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Jose Seasoned

Joined: 26 Apr 2011 Posts: 126 Location: Iquique, Chile
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Posted: Mon May 30, 2011 11:17 pm Post subject: Savage Avatar The Last Airbender |
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Hi!
I watched Avatar since 2007 and I loved it: the story, the locations, the characters, the whole world. It seems to me a perfect setting to play RPG, because it has what it's necessary: a great conflict (the war against the Fire Nation...now I think...it's a global war, a world war), a consistent background, the nations and cultures are extremely well detailed, a great Soundtrack, it also has political conflicts...and strange criatures, action and "magic"!
I was looking something to play on internet some time ago and I found a brew setting made in Chile (I have a copy) and actually I played one adventure with my friends, but the rules and the systems were a little confusing to me. Too much stats, skills, attributes and the bending system didn't convinced me at all.
Now, that I found SW, I was thinking again in doing something about it, using SW to run a game in this extraordinary universe.
And, by now (because I'm studying to get my Law Degree and I'm doing my practice...I don't have much time ) I have this question: what is the most accurate system to imitate Elemental Bending (Arcane Background)?
1.-Superpowers from the Superpowers Companion?
2.-Magic from the Core Rules?
3.-Magic from Hellfrost, ignoring the Powers Points?
4.-Another one??? |
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tsadkiel Novice
Joined: 16 Aug 2004 Posts: 24
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Posted: Tue May 31, 2011 2:26 am Post subject: Re: Savage Avatar The Last Airbender |
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| Jose wrote: |
4.-Another one??? |
Iron Dynasty has elemental powered martial arts as a character option, and looks to me like it should handle bending easily. |
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Lord Lance Heroic

Joined: 23 Jul 2008 Posts: 1406 Location: Vicenza, Italy
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Posted: Tue May 31, 2011 6:17 am Post subject: |
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You can do either way. Of course, with Superpowers you set the campaign at very Epic style.
All other choices are more a "matter of taste". _________________ "Balance is the key, Trapping is the word." - - Lord Lance
Proud creator of the SAVAGE FREE BESTIARY |
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Sitting Duck Legendary

Joined: 15 May 2003 Posts: 4556 Location: Podunk Junction, State of Confusion
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Posted: Tue May 31, 2011 7:57 am Post subject: |
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As a point of interest, I'm writing up Savage profiles for the major characters in AtLA. For this purpose, I'm using the Superpowers Companion and the Martial Arts PDF from the Reality Blurs web site. _________________ The rabbit is cuddly. Kids like little cuddly sidekicks. I mean-- The rabbit-- It's a time-tested-- Okay, the rabbit bites.
Blog: http://sittingduck1313.livejournal.com
Evil Wig Enterprises Minion #10 - The Fink |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Tue May 31, 2011 11:23 am Post subject: |
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| If you do a search, you can find a lot of different ways to do it. Using the core rules for Arcane Background Superpowers and giving everyone a free Elemental Manipulation for the type of element they are bending is a fairly easy way to do it. Maybe not the most accurate or the most epic, but it works and doesn't require purchasing additional books. |
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Lord Inar Heroic

Joined: 30 May 2006 Posts: 1532 Location: Boulder, CO
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Jose Seasoned

