Welcome, ladies and gentlemen, to yet another Game of Fate and Destiny!
This time though, we've...
This time though, we've...
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User | Total |
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badoatmeal | 2 |
Avatar Creation Sheet: [Avatar]
Appearance:
[x] Being unusually fit, while not having any bulky muscles there's not much body fat there
[x] looks like velma from scooby doo.
Nationality:
[x][Water]
Boons:
[x][Talented Bender]
[x][Prodigy]
[x][Fine Control]
Items:
[x][Bender's Weapon]
Banes:
[x][Unsure Footing]
[x][Wanted]
Well, since it seems people actually have an interest in seeing how this Quest pans out, we'll go for it.
With the votes as they currently stand, the build that will end up being chosen is as follows:
Since we know how important something like the build that forms the foundation of a character is, we'll give y'all ~24 hours to raise any objections. After that, the vote will close and the chapter will be put out.
You raise a fair point. How'd you do that tagging thing?just gonna say, if you want actual feedback you often need to summon people a lot of people only check for OP updates, aka posts by you with +500 words.
Ameraaaaaa, Rayrage, Brian Stewart, i summon thee to partake in the choices made!
Also, unsure footing could be overcome using water bending to move us around
- Appearance: Your exact appearance is largely up to the ethnicity of the nation you choose to hail from. However, if you want to choose some features, like being tall, or having long or short hair, you can choose that here.
- Write-in
- Nationality: This will determine your Element for bending and your ethnicity. It also dictates your starting clothes and location. Do note that you aren't expected to adhere to the philosophies and principles of the nation you choose, only that others may expect you to follow them, and perhaps take issue if you do not.
- Water Tribes: An adaptable and community-minded culture, they make their homes at the North and South Poles. Their philosophy is one of balance. Waterbending will allow you to manipulate water, as well as convert it to ice and steam at will. The strength of this power is tied to the phase of the moon.
- Earth Kingdom: A proud, tradition-centric culture, they possess the largest of the four nations. Their philosophy is one of conservativism, taking action only when necessary. Earthbending will allow you to manipulate rock and stone, and favors defensive might with powerful counterattacks.
- Fire Nation: The strongest nation in terms of military and economic might, their culture is both passionate and innovative. Their philosophy is one that favors quick action, and concerns itself more with the ends than the means. Firebending will allow you to control fire, and to generate it using your body heat as a catalyst. It's strength rises with the sun.
- Air Nomads: A now-extinct people, they were a nation of free-spirited pacifists. Their philosophy is one of peace, avoiding conflict rather than engaging in it. Airbending will allow you to manipulate the air around you. Unfortunately, they've all been wiped out, except for one, so your existence might attract a bit of attention. Finding a teacher might prove difficult too.
- Boons: Special skills to help you survive in this world. And, as a special treat, these Boons will accompany you to other worlds as well. They'll stack with other Boons with similiar effects too. You may take one for free, but any more will require you to take Banes to pay for them.
- Talented Bender: For all that can be said about training and hard work, there's always that extra edge that those with talent have over those without it. You are now on the favored side of that equation, possessing remarkable talent with your nation's element. You can learn new skills within your field with speed that amazes your teachers. And of course, you're simply better than others in terms of raw power. Your attacks just have a little bit more weight to them.
- Spiritually Attuned: Something about you resonates with the spirits of this world. They will rarely act aggressively towards you, and are willing to talk to you, at least for a little while. You can sense the presence of spirits and the Spirit World, and may even be able to cross over with practice. Even so, this Boon alone won't save you from having your face stolen, so be careful.
- Soldier: You've been trained as a soldier, giving you knowledge of your nation's preferred fighting styles and weapons. This applies to both your bending and non-bender approaches to combat. It also makes you a little better at keeping your cool in battle.
