
like daggers, and grow a singular flame into a nized vehicles!
raging bonfire.
Quickstart Rules 5
Rizqi Kuntohadi (Order #42554647)
Framing Scenes
The best way to keep the conversation moving is for your group
Moves and Dice
to frame scenes—situations that put the companions in the
middle of interesting conflicts and opportunities. The GM has The moves connect your heroes to the fiction in exciting ways.
the most responsibility for framing scenes—they ultimately Each move is a small set of rules that resolves conflicts,
decide which scenes get played and which don’t—but everyone answers questions, and pushes the story forward. Moves are
in the group can help ensure scenes start in a compelling place like the programming of the game—“When you do X, then do
and go somewhere meaningful. Any player can offer up scenes Y”—defining the fiction when the PCs take meaningful actions.
for the group, contributing to the narrative by suggesting a scene One exciting thing about this kind of storytelling is that some-
to push the story forward. times no one—not even the GM—knows what will happen next.
In these moments, the moves take center stage, helping you and
Hard Scene Framing your group decide what happens to resolve the uncertainty.
Sometimes the GM wants to quickly move things along or jump
right into a tense or difficult situation. The GM tells you what’s
happening and all you can do is react! Triggering Moves
This technique is called hard scene framing, mostly because Moves are triggered by something you say in the conversation,
there’s less room for negotiation: the scene starts and the com- usually an action your hero takes in the fiction. If you want to
panions must react as best they can to the unfolding drama. While trigger a move, you have to do the thing that triggers it. Since
villains may love to monologue, sometimes they don’t give the every move ties directly into the fiction, all moves are governed
PCs a chance to plan before they unleash their dastardly schemes by the same idea: to do it, you do it.
What if you want to do something not included in these
What Do You Do? moves? If there is no uncertainty, risk, or danger, then you just
“What do you do?” is a constant refrain while playing. The story do it. But nearly always, if the GM and the players are uncertain
moves quickly, and there isn’t time for you to construct detailed about what happens next due to the risks and dangers involved
plans when Fire Nation soldiers are invading a village or a spirit with a particular action, then that action triggers a move.
portal threatens to destroy a city block. Scene framing is about
getting characters to the question “What do you do?” as quickly
as possible, making the companions’ choices count because they Rolling Dice
are in the middle of the action. When you commit to a course of action that triggers a move, you
In fact, this game is about action, about stories of the com- usually end up rolling dice. You don’t roll dice any other time. If
panions seizing the day and making a difference for the people a move calls for dice, roll them and consult the move results.
around them. Even scenes with normal conversations, quiet When a move asks you to roll dice, roll two six-sided dice
reflection, or intimate moments are dramatic or meaningful, as (2d6), add the two results together, and follow the outcomes of
the characters try to address the issues that matter to them by the move. Moves usually ask you to roll with a stat—like “roll
convincing people to act. with Harmony ”—meaning you add that stat to the dice total.
There are ways to get bonuses—or suffer penalties—to your
roll, but you never roll with more than a +4 or less than a -3, no
Fictional Positioning matter what bonuses or penalties you have.
The world you create together when you play is called the Move outcomes are generally straightforward: anything
fiction, the collection of everything happening—and that has totaling 7 or more is a hit, anything totaling 6 or less is a miss. In
already happened—in your story, your episode, your season. general, a hit means you get what you want; rolling a 7+ on the
The fiction includes the setting of the game, all the history of dice is almost always preferable to rolling a 6 or less.
the Four Nations and their interplay…but more importantly, When you roll a 7+, you get something, but it’s not always
it includes everything your characters are, have been, and have pretty. When you roll a 7–9—a weak hit—there might be some
done. You won’t write down every moment that occurs, but serious costs or complications, but your roll is not a failure. A
your group has a collective memory, an agreement about what 10+ is often described as a strong hit, which usually comes
happened and who did what! with an exceptional effect. Most of the time, you’re hoping for a
Sticking to what you’ve contributed to the fictional position 10+ when you pick up the dice and roll!
you’ve established—even if it makes trouble for your hero and
their companions—takes discipline. You should hold yourself Misses and Failures
true to what’s already happened, even if you didn’t know at the A miss isn’t always a failure: it just means the GM tells you what
time how your actions would influence the story. But part of happens. It’s likely your character won’t like what the GM says,
the joy of playing this game is discovering how the fiction adds as the GM’s job is to push the fiction in interesting directions,
up and creates surprising and interesting outcomes you never but—as a player—you can enjoy the way the twist ramps up the
could’ve predicted. tension. In fact, some of the most interesting misses give you
exactly what you wanted but in the worst possible way.
Quickstart Rules 7
Rizqi Kuntohadi (Order #42554647)
Balance
Every PC has a balance track that consists of two principles,
core beliefs or ideals your character wrestles with throughout
their adventures.
Quickstart Rules 9
Rizqi Kuntohadi (Order #42554647)
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.
Quickstart Rules 11
Rizqi Kuntohadi (Order #42554647)
Because this move covers so many different things, it can be
tempting to use it for everything, so make sure you’re not trig-
gering a different move instead. Generally, if any other move fits
better, use that one. If you’re generally looking over a besieged
area to see what’s useful, what’s in danger, and so on, you’re
assessing a situation even if you have a background as a siege
engineer. But if you use that Military background as a siege engi-
neer to specifically locate structural weak points for demolition
(gaining new insight), you’re relying on your skills and training
rather than assessing a situation.
When you trick an NPC, roll with Creativity. On a hit, they Airbending wind into the sails as your companion steers your
fall for it and do what you want for the moment. On a 7–9, ship through jagged rocks, splitting up to look for clues in an
pick one. On a 10+, pick two. abandoned temple, putting on a dramatic performance to help
• They stumble; take +1 forward to acting against them. sell your companion’s con—any time you step in and assist
• They act foolishly; the GM tells you what another PC’s actions, you are helping a companion. This can help
additional opportunity they give you. them succeed by either improving their roll from a 6 (a miss) to
• They overcommit; they are deceived for some time. a 7, or a 9 to 10!
In order to help a PC companion, you must provide assistance
somehow, and you must mark fatigue. It’s not enough to say,
Faking illness to draw a guard into your prison cell, dressing up “I’m helping” and mark fatigue—you need to explain how you’re
as a dark spirit to scare intruders away, convincing a ship captain helping your companion succeed!
to give you passage with forged papers—any time you use your As mentioned before, helping a companion can only increase
wits and skills to fool, confuse, or deceive NPCs, you’re tricking their roll by 1. If your help doesn’t bring your companion up
an NPC. This move covers all sorts of deception, from bald-faced a range of success (i.e. helping on a roll of 6 or 9), there’s no
lies to creating diversions. Whether you’re bluffing your way need to help—it won’t change the outcome of their move. You
into or out of somewhere, fooling or distracting someone, or also can’t help more than once for the same ally’s move, even if
otherwise convincing an NPC of a falsehood for some reason, you have the fatigue to burn. However, you can still count on
it’s a trick. If you just lie without any intent to push the NPC to the rest of your companions—multiple allies can help with the
action, though, you’re not tricking. And if you lie in a particularly same move! To do so, everyone providing aid to that PC’s roll
ridiculous, completely incredible way—the NPC has to be a fool must describe how they assist in the moment and must spend
to fall for it—then you’re probably pushing your luck. 1-fatigue each.
When you trigger this move, first tell the GM what you’re You can help a companion on most moves except the stance
trying to get the NPC to do. If you’re not trying to get them to move (see page 17) in combat exchanges. This is because the
do something right this second, then you’re not tricking them speed and chaos of combat emphasizes your individual actions.
yet. On a hit, they take the bait and do what you want, but only When fights break out, it’s assumed that you are generally doing
for a short while. You then get to choose how they fall for your the best you can to defend yourself and others involved. Instead
trickery—they might be briefly thrown off or flustered, make a of helping on individual approaches themselves, you can still use
mistake you can capitalize on, or buy it hook, line, and sinker. A techniques like Ready or Bolster to apply useful status effects
roll of 7–9 lets you choose one of these options, while a particu- to your allies or the environment, and you can coordinate your
larly effective trick on a 10+ lets you choose two instead. strategy in each exchange.
Live Up to Your Principle When you make this move, you remind someone (a PC or
NPC) of one of their principles and call on them to take imme-
When you take action in accordance with the values of a diate action related to that ideal. You might be reminding them
principle, mark 1-fatigue to roll with that principle instead of of their responsibilities, begging them to live up to their ideals,
whatever stat you would normally roll. or calling them on how their actions are inconsistent with their
beliefs. You can’t trigger this move by being subtle—you must
openly call on them to do so. When characters in Avatar: The
The Hammer wants to punch an antagonistic NPC that they Last Airbender or The Legend of Korra tell people that they need
blame for a bad situation, but realizes their target isn’t some evil to step up or act a certain way by appealing to their beliefs or us-
mastermind…they’re scared and being manipulated by others. ing their own words against them, they’re calling someone out!
