TEXT: your training
  your training
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  T h e  ro l e P l ay i n g  G a M e
  Fighting Style:
   
  � Empowered
   
  � Favored
   
  � Inspired
   
  � Prepared
   
  � Doomed
   
  � Impaired
   
  � Trapped
   
  � Stunned
  POSITIVE
  NEGATIVE
  Statuses
  Background
   
  � Military
   
  � Monastic
   
  � Outlaw
   
  � Privileged
   
  � Urban
   
  � Wilderness
  You have been touched by something 
  beyond—something spiritual and 
  otherworldly. (See “My Destiny”). At 
  character creation, fill in one detail 
  and take one destiny sign below.
  Destiny Details
  Fill these in as your destiny is revealed 
  to you, either in visions or through the 
  insights of spiritually attuned NPCs. 
  When you act to bring about one 
  of these details, you may live up to 
  your Determination without marking 
  fatigue. When you and the GM agree 
  one of the details is fully explored or 
  fulfilled, mark growth.
  • I will bring great change to ______
  • I will weather betrayal by ______
  • I will lose ______
  • I will need the help of ______
  • I will learn a crucial truth from 
  ________
  • I will defend or save ______
  Destiny Track     
      
  Whenever you lose your balance, get 
  taken out, or are otherwise instructed 
  to, mark your Destiny Track. When 
  your destiny track fills, clear it and 
  take a destiny sign. If you have already 
  taken the other five, you must take 
  “meet your fate.”
  Moves
    choose two
   
   call from afar
  When you reach out in mind or spirit 
  to a far-away NPC, mark 1-fatigue 
  and roll with Harmony. On a hit, 
  your message gets through to them; 
  choose 1. On a 10+, it’s loud and clear: 
  choose 2.
  • You cry for help; they hear you and 
  rush to your location
  • You whisper a question to them; 
  they whisper an answer back
  • You send a premonition of danger 
  seeking them; they forearm and 
  prepare themself to face the worst
  • You let them see something you 
  see; they return memories and 
  knowledge of that sight
  On a miss, your reach extends beyond 
  your original aim; you’ve attracted 
  dangerous attention.
   
   eyes of the soul
  When you assess a situation, you can 
  ask one of the following as an extra 
  question, even on a miss:
  • Who or what here has been touched 
  by spirits? 
  • How can I bring about peace here?
   
   Peacemaker
  When you walk calmly into the middle 
  of a fierce conflict and plead with the 
  fighters to stop, mark fatigue to ensure 
  that they care what you think and 
  listen to you. On a miss, the conflict 
  burns far hotter than you had imagined, 
  and now you’re dead in the crosshairs 
  of the angry fighters; brace yourself. 
   
   more than fate’s 
  Playthings
  When you call someone out to live up 
  to their principle by convincing them 
  that their destiny is (or can be) different 
  than they imagined, on a hit, they must 
  do it or mark two conditions. On a miss, 
  their demand hits all the harder. Mark 
  two conditions or act as they request.
   
   echoes of legend
  Once per session, when you rely on 
  your skills and training to mirror an act 
  from a legend, myth, or story, treat 
  it as if you had rolled a 10+. Then, no 
  matter the result, the GM shifts your 
  balance toward the principle best em-
  bodied by the lore and stories you’re 
  drawing on.
   Marked by Fate 
   Marked by Fate 
  NAME:
  THE destined
  THE destined
  Demeanor
   
   Eager
   
   Solemn
   
   Haunted
   
   Uncertain
   
   Jocular
   
   Watchful
  Determination
  CREATIVITY
   [0]
  FOCUS
   [-1]
  HARMONY
   [+2]
  PASSION
   [0]
  Patience
  Destiny Signs
   
   Otherworldly Visions: 
  Mark your destiny track 
  to have a vision about the 
  situation at hand. Ask the 
  GM one question and get 
  an honest answer. 
   
