Monday, December 29, 2014

Yoda in Rebels



That music! A lullaby, it is.

Narnia RPG

There is an official RPG based on the C.S. Lewis fantasy setting of Narnia. Unfortunately for most of Western civilization, it is published in German. Here is the description translated slightly awkwardly:
The fascination almost everyone knows: a playful empathize with a character who act within established rules of the game, talk and must improvise in particular. This fascination build well-told stories, and lots of games, whether tangible or virtual, live on. Especially in the fantasy field identification with fictional characters is large. For the first time appears with "Narnia - The role play" a set of rules for role playing in the enchanting world of Narnia. Under the guidance of a gamemaster turn the players compete in characters they invent themselves and make their home in the world of Narnia. Together they experience in the home living room adventure, braving uncertainties and thus develop their own story in Narnia.
link

I did track down a long review of the game book and was able to translate into English, though a little roughly. Lets see how well it worked:

The rules are aimed mainly at young RPG beginners, which is also reflected by a partial bit fussy expression and the Duzen the reader.
seems to have an alternate cover
With fantasy role-playing nothing, but with Clive Staples Lewis' fantastic world of Narnia even more to care, yet had the Brendow-Verlag.  
Both the "Chronicles" of Narnia in a "Classic" - and "Fantasy" version, as well as audio books, Picture Books and other works by and about Narnia are published here. Not a bad idea, then, to the film "The Chronicles of Narnia" in 2005 and the forthcoming this year production of "The Chronicles of Narnia: Prince Caspian . to use the "triggered restrained Narnia boom and hereby to score well on the RPG sector The authors, both academics (Ulrich Drees - Modern and Modern History, European Ethnology and Economics; Oliver Plaschka - English and anthropology) tend to come from the (fantastic ) literary than from the lowlands of game design, but have both had come to determine points of contact for the RPG genre and will probably also have appropriate gaming experience. 
Looking at the origin of the game it does not seem surprising that in hardcover with its dimensions (16 , 8 * 24 cm) and is better suited to the novels on the bookshelf, as to the boxes and more A4-format works in the role-playing game gallery. But it is also robust processes, as most of his siblings and can with two-color printing, ornate shine graphic frame and uncluttered set. With regard to the thickness of the work, however, one or more read tapes for marking would have been useful. The text is broken up by the black and white drawings by Kai Graf, who know how to please and occasionally cross the frontier for cuteness significantly. 
The rules is directed mainly at young role-playing beginners, which is also reflected by a partial bit fussy expression and the Duzen of the reader. According extensively also covers the introduction, which we will explain the idea of the role play itself, as well as a description the history and basic concepts of role-playing and even a label comes up. Conclusion of the chapter is an exemplary scene from an RPG round. 
The next chapter is devoted to the character creation, which is based on a simple purchase system. Whether man, mythical creatures or Talking animal, they all start with 8 attributes (Strength, Constitution, Dexterity, skill, Acuity , charisma, intelligence and willpower), whose average value is (in humans) 0.Then there are the skills that represent the learned skills and talents and the start value to 1. complemented skills and attributes nor advantages and disadvantages in two weights ("simple" and "critical") is and will be offset against each other. Some questions to round out the character generation. A tabular summary provides an overview and some examples of characters of reinsurance or the Quick Start can serve the adventure. 
Chapter III is devoted to the control system, which is based in litters with the W6. For this basic cube, as well as bonuses and penalties cubes are available. Base cube derived from the value of the skill (with attribute samples are always there 2). A die roll is a success if he shows 4 or more eyes. Bonus-penalty dice are another 1: 1 and offset resulting from the value of the associated attribute (for skill checks) and influenced by the character of circumstances. Bonus dice add successes when they show 5 or more eyes Malus cube destroy achievements when they show 2 points or less. From Pasch litters critical successes or failures may result. The samples are further modified by the predetermined by the GM number of necessary success. Explanations of difficulty levels, modifications quality, long-term samples, support etc. supplement the basic rules. 
The rules of battle we arrive in Chapter IV. Again, is basically the previously described Regularium for attacks (against either one by the skill of the mob given quality or a comparative sample), damage rolls and damage resistance used. The damage is monitored by wounds or exhaustion, each character no more than three wegstecxkt. Rules to Ranged and initiative movement in combat actions a list of modifiers and finishes to death and healing etc. build the basic system strong. The virtues is dedicated to Chapter V of virtue value (the ninth attribute) is within the scope of -2 to +1 optional and represents the relationship the character to the world of Narnia. Across the role play out, for which there is to the individual virtue values ​​explanatory notes, are the virtues primarily for gifts and magic of importance, where she bonus or Malus cubes provide for the necessary samples. The gifts of mythical creatures and talking animals are presented in Chapter VI. You can at character creation be purchased through benefits or bought later in the game through experience points and make supernatural and extraordinary abilities of non-human inhabitants of Narnia are. They are also handled by the above-mentioned basic system. 
Also supernatural, but less than the gifts of course comes in Chapter VII Therefore, the magic. For these magic points, spells and ingredients are needed. In contrast to the gifts of magic but also have an attitude (positive, negative or neutral) by the virtue of the character value can be positive or negative effect on the prospects of success. Also tends the power of magic to seduce the caster. Here it means to be steadfast. For the most virtuous among the players, there is also an explanation of why the Magi in a fantasy game really is no evil, and just one of them! The Bund force is shown in Chapter VIII, forming roughly a cube pool the entire group, the cube of individual members may be used only with the consent of the majority. The federal government power, providing a suitable for background world advantage over the bad guys and reinforces the need for cohesion and harmony in the group. 
Chapter IX shall designate example, some special techniques that the hero bonuses on restricted areas offer the use of their skills. Experience the adventure and how to implement the adventures of points in an improvement values ​​are described in Chapter X. Again, there is a purchase system is based, but the director has the responsibility to examine together with the players whether a corresponding value gain experiences is also justified by the adventure, or at the edge of the adventure. The equipment and a brief description of the world devoted to the Chapter XI and XII, while Chapter XIII of example, some residents of Narnia presents with values. 
