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  1. - Top - End - #31
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    Default Re: [Avatar d20 Project] Setting Main Hub

    I strongly urge all contributers of this project that have not yet signed into the role call to do so now. I will not be accepted any more names after 1:00pm tomorrow EST. I know there are many more contributers than have signed up already, even if all you've done is through out suggestions and add to discussions, sign in and be recognized, this project could not have become what it is without you.

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  2. - Top - End - #32
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    Sorry for the delay, but I finally got the pdfs up for download. I had a bit of trouble getting the background on, but hopefully it will work, if not please tell me and I'll try to fix it.

    You can download the pdfs from my downloads page here.

  3. - Top - End - #33
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    I'm confused about something......I've been looking at the PDF (glad it's posted at a place I can reach it, it wasn't working at the main site)

    Does this system use vitality/wounds? Under the prestige class Disciple of healing mentions the ability to detect wounds and vitality. But this system is not mentioned anywhere else in the PDF....

    Frankly, I think the vitality and wound system would work better for Avatar than standard hit points....since healing is limited to just waterbenders, and those are relatively rare outside the water tribes. As such hit points would take WAY to long to heal without a waterbender (especially at higher levels). It also takes into the account of lucky hits seen in the show (Azula hitting Iroh square in the chest when he just jumped into the fight comes to mind).

  4. - Top - End - #34
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    Yes, the original idea was that the system would use vitality/wound points. I don't think it's been canonized/required the same way that class defense has been, however. I agree that vitality/wound points are a good system for this type of setting, but I think the consensus was that we didn't want to require it, since some people aren't as comfortable with the system.

    So, it might be a good idea to tweak that PrC ability.

    Edit: I've updated the website to include the new PDF link. Much thanks to Lord T. for the awesome work.

    Mephibosheth
    Last edited by Mephibosheth; 2008-03-17 at 10:10 AM.
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    SwashbucklerGuy

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    Vinebending, as I have seen it called, or seaweedbending as it is in the image I supplied, is an awesome bend, why is it not there? I mainly ask because I am running a game and one of my players came from the Foggy Water Tribe and he wants to be able to vinebend...



    http://bloodandsteel.net/gallery/sok...ingpage1-a.jpg
    Sokka's Boomerang and WarHammer (I think thats a warhammer? lol)
    Why isn't Sokka's totally awesome boomerang and warhammer like object in the weapons category? In fact, there are very few weapons there

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  6. - Top - End - #36
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    Quote Originally Posted by felinoel View Post
    Vinebending, as I have seen it called, or seaweedbending as it is in the image I supplied, is an awesome bend, why is it not there? I mainly ask because I am running a game and one of my players came from the Foggy Water Tribe and he wants to be able to vinebend...
    Golem + Plantbending.

    The good thing about this system is, you can do pretty cool maneuvers, even those not seen on the show.
    I use black for sarcasm.


    Call me Rose, or The Rose Dragon. Rose Dragon is someone else entirely.

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  7. - Top - End - #37
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    SwashbucklerGuy

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    Quote Originally Posted by The Rose Dragon View Post
    Golem + Plantbending.

    The good thing about this system is, you can do pretty cool maneuvers, even those not seen on the show.
    Ah yes, I remember finding that now, it was the other day I went and looked for it and I get very forgetful -_-'

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  8. - Top - End - #38
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    Mephibosheth's Avatar

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    Default Re: [Avatar d20 Project] Setting Main Hub

    Quote Originally Posted by felinoel View Post
    http://bloodandsteel.net/gallery/sok...ingpage1-a.jpg
    Sokka's Boomerang and WarHammer (I think thats a warhammer? lol)
    Why isn't Sokka's totally awesome boomerang and warhammer like object in the weapons category? In fact, there are very few weapons there
    While we were developing the system, we worked with the general assumption that Avatar d20 would be an addition to already-existing d20 content, rather than replace it. With that in mind, we only statted weapons we felt truly could not be represented by already-existing weapon statistics.