Rather than give in to their instincts, the Hammer offers a hand When you make this move, you need to shift your own balance
to the other person and declares that they understand what away from center first—this represents your character taking a
they’re going through and want to help, not hurt them—the strong position and standing up for what they believe in. You then
Hammer is guiding and comforting that NPC, but also living up name the principle you’re calling on your target to live up to, and
to their principle of Care! roll with the value of that principle—meaning you roll with their
Any time you take action that aligns with one of your play- balance, not your own. You’re more likely to succeed if you call
book’s two principles on your balance track, you can live up to someone out to live up to a principle they hold more dearly!
your principle before you make your move. Rather than roll with Remember, you need to name your target’s principle to make
the stat that move normally tells you to, you roll with the prin- this move—you need to know how to appeal to their beliefs. If
ciple’s value on your balance track. This means as your balance you already know someone’s principle, you’re good to go. If you
track shifts hard to one side, you roll with an increasingly high think you know an NPC’s principle and call them out, you can
bonus when living up to your principle in that direction. In this still try to name their principle. If you’re close enough that you
way, you can offset a low or negative stat by living up to your essentially name the same idea, you can still make this move
principle if that principle matches your action. However, this even if you’re not exactly correct about the phrasing. The GM is
isn’t something you can do all the time—pushing yourself to the final arbiter of whether or not you are close enough.
embody a principle in this way always costs 1-fatigue! On a hit, your words land and your target is called to act as
To trigger this move, your action needs to meet two con- you say—but you have not mind-controlled them somehow!
ditions. First, it has to be an action that triggers a move with a Your target still has the agency to choose to do or not do what
stat roll (basic, playbook, even the stance move)—if a move you called on them to do. If they don’t choose to do what you
tells you to roll without any modifiers, you can’t live up to your call them to do, they must mark a condition as they feel internal
principle, just like how you can’t if a move’s outcome doesn’t conflict between what they want and their obligation. On a roll
require you to roll dice. Second, it has to fit the values of one of of 10+, that’s where things end, but on a 7–9, your target gets a
your principles. dig at you as well that forces you to let them shift your balance in
If you want to live up to your principle but you’re not sure turn however they want (unless you mark 1-fatigue). If you mark
how, talk to the GM or the group about how you can make your 1-fatigue, you’re exerting yourself to rebut or ignore their push.
actions align with the principle you’re trying to live up to. The On a miss, you still call your target out—but they not only
GM might tell you that you need to do a little more to truly live deflect your words, they turn the moment to focus on you
up to that principle, or that you might need to pursue another instead, pressuring you to act in accordance with one of your
course of action to live up to the principle. principles! This doesn’t have to be hostile or aggressive but just
like when you call someone out, their response has weight to it.
Note that on a miss, you’re pushed to act in accordance with
one of your principles but you aren’t being called out. This
means if you roll a miss to call someone out, you can’t deny a
callout to refuse the demand they make as a result.
Quickstart Rules 13
Rizqi Kuntohadi (Order #42554647)
Resist Shifting Your Balance
Most NPCs are complex characters with their own beliefs, goals,
and feelings—just like your characters! As you interact with
them, they may try to get you to see the world the way they do,
shifting your balance as they provide mentorship, stand up for
their beliefs, or try to manipulate you. In these moments they
want to challenge your beliefs, rather than call on you to act im-
mediately a certain way (as with calling someone out). It’s more
than just offering a different opinion—shifting your balance
Deny a Callout represents actively changing what you think. You can either let
them shape you and move your balance track in the direction of
When you deny an NPC calling on you to live up to your their choice…or push back and resist shifting your balance.
principle, roll with that principle. On a hit, act as they say or When you resist shifting your balance, you’re not just choos-
mark 1-fatigue. On a 10+, their words hit hard; you must also ing to ignore an NPC’s words—you’re rejecting any shift to the
shift your balance towards the called-on principle. On a miss, current state of your principles and beliefs. If you accept their
you stand strong; clear a condition, clear 1-fatigue, or shift your words, you’re open to changing your perspective at this mo-
balance, your choice. ment; if you resist them, you’re sticking to your beliefs. To resist,
you roll without a modifier—no stat applies. On a hit, you hold
strong despite their actions and words, which means that your
NPCs can, and will, call on you to live up to one of your principles balance stays where it is, and you choose one response from the
just as you can call them out. When they do, you must choose: ac- list of options (or two if you rolled a 10+).
cept their words and do what they demand (whether you like it or If you choose to “clear a condition or mark growth,” you must
not), or reject them and make this move. The NPC doesn’t have immediately act to prove the NPC wrong. Doing so either rein-
to know your principle; it’s up to the GM to tell you when their vigorates you (by clearing a condition) or helps you learn about
demand for action lines up with your internal struggles. yourself or change (by marking growth).
When an NPC calls on you to live up to one of your princi- If you choose to “shift your balance towards the opposite princi-
ples and you deny them, you must roll with the called-on princi- ple,” you’re actively asserting beliefs opposed to what the NPC
ple. If you’re the Idealist and have +2 Forgiveness and -2 Action, has said. It’s usually good to tell your group how they can tell
you roll with +2 if you reject a call to Forgiveness or -2 to reject a you’ve steeled yourself in the face of the NPC’s influence.
call to Action. But this move is reversed from most—if you deny If you choose to “learn what their principle is,” you gain insight
a callout, then you want to roll low, not high. This means that it’s into the NPC as they try to shift your own beliefs. Their attempt
easier to reject NPCs calling on you to live up to the principle to shift your balance reveals their own philosophy, or (if you
you’re neglecting…and much harder to resist living up to what already know it) deepens your understanding of it.
you believe in. If you try to resist shifting your balance and roll a miss, how-
Unlike almost every other move, you have the most control ever, the NPC’s words hit you extra hard. To reflect being struck
when you roll a miss to deny a callout—a miss means that you in an emotional pressure point, you must mark a condition and
hold your ground in the face of the NPC’s influence. In fact, your shift your balance twice in the direction of the GM’s choice.
resilience allows you to either clear a condition, clear 1-fatigue, Almost always, that lines up with the NPC’s chosen direction—
or shift your balance however you choose. their words changed you, after all—but it’s possible the GM
If you roll a hit when denying a callout, they make you stop in might shift you twice in the opposite direction if the fiction fits.
your tracks; maybe you know deep down that they’re right, or Remember that you can only resist shifting your balance when
maybe they hit a sore spot. You have a choice: either act as they an NPC tries to shift your balance. Usually this only happens
say or mark 1-fatigue. On a 10+, you need to choose and you during regular play, when they say something to you—not as the
also shift your balance towards the called-on principle. result of another move, and not during a combat exchange.
Quickstart Rules 15
Rizqi Kuntohadi (Order #42554647)
Combat Exchanges Don’t think of exchanges in terms of actual time. Think of
them in terms of cinematic tension; a series of attacks back and
forth between two foes might be one to three exchanges or so,
You may be heroes, and you may do your best to uphold balance, before the camera turns to a different set of fighters.
and you may try to help people and solve problems with kind Combat exchanges also don’t have to happen in immediate
words and generous action…but eventually, you’re going to be succession—characters can talk to one other or take other
surrounded by angry waterbending pirates uninterested in your actions between exchanges, triggering other moves. Always
kind words or your generous actions. All they want is that silver remember that the next exchange only starts when the two com-
boomerang on your back. You can’t intimidate them—trying batants directly physically engage each other.
to intimidate them and missing is how you got into this mess.
So you pull that silver boomerang off your back, lift it, and get Beginning a Combat
ready. Time to fight! At the start of any combat exchanges, the GM makes sure ev-
Avatar Legends: The Roleplaying Game features a combat system eryone in the fight is clear on the situation. The most important
designed to represent the fluidity and push and pull of fights in the things to note:
Avatarverse. Combatants decide how they approach the conflict,
• What is the environment like?
and then take action, using their trained techniques to pull off
• Who all is fighting?
impressive stunts. You and your foes trade blows in bouts of action
• Who is engaged with whom?
called exchanges, until someone runs, surrenders, or is defeated!
The key to describing the environment is to ensure that no one
in the fight is surprised by an obvious feature. You don’t want
Exchanges vs. Basic Moves a Waterbender to say, “I didn’t know there was a canal running
Before you dive deeper into the system of exchanges, howev- along the road!” halfway through the fight!
er, it’s important for you to know—you don’t have to use the Explaining who is fighting—and their positions—clarifies
exchange system for literally every fight. When a fight pops the size and importance of the combatants and gives the PCs
up—when one PC says, “I’m blasting those guys with wind!” one last chance to try to avoid a fight (if that’s even possible).
and “those guys” might fight back—then everyone in your game Explaining who engages with whom is a critical step in starting
considers whether or not you actually need to use exchanges and a combat. One fighter is engaged with another if they are in reach
the deeper combat system. The basic moves of the game don’t of each other’s skills, training, and techniques, and if they actively
include any moves specifically about fighting, but rely on your focus on each other. The GM is the primary arbiter of who engag-
skills and training and push your luck can together cover a lot of es with whom, but every combatant is almost never engaged with
ground for physical action—including some kinds of fighting! every other combatant. Different fighters face off against different
The difference between using the basic moves to resolve a foes. Each set of engaged fighters has its own exchanges.
fight and using the exchange system is all about uncertainty and
importance. As some quick rules of thumb: Exchange Combatants
Every exchange requires at least two combatants engaged with
• If there is no uncertainty about the fight,
each other. It’s not an exchange if one person is punching, but
keep the conversation moving.
the other person refuses to fight, dodge, block, or respond phys-
• If there is uncertainty but it’s not an interesting fight in any
ically in any way!
way—nobody at the table is interested in the actual fight—
When a combat starts, however, the GM should split engaged
then resolve it with the appropriate basic moves, allowing
fighters up into their own individual exchanges instead of lump-
enemies to be knocked out easily as a result of the moves.
ing everyone together into one giant exchange. If the PCs want
• If there is uncertainty and someone at the table is interested
to gang up on one enemy, they can do that…just so long as there
in the actual fight, resolve it using the exchange system.
aren’t other enemies who might divert them and peel them off.
