TEXT: This is a work of collaboration!!! 
   
  The original inspiration for me was the episode “The Chase” (Book 2, Episode 8) where Aang, 
  Katara, Zuko, and Toph all fight against Zuko’s sister Azula.  The four-element attack got me 
  thinking how neat it would be to play elemental-controlling characters in this strange and bizarre, 
  yet exciting realm. 
   
  After hunting down the ‘net and becoming frustrated with other avatar forum RPG sites – I 
  decided to create my own version of the d20 paper and pencil system, incorporating the Tri-stat 
  system, which best emulates the anime genre feel of this show with their Big Eyes, Small Mouth 
  configuration – quick and vicious fights, but still allow a storyline to pass through. 
   
  Thanks go out foremost to the guys, the original creators of Avatar, the Last Airbender.  What an 
  awesome series (and job!) you guys have, keep us on the edge of our seats with the next few 
  seasons!  I’m waiting for Aang to learn firebending! 
   
  Also, thanks to the guys at Tri-stat for developing such a flexible system for the feel of different 
  RPG genres, than the rigid corporate standard d20 out there. 
   
  Also thanks to the crew who helped and currently are still helping me play-test this throughout 
  its development stages.  You keep me on my toes as a game-master and always throw me for a 
  loop when I least expect it! 
   
  Enjoy! 
   
   
   
   
   
  Russ M. 
  russelm@teacher.com 
  MSN ID: The StarWarsRPG Gamemaster (yes, I play 2-3 campaigns…) 
  Yahoo ID: kid_at_college2003 
  AIM ID: russelmteacher 
   
  http://gamesmaster.multiply.com/notes/item/7 
  http://free.hostultra.com/~dude55/avatarRPG/ 
  
  Avatar, the Last Airbender RPG – Sages of the elements        (d8 – d10) (75-200 char. pts.) 
   
  “100 years ago, the four nations lived together in harmony.  My grandmother used to tell me stories about the old 
  days, a time of peace; when the Avatar kept balance between Water Tribes, Earth Kingdom, Fire Nation, and Air 
  Nomads.  Then everything changed when the Fire Nation attacked.  Only the Avatar, master of all four elements, 
  could stop them.  But when the world needed him most, he vanished...” 
  (Katara, Water Tribe) 
   
  - Creating your character using the Tri-stat System 
   
  Roll 4d4 four times and drop the lowest score, 3 scores = 4-16 (avg 7-10) +27 character points 
  (CP), OR arbitrarily assign with 75cp total to stats and attributes. 
   
  New stat 
  Old d20 stat 
  Body  
  Str – physical strength 
  Body  
  Con – endurance, Damage resist., running speed, rt of healing, 
  withstand trauma, immune system 
  Mind  
  Dex – quickness, nerves 
  Mind  
  Int – intellect, wit, learning potential 
  Soul 
   
  Wis – willpower, luck, determination, spirit, empathy 
  Soul 
   
  Cha – psychic ability, physical attractiveness 
   
  BODY – This Stat measures the physical aspects of your character. This includes overall health, strength, 
  endurance, quickness, rate of healing, manual dexterity or agility, and ability to withstand trauma. A character 
  with a high Body is in good physical shape.  Body could be divided into strength and agility, constitution, 
  damage resistance, running speed, immune system, etc., etc., etc. 
   
  MIND - The Mind Stat represents a character’s mental abilities. High values indicate intelligent, witty, and 
  quick-learning characters. 
   
  SOUL - The Soul Stat represents luck, willpower, determination, and spirit or spiritual, and can sometimes 
  represent psychic ability, empathy, and unity with nature. A high rating in the Soul Stat helps a character focus 
  his or her personal energies or life force to go beyond his or her normal limits and to fuel special abilities. 
   
  Some characters may have one or more aspects of a Stat at a less proficient level than the rest of the Stat 
  aspects, however, and this is where the Less Capable Defect comes in. 
   
  
  For example, a bulky brawler might have a high strength, excellence endurance, fast running speed, good 
  manual dexterity, and healthy immune system ... but be rather clumsy. This would fit a character with a Body 
  Stat of 8 or 10, with the Less Capable (Agility) Defect at 2 Bonus Points (BP). Similarly, a witty, perceptive, and 
  insightful academic genius that happens to have a surprisingly bad memory might have a Mind Stat of 9, with 
  the Less Capable (Memory) Defect at 1 BP. 
   
