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Old 09-09-2007, 12:32 AM   #1
naloth
 
Join Date: Sep 2004
Default Avatar: Last Airbender

The Art of Bending
Bending is a -10% modifier. It encompasses environmental effects, exotic countermeasures, and the need to perform gestures (-6 to for any use without body wide gestures). Rolls to bend may be made against a Meditation (plus talent) instead of IQ (plus talent).

Meditation may be taken as an optional specialization of Bending at an average skill. As a specialized skill it can only be used for Bending.

Abilities marked with an asterisk (*) may be not be purchased at a level higher than Mediation + Talent - 10 (Binding and TK may be five times this). Abilities marked with a double asterisk (**) cannot be higher than Mediation + Talent -15.

Any of the advantages under each style's advantage list may be taken as an alternate ability to the most expensive bending advantage. All the normal ready rules apply and only a ready ability may be used for an active defense.

Attacks that are blockable (-10%) may be blocked or parried with no modifier to parry. If the target fails a bare hand parry the attack may be taken against the parrying limb instead of the original target (as normal).

Control, DR, and Innate Attack may make defenses based Meditation (if higher). If the DR has the Active Defense limitation it can only Power Block with an AoD. Control provides DR 2 per level using a Power Block.

Cinematic skills included in each style seem to fit the world. They should be allowed with a Unusual Training perk.

I haven't bothered to calculate style costs, but it would be one point for style familiarity (perk), one point in each primary skill, at least one level of talent, and at least one level of the primary advantage.

Anyway, tell me what you think...

Last edited by naloth; 09-15-2007 at 10:58 PM.
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Old 09-09-2007, 12:32 AM   #2
naloth
 
Join Date: Sep 2004
Default Re: Avatar: Last Airbender

Air Bending (Aerokinesis)
(Loosely based on Pakua, but tailored for Aang's training).

Air bending is about motion and freedom. Aang is well versed with a hand carved air bending staff that he incorporates in his air bending. As the only representative air bender, I'm presuming this is common.

Skills: Acrobatics; Judo; Karate; Meditation (Bending); Staff.
Techniques: Acrobatic Stand, Arm Lock (Judo or Staff); Armed Grapple (Staff); Attack from Above (Karate or Staff); Back Strike (Staff); Breakfall; Choke Hold (Staff); Disarming (Staff); Evade; Exotic Hand Strike; Hammer Fist; Sweep (Judo or Staff); Trip.
Cinematic Skills: Mental Strength.
Cinematic Techniques: Dual Weapon Defense (Staff); Roll with Blow; Springing Attack; Whirlwind Attack (Staff).
Optional Advantages: Combat Reflexes; Enhanced Dodge; Fit or Very Fit.
Optional Disadvantages: Disciplines of Faith (Ritualism); Pacifism (any); Quirk (Distinctive Appearance); Quirk (Powerful Sneezing); Vows (various).
Optional Skills: Broadsword; Innate Attack (Beam); Parry Missile Weapons; Smallsword; Philosophy; Spear.
Perks: Grip Mastery (Staff); Rapid Retraction (Kicks); Rapid Retraction (Punches); Shtick (Spinning Staff); Signature Gear (Staff); Sure Footed (any); Unusual Training (any cinematic skill or technique); Weapon Bond (Staff).
Air Bending (Air Talent 5/lvl)
  • Air Control: Control* (Bending -10%) [18/lvl]. May add Natural Phenomena and Selectivity for +22/lvl.
  • Air Jet: Innate Attack* (Bending -10%; Cone* 1 hex base +60%; Double Knockback +20%; No Wounding -50%; Nuisance: Roaring Winds -5%; Variable +5%) [6/lvl]. May increase the cone base by +1 per +0.5/lvl.
  • Deflection: DR* (Active Defense -40%; Bender -10%) [2.5/lvl]. May add Reflection for +5/lvl.
  • Enhanced Move (Flight or Ground): Enhanced Move* (Bender -10%) [18/lvl].
  • Flight: Flight (Bending -10%; Cannot Hover -15%; Small Wings: Staff -10%) [26]
  • Wind Blast: Innate Attack* (AP/10 +200%; Area* 2 yds +50%; Bender -10%; Double Knockback +20%; Emanation -20%; No Wounding -50%, Nuisance: Roaring Winds -5%; Variable +5%) [14.5/lvl]. May increase area at +2.5/lvl.
  • Super Jump: (Bending -10%) [9/lvl].

Air Bender Monk
ST 10 [0] DX 10 [0] IQ 10 [0] Will 11 [5] HT 10 [0]
-Speed 5; Dodge 8; Parry (staff w/+2 DB) 10; Power Parry (IA) 9.

Advantages: Air Style [1]; Air Talent 1 [5]; Weapon Bond (Staff) [1].

