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RPG RULES
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.
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
Character Creation
Step 1
Way
Score
2
3-4
5-6
7-8
9-10
11-12
1
2
3
4
5
6 (MAX)
Step 2
Special Styles
Blood Bending
Rank
Chi Healing
Special
10
ICE Bending
Combustion Bending
11
Apprentice Rank
Lightning Bending
Sand Bending
Metal Bending
operate a sand-sailer.
Requirements This Special-Style is
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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
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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.
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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
+?
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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.
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.
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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
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Poison Resistance
Requirements: Way of Vigour 4
Stealth Training
Resource: 4-6
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.
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
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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.
Calculated
Statistics
Chi Points
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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
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Novice Techniques
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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
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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
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
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Critical Attack
Air Bending
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Abundant Sources
25
3-4
5-6
1d6
2d6
3d6
Spirit
Points
3
6
9
12
15
18
D6s
1d6
2d6
3d6
4d6
5d6
6d6
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Currency
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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
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(Two-Handed)
(Two-Handed)
(Two-Handed)
(Two-handed)
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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.
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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!
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