Avatar Legends
Core BookBest For
Groups of Avatar fans who want young heroes to wrestle with beliefs and friendships while protecting communities across the Four Nations.
Core Mechanic
For a basic move that calls for a roll, roll 2d6 plus the relevant stat: 10+ is a strong hit, 7–9 a weak hit, and 6 or less a miss. When acting in accordance with one of your two balance principles, you can mark fatigue to roll with that principle instead of a stat.
Most actions use a move triggered by the fiction and a 2d6 roll. Playbooks add personal features and a balance track between two principles. Combat introduces approach selection, status effects, and techniques that progress through learned, practiced, and mastered stages.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
Each playbook ties a personal conflict to moves and growth questions. The usual route to learning and mastering advanced techniques involves finding teachers and completing lessons tailored to your hero. Five eras provide distinct conflicts and adventure hooks across the Four Nations.
Considerations
The group plays young heroes who are committed to helping each other. Combat exchanges require selecting approaches and resolving techniques in a fixed order. Losing balance can force your character out of a scene.
Third-Party Publishing
Rules license All Rights Reserved
Free public digital play aids using only text from play materials freely released by Magpie Games.
This permission covers digital tools, not standalone games or supplements. It requires copyright and disclaimer notices; images and layout elements need separate rights.
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