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    LEGEND OF KORRA

    RPG RULES

    What you need to play-3d6, 1d4, 1d8, 1d10, 1d12, paper and a

    pencil.

    The Four Ways

    The Four Ways are four separate abilities

    that measure a charactersskills and

    natural power. These values are

    represented by numbers ranging from 1

    to 6. A character cannot have a Way

    below 1 or higher than 6 (having a Wayof

    6 is referred to as Zen or Z for short).

    The Way of Martial Arts

    This measures the characters knowledge

    of and ability to execute martial fighting

    styles. A character with a high martial arts

    element can perform complex fighting

    moves or dances such as katas whether

    for combat or bending. The Way of

    Martial Arts is the key Wayfor combatbeing used forAttack tests andDefence

    tests. A character with a low Martial Arts

    will either be clumsy or inexperienced in

    combat situations. An example of a

    character with a high score in Martial Arts

    would beAvatar Korra from the Legend of

    Korra.

    The Way of Mind

    This measures the characters intellectualprowess whether analytical or wisdom or

    both. A character with a high mind can be

    incredibly intelligent but not very wise or

    vice versa. Mind is used to devise the best

    solution to a problem, to recall knowledge

    and even to resolve problems with people.

    A character with a low mind will often be

    the butt of many jokes and will often fall

    for enemy traps. An example of a

    character with a high mind would be

    Varric from the Legend of Korra, who is a

    successful business man and inventor who

    can trick others into trusting him.

    The Way of Vigour

    This measures the characters physical

    power and is used when moving or liftingheavy objects or for performing bending

    techniques that have a heavy toll on the

    body. A character with a high Vigour may

    not necessarily be masculine but instead

    this measures the characters ability to

    overcome physical barriers such as

    overcoming pain or reaching further into a

    hidden pool of stamina. The Way of

    Vigour also measures the characters

    immune system and the bodysability toreduce damage. An example of a

    character with a high Vigour is Toph

    Beifongwho though, only is a child in the

    Legend of Aang, she is capable to

    overcome a tremendous amount of

    physical stress despite her childish frame.

    The Way of Spirit

    This measures the characters natural

    aura and connection to the spirit realm. It

    also measures their ability to sense the

    auras of other beings and the ability to

    perceive. A character with a high spirit can

    often sense spirits and even sometimes

    see them, additionally high spirited

    characters tend to be naturally good and

    others can sense this and feel they can

    trust the character. A character with a low

    spirit may not care for the spirit realm and

    its inhabitants and has a dark aura, similar

    to the fire nation soldiers who destroyed

    nature without remorse. Even if someone

    with a low spirit is good, people tend to

    feel they have a dark secret or are cursed.

    Sometimes people will outright avoid

    them in fear of catching bad luck. An

    example of a character with a high spirit

    would beJenorahfrom the Legend of

    Korrawho is able to converse with spirits

    and even visit the spirit world.

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    How do the Four Ways

    work in play?

    The Ways are most commonly used for

    Way tests, these are simply a 2d6+Way

    score versus a target which is set by theGame Master and determined by various

    factors. If the result is equal to or higher

    than the target, you succeed.

    Example: Kristy is playing an Earth Bender

    named Zao Ling and is attempting to

    sense the presence of a spirit. She rolls 2d6

    and gets a 4 and a 5 making 9 (4+5=9).

    She then adds her spirit score of 3

    resulting in a total of 12 (9+3=12). Michael,the Game master compares the result to

    the target he set of 8. Zao Ling detects the

    presence of a spirit as her result was

    higher than the target.

    Challenged Way tests

    When one character wishes to do

    something and others wish to interfere or

    challenge that action, this is called a

    Challenged Way test. In a Challenged Way

    test all competing characters roll

    2d6+Way scores and the character with

    the highest result is victorious.

    Which of the Four Ways

    do I add?

    This is usually decided by the game master

    but below is a guideline for each of the

    Four Ways.

    -Martials Arts is used when training to

    learn new techniques, to resolve a spar, to

    create a martial weapon, to explain

    combat tactics, or anything that involves

    fighting. Additionally anything that

    requires hand eye co-ordination or

    balance such as gymnastics, pick

    pocketing or moving quietly.

    -Mind is used to decipher a complex code,

    to recall knowledge about a particular

    subject, to design machine schematics or

    to repair a machine. It is also used to lie,

    swindle or to manipulate someone.

    Anything that requires wisdom,

    intelligence or understanding is

    determined by the Way of the Mind.

    -Vigour is used to climb a mountain; run a

    marathon, lift weights, to overcome

    illness and to resist physical harm.

    Anything that requires the power of the

    body is used with the Way of Vigour.

    -Spirit is used for when detecting thepresence of others whether through

    seeing, hearing or smelling or simply

    having that spiritual feeling that

    someones nearby. Spirit gives characters

    a spiritual compass that directs their

    attention to things they wish to find so it

    is also used to search and navigate in

    areas you have no prior knowledge of.

    Unlike the Mind element which is used to

    lie or trick others, Spirit is used to befriendpeople or animals. It is also used for when

    resisting damage from spirits or

    interacting with the spirit realm.

    Fighting Styles

    Fighting styles are what define your

    characters fighting capabilities, whether

    yourean Earth bender or a humble

    swordsman.

    Each character chooses a Fighting Style,

    once chosen, that style starts at the first

    rankwhich 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.

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    Fighting Style Ranks

    Fighting styles are ranked in levels of skill,

    the first rank is Novice which characters

    start at after choosing their Fighting Style.

    Below is a guide which outlines what a

    character can do at each of the ranks.

    NoviceRank: The character canperform novice techniques such as

    pushing, pulling or lifting their bending

    element and making basic attacks. A

    martial fighter can perform basic strikes.

    Apprentice: The character can nowperform basic moves with ease and can

    now perform Apprentice techniques such

    as more powerful strikes or small

    combinations with their element. Martial

    fighters can execute more complex

    attacks and blocks.

