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Products => Mistborn Adventure Game => Topic started by: Albertorius on August 13, 2012, 02:51:20 AM

Title: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 13, 2012, 02:51:20 AM
Hiya, all

In preparation for me getting the purdy hardcover deluxe edition of the game (and me getting to finally GM it soonish), I'm rereading the updated pdf.

And it got me thinking... I've been rereading the physical conflict rules: in paper at least it looks great: fast paced, tactically involved and abstract enough to be able to depict may situations.

And what I started to think was: seeing as the game is quite able to depict well quite dinamic combats, how difficult would it be to use it for another settings? Specifically, how difficult would it be to use it for the setting of Avatar: The Last Airbender and The Legend of Korra?

I mean, to me it looks like it could be quite easy, as long as you can add rules for bending, as the system looks already balanced enough for bender/non bender combat.

So, what do you guys think?
Title: Re: Mistborn Adventure Game and other Settings (One, specifically)
Post by: Glacialis on August 13, 2012, 05:20:05 AM
Hmmmmmmmmmmm. First thought: Could work, and well. Second thought: Bending will be the sticking point.
Title: Re: Mistborn Adventure Game and other Settings (One, specifically)
Post by: Aminar on August 13, 2012, 02:54:51 PM
So we've got the following things.

Chi-Blocking
Air
-Flight
Fire
-Lightning
Water
-Blood
-Ice
-Swamp
Earth
-Metal
Avatar(All 4+Spirit at some point)

It wouldn't be too hard to work those secondary affects as stunts with a prereq(Say rank 8 in an element)

From there we would just need a quick resource system.  I mean, bending's cost has always been in the motion and the characters ability...  It doesn't appear tiring to use or anything huge.  Thoughts?
Title: Re: Mistborn Adventure Game and other Settings (One, specifically)
Post by: Albertorius on August 14, 2012, 01:12:59 AM
Hmmmmmmmmmmm. First thought: Could work, and well. Second thought: Bending will be the sticking point.
Agreed. The bending rules could make or break something like that.

So we've got the following things.

Chi-Blocking
This one probably should be some kind of unarmed combat stunt, I think.

Quote
Air
-Flight
Fire
-Lightning
Water
-Blood
-Ice
-Swamp
Earth
-Metal
Avatar(All 4+Spirit at some point)

It wouldn't be too hard to work those secondary affects as stunts with a prereq(Say rank 8 in an element)

Agreed. I think that probably the "usual" uses of bending should be treated as standard stunts, while the "special" ones probably would need some kind of prereq.

Quote
From there we would just need a quick resource system.  I mean, bending's cost has always been in the motion and the characters ability...  It doesn't appear tiring to use or anything huge.  Thoughts?
Actually, it's well established that bending is tiring, especially when you're going all out (when you'd be "flaring", I guess). For example, the pro-benders in Legend of Korra tire much faster than usual, supposedly because are going more all-out than normally.

Also, IIRC, the only element that the bender doesn't need to have around is Fire. The other benders would need to have access to their elements to bend them.
Title: Re: Mistborn Adventure Game and other Settings (One, specifically)
Post by: Aminar on August 14, 2012, 06:03:00 PM
The main characters never seem to tire.  Given that PC's are supposed to be Main Characters I wouldn't want it overly tiring.  They should be exceptional benders.  The pro-bending always felt silly.  I mean compare Mako's antics at the ned of the series to what he does in the ring.  It's like he doesn't do anything in the ring and is weakening his attacks to non-lethal levels.  It always felt worng.  Maybe weakening bending is tiring?  That's all I've managed to figure out.

Chi-blocking should be beyond a stunt.  It's too powerful otherwise, given that they can totally incap a given body part with it as well.

Standard extra elements(Flight, Ice, Swamp, Earth, and Lightning should require an 7.)  Blood should be a 8.  10 to use outside the full moon.)

Spirit should require 1 7  and 3 6's as well as a spirit score above 6.

Being an Avatar should be high power level.  Everything else mid/average.

I wouldn't change the stats.  Resources doesn't fit the story well, but in a campaign it is very important.  Especially for Props.

Props could be a variety of things.  Nothing too exorbient needs to be added.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 16, 2012, 12:29:07 AM
The main characters never seem to tire.  Given that PC's are supposed to be Main Characters I wouldn't want it overly tiring.
Agreed that I'd rather not have them tire too much. But I'd like to have the option of tiring myself to get more spectacular results.