If three PCs go up against a squad of guards, their lieutenant,
and a rampaging spirit, the GM should ask which characters
Running Exchanges attend to which enemies. Think of it this way: if no PC specifi-
In the full combat system, combat takes place in exchanges, sets cally addresses and focuses on a particular threat, then that’s a
of blows, blocks, and dodges that combine into a single fluid golden opportunity for the GM to show what that threat actually
sequence. Imagine two foes circling each other then closing , one does while no one stops them! The more that you can break up
throwing a fireball and then a leg sweep, the other dodging both exchanges into bouts of three or fewer combatants, the more
attacks before throwing a blast of air into the first fighter, flatten- effective your combat exchanges will be.
ing them against a wall. That whole series of blows covers one Regardless, every player in the game, the GM especially, should
exchange. An exchange isn’t “You get one punch, and I get one make sure everyone understands who is involved in any given
kick”—an exchange covers several individual strikes, dodges, exchange, so the companions know exactly who they’re fighting.
blocks, and moves that you can envision in a flurry of bending, “Surprise attacks,” which involve one party attacking someone
weaponry, and martial skill. unable to defend themselves, aren’t a part of exchanges.
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Step-By-Step Exchange
Once you know who the combatants are in the exchange, follow
these steps to resolve the exchange:
The GM chooses approaches
STEP 1
time with that. An Airbender might not be able to easily clear the
ice surrounding them, but a Firebender would have an easy time Your abilities are naturally stronger in this moment—
extinguishing a flaming sleeve! clear 1-fatigue at the end of each exchange.
NPCs can suffer or benefit from statuses just like PCs and
can escape from or lose statuses just as PCs can—as long as the
fiction changes, meaning they or others take appropriate action. Empowered is the status for when a Waterbender fights under a full
moon, or a Firebender draws on the strength of Sozin’s Comet, or
a swordswoman has been filled with the invigorating power of a
Doomed negative friendly spirit—those moments when you are made far stronger
than normal, almost always by something external to yourself.
You’re in grave danger—mark 1-fatigue every few You aren’t Empowered just because you have the high ground
seconds (or each exchange) until you free yourself. (which is closer to Favored) or because you set up some valuable
defenses (which is closer to Prepared); you’re Empowered when you
are strengthened far beyond your usual abilities. You usually can’t re-
Doomed is the status for when you’re drowning, or when you’re ally pursue this status with a technique during combat—it isn’t the
on fire, or when the stone around you isn’t simply immobilizing kind of status that a quick tweak to your environment can provide.
you—it’s crushing you. It represents a constant, ongoing pres- The GM adjudicates Empowered more than any other status,
sure upon you, causing you to mark fatigue at a steady rate until but they’re encouraged, as always, to be a fan of the PCs. If
you are free. The GM decides exactly how often you mark fa- there’s an interesting, believable reason why someone is Empow-
tigue during play, unless you’re in exchanges—then, you should ered in this moment—for example, a Firebender standing in the
mark 1-fatigue at the beginning of each exchange. Remember middle of a raging forest fire—then the GM honors that reason
that if you can’t mark more fatigue, you mark conditions instead. by bestowing Empowered upon the character. Similarly, once that
Much of the time, you can’t be Doomed unless you’re first Im- believable reason goes away—the forest fire is put out, or the
paired, or Impaired and Trapped. You won’t be drowning unless Firebender moves away—then the status also goes away.
something holds you in the water; you won’t be slowly crushed Empowered clears 1-fatigue at the end of each exchange,
by rock without first being trapped in rock. But sometimes it’s meaning after all approaches and techniques have been resolved.
appropriate—your entire outfit, head to toe, can be set on fire by If you’re not in exchanges, then you clear 1-fatigue every few
an angry firebending master without warning! seconds, like an inversion of Doomed.
Quickstart Rules 19
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Impaired negative
Quickstart Rules 21
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Basic Techniques Trainings in Combat
Whenever you engage someone in combat, you’re
using your training. The skills that allowed you to
Defend and Maneuver Approach toss out strikes, dodge or block incoming attacks, or
When you defend and maneuver, you’re protecting yourself or easily move across complicated battlegrounds—those
others, focusing on the environment and advantages you can all tie to your training. Any PC in Avatar Legends: The
build or disadvantages you can inflict. You change your position, Roleplaying Game is skilled enough to participate in
maybe try to escape, maybe get to higher ground. The basic tech- combats against other skilled opponents, regularly.
niques for this approach are as follows: In game terms, that means you have all the basic
techniques completely mastered, and that you can use
your training in nearly any way that isn’t a specialized
bending form—maybe your Firebender character can’t
Ready lightningbend, but they can definitely throw fireballs,
defend & maneuver ignite fires, inflame or quench existing fires, etc.
Mark 1-fatigue to ready yourself or your environment, assigning or
That means whenever you choose your stance or
clearing a fictionally appropriate status of nearby characters or yourself.
use your techniques, you always couch it in terms of
your own training. If you’re an Earthbender, then your
Strike uses your earthbending—maybe you throw a
When you use Ready, you set yourself or others up, just as you
big rock, maybe a perfectly targeted pebble. If you’re
like. You can affect a group of foes or a group of allies, as long as
an Airbender, then your Seize a Position uses your air-
what you do makes sense. Think of Ready as tipping the odds in
bending—maybe with some kind of air scooter, maybe
your favor, but without overt, hostile, aggressive action. If you
with just a rushing wind giving you speed.
set your foes on fire, you’re not using Ready—you’re probably
doing Smash, or Hinder. If you’re creating a line of flame be-
tween you and them, however—that’s definitely Ready.
Whatever status you inflict with Ready is ultimately deter-
mined by the GM, so make sure you are clear about your actions
in the fiction when you Ready! Similarly, whether or not you Seize a Position
can clear away another status—for example, melting the ice and defend & maneuver
removing Impaired—depends upon your skills and training, too! Move to a new location. Engage/disengage with a foe, overcome
a negative status or danger, establish an advantageous position, or
escape the scene. Any foe engaged with you can mark 1-fatigue to
block this technique.
Retaliate
defend & maneuver
Steel yourself for their blows. Each time a foe inflicts fatigue, a condi- When you use Seize a Position, you move through the bat-
tion, or shifts your balance in this exchange, inflict 1-fatigue on that foe. tlefield, trying to achieve a particular place of your choice. In
every exchange, the combatants are understood to be moving to
greater or lesser extents. Seize a Position, though, is for specific
When you use Retaliate, you make your opponent struggle, tir- movement toward a particular target or goal—not just the gen-
ing them out with return strikes or forcing them to hit harder to eralized motion of combat.
breach your defenses. In order to hit you, your opponent has to Seize a Position is also a great way to clear negative statuses
pay a higher cost—you inflict 1-fatigue on them whenever they that depend upon where you currently stand. If you’re Impaired
inflict fatigue, a condition, or shift your balance! Of course, if because you’re standing in knee-deep water, you can use Seize
your opponent strikes at you but fails to inflict any harm on you a Position to get out of it! More rarely, Seize a Position might
for whatever reason, then you don’t inflict any fatigue on them. grant you a positive status—likely Favored—if you take a partic-
You only inflict 1-fatigue on your opponent for each indi- ularly beneficial position on the battlefield.
vidual time they inflict fatigue, conditions, or balance shifts on If you try to escape the scene, that only happens at the end
you—whether they inflict 2-fatigue or 5-fatigue, you only inflict of the exchange, but as long as you aren’t stopped, you’re gone!
1-fatigue in return. Remember, though, that this is for escaping the scene entire-
ly—when you escape, you exit the scene. If you try to escape but
a foe manages to inflict enough fatigue or conditions on you to
take you out—for example, with Strike as you flee—then you
are taken out and you escape!