    Advanced: The character can performapprentice techniques with ease and can

    now perform advanced level attacks suchas manipulating their element into more

    effective forms or conjuring large

    quantities of their element. Martial artists

    learn new stances and diverse combat

    techniques and can chain their attacks

    into combinations.

    Master: The character can performmaster level techniques such as

    manipulating their element into incrediblycomplex forms or manipulating gigantic

    amounts of their element. A martial artist

    can perform legendary techniques and

    can unleash relentless combo attacks.

    Attempting attacks above

    your fighting style rank

    Sometimes you will describe a series of

    attacks or bending techniques andsometimes the Gamemaster will rule that

    the technique you are describing sounds

    too difficult for a character with your rank.

    You can still attempt to do that which you

    are describing but there are some limits to

    this. First your character will be penalised

    with a Fault on the test. (Read on for rules

    about Edge and Fault).

    Note: You cannot use this rule to attempt

    a technique in a fighting style you have no

    ranks in.

    Style Bonuses

    Each rank in a fighting style provides a

    bonus to your fighting capabilities. The

    bonuses apply to your characters Fighting,Defence andInitiative values and details

    your Damage Dice andAverage Range.

    These values are detailed later on in the

    combat section.

    Special-Styles

    Fighting styles have Special-styles which

    are unique styles that have only one rank.

    Unlike normal Fighting styles you mustmeet the requirements to learn Special-

    styles 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 determinewhat 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 6None Metal

    BendingLava

    Bending

    When you use a special style you must use

    the bonuses provided rather than those of

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    your fighting style. You continue to use

    the bonuses of the special style until the

    beginning of your next turn. So for

    example if youre attacked after using a

    special style then you must use the

    defence rank bonus of that style. Special

    Styles provide no Initiative Rank Bonus as

    the IRB from your Fighting Style is used.

    Step1Each character has 10 Points to put into

    their Waysof Martial Arts, Mind, Vigour

    and Spirit. All Waysstart at 1 and can beraised to a maximum of 6 also referred to

    as Zen or Z. This represents that the

    character has reached the perfection or

    the status of Zen in the affected Way

    statistic.

    Alternatively you can gamble at a chance

    of creating a stronger character but at the

    risk of creating a weaker one than the

    option above.Roll 2d6 then total the result and apply

    the result to the table below. The Way

    column states what your Way score total

    will be. Come on spider-snake eyes!

    Roll2d6

    WayScore

    2 1

    3-4 2

    5-6 3

    7-8 4

    9-10 5

    11-12 6 (MAX)

    Step2Each character has 1 fighting style rank

    upon creation and must place it into one

    fighting style to become a novice rank.

    Alternatively a Game master might want

    to run a higher rank game so youd get

    more ranks to spend. You cannot place

    one rank into two different bending styles

    however, you can place one rank into a

    bending style and one into a martial style

    or one into two different martial styles. If

    youre starting with a higher ranked

    character then create a character with a

    rank of 1 in a single fighting style then

    consult theAdvancing Characterssection

    below.

    Step3Upon creation each character receives a

    single skill of their choosing. The character

    must meet the requirements before

    taking the skill. More rules on skills further

    on.

    Step4Calculate chi and spirit points. Chi points

    are what measure your life force and

    determines how close you are to

    unconsciousness. Your total Chi points are

    the sum of your Vigour value times 4. Your

    Spirit points are a pool of spiritual energy

    that can be used like luck or karma to tilt

    fate in your favour. Your spirit points total

    is determined by your Way of the Spirit

    value times three. Chi points and Spirit

    points are detailed later on in Combat and

    extensively for the use of Spirit points in

    the Spirit Points section.

    Chi points total = Vigour x 4

    Spirit points total = Spirit x 3

    Step5

    Starting currency and purchasingequipment. Upon creation characters

    have 1d6x10 Republic City Yuan or 1d6

    gold pieces if youre playing in a Legend of

    Aang campaign. Currencies and detailed

    later on.

    CharacterCreation

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    BloodBending

    Blood Bending is one of the most feared styles

    of bending though it is a well-kept secret and

    is considered highly taboo. Founded by the

    water bender Hama, this dark art has a

    befitting origin to match its cruel nature.

    Imprisoned by the Fire Nation during the war,

    Hama was among many imprisoned in cells

    specifically designed to hold Waterbenders.

    During the full moon Hama began to construct

    this new art, testing it on the rats that entered

    in her cell. Once ready she had the very

    guards that kept her imprisoned release her

    by bending the blood within them and

    controlling their movements. Blood Bending is

    viewed negatively as its core principle is

    removing an individuals free will and forcing

    your own desire upon them. Characters who

    learn Blood Bending should expect to find

    themselves demonised and feared. Blood

    Bending can only be used during a full moon

    when Waterbending is at its strongest.

    SpecialMake a Waterbending attacktest against a single target. The target

    opposes you with a Mind element test. If

    the target succeeds they ignore your

    attack. If you succeed you control the

    target and they become restrained. You

    can force them to move half their speed

    each turn and force them to make simple

    movements such as dropping an item or

    waving their hands. Whilst controlling

    someone, on your turn you can force thetarget to make an attack. The target

    cannot use bending so the attack has a

    FRB and DRB of +1, an Average Range of

    Adjacent and uses 1d6 as its Damage Dice.

    When controlled the target, on their turn

    can make another opposed Mind element

    test versus the Waterbending Attack Test

    result that was used to control them. If

    you are attacked whilst controlling

    someone the target is freed. Whilst

    controlling a target you can make a

    second Waterbending attack test on your

    turn to control a second target though

    whether you fail or succeed you must

    spend 1d6 spirit points. You can repeat

    this on each of your turns, spending the

    1d6 spirit points each time you control anadditional target. You can control a

    maximum of up to your Way of Spirit or

    until you run out of Spirit Points.