Great detail is wiederumg Chapter XIV, which is the game master, here narrator dedicated, and explains in detail what is important in directing how to master Adventure proposals and scenarios. Except for some tips and tricks and adventure ideas and some short scenarios are listed below, which are a good basis for a first campaign. 
Following the chapter is devoted to the control mechanisms for some of the more common situations in adventures and the problems with walkers between the Earth and Narnia may occur. Appendix I provides with "Caspian star" an elaborate adventure in which the heroes should get a star in distress for help was commissioned by King Caspian and have learned to master zahreiche experiences and threats. 
The biography of CS Lewis, is dedicated lovingly of Annex II A glossary, an index, and a sample document include the extensive work, while a map of Narnia has been found on the inside cover of the book place.. One must not separate fact to say: the name says it all. Narnia - The role play has been created for the fantastic world of Narnia written by Tolkien companion CS Lewis and who with earthly children, speaking badgers and noble centaur can not do anything in the role of hero and who the Christian background of benign Weltenerschaffers Aslan on regurgitates which should keep away the best from this simulation. All others, especially when they can be opened a little of her childish side or have not already left behind, can at this rather fabulous and romantic world have a lot of fun. 
For the game, the entire historical period of Narnia available and also the history of our planet is not a playground taboo. Especially here the days after the fall of the Ice Witch Jadis are presented in a rather heroic Good versus evil background and the reign of King Caspian as a rather gray scenario. Who but as close as possible based on the the background world of Lewis wil not help but come the books read, so he has not done so already, because although the policy describes the rough conditions and the underlying idea, but with details, it saves a lot and just puts the narrator quite a bit of background ahead. 
And so the work is aimed at the experienced Narnia connoisseurs and the role play Beginner, while his critic rather seasoned Role players and Narnia layman (hey, I've seen the movie!). Good succeeds the authors to explain the idea behind the idea of role-playing and also the bloodiest Beginners should clearly be what it is about this and how it is to make. The same applies to the information to the narrator, who really gets hereby a useful instrument for creating your own adventure at hand. The ultimate duty of the narrator players to gain an entertaining round is taken very seriously here, even if the RPG purists of a particular class will be more than just burp evil, that you would be quite look useful in Narnia, players over ear to sculpting when the common entertainment, the plot and the tension in the adventure is - but only if they do not realize it. Fraud or provide an indication of the lack of Gelichgültigkeit of fate? Matter of taste! A little troublesome in this context is compared to the slightly didactic tone, both the players and the game master. Perhaps such conduct would be better off in the exemplary description of a game round sequence. But for consenting adults of sound is quite bearable and remains so at least the little hope that rebellious teenager with the pedagogical approach cope. 
The goal of a beginner-friendly set of rules to create the authors have unfortunately become only fair to some extent. Although the D6 system with the base, bonus and penalty dice certainly has its charm, but it also creates situations in which transcends its complexity beyond the capabilities of an entrant and beyond the original intention. What is still quite simple works for simple skill checks, is in control samples and in the fight considerably already kompilzierter and the one time or another, the self-established rule that bonus and penalty dice breached those influenced by the hero or represent modifiable factors and the basic difficulty is determined by the number of required results. Also, the scheme is complicated by the bonuses and penalties dice another eye value to the success or failure requiring as the base cube and in the end it may, at the always rather low number of successes quickly once the netting come to a sign error (as in the examples happens every now and again). In addition, I am unsure whether the various dice inventories and counter samples do not affect the probabilities but at a potentially unwanted way. In such combinations I push my boundaries and mathematician not sure whether the authors have calculated and factored all that. Chances are very nasty and unpredictable ally - really did we mention the special techniques, although the skills very nice ausdefinieren, but also require some overview, especially when added become even self-invented techniques and an experienced hero and a not so experienced players is at the start. A very nice way to weld the group and conjure up the spirit of Narnia, by the way, the federal government force is that with quite simple Regularium both role-playing, as can also abentuertechnisch berblüffende effects. 
Quite nice are the rules for magic and to their hazards that would have slowed down quite one or the other heroes of a typical hollow leg novel, he would have known it. A little seems strange that one or the other rules to specific situations. If I ever need two successes in athletics to jump two meters with start-up, I wonder how I as unsportlichstes children of the class managed this route ever to beat the long jump -. So bad I was probably not yet Little value has one, so my impression left on the balance between the various possible mythical creatures, the talking animals and humans. Instance, if I look at me the average values ​​of a centaur, a talking squirrel comes to me but still quite poor. But that's not the issue here obviously. Annoying were some printing errors, while not overly happen often, but reduce the loving design. All in all I like the control system already and consider it in its approaches for quite elegant. For beginners, however, it seems to me only suitable in its simplest form. In this context, it should also be mentioned again positive that stresses the system was designed to be open: Again and again, it is noted that one also gladly omit rules or can be added invent, if one then is. 
Conclusion For lovers of the world Narnia quite a nice change from the gloomy dungeon plowing or intrigue among bloodsuckers etc. and also for avid RPG Beginner worth a recommendation. For this it will not be easy to find with the Regularium deal, but someone who appreciates Aslan, is not as fast. I wish the rules that seem to be made ​​to me with love every success and hope it is not a rule in this volume shows. In the past, the role-playing games, you can drag the doctrine that games that are no longer maintained after the first control band, die. And that has this beautiful experiment certainly does not deserve. 