  Every Stat has a multitude of aspects associated with it that are considered either Major Aspects (aspects that 
  arise frequently in a game) or Minor Aspects (aspects that arise infrequently). For each BP Level of the Less 
  Capable Defect, Stat or Skill checks for which the specific Major Aspects is important suffer a -3 penalty, while 
  Stat or Skill checks for which the specific Minor Aspects is important suffer a -6 penalty. Less Capable can 
  typically extend to 6 BP for Major Aspects or 3 BP for 
  Minor Aspects. Derived Values are not recalculated. 
   
  Each Stat has three Major and three Minor Aspects listed below. Players may create additional Aspects with 
  the Game Master’s input. 
   
  Body - Strength, Agility, Endurance (Major); Manual Dexterity, Running Speed, Immune System (Minor) 
  Mind - Intelligence, Wits, Perception (Major); Memory, Intuition, Savvy (Minor) 
  Soul - Luck, Willpower, Charisma (Major); Presence, Empathy, Composure (Minor) 
   
  ALL STAT ASPECTS 
  There are rare occasions in which a character may need the Less Capable Defect to apply to all aspects of a 
  specific Stat. This usually applies to characters that undergo a radical change from one form to another, such 
  as that induced by the Alternate Form Attribute (page 12). For example, a scientist character with a Mind Stat 
  of 11 who transforms into a hulking beast may need to reduce his or her Mind Stat to 3 with a Less Capable 
  Mind Defect. For this application, a -1 is applied to the character’s specific Stat checks for every 2 BP Levels of 
  the Less Capable Defect assigned. All Derived Values must be recalculated for this application of Less 
  Capable. 
   
   
  STAT VALUE RANGE 
   
   
  Maximum Stat values: 
  COST/VALUE  
  d8  
  d10 
  d20 
  GAME DICE  
  TALENT THRESHOLD 
  MAXIMUM VALUE 
  1  
   
  1-2  
  1-3  
  1-5 
  Eight-sided (d8)   
  10  
   
  16 
  2  
   
  3-6  
  4-6  
  6-11 
  Ten-sided (d10)   
  12  
   
  18 
  3  
   
  7-10  
  7-11  
  12-18 
  Twenty-sided (d20)  
  18  
   
  40 
  4  
   
  11-14 
  12-15 
  19-30 
  5  
   
  15-16 
  16-18 
  31-40 
   
  Avg: (8) 48 pts, (9) 54 pts, (15) 87 pts 
  Threshold: (10) 66 pts, (12) 84 pts, (18) 114 pts 
  Max stats: (16) 48 char points, (18) 55, (40) 132 
   
  Defects – to make up extra Char bonus points (2-5 defects, but no more than 8) 
   
  Less Capable [Stat] Defect (page 53), if you want to define your creation more specifically, assign as 
  many Less Capable [Stat] Defects as you require. Agile but weak? No problem. Perceptive but unintelligent? 
  Charismatic but unlucky? Sure thing! 
   
  Attributes = “Feats” spent with Char points 
  PMV = 1 cp 
   
  Starting skill pts: 30, normal max skill lvl: 4 
   
  2-5 sessions = 2-3 cp advancement 
  
  Classes/Races: 
   
  Nation/heritage: 
   
  Roll 1d6 if you have trouble 
  choosing, 1 water, 2 earth, 
  3 fire, 4 air, 5 "other", 6 free 
  choice. 
   
   
  Water – 35% 
  bender (33 strong, 33 
  moderate, 34 mild.) 
   
   
  Earth – 35% 
  bender (moderate & mild), 
  10% strong. 
   
   
  Fire – 45% bender, 
  20% strong. 
   
   
  Air – 85% bender, 
  10% strong. 
   
  If you think that’s not quite fair or balanced, may I offer this alternative: roll a 1d4 for nation (1 water, 2 earth, 3 
  fire, 4 air) and again for bender vs non-bender, 1=strong bender, 2=moderate, 3=mild, 4=non-bender. 
   