Quote
They should be exceptional benders.  The pro-bending always felt silly.  I mean compare Mako's antics at the ned of the series to what he does in the ring.  It's like he doesn't do anything in the ring and is weakening his attacks to non-lethal levels.  It always felt worng.  Maybe weakening bending is tiring?  That's all I've managed to figure out.

It may have more to do with control, I think (partially). In the ring they have a set of very clearly defined rules that they must use (what parts of the opponent you can hit, where you can direct your attacks, where you can draw elements from, and such).

But above all, I think that pro bending had the characters doing much more extraneous movements than general bending. They have the "enemy" literally in their faces, and the move and dodge constantly, very fast, so the tire out faster.

Or at least, I think that was the intent.


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Chi-blocking should be beyond a stunt.  It's too powerful otherwise, given that they can totally incap a given body part with it as well.

I'm of two minds about that. For one, I see what you're saying and kinda agree. But in the other hand, I want normal people being able to learn chi-blocking if they want to (provided thay find someone to learn from). That said, it should be in the same scale of power that bending, up close.

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Standard extra elements(Flight, Ice, Swamp, Earth, and Lightning should require an 7.)  Blood should be a 8.  10 to use outside the full moon.)
Not really agree. At all. For starters, airbenders simply can't fly without their fliers, and even their kids get to fly that way, so 7 no. No way. Same with ice: Katara was using ice before knowing to actually bend. Swamp just bends the water in the plants, so I think that a normal stunt should be enough (but you'd need either someone to learn it from or to spend a lot of time figuring it out).

Blood should be a secret, I think, and maybe would require a minimum level. Bloodbending out of full moon should be basically impossible without the proper bloodline or similar. If bloodbending required rank 10 bending, Korra probably wouldn't have been able to overpower Tarrlok, not even using other elements.

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Spirit should require 1 7  and 3 6's as well as a spirit score above 6.

I think "you need to be the avatar, and you need to mater the other elements first" would suffice, personally. Although the spirit score minimum would be nice.

Quote
Being an Avatar should be high power level.  Everything else mid/average.
The avatars we've seen weren't really more powered than the rest of the people, usually, at least not when not in the avatar state. They usually were just very good in their element (or their preferred one, like Korra).

Actually, now that I think about it, Korra was something of a prodigy bender even for avatar standards, as she was able to bend other elements than her own from the very start. Usually avatars are only able to bend their own element until they start their avatar training and start learning to bend the other ones. Taking that into account, probably the avatar should start with just one element bending, but at a higher level, and being able to learn the other ones.

Quote
I wouldn't change the stats.  Resources doesn't fit the story well, but in a campaign it is very important.  Especially for Props.
Well, for the original series I agree it doesn't fit perfectly, but for the new one it would be kinda nice, I think.

Quote
Props could be a variety of things.  Nothing too exorbient needs to be added.
Agreed.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 05:31:05 AM
Of course, it would be useful to get the right skills and sub skills.

Air
- None

Water
- Healing
- Plantbending
- Bloodbending

Earth
- Metalbending
- Sandbending

Fire
- Lightning Generation
- Lightning Redirection

Energy Bending

Ice is an inherent part of water bending, not a subskill.

Earthbenders also have a seismic blindsight sense. All earthbenders have this to some degree, but the Beifongs were better at it than others shown in both series.

Gliding and the airscooter were special techniques of airbending, but not substyles.

A useful refrence: http://avatar.wikia.com/wiki/Bending_arts
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 16, 2012, 05:48:21 AM
Of course, it would be useful to get the right skills and sub skills.
Certainly ^_^

Quote
Air
- None

Water
- Healing
- Plantbending
- Bloodbending

Earth
- Metalbending
- Sandbending

Fire
- Lightning Generation
- Lightning Redirection

Energy Bending

Ice is an inherent part of water bending, not a subskill.
True, but not every waterbender knows how to do it, and that's what I'd like to address.

Quote
Earthbenders also have a seismic blindsight sense. All earthbenders have this to some degree, but the Beifongs were better at it than others shown in both series.
Yes, I'd put it as a technique myself.

Quote
Gliding and the airscooter were special techniques of airbending, but not substyles.
Agreed.

Quote
A useful refrence: http://avatar.wikia.com/wiki/Bending_arts

Thanks! That should be useful.

