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Avatar; the last airbender, bending PP idea.

 
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Sordorel
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Joined: 17 Mar 2009
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PostPosted: Tue Mar 17, 2009 5:55 pm    Post subject: Avatar; the last airbender, bending PP idea. Reply with quote

Hey guys, I’m new here. I’ll probably introduce myself later, don’t feel like typing up one right now.

Anyhow, my players have been talking about a avatar; the last airbender game for a while. And I’m pretty sure that SW would do very nicely for this. (and is the only system simple enough that I feel confident home brewing a bit)
Anyhow, considering the series I would say that the general PP system isn’t entirely appropriate. (tough I could use it and never have trouble with it I suppose) anyhow, I have noticed that in most of the computers games based on this series (most of them aren’t that good mind you) there is a focus/chi bar that fills up over time, but of course were talking seconds here, not hours.
One of the idea’s I had was using a system like this for my SW game. The plan would be that benders start combat without focus points and are allocated one at the start of their turn. These focus points ad up over time but are dispensed at the end of the fight. This represents the bender getting into his forms and focusing. An additional option would be to allow benders to take a focus action, in which they make a bending check and gain an additional PP for every success and raise. Now I would suppose this leaves benders with perhaps a little to les PP at the start of combat, so perhaps they should start with a PP per rank on their first turn? Or perhaps half their bending dice? Any suggestions?
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Sunwolf
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Joined: 22 Jul 2006
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Location: Pinellas Park, Fl.

PostPosted: Tue Mar 17, 2009 7:23 pm    Post subject: Reply with quote

Interesting idea, going to lose some FFF with it though.

I've been kicking something like this around the past few days. After watching some episodes, I think NE superpowers are the way to go.

Everything you need is there with no PP to track. Keeps it simple and FFF.

Just my two cents.
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Porkchop Express
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Joined: 23 Jan 2009
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PostPosted: Tue Mar 17, 2009 9:45 pm    Post subject: Reply with quote

You could try a Feng Shui approach and totally referesh power points in between encounters.
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DaRealJudas
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Joined: 06 Sep 2008
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Location: Officially Bremen, Germany but mostly my own little world inside my head (soo peaceful & pretty)

PostPosted: Wed Mar 18, 2009 2:27 am    Post subject: Reply with quote

I had tried to come up with some ideas for the setting a few month ago. Sadly it didn't click and no one here was able to help me.
Anyway the post still exists:
http://www.peginc.com/forum/viewtopic.php?t=20975


Oh btw: Welcome! Very Happy
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Lord Inar
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PostPosted: Thu Mar 04, 2010 12:56 pm    Post subject: Reply with quote

Just a few days short of an entire year on this post!

My son and I were talking yesterday and this is our shorthand version of bending (since he just got into the show a few months ago)

Arcane Background(Bending): Choose your element. Your Bending skill is tied to an attribute based on your element:
Fire: Strength
Water: Spirit
Air: Smarts
Earth: Vigor

Spellcasting is done like Blessed in Deadlands with the following exceptions.
Benders gets the Conviction edge for free.
Characters start with two powers and every time they take New Power, they get two more powers.

Characters may attempt to counter another bender by making a Bending roll at -2, modified by an additional -2 for each rank of the power including Novice.

Bending Block: Requirements: Seasoned, Bending d10+. You are particularly good at countering other's use of bending. You get a +2 to counter another bender's power.

Each element has a list of powers available, probably based on 50 Fathoms and tweaked based on what's seen in the show (e.g. Water is the only one to get healing for example)

Obviously the powers have the trappings of the element.

I'll post a list when we finalize it.
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ronin3338
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PostPosted: Thu Apr 01, 2010 5:53 pm    Post subject: Reply with quote

Sounds more FFF than other ideas I've seen debated...

I would suggest that they have to learn bending skills (powers), remember that Ang and Kitara (sp?) are both learning to do new things.

Hmmm... maybe they get PP, but it's only to limit what they can do for the round (it would have to be lower than stated in the rules). If they "push" it (spend PP over that) they would get a negative mod, maybe take Fatigue if they fail...
I think I'll work on that in more detail for my Shadowrun conversion.