    You can find multiple versions of boomerang statistics in already-published sources. Complete Warrior has statistics for a boomerang, as does Dragon Magazine issue 331 and the Eberron Campaign Setting. However, I can see how none of these really represent Sokka's boomerang (the CWar version only does subdual damage, for example). If none of these statistics work for you, check out the Items and Machinery thread for my adaptation (just posted).

    Sokka’s warhammer-like weapon would probably just be a club. Doesn’t look any more complicated than that.

    Hope that helps.

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  9. - Top - End - #39
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    Quote Originally Posted by Mephibosheth View Post
    While we were developing the system, we worked with the general assumption that Avatar d20 would be an addition to already-existing d20 content, rather than replace it. With that in mind, we only statted weapons we felt truly could not be represented by already-existing weapon statistics.

    You can find multiple versions of boomerang statistics in already-published sources. Complete Warrior has statistics for a boomerang, as does Dragon Magazine issue 331 and the Eberron Campaign Setting. However, I can see how none of these really represent Sokka's boomerang (the CWar version only does subdual damage, for example). If none of these statistics work for you, check out the Items and Machinery thread for my adaptation (just posted).

    Sokka’s warhammer-like weapon would probably just be a club. Doesn’t look any more complicated than that.

    Hope that helps.

    Mephibosheth
    I see, well I asked because one, Sokka rocks =d
    And two, I noticed Sokka didn't have a Character Sheet, and I considered making one for him and his character sheet would need weapons




    EDIT:
    Speaking of character sheets, I made one for Avatar d20, since there isn't any yet
    .

    Could someone please do a lookover and let me know if anything needs changed on it, if so I can fix it quickly
    Last edited by felinoel; 2008-03-27 at 04:07 PM.

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  10. - Top - End - #40
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    Default Re: [Avatar d20 Project] Setting Main Hub

    I was looking at the Bender tables on each respective Bender's page and I noticed that the column labeled as Defense Bonus hasn't been explained. Does it just get added to the AC? Or is there a special circumstance for it?

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    Quote Originally Posted by Knoxontholos View Post
    I was looking at the Bender tables on each respective Bender's page and I noticed that the column labeled as Defense Bonus hasn't been explained. Does it just get added to the AC? Or is there a special circumstance for it?
    I was wondering that too, I can't find an explanation for it on the googlepages site anywhere, it might be somewhere in one of the original threads, but when I asked about it on a different thread, it was just ignored, if it does give a bonus to AC, which is what I am thinking it does, I would definitely like to know so I can update my character sheets to have that in there
    Last edited by felinoel; 2008-04-02 at 05:27 PM.

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  12. - Top - End - #42
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    It's the Defense Bonus variant from the SRD and UA. It's either Defense Bonus or Armor Bonus, but natural armor, deflection and the like still stack. The link is right here
    Last edited by Ceiling009; 2008-04-03 at 12:14 AM.

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    Default Re: [Avatar d20 Project] Setting Main Hub

    Sorry to drop out of the blue like this. I just recently joined so have'nt had much of a chance to say anything but anywho...
    This SEED system could be used for a number of things you guys. I can easily see a FMA or even DC setting done using the basic principles here. This has ALOT of potential in my opinion.

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    Quote Originally Posted by Ceiling009 View Post
    It's the Defense Bonus variant from the SRD and UA. It's either Defense Bonus or Armor Bonus, but natural armor, deflection and the like still stack. The link is right here
    So it just gets added onto AC, right?

