Playbooks:
The Playbooks of Avatar Legends serve as a quasi-archetype for a character, laying out a character's place in the setting, a role within the group and their inner conflict. Besides this, each playbook contains an array of moves, a roleplaying feature and a special technique. It also suggests certain demeanors for a character.
So far, there are 14 released playbooks. Ten of them are found in the game's corebook, four additional playbooks were released in Wan Shi Tong's Adventure Guide, and an additional three were provided in the Republic City supplement.
Note: For any canonical characters, see: The Rise of Kyoshi (for the Kyoshi Era), Avatar: The Last Airbender (for the eras from Roku to Aang) or The Legend of Korra (for characters from the Korra Era).
- Continuity Nod: A lot of playbook moves and features are named for quotes from the show (often said by a character the playbook is based on), such as the Icon's Yip Yip! or the Idealist's Never Turn My Back.
- Dump Stat: Every playbook starts with a -1 in one of the game's four stats, although the player can use their free +1 to offset this weakness.
- Expy: While Avatar: The Last Airbender has very complex characters who aren't easy to boil down, some playbooks still mirror parts of their roles, characteristics and struggles.
- The Adamant is a Determinator with a weakness of not thinking things through, very much like Zuko, especially pre-redemption, with Iroh being his Lodestar. Their Well-Intentioned Extremist leanings also bring to mind the main villains of Legend of Korra, who had good ideas but (in game terms) leaned way more towards Results at the expense of Restraint.
- The Bold is similar to Sokka in the show's earlier parts as a cocky strategist looking to prove themselves.
- The Guardian can bring to mind Rangi, who served as a bodyguard to both Yun and Kyoshi.
- The Hammer shares (early) Korra's genuine good intentions and Blood Knight tendencies. Korra's NPC Statblock also has the Hammer's Care principle.
- The Icon mirrors Aang's struggles with his duties as the Avatar against his desire for a normal youth.
- The Idealist seems to be based on Katara, as someone who suffered tragedy, yet is strong in their beliefs and acts as The Conscience of the group. She sometimes shifts towards the Action principle (for example in "Imprisoned" and ''The Painted Lady''note ) and almost loses her balance in ''The Southern Raiders''.
- The Pillar resembles Sokka post Character Development, as a mix of a Supporting Leader and The Smart Guy. In terms of their role as the leader of a Badass Crew, Sukinote is also a good fit.
- The Prodigy's inner conflict of feeling Lonely at the Top is briefly shown in one of Aang's flashbacks during ''The Storm'', before he learns that he is the Avatar. A more darker take on this is Azula, who (in game terms) definitely loses her balance after fully disregarding Community in favor of Excellence. A more heroic Prodigy could be Toph, who manages to balance Community and Excellence in a Moment of Balance when she develops Metalbending to escape her captors and return to Team Avatar. As an NPC, she even shares her Excellence principle with the Prodigy.
- The Rogue's roping in of their friends into their Bad Habits may be based on Toph's cons in ''The Runaway''. The playbook's gimmick of needing to engage in bad habits to endure during their past also fits with Toph's backstory and time as the Blind Bandit.
- The Successor is a heroic member of a resource-rich lineage with a dark history, much like Zuko and Asami Sato after book three of Avatar: The Last Airbender and book one of Legend of Korra, respectively.
- The Destined's status as someone marked by the supernatural and fated to fulfill a purpose calls back to Princess Yue, who was marked by the Moon Spirit and fated to save its life. One of the Destined's features, Marked By Fate, contains a track of events that culminates in Meet Your Fate. Meet Your Fate specifies that the destiny they fulfill leaves them so fundamentally changed that, if you survive in human form, you must change playbooks. Unfortunately for Yue, while she did survive, it was not in human form.
- The Elder's role as a wise mentor to others is very likely based on Iroh and the other members of the White Lotus.
- The Foundling is reminiscent of Kori Morishita, an Earthbender who shares her bending with her mother, but considers herself Fire Nation due to her father's lineage.
