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Avatar (The Last Airbender/Legend of Korra) RPG Using the D6 system from West End Games as a basis, this system combines several different features from multiple systems to create a set of powers for the Avatar setting. Using powers, merits, flaws, martial arts and other items taken from different systems to accomplish the basic abilities of both Benders and non-Benders. In addition to these, there will also be pools of Chi (Energy), Yin (Defense & Restraint) and Yang (Offence & Exuberance) which will be used to fuel different effects within the game system. As the system is developed, these pools may change in either name or quantity. Character Creation: Either of the standard D6 character creation rules can be applied. However, the point based system will work better if Merits and Flaws are going to be selected. Dice from either Attributes or Skills can be traded toward the points needed or gained from extra points. Creation Points Those who wish to use points to create their characters, rather than following a template or being restricted in what they can put in skills and attributes, can use a point system. Each novice character receives 79 creation points to distribute among all the options. The Game Master may wish to provide additional points to allow for more powerful characters. Players may only spend creation points as whole points, not as fractions. • One attribute die equals four creation points. • One skill die equals one creation point. • Three skill specialization dice equal one creation point. • Advantages and Special Abilities have their own costs associated with them; see the “Character Options” chapter for details. Other restrictions apply: • Attributes have a minimum of 1D and a maximum of 5D, except in Extranormal attributes. • The maximum starting number of dice that may be added to any one skill or specialization of skill is 3D. • Points must be spent on whole dice, though the purchased dice may be split and distributed in their category. For instance, if a player spends four creation points to get one attribute die, the die may be split into three pips and divided among up to Page 1 of 52

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Page 1: Avatar (The Last Airbender/Legend of Korra) RPGrpg.go-ghoti.com/Avatar/Avatar D6.docx  · Web viewStart out by picking a simple two word Personality aspect represented by a positive

Avatar (The Last Airbender/Legend of Korra) RPGUsing the D6 system from West End Games as a basis, this system combines several different features from multiple systems to create a set of powers for the Avatar setting. Using powers, merits, flaws, martial arts and other items taken from different systems to accomplish the basic abilities of both Benders and non-Benders. In addition to these, there will also be pools of Chi (Energy), Yin (Defense & Restraint) and Yang (Offence & Exuberance) which will be used to fuel different effects within the game system. As the system is developed, these pools may change in either name or quantity.

Character Creation:Either of the standard D6 character creation rules can be applied. However, the point based system will work better if Merits and Flaws are going to be selected. Dice from either Attributes or Skills can be traded toward the points needed or gained from extra points.

Creation PointsThose who wish to use points to create their characters, rather than following a template or being restricted in what they can put in skills and attributes, can use a point system. Each novice character receives 79 creation points to distribute among all the options. The Game Master may wish to provide additional points to allow for more powerful characters. Players may only spend creation points as whole points, not as fractions.

• One attribute die equals four creation points.• One skill die equals one creation point.• Three skill specialization dice equal one creation point.• Advantages and Special Abilities have their own costs associated with them; see the “Character Options” chapter for details.

Other restrictions apply:• Attributes have a minimum of 1D and a maximum of 5D, except in Extranormal attributes.• The maximum starting number of dice that may be added to any one skill or specialization of skill is 3D.• Points must be spent on whole dice, though the purchased dice may be split and distributed in their category. For instance, if a player spends four creation points to get one attribute die, the die may be split into three pips and divided among up to three attributes, but no attribute pip may be traded in for a skill die.

Players may add up to 10 additional creation points to their totals by taking an appropriate number of ranks in Disadvantages.

See the character sheet for the Attributes.Abilities are listed below, note that not all Abilities will be available for all time periods. Some abilities have Combat Styles associated with them. Each Combat Style is tracked as a separate skill. Characters may have training in up to two Combat Styles at character creation. See Combat Styles chapter for more details.

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ReflexesClimbing: Scaling various surfaces. Contortion: Escaping from otherwise secure physical bonds by twisting, writhing, and contorting the body.Dodge: Slipping out of danger’s way, whether avoiding an attack or a sprung booby trap.Flying: Maneuvering under one’s own power (such as with wings) or in null gravity.Jumping: Leaping over obstacles.Martial Arts (Combat Style): The Martial Arts ability represents unarmed combat styles. Combat Styles include: No Style, Unarmed, Chi-Blocking, Airbending, Earthbending, Firebending, and Waterbending.Melee (Combat Style): The Melee ability represents armed combat styles. Combat Styles include: No Style and various different weapons one type must be selected as the Combat Style (eg: Sword would be Long Blades, Short Swords and Knives would be Short Blades, Spear would be Pole Arm, Mauls would be Bludgeoning, Great Swords, Large Weapons, Fighting Chain or Whip would be Lashing Weapons.).Riding: Controlling and riding domesticated mounts.Sneak: Moving silently and avoiding detection, whether through shadows or crowds.

CoordinationAcrobatics: Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as break falls. Useful for running obstacle courses or doing water ballet.Lockpicking: Opening a mechanical (not electronic) lock or safe without possessing the key or combination, as well as disarming small mechanical traps.Marksmanship (Combat Style): The Marksmanship ability represents uses of Bow or Firearm (if available) combat styles. Combat Styles include: No Style, Longbow, Shortbow, Rifle, and Pistol.Piloting: Operating any kind of vehicle on or through the ground, a liquid medium, or the air.Sleight of hand: Nimbleness with the fingers and misdirection, including picking pockets, palming items, and stage magic.Throwing (Combat Style): The Throwing ability represents uses of combat styles which enhance thrown weapons. Combat Styles include: No Style, Bolas, Knives, Shuriken, Boomerangs, Grenades (if available), etc.

KnowledgeBusiness: Comprehension of business practices and the monetary value of goods and opportunities, including the ability to determine how to make money with another skill the character has. Business can complement charm, con, and persuasion when haggling over prices for goods and services being bought or sold.Cultures: Comprehension of customs, traditions, art, history, politics, and views on outsiders of various regions or groups, as well as the ability to generalize about common cultural formsDemolitions: Using corrosives and explosives to achieve particular destructive effects.Forgery: Creating and noticing false or altered documentation in various media (paper, electronic, plastic card, etc.), including counterfeiting, though tasks may require other skills to help detect or make the forgery.Devices: Using and designing complex mechanical equipment. Actually building items requires crafting.Languages: Familiarity with and ability to use various forms of communication, including written, spoken, and nonverbal. Characters may choose one “native” language in which they have written and spoken fluency. Additional languages in which a character has proficiency can be represented by specializations of this skill. Medicine: Using first aid techniques to treat injuries, as well as an understanding and application of medical procedures, including diagnosing illnesses and performing surgery.

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Navigation: Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps.Scholar: This skill represents knowledge and/or education in areas not covered under any other skill (such as chemistry, mathematics, archeology, interior design, etc.). This may be restricted to a specific field (represented by specializations) or a general knowledge of a wide range of subjects. It is used to remember details, rumors, tales, legends, theories, important people, and the like, as appropriate for the subject in question. However, the broader the category, the fewer the details that can be recalled. It covers what the character himself can recall. Having another skill as a specialization of the scholar skill means that the character knows the theories and history behind the skill but can’t actually use it. It can be useful with investigation to narrow a search for information.Traps: Installing, altering, and bypassing security devices, as well as identifying various kinds of traps (gas, pit, wire-triggered, etc.).

