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  1. For some reason, I have no claimed a space on these forums for my creation! It is with great satisfaction that I present to this forum version 1.4 of Avatar: The Second Age. You may download the latest version of the Core Rulebook, Character Sheets, and changelog on Dropbox and MEGA. While version 1.3 brought about considerable changes to both Character Creation and The Bending Arts, this version adds a boatload of new and familiar content including: Signature Techniques: A sort of synthesis of Signature Abilities and Heroic Abilities, these special techniques are unique in that they are designed entirely by the player for their character; Skill Challenges: An attempt to capture a dramatic, non-combat action sequence and boil it down into a number of sequential skill checks; Adventuring With the Avatar: This section provides a brief overview of who and what the Avatar is in the series, and how to use the game’s existing mechanics to incorporate the Avatar as a Player Character or NPC. Several new bending forms have be introduced, as well as gameplay balance to existing forms New qualities, items, and of course, Optional Encounters! What is Avatar: The Second Age? Have you ever wanted to traipse the outer ring of Ba Sing Se? Looking for your chance to ride on your own, personal sky bison? Want to go toe-to-toe with chi blocking Equalist grunts? If you’re looking for a tabletop roleplaying experience which takes place in the world of Avatar: The Last Airbender and The Legend of Korra then you’ve come to the right place! Avatar: The Second Age is a free conversion for the Fantasy Flight Games tabletop roleplaying game Genesys. Fantasy Flight Games (FFG) created a set of wonderful rules and a Narrative Dice System (NDS) that allow Game Masters and players to create and live out dramatic and imaginative stories in the Star Wars universe; with Genesys, they have opened their rules up to all possibilities — Avatar: The Second Age adapts that system to the setting of the universe from Nickelodeon’s Avatar series, complete with bending, significant combat changes, new classes, and several other new features. Development I've been working on The Second Age since September 2016, so a lot of the phrasing and crunch in the rulebook may still refer to syntax from the Star Wars books. In the two years since its inception, much of this has been replaced with Avatar flavor, and the mechanics attuned to Genesys streamlining. Rather than just a supplement, this book includes chapters on all the core mechanics. The idea was to create not just a conversion, but an entire experience that players and GMs new to both the system and the setting could learn how to play, and use to immerse themselves in the universe. Book Setting [Spoilers Ahead] At the end of the Hundred Year War, Fire Lord Zuko and Avatar Aang transformed the Fire Nation colonies, along with land ceded by the Earth Kingdom, into a fifth independent realm: the United Republic of Nations. It's capital, Republic City, is a sprawling metropolis brimming with peoples from all walks of life. In 171 AG (After Genocide), the Harmonic Convergence occurred, and Avatar Korra reopened the gateway between the Spirit World and the material world. However, the Avatar paid the ultimate price: she was severed from her past lives and can no longer rely on their learned wisdom. With the reintroduction of the spirits, and the conflict between them and humanity, Harmonic Convergence also rekindled airbending abilities among countless random individuals throughout the world, bringing the Air Nomads back from the brink of extinction. Although I authored the book in the context of Korra-specific events, all of the actual content and mechanics can be applied to any timeline you want. In fact, a timeline is included in Chapter X: The Avatar Universe. One fan is already creating an 'Ancient Avatar' supplement for The Second Age which takes place a long time ago, long before the Hundred Year War, long before the feats of Chin the Conqueror. Find us in the official Discord server and he'll happily tell you all about it! SPOILER ALERT: The [unfinished] three-part adventure included with the rulebook takes place between Seasons 3 and 4 of The Legend of Korra. The book also periodically refers to events that happened in both series. I'll try to stay active in this thread, but my substantive development updates will be posted to the blog: https://avatar-the-second-age.tumblr.com/ You can also hang out with Avatar fans on our official Discord Happy rolling, hot-men!
  2. I just recently finished the entire Mistborn series (both trilogies) and one of my first thoughts was "wow! This would be a fun setting to play with Genesys" So it's awesome to see others who have that same idea. That being said, I don't think the bookkeeping with metal vials necessarily works with this system. I think it would be enough to say that a vial has the 'Limited Ammo' quality, thus limiting its uses a number of times, and to say that the contents of a vial are assumed to be enough to last a single encounter. From there, you can use Advantage/Threat or Triumph/Despair to influence the narrative whenever necessary. For instance, a few threat might mean that you suddenly fall ill because you realize the vial you bought from that street vendor was actually not the exact compound it needed to be. A Triumph might allow you to 'steal' an opponent Misting's vials from them,. Don't get me wrong, I really like how much thought you've put into this but you have to consider most combat encounters in this narrative dice system typically last 3-4 rounds. Anything longer than that and they tend to drag on. Much like conflict in the Mistborn series, conflict in Genesys is largely supposed to be narrative. The idea is to get away from the crunchiness of tactical combat a la D&D and to embrace a more narrative approach to conflict resolution. Describe what you're doing and how you do - make the roll to determine whether you succeed or fail, and then resolve any leftover Advantage/Threat based on the specific circumstances before you.