Air Bending
Air Jet: Innate Attack* 2d (AP/10 +200%; Bending -10%; Cone* 1 hex base +60%; Double Knockback +20%; No Wounding -50%; Nuisance: Roaring Winds -5%, Variable +5%) [32].
Flight: Flight (Bending -10%; Cannot Hover -15%; Small Wings: Staff -10%, AA: 26) [6]

Disadvantages: Disciplines of Faith (Ritualism) [-5]; Quirk: Distinctive Appearance [-1].

Skills: Acrobatics-9 (DX-1) [2]; Innate Attack (Beam)-11 (DX+Talent) [1]; Judo-9 (DX-1) [2]; Karate-8 (DX-2) [1]; Meditation (Bending)-12 (Will+Talent) [2]; Staff-10 (DX+1) [2].

Tactics: Air benders monks can create gusts of wind that allow them to fly and push opponents back. Up close they often rely on a staff for offense and defense, but are trained to fight without it.

Attributes 5 + Advantages 7 + Air Bending 38 - Disadvantages 6 + Skills 10 = Total 54.

Last edited by naloth; 09-11-2008 at 10:00 AM.
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Old 09-09-2007, 12:33 AM   #3
naloth
 
Join Date: Sep 2004
Default Re: Avatar: Last Airbender

Earth Bending (Terrakinesis)
(Loosely based on Hung Gar Kung Fu from G:Martial Arts.)

Earth bending requires solid footing or it suffers the same penalty as being performed without gestures. Earth benders knocked down suffer this penalty until they recover their footing.

Skills: Karate; Meditation (Bending).
Techniques: Aggressive Parry (Karate); Counterattack (Karate); Exotic Hand Strike; Hammer Fist; Jam; Stamp Kick.
Cinematic Skills: Immovable Stance; Lizard Climb.
Perks: Iron Body Parts (Any); Off-Hand Weapon Training (Any); Special Training (Immovable Stance); Special Training (Lizard Climb on earth); Sure-Footed (earth with bare feet), Unusual Training (cinematic skills); Weapon Adaptation (Earth Hammer to Smallsword).
Optional Advantages: Ambidexterity; Arm ST*; Fit or Very Fit; High Pain Threshold.
Optional Disadvantages: OPH (Dirty/Don't mind being covered in dirt); Overconfidence; Quirk (Bare feet).
Optional Skills: Axe/Mace; Broadsword; Immovable Stance; Innate Attack (Projectile); Judo; Knife; Parry Missile Weapon; Smallsword.
Optional Techniques: Dual-Weapon Attack (Earth Hammer).
Earth Bending (Earth Talent 5/lvl)
  • Create Tunnel: Tunneling* [30 + 5/lvl].
  • Earth Climb: Clinging (Bending -10%; Earth Surfaces Only -20%) [14].
  • Earth Bind: Binding* (Bending -10%; Environmental, target must be on earth -20%) [1.4/lvl].
  • Earth Hand: TK* (Bending -10%; Earth Only -40%) [2.5/lvl].
  • Earth Sight: Vibration Sense (Only through earth 0%) [10] + Acute Sense* 0 (Vibration) [2/lvl].
  • Earth Surfing: Enhanced Move* (Ground; Bending -10%) [18/lvl]
  • Metal Bending: Control Metal** (Bending -10%) [18/lvl].
  • Pelt with Stones: Innate Attack 2d cr (Bending -10%; Blockable -10%) [4/lvl]. May add Rapid Fire* for RoF 2 +2/lvl; RoF 3 +2.5/lvl; RoF 4-7 +3.5/lvl; RoF 8-15 +5/lvl.
  • Quicksand: Binding (Bending -10%; Engulfing +60%; Environmental, target must be on earth -20%; Unbreakable +40%) [3.4/lvl]. May add area for +1/lvl per area increase.
  • Sandjet: Innate Attack 1d cr (Bending -10%; Cone 4 yd base +90%; DR*10 -70%; Link +10%; Requires Loose Earth/Sand -20%; Secondary: Blinding +100%) [10] + Innate Attack* (Bending -10%; Cone 4 yd base +90%; Double Knockback +20%; No Wounding -50%; Nuisance: Roaring Wind -5%; Requires Loose Earth/Sand -20%; Variable +5%) [6.5/lvl]
  • Sandstorm: Obscure 1-10 (Area* +50%, Persistent +50%; Requires Loose Earth/Sand -20%) [3.6/lvl]. May increase area for +1/lvl per area increase.
  • Shape Earth: Control Earth* (Bending -10%) [18/lvl]. May add Ranged +8/lvl.
  • Stone Fist: Claws (Blunt; Only while DR is active -10%) [3] + Perk: Hard Striking Surface [1] + DR* (Bending -10%; Max Use 30 sec -75%; One Arm -40%; Temporary: Ham-Fisted -10%) [1/lvl]. May buy off "One Arm -40%" raising the DR cost +2/lvl.
  • Stone Missile: Innate Attack* Cr (Bending -10%; Blockable -10%; Inaccurate -5%; Requires Earth -20%; Variable +5%) [3/lvl]. May buy Increased Range 5x for +1/lvl.
  • Stone Spire: Innate Attack* Cr (Area* +50%; Bending -10%; Environment, must be on earth -20%; Low Signature +10%; Nuisance: creates a pillar of stone -5%; Overhead, actually underneath +30%; Variable +5%) [8/lvl]. Each area increase adds +2.5/lvl.
  • Stone Wall: Innate Attack 4, DR 12 HP 2 (Area* 1 +50%; Bending -10%; Duration: Permanent +150%; Inaccurate -5%; Persistent +40%; Requires Earth/Stone -20%; Variable +5%; Wall: Rigid +30%) [68]. May increase area at +10/area increase.

