1 Sentence MAX for each:
- Appearance
- Backstory
- Strengths
- Flaws
Feel free to use your current character of use a stock character/movie trope!
We’re in the Avatar universe! That means we can do cool, fancy bending things.
Pick a bending style from the table below!
Bending Style | Mastery Combat Bonus | Mastery Out of Combat Bonus |
---|---|---|
Air | Be the leaf: -1 to all incoming atk rolls | Emissary of Peace: +2 on all peaceful resolution solution checks |
Fire | Inferno: Each round you attack, gain +1 for each previous consecutive round you attacked (max 3) | Hot Head: Gain a +4 on any atk roll you make out of combat (surprise attack) |
Water | Have an ice fall: Each time you attack an enemy, grant them -1 on their next roll | A trick of the Eye: +2 on all deception solution checks |
Earth | A rock is a hard place: When you prepare, grant an ally or yourself -2 to all incoming atk rolls next round | Stubborn: When you make an ability check and fail, you can try again with a -3 on the retry |
None | The plan person: Before each combat round you can communicate a plan in 10 seconds or less | Comic relief: when you make the party laugh, grant someone +2 on their next roll (max one at a time) |
Be a science experiment! Pick two bending styles, but lose the in-combat and out of combat bonuses for both. Basically, you will have more bending tools at your disposal, but you don’t get the mastery bonuses for either.
This will be a D10 based system. 1s are bad. 10s are good. Everything else in between is based on the difficulty of what you are trying to do!
Combat is fast, chaotic, engaging, and hopefully fun. And totally never play tested before. Each round follows the following cadence:
- (Optional) Plan
- Type Action
- Reveal + Resolve
- (Optional) Plan
- Etc.
During combat, no one can talk. Shit is going cray cray and y’all are busy bending and dodging ice shards. All interaction is text based. The one exception for this is if there is a non-bender in the party, they can take 10 seconds before each round to state a plan for the group. No one needs to follow it, but if it seems like a good idea feel free to.
Each round consists of 30 seconds where players will type out the action that they will take that round (6 seconds). An action should be formatted like the following for clarity:
ROLL : MODS : ACTION : TARGET (Optional) : FLOURISH
Example:
/r 1d10 : +2 atk, -2 incoming atks : Attack : Airbender #2 : Assume they are going to try and dodge and firebend at the spot where they'll try and dodge to
During the 30 seconds, do not submit your action. Wait until the end. At the end of the 30 seconds, the DM will tell the players to submit actions where everyone should press enter in the chat roughly simultaneously. This will keep things fast, and make it so each person is making their own strong choices as individuals.
All Rolls in this game are 1d10 (you’ll be typing /r 1d10 a lot). This isn’t high fantasy math simulator.
Communicate to the DM what modifiers are affecting your character! Are you an air bending master? Mention that you get a -1 to all incoming atk rolls! Have you attacked the last three rounds as a firebender, mention that +3 to atk!
Keeping track of all the mods will be tough for the DM to do. Track it yourself and keep the status up to date in the MODS section of the response.
Combat is a game of rock paper scissors. Parry beats attack, attack beats prepare, and prepare beats parry.
Action | Effect |
---|---|
Attack | Roll a d10, try to hurt somebody! |
Parry | Counter attack, each time you get attacked and someone misses, you get a free attack back with +2 on the roll |
Prepare | Focus for your next action, +4 to your next roll! |
Retreat | Run away! |
Cool and practical flourishes will make your rolls more successful. Impractical ones, well those will make things a bit harder but will still be fun! Add some flavor and have some fun! But whatever you do, don’t get stale with your flourishes or the wrath of god will smite you! No recycling the same combos - that will negatively affect your outcomes!
- Don’t just ATTACK. Give a one-two firebending combo where the first punch creates a bright array of sparks in front of you to distract while the second punch goes for the gut as a concentrated beam of fire.
- Don’t just PARRY. Glide on a water tornado, creating a mist in the air that allows you to earlier sense incoming attacks from all directions.
- Don’t just PREPARE. Begin moving to some high ground on a nearby hill that has a couple juicy boulders to lob at your foes next round.
This is where DM renders the universe for y’all. All actions (party+enemies) happens seimultaneously. We’re not going with HP or damage, or any complicated to track shit like that. We’ll keep it narrative based and fast paced!