    Quote Originally Posted by black dragoon View Post
    Sorry to drop out of the blue like this. I just recently joined so have'nt had much of a chance to say anything but anywho...
    This SEED system could be used for a number of things you guys. I can easily see a FMA or even DC setting done using the basic principles here. This has ALOT of potential in my opinion.
    Yup, sure seems that way

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  15. - Top - End - #45
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    Default Re: [Avatar d20 Project] Setting Main Hub

    No, it does not just get added to AC. It's either the Defense bonus, or your Armor, not both. The Defense bonus is basically built in armor, so both armor bonuses do not stack. But, natural armor, deflection, dodge, and other bonuses that give you armor, but is not an "armor" bonus do stack. So a waterbender at level 1, with 18 dex, has an AC of 17; not wearing any armor. If that same waterbender bought leather armor, and chose to use it, their AC would be 16.
    Last edited by Ceiling009; 2008-04-04 at 12:08 AM.

  16. - Top - End - #46
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    Quote Originally Posted by Ceiling009 View Post
    No, it does not just get added to AC. It's either the Defense bonus, or your Armor, not both. The Defense bonus is basically built in armor, so both armor bonuses do not stack. But, natural armor, deflection, dodge, and other bonuses that give you armor, but is not an "armor" bonus do stack. So a waterbender at level 1, with 18 dex, has an AC of 17; not wearing any armor. If that same waterbender bought leather armor, and chose to use it, their AC would be 16.
    Ah I see, well then its name is misleading =d

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    Default Re: [Avatar d20 Project] Setting Main Hub

    I havn't seen a suggestion for bending locks yet:

    Fire Lock (Like in the fire temple on Crescent Island)
    This lock is only unlocked by a blast of fire. Some doors might have multiple fire locks that have to be unlocked simuanously. Since fire would most likely damage wooden doors these types of doors are always either stone or iron (DC 28 to break). Fire may be faked by using explosives (Such as a alchemist's fire or dynamite) or even perhaps a lit torch.

    Air Lock (Like in the Air Temples)
    This lock is only unlocked by a strong blast of air. Some doors might have multiple air locks that have to be unlocked simuanously.
    (I'm not sure how one would fake a air blast. A machine?)

    There might not be exactly a place to pick a door, so I'm not sure if a bending door is pickable or if it is what the DC would be.

  18. - Top - End - #48
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    Quote Originally Posted by Foolster41 View Post
    I havn't seen a suggestion for bending locks yet:

    Fire Lock (Like in the fire temple on Crescent Island)
    This lock is only unlocked by a blast of fire. Some doors might have multiple fire locks that have to be unlocked simuanously. Since fire would most likely damage wooden doors these types of doors are always either stone or iron (DC 28 to break). Fire may be faked by using explosives (Such as a alchemist's fire or dynamite) or even perhaps a lit torch.

    Air Lock (Like in the Air Temples)
    This lock is only unlocked by a strong blast of air. Some doors might have multiple air locks that have to be unlocked simuanously.
    (I'm not sure how one would fake a air blast. A machine?)

    There might not be exactly a place to pick a door, so I'm not sure if a bending door is pickable or if it is what the DC would be.
    A fan or more likely one of those things people used to use to shoot air at fires to bring them back to life

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    Oh yeah, a Billows pump. (Also useful for brining mostly dead people to life!) I should have thoght of that.

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    Quote Originally Posted by Jukashi View Post
    I was just reading through the stuff you have so far - it looks really good! I was just wondering something after looking at the Avatar template; shouldn't there be some mention of the order the Avatar has to learn the elements in? For example, If you start as a Firebender you learn Air first, then Water, then Earth. I suppose you're not strictly limited (Aang was able to learn some firebending, bad idea though it turned out to be), but perhaps it would impart some sort of penalty or random effect if they learn out of order?
    I saw that as mainly legend and not fact though...

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  21. - Top - End - #51
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    Default Re: [Avatar d20 Project] Setting Main Hub

    As I promised Mephibosheth, here are the summaries of the Lost Scrolls books:

    I’m concentration on information on Bending and other things that can be translated into rules, and ignoring the background stuff, PM me if you want something on that, too.