  Bending attributes 
   
   
   
   
   
   
   
  PMV modifiers 
  Power flux (benders?) (4 cp/lvl) – mild benders 
   
   
   
   
  Reverse duration/lvl 
  ___Kenisis – Hydro, Pyro, Terra, air (aero?) – 5 pts/lvl – moderate benders          Area, Rng, Fast prog @1kg 
  Dynamic powers – bending = Water, Earth, Fire, Air (10 cp)  
   
          Area, Rng, Duration, Targets 
  Unique Attribute (bending?) 1-10 pts/lvl 
  Unknown Superhuman Power (bending?) ? pts/lvl 
   
   
  
  Waterbenders - +1 Soul, +1 Mind 
  Abilities Required: Hydrokenisis (minor or greater), 
  Power Flux, Dynamic Powers (water), Unique 
  Attribute (waterbending), Unknown Superhuman 
  Power (waterbending) 
  Description: Waterbenders primarily live in two tribes 
  – one in the north, the great city, and a sister tribe in 
  the south.  Although there’s not much communication 
  between the tribes , there are others sparsed 
  throughout the rest of the world and have learned 
  other abilities as well (plant control).  Waterbenders 
  are usually reguarded as resourceful, given their 
  harsh environments. 
  Abilities gained: Healing (waterbenders), Plant 
  control (swampbender) 
  Skills gained: Animal Handling +1(rank), Area Knowledge +1, Boating +3, Climbing +1, Domestic Arts +2, 
  Medical +2, Navigation +1, Power Usage +1, Swimming +1, Wilderness Survival +1 
  Class skills (at double rank): Boating, Medical, Navigation, Swimming, Wilderness Survival 
   
  Earthbenders - +2 Body 
  Abilities Required: Terrakenisis (minor or greater), Power Flux, Dynamic Powers (earth), Unique 
  Attribute (earthbending), Unknown Superhuman Power (earthbending) 
  Description: Earthbenders primarily live in the eastern continent, in the great walled city, or in other kingdoms 
  and outlying islands.  They are the toughest and physically strongest of the four nations. 
  Abilities gained: Tunnelling (earthbender) 
  Skills gained: Area Knowledge +1, Boating +1, Intimidation +2, Military Science +1, Powerlifting +3, Wilderness 
  Survival +2 
  Class skills (at double rank): Boating, Interrogation, Intimidation, military science, powerlifting, Wilderness 
  Survival 
   
  Firebenders - +1 Mind, +1 Body 
  Abilities Required: Pyrokenisis (minor or greater), Power Flux, Dynamic Powers (fire), Unique 
  Attribute (firebending), Unknown Superhuman Power (firebending) 
  Description: Firebenders generally live in the south-western, smaller continent or in other kingdoms and 
  outlying islands nearby.  They are the most ferocious and deadly of the four nations. 
  Skills gained: Area Knowledge +3, Boating +2, Driving +2, Interrogation +2, Intimidation +3, Mechanics +3, 
  Military Sci +3 
  Class skills (at double rank): Control Breath, Driving, Interrogation, Intimidation, Mechanics, military science 
   
  Airbenders - +2 Soul 
  Abilities Required: Etherakenisis (minor or greater), Power Flux, Dynamic Powers (air), Unique 
  Attribute (airbending), Unknown Superhuman Power (airbending) 
  Description: Airbenders live in one of four temples at the corners of the compass of the known world.  They are 
  the generally the most peaceful and spiritual of the four nations, mainly because of their monk-like culture and 
  studies, delving deep into the mystical energies in bending. 
  Abilities gained: Flight (airbenders) 
  Skills gained: Acrobatics +2, Animal Training +1, Area Knowledge +2, Controlled Breathing +2, Occult +2, 
  Physical Science +2, Power Usage +2, Ride +1, Sport +1 
  Class skills (at double rank): Acrobatics, Animal Training, Control Breath, Occult, Physical Science, Power Use, 
  Ride, Sport 
   
  Avatar attributes (“feats”) 
  Alternate Superhuman Form 
  Divine Relationship 
  Enhanced Stat 
  Metamorphosis 
  Reincarnation 
  Skills gained: 
  
  General Attributes = “Feats” spent with Char points 
   
  Agents – for nobles/ spies 
  Armor 
  Attack Combat Mastery 
  Combat Technique 
  Combo Attack 
  Damage Absorption 
  Damage conversion? 
  Energy Bonus 
  Extra Attacks 
  Extra Defenses 
  Henchmen – for nobles / spies 
  Highly skilled 
  Jumping 
  Massive Damage 
  Organizational ties – for nobles 
  Servant – for nobles 
  Special Attack 
  Special Defense 
  Special movement 
  Speed 
  Superstrength 
  Tough 
  Wealth – for nobles 
   
  Martial Arts feats: 
   
  
  Starting skill pts: 30, normal max skill lvl: 4, skill level ranks 1-12/lvl (10 lvls) 
  This value is increased by an additional 10 Skill Points for each Level of the Highly Skilled Attribute (page 22). 
  A character with the Unskilled Defect (page 57) has 10-60 fewer Skill Points. 
   
