Вы находитесь на странице: 1из 33

LEGEND OF KORRA

RPG RULES

successful business man and inventor who


can trick others into trusting him.
The Way of Vigour

What you need to play


-3d6, 1d4, 1d8, 1d10, 1d12, paper and a
pencil.

The Four Ways


The Four Ways are four separate abilities
that measure a characters skills and
natural power. These values are
represented by numbers ranging from 1
to 6. A character cannot have a Way
below 1 or higher than 6 (having a Way of
6 is referred to as Zen or Z for short).
The Way of Martial Arts

This measures the characters knowledge


of and ability to execute martial fighting
styles. A character with a high martial arts
element can perform complex fighting
moves or dances such as katas whether
for combat or bending. The Way of
Martial Arts is the key Way for combat
being used for Attack tests and Defence
tests. A character with a low Martial Arts
will either be clumsy or inexperienced in
combat situations. An example of a
character with a high score in Martial Arts
would be Avatar Korra from the Legend of
Korra.
The Way of Mind

This measures the characters intellectual


prowess whether analytical or wisdom or
both. A character with a high mind can be
incredibly intelligent but not very wise or
vice versa. Mind is used to devise the best
solution to a problem, to recall knowledge
and even to resolve problems with people.
A character with a low mind will often be
the butt of many jokes and will often fall
for enemy traps. An example of a
character with a high mind would be
Varric from the Legend of Korra, who is a

This measures the characters physical


power and is used when moving or lifting
heavy objects or for performing bending
techniques that have a heavy toll on the
body. A character with a high Vigour may
not necessarily be masculine but instead
this measures the characters ability to
overcome physical barriers such as
overcoming pain or reaching further into a
hidden pool of stamina. The Way of
Vigour also measures the characters
immune system and the bodys ability to
reduce damage. An example of a
character with a high Vigour is Toph
Beifong who though, only is a child in the
Legend of Aang, she is capable to
overcome a tremendous amount of
physical stress despite her childish frame.
The Way of Spirit

This measures the characters natural


aura and connection to the spirit realm. It
also measures their ability to sense the
auras of other beings and the ability to
perceive. A character with a high spirit can
often sense spirits and even sometimes
see them, additionally high spirited
characters tend to be naturally good and
others can sense this and feel they can
trust the character. A character with a low
spirit may not care for the spirit realm and
its inhabitants and has a dark aura, similar
to the fire nation soldiers who destroyed
nature without remorse. Even if someone
with a low spirit is good, people tend to
feel they have a dark secret or are cursed.
Sometimes people will outright avoid
them in fear of catching bad luck. An
example of a character with a high spirit
would be Jenorah from the Legend of
Korra who is able to converse with spirits
and even visit the spirit world.

How do the Four Ways


work in play?
The Ways are most commonly used for
Way tests, these are simply a 2d6+Way
score versus a target which is set by the
Game Master and determined by various
factors. If the result is equal to or higher
than the target, you succeed.
Example: Kristy is playing an Earth Bender
named Zao Ling and is attempting to
sense the presence of a spirit. She rolls 2d6
and gets a 4 and a 5 making 9 (4+5=9).
She then adds her spirit score of 3
resulting in a total of 12 (9+3=12). Michael,
the Game master compares the result to
the target he set of 8. Zao Ling detects the
presence of a spirit as her result was
higher than the target.
Challenged Way tests

When one character wishes to do


something and others wish to interfere or
challenge that action, this is called a
Challenged Way test. In a Challenged Way
test all competing characters roll
2d6+Way scores and the character with
the highest result is victorious.
Which of the Four Ways
do I add?

This is usually decided by the game master


but below is a guideline for each of the
Four Ways.
-Martials Arts is used when training to
learn new techniques, to resolve a spar, to
create a martial weapon, to explain
combat tactics, or anything that involves
fighting. Additionally anything that
requires hand eye co-ordination or
balance such as gymnastics, pick
pocketing or moving quietly.

-Mind is used to decipher a complex code,


to recall knowledge about a particular
subject, to design machine schematics or
to repair a machine. It is also used to lie,
swindle or to manipulate someone.
Anything that requires wisdom,
intelligence or understanding is
determined by the Way of the Mind.
-Vigour is used to climb a mountain; run a
marathon, lift weights, to overcome
illness and to resist physical harm.
Anything that requires the power of the
body is used with the Way of Vigour.
-Spirit is used for when detecting the
presence of others whether through
seeing, hearing or smelling or simply
having that spiritual feeling that
someones nearby. Spirit gives characters
a spiritual compass that directs their
attention to things they wish to find so it
is also used to search and navigate in
areas you have no prior knowledge of.
Unlike the Mind element which is used to
lie or trick others, Spirit is used to befriend
people or animals. It is also used for when
resisting damage from spirits or
interacting with the spirit realm.

Fighting Styles
Fighting styles are what define your
characters fighting capabilities, whether
youre an Earth bender or a humble
swordsman.
Each character chooses a Fighting Style,
once chosen, that style starts at the first
rank which is (Novice). A character cannot
choose two bending styles as only the
Avatar can learn more than one bending
style. However, a character with a rank in
a bending fighting style can choose a
martial style and vice versa. There are four
ranks in each fighting style.

Fighting Style Ranks


Fighting styles are ranked in levels of skill,
the first rank is Novice which characters
start at after choosing their Fighting Style.
Below is a guide which outlines what a
character can do at each of the ranks.
Novice Rank:

The character can


perform novice techniques such as
pushing, pulling or lifting their bending
element and making basic attacks. A
martial fighter can perform basic strikes.
Apprentice:

The character can now


perform basic moves with ease and can
now perform Apprentice techniques such
as more powerful strikes or small
combinations with their element. Martial
fighters can execute more complex
attacks and blocks.
Advanced:

The character can perform


apprentice techniques with ease and can
now perform advanced level attacks such
as manipulating their element into more
effective forms or conjuring large
quantities of their element. Martial artists
learn new stances and diverse combat
techniques and can chain their attacks
into combinations.
Master:

The character can perform


master level techniques such as
manipulating their element into incredibly
complex forms or manipulating gigantic
amounts of their element. A martial artist
can perform legendary techniques and
can unleash relentless combo attacks.
Attempting attacks above
your fighting style rank

Sometimes you will describe a series of


attacks or bending techniques and
sometimes the Gamemaster will rule that

the technique you are describing sounds


too difficult for a character with your rank.
You can still attempt to do that which you
are describing but there are some limits to
this. First your character will be penalised
with a Fault on the test. (Read on for rules
about Edge and Fault).
Note: You cannot use this rule to attempt
a technique in a fighting style you have no
ranks in.
Style Bonuses

Each rank in a fighting style provides a


bonus to your fighting capabilities. The
bonuses apply to your characters Fighting,
Defence and Initiative values and details
your Damage Dice and Average Range.
These values are detailed later on in the
combat section.