The Amazon product also has a couple of highly rated reviews (which I've also translated, thank you Google):
Narnia The RPG" is a beautifully elaborate role-playing game , especially for beginners in this field. Very good explanations and instructions for this newly -creative rules offer along with beautiful illustrations and imaginative adventures a really Narnia fair game. But even for an advanced player , it will be a challenge.
This role play creates a playable frame with beautiful descriptions of the land and of the figures ( of people over Moorwacklern to speaking badgers are of course all the figures available). The book adheres to the descriptions of the books by CS Lewis Narnia and respected his writing style influenced by Christianity , but still produces its own charm. It creates a comfortable atmosphere where people like to play without getting through to meticulous instructions and strict rules to feel cramped. 
The game is not necessarily designed from the book here that you can play on it for months. Although there are some ideas for other stories exist, the detailed descriptions adventure but you should be able to play a game or two evenings. I find this very positive, because playing time also to the " whiff " is ideal for beginners . And who brings joy and imagination, can indeed return to this fantastic world at any time. 
This role play Personally I like particularly good because it lets a lot of room for creativity own ideas and not like many other role playing is very bogged down by numerous complicated rules . The existing rules are simple and easy to understand , so this game is suitable even for young people aged about 14-16 years, especially youth groups will probably find this interesting. Of course the game is nevertheless also suitable for adults :- ) The publishers ' Brendow ' ventures with this beautiful designed book about a role-play to a whole new terrain and I find that this step is more than successful !
And here's another one:
" Narnia - The RPG " is a book for anyone who wants to experience their own adventures in the world of Narnia . With this large set of rules you get all the information that is needed to start their own RPG round itself. Even if you do not know all the stories about Narnia , so you can still get into this fantastic world. The individual rules are very simple , the samples are also kept very simple and also the required cubes are commonly used six-sided , so that you do not even need to buy something . Young people in particular you will dare the simple introduction to the role-playing and beautiful experience exciting adventures . 
This role play is a wonderful set of rules for all newcomers. It contains an enchanting fantasy world and impresses with its simple rules, its detailed explanations and the beautiful illustrations . For experienced role players however, it is interesting only for a few nights .
Some of that one seems to be where the 'official' description came from.