  SKILL LEVEL 1 Well-Trained. The character has some training and practice with the Skill. 
  2 Scholar. The character has moderate training and practice with the Skill. 
  3 Expert. The character has significant training and practice with the Skill. 
  4 Veteran. The character has comprehensive training and practice. 
   
  Skill pt cost per level (non-class skills) 
  High 
   
   
   
   
  High 
  Skill  
   
   
  Fantasy  
   
  Skills 
   
   
  Fantasy 
  Acrobatics  
   
  4  
   
   
  Piloting   
   
  5 
  Animal Training   
  3 
   
   
  Poisons  
   
  4 
  Architecture  
   
  1 
   
   
  Power Usage  
   
  4 
  Area Knowledge  
  3 
   
   
  Powerlifting  
   
  3 
  Artisan   
   
  2 
   
   
  Riding   
   
  4 
  Biological Sciences  
  1 
   
   
  Seduction  
   
  3 
  Boating   
   
  2 
   
   
  Sleight of Hand   
  2 
  Burglary  
   
  3 
   
   
  Social Sciences   
  1 
  Climbing  
   
  2 
   
   
  Sports   
   
  1 
  Controlled Breathing  
  2 
   
   
  Stealth   
   
  3 
  Cultural Arts  
   
  2 
   
   
  Street Sense  
   
  1 
  Disguise  
   
  3 
   
   
  Swimming  
   
  3 
  Domestic Arts   
  1 
   
   
  Urban Tracking   
  2 
  Driving  
   
  5 
   
   
  Wilderness Survival  
  3 
  Etiquette  
   
  2 
   
   
  Wilderness Tracking  
  3 
  Foreign Culture   
  2 
   
   
  Writing   
   
  2 
  Forgery   
   
  1 
  Gaming   
   
  1 
  Interrogation  
   
  3 
  Intimidation  
   
  3 
   
   
   
   
   
  High 
  Law  
   
   
  1 
   
   
  Combat Skills  
  Fantasy 
  Management/Admin  
  1 
   
   
  Archery  
   
  6 
  Mechanics  
   
  2 
   
   
  Melee Attack  
   
  6 
  Medical   
   
  3 
   
   
  Melee Defense   
  6 
  Military Sciences  
  1 
   
   
  Ranged Defense  
  7 
  Navigation  
   
  3 
   
   
  Special Ranged Attack  4 
  Occult   
   
  3 
   
   
  Thrown Weapons  
  3 
  Performing Arts   
  2 
   
   
  Unarmed Attack   
  5 
  Physical Sciences  
  1 
   
   
  Unarmed Defense  
  5 
   
  6+ POINTS/LEVEL This is appropriate for Skills that define a particular campaign setting and will be vital in nearly 
  all aspects of a story. 
  5 POINTS/LEVEL This is appropriate for Skills that will be used multiple times in a particular game session, or give 
  characters extreme advantages. 
  4 POINTS/LEVEL This is appropriate for general adventuring Skills that characters will find useful in most story 
  lines, or give characters significant advantages. 
  3 POINTS/LEVEL This is appropriate for Skills that are specialized enough that a character might use them only 
  once in a typical session, but which are either of moderate utility or are likely to be important to the campaign. 
  2 POINTS/LEVEL This is appropriate for Skills that may be beneficial, but for which opportunities for use will 
  probably not come up frequently. 
  1 POINT/LEVEL This is appropriate for Skills that are mainly used to flesh out character backgrounds, but which 
  will not usually be important in play. 
  
  Other stats: 
   
  Base Attack Combat value: [(Body+Mind+Soul)/3] 
  Base Defense Combat Value: [(Body+Mind+Soul)/3]-2 
   
  HP = [(Body+Soul)*5] 
  EP = [(Mind+Soul)*5] 
  Shock or stun (KO): HP/5 or (Body+Soul) 
  
  Sample Characters 
   
   
   