Joined: 26 Apr 2011 Posts: 126 Location: Iquique, Chile
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Posted: Tue May 31, 2011 1:42 pm Post subject: |
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I don't know...I don't think Bending abilities were like Superpowers, I need somthing more "mystical". Superpowers makes me feel "Ok, I got Earth(Fire, Water, Air) Bending, lest's kick some asses all over the place". If I use the SP Companion with superpowers at low levels?...I've to think about that.
That's why I think, maybe, Arcane Background (Magic) would be perfect for Elemental Bending: You have this "Mystic" ability, some powers over the elements, but it depends on your training to achieve Mastery. |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Tue May 31, 2011 4:32 pm Post subject: |
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I think you misunderstood me a bit. I was referring to the AB (Superpowers) mechanics, rather than the name. Yes, the bending is a bit more mystical than superpowered. But mechanically, I like having different skills from AB (Superpowers) to represent different types of bending, as characters tend to have different levels of proficiencies in different applications of the bending. It doesn't mean they are superpowers, but mechanically I think bending works well when following the superpower rules.
But I could see how Arcane Background (Magic) would work really well too. Just rename Spellcasting to [Air/Water/Earth/Fire] Bending" and move it under the Spirit attribute. Also, everybody gets for free the Elemental Manipulation power for their appropriate element, then just use trappings to explain the powers. Zuko's flame sword attack? Just gain the smite power and use them on swords. Katara's healing? Use the Heal power with the whole water trapping thing. Encasing an enemy in ice or rock is the Entangle power. The list goes on.
The key is to find an appropriate mechanic, then changing the trappings to fit Avatar the best. |
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greyseerco Seasoned
Joined: 27 Jan 2009 Posts: 246
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Posted: Tue May 31, 2011 6:00 pm Post subject: |
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I think a combination of AB(Superpowers) and AB(Magic) could be the way to go.
Have a skill for each kind of Bending (Air,Water, Earth, Fire).
Then pick which Powers are appropriate for each skill (Water would have healing, but Fire would not - almost all would have version of Bolt and Entangle, so forth and so on).
The real trick is how many "powers" do the PCs know to start and how quickly do you want them to get more.
Things that limit any AB is skill, power points, and powers.
If you want them to have the flexibility that many of the benders seems to have then powers need to be cheaper to obtain - be it 2 power for the price of one, or each time they raise their skill they get also a free power.
As for how often they can bend, either they need to get more PP to start or make it cheaper as they level (10 PP instead of 5)
Lastly you need to decide if there is a drawback on a failed skill check.
I am sure there was a formula for all the various AB presented.
Arcane: 1 Skill, 10PP, 3 Powers, Damage on Failure
Miracles: 1 Skill, 10PP, 2 Powers, Roleplaying restriction
Psionics: 1 SKill, 10PP, 3 Powers, Damage on Failure and crit failure is worse
Supers: 1 Skill/Power, 20pp, 1 Power, no badness on failure
Wierd Science: 1 Skill +mundane skills, 10PP/device, 1 Power, no badness on failure.
So with Bending: 1 Skill/element - each element tied to a different attribute [Water - Spirit, Earth - Vigor OR Strength, Fire - Agility, Air - Spirit], 10PP, 2 Powers, No Badness on Failure
Would seem to be a fair balance.
Add flexibility by each time they raise their skill dice they get another power.
And if you want them bending alot, make PP cheaper at 10 per advance instead of 5.
So a typical bender will for their advances per tier would do
Raise corresponding stat, Raise Bending Skill (get one power), Get PP, Get a Power or something else.
But like others have said, the strength in SW is its flexibility and ability to adapt to whatever your vision is.
Last edited by greyseerco on Wed Jun 01, 2011 9:25 am; edited 2 times in total |
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Amaril Heroic
Joined: 17 Dec 2008 Posts: 1064 Location: Decatur, GA
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Jose Seasoned

Joined: 26 Apr 2011 Posts: 126 Location: Iquique, Chile
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Posted: Tue May 31, 2011 8:04 pm Post subject: |
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right now I don't have money to buy Iron Dynasty
But I like what greyseerco and thunderforge said  |
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Sitting Duck Legendary

Joined: 15 May 2003 Posts: 4556 Location: Podunk Junction, State of Confusion
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Posted: Wed Jun 01, 2011 5:14 am Post subject: |
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| Jose wrote: | | I don't know...I don't think Bending abilities were like Superpowers, I need somthing more "mystical". |
That's more a matter of trappings. I haven't gotten too far in the DVDs my BIL lent me, but the way element bending seems to work so far strikes me as fitting the Superpowers AB best. _________________ The rabbit is cuddly. Kids like little cuddly sidekicks. I mean-- The rabbit-- It's a time-tested-- Okay, the rabbit bites.
Blog: http://sittingduck1313.livejournal.com
Evil Wig Enterprises Minion #10 - The Fink |
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Lord Inar Heroic

Joined: 30 May 2006 Posts: 1532 Location: Boulder, CO
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Posted: Wed Jun 01, 2011 11:06 am Post subject: |
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| Sitting Duck wrote: | | ...but the way element bending seems to work so far strikes me as fitting the Superpowers AB best. |
And training is easily represented by the Extra Power Points Edge (which for the Superpowers AB does essentially the same thing as the New Power edge.) _________________ Lord Inar
Sherwood and Gaslight
Rocky Mountain Savages
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Jose Seasoned

Joined: 26 Apr 2011 Posts: 126 Location: Iquique, Chile
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Posted: Wed Jun 01, 2011 2:10 pm Post subject: |
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I see your point...in a few days I'll test 2 games of Avatar with my players: one with AB:Superpowers and another with AB(Magic)...I appreciate yours ideas and suggetions.
If you do this before me, please, tell me how it works...
I'b be grateful for your help |
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Jose Seasoned

Joined: 26 Apr 2011 Posts: 126 Location: Iquique, Chile
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Posted: Thu Jun 02, 2011 1:41 pm Post subject: |
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yesterday I was reading (again) the Superpowers Companion...and maybe you're right Sitting Duck.
If I use the SP should they use Medium or Low Power level? |
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