- Fine Control: Raw power is nice and all, but if there's one thing that demonstrates your sheer aptitude for your bending art, it's your precision. Bringing every raindrop to a halt in midair during a rainstorm. Molding a statue so perfect in its likeness that it could pass for the real thing. Thin jets of flame that cut through metal like swords. Controlling air currents so not a single speck of dust touches you. This is the level of control over an element is something masters spend lifetimes to achieve, and it comes to you rather naturally.
- Prodigy: Now this is something special, isn't it? You've somehow learned the secret to your bending art's specialist branches. If you're a waterbender, you can heal wounds with Lifebending, manipulate plant life with Plantbending, or puppet the bodies of others with Bloodbending. If you're an earthbender, you can sense vibrations through the earth, control metal via Metalbending, and create lava with lavabending. If you're a firebender, you can create blue flames, manipulate heat without flame, and shoot lightning. If you're an airbender, you can sense your surroundings through the air around you, create areas of extremely high pressure or even vacuums via Pressurebending, and project your spirit from your body. You only start with the most basic knowledge of these arts, but with training and effort, you could become a force to be reckoned with.
- Survivalist: It's a wild world out there, even without the war to consider. So what could be more valuable than knowing how to survive. What plants and animals you can eat. Where it's safe to pitch a tent in the wilderness. How to avoid dangerous animals. How to hunt for food. You might not know it all, but you know enough.
- Chi Blocking: You ever wonder how all those enemy benders would fare if they couldn't sling around their fancy elementalist powers? Well now you can find out! You possess knowledge of the art of chi blocking, a martial art that focuses on light, precise jabs targeting pressure points. Using it, you can disable a person's bending powers, or make their bodies go limp, or paralyze them. It doesn't work through thick armor though, and you have to be able to get in close. As an added benefit, this Boon makes you extraordinarily flexible.
- Items: Your abilities on their own might not be enough. These items may help you on your journey. You get one for free, the rest require Banes to acquire. As we mentioned earlier, items don't follow you between universes. Sorry about that.
- Bender's Weapon: A trademark tool all of your own, designed to supplement your bending powers. Waterskins for waterbenders, stone hammers or fans for earthbenders, a glider staff for airbenders, or dual broadswords for firebenders. Your weapon repairs or refills itself every other night. You can buy this more than once if you want extra copies of your weapon, or if you want weapons belonging to one of the other groups.
- Survival Gear: More than just the basics, this pack comes with all the essentials for living on the land; a tent, a map, flint and steel, simple rations, tools for setting traps and hunting for food, and so on. Your equipment always manages to stay in good condition, no matter the elements it suffers through.
- Master's Scrolls: A collection of scrolls covering the various forms and techniques for bending your particular element. Using these to guide your training will see your skills improve by leaps and bounds, though an actual teacher would be useful.
- A Mount: A faithful animal companion, large enough to carry you, a couple friends, and your stuff. Exactly what animal is up to you, though it has to be within reason. If you want a moose lion or something, go right ahead, but if you want one of the animals that taught the original benders, you'll have to be a bender of the appropriate element. You have an established bond with this animal, but if you mistreat it, it will abandon you. Also, if it dies, it stays dead, so take care of it. Feel free to give it a name while you're at it.
- Schematics: An assortment of blueprints and plans. Some of them are detailed maps of buildings, while others are of assorted machines, some of which look a bit...advanced for this society. They're not quite complete, but with time, you might be able to figure out how to make the weapons of war they display.
- Banes: Perhaps you want more skills? Well, they'll cost you. These Banes will provide you with extra dangers or challenges on your journey, but will also allow you to take more Boons or items in exchange. Unlike Boons, Banes do not carry over between universes, and they can only be used to buy things in this universe. One Bane will earn you one Boon or item.
- Unsure Footing: Instead of starting in a city within your native nation, you'll be starting somewhere else entirely. You'll still find yourself in a city, or at least a town, but the kingdom is chosen at random from the three other nations. Hope you packed a map.