Right now, I think I should start by defining what is every element able to do,  and work with that and define what kind of stunts should those have.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 08:29:40 AM
Something to consider.(At least for waterbenders.)  Race
Northern and Southern get ice while swamp gets plant.  Katara is never seen bending plants.  It's not an easy skill to learn(from what it sounds like)
And I totally forgot about healing...

Another thing to think on.

The Spirit world.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 16, 2012, 08:45:46 AM
Something to consider.(At least for waterbenders.)  Race
Northern and Southern get ice while swamp gets plant.  Katara is never seen bending plants.  It's not an easy skill to learn(from what it sounds like)
And I totally forgot about healing...
I don't think that's so much related to race (other than being water tribe related), but to environment. Someone living in the poles would be logically much more accostumed to ice than someone living in a swamp, after all ^^

Quote
Another thing to think on.

The Spirit world.
Huh. Good catch.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 11:11:31 AM
While we see firebenders produce fire from nothing all the time, its seems clear (strong) airbenders can do so too in extreme circumstances - Ang creates a massive bubbles out of literally nothing underwater and we see Tensin*sp?* produce a globe of pure air from nothing to repell poison gasses. It makes an interesting case that certain fundamental skills for some bending types are special techniques for others. Imagine Earth healing (bone setting) or Firehealing (recessitation) as possible exotic techniques.

Variations of the Beifong's tremor sense might exist for other bender types - certainly the Airbender propensity for dodging is seen being developed as an airflow sense in Korra's... incident with the training tool. Fire seems to be an expression of chi so firebenders might develop a sense for other strong benders of any sort. Waterbending healing and a waterbending health sense seem immediately related.

The earthbender trick that I don't see listed is their bender-equivalent of power armor.

And yes, pulling your punches to regulation levels in pro-bending might be a bit taxing compared to letting it all hang out. Equally likely is that trained pro-benders essentially exert an "exhaustion field" on their counterparts of the same element - with throwing those disks or bolt being like pushing through mud uphill as the other bender constantly drains, slows, and deflects your force. Which makes pro-bending/same-element dueling another good candidate for power choice for each of the 4 schools. We know Firebenders practice dueling techniques.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 11:51:14 AM
The Earth gauntlet is basic ability, and earth armor is a master ability.

Katara extracting water from plants is a application of plantbending.


Part of why pro-bending might be so tiring is it's also extremely focused. Compared Bolin's boxing-like stance in the ring compared to his more traditional moves outside the ring. Both normal and Toph's style of earth bending was based around the concept of neutral jing, as King Bumi put it. Of tanking your opponent's attacks and then striking decisively when the moment comes. Toph's style in the Earth Rumble displays this well. Bolin in the ring, along with the other pro-earthbenders seems to be far more attack oriented.

Water and fire is limited to one second bursts, different body parts are off limits, water is limited to fluid only, you can only use matter from your controlled zones, etc.

Basically, everyone is more or less working against the way there element is supposed to work. Pro-firebenders have to keep control and not become angry or too passionate lest they bend as though they were in an agni kai or a real fight rather than a sporting match. But they can't become to detached since that's the trigger for lightning generation which isn't allowed. Pro-waterbenders seem to make little use of force redirection or push-pull techniques due to the time limits and pressure of the ring, etc.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 16, 2012, 12:20:40 PM
You know what? I'm kinda getting excited with this. The more I think about it, the more I think that a game as narrative-focused as Mistborn would fit very well for this.

...and I've just been informed that a friend has been able to buy the hardback edition and the dice set with the bag at Gen Con for me. Weeeeee!  :D
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 01:01:02 PM
I think the most important thing about an Avatar setting is remembering that non-benders are total bad-asses too. Sokka may get played for laughs, but he's also got tons of practical skills that keep the party afloat. The young bandit with the twin tiger swords kicked the crap out Ang in a heads up fight with no special trickery. The crack archer unit from the fire kingdom whuped a massively powerful airbender... you know, the benders arguably best against arrows? When the fire prince went into disguise... he didn't exactly get less holy-crap-that's-awesome for not using his bending for a while. And his girlfriend with the knives? *shudder*

...and then there was Sokka's teacher... Dude is critiquing technique and dishing a precisely calibrated beating simultaneously.