  3. My friends and I have played a few sessions of an EotE-then-Genesys conversion for Nickelodeon's Avatar series. I actually started working on the conversion in 2016, before I even knew Genesys was going to be a thing. It's been a lot of fun to create along the way, but when we sat down to play it we finally had a blast! I outlined a campaign (most of which I even included in the rulebook for others to use) and the party had a good time using their bending abilities to figure out a way out of the puzzles and traps they started out in. I really tried to follow the spirit of Star Wars and Genesys storytelling as a GM, so we began the story in media res where the players were on monorail in Ba Sing Se that got attacked (ostensibly by 'Equalist terrorists'). The party is four benders (one of each element) and two nonbenders (entertainer and tinkerer). For bending abilities, I had actually just followed the formatting for Force Powers, but after Genesys came out, I took a hard look at what was introduced, and what I thought Force Powers helped to accomplish. What mattered most, at least to me and my friends, was that every bender felt different even if they were of the same element. So in bringing the abilities to life, we looked for ways to give characters access to the same abilities, but with a special version of the Genesys spell upgrade tables (one for each element). Overall the first few sessions have been great, and each combat sessions continues to give us more ideas to make sure benders and nonbenders are both viable.
  4. That's actually very close to how I handled it in my Avatar: The Second Age conversion. At first I went with four separate Bending skills, but that was too bloated, so I narrowed it down to just Bending (its up to the players to specify which element is their affinity during character creation). When it comes to actually using bending abilities, the characteristic changes depending on what the technique actually does, but the skill check is always a Bending skill check. For example, a Water Whip is agility based, but Fire Kick is (obviously) brawn based. My current spreadsheet indicates that the following [active] forms are associated with which characteristics (Brawn was renamed to Body for flavor-purposes only): Body Agility Intellect Chi Airbender 4 4 4 3 Earthbender 5 3 5 5 Firebender 2 2 2 6 Waterbender 2 3 7 5 I know a lot of people are going to contend what attribute fits which element best, but in my year+ of working on this, I realized that it made much more sense to have each specific ability tied to its own attribute, rather than all earthbending techniques requiring a high body. Part of the reason for this was to allow PCs to play different kinds of benders. You don't want an entire team of earthbender PCs to all be statted with high Body and nothing else - that would be super boring. And canon supports that this is not the case; plenty of techniques deviate from what is shown to be "standard" bending styles and forms in the show.
  5. That's not entirely true: you can absolutely differentiate a Giant's Brawn from a Human's Brawn. A Giant is presumably going to be at least Silhouette 2, if not larger. A Human will only ever be Silhouette 1. Right off that bat, you can assume that a Sil 2+ creature with Brawn 3 is going to be able to do things that a Sil 1 creature with the same Brawn could never do. If Wound Thresholds become an issue, use the Silhouette as a multiplicative factor such that Silhouette 2, Brawn 3 confers 6 wounds rather than 3. I like your options for the Supernatural enhancements to a characteristic, but what separates it from being a Custom Talent? What about the "Super" characteristic rules provided in the Genesys CRB where a character who gets Triumph on roles with their Special characteristic gets to add another Proficiency dice, a la exploding dice mechanics?
  6. I named my AGI archetype "Tradesperson". It really just depends on what skills you use that are associated with AGI and what the setting is.
  7. You're welcome! You have to let me know what you think. I figured 6 classes, and 18 specializations, were enough to capture the Avatar atmosphere.
  8. Here are the trees I made for Avatar: The Second Age https://www.dropbox.com/s/tlipmd07jltyibn/Classes.pdf?dl=0 I cannot comment on how balanced (or imbalanced) they likely are
  9. For Avatar: The Second Age I initially copied the formatting Careers/Specializations from Star Wars, but Star Wars gives away a lot of skills. So I lowered it to the 8 [total] class skills advised by Genesys. Each "Class" has 5 skills associated with it. Each specialization has another 5 skills associated with it. 2 of those skills are duplicates of Class skills. 3 of those skills are unique to that specialization (and do not overlap with other specializations in the same class). This provides a character with 8 unique class skills. The rules say a character can choose three Class skills and three Specialization skills in which to gain a free rank, not to go above 2 during creation. Using archetypes, The Second Age characters will also be able to choose two skills not from overlapping categories (i.e. cannot choose two combat skills) to designate as "Class skills" irrespective of the class they actually choose. This makes for a total of up to 10 skills per character. The archetype skills are my way as a GM to let the players mechanically inform their backstories. Maybe they're a tinkerer by trade, but they grew up on in the woods and have some Nature knowledge?
