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Avatar: An RPG (A hack of L5R/7th Sea)

Traits
Every Hero has 5 Traits: Strength, Agility, Willpower, Intelligence, and Spirit.
Traits have ranks and can be increased.
Skills
Skills represent the training your character has undergone. Skills do not have r
anks.
While traits define who you are, Skills define what it is you know. When you pur
chase a Skill you gain a wider range of abilities. For example, a warrior who is
trained by his father in the use of a boomerang doesn't just learn how to chuck
the thing: he also learns how he has to throw it to make it come back, how to u
se it in close quarters, and he might also pick up some general knowledge on how
he can create a replacement, as well as what other tribes use this glorious wea
pon.
These broader skills are called Techniques, and like Traits they also have ranks
.
System
The system for this game utilizes 10-sided dice in a roll and keep model. Your g
oal is always to roll high, as you will only be able to choose a few of the dice
you rolled to keep. Generally speaking, you will Roll your Skill, and Keep your
Trait in any given situation.
Whenever you roll a 10 on the ten-sided dice, it explodes; meaning you roll it a
gain and add that on to the roll of 10. If you roll an additional 10 on an explo
sion, you keep on rolling until you roll any other number and all up that total.
Actions
If you want to do something that has a risk to it, you perform an Action. You ca
n usually only perform one action at a time. To succeed at an action you must ro
ll dice related to the task at hand and roll higher than a Target Number, which
represents the difficulty. Lower Target Numbers (such as 5 or 10) should be easi
ly accomplished unless a character is otherwise impaired when trying to perform
them (such as being injured or dazed). Higher Target Numbers (25 or 30) will be
difficult for most players to hit and should be reserved for hard stuff. An Aver
age Target Number in this system is a 15.
Rolls
Rolls are either Simple or Contested. A Simple Roll is where the player attempts
to beat a set Target Number. A Contested Roll is where a player must beat a Tar
get Number rolled by another character.
Strength, Agility, Willpower, Intelligence, and Spirit
Strength - Earth Kingdom
Agility - Fire Nation
Willpower - Water Tribe
Spirit - Air Nomad
Intelligence - City-Dweller (Earth/Fire/Water)
Character Creation Step-by-Step (100 Insight)
1.Determine if your character is a bender or not. The cost depends on how connec
ted your character is to the mystical spiritual forces of the world. A Bender wi
th Full-Potential costs 20 Insight. A Bender with Potential costs 20 Insight.
2.Determine if your character has been given formal weapon training by a weapon
master. Training from a master who uses a weapon native to the character's natio

n costs 25 Insight. Training from a foreign master costs 35 Insight.


3.Put Insight into your Traits. Your Traits start at Rank 1 and it costs 8 Insig
ht to increase a Trait by one Rank. The maximum for new character Traits is 3 (u
nless a characters Nation Bonus would see it higher).
4.Purchase Advantages, which provide your character with unique benefits like be
ing born of nobility, having an heirloom weapon, or being able to speak with spi
rits.
5.Take Disadvantages, which provide your character with unique detriments like h
aving a bounty on your head, being unable to control your bending at times, or b
eing cursed by spirits.
6.Purchase Skills and Techniques. Purchasing a Skill costs 2 Insight. Increasing
a Technique costs 1 Insight, while purchasing or increasing an Advanced Techniq
ue costs 3 Insight. You may not begin with any Techniques higher than Rank 3.
7.Finishing Touches. Choose a Background, which costs anywhere between 1 and 3 I
nsight. You cannot begin with more than 4 ranks of Background.
Finally, there are three stats you cannot spend Insight on directly:
Wounds - Which is how much damage you can take.
Reputation - Which is how famous and well-known your character is.
Wealth - Which is how much money you have to spend on equipment.

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