PerceptionArtist: Making works of art, like paintings, photographs, and music or literary compositions.Crafting: Creating, fixing, or modifying equipment, weapons, armor, and vehicles, as well as woodworking, metalworking, constructing buildings, and the like.Gambling: Playing and cheating at games of strategy and luck.Hide: Concealing objects, both on oneself and using camouflage.Investigation: Gathering information, researching topics, analyzing data, and piecing together clues.Know-how: Ability to figure out how to perform an action in which the character does not have experience, as well as a catch-all skill encompassing areas not covered by other skills (such as basic, not fancy, sewing or cooking).Repair: Creating, fixing, or modifying gadgets, weapons, armor, and vehicles.Search: Spotting hidden objects or people, reconnoitering, lip-reading, or eavesdropping on or watching another person.Streetwise: Finding information, goods, and contacts in an urban environment, particularly through criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals.Survival: Surviving in wilderness environments.Tracking: Following the trail of another person, animal, or creature, or keeping after a moving target without being noticed.

PhysiqueLifting: Moving or lifting heavy objects, as well as representing the ability to inflict additional damage with strength-powered weapons.Running: Moving quickly on the ground while avoiding obstacles and keeping from stumbling.Stamina: Physical endurance and resistance to pain, disease, and poison.Swimming: Moving and surviving in a liquid medium.

PresenceAnimal handling: Controlling animals and making them perform tricks and follow commands.Charm: Using friendliness, flattery, or seduction to influence someone else. Also useful in business transactions, putting on performances (such as singing, acting, or storytelling), and situations involving etiquette.Command: Effectively ordering and coordinating others in team situations.Con: Bluffing, lying, tricking, or deceiving others, as well as verbal evasiveness, misdirection, and blustering. Also useful in putting on acting performances.

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Disguise: Altering features or clothing to be unrecognizable or to look like someone else. Also useful in acting performances.Intimidation: Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them.Persuasion: Influencing others or getting information out of them through bribery, honest discussion, debate, diplomacy, or speeches. Also useful in negotiations, business transactions, and putting on performances (such as singing, acting, or storytelling).Willpower: Ability to withstand stress, temptation, other people’s interaction attempts, mental attacks, and pain. The gamemaster may allow a specialization in a specific faith tradition or belief system to enhance many, though not all, applications of willpower.

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PersonalityPersonality defines who your character is and what drives them to be active within the world of the Benders (especially if they aren’t one). It also helps to explain how they will react to a situation that arises. It should server as a guide to help you act out your character.

Start out by picking a simple two word Personality aspect represented by a positive aspect and a negative aspect of the character’s personality. Examples include, Fun-loving and Remorseful (Aang), Courageous and Stuborn (Korra), Hopeful and Worried (Katara), Independent and Cocky (Toph), Confident and Misguided (Zuko)

After you have set your two words have been selected you will want to assign points to your personality traits below. Each should be on a scale of 1-10, keeping in mind that a 1’s, 2’s, 9’s and 10’s are very rare and should only be taken if they are in alignment with your Positive or Negative aspect. In general, the points here are open, though your GM has the final say on what is acceptable.

Style - How "traditional" a character is. A lower number means that a character likes sticking to rules-- the traditional way of doing things. These characters tend to be quite formal and if they know a skill of some sort, they probably learned it formally through a teacher or institution. A higher number means that a character is used to do things their own way. They may not like rules very much and stick to their own code. These characters are free style; they lean towards experimentation and can adapt easily to new situations and environments. If this character knows a skill of some sort, they probably learned it by themselves or adapted it to fit their own style.

Grace - This is a peculiar trait where is there is Physical Grace and Mental Grace, so a character has two Grace values, each one from 1 to 10. Characters with a lower number are likely to not think things through as they are doing them. They are clumsy either physically or mentally; they tend to run into people or objects and/or tend to forget things they probably should be remembering. These characters may be clumsy, but it also makes them unpredictable-- and depending on the side their on, dangerous. A higher number means that these characters like to plan. They like to calculate and make sure plans that they or someone else concoct go smoothly. If problems arise, they have prepared multiple ways to smooth them out or make them go away. However, these characters tend to be impatient and get frustrated when things aren't going their way.

Courage - A character with a lower number tend to be timid and unsure of their own opinions. They may be easily swayed by the opinions of others and may find it difficult to stand up for themselves when trouble arises. A character with lower Courage is also not as hard headed and likes to think before taking action. A higher number means a character knows what they are doing and why they are fighting for it. Their mind is already set and one would need an incredible argument to alter their opinion. These characters will rise, face, and fight the challenges in front of them with all they are capable of. However, they also tend to be stubborn and refuse to listen to others, even if the others are correct and they are wrong.

Joy - A character's outlook on situations. A lower number means that a character is more likely to criticize ideas and be cynical, but also tend to be honest when it comes to telling others how they feel and feel guilty if they cannot do something right. A higher number means that a character is a positive thinker and has faith in the words of others, but they may lie occasionally if it means not hurting another person's feelings. These

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characters let others know of their opinion and make sure their voice is heard, but it doesn't always mean they are telling the truth.

Friendship - How easy it is for a character to make friends and/or understand the feelings of others. A lower number means that this person is more introvert. They would prefer the indoors and may not be interested in small talk, but these people tend to be independent and very reliable as a friend. However, if they are troubled, they usually do not tell anyone. A higher number would mean they are more extrovert and may like to gossip about other people. It could be difficult for these people to keep secrets. They are active as a person and are comfortable talking to large groups of people.

Humor - How much does the character laugh or find things humorous? This doesn't necessarily mean that a character is good at being funny! A lower this number is, the less likely they are to find something to laugh at.

Approach - How easy is it for others to approach the character? Do they always look busy? The lower the number, the more difficult it is for another character to approach this character.

Education - How educated is the character? A lower number means they probably didn't care much for school. A higher number means they've learned quite a lot and value education.

Love - What does a character think about intimate and romantic love? The lower the number, the less interest one has about intimate and romantic love.

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Energy PoolsThe three different energy pools used for the Avatar RPG system include Chi, Yin, and Yang.

Chi PoolThe Chi Pool is the basic energy that flows through all beings in the universe. All characters have a pool total equal to their Presence dice plus the dice for the associated ability for their Nation or Bending ability if it differs from their nation. Air is Knowledge, Earth is Physique, Fire is Reflexes, and Water is Coordination. These totals increase as the associated Attributes increase.

The Chi Pool may not hold more than this number of dice at any time. Any transfers made to the pool that would cause it to overflow become wasted.

For Benders, the Chi Pool allows them to use their Bending Styles, if it contains zero points, they are unable to use any Bending abilities until they have regained a point in the pool. For Benders and non-Benders, the points in this pool can be used as either Yin or Yang points, though non-Benders do not suffer as badly if the pool is empty.

Yin PoolThe Yin Pool fuels actions of Defense and Restraint. The Elements associated with this pool are Air and Water. Characters who are from the Air Nation or the Water Nation or are an appropriate Bender type start with a total number of points equal their Knowledge dice plus their Coordination dice, doubled. Characters who are from the Fire Nation or Earth Nation begin with a number of points equal to their Knowledge dice plus their Coordination dice. These totals increase as the associated Attributes increase.

Airbenders and Waterbenders may move points from this pool into their Chi Pool as a free action, but are limited to 4 points per turn. Firebenders and Earthbenders may move 1 point per turn, but it does not count as a free action.

Yang PoolThe Yang Pool fuels actions of Offence and Exuberance. The Elements associated with this pool are Earth and Fire. Characters from the Earth Nation or the Fire Nation or are an appropriate Bender type start with a total number of points equal their Physique dice plus their Reflexes dice, doubled. Characters from the Fire Nation or Earth Nation begin with a number of points equal to their Physique dice plus their Reflexes dice. These totals increase as the associated Attributes increase.

Earthbenders and Firebenders may move points from this pool into their Chi Pool as a free action, but are limited to 4 points per turn. Airbenders and Waterbenders may move 1 point per turn, but it does not count as a free action.

