I thought I'd do a post on modeling a character that may be familiar to many readers- Katara from Nickelodeon's Avatar : The Last Airbender. It's a show I enjoyed watching with my son, and I imagine many readers have some fondness for it- it was very good.
I hope that this constitutes fair use, as it's sort of a fan
fiction. Of course, if I get any complaints, I'll take it right down.
Throughout the process of designing the game, I've
frequently thought of the various types of "Bending" from the two
Avatar series when I thought about Element interactions. Different styles of
Bending will use different Functions more or less prominently; for example,
Earthbending uses a lot of BLOCKs,and BRACEs while Firebending uses a lot of VOIDs.
I chose Katara for this example because she's the main
Waterbender in the series. Waterbending is a very versatile form of Bending on
the show, having features of each of the other 3 types. I didn't choose to
write up Aang because of the sheer amount of work it would entail. As the
Avatar,he does everything everyone else can do, better. If I get a good
response, I might do other characters, but I really need to be working on the rules.
Also, I didn't get into blood or plantbending, because I
decided to write up an early version of Katara, around the time she met Toph. There
may be continuity issues here or there, but I was working from memory and this site. Using the page on waterbending, I tried to model most of the
techniques I found there. The ones I
didn't model were the ones that were either mechanically redundant or so minor that they
didn't actually do anything useful (based on the reference page).
Additionally, I didn't model the few minor FOCUSes, or the
BONDs and DRIVEs listed inside the HOUSEs. What's listed there is good enough;
a simple numerical rating covers the effects.
The goal with Tribute is to only model what is immediately
needed and interesting mechanically.
Katara's Character Sheet
HOUSE
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"Body"
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"The World"
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Frame Type
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Name
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Container
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ACCESS: +3
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COUNTER: 0
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FORCE: 0
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Rank: 20
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Effects:
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CHANNEL: "Physical"
CHANNEL: "Water" FOCUS: "Dancing" [3d]
HOUSE:
"Mind" [20]
POOL: "Water
Source"(sweat) [-20]
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HOUSE
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"Mind"
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"Body"
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Frame Type
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Name
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Container
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ACCESS: +3
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COUNTER: +2
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FORCE: +2
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Rank: 20
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Effects:
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DRIVE: "Become
a Better Waterbender." [+4]
FOCUS:
"Midwifery" [3d]
HOUSE:
"Soul" [20]
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HOUSE
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"Soul"
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"Mind"
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Frame Type
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Name
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Container
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ACCESS: +3
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COUNTER: +3
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FORCE: +4
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Rank: 20
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Effects:
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"Waterbender"
INFLUENCE (Soul): {}CHANNEL: ("Spiritual")
BOND: "Love of
Kya (Deceased Mother)" [+5d]
BOND: "Love of
Hakoda (Father)" [+5d]
BOND: "Love of
Sokka (Brother)" [+5d]
BOND: "Love
for the Southern Water Tribe" [+4d]
BOND: "Honor
the Spirits" [+3d]
BOND:
"Affection for Aang" [+3d]
BOND:
"Friendship with Toph" [+2d]
BOND: "Hatred
of the Fire Nation" [+4d]
BOND: "Hatred
of Zuko" [+5d]
CHANNEL: "Water"
FOCUS:
"Waterbending" [+5d]
FOCUS: "Waterbending
Mastery" [+2d]
FOCUS:
"Healing" [+3d]
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.
Waterbending FOCUSes
These FOCUSes wouldn't need to be on the character sheet; they could be written up in the setting bible for reference.
I didn't model the CHANNEL "Water", as Naming it
is enough to begin manipulating it in Tribute. The POOL "Water Source"
is simply a POOL contains the CHANNEL "Water" (Its substance is the
CHANNEL). Its logarithmic Rank represents the amount of Water in a bending source
(Rank 0 represents a human sized portion of water). Some techniques require a given minimum amount
of water to be available.
Even though the bending FOCUSes contain a large number of
techniques- an approach which may seem overwhelming, it might help to think of
them as you would "spells" in a typical fantasy setting. A wizard's
spellbook would have dozens of such spells.
Notice also that I broke waterbending in to "Waterbending"
and "Waterbending Mastery". This is because the in-setting fiction
reserves certain techniques for so-called Masters. I simply defined a "Waterbending
Mastery" with prerequsite NEED of "Waterbending" +5d (5 dice).
I didn't plug any numbers into the Effects (Rank, for now,
is represented by a "#" sign.), but hopefully there's enough
information in the Expressions to get the point across.
Note: A new aspect of the notation is to mark each Feature with a letter like so: A. , B. ,...etc. This shows the order in which the effects are applied if it matters in play. If two Features share the same letter, they are simultaneous. If one step is interrupted in some way, the subsequent steps fail.