  Waterbender (powerful): Body +8, Mind +11, Soul +11 
  Abilities: Dynamic Powers (Water), Attack Combat Mastery (rank3, lvl1, +2Atk/lvl), Combat technique (rank4, 
  lvl4, 1 technique/lvl), Energy Bonus (rank4, lvl2, +20EP/lvl), Healing (waterbenders) (rnk8, lvl2, +20HP/lvl), 
  Special Attack (water bending) (rank8, lvl2, +20 atk dmg), Less capable (+2BP, Strength, -3 Body). 
  Skills: Animal handling2,  Area Know 2, Boating 3*2, Climb 2, Domestic art 2, Driving (dogsled) 1, gaming 1, 
  Medical 4*2, Navigation 3*2, Occult 3, Pwr Use 4, Sport 2, Swimming 3*2, Wilderness Survival 2*2, Wild track 
  2.  Unarmed attack 2, Unarmed Defense 2, Special ranged Attack 4. 
  Attack Combat value: [(8+11+11)/3] = 10 +2= 12, Defense Combat Value: [(8+11+11)/3]-2 = 8, HP[(8+11)*5] = 
  95, EP: [(11+11)*5]=110 +40= 150, Shock: (8+11) =19 
   
  Waterbender Healer (moderate): Body +9, Mind +10, Soul +10 
  Abilities: Hydrokenisis (moderate) (rank1, lvl1, 1 person@touch), Combat technique (rank1, lvl1, 1 tech/lvl), 
  Energy Bonus (rank10, lvl5, +20EP/lvl), Healing (waterbenders) (rnk12, lvl3, +20HP/lvl), Special Attack (water 
  bending) (rank4, lvl1, +20 atk dmg), Less capable (+2BP, Strength, -3 Body), Concentration, full (+3BP) 
  (waterbending). 
  Skills: Animal handling1,  Area Know2, Boating 3*2, Climb1, Domestic art5, Driving (dogsled)1, gaming1, 
  Medical 6*2, Navigation1*2, Occult 5, Pwr Use 5, Sport1, Swimming 5*2, Wilderness Survival 5*2, Wild track2. 
  Attack Combat value: 9, Defense Combat Value: 7, HP: 95, EP: 100+100= 200, Shock: 19 
   
  Water Tribe warrior/scout: Body10, Mind10, Soul9 
  Abilities: Attack Combat Mastery (rank3, lvl1, +2Atk/lvl), Combat technique (rank3, lvl3, 1 tech/lvl), Energy 
  Bonus (rank4, lvl2,+20EP/lvl), Special Attack (Boomerang) (rank8, lvl2, +20 atk dmg) 
  Skills: Animal Handling +1, Area Knowledge +4, Boating 3*2, Climbing +2, Domestic Arts +2, Driving (dogsled) 
  1, gaming 1, Intimidation2, Medical 2*2, military science2, Navigation 2*2, Powerlifting2, Power Usage +2, 
  Sport1, stealth2, street sense2, Swimming 2*2, Wilderness Survival 3*2, Wild track2.  Melee Attack 1, Melee 
  Defense 1, Thrown Weapon (boomerang) 4.  Boomerang, 8dmg, -2atk. 
  Attack Combat value:9+2=11, Defense Combat Value:7, HP: 95, EP: 95+40= 135, Shock: 19 
   
  "Swampbender": Body 8, Mind 9, Soul 9 
  Abilities: Plant_kenisis (flora/herba kenisis) / Power Flux (8 pts/mo), 
  Attack Combat Mastery (rank9, lvl3, +2Atk/lvl), Combat technique 
  (rank4, lvl4, 1 technique/lvl), Energy Bonus (rank6, lvl3, +20EP/lvl), 
  Special Attack (swampbending) (rank8, lvl2, +20 atk dmg), Less 
  capable (+4BP, Int & Cha, -3 Mind & Soul). 
  Skills: Animal Handling +3, Area Knowledge +3, Boating 3*2, Climbing 
  +2, Domestic Arts +2, Intimidation +3, Medical 2*2, Navigation 2*2, 
  Powerlifting +3, Power Usage +3, Sport +1 , stealth +2 , Swimming 
  3*2, Wilderness Survival 3*2, Wild track +3.  Unarmed attack 2, 
  Unarmed Defense 2, Special ranged Attack 2. 
  Attack Combat value:8+6=14, Defense Combat Value:6, HP: 85, EP: 
  90+60= 150, Shock: 17 
  
   
   