Special Rules for the different poolsNon-Benders may convert points from any pool into the Chi Pool as a free action, but are restricted to the points per turn limit based on their nation. The Avatar may convert points from either pool as a free action, but is restricted to 2 points instead of 1. Benders with the first four Chakras open may convert points from any pool into the Chi Pool as a free action, are restricted to the points per turn limit based on their nation. Once all Chakras are open all points in the different pools are considered to be in the Chi Pool and the need to transfer points is removed entirely. However, the pools remain separate for the purpose of refilling the pools.

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Refilling your Energy PoolsRefilling the energy pools can be completed several different ways, the most obvious of which is meditation or rest. For every twenty minutes of meditation or rest you regain all of the points in one of the three pools.

While in combat, the GM may award heroic actions by providing points for either the Yin or Yang pools based on the type of action taken. Typically this will be limited to 2-3 points which can be converted to the Chi Pool during the next turn.

During combat a player may choose to replenish energy from other sources. The expenditure of a Fate Point will refill all of the energy pools to their maximum. Just remember, if this isn’t done for a dramatic effect you will have lost your Fate Point. Use of a Fate Point for this purpose can only be done once per session. Alternately, the player may convert a Character Point into 4 points of Chi Energy once per turn.

Uses for your Energy PoolsWhile the primary example is to use a point from your Chi Pool to activate a bending move, you can also use the appropriate Chi, Yin, or Yang points to enhance bending moves.

Non-Benders are also able to use Energy to enhance their own techniques, though without Elemental effects. The examples below provide a guide to which types of Energy should be used for which types of actions. A Combat Style Technique may be needed to use some of the listed examples or may provide a listed example without the need to spend Energy Points.

The points from the Yin Pool can be used to increase your dice for defensive based actions such as Parry, Block, Dodge, Grapple, and soak dice. Yin points can also be used to buy an instant defense to an unexpected attack, to be able to parry or block blows for multiple opponents, and for additional healing dice when a natural healing roll is made or a Waterbender uses a healing ability. These are examples and may be expanded upon with the approval of the GM.

The points from the Yang Pool can be used to increase your dice for offensive based actions such as Attack, Counter Attack, increasing the distance of a bending attack, and increasing damage dice. Yang points can also be used to buy additional attacks in a combat round. These are examples and may be expanded upon with the approval of the GM.

Fatigue from Using EnergyWhile there is no limit to the amount of Energy a character can use within a turn, it can be quite draining to use more than five points. When using more than five points of Energy the player will need to make a Stamina (Physique) or Willpower (Presence) roll to determine if they become drained by their actions. The roll is a contested roll against a number of dice equal to the total number of Energy Points spent over a short amount of time (typically a combat round, which represents 30 seconds). If the player rolls less on the contested roll, the character becomes stunned for a period of time. In combat, this would be determined as a number of rounds equal to the total number of Energy Points spent above the initial five.

The Open Chakra Advantage found in the Advantages section provides additional benefits for resisting fatigue of this nature. For each Open Chakra (seven in total) the character can spend one extra point to before having to make a resistance roll.

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While the character is stunned, she cannot act in combat. However, during this time stunned, the character will regain Chi Energy at the rate of 1 per round. This Chi Energy can either be added to the character’s pool or be used to shorten the number of rounds, also at the rate of 1 per round. However, the character must spend at least one round stunned from Fatigue of this nature if the resistance roll failed.

The Avatar StateOnly the Avatar can enter the Avatar State. While it is active, the Avatar has almost unlimited power as he draws his energy from an increased Chi Pool. The increase in this pool is equal to the number of benders in the area multiplied by 3. While the easiest rule to use is any bender who the Avatar can see (it doesn’t matter if they are trying to hide). The benders who add to this total could also be dependent on certain conditions at the GMs discretion. Examples could include:

Benders who are in the same building, but not on the same floor Benders who are known to be nearby (in case the Avatar is blinded) Benders who have a close relationship with the Avatar (this one can even bypass the sight

requirement) Spirits or Companion Animals who are allied to the Avatar

The Energy limit for the Avatar while in the Avatar State is raised to ten. The Avatar will still make the roll to resist being stunned, but it is against the number of Energy Points spent in the round about the initial ten and not the total.

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Combat StylesWhile each Martial Arts Styles and Bending Style is separate, there are some techniques which use the same system despite the styles. The rules for these techniques will be listed within each Martial Arts Styles or Bending Style, but the rules will only appear in the General Martial Arts or General Bending section respectively.

Combat Styles are classified as separate Abilities on the character sheet. Each 1D the character has within the Combat Style represents the knowledge they have of the style. This allows them to take up to two move/techniques for each 1D within the style.Ex: A Water Bender has a Reflexes of 2d and a Water Bending Style of 2d. The Water Bender can use the full 4d when using a move within the Water Bending Style. However, the Water Bending Style being 2d the bender will only have access to 4 techniques within the style.

The Styles listed below are broken down between the different abilities they fall under, with the exception of Bending Styles which fall under the Martial Arts Ability. For each ability the player may also select “No Style”, which will leave it as an untrained ability. While this allows the character to use virtually any Melee Weapon or Ranged Weapon, they will not be able to use any of the moves/techniques listed under the styles below. The exceptions to this are as follows.Martial Arts (No Style): Punch, Kick, and BlockMelee (No Style): Strike and ParryMarksmanship (No Style): Aim Shot and Called ShotThrowing (No Style): Aim Shot and Called Shot

The rules for using moves and techniques of a Combat Style are simple enough. To attempt the move, the player rolls their Martial Arts dice (with appropriate specialization, if applicable) and compares first to the difficulty of the move. Moves will have a Moderate Difficulty, unless otherwise noted with the move itself. If the roll is greater than or equal to the difficulty, the character is able to make the move without the possibility of injuring himself. If the result is lower than the difficulty, the attack fails. If the result of the roll is below the difficulty by 10 or more, there is a chance that the character has injured himself in the attempt or in some way placed himself into danger.

The GM will determine this with a roll of a single die. 1 means the character suffers a minor injury, 6 means the character is fine, and 2-5 means something has happened that results in the character being in some sort of danger. If a minor injury occurs the player takes 3 points of damage that cannot be resisted by armor or a Physique roll. If the character is placed into danger, the GM should decide something appropriate based on the move and style being used, but no direct damage should be done to the character as a result. The character may have fallen prone by over-extending an attack, or have thrust his sword into the wall instead of the target and the sword is now stuck.

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Martial Arts StylesMartial Arts Moves and TechniquesCertain moves within Martial Arts are universal across all. Kicks, Punches, Blocks, and Disarms tend to be the most common. Any move with a Very Easy or Easy difficulty may be used without training and do not count toward the limitation for your known moves.

General TechniquesMartial Arts Techniques have a difficulty based on the level, unless otherwise noted. Untrained Level has a difficulty of Easy. Basic Level has a difficulty of Moderate. Intermediate Level has a difficulty of Difficult, and Master Level has a difficulty of Very Difficult. Special Techniques have a Difficulty of Heroic.

Untrained Level: Every Martial Artist knows some basics combat Technique. These three Techniques are free for all characters.Punch/Strike: A punch is the most basic version of this move, though a Strike can also be made with a weapon. Damage for a Punch or Strike is the character’s Physique. Difficulty: Very EasyKick/Low Blow: A kick will typically be more powerful than a punch. A low blow typically lands in an unexpected area. Attacks are made at the normal dice. Damage for a Kick or Low Blow is the Character’s Physique +2. Difficulty: Easy

Example of a Low BlowTyler Durden: Motherfucker! You hit me in the ear!

Narrator: Well, Jesus, I'm sorry.Tyler Durden: Ow, Christ... why the ear, man?

Narrator: Guess I fucked it up...Tyler Durden: No, that was perfect!

