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The Core Book of Avatar Legends: The Roleplaying Game is the main rulebook that contains the fundamentals of play and the general guidelines on how to run the game. It was released in batches beginning on February 24, 2022, with additional content gradually following afterward. Physical products will be released in summer 2022.
Avatar Legends: The Roleplaying Game brings you and your friends into the beloved setting o Avatar Legends — as new heroes of your own stories! Weave tales of self-discovery and action with your team of friends, and go penguin-sledding while you're at it!
In this RPG, you might face off with the Triple Threat Triad in Republic City, travel through a spirit portal to rescue a missing child, negotiate peace between Earth Kingdom outlaws and the sages' council, pursue enemies and mysteries throughout the Four Nations, and even learn a thing or two from beloved Avatar Legends characters.
The RPG is designed to be played in five possible eras, each being tied to the span of an Avatar's life (excepting the Hundred Year War era), each focusing on distinct themes which define the type of game that can be played. The Core Book includes a setting chapter with 50+ pages of information about the eras, including characters and plot hooks for each.
- The Kyoshi Era covers the events after The Shadow of Kyoshi novel. Play in Kyoshi's era if you want to fight in battles against rogues and bandits and deal with corruption as the nations defend and reinforce their borders.
- The Roku Era covers the time right after Sozin became Fire Lord and before Roku married. Play in the Roku Era if you want to deal with tensions between different nations and the trials of maintaining an uneasy peace.
- The Hundred Year War Era focuses on the time just before Avatar Aang's awakening at the beginning of Avatar: The Last Airbender. Play in the Hundred Year War Era if you want to rebel against unjust rule, protect the weak, and stand up to tyranny.
- The Aang Era is set after the events of the Imbalance graphic novel trilogy, some time after the end of Avatar: The Last Airbender. Play in Aang's Era if you want to heal the world after tragedy and help push it into a brighter future.
- The Korra Era covers a period that takes place after the events of the Ruins of the Empire graphic novel trilogy, some time after the end of Legend of Korra. Play in Korra's Era if you want to deal with the repercussions of imperialism and play in a modernized era.
The Four Nations
The heroes may travel from place to place with the politics and peoples of the places they visit during their adventures. The Core Book offers a short summary of each of the four nations, their history, and some of the most important issues that are likely to arise if they appear in the game.
The Core Book explains that people of the four nations have mastered any types of trainings, each requiring years of practice. Ranging from the elemental bending to weapons and technology, these trainings both empower the heores and define how they see the world:
Choose a scope
The game's scope defines how much of the four nations the players will explore over the course of the game. Broad scope games might mean that players sail or fly to multiple destinations, solving problems as they go. A narrow scope game might mean exploring a single region or city in greater depth or detail, occasionally visiting outside locations, but always returning to the original site of focus.
A very broad scope would include adventures similar to those in the events of Avatar: The Last Airbender or The Rise of Kyoshi, while a narrower scope would be something similar to Book One: Air of The Legend of Korra, which explored Republic City in more detail. The scope can change over the course of play, but it is usually a sign of moving on to a "new season" of the adventures.
A playbook defines what kind of social role a character fills in a group and how that role relates to conflicts that drive them. A playbook helps to define personality, relationships, and even how they fight, though any playbook can be any type of bender or a nonbender. The Core Book lists 10 playbooks:
- The Bold
- The Guardian
- The Hammer
- The Icon
- The Idealist
- The Successor
- The Adamant
- The Pillar
- The Prodigy
- The Rogue
A list of suggested names appropriate for each nation are recommended to the player.
- Earth Kingdom: Earth Kingdom syllables appear in the other three nations' nomenclatures as well, especially in the Fire Nation. These names can also be used for Fire Nation, Air Nomad, and Water Tribe characters. One or two syllables each should be used for both given names and surnames. Names of precious stones (e.g., Garnet, Amethyst, Pearl), plants (e.g., Peony, Camellia, Willow), or concepts (e.g., Faith, Hope, Joy) may also be used as Earth Kingdom-style names.
- Water Tribes: Water Tribe characters go by a single name without a surname, but introduce themselves as "[name] of [homeland]" (e.g. "Bato of the Southern Water Tribe"). Water Tribe members often name children after beloved family members who have passed on as a way to gift the child with characteristics from their ancestors. The Core Book offers a list of possible names for Water Tribe characters.