Earth Bender Gate Keeper
ST 10 [0] DX 10 [0] IQ 10 [0] Will 11 [5] HT 10 [0]
-Speed 5; Dodge 8; Parry 8.
-Punch

Advantages: Earth Style [1]; Earth Talent 1 [5]; Perk: Sure-Footed (Earth w/bare feet) [1].

Earth Bending
Shape Earth: Control Earth* 3 (Bending -10%) [54].

Disadvantages: Overconfident (12-) [-5]. Quirk: Bare Feet [-1]; Quirk: Fight Bare handed [-1].

Skills: Karate-9 (DX-1) [2]; Meditation (Earth)-13 (Will+Talent) [4].

Tactics: Gate guards stand atop the stone gates and use their bending to open and close the gates. They generally work in teams of 4+ depending on the size of the gate. Offensively they can work large amount of earth, but only close up. They can perform a ripple slam doing 3d with a move of 3, create a -3 penalty to those within 3 yards, or drop 90lb rocks on those below.

Attributes 5 + Advantages 7 + Earth Bending 54 - Disadvantages 7 + Skills 6 = Total 65 points.

Earth Bender Soldier
ST 10 [0] HP 12 [4] DX 11 [20] IQ 10 [0] Will 11 [5] HT 10 [0]
-Speed 5.25; Dodge 8; Parry 9; Power Block 9; Power Parry 10.
-Th 1d-2; Sw 1d; Punch 1d cr; Stone Fist Punch 1d+3 cr.

Advantages: Earth Style [1]; Earth Talent 1 [5]; Perk: Sure-Footed (Earth w/bare feet) [1].

Earth Bending
Stone Fist: DR 3 (Bending -10%; Max Use 30 sec -75%; One Arm -40%; Temporary: Ham-Fisted -10%) [3] + Claws (Blunt, Only while DR is active -10%) [3] + Perk: Hard Striking Surface [1].
Stone Missile: Innate Attack 2d Cr (Bending -10%; Blockable -10%; Inaccurate -5%; Requires Earth -20%; Variable +5%) [6].

Disadvantages: Overconfident (12-) [-5]. Quirk: Bare Feet [-1]; Quirk: Fight Bare handed [-1]; Quirk: No Retreat [-1].

Skills: Innate Attack (Projectile)-14 (DX+2+Talent) [4]; Karate-12 (DX+1) [8]; Meditation (Earth)-13 (Will+Talent) [4]; Soldier-10 (IQ) [2];

Tactics: Earth bender soldiers stand their ground. They prefer to wait, evaluate, and aim before attacking. At a range they rely on their 2d crushing attack (throwing a chunk of rock!). Up close earth benders typically with either a bare or stone covered hand. Earth benders do not retreat (for a defense bonus) without routing, though they often use a defensive stance.

Attributes 29 + Advantages 7 + Earth Bending 13 - Disadvantages 7 + Skills 18 = Total 60 points.

Earth Bender Captain
ST 11 [10] HP 14 [6] DX 12 [40] IQ 10 [0] Will 11 [5] HT 11 [10]
-Speed 5 [-15]; Dodge 9; Parry 9 (Earth Hammer or Karate); Power Block 9; Power Parry 10.
-Th 1d-1; Sw 1d+1; Punch 1d+1 cr; Stone Fist 1d+4 cr; Earth Hammer 1d+2 cr.

Advantages: Earth Style [1]; Earth Talent 1 [5]; Perk: Sure-Footed (Earth w/bare feet) [1]; Perk: Weapon Adaptation (Earth Hammer to Smallsword) [1].

Earth Bending
Stone Fist: DR 3 (Bending -10%; Max Use 30 sec -75%; One Arm -40%; Temporary: Ham-Fisted -10%) [3] + Claws (Blunt, Only while DR is active -10%) [3] + Perk: Hard Striking Surface [1].
Stone Missile: Innate Attack 3d Cr (Bending -10%; Blockable -10%; Inaccurate -5%; Requires Earth -20%; Variable +5%; AA Base: 9) [2].
Stone Wall: Innate Attack 4, DR12, HP2, 2 hexes (Area* 1 +100%; Bending -10%; Duration: Permanent +150%; Inaccurate -5%; Persistent +40%; Requires Earth/Stone -20%; Variable +5%; Wall: Rigid +30%) [68].