Special-Styles
Fighting styles have Special-styles which
are unique styles that have only one rank.
Unlike normal Fighting styles you must
meet the requirements to learn Specialstyles and you must possess at least one
rank in a Fighting Style before taking a
rank in a Special-Style. There is an
exception for Metal and Lava bending
Special-Styles as an Earth Bender cannot
be both. If you are playing a campaign set
in or after the Legend of Korra and are
creating an earth bender roll 1d6 and
consult the table below to determine
what Special-Style your character will one
day command. This is because all earth
benders upon birth are either metal
benders, lava benders or neither.
1-3

4-5

None

Metal
Bending

Lava
Bending

When you use a special style you must use


the bonuses provided rather than those of

your fighting style. You continue to use


the bonuses of the special style until the
beginning of your next turn. So for
example if youre attacked after using a
special style then you must use the
defence rank bonus of that style. Special
Styles provide no Initiative Rank Bonus as
the IRB from your Fighting Style is used.

Character Creation
Step 1

Each character has 10 Points to put into


their Ways of Martial Arts, Mind, Vigour
and Spirit. All Ways start at 1 and can be
raised to a maximum of 6 also referred to
as Zen or Z. This represents that the
character has reached the perfection or
the status of Zen in the affected Way
statistic.
Alternatively you can gamble at a chance
of creating a stronger character but at the
risk of creating a weaker one than the
option above.
Roll 2d6 then total the result and apply
the result to the table below. The Way
column states what your Way score total
will be. Come on spider-snake eyes!
Roll
2d6

Way
Score

2
3-4
5-6
7-8
9-10
11-12

1
2
3
4
5
6 (MAX)

Step 2

Each character has 1 fighting style rank


upon creation and must place it into one
fighting style to become a novice rank.
Alternatively a Game master might want
to run a higher rank game so youd get
more ranks to spend. You cannot place

one rank into two different bending styles


however, you can place one rank into a
bending style and one into a martial style
or one into two different martial styles. If
youre starting with a higher ranked
character then create a character with a
rank of 1 in a single fighting style then
consult the Advancing Characters section
below.
Step 3

Upon creation each character receives a


single skill of their choosing. The character
must meet the requirements before
taking the skill. More rules on skills further
on.
Step 4

Calculate chi and spirit points. Chi points


are what measure your life force and
determines how close you are to
unconsciousness. Your total Chi points are
the sum of your Vigour value times 4. Your
Spirit points are a pool of spiritual energy
that can be used like luck or karma to tilt
fate in your favour. Your spirit points total
is determined by your Way of the Spirit
value times three. Chi points and Spirit
points are detailed later on in Combat and
extensively for the use of Spirit points in
the Spirit Points section.
Chi points total = Vigour x 4
Spirit points total = Spirit x 3
Step 5

Starting currency and purchasing


equipment. Upon creation characters
have 1d6x10 Republic City Yuan or 1d6
gold pieces if youre playing in a Legend of
Aang campaign. Currencies and detailed
later on.

Special Styles
Blood Bending

Blood Bending is one of the most feared styles


of bending though it is a well-kept secret and
is considered highly taboo. Founded by the
water bender Hama, this dark art has a
befitting origin to match its cruel nature.
Imprisoned by the Fire Nation during the war,
Hama was among many imprisoned in cells
specifically designed to hold Waterbenders.
During the full moon Hama began to construct
this new art, testing it on the rats that entered
in her cell. Once ready she had the very
guards that kept her imprisoned release her
by bending the blood within them and
controlling their movements. Blood Bending is
viewed negatively as its core principle is
removing an individuals free will and forcing
your own desire upon them. Characters who
learn Blood Bending should expect to find
themselves demonised and feared. Blood
Bending can only be used during a full moon
when Waterbending is at its strongest.

cannot use bending so the attack has a


FRB and DRB of +1, an Average Range of
Adjacent and uses 1d6 as its Damage Dice.
When controlled the target, on their turn
can make another opposed Mind element
test versus the Waterbending Attack Test
result that was used to control them. If
you are attacked whilst controlling
someone the target is freed. Whilst
controlling a target you can make a
second Waterbending attack test on your
turn to control a second target though
whether you fail or succeed you must
spend 1d6 spirit points. You can repeat
this on each of your turns, spending the
1d6 spirit points each time you control an
additional target. You can control a
maximum of up to your Way of Spirit or
until you run out of Spirit Points.
Requirements Waterbending Advanced

Rank

Chi Healing

Special

Make a Waterbending attack


test against a single target. The target
opposes you with a Mind element test. If
the target succeeds they ignore your
attack. If you succeed you control the
target and they become restrained. You
can force them to move half their speed
each turn and force them to make simple
movements such as dropping an item or
waving their hands. Whilst controlling
someone, on your turn you can force the
target to make an attack. The target

10

Chi Healing is an advanced Waterbending


technique traditionally taught to only the
females of the Water Tribes. Chi Healing is the
ability to tap into the Chi network in a
creatures body and using water as a catalyst
to redirect the Chi flow to heal injuries both
physical and mental. Chi Healing does have its
weaknesses and limits as witnessed in the
Legend of Aang/Korra show Chi Healing has
difficulties healing internal injuries, genetic
defects or restoring lost body parts.

Special On your turn you can spend your

action to heal yourself or an adjacent target.


You then declare how many Spirit Points you
intend on spending then for every 3 Spirit
Points you spend you can restore 1d6 Chi
Points to the target.

damage however, if successful the next time


the Combustion Bender uses a Combustion
Bending attack, itll explode at point blank and
deal damage to anyone within a 10 foot
radius including the Combustion Bender.
Requirements Firebending Advanced

Rank, Way of Mind 5


Requirements Waterbending Apprentice

Rank, Way of Spirit 4.