- The Razor's role as The Atoner mirrors Zuko's arc over the course of book three, especially during the "field trip episodes." note
- The Adrift is a detached, cynical soul going through the motions of life at the behest of others, before suddenly waking up when they find something worth fighting for. This matches almost exactly to Mai's character after "The Boiling Rock," when she breaks from Azula and the Fire Nation for Zuko. Like Mai, the Adrift specializes in being stoic and unseen, moving where their enemies can't see them before ambushing them with a sudden attack.
- The Aspirant, like Ty Lee, is from a powerful background and is expanding their horizons to become admired by others. In game terms, Ty Lee is an Aspirant with a Privileged background who's targeting the Wilderness (the circus she joins). The Aspirant's moves encourage them to stay mobile in a fight and sociable in conversation.
- The Outcast is another playbook inspired by Zuko, with the major departure being that the Outcast continues to believe they did the right thing which led to their exile, while Zuko convinced himself he was in the wrong until the end of the show. Like Zuko, the Outcast is a quick study, able to watch an opponent and develop a counter to them or their fighting style, and reckless, getting a bonus to pushing their luck in outlandish ways.
- Five-Man Band: Its is absolutely possible to create a team based around this trope, although certain playbooks lend themselves to more than one role.
- TheLeader/TheLancer: Multiple combinations can embody this dynamic, such as Adamant/Guardian, Adamant/Adrift, Bold/Prodigy, Pillar/Bold, Icon/Rogue or Icon/Successor.
- The Heart: The Idealist works well as a team's emotional center, as does a Pillar with an empathetic leadership style. The Elder from Wan Shi Tong's Adventure Guide or The Aspirant from Republic City are also good fits.
- The Smart Guy: Both the Bold and the Pillar have skills focusing on planning and tactics, and the Outcast gets a bonus to learning that can make them quite versatile.
- The Big Guy: The Hammer, the Prodigy, or possibly the Razor.
- Mechanically Unusual Class: The four playbooks introduced in Wan Shi Tong's Adventure Guide all have features that affect them way more mechanically than those from the core book:
- The Destined has a distinctly more supernatural feeling to it, with moves that let them contact NPCs via Telepathy or let them sense spiritual influence.
- The Elder has different conditions than the other playbooks and starts with four mastered techniques instead of just one (which the player even gets to pick on the fly). For them to learn new techniques, they need to shift their balance towards humility.
- The Foundling can learn techniques from two different (bending) trainingsnote , and they can learn new techniques on their own.
- The Razor actually starts with their center shifted towards control and needs to unlock the connection side of their balance through their Making Amends feature.
Playbooks introduced in the core book
A Determinator deadset on accomplishing their goals. The Adamant struggles to balance between their desire to achieve their results and the wish to not harm others in the process.
- The Confidant. What the Lodestar feature entails: A character the Adamant can let past their walls and confide in. At the beginning of a campaign, this is always another PC.
- Determinator: Especially one leading towards results.
- Good Is Not Nice: Probably the straightest example among the playbooks. They're always heroic to a degree, but they're more willing to go to extreme measures than others when it comes to their goals, and they can also be, well, adamant about doing things their way.
- Morality Chain: Invoked as one way to play the Lodestar to an Adamant, as their call-outs of the Adamant automatically succeed.
- No Badass to His Valet: A possible way to play the Lodestar to an Adamant.
- No Social Skills: Their Dump Stat is harmony, which is need for most social interactions, although they can at least somewhat subvert this with one of their moves, ''I don't hate you''. This lets them guide or comfort people with passion instead of harmony, as long as they themselves feel insecure.
- Pragmatic Hero: What the results principle represents, combined with Didn't Think This Through, due to their low restraint. When loosing their balance, they may turn into an Unscrupulous Hero or even a Well-Intentioned Extremist.
A capable character looking to prove themselves, the Bold are caught between their commitment to others and their confidence in their own abilities.
- Animal Companion: Their move Best Friend grants them a Ridiculously Cute Critter.
- Brutal Honesty: One of their moves, aptly named Straight Shooter, rewards this behavior by NPCs being impressed by their honesty.
- Evolution Power-Up: Downplayed by the Bold's Legacy of Excellence. The Legacy is a list of tasks that, once the Bold completely finishes it, forces them to change playbooks as a representation of them maturing out of the Bold's simultaneous cocky attitude and need for validation. Their new playbook isn't necessarily more powerful than the Bold, but they'll still have the moves and techniques they learned as the Bold that their new playbook wouldn't normally have access to.
