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Savage Avatar The Last Airbender

 
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Jose
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Joined: 26 Apr 2011
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Location: Iquique, Chile

PostPosted: Mon May 30, 2011 11:17 pm    Post subject: Savage Avatar The Last Airbender Reply with quote

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 Sad ) 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
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PostPosted: Tue May 31, 2011 2:26 am    Post subject: Re: Savage Avatar The Last Airbender Reply with quote

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
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PostPosted: Tue May 31, 2011 6:17 am    Post subject: Reply with quote

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".
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Sitting Duck
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PostPosted: Tue May 31, 2011 7:57 am    Post subject: Reply with quote

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.
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Thunderforge
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PostPosted: Tue May 31, 2011 11:23 am    Post subject: Reply with quote

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
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PostPosted: Tue May 31, 2011 12:43 pm    Post subject: Reply with quote

Here's one from a while ago: http://www.peginc.com/forum/viewtopic.php?t=22321&highlight=airbender
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Jose
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PostPosted: Tue May 31, 2011 1:42 pm    Post subject: Reply with quote

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
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PostPosted: Tue May 31, 2011 4:32 pm    Post subject: Reply with quote

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
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PostPosted: Tue May 31, 2011 6:00 pm    Post subject: Reply with quote

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
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PostPosted: Tue May 31, 2011 7:57 pm    Post subject: Reply with quote

Sitting Duck wrote:
I'm using . . . the Martial Arts PDF from the Reality Blurs web site.
I highly recommend checking out Iron Dynasty as it updates those Edges and the additional Edges will be much more fitting for your project.
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Jose
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Joined: 26 Apr 2011
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Location: Iquique, Chile

PostPosted: Tue May 31, 2011 8:04 pm    Post subject: Reply with quote

right now I don't have money to buy Iron Dynasty Sad

But I like what greyseerco and thunderforge said Smile
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Sitting Duck
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PostPosted: Wed Jun 01, 2011 5:14 am    Post subject: Reply with quote

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.
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Lord Inar
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PostPosted: Wed Jun 01, 2011 11:06 am    Post subject: Reply with quote

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.)
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Jose
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PostPosted: Wed Jun 01, 2011 2:10 pm    Post subject: Reply with quote

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... Smile

I'b be grateful for your help
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Jose
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PostPosted: Thu Jun 02, 2011 1:41 pm    Post subject: Reply with quote

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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