Block/Parry: Blocking is often necessary. To block an incoming attack while unarmed, you will roll your normal dice for Martial Arts to defend. If the attack is still successful, the target takes the full damage of the blow. If Yin Energy is used at the time the block is rolled, but the attack is still successful, the damage will be halved (after it is rolled). Difficulty: Easy

Basic Level: These techniques are the basis for the further techniques.Called Shot: Sometimes you need to hit a certain location on a target. This technique allows the player to call where they want to hit their target. A successful hit adds +1D to damage. Difficulty: ModerateDisarm: When disarming your opponent your attack causes no damage. If successful, the attack throws the weapon away from them. If you succeed while unarmed, you may make a free Martial Arts roll at -1D to take the weapon from your opponent. If you are armed and making a disarm attempt, there is no penalty for the attempt. If successful, you may attempt to take the weapon, but you will be at a -3d on the Martial Arts roll. Spending Yang Energy can removed the penalty dice for taking the weapon at the rate of 1 point for 1d. Difficulty: ModerateElbow Smash/Knee: By using Elbows and Knees, a character may apply a sharp blow to their target. Damage is the character’s Physique +1D. Difficulty: Moderate

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Foot Sweep/Knockdown: The character attempts to trip up the target or knock the target down with a well-placed blow. If successful, the target is knocked to the ground. The target will need use an action on his next turn to stand again to avoid penalties to their actions. Difficulty: Moderate

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Artful Dodge: This technique allows the character to attempt a dodge using their Martial Arts dice rather than their Dodge dice. Difficulty: DifficultJump Attack: This technique allows you to make an attack from midair without having to worry about making a roll for your landing. Difficulty: DifficultParried Blow: The character may attempt a Counter Attack after successfully parrying a blow by spending 1 point of Yang Energy. The attack is at a -1d. Difficulty: DifficultDual Attack: This technique allows a character to make an additional attack in a single combat round. If the attack is successful against a single target only one attack roll is made. Each additional attack unleashed will add +1D to the damage roll (maximum of +1D). If used against multiple targets the attack rolls are made separately and the weapon does normal damage. If multiple targets are being attacked they must be in close proximity. Using this technique allows the character to make an additional attack without the need to spend Energy. Difficulty: Based on the Technique used to perform the attack.

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Triple Attack: This technique allows a character to make an additional attack in a single combat round. If the attack is successful against a single target only one attack roll is made. Each additional attack unleashed will add +1D to the damage roll (maximum of +2D). If used against multiple targets the attack rolls are made separately and the weapon does normal damage. If used against multiple targets the attack does normal damage for the weapon. If multiple targets are being attacked they must be in close proximity. Using this technique allows the character to make an additional attack without the need to spend Energy. The character must have Dual Attack before they can have Triple Attack.Difficulty: Based on the Technique used to perform the attack.

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Four Points Attack: This technique allows a character to make an additional attack in a single combat round. If the attack is successful against a single target only one attack roll is made. Each additional attack unleashed will add +1D to the damage roll (maximum of +3D). If used against multiple targets the attack rolls are made separately and the weapon does normal damage. If used against multiple targets the attack does normal damage for the weapon. If multiple targets are being attacked they must be in close proximity. Using this technique allows the character to make an additional attack without the need to spend Energy. The character must have Triple Attack before they can have Four Points Attack.Difficulty: Based on the Technique used to perform the attack.

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Unarmed Combat StyleThis combat style has access to all levels found within the General Techniques section.

This covers specialized combat maneuvers which work best when not using a weapon, except where noted otherwise. Using a weapon while attempting these maneuvers will cause an additional -2 penalty to any pre-existing penalty for the maneuver, unless taken as part of the weapon based style. Keep in mind that a -3 will automatically convert to a -1d, and -4 will be a -1d-1.

Basic Level: These techniques are the basis for the further techniques.Grab/Grapple: A grab is hard to accomplish, but once you have hold of someone they may find it difficult to escape. A grab is made at -1d for the initial attempt, which is an opposed Strength roll. They are at +1d to maintain and cause a -1d to defensive actions on the part of the person who is being held. Yin Energy can be used to remove the penalty to the initial attempt. The target may also spend Yin Energy to remove the -1d to their defensive actions while grappled, but only if they have the Grab/Grapple move. Difficulty: ModerateInstant Stand: The Martial Artist may use this action on his turn to rise from prone as a free action.Difficulty: N/AStunning Attack: This attack targets certain pressure points on the target’s body causing the target to become slightly dazed. If the attack is successful the target is stunned for 1 round (the target may only dodge for that round). This technique required 1 Yang Energy for each use.Difficulty: Moderate

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Improvised Weapon: With this technique, the Martial Artist may use virtually any non-weapon object that she can lift as a weapon.Difficulty: Based on the Technique used to perform the attack.Throw:

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Unbreakable: While a Martial Artist may be able to catch a blade barehanded, it takes a Master to do so without being injured. By spending Yin Energy when an Unarmed Block or Parry was attempted the Martial Artist suffers half damage if the attack is still successful. If the Block/Parry was successful no damage is taken from the attack. Yin Energy muse be used for each attack in the round. Difficulty: Very Difficult

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Weapon Master: With this technique, the Martial Artist may use a weapon with their Martial Arts Unarmed Style. They may begin taking techniques from other Melee Combat Styles without the need for a separate Combat Style Skill. Though they must still follow the track for the Combat Style Levels.

Chi-Blocking (Unarmed Special Technique)This is a Special Technique of the Unarmed Combat Style which may not be available in all game settings. Chi-Blocking cannot be self-taught and requires a Master for instruction.

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Chi-Blocking: This attack is a series of non-damaging hits made to a specific limb to immobilize it. By hitting certain locations a limb, the limb is rendered useless for 3D rounds. Benders who do not have use of a limb will not be able to use any Bending moves with the specific limb for 3D minutes. This attack does not cause actual damage. The defender cannot block without armor or a shield and cannot be parried if the defender is cannot use a weapon to parry. This technique required 1 Yang Energy for each use.Difficulty: Heroic

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Melee StylesGeneral TechniquesMelee Techniques have a difficulty based on the level, unless otherwise noted. Untrained Level has a difficulty of Easy. Basic Level has a difficulty of Moderate. Intermediate Level has a difficulty of Difficult, and Master Level has a difficulty of Very Difficult. Special Techniques have a Difficulty of Heroic.

Untrained Level: Every Martial Artist knows some basics combat Technique. These three Techniques are free for all characters who possess the Melee Ability.Punch/Strike: A punch is the most basic version of this move, though a Strike can also be made with a weapon. Damage for a Punch or Strike is the character’s Physique. Difficulty: Very EasyKick/Low Blow: A low blow will typically be more powerful than a strike as it lands in an unexpected area. Attacks are made at the normal dice. Damage for a Kick or Low Blow is the Character’s Physique +2. Difficulty: EasyBlock/Parry: Blocking is often necessary. To block an incoming attack while unarmed, you will roll your normal dice for Martial Arts to defend. If the attack is still successful, the target takes the full damage of the blow. If Yin Energy is used at the time the block is rolled, but the attack is still successful, the damage will be halved (after it is rolled). Difficulty: Easy

Basic Level: These techniques are the basis for the further techniques.

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Dual Attack: This technique allows a character to make an additional attack in a single combat round. If the attack is successful against a single target only one attack roll is made. Each additional attack unleashed will add +1D to the damage roll (maximum of +1D). If used against multiple targets the attack rolls are made separately and the weapon does normal damage. If multiple targets are being attacked they must be in close proximity. Using this technique allows the character to make an additional attack without the need to spend Energy. Difficulty: Based on the Technique used to perform the attack.