   Tremble Before Me: Mark 
  your destiny track and 
  reveal a glimpse of your 
  otherworldly aspect to 
  intimidate an NPC as if you 
  rolled a 10+. Afterward, 
  their fear and mistrust of 
  you knows no bounds; you 
  cannot guide and comfort 
  or plead with that NPC until 
  you have earned their trust.
   
   Self-sacrificing: Once per 
  scene, mark your destiny track 
  to supernaturally absorb an 
  incoming blow aimed at an ally 
  within view; cancel all fatigue, 
  conditions, or balance shifts 
  that would have been inflicted.
   
   Inner Strength: Once per 
  session, mark destiny twice 
  to clear all conditions.
   
   Meet Your Fate: Your 
  destiny arrives and you are 
  changed utterly by it. If 
  you survive in human form, 
  change playbooks.
   
  � AfrAid
  -2 to intimidate and call someone out
   
  � Angry
  -2 to guide and comfort and assess a situation
   
  � guilty
  -2 to push your luck and +2 to deny a callout
   
  � insecure
  -2 to trick and resist shifting your balance
   
  � troubled
  -2 to plead and rely on your skills or training
  Add +1 to one stat
  At character creation, shift your balance once if you like
  See the back of this sheet for more on 
  clearing conditions
  BAlAnce
  BAlAnce
  StAts
  StAts
  Conditions
  Conditions
  FAtigue
  FAtigue
  
  Look:
  Your Character
  Your Character
  Home Town:
  Fighting Techniques
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  History
  • When did you realize you were marked by supernatural forces?
  • Who envies your destiny and seeks to seize it from you? Why 
  can’t you let that happen?
  • Who do you turn to for guidance when you feel overwhelmed by 
  your destiny?
  • What token or symbol do you carry that proves to any observer 
  that you are chosen by fate?
  • Why are you committed to this group or purpose?
  Connections
  I believe _____________ will play a crucial role in my 
  fulfillment of my destiny, for good or ill.
  Being around ____________ helps me put my destiny out of 
  my mind, for a time. Why?
  Clearing Conditions
  • Afraid: run from danger or difficulty.
  • Angry: break something important or lash out at a friend.
  • Guilty: make a personal sacrifice to absolve your guilt.
  • Insecure: take foolhardy action without talking to your companions.
  • Troubled: seek guidance from a mentor or powerful figure.
  GROWTH 
  
  Growth Question
  At the end of each session, answer this question with the other 
  growth questions:
  • Did you spend meaningful time with someone else  
  focused on their concerns and troubles?
  Growth Advancements
  • Take a new move from your playbook   
   
  • Take a new move from another playbook   
   
  • Raise a stat by +1 (maximum of +2 in any given stat)
  • Shift your center one step   
   
  • Unlock your Moment of Balance   
   
  You’ve held true to a core of conviction even while getting 
  your hands dirty to do what you deemed necessary. But 
  balance means appreciating that other people are just as 
  complex as you are, not merely obstacles or pawns. Tell the 
  GM how you solve an intractable problem or calm a terrible 
  conflict by relating to dangerous people on a human level.
   Moment of Balance 
  AnticiPate
  Evade and Observe
  Study a nearby foe to learn where their momentum will take them next. Declare the approach they 
  are tending towards. In the next exchange, that foe must use that approach or mark a condition.
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  L   P   M 
  
  See the back of this sheet for more on 
  clearing conditions
  Conditions
  Conditions
   
   frustrated 
  -2 to push your luck and +1 to intimidate
   
   Jaded 
  -2 to plead and +1 to trick
   
   remorseful 
  -2 to the stance move and +1 to call someone out
   
   shaken
  -2 to guide and comfort and +1 to assess a situation
   
   worried
  -2 to deny a callout and +1 to rely on skills  
  or training
  Add +1 to one stat
  Stats
  Stats
  Fatigue
  Fatigue
  your training
  your training
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  T h e  ro l e P l ay i n g  G a M e
  Fighting Style:
   