    RequirementsWaterbending AdvancedRank

    ChiHealing

    Chi Healing is an advanced Waterbending

    technique traditionally taught to only the

    females of the Water Tribes. Chi Healing is the

    ability to tap into the Chi network in a

    creatures body and using water as a catalyst

    to redirect the Chi flow to heal injuries both

    physical and mental. Chi Healing does have its

    weaknesses and limits as witnessed in the

    Legend of Aang/Korra show Chi Healing has

    difficulties healing internal injuries, geneticdefects or restoring lost body parts.

    SpecialStyles

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    SpecialOn your turn you can spend youraction to heal yourself or an adjacent target.

    You then declare how many Spirit Points you

    intend on spending then for every 3 Spirit

    Points you spend you can restore 1d6 ChiPoints to the target.

    RequirementsWaterbending ApprenticeRank, Way of Spirit 4.

    CombustionBending

    Combustion Bending is a rare Firebendingtechnique which origin is unknown. A

    Combustion Bender can emit a highly

    concentrated beam of Firebending which

    travels through the air leaving only white

    marks similar to a super sonic boom as an

    indication of its direction until it explodes

    upon impact with devastating force. This art

    can be accurate, difficult to avoid or block and

    highly potent though it does have a glaring

    flaw. In order to successfully Combustion

    Bend, the Bender must concentrate their

    energy through their third eyewhich is a

    tattoo on the forehead. If disrupted during

    this process or the bender loses concentration

    then the attack can miss and explode within a

    fatal radius of the bender.

    SpecialCombustion Bending attacks aredifficult to block or avoid so targets receive a

    fault on Defence Tests against Combustion

    Bending. As a special rule a character can

    choose to hit a Combustion Benders third eye.

    This attack receives a fault and deals no

    damage however, if successful the next time

    the Combustion Bender uses a Combustion

    Bending attack, itll explode at point blank and

    deal damage to anyone within a 10 foot

    radius including the Combustion Bender.

    RequirementsFirebending AdvancedRank, Way of Mind 5

    ICEBending

    Ice Bending is a fairly common style though it

    is a varied and valuable tool in any

    Waterbenders arsenal. The exact origin of Ice

    Bending is unknown though this is probablydue to the fact so many Waterbenders can Ice

    Bend, many of them without even being first

    taught how to do so.

    SpecialIce Bending uses the bonusesprovided by your Waterbending though it

    provides an empty canvas on which an array

    of techniques can be thought up and put into

    practice. Ice Bending allows a Waterbender to

    use their special movement on land but

    compared to what an Ice Bender can achievethis is only the tip of the iceberg. An Ice

    Bender can create stairs, slopes and ramps to

    move about the terrain or alter the battlefield

    by creating cover or walls to block off an

    enemies advance. Ice Bending is what you

    make it and is only limited by your

    imagination (and of course by the GM).RequirementsWaterbendingApprentice Rank

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    LightningBending

    Lightning Bending is highly coveted by

    Firebenders and is a milestone to becoming atrue Firebending master. During the Hundred

    Year War Lightning Bending was fairly rare

    and only a few highly ranking officers and

    members of the royal family had access to this

    ability however, during the events of the

    Legend of Korra Lightning Bending was far

    more common. Lightning Bending is achieved

    through separating the negative energies

    within oneself and dispelling them through

    your fingertips.

    SpecialTargets whore in physical contactwith metal take an extra 1d6 damage.RequirementsFirebending RankAdvanced, Way of Spirit 5

    MetalBending

    Metalbending first appeared in the final years

    of the Hundred Year War. It was created by

    Toph Beifong who later opened the BeifongMetalbending Academy. Metalbending has

    become common place in the Legend of Korra

    and most of the Republic City police force are

    metalbenders. Metalbenders are not actually

    bending the metal but instead the unrefined

    earth minerals present inside the metal, this is

    why metalbenders cannot bend highlypurified metals such as platinum.

    SpecialMetalbenders can use their actionto destroy or remove metal armour and

    weapons. This is automatic and requires no

    test. Metalbenders can also use their action to

    shape a piece of metal into armour and equip

    it.RequirementsEarthbending Rank

    Advanced, Metalbending potential character

    SandBending

    Created by the nomadic tribes of the Si Wong

    desert located in the Earth Kingdom,

    Sandbending is a special form of Earthbending.

    The untrained Earthbender has great difficulty

    bending sand due to its loose form that lacks

    the rigidity of earth.

    Specialyou can bend sand and alsooperate a sand-sailer.

    RequirementsThis Special-Style isunique and can be taken upon initial character

    creation though you must commit to an

    Earthbending character meaning you cannot

    take any ranks in any other bending style. As it

    can be taken upon creation it provides a +1

    Initiative Rank Bonus until replaced by

    another IRB from a new Fighting Style.

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    Special-Style

    Fighting Rank

    Bonus

    Defence Rank

    Bonus

    Average

    Range

    Damage

    Dice

    Bloodbending

    +2 +1 20feet 1d6

    Chi Healing 0 +2 Adjacent NA

    Combustion Bending +2 -1 80feet 2d8

    Icebending NA NA NA NA

    Lightning bending +3 +1 40feet 2d6

    Metalbending +3 +3 30feet 1d12

    Sand Bending +1 +1 20feet 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 fromattacking 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 orsimply 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 inone 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.

    Upon gaining a higher rank you also

    receive point to increase a Way value of

    your choice. The same rule as the chi

    points and skills applies for this

    advancement. If you increase your Vigour

    or Spirit values then you must recalculate

    your total Chi points and your Spirit points

    total.

    So when you advance a character you

    always receive.

    1 Fighting Style Rank

    If the rank is a tier that you have never

    achieved before you also receive.

    +10 Chi Points

    +1 Additional Skill

    +1 Way point

    What to do after

    Master Rank?

    Once youve achieved master rank and

    feel a little down about not being able togain 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+?