  10. For Avatar: The Second Age, I sort of analyzed and then synthesized at all three existing "obligation" mechanics into one: Honor. It serves the same purpose in the Avatar setting: a narrative plot hook and a mechanical impact; specifically characters can gain or lose Honor based on their actions, and thus become 'honorable' or 'dishonorable'. This can be reflected by the GM in the way that NPCs treat the characters. Some NPCs (foreign leaders, nobility, hot shot merchants, secret societies) might not even considering dishonorable PCs, while some characters (notorious pirates, secret societies and gang leaders) might prefer such a status. Sure the GM could keep track of this type of thing in his or her world without the mechanic, but it serve as a plot hook too. It also gives the GM the flexibility of using it as a reward--perhaps the character's goal is to meet with certain noble Earth houses who won't even consider meeting with someone who isn't cut from the same cloth, or worth their time. But as @Lord Dynel points out, any good GM can pull of this sort of thing without the mechanics. I'm also working on a similar Fame/Infamy mechanic for players looking to get into pro-bending, movers, or to be big personalities/heroes.
  11. In my Avatar: The Second Age conversion, I introduced a mechanic (pre-Genesys) that allowed benders to "sustain" certain forms [spells] (like an airbender who created a vortex). As a maneuver either that turn, or at the beginning of their next turn, the bender can take a maneuver to sustain the form. If they choose to do so, the form is sustained and they incur a single Setback dice on all subsequent skill checks. This is on a per-form basis, so a bender could theoretically sustain multiple forms, but the Setback penalty is cumulative. However the way around this is that benders can 'upgrade' their forms with XP to represent their training and expertise. So they can upgrade a form so that they can remove this Setback penalty. That way, benders who are really skilled at certain forms can thus sustain those forms without penalty. Only if a bender has sustained a form for more than 3 rounds do they start suffering strain to keep sustaining it. Now that Genesys is out, I simply named the maneuver to sustain forms "Concentrate". In our play tests, this has worked out nicely. The Setback dice can be removed with appropriate talents, or with enough XP, and it hasn't hindered gameplay in any way that has been inconvenient.
  12. I really like the Epic Melee Combat rules! I hope you don't mind if I port these over to my conversion for Avatar: The Second Age, as these rules would work really well in 1v1 bending duels (like Agni Kai!!) Unrelated, but how did you get the Genesys symbols into your Google doc???
  13. These are great! I'm thinking about adding most of these (and manipulating others) for my Avatar conversion! This will definitely give melee and martial arts more combat flavor and variety!
  14. I think that's definitely the best way to go about doing it. I said the same thing in a similar thread over on reddit.
  15. I had already converted Force Powers into Bending Forms for my Avatar: The Second Age conversion and in doing so, I genericized the rules to be more modular. Genesys really just streamlined a lot of those rules, and essentially went in the same direction I did (requiring the character suffer strain to use a power, regardless of whether it succeeds, for example). My Bending Forms were upgradeable like Force Powers and were set up as trees at first; users could change the difficulty or intensity of the bending form to change the way it behaved. Genesys did this as well with "Additional Effects" I guess what I am saying is that I really didn't have to change too much. Except I got rid of trees and made it a bit more free-form like Genesys' layout. Forms are essentially just magic maneuvers and actions now. Instead of benders having access to all of their forms at once, they have access to a couple of basic form actions (and maneuvers). Everything else must be acquired through experience. The "Additional Effects" are universal for each element, but each element has several effects unique to it. These tables are applicable to all of a bender's forms, but some forms have unique "Mastery" or "Finesse" upgrades. Finally, even though they have a base form (which is essentially just a magic skill check), the form can be upgraded with an Additional Effect (in Avatar its called Finesse) so that the user may employ that effect at any time for that form only. Benders can upgrade their forms up to five times, gaining one 'upgrade slot' per rank in the Bending Arts skill. Nearly all upgrades requires some amount of XP (5 - 20) depending on what the finesse does, and this is to reflect the training and learning that a bender needs to undergo in order to master their bending art. The Bending Arts - 12-4-17.pdf
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