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| Tweet Topic Started: Jan 30 2009, 11:42 PM (70 Views) | |
| Flame of youth Weilder | Jan 30 2009, 11:42 PM Post #1 |
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Avatar Role Play Summery: This Aratar Role play is set 300 years before The televishon show. This alows charcters to play as a member of any of the 4 nations. Near all forms of bending will be avaleabul to you as a player.NO NINJAS, NO EXEPTIONS! Basic Rules Overveiw- Charicters start off as a level one bender or normal human. they progress over time by entering battles, finding master, or finding a training scroll. battles will be shown in the combat rules section and charicter making will be under charicter rules. as well as a sample charicter being shown in another post. Advancemet: Charicters Advance By level the XP level neaded are listed. level 1 - level 2 5000 level 3 10000 level 4 16000 level 5 23000 level 6 30000 level 7 38000 level 8 47000 Classes: Water benders(No water bender can "Create" water, and water benders are considered three levels higher when they are under a full moon, and powerless under a lunar eclips): north tribe- Advances Quickly but dose not become as powerfull in the end. Northern Tribe members can only Use Water From Visible Sources. Unless Training is sought out. HP-D6 Level one- water(moderat amounts), Minor Heal(Can heal 1d6 points per gallon used) Level two- Snow(Moderat) Level three- Water(massive) level four- Ice(moderat), Snow(Massive), Major Heal(can Heal 2d6 points per gallon used) Level five- Water(Near limitless) level six-Snow (Near Limitless),Ice(massive) Level sevin- Level eight-Healing(water bender can heal 1d6 points on some one per gallon used) Southern Water tribe- the southern water tribe is known to be thicker skinned than their nothern sister tribe, and are known to advance slowly in the ways of waterbending but become stronger than their northern sister tribe. the Southern water triber can use water from sources other than visibul sources and gain these sourses when shown below. HP-D10 Level one- Water(moderat) Level two- plants(source) Level three- Snow(moderat) Level four-Water(Massive) Level five- Water(Near Limitless), Snow(Massive) Level six- Moist Air(Source), Snow (Near limitless) level seven- Ice (Massive) level eight- Blood(source) Blood bending(Can only be done during a full moon), Ice(near limitless), Healing(Can heal 1d6 points per gallon used) Swamp water tribe- the swamp water tribe is practiced in the way of bending plants and knows nothing about bending snow or ice. they are rather tough becaus they live in dangerus lands. HP-d8 Level one- Plant(Massive), Water(Moderat) Level two- Plant sence(swamp bender can see throught plants at a distance of 20 ft/ level) Level three- Speek with plants(plant benders can ask plants simple questions) Level four- Water(massive) Level five- Level six- Level Seven- Plants(massive) Level Eight- Call Plants( SWamp benders can Call plants up to one mile away to aid them. plants arive within 3 turns regardless of distance) Fire Nation: Members of the fire nation make their own fire, whether it be from their anger or from another source. fire benders are known to be a little tougher than an average person. Fire Nation Citizen- citezens of the fire nation harness the power of fire from anger and as a speshal rule must have an memory in their back story to draw their fire from. Beacus of this they are the only ones capabul of harnesing blue fire, they are also the only ones capabul of harnesing lightning. HP-d8 Level one- Fire(create Moderat amount) Level two- Level three- Fire(Massive) Level four- Level five- Fire(blue adds 1d6/level to damage) Level six- Level seven- Fire(Near Limitless) Level eight- Lightning(can harness, but only shoot with speshal training) Sun Warrior- sun warriors are known to be stronger than the rest of the fire nation, and more powerfull in the ways of fire. they draw their fire from feelings of peace and tranquility. HP-d12 Level one- Fire(moderat) Level two- Fire(Massive) Level three- Diminutive healing(1d4 per fire blast) Level four- Fire blast(1d6 damage)(stacks if fire blast is allready known) Level five- Level six- Fire(Near Limitless) Level seven- Level eight- Redirect lightning(one bolt per turn) Earth Benders: Earth benders are known for their ability to controll the earth around them, some legendary ones are even capabul of bending metal. earth benders tend to be stronder and more durabul than other benders due to the places they live in. sand benders on the other hand are less durabul becaus of their living conditions. Earth kingdom citecen- citecens of the earth kingdom are masters of earth bending and are very stron pepole, they learn the earth bending basics at an incredibul rate but have a dislike for sand bending. HP-d20 Level one- earth(moderat) Level two- earth(massive) Level three- sand(moderat) Level four- Mineral(moderat) Level five- Earth(Near Limitless), Metal(moderat) Level six- Mineral(Massive), Earth sence(can see vibrations through solid ground, earth, metal) Level seven- metal(massive) Level eight- Mineral(near limitless) Sand bender- sand benders are masters of sending sand. while not as good at bending other forms of earth they are the best at using sand. not as well built as the earth kingdomes normal citecens, they are still a force to be reconed with. HP-d10 Level one- Sand(massive) Level two- desert survuval(sand benders can survive weeks in a desert with minimal suplys) Level three- Sand Sence(sand benders can see vibrations in sand up to 10 miles/level) Level four- Dehydration(sand benders can shrug off the effects of dehydration for 1 hr/level) Level five- Sand (near limitless) Level six- Earth(moderat), desert survival(greater[can keep 1person/level alive]) Level seven- Mineral(moderat) Level eight- sand(less Limitless) Air nomads: Air nomads know only one type of bending but are easly the most powerful type of bender. while physicaly weak air benders are rather agile. HP-d4 Level one- Wind(moderat), dodge(10% when struck) Level two- Wind Massive) Level three- Dodge(20%), oxygen(moderat) Level four- Dodge(30%) Level five- Wind(near limitless), Oxygen(massive) Level six- Dodge(40%) Level seven- wind(less limitless) Level eight- Dodge(50%), second chance(1 time per day an air bender can atempt a dodge a second time on an attack that they faild to dodge) |
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3:27 AM Jul 11