   Empowered
   
   Favored
   
   Inspired
   
   Prepared
   
   Doomed
   
   Impaired
   
   Trapped
   
   Stunned
  POSITIVE
  NEGATIVE
  Statuses
  Background
   
   Military
   
   Monastic
   
   Outlaw
   
   Privileged
   
   Urban
   
   Wilderness
  You’ve lived longer than the other companions, long enough to 
  have mastered your training many times over...and perhaps long 
  enough to think you don’t have much left to learn.
  In addition to your normal playbook technique, you start with 
  four other mastered techniques. You don’t have to name 
  these techniques at character creation; you can instead choose 
  them whenever you like, even in the middle of a combat 
  exchange. You can train other PCs in your mastered techniques 
  using the standard training move.
  Until you open up a new slot for another technique, you cannot 
  learn new techniques. When you shift your center to +1, +2, or 
  +3 Humility for the first time, you open up a new slot; you may 
  learn and develop a new technique to fill that slot as normal.
  You do not earn growth. When a PC embraces your guidance 
  and comfort, you may shift toward Experience to declare 
  them a protégé; write their name and one of their principles 
  below. When that PC shifts their center toward that principle, 
  clear their name and take an advancement; you may add them 
  to your list again in the same way.
  Protégés
  Your Conditions
  You have different conditions; they offer bonuses as well as 
  penalties. You cannot take moves from other playbooks that 
  reference conditions you don’t have. You can clear your special 
  conditions through moves or by undertaking the actions listed 
  at the back of this sheet.
  Moves
    choose two
   
   as long as i’m breathing
  When you try to intimidate someone in order 
  to protect the vulnerable or weak, roll with 
  Harmony instead of Passion.
   
   life’s true delights
  When you pursue a genuine moment of respite, 
  roll with Harmony. On a hit, shift your balance 
  as you choose. On a 10+, you also gain some 
  new insight; ask the GM a question and they will 
  answer honestly. On a 7-9, your self-indulgence 
  creates an opportunity for your enemies or rivals; 
  the GM will tell you how. On a miss, you fixate 
  on your past with disastrous results; tell the GM 
  what old conflict mars your peace and shift your 
  balance twice away from center.
   
   around here somewhere
  When you go looking for help from an old friend 
  in the area who you haven’t seen recently, name 
  them and roll with Harmony. On a hit, you find 
  them and they can assist you. On a 7-9, pick 1. 
  On a 10+, both.
  • they aren’t caught up in their own problems
  • you don’t owe them a favor or apology
  On a miss, your old enemies were looking for 
  you too; the GM will tell you how you know they 
  are near.
  THE Elder
  THE Elder
  Demeanor
   
   Diligent
   
   Kindly
   
   Bemused
   
   Dour
   
   Distant
   
   Irascible
  Humility
  CREATIVITY
   [0]
  FOCUS
   [0]
  HARMONY
   [+2]
  PASSION
   [-1]
  Experience
   Wisdom of the Ages 
   Wisdom of the Ages 
  NAME:
   
   cut the garbage
  When you openly confront someone 
  to get the truth, roll with Harmony. 
  On a hit, ask 2; the character can say 
  or do what they like, but their player 
  will answer honestly. On a 7-9, their 
  player gets to ask a question you must 
  answer honestly as well.
  • Are you telling the truth?
  • What are you really feeling?
  • What do you intend to do next?
  • What do you really think about 
  ______?
  • How could I get you to ______?
  On a miss, the confrontation goes 
  awry; they inflict a condition on you 
  and ask one question from the list of 
  you; you must answer honestly.
   
   an oPen heart
  Take +1 Harmony (max +3).
  At character creation, shift your balance once if you like
  Balance
  Balance
  