Chi blocking is sexy and all, but every weapon master in that setting is hell on wheels. And they all actually act like they live in a world with bending - which means if you are a professional hardcase, you train with the knowledge that benders are out there and you've got to counter them stunt by stunt, skill by skill, not just roll over and die.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 01:20:59 PM
Very good point.  I'm going to type something up this weekend after I retrieve my copy of the book from my old roomates.  We should start suggesting limits to each power at start and then expand from there to stunts.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 16, 2012, 01:54:16 PM
I think the most important thing about an Avatar setting is remembering that non-benders are total bad-asses too. Sokka may get played for laughs, but he's also got tons of practical skills that keep the party afloat. The young bandit with the twin tiger swords kicked the crap out Ang in a heads up fight with no special trickery. The crack archer unit from the fire kingdom whuped a massively powerful airbender... you know, the benders arguably best against arrows? When the fire prince went into disguise... he didn't exactly get less holy-crap-that's-awesome for not using his bending for a while. And his girlfriend with the knives? *shudder*

...and then there was Sokka's teacher... Dude is critiquing technique and dishing a precisely calibrated beating simultaneously.

Chi blocking is sexy and all, but every weapon master in that setting is hell on wheels. And they all actually act like they live in a world with bending - which means if you are a professional hardcase, you train with the knowledge that benders are out there and you've got to counter them stunt by stunt, skill by skill, not just roll over and die.
Absolutely agreed: non-benders should be every bit as badasses as benders, just in different ways. That's what probably would be more difficult, actually. My first thought was allowing non benders to pick stunts and make a list of stunts for that. But that might end up being too cheap...
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 03:58:14 PM
Unless they first purchase a power for chi-blocking, or weapons mastery(for a given weapon-Fists, Swords, Spears, boomerangs, Hook Swords, etc.).  They could be the pre-req to a large group of stunts. Throw in a requirement for a related trait and you have a decent way to manage it.  Among other things they can unbind their sword skill from physique that way.

That lets weapon masters keep up with benders late game.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 04:26:17 PM
I would like to point out that from a game perspective letting the avatar position not be exclusive is a good idea.  But that's more a DM choice thing.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 04:35:47 PM
On the subject of chi-blocking, lets look at what's really going on when benders find themselves without bending. There are actually 4 different effects at work.

Paralysis. Benders need to be able to move to perform their manipulations of the elements. In some ways this is no more potent than carrying a good pair of handcuffs. Plus side: it has applications against non-benders too. Downside: Truely advanced benders like Uncle Iroh and Tensin can perform limited but startling bending effects even when seemingly immobilized.

Chi-blockage. The actual chi blockage discipline seems much rarer than "mere" limbic paralysis, thought the technique is clearly trainable on at least an elite cadre scale as seen during the Korra series. While often applied simultaneously to paralysis, it can last significantly longer.

Avatar's Judgement. A likely irreversable severing of the target's chi from the spirit world via spirit bending, eliminating their bending abilites at the the root. Rarely employed by the Avatar and possibly manifesting in others as a unique talent, see Amon's Curse.

Amon's Curse. Believed to be a spirit technique granted to Amon as an anointed agent of the spirit world tasked with righting the natural balance - possibly as a result of the splintering of the Avatar Soul. This technique looks like both traditional chi-blocking and the Avatar's Judgement, requiring brief physical contact.
Spoiler: show
 In reality it appears to be a form of precise brain damage or a "drowning" of the upper chakras enabled by bloodbending and resistant to water healing. It is possible a gifted fire healer could restore the damaged chi pathways if the talent were to exist and be refined. A cure was found via Avatar Korra's spirit skills before further experimentation was required.


Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 04:37:26 PM
The third one is spirit bending, not chi-blocking.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 04:39:07 PM
The third one is spirit bending, not chi-blocking.

Hence the observation that suspending a bender's abilities can actually be accomplished in a number of ways :). Updated post for clarity.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 04:40:46 PM
Other non-bender badasses to help catalog things.

Suki - Beat Aang and the gang. Presumeably learned chi blocking from Ty Li as well.
Ty Li - Beat Team Avatar. Possibly the first chi blocker. Oh, and she took down Azula.
Mai - Beat Team Avatar and Azula.
Hakoda - Genius strategist, leader, and weapon smith.
The Mechanist - All those wonderful toys.
Teo - The world's first combat pilot and one of the first tankers.
June - 'nuff said.

Asami Saito - Seriously... Brains, looks, tears through chi blockers, and drives like Steve McQueen.
Hiroshi Saito - All those evil machines.
The Lieutenant - Beats Korra, Lin, and Mako. Probably would have beat Amon without the later cheating. Plus, Lance Hennrickson.
Naga - Kicked the Lieutenant's ass.
Commader Bumi - Aang's son and General Iroh's right hand wild man.
Gommu - The wise and noble hobo. Also quite possibly a White Lotus.