    Fire

    Firebenders draw energy from the sun and from heat sources like lava.
    The Fire Nation has many skilled metalworkers.
    It has a real industry that specialises in producing metals and tools – it’s the first industrialized nation in the world.
    Children play with firecrackers as toys.
    The Hawks carrying messages are actually “Dragon Hawks”.

    Firebending is aggressive and lacks on the defensive side. It’s strength comes from controlled breathing not from physical strength or size. It draws from several ancient martial arts:
    -Xsing Yi: Incorporates strikes from the “Seven Stars” – hands, feet, knees, elbows, hips, shoulders and head.
    -Southern Dragon Claw: techniques for seizing and holding that use the hand
    -Northern Shaolin: Emphasizes kicking.

    Moves are designed for achieving victory: a kick or jab creates bursts of flames, whirlwing kicks generate blazing arcs of flames, punches unleash fireballs, spinning kicks rings of fire. Snapping hand or wrist creates a “deadly fire pinwheel”. Several Firebenders working together can combine there energy to shoot fire missiles for long distances.

    Strengths: more powerful during the day and in warm climates. Most powerful on the equator during summer (wow, that comet has some auspicious timing…)

    Weaknesses: solar eclipses, full moon, less powerful in the rain. Firebenders traditionally lack defensive moves.

    Agni Kai: fought at sunset, begun back to back, barefoot, the goal is to overpower your opponent, knock him to the ground and burn him.

    The Spirit World

    Inhabited by a variety of spirits who are guardians of rivers, forests and mountains. Also, the previous Avatars are alive there. They can be contacted on the Solstice or when one enters the Spirit World.

    Avatars partially enter the Spirit World when they go into the Avatar State.

    You can still observe the natural world, when you are in the spirit world, but you cannot influence it. Bending is not possible there, because the Spirit World has no physical form.

    ~~~~~~~~~~~~~~~~~~~~~~

    Water

    Waterbenders use their abilities for defence, never for aggression.
    The members of the Water Tribes are renowned for being great hunters, making their living from hunting and fishing.
    Animals living in their territories include Otter-penguins, turtle-seals, polar sea lions, penguin fish, polar leopards. The Northern Tribe uses buffalo-yaks as beasts of burden.

    Waterbending is defensive in nature. Waterbenders draw their strength from the moon and their life from the ocean spirit and try to maintain a balance.
    It is influenced by the martial art of Tai Chi. The intent is to control the opponents, not harm them. With Waterbending, softness and breathing prove more powerful than hard aggression.
    Waterbenders can control water in any of its forms – steam, water and ice.
    Techniques: suspend a body of water around themselves, then lash out with water whips or waves, encase an attacker in a sheet of ice, use a screen of steam as cover. Expert Waterbenders can collect the available moisture in the air and ground around them to use it.

    Strenghts: A Waterbender’s power comes from his internal life energy, his chi. The power is related to the emotional state. Inexperienced waterbenders can become more powerful when they are angry, but they lose control which can be very dangerous. They are most powerful at night, when the moon is full, during winter and when they are on the poles. They can choose to direct their energy using two “jings”, or techniques, representing the push and pull of the moon on the tides.

    Weaknesses: When there is no water around, waterbenders are helpless and it is easier to cut them off from their element than the other benders.

    Healing: done by opening up the chi paths in the body and helping the healing process and speeding it up.

    The Waterbending Scroll (from the episode of the same name): contains the Single Water Whip, a technique that was considered lost. It’s now Katara’s signature move.

    ~~~~~~~~~~~~~~~~~~~~~

    Air

    The Air Nomads were a peaceful race, that lived in huge tempels and traveled the world on flying bison. They preferred to use their powers strictly for defensive purposes.

    Airbending is a dynamic skill that uses air to enhance natural abilities, allowing to defend against multiple attackers.