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Triple Attack: This technique allows a character to make an additional attack in a single combat round. If the attack is successful against a single target only one attack roll is made. Each additional attack unleashed will add +1D to the damage roll (maximum of +2D). If used against multiple targets the attack rolls are made separately and the weapon does normal damage. If used against multiple targets the attack does normal damage for the weapon. If multiple targets are being attacked they must be in close proximity. Using this technique allows the character to make an additional attack without the need to spend Energy. The character must have Dual Attack before they can have Triple Attack.Difficulty: Based on the Technique used to perform the attack.

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Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Four Points Attack: This technique allows a character to make an additional attack in a single combat round. If the attack is successful against a single target only one attack roll is made. Each additional attack unleashed will add +1D to the damage roll (maximum of +3D). If used against multiple targets the attack rolls are made separately and the weapon does normal damage. If used against multiple targets the attack does normal damage for the weapon. If multiple targets are being attacked they must be in close proximity. Using this technique allows the character to make an additional attack without the need to spend Energy. The character must have Triple Attack before they can have Four Points Attack.Difficulty: Based on the Technique used to perform the attack.

Long bladeThis combat style has access to all levels found within the General Techniques section.This style includes long swords, bastard swords, battle axe, etc.

Basic Level: These techniques are the basis for the further techniques.Slash: A standard move with a bladed weapon. This technique allows the wielder to take full advantage of the weapon’s power.Thrust: A standard move with a weapon that has a point at the tip. This technique allows the wielder to take full advantage of the weapon’s power. This adds +1D to damage.

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Dual Wield: This allows the character to use a weapon in each hand and attack with each without Energy being spent. This technique allows a character to wield a one-handed weapon in each hand. It allows the character to attack with each weapon as well. If multiple targets are being attacked they must be in close proximity.Difficulty: Based on the Technique used to perform the attack.

Flashing Blade:Close Cut:

FanThis combat style has access to all levels found within the General Techniques section.

Basic Level: These techniques are the basis for the further techniques.Slash: A standard move with a bladed weapon. This technique allows the wielder to take full advantage of the weapon’s power.Thrust: A standard move with a weapon that has a point at the tip. This technique allows the wielder to take full advantage of the weapon’s power. This can only be used when the Fan is closed.Quick Draw: Useable with only small weapons, this allows the character to draw a weapon as a free action. By spending 1 Yin Energy, this move can be used to attempt to parry a surprise attackDual Wield: This allows the character to use a weapon in each hand and attack with each without Energy being spent. This technique allows a character to wield a one-handed weapon in each hand. It allows the character to attack with each weapon as well with each attack being resolved separately. If multiple targets are being attacked they must be in close proximity.Difficulty: Based on the Technique used to perform the attack.

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Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.

Short BladeThis combat style has access to all levels found within the General Techniques section.This style includes short swords, knives, daggers, hand axe, etc.

Basic Level: These techniques are the basis for the further techniques.Slash: A standard move with a bladed weapon. This technique allows the wielder to take full advantage of the weapon’s power.Thrust: A standard move with a weapon that has a point at the tip. This technique allows the wielder to take full advantage of the weapon’s power. This adds +1D to damage.Quick Draw: Useable with only small weapons, this allows the character to draw a weapon as a free action. By spending 1 Yin Energy, this move can be used to attempt to parry a surprise attackDual Wield: This allows the character to use a weapon in each hand and attack with each without Energy being spent. This technique allows a character to wield a one-handed weapon in each hand. It allows the character to attack with each weapon as well. If multiple targets are being attacked they must be in close proximity.Difficulty: Based on the Technique used to perform the attack.

Large WeaponThis combat style has access to all levels found within the General Techniques section.This style includes larger bladed and blunt weapons which typically required two hands to wield, great swords, great axe, scythe, great hammer, etc.

Basic Level: These techniques are the basis for the further techniques.Slash: A standard move with a bladed weapon. This technique allows the wielder to take full advantage of the weapon’s power.Thrust: A standard move with a weapon that has a point at the tip. This technique allows the wielder to take full advantage of the weapon’s power. This adds +1D to damage.

Reach: Breakthrough:Two at a Time:

Bludgeoning WeaponThis combat style has access to all levels found within the General Techniques section.This style includes any bludgeoning weapon which required one or two hands to use.

Basic Level: These techniques are the basis for the further techniques.Bash: A standard move with a bludgeoning weapon. This technique allows the wielder to take full advantage of the weapon’s power.Crush: A standard move with a bludgeoning weapon when used against an opponent who is near a solid object. This technique allows the wielder to take full advantage of the weapon’s power. This adds +1D to damage.

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Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.

Lash WeaponThis combat style has access to all levels found within the General Techniques section.This typically represents a fighting chain, weighted rope, or whip style of weapon.

Basic Level: These techniques are the basis for the further techniques.Entangle: Crack:

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Dual Wield: This allows the character to use a weapon in each hand and attack with each without Energy being spent. This technique allows a character to wield a one-handed weapon in each hand. It allows the character to attack with each weapon as well with each attack being resolved separately. If multiple targets are being attacked they must be in close proximity.Difficulty: Based on the Technique used to perform the attack.

Staff/SpearThis combat style has access to all levels found within the General Techniques section.This style includes any weapon that could be described as a polearm, spear, staff, or lance.

Basic Level: These techniques are the basis for the further techniques.Slash: A standard move with a bladed weapon. This technique allows the wielder to take full advantage of the weapon’s power.Thrust: A standard move with a weapon that has a point at the tip. This technique allows the wielder to take full advantage of the weapon’s power. This adds +1D to damage.Reach: Set: Distracting Swing:Two at a Time:

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Thrown StylesGeneral TechniquesThrown Style Techniques have a difficulty based on the level, unless otherwise noted. Untrained Level has a difficulty of Easy. Basic Level has a difficulty of Moderate. Intermediate Level has a difficulty of Difficult, and Master Level has a difficulty of Very Difficult. Special Techniques have a Difficulty of Heroic.

Untrained Level: Every Martial Artist knows some basics combat Technique. These three Techniques are free for all characters who possess the Thrown Ability.Called Shot: Sometimes you need to hit a certain location on a target. This technique allows the player to call where they want to hit their target. A successful hit adds +1D to damage.Aimed Shot: A character using this technique can take a free aim action that adds a +1 to the attack made in the same round. Each additional aim action costs 1 Yang Energy.

Basic Level: These techniques are the basis for the further techniques.

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.

ShurikenThis combat style has access to all levels found within the General Techniques section. However, the moves are typically not being made using the ranged aspect of the weapon. Typically only Disarm may be attempted using a weapon.This typically represents any of the smallest weapon designed to be thrown, shuriken and throwing darts are the most common.

Basic Level: These techniques are the basis for the further techniques.Quick Draw: Useable with only small weapons, this allows the character to draw a weapon as a free action. It may be used up to a character’s Coordination dice times in a single combat round. By spending 1 Yin Energy, this move can be used to attempt to parry a surprise attackTwin Throw: This technique allows a character to throw two weapons with a single attack roll. If one target is being attacked and the attack is successful, the attack receives a +1D to damage (maximum of +1D). If used against multiple targets the attack does normal damage for the weapon.Difficulty: Moderate

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Pinning Attack: Unleashing several small thrown objects at the same target, the character is able to pin the target’s clothing to a surface, preventing them from being able to move until they have been freed (typically taking 1-3 rounds). Difficulty: Difficult

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Triple Throw: This technique allows a character to throw three weapons with a single attack roll. If one target is being attacked and the attack is successful, the attack receives a +1D to damage for each additional weapon thrown (maximum of +2D). If used against multiple targets the attack does normal damage for the weapon. The character must possess Twin Throw to have access to Triple Throw.Difficulty: Difficult

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Trick Shot: This allows a shuriken to be thrown at a target that is not in your direct line of sight, but cannot be used on impact or sticky based grenades. As long as there is an unobstructed path to the target this shot may be attempted. Difficulty: Very DifficultQuad Throw: This allows a character to unleash up to four shuriken (or darts) at once using one attack roll. If one target is being attacked and the attack is successful, each additional weapon unleashed will add +1D to the damage roll (maximum of +3D). If used against multiple targets the attack does normal damage for the weapon. The character must possess Quad Throw to have access to Multi Throw.Difficulty: Very Difficult

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Multi Throw: This allows a character to unleash up to five shuriken (or darts) at once using one attack roll. If one target is being attacked and the attack is successful, each additional weapon unleashed will add +1D to the damage roll (maximum of +4D). If used against multiple targets the attack does normal damage for the weapon. The character must possess Quad Throw to have access to Multi Throw.Difficulty: Heroic

KnivesThis combat style has access to all levels found within the General Techniques section. However, the moves are typically not being made using the ranged aspect of the weapon. Typically only Block/Parry and Disarm may be attempted using a weapon.This typically represents any smaller weapon designed to be thrown, throwing knives and throwing axes are the most common.