  Look:
  Your Character
  Your Character
  Home Town:
  Fighting Techniques
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  History
  • What great legacy did you inherit decades ago  
  and recently relinquish? 
  • Who has never forgiven you for decisions you made years ago? 
  • Who is still your ally and confidante, despite the  
  tense history you’ve shared?
  • What outfit or uniform do you wear to remind yourself  
  of your former duties?
  • Why are you committed to this group or purpose?
  Connections
  I care about _____________ more than they know...even though 
  they are probably my most frustrating student.
  ______________ is not to be underestimated. In fact, they may have 
  something to teach me!
  Clearing Conditions
  • Frustrated: lash out at someone or act decisively without 
  consulting anyone 
  • Jaded: give in or give up in the face of meaningful opposition
  • Remorseful: attempt to make genuine amends for past wrongs
  • Shaken: seek guidance from an old friend or mentor
  • Worried: take control in a situation in which another should lead
  GROWTH
  You earn growth advancements as you aid chosen protégés to 
  achieve their full potential and move towards their own principles; 
  see Wisdom of Ages.
  Growth Advancements
  • Take a new move from your playbook   
   
  • Take a new move from another playbook   
   
  • Raise a stat by +1 (maximum of +2 in any given stat)
  • Shift your center one step   
   
  • Unlock your Moment of Balance   
   
  You will always be anchored to the past—unable to 
  escape the painful lessons you have learned—but 
  now you can hold the weight of that experience with 
  the humility true wisdom brings. You look upon the 
  current situation with unbiased eyes to see the truths 
  roiling beneath the surface. Tell the GM how you wipe 
  away whatever conceals the truth so no one can see 
  things as they once thought they were.
   Moment of Balance 
  Patience
  Evade and Observe
  You wait until the perfect moment to act. Mark 1-fatigue to gain Prepared and use an advance 
  and attack technique, paying all its costs as normal. Mark another fatigue to allow a companion 
  engaged with that same foe to also use an advance and attack technique against them as well, 
  also paying all costs as appropriate.
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  L   P   M 
  
  your training
  your training
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  T h e  ro l e P l ay i n g  G a M e
  Fighting Style:
   
  � Empowered
   
  � Favored
   
  � Inspired
   
  � Prepared
   
  � Doomed
   
  � Impaired
   
  � Trapped
   
  � Stunned
  POSITIVE
  NEGATIVE
  Statuses
  Background
   
  � Military
   
  � Monastic
   
  � Outlaw
   
  � Privileged
   
  � Urban
   
  � Wilderness
  You are a child of two cultures. At character creation, choose two 
  trainings and two backgrounds that represent your two heritages. You 
  also start play with two mastered techniques (including your playbook 
  technique) instead of the normal one mastered technique. 
  Moves
    choose two
   
   emPty your mind
  You can flow and adapt, formless and 
  shapeless. During an exchange, after 
  you roll the stance move, you can 
  mark 1-fatigue to select a basic tech-
  nique from a different approach than 
  the one you chose. (You still must pay 
  all other costs of that technique.)
   
   building bridges
  When you try to calm an immediate 
  conflict between two NPCs, remind 
  them what they have in common and 
  roll with Harmony. On a hit, they 
  come to terms, for now. They won’t 
  pursue their conflict until an outside 
  influence reignites it or time passes (a 
  day or more). On a 10+, you have a real 
  opportunity to get them to put aside 
  their conflict for good; the GM will tell 
  you what you must do. On a miss, you 
  inadvertently highlight their differenc-
  es and fan the conflict—you cannot 
  use this move on them again. 
   
   martial sensitive
  You are good at reading people’s 
  intentions and gestures in the heat 
  of battle. When you defend and ma-
  neuver against a foe whose principle 
  you know, mark fatigue to roll with 
  Harmony instead of Focus. 
   
   trusty talisman
  You have a specific weapon, tool, or 
  item which you believe is crucial to 
  your training and abilities. You can roll 
  with Harmony instead of Focus when 
  you use the item to rely on your skills 
  and training. If you roll a miss, the 
  item is damaged—in addition to any 
  other consequences—and needs re-
  pairs. If the item is damaged again be-
  fore you get a chance to repair it, it is 
  destroyed. You are Impaired without it, 
  until someone helps you overcome the 
  loss; choose a new move to replace 
  this one when you finally move on.
   