- Last Chance Hitpoint: Granted by another one of their moves, Not Done Yet!
- The Strategist: Similarly to the Pillar, although the Bold seems to be more doubted and more focused on plans in general, whereas the Pillar focuses more on battle-tactics.
A protector comitted to another player character, they struggle is between their natural caution and their desire to trust in other people.
- Bodyguarding a Badass: Given the fact that their Ward is likely to be a fellow PC, this trope is often in effect.
- Living Lie Detector: Their “Suspicious Mind” move allows them to roll while watching another character in order to suss them out. If the roll succeeds, one of the questions they can ask is whether or not the other party’s being truthful.
- Never Be Hurt Again: A character who begins with this playbook will have faced at least one betrayal in their past, with the possible implication that this is the reason they don’t trust easily.
- The Spock: Their demeanor options and moves drive them more towards a subdued, rational and cautious personality.
- Taking the Bullet: What their special technique, "Divert", allows them to do.
A powerful fighter with a just cause, the Hammer's dilemma is their drive to solve problems with violence conflicting with their fear of hurting innocents in the process.
- Arch-Enemy: While the Hammer's struggle mostly concerns what can and can't be solved by violence, they also have an NPC designated as their Adversary, who serves as a representation of larger structures they can end.
- Blood Knight: The Hammer is described to be a strong fighter who enjoys combat.
- Draw Aggro: Their move Stand and fight!
- Heroic Second Wind: Getting into a fight with their Adversary will allow them to clear all of their conditions and mark the Inspired status.
- Unskilled, but Strong: To quote from the Core Book:
- Unstoppable Rage: Their Fueled by Anger move lets them attack with two techniques at once while they're angry.
Raised to perform a certain duty or assume a certain position, the Icon is torn between their duties and the desire for a normal life.
- Barrier Warrior: Besides their higher Focus pushing them more towards a Stone Wall playstyle, their playbook move Wall of Perfection lets them block incoming attacks against themselves or an ally.
- The Chains of Commanding: The Icon's central conflict, between the duties imposed on them by their role and their desire to break free.
- I Just Want to Be Normal: What their Freedom principle represents.
- Horse of a Different Color: One of their moves, Yip Yip!, grants them a mount.
A survivor of tragedy, the Idealist is torn between their forgiving nature and their desire to take action against evil in the world.
- Dark and Troubled Past: The Idealist is meant to have suffered a (personal) tragedy in their backstory.
- Pay Evil unto Evil: Probably inspired by Katara stealing the titular Waterbending Scroll, their move It doesn’t belong to you! lets them pocket stuff from the "undeserving".
- The Pollyanna: Should one follow the suggested demeanor joyful.
A talented and experienced leader, the Pillar struggles with the proper way of asserting their leadership within the group.
- Badass Crew: The Pillar's former squad, although the player and the GM need to come up with a reason why the Pillar is not with them anymore.
- Draw Aggro: Slide Around the Blow forces an enemy to remain engaged to the Pillar.
- The Leader: They’re encouraged to play this role within the group, with their moments of leadership allowing them to later support other PCs in a variety of possible ways.
- The Strategist: Similarly to the Bold, although the Bold seems to be more doubted and more focused on plans in general, whereas the Pillar focuses more on battle-tactics.
- Supporting Leader: Emphasized by their Support principle, which is all about helping others to excel.
Extremely talented at what they do, the Prodigy struggles to connect with their peers on a more personal level.
- The Ace: Very good at what they do. In terms of mechanics, they can ignore certain penalties when rolling to use their talents, start off with an additional mastered technique, and can learn techniques more easily than others.
- Arrogant Kung-Fu Guy: Invoked by their proud demeanor and Excellence principle, although some of their moves try to subvert this.
- Awesomeness by Analysis: If leaning towards their Excellence principle, they can immediately learn new techniques appropriate to their training simply by observing them. They still need to get a mastery condition from a teacher before they can master the technique though.
- Child Prodigy: Depending on their age, they might be a Teen Genius instead.