    In a Master+ campaign the characters

    have become renowned masters of their

    fighting style, similar to Toph Beifong inthe Legend of Korra or Sokkas master

    Piandao. But before this can happen all

    characters must be at Master rank in at

    least one fighting style. If this is not the

    case or only half the group has achieved a

    master rank then continue to advance the

    characters by awarding fighting style ranks

    to the master characters whilst advancing

    the others normally.

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    For example; Kristys character, Zao Ling

    has reached master rank in Earth bending

    but her friend, Jeds character Liu Ma

    hasnt, as instead of becoming a master

    when Zao Ling did, he chose to take a rank

    in a second fighting style. The GM

    continues the game until the characters

    earn an advancement. Jed advances Liu

    Ma to a master fire bender whilst Kristy,

    who is already a master must take a rank

    in another fighting style or special style.

    Once all characters have reached master

    rank then they move onto a Master+

    campaign. The only way to gain an

    increase at this point is not throughbending scrolls, senseisor basic

    experience but by overcoming great odds

    such as defeating a powerful evil spirit

    that is able to bring forth an apocalypse,

    defeating the Avatar in Avatar state or

    simply saving the world. When the

    Gamemaster believes you have achieved

    something like this youll receive a Way

    point and a Master+ Fighting Rank. If your

    character already has a Zen rating in aWay value then you can increase it to a

    Zen+ which changes the value from 6 to

    an 8. A Master+ rank means the character

    has become one of the greatest masters

    of all time in their element and may

    pioneer techniques that will revolutionise

    that style. A Master+ bending character

    can work with the GM to pioneer a new

    unseen Special-Style such as time, gravity,

    mind or platinum bending. As long as theGM agrees to it, your character can begin

    creating it.

    Additionally your character can form an

    inner power that was never there before.

    If youre an earth bender then you can

    unlock metal or lava bending if you failed

    to unlock one of the two during initial

    character creation. If youre a non-bender

    then just like Bumi you can suddenly

    unleash your dormant air (or element ofyour choice) bending powers!

    -From now on, its 24/7 Bumi Time!

    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 andcannot 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 walkacross 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 theAcrobat 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.

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    Acrobat

    Requirements: Way of Martial Arts 5Resource: 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 theirattack 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

    You have often sparred with benders of your

    own element and can now predict their

    defensive techniques. You receive a +1 toattack tests when attacking benders of the

    same element.

    Blind Fighting

    Requirements: Way of Martial Arts 4

    You do not gain a fault in combat situations

    where you cannot see.

    Capture Focus

    Requirements: Ice bending, metal bending or

    earth bending advanced rank

    Resource: 4-6

    When attempting to capture multiple

    targets, you can target up to a maximum of

    three without gaining a fault on the test.

    Charismatic

    Requirements: Way of Mind 5

    Resource: 4-6.

    You have edge on Way of Mind tests thatrequire you to be deceitful or to manipulate

    people in social situations.

    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.

    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 thedefence test.

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    Glass Bending

    Requirements: Sandbending Special Style

    With limited effect you can manipulate glasswhich is superheated sand. When you make

    an attack with glass you use your

    Sandbending bonuses except the damage

    dice is increased to a d8.

    Kyoshi Warrior Training

    Requirements: Martial Artist Apprentice

    Rank

    You have been trained by the Kyoshi

    Warriors and can now use the fan weapon.You do not have to wear a skirt.

    Lightning Deflection

    Requirements: Firebending Advanced Rank

    Resource: 5-6

    You may not be able to generate lightning

    but you can redirect it. You gain edge on

    defence tests against lightning bender

    attacks.

    Long Shot

    Requirements: Martial Artist Apprentice

    Rank

    Resource: 4-6

    You can choose to ignore the fault received

    for making an attack beyond your average

    range.

    Poison Resistance

    Requirements: Way of Vigour 4

    You gain edge on tests made to resist the

    effects of poison.

    Quick Reflexes

    Requirements: Way of Mind 4

    You gain a +1 to initiative tests.

    Rival Defence

    Resource: 5-6

    You have or had a rival and you spent a lot of

    time fighting with them. Choose a fighting

    style or special style. You now have edge on

    defence tests against that style. If you

    already have the Rival Offence skill then you

    must choose the same style that you chose

    for that.

    Rival Offence

    Resource: 5-6

    You have or had a rival and you spent a lot of

    time fighting with them. Choose a fighting

    style or special style. You now have edge on

    attack tests against that style. If you already

    have the Rival Defence skill then you must

    choose the same style that you chose for

    that.

    Spiritual Detection

    Requirements: Way of Spirit 5

    You have a sixth sense that allows you to get

    that strange feeling when someones

    watching you. Opponents do net gain edge

    when attacking you from surprise.

    Spiritual Gambit

    Requirements: Way of Spirit 5

    When you spend spirit points to gain edge,

    you can choose to roll a d6. If the dice result

    is a 5 or 6 then you regain the spirit points

    you just spent. If the result is anything else

    then you must spend double the spirit

    points.

    Stealth Training

    Resource: 4-6

    You gain edge on Way of Martial Arts tests to

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    sneak or be unseen.

    Tremorsense

    Requirements: Earthbending Advanced Rank

    You can sense vibrations through the earthallowing 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 theGM 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

    Spirit tests as indicated in their title. There

    is no limit on how many basic skills a

    character can learn however, it is advised

    that a character can learn no more than

    their Way of the Mind value.

    Animal Handling (Spirit)

    The wildlife around the world can sense

    your kind spirit and trust you more than

    others. This allows you to have edge

    when you train, befriend or communicate

    with animals.

    Artisan

    You have studied and practiced a trade,

    choose a trade from below. You haveedge when creating something from the

    chosen craft.

    Choices: Carpenter, Mason, Locksmith,

    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 resulthigher 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 geographicalphenomenons.

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    Choices: Air Nomad Temples, Earth Kingdom,

    Fire Nation, Norther Water tribe, Southern

    Water tribe.

    PerformanceChoose a subject from below. You have edge

    when performing the art you have learned.

