Hi there, everyone!
I’ve recently been re-watching Avatar (and going through Legend of Korra for the first time), and wow, this system was born to be the best one to be used for that universe yet! I’ve previously made a bending system for Pathfinder that works exceptionally well for d20 (although I admit I might be a teensy bit biased), but I’ve been having trouble doing the same thing when I port the power of the elements into the Narrative Dice System.
Ironically, the part I’m having the most trouble with is because of something I love this system for: the range band system. Force users have fast reflexes, but with the exception of Force leaps, they aren’t exceptionally mobile, and the Enhance power and thhe Quick Movement talent are enough to do this reasonably. Benders, on the other hand, are exceptionally mobile, with airbenders running at the speed of the wind, flying, and constantly dashing around the battlefield, waterbenders creating ice ramps and sliding along them to avoid obstacles and give themselves more speed and pushing themselves across the water’s surface like they’re living motorboats, and earthbenders gliding across the ground, jumping and clinging to walls and ceilings. Modeling that enhanced mobility is making this hard for me.
So, I thought I’d come on over, show you guys what I’ve got, and see if you can help me put it all together. Now, there’s already a “NDS Fantasy” floating around, and it’s my opinion that re-fleshing the specialization will be the easy(-er) part of this, so right now I’m focused on removing the Force system and replacing it with bending. I want to keep it as close to how the Force works currently as possible, and with the exception of perhaps a Universal spec for each element, I don’t want the different types of benders to each be their own career (seriously, the biggest Avatar-based system out there on the interwebs makes the bending styles into their own classes, and it drives me nuts!). So, without further ado, here’s what I’ve got so far:
Bending Basics:
The different kind of bending attacks will, for the most part, be treated like weapons and have weapon stats. Benders will need to “draw” their weapons with a maneuver just like everyone else before they can wield it, but once it’s drawn they don’t need to do anything special to keep wielding it.
Bending will be a new skill, linked to Willpower, obviously replacing Lightsaber, but it won’t specifically be a combat skill, although it will often be used as one. Most bending attacks will be ranged attacks, although some will be melee attacks. I’m thinking about making each bending style have a unique talent, like the Lightsaber style talents, that allows the bender to use a different characteristic for Bending checks (something like Air/Agility; Earth/Brawn; Fire/Presence; Cunning/Water, but I’m not attached to that idea).
Force dice will be renamed something else, probably either “Chi Dice,” or “Bending Dice.” Since the dark side isn’t really a thing, I was thinking that a bender can use either dark side or light side pips to generate Chi points. Light side pips work as normal, but Dark side pips costs 1 strain per pip to use. So benders will be using a fair amount of strain, as a balancing mechanic to their power. Most bending attacks or abilities will be a combined Bending check and a power check (so normal ability/proficiency dice with Chi dice added in). Chi points are spent either to add success or advantage to the check, or to add the ability to use additional effects, which are activated with advantage.
Here’s what I’ve got so far for each bending style.
Airbending:
Airbending combat was a bit tricky, because of its (typically) non-lethal modus operandi. I think I’m fairly close. Obviously, because it’s so incredibly quick, the mobility issue rears its ugly head here the most (wind-speed, leaping, flying, air scootering, air-assisted acrobatics and evasion…yikes, these people are quick!).
Gust (Ranged) – Damage –; Crit –; Range Short; Blast, Knockdown, Stun [Will]
You can spend [O] with a Gust to move the target(s) one range band closer or further away.
Possible upgrades:
Range: Spend [O] to increase the range by 1 range band. May be activated more than once.
Control: Spend [O] to give the attack Damage [Will], a Crit rating of 5, and the Stun Damage quality.
Control: Spend [O] to remove the Stun Damage quality and gain the Pierce 2 quality. (AIRBENDING SLICE!)
Control: Spend [O] to add the Disorient 1 quality to the attack.
Thrown Objects: This would work pretty much like Move does in normally, except the cost for activating a Strength upgrade would be [OO] instead of [O].