- Dangerous Territory: Scratch that, the location isn't random at all. If you're from the Fire Nation, you'll be starting in the Northern Water Tribe capital at the North Pole. All other nationalities will be starting in the Capital City of the Fire Nation. You aren't really supposed to be here, and the residents will probably be looking for an excuse to throw you in jail. Try not to cause trouble, alright?
- Chopping Block: Or, just do that anyways. Now, you aren't just starting in hostile territory, you've already been captured. You start your journey imprisoned within the appropriate capital city, and are awaiting interrogation and execution. Your items have been taken from you. To say that escape will be difficult is an understatement.
- Culturally Insensitive: You have a knack, a talent even, for walking into a new environment and insulting the culture of the people there. Whether on purpose or by accident, you find a way to degrade their traditions, way of life, or customs. This won't lead to you being executed or anything, particularly if you apologize, but it'll certainly make it hard to make new friends. And you'll probably stick out like a sore thumb when you show up in an unfamiliar place.
- Wanted: You've committed a crime, or at least that's what you're accused of. The law enforcement of the nation where you committed the dastardly deed would like nothing more than to capture you and bring you to justice. You might be able to prove your innocence (if you are innocent), but that will take time and effort. If you take this with Chopping Block, the nation you're imprisoned by is the one holding you accountable for the crime. And your trial is coming much sooner.
- Pacifist: You're so peaceful, you couldn't hurt a fly. By which we mean you actually can't hurt a fly. Or a person, no matter how much they deserve it. Even considering taking lethal action against another will make you weak in the knees, and actually taking a life is literally impossible for you to pull off. If you happen to kill someone by accident, you'll fall into despair for a while, and your fear of accidentally killing someone again will grow.
- The Avatar: Congratulations! You're the Avatar! You've supplanted Aang's role in the story. As such, you need to fulfill his destiny and put an end to the 100-Year War. The Fire Nation will recognize you as such, and will react accordingly. If you take this with Chopping Block, you're imprisoned by the Fire Nation, and Fire Lord Ozai himself will be seeing to your executing when he arrives in two days. Oh, and in case you were getting any ideas, no, you aren't actually the Avatar, with any of the associated powers. Only one element for you. Good luck!
Got no objections.
Simple question, how willing is she to use lethal or potentially lethal force?
Also, unsure footing could be overcome using water bending to move us around.
Water shoes/boots to stabilise us while trying to hide? It also works as training our stamina and knowledge and our fine control should be good enough to make it work.
People in Avatar have pretty linear movements during fights unless they can use air of fly with fire, using water to move around like spiderman or even as a stretchable rope will hopefully negate the movement buff and improve speed whilst fighting/running away.
Got no objections.
Simple question, how willing is she to use lethal or potentially lethal force?
Also, unsure footing could be overcome using water bending to move us around.
Water shoes/boots to stabilise us while trying to hide? It also works as training our stamina and knowledge and our fine control should be good enough to make it work.
People in Avatar have pretty linear movements during fights unless they can use air of fly with fire, using water to move around like spiderman or even as a stretchable rope will hopefully negate the movement buff and improve speed whilst fighting/running away.
it can't unsure footing means we start in a not newbie friendly area, we're basically just lost somewhere rather then having clear direction, it's not unsure footing as in bad at walking but unsure footing as we take our first steps into the new world we have no idea were we end up.
Sorry meant that we can possibly get a boat/raft and travel using water bending, basically leave where we start, especially since freshwater won't be an issue.
Water shoes to help us move around uneven terrain and cover any sounds we make.
Reading back, my last post does seem pretty confusing. Sorry about that.
Appearance:
[] Write-in
Nationality:
[X][Water] Next to fire this would be the best for defense and offense with the added bonus of being able to heal
Boons:
[X][Talented Bender being able to learn fast is always a good thing.
[][Fine Control]
[X][Prodigy] this will give you healing powers, great for yourself as healing yourself mess survivalist a little less necessary, it can help you make way by healing others, and bribing people as in 'oh no you child is sick/hurt mr. mayor here I can fix that'
Items:
[X][Bender's Weapon] unlimited water again make survivalist unnecessary as well....water. Also healing. Healing is good.
