So I've been working on this RPG for quite a while, both the mechanics and story. I do intend to eventually make it into a PnP RPG, but I'm currently without a group to play test out the flaws in the math. Besides, the mechanics are very redimentary right now and still in a concept phase. The story however I've been working very meticulously on as to not overwrite canon and to maintain the essence that Avatar: The Last Air Bender had. Since I don't have a group to play test the RPG, I've decided to adapt it into a RP. The story would be the same, but character creation would be different from the RPG form.
That said, I would like feedback on the community on whether they would like this to happen and how I could make it better (to include both the RP and RPG version, but I will only post info on the RPG form if requested). It'll probably still be a while before I get this to the point I want it before I start it up, but I still want to hear everyone's opinions. Without further ado...
I will accept any feedback I can get, but what I mostly am looking for are concepts for NPCs, possibly some side quests to add in (PM me the details for these), and refinement of the character sheet, but I will listen to all ideas. I look forward to reading everyone's replies.
That said, I would like feedback on the community on whether they would like this to happen and how I could make it better (to include both the RP and RPG version, but I will only post info on the RPG form if requested). It'll probably still be a while before I get this to the point I want it before I start it up, but I still want to hear everyone's opinions. Without further ado...
Introduction:
The date is 20 years after Sozin's Comet and the start of the Fire Nation's great war. Fire Lord Sozin has died and Prince Azulon has ascended the throne. The Air Nomads have been nearly exterminated with the few left alive remaining targets of every bounty hunter across the land and forced into hiding; the Northern Water Tribe have begun retaliating, only to be driven into a full retreat; the Earth Kingdom city-states hide behind their walls, ignorant to the inevitable fate other cities have already fallen prey to; and the Southern Water Tribe remains blind and isolated, having only heard rumors of war. As the war spreads like wild fires, the only one capable of stopping the Fire Nation's advances, the Avatar, has vanished without a trace and has not been seen for 20 years. Eight brave warriors stand strong, a beacon of hope, opposing the war in their journey to find the lost Avatar.
For those of you familiar with the lore of Avatar, you'll know that Aang (the Avatar) is not found prior to 100 years after Sozin's Comet and the start of the war. You characters will fight in epic battles, rally the hearts of the people, and investigate leads in your journey to bring the return of the Avatar, and you WILL die trying. This means that at some point in this RP your character will die, either in a blaze of glory at the final battle or by your own sheer stupidity. Remember, the Fire Nation has superior technology, enormous armies matching the Earth Kingdom's in numbers, and a vast wealth capable of buying endless spies, assassins, and bounty hunters. They have been blessed with a golden age of prosperity for over a century. How can a mere eight champions stand against the titan that is the Fire Nation?
The date is 20 years after Sozin's Comet and the start of the Fire Nation's great war. Fire Lord Sozin has died and Prince Azulon has ascended the throne. The Air Nomads have been nearly exterminated with the few left alive remaining targets of every bounty hunter across the land and forced into hiding; the Northern Water Tribe have begun retaliating, only to be driven into a full retreat; the Earth Kingdom city-states hide behind their walls, ignorant to the inevitable fate other cities have already fallen prey to; and the Southern Water Tribe remains blind and isolated, having only heard rumors of war. As the war spreads like wild fires, the only one capable of stopping the Fire Nation's advances, the Avatar, has vanished without a trace and has not been seen for 20 years. Eight brave warriors stand strong, a beacon of hope, opposing the war in their journey to find the lost Avatar.
For those of you familiar with the lore of Avatar, you'll know that Aang (the Avatar) is not found prior to 100 years after Sozin's Comet and the start of the war. You characters will fight in epic battles, rally the hearts of the people, and investigate leads in your journey to bring the return of the Avatar, and you WILL die trying. This means that at some point in this RP your character will die, either in a blaze of glory at the final battle or by your own sheer stupidity. Remember, the Fire Nation has superior technology, enormous armies matching the Earth Kingdom's in numbers, and a vast wealth capable of buying endless spies, assassins, and bounty hunters. They have been blessed with a golden age of prosperity for over a century. How can a mere eight champions stand against the titan that is the Fire Nation?
Character Sheet:
Just a few quick warnings before you make your character. Be mindful of the canon. If your character strays too far away it will be rejected, no exceptions. I will give some tips and examples beside each field you are required to fill in.
Name: (Try to keep them Chinese or Asian sounding. There will be no Jake Sulley in this Avatar!)
Gender: (Religion and tradition are big in the Avatar universe. This means traditional gender roles still exist and are difficult to break free from. The Water tribes are the most conservative, with the Fire Nation being the most progressive. Women in the Water tribes are not taught combat arts, and the men are not taught the healing arts.)