    Choices: Dancing, Musical Instrument,

    Vocalism

    Piloting

    Choose a vehicle from below. You have edge

    on piloting these vehicles.

    Choices: Air Glider, Airship, Automobile,

    Sand Glider, Sea Vessel

    Riding

    You gain edge when using land animals for

    transport, performance and sport.

    CalculatedStatisticsChi Points

    Chi points are essentially what measuresyour characters life. Being dealt damage

    reduces your chi points and when they

    reach zero, your character has fallen

    unconscious or is unable to fight. Chi

    points are measured by your Way of

    Vigour value x4 at novice rank. Each time

    you increase your fighting style rank you

    receive an additional 10 chi points. For

    more on the rules for chi points increasing,

    see advancing characters.

    Speed

    All characters have a speed of 20feet

    however, bending fighting styles can

    provide special modes of transportation

    such as moving on water and bonuses to

    speed. See Specials forms of Movement

    for more details.

    Initiative

    Initiative is determined mainly by luck andthough some characters have a small edge

    through practiced reflexes, combat is

    wholly unpredictable. To resolve initiative

    each character rolls 2d6 and adds the

    highest initiative rank bonus from their

    fighting style rank.

    Armour

    Armour is a statistic that reduces damage

    taken to the wearer. Armour can also be

    added through bending techniques such

    as Suyin Beifongs metal coating.

    Additionally some creatures have natural

    armour. More rules for armour can be

    found in the Equipment section.

    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 undera 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 rankEarth Bender and attacks the Air Bender

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    criminal. She describes her attack as I

    bring down the wall of the building beside

    the criminal and attempt to hit him with

    an avalanche of rubble. The Game

    Master decides this is a Novice rank

    technique as Zao Ling is simply shifting the

    wall and letting it collapse onto the

    criminal. Because Zao Ling has an

    advanced rank in earth bending and

    Novice is two ranks below Advanced, she

    receives an edge on the attack test. The

    attack is resolved and she hits and deals

    damage. She then attacks again but this

    time pulls up the earth around the

    criminal to form a make-shift prison. The

    Game Master decides this attack is farmore complicated as she is not simply

    moving her element but summoning it

    from the ground and shaping it to form

    the prison. It is decided that itll be an

    Advanced ranked technique and as Zao

    Ling is of the same rank she resolves the

    attack as normal with no edge or fault.

    If you are unable to think of a technique

    relevant to the rank you desire then askyour Game Master for help (you can ask

    other players but only with the Game

    Masters approval first).

    You may also debate that a technique you

    described should be a lower or higher

    rank however, if the Game Master does

    not change her mind you must not argue

    with her, instead you can ask what you

    should change about the technique to

    make it of the desired rank.

    Novice Techniques

    A novice technique is the basics of all

    fighting styles. A fire bender at novice

    rank could light a fire, create and control a

    small flame, create fire from a punch orkick or shoot a small fireball that

    dissipates after a few yards.

    A pugilist will understand how to perform

    basic blocks, execute two jabs or a swift

    single kick.

    Apprentice Techniques

    An apprentice earth bender would be

    able to summon rocks the size of a fully

    grown man and hurl them 20 yards or

    propel rocks the size of fists in rapid

    succession. Theyd also be able to stamp

    on the ground and create short ranged

    tremors that knock people off balance. A

    weapon master would know how to fight

    two opponents simultaneously, how to

    disarm clumsy opponents and when to

    kick an opponent to knock them off guard.

    Advanced Techniques

    An advanced water bender would be able

    to channel a powerful blast of water like a

    hose pipe or create a wave strong enough

    to knock a small group of people over.

    Master Techniques

    A master air bender has the power to

    create a force of wind that can flip a sato

    mobile or even challenge the direction of

    a tornado. Masters have complete control

    over their fighting style and are only ever

    threatened by catastrophic natural

    disasters or those who wield similar

    power to themselves.

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    Combat Actions

    How to take your turn

    All combatants roll initiative

    All combatants roll defence tests

    The character with the highest

    initiative result acts first and

    decide their actions

    If your character attacks then

    make an attack test

    Compare your attack test result to

    the targets defence result

    If it is higher than the targets

    defence then roll damage (reduce

    damage if target is wearing

    armour)

    Actions

    On your turn you take one action and an

    amount of extra actions limited by the

    GMs discretion.

    AttackActionYou can make an attack with your fighting

    style, a weapon or an unarmed attack.

    You must describe the attack and the

    Gamemaster will decide what rank it is

    then you must make an attack test.

    AttackTestsAll attack tests are 2d6 rolls which you

    add your Martial Arts value to and if

    youre using a fighting style you have a

    rank in, you also add the Fighting Rank

    Bonus for that fighting style. You add the

    Fighting Rank Bonus of the rank the

    Gamemaster says your attack is.

    Attack Test = 2d6 + Way of Martials Arts +

    Fighting Rank Bonus.

    You compare the result to the targets

    defence test result. If it is higher you

    successfully hit and deal damage. See

    Advanced Rules for details on damage.

    Attacks that do not use your Fighting

    Style= 2d6 + Way of Martials Arts.

    Additionally you can target multiple

    targets but this could increase the attacks

    rank. When targeting multiple targets you

    make a single attack test against each of

    the targets defence test results. You cantarget up to an amount of targets that the

    Gamemaster allows you to, they will make

    the decision based on the average range

    of the attack, how close the targets are

    together and how much of your bending

    source is available.

    DefenceTestsYou roll a defence test after rolling

    initiative. You keep the result for theremainder of the round and roll a new

    defence test at the beginning of each

    round. Due to the nature of these rules,

    intelligent characters will look for and

    target enemies who look off guard during

    each round.