Pema - Bad ass? With what she puts up with? She defines it.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 04:41:02 PM
True, but what we've been discussing is largely used by Tai-li and the equalists.  Spirit bending should be left to someone who can bend all the elements.(As having rogue spirit benders running around could go very bad very quick(Could be a fun story arc, but we haven't seen Spirit bending do anything but take away bending.)
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 04:42:45 PM
Do we know Bumi doesn't bend?  I'm still theorizing mom's waterbending.

And we should wait on Korra until we get the base system set up, as updating to Korra-tech will require some work.

Basic Earth bending
Lift to a certain weight-100 lb's of earth.
Throw up to three range? +2 damage.

Basic Waterbending
Turn up to three cubic feet of water to ice.
Throw up to two range- +2 Damage
Lift up to 50 lbs of water.
Swim Speed of up to three range.

Basic Airbending
Increase move range by +1
Throw up to 3 range +1 damage
+1 defense dice

Basic Fire-Bending
Create Fire
3 range +2 damage
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 04:44:57 PM
The third one is spirit bending, not chi-blocking.

Hence the observation that suspending a bender's abilities can actually be accomplished in a number of ways :). Updated post for clarity.

The tern in the series literature and used by the lion turtle is energy bending. Anyone who can be given the ability by another energy bender. Even non-benders. It predates elemental bending. It can also grant or restore bending. It's dangerous as hell though.

Also, there's no such thing as fire-healing. Healing's the province of water.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 04:53:15 PM
Do we know Bumi doesn't bend?  I'm still theorizing mom's waterbending.

Per Nick Aang and Katara kids in birth order are:

Kya - Waterbender
Bumi - Non-bender
Tenzin - Airbender
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 04:57:21 PM
See my previous post for stuff.  And where did that info come from?
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: ZetaStriker on August 16, 2012, 04:58:20 PM
I'd arrange subtypes as "trait trees". An entry trait that allows its generic use, then several other traits that can be taken after the first is available. They roll off the original power, but unlock new uses . . . and are of course all unavailable without a character knowing the appropriate Secret.

I'd also make Chi-Blocking something as simple as a Secret. "Weak" power characters can take it instead of two traits, or it can be bought with advancements if you have an rp excuse to learn it from a master. Perhaps Chi-Blocking damage will impose a -1 penalty to Physique or bending with each hit, while nudges can be spent to deal additional "damage" to bending only regardless of the original attack target. So they can only drop Physique one point at a time, preventing the fact that it ignores health from being too quickly overpowering, but can eliminate bending more quickly with good rolls. I feel that balances well enough to match the Weak power source.

Now, other martial arts do not need to be Average power either. To be fair, I'm not even convinced bending will be overpowering in the way people seem to think. They have ranged "weapons" and a bunch of unique utility effects, but they aren't giving Thug-like combat bonuses. At least, I don't think they should. Traits - particularly the bonus traits of a Weak character - should be more than enough to represent martial artists in this setting. Especially since they'll be some of the only characters using traditional weapons, and will likely be able to match or even beat most benders in terms of damage because of it. There's no reason a traited out martial artist shouldn't be looking at similar damage and dice pools to most benders.

So that leaves the last and most important question . . . what will bending do!? We need rules for this, because if it's just Physique with some rp effects it hardly fits the Average power rules. We also need to determine the "weapon properties" of each element, such as Lighting ray vs. Water whip vs. Stone blast vs. Air blade.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 05:02:07 PM
Also, there's no such thing as fire-healing. Healing's the province of water.

Heh. There's no such thing as bloodbending outside of a full moon... 'til it happens. Fire seems to be the province of chi, as firebenders are able to evoke fire from within rather than draw on elements around them. There are few restorative powers in the world more primordial than warmth. We see water benders cure injuries, but how about disease? Combine that with what we know about Ang's dificulties with firebending and possibilities emerge...

...While the Korra tale thrived on reusing every unussal aspect of bending seen over the course of 3 season in one massive flurry, it also introduce wild talents like crazy. Having a few plausible concepts handy to spring on players seems usefull :).

