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Avatar - The Last Airbender RPG

By Drew Bouchard
Released under a Released under a Creative Commons Attribution – Noncommercial 3.0 United States License

Basics character can have a max of three traits, positive or negative,


under each attribute.
To perform a task each character rolls 1d12 and if the
number on the die is equal to or lower than the value for the There is no list of traits, each character makes up their own
Attribute they are using they are successful. Each character traits for their character that must be approved by the GM.
is described using Attributes and Traits.
Bending Traits – Elemental bending traits work a little
Attributes differently than other traits. Taking a bending trait under an
attribute lets the character roll that attribute for attacking and
There are four attributes: Earth, Air, Fire, and Water. Each defending instead of the normal attributes. However, taking
attribute has a value from 1 to 10. All characters have these Bending as a positive trait requires that a character take two
four attributes whether they are a bender or not. negative traits. A character can only have one bending trait.

Starting Characters have 24 points to spend on their For example: The player of Prince Zuko takes the positive
attributes. trait Fire Bending(+) under his Fire attribute. Now he has to
take two negative traits and decides to take Impatient(-) and
• Earth – This attribute represents a characters endurance, Scarred(-), both under his Water attribute. His Fire Bending
resilience, fortitude and defensive acumen. Roll against trait lets him re-roll Fire attribute checks if he fails, but his
this attribute when you try to resist harsh environments, Impatient trait forces him to re-roll Water checks if he must
overcome a mental assault, or when you defend against an wait for anything and his Scarred trait forces him to re-roll
attack. successful Water checks in situations where his appearance
• Air – This attribute represents a characters quickness, would matter.
agility, and hand-eye coordination. Roll against this
attribute when you try to sneak past a guard, perform Combat
slight of hand, or leap from building to building.
• Fire – This attribute represents a characters strength, Initiative – At the beginning of each combat each character
power, and damaging ability. Roll against this attribute rolls a d12. The characters act from highest roll to lowest
when you try to attack an opponent, break through a door, roll. Ties are resolved by looking at who has the highest Air
or force your way through a crowd of people. attribute. If characters are still tied then look at Fire, Water,
• Water – This attribute represents a characters strength of and then Earth, in that order.
personality and strength of mind. Roll against this
attribute to spot a clue that might have gone unnoticed, Attacking – Attacking characters roll against their Fire
bargain for a better price in a market, or to bluff a guard. attribute. If they roll equal to or lower than their attribute the
attack hits. If the roll is higher than the attribute the attack
Traits fails. If a character is attacking thugs they can hit a number
of thugs equal to their Fire attribute with one hit. Benders
Traits represent the special things that characters can do, are allowed to use their bending attribute instead of their
bending powers that a character has developed, or special Fire attribute for attacks.
skills that a character may have learned. They can also
represent personality quirks, deficiencies, or problems that a Damage – On a successful attack, characters deal damage
character has. equal to 1d12 + their Fire attribute.

There are two types of traits: Positive and Negative. Positive Defending – To defend against an attack characters roll their
traits allow characters to re-roll failed actions. Negative Earth attribute. If they roll equal to or lower than their
traits force characters to re-roll successful actions. A positive attribute they defend and the attack fails. If they roll greater
trait should be marked with a positive (+) sign and a than their attribute the attack hits. Benders are allowed to use
negative trait should be marked with a negative (-) sign. their bending attribute instead of their Earth attribute for
defending.
A trait falls under one of the four attributes and will
generally have something to do with that aspect of a Hit Points – All characters start off with 24 hit points that
character. are reduced as they take damage. Each time a PC raises an
attribute by 1 their HP total increases by 1 as well.
For each positive trait a character takes they must take a Ultimately a character’s HP should equal the total of all the
negative trait in another attribute, usually in the element that character’s attributes.
is opposite of the one they took the positive trait in. A
Jin Thugs – Thugs are masses of people who can only take a
single hit before going down. Thugs can also be take out in
Jin points represent a characters experience and that special groups by characters with a high Fire attribute.
something extra they have. Each characters starts off with 3
Jin points. Jin points can be spent in a number of ways. Initiative: 2 Damage: 1 Traits: 0
Actions: 1 Hit Points: N/A
• Re-roll a failed attribute check – 1 point
• Take an extra action in a round – 2 points M i n i o n s – These guys are the next step up. Not as
• Increase an Attribute – Level of new attribute in expendable as thugs, but not tough as other bad guys.
points (Ex. Raising an Attribute from 3 to 4 would
cost 4 points)
Initiative: 4 Damage: 3 Traits: 1
• Get a new positive trait – 20 points
Actions: 1 Hit Points: 10
• Get rid of a negative trait – 20 points

Characters earn more Jin points through play. At the end of a Henchmen – These guys are the right hand men of the
session a GM will award each player between 1 and 3 Jin villains and do their bidding. These guys will actually have
points for their actions during the session. some character and distinction among them. Jet and his
freedom fighters, the members of the Rough Rhinos, and
Bad Guys agents of the Dai Li would all be considered henchmen level
bad guys.
Bad guys all have a rating from 1 to 5 this value determines
all the aspects of an opponent: Initiative: 6 Damage: 6 Traits: 2
Actions: 2 Hit Points: 20
• Initiative – This is the initiative number the bad guy acts
on. Villains – These are the main bad guys that will challenge
• Damage – This is the amount of damage the bad guy does the PC’s and should only be encountered at dramatically
if a character fails a defense roll against eh bad guy’s appropriate moments. Azula, Mai, Ty Lee, Zuko, and
attack. Combustion Man would all be considered Villain level bad
• Traits – This is the number of times the bad guy can guys.
make PC’s re-roll successful checks during a combat
round. Initiative: 8 Damage: 9 Traits: 3
• Actions – This is the number of actions the bad guy can Actions: 3 Hit Points: 30
take during a combat round. These actions can be attacks,
movement, or any other action the GM can think of. Overlord – This is the BBEG of the game and is a bad guy
Attacks can be split among multiple characters. who should only be encountered once or twice throughout
• Hit Points – This is how many HP of damage a bad guy the game. Fire Lord Ozai would be the only Overlord level
can take before they are dropped. bad guy seen so far in the Avatar world.

Initiative: 10 Damage: 12 Traits: 4


Actions: 4 Hit Points: 40
Avatar – The Last Airbender RPG
Name Description

Earth Air Fire Water

Earth Traits Air Traits Fire Traits Water Traits

Hit Points Jin Points

Avatar – The Last Airbender RPG


Name Description

Earth Air Fire Water

Earth Traits Air Traits Fire Traits Water Traits

Hit Points Jin Points

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