Disadvantages: Overconfident (12-) [-5]. Quirk: Bare Feet [-1]; Quirk: No Retreat [-1].

Skills: Innate Attack (Projectile)-15 (DX+2+Talent) [4]; Karate-13 (DX+1) [8]; Leadership-10 (IQ) [2]; Meditation (Earth)-13 (Will+Talent) [4]; Smallsword-12 (DX) [2]; Soldier-10 (IQ) [2]; Tactics-8 (IQ-2) [1].

Tactics: Captains do slightly more damage with greater skill than soldiers using the same tactics. Captains also have the ability to create stone barriers which can help direct battles and provide necessary cover. Many captains use an Earth Hammer (sw+1 cr, not unbalanced) instead of fighting bare handed though it's more symbolic.

Attributes 56 + Advantages 8 + Earth Bending 77 - Disadvantages 7 + Skills 23 = Total 157 points.

Earth Hammer. This small blocky iron hammer (Axe/Mace, Sw Cr+1, MinST 11, 6 lbs) is the signature weapon of Earth kingdom warriors. Benders that can wield them typically choke up on the handle and wield them as small balanced weapons (using smallsword). Wielded individually or in pairs, these weapons are often used to parry heavy (rocks!) or damaging (fire!) attacks that a broadsword could not.

Dai Li (Earth Kingdom Secret Police)
ST 10 [0] DX 11 [20] IQ 10 [0] Will 11 [5] HT 10 [0]
-Speed 5.25; Dodge 8; Parry 8.
-Th 1d-2; Sw 1d; Punch 1d-2 cr. Stone Fist Punch 1d+2 cr.

Advantages: Earth Style [1]; Earth Talent 1 [5]; Perk: Weapon Bond (Stone Fist) [1].

Earth Bending
Earth Climb: Clinging (Bending -10%; Earth Surfaces Only -20%) [14].
Earth Hand: TK* 12 (Bending -10%; Earth Only -40%; Visible -20%) [28].

Disadvantages: Duty (Dai Li) [-15]; Overconfident (12-) [-5]. Quirk: Bare Feet [-1]; Quirk: Fight Bare handed [-1].

Skills: Karate-12 (DX+1) [8]; Meditation (Earth)-13 (Will+1+Talent) [4]; Philosophy (Dai Li)-8 (IQ-2) [1]; Stealth-12 (DX+1) [4].

Tactics: Dai Li agents prefer creeping (clinging and stealth) then striking at a distance with a stone fist.

Attributes 25 + Advantages 7 + Earth Bending 42 - Disadvantages 22 + Skills 17 = Total 69 points.

Stone Fist. Dai Li agents practice manipulating a 10 lb stone fist until it becomes an extension of their arm. While active, it's used at a ST 12 (Th 1d-1 Sw 1d+2) Move 12 ST12 and can do anything the Dai Li could do including grapple and punch (1d+1 cr) though it cannot move farther than 10 yard away from the agent. It can also be hurled (TK throw) for 1d-1 cr damage up to 12 yards.

Last edited by naloth; 09-11-2008 at 10:01 AM.
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Old 09-09-2007, 12:34 AM   #4
naloth
 
Join Date: Sep 2004
Default Re: Avatar: Last Airbender

Fire Bending (Pyrokinesis)
(Loosely based on Shaolin Kung Fu from G:Martial Arts.)

Fire bending is occasionally augmented or negated by celestial events. Where noted fire bending is at half strength at night.

