Avatar RP Universe
Page 1 of 1
Avatar RP Universe
Non-Bending Abilities:
Non-benders are those individuals who cannot bend the elements. They are able to learn abilities that benders cannot learn.
-Paralyzing strike: (requires 70 cp) non-benders can paralyze others by target key pressure points on the body. Paralysis lasts 1d8 turns.
-Bending Strike: (requires 250 cp) non-benders can target bending abilities of benders and can seise their bending for 1d12 turns.
Skills:
Appraise (Int)
Alchemy (Int)
Balance (Dex)
Blacksmithing (Wis)
Bluff (Cha)
Boxing (Str)
Climb (Str)
Concentration (Con)
Craft (Int)*
Dancing (Dex)
Decipher Script (Int)
Diplomacy (Cha)
Disable device (Int)
Disguise (Cha)
Diving (Dex)
Escape Artist (Dex)
Engineering (Int)
Forgery (Int)
First Aid/Heal (Wis)
Gather Information (Cha)
Grafting (Con)
Handle Animal (Cha)
Hand-to-Hand Combat (Str)
Hide (Dex)
Hypnosis (Wis)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)*
Listen (Wis)
Martial Arts (Wis)*
Move Silently (Dex)
Open lock (Dex)
Perform (Cha)*
Ride (Dex)
Run (Dex)
Salvage (Wis)
Search (Int)
Sense Motive (Wis)
Skiing (Dex)
Sleight of Hand (Dex)
Speak Language*
Spirit Walk~
Spot (Wis)
Survival (Wis)
Swim (Str)
Tracking (Wis)
Tumble (Dex)
Use Bending Device (Cha)
Use Mundane (Dex)
Wrestling (Str)
*must specify what language, craft, type of performance, and knowledge your character posesses.
~refers to an individuals ability to commune with the spirit world.
Water:
- water levitation and manipulation
- melt ice
- water armor
- breathe/see clearly under water
- water walking and increased swimming ability
- Healing waters (requires 50 cp)
- Ice/snow creation (requires 200 cp)
- Water extraction (requires 500 cp) extract water from plants and other living organisms with endurance less than 5 of the endurance of the water bender.
- Plant bending (requires 750 cp) An individual can use the water inside plants to bend the plant.
- Blood bending (requires 1100 cp) An individual can use the moisture inside anothers body to control that body.
Earth:
- +2 points to endurance and strength stats to begin with.
- Earth manipulation
- Ground pound/cause earthquake.
- Rock armor.
- Rock levitation.
- Able to tunnel/dig very fast.
-Sense through the earth.
-Sandbending- (requires 150 cp) capable of bending sand to create quick sand traps, traverse sand easily, and create sandstorms.
-Metalbending- (requires 1000 cp) capable of bending all forms of metal.
Air:
- +2 points to dexterity stat to begin with.
- wind armor.
- wind manipulation/gust creation.
- high jumping ability.
- self levitation/water and fire walking.
- self propelled flight (with glider).
- able to hold breath for long periods of time.
- ability to guide and strengthen projectiles.
- +2 to all listening and hearing checks.
-Air bubble: (requires 50 cp) Can create a bubble of air to allow for breathing under water.
-Tornado formation: (requires 150 cp) Create a powerful vortex which can deflect many types of projectiles.
-Sonic cry: (requires 1000 cp) Using airbending, a bender can continuously vibrate air molecules of a scream to amplify the noise into a sonic projectile capable of dealing damage.
Fire:
- Fire breathing/able to produce own fire.
- fire manipulation
- fire walking.
- control body heat/thermal manipulation.
- Jet-pack flight: (requires 150 cp) a fire-bender can use their fire bending to propel themselves in flight.
-Smoke bending: (500 cp) a fire bender can bend the heated air molecules into poisonous smoke.
- Lightning bending: (requires 1000 cp) a fire-bender can bend lightning.
Basic Stats:
Strength = Lifting, Non-weapon physical damage, Wielding weapons, and other physical activities.
Dexterity = accuracy (both ranged and melee) and dodging ability.
Endurance = physical defense/resistance. Also used to calculate health.
Intellect = Reasoning and learning ability.
*all stats are determined from initial 60 pts (65 for non-benders)
Skills:
-No magic in this role playing.
-Each player will receive Intellect/2 in initial skill points. They may choose from the list of skills provided under the skill section of this forum.
-A skill is considered mastered if 25 points are placed in it.
Bending:
In this rpg, there exists an ability known as bending which can be used by people known as benders. The ability essentially is used for bending a specific element. There are a total of 4 elements that can be bent:
Water
Earth
Fire
and Air.
Leveling Up:
Players do not gain experience in the traditional sense, but rather they accumulate chakra points (cp) which may be used to purchase skill points for pre-existing learned skills and stats. The costs for such things are shown below:
10 cp = 1 skill point
20cp = 1 stat point
The amount of gp gained per task or activity is determined by the DM.