- Fire Nation: Fire Nation characters have given names and clan names. They do not usually mention their clan names when they introduce themselves unless it is relevant to the situation or they are trying to show off for some reason. Families in the Fire Nation often like to pass individual syllables in their names on to one another: a woman named Zaagar might pass one character in her name on to her child or nibling, naming them Daozaa or Garrun. Use one or two syllables below for each given name and clan name. The Core Book then offers a list of possible clan names for Fire Nation characters.
- Air Nomads: Air Nomads traditionally go by a single name with no surname, usually modified by "monk" for men or "sister" for women and referencing their Air Temple (e.g., Sister Dolma of the Eastern Air Temple). Monks live in the North and South Air Temples, while Sisters live in the East and West. A single name from a suggested list should be chosen.
Training and fighting stlye
A signature fighting style should usually be developed to distinguish the character from other fighters or benders.
- Waterbending: Weaving water into snapping and slashing whips, manipulating one's breath into clouds of freezing ice, sculpting liquid into a defensive shield—waterbending warriors manipulate their element with fluidity and grace. A waterbender might defend their allies by creating liquid barriers to freeze weapons and attackers, or they might be an aggressive warrior who unleashes torrential water jets or concealable weapons made of ice. Not all waterbenders are warriors — some have healing powers as well. A waterbender might carry a waterskin with them to have something to bend at all times, or prefer to use nearby liquids instead — some waterbenders can even use their sweat.
- Earthbending: Levitating stones to hurl them into obstacles, encasing one's body in a protective shell of earth, transmuting earth to quicksand to immobilize an enemy — earthbending warriors often bide their time, using their element to defend until the perfect moment to counterattack. An earthbender might be a durable defender with slow and deliberate strikes, or they might sunder the earth to disorient and separate their foes. Some earthbenders prefer to go barefoot to stay connected to their element; others carry tools like earthen discs or stone gauntlets to have something to bend nearby.
- Firebending: Slicing through a barrier with a blade of flame, pinning enemies behind cover by unleashing a concentrated fire stream, driving an opponent away with a series of fireballs — firebending warriors manipulate their chi and ambient fire with intense and aggressive results. A firebender might prefer to barrage their foes from afar with precise fire bolts, or mix close punches and kicks with flame bursts to take the fight directly to the enemy. Because firebenders manipulate their own energy, they do not need to access their element from their immediate environment and are always "armed".
- Airbending: Swiping air upwards to deflect incoming arrows, pulling air around a weapon to disarm someone, decreasing one's own air resistance to outmaneuver a stronger foe — airbending warriors use their element to defend themselves and redirect hostile energy. An airbender might be a cautious pacifist who enhances their speed to avoid danger and exhaust enemies, or a more proactive protector who employs bursts of wind to control the battlefield. An airbender might wear flowing clothes to create air ripples they can volley at attackers, or carry a special item or tool to focus their bending, like using a flute to focus air jets and amplify sound vibrations.
- Weapons: Raining arrows down on opponents, pulling off a dangerous trick with a boomerang, deflecting blows with bare hands — weapon warriors are martial experts who can hold their own against benders. This training can represent any martial character who is not a bender—duelists, archers, unarmed chi-blockers, and more. A weapon warrior might be an amateur boxer fighting in seedy bars, a person transformed by a spirit, or a member of an ancient martial order. Weapon warriors might carry a variety of weapons appropriate to their style and era, or they might wield a single weapon so masterfully it is an extension of themselves.
- Technology: Setting jury-rigged traps and snares, hurling flasks of alchemical concoctions, engaging enemies with self-made electrified weapons — a technology-based warrior uses their expertise with devices and machines to engage foes and resolve threats. A technological warrior might be an eager grease monkey with a love for deconstructing technology, a trapper adapting their survival skills on the fly, or a military engineer who wields and maintains advanced weapons and armor. While some weapon-using characters might also carry advanced weapons — like an electrified glove — they lack the expertise to build and repair these machines. Technological warriors might use a single complex device with many effects, carry the tools they need to create devices on the fly, or use simpler tools to devastating effect.