Tuesday, December 23, 2014

Narnia Solo Games



In 1988, Iron Crown Enterprises published a series of choose your own adventure books based on the Chronicles of Narnia. The books offered original adventures which took the reader to the world of Narnia. They are very much in the spirit of Lewis’ work, for the characters are rewarded for making moral choices. They are, however, never preachy.


  
  



Monday, December 22, 2014

Savage Worlds Avatar the Last Airbender

Especially with the recent (and rather excellent) finale of The Legend of Korra, and all things Avatar at this point, there have been gamers seeking ready-made Savage Worlds adaptions of the setting. If you haven't partaken in either series yet, Avatar: The Last Airbender (now renamed The Legend of Aang), and The Legend of Korra, than you really must. It is one of the highest quality animated television series ever created. Also, avoid at all costs the live action film from all I've heard. As for Savaged adaptions, the one most know of and refer to resides on the good old Savagepedia.



Good. Done and done.

But for the last couple of weeks Savagepedia was down. It has since returned and all is well. But... just in case, I've copied the Savage adaption here.

Just in case.

Also, this provides an excuse to pepper the blog with cool Avatar artwork.

Races

Nonbender

A human without the ability to bend. They receive a free edge.

Bender

A human with the ability to manipulate one of the four elements. They begin with the Arcane Background (Bending) edge.

Avatar

The Avatar is a special person who reincarnates after the previous Avatar dies. The Avatar gains the Arcane Background (Bending) edge and the Spirit Connection edge. The Avatar knows one trapping per rank (chosen from Air, Earth, Fire, and Water) up to Heroic rank; the Avatar must take a separate skill for each bending element in order to utilize those trappings. However, the Avatar receives the hindrance Vow (Major) to defend the world and the balance of the elements.

The Avatar is a special person and only one can exist at any given time. It is a very important role in the World of Avatar, so the game master should use discretion when allowing a player to take this race. Having a player become the Avatar can cause problems amongst players due to the potential power differences and the possibility of inflated importance in role-playing compared to other characters.


Skills

Guts (Spirit)

Avatar is not a world of horror. Instead of using Guts, use a Spirit roll when dealing with fear effects.

Driving (Agility)

This is used for Sato-mobiles and Sato-cycles.

Bending (Spirit)

This is the arcane skill for those with the Arcane Backgorund (Bending) edge.

Knowledge: Religion (Smarts)

For knowledge on the Spirit World, spirits, chakras, and the past lives of Avatars.

New Hindrances

Blind (Major)

The individual is completely without sight. However, the user has somehow mitigated this shortcoming through training. This could be a nonbender's other senses (smelling and hearing) becoming enhanced, an airbender feeling the flow of the wind, or an earthbender feeling the vibrations of the earth. However, their abilities only extend a certain distance from themselves. He or she suffers a -2 penalty to any Trait roll to Shoot or Notice something more than 5" distant.
This hindrance replaces the Blind hindrance in the core rules, based on the Bad Eyes hindrance. The original hindrance was very limiting and often made characters nearly useless. This would make a much more fitting version for characters who are supposed to be exceptional individuals.




New Edges

Arcane Background (Bending)

Restrictions: Novice, Special
The character can choose one style of bending: air, earth, fire, or water. They can perform bending powers of that element. Benders begin with the Bolt power, Elemental Manipulation, Telekinesis, Dispel, and a choice of two others.

Arcane Skill: Airbending/Earthbending/Firebending/Waterbending (Spirit)
Starting Power Points: 15
Starting Powers: Bolt, Elemental Manipulation, Telekinesis, Dispel, and 2 others.
Backlash: When a bender rolls a 1 on his Bending die (regardless of his Wild Die), he is automatically Shaken. This can cause a wound.

Bloodbending (Power edge)

Restrictions: Veteran, Arcane Background (Waterbending)
The character knows how to perform the Puppet power. The waterbender can also perform the Telekinesis power on living creatures.

