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Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

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[color=Red][b]!!!PLEASE READ BEFORE POST!!![/b][/color]

[color=Blue]Hey everybody! Just wanted to let you all know that I'm developing an Avatar: D20 RP (like D&D or BESM). I am a very experienced D20 role player and a very big Avatar fan. Now...I have already developed a system that will allow you to bend your element whatever which way. However, I have encountered a few problems that I need other fans out there to help me with. There are only 10 basic levels of each bending class (Fire, Water, Air, Earth), and 3 class levels of prestige bending for every element.

Ex: Level 10 Earth Bender & Level 3 Prestige Earth Bender. Total Earth Bender level is 13. At this point you have completely mastered Earth bending. Now take 7 levels in Ninja and your a Dai Le member lol.

Well as far as BAB, Saves, Ability Score increases, and other tasty "gaining a level" benefits I have determined. Now is the hard part that I hope you guys will help me with. I need to make general bending techniques. So far here is what I have.[/color]

[color=Brown]Line of Fire
Line of Water
Line of Earth
Line of Air

Line Attacks: Line attacks deliver a simple shot or spray of your element in a straight line.

Pillar of Fire
Pillar of Water
Pillar of Earth
Pillar of Air

Pillar Attacks: Pillar attacks begin from ground and go up most likely just targeting one opponent. Weather your earth bending a tiny furry of rocks to lash at your opponent or creating a massive stone pillar to knock your opponent into the air.

Cone of Fire
Cone of Water
Cone of Earth
Cone of Air

Cone Attacks: Cone attacks spray targets in front of you in a cone shape fashion. The attack begins at the tip of the cone & the tip is the bender.

Circle of Fire
Circle of Water
Circle of Earth
Circle of Air

Circle Attacks: You strike any target within a certain radius around yourself. Weather it's a shock wave, blast of fire, or spiraling gusts of air.

Chain of Fire
Chain of Water
Chain of Earth
Chain of Air

Chain Attacks: Your attack is somewhat flexible and jumps from target to target.

Sphere of Fire
Sphere of Water
Sphere of Earth
Sphere of Air

Sphere Attacks: You launch (lets get some distance lol) your attack in the form of a sphere. It could be a boulder, fireball, snowball, air ball. [/color]

[color=Blue]Thanks for taking the time to look over the basics I have down. Now remember that these are very general and basic because of versatility. I have created an "Attack Attribute" system that allows you to purchase (with points gained from leveling up) "bending enhancers" to spice up bending. I will post the attributes soon so you all can take a look but a good example would be...

Ex. The "Shield" attribute combined with basic sphere or circle techniques allows you to create a defensive parameter around yourself damaging anyone who enters the area. Or combined with line techniques you can create a defensive wall...(errect a stone wall or fire wall).[/color]

[b][color=Green]So please if you have any ideas for general techniques or Attack Attributes post them here freely. I will also gladly except anything else you have to offer. Thank you for your time and hopefully I can finish soon so we can play. For the most part I think I'm on a good start. Thank you.[/color][/b] ;)

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

[color=Red][u][b]Attack Attributes[/b][/u][/color]
[color=Blue]
The following Attack Attributes may be assigned to bending techniques. The Game Master may refuse to allow any combination of Attack Attributes that seems inappropriate for the game.

Some Atk. Att. can only be used by certin benders. This key will tell you what bender can do what. (descriptions will come soon.)

W= Water
A= Air
F= Fire
E= Earth[/color]

[color=Red][b]Attack Attributes:[/b][/color]

[color=Brown]Area Effect:
W-A-F-E

Aura:
W-A-F-E

Continuous Infliction:
W-A-F-E

Enduring:
W-A-F-E

Flexible:
W-F-E-

Flurry:
W-A-F-E-

Hold:
W-E-

Homing:
W-A-F-E-

Indirect:
W-A-F-E-

Irritant:
W-A-F-E-

Linked Attack:
W-A-F-E-

Muscle-Powered:
W-F-E-

Penetrating:
W-E-

Quake:
W-E-

Range:
W-A-F-E

Sheild:
W-A-F-E

Spreading:
W-A-F-E-

Undetectable:
A-[/color]

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

love avatar, love the idea. but i think adapting something to free and non restricted as bending is going to take away from the feel of it. try the system developed by Karlth and Solace in this thread.

http://www.opnpw.com/forums/viewtopic.php?t=893

its called the Solace Manuel and its meant for elemental control like avatar. i think you'll absolutely love it.

Am I gunna have to RP with myself, again?

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

Either that, or I have on my computer somewhere a 'new' magic system. One that's insanely overcomplicated and really doesn't sit with a bending capability per se, but can be ported over fairly easily.

From what I've seen, it's very open, so much in the way of restriction is going to tie down the feel, and for that I'd have to second the recommendation for Solace's manual, or go the old 'mana' route. For instance (not worked out numbers, just so you'd get the idea):

Making a 'wall' of fire, would be a combination of:
Pillar - Fire (Call it 10 mana base cost)
Line - Fire (call it 15 mana base cost)
Shaping cost (call it x2, because each 'piece' of the wall is a pillar, difficulty of shaping, whatever. Could easily be translated to a multiple for each 'increment' of width)
Total Cost: (10 + 15) * 2, or 50 mana for a wall of fire type effect.