I left out one more way benders can be blocked, and possibly the most important: self-obstruction. Both Avatars we see have blocks against their abilities. Ang's lead to some very pointed discussion of chakras and their relationship to bending. Ang and Korra both have the tremendous advantage of knowing they should have abilites that are otherwise invisible. How many potential benders are out there who simply never realize they have an obstruction that could be overcome we will never know.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 05:27:49 PM
If we're just going to make up abilities, why don't we talk about shadowbending and choclate chip cookie dough bending too? Psychis bloodbending without a full moon is a power thing. Using fir to heal goes against the premise of the art. We saw what focused chi and firebending gets you: Combustion Man.

Aang's block was fire bending. He was afraid of it and didn't like it because he burned Katara and it was diametrically opposed to the negative jing centered philosophy of the ai nomads and airbending.

His block was earthbending because as Toph put it no amount of dodging or tricks will convinve a rock to move.

Similarly, Korra's block was airbending because she was a massively aggressive, positive jing oriented person and airbending is about evasion and negative jing.

Until the shit hits the fan and the airbenders kill everyone pissing them off, that is.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 05:33:58 PM
I agree that for now we stick to the source material as best possible.  Anything to say on my base bending stats.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 05:38:12 PM
See my previous post for stuff.  And where did that info come from?

From the material Nick sent out to the press.

Do a search for avatar family tree.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 05:57:15 PM
If we're just going to make up abilities, why don't we talk about shadowbending and choclate chip cookie dough bending too? Psychis bloodbending without a full moon is a power thing. Using fire to heal goes against the premise of the art. We saw what focused chi and firebending gets you: Combustion Man.

To be clear, I'm suggesting tht any type of bending might have uses to resore the body' balance. We see water bending used to repair soft tissue. IF there we were to see a healing art amongst other types of beinding, I would expect it to repair/undo/cure different facets of the target's well-being, not steal water's. "Keep them warm" is one of the most basic steps in first aid. The heat of a fever is the body's way of killing off infections. Cauterizing wounds staunches bleeding. Fire sterilizes surgical implements. It is part of medicine, even if there is no particually mystic application shown.

If you are intent on a purist game were the exact dimensions of power are there on the screen, then sure, players who have watched the show know exactly what's what and were the GM will and won't go. All good. On the other hand the fire nation is shown as having lost touch with the origins and full range of bending abilities with the anhilation of the dragons, and of all the bending types they may have the most canonical wiggle room.

Cookie-bending is clearly a fire art - like all baked goods. If we're NOT going to make up things why even pick up dice? The shows are the limit of the universe... until you decide to go beyond the scope of the camera. Everything we do in making a static tale into a playable environment is extrapolation. Fire healing isn't a good candidate for clinics on every street corner - that directly contradicts what we see. But a single fire healer in a remote location? Or a player character with a quirky and misunderstood gift? Plot hook waiting to happen.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 16, 2012, 06:01:50 PM
And for the record "Shadow Bending" as a primative yang, to energy bending's primordial yang would be awesome. The art that does notiign, but scares the crap out of you while it does it. That's not just an adventure- that's a whole campaign in a box right there ;D.

But sure, lets get back to the faithful conversion work first. Other healing, other senses, other mobility forms... sidebar for later.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 16, 2012, 06:27:05 PM
We see water bending healing lots of stuff, not just soft tissue damage. Korra heals Brolin's broken or dislocated shoulder in The Spirit of Competition. Katara heals poisoning and cancers in The Painted Lady. She couldn't use healing in The Blue Spirit so that's not proof it can't heal colds or flus.. She does, with an item, heal electrocution though.

See: http://avatar.wikia.com/wiki/Healing

And cookiedoughbending and shadowbending are 400 foot tall purple platypus bears with pink horns and silver wings.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 16, 2012, 06:49:59 PM
Any thoughts on the base mechanics I posted about a page ago.  ONce that's done we can start on stunts for each and work our way through into a full system.  Healing will be one of those stunts, if not half a dozen. 
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 17, 2012, 12:41:56 AM
Basic Earth bending
Lift to a certain weight-100 lb's of earth.
Throw up to three range? +2 damage.

Basic Waterbending
Turn up to three cubic feet of water to ice.
Throw up to two range- +2 Damage
Lift up to 50 lbs of water.
Swim Speed of up to three range.

Basic Airbending
Increase move range by +1
Throw up to 3 range +1 damage
+1 defense dice

Basic Fire-Bending
Create Fire
3 range +2 damage
Well, for starters all those +2 to ranged damage with basic bending seem off to me. I wha thinking that it hould be more or less the same that with coinshotters: bending would allow you to make ranged attacks, not provide bonuses.