ICE Bending

Combustion Bending

Combustion Bending is a rare Firebending


technique which origin is unknown. A
Combustion Bender can emit a highly
concentrated beam of Firebending which
travels through the air leaving only white
marks similar to a super sonic boom as an
indication of its direction until it explodes
upon impact with devastating force. This art
can be accurate, difficult to avoid or block and
highly potent though it does have a glaring
flaw. In order to successfully Combustion
Bend, the Bender must concentrate their
energy through their third eye which is a
tattoo on the forehead. If disrupted during
this process or the bender loses concentration
then the attack can miss and explode within a
fatal radius of the bender.
Special Combustion Bending attacks are

difficult to block or avoid so targets receive a


fault on Defence Tests against Combustion
Bending. As a special rule a character can
choose to hit a Combustion Benders third eye.
This attack receives a fault and deals no

11

Ice Bending is a fairly common style though it


is a varied and valuable tool in any
Waterbenders arsenal. The exact origin of Ice
Bending is unknown though this is probably
due to the fact so many Waterbenders can Ice
Bend, many of them without even being first
taught how to do so.
Special Ice Bending uses the bonuses

provided by your Waterbending though it


provides an empty canvas on which an array
of techniques can be thought up and put into
practice. Ice Bending allows a Waterbender to
use their special movement on land but
compared to what an Ice Bender can achieve
this is only the tip of the iceberg. An Ice
Bender can create stairs, slopes and ramps to
move about the terrain or alter the battlefield
by creating cover or walls to block off an
enemies advance. Ice Bending is what you
make it and is only limited by your
imagination (and of course by the GM).
Requirements Waterbending

Apprentice Rank

Lightning Bending

become common place in the Legend of Korra


and most of the Republic City police force are
metalbenders. Metalbenders are not actually
bending the metal but instead the unrefined
earth minerals present inside the metal, this is
why metalbenders cannot bend highly
purified metals such as platinum.
Special Metalbenders can use their action

to destroy or remove metal armour and


weapons. This is automatic and requires no
test. Metalbenders can also use their action to
shape a piece of metal into armour and equip
it.
Lightning Bending is highly coveted by
Firebenders and is a milestone to becoming a
true Firebending master. During the Hundred
Year War Lightning Bending was fairly rare
and only a few highly ranking officers and
members of the royal family had access to this
ability however, during the events of the
Legend of Korra Lightning Bending was far
more common. Lightning Bending is achieved
through separating the negative energies
within oneself and dispelling them through
your fingertips.

Requirements Earthbending Rank

Advanced, Metalbending potential character

Sand Bending

Special Targets whore in physical contact

with metal take an extra 1d6 damage.


Requirements Firebending Rank

Advanced, Way of Spirit 5

Metal Bending

Created by the nomadic tribes of the Si Wong


desert located in the Earth Kingdom,
Sandbending is a special form of Earthbending.
The untrained Earthbender has great difficulty
bending sand due to its loose form that lacks
the rigidity of earth.
Special you can bend sand and also

operate a sand-sailer.
Requirements This Special-Style is

Metalbending first appeared in the final years


of the Hundred Year War. It was created by
Toph Beifong who later opened the Beifong
Metalbending Academy. Metalbending has

12

unique and can be taken upon initial character


creation though you must commit to an
Earthbending character meaning you cannot
take any ranks in any other bending style. As it
can be taken upon creation it provides a +1
Initiative Rank Bonus until replaced by
another IRB from a new Fighting Style.

Special-Style

Fighting Rank
Bonus

Defence Rank
Bonus

Average
Range

Damage
Dice

Bloodbending

+2

+1

20 feet

1d6

Chi Healing

+2

Adjacent

NA

Combustion Bending

+2

-1

80 feet

2d8

Icebending

NA

NA

NA

NA

Lightning bending

+3

+1

40 feet

2d6

Metalbending

+3

+3

30 feet

1d12

Sand Bending

+1

+1

20 feet

1d6

13

Advancing Characters
Unlike most games, there are no levels or
experience points in the Legend of Korra
RPG. This is to discourage players from
attacking enemies for the sake of
advancing in level or making decisions in
the hope of gaining ranks. Instead a
character advances by increasing their
fighting style rank by 1. You advance when
the game master allows you to, this
maybe when the Game master decides to
raise the tier of the game or if she feels
that the party has read enough bending
scrolls, practiced with enough masters or
simply have survived enough dire
situations enough times to warrant an
increase in ability.
Additionally each time you increase your
fighting style rank youre granted a chi
point increase of 10. So you receive 10 chi
points at Apprentice rank, then another
10 at Advanced rank and a final 10 at
Master rank. If you have taken a rank in
one fighting style then take another in a
second fighting style, you do not receive
any additional chi points. You only receive
these 10 when you first ever reach
Apprentice, Advanced and Master. For
example if you create a fire bender and
advance him to Apprentice rank, you
receive 10 chi points as you have never
reached this rank before. If you then take
a rank in Pugilist you receive no chi points,
even if you raise Pugilist again to
Apprentice rank you do not receive
another 10 chi points as the 10 for this
rank have been expended.
Each rank after the novice rank, you
receive one additional skill to apply to
your character. The rules for attaining
skills are the same for the chi points
increase, you only get them for when you
first reach each rank.

14

Upon gaining a higher rank you also


receive point to increase a Way value of
your choice. The same rule as the chi
points and skills applies for this
advancement. If you increase your Vigour
or Spirit values then you must recalculate
your total Chi points and your Spirit points
total.
So when you advance a character you
always receive.
1 Fighting Style Rank
If the rank is a tier that you have never
achieved before you also receive.

+10 Chi Points


+1 Additional Skill
+1 Way point

What to do after
Master Rank?
Once youve achieved master rank and
feel a little down about not being able to
gain a chi point, skill or Way score
increase then not to worry. If the Game
Master is willing then you can move onto
a Master+ campaign.
What is Master

+?

In a Master+ campaign the characters


have become renowned masters of their
fighting style, similar to Toph Beifong in
the Legend of Korra or Sokkas master
Piandao. But before this can happen all
characters must be at Master rank in at
least one fighting style. If this is not the
case or only half the group has achieved a
master rank then continue to advance the
characters by awarding fighting style ranks
to the master characters whilst advancing
the others normally.

For example; Kristys character, Zao Ling


has reached master rank in Earth bending
but her friend, Jeds character Liu Ma
hasnt, as instead of becoming a master
when Zao Ling did, he chose to take a rank
in a second fighting style. The GM
continues the game until the characters
earn an advancement. Jed advances Liu
Ma to a master fire bender whilst Kristy,
who is already a master must take a rank
in another fighting style or special style.
Once all characters have reached master
rank then they move onto a Master+
campaign. The only way to gain an
increase at this point is not through
bending scrolls, senseis or basic
experience but by overcoming great odds
such as defeating a powerful evil spirit
that is able to bring forth an apocalypse,
defeating the Avatar in Avatar state or
simply saving the world. When the
Gamemaster believes you have achieved
something like this youll receive a Way
point and a Master+ Fighting Rank. If your
character already has a Zen rating in a
Way value then you can increase it to a
Zen+ which changes the value from 6 to
an 8. A Master+ rank means the character
has become one of the greatest masters
of all time in their element and may
pioneer techniques that will revolutionise
that style. A Master+ bending character
can work with the GM to pioneer a new
unseen Special-Style such as time, gravity,
mind or platinum bending. As long as the
GM agrees to it, your character can begin
creating it.
Additionally your character can form an
inner power that was never there before.
If youre an earth bender then you can
unlock metal or lava bending if you failed
to unlock one of the two during initial
character creation. If youre a non-bender
then just like Bumi you can suddenly
unleash your dormant air (or element of
your choice) bending powers!