Any foe engaged with you can mark 1-fatigue to stop you
from seizing your new position.
their way. This is a very aggressive approach, not standing back Impress or intimidate a foe. Choose an approach—your foe cannot
and letting your foe come to you but instead coming at them, choose to use that approach in the next exchange.
hard. The basic techniques for this approach are as follows:
When you use Pressure against a foe, you keep them at bay,
limiting their options for the next exchange. You impress or
Strike intimidate your opposition with whatever you do, bringing
advance & attack an emotional component to your physical actions—describe
Strike a foe in reach, forcing them to mark 2-fatigue, mark a condition, exactly how you press your foe and how it deprives them of the
or shift their balance away from center, their choice. Mark 1-fatigue chance to deploy that approach.
to instead choose to hammer them with your blows, forcing them to If multiple allies all use Pressure against the same target, then
mark 2-fatigue, or strike where they are weak, inflicting a condition. they can highly limit the foe’s options. But remember, whatever
you do has to make sense—it’s not impossible, but very hard to
have a situation in which three coordinating allies can remove
When you use Strike, you focus on landing heavy blows against every possible approach from an enemy. The GM is the final
your opponent. If you choose the advance and attack approach adjudicator on whether or not the use of Pressure makes sense.
in general, you’re probably sending attacks your enemy’s way,
but if you choose Strike, you’re really committing to landing
those hits. Your Strike must be against a foe you’re engaged with, Smash
in reach of your skills and training. If you just want to use Strike advance & attack
at no additional cost to you, you can leave it up to your foe how Mark 1-fatigue to destroy or destabilize something in the environ-
they absorb the hit—they get to choose if they mark 2-fatigue, ment—possibly inflicting or overcoming a fictionally appropriate
mark a condition, or shift their balance away from center. positive or negative status.
If you want control over how your opponent absorbs your
Strike, however, you can mark 1-fatigue to push yourself harder
and either hammer them (inflicting 2-fatigue) or hit where they When you use Smash, you break, wreck, destroy, or destabilize
are weak (inflicting a condition). You can’t force them to shift the environment in some way. Smash is a great way to directly
their balance in this way. affect the environment, but it always does so in a destructive
fashion—not adding to the environment so much as removing
or demolishing it.
Smash can easily remove statuses: if an enemy is Favored
because they’re surrounded by ancient stones, then smashing
those stones removes that status. You can even inflict a status on
someone by using Smash—knocking a tree over onto an enemy
might inflict Trapped unless they get away quickly, for example.
Make sure you describe what you’re targeting and how, so that
the GM can adjudicate what statuses are removed or inflicted.
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Evade and Observe Approach When you “ask what their principle is,” this is both in-fiction
When you evade and observe, you keep your distance, not and out-of-fiction. You ask and they must answer at the level of
running away from your foe but avoiding letting them get close players at the table, but in the actual fight, the things you say and
enough to really land any major hits. You dance and dodge, the responses they give are informing you of the answer, wheth-
avoiding more than blocking, trying to take in a better sense of er or not they actually reply openly and honestly.
your foe and your environment. If you’ve previously learned their principle in some other way,
Note that when you choose evade and observe as your you may instead shift their balance away from their center. To do
approach, you immediately clear 1-fatigue. If you don’t have any that, you must question or challenge their beliefs or perspective.
fatigue marked, you don’t get this benefit. The basic techniques What’s more, if you think you already know their principle, you
for this approach are as follows: can name it without having “learned” it first! As long as you’re in
the ballpark, then you can shift their balance.
If you aren’t close enough, however, that doesn’t mean you
wasted the technique. In their response to your prodding, they
Test Balance reveal their real principle, just as if you had asked in the first
evade & observe place. You always get something when you use Test Balance!
Mark 1-fatigue to challenge an engaged foe’s balance. Ask what their
principle is; they must answer honestly. If you already know their
principle, instead shift their balance away from center by questioning Bolster or Hinder
or challenging their beliefs or perspective. evade & observe
When you use Test Balance, you watch your foe, observing how
they respond to your movements, seeing how the techniques When you use Bolster or Hinder, you use your skills and training
and actions they use add up…and you’re also talking to them. to apply a status effect (page 19) to one particular character
Test Balance is a great technique for speaking to your foe in the (or one single group of NPCs). Unlike Ready, this technique
middle of an exchange—any kind of words designed to reach doesn’t affect the whole environment—it’s focused on your par-
them and either push them to reveal something about them- ticular target. Bolster or Hinder always targets someone else!
selves, or to reshape themselves. Bolster or Hinder is almost always about creating a new
status, not removing an existing status. Most of the time, you’ll
apply a positive status to an ally or a negative status to a foe,
but, you might rarely find a situation when this technique might
remove a status.
As with all techniques, make sure you describe what you ac-
tually do to use Bolster or Hinder. The status you inflict is always
based on the fiction!
Commit
evade & observe
Recenter yourself amidst the fray. Shift your balance toward one of
your principles; the next time you live up to that principle, do not
mark fatigue.
When you use Commit, you do your best to refocus and recenter
yourself. You already do a bit of this every time you evade and
observe, but using the Commit technique actively gives yourself a
chance to step back from the fray and change your state of mind.
You still describe exactly what you do to focus and recenter.
After using Commit, you do not have to mark fatigue the next
time you live up to the selected principle. This effect lasts until the
situation changes drastically; if you haven’t lived up to the princi-
ple usually by the end of the fight, then the effect dissipates.
Because you shift toward “one of your principles,” you can ef-
fectively use this technique to shift toward your center, lowering
your risk of losing your balance.
Quickstart Rules 25
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What Ends a Session? Growth Advancements
When you’re playing a full campaign, “a session” is a single When your character has marked all four boxes of their growth
period of playing the game with the players, likely 2-4 hours. But track, you clear all four boxes and earn a growth advancement!
when you’re playing with this quickstart, you might just play a The growth advancement comes into play immediately, providing
single session—that would mean you would only answer the your PC with its benefits as soon as you earn it. Usually this hap-
growth questions when you’re all done playing! pens at the end of the session when you answer growth questions,
Instead, if you’re not planning on playing multiple sessions, but the PC always immediately gets access to the advancement.
you can always stop in the middle of your session at a good You’ll find suggested advancements with the pre-generated
break point and ask those questions. Usually that will mean characters for the adventure included in this quickstart, but here’s
stopping mid-session, but you always want to stop when it the full list of options available to every PC. Note that each one
makes sense—think about it as taking a commercial break, or can only be taken a certain number of times, though you’re un-
ending episode one of a two-parter. This way, you can give all likely to reach the full limits until you play the full game!
the PCs a far greater chance of earning growth advancements.
growth advancements:
Growth Questions • Take a new move from your playbook
When answering the questions, the player answers on behalf • Take a new move from another playbook
of their character, but at an out-of-character level, looking at • Raise a stat by +1 (maximum of +2 in any given stat)
the story as a whole. The answers here can reflect the way their • Shift your center one step
PC feels, but can also contrast with their feelings—a character • Unlock your Moment of Balance
might refuse to acknowledge that they learned how they needed
their friends during a fight, but the player can usually still recog- Moment of Balance
nize that their PC learned that lesson. The other advancements are largely self-explanatory, but this
Ultimately every answer is a conversation, and if the GM one keys into another important element of the game. When
and the player or even other players disagree about the answer, you take this advancement, you gain the ability to use your
then they should keep talking! Growth questions are about the Moment of Balance! Every playbook has its own Moment of
characters, what they did, what they learned, what they felt, but Balance, a description of the way that playbook reaches a state
also about getting all the players on the same page regarding the of powerful, true balance, combining its principles into a greater
fiction, what happened, and at least one view of the events of whole. You can only use that Moment of Balance when you have
the session. They’re a good chance to collectively review what’s unlocked it through this advancement and your balance is at
happened during play, talk about how the players feel, and come your center during play. If your balance is off your center, you
to a shared understanding to move forward. can’t use your Moment of Balance even if you have unlocked it!
After you’ve used your Moment of Balance, you can still take
this advancement a second time to unlock it again, allowing you
to use it once more.
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Running the Game But What Does a GM Do?
It’s worth taking a moment to reflect on what your actual jobs
are while you’re running the game. Your tasks are varied, but
If you’re reading this, you’re probably the Gamemaster (GM). they fall into a few big categories:
Most players in Avatar Legends: The Roleplaying Game each play
their own individual character, but the GM is another player Portray the rest of the world
with special responsibilities. Your aim is to create the most As GM, you describe the companions’ surroundings and the
fun—not necessarily the most deadly or trying or challenging— people they meet. You describe what NPCs—every other
experience for the table. This game is designed to help you roll character in the game who’s not a player character—look like,
with the punches and fluidly alter your plans, working with the say, and do. Players ask you questions about the world; it’s your
players to create a moving story that draws on everyone’s contri- job to answer those questions, or even turn it back on the players
butions while fostering excitement and surprises! and ask them to come up with an answer.
