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Avatar - The Last Airbender.

Posted by GMFor group 0
GM
GM, 5 posts
Fri 19 Aug 2022
at 22:55
  • msg #1

Avatar - The Last Airbender

BENDING
Benders can control one of the four elements, air, earth, fire or water. The bender’s hands—and to a lesser degree, the rest of his body—must be free to move about. If his arms are restrained in any way, or if his lower body is fully pinned or clamped in place, he has a -5 to use any of his bending abilities. If both are conditions are true, he cannot bend at all! Bending relies on the natural elements, and are subject to the natural limitations of that element: Earthbending and Waterbending need earth/stone or water/ice to bend. Airbending and Firebending are more ethereal and thus more easily blocked or deflected by mundane barriers. Bending is also susceptible to Chi Blocking techniques, which can temporarily shut down someone’s ability to bend.

IMPROVISED BENDING
This basic Bending ability allows the bender to improvise any ability related to their element. The full point cost of the improvised ability cannot exceed Bending level—e.g. Firebending 4 [25] allows improvised abilities up to a full cost of 4 points. It takes 1 second of concentration to switch abilities before the new one can be used unless switching between different attack modes (which may be done as a Free Action once per turn).

HARDCORE IMPROVISATION
A bender who needs to exceed the above limits may push himself through willpower and exertion, improvising an ability based on the cost of his Bending rather than its level—e.g., Firebending 4 [25] could be used to improvise abilities worth up to 25 points! During the second of concentration needed to switch abilities, the bender spends 3 FP and makes a Will + Bending Talent roll at -2 per 25% of the cost of his Bending, and +1 per additional FP spent (only to offset the penalty, never give a net bonus). Success means the bender can use this new ability for one use, or up to a minute for abilities that usually persist longer. Critical success means no FP cost! Failure means time and FP wasted, but he can try again next turn. Critical failure means his ability to bend shuts down: Make another Will + Bending Talent roll. Success indicates that the ability just shorted out for 1 turn. Failure means temporarily blocked Chi, shutting down his bending for a number of minutes equal to his margin of failure. Critical failure again means his Chi is blocked until he can get help from someone with Esoteric Medicine or something similar.

LEARNED BENDING
Abilities that the bender has learned or practiced come more easily that the basic improvisation. The full point cost of a learn ability cannot exceed the cost of your Bending, but you only need to spend 1/5 of these points to learn it (rounded up). In essence, these are alternative abilities to your Bending, so you cannot do both at once. If you want to be able to use at ability while doing other Bending, the ability must be bought at full cost (not as an alternative ability. Some Bending abilities Require this.

EXTRA EFFORT
While using a leveled Learned Bending ability, a bender can attempt to use a higher level of the ability through willpower and exertion. He must make a Will + Bending Talent roll and spend at least 1 FP. This is at -1 per 5% increase, but you can spend more FP to make this easier: multiply the percent increase by the FP spent. With a Learned Bending ability that has a full point costs of 5 points/level, a bender with level 4 [20] attempting to use level 5 [25] needs at least a 25% increase. He could do this by spending 1 FP and rolling at -5, 2 FP at -3 (+30%), 3 FP at -2 (+30%), or 5 FP at -1 (+25%)! Success means the bender can use the ability at the higher level for one use, or one minute for abilities that usually persist longer. Critical success means no FP cost! Failure means wasted FP, but he can still use the ability at its normal strength. Critical failure is as for Hardcore Improvisation (above).

BENDING STUNTS
Sometimes additional levels of effect aren’t what the bender needs. With some finesse, he can instead try to add temporary modifiers to his Learned Bending abilities. This requires 2 FP and a Will + Bending Talent roll at -1 per 10% worth of modifiers added to the ability. Success means the ability gains the enhancement for one use, or one minute for abilities that usually persist longer. Critical success means no FP cost! Failure means the ability functions without normally, without enhancements. Critical failure is as for Hardcore Improvisation. Commonly used Bending Stunts can be bought as Hard Techniques (2 points for level 1 + 1 point/level), each level of which buys off -1 penalty (but never to provide a net bonus). This still costs 2 FP and requires the Will + Bending Talent roll; to avoid this, you must buy the Learned Bending ability priced with the enhancement modifier.
GM
GM, 6 posts
Fri 19 Aug 2022
at 22:56
  • msg #2

Avatar - The Last Airbender

AIRBENDING
10 points for level 1, + 5 points/level


This is the basic ability to improvise Airbending abilities. See Bending above for details. You can buy up to 6 levels of Airbending Talent [5/level], which adds to rolls related to using and aiming Earthbending abilities.

AIR BALL/VORTEX
1 point/level


By forming a ball of air, or a small vortex, the Airbender can move objects around as if grabbing and lifting them, pushing or pulling them, or even throwing them. This ability has no finesse; be cannot manipulate small objects in an intricate way, just shove them around generally. (He can’t pick a lock, or even unlatch an unlocked door, but he could shove an unlatched door open or shut.) Effective ST and Move is equal to level. For heavy objects, Move is penalized by encumbrance calculated from your effective ST. Throwing distance is likewise calculated from ST. Maximum range is 10 yd, though you may be able to throw objects further. This ability can never be used to directly injure someone.

Air Ball/Vortex Stunts:
Range: You can improve max range to 20 yd (-1), 50 yd (-2), or 100 yd (-3).

Statistics: TK (Bending, -20%; Cannot Affect Self, -20%; Cannot Punch, -10%; No Fine Manipulation, -20%; Visible, -10%) [1/level].

AIR BLADES
5.6 points/level


A more violent technique, the Airbender uses speed and precision, sending a crescent shaped wave that slices through the air. Use Innate Attack (Projectile) to hit. Damage is 1d cutting/level, Acc 3, Range 10/100.