Banes:
[X][Unsure Footing] worst case the fire nation best be sneaky. Absolute best case the air temple before Aang arrives. Then there's second best chance to meet Toph
[][Wanted]
wanted if you are absolutely lucky you'll be wanted by the dead normadic air benders ego a free point! For fine control so you'll be a master in no time. But remember only go for this combo if you feel lucky. As you will be a prodigy fine control can be learned. Cause if you get this and end up in the fire nation..,,well things are going to be very tricky
Appearance:
[X] Write-in
Nationality:
[X][Air] Arguably the best defence [Doging and blocking] and offensive element. Had to be removed and nerfed, using pacifism, to justify why they hadn't conquered everyone.
Boons:
[X][Talented Bender]
[X][Fine Control]
[X][Survivalist]
Items:
[X][Master's Scrolls] Allowing us to learn things much faster.
Banes:
[X][Unsure Footing]
[X][Wanted]
Appearance:
[X] looks like velma from scooby doo.
Nationality:
[X][Water] Next to fire this would be the best for defense and offense with the added bonus of being able to heal
Boons:
[X][Talented Bender being able to learn fast is always a good thing.
[X][Prodigy] this will give you healing powers, great for yourself as healing yourself mess survivalist a little less necessary, it can help you make way by healing others, and bribing people as in 'oh no you child is sick/hurt mr. mayor here I can fix that'
Items:
[X][Bender's Weapon] unlimited water again make survivalist unnecessary as well....water. Also healing. Healing is good.
Banes:
[X][Unsure Footing] worst case the fire nation best be sneaky. Absolute best case the air temple before Aang arrives. Then there's second best chance to meet Toph
[X] Plan: Fit for fighting
-[X] Being unusually fit, while not having any bulky muscles there's not much body fat here.
-[X] Earth
-[X] Chi Blocking
-[X] Master's Scrolls
-[X] Mount
--[X] Armadillo Lion
-[X] Unsure Footing
Being hopelessly lost somewhere you want a furry friend, that's why i took the armadillo lion not only will it be able to carry us places a lot quicker it's also useful for getting back home, or wherever we actually want to go, also Earthbending is the best way to disable enemies and the most abundant element, it's only if we're forced on top of a ship or iceberg we wont have material to work with.
Anyhow earth is maybe the least good for chi-blocking due to earth being one of the less mobile elements and got other ways to disable, but earth is very good at surprise strikes from anywhere by moving through the earth or blocking peoples sight with dust, and walls throwing them off,
main reason i was thinking of not taking chi blocking for a long time is because not taking a bending perk in a Avatar (partially) quest is like grand heresy
Avatar Creation Sheet: [Avatar]
Appearance:
[x] Being unusually fit, while not having any bulky muscles there's not much body fat there
[x] looks like velma from scooby doo.
Nationality:
[x][Water]
Boons:
[x][Talented Bender]
[x][Prodigy]
[x][Fine Control]
Items:
[x][Bender's Weapon]
Banes:
[x][Unsure Footing]
[x][Wanted]
Are you satisfied with your choices?
Upon selection, these options cannot be changed.
Y/N
Unsure Footing Roll said:Rolling d3
1 = Earth
2 = Fire
3 = Air
Result: Roll = 3
Starting Location Set
Wanted Roll said:Rolling d4
1 = Water
2 = Earth
3 = Fire
4 = Air
Result: Roll = 3
Wanted Nation Set
Crime Roll said:Cause of [Wanted] Bane not included.
Rolling presets:
1 = Murder
2 = Arson/Property Damage
3 = Theft
4 = Political Dissident
5 = Official's Grudge
6 = War Criminal
Result: Roll = 4
Rolling Legitimacy:
1 = Rightfully Accused
2 = Falsely Accused
Result: Roll = 2
I don't know much about avatar but we should probably try to find some food and water. Also we should find the avatar for protection.