    Martial Arts Influence: Baguazhang. Movements employ the whole body with smooth coiling and uncoiling actions. Rapid movements draw energy from the abdomen.
    Techniques: -run faster by decreasing air resistance
    -jump higher and farther
    -run up walls, protect yourself from falling
    -create an air vortex to suck in an opponent and spit him out again
    -deflect attacks with air shields and air domes
    -the staff/glider is used to enhance attacks and defenses
    -channel a light breeze into a tornado and ride air currents like flying
    -without air an Airbender is powerless [Note: and probably soon dead, because it’s quite difficult to breath without it^^]
    To master Airbending and earn arrow tattoos one must pass all 36 levels of Airbending and invent a new move. Aang invented the air scooter, so he got his arrows early.

    The Air Nomad Monks were the leaders of the Air Nomads. They taught the future generations of Airbenders. Air Nomads not linked to a temple just roamed around.

    An Avatar must master his own element before he can continue to learn the others. [The rest about Avatars in the book is common knowledge.]

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    I’ll add the other elements in the afternoon.
    Last edited by Liliedhe; 2008-06-07 at 08:15 AM.
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    Ooh. That's really useful. Thanks, Liliedhe!
    Quote Originally Posted by Liliedhe View Post
    Techniques: -run faster by decreasing air resistance
    -jump higher and farther
    -run up walls, protect yourself from falling
    -create an air vortex to suck in an opponent and spit him out again
    -deflect attacks with air shields and air domes
    -the staff/glider is used to enhance attacks and defenses
    -channel a light breeze into a tornado and ride air currents like flying
    So it seems that we've got all of those covered except for being spit out of a vortex. Though that one function in Tornado comes pretty close.

    About the airbender making a new move; that should be form, right? Because we put the Air Scooter down as a (rather underpowered) seed.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
    Quote Originally Posted by KKL View Post
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    Default Re: [Avatar d20 Project] Setting Main Hub

    Hello its me again, while getting my game set up I realized that I did not have a map with locations, so I put one together, this is just the first draft of it, especially since I noticied I had forgotten an island =b

    http://felinoel.deviantart.com/art/T...vatar-88014928
    Just felt like submitting it to be used if people want to use it


    EDIT:
    I had forgotten Kangaroo Island, Whaletail Island, EK ferry, and the Ba Sing Se train station, I will add them in the next version
    Last edited by felinoel; 2008-06-08 at 05:43 PM.

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    Default Re: [Avatar d20 Project] Setting Main Hub

    Y'know, with the addition of the new forms compendium, I've noticed how cluttered the OP is. Could you separate the active threads from the inactive ones altogether, Meph? It just all seems kind of chaotic right now.

    Also, Felinoel deserves SO much more credit than what we gave him (read: none) for the map he made of the Avatar world. Nice work, bro. That's exactly the start we need to make this setting a playable location.
    Last edited by Eighth_Seraph; 2008-06-20 at 03:52 PM.
    Water, Earth, Fire, and Air: Benders of the Avatar world
    Monks and Rangers for a non-magical world
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    I'm extremely sorry it took me so long to finish this, but here is the missing element:

    Earth

    The people of the Earth Kingdom believe in peaceful coexistence. They use their powers for industry and defence and are fierce fighters. Earthbenders are strongest during spring.

    Their industries are farming, architecture, carpentry, hunting, coal mining. Stones and rocks are Earthbended into the cities to make everything from tools to buildings. The Kingdom has an advanced communications and trade system.

    Earthbending

    Earthbenders use their own strength to power their attacks and are mostly extremely muscular. It uses techniques from the Hun Gar Style of Kung Fu, that uses strong stances and is based on the movements of animals like the tiger (imitated when using hard blows) and the crane (when gently landing again).