Age: (The average lifespan of people in the Avatar universe is slightly longer than in our modern time. During the course of the TV show Uncle Iroh is 65, King Bumi is 112, and Fire Lord Ozai is 44. They were old, but were still as fit as a young man. Also, I request that almost all of the characters be over 20. Anyone younger than that would have no firsthand knowledge of before the war and would be less likely to be a visionary in a revolution.)
Element: (There are six options; Water, Fire, Earth, Wind, Spirit, and Dormant. Your element is passed down hereditarily. If your mother was an air bender and your father a fire bender, then you would most likely have a 50% chance of being dormant, and a 25% chance of being either air or fire. Keep this in mind when writing your background.)
Skills: (Divide 5 points among things you're character will excel at. Each skill you choose costs 1 point. These skills can be anything from bending an element, proficiency with a weapon or martial style, the art of persuasion, playing the tsungi horn, or cooking Earth Kingdom cuisine. My requirements are that one of your five skills be applicable to non-combat, and that the others are not over-powered or too broad. They should be specific. Saying you're a weapons master will not pass, but saying you are a master of the strait sword will. Also, if you wish to be a master of a skill you must use one point for the skill and an additional point for the mastery of it. Ex. Water Bending + Southern Water Tribe Cooking + Spears + Tailoring + Axes=5 Points while Master of Water Bender + Master of Spears + Tailoring=5 Points as well)
Appearance: (Genetics play a large factor in someone's appearance. The Water tribes typically have brown hair, blue eyes, and tan skin. The Fire Nation has auburn or black hair with red or amber eyes. The Earth Kingdom has black or brown hair and brown eyes. Lastly, the Air Nomads have pale skin, shaved heads, and green eyes. An Air Nomad without a shaven head is the same as an air bender who refuses to bend. It is deeply rooted into their culture and is a way of life.)
Personality: (Depending on the nation you hail from, cultural influences will have some effect on how your character acts. The Water tribes' people are perceived as being reserved, determined, and witty. The Fire Nation people are seen as refined yet bold and emotional (The Fire Nation has not yet implemented national decree enforcing the prohibition of public displays of emotion). The Earth Nation people are seen as strong, independent, and sometimes noisy. Finally, the Air Nomads' people are seen as generous, respectful, and wise. Take the social norms into account with your character.)
Background: (Again, be sure to keep it within the boundaries of the canon lore. One requirement is that your character must have previous experience in guerrilla actions towards the Fire Nation. That includes stealing, assassinating, inciting riots, housing rebels, or even distributing anti-war propaganda. The last requirement is that your background must end with him/her receiving a letter sealed with white wax stamped with a lotus. The letter will instruct your character to travel to the quaint town of San Xei in the Earth Kingdom and to meet in the second story of the Rockslide Tavern. The story will begin with each person being present at the tavern.)
Just a few quick warnings before you make your character. Be mindful of the canon. If your character strays too far away it will be rejected, no exceptions. I will give some tips and examples beside each field you are required to fill in.
Name: (Try to keep them Chinese or Asian sounding. There will be no Jake Sulley in this Avatar!)
Gender: (Religion and tradition are big in the Avatar universe. This means traditional gender roles still exist and are difficult to break free from. The Water tribes are the most conservative, with the Fire Nation being the most progressive. Women in the Water tribes are not taught combat arts, and the men are not taught the healing arts.)
Age: (The average lifespan of people in the Avatar universe is slightly longer than in our modern time. During the course of the TV show Uncle Iroh is 65, King Bumi is 112, and Fire Lord Ozai is 44. They were old, but were still as fit as a young man. Also, I request that almost all of the characters be over 20. Anyone younger than that would have no firsthand knowledge of before the war and would be less likely to be a visionary in a revolution.)
Element: (There are six options; Water, Fire, Earth, Wind, Spirit, and Dormant. Your element is passed down hereditarily. If your mother was an air bender and your father a fire bender, then you would most likely have a 50% chance of being dormant, and a 25% chance of being either air or fire. Keep this in mind when writing your background.)
Skills: (Divide 5 points among things you're character will excel at. Each skill you choose costs 1 point. These skills can be anything from bending an element, proficiency with a weapon or martial style, the art of persuasion, playing the tsungi horn, or cooking Earth Kingdom cuisine. My requirements are that one of your five skills be applicable to non-combat, and that the others are not over-powered or too broad. They should be specific. Saying you're a weapons master will not pass, but saying you are a master of the strait sword will. Also, if you wish to be a master of a skill you must use one point for the skill and an additional point for the mastery of it. Ex. Water Bending + Southern Water Tribe Cooking + Spears + Tailoring + Axes=5 Points while Master of Water Bender + Master of Spears + Tailoring=5 Points as well)
Appearance: (Genetics play a large factor in someone's appearance. The Water tribes typically have brown hair, blue eyes, and tan skin. The Fire Nation has auburn or black hair with red or amber eyes. The Earth Kingdom has black or brown hair and brown eyes. Lastly, the Air Nomads have pale skin, shaved heads, and green eyes. An Air Nomad without a shaven head is the same as an air bender who refuses to bend. It is deeply rooted into their culture and is a way of life.)