Up to two backgrounds can be selected to describe the character's upbringing. A hometown can also be selected, either somewhere featured on the show or somewhere that is made up by the player.
Every playbook has four stats. These numbers define the character's strengths and weaknesses across four parts of their personality: creativity, focus, harmony, and passion. In game terms, they describe how strong or weak your character is at certain actions that involve aptitudes.
- Creativity: Creativity measures your ability to think quickly and unconventionally, to come up with surpising plans or breathtaking art. Avatar Aang, Satoru, and Asami Sato all have strong creativity.
- Focus: Focus measures your character's ability to perform difficult or precise tasks under pressure, to shut out distractions and work in a patient, disciplined, or stubborn manner. Rangi, Princess Azula, and Tenzin all have strong focus.
- Harmony: Harmony measures your character's social sensitivity, care, and empathy, their ability to take into account the views and feelings of others and act in an honest and compassionate way. Katara, Uncle Iroh, and Zaheer all have strong harmony.
- Passion: Passion measures the intensity of your character's emotions and drive, and how good they are at listening to their feelings and turning them into decisive action. Mako, Prince Zuko, and Avatar Korra all have strong passion.
Each character also has a fatigue track that represents the character's internal reserves of willpower and energy. Fatigue is marked when the character tries to get stuff done, like huge feats of bending or, during in a combat, when they try to strike at someone directly opposing them. Fatigue is cleared when the character has time to rest and recover.
A condition is an emotional state that makes trouble for the character, making certain actions harder to perform successfully. Stressful situations require you to mark a condition to indicate how the characters feels at a certain time.
Each player character also has a balance track which measures the push and pull of the character's beliefs. Each pole is marked with a principle, an idea about yourself or the world that matters to your hero. However, these two ieas are always in tension. The character is not sure how to uphold one principle without denying the other, and their feelings about which has more importance change during the course of a game session.
Each hero is a trained warrior of some kind and starts their adventure with some extra advanced techniques that they can use in combat exchanges. These advanced techniques can be used in place of (or in addition to) the basic techniques.
The Core Book provides a list of prepared adventure hooks for each era that can be used to build on the drama and get the players into the middle of action.
The Vanishing Act
The Vanishing Act is a standalone adventure set in the Aang Era. It is offered as a way to start, as it includes all the basic elements for a campaign.
The legendary Flying Koi Carnival has recently set up shop within the Middle Ring of Ba Sing Se, delighting visitors with daring feats of bending and artistry. While attending the festival, Rose, the daughter of a prominent diplomat, went missing. The young woman disappeared at the carnival last night and has not been heard from since. Rose's mother Lei is distraught, wondering who could have taken her daughter and why. Was her disappearance connected to the carnival? Can our heroes find Rose before it is too late? All may not be what it seems under the majestic canvas tents of the Flying Koi...
A list of NPCs are listed with information for each character along with their stats.
- Lei — An Earth Kingdom diplomat.
- Rose — The kidnapped daughter of a diplomat.
- The Flying Koi Carnival — A secret ring of thieves disguised as performers.
- Maolo — Peng's adopted son and second-in-command.
- Ringmaster Peng — Leader of the Flying Koi Carnival.
- Anri — An artist and performer at the carnival.
- The Paper Lantern Gang — A gang running territory in the Middle Ring.
- Cong — The brutish leader of the Paper Lantern Gang.
- Hua — Cong's second-in-command and Rose's secret girlfriend.
- Detective Ziming — A Middle Ring detective with something to prove.
- Ibuki — Zumming's informat.
- The cabbage merchant — A hapless witness to Rose's kidnapping.
The adventure focuses on Ba Sing Se's Middle Ring, for which the Core Book provides a list of locations that pertain to Rose's kidnapping.
- The Flying Koi Carnival
- The Stone Kettle
- The Black Market
- Rose's Villa
- Moon Peach Inn
- Middle Ring Earthmarket
The second appendix includes several pre-built NPCs split between minor, major, master, groups, and legendary categories. The NPCs are useful for a GM who quickly needs inspiration for an NPC's mechanical features. Any of them can be adapted to fit several different kinds of character. The legends are all iconic characters from the Avatarverse stories, each with a rare technique that they are uniquely suited to use and teach.