  Strong Firebender – Body +9, Mind +11, Soul +10 
  Abilities: Dynamic Powers (Fire), Attack Combat Mastery (rank6, lvl2, +2Atk/lvl), Combat technique (rank3, lvl3, 
  1 tech/lvl), Energy Bonus (rank6, lvl3, +20EP/lvl), Special Attack (firebending) (rank12, lvl3, +20 atk dmg), Less 
  Capable (+2BP, Charisma, -3 Soul). 
  Skills: Area Knowledge +3, Boating +3, Climb+2, Control Breath 2*2, Driving +2*2, Interrogation +3*2, 
  Intimidation +4*2, Mechanics +4*2, Military Sci +4*2, Navigation +2, Occult +1, Perf. Arts +2, Pwr Use+1, 
  Ride+1, Seduction +1, Stealth +1, Street Sense +1, Wild Surv +1, Wild Track +1.  Unarmed attack 2, Unarmed 
  Defense 2, Special ranged Attack 4. 
  Attack Combat value:10+4=14, Defense Combat Value:8, HP: 95, EP: 105+60= 165, Shock: 19 
   
  Fire Nation Soldier (moderate firebender) – Body +10, Mind +10, Soul +9 
  Abilities: Pyrokenisis (moderate) (rank4, 10k, 10m range, 10cm area), Attack Combat Mastery (rank9, lvl3, 
  +2Atk/lvl), Combat technique (rank2, lvl2, 1 tech/lvl), Energy Bonus (rank2, lvl1, +20EP/lvl), Special Attack 
  (firebending) (rank8, lvl2, +20 atk dmg), Less Capable (+2BP, Charisma, -3 Soul). 
  Skills: Area Knowledge +3, Boating +2, Climb+2, Control Breath 1*2, Driving +2*2, Interrogation +3*2, 
  Intimidation +5*2, Mechanics +4*2, Military Sci +4*2, Navigation +3, Ride+2, Stealth +2, Street Sense +2, Wild 
  Surv +2, Wild Track +4.  Unarmed attack 2, Unarmed Defense 2, Special ranged Attack 2. 
  Attack Combat value:9+6=15, Defense Combat Value:7, HP: 95, EP: 95+20= 115, Shock: 19 
   
  Fire Nation Noble (strong firebender) – Body +9, Mind +11, Soul +10 
  Abilities: Dynamic Powers (Fire), Attack Combat Mastery (rank12, lvl4, +2Atk/lvl), Combat technique (rank3, 
  lvl3, 1 tech/lvl), Energy Bonus (rank4, lvl2, +20EP/lvl), Special Attack (firebending) (rank8, lvl2, +20 atk dmg), 
  Less Capable (+2BP, Charisma, -3 Soul). 
  Skills: Area Knowledge +3, Boating +2, Climb+2, Control Breath 2*2, Driving +2*2, Foreign Cultures +2, 
  Interrogation +3*2, Intimidation +4*2, Law +2, Management+2, Mechanics +3*2, Military Sci +4*2, Navigation 
  +2, Occult +1, Perf. Arts +2, Ride+1, Seduction +2, Stealth +2, Wild Surv +1, Wild Track +2.  Unarmed attack 
  1, Special ranged Attack 2. 
  Attack Combat value:10+8=18, Defense Combat Value:8, HP: 95, EP: 105+40= 145, Shock: 19 
   
  Fire Nation Spy / Scout – Body +10, Mind +11, Soul +9 
  Abilities: Attack Combat Mastery (rank9, lvl3, +2Atk/lvl), Combat technique (rank2, lvl2, 1 tech/lvl), Energy 
  Bonus (rank2, lvl1, +20EP/lvl), Special Attack (nerve/chi pts) (rank4, lvl1, +20 atk dmg, -8 atk Called shot), Less 
  Capable (+2BP, Strentgh, -3 Body). 
  Skills: Area Knowledge +3, Boating +2, Climb+2, Control Breath 1*2, Driving +2*2, Interrogation +3*2, 
  Intimidation +3*2, Mechanics +3*2, Military Sci +3*2, Navigation +2, Perf. Arts +2, Ride+2, Seduction +4, 
  Stealth +4, Wild Surv +2, Wild Track +4.  Unarmed Attack 3, Unarmed Defense 2. 
  Attack Combat value:10+6=16, Defense Combat Value:8, HP: 95, EP: 100+20= 120, Shock: 19 
   
  Fire Nation Fighter – YuYan Archer – Body +10, Mind +11, Soul +8 
  Abilities: Attack Combat Mastery (rank6, lvl2, +2Atk/lvl), Combat technique (rank2, lvl2, 1 tech/lvl), Energy 
  Bonus (rank2, lvl1, +20EP/lvl), Power Flux (4 flux pts/6 mo), Special Attack (archery) (rank4, lvl1, +20 atk dmg), 
  Less Capable (+2BP, Strentgh, -3 Body). 
  Skills: Area Knowledge +3, Boating +2, Climb+2, Control Breath 1*2, Driving +2*2, Interrogation +2*2, 
  Intimidation +3*2, Mechanics +3*2, Military Sci +4*2, Navigation +2, Ride+2, Stealth +8, Wild Surv +2, Wild 
  Track +8.  Archery Attack 2, Ranged Defense 1. 
  Attack Combat value:9+2=11, Defense Combat Value:7, HP: 90, EP: 95+20= 115, Shock: 18 
  