Earthbending:
One of my favorites (who am I kidding, they’re all my favorites!), but I really don’t have many ideas here. Sorry…
Firebending:
Firebending is different than most, in that it appears firebenders can create their element out of nothing. The basic Firebending attacks would be something like:
Fire Blast (Ranged) – Damage [Will]; Crit 3; Range short; Burn 1, Pierce 2
Possible upgrades:
Strength (x2-3): Spend [O] to increase the base damage of your Fire Blasts by 1 for each Strength upgrade purchased. May be activated multiple times;
Control: Spend [O] to increase the Burn rating of your Fire Blasts by 1. May be activated multiple times.
Control: Spend [OO] to add the Blast quality to your Fire Blasts with a rating equal to the base damage -2.
Range: Spend [O] to increase the range of your Fire Blasts by 1 range band. May be activated multiple times.
Flame Blade (Melee) – Damage [Will]; Crit 3; Range engaged; Burn 1, Pierce 2
Spend a maneuver to roll Chi (can be used with Quick Draw) to activate for 1 round, can commit 1 Die to maintain. Uses the Melee skill to attack. All upgrades for Fire Blast apply except Blast. “Ranged” Flame Blades are how you would do the flame whips we often see.
Waterbending:
Waterbending is actually the one I’m having the easiest time with combat-wise, and the hardest time mobility-wise.
Basic Waterbending attacks would be something like this:
Water Surge (Ranged) – Damage [sil x 5]; Crit 5; Range short; Knockdown, Limited Ammo 1
Water can either be thrown from where it is, measuring range from the water to the target, or drawn like a weapon, in which case range is measured from the bender. You can spend [O] to remove the Limited Ammo quality, essentially drawing the water back to you after you throw it. The Difficulty of the attack is the larger of the difficulty of the ranged attack or the Silhouette of the water wielded, upgraded by the lower of the two numbers.
Possible upgrades:
Strength: Spend [O] to increase the maximum Silhouette of water you can wield by 1. May be activated multiple times.
Range: Spend [O] to increase the range at which you can wield water by 1 range band. May be activated multiple times.
Control: May spend [OO] to add the Blast quality to your attacks, with a rating of 3 x Silhouette.
Control: May spend [O] to add the Ensnare quality or Pierce quality to your attack with a rating equal to the Silhouette of the water wielded.
Water Slash (Ranged) – Damage 5; Crit 3; Range Short; Limited Ammo 1, Pierce 2, Vicious 1.
Water slash works the same as a water surge, except as you can see the damage isn’t based on the volume of water. The base pip cost will be higher, to represent how it requires more skill and is a more potent ability. The Strength, Range, and Control Blast upgrades work for it as well, and it has:
Control: Spend [O] to decrease the Crit rating by 1. May activate this multiple times.
Control: Spend [O] to increase the Pierce and Vicious ratings by 1. May activate this multiple times.
Water Whip: This control upgrade allows you to use either a water surge or water slash as a melee attack with Engaged range, but it does not have the Limited Ammo quality and gains the Defensive 1 and Deflection 1 qualities. The cost to activate the Range upgrade becomes [OO].
So there you have it. What I’ve got so far for each of the styles, which is mostly just the basics of combat. I need help figuring out how many Power trees there needs to be for each element (I was thinking five each, if we can come up with enough upgrades for them all), how to lay them out, and what unique talents each bending style would have. Also how to model the things that AREN’T just fighting. Let me know what you think, and what suggestions/improvements/idea you have.
Please, no spoilers for Legend of Korra seasons 3 & 4; I’m still in the middle of getting through them for the first time. I’ll post when I’m done and then you can spoilt o your heart’s content! Which I guess means I should put a spoiler warning here for all of tLA and seasons 1 & 2 of LoK: SPOILERS FOR THOSE THINGS! There, you’ve been warned!
Thanks for your help!