   things in common
  When you guide and comfort 
  someone who shares a training or a 
  background with you by talking about 
  what you have in common, on a hit 
  you become Inspired, and if they em-
  brace your guidance and comfort, they 
  become Inspired as well.
  THE Foundling
  THE Foundling
  Demeanor
   
   Caring
   
   Dedicated
   
   Friendly
   
   Modest
   
   Respectful
   
   Shy
  Heritage
  CREATIVITY
   [+1]
  FOCUS
   [-1]
  HARMONY
   [+1]
  PASSION
   [0]
  Unity
  NAME:
   Double Heritage 
   Double Heritage 
  Wisdom From Many Places
  You can study with a master to 
  learn techniques from any training 
  and adapt them to your own. When 
  you start learning a technique of a 
  training you don’t have with a will-
  ing teacher, roll, taking +1 for each 
  “yes” to the following questions:
  • Is your Unity greater than zero?
  • Have you studied this  
  technique before?
  • Has someone used this technique 
  against you in real battle?
  On a hit, you learn the technique; 
  shift your balance towards Unity. 
  On a 7-9, learning it was trying; 
  mark a condition and write its 
  name by the technique. You can’t 
  use the technique if you have 
  that condition marked. When you 
  master the technique, erase the 
  condition’s name.
  On a miss, you’re struggling to 
  incorporate the lesson into your 
  training; you must find a new mas-
  ter to continue your training.
  Cultural Bonds
  When you try to connect with 
  an NPC via a shared culture, roll 
  with Heritage. On a hit, they see 
  you; shift your balance toward 
  Heritage. On a 7-9, choose 1; on a 
  10+, choose 2:
  • They accept you; they cease 
  hostilities or antagonism  
  toward you.
  • They grow to like you (if they 
  already accept you); they agree 
  to help you with a problem.
  • They reveal their background; 
  you learn their principle.
  • They offer solace; you clear  
  a condition.
  • They reveal a vulnerability;  
  you become Prepared to deal 
  with them.
  On a miss, you mix up your heritag-
  es in a terrible way; the NPC mocks 
  you or gets offended by your slip. 
  Mark a condition and shift your 
  balance away from Heritage.
   
  � AfrAid
  -2 to intimidate and call someone out
   
  � Angry
  -2 to guide and comfort and assess a situation
   
  � guilty
  -2 to push your luck and +2 to deny a callout
   
  � insecure
  -2 to trick and resist shifting your balance
   
  � troubled
  -2 to plead and rely on your skills or training
  Add +1 to one stat
  At character creation, shift your balance once if you like
  See the back of this sheet for more on 
  clearing conditions
  BAlAnce
  BAlAnce
  StAts
  StAts
  Conditions
  Conditions
  FAtigue
  FAtigue
  
  Look:
  Your Character
  Your Character
  Home Town:
  Fighting Techniques
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  History
  • How and when did you learn about your second heritage?
  • Who in your family insists you focus on upholding  
  the family heritage?
  • Who helped you understand that your two trainings can 
  complement each other?
  • What detail of your clothing or visible trinket reveals you belong 
  to two cultures? 
  • Why are you committed to this group or purpose?
  Connections
  ________________ seems to think one of my heritages should 
  be valued more; there’s something persuasive in their words.
  ________________ is so awesome, with skills and heritage  
  I’ve never seen! I want to learn all I can about them and  
  their background.
  Clearing Conditions
  • Afraid: run from danger or difficulty.
  • Angry: break something important or lash out at a friend.
  • Guilty: make a personal sacrifice to absolve your guilt.
  • Insecure: take foolhardy action without talking to your companions.
  • Troubled: seek guidance from a mentor or powerful figure.
  GROWTH 
  
  Growth Question
  At the end of each session, answer this question with the other 
  growth questions:
  • Did you resolve an issue or conflict relying on  
  something other than your trainings?
  Growth Advancements
  • Take a new move from your playbook   
   