   
   
  Earth Kingdom Soldier (moderate earthbender) – Body +11, Mind +9, Soul +9 
  Abilities: Terrakenisis (moderate) (rank8, 100kg @100m, 10m area), Attack Combat Mastery (rank3, lvl1, 
  +2Atk/lvl), Combat technique (rank3, lvl3, 1 tech/lvl), Energy Bonus (rank4, lvl2, +20EP/lvl), Special Attack 
  (earthbending) (rank8, lvl2, +20 atk dmg), Less Capable (+3BP, -3 Charisma, -6 presence). 
  Skills: Animal training 2, Area Knowledge +4, Boating +1*2, Climb 2, Control Breath 2, Interrogation 2*2, 
  Intimidation +4*2, Military Science +3*2, Powerlifting +5*2, Streetwise 2, Wilderness Survival +4*2, Wild Track 
  2, Write 2.  Unarmed attack 2, Unarmed Defense 2, Special ranged Attack 2. 
  Attack Combat value:9+2=11, Defense Combat Value:7, HP: 100, EP: 90+40= 130, Shock: 19 
   
  Earth Kingdom absent-minded student: Body +10, Mind +12, Soul +9 
  Abilities: Attack Combat Mastery (rank3, lvl1, +2Atk/lvl), Combat technique (rank1, lvl1, 1 tech/lvl), Energy 
  Bonus (rank4, lvl2 +20EP/lvl), Special Attack (heavy tome) (rank8, lvl2, +20 atk dmg), Concentration, light 
  (studying)(+1BP), Less Capable (+3P, Perception -3Mind, Memory -6Mind), Easily Distracted (+2BP, Books). 
  Skills: Animal training 2, Area Knowledge +8, Boating +1*2, Climb 2, Interrogation 8*2, Intimidation +2*2, 
  Military Science +3*2, Powerlifting +3*2, Streetwise 2, Wilderness Survival +2*2, Write 8. 
  Attack Combat value: 10+2 = 12, Defense Combat Value: 8, HP: 95, EP: 105+40=145, Shock: 19 
   
  Strong Earthbender – Body +10, Mind +10, Soul +10 
  Abilities: Dynamic Powers (Earth, 8 ranks, 1tonne, 100m area), Attack Combat Mastery (rank3, lvl1, +2Atk/lvl), 
  Combat technique (rank4, lvl4, 1 tech/lvl), Energy Bonus (rank4, lvl2, +20EP/lvl), Special Attack (earthbending) 
  (rank8, lvl2, +20 atk dmg), Less Capable (+2BP, Luck, -3 Soul). 
  Skills: Animal training 2, Area Knowledge +3, Boating +1*2, Climb 2, Interrogation 2*2, Intimidation +6*2, 
  Military Science +3*2, Powerlifting +8*2, Streetwise 2, Wilderness Survival +4*2.  Unarmed attack 2, Unarmed 
  Defense 2, Special ranged Attack 4. 
  Attack Combat value:10+2=12, Defense Combat Value:8, HP: 100, EP: 100+40= 140, Shock: 20 
   
  Dai Li Agent – Body +11, Mind +10, Soul +9 
  Abilities: Power Flux (rank 4, level0, 4 flux pts/day), Attack Combat Mastery (rank9, 
  lvl3, +2Atk/lvl), Combat technique (rank2, lvl2, 1 tech/lvl), Energy Bonus (rank2, lvl1, 
  +20EP/lvl), Special Attack (nerve/chi pts) (rank4, lvl1, +20 atk dmg, -8 atk Called 
  shot), Less Capable (Running Speed, Immune system, Manual Dex, Presence +4BP, 
  -6 Body & Soul), Concentration, full (+3 BP, brainwashing). 
  Skills: Area Knowledge +4, Boating +1*2, Climb 2, Control Breath 2, Interrogation 
  8*2, Intimidation +8*2, Military Science +3*2, Powerlifting +3*2, Streetwise 4, 
  Wilderness Survival +2*2.  Unarmed attack 1, Unarmed Defense 1, Special ranged 
  Attack 2. 
  Attack Combat value:10+6=16, Defense Combat Value:8, HP: 95, EP: 100+20= 120, 
  Shock: 19 
   