Skills: Judo; Karate; Innate Attack (Projectile); Meditation (Bending).
Techniques: Arm Lock (Judo); Back Kick; Elbow Strike; Exotic Hand Strike; Feint (Karate or Broadsword); Hammer Fist; Jump Kick; Kicking; Spinning Kick; Spinning Punch; Stamp Kick; Sweep (Judo or Karate).
Cinematic Skills: Lizard Climb.
Cinematic Techniques: Whirlwind Attack (Flame Blast).
Perks: Iron Body Parts (Any); Naval Training; Off-Hand Weapon Training (Any); Technique Adaptation; Technique Mastery (any); Unusual Training (Lizard Climb).
Optional Advantages: Ambidexterity; Combat Reflexes.
Optional Disadvantages: Bad Temper; Impulsiveness; Quirk (Exhale Smoke when Angry).
Optional Skills: Broadsword; Fast Draw (Broadsword); Jumping; Knife; Parry Missile Weapons; Whip.
Optional Techniques: Armed Grapple (Broadsword); Choke Hold (Broadsword); Disarming (Broadsword); Dual Weapon Attack (Broadsword); Dual Weapon Attack (Whip); Spinning (Broadsword).
Fire Bending (Fire Talent 5/lvl)
  • Breath of Fire: Temperature Tolerance* (Cold Only -50%) [.5/lvl].
  • Create Fire: Create Fire* (Bending -10%) [9/lvl]. May add Ranged for +4/lvl.
  • Fiery Eruption: Innate Attack* Burn (Area* 1 +50%; Bending -10%; Emanation -20%; Half Power at Night -20%; Incendiary +10%) [5.5/lvl]. Each area increase adds +2.5/Lvl.
  • Fire Knives: Innate Attack* Burn (Bending -10%; Half Power at Night -20%; Melee: Destructive Parry +10%; Melee: Dual +10%: Melee: C -30%) [3/lvl].
  • Fireballs: Innate Attack* Burning (Bending -10%; Blockable -10%; Half Power at Night -20%; Inaccurate -5%; Incendiary +10%; Increased Short Range x5 +10%; Variable +5%) [4/lvl]. May add Rapid Fire* for RoF 2 +2/lvl; RoF 3 +2.5/lvl; RoF 4-7 +3.5/lvl; RoF 8-15 +5/lvl.
  • Flame Blast‡: Innate Attack* Cr (Bending -10%; Blockable -10%; Half Power at Night -20%; Incendiary +10%; Inaccurate -5%; Variable +5%) [3.5/lvl].
  • Flame Jet: Innate Attack* Burn (Bending -10%; Half Power at Night -20%; Incendiary +10%; Jet 0%; Reduced Range: Max 5 yards -5%; Variable +5%) [4/lvl]. May add Increased Range* for .5/lvl per 100% increase in range.
  • Flame Whip: Innate Attack* Burn (Bending -10%; Half Power at Night -20%; Incendiary +10%; Jet 0%; Melee: Destructive Parry +10%; Melee: Whip† 0%; Reduced Range: Max 5 yds -5%; Variable +5%) [4.5/lvl]. May add Melee: Dual and Selectivity for +1/lvl. May add Increased Range* at .5/lvl for each 100% increase in range.
  • Lightning Redirection:** Control Lightning (Bending -10%) [13.5/lvl]. May add Ranged for +6/lvl.
  • Throw Lightning:** Innate Attack 8d (tight-beam) burn (Bending -10%; Inaccurate: Acc 0 -15%; Increased Range 5x: 500 yds +20%; No 1/2 Range +15%; Side Effect: Stunning +50%; Surge +20%) [72].
  • Wall of Fire: Innate Attack* Burn (Area* 1 +50%; Bending -10%; Half Power at Night -20%; Persistent +40%; Wall:Permeable +30%) [9.5/lvl]. Each area increase adds +2.5/Lvl.

†Melee: Whip means that this is treated in all respects as whip (B406). It uses the whip skill, has an adjustable length, requires ready maneuvers, parries at -2, and can perform special whip techniques. By default the whip is up to 5 yards long and it can be increased +5 yards per level of increased range.

‡Flame Blast may be emanate from either the hand (IA: Beam) or the mouth (IA: Breath). It may also be used to perform a whirlwind attack.

Fire Bender Soldier
ST 10 [0] DX 11 [20] IQ 10 [0] HT 10 [0]
-Speed 5.25; Dodge 8; Parry (Broadsword or Karate) 9; Power Power 10.
-Th 1d-2; Sw 1d; Punch 1d-3 cr; Broadsword 1d-1 cr / 1d+1 cut.

Advantages: Fire Style [1]; Fire Talent 1 [5]; Perk: Naval Training [1].

Fire Bending
Create Fire: Create Fire* 1 (Bending -10%; AA Cost 9) [2].
Fireballs: Innate Attack* 2d Burning (Bending -10%; Blockable -10%; Half Power at Night -20%; Inaccurate -5%; Incendiary +10%; Increased Short Range x5 +10%; RoF 2: +40%; Variable +5%) [12].


Disadvantages: Quirk: No Aiming [-1];

Skills: Broadsword-11 (DX) [2]; Innate Attack (Beam)-12 (DX+Talent) [1]; Innate Attack (Projectile)-13 (DX+1+Talent) [2]; Karate-11 (DX) [4]; Judo-9 (DX-2) [1]; Meditation (Fire)-12 (Will+Talent) [4]; Soldier-10 (IQ) [2].

Equipment: Fire soldiers typical wear leather armor (DR2) and carry a broadsword.

Tactics: Fire bender soldiers tend to blanket the area in flame. They prefer quantity over quality. At a range they will launch salvos of fireballs then switch to flame jet up close. For close quarters (where the flame would hit their own troops) fire warriors prefer broadswords though they are often very capable bare hand warriors.

Attributes 20 + Advantages 7 + Fire Bending 14 - Disadvantages 1 + Skills 16 = Total 56 points.

Fire Bender Captain
ST 11 [10] DX 12 [40] IQ 10 [0] HT 11 [10]
-Speed 6 [5]; Dodge 10; Parry (Broadsword or Karate) 10; Power Parry 12.
-Th 1d-1; Sw 1d+1; Punch 1d-1 cr; Broadsword 1d cr / 1d+2 cut.