If the character has 200 mana, they can spend 50 to make a wall of the desired size, and still have 150 left over, which replenishes.

The good part with the system is that it gives a good measure of control over the abilities, while making them extremely versatile. It's a much more freeform system. Preference is still on Solace's, but this would work too.

For the mana route, you'd have to get creative. I'd say make very few 'base' effects on the list, but rather make cheaper 'base' effects, but mostly require them to be strung together.

Chain, for instance, might be composed of several 'line', one 'line' base for each target you want to affect. You want to affect 5 targets? Simple. Line, as above, is 15 mana, so...
(15+15+15+15+15) = 75 'base' mana cost. Some of the things you can use are:

Line - A line of the element. The line can take up any real 'form' you want (to keep the open ended feel. It can be a thin hairline streak, or a big, flaming, three foot diameter whip, though it's mechanically the same). Capable of hitting 1 target by itself, for minor damage.

Pillar - A pillar of the element stretching up based on it's cost. Standard might be 10 feet, with another 10 feet added each time you increment the cost. 10 feet might be 10 mana, 20 feet for 20 mana, etc.

Strength - Adds, simply, to the damage caused by the element. Call it 5 or 10 mana per point of 'effect', whatever that means in the context of the system.

Control - Adds to the 'striking' capability. Makes it more accurate.

Sphere - An odd one to use most of the time, perhaps this is the 'hold' capability, or whatever that is inherent in some benders. Basically the ability to create a hollow (or filled) sphere of the element depending on cost. Cost might go into size of the sphere, and [i]triple[/i] if you want to fill the sphere.

Shaping cost - Varies. Depends on what you are doing, and since this is just a hacked together system, I'll assume an increase of 1 multiple per five 'abilities' you add to the mix, starting at 2 times cost.

Etc.

So you want to do five 'points' of damage to five different targets, with a 'chain' effect from your post. It would look like:
Line (x5) + Strength (x5) + Shaping Cost. Or...

(15*5)+(5*5)*4 (x2 base, +2 from 10 different 'effects')

(75+25) * 4, or 400 'mana'. And that arcs to five different targets, for each 'damage' each.

Yeah. I know, a bit of math, but then I mentioned I'm basically pulling this out of my rear, didn't I? Thought I did... anyway... yeah. It's another fairly simple system that you could use (and I'd be more than happy to break it down a bit more and make it more 'user friendly')

[quote="Solace"]fuck that, i am a pretty princess and none of you jerks can tell me otherwise[/quote]

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

[size=18][color=blue][b]multirp I love that idea. And as for Solace Manuel, I'll take a look for sure.[/b][/color][/size]

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

[color=blue][b]I checked out Solice. It was pretty damn useful but I like what I have came up with. I like what you posted as well. I'm going to spend a day or two working on the system a bit more and I'll post it up when I got the new stuff worked into it. I will be using a few ideas from your post just to let ou know. I'll be sure to PM when I have it up. Thanks for the help?[/b][/color]

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

Sure, no problem, I made it all up on the spot for the most part so you're free to use it :P

I did think of another one though. Cone. Line (x2) + Sphere would be the likely combination for it *shrug*

The biggest thing with that system, obviously, is consistency. Don't tell the players all of the stuff they can do with it, but be fairly lenient on what makes what (like the cone example above). But if two lines (forming the outside of the 'cone') and a sphere (forming the inside of it) produce a cone, mark it down on a GM sheet as a working 'equation', that way it always works.

Also, the first time they use a particular combination, in an effort to ensure it makes sense, ask them for logic behind it :P For instance:
"Well, the chain works because a line effect goes to the first target, then after it hits the second line effect goes to the next target, and so on"

Again, let the players get very creative (and be lenient on that creativity... after all, that's the point of bending, isn't it?)

[quote="Solace"]fuck that, i am a pretty princess and none of you jerks can tell me otherwise[/quote]

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

for an avatar system, to really get the full feel, i think it needs to be more roleplaying and situational than anything. The chain system you have set up is good for that, so kudos. Just keep in mind when DM'ing, you'll have to do a lot of working with the players and it will take a lot of kinks before it works well. Go with it though man, Avatar is awesome

-Avi

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

[quote="Solace"]for an avatar system, to really get the full feel, i think it needs to be more roleplaying and situational than anything. The chain system you have set up is good for that, so kudos. Just keep in mind when DM'ing, you'll have to do a lot of working with the players and it will take a lot of kinks before it works well. Go with it though man, Avatar is awesome[/quote]
[color=blue][b]
Thank you alot. It's great to have some support from experienced GM's and RP players. I understand that a game like this will need constant GM and player cooperation and I am willing to do whatever it takes to make a decent game. Thank you.

By the way, I too give kudos to the system you developed. It's great and very flexible. *nods* and yes...Avatar is amazing.[/b][/color]

Avatar: The Last Airbender D20 (DEVELOPMENT). BESM

thanks, but a lot of credit goes unheard, and Karlth did more than half of it, I just wrote it all..

-Avi

^^

I'm starting this project up again for those who are interested. I have a bit more finished and organized in MS Word. I'm using the standard BESM D20 layout for the document so it'll read easy. Stick around for updates and uploads.

-Sig