Don’t worry too much about poetic descriptions or “au-
thentic” acting on the part of the NPCs. Play in whatever way
The GM’s Role you find comfortable. You aren’t solely responsible for making
As the GM, you look at the story from within and without, the session fun or interesting—every player contributes to the
describing the conflicts, institutions, and non-player characters story and your shared experience—so focus on representing
(NPCs), as well as the broader environment and narrative. You the characters and situations clearly. A clear NPC who professes
tell the other players the time of day, where the escaped princes a relatively straightforward set of interesting conflicts is always
are hiding, what techniques the enemy soldiers use. You speed more moving than a mysterious stranger who does things for
up the action when a fight drags, throw in a secret lover to spice reasons no one understands!
up the story, and add a tricky, moral choice to make the other Most importantly…you decide when dangers arise. It’s your
players squirm and think. job to introduce dangers and to make them feel real and mean-
In order to manage everything you need to balance your ingful to the players when they arise. Obstacles, conflicts, and
work, you rely on the core GMing mechanics for Avatar Legends: problems are the main sources of drama in Avatar Legends: The
The Roleplaying Game—your agendas, baselines, guidelines, Roleplaying Game stories, and you’ve got to make sure that your
and moves. You can see the individual agendas, baselines, and game features plenty of issues for the companions to address.
guidelines on the facing page, and GM moves are listed on page After all, they can’t be heroes unless they have a chance to right
32. Here is an overview of these elements of the GM’s role and great wrongs and have fantastic adventures!
the functions they serve:
Adjudicate the rules
• Your agendas are your goals as a GM. You should broadly
Arbitrating the rules of the game falls to you. Does a specific ac-
aim for these things during play, ideas that bring the
tion fall under the purview of a PC’s training? Can a character’s
game to life and make it fun for everyone at the table.
bending abilities stretch as far as their player describes? While
• Your baselines are your “always say” rules. Whatever
you might discuss such questions with the players, for the sake
you say as a GM, you should always strive to
of moving the game forward, the ultimate decision falls to you.
remain within the boundaries of these rules.
In particular, you say when a player has triggered a move. The
• Your guidelines are how you arrive at your agendas. They’re
other players fictionally describe what their characters do, and it
the roads you travel down to capture that Avatarverse feel,
falls to you to decide which move they trigger (if any). Some-
principles to remember whenever you describe anything.
times a player tells you that they’re trying to trigger a specific
At any moment, at least one set of guidelines should apply.
move, but it’s still down to you to help them match their actions
• Your GM moves are actions you, as a GM, take to respond
in the fiction to the move they’re triggering.
to the players, specific things you can say in the game’s
If a PC wants to do something uncertain, risky, or dangerous
conversation to directly affect the story and characters.
and there’s no clear move, chances are they’re pushing their luck.
It may seem like there is a lot to remember between these differ- If you don’t think there’s any uncertainty to resolve—the action’s
ent elements—but your job isn’t to memorize all the individual impossible even by pushing their luck, or there’s no need for a
agendas, baselines, guidelines, and moves. Instead, you use them move because there’s no doubt about what happens next—then
as you need them to help inspire play. If you feel you know exact- you just say what happens.
ly what the right thing is to say next, then you likely don’t need This is extra important when it comes to mysteries and
to consult these elements; but if ever you’re not sure of exactly hunting for clues. This game is not designed for complex, Sher-
what to say or do next, then you can glance at your agendas, lock-Holmes-style mystery-solving. There’s no “search for clues”
baselines, guidelines, and moves, using them to prompt an idea. move. If the companions want to look for clues, then either use
There’s plenty more information on all these elements in the a move to resolve the uncertainty—assess a situation might do
core book of Avatar Legends: The Roleplaying Game! the trick, or they might have some playbook moves—or simply
tell them everything they find.
Quickstart Rules 29
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GM Moves
GM Moves List
Each game is a conversation going back and forth between the Here is a list of GM moves you can make.
many players, including the GM. Sometimes, when it’s your turn
• Inflict fatigue or a condition
(as the GM) to speak, you have what you say next dictated by a
• Reveal a hidden truth
player-facing move. When a PC relies on their skills and training,
• Shift their balance
you follow the move’s results, replying according to the rules of
• Twist loyalties with tempting offers
that move and the result the player rolled on their dice.
• Escalate to violence
But sometimes it’s your turn to speak without any player-fac-
• Offer a risky or costly opportunity
ing move to guide you. or tell you exactly what you should say
• Threaten someone
Then, you need to say something to carry the story forward.
• Shift the odds, suddenly
When you do this, you are making a GM move: a specific, indi-
• Exploit a weakness in their history
vidual action you as GM take to keep things moving.
• Provide wisdom in unlikely places
A GM move is something you say and add to the conversa-
• Turn a move back on them
tion at the level of the GM, describing the world and what hap-
pens in it. But you always ground your move in the fiction, using
any or all of the myriad elements the GM is in charge of, from
any of the NPCs to the overall world itself. A GM move can even
rely upon the PCs’ own internal consistency, as you shift a PC’s Soft and Hard Moves
balance or inflict conditions. When you make a GM move, you can either signal what you’re
You can find a full list of GM moves in the sidebar on the about to do and allow a player to act before it happens—making
right, and more information in the core book of the game. a “softer” move that’s preventable—or you can deliver a move
immediately without warning— a “harder” move that hits where
it hurts. Think of “soft” and “hard” as two ends of a spectrum
When to Make Your Move of how much players can react to prevent the consequences—
You can make a GM move whenever you like—whenever it feels any given move can be made at many places on that spectrum.
appropriate—but you should almost always make one when: Sometimes you can “Shift their balance” but give them a chance
to resist—but sometimes when you “Shift their balance,” it just
A player rolls a miss happens, without a chance to resist. The former is a softer ver-
Missing on a dice roll is the perfect moment to make a GM sion of the move; the latter, a harder version of the move.
move and complicate the story. Use what’s happening in the sto- Think about the dramatic stakes of making a move soft or
ry at the moment to decide what kind of move to make. Remem- hard. Soft moves imply a manageable or subtle threat. Hard
ber that a missed dice roll isn’t a failure, but it always demands moves show that a threat is dangerous and overt. They also deliv-
some kind of response from you to say what happens next in the er upon the stakes of the overall situation. If a conflict or action
fictions—after all, a move was only triggered because everyone scene has been ongoing for a while, then a hard move can bring
at the table was uncertain about what happens next. the tension to a real climax, delivering on actual consequence. If
a conflict has just begun, however, a soft move can better set up
There’s a lull in the action further conflict and difficulty.
If your session slows, when no one knows what to say next, or You can also use the texture of your moves as a pacing
you feel that the PCs have had enough downtime, make a GM mechanism. If the game gets a little slow and you need to up the
move to kickstart the action. In these situations, your moves tension, you can start making increasingly hard moves. On the
don’t have to be brutal; they just have to add excitement and other hand, if the companions have been taking a great deal of
give the PCs something to react to. fatigue and conditions, soften your moves in order to prevent it
all from becoming a little overwhelming.
A player grants you a golden opportunity At any given moment, it’s your call as to whether a GM move
Sometimes, a PC might say something or do something that should be softer or harder. That makes it simultaneously one of
feels like the perfect opportunity to make a GM move. Use these your best tools for modulating and affecting play, and one of the
moments to emphasize the effects and consequences of their hardest skills to master. When you’re considering what move to
choices—the world should react to them and their choices in a make and how hard or soft to make it, you might need to ask for
way that keeps the fiction consistent. a short break to think—don’t hesitate to do so if it will help you
In particular, PCs often have to take drastic action in order to figure out that how to resolve a situation, especially one with a
clear their conditions (page 7). Treat these moments as easy lot of tension or consequence. On the other hand, don’t fret too
“golden opportunities”—when a PC “takes foolhardy action much about any one move you make, though! There’s always an-
without talking to their companions,” they’re setting themselves other, and another, and another down the line. Even if you don’t
up for a GM move as you establish exactly why that action was make the perfect move at the perfect moment, you’ll have plenty
so foolhardy. of other opportunities!
Quickstart Rules 31
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Minor NPCs NPCs In Combat
These are side characters of low importance to the episode or
overall story. Minor NPCs may be named, but just as easily Companions will inevitably fight NPCs. How the
could go unnamed. They tend to have rather basic capabilities fight turns out depends on the NPCs’ importance
and if they have combat training, tend to use only the most and the decisions the PCs make during the con-
straightforward tactics. flict. Minor NPCs are low-level henchpeople and
“mooks” to be tossed around, while master NPCs
minor npc stat guide:
will most likely flee when things turn against them,
• Minor NPCs often don’t need fatigue, conditions, or so they can fight again another day.
balance, especially if they lack combat training. If they do
Remember the following additional rules for NPCs
need to be able to participate in combat, give them three
in combat:
fatigue, one condition, and a 0 to +1 balance track.
• Minor NPCs often don’t need a principle—they’re too minor • Foes must choose approaches in combat ex-
to believe strongly in something—but if necessary, give them changes and use techniques equal to 1 + their
something broad or simple like Tradition or Loyalty. current balance per exchange.
• If an NPC must mark a fatigue, and cannot, they
mark a condition instead.
Major NPCs
Major NPCs are important to the current episode or overall sto- • If an NPC must mark a condition, and cannot,
ry. Give them a name or title (the “Best of the Yuyan Archers,” they are taken out. Follow the normal rules for
for example), and at least one interesting physical feature, man- being taken out (see page 7).
nerism, or item of clothing (a scar, a stammer, or a vivid purple
• If an NPC shifts balance off the edge of the track,
cloak, for instance). Major NPCs are usually pretty capable and
they lose their balance. They must make a choice
canny. If they’re combatants, they might have their own styles
from the lose your balance move at the end of
and distinctive visuals.
the exchange (they still get to use their tech-
major npc stat guide: niques as chosen).