Advantages: Combat Reflexes [15]; Fire Style [1]; Fire Talent 3 [15]; Naval Training [1];

Fire Bending
Create Fire: Create Fire* (Bending -10%; Ranged +40%; AA Cost 13) [3].
Fiery Eruption: Innate Attack* 1d Burn (Area* 4 +200%: 16 yds; Bending -10%; Emanation -20%; Half Power at Night -20%; Incendiary +10%; AA Cost 13) [3].
Fireballs: Innate Attack* 2d Burning (Bending -10%; Blockable -10%; Half Power at Night -20%; Inaccurate -5%; Incendiary +10%; Increased Short Range x5 +10%; RoF 4 +70%; Variable +5%; AA Cost 15) [3].
Flame Jet: Innate Attack* 4d Burn (Bending -10%; Half Power at Night -20%; Incendiary +10%; Jet 0%; Reduced Range: Max 5 yards -5%; Variable +5%) [16].

Disadvantages: Quirk: No Aiming [-1]; Quirk: Proud [-1].

Skills: Broadsword-12 (DX) [2]; Innate Attack (Beam)-15 (DX+Talent 3) [1]; Innate Attack (Projectile)-16 (DX+1+Talent 3) [2]; Karate-13 (DX+1) [8]; Judo-10 (DX-2) [1]; Leadership-10 (IQ) [2]; Meditation (Fire)-14 (Will+Talent 3) [4]; Soldier-10 (IQ) [2]; Tactics-10 (IQ) [2].

Equipment: Fire soldiers typical wear leather armor (DR2) and carry a broadsword.

Tactics:A fire captain is a substantially upgraded soldier with more power and skill. At a distance he'll use a fireball salvo that's more accurate with more fireballs. Within 10 yards he'll switch to flame blasts for power and knockback, jet to hose foes, or explode in a ball of flame.

Attributes 65 + Advantages 32 + Fire Bending 25 - Disadvantages 2 + Skills 24 = Total 144 points.

Last edited by naloth; 09-28-2007 at 10:45 PM.
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Old 09-09-2007, 12:34 AM   #5
naloth
 
Join Date: Sep 2004
Default Re: Avatar: Last Airbender

Water Bending (Hydrokinesis)
(Loosely based on T'ai Chi Chuang from G:Martial Arts.)

Water bending depends on the availability of water (additional -20%) and can be influenced by celestial events. Bending rolls may be modified by the phase of the moon (GM's whim): New -2, Waning -1, Half 0, Waxing +1, Full +2.

Skills: Judo; Karate; Meditation (Bending); Sumo Wrestling.
Techniques: Arm Lock; Hammer Fist; Sweep (Judo, Karate, or Sumo Wrestling).
Cinematic Skills: Push.
Perks: Form Mastery (any weapon); Grip Mastery (any weapon); Naval Training; Sure-Footed (Ice; Water); Off-Hand Weapon Training (Whip); Unusual Training (Push, may not move or step).
Optional Advantages: Versatile.
Optional Disadvantages: Quirk (Pushes Local Water Away when Angry).
Optional Skills: Axe/Mace; Broadsword; Knife; Innate Attack (Projectile); Parry Missile Weapons; Spear; Staff; Throwing (Spear or Boomerang); Whip.
Optional Techniques: Dual Weapon Attack (Whip); Push Kick.
Water Bending (Water Talent 5/lvl)
  • Animate Water: TK* (Bending -10%; Water Only -40%) [2.5/lvl].
  • Create Current: Basic Move* (Water; Affected by Currents +0%; Affects Others +50%; Bending -10%) [7]. May add Area* at +2.5/lvl per area increase.
  • Encase in Ice: Binding* (Bending -10%; Environmental, touching Ice/Water -20%) [1.4/lvl]. May add Area* for +1/lvl per area increase.
  • Freeze Water: Create* (Bender -10%; Ranged +40%; Transmute Ice->Water +50%; Transmute Only -100%) [4/lvl].
  • Healing: Healing (Affects Self +50%; Bender -10%; Injury Only -20%; Requires Water -20%) [30].
  • Ice Boat: Walk on Liquid (Affects Others +50%; Bending -10%; Water Only -20%) [19.5]. May add Area* at +7.5/area increase.
  • Ice Shards: Innate Attack* 2d Imp (Bending -10%; Blockable -10%; Increased Range x2 +10%; Increased Short Range x5 +10%) [16]. May add Rapid Fire* for RoF 2 +4; RoF 3 +5; RoF 4-7 +7; RoF 8-15 +10.
  • Ice Wall: Innate Attack * cr (Area* 1 +50%; Bending -10%; Duration: Permanent +150%; Environment, touching ice/water -20%; Persistent +40%; Wall: Rigid DR2 HP3 per level +30%; Underwater +20%) [18/lvl].
  • Melt Ice: Create* Water (Bender -10%; Ranged +40%; Transmute Water->Ice +50%; Transmute Only -100%) [4/lvl].
  • Shape Water: Control Water (Bender -10%) [18/lvl]. May add Ranged +8/lvl.
  • Slice with Water: Innate Attack* Cutting (AP/10 +200%; Bending -10%; Blockable -10%; Inaccurate -5%; No Blunt Trauma -20%, No Knockback -10%; Requires Water -20%; Reduced Range 1/5 -20%; Underwater +20%, Variable +5%) [9.1/lvl].
  • Speed Current: Enhanced Move* (Affects Others +50%; Bending -10%; Water) [28/lvl]. May add Area* at +10/lvl per area increase.
  • Water Spray: Innate Attack* Cr (Bending -10%; Cone* 1 hex base +60%; Double Knockback +20%; No Wounding -50%; Requires Snow/Water -20%) [5/lvl]. May increase width of the cone base by +.5/lvl per hex base increase.
  • Water Tentacles (Octopus): Innate Attack* Cr (Bending -10%; Jet 0%; Melee: Dual +10%; Melee: Whip† 0%; Reduced Range: Max 5 yds -5%; Requires Water -20%; Variable +5%) [4/lvl].