  • Take a new move from another playbook   
   
  • Raise a stat by +1 (maximum of +2 in any given stat)
  • Shift your center one step   
   
  • Unlock your Moment of Balance   
   
  You have always struggled to find unity between your two 
  halves while trying to honor their traditions. But true bal-
  ance is about knowing that everything is part of a greater 
  whole. One heritage cannot exist without the other...espe-
  cially within you. Tell the GM how your new understanding 
  lets you use both your trainings to accomplish an incredible 
  feat or vanquish an enemy that seems unstoppable.
   Moment of Balance 
  Feel the Flow
  Evade and Observe
  You take pause to feel the flow of battle and study the way your opposition fights. You 
  become Favored. If they share a training with you, learn their principle. If you know 
  their principle, clear 1-fatigue (even if they do not share the same training).
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  L   P   M 
  
  your training
  your training
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  T h e  ro l e P l ay i n g  G a M e
  Fighting Style:
   
  � Empowered
   
  � Favored
   
  � Inspired
   
  � Prepared
   
  � Doomed
   
  � Impaired
   
  � Trapped
   
  � Stunned
  POSITIVE
  NEGATIVE
  Statuses
  Background
   
  � Military
   
  � Monastic
   
  � Outlaw
   
  � Privileged
   
  � Urban
   
  � Wilderness
   Making Amends 
   Making Amends 
  You were once the weapon of powerful 
  figures—your masters. In your time as your 
  masters’ weapon, you hurt people, even those 
  who looked to you for friendship, leader-
  ship, protection, or support. You must make 
  amends. Choose four mistakes you’re trying to 
  make up for (on the back of the sheet).
  Once per session, when you have tried your 
  best to prove that you are a different, better 
  person now through your actions, roll, taking +1 
  for each “yes” to the following questions:
  • Did you make amends directly to a person 
  you harmed?
  • Are you at your center?
  • Did someone honestly thank you for your 
  efforts or forgive you for your mistakes?
  On a hit, you feel the spark of hope—you’re 
  making progress. On a 7-9, choose 1. On a 10+, 
  choose 2 (you can choose the same option 
  twice), or unlock the next Connection balance 
  track space (see Disconnected).
  • Clear a condition
  • Mark growth
  • Shift your Balance toward Connection
  On a miss, something’s off—you don’t feel 
  you’ve changed. Choose someone here to ask 
  what more you can do—they will tell you, and 
  the GM will shift your balance twice based on 
  what they say.
  Disconnected
  Your Balance begins play at +2 Control; you 
  can still shift it by one step when you make 
  your character.
  Your Connection principle starts play 
  locked—you cannot shift your balance higher 
  than +0 Connection. If you would shift your 
  balance to a locked value, you lose your bal-
  ance, but your center cannot shift higher than 
  the highest unlocked Connection value. When 
  you unlock Connection +3, treat your balance 
  track as normal.
  When you shift your center to +1, +2, and 
  +3 Connection for the first time, choose a 
  companion to whom you have connected. 
  They give you one move from their playbook 
  (ignoring advancement limits).
  Honed
  When you sublimate your feelings to be effec-
  tive, clear conditions equal to one plus your 
  Control and cross off one unmarked condi-
  tion—you can no longer mark that condition 
  for any reason. When you shift your center to-
  ward Connection, you may restore all crossed 
  off conditions.
  You may live up to your Control principle by 
  shifting balance toward Control instead of 
  marking fatigue.
  Moves
    choose two
   
   air-cutting edge
  Take +1 Focus (to a max of +3).
   
   mind of steel
  When you advance & attack or evade & observe with 
  fewer conditions marked than your highest principle, 
  you can roll with Focus instead of the normal stat.
   
   i’m a PeoPle Person
  When you watch someone interact with another person, 
  roll with Focus. On a 7-9, ask 1. On a 10+, ask 2. Take +1 
  ongoing to act on the answers.
  • Are you lying right now?
  • What are you most afraid of?
  • How are you vulnerable to me?
  • How can I get you to mark the condition ______? 
  On a miss, you can’t get a good read on them; mark a 
  condition in frustration.
   
