So, I decided to throw together another RP. What do you think?
Introduction:
Gameplay:
Rules:
Sign-Up Form:
Characters:
Any questions or clarification needed? Just ask Renewal!
Avatar: Wrath of the Spirits
Introduction:
A golden age has settled upon the world. The creation and spread of the four bending arts has encouraged a renaissance of sorts: the mastery of the elements by mankind has led to an unprecedented era of cooperation and discovery. Towns grow larger by the day, becoming cities before the eyes of their inhabitants. The hunters of the Water Tribes sail forth from their bastion in the south, opening transoceanic trade and communications. The mountain-city of Omashu, the greatest city in the world, is already home to nearly fifty thousand people. The Sun Warrior tribes have forged a lasting peace, establishing the nascent Nation of the Sun, under the auspices of the Dragons themselves. And the Sky People, herders of the sky bison, are a common sight around the globe, carrying news as they wander the world.
Yet for all of mankind’s triumphs, the world is not in balance. Humanity reaches too far, too quickly, self-assured in their power over nature. Their actions have begun to distort the link between the real world and the Spirit World. For instance, the Senlin Forest, home to the peaceful nature spirit Hei Bai, has been devastated by intense logging; though lasting damage has yet to be done, Hei Bai has lashed out at nearby communities, its wrath aroused by the disrespect and damage to its home. Worst of all, the last Great Sage has died, alone and without a successor—knowledge of the art of Energybending has disappeared from the world.
The world is on the edge of a great revolution. These first benders have the potential to forever shape the world for good or ill. And so the spirits have begun taking their own actions to decide the fate of the world, binding themselves to humans and creating avatars of their own. But for all their power, these avatars are still limited, still just mortal men and women. What will it take to achieve balance once and for all?
Yet for all of mankind’s triumphs, the world is not in balance. Humanity reaches too far, too quickly, self-assured in their power over nature. Their actions have begun to distort the link between the real world and the Spirit World. For instance, the Senlin Forest, home to the peaceful nature spirit Hei Bai, has been devastated by intense logging; though lasting damage has yet to be done, Hei Bai has lashed out at nearby communities, its wrath aroused by the disrespect and damage to its home. Worst of all, the last Great Sage has died, alone and without a successor—knowledge of the art of Energybending has disappeared from the world.
The world is on the edge of a great revolution. These first benders have the potential to forever shape the world for good or ill. And so the spirits have begun taking their own actions to decide the fate of the world, binding themselves to humans and creating avatars of their own. But for all their power, these avatars are still limited, still just mortal men and women. What will it take to achieve balance once and for all?
Gameplay:
This RP, if you couldn’t tell from the introduction, is set in the era before the Avatar, just after the creation of the four bending arts. You’ll all play as lesser avatars—note the lack of a capital letter—humans who have had lesser spirits bound to them.
Lesser avatars can be benders or non-benders. All avatars can communicate psychically with the spirit bound to them, for advice or simple conversation; moreover, they can use the spirit bond to travel to the Spirit World, much like the Avatar. Additional powers depend on the kind of spirit bound to the avatar:
Lesser avatars can be benders or non-benders. All avatars can communicate psychically with the spirit bound to them, for advice or simple conversation; moreover, they can use the spirit bond to travel to the Spirit World, much like the Avatar. Additional powers depend on the kind of spirit bound to the avatar:
- Mortal Spirits are exactly that: the ghosts of deceased mortals of exceptional will, who have maintained an active presence in the Spirit World instead of choosing to rest peacefully in the afterlife. Avatars of a mortal spirit simply gain a part of the wisdom, knowledge, and experience of the spirit, enhancing their own abilities. The Avatar Spirit is the perfection of this kind of bond, as it is bound to the mortal spirits of every past Avatar—that is part of what makes the Avatar State so unbelievably powerful, as it draws on the knowledge of thousands of past Avatars.
- Wild Spirits are creatures purely of the Spirit World, ranging from simple things like immense spirit wolves to more bizarre monsters. Wild spirits can range from dumb beasts to creatures of human intelligence. They are essentially the normal inhabitants of the Spirit World, without exceptionally powerful abilities. Avatars of wild spirits can transform into the form of their spirit partner while in the real world, gaining all their physical abilities. However, because wild spirits are fundamentally different from humans, the two cannot instantly share information and experience like avatars of a mortal spirit, and must directly communicate information.
- Nature Spirits are similar to wild spirits in that they are ‘regular’ inhabitants of the Spirit World. What distinguishes a nature spirit is that it is also bound to a specific part of the real world; Hei Bai is a nature spirit, for example. Because nature spirits are tied to a specific aspect of nature, they are more powerful than wild spirits, and can exert some level of control over their aspect of nature (though nowhere near as efficiently as bending); avatars of nature spirits can both transform into the form of the spirit partner and access some of their power over nature, with the same limitations as avatars of wild spirits. The greatest strength and weakness of nature spirits and their avatars is their tie to nature: though they are empowered by nature, should their aspect be damaged in some way (as the Senlin Forest was for Hei Bai), they will suffer accordingly.