  “Sandbender" -  Body +10, Mind +8, Soul +8 
  Abilities: Terrakenisis/Power Flux (4 pts/mo), Attack Combat Mastery (rank9, lvl3, 
  +2Atk/lvl), Combat technique (rank4, lvl4, 1 technique/lvl), Energy Bonus (rank6, lvl3, 
  +20EP/lvl), Special Attack (swampbending) (rank8, lvl2, +20 atk dmg), Less capable 
  (+2BP, Charisma, -3 Soul). 
  Skills: Animal training 4, Area Knowledge +6, Boating +1*2, Climb 2, Interrogation 
  0*2, Intimidation +6*2, Military Science +1*2, Powerlifting +3*2, Streetwise 2, 
  Wilderness Survival +8*2, Wild Track 6.  Unarmed attack 1, Unarmed Defense 1. 
  Attack Combat value:8+6=14, Defense Combat Value:6, HP: 90, EP: 80+60= 140, Shock: 18 
  
   
   
  Earth Kingdom - Kyoshi warrior: Body11, Mind10, Soul9 
  Abilities: Attack Combat Mastery (rank3, lvl1, +2Atk/lvl), Combat technique 
  (rank2, lvl2, 1 tech/lvl), Energy Bonus (rank2, lvl1,+20EP/lvl), Special 
  Attack (fan) (rank4, lvl1, +20 atk dmg) 
  Skills: Animal training 2, Area Knowledge +4, Boating +1*2, Climb 3, 
  Interrogation 0*2, Intimidation +3*2, Medical 2, Military Science +1*2, 
  Powerlifting +3*2, Stealth 3, Streetwise 3, Wilderness Survival +6*2, Wild 
  Track 6.  Unarmed attack 1, Unarmed Defense 1, Special ranged Attack 2. 
  Attack Combat value:10+2=12, Defense Combat Value:8+2=10, 15% 
  elemental shielding, HP: 100, EP: 95+20= 115, Shock: 20 
   
   
   
   
   
   
   
   
   
   
   
   
  Strong Airbender: Body +8, Mind +10, Soul +12 
  Abilities: Dynamic Powers (Aero) (rank7, 10m area, 1km range, 1person), Attack Combat Mastery (rank6, lvl2, 
  +2Atk/lvl), Combat technique (rank4, lvl4, 1 tech/lvl), Energy Bonus (rank2, lvl1, +20EP/lvl), Flight (airbenders), 
  Special Attack (airbending) (rank8, lvl2, +20 atk dmg), Less Capable (+2BP, Strength, -3 Soul). 
  Skills: Acrobatics +4*2, Animal training +5, Area Knowledge +4, Bio Science1, Climb2, Controlled Breathing 
  +4*2, Navigation2, Occult +3*2, Physical Science +3*2, Power Usage +4*2, Ride +2*2, Social Science2, Sport 
  +3*2, Write1.  Unarmed attack 1, Unarmed Defense 3, Special ranged Attack 2. 
  Attack Combat value:  10+4 = 14, Defense Combat Value: 8, HP: 100, EP: 110+20=130, Shock: 20 
   
  Air Nomad monk – student or guru: Body +8, Mind +12, Soul +11 
  Abilities: Attack Combat Mastery (rank3, lvl1, +2Atk/lvl), Combat technique (rank2, lvl2, 1 tech/lvl), Energy 
  Bonus (rank4, lvl2, +20EP/lvl), Special Attack (heavy tome) (rank4, lvl1, +20 atk dmg), Concentration, light 
  (studying)(+1BP), Less Capable (+2BP, Strength, -3 Soul). 
  Skills: Acrobatics +4*2, Animal training +2, Area Knowledge +5, Bio Science 3, Climb2, Controlled Breathing 
  +4*2, Navigation 4, Occult +4*2, Physical Science +4*2, Power Usage +4*2, Ride +1*2, Social Science 4, Sport 
  +1*2, Write 4. 
  Attack Combat value: 10+2 = 12, Defense Combat Value: 8, HP: 95, EP: 115+40=155, Shock: 19 
  
  Rules of engagement : combat 
   
  Elemental Bending spells for Dynamic Powers (benders) 
  
SOURCE: textdata/thevault/Avatar/Avatar (Tri-Stat)/Avatar - Corebook.pdf