15

-From now on, its 24/7 Bumi Time!

Skills
Skills are extra characteristics such as
armour training, the ability to fight whilst
blinded, defence focuses, resistances and
unnatural strength. Skills can be earned
through character advancement and
during character creation. Most skills have
requirements which must be met,
otherwise they cannot be taken. Some
skills also have a resource followed by two
numbers. Whenever you use a skill that
has a resource, you must roll 1d6. If the
number is on or within the two numbers
then you have spent your resource and
cannot use that skill until after a full-rest.
If the result is outside the two numbers
then you can use the skill again. You can
continue using the skill until you expend
the resource.
For example: Jed gave Liu Ma the Acrobat
skill when creating him. During the game
Liu Ma is being chased and wishes to
make a quick getaway. He decides to walk
across a rope between two buildings then
flip over a wall. The GM decides this will
be a Way of Martial Arts test. Since it
sounds acrobatic, Jed asks the GM if he
can use his Acrobatic skill and is given
permission. Liu Ma now has edge on the
test but before he rolls he must see if he
has spent his resource. He rolls 1d6 and it
lands on a 2.
Since the resource range is 5-6 on the
Acrobat skill, Liu Ma has not spent his
resource and can use the skill again later.
If he had rolled a 5 or 6 then he would not
be able to use it again until he next has a
full-rest.

people in social situations.

Acrobat
Requirements: Way of Martial Arts 5
Resource: 5-6
You receive edge on Way of Martial Arts
tests that requires you to be acrobatic.
Agni-kai Defence
Requirements: Way of Mind 4 & 1 rank in a
bending style
You have often sparred with benders of your
own element and can now predict their
attack patterns. You receive a +1 on defence
tests against attacks from benders of the
same element.
Agni-kai Offence
Requirements: Way of Mind 4 & 1 rank in a
bending style

Damage Focus
Requirements: Way of Vigour 4
Resource: 4-6
You have closely studied the powerful
attacks of the earth bending style and can
now roll an extra 1d6 to damage from a
bending attack of your choice. You must
declare you are using this skill before rolling
your attack test.
Defence Focus
Requirements: Way of Spirit 4
Resource 4-6
You have closely studied the passive
techniques of the air bending style and can
now gain edge on a defence test of your
choice. You must declare you are using this
skill before rolling the defence test.

You have often sparred with benders of your


own element and can now predict their
defensive techniques. You receive a +1 to
attack tests when attacking benders of the
same element.
Blind Fighting
Requirements: Way of Martial Arts 4
You do not gain a fault in combat situations
where you cannot see.
Capture Focus
Requirements: Ice bending, metal bending or
earth bending advanced rank
Resource: 4-6
When attempting to capture multiple
targets, you can target up to a maximum of
three without gaining a fault on the test.
Charismatic
Requirements: Way of Mind 5
Resource: 4-6.
You have edge on Way of Mind tests that
require you to be deceitful or to manipulate

16

Dragon Breath
Requirements: Firebending Apprentice Rank
You can use the dragon breath technique
created by General Iroh to unleash a blast of
fire from your mouth. This allows you to
make attacks without somatic movements.
The attack has a range of 10 feet and always
uses the apprentice rank bonuses. This is
useful for when bound.
Duellist
Requirements: 1 Rank in Martial Artist or
Pugilist
When defending against an opponent who
shares the same fighting style as you (Martial
Artist or Pugilist) you receive a +1 to the
defence test.

effects of poison.
Glass Bending
Requirements: Sandbending Special Style

Quick Reflexes
Requirements: Way of Mind 4

With limited effect you can manipulate glass


which is superheated sand. When you make
an attack with glass you use your
Sandbending bonuses except the damage
dice is increased to a d8.

You gain a +1 to initiative tests.


Rival Defence
Resource: 5-6
You have or had a rival and you spent a lot of
time fighting with them. Choose a fighting
style or special style. You now have edge on
defence tests against that style. If you
already have the Rival Offence skill then you
must choose the same style that you chose
for that.
Rival Offence
Resource: 5-6

Kyoshi Warrior Training


Requirements: Martial Artist Apprentice
Rank
You have been trained by the Kyoshi
Warriors and can now use the fan weapon.
You do not have to wear a skirt.
Lightning Deflection
Requirements: Firebending Advanced Rank
Resource: 5-6
You may not be able to generate lightning
but you can redirect it. You gain edge on
defence tests against lightning bender
attacks.
Long Shot
Requirements: Martial Artist Apprentice
Rank
Resource: 4-6

17

You have or had a rival and you spent a lot of


time fighting with them. Choose a fighting
style or special style. You now have edge on
attack tests against that style. If you already
have the Rival Defence skill then you must
choose the same style that you chose for
that.
Spiritual Detection
Requirements: Way of Spirit 5
You have a sixth sense that allows you to get
that strange feeling when someones
watching you. Opponents do net gain edge
when attacking you from surprise.
Spiritual Gambit
Requirements: Way of Spirit 5

You can choose to ignore the fault received


for making an attack beyond your average
range.

When you spend spirit points to gain edge,


you can choose to roll a d6. If the dice result
is a 5 or 6 then you regain the spirit points
you just spent. If the result is anything else
then you must spend double the spirit
points.

Poison Resistance
Requirements: Way of Vigour 4

Stealth Training
Resource: 4-6

You gain edge on tests made to resist the

You gain edge on Way of Martial Arts tests to

sneak or be unseen.
Tremorsense
Requirements: Earthbending Advanced Rank
You can sense vibrations through the earth
allowing you to attempt Spirit element tests
to perceive moving creatures within a 50 feet
radius. You do not need to be in line of sight
of the creature and can sense creatures
through objects. You must be in contact with
a surface to sense the vibrations and if you
wish to use your feet, they must be
uncovered.

Spirit tests as indicated in their title. There


is no limit on how many basic skills a
character can learn however, it is advised
that a character can learn no more than
their Way of the Mind value.
Animal Handling (Spirit)

The wildlife around the world can sense


your kind spirit and trust you more than
others. This allows you to have edge
when you train, befriend or communicate
with animals.
Artisan

Vigour Focus
You gain a permanent +4 Chi point increase
to your Chi point total.