    Defence Test = 2d6 + Way of Martial Arts

    + Defence Rank Bonus

    DefendActionYou spend your turn studying the

    opponent and adapt your defence. You

    can re-roll your defence test for this round

    though, be careful you might get a lower

    result. Additionally you can choose to

    defend an attack that is not directed at

    you, providing the target of the attack is

    roughly within 10 feet. You can only do

    this once per round. And remember, be

    the leaf.

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    DisarmTargets that are wielding weapons or

    items in their hands can be disarmed. This

    is done by making an attack test againstthe 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.

    CaptureYou 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.

    HealProviding you have a bandages, herbswith 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

    points by this method once and cannot do

    so again until they have a full-rest.

    Extra Actions

    EscapeYou 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 theground 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.

    MovingCharacters in the Legend of Korra andAang 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 yourspeed and you can break up your

    movement between actions.

    Withdraw/deposit/drop/useobjectHow 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

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    withdraw your entire Team Avatar plushy

    collection and arrange them neatly on the

    battlefield with one extra action and then

    make an attack when the nasty Equalist

    steals one. Go team Avatar!

    SpendSpiritPointsSpending spirit points, unlike most other

    rules, are not up to GM discretion and can

    be spent before making any type of dice

    roll, so its time to show your GM whos

    boss.

    Advanced Rules

    DamageIf 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 yournovice 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 martialweapon, 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

    CriticalSuccess

    On a Way test if you roll two sixes you

    automatically succeed as you have scored

    a critical success.

    CriticalAttackOn an attack test if you double sixes then

    you have scored a critical attack and

    automatically hit. Additionally you can add

    an extra damage dice. You only add

    modifiers (such as your Spirit Element or

    Fighting Rank Bonus) once.

    CriticalDefenceOn a defence test if you roll two sixes you

    automatically defend the next attack

    regardless of the attack tests result and

    gain edge on your next defence test.

    Alternatively if the attack came from a

    bender using a style you have a rank in

    you can choose to reflect the attack rather

    than gain edge on your next defence test.

    If you reflect the attack, the attacker must

    compare their own attack test result

    against their defence. If they succeed, the

    attack hits them and deals damage, whichthey have to roll. This rule also applies

    when taking the defend action.

    AverageRangeYour average range is the range youre

    comfortable with making attacks at. You

    can extend your average range by

    increasing the rank of the test.

    Special Forms of

    Movement

    Each bending style has a special form of

    movement that can be used instead of a

    move action. You must be Advanced rank

    to use a special form of movement.

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    AirBendingAir benders can leap great heights and

    distances by creating a powerful gust of

    wind to propel them. Air benders can leap

    30 feet high or 30 feet horizontally using

    this technique. Please dont use this

    technique to launch yourself into the air

    like Meelo, fart bending is frowned upon.

    EarthBendingEarth benders can surf along natural

    surfaces such as rocky or grassy terrain.

    This movement allows Earth benders to

    double their land speed.

    Earth benders can also catapultthemselves vertically by launching a

    springboard made of rock from beneath.

    This allows Earth benders to jump 20 feet

    high and 20 feet horizontally.

    FireBendingFire benders can propel themselves with

    jets of fire from their hands and feet. Fire

    benders can fly 30 feet high or glide 30

    feet horizontally.

    WaterBendingWater benders can walk, run and even

    surf on water up to a speed of 80 feet.

    Additionally water benders can bend

    water into a wave and surf on it across

    land. They can also create a water spout

    to blast themselves vertically. Water

    benders can jump 30 feet high or move 30

    feet horizontal

    Bending Element Sources

    The nature of bending fighting styles is

    that to use them, you need to summon

    and control your element. So what

    happens if there is no local source of your

    bending element or little of it? Air and firebending have an unlimited source and can

    be spontaneously summoned at most

    times (if there is little air then fire cannot

    be ignited and air in itself cannot be used

    for combat). However, there are times

    when there is no water or even no earth.

    If an element cannot be summoned then

    the character cannot use their bending

    style in any form whether for transport,

    construction or combat. If this occurs andthe bender wants to fight then they can

    only engage in melee or armed combat

    (see later for rules on melee and weapon

    combat). You might say that earth is all

    around and so earth benders, like air and

    fire benders, cannot be without their

    element, however, as seen in the Legend

    of Aang, an earth bender must make

    contact with the earth whether by

    stamping on it with their feet or eventouching it with their hands. If for some

    reason they cannot make physical contact

    then they cannot use their bending

    element. If an earth or water bender can

    only access a small amount of their

    element such as Kataras water gourd or

    coal for earth bending then all attacks and

    defences have faults. Water benders

    negate this effect when there is a stream,

    pool, river, well or pond nearby and if itsraining or if it has rained within the last

    hour. Large containers of water count too.

    WhatifIhavearankinamartialstyletoo?

    Then you can switch to the rank bonuses

    of that style when there is a limited or no

    source of your bending element and thus

    you will not receive the faults on tests.

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    AbundantSources

    Sometimes your environment will provide

    you with the advantage you need. Below

    is an explanation on how environments

    with abundant sources of your element

    can assist you. There are no favourableconditions for fire or air bending.

    WaterbendingWater benders are most dangerous when

    they have access to an abundant source

    whether it is a lake, large river, sea or

    ocean, when a water bender is in or

    surrounded by one of these sources they

    gain edge on all attack and defence rolls.

    EarthBendingThe worst place to fight an earth bender is

    underground as youll never where the

    attacks are coming from or when theyll

    disappear into walls. Earth benders gain

    edge on attack and defence tests when

    underground providing they can

    manipulate the earth.

    Stealth&InfiltrationSneaking past someone undetected or

    removing something from their pockets is

    a martial arts element test contested by

    the targets Spirit element. If the target is

    not actively seeking you and is completely

    unaware of your approach they receive a

    fault on the Spirit test to detect you.

    If you attack a target thatsunaware of

    you, then they receive a fault on their

    defence test.

    CoverandConcealmentIf you have cover you receive edge on

    your defence tests.

