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Author Topic: Mistborn Adventure Game and other Settings (Avatar: The Last Airbender)  (Read 3175 times)
Albertorius
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« on: August 13, 2012, 04:51:20 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?
« Last Edit: August 16, 2012, 02:06:40 AM by Albertorius » Logged
Glacialis
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« Reply #1 on: August 13, 2012, 07:20:05 AM »

Hmmmmmmmmmmm. First thought: Could work, and well. Second thought: Bending will be the sticking point.
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Aminar
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« Reply #2 on: August 13, 2012, 04:54:51 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?
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Albertorius
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« Reply #3 on: August 14, 2012, 03:12:59 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.
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Aminar
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« Reply #4 on: August 14, 2012, 08:03:00 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.
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Albertorius
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« Reply #5 on: August 16, 2012, 02:29:07 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.


Quote
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.

Quote
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.

Quote
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.
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« Reply #6 on: August 16, 2012, 07:31:05 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
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Albertorius
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« Reply #7 on: August 16, 2012, 07:48:21 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

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.
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Aminar
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« Reply #8 on: August 16, 2012, 10:29:40 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.
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Albertorius
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« Reply #9 on: August 16, 2012, 10:45:46 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 ^^

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Another thing to think on.

The Spirit world.
Huh. Good catch.
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« Reply #10 on: August 16, 2012, 01:11:31 PM »

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.
« Last Edit: August 16, 2012, 01:14:24 PM by Morgenstern » Logged

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« Reply #11 on: August 16, 2012, 01:51:14 PM »

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.
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Albertorius
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« Reply #12 on: August 16, 2012, 02:20:40 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!  Cheesy
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« Reply #13 on: August 16, 2012, 03:01:02 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.
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« Reply #14 on: August 16, 2012, 03:20:59 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.
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