Statistics: Cutting Attack (Bending, -20%) [5.6/level].

AIR BLAST
9 points/level


The Airbender releases a blast of air in a cone 10 yd wide at the maximum range of 10 yd. This does no damage directly, but those in the area of effect suffer 2d of Knockback per level. The Airbender may always make the cone more narrow, but not wider. Use Innate Attack (Projectile) or (Beam) to hit, but the wide area makes aiming for a specific target easy; roll at +4 to put a specific target at the center. Failure means a missed target by yards equal to the margin of failure, but that’s just the center of the effect; the target may still be in the area! Roll randomly for direction.

Statistics: Crushing Attack (Bending, -20%; Cone, 10 yd, +150%; Double Knockback, +20%; Increased 1/2D, x10%, +15%; No Blunt Trauma, -20%; No Wounding, -50%; Reduced Range, 1/10, -30%; Selectivity, +10%; Variable, +5%) [9/die].

AIR BOMB
3 points/level


Releasing a wave of air all around him, the Airbender can send things flying away from him. This does no damage, but everything in a 2 yd radius around him suffers 2d Knockback per level. No need to roll to hit. Everything within 2 yd is automatically targeted.

Statistics: Crushing Attack (Area Effect, 2 yd, +50%; Bending, -20%; Double Knockback, +20%; Emanation, -20%; No Blunt Trauma, -20%; No Wounding, -50%) [3/die].

AIR BONDS
2.4 points/level


The Airbender can bind someone inside a sphere of spinning air. Roll Innate Attack (Projectile) or (Beam) to hit. The attack has Acc 3, Range 100. On a hit, the target is treated as “grappled” and rooted in place. He cannot Move of Change Posture. The effective ST of this grapple is equal to your level. To break free, he must win a Quick Contest of ST or Escape.

Statistics: Binding (Bending, -20%; Unbreakable, +40%) [2.4/level].

AIR COCOON
3 points/level


This ability must either be activated before an attack comes or bought at full value (not as an alternative ability). The Airbender shrouds himself in a sphere of air, deflecting incoming attacks from all directions. This requires a power block; use (DX + Airbending Talent)/2 + 3 to calculate the effective Block score for this. Success raises a force field with DR equal to level. Anything reduced to 0 damage is fully deflected.

Statistics: DR (Active Defense, -40%; Bending, -20%; Force Field, +20%) [3/level].

AIR CUSHION
8 points or 28 points for advanced


The basic version of this ability allows the Airbender to form a cushion of air beneath himself when he falls, protecting him from injury. The advanced version allows the Airbender to perform this feat for anyone he can see about to fall or falling within 20 yd. For this advanced version, make an Innate Attack (Projectile) or (Beam) roll to target the person about to fall, or the area beneath them. Success protects them from falling damage even if they are unconscious.

Statistics: The basic form is Flight (Bending, -20%; Only to slow falls, -80%) [8]. The advanced version is Affliction (Advantage, Air Cushion*, +200%; Bending, -20%; Increased 1/2D, x10, +15%; Reduced Range, 1/5, -20%) [28].
* Air Cushion is Flight (Elemental, -10%; Only to slow falls, -80%; Reflexive, +40%) [20].


AIR GLIDER
8 points


Using an Airbending Glider Staff, the Airbender can fly at 2 x Basic Speed. While doing so, he must hold on, meaning his hands are occupied. He must move at least 1/4 his full Air Move while flying. If the Glider is damaged in flight, he can make an Aerobatics roll to land safely (or Air Cushion if he has it).

Statistics: Flight (Cannot Hover, -15%; Elemental, -10%; Gadget, Glider*, -60%; Small Wings, -10%; Temporary Disadvantage, No Fine Manipulators, -30%) [8].
* Glider includes Breakable, DR 4 Machine, SM 0 (-45%), and Can Be Stolen, QC of ST, won’t immediately work for thief (-15%).


AIR JET
2 points/level


The Airbender shoots a thin stream of compressed air. Use Innate Attack (Beam) to hit. This has Range 10/20, but is treated as a long melee attack. Targets take no direct damage, but they suffer 2d Knockback per level.

Statistics: Crushing Attack (Bending, -20%; Double Knockback, +20%; Increased Range, x2, +10%; Jet, +0%; No Blunt Trauma, -20%; No Wounding, -50%) [2/die].

AIR PUNCH/KICK
2 points/level


A small wave of compressed air issues forth from the Airbender’s punch or kick. Use Innate Attack (Projectile) to hit. The target takes no direct damage, but suffers 2d Knockback per level. This has Acc 3, Range 50/100.

Statistics: Crushing Attack (Bending, -20%; Double Knockback, +20%; Increased 1/2D, x5, +10%; No Blunt Trauma, -20%; No Wounding, -50%) [2/die].

AIR SCOOTER
14 points


By creating a sphere of swirling air, the Airbender can balance atop and ride the sphere, effectively hovering 5 ft off the ground. This requires a DX or Acrobatics + Airbending Talent roll every second to maintain balance while riding the air scooter. This roll is at +4 when not in a stressful situation (e.g. combat). Failure means he falls off. He can use the air scooter to scale vertical surfaces as long as he maintains full speed and continues to make DX or Acrobatics rolls. Failure means he falls from whatever height.

Statistics: Flight (Bending, -20%; Low Ceiling, 5 ft, -25%; Requires DX roll/sec, -20%) [14].

AIR SHIELD
2 points/level


Like Air Cocoon (above) but only against attacks from the front of the Airbender. Unlike Air Cocoon, this can be used to shield an adjacent ally.

Statistics: DR (Active Defense, -40%; Bending, -20%; Directional, Front, -20%; Force Field, +20%) [2/level].