    Earthbending techniques are:
    - striking the ground to cause tremors or small quakes
    - stomping the ground to kick up a boulder and kick it at the enemy
    - use Earthbending to catapult themselves in the air
    - soften the Earth to cushion their landing
    - open cracks in the ground to swallow an opponent
    - raise stonewalls to block attacks
    - levitate stones to propel them at opponents
    - magnetize their limbs to stone to climb
    - highest level Earthbenders can change the ground into quicksand and trap opponents

    Earthbending has 85 jings or ways to direct one’s energy, the neutral jing (waiting and listening for when to strike) is the most important. They can combine their movements to create huge walls and so on.

    Their greatest weakness is their inability to bend metal.

    EDIT: Oh, concerning Sandbenders... The "Fire Nation Man" from the wrestlers in The Blind Bandit is a Sandbender. Don't know if that will help figuring out more about them, though^^.
    Last edited by Liliedhe; 2008-06-22 at 04:16 AM.
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    Lightbulb Re: [Avatar d20 Project] Setting Main Hub

    Quote Originally Posted by Eighth_Seraph View Post
    Y'know, with the addition of the new forms compendium, I've noticed how cluttered the OP is. Could you separate the active threads from the inactive ones altogether, Meph? It just all seems kind of chaotic right now.

    Also, Felinoel deserves SO much more credit than what we gave him (read: none) for the map he made of the Avatar world. Nice work, bro. That's exactly the start we need to make this setting a playable location.
    Well I did only recently make it, also I remade the map after I had posted the first one online some people gave me a few places I had forgotten about, the full version of the map is here
    http://felinoel.deviantart.com/art/T...ark-2-88014928
    And a good list of locations for the map is here
    http://avatar.wikia.com/wiki/The_World_of_Avatar

    EDIT:
    And once the series ends I will be remaking it once more, to show the locations given then

    Quote Originally Posted by Eighth_Seraph View Post
    Also, Felinoel deserves SO much more credit than what we gave him (read: none) for the map he made of the Avatar world.
    By this statement do you mean I was given no credit with anything whatsoever, or just no credit for the map? Because a while back I made some character sheets for a game I will be running (I had my players start early just to be sure), and I see it is now on the Avatar d20 Project Website


    EDIT:
    Would you guys mind it if I ran a few games of this system at a convention? I would of course give credit and direct people to the site about it
    Also the pdf on that site doesn't seem to be working
    Last edited by felinoel; 2008-06-26 at 08:15 PM.

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  27. - Top - End - #57
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    Default Re: [Avatar d20 Project] Setting Main Hub

    Quote Originally Posted by felinoel View Post
    Would you guys mind it if I ran a few games of this system at a convention? I would of course give credit and direct people to the site about it
    Also the pdf on that site doesn't seem to be working
    First, let me echo Eighth_Seraph and say that the map is fantastic and that you definitely didn't get the praise you deserve.

    I don't have any problems with you running some Avatar d20 games, provided you give us the feedback. The system is free for anyone to use at any time. Are you talking running Avatar d20 games at GenCon or at some other convention?

    The PDF on the front page of the site indeed doesn't work. I've been meaning to change that link, but keep forgetting. If you go to the "Favorite Links" page, the first link will take you to a working PDF, which, unfortunately, is out of date. Downloading some PDF-making software and doing an updated version is another project I've been meaning to take on but keep forgetting.

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    Default Re: [Avatar d20 Project] Setting Main Hub

    Quote Originally Posted by Mephibosheth View Post
    First, let me echo Eighth_Seraph and say that the map is fantastic and that you definitely didn't get the praise you deserve.

    I don't have any problems with you running some Avatar d20 games, provided you give us the feedback. The system is free for anyone to use at any time. Are you talking running Avatar d20 games at GenCon or at some other convention?

    The PDF on the front page of the site indeed doesn't work. I've been meaning to change that link, but keep forgetting. If you go to the "Favorite Links" page, the first link will take you to a working PDF, which, unfortunately, is out of date. Downloading some PDF-making software and doing an updated version is another project I've been meaning to take on but keep forgetting.