Basic Level: These techniques are the basis for the further techniques.Quick Draw: Useable with only small weapons, this allows the character to draw a weapon as a free action. It may be used up to a character’s Coordination dice times in a single combat round. By spending 1 Yin Energy, this move can be used to attempt to parry a surprise attackPinning Attack: The character is able to pin a target to a surface with a thrown weapon. This will prevent the target from being able to move until they have been freed (typically taking 1-3 rounds). Difficulty: Moderate

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Melee: Sometimes it is necessary to use a throwing weapon as a melee weapon. This technique allows a character to lean techniques from the Short Blade Melee Style. The character uses the Thrown ability when using their thrown weapons in this nature.

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Twin Throw: This technique allows a character to throw two weapons (one from each hand) with a single attack roll. If one target is being attacked and the attack is successful, the attack receives a +1D to damage (maximum of +1D). If used against multiple targets the attack does normal damage for the weapon.Difficulty: Difficult

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Trick Shot: This allows a shuriken to be thrown at a target that is not in your direct line of sight, but cannot be used on impact or sticky based grenades. As long as there is an unobstructed path to the target this shot may be attempted. Difficulty: Very Difficult

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Multi-Attack: This allows a character to unleash up to four throwing knives (two from each hand) at once using one attack roll. If one target is being attacked and the attack is successful, the attack receives a +1D to damage (maximum of +3D). If used against multiple targets the attack does normal damage for the weapon.Difficulty: ModerateMedium Weapons: This technique provides the ability to throw single handed weapons and/or spears with this style without an increased difficulty.Large Weapons: This technique provides the ability to throw two-handed weapons with this style without an increased difficulty.

BoomerangThis combat style has access to all levels found within the General Techniques section. However, the moves are typically not being made using the ranged aspect of the weapon. Typically only Block and Disarm may be attempted using a weapon.

Basic Level: These techniques are the basis for the further techniques.Always Comes Back: This move allows the boomerang to return to the characters hand. If the boomerang strikes a target during combat, 1 Yang Energy must be spent for the effect.

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Melee: Sometimes it is necessary to use a throwing weapon as a melee weapon. This technique allows a character to lean techniques from the Short Blade Melee Style. The character uses the Thrown ability when using their thrown weapons in this nature.

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Odd Angle: This allows the boomerang to be thrown at a target that is not in your direct line of sight. As long as there is an unobstructed path to the target this shot may be attempted. Difficulty: Very Difficult

Grenade

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This combat style has access to all levels found within the General Techniques section. However, the moves are typically not being made using the ranged aspect of the weapon.This typically represents any grenade or other area effect “explosive” weapon. This includes smoke pellets, stink bombs, and other small bombs.

Basic Level: These techniques are the basis for the further techniques.Close Enough: This doubles the effective range of the grenade being used. However, it halves the damage or time of the effect. Difficulty: Moderate

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Twin Throw: This technique allows a character to throw two weapons (one from each hand) with a single attack roll. If one target is being attacked and the attack is successful, the attack receives a +1D to damage (maximum of +1D). If used against multiple targets the attack does normal damage for the weapon.Difficulty: Difficult

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Bounce Shot: This allows a grenade to be thrown at a target that is not in your direct line of sight, but cannot be used on impact or sticky based grenades. You can bounce your item off of a wall, rock or other solid surface to be deflected back toward your target area. Difficulty: Very Difficult

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Marksmanship StylesMarksmanship Style Techniques have a difficulty based on the level, unless otherwise noted. Untrained Level has a difficulty of Easy. Basic Level has a difficulty of Moderate. Intermediate Level has a difficulty of Difficult, and Master Level has a difficulty of Very Difficult. Special Techniques have a Difficulty of Heroic.

Bow/Gun (If pistols and rifles are available)This combat style has access to all levels found within the General Techniques section. However, the moves are typically not being made using the ranged aspect of the weapon. Typically only Block and Disarm may be attempted using a weapon. There are exceptions to this as a Bow can be used to trip an opponent using Foot Sweep, or a Gun may be used as a club using Punch.

The range of a bow or gun listed within the equipment section is the maximum accurate range for an untrained individual. The difficulty for a shot at that range is Moderate. At half that range, it becomes Easy. At Point Blank it becomes Very Easy. No attacks can be made that exceed the range unless a Fate Point is being used. The character would still need to overcome the targets roll for dodge if one has been made.

For those trained with the use of Bows and Guns, they are able to exceed the range of the weapon listed in the equipment section and the base range becomes an Easy roll. At half again (75 for Longbows and Rifles and 45 for Shortbows and Pistols), the roll is moderate and continues along that progressing (see chart below.

Weapon Point Blank (Very Easy)

Close (Easy)

Normal (Moderate)

Long (Difficult)

Very Long (Very Difficult)

Can I Still See It? (Heroic)

Longbow 5 25 50 75 100 101+Shortbow 3 15 30 45 60 61+Rifle 5 25 50 75 100 101+Pistol 3 15 30 45 60 61+

This style also has access to any of the moves within the General Style. All difficulties below assume that Normal Range is being used. If exceeding Normal Range, the difficulty is increased to the next range.

Untrained Level: Every Martial Artist knows some basics combat Technique. These three Techniques are free for all characters who possess the Marksmanship Ability.Called Shot: Sometimes you need to hit a certain location on a target. This technique allows the player to call where they want to hit their target. A successful hit adds +1D to damage.Aimed Shot: A character using this technique can take a free aim action that adds a +1 to the attack made in the same round. Each additional aim action costs 1 Yang Energy.

Basic Level: These techniques are the basis for the further techniques.Quick Draw: For use with Pistols and Shortbows only, this allows the character to draw a weapon as a free action.Longshot: For use with Rifles and Longbows only. This technique doubles the effective range (see table above) of the Rifle or Longbow. This makes attacks out to 100 meters an Easy action. Difficulty: Based on Range

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Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Rapid Shot: This allows two separate shots to be made in the same action at the full dice roll. This costs 1 Yang Energy. Difficulty: DifficultMulti-Shot: For use with Bows only, this allows two arrows to be fired at once using one attack roll. Difficulty: Difficult

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Trick Shot: Allows the character to deflect a shot off of a hard surface and ricochet to hit the target. Difficulty: Very Difficult

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Bending StylesAll Bending Styles are derived from a Martial Arts root. Due to this, all Benders have access to the Techniques within General Techniques and Unarmed Combat Style sections. While these are non-Bending Techniques, they may also be used for Bending by spending the required point of Chi Energy.

Bending StandardsWhile each Bending Style increases one of these Standards for use with the style, the amounts listed below are the Standards for any unmodified Range, Volume, Speed, or Targets. These Standard values can be modified using the guides found within the Combat Style Difficulty section.