AIR SPOUT
26 points


A whirlwind of air lifts the Airbender from the ground, up to a height of 30 ft. He can move as if flying at 2 x Basic Speed. The area on the ground directly below him is covered by the whirlwind.

Statistics: Flight (Bending, -20%; Low Ceiling, 30 ft, -10%; Nuisance Effect, Whirlwind, -5%) [26].


AIR SWIPE
5 points/level


Like Air Shield (above), but the attack is not merely deflected but pushed back at the attacker. This only works on attacks that deal crushing damage. Use Air Shield or Air Cushion to deflect other types of attacks.

Statistics: DR (Active Defense, -40%; Bending, -20%; Directional, Front, -20%; Force Field, +20%; Limited, Crushing, -40%; Reflection, +100%) [5/level].

AIR WHEEL
18 points + 9.8 points/level


Like Air Scooter and Air Blades combined, the Airbender forms a wheel of air around him which he can ride, hovering 5 ft above the ground and moving at 2 x Basic Speed. Anything that comes in contact with him takes 1d cutting damage per level. Roll to hit as for a melee attack or slam, but this is automatic for anyone that touches him intentionally.

Statistics: Flight (Bending, -20%; Link, +10%; Low Ceiling, 5 ft, -25%; Requires DX roll/sec, -20%) [18] + linked Cutting Attack (Aura, +80%; Bending, -20%; Link, +10%; Melee Attack, Reach C, -30%) [9.8/die].

CLOUDBENDING
8 points for level 1 + 10 points/level


When in or around clouds, the Airbender can obscure everything in a 2 yd radius area around him. The clouds move with him, which blocks vision entirely, but it’s obvious that a cloud is moving around. Higher levels either allow him to do this at range or double the area he can affect.

Statistics: Obscure 10 (Vision; Bending, -20%; Environmental, Clouds, -40%) [8]. Additional levels add Ranged (+50%) [10] and levels of Area Effect (+50%) [10/level].

DUST CLOUD
12 points for level 1 + 10 points/level


As long as the Airbender is standing on our around areas that have dirt or dust of some kind, he can create a cloud of dust around him in a 2 yd radius. This blocks vision into and within the area. Additional levels double the area he can affect.

Statistics: Obscure 10 (Vision; Bending, -20%; Environmental, Dust, -20%) [12] for level 1. Additional levels add Area Effect (+50%) [10/level].

ENHANCED AGILITY
8 points/level


The Airbender can make great leaps. Each level doubles his effective jumping distance. This can be combined with Enhanced Speed for even greater effect.

Statistics: Super Jump (Bending, -20%) [8/level].

ENHANCED SPEED
8 points/level + 8 points for advanced


The Airbender can gain great boosts of speed. Each level doubles his top speed while running. The advanced version also allows him to run across liquids as long as he maintains full speed.

Enhanced Speed Stunts:
Instant Acceleration (-5): You can start movement at your top speed instead of having to double your speed each turn.
Perfect Maneuverability (-5): You can make tight turns flawlessly without risking losing control.

Statistics: The basic form is Enhanced Move 0.5 (Ground; Bending, -20%) [8/level]. The advanced version adds Walk on Liquid (Bending, -20%; Only at Full Speed, -30%) [8].

HEAT REGULATION
0.8 points/level


Through special breathing techniques, the Airbender can avoid the negative effects of excessive heat or cold. Each level gives +1 to HT rolls to resist either Heat or Cold. Buy levels separately for each.

Statistics: Temperature Tolerance (Bending, -20%) [0.8/level]

HYPERSENSITIVITY
9 points


The Airbender can sense subtle changes in the air and use them to sense things around him, even those he can’t see. Make a Perception + Airbending Talent roll, using a separate bonus for the target’s size and speed, and a penalty for range. Success reveals the rough size, location, speed, and direction of the target. The modifiers to this roll can be applied to your attack rolls against opponents that you can’t see (but never give a net bonus).

Statistics: Vibration Sense (Air; Elemental, -10%) [9].

SUFFOCATION
30 points/level


This technique is contrary to Airbender philosophy, but nevertheless it exists among renegades. The Airbender can remove the air in the area around someone’s head, causing them to suffocate. Roll a Quick Contest of Will + Bending Talent v. the subject’s HT. Success means the victim begins to suffocate for a number of seconds equal to (10 x margin of victory). The Airbender must maintain concentration for the duration, otherwise the effect ends immediately. To maintain it longer, roll another Quick Contest. Additional levels give the victim a penalty: -1 to the HT roll to resist per additional level.

Statistics: Affliction (Bending, -20%; Choking, +100%; Malediction 2, +150%; Reduced Duration, 1/10, -15%; Requires Concentration, -15%) [30/level].

TORNADO
11 points/level + 2.5/level for advanced


Statistics: The basic version is Crushing Attack (Area Effect, 2 yards, +50%; Bending, -20%; Double Knockback, +20%; Increased 1/2D, x5, +10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Reduced Range, 1/5, -20%; Side Effect, -2 DX, +70%) [11/level]. The advanced version increases Area Effect [2.5/level].

AIRBENDING PERKS
The following are low-powered abilities related to Airbending. They cost 1 point, so even someone with Airbending 1 may improvise them. Breath of Wind is really only useful when bought by itself (not improvised).

Breath of Wind: You can use Innate Attack (Breathe) instead of (Projectile) or (Beam) to target with Airbending abilities. In addition, you can ignore the -5 penalty to use your Airbending with arms bound.

Minor Air Jet: You can project a constant stream of air strong enough to scatter dust and extinguish candles at 2 yd. This has no combat effect. If you already have Air Jet, you don’t need this!