- Evil Counterpart: Inverted with Azula, who faces the same talent and struggle, but still is Daddy's Little Villain compared to a PC Prodigy, who may be an Arrogant Kung-Fu Guy at worst.
- Lonely at the Top: Their main inner conflict: They wish to capitalize on their immense talent and excel in their field, but they also fear the alienation and isolation that may come from doing so.
The Rogue has adopted some bad habits in their struggle for survial, and now struggles to adapt to their new group.
- Lovable Rogue: A Rogue with a high Friendship. This is also invoked with their move Roguish Charm.
- Mr. Vice Guy: A Rogue can absolutely be played as an All-Loving Hero, but their Bad Habits, such as gambling, running cons or pickpocketing, are their core playbook-feature.
- Nun Too Holy: The choice of playbook does not limit the chosen background, so a Rogue with the Monastic-Background can definetly fall into this territory.
- Screw This, I'm Outta Here: Their move Slippery Eel-Hound makes it easier for them to escape a scene. They can also choose to take close allies with them.
- Toxic Friend Influence: Their way of raising their Friendship principle is to get others to indulge in their Bad Habits as well.
A scion of an infamous lineage, the Successor struggles with their want to preserve their families tradition and their recognition of having to change over time.
- Black Sheep: Invoked (nearly) verbaitim with one of their moves, Black Koala-Sheep, that gives them an advantage for acting outside of their lineage's expectations. Given that they may be from The Family That Slays Together, that can also involve acting like a White Sheep.
- The Family That Slays Together: Very often, they are a scion of a powerful, rather villainous lineage.
- Wrecked Weapon: What their special technique, Break, does.
Playbooks introduced in Wan Shi Tong's Adventure Guide
The Destined is chosen to follow a great prophecy, yet they struggle between awaiting their fate or taking things into their own hands.
- The Chosen One: While not the Avatar themselves, they still are subject to a certain prophecy.
- The Fatalist: They have a move, more than fate's playthings, that grants a special impact should they try to convince one that their fate may be different.
Experienced and wise, the Elder seeks out other characters to take under their wing, yet they may struggle with the realisation that they too do not know everything.
- Cool Old Guy: The Elder's playbook specifically puts them at least in their mid-thirties, making them this (at least relative to the rest of the group). If the party consists of adults in their own mid-thirties, the Elder will be closer to their fifties or sixties. Basically, the Elder is old enough to be either a parent or grandparent to the rest of the group.
- Crutch Character: Played With, in that the Elder starts out stronger than the rest of the group, but they themselves grow stronger by helping the other members grow.
- The Mentor: Encouraged to play this role within the group, as it’s the only way they can earn growth, and they’re able to teach techniques to other PCs.
- Old Master: They start with four already mastered techniques and they can (and should) train other PCs in them.
- Older and Wiser: Because of their experience and wisdom, they’re one of the two exceptions to the rule that PCs can’t teach each other techniques (the other being the Prodigy), and they have a far easier time of it.
Raised between two different cultures, the Foundling struggles to assert their own, mixed identity in the face of their two different heritages.
- Child of Two Worlds: Their main aspect, even allowing them to start with two trainings and even incorporate other bending techniques into their own.
- No True Scotsman: They can face repercussions from people sharing one of their heritages should their Unity principle be too high.
A living weapon who has just begun to assert themselves, the Razor struggles with their implanted desire for control and their willingness to form connections with other people.
- The Atoner: A huge part of their arc, influenced by their Making Amends-feature. Their growth-question is also "Did you try to make amends for past mistakes, or prove you’re a different person now?"
- Draw Aggro: The playbook-technique, Lure, lets them pick an enemy and punishes this enemy for not attacking or otherwise interacting with them.
- Magikarp Power: Downplayed. They start off nearly half a balance track shorter than other PCs due to their Connection principle being locked off, meaning it's easier for them to lose their balance. It is possible to open up their Connection principle bit by bit though, and they can pick up a new move from another PC's playbook each time they shift their center towards Connection, with the acquisition of these moves irrespective of advancement limits. In practice, this means they can potentially have three more moves max than other PCs, and thus be tougher/more versatile than them.
- Tyke Bomb: Their background, although they already haven broken free from their masters control before the start of a game.