Standard Range: 3 meters (approximately 9 feet)Standard Volume: 5 kgStandard Speed: 3 meters per roundStandard Targets: 1 target

GeneralBending Techniques have a difficulty based on the level, unless otherwise noted. Untrained Level has a difficulty of Easy. Basic Level has a difficulty of Moderate. Intermediate Level has a difficulty of Difficult, and Master Level has a difficulty of Very Difficult. Avatar Level Techniques have a Difficulty of Heroic.

Untrained Level: Every Bender knows some basics for manipulating their element. These three Techniques are free for Bender Characters.Element Manipulation: This covers the basics for each element. The move covers any non-combat diceless actions which do not have a story impact. Typically, it represents the things a character does when not under stress and able to take their time. Examples include virtually all training, heating a cup of tea, keeping small objects aloft, filtering clean drinking water, and creating a shelter from rock. This is the only Bending Technique that does not require Chi Energy be spent (because it cannot have a major game effect).Element Shield: Building a barrier from your element, you can shield yourself from an attack. This shield can soak a number of damage equal to your roll to create it. Using a shield will also allow the character to spend Yin Energy to increase the number of dice for the soak roll up to the character’s Physique die code. Difficulty: EasyElement Strike: A character may use an attack which sends their Element at their target. The damage of the strike is 3d. This damage can be enhanced by 1d for each Yang Energy point spent up to the character’s Physique die code. Difficulty: Easy

AirAirbending is the style with the best speed of all of the different styles.Airbender’s Standard Speed: 5 meters per round (approximately 15 feet)

Basic Level: These techniques are the basis for the further Bending Techniques.Enhanced Movement: This allows an Airbender to move, run, jump, and glide in unnatural ways. By creating a slight vacuum ahead of them and using the air behind to push herself into the vacuum, an Airbender can move faster than normal, even to the extent of being able to run across walls and ceilings. This increases the Airbender’s speed by 5 for the standard difficulty. Difficulty: ModerateAir barrier:Air blast:

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Air punch/kick:Air swipe:Air suction:Breath of wind:Air funnel:

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Air Bullets: This is an offensive attack that involves a direct pulse or jet of almost solid wind. The wind is generated more from the bender's own power, rather than assisted by momentum. This direct blast can reach further with greater accuracy, and is used to inflict greater damage. Range is Air ball:Air bomb:Airwheel:Multiple target attacks:

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Air vortex:Air spout:Air wake:Air blades:Mini-tornado:Flight:

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Gliding:Air scooter:Cloudbending:Amplification:

EarthEarthbending is the style with the best Range.Earthbender’s Standard Range: 5 meters (approximately 15 feet)

Basic Level: These techniques are the basis for the further Bending Techniques.Earth Levitation & Throw: This technique allows an Earthbender to levitate a nearby rock or piece of earth and throw it at their opponent with a punch or kick motion.Earth Launch: This technique allows an Earthbender to launch herself, her opponent, or an object into the air using the earth for the initial propulsion.Earth Block:Rock hanging:Water filtering:Earth wall:Earth gauntlet:

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Rock shield:Earth smash:

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Earth mannequin:Earth shelter:Earth compression:Earth line:Earth column:Rock slide:Quicksand:Earth sinking:Earthquakes/Fissures:

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Dust cloud:Earth tunneling:Earth armor:Earth wave:Earth bomb:Remote earthbending:

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Sandbending:Compacting sand:Mudbending:Rock gloves:Rock shoes:Seismic sense:Metalbending:

FireFirebending is the style with the best Number of Targets.Firebender’s Standard Number of Targets: 2 targets

Basic Level: These techniques are the basis for the further Bending Techniques.Fireballs:Fire streams:Fire daggers:Fire whip:Fire blade:Fire lashes:Shield of fire:

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Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Blazing rings and arcs:Fire bomb:Fire circle:Heat control:Blocking fire:Fire disks:Fire augmentation:The Dancing Dragon:

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Wall of flames:Heat redirection:Charged attacks:Pressure control:Jet propulsion:

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Blue fire:Breath of fire:Combustion:Lightning generation:Lightning redirection:

WaterWaterbending is the style with the best Volume.Waterbender’s Standard Volume: 10 kg

Basic Level: These techniques are the basis for the further Bending Techniques.Water jets:Waves:Water whips:Water cloak:Breath of ice:Ice line:Ice spear:Water filtering:Water temperature manipulation:

Intermediate Level: These techniques can be accessed only after at least 4 Basic Level techniques have been learned. While they are easier to learn from a Master, they can be learned from Scrolls.Ice spikes:

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Ice claws:Ice creeper:Ice discs:Water bullet:Water walls/water shields:Water pressure manipulation:Water knife:

Master Level: These can only be accessed after at least 4 techniques from the Basic Level and 4 techniques from the Intermediate Level have been learned. As long as the Master has at least 7D in the Martial Arts ability (not including the Attribute) they can develop these techniques on their own.Water pinwheel:Bubble:Water drill:Multiple water whips:Waterspout:Octopus form:Ice dome:Ice floor:Ice prison:Ice tunneling:Maelstrom:Mass freeze:Water dome:Ice ramp:Razor rings:Ice daggers:

Special techniques: These techniques can be learned at any time, but require a Master with the knowledge of the technique for training. As long as the character has at least 8D in the Martial Arts ability (not including the Attribute) they can develop these Special techniques on their own.Cloudbending:Sweat manipulation:Condensation:Plantbending:Bloodbending:Solutions:Water run:Steam manipulation:Healing:

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Avatar StyleAvatar Level Bending moves (listed below) can only be accessed after 1 Master Level technique from the specific Bending Style has been learned.

Avatar level airbendingAugmented airbending moves:Tornadoes/hurricanes:Air sphere:Air barrier:Strong wind:

Avatar level earthbendingGreater earth levitation:Tectonics:Powered compression:Compressed rock bullets:

Avatar level firebendingLava/magmabending:Long-range multiple fire whips:

Avatar level waterbendingTsunamis:Remote waterbending:Water compression:

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Combat Style DifficultiesEach technique or move has a difficulty assigned to it. There are other factors that change the difficulty of these moves and techniques. These can be influenced by range, number of targets, and the amount of materials being affected in the cases of bending. Below is the base set of difficulties.

Difficulty Difficulty Target Numbers Difficulty Die CodesVery Easy 1-5 1dEasy 6-10 2dModerate 11-15 3d-4dDifficult 16-20 5d-6dVery Difficult 21-30 7d-8dHeroic 31+ 9d+

Difficulty Modifiers

Number of Targets:If a power or move is designed to affect only one target, affecting multiple targets will make the task more difficult and require more energy. For techniques or moves that affect a large number of targets, the difficulty, but not the energy cost, can be applied in a negative amount when affecting fewer targets.Number of Extra Targets Increase Difficulty Additional Energy Required0 +0 +02-5 +5 +16-10 +10 +211-15 +15 +316-20 +20 +421-25 +25 +526-30 +30 +6

Amount of MaterialSome bending techniques will allow for small amounts of materials to be affected, while other move larger amounts. For techniques or moves that large amounts of materials, the difficulty, but not the energy cost, can be applied in a negative amount when affecting smaller amounts of an Element. The amounts are approximations and the GM has the final say on what the additional costs and difficulties are involved.Amount of Material Increase Difficulty Additional Energy RequiredNo Change (base amount) +0 +0X2 +5 +1X3 +10 +2X4 +15 +3X5 +20 +4X6 +25 +5X7 +30 +6

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DistanceDistance can also change the difficulty of a Ranged Attack and require additional Energy. Distance (additional meters) Increase Difficulty Additional Energy RequiredNo Change (0) +0 +0Point Blank (1-5) +5 +1Close (6-10) +10 +2Normal (11-15) +15 +3Long (16-20) +20 +4Very Long (21-25) +25 +5Can I Still See It? (26+) +30 +6

SpeedSpeed can also change the difficulty of a Ranged Attack and require additional Energy. Distance (additional meters) Increase Difficulty Additional Energy RequiredNo Change (base speed) +0 +0X2 +5 +1X3 +10 +2X4 +15 +3X5 +20 +4X6 +25 +5X7 +30 +6

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Combat SystemLike most systems, the goal is to keep combat simple to avoid long drawn out encounters and allow for more role playing. This is accomplished within the Avatar D6 system using the following set of phases.