Non-benders are those individuals who cannot bend the elements. They are able to learn abilities that benders cannot learn.
-Paralyzing strike: (requires 70 cp) non-benders can paralyze others by target key pressure points on the body. Paralysis lasts 1d8 turns.
-Bending Strike: (requires 250 cp) non-benders can target bending abilities of benders and can seise their bending for 1d12 turns.
Skills:
Appraise (Int)
Alchemy (Int)
Balance (Dex)
Blacksmithing (Wis)
Bluff (Cha)
Boxing (Str)
Climb (Str)
Concentration (Con)
Craft (Int)*
Dancing (Dex)
Decipher Script (Int)
Diplomacy (Cha)
Disable device (Int)
Disguise (Cha)
Diving (Dex)
Escape Artist (Dex)
Engineering (Int)
Forgery (Int)
First Aid/Heal (Wis)
Gather Information (Cha)
Grafting (Con)
Handle Animal (Cha)
Hand-to-Hand Combat (Str)
Hide (Dex)
Hypnosis (Wis)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)*
Listen (Wis)
Martial Arts (Wis)*
Move Silently (Dex)
Open lock (Dex)
Perform (Cha)*
Ride (Dex)
Run (Dex)
Salvage (Wis)
Search (Int)
Sense Motive (Wis)
Skiing (Dex)
Sleight of Hand (Dex)
Speak Language*
Spirit Walk~
Spot (Wis)
Survival (Wis)
Swim (Str)
Tracking (Wis)
Tumble (Dex)
Use Bending Device (Cha)
Use Mundane (Dex)
Wrestling (Str)
*must specify what language, craft, type of performance, and knowledge your character posesses.
~refers to an individuals ability to commune with the spirit world.
Water:
- water levitation and manipulation
- melt ice
- water armor
- breathe/see clearly under water
- water walking and increased swimming ability
- Healing waters (requires 50 cp)
- Ice/snow creation (requires 200 cp)
- Water extraction (requires 500 cp) extract water from plants and other living organisms with endurance less than 5 of the endurance of the water bender.
- Plant bending (requires 750 cp) An individual can use the water inside plants to bend the plant.
- Blood bending (requires 1100 cp) An individual can use the moisture inside anothers body to control that body.
Earth:
- +2 points to endurance and strength stats to begin with.
- Earth manipulation
- Ground pound/cause earthquake.
- Rock armor.
- Rock levitation.
- Able to tunnel/dig very fast.
-Sense through the earth.
-Sandbending- (requires 150 cp) capable of bending sand to create quick sand traps, traverse sand easily, and create sandstorms.
-Metalbending- (requires 1000 cp) capable of bending all forms of metal.
Air:
- +2 points to dexterity stat to begin with.
- wind armor.
- wind manipulation/gust creation.
- high jumping ability.
- self levitation/water and fire walking.
- self propelled flight (with glider).
- able to hold breath for long periods of time.
- ability to guide and strengthen projectiles.
- +2 to all listening and hearing checks.
-Air bubble: (requires 50 cp) Can create a bubble of air to allow for breathing under water.
-Tornado formation: (requires 150 cp) Create a powerful vortex which can deflect many types of projectiles.
-Sonic cry: (requires 1000 cp) Using airbending, a bender can continuously vibrate air molecules of a scream to amplify the noise into a sonic projectile capable of dealing damage.
Fire:
- Fire breathing/able to produce own fire.
- fire manipulation
- fire walking.
- control body heat/thermal manipulation.
- Jet-pack flight: (requires 150 cp) a fire-bender can use their fire bending to propel themselves in flight.
-Smoke bending: (500 cp) a fire bender can bend the heated air molecules into poisonous smoke.
- Lightning bending: (requires 1000 cp) a fire-bender can bend lightning.
Basic Stats:
Strength = Lifting, Non-weapon physical damage, Wielding weapons, and other physical activities.
Dexterity = accuracy (both ranged and melee) and dodging ability.
Endurance = physical defense/resistance. Also used to calculate health.
Intellect = Reasoning and learning ability.
*all stats are determined from initial 60 pts (65 for non-benders)
Skills:
-No magic in this role playing.
-Each player will receive Intellect/2 in initial skill points. They may choose from the list of skills provided under the skill section of this forum.
-A skill is considered mastered if 25 points are placed in it.
Bending:
In this rpg, there exists an ability known as bending which can be used by people known as benders. The ability essentially is used for bending a specific element. There are a total of 4 elements that can be bent:
Water
Earth
Fire
and Air.
Leveling Up:
Players do not gain experience in the traditional sense, but rather they accumulate chakra points (cp) which may be used to purchase skill points for pre-existing learned skills and stats. The costs for such things are shown below:
10 cp = 1 skill point
20cp = 1 stat point
The amount of gp gained per task or activity is determined by the DM.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|