- Deep Spirits are incarnations of abstract concepts like fear and love, brought into being by the collective power of humanity. Koh the Face-Stealer is a deep spirit, as an incarnation of fear, nightmares, and uncontrolled passion; Wan Shi Tong is another. Deep spirits are immeasurably ancient; in some sense, they have existed since the dawn of humanity itself, as immutable parts of the human psyche. The few avatars of deep spirits have some degree of power over their spirit’s concept; a theoretical avatar of Koh could cause an enemy to be overwhelmed with uncontrolled emotion, or even steal the emotions of that enemy, much as Koh would steal faces. Because deep spirits are so powerful, a bond with one is essentially a bargain against one’s soul and life force: calling upon the spirit’s power burns away the avatar’s life. Fully unleashing their partner’s power will certainly kill the avatar.
- Primal Spirits are the most powerful of all spirits, and are very similar to both nature and deep spirits. Essentially, primal spirits represent the greatest forces of nature: Tui and La, the Moon and Ocean Spirits, are both primal spirits. Unlike nature spirits, who are merely associated with aspects of nature, primal spirits are their aspect of nature, completely incarnate. Thus, while you may have nature spirits associated with specific seas, La is the ultimate incarnation of the sea, and has supreme power over it. Killing a primal spirit will cause their aspect of nature to vanish from the world, sooner or later. The Avatar Spirit is also the most powerful example of a primal spirit, as it is the Spirit of the Planet itself. There are no avatars of primal spirits, as no primal spirit would ever deign to bond with an insignificant human being.
Rules:
- Follow all BMGf rules. This includes the obvious ones: be respectful, no spamming, etc.
- Be descriptive. Short posts make for a boring RP. Aim for at least three sentences, maybe even a paragraph.
- Keep OOC to a minimum. Any major discussion should be here, in the sign-up thread. Any OOC in the start-up should be game-oriented.
- No god-modding. Defeating everything effortlessly and solving every problem instantly makes for a very boring RP.
- Don’t control other players’ characters. This is simply proper procedure in any RP.
- Listen to the GM. I’m here to keep gameplay going and ensure things don’t go out of control.
- Read the rules and background information. They’re here for a reason. Reading the entire first post makes gameplay much smoother.
Sign-Up Form:
You’ll be creating both a human character and a spirit partner. You can create a normal human or spirit, of course, but they’ll be at a disadvantage compared to everyone else.
Name:
Age:
Gender:
Occupation: Whatever your character does for a living: hunter, artist, warlord, king, etc.
Element: Water, Earth, Fire, or Air
Bender?: Yes or no.
Background: Detail please.
Appearance: Try to stick to the cultural norms of the established races (i.e., green eyes and clothes for Earth Kingdom, blue for Water Tribe, etc.)
Equipment: Whatever weapons and gear your character carries. Again, no high technology (e.g., tanks).
Other: Anything that doesn’t fit the above categories?
Spirit Partner:
Type: Mortal, wild, nature, or deep (but not primal)
Aspect: For nature and deep spirits only: whatever your spirit represents (a forest, an emotion, etc.). A good rule of thumb for nature spirits is that they aren’t universal—they represent specific places in nature, not general features.
Appearance: Detail, especially for nonhuman ones.
History: The story of your spirit. Doesn’t need to be so detailed, as your spirit may have forgotten it.
Personality: As always, detail.
Other: Anything that doesn’t fit the above?
Name:
Age:
Gender:
Occupation: Whatever your character does for a living: hunter, artist, warlord, king, etc.
Element: Water, Earth, Fire, or Air
Bender?: Yes or no.
Background: Detail please.
You can also include any of the following, but this is optional:
Hometown: Describe the place where your character grew up.
Culture: Describe what kind of society your character belongs to. This does NOT have to be one of the four mentioned above (Water Tribe, Earth Kingdom, Sun Warrior, or Sky People). The Avatar world as we know it is still developing, and it’s fine to have original societies. Just try to stay true to the nature of the setting (no high technology!).
Personality: Detail again.Hometown: Describe the place where your character grew up.
Culture: Describe what kind of society your character belongs to. This does NOT have to be one of the four mentioned above (Water Tribe, Earth Kingdom, Sun Warrior, or Sky People). The Avatar world as we know it is still developing, and it’s fine to have original societies. Just try to stay true to the nature of the setting (no high technology!).
Appearance: Try to stick to the cultural norms of the established races (i.e., green eyes and clothes for Earth Kingdom, blue for Water Tribe, etc.)
Equipment: Whatever weapons and gear your character carries. Again, no high technology (e.g., tanks).
Other: Anything that doesn’t fit the above categories?
Spirit Partner:
Type: Mortal, wild, nature, or deep (but not primal)
Aspect: For nature and deep spirits only: whatever your spirit represents (a forest, an emotion, etc.). A good rule of thumb for nature spirits is that they aren’t universal—they represent specific places in nature, not general features.
Appearance: Detail, especially for nonhuman ones.
History: The story of your spirit. Doesn’t need to be so detailed, as your spirit may have forgotten it.
Personality: As always, detail.
Other: Anything that doesn’t fit the above?
Characters:
- Shayu & the lone wolf - @Majin Mew
- Joseph and Joshua Antonimous & Laucus and Terrae - @The Anonymous
Any questions or clarification needed? Just ask Renewal!
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