• Give them five fatigue, three conditions, and • After an NPC loses their balance, shift their cen-
a balance track from 0 to +2 at most. ter—they’re guaranteed to start all future fights
• Give major NPCs a balance principle, one that reflects their at a different balance.
primary interests and motivations, like Progress or Care.
• If an NPC’s center shifts off the edge, it means
• Major NPCs skilled in combat should have one
they go through a fundamental change, either
or two advanced techniques (at most).
picking a new principle, or retiring entirely from
play—forever imprisoned, giving up all ambition,
or (rarely) dead.
Master NPCs
Master NPCs are either powerful, difficult-to-defeat combatants,
or very important to the overall story. Master NPCs are very,
very capable with their training. The question for a master NPC
is never “are they skilled enough to accomplish this thing”—they
have full mastery over all of the core principles and ideas of their Groups of NPCs
training. Without fail, they are all combat-trained and ready. Sometimes, companions must face off against groups of
Within their expertise, it’s not if they accomplish something, but NPCs. Rather than representing each NPC individual-
how. Feel free to get creative with masters—if you can conceive ly (which would get very old fast), use the following
of it being done within their training style, they can do it. guidelines:
master npc stat guide: • A small group, 5–10 NPCs, can be
statted as a single NPC one step above the
• Give them ten fatigue, five conditions, and a
individual members in importance.
balance track ranging from 0 to +3 (at most).
• A medium group, 11–20 NPCs, similarly behaves
• Master NPCs must have a balance principle. Their
like a single NPC two steps above in importance.
emotions and motivations are important, and their principle
• A large group, or 21+ NPCs, is three
should be a consistent and regular part of the story.
steps above in importance.
• Most master NPCs should have at least two advanced techniques
• For steps of importance above master, simply
and likely more—you don’t necessarily have to choose them
add +1 fatigue and +1 condition per step.
all until you need them, but they could have up to five.
A small group of minor NPCs is effectively one major
NPC; a medium group of minor NPCs is effectively
Crafting Tension
Even combat exchanges can get boring if overused. You can
keep exchanges interesting by varying the stakes of fights,
the environments of fights, and the tactics of fights.
Make sure that not every fight is about who is left standing;
few combats should ever be “to the death.” Think about what
the combatants want and how fighting helps them get it.
Also think about fun scenery for action, and make sure you
don’t repeat the same kind of scenery too often. A crowded
bazaar, a rickety bridge, a series of stepping stones in a rushing
river, and the treetops of a forest all offer different environ-
mental obstacles and opportunities for a fight. Make your
NPCs make use of the environment, employ what’s
found in it, attack it, and change it.
To vary the tactics of fights, don’t have NPCs make
the same choice over and over. A clever opponent doesn’t
strike over and over. Retreating, advancing, taking hostag-
es, putting things and people in danger—a fighter might
do all these things to gain an edge.
Quickstart Rules 33
Rizqi Kuntohadi (Order #42554647)
Using This Quickstart Pregenerated PCs and Advancement
If you’re familiar with the full game you’ll notice these characters
are customized for this adventure. They all start with a single
After going through the rules in this booklet, you’re ready to mastered technique, and they also have unique advancement
start playing! Check out the advice below on what to do next: options, including moves from different playbooks, designed
to help players select useful and fun advancements for a short
game. When a PC advances, they should choose a growth ad-
Starting Play vancement from this list instead of the normal list. These options
In the next section of this quickstart, you’ll find an adventure set give them the chance to see some more aspects of the system,
in the Korra Era. The adventure comes with its own complicated including new techniques, in a way that wouldn’t normally be
situation for the heroes to resolve, as well as five linked pre-gen- available to them in a full game.
erated characters to get you playing quickly! If you are the GM, then you should make a decision at the
To get playing, the GM reads through the adventure to get start of the game about whether or not you will give the PCs an
a feel for it, and then the players can pick their pre-generated automatic advancement or use the Growth Move mid-session.
characters when it’s time to actually play. Every adventure has a By default, most of the growth PCs will earn during play comes
section to explain exactly how to use it, along with NPCs, im- from the Growth Move on page 25. That move normally trig-
portant plot points, and any additional rules you might need. gers only at the end of the session during a full campaign. If you
The pre-generated characters each use one of the ten played according to those rules, then the PCs wouldn’t get much
playbooks included in the core book of the game. Everything growth during play, and they likely wouldn’t get to advance. In a
is already set to use immediately, except for the connections full campaign, you’ll play additional sessions so a slower pace of
between the characters. Once each player has picked a pre-gen- advancement serves the game. But in a single session of play, you
erated character to play and familiarized themself with that might want to allow the PCs to advance a bit faster!
character, they should introduce their character to the rest of the Your first option is to give the PCs one free growth advance-
table, explaining who they are, how they appear, and anything ment at around the halfway mark of play. This is pretty simple
else of note. If a player picks a character that mentions another and effective. Just keep track of your overall time, and at the
pre-generated character that isn’t chosen, assume that character halfway mark, when you have a chance to pause, tell everyone
is a NPC. Once every PC has been introduced, go back around to pause and pick a new growth advancement from the options
the table with each player filling in one of the two connections available to them on their pre-generated characters. If you want
on their pre-generated character, and then go around the table to make sure the heroes all get to advance at least once, then you
a second time for the second connection. Each connection should just give them an advancement at the halfway mark.
requires a player to fill in the name of another PC, setting up a Your second option is to use the Growth Move at the same
relationship between those characters. The GM asks questions halfway point. This might not give every PC a full growth ad-
to help flesh out that relationship and fill in the blanks. Other- vancement, but you also can see the growth questions in action
wise, the pre-generated characters are all ready to use immediately. and do some reflecting on play. You can always use the Growth
Move at the end of play, as well, but that will usually only act as
a satisfying summary of play unless you are planning on playing
GMing With This Quickstart another session with the same characters. If you want to make
If you’re the GM for your game with this quickstart, then you sure the heroes have a chance to earn enough growth to advance
have a few more things you should do, beyond what your players during play, then you should use the Growth Move midway
must do. You should read through this entire booklet if possible. through the session.
Your goal is not to memorize everything, but to feel comfortable Lastly, you can just ignore either of these options. If the PCs
enough that you don’t have to constantly check these rules or don’t advance during play, that’s okay! They’ll still get to do
the adventure. It’s fine to reference these texts during play, but plenty of fun, cool, awesome things with the abilities they have
you also don’t want to lose momentum in the moment when at the start. This is an especially good option if you’re playing
you check some minor detail—so the more comfortable you with new players. Choosing an advancement and tracking
can be in knowing the important elements, so you can make a growth are systems useful for developing PCs over time, but in
judgment call on the fly, the better! a single session of play, it can make the experience smoother for
If you don’t have the time to read through the whole book- the players to more or less ignore those systems. If you decide
let, then focus on Playing the Game on page 5, Moves and not to do anything to speed up the rate of the PCs’ advance-
Dice on page 6, Core Elements on page 7, and the Basic ment, you’ll ultimately just make the game a bit simpler for all
Moves on page 9. You can reference the rest of the text as your players.
you need to answer individual questions a s they come up. For
the adventure, focus on the Summary on page 37, Introduc-
tion on page 40, and Escalations on page 46.
Movers &
shakers
The set of the long-awaited new mover
Sengo: Lady of the Winds, a spiritual succes-
sor to the Nuktuk series, has been plagued
by disaster! Equipment has been breaking,
multiple set pieces have had dangerous
malfunctions, and the cast and crew are
on edge—production has been slowed to
a crawl and the premiere is in only a week!
The heroes are hired as security for the
actors and production staff of Sengo and
are tasked by Bolin to protect the entire
production from whomever is causing this
chaos! Will the heroes have what it takes to
stand up to the Creeping Crystal Triad and
deliver a final cut of Sengo to the premiere
at the Pro-bending Arena in time?
The heroes start the game with a shared backstory which ties them
together, having helped Bolin to protect a new Republic City train A scarred, hopeful Waterbender from Republic City who
depot from rival corporate sabotage! One of President Zhu Li Moon’s has become a healer since fighting in the United Republic
initiatives was to build a brand-new train depot with Future Indus- Army. Play Meeka if you want to be more than capable
tries, but a rival train company—Tseng Roads, Incorporated—sent of fighting while seeking a different way.
undercover saboteurs to destroy the depot just as it was opening! • Background: Urban, Military
The PCs wound up helping Bolin protect the innocent civilians at • Demeanor: Compassionate, lonely
the grand opening. As a result, Bolin knows he can rely on them to • Training: Waterbender
protect the studio, and the heroes all know and can work with each
other. If you want to add some additional details, have each player
answer one of the following questions about the incident during Dae, The Successor HE/HIM
community
FOCUS [+2] -2 to guide and comfort and assess a situation
Guilty
HARMONY [0] -2 to push your luck and +2 to deny a callout
Insecure
PASSION [+1] -2 to trick and resist shifting your balance
Troubled
Fatigue
-2 to plead and rely on your skills or training
statuses: POSITIVE ■ Empowered ■ Favored ■ Inspired ■ Prepared NEGATIVE ■ Doomed ■ Impaired ■ Trapped ■ Stunned
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Connections GROWTH
__________________ could use training from someone who Growth Question
knows what they’re doing; I suppose I am up to the task. At the end of each session, answer this question with the other growth questions:
• Did you express gratitude to a companion for their presence, support, or teaching?
