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Avatar: the last Airbender
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<blockquote data-quote="Super Girl" data-source="post: 2111653" data-attributes="member: 25964"><p>I love the show, I have been thinking of running a campaign with it, but I definitely think that it would be better using the Mutants and Masterminds rules set. The different bending powers are all right in the main MnM rules as Element Control X. The benders have Telekinesis: limited to their element, and then elemental blast. Beyond that each bender has simple little tricks that they do.</p><p></p><p>That said, if you wanted to run it as DnD:</p><p></p><p>Air People:</p><p>+2 Dex</p><p>-2 Str</p><p>+4 Racial Bonus to Jump and Climb</p><p></p><p>Air people are light and nimble spending their lives in their mountain top cities above those of the other nations, physically at least. They are physically weaker then those of other nations, but they make up for it with their agility honed by living atop steep mountains.</p><p></p><p>Earth People:</p><p>+2 Con</p><p>-2 Cha</p><p>-2 Int</p><p>+4 racial bonus to any two craft or profession skills and they becomes a permanent class skill</p><p></p><p>The people of the earth nation are industrious workers who spend their time and effort in performing useful tasks for their nation. They are physically tougher then the other nations because of their work ethic.</p><p></p><p>Fire People:</p><p>+2 Str</p><p>-2 Wis</p><p>-2 Cha</p><p>People of the fire nation are all profecient in the use of a long sword</p><p></p><p>The people of the fire nation are a militant warrior society in which strength is praised above all else and sometimes fatal duels between fire benders are the norm. They are physically stronger then those of the other nations, but their arrogance and brashness often lead them into danger.</p><p></p><p>Water People:</p><p>-2 Int</p><p>+2 Wis</p><p>+4 Racial bonus to Survival and Spot</p><p></p><p>The people of the water nation are the most easy going of all the nations, spending much of their free time at play. Living in the Polar regions has forced the water people to pay attention to their environment, and while not the brightest of people, they are the most intune with their surroundings</p></blockquote><p></p>
[QUOTE="Super Girl, post: 2111653, member: 25964"] I love the show, I have been thinking of running a campaign with it, but I definitely think that it would be better using the Mutants and Masterminds rules set. The different bending powers are all right in the main MnM rules as Element Control X. The benders have Telekinesis: limited to their element, and then elemental blast. Beyond that each bender has simple little tricks that they do. That said, if you wanted to run it as DnD: Air People: +2 Dex -2 Str +4 Racial Bonus to Jump and Climb Air people are light and nimble spending their lives in their mountain top cities above those of the other nations, physically at least. They are physically weaker then those of other nations, but they make up for it with their agility honed by living atop steep mountains. Earth People: +2 Con -2 Cha -2 Int +4 racial bonus to any two craft or profession skills and they becomes a permanent class skill The people of the earth nation are industrious workers who spend their time and effort in performing useful tasks for their nation. They are physically tougher then the other nations because of their work ethic. Fire People: +2 Str -2 Wis -2 Cha People of the fire nation are all profecient in the use of a long sword The people of the fire nation are a militant warrior society in which strength is praised above all else and sometimes fatal duels between fire benders are the norm. They are physically stronger then those of the other nations, but their arrogance and brashness often lead them into danger. Water People: -2 Int +2 Wis +4 Racial bonus to Survival and Spot The people of the water nation are the most easy going of all the nations, spending much of their free time at play. Living in the Polar regions has forced the water people to pay attention to their environment, and while not the brightest of people, they are the most intune with their surroundings [/QUOTE]
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