Basic Skills
Basic Skills are skills that your character
has learned through study or simply
through routine over time. They cannot
be gained through advancement but
instead they may be gifted to you by the
GM for an interesting and detailed
character background or throughout the
progress of the game.
For example: Eric writes up an interesting
background for his water bending
character Wong. John the GM is so
impressed that he feels inclined to award
Erics character with the Artisan (Tailor)
skill. John chose this skill as Eric wrote that
when Wong was a child he helped his
parents in their tailoring business.
Alternatively: During the game Eric has his
character practice tailoring and even pay
for lessons. When John feels Erics
character has spent enough time learning
he grants him the Artisan (Tailoring) basic
skill to reflect his training.
Skill tests are almost always Way of the
Mind tests however, some are Way of the

18

You have studied and practiced a trade,


choose a trade from below. You have
edge when creating something from the
chosen craft.
Choices: Carpenter, Mason, Locksmith,

Jeweller, Tailor
Culinary
Youve trained in the art of cooking, baking
and cake decorating. Youre food no longer
upsets peoples stomachs. If you make
someones favourite food and get a result
higher than 12 on your Mind test then when
your food is consumed it grants edge on the
next test that character makes. A character
will need to have a full-rest before gaining
the benefits of your food again. Choose one
cuisine style from below.
Choices: Amphibious Water Nation Cuisine,
Herbal Air Temple Cuisine, Robust Earth
Nation Cuisine, Savage Sand Raider Cuisine,
Spicy Fire Kingdom Cuisine
First Aid
You gain edge on healing tests when using
non-bending techniques such as bandages
and nursing the ill.
Geography
Choose one of the subjects below. When
travelling in these areas you have edge for
when navigating and identifying famous land
sites, structures or geographical
phenomenons.

Choices: Air Nomad Temples, Earth Kingdom,


Fire Nation, Norther Water tribe, Southern
Water tribe.
Performance
Choose a subject from below. You have edge
when performing the art you have learned.
Choices: Dancing, Musical Instrument,
Vocalism
Piloting
Choose a vehicle from below. You have edge
on piloting these vehicles.

through practiced reflexes, combat is


wholly unpredictable. To resolve initiative
each character rolls 2d6 and adds the
highest initiative rank bonus from their
fighting style rank.
Armour

Armour is a statistic that reduces damage


taken to the wearer. Armour can also be
added through bending techniques such
as Suyin Beifongs metal coating.
Additionally some creatures have natural
armour. More rules for armour can be
found in the Equipment section.

Choices: Air Glider, Airship, Automobile,


Sand Glider, Sea Vessel
Riding
You gain edge when using land animals for
transport, performance and sport.

Calculated
Statistics
Chi Points

Chi points are essentially what measures


your characters life. Being dealt damage
reduces your chi points and when they
reach zero, your character has fallen
unconscious or is unable to fight. Chi
points are measured by your Way of
Vigour value x4 at novice rank. Each time
you increase your fighting style rank you
receive an additional 10 chi points. For
more on the rules for chi points increasing,
see advancing characters.
Speed

All characters have a speed of 20feet


however, bending fighting styles can
provide special modes of transportation
such as moving on water and bonuses to
speed. See Specials forms of Movement
for more details.
Initiative

Initiative is determined mainly by luck and


though some characters have a small edge

19

Fighting Style
Techniques
The rules for what you can and cant do
with your fighting style are abstract, giving
a lot of freedom allowing you to unleash
your imagination. The rank you have in
your fighting style outlines what youre
capable of though, as a rule you can
attempt techniques that would fall under
a rank above yours however, this will
result in a fault on the test. Alternatively
you can attempt a technique that is a rank
below yours which will result in edge. If
you perform a novice rank technique you
apply the attack bonus and damage dice
from the corresponding rank. Read ahead
for rules on Edge and Faults.
Example: Zao Ling is an Advanced rank
Earth Bender and attacks the Air Bender

criminal. She describes her attack as I


bring down the wall of the building beside
the criminal and attempt to hit him with
an avalanche of rubble. The Game
Master decides this is a Novice rank
technique as Zao Ling is simply shifting the
wall and letting it collapse onto the
criminal. Because Zao Ling has an
advanced rank in earth bending and
Novice is two ranks below Advanced, she
receives an edge on the attack test. The
attack is resolved and she hits and deals
damage. She then attacks again but this
time pulls up the earth around the
criminal to form a make-shift prison. The
Game Master decides this attack is far
more complicated as she is not simply
moving her element but summoning it
from the ground and shaping it to form
the prison. It is decided that itll be an
Advanced ranked technique and as Zao
Ling is of the same rank she resolves the
attack as normal with no edge or fault.
If you are unable to think of a technique
relevant to the rank you desire then ask
your Game Master for help (you can ask
other players but only with the Game
Masters approval first).
You may also debate that a technique you
described should be a lower or higher
rank however, if the Game Master does
not change her mind you must not argue
with her, instead you can ask what you
should change about the technique to
make it of the desired rank.

20

Novice Techniques

A novice technique is the basics of all


fighting styles. A fire bender at novice
rank could light a fire, create and control a
small flame, create fire from a punch or
kick or shoot a small fireball that
dissipates after a few yards.
A pugilist will understand how to perform
basic blocks, execute two jabs or a swift
single kick.
Apprentice Techniques

An apprentice earth bender would be


able to summon rocks the size of a fully
grown man and hurl them 20 yards or
propel rocks the size of fists in rapid
succession. Theyd also be able to stamp
on the ground and create short ranged
tremors that knock people off balance. A
weapon master would know how to fight
two opponents simultaneously, how to
disarm clumsy opponents and when to
kick an opponent to knock them off guard.
Advanced Techniques

An advanced water bender would be able


to channel a powerful blast of water like a
hose pipe or create a wave strong enough
to knock a small group of people over.
Master Techniques

A master air bender has the power to


create a force of wind that can flip a sato
mobile or even challenge the direction of
a tornado. Masters have complete control
over their fighting style and are only ever
threatened by catastrophic natural
disasters or those who wield similar
power to themselves.

Combat & Actions


How to take your turn

All combatants roll initiative

All combatants roll defence tests

The character with the highest


initiative result acts first and
decide their actions

If your character attacks then


make an attack test

Compare your attack test result to


the targets defence result

If it is higher than the targets


defence then roll damage (reduce
damage if target is wearing
armour)
Actions

On your turn you take one action and an


amount of extra actions limited by the
GMs discretion.
Attack Action
You can make an attack with your fighting
style, a weapon or an unarmed attack.
You must describe the attack and the
Gamemaster will decide what rank it is
then you must make an attack test.
Attack Tests
All attack tests are 2d6 rolls which you
add your Martial Arts value to and if
youre using a fighting style you have a
rank in, you also add the Fighting Rank
Bonus for that fighting style. You add the
Fighting Rank Bonus of the rank the
Gamemaster says your attack is.

