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The Authority

A firebending Jasmine Island protector is featured as an example for the Authority playbook.

The Authority (權威) is one of the playbooks for Avatar Legends: The Roleplaying Game, an outline of a character archetype that can be customized in the game. The Authority is one of the four playbooks featured in the Uncle Iroh's Adventure Guide playbook, and is described as calm, flexible, respected, and divided. Their balance principles are service vs self.[1]

Description[]

The Authority leads an important faction. Play the Authority if you want to balance the power of your leadership with the needs of your constituents

Calm, flexible, respected, divided. The Authority is the leader of a faction, be it a company, a group of warriors, an order of scholars, or something else altogether. The faction has some real influence and ability to make change, but it's a group with many desires and goals... some of which may not be in line with the Authority's goals!

The Authority tries to balance their own beliefs, goals, and needs with what the faction asks of them. Sometimes that means pushing the faction to act in a way that its members don't agree with; sometimes that means capitulating to the goals of the organization and making sacrifices.[1]

  • Starting stats: Creativity -1, Focus +1, Harmony +1, Passion 0
  • Demeanor options: Dignified, Firm, Open, Steely, Thoughtful, Tired

Principles[]

The Authority's struggle is between the principles of Service and Self.

Their Self principle is all about their own needs, desires, and beliefs—their own identity. They have a sense of themselves and who they are; that's part of what helped them take command of their faction. They know what they want and what they need, and if they were entirely on their own, they could make their own independent choices about right and wrong with confidence. Their sense of Self brings their own perspective to the faction, lending it their own judgment to make decisions.

Their Service principle is about their role as leader actually being one of service—they can't simply impose their will upon the faction, demanding it obey them. They have authority, but they don't believe they can just tell the faction what to do. They exist in a leadership role, but they still serve the faction and the people in it, and sometimes that means they put the goals and needs of the faction above their own goals and needs. Sometimes, they have to trust the faction’s beliefs over their own.

The Authority tries to balance these two principles by navigating these two different masters whenever they are in conflict, keeping them in sync as much as possible. After all, if the Authority can serve their Self at the same time they serve their faction, then all the better! Their Moment of Balance reflects this, as the Authority's vision of what the faction could be or could do allows them to come through in a critical moment, allowing the Authority's self-desires and need for service to perfectly line up.[1]

Characteristics[]

Moment of Balance[]

You've constantly felt torn between your own needs and beliefs, and the needs and beliefs of the faction that you both serve and lead. Now, you impart some of yourself forever into the faction, leaving a mark upon it and guiding it to take action in line with your own values, of its own volition. Tell the GM how the faction comes through in a way that realizes your vision to overcome a challenge or threat that no one person could defeat.[1]

Moves[]

  • Read The Room
  • Promises, Promises
  • Moldable
  • Opening a Dialogue
  • Making Them Listen[2]

Growth question[]

Did your actions earn or reinforce the respect of someone in your faction?

The Authority's growth question is about taking action to gain the respect of their constituents. That doesn't mean giving faction members exactly what they ask for—sometimes it means standing up to them.[2]

References[]