Vacuum: You can create a tiny vortex, strong enough to pull lightweight objects (no more than an ounce or two) to your hand at a range of up to 2 yd. If you already have Air Ball/Vortex, you don’t need this!
GM
GM, 7 posts
Fri 19 Aug 2022
at 22:57
  • msg #3

Avatar - The Last Airbender

EARTHBENDING
10 points for level 1, + 5 points/level


This is the basic ability to improvise Earthbending abilities. See Bending above for details. You can buy up to 6 levels of Earthbending Talent [5/level], which adds to rolls related to using and aiming Earthbending abilities.

BLOCK STONE
6 points/level + 2.5/level for advanced




Statistics: The basic version is DR (Active Defense, -40%; Affects Other, +50%; Area Effect, +50%; Bending, -20%; Force Field, +20%; Limited, Earth, -40%) [6/level]. The advanced version increases Area Effect by one step (+50%) [2.5/level].

DUST CLOUD
12 points for level 1 + 10 points/level


As long as the Airbender is standing on our around areas that have dirt or dust of some kind, he can create a cloud of dust around him in a 2 yd radius. This blocks vision into and within the area. Additional levels double the area he can affect.

Statistics: Obscure 10 (Vision; Bending, -20%; Environmental, Dust, -20%) [12] for level 1. Additional levels add Area Effect (+50%) [10/level].

DUST STEPPING
16 points




Statistics: Clinging (Bending, -20%; Environmental, Earth, -20%) [12] + Brachiator (Environmental, -10%; Only while Clinging, -10%) [4].

EARTH ARMOR
4 points/level + 13 points for advanced




Statistics: The basic version is DR (Bending, -20%; Force-Field, +20%; Semi-Ablative, -20%) [4/level]. The advanced version adds 5 Strikers (Crushing; Bending, -20%; Limb, -20%; Only while DR left, -10%) [13].

EARTH BONDS
1.2 points/level




Statistics: Binding (Bending, -20%; Environmental, Stone, -20%) [1.2/level].


EARTH COLUMN
points




Statistics: Crushing Attack (Bending, -20%; Environmental, Stone, -20%; Increased 1/2D, x5, +10%; Overhead, +30%) [5/die].

EARTH GAUNTLET
1 point/level + 5 points for advanced




Statistics: The basic version is DR (Bending, -20%; Partial, Hands Only, -40%; Semi-Ablative, -20%) [1/level]. The advanced version adds 2 Strikers (Bending, -20%; Crushing; Limb, -20%; Only while DR is left, -10%) [5].

EARTH LAUNCH
6 points/level




Statistics: Super Jump (Bending, -20%; Environmental, Earth, -20%) [6/level].

EARTH LEVITATION
1 point/level




Statistics: TK (Bending, -20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Specific, Earth, -40%) [1/level].

EARTH MANNEQUIN
1 point/level




Statistics: TK (Animation, -30%; Bending, -20%; Increased Range, x2, +10%; Specific, Earth, -40%) [1/level].

EARTH MISSILE
3.5 points/level




Statistics: Crushing Attack (Bending, -20%; Environmental, Stone, -20%; Increased 1/2D, x5, +10%) [3.5/die].

EARTH SHELL
2 points/level




Statistics: DR (Active Defense, -40%; Bending, -20%; Environmental, Stone, -20%; Force Field, +20%) [2/level].

EARTH SINKING
2.4 points/level




Statistics: Binding (Bending, -20%; Environmental, Earth, -20%; Engulfing, +60%) [2.4/level].

EARTH SMASH
1 point/level




Statistics: Crushing Attack (Bending, -20%; Melee Attack, Reach C, -30%; Specific, Earth, -40%) [1/die].

EARTH SKATING
7 points/level




Statistics: Enhanced Move (Ground; Bending, -20%; Nuisance Effect, Destructive Wake, -5%; Visible Trail, -5%) [7/0.5 levels].

EARTH WALL
15 points/level + 5 points/level for advanced




Statistics: The basic version is Crushing Attack 2d (Area Effect, +50%; Bending, -20%; Environmental, Stone, -20%; Persistent, +40%; Reduced Range, 1/10, -30%; Wall, Rigid,  +30%) [15/level]. The advanced version raises Area Effect (+50%) by one step [5/level].

EARTH WAVE
10 points/level + 2.5 points/level for advanced




Statistics: The basic version is Crushing Attack (Bending, -20%; Cone, 5 yd, +100%; Double Knockback, +20%; Environmental, Earth, -20%; Increased 1/2D, x10, +15%; Nuisance Effect, Destructive Wake, -5%; Selectivity, +10%) [10/die]. The advanced version increases the maximum cone width by 5 yards (+50%) [2.5/level].

EARTH WRITING
12 points




Statistics: Telesend (Bending, -20%; Environmental, Earth, -20%; Vision-Based, -20%) [12].

EARTHQUAKE
1.75 points/level + 2.5 points/level for advanced




Statistics: Crushing Attack (Area Effect, 2 yd, +50%; Bending, -20%; Double Knockback, +20%; Emanation, -20%; Environmental, Earth, -20%; No Knockback Distance, -5%; No Blunt Trauma, -20%; No Wounding, -50%) [1.75/die]. The advanced version increases Area Effect (+50%) by one step per level [2.5/level].

GROUND SHIFT
4 points/level




Statistics: TK (Area Effect, +50%; Bending, -20%; Environmental, Earth, -20%; Horizontal Only, -30%) [4/level].

SOFTEN EARTH
8 points or 20 points




Statistics: The basic form is Flight (Bending, -20%; Environmental, Earth, -20%; Only to slow falls, -80%) [8]. The advanced version is Affliction (Advantage, Soften Earth*, +120%; Bending, -20%; Increased 1/2D, x10, +15%; Reduced Range, 1/5, -20%) [20].
* Soften Earth is Flight (Elemental, -10%; Environmental, Earth, -20%; Only to slow falls, -80%; Reflexive, +40%) [12].