    You are considered to have cover if at

    least 50% of you is behind an object that is

    durable enough to stop an incoming

    attack. Some objects like stone walls will

    prevent water bending attacks whilst an

    earth bending attack may break through ifstrong enough, whilst a metal barred door

    similar to a prison cell will prevent an

    earth bending attack but not a water

    bending attack. What attacks are

    prevented is decided by the Gamemaster.

    If you have concealment, attackers whotarget you will receive a fault on their

    attack tests.

    You are considered to be concealed if

    youre well camouflaged or obscured from

    view. Things like darkness, smoke or fog

    and dense greenery can conceal you.

    Edge Fault

    An edge or fault is given to you by theGamemaster when youre in a positive or

    negative circumstance that could affect

    your ability to achieve. When you have an

    edge you receive a bonus 1d6 to your roll

    or you remove 1d6 when you have a fault.

    If for some reason you have both an edge

    and fault the dices cancel each other out

    leaving you with your regular 2d6.

    DoubleEdgeIf you have been awarded two edges you

    do not gain an extra d6 as 3d6 is the

    maximum number of dice that can be

    rolled. Instead nudge all of the d6 results

    rolled, by one. So if you rolled 3d6 with

    double edge and got, 1, 5, 6. Youd nudge

    them up to 2, 6, 6.

    DoubleFault

    If you have been penalized with two faults

    you must nudge your dice result down by

    one. So if you roll 5, youd nudge it to 4.

    SpiritPoints

    Spirit points are used to remove faults or

    gain edge on tests and can also be used to

    heal characters. You can spend 3 spirit

    points to remove or gain a fault or edge.Spirit points are also used for when in the

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    spirit realm. Your Spirit points are

    determined by your spirit element x3.

    You can restore your spirit points by

    having a full rest or by meditating.

    Meditating

    When you meditate you must state where

    youre meditating such as on top of a

    boulder you created with earth bending,

    next to a loud stream teaming with life, on

    the open underdeck of an airship or

    simply on a blanket next to a friend.

    You can meditate for one hour and

    restore some spirit points relevant to yourspirit element. You roll a number of d6s

    according to the table below.

    Spirit1-2 3-4 5-61d6 2d6 3d6

    You cannot gain more spirit points than

    your total and you cannot gain anymore

    spirit points by meditating until you have

    a full rest. You can have a time-out after

    meditating and vice versa.

    Time-Out

    When you have a time-out you must state

    an activity your character is taking part in,

    this can be anything relaxing or leisure-

    able such as reading your favourite book,

    cooking, eating a meal, writing a letter,

    creating a haiku, fishing or planning your

    combat tactics like Sokka.

    You can rest for one hour and restore

    some lost chi points by expending spirit

    points. For every three spirit points you

    spend, you can regain 1d6 chi points. You

    cannot restore more than your maximum

    chi points.

    SpiritPoints

    D6s

    3 1d66 2d69 3d612 4d615 5d618 6d6

    You may be wondering if you have tostate how many spirit points youre

    spending before seeing the results. This is

    also up to GM discretion so decide on a

    house rule together.

    Just like meditating you cannot regain chi

    points through this method until you have

    had a Full-rest. You can meditate after

    having a Time-Out.

    Full-Rest

    A full rest is 6 hours of sleep; this

    refreshes the mind, calms the soul and

    heals the body. A character who takes a

    full rest restores any lost spirit points and

    chi points up to their natural maximum.

    This does not heal the effects of poison,

    serious injuries such as broken bones,

    starvation or curses. You need to be

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    asleep during a full-rest so dontsneak off

    and dress as the painted lady.

    Currency

    In the Legend of Aang and Korra universeeach nation has their own currencies,

    these include the Northern & Southern

    Water Tribes, the Earth Kingdom, the Fire

    Nation and the United Republic. If youre

    playing a Legend of Aang campaign then

    ignore the rule for Yuan.

    LegendofAangCampaignsIn the Legend of Aang the Fire Nation,

    Earth Kingdom and Water Tribes had their

    own currencies which were divided into

    copper, silver and gold pieces.

    The currencies were not interchangeable

    and some merchants would not accept a

    foreign nations currency. Legend of Aang

    campaign coins were made of precious

    metals and thus had intrinsic value

    meaning a coin from one nation had the

    same value as a coin from another.

    10 copper coins are worth a silver coin, 10silver coins or 100 copper coins are worth

    a gold coin. It is recommended that you

    avoid tracking multiple currencies in order

    to simplify the game but if youre

    meticulous then go ahead.

    LegendofKorraCampaignsIn the Legend of Korra a new currency was

    introduced, the Yuan which is used by the

    United Republic. This currency is more

    advanced and uses both coins and printed

    paper notes. It is not known if the other

    nations have advanced their currencies

    however, to simplify tracking money, you

    can opt to use three currencies created

    for this game.

    The three currencies are the Fire Nation

    Ryoku, the Water Nation Yuan and the

    Earth Kingdom Yuan.

    Each nation uses a coin to represent 1 unit

    of their currencies and notes worth 10

    units and notes worth 100 units.

    The Yuan is not an optional currency in

    Legend of Korra campaigns and must be

    used in play, however, to simplify things, a

    Gamemaster can choose to ignore the

    rule of foreign currencies and create a

    global Yuan used by the other three

    nations.

    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.

    DamageDiceThis bonus replaces the damage dice

    provided by your fighting style rank when

    using the weapon.

    AttackBonusThis bonus replaces the attack bonus

    provided by your fighting style rank when

    using the weapon.

    DefenceBonusThis bonus replaces the defence bonusprovided by your fighting style rank when

    using the weapon.

    Weapons are placed in four groups that

    correspond to the weapon masters rank.

    A weapon master gains fault on all tests

    with any weapon that is of a rank above

    their Weapons Master rank.