Chi-Blocking (Combat edge)

Restrictions: Seasoned, Martial Artist edge, Fighting d8+
Once per combat, a character with this edge can declare their unarmed touch attack as a chi disruption attempt before rolling his/her Fighting roll. If the Fighting roll is successful, the opponent cannot use his Bending skill for 2d6 turns. On a raise, the duration is instead 3d6 turns. If the chi-blocker targets an arm, the target gains the One Arm hindrance until his Bending skill becomes usable again; if the chi-blocker targets a leg, the target gains the One Leg hindrance until his Bending skill becomes usable again. If the chi-blocker targets the enemy's spine (-4 penalty), their opponent is also Shaken and cannot move or perform actions until the chi disruption duration ends. A character can spend a benny for more chi disruption attempts.

Lightning Bender (Power edge)

Restrictions: Seasoned, Arcane Background (Firebending), Firebending d8+
The user adds Jet to their powers list using the electricity trapping. The user may also perform the Bolt power with the electricity trapping and Dispel electricity.

Metalbending (Power edge)

Restrictions: Seasoned, Arcane Background (Earthbending), Earthbending d8+
The character can manipulate metal in addition to other forms of earth and mineral. The Armor power raises the gained Armor to 3 points on a success, or 6 on a raise. The character can use the Telekinesis power to wield metal weapons telekinetically, and damaging powers (such as Bolt) can be used with the metal trapping.

Spirit Connection (Weird edge)

Requirements: Novice, Spirit d6+
The hero has a supernatural connection to the Spirit World. Spirits usually appear invisible to everyone unless it chooses to interact with the regular world. This hero can see spirits without issue and can attempt to enter the SPirit World for a short period of time once per session through meditation.
Attempting to enter the Spirit World can contact one spirit during his venture. Once in the Spirit World, the hero can make a Persuasion roll to ask a spirit a single question. This takes ten minutes, in which the hero is unaware of his body.



New Items

Air Nomad Glider (¥150)

Str+d4 damage; weight 8; parry +1; reach 1; 2 hands
As a regular staff, but it can be opened to reveal fan-like wings. It can be used proficiently by airbenders to glide distances. When its wings are revealed, it can be damaged easily and ruined for gliding. This can be repaired by the Repair skill, but all non-Air Nomads/Acolytes suffer a -2 penalty to repairing it due to its exotic build.

Electrified Glove (Special)

2d4+2 damage; weight 3
A glove that creates an electric burst when used. It can be worn comfortably at all times, but requires an action to turn on. It deals 3d4+2 damage when the target is wearing metallic armor, carrying 10 pounds of conductive metal, wet or in contact with water, or touching some form of electrical conductor. Those attacking with this weapon are considered to be unarmed (unarmed defender rules on page 76), but also only have to score a touch attack (+2 to Fighting roll) to deal damage.

Electrified Kali Sticks (Special)

Str+d4+2 damage; weight 1 each
A pair of kali sticks which create an electric burst when used. It requires a turn to activate the kali sticks (otherwise they act as billy clubs/batons), and both kali sticks can be drawn together as one action. The kali sticks must be within 2” of the generator in order to generate electricity. It deals Str+2d4+2 when the target is wearing metallic armor, carrying 10 pounds of conductive metal, wet or in contact with water, or touching some form of electrical conductor.

War Fan (¥100)

Str+d4, weight 1, range 3/6/12
The war fan resembles a regular folding fan, although it's frame is reinforced by metal and has been sharpened at the end of each slat. It is famously used by the Kyoshi Warriors. When it is closed, it can be thrown with the same finesse as a throwing dagger.

War Boomerang (¥250)

Str+d6, weight 3, range 5/10/20
The boomerang is an honorable weapon utilized by the Water Tribes. It can be used in a similar style as a kukri, but is also useable as a thrown object. A thrown boomerang returns to it's user after a turn per range increment (one turn at short range, two at medium, and three at long range).

Trappings



Air

-Bolt and similar damaging effects can move the hit target 1”, plus an extra 1” per raise by raising the cost by +1 PP.
-When a character uses an air power successfully, they receive a +1” to their pace.

Earth

-Bolt and similar damaging effects can create a small burst template of Difficult Ground by increasing the cost by +1 PP. This represents rubble and broken rock left behind from an earthbender's attack.
-When a target is hit by a negative power, a 3” diameter template centered on the square they were hit is covered in dust. People standing in this burst suffer a -1 penalty to all vision-based trait rolls.
-Barriers and other constructed earth objects persist until destroyed or dispelled by an earthbender.