ROCK CUFFS
10 points/level or 13 points/level for advanced




Statistics: The basic version is Affliction (Bending, -20%; Environmental, Stone, -20%; Disadvantage, No Fine Manipulators, +30%; Increased 1/2D, x5, +10%) [10/level]. The advanced version adds Lame (+30%) [13/level].

ROCK HANGING
8 points or 13 points for advanced




Statistics: The basic version is Clinging (Bending, -20%; Specific, Stone, -40%) [8]. The advanced version adds Attraction (+25%) [13].

ROCK SHIELD
1 point/level




Statistics: DR (Active Defense, -40%; Bending, -20%; Environmental, Stone, -20%; Directional, Front, -20%; Force Field, +20%) [1/level].

ROCK SLIDE
6 points/level + 2.5 points/level for advanced




Statistics: The basic version is Crushing Attack (Area Effect, +50%; Bending, -20%; Environmental, Next to Cliff/Mountain, -40%; Overhead, +30%; Increased 1/2D, x5, +10%; Reduced Range, 1/2, -10%) [6/die]. The advanced version increases Area Effect by one step (+50%) [2.5/level].

SEISMIC SENSE
9 points or 12 points for advanced




Statistics: The basic version is Vibration Sense (Earth; Elemental, -10%) [9]. The advanced version adds Subsonic Hearing (Elemental, -10%; Melee Attack, Reach C, -30%) [3].

TUNNELING
28 points for level 1 + 4 points/level




Statistics: Tunneling (Bending, -20%) [24 + 4/Move].

EARTHBENDING PERKS
The following are low-powered abilities related to Earthbending. They cost 1 point, so even someone with Earthbending 1 may improvise them.

Burrower: You can dig with your body as if equipped with a shovel.
This is much slower than Tunneling (above).

Sure-Footed: You can ignore the -2 to attack and -1 to defend for bad footing. Specify by terrain type: Shifting (gravel, sand, loose soil), Soft (mud, quicksand), or Uneven (rocky, slopes). You can take this perk multiple times for different terrain types.



LAVABENDING
14 points/level of Create Lava
13 points/level of Control Lava + 1 point/level of Lift




Statistics: Control is Create Lava (Bending, -20%; Transmutation Only, Stone to Lava, Lava to Stone, +0%; Ranged, +40%; Reduced FP Cost 1, +20%) [14/level] + Control Lava (Bending, -20%; Link, +10%; Ranged, +40%) [13/level]. Lift is TK (Bending, -20%; Specific, Lava, -80%; Increased Range, x2, +10%; Link, +10%) [1/level].

LAVA BALL
1 point/level + 4, 16, or 28 points




Statistics:
Burning Attack (Bending, -20%; Double Knockback, +20%; Environmental, Lava, -80%; Increased 1/2D, x5, +10%; Reduced Range, 1/2, -10%) [1/die] + Follow-Up Burning Attack 1d-3 (Bending, -20%; Cyclic, 9 cycles, 1 cycle/sec, +800%; Environmental, Lava, -80%; Follow-Up, +0%) [4], 1d-2 [16], or 1d-1 [28].


LAVA SHIELD
3 points/level + 2.5/level for advanced




Statistics: The basic version is DR (Active Defense, -40%; Affects Other, +50%; Area Effect, +50%; Bending, -20%; Directional, Front, -20%; Force Field, +20%; Limited, Lava, -80%) [3/level]. The advanced version increases Area Effect by one step (+50%) [2.5/level].

LAVA WAVE
6 points/level + 5, 18, or 32 points
+ 5 points/level for advanced




Statistics: The basic version is Burning Attack (Bending, -20%; Cone, 5 yd, +100%; Double Knockback, +20%; Environmental, Lava, -80%; Destructive Wake, -5%; Increased 1/2D, x10, +15%; Reduced Range, 1/5, -20%; Selectivity, +10%) [6/die] + Follow-Up Burning Attack 1d-3 (Bending, -20%; Cyclic, 9 cycles, 1 cycle/sec, +800%; Destructive Wake, -5%; Environmental, Lava, -80%; Follow-Up, +95%; Selectivity, +10%) [5], 1d-2 [18], or 1d-1 [32]. The advanced version increases the maximum cone width by 5 yards (+50%) [5/level].

LAVA WHEEL
5.6 points/level




Statistics: Cutting Attack (Armor Divisor, 2, +50%; Bending, -20%; Environmental, Earth, -20%; Incendiary, +10%; Increased 1/2D, x5, +10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 1/2, -10%; Takes Extra Time, -10%) [5.6/die].




METALBENDING
9 points/level of Control + 1 point/level of Lift
13 points/level of Control + 1 to 2.5 points/level of Lift for advanced



Statistics: The basic version is Control Impure Metals (Bending, -20%; Link, +10%) [9/level], and TK (Bending, -20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Link, +10%; Specific, Metal, -40%) [1/level]. The advanced version adds Ranged (+40%) to Control [13/level]; beyond 10 yd, add Increased Range to Lift: x2 (+10%) [1.5/level], x5 (+20%) [2/level], or x10 (+30%) [2.5/level].

METAL ARMOR
5 points/level + 15 points for advanced




Statistics: The basic version is DR (Bending, -20%; Force-Field, +20%) [5/level]. The advanced version adds 5 Strikers (Crushing; Bending, -20%; Limb, -20%) [15].

METAL BONDS
2 points/level or 3.2 points/level for advanced




Statistics: The basic version is Binding (Bending, -20%; Environmental, Metal, -20%; Unbreakable, +40%) [2/level]. The advanced version adds Engulfing (+60%) [3.2/level].