21

Attack Test = 2d6 + Way of Martials Arts +


Fighting Rank Bonus.
You compare the result to the targets
defence test result. If it is higher you
successfully hit and deal damage. See
Advanced Rules for details on damage.
Attacks that do not use your Fighting
Style= 2d6 + Way of Martials Arts.
Additionally you can target multiple
targets but this could increase the attacks
rank. When targeting multiple targets you
make a single attack test against each of
the targets defence test results. You can
target up to an amount of targets that the
Gamemaster allows you to, they will make
the decision based on the average range
of the attack, how close the targets are
together and how much of your bending
source is available.
Defence Tests
You roll a defence test after rolling
initiative. You keep the result for the
remainder of the round and roll a new
defence test at the beginning of each
round. Due to the nature of these rules,
intelligent characters will look for and
target enemies who look off guard during
each round.
Defence Test = 2d6 + Way of Martial Arts
+ Defence Rank Bonus
Defend Action
You spend your turn studying the
opponent and adapt your defence. You
can re-roll your defence test for this round
though, be careful you might get a lower
result. Additionally you can choose to
defend an attack that is not directed at
you, providing the target of the attack is
roughly within 10 feet. You can only do
this once per round. And remember, be
the leaf.

Disarm
Targets that are wielding weapons or
items in their hands can be disarmed. This
is done by making an attack test against
the targets defence and if you succeed
instead of dealing damage the target
drops the item theyre holding. The target
loses any defence bonuses they received
for the weapon. A metal bender can do
this without a test and can optionally
choose to destroy the weapon providing it
is made of metal.
Capture
You can attempt to restrain or imprison a
target or targets by making an attack
against the target(s). You roll your attack
test as normal against the target(s)s
defence(s), if the attack succeeds you do
not deal damage but the target becomes
restrained and cannot move. If you
choose to attempt to restrain more than
one target this could increase the rank,
this is also decided by the Gamemaster.
Note: Only Ice benders, Earth benders and
Metal benders and to an extent Water
benders realistically possess the ability to
capture targets within their element. All
other characters must use a net, bolas,
handcuffs etc. by using a non-fighting
style attack test.
Heal
Providing you have a bandages, herbs
with healing properties or spiritual water
bending as an action you can restore a
small amount of chi points to a target you
can touch. You then make a Heal test.
1d6 + Item Bonus + Way of Mind
The amount of Chi points restored is equal
to the result. A target can only regain chi

22

points by this method once and cannot do


so again until they have a full-rest.

Extra Actions
Escape
You can attempt to escape when youve
been restrained. This is highly up to GM
discretion as there are various ways this
can be resolved. If you are simply being
held by a person then an opposed Vigour
test would seem most fitting but what if
you wanted to use your martial arts
training to flip the enemy over in a judo
throw or simply stamp your foot on the
ground and send a pillar of rock up from
beneath him to send him flying? What if
you wanted to destroy the metal cuffs
that bound you or melt the ice that
surrounded you? The circumstances are
almost limitless and so ask your GM what
to roll after explaining what it is you want
to do.
Moving
Characters in the Legend of Korra and
Aang series are constantly moving about
whether flipping through the air, sliding
past enemies or sprinting to engage their
target. You dont have to declare youre
using the move action every time your
character moves about the combat area
but instead the Move action is more for
when youre chasing an opponent or
fleeing combat. You can run up to your
speed and you can break up your
movement between actions.
Withdraw/
deposit/drop/ use object
How many objects you can withdraw,
deposit, drop, use etc, is entirely up to GM
discretion. If you really wanted you could
dig through your bag and withdraw youre
favourite bison plushy and if the
Gamemaster is allowing you, you can even

withdraw your entire Team Avatar plushy


collection and arrange them neatly on the
battlefield with one extra action and then
make an attack when the nasty Equalist
steals one. Go team Avatar!
Spend Spirit Points
Spending spirit points, unlike most other
rules, are not up to GM discretion and can
be spent before making any type of dice
roll, so its time to show your GM whos
boss.

Advanced Rules
Damage
If you scored higher than your targets
defence test result with your attack test
result then you can deal damage.
When you deal damage you roll a damage
dice which is determined by the rank of
the attack you made. You always use the
same ranks damage dice as the rank of
the fighting rank bonus you used when
making the attack. For example, if you
made a novice attack and used your
novice fighting rank bonus then you will
use your novice rank damage dice.
Additionally you add your spirit element
and fighting rank bonus to the total
damage.
Bending Damage = Damage Dice + Way of
Spirit
Martial Damage: If you use a martial
weapon, or an unarmed strike you add
your Way of Martial Arts to the damage
instead of the Way of Spirit.
Martial Damage = Damage Dice + Way of
Martial Arts
Critical Success

23

On a Way test if you roll two sixes you


automatically succeed as you have scored
a critical success.

Critical Attack

On an attack test if you double sixes then


you have scored a critical attack and
automatically hit. Additionally you can add
an extra damage dice. You only add
modifiers (such as your Spirit Element or
Fighting Rank Bonus) once.
Critical Defence

On a defence test if you roll two sixes you


automatically defend the next attack
regardless of the attack tests result and
gain edge on your next defence test.
Alternatively if the attack came from a
bender using a style you have a rank in
you can choose to reflect the attack rather
than gain edge on your next defence test.
If you reflect the attack, the attacker must
compare their own attack test result
against their defence. If they succeed, the
attack hits them and deals damage, which
they have to roll. This rule also applies
when taking the defend action.
Average Range

Your average range is the range youre


comfortable with making attacks at. You
can extend your average range by
increasing the rank of the test.
Special Forms of
Movement
Each bending style has a special form of
movement that can be used instead of a
move action. You must be Advanced rank
to use a special form of movement.

Air Bending

Air benders can leap great heights and


distances by creating a powerful gust of
wind to propel them. Air benders can leap
30 feet high or 30 feet horizontally using
this technique. Please dont use this
technique to launch yourself into the air
like Meelo, fart bending is frowned upon.
Earth Bending

Earth benders can surf along natural


surfaces such as rocky or grassy terrain.
This movement allows Earth benders to
double their land speed.
Earth benders can also catapult
themselves vertically by launching a
springboard made of rock from beneath.
This allows Earth benders to jump 20 feet
high and 20 feet horizontally.
Fire Bending

Fire benders can propel themselves with


jets of fire from their hands and feet. Fire
benders can fly 30 feet high or glide 30
feet horizontally.
Water Bending

Water benders can walk, run and even


surf on water up to a speed of 80 feet.
Additionally water benders can bend
water into a wave and surf on it across
land. They can also create a water spout
to blast themselves vertically. Water
benders can jump 30 feet high or move 30
feet horizontal

24

Bending Element Sources


The nature of bending fighting styles is
that to use them, you need to summon
and control your element. So what
happens if there is no local source of your
bending element or little of it? Air and fire
bending have an unlimited source and can
be spontaneously summoned at most
times (if there is little air then fire cannot
be ignited and air in itself cannot be used
for combat). However, there are times
when there is no water or even no earth.
If an element cannot be summoned then
the character cannot use their bending
style in any form whether for transport,
construction or combat. If this occurs and
the bender wants to fight then they can
only engage in melee or armed combat
(see later for rules on melee and weapon
combat). You might say that earth is all
around and so earth benders, like air and
fire benders, cannot be without their
element, however, as seen in the Legend
of Aang, an earth bender must make
contact with the earth whether by
stamping on it with their feet or even
touching it with their hands. If for some
reason they cannot make physical contact
then they cannot use their bending
element. If an earth or water bender can
only access a small amount of their
element such as Kataras water gourd or
coal for earth bending then all attacks and
defences have faults. Water benders
negate this effect when there is a stream,
pool, river, well or pond nearby and if its
raining or if it has rained within the last
hour. Large containers of water count too.
What if I have a rank in a
martial style too?