    EQUIPMENT

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    WeaponAverageRangesDaikyBow: 100 feet

    Hanky Bow: 50 feet

    Kunai Knife: 20 feet

    Kyoshi Fan: 20 feet

    DamagefromWeapons

    In real life martial weapons are used to kill

    the enemy however, in the world of

    avatar weapons are used defensively to

    block and deflect other weapon attacks or

    even attacks of benders. On a hit a bladed

    weapon usually deals blunt damage

    through hitting the enemy with the bluntend or by the wielder striking the enemy

    with their hands or feet. Of course if you

    wish for a more explicit game bladed

    weapons can cut targets. Damage from

    weapons do not add the Way of Spirit

    instead they apply the Way of Martial Arts

    to both attack tests and damage results.

    Dual-Wielding

    You can only dual-wield weapons that area rank below your own rank and are not

    two-handed. So novice ranked characters

    cannot dual wield nor can any master rank

    weapons be dual wielded.

    When you dual-wield you can make a

    second attack against the same opponent

    or another within range however, on the

    second attack you do not apply the attack

    rank bonus and you can only apply the

    defence rank bonus of one weapon ofyour choice. Kunais and Kyoshi warrior

    fans can be duel wielded to make two

    ranged attacks or two melee attacks or

    one of each.

    Weaponsandbending

    You can wield a weapon to alter yourbending techniques similar to Zuko with

    his swords however, whilst wielding a

    weapon you cannot perform techniques

    of your fighting style rank. Instead you can

    only perform techniques of a lower rank

    than yours and use the damage dice of

    the weapon. For example if youre an

    advanced rank bender and an advanced

    ranked Weapons Master and you use a

    weapon then youll only be able to usenovice and apprentice rank bending

    techniques but you apply the damage dice

    of the weapon and add your Way of Spirit

    to the damage result.

    Weapon DESCRIPTIONS

    Boomerang

    This peculiar curved

    single edgedweapon was created

    by the Southern

    Water Tribes. It can

    be made from wood

    or metal and has a

    unique feature. When thrown it can

    ignore the bonuses (GMs discretion) of

    cover as the boomerangs flight path is a

    curve. Unlike other thrown weapons the

    boomerang always comes back, well mostof the time.

    Daikyubow(Two-Handed)This longbow was originally created in the

    Fire Nation and is primarily used for long

    range warfare.DaoThis curved sword has one edge and is

    used for slashing. It was created in the

    Earth Kingdom and is widely used by theEarth Kingdom military. Some swordsmen

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    decorate these swords by placing tassels

    or flags on the pummel or metal rings

    through the blade. There is a Water

    Nation equivalent that can be used as a

    blade or club.

    GUANDAO(Two-Handed)This pole-arm has a curved single edged

    blade attached to the end. It can be

    decorated with tassels and flags attached

    to the pummel or on the blade. This

    weapon was created in the Earth Kingdom

    though a Fire Nation equivalent called the

    Naginata exists.Hankyu-bow(Two-Handed)

    This short bow was originally created inthe Fire Nation and is used for a variety of

    situations from hunting to horseback

    cavalry.Hooksword

    This strange looking weapon was created

    in the Earth Kingdom and has many

    names such as Tigerhead, or Tiger Blade.

    Due to the hooked end of this weapon it is

    exceptionally good at disarming targets

    and provides edge on disarm actions.

    Katana(Two-handed)

    This large single edged sword was createdin the Fire Nation and is the favoured

    weapon of many a great swordsman.

    KunaiknifeThis small double edged knife was created

    in the Fire Nation and is the favoured

    weapon of assassins. It is easy to conceal

    and can be both used in melee combat

    and for ranged attacks.

    Kyoshiwarriorfan

    This deceptive weapon was created in the

    Earth Kingdom on the Kyoshi Isles. It may

    look like a regular fan though it is crafted

    from metal and can be used to deflect

    attacks or to deliver a swift blunt strike. It

    can also be folded and then tossed as a

    ranged weapon. Only characters with the

    Kyoshi Warrior Training skill can wield this

    weapon without gaining a fault on tests

    with it. Regular paper versions of this

    weapon can be used though the damage

    is reduced to 1d6.

    NunchakuThis weapon usually consists of two pieces

    of wood or metal connected together witha chain. It was created in the Earth

    Kingdom and requires great dexterity.

    QiangspearCreated in the Earth Kingdom this spear is

    the standard issue weapon for most

    soldiers. It can be decorated with tassels

    and flags attached to the base of the

    pointed tip. A Fire Kingdom equivalent

    exists named the Yari and is also found in

    the hands of many Fire Kingdom soldiers.

    Similarly there is also a Water Nation

    equivalent that uses sharpened fish bones

    or animal teeth as the tip.

    TonfaThis simple weapon made or wood or

    metal was created in the Earth Kingdom

    and has great defensive capabilities.

    Armour

    Armour can be purchased and equipped

    or created by bending techniques. When

    you wear armour you half the damage

    taken for each attack rounded down. Due

    to the weight you gain fault on all defence

    tests when wearing armour.

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    Special Items

    Special Items and general equipment are

    not available in the BETA.

    Novice Weapons

    Name DamageDiceFightingBonus

    DefenceBonus

    AveragePrice

    Dao 1d6 +1 +1

    120Kunai 1d6 +1 0 80QiangSpear 1d6 +2 0

    100

    Apprentice Weapons

    Boomerang 1d6 +2 0 40

    Hankyubow 1d10

    +2 -1 140

    Hooksword 1d8+2 +1 150

    Advanced Weapons

    Katana 1d10 +3 +1 200

    KyoshiFan 1d6/1d8 +2 +4 20/80

    Nunchaku 1d8 +2 +2 140

    MASTERWEAPONS

    DAIKYU

    BOW 1d12+4 -1 240

    GUANDAO 1d10 +3 +3 280

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    CREDITSANDFUTUREPLANS

    Thank you for playtesting the project, if you have any feedback thenplease send it [email protected] 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 willhave a bestiary and a GMs section. I will also be working toward special

    rules for pro-bending matches. Thank you all!

    mailto:[email protected]:[email protected]
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