METAL CABLES
2 points + 2.6 points/level of Binding + 2.5 points/level of Whip




Statistics: Binding (Bending, -20%; Dual, +10%; Melee Attack, Reach 1-4, -15%; Retractable, +80%; Spool, -25%) [2.6/level] + Crushing Attack (Bending, -20%; Dual, +10%; Melee Attack, Reach 1-4, -15%; Spool, -25%) [2.5/die] + Climbing Line [1] + Swinging [1].
* Spool includes Breakable, DR 6 Machine, SM -2 (-20%), and Can Be Stolen, must be forcefully removed, won’t immediately work for thief (-5%).


METAL CUFFS
10 points/level or 13 points/level for advanced




Statistics: The basic version is Affliction (Bending, -20%; Environmental, Metal, -20%; Disadvantage, No Fine Manipulators, +30%; Increased 1/2D, x5, +10%) [10/level]. The advanced version adds Lame (+30%) [13/level].

METAL MISSILE
3.5 points/level for crushing
4.9 points/level for cutting
5.6 points/level for impaling



Statistics: Crushing Attack (Bending, -20%; Environmental, Metal, -20%; Increased 1/2D, x5, +10%) [3.5/die], Cutting Attack (Bending, -20%; Environmental, Metal, -20%; Increased 1/2D, x5, +10%) [4.9/die], or Impaling Attack (Bending, -20%; Environmental, Metal, -20%; Increased 1/2D, x5, +10%) [5.6/die].
GM
GM, 8 posts
Fri 19 Aug 2022
at 22:58
  • msg #4

Avatar - The Last Airbender

FIREBENDING
10 points for level 1, + 5 points/level


This is the basic ability to improvise Firebending abilities. See Bending above for details. You can buy up to 6 levels of Firebending Talent [5/level], which adds to rolls related to using and aiming Firebending abilities.

BLOCK FIRE
1 point/level



Statistics: DR (Active Defense, -40%; Bending, -20%; Force Field, +20%; Limited, Fire, -40%) [1/level].

BREATH OF FIRE
1 point/level



Statistics: Temperature Tolerance [1/level].

COMBUSTIONBENDING
7 points/level



Statistics: Burning Attack (Bending, -20%; Explosion, +50%; Increased 1/2D, x5, +10%) [7/level].

ENERGY READING
2 points



Statistics: Detect Spiritual Wounds (Bending, -20%; Melee Attack, Reach C, -30%; Vague, -50%) [1] + Detect Spiritual Wounds (Analysis Only, -50%; Bending, -20%; Melee Attack, Reach C) [1].

FIRE ARC/BALL
4.5 points/level



Statistics: Burning Attack (Bending, -20%; Increased 1/2D, x5, +10%) [4.5/die].

FIRE BLADE
4.9 points/level



Statistics: Cutting Attack (Bending, -20%; Incendiary, +10%; Increased 1/2D, x5, +10%; No Blunt Trauma, -20%; No Knockback, -10%) [4.9/level].

FIRE BOMB
5.5 points/level



Statistics: Burning Attack (Area Effect, +50%; Bending, -20%; Emanation, -20%) [5.5/die].

FIRE DAGGERS
4.5 points/level



Statistics: Cutting Attack (Armor Divisor 2, +50%; Bending, -20%; Dual, +10%; Incendiary, +10%; Melee Attack, Reach C, -30%; No Blunt Trauma, -20%; No Knockback, -10%) [4.5/die].

FIRE LASH



Statistics: Burning Attack (Bending, -20%; Melee Attack, Reach 1-4, Cannot Parry, -20%) [3/die].

FIRE SHIELD
3 points/level



Statistics: DR (Active Defense, -40%; Bending, -20%; Force Field, +20%) [3/level].

FIRE STREAM
7 points/level or 9.5 points/level for advanced



Statistics: The basic version is Burning Attack (Bending, -20%; Cone, 1 yd, +60%; Increases 1/2D, x10, +15%; Reduced Range, 1/5, -20%; Variable, +5%) [7/die]. The advanced version increases Cone width to 5 yd (+40%) and adds Selectivity (+10%) [9.5/die].

HEAT CONTROL
1 point/level


Statistics: Temperature Control (Bending, -20%; Melee Attack, Reach C, -30%; No Area, -50%) [1/level]


JET PROPULSION
8 points or 20 points for advanced



Statistics: The basic version is Flight (Bending, -20%; Flame Wake, -5%; Only to Slow Fall, -80%) [8]. The advanced version is Flight (Bending, -20%; Flame Wake, -5%; Slow, Basic Speed, -25%) [20].

JET SPEED
7.5 points/level



Statistics: Enhanced Move (Ground; Bending, -20%; Flame Wake, -5%) [7.5/0.5 levels].

JET STEPPING
20 points




Statistics: Clinging (Bending, -20%) [16] + Brachiator (Environmental, -10%; Only while Clinging, -10%) [4].

LIGHTNING GENERATION
15 points/level



Statistics: Burning Attack (Bending, -20%; Side Effect, Stunning, Secondary Heart Attack, +110%; Surge, Arcing, +100%; Increased 1/2D, x5, +10%) [15/die].

LIGHTNING REDIRECTION
3 points/level



Statistics: DR (Active Defense, -40%; Bending, -20%; Directional, Front, -20%; Limited, Lightning, -60%; Reflection, +100%) [3/level].

WALL OF FLAMES
17 points/level + 5 points/level for advanced



Statistics: The basic version is Burning Attack 2d (Area Effect, +50%; Bending, -20%; Persistent, +40%; Reduced Range, 1/10, -30%; Wall, Permeable, +30%) [17/level]. The advanced version raises Area Effect (+50%) by one step [5/level].

FIREBENDING PERKS
The following are low-powered abilities related to Firebending.