Fire

-Bolt and similar damaging effects of fire can bypass cracks in armor. A damaging power can gain AP 2 by increasing the cost by +1 PP.
-Anytime something reasonably flammable is hit by fire, roll a 1d6. On a 6, the target catches fire. Very flammable targets catch fire on a 4-6. See Fire rules on page 88 of the Deluxe Edition.

Electricity

-Bolt and similar damaging effects of lightning can bypass armor. A damaging power can gain AP 2 by increasing the cost by +1 PP.
-Damaging attacks deal an extra die of damage if the target is holding at least 10 pounds of conductive metal, touching water, or is touching some sort of electrical conductor.
-Due to the dangerous method of using lightning, a roll of 1 on the arcane skill die results in the damage being dealt to the caster instead.

Metal

-Bolt and similar damaging effects of metal can strike harder. A damaging power can gain +2 damage by increasing the cost by +1 PP.
-Barriers and other constructed metal objects persist until destroyed or dispelled by a metalbender.

Water/Ice

-Harmful powers can cause cold-based Fatigue. If the user increases the cost by +1 PP, those hit by the power must make a Vigor roll at -2 or suffer a level of Fatigue. Subsequent attacks from waterbenders do not add more levels of Fatigue, and recovery rolls are made every 5 minutes instead of 30 for Fatigue caused by this trapping.
-Powers of water or ice creates a small burst template of Difficult Ground. This represents a slippery floor created by ice, snow, or puddles left behind from a waterbender's attack.
-Barriers and other constructed ice objects persist until destroyed, dispelled by a waterbender, or melting after d4 x 10 minutes. In cold environments or during cold weather, it does not melt.

POWERS

Airbender Power List

Barrier, Blast, Bolt, Deflection, Dispel (Air), Elemental Manipulation (Air), Fly, Havoc, Pummel, Quickness, Slow, Smite, Speed, Telekinesis (Air)

Earthbender Power List

Armor, Barrier, Blast, Blind, Bolt, Burrow, Burst, Dispel (Earth), Earthstomp (Seasoned), Elemental Manipulation (Earth), Entangle, Pummel, Smite, Telekinesis (Earth)

Firebender Power List

Barrier, Blast, Blind, Bolt, Burst, Damage Field, Dispel (Fire), Elemental Maniupation (Fire), Smite, Telekinesis (Fire), Jet (Lightning edge)

Waterbender Power List

Armor, Barrier, Blast, Bolt, Burst, Dispel (Water), Elemental Manipulation (Water), Entangle, Healing, Pummel, Puppet (Bloodbending edge) Smite, Succor, Telekinesis (Water)

-These lists are not exhaustive. If you find a power that can possibly be performed by your character, ask your GM if your character can take that power.
-When a power's range is determined by Smarts, instead determine the range by Spirit.

Power Differences

Dispel

Rank: Novice
Power Points: 3
Range: Smarts
Duration: Instant
Dispel allows a hero to negate enemy bending. It can be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering mage to be on Hold and interrupt his foe's action as usual.
Dispelling an opponent's power is an opposed roll of Arcane skills. The dispelling character can only dispel powers of their own element, although they can attempt to dispel other elements at a -2 penalty.


Earthstomp

Rank: Seasoned
Power Points: 5
Duration: Instant
The character stomps on the ground, creating a precise map of everything connected to the ground in the general vicinity. A successful use of Earthstomp will grant the character a free Notice roll to find hidden doors or buried objects. It does nothing to find aerial objects.

Elemental Manipulation (Water)

Rank: Novice
Power Points: 1
Range: Spirit x 2
Duration: 3 (1/round)
Water: Elemental manipulation cannot be used to conjure water.

Jet

Rank: Seasoned
Power Points: 2
Range: 12”
Duration: Instant
Trapping: Lightning Bolt
Jet creates a damaging stream that shoots out from the caster. Measure a straight line 1”wide and 12” long starting from the character's position. If successful, targets within this area must make an opposed Agility roll versus the arcane skill roll or suffer 2d8 damage. Jet deals 3d8 damage if the target is holding at least 10 pounds of conductive metal, touching water, or is touching some sort of electrical conductor.

Telekinesis

Rank: Novice
Power Points: 1
Range: Spirit
Duration: 3 (1/round)
Telekinesis only works in relation to the element the character can bend (earth for earthbenders, fire for firebenders, people for waterbenders with the bloodbending edge, etc). The user cannot use the telekinetic weapons use unless they are a metalbender bending a metal weapon.

















Again...
Here is that link to Savage Avatar the Last Airbender
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