Note: A new aspect of the notation is to mark each Feature with a letter like so: A. , B. ,...etc. This shows the order in which the effects are applied if it matters in play. If two Features share the same letter, they are simultaneous. If one step is interrupted in some way, the subsequent steps fail.
FOCUS
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"Waterbending"
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HOUSE of "Soul"
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Frame Type
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Name
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Container
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ACCESS: -
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COUNTER: -
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FORCE: -
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Rank: #d
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Effects:
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NEED: INFLUENCE
("Waterbender").
NEED:
POOL: ("Water
Source") > [-20] .
"Boil"
INFLUENCE POOL ("Water
Source"): { A. EXCHANGE CHANNEL
("Water" or "Ice") for CHANNEL ("Steam") at [1:1]. A. REACH [#]. A. SPREAD [#]. }
"Condense"
INFLUENCE POOL ("Water
Source"): { A. EXCHANGE CHANNEL
("Steam") for CHANNEL ("Water"or "Ice") at [1:1]. A. REACH [#]. A. SPREAD [#]. }
"Freeze/Breath of Ice"
INFLUENCE POOL ("Water
Source"): { A. EXCHANGE
CHANNEL ("Water"or "Steam") for CHANNEL
("Ice") at [1:1]. A. REACH
[#]. A. SPREAD [#]. }
"Ice Claws"
SHIELD "Ice Claws":
{ A. BLOCK ACCESS of
"Mind" [#]. }
ATTACK Target HOUSE with
CHANNEL ("Physical"): { A.
VOID Target HOUSE via CHANNEL ("Ice") [#]. A. REACH [#]. A.
SPREAD [#]. }
"Thaw"
INFLUENCE POOL ("Water
Source"): { A. EXCHANGE
CHANNEL ("Ice") for CHANNEL ("Water") at [1:1]. A. REACH [#]. }
"Water Manipulation/Streaming the
Water"
INFLUENCE CHANNEL
("Water"): { A. HARNESS
POOL ("Water Source")[#]. A.
REACH [#].A. SPREAD [#]}
NEED:
POOL: ("Water
Source") > [-10].
"Grasp"
ATTACK
Target with CHANNEL ("Physical"): { A. HARNESS Target via CHANNEL
("Water", "Ice")[#]. A.
REACH [#]. }
"Water Knife"
ATTACK HOUSE with CHANNEL
(Physical): { A. SLICE Target
via CHANNEL ("Water") [#]. A. REACH [#]. }
NEED:
POOL: ("Water
Source") > [-6].
"Water Bullet/Ice Spear/ Ice
Disk"
ATTACK Target HOUSE with
CHANNEL "Physical": { A.
VOID Target HOUSE via CHANNEL ("Water", "Ice")[#]. A.
REACH [#]. }
"Water Whip"
ATTACK Target HOUSE with
CHANNEL "Physical": { A.
SLICE Target HOUSE via CHANNEL ("Water") [#]. A. REACH [#].}
NEED:
POOL: ("Water
Source") > [0].
"Ice/ Water Shield"
SHIELD HOUSE
("Body"): { A. BLOCK
ATTACK with CHANNEL ("Physical") via CHANNEL ("Water",
"Ice") [#]. A. REACH
[#]. A. SPREAD [#]. }
"Water Jet"
ATTACK Target HOUSE with
CHANNEL "Physical": { A.
RELAY Target backwards via CHANNEL ("Water")[#]. A. REACH [#]. A. SPREAD [#]. }
"Water Cloak"
SHIELD HOUSE
("Body"): { A. BLOCK (VOID, SLICE HOUSE
("Body")) via CHANNEL ("Water") [#]. B. LINK
"Water Whip", "Grasp" [#]. }
NEED:
POOL: ("Water
Source") > [+8].
"Surfing"
MANEUVER HOUSE
("Body"): { A. RELAY
HOUSE ("Body") via CHANNEL ("Water") [#]. }
"Wave"
INFLUENCE "Water
Source":{ A. RELAY POOL
("Water Source") [#]. A. REACH
[#]. A. SPREAD [#]. }
"Iceberg Spike"
ATTACK Target HOUSE with CHANNEL "Physical": { A.VOID Target
HOUSE via CHANNEL ("Ice")[#]. A. SPREAD [#]. }
"Ice Creeper"
ATTACK HOUSE
("Body"): { A. LINK
"Freeze" [#]. B. BLOCK RELAY HOUSE ("Body") via
"Freeze" [#]. A. SPREAD [#]. A. REACH
[#]. }
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FOCUS
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"Waterbending Mastery"
|
HOUSE of "Soul"
|
Frame Type
|
Name
|
Container
|
ACCESS: -
|
COUNTER: -
|
FORCE: -
|
Rank: #d
|
Effects:
|
|
NEED: FOCUS: ("Waterbending")
+5d.