Firebreathing: You can use Innate Attack (Breathe) instead of (Projectile) or (Beam) to target with Firebending abilities. In addition, you can ignore the -5 penalty to use your Firebending with arms bound.
GM
GM, 9 posts
Fri 19 Aug 2022
at 23:01
  • msg #5

Avatar - The Last Airbender

WATERBENDING
10 points for level 1, + 5 points/level


This is the basic ability to improvise Waterbending abilities. See Bending above for details. You can buy up to 6 levels of Waterbending Talent [5/level], which adds to rolls related to using and aiming Waterbending abilities.

BLOODBENDING
6 points/level + 2 points/level for advanced




Statistics: The basic version is TK (Animate Life Forms Only, +80%; Bending, -20%; Only During a Full Moon, -40%) [6/level]. The advanced version removes (Only During a Full Moon) [2/level].

BREATH OF ICE
3 points/level




Statistics: Binding (Area Effect, Front Hex Only, +20%; Bending, -20%; Emanation, -20%; Engulfing, +60%; Selectivity, +10%) [3/level].

BUBBLE
39 points




Statistics: Amphibious (Affect Others, +50%; Area Effect, 2 yd, +50%; Bending, -20%; Requires Ready, -10%) [17] + Doesn’t Breathe (Affect Others, +50%; Air Bubble*, -50%; Area Effect,  2 yd, +50%; Bending, -20%; Only while using Amphibious, -10%) [22]
* Air Bubble: You breath underwater in a bubble of air. You’re still susceptible to strangulation and respiratory agents released in the sir bubble. You breathe underwater as if on land.


CLOUDBENDING
8 points for level 1 + 10 points/level


When in or around clouds, the Waterbender can obscure everything in a 2 yd radius area around him. The clouds move with him, which blocks vision entirely, but it’s obvious that a cloud is moving around. Higher levels either allow him to do this at range or double the area he can affect.

Statistics: Obscure 10 (Vision; Bending, -20%; Environmental, Clouds, -40%) [8]. Additional levels add Ranged (+50%) [10] or levels of Area Effect (+50%) [10/level].

FOG/MIST
12 points for level 1 + 10 points/level




Statistics: Obscure 10 (Vision; Bending, -20%; Environmental, Water, -20%) [12]. Additional levels add Ranged (+50%) [10] or levels of Area Effect (+50%) [10/level].

HEALING
45 points




Statistics: Healing (Affect Self, +50%; Bending, -20%; Environmental, Water, -20%; Xenohealing, All Earthly Life, +40%) [45]. Instead of costing FP, each HP of injury healed doubles the time required to perform the healing.

ICE BLADE
3.5 points/level


Statistics: Cutting Attack (Bending, -20%; Environmental, Water, -20%; Melee Attack, Reach 1, -25%; Thrusting Blade, +15%) [3.5/die].

ICE CLAWS
7.2 points/level or 16 points/level for advanced




Statistics: The basic version is Impaling Attack (Bending, -20%; Dual, +10%; Environmental, Water, -20%; Increased 1/2D, x5, +10%; Melee Capable, Reach C, Cannot Parry, +5%; Reduced Range, 1/2, -10%; Thrusting Blade, +15%) [7.2/die]. the advanced version adds Rapid Fire, RoF 1-10, Selective (+110%) [16/die].

ICE COLUMN




Statistics: Crushing Attack (Bending, -20%; Environmental, Water, -20%; Increased 1/2D, x5, +10%; Overhead, +30%) [5/die].

ICE CREEPER
2.6 points/level




Statistics: The basic version is Binding (Bending, -20%; Environmental, Shared Ground, -20%; Engulfing, +60%; Selectivity, +10%) [2.6/level].

ICE DOME
18 points/level




Statistics: Crushing Attack 2d (Area Effect, +50%; Bending, -20%; Environmental, Water, -20%; Persistent, +40%; Reduced Range, 1/10, -30%; Wall, Rigid, +60%) [18/level].

ICE DRILL
8 points/level




Statistics: Impaling Attack (Armor Divisor, 2, +50%; Bending, -20%; Environmental, Water, -20%; Increased 1/2D, x5, +10%; Reduced Range, 1/5, -20%) [8/level].

ICE FLOOR
1.2 points/level + 1 point/level for advanced




Statistics: The basic version is Binding (Area Effect, +50%; Bending, -20%; Environmental, Ground Contact, Water, -40%; Reduced Range, 1/10, -30%) [1.2/level]. The advanced version increases Area Effect (+50%) [1/level].

ICE LADDER
28 points




Statistics: Affliction (Advantage, Ladder*, +140%; Area Effect, +50%; Bending, -20%; Environmental, Water, -20%; Increased 1/2D, x10, +15%; Persistent, +40%; Reduced Range, 1/10, -30%) [28].
* Ladder is Clinging (Elemental, -10%; Slow, -10%; Visible, -10%) [14].


ICE LINE
5 points/level




Statistics: Crushing Attack (Bending, -20%; Cone, 1 yd, +60%; Double Knockback, +20%; Environmental, Ground Contact, Ice/Snow, -60%; Increased 1/2D, +10%; Reduced Range, 1/2, -10%) [5/die].

ICE PRISON
3.3 points/level




Statistics: Binding (Bending, -20%; Engulfing, +60%; Environmental, Water, -20%; Reduced Range, 1/10, -30%; Suffocating, +75%) [3.3/level].

ICE PROJECTILES
3.5 points/level for crushing
4.9 points/level for cutting
5.6 points/level for impaling


Ball, disc, spike or spear

Statistics: Crushing, Cutting, or Impaling Attack (Bending, -20%; Environmental, Water, -20%; Increased 1/2D, x5, +10%) [3.5, 4.9, or 5.6/die].