Then you can switch to the rank bonuses


of that style when there is a limited or no
source of your bending element and thus
you will not receive the faults on tests.

Abundant Sources

Sometimes your environment will provide


you with the advantage you need. Below
is an explanation on how environments
with abundant sources of your element
can assist you. There are no favourable
conditions for fire or air bending.
Water bending
Water benders are most dangerous when
they have access to an abundant source
whether it is a lake, large river, sea or
ocean, when a water bender is in or
surrounded by one of these sources they
gain edge on all attack and defence rolls.
Earth Bending
The worst place to fight an earth bender is
underground as youll never where the
attacks are coming from or when theyll
disappear into walls. Earth benders gain
edge on attack and defence tests when
underground providing they can
manipulate the earth.
Stealth & Infiltration
Sneaking past someone undetected or
removing something from their pockets is
a martial arts element test contested by
the targets Spirit element. If the target is
not actively seeking you and is completely
unaware of your approach they receive a
fault on the Spirit test to detect you.
If you attack a target thats unaware of
you, then they receive a fault on their
defence test.
Cover and Concealment

If you have cover you receive edge on


your defence tests.
You are considered to have cover if at
least 50% of you is behind an object that is
durable enough to stop an incoming
attack. Some objects like stone walls will
prevent water bending attacks whilst an
earth bending attack may break through if
strong enough, whilst a metal barred door

25

similar to a prison cell will prevent an


earth bending attack but not a water
bending attack. What attacks are
prevented is decided by the Gamemaster.
If you have concealment, attackers who
target you will receive a fault on their
attack tests.
You are considered to be concealed if
youre well camouflaged or obscured from
view. Things like darkness, smoke or fog
and dense greenery can conceal you.

Edge & Fault


An edge or fault is given to you by the
Gamemaster when youre in a positive or
negative circumstance that could affect
your ability to achieve. When you have an
edge you receive a bonus 1d6 to your roll
or you remove 1d6 when you have a fault.
If for some reason you have both an edge
and fault the dices cancel each other out
leaving you with your regular 2d6.
Double Edge

If you have been awarded two edges you


do not gain an extra d6 as 3d6 is the
maximum number of dice that can be
rolled. Instead nudge all of the d6 results
rolled, by one. So if you rolled 3d6 with
double edge and got, 1, 5, 6. Youd nudge
them up to 2, 6, 6.
Double Fault

If you have been penalized with two faults


you must nudge your dice result down by
one. So if you roll 5, youd nudge it to 4.
Spirit Points

Spirit points are used to remove faults or


gain edge on tests and can also be used to
heal characters. You can spend 3 spirit
points to remove or gain a fault or edge.
Spirit points are also used for when in the

spirit realm. Your Spirit points are


determined by your spirit element x3.
You can restore your spirit points by
having a full rest or by meditating.
Meditating

You can rest for one hour and restore


some lost chi points by expending spirit
points. For every three spirit points you
spend, you can regain 1d6 chi points. You
cannot restore more than your maximum
chi points.

When you meditate you must state where


youre meditating such as on top of a

boulder you created with earth bending,


next to a loud stream teaming with life, on
the open underdeck of an airship or
simply on a blanket next to a friend.
You can meditate for one hour and
restore some spirit points relevant to your
spirit element. You roll a number of d6s
according to the table below.
Spirit 1-2

3-4

5-6

1d6

2d6

3d6

Spirit
Points
3
6
9
12
15
18

D6s
1d6
2d6
3d6
4d6
5d6
6d6

You may be wondering if you have to


state how many spirit points youre
spending before seeing the results. This is
also up to GM discretion so decide on a
house rule together.
Just like meditating you cannot regain chi
points through this method until you have
had a Full-rest. You can meditate after
having a Time-Out.
Full-Rest

You cannot gain more spirit points than


your total and you cannot gain anymore
spirit points by meditating until you have
a full rest. You can have a time-out after
meditating and vice versa.
Time-Out

When you have a time-out you must state


an activity your character is taking part in,
this can be anything relaxing or leisureable such as reading your favourite book,
cooking, eating a meal, writing a letter,
creating a haiku, fishing or planning your
combat tactics like Sokka.

26

A full rest is 6 hours of sleep; this


refreshes the mind, calms the soul and
heals the body. A character who takes a
full rest restores any lost spirit points and
chi points up to their natural maximum.
This does not heal the effects of poison,
serious injuries such as broken bones,
starvation or curses. You need to be

asleep during a full-rest so dont sneak off


and dress as the painted lady.

Each nation uses a coin to represent 1 unit


of their currencies and notes worth 10
units and notes worth 100 units.

Currency

In the Legend of Aang and Korra universe


each nation has their own currencies,
these include the Northern & Southern
Water Tribes, the Earth Kingdom, the Fire
Nation and the United Republic. If youre
playing a Legend of Aang campaign then
ignore the rule for Yuan.

The Yuan is not an optional currency in


Legend of Korra campaigns and must be
used in play, however, to simplify things, a
Gamemaster can choose to ignore the
rule of foreign currencies and create a
global Yuan used by the other three
nations.

Legend of Aang Campaigns

In the Legend of Aang the Fire Nation,


Earth Kingdom and Water Tribes had their
own currencies which were divided into
copper, silver and gold pieces.
The currencies were not interchangeable
and some merchants would not accept a
foreign nations currency. Legend of Aang
campaign coins were made of precious
metals and thus had intrinsic value
meaning a coin from one nation had the
same value as a coin from another.
10 copper coins are worth a silver coin, 10
silver coins or 100 copper coins are worth
a gold coin. It is recommended that you
avoid tracking multiple currencies in order
to simplify the game but if youre
meticulous then go ahead.
Legend of Korra Campaigns

In the Legend of Korra a new currency was


introduced, the Yuan which is used by the
United Republic. This currency is more
advanced and uses both coins and printed
paper notes. It is not known if the other
nations have advanced their currencies
however, to simplify tracking money, you
can opt to use three currencies created
for this game.
The three currencies are the Fire Nation
Ryoku, the Water Nation Yuan and the
Earth Kingdom Yuan.