I think these would be perfect as references for things that can and can't be done with bending:

http://avatar.wikia.com/wiki/Waterbending
http://avatar.wikia.com/wiki/Firebending
http://avatar.wikia.com/wiki/Airbending
http://avatar.wikia.com/wiki/Earthbending

I'm leaving out energybending right now, both because it is avatar-only (and thus of more limited use in-game) and because is much less well known.

Also, I was thinking about one thing:What would be best way to reflect bending and non-bending combat in this conversion? As I see it, there are two possibilities:

- Substitute Bending rank for Attribute.
- Add Bending rank to Attribute.

I'm currently leaning towards the second option because that way we could state badass-normals the same way: with a "bending" rank for their special schtick, and keep it balanced with the benders (and unbalanced with the extras, but hey).
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Morgenstern on August 17, 2012, 04:00:14 AM
We see water bending healing lots of stuff, not just soft tissue damage. Korra heals Brolin's broken or dislocated shoulder in The Spirit of Competition. Katara heals poisoning and cancers in The Painted Lady. She couldn't use healing in The Blue Spirit so that's not proof it can't heal colds or flus.. She does, with an item, heal electrocution though.

See: http://avatar.wikia.com/wiki/Healing

Cool. Handy site. More useful than my flawed memmory.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 17, 2012, 06:39:28 AM
The damage things are just weapon values for the element.  For instance-A coin is weapon +1.  A Bag of coins is Weapon +2.  I felt that earth and fire should do the most damage.  Most extra things done with bending,-Earth armor, air scooter, etc should be stunts.  This is just the base level to keep the bending from overpowering mistings.(IE I'm trying to keep things in balance with the game as is.)
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 18, 2012, 07:33:46 AM
Due to lack of disagreement I'm moving forwards.

Quick changes.  Making water have a 100 lb weight limit.  That's 12 gallons of water which seems better than 6.

Airbenders also can move vertically with their movement but not levitate.

Earthbenders have range 2 not 3.

All Benders have reaction rolls against elements they can control.
Stunts

Water
Enhanced lifting. +150 lbs.. Can be taken multiple times.(note that if there is something on that then the weight is part of this limit.  250 lbs allows a waterbender to psuedo fly.  

Enhanced Range. Gives +1 range.

Compression.  Add +1 damage to all waterbending attacks.

Water armor. Grants 2 defense dice while bending.  Requires at least 20 lbs of water.

Plant bending
Allows North and south water tribe Benders to manipulate water within plants.  Weight limits apply.

Ice bending.
Allows Foggy swamp waterbenders to freeze water into ice.  Up to three cubic feet.

Enhanced freezing.  Can freeze up to six cubic feet.

Enhanced swimming.  Add 1 to swim speed.
Multiple targets
As seen in Steel.

Healing
Allows a waterbender to remove 1 physical damage.  A waterbender may spend a short breather to heal a serious burden.

Advanced healing.

Allows a waterbender to remove 2 physical damage.  A waterbender may spend a short breather to move a grave burden to serious.  They may spend a long breather to heal a Grave burden completely.

Master Healer

Allows a waterbender to heal 3 physical damage.  A waterbender may spend a long breather to move a mortal burden to a grave burden.

Of note.  No injury(result of 1 attack) may be healed more than once.  No burden may be healed more than once.

Blood bending- prereqs- Waterbending level 7.  During the full moon a Blood bender may control water within a human body forcing that person into action.  All actions taken under the influence of bloodbending are done at -2 dice from the targets initial state.

Master Bloodbending-  prereqs- Waterbending level 9.  Bloodbending no longer requires the full moon.

Bloodbending is resisted by willpower or waterbending, whichever is higher.


Earth stunts.

Enhanced lifting
See above

Enhanced range
See above

Hard Rocks
+1 damage

Multiple targets
As seen in Steel.

Earth armor
Armor 1 while bending.  Requires at least twenty pounds of rock.  Can be taken multiple times.

Plow Sprint
+1 move speed.  Can be taken up to twice.

Tremor Sense
The character can perceive everything for fifty feet around them that is touching earth.  This ties to wits for purposes of perception tests.

Tunneling
The character may move beneath the earth as they would above it.

Metal Bending
Prereq-Earth at level 7
The character may bend metal as they would earth.  The earth armor stunt provides an extra +1 armor when the armor is made of metal.

Fire Stunts

Enhanced range.
See above

Blue Flames
+1 damage.

Multiple Targets
As seen in steel.

Fire Shield
+2 defense dice.