ICE SLED
4 points/level




Statistics: Enhanced Move (Ground; Bending, -20%; Environmental, Ice/Snow, -40%) [4/0.5 level].

ICE SHIELD
1 point/level




Statistics: DR (Active Defense, -40%; Bending, -20%; Directional, Front, -20%; Environmental, Water, -20%; Force Field, +20%) [1/level].

ICE TUNNELING
22 points




Statistics: Permeation (Ice/Snow; Bending, -20%; Can Carry Objects, Heavy, +100%; Tunnel, +40%) [22].

ICE WALL
15 points/level + 5 points/level for advanced




Statistics: The basic version is Crushing Attack 2d (Area Effect, +50%; Bending, -20%; Environmental, Water, -20%; Persistent, +40%; Reduced Range, 1/10, -30%; Wall, Rigid,  +30%) [15/level]. The advanced version raises Area Effect (+50%) by one step [5/level].

MAELSTROM
9 points/level + 2.5/level for advanced


Statistics: The basic version is Crushing Attack (Area Effect, 2 yards, +50%; Bending, -20%; Environmental, Body of Water, -40%; Double Knockback, +20%; Increased 1/2D, x5, +10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Reduced Range, 1/5, -20%; Side Effect, -2 DX, +70%) [9/level]. The advanced version increases Area Effect [2.5/level].

MIST STEPPING
12 points + 4 points for advanced




Statistics: The basic version is Clinging (Bending, -20%; Environmental, Water, -20%) [12]. The advanced version adds Brachiator (Environmental, -10%; Only while Clinging, -10%) [4].

OCTOPUS FORM
1 point/level/arm + 15 points/level for advanced



Statistics: The basic version is separate instances of TK (Bending, -20%; Cannot Affect Self, -20%; Elemental, -20%; Visible, -20%) [1/level/arm]. The advanced version adds
Compartmentalized Mind (Bending, -20%; Limited, TK, -30%; No Mental Separation, -20%) [15/level].



PHASE CHANGE
5.5 points/level



Statistics: Create Water (Bending, -20%; Ranged, +40%; Reduced FP Cost, +20%; Transmutation Only, Water to Water, -50%) [5.5/level].

PLANTBENDING
1 point/level




Statistics: TK (Animation, -30%; Bending, -20%; Specific, Plants,
-40%) [1/level].


WATER BALL
3.2 points/level


Statistics: Binding (Bending, -20%; Engulfing, +60%; Environmental, Water, -20%; Reduced Range, 1/5, -20%; Requires Concentration, -15%; Suffocating, +75%) [3.2/level].

WATER BULLET
1 point/level


Statistics: Crushing Attack (Bending, -20%; Double Knockback, +20%; Environmental, Water, -20%; Increased 1/2D, x5, +10%; No Blunt Trauma, -20%; No Wounding, -50%) [1/die].

WATER CLOAK
3 points/level


Statistics: DR (Bending, -20%; Flexible, -20%; Force Field, +20%; Semi-Ablative, -20%) [3/level].

WATER EXTRACTION
3 points/level




Statistics: Create Water (Bending, -20%; Environmental, Plants, -20%) [3/level].

WATER JET
1 point/level


Statistics: Crushing Attack (Bending, -20%; Double Knockback, +20%; Environmental, Water, -20%; Increased Range, x2, +10%; Jet, +0%; No Blunt Trauma, -20%; No Wounding, -50%) [1/die].

WATER LASH
3.5 points/level


Statistics: Cutting Attack (Bending, -20%; Environmental, Water, -20%; Increased 1/2D, x5, +10%; Reduced Range, 1/5, -20%) [3.5/die].

WATER LEVITATION
1 point/level



Statistics: TK (Bending, -20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Specific, Water, -40%) [1/level].

WATER ROPE
1 point/level




Statistics: TK (Bending, -20%; Cannot Affect Self, -20%; Elemental, -20%; Visible, -20%) [1/level].

WATER SHIELD
6 points/level + 2.5 points/level for advanced




Statistics: The basic version is DR (Active Defense, -40%; Affects Other, +50%; Area Effect, +50%; Bending, -20%; Force Field, +20%; Limited, Water, -40%) [6/level]. The advanced version increases Area Effect by one step (+50%) [2.5/level].


WATER VORTEX
8 points




Statistics: Flight (Bending, -20%; Elemental, Body of Water, -40%; Low Ceiling, 10 ft, -20%) [8].

WATER WALK
12 points + 8 points/level for advanced




Statistics: The basic version is Walk on Liquid (Bending, -20%) [12]. The advanced version adds Enhanced Move (Water; Bending, -20%) [8/0.5 levels].

WATER WHIP
2 points/level for crushing
2.8 points/level for cutting




Statistics: Crushing or Cutting Attack (Bending, -20%; Environmental, Water, -20%; Melee Attack, Reach 1-4, Cannot Parry, -20%) [2 or 2.8/level]


WAVE
6 points/level + 5 points/level for advanced




Statistics: The basic version is Crushing Attack (Bending, -20%; Double Knockback, +20%; Environmental, Body of Water, -40%; Increased 1/2D, x5, +10%; No Blunt Trauma, -20%; No Knockback, -10%; No Wounding, -50%; Reduced Range, 1/5, -20%; Wide Beam*, 5 yd, +150%) [5/die]. The advanced version increases width by 5 yd (+100%) [6/level].
* Wide Beam functions like Cone, but the width is static from start to finish. Cost is as for Cone but +20% per yard of width.


WATERBENDING PERKS
The following are low-powered abilities related to Waterbending. They cost 1 point, so even someone with Waterbending 1 may improvise them.

Ice Hook: With some water, you can form spikes and picks of ice to use in climbing. You can scale vertical surfaces at no penalty to Climbing skill while using these.
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