I’m not sure if the overtures of friendship from
__________________ make me happy, mad, or both. Growth Advancements
Take the move Wait and Listen
Take the move Takes One to Know One
Take +1 to Passion
Moment of Balance Shift your center one step
Unlock your Moment of Balance
Take the technique Air Swipe at learned level
You’ve always struggled to rely on other people—it feels
like it makes you weak. But in this moment, connection to
others is the very source of your strength. You call upon Clearing Conditions
your commitment to the group to push yourself beyond • Afraid: run from danger or difficulty.
your limits and do the impossible. Tell the GM how you • Angry: break something important or lash out at a friend.
accomplish a feat no one ever has before to help or save • Guilty: make a personal sacrifice to absolve your guilt.
your friends. • Insecure: take foolhardy action without talking to your companions.
• Troubled: seek guidance from a mentor or powerful figure.
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A self-sacrificing, stubborn sword-wielder from the Fire Islands. Qacha was sent
by her mother to keep watch over her Airbender sister, Erdene. Qacha isn’t sure
who else she wants to be besides a protector.
T h e ro l e P l ay i n g G a M e
Background: Wilderness, Monastic
Demeanor: Polite
Training: Weapons
Korra Era
Fighting Style: Her father’s massive broadsword in a cloth wrapping on her back
Angry
FOCUS [+1] -2 to guide and comfort and assess a situation
Guilty
TRUST
HARMONY [+1] -2 to push your luck and +2 to deny a callout
Insecure
PASSION [+1] -2 to trick and resist shifting your balance
Troubled
Fatigue
-2 to plead and rely on your skills or training
statuses: POSITIVE ■ Empowered ■ Favored ■ Inspired ■ Prepared NEGATIVE ■ Doomed ■ Impaired ■ Trapped ■ Stunned
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Connections GROWTH
__________________ is my ward—they need me to have their Growth Question
back, end of story. 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?
__________________ looks like they’re more than capable Growth Advancements
without my help; I’m glad some of us can take care of ourselves.
Take the move Martyr Complex
Take the move A Warrior’s Heart
Take +1 to Harmony
Shift your center one step
Moment of Balance Unlock your Moment of Balance
Take the technique Pinpoint Thrust at learned level
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
Clearing Conditions
• Afraid: run from danger or difficulty.
you step up to show the world your unique strength. Tell
• Angry: break something important or lash out at a friend.
the GM how you put your own life on the line to defeat a
• Guilty: make a personal sacrifice to absolve your guilt.
villain or danger that seems unstoppable.
• Insecure: take foolhardy action without talking to your companions.
• Troubled: seek guidance from a mentor or powerful figure.
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A rough, brilliant technologist from Republic City. Thi once worked on behalf
of the Creeping Crystal Triad, but now he is trying to turn his life around and
follow the example of Avatar Korra.
T h e ro l e P l ay i n g G a M e
Background: Outlaw, Urban
Demeanor: Loud
Training: Technology
Korra Era
Fighting Style: Pneumatic rods that can explosively extend with a touch of a button
Angry
FOCUS [-1] -2 to guide and comfort and assess a situation
force
Guilty
care
HARMONY [0] -2 to push your luck and +2 to deny a callout
Insecure
PASSION [+2] -2 to trick and resist shifting your balance
Troubled
Fatigue
-2 to plead and rely on your skills or training
statuses: POSITIVE ■ Empowered ■ Favored ■ Inspired ■ Prepared NEGATIVE ■ Doomed ■ Impaired ■ Trapped ■ Stunned
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Connections GROWTH
__________________ has a way to solve problems with words Growth Question
instead of fists—it’s really impressive! At the end of each session, answer this question with the other growth questions:
• Did you make progress towards your goal against your adversary?
I worry __________________ won’t be able to hold their own
when things get tough. I’m going to toughen them up! Growth Advancements
Take the move Comprehend Your Foe
Take the move Is That The Best You Got?
Take +1 to Creativity
Shift your center one step
Moment of Balance Unlock your Moment of Balance
Take the technique Jury Rig at learned level
You can knock down every wall in the world, but balance
isn’t found in conquest and destruction. You know some Clearing Conditions
walls need to stand to keep people safe. Tell the GM how • Afraid: run from danger or difficulty.
you put yourself directly in the path of an inescapable threat • Angry: break something important or lash out at a friend.
to completely protect someone or something from harm. • Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: take foolhardy action without talking to your companions.
• Troubled: seek guidance from a mentor or powerful figure.
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A scarred, hopeful Waterbender from Republic City. Meeka was a soldier in the
United Repubic Army when Kuvira attacked the city, and now she’s trying to
make the world better by defending, healing, and helping.
T h e ro l e P l ay i n g G a M e
Background: Urban, Military
Demeanor: Compassionate, lonely
Training: Waterbending
Korra Era
Fighting Style: Ice spikes, flung through the air or thrust from walls and the ground
Action
Guilty
HARMONY [+2] -2 to push your luck and +2 to deny a callout
Insecure
PASSION [+1] -2 to trick and resist shifting your balance
Troubled
Fatigue
-2 to plead and rely on your skills or training
statuses: POSITIVE ■ Empowered ■ Favored ■ Inspired ■ Prepared NEGATIVE ■ Doomed ■ Impaired ■ Trapped ■ Stunned
Whatever I Can
You’ve seen sadness and grief. You’re no stranger to loss and pain. But you When you spend time talking to the locals about their problems, roll with
know the world can be a better place. And nothing happens without good Harmony. On a hit, you hear about the most significant and serious problem
people fighting for what’s right… at hand; the GM will tell you who it affects and what is the cause. On a 10+, you
You have a code—choose three ideals from the list to define it: can ask a follow up question about the problem or cause; you take +1 ongoing
Always speak the truth Never strike the first blow when you act on the answer. On a miss, you wind up creating a whole new prob-
Always stand up to bullies Never deny a request for help lem with your questions and ideas.
Always keep your promises Never leave a friend behind
Your Rules Stink
When you live up to your ideals at a significant cost, someone who When you stand up to an adult by telling them their rules are stupid, roll with
witnessed (or hears about) your sacrifice approaches you to affirm their Passion . On a hit, they are surprised by your argument; they must shift their bal-
allegiance to your group’s purpose; write their name down on the list of ance or offer you a way forward, past the rules. On a 10+, both. On a miss, your
allies below. efforts to move them only reveal how strongly they believe in the system—mark
Allies a condition as their resistance leaves you reeling.
You can always plead with these allies—they always care what you think;
Can’t Knock Me Down
they always open up to you if you guide and comfort them; and you can
When you are engaged in combat with superior opposition and openly refuse to
call on them to live up to their principles as if you had rolled a 10+ by
back down or flee, roll with Harmony for the rest of the battle whenever you
erasing their name from your list of allies.
defend and maneuver; you cannot choose to escape the scene by using Seize a
Position for the rest of the fight.
understanding mien
Take +1 to Harmony (max +3).
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Connections GROWTH
I recognize some of the pain I have felt inside of Growth Question
__________________; I’m going to try to help them. At the end of each session, answer this question with the other growth questions:
• Did you improve the lives of a community of average citizens or help an ordinary person with
__________________ frustrates me so much when they act their problems?
without thinking about the consequences!
Growth Advancements
Take the move Can’t Knock Me Down
Take the move Understanding Mien
Take +1 to Passion
Shift your center one step
Moment of Balance Unlock your Moment of Balance
Take the technique Slip Over Ice at learned level
Angry
FOCUS [+1]
ProgreSs
Tradition
-2 to guide and comfort and assess a situation
Guilty
HARMONY [-1] -2 to push your luck and +2 to deny a callout
Insecure
PASSION [0] -2 to trick and resist shifting your balance
Troubled
Fatigue
-2 to plead and rely on your skills or training
statuses: POSITIVE ■ Empowered ■ Favored ■ Inspired ■ Prepared NEGATIVE ■ Doomed ■ Impaired ■ Trapped ■ Stunned
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Connections GROWTH
__________________ has major concerns, fears, or grievances Growth Question
with my lineage—and with me, by proxy.
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
__________________ seems free of their past in a way I wish effects on the world and others?
I could let go of mine; hearing them talk about the future
feels amazing! Growth Advancements
Take the move Way of the Future
Take the move Here’s the Plan
Moment of Balance Take +1 to Passion
Shift your center one step
Unlock your Moment of Balance
You may never escape the legacy of your family, but bal- Take the technique Thick Mud at learned level
ance allows you to learn from them without defining your-
self in their image. You call upon a resource of your family
to innovate a new solution to an intractable problem, never
Clearing Conditions
• Afraid: run from danger or difficulty.
forgetting who you are in the face of incredible danger. Tell
• Angry: break something important or lash out at a friend.
the GM how you knock down obstacles that seem impossi-
• Guilty: make a personal sacrifice to absolve your guilt.
ble to overcome and save the day.
• Insecure: take foolhardy action without talking to your companions.
• Troubled: seek guidance from a mentor or powerful figure.