    Mephibosheth
    Awesome, I am going to run it at Origins next year, I actually planned on running it for this year, but I missed the due date for reserving space -_-' This year I am going to reserve it early =b

    EDIT:
    I am thinking of running it a few years after current time, Aang is captured, Ozai rules all, and the Air Walkers were forgotten about, but with guru Pathik's help they became the new Air Benders and they go to save the day, whatcha think about that? I am doing this mainly because the game I will be running with some friends when I return to college will be running in the current time with no air benders and everyone didn't like how they couldn't be airbenders =b
    Last edited by felinoel; 2008-06-27 at 10:39 AM.

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  29. - Top - End - #59
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    Default Re: [Avatar d20 Project] Setting Main Hub

    I know in the past I've been opposed to working on the Spirit World until we found some more information, but here's some notes on a Spirit subtype that I've crafted. I also put together a feat for characters like Iroh. What do you think?

    Spirit Subtype

    This subtype is used to represent the denizens of the Spirit World. The Spirit World is a lush world that exists alongside of the material world but remains completely separate and inaccessible to most denizens of the material world. At certain locations the Spirit World and the material world pass close to each other, and the border between them blurs, allowing passage between. These locations include the Spirit Oasis at the North Pole and the great tree in the middle of the Earth Kingdom’s Foggy Swamp.

    Spirit creatures in general remain aloof from the material world, but they have the ability to pass between the two worlds, with some Spirits crossing over and living in the material world permanently.

    Traits
    Material Jaunt – Creatures with the Spirit subtype possess the ability to move between the Spirit World and the material world. Using this ability is a full-round action. In general, this ability can be used twice per day and has an indefinite duration. However, this ability may operate differently for different Spirits, and frequently requires certain conditions.

    A creature with the Spirit subtype can bring another creature along with it when using this ability. Unwilling creatures are allowed a Will save to resist crossing to the Spirit World or the material world. The DC for this save is equal to 10 plus half the Spirit creature’s hit dice plus the Spirit creature’s Wisdom modifier.

    When in the material world, creatures with the Spirit subtype are invisible and intangible to creatures native to the material world. Creatures native to the material world can only affect creatures with the Spirit subtype with force effects. Creatures with the Spirit subtype who are in the material world can affect each other as normal. Creatures with the Spirit subtype can cause themselves to become visible and tangible as a free action with indefinite duration.
    Spirit Touched
    You have been touched by the Spirit World, and can see and affect it as normal mortals cannot.
    Prerequisites: Knowledge (Religion) 6 ranks, must have been to the Spirit World or had prolonged contact with a creature with the Spirit subtype
    Benefit: You can always see creatures with the Spirit subtype when they are present in the material world, even if they are invisible to other denizens of the material world. Additionally, you can affect creatures with the Spirit subtype when they are intangible, though you suffer a 50% miss chance when attempting to do so.
    Normal: Denizens of the material world cannot see or affect creatures with the Spirit subtype unless the creature chooses to make itself visible and tangible.
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  30. - Top - End - #60
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    SwashbucklerGuy

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    Default Re: [Avatar d20 Project] Setting Main Hub

    Knowledge (religion)? You are keeping that skill in this system? I didn't think there was religion in Avatar, well except for Huu and the swamp but that is more of a philosophy then a religion...

    I noticed that the Spirit World has two realms, one that is sort of an overworld of the natural world, and another that is its own place, the overworld seems to have the same features of the place it is over in the natural world, and seems to be able to be affected by those in the natural world affecting that place in the natural world. I figured that creature Iroh saw flying by was in the overworld part of the Spirit World at the time, not invisable in the natural world. Like Hei Bai's forest in the Spirit World and how it looks just like the forest in the natural world and how it had been affected by the natural world's version of the forest being burned down, and it was Aang who called the overworld I speak of part of the Spirit World in either episode 107 or 108, its a two parter

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