   come and get it
  When you trick someone by provoking them through 
  their conditions, roll with their conditions marked 
  instead of Creativity.
   
   winning is everything
  When you choose to use dirty tactics—targeting an 
  innocent your foe is trying to protect, throwing sand 
  in their face, etc.—at the start of a combat exchange, 
  instead of using one of the standard approaches say what 
  you do and take a 10+ instead of rolling the stance move; 
  you become Favored for this exchange and may choose 
  your techniques from any approach. At the end of the 
  exchange, your opponent may call out your disgraceful 
  behavior and lack of integrity to shift your balance twice.
  THE razor
  THE razor
  Demeanor
   
   Childish
   
   Fierce
   
   Imperious
   
   Overbearing
   
   Proper
   
   Strange
  CoNnection
  CREATIVITY
   [0]
  FOCUS
   [+2]
  HARMONY
   [-1]
  PASSION
   [0]
  Control
  NAME:
   
  � AfrAid
  -2 to intimidate and call someone out
   
  � Angry
  -2 to guide and comfort and assess a situation
   
  � guilty
  -2 to push your luck and +2 to deny a callout
   
  � insecure
  -2 to trick and resist shifting your balance
   
  � troubled
  -2 to plead and rely on your skills or training
  Add +1 to one stat
  At character creation, shift your balance once if you like
  See the back of this sheet for more on 
  clearing conditions
  BAlAnce
  BAlAnce
  StAts
  StAts
  Conditions
  Conditions
  FAtigue
  FAtigue
  
  Look:
  Your Character
  Your Character
  Home Town:
  Fighting Techniques
  ©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Nickelodeon Avatar:The Last Airbender and all related titles, logos and characters are trademarks of Viacom International Inc.
  History
  • Why were you chosen to be honed, perfected,  
  and used by your masters?
  • Who was the former master you were closest to?
  • Who helped give you the will you needed to break with your 
  masters and be something more?
  • What totem of your masters can you not bring  
  yourself to throw away? 
  • Why are you committed to this group or purpose?
  Connections
  ______________ seems to be able to connect to other people 
  openly, freely, and easily. I wish they would show me how.
  I see _______________ as lacking control. Maybe I can help 
  hone them, at least a little bit.
  Clearing Conditions
  • Afraid: run from danger or difficulty.
  • Angry: break something important or lash out at a friend.
  • Guilty: make a personal sacrifice to absolve your guilt.
  • Insecure: take foolhardy action without talking to your companions.
  • Troubled: seek guidance from a mentor or powerful figure.
  GROWTH 
  
  Growth Question
  At the end of each session, answer this question with the other 
  growth questions:
  • Did you try to make amends for past mistakes,  
  or prove you’re a different person now?
  Growth Advancements
  • Take a new move from your playbook   
   
  • Take a new move from another playbook   
   
  • Raise a stat by +1 (maximum of +2 in any given stat)
  • Shift your center one step   
   
  • Unlock your Moment of Balance   
   
  You can knock down every wall in the world, but balance 
  isn’t found in conquest and destruction. You know some 
  walls need to stand to keep people safe. Tell the GM how 
  you put yourself directly in the path of an inescapable threat 
  to completely protect someone or something from harm.
   Moment of Balance 
  Lure
  Defend and Maneuver
  You put a foe off-balance by luring them in. Name a foe you lure; if they don’t attempt to either 
  inflict fatigue, conditions, balance shifts, or negative statuses on you by the end of this ex-
  change, they must mark 2-fatigue. If they do attempt to harm you this exchange, you become 
  Favored for the next exchange.
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  Name:
   defend & maneuver    advance & attack   
   evade & observe
  L   P   M 
  L   P   M 
  
SOURCE: textdata/thevault/Avatar/Avatar legends/Avatar Legends - WSTAG - Playbooks.pdf