Personality: (Depending on the nation you hail from, cultural influences will have some effect on how your character acts. The Water tribes' people are perceived as being reserved, determined, and witty. The Fire Nation people are seen as refined yet bold and emotional (The Fire Nation has not yet implemented national decree enforcing the prohibition of public displays of emotion). The Earth Nation people are seen as strong, independent, and sometimes noisy. Finally, the Air Nomads' people are seen as generous, respectful, and wise. Take the social norms into account with your character.)
Background: (Again, be sure to keep it within the boundaries of the canon lore. One requirement is that your character must have previous experience in guerrilla actions towards the Fire Nation. That includes stealing, assassinating, inciting riots, housing rebels, or even distributing anti-war propaganda. The last requirement is that your background must end with him/her receiving a letter sealed with white wax stamped with a lotus. The letter will instruct your character to travel to the quaint town of San Xei in the Earth Kingdom and to meet in the second story of the Rockslide Tavern. The story will begin with each person being present at the tavern.)
Side Notes:
In this section I will give some information that should help you keep your characters true to the lore and explain some less well known topics.
Spirit Bending: For those of you who think the Spirit element allows you to do whooshy swoosh magic, you're wrong. Just like Guru Pathik, being attuned to the Spirit element allows you to communicate with spirits, read people's connections and emotions through their chi or aura, knowledge and possibly mastery over some or all of the chakras, and the stimulation or suppression of a person's chi. Stimulation would result in a better mood or faster natural healing, but not as fast as the water healing arts. Suppression on the other hand can rob someone of their bending, prolong sickness, or demoralize them. Ty Lee was most likely attuned to the element of Spirit taking into account her martial style disrupted chi lines in her victims. Interestingly, damage done by Spirit Bending may not be healed by the Water healing style. It may only heal once the temporary effect of the attack wears off. Spirit Bending effects tend to last anywhere from minutes to hours; the time usually proportional to the amount of power used.
Dormant Characters: Dormant does not mean someone is weak or handicapped. On the contrary, many dormants have made some of the most powerful warriors. Sokka was an ingenious tactician and master of the strait sword and boomerang. The Kyoshi warriors were an all female group tasked with protecting Kyoshi Island, and they were experts in the art of stealth, grappling, katanas, dual wielding fans, and many other feats. One of the most notable dormant groups would be the Yu Yan Archers of the Fire Nation. The Yu Yan managed to apprehend the Avatar during a wind storm, mind you the Avatar's natural element, using only their bow and arrows. They're a true testament to the potential of those who apply their talent outside the bending arts.
I suggest visiting [link]http://avatar.wikia.com/wiki/Avatar_Wiki[/link] and reading up if you are unfamiliar with the lore of the cultures, nations, bending arts, and pretty much everything else.
In this section I will give some information that should help you keep your characters true to the lore and explain some less well known topics.
Spirit Bending: For those of you who think the Spirit element allows you to do whooshy swoosh magic, you're wrong. Just like Guru Pathik, being attuned to the Spirit element allows you to communicate with spirits, read people's connections and emotions through their chi or aura, knowledge and possibly mastery over some or all of the chakras, and the stimulation or suppression of a person's chi. Stimulation would result in a better mood or faster natural healing, but not as fast as the water healing arts. Suppression on the other hand can rob someone of their bending, prolong sickness, or demoralize them. Ty Lee was most likely attuned to the element of Spirit taking into account her martial style disrupted chi lines in her victims. Interestingly, damage done by Spirit Bending may not be healed by the Water healing style. It may only heal once the temporary effect of the attack wears off. Spirit Bending effects tend to last anywhere from minutes to hours; the time usually proportional to the amount of power used.
Dormant Characters: Dormant does not mean someone is weak or handicapped. On the contrary, many dormants have made some of the most powerful warriors. Sokka was an ingenious tactician and master of the strait sword and boomerang. The Kyoshi warriors were an all female group tasked with protecting Kyoshi Island, and they were experts in the art of stealth, grappling, katanas, dual wielding fans, and many other feats. One of the most notable dormant groups would be the Yu Yan Archers of the Fire Nation. The Yu Yan managed to apprehend the Avatar during a wind storm, mind you the Avatar's natural element, using only their bow and arrows. They're a true testament to the potential of those who apply their talent outside the bending arts.
I suggest visiting [link]http://avatar.wikia.com/wiki/Avatar_Wiki[/link] and reading up if you are unfamiliar with the lore of the cultures, nations, bending arts, and pretty much everything else.
I will accept any feedback I can get, but what I mostly am looking for are concepts for NPCs, possibly some side quests to add in (PM me the details for these), and refinement of the character sheet, but I will listen to all ideas. I look forward to reading everyone's replies.