Initiative OrderEach player and the DM (for NPCs) rolls their Perception. The player (or NPC) with the highest total goes first and proceeds in descending order to the player with the lowest total. In the event of a tie for any total, the person with the higher Perception dice total goes first. The Initiative Order remains the same throughout the entire combat unless something affects all characters within the combat (massive stun damage, avalanche, rock slides, or other wide area effects).

When a new character enters combat, they would also roll their Perception to determine where in the order they would fit. However, within the first round the character entering an existing combat may act first if it is a surprise or last if it is not. After the first round they character has entered an existing combat they would act within the normal Initiative Order.

Actions in CombatTo keep combat simplified, each character has a limited number of actions they may take during each round, one move action, one offense action, one defense action, and one perception action. Each of these actions are made at the full dice pool. Additional actions may be purchased with Energy from any of the pools as long as it is the type associated with the additional action being obtained (Yin for a defense, Yang for an offense, or Chi for any of the four types of actions).

Move ActionsA move action is when the character moves within combat. The character may move up to their Move within a single round. Additional movement can be purchased with any of the three types of Energy, depending on the movement being taken. When escaping from a dangerous situation a character would spend Yin Energy to gain additional movement to get away. When advancing on an enemy in order to press the attack a character would spend Yang Energy. Chi may also be used for any additional movement.

Offense ActionsOffense actions are typically going to be attacks, but this is not the limit of the types of actions. The simple definition would be an action that gives you the advantage over your opponent in combat. This can include drawing a weapon, retrieving a weapon, setting a trap, coordinating an attack, etc.

Defense ActionsDefense actions are the types of actions used to block, parry, or dodge. While one of these actions will typically cover any incoming attacks made by your opponents, you may wish to dodge a bullet while parrying a sword, or you may want to defend someone else as well as yourself.

Perception ActionsPerception actions would include hiding, sneaking, trying to find an item while in combat, or detecting an unexpected attack. However, a perception action may also be used to change the setting by observing your surroundings. If you aren’t sure what to do or want to have the environment help you out, you would also take this type of action. With a proper roll, your character could notice a rope or

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vine to grab onto while falling. They might notice a tree branch to avoid while being chased. The GM has the final say in what happens if this type of action is used to take advantage of the environment.

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Advantages and DisadvantagesBackground defines where your character came from as well as other aspects of the concept. You have the option to be from any of the four nations and you can choose a location. Keep in mind that the borders of the nations overlap quite a bit. As an example, the Plant Bender was a Water Bender living in a swamp in the Earth Nation.

Advantages:Animal Companion (1-4 points): The value of this represents the ability, usefulness, communicativeness, and loyalty of your animal companion. For each point spent, the player can select one of the above. Some creatures are only available at higher point values. Work with your GM to determine the correct cost.Awakened Spirit (4 points): You have the ability to leave your body and access the Spirit World around you. You are subject to all the dangers and enlightenment this access would include. Hopefully, you have the Focus Control to allow you some protection within the Spirit World.Open Chakra (4 points each): By opening one’s Chakras, you gain access to potential in certain situations. Chakras must be purchased in the following order and provide the benefits as listed.

Earth Chakra: Fear (Survival) Adds +1d to Physique for determining the Yang Pool total.Water Chakra: Guilt (Pleasure) Adds +1d to Coordination for determining the Yin Pool total.Fire Chakra: Shame (Willpower) Adds +1d to Reflexes for determining the Yang Pool total.Air Chakra: Grief (Love) Adds +1d to Knowledge for determining the Yin Pool total.Sound Chakra: Lies (Truth) Adds +1d to Presence for determining the Chi Pool total.Light Chakra: Illusion (Insight) Adds +1d to all Perception based Rolls.Thought Chakra: Earthly Attachment (Cosmic Energy) Increases the characters Chi Pool by 8. This also allows the character to treat points in all pools as though they were in the Chi Pool.

Restricted Advantages:Avatar (7 points): Only one can exist in the game. It provides a bonus to your Chi Pool of 8.

Disadvantages:Disadvantages can grant you additional freebie points to be used for other purposes during character creation. Disadvantages can also be developed through game play or overcome through experience. Some of these are meant to be quirks and others help with story elements. There are also some which are meant to support your personality’s negative side.Overconfident (1 point): You feel that you are ready for anything and everything. You often dive into a situation without thinking of how it will affect those around you.Cowardice (1 point): You are easily manipulated by fear and cannot act when under it’s grasp. If you fail your initial roll against fear, you may not spend Willpower to overcome it. You must continue to roll against the fear until you have won. There are some Merits and Flaws which can override this.Prejudice (1-4 points): You have a strong opinion about a particular group of people. The value is based on the frequency that the prejudice would come into play, the ferocity of the prejudice, and how large the group that is the subject of the prejudice is. Depending on the value of the disadvantage, you might dislike bureaucrats (1 point in a game that isn’t centered on politics), you may hate that women are allowed to learn Air Bending (2 points) or you might hate the entire Fire Nation (4 points).Exiled (3 points): Like Prince Zuko, you have been exiled from your nation and have no place to call home. You are destined to wander the world in search of a goal that seems to be beyond your means of achieving. You should work with your GM to determine your goal.

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Weapons, Armor, and Other EquipmentThe tables below show information for weapons, armor, and general equipment. Depending on the tech level of the game, some items may not be available.

WeaponsIf a weapon is not listed, find one that is similar and use it for a basis for the stats. Ranges are in Meters.Weapon Damage Range Ammo NotesStraight Sword +2D - - -Curved Sword +2D - - Useable with FirebendingHook Sword +2D - - +1D to GrappleFan +1D - - Useable with AirbendingDagger +1D - - -Knife +1D 10 1 Useable with Melee or ThrowingStaff +1D - - Useable with AirbendingSpear +2D 10 - Useable with Melee or ThrowingHammer +3D - - Useable with EarthbendingAxe +1D 10 - Useable with Melee or ThrowingMaul +3D - - Useable with EarthbendingClub +1D - - -Mace +2D - - -Fighting Chain +2D - - +1D to Grapple, Useable with EarthbendingNunchaku +1D - - Useable with WaterbendingWhip +1D - - +1D to Grapple, Useable with WaterbendingTonfa +1D - - Useable with WaterbendingGauntlet +1D - - Useable with Unarmed and Chi-BlockingIron Boot +1D - - Useable with Unarmed and Chi-BlockingStun Gauntlet +2D - - Useable with Unarmed and Chi-Blocking,

Stuns target for 1d roundsShield +1D +2D to ParryShuriken +1D 10 1 -Bola +1D 5 1 +3D to GrappleBoomerang +1D 20 1 -Longbow +2D 50 25 -Shortbow +1D 30 25 -Pistol 4D 30 6 -Rifle 5D 50 10 -

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ArmorThe list below comprises the most basic types of armor. Specialized armor may be available at the GM’s discretion.Armor Bonus Penalty NotesPadded Clothing +1 -Leather +2 -Chain Shirt +1D -1 ReflexesBreast Plate +1D+1 -2 ReflexesChainmail +1D+2 -1 Reflexes, -1 CoordinationFull Plate +2D -2 Reflexes, -2 Coordination

EquipmentThis list represents items that characters will typically need for an adventure. It does not list everything that is available in the world, so work with your GM to determine the value of different items as needed.

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