I would love to see your finished work!
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Lord Inar
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PostPosted: Tue Apr 27, 2010 4:21 pm    Post subject: Reply with quote

A couple of new rules for my Avatar setting:

Damage reduction: When struck by a bending attack, a character who makes a successful bending roll may reduce the amount of damage taken and be knocked back a number of inches equal to the amount of damage reduced. Every raise on the bending roll reduces the knockback by one inch.

Example: A fire bender just blasts an earth bender for 15 points of damage. The earth bender wishes to reduce the damage somewhat, but not get knocked out of the park either. He has a Toughness of 7 so he wants to take 10 points of damage (just under a wound). He makes a successful earth bending roll with a single raise. Normally he would be knocked back 5 inches (the remaining damage) but with a raise on the roll it is only 4 inches, still within easy striking distance.


I think I'll also allow martial arts as written in Deadlands as well to account for Suki & Tai-Li. An edge relating to this would involve negating a bending background for a certain number of rounds as well.
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AntiTrust
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PostPosted: Thu Apr 29, 2010 11:37 pm    Post subject: Reply with quote

Why not just have each power work like regular super powers. When an air bender wants to fly on a ball of wind he just buys the power with the new powers edge and invests skill points into it. So he'll just make a "wind rider" roll, if he succeeds then he does it.
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jeff
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PostPosted: Sun May 02, 2010 8:55 pm    Post subject: Reply with quote

If you have a copy of 50 Fathoms, you could just adapt the elemental magic from that setting to Avatar.
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Lord Inar
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PostPosted: Wed May 05, 2010 1:01 pm    Post subject: Reply with quote

AntiTrust wrote:
Why not just have each power work like regular super powers. When an air bender wants to fly on a ball of wind he just buys the power with the new powers edge and invests skill points into it. So he'll just make a "wind rider" roll, if he succeeds then he does it.


I think that makes them too weak, since Benders do just about whatever they want whenever they want, specific environmental conditions notwithstanding.

The rules for Superpowers are for more "low-powered" supers. The skill cost would get enormous for some of the multi-powered Benders.

At least that's my take on it.
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Thunderforge
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PostPosted: Thu May 06, 2010 4:02 pm    Post subject: Reply with quote

Lord Inar wrote:
Arcane Background(Bending): Choose your element. Your Bending skill is tied to an attribute based on your element:
Fire: Strength
Water: Spirit
Air: Smarts
Earth: Vigor

I like this, but I think that they should have to be purchased at Character creation, since you either have it or you don't at your birth. Being the Avatar is really the only exception. It should probably have to be purchased rather than being free since characters like Sokka can't bend.

I agree that a Necessary Evil/Superpowers Companion style system would probably work best, as it just tends to work. How about as a start, everyone gets "Matter Control" in their appropriate element for free (with Fire added to the list). That lets you move stuff around in a non-agressive way easily enough.

Everyone in the show had to learn how to use those bending powers more effectively, including for massive attacks. So if you want to learn how to heal (Katara) you have to buy it. If you want to learn how to trap people in ice (Aang and Katara), you have to buy it. If you want to learn how to flame up your dual swords with an enhanced Attack: Melee (Zuko), you have to buy that too. For most characters, they should be able to do most of what they want. Only the Legendary characters who have been studying a lifetime really need enough Power Points to do everything.

Maybe also, everything you do gets an elemental trick associated with it? Just a thought.
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gatharion
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PostPosted: Mon May 17, 2010 9:32 am    Post subject: Reply with quote

My wife ran an Avatar one-shot using SW.
She did do thing with linking the different elements to different attributes.

The way she did power points was by only giving a few of them (five I think), but having them refresh one per turn.

That seemed to work really well, it meant that benders were never unable to bend, but couldn't do the big flashy stuff turn after turn.
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Lord Inar
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PostPosted: Tue May 25, 2010 3:28 pm    Post subject: Reply with quote

Thunderforge wrote:
Lord Inar wrote:
Arcane Background(Bending)

I like this, but I think that they should have to be purchased at Character creation, since you either have it or you don't at your birth.

Exactly, which is why it is an AB (and they don't automatically get it for free, since I'm not using NE)
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