†Melee: Whip means that this is treated in all respects as whip (B406). It uses the whip skill, has an adjustable length, requires ready maneuvers, parries at -2, and can perform special whip techniques. By default the whip is up to 5 yards long and it can be increased +5 yards per level of increased range.

Water Bender Arctic Engineer
ST 10 [0] DX 10 [0] IQ 10 [0] HT [0]
-Speed 5

Advantages: Water Style [1]; Water Talent [5];

Water Bending
Ice Wall: Innate Attack 1d cr DR 2 HP 3, 2 hexes (Area* 1 +50%; Bending -10%; Duration: Permanent +150%; Environment, touching ice/water -20%; Persistent +40%; Wall: Rigid DR2 HP3 per level +30%; Underwater +20%) [18].
Melt Ice: Create* Water 2 (Bender -10%; Ranged +40%; Transmute Water->Ice +50%; Transmute Only -100%, AA Cost 8) [2].
Shape Water: Control Water 1 (Bender -10%, AA Cost 18) [4].

Skills:Architecture-11 (IQ) [2]; Engineer (Civil)-10 (IQ-1) [2]; Innate Attack (Projectile)-11 (DX+T) [1]; Judo-8 (DX-2) [1]; Karate-8 (DX-2) [1]; Meditation (Bending)-12 (IQ+T) [2]; Sumo Wrestling-9 (DX-1) [1].

Tactics: Arctic engineers are the shapers that keep the canals free of ice, open and close the locks for the city, and shape new structures. During a siege they are responsible for keeping the city functioning.

Attributes 20 + Advantages 6 + Bending 24 + Skills 10 = Total 60 points

Water Bender Healer
ST 10 [0] DX 10 [0] IQ 10 [0] HT 10 [0]
-Speed 5; Dodge 8; Parry (Sumo) 8; Power Block 9; Power Parry 9.
-Th 1d-2; Sw 1d; Punch 1d-4; Water Whip 1d cr

Advantages: Water Style [1]; Water Talent [5];

Water Bending
Animate Water: TK* 5 (Bending -10%; Water Only -40%, AA Cost 12.5) [3]
Healing: Healing (Affects Self +50%; Bender -10%; Injury Only -20%; Requires Water -20%) [30]
Shape Water: Control Water 1 (Bender -10%; AA Cost 18) [4].
Water Tentacles (Octopus): Innate Attack* Cr (Bending -10%; Jet 0%; Melee: Dual +10%; Melee: Whip† 0%; Reduced Range: Max 5 yds -5%; Requires Water -20%; Variable +5%; AA Cost 4) [1].

Skills:Esoteric Medicine-10 (Per) [4]; First Aid-10 (IQ) [1]; Judo-8 (DX-2) [1]; Karate-8 (DX-2) [1]; Meditation (Bending)-11 (IQ+T+1) [1]; Sumo Wrestling-9 (DX-1) [1]; Whip-9 (DX-1) [1].

Tactics: Healers can manipulate water in a number of ways. First, they can heal. Second, they can control up to 10 lbs of water or animate water to act with ST 10. Last, they can form a whip of water that does 1d crushing at skill 10 (after adding +1 for Talent).

Attributes 0 + Advantages 6 + Bending 38 + Skills 11 = Total 54 points

Water Bender Naval Crew
ST 10 [0] DX 10 [0] IQ 10 [0] HT 10 [0]
-Speed 5

Advantages:Perk: Naval Training [1]; Mariner Talent 1 [10]; Water Style [1]; Water Talent [5].

Water Bending
Create Current: Basic Move* +2 (Water; Affects Others +50%; Area +2: 4 yard radius +100%; Bending -10%; AA Cost 12) [3].
Ice Boat: Walk on Liquid (Affects Others +50%; Area 1: 2 yd radius +50%; Bending -10%; Water Only -20%) [27].