27

EQUIPMENT
Weapons
Weapons can only be used effectively by
weapon masters, if you do not have a rank
in the weapon master fighting style then
you do not gain the attack or defence
bonuses of the weapons, though you still
gain the damage dice.
Damage Dice

This bonus replaces the damage dice


provided by your fighting style rank when
using the weapon.
Attack Bonus

This bonus replaces the attack bonus


provided by your fighting style rank when
using the weapon.
Defence Bonus

This bonus replaces the defence bonus


provided by your fighting style rank when
using the weapon.
Weapons are placed in four groups that
correspond to the weapon masters rank.
A weapon master gains fault on all tests
with any weapon that is of a rank above
their Weapons Master rank.

Weapon Average Ranges

Daiky Bow: 100 feet


Hanky Bow: 50 feet
Kunai Knife: 20 feet
Kyoshi Fan: 20 feet
Damage from Weapons

In real life martial weapons are used to kill


the enemy however, in the world of
avatar weapons are used defensively to
block and deflect other weapon attacks or
even attacks of benders. On a hit a bladed
weapon usually deals blunt damage
through hitting the enemy with the blunt
end or by the wielder striking the enemy
with their hands or feet. Of course if you
wish for a more explicit game bladed
weapons can cut targets. Damage from
weapons do not add the Way of Spirit
instead they apply the Way of Martial Arts
to both attack tests and damage results.
Dual-Wielding

You can only dual-wield weapons that are


a rank below your own rank and are not
two-handed. So novice ranked characters
cannot dual wield nor can any master rank
weapons be dual wielded.
When you dual-wield you can make a
second attack against the same opponent
or another within range however, on the
second attack you do not apply the attack
rank bonus and you can only apply the
defence rank bonus of one weapon of
your choice. Kunais and Kyoshi warrior

28

fans can be duel wielded to make two


ranged attacks or two melee attacks or
one of each.
Weapons and bending

You can wield a weapon to alter your


bending techniques similar to Zuko with
his swords however, whilst wielding a
weapon you cannot perform techniques
of your fighting style rank. Instead you can
only perform techniques of a lower rank
than yours and use the damage dice of
the weapon. For example if youre an
advanced rank bender and an advanced
ranked Weapons Master and you use a
weapon then youll only be able to use
novice and apprentice rank bending
techniques but you apply the damage dice
of the weapon and add your Way of Spirit
to the damage result.
Weapon DESCRIPTIONS
Boomerang

This peculiar curved


single edged
weapon was created
by the Southern
Water Tribes. It can
be made from wood
or metal and has a
unique feature. When thrown it can
ignore the bonuses (GMs discretion) of
cover as the boomerangs flight path is a
curve. Unlike other thrown weapons the
boomerang always comes back, well most
of the time.
Daikyu bow

(Two-Handed)

This longbow was originally created in the


Fire Nation and is primarily used for long
range warfare.
Dao

This curved sword has one edge and is


used for slashing. It was created in the
Earth Kingdom and is widely used by the
Earth Kingdom military. Some swordsmen

decorate these swords by placing tassels


or flags on the pummel or metal rings
through the blade. There is a Water
Nation equivalent that can be used as a
blade or club.
GUAN DAO

(Two-Handed)

This pole-arm has a curved single edged


blade attached to the end. It can be
decorated with tassels and flags attached
to the pummel or on the blade. This
weapon was created in the Earth Kingdom
though a Fire Nation equivalent called the
Naginata exists.
Hankyu-bow

(Two-Handed)

This short bow was originally created in


the Fire Nation and is used for a variety of
situations from hunting to horseback
cavalry.
Hook sword

This strange looking weapon was created


in the Earth Kingdom and has many
names such as Tigerhead, or Tiger Blade.
Due to the hooked end of this weapon it is
exceptionally good at disarming targets
and provides edge on disarm actions.
Katana

(Two-handed)

This large single edged sword was created


in the Fire Nation and is the favoured
weapon of many a great swordsman.
Kunai knife

This small double edged knife was created


in the Fire Nation and is the favoured
weapon of assassins. It is easy to conceal
and can be both used in melee combat
and for ranged attacks.
Kyoshi warrior fan

29

This deceptive weapon was created in the


Earth Kingdom on the Kyoshi Isles. It may
look like a regular fan though it is crafted
from metal and can be used to deflect
attacks or to deliver a swift blunt strike. It
can also be folded and then tossed as a
ranged weapon. Only characters with the
Kyoshi Warrior Training skill can wield this
weapon without gaining a fault on tests
with it. Regular paper versions of this
weapon can be used though the damage
is reduced to 1d6.
Nunchaku

This weapon usually consists of two pieces


of wood or metal connected together with
a chain. It was created in the Earth
Kingdom and requires great dexterity.
Qiang spear

Created in the Earth Kingdom this spear is


the standard issue weapon for most
soldiers. It can be decorated with tassels
and flags attached to the base of the
pointed tip. A Fire Kingdom equivalent
exists named the Yari and is also found in
the hands of many Fire Kingdom soldiers.
Similarly there is also a Water Nation
equivalent that uses sharpened fish bones
or animal teeth as the tip.
Tonfa

This simple weapon made or wood or


metal was created in the Earth Kingdom
and has great defensive capabilities.
Armour

Armour can be purchased and equipped


or created by bending techniques. When
you wear armour you half the damage
taken for each attack rounded down. Due
to the weight you gain fault on all defence
tests when wearing armour.

Novice Weapons
Name

Damage
Dice

Fighting
Bonus

Defence
Bonus

Average
Price

Dao

1d6

+1

+1

120

Kunai

1d6

+1

Qiang
Spear

1d6

+2

80
100

Apprentice Weapons
Boomerang
Hankyu
bow
Hook
sword

1d6

+2

40

1d10

+2

-1

140

1d8

+2

+1

150

Advanced Weapons
Katana

1d10

+3

+1

200

Kyoshi Fan

1d6/1d8

+2

+4

20/80

Nunchaku

1d8

+2

+2

140

MASTER WEAPONS
DAIKYU
BOW

1d12

+4

-1

240

GUAN DAO

1d10

+3

+3

280

Special Items
Special Items and general equipment are
not available in the BETA.

30

CREDITS AND FUTURE PLANS

Thank you for playtesting the project, if you have any feedback then
please send it to korrarpg@mail.com or feel free to visit the Facebook
page. Similarly if you wish to appear in the credits for any further editions
then please attach your name your feedback.
There are many things still missing from the project and this why it is still
in BETA form. I intend to create new character sheets as the Alpha ones
are no longer serviceable. I also will be working on special items, such as
the Equalists shock glove and even Mecha suits. The final version will
have a bestiary and a GMs section. I will also be working toward special
rules for pro-bending matches. Thank you all!

31

32

Вам также может понравиться