Explosion
Your bending attacks can strike everything within 1 range increment of the target.(pairs well with multiple targets for huge armies but might just be multiple targets...)

Fire Jets
Allows sustained flight via firebending.  Follows the same rules (roughly) as Steel pushing.

Flamewalk
+1 speed.

Crippling burns.
When your attacks injure an opponent they count as 1 burden level higher than they normally would.

Lightning Bending
Requires firebending level 7
All firebending attacks do +1 damage and gain a free nudge.

Lightning redirection.
When hit by a lightning attack the firebender may make a wits roll against the opponents Firebending to send the attack at a different target with their own firebending roll.
This is a reaction roll.

Air

Enhanced Range. 
See above.

Air Bullets
+1 damage

Wind Shield
+2 defense dice.

Air Scooter
+2 movement

Wind lift
An airbender may move objects of any type around Up to 100 lbs.  This stunt may be taken up to 3 times.

Glider Speed.
An airbender may fly up to 75 miles per hour with a glider instead of 35.  They get an additional +2 to dodge while gliding instead of the original + 1.( Note that gliders are a prop worth 2 slots)

Channel the wind.
Airbenders gain a +1 Circumstance dice on all airbending rolls in windy conditions.


 
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 22, 2012, 07:26:37 PM
Next step.  Non-Bending stunts.

These stunts are available to all characters, nonbenders or otherwise.

The first level costs the same as snapping(10)
Weapons Mastery.  Cost 10.  Gain -Name of weapon here- at rank 4.(I'm debating how to balance this with higher physique scores...  Perhaps have it work like Pewter...  I think that might be a little OP, given the lack of a cost in metals and the like.


Stunts
Weapon Damage +1
Weapon Defense +1 Defense Dice  Can be taken twice.
Polearm Vault-Can use polearms to gain +1 movement and +1 on physique rolls to jump.
Multishot.  Multitarget stunt as seen in steel for ranged weapons.
Armor piercing attacks. Attacks ignore 2 damage reduction.
Chi Blocking-(Fist weapons only)  Any attack that causes a burden removes the burdens value from the affected characters bending rolls.  All burdens should disable limbs.
Greater Chi Blocking-The negatives to bending rolls are doubled.
Greater Weapon Defense.  The character may forgoe Weapon Defenses extra defense dice for a single reaction roll per round using their weapon rating.
Long Range-Increase range of ranged weapon attacks.



Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Krensky on August 22, 2012, 07:35:00 PM
One potential hiccup to keep in mind, if only to say: "Yeah, he breaks the rules" is that Zuko is both an decent firebender and a master swordsman.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Aminar on August 22, 2012, 07:53:15 PM
That was why I said the weaponmaster path is available to benders.  He spent 10 on getting dual swords 4 and and enhanced that with his bending.  He's taken some stunts from both.
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: Albertorius on August 30, 2012, 11:54:27 AM
Thank you for all the ideas :)

I've gotten a bit (a lot) sidetracked these last day and I haven't been able to follow the topic, but I see some very good ideas.

And now that I have my book, I'll be able to read the rules more thorougly to understand them better :D
Title: Re: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)
Post by: ReaderAt2046 on December 27, 2012, 04:50:26 PM

I had a GM actually do this for us. Attributes and Standings worked the same way as in regular MAG, but there was also a "Bending" stat that covered most of your elemental bending. Strong Powers gave you 6 Bending in the element of your choice(No being the Avatar), Medium Powers gave you 4 bending, and Weak Powers gave you either 2 Bending or no bending and the two free Traits (your choice).

Stunts were a lot more important in this game, as they allowed you bending tricks that you didn't otherwise have, or else greater bending abilities. For example, two stunts my Strong Firebender picked up were "The Flame Shall Not Hurt Me" (basically a total fire immunity, which allowed me to set myself on fire at will and not be hurt) and Greater Flames (gave me +1 base damage on Firebending attacks, also a pre-req for Azure Fire, which would have given me another +1 but I didn't get around to taking it). Or for another example, the Waterbender had the Healing stunt to allow him to use waterbending's healing specialty.

You could also use Stunts for other abilities. For example, another player (with no starting Powers) took the Chi-blocking Stunt to use that art (in this system, when you chi-block someone you decrease their bending (temporarily) instead of their Health).

Finally, the game included an option to "Snap" by spending a bunch of Advancements, and about 2/3 of the way through the chi-blocker I mentioned above unlocked Energybending that way.