NEED:
POOL: ("Water
Source") > [-20] .
"Ice Dagger"
ATTACK
HOUSE with CHANNEL ("Physical"): { A. LINK "Ice Claws"
[#]. A. RELAY "Ice Claws" to Target [#]. }
NEED:
POOL: ("Water
Source") > [-10] .
"Water Boxing"
ATTACK HOUSE
("Body"): { A. VOID FORCE of HOUSE ("Body") [#]. }
NEED:
POOL: ("Water
Source") > [-6] .
"Water Drill"
ATTACK HOUSE with CHANNEL
("Physical"): { A. VOID
Target via CHANNEL ("Water")[#]. A. CYCLE [#]. A. REACH [#]. }
NEED:
POOL: ("Water
Source") > [0] .
"Multiple Water Whips"
ATTACK Target HOUSE with
CHANNEL "Physical": { A.
SLICE Target HOUSE via CHANNEL ("Water") [#]. A. REACH [#]. A. SPREAD [#].
"Octopus Form"
SHIELD HOUSE
("Body"): { A. LINK "Water Cloak" [#]. A. SPREAD [#]. }
"Ice Prison"
ATTACK HOUSE with CHANNEL
("Physical"): { A. BLOCK RELAY HOUSE via CHANNEL ("Ice")[#]. A. BLOCK ACCESS Powe via CHANNEL ("Ice")r [#].
REACH [#].}
"Razor Rings"
ATTACK HOUSE with CHANNEL
("Physical"): {A. LINK "Ice Knife" [#]. A. SPREAD [#]. }
NEED:
POOL: ("Water Source")
> [5] .
"Water Pinwheel"
ATTACK Target HOUSE with
CHANNEL ("Physical"): { A. RELAY Target around Author via CHANNEL ("Water") [#]. A. REACH
[#].}
"Ice Dome"
ATTACK HOUSE with CHANNEL
("Physical"): {A. BLOCK RELAY HOUSE via CHANNEL ("Water") [#]. A. REACH [#]. A. SPREAD [#]. }
"Ice Floor"
INFLUENCE HOUSE ("World"):
{ A. CHARGE RELAY HOUSE ("Body") [#]. ATTACK HOUSE with CHANNEL ("Physical"): { A. BLOCK RELAY HOUSE via CHANNEL ("Ice") [#]. } A.
SPREAD [#]. }
"Mass Freeze"
ATTACK HOUSE with CHANNEL
("Physical"): {A. LINK "Ice Prison" [#]. A. SPREAD [#]. }
"Ice Ramp"
CONSTRUCT
"Ice Ramp": { A. SPREAD [#]. REACH Target Position [#]. MANEUVER "Body": {A. RELAY
HOUSE ("Body") up "Ice Ramp"via CHANNEL ("Water") [#]. } }
NEED:
POOL: ("Water
Source") > [20] .
"Bubble"
INFLUENCE CHANNEL
("Water"): { A. RELAY CHANNEL ("Water") around CHANNEL
("Air") [#]. A. SPREAD [#]. }
"Waterspout"
ATTACK
Target HOUSE with CHANNEL ("Physical"): { A. RELAY {RELAY Target around center Position and upward via
CHANNEL ("Water") [#]. } [#]. A.
VOID Target [#]. A. REACH [#]. A. SPREAD [#]. }
"Water Snake"
MANEUVER HOUSE
("Body"): { A. LINK "Water Spout" [#]. A. RELAY HOUSE
("Body") upward and forward via "Water Spout" [#]. }
"Ice Tunneling"
Maneuver "Body":
{ A. RELAY HOUSE ("Body") via CHANNEL ("Ice") [#]. }
"Maelstrom"
ATTACK HOUSE with CHANNEL
("Physical"): {A. RELAY Target around Position and downward via
CHANNEL ("Water") [#]. A. REACH
[#]. A. SPREAD [#].}
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FOCUS
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"Healing"
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HOUSE of "Soul"
|
Frame Type
|
Name
|
Container
|
ACCESS: -
|
COUNTER: -
|
FORCE: -
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Rank: #d
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Effects:
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NEED: FOCUS: ("Waterbending")
+1d.
NEED: POOL: ("Water
Source").
"Aid Healing"
TRUST
"Body": { A. CHARGE COUNTER via CHANNEL ("Water") [#]. }
"Remove Ailments"
TRUST
"Body": { A. SLICE BLOCK via CHANNEL ("Water")
[#]. A. SLICE VOID via CHANNEL ("Water") [#]. A. LINK
Target SLICE via CHANNEL ("Water") [#]. }
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Let me know what you think, or if anything seems wrong or unclear. I'm not an expert on the show, so others might have modeled things differently. Thanks for reading.
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