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When you rely on your skills and training When you try to honestly guide and comfort
Assess a Situation to overcome an obstacle, gain new insight, another person, roll with Harmony. On a hit,
or perform a familiar custom, roll with they choose one:
When you assess a situation, roll with Focus . On a hit, you do it. On a 7–9, you • They embrace your guidance and
Creativity. On a 7–9, ask one question. On a do it imperfectly— the GM tells you how comfort. They may clear a condition
10+, ask two. Take +1 ongoing when acting on your approach might lead to unexpected or 2-fatigue, and you may ask one
the answers. consequences; accept those consequences or question; they must answer honestly.
• What here can I use to _________? mark 1-fatigue. • They shut you down. They inflict
• Who or what is the biggest threat? a condition on you, and you shift
• What should I be on the lookout for? their balance in response.
• What’s my best way out/in/through?
Push Your Luck On a 10+, if they embrace your guidance and
• Who or what is in the greatest danger? comfort, you may also shift their balance.
When you push your luck in a risky situation,
say what you want to do and roll with
Plead Passion . On a hit, you do it, but it costs you Trick
to scrape by; the GM tells you what it costs
When you plead with an NPC who cares you. On a 10+, your boldness pays off despite
what you think for help, support, or action, When you trick an NPC, roll with
the cost; the GM tells you what other lucky
roll with Harmony. On a 7–9, they need Creativity. On a hit, they fall for it and do
opportunity falls in your lap.
something more—evidence that this is the what you want for the moment. On a 7–9,
right course, guidance in making the right pick one. On a 10+, pick two.
choices, or resources to aid them—before • They stumble; take +1 forward
they act; the GM tells you what they need. Intimidate to acting against them.
On a 10+, they act now and do their best until • They act foolishly; the GM tells you what
the situation changes. When you intimidate an NPC into backing additional opportunity they give you.
off or giving in, roll with Passion . On a hit, • They overcommit; they are
they choose one. On a 10+, first, you pick one deceived for some time.
Help they cannot choose.
• They run to escape or get backup.
• They back down but keep watch.
Growth Questions
When you take appropriate action to help a
companion, mark 1-fatigue to give them a +1 • They give in with a few stipulations.
to their roll (after the roll). You cannot help in • They attack you, but off-balance; the
At the end of each session, each player answers the
a combat exchange in this way. GM marks a condition on them.
following questions:
• Did you learn something challenging,
exciting, or complicated about the world?
• Did you stop a dangerous threat or
2
• Defend and maneuver rolls with Focus Mark 1-fatigue to ready yourself or your environment, assigning
Each player of a PC in the ex-
• Advance and attack rolls with Passion or clearing a fictionally appropriate status of nearby characters or
change chooses an approach for
• Evade and observe rolls with Creativity yourself.
their character. If multiple play-
ers have PCs in the exchange, they or Harmony, the PC’s choice
can talk and coordinate. Their choices On a 7–9, use one basic or mastered
Retaliate
can be public, but if the PCs oppose technique. On a 10+, choose one from this
each other, they keep their choices list instead: Steel yourself for their blows. Each time a foe inflicts fatigue, a
secret and reveal in the next step. condition, or shifts your balance in this exchange, inflict 1-fatigue
• Mark 1-fatigue to use a learned technique
on that foe.
3
• Use one practiced technique
The GM reveals what they chose
• Use two different basic or
for each NPC, and PCs opposing
mastered techniques
each other reveal Seize a Position
their previously secret approaches. On a miss, you stumble, but you can shift
Move to a new location. Engage/disengage with a foe, overcome
4
your balance away from center to use one
All combatants who chose a negative status or danger, establish an advantageous position, or
basic technique.
defend and maneuver escape the scene. Any foe engaged with you can mark 1-fatigue to
resolve their approach. block this technique.
FOR NPCs
5
NPCs always use a number of techniques
All combatants who chose
equal to 1 + their balance rating, chosen by
advance and attack
resolve their approach.
the GM.
Advance & Attack
6
All combatants who chose Roll with Passion
evade and observe
resolve their approach.
Statuses Strike
7
All characters who lost Strike a foe in reach, forcing them to mark 2-fatigue, mark a
their balance or were taken Some techniques within a combat exchange assign condition, or shift their balance away from center, their choice.
out now resolve those results. statuses to characters based on the fiction, such as a Mark 1-fatigue to instead choose to hammer them with your blows,
character getting Trapped by ice or metal. Techniques forcing them to mark 2-fatigue, or strike where they are weak,
may assign the following: inflicting a condition.
After the Exchange
• The full effects of a character being Negative Statuses
taken out or losing their balance • Doomed: You’re in grave danger—mark Pressure
resolve outside of fight exchanges. 1-fatigue every few seconds (or each
• When a PC is taken out, they Impress or intimidate a foe. Choose an approach—your foe cannot
exchange) until you free yourself.
are unable to act any more. The choose to use that approach in the next exchange.
• Impaired: You’re slowed or off-balance—mark
exact details of how they are 1-fatigue or take a -2 to all physical actions
taken out can be set up outside (PCs) / choose one fewer technique (NPCs).
of fight exchanges—but almost • Trapped: You’re completely helpless—
Smash
always, a PC being taken out you must mark a combination of three Mark 1-fatigue to destroy or destabilize something in the
is a golden opportunity for the conditions or fatigue to escape. environment—possibly inflicting or overcoming a fictionally
GM to make another move. • Stunned: You’re caught off-guard—you can’t act or appropriate positive or negative status.
• After an exchange ends, there respond for a few seconds until you steady yourself.
is no requirement to go right
Positive Statuses
Evade & Observe
into another exchange.
• If multiple combatants want • Empowered: Your abilities are naturally
to keep fighting, then another stronger in this moment—clear 1-fatigue Clear 1-Fatigue & Roll with Creativity or Harmony
exchange ensues. This also covers at the end of each exchange.
situations in which one side • Favored: You’re buoyed by circumstance—
Test Balance
wants to only defend or evade. choose an additional basic or mastered technique
• If only one combatant (or one side in the next exchange, even on a miss. Mark 1-fatigue to challenge an engaged foe’s balance. Ask what
of combatants) wants to keep • Inspired: You’re ready to stand for their principle is; they must answer honestly. If you already know
fighting—to the extent that their something—clear Inspired to shift your their principle, instead shift their balance away from center by
targets won’t even resist incoming balance toward a principle of your choice. questioning or challenging their beliefs or perspective.
blows—then no exchange is needed; • Prepared: You’re ready for what’s coming—
the attackers simply inflict fatigue clear Prepared to take +1 to an appropriate roll
or conditions on their targets. (after the roll) or avoid marking a condition. Bolster or Hinder
• If no combatants are engaging Aid or impede a nearby character, inflicting an appropriate status.
each other, then there’s no
need for an exchange at all!
• If all combatants on one side of Commit
the conflict are defeated, unable to Recenter yourself amidst the fray. Shift your balance toward one of
continue fighting in any way, then your principles; the next time you live up to that principle, do not
no more exchanges are needed! mark fatigue.
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Prepare to cast an arc of pressurized air to knock away incoming at- Twist the ground itself to displace or unbalance foes. Target an
tacks and throw enemies off-balance. If any enemy attacks you, you individual foe or an area. If you target an area, mark 1-fatigue. All
may mark 1-fatigue to cast the arc and block or divert the strike. If no affected foes become Impaired for an exchange, or Stunned if they
enemy has attacked you by the end of the exchange, you may cast are already Impaired.
the arc to inflict 2-fatigue on up to three enemies.
Protect
Attack Weakness defend & maneuver
advance & attack Protect an ally within reach. Mark 1-fatigue to intercept and stop
Strike an enemy at a weak point where they’ve already been an attack made against them in this exchange; if no attack is made
injured. Mark 1-fatigue to target an engaged, Impaired enemy in against them in this exchange, you both become Inspired.
reach; they suffer fatigue equal to however many conditions they
already have marked.
Rock Column
advance & attack
Duck and Twist Pin a foe with a column of earth. Inflict Impaired on a single combat-
evade & observe ant. If they are already Impaired, inflict Trapped. If they are already
Rely on your fast movement to help keep you out of the worst of Trapped, inflict Doomed.
harm’s way. Mark 1-fatigue to clear one condition and become Favored.
Stand Strong
Earth Armor defend & maneuver
defend & maneuver Plant your feet and prepare yourself for incoming blows. Become
Gather earth, crystal, or other available material around you to create Prepared, and you automatically block or avoid any negative statuses
armor. Hold 3. Spend one hold to negate one condition or 2-fatigue inflicted on you this exchange.
inflicted upon you. While you have hold, you are Favored. You must
spend hold—at least one—whenever an incoming attack would
inflict fatigue or conditions. Take Cover
defend & maneuver
Swerve and maneuver into cover. The first attack on you this
Earth Gauntlet exchange strikes your cover, damaging or destroying it, but leaving
advance & attack you unharmed.
Wrap your arm or fist in rock and strike! Mark 1-fatigue; inflict one
condition or 2-fatigue. You can also knock your foe out of reach and
disengage; they must mark an additional fatigue to resist.
Focused Fire*
advance & attack
*Group Technique
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