Disadvantages: Code: Professional [-5];

Skills:Axe-Mace-10 [2]; Boating-10 (DX-1+Talent) [1]; Crewman-12 (IQ+Talent+1) [2]; Fishing-11 (Per+T) [1]; Judo-8 (DX-2) [1]; Karate-8 (DX-2) [1]; Knot-Tying-11 (DX+Talent) [1]; Meditation (Bending)-12 (IQ+Talent+1) [4]; Meteorology-10 (IQ+Talent) [1]; Navigation-10 (IQ+Talent) [1]; Sumo Wresting-9 (DX-1) [1]; Swimming-10 (HT) [1]; Throwing (Boomerang)-10 [1].

Tactics: Bender sailors help to guild the boat through calm and turbulent waters. In an emergency they can also freeze water to create a life raft (2 yard radius).

Attributes 0 + Advantages 17 + Water Bending 30 - Disadvantages 5 + Skills 18 = Total 60 points.

Water Bender Hunter
ST 10 [0] DX 11 [20] IQ 10 [0] HT 10 [0]
-Move 5 [-5]; Dodge 8; Parry (Spear) 9; Power Parry 9.
-Th 1d-2; Sw 1d; Ice Shards 2d imp; Spear (2 hands) 1d+1 imp.

Advantages:Perk: Naval Training [1]; Water Style [1]; Water Talent [5].

Water Bending
Animate Water: TK* 8 (Bending -10%; Water Only -40%; AA Cost 20) [5].
Ice Shards: Innate Attack 2d Imp (Bending -10%; Blockable -10%; Increased Range x2 +10%; Increased Short Range x5 +10%; RoF 2 +50%) [20].

Disadvantages: Duty (Quite Often 12-) [-10].

Skills:Boating-10 (DX-1) [1]; Crewman-10 (IQ) [2]; Innate Attack (Projectile)-12 (DX+T) [1]; Judo-9 (DX-2) [1]; Karate-10 (DX-1) [2]; Meditation (Bending)-12 (IQ+T+1) [4]; Spear-12 (DX+1) [4]; Sumo Wresting-10 (DX-1) [1]; Survival (Artic)-9 (Per-1) [1]; Swimming-10 (HT) [1].

Tactics: Water bender hunters serve as elite protection for the community aboard vessels and against large beasts. They prefer the spear for close in fighting and can throw sharp shards of ice a considerable distance.

Attributes 20 + Advantages 7 + Water Bending 25 - Disadvantages 10 + Skills 18 = Total 58 points.

Last edited by naloth; 09-28-2007 at 10:52 PM.
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Old 09-09-2007, 03:33 AM   #6
Mailanka
 
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Default Re: Avatar: Last Airbender

I saw the thread title and thought "I'd do it as a set of powers." And what's the first thing I see? You did it as a set of powers. AND as a set of martial arts.

Amazing. Enlightening. So very appropriate.

I heartily approve. You should archive that!
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Old 09-21-2007, 09:29 AM   #7
NineDaysDead
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Default Re: Avatar: Last Airbender

Quote:
Originally Posted by naloth

  • Metal Bending: Control Metal* (Bending -10%) [18/lvl].
Shouldn't this be at least a ** ability?

In Imprisoned (Ep 1.6) the fire nation thinks metalbending is impossible.

In The Guru (Ep 2.19) Xin Fu traps Toph in a metal cage he tells her “You might think you’re the greatest earthbender in the world, but even you can’t bend metal”. This suggests she is the first metalbender ever.
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Old 09-21-2007, 09:30 AM   #8
NineDaysDead
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Default Re: Avatar: Last Airbender

Quote:
Avatar Kyoshi lived 230 years making her the oldest Avatar in history.
The Avatar package might include Extended Lifespan 1 [2]; Longevity [2].
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Old 09-21-2007, 10:07 AM   #9
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Default Re: Avatar: Last Airbender

Quote:
Originally Posted by NineDaysDead
Shouldn't this be at least a ** ability?
Yes... I'll fix that.
Quote:
The Avatar package might include Extended Lifespan 1 [2]; Longevity [2].
In general these people seem long lived. Aang ran into one of his childhood friends (King Boomi).

I tend to ignore age related things. Other than someone intentionally designing an old character it rarely comes up in my games.

Last edited by naloth; 09-21-2007 at 10:10 AM.
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Old 09-21-2007, 12:18 PM   #10
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Default Re: Avatar: Last Airbender

Quote:
Originally Posted by naloth
The king of Omashu (Boomi?) demonstrated early in season 2 that he could bend without anything free at all. I figure high enough skill allows you to try though I've altered between -6 and -10.

K, sounds good.
Iroh also heats his tea, and other things using firebending, but with no visible gestures.

As a note, I might add a few points worth of Modular Ability to the bender templates, with the standard bending limitations, in order to simulate minor tricks like drying yourself/belongings (air, water and fire bender, by different means), heating cold tea/food(firebender) etc.
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