Avatar: The Last Dicebender (A:TLA/A:LOK Quest)

Yes. What is the average level they usually achieve. I'm just trying to figure out how overpowered being a fully realized Avatar is.
Ooh, a bender? A master bender would probably be around Level 50-60. Two or three of those are a match for the fully-fledged Avatar outside the Avatar State.
 
Ooh, a bender? A master bender would probably be around Level 50-60. Two or three of those are a match for the fully-fledged Avatar outside the Avatar State.
I kind of meant your average adult bender. Whom I speculate most never make it past Level 4. With the occasional level 5.

Also, if it isn't clear, I mean bending style levels.
 
I kind of meant your average adult bender. Whom I speculate most never make it past Level 4. With the occasional level 5.

Also, if it isn't clear, I mean bending style levels.
Ah, the average adult bender is Level 6-8 of his particular Bending style, while a Master is at least 10.
 
Ah, the average adult bender is Level 6-8 of his particular Bending style, while a Master is at least 10.
Huh. I was severely off then. Still, with the combination of AC bonuses from Earthbending and Waterbending alone, that's an additional 21 AC. Which is many times higher than what we have as a base AC.

Throw in the stat bonuses along with the levels that'd give and, well, that's a monstrously high AC.
 
Huh. I was severely off then. Still, with the combination of AC bonuses from Earthbending and Waterbending alone, that's an additional 21 AC. Which is many times higher than what we have as a base AC.

Throw in the stat bonuses along with the levels that'd give and, well, that's a monstrously high AC.
And that Republic City Metalbender uniform should have a significant AC bonus too.

So eventually this will be us :D
 
Only until we get really good at Metalbending and can counter any attempts to mess with it.
Just like with how if Amon is a thing, we need to figure out how to counter bloodbending?

Also, how the fuck are we going to get Energybending? Do we need to pull an Aang and find an island turtle?
 
@Birdsie It seems like Airbending should give extra AC, since it's kinda all about dodging and stuff. And Astral Projection doesn't seem like it should be a sub-thing of Airbending, since anyone can do it if they are spiritually aware enough. Airbenders tend to do it, because they just tend to be the more spiritually focused group, having consisted of almost exclusively monks.
Just like with how if Amon is a thing, we need to figure out how to counter bloodbending?

Also, how the fuck are we going to get Energybending? Do we need to pull an Aang and find an island turtle?
Might just figure it out on our own. Through extensive meditation perhaps.
 
@Birdsie It seems like Airbending should give extra AC, since it's kinda all about dodging and stuff. And Astral Projection doesn't seem like it should be a sub-thing of Airbending, since anyone can do it if they are spiritually aware enough. Airbenders tend to do it, because they just tend to be the more spiritually focused group, having consisted of almost exclusively monks.
Good points.
 
Vote Tally : Avatar: The Last Dicebender (A:TLA/A:LOK Quest) | Page 32 | Sufficient Velocity [Posts: 796-850]
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[X] Plan Family Trip to the Spirit World
-[X] Name him "Roku."
-[X] Bung will stay.
-[X] (Short-Term) Get to know Siph a little better. (+200 XP, +1CP.)
-[X] (Short-Term) Communicate with a spirit. (+400 XP, +1CP.)
-[X] [-5 CP.) (Special) You meet a powerful spirit that imparts its gift on you.. (May only be taken once.)
No. of Votes: 8

[X] Plan To Go Boldly
-[X] Name him Bizi
-[X] Bung will stay.
-[X] (Short-Term) Get better at meditation. (+300 XP, +1CP.)
-[X] (Short-Term) Communicate with a spirit. (+400 XP, +1CP.)
-[X] [-5 CP.) (Special) You meet a powerful spirit that imparts its gift on you.. (May only be taken once.)
No. of Votes: 4

[X] Plan Accidental Irony
-[X] Name him Toph
-[X] Bung will stay.
-[X] (Short-Term) Get better at meditation. (+300 XP, +1CP.)
-[X] (Short-Term) Communicate with a spirit. (+400 XP, +1CP.)
-[X] [-5 CP.) (Special) You meet a powerful spirit that imparts its gift on you.. (May only be taken once.)
No. of Votes: 1

Total No. of Voters: 13
 
I'm not sure if I will have the time for an update today. If there will be one, expect it to be delayed.
 
I'm not sure if it's ever directly stated, but between Bumi(minimum of 112, no deathdate listed) and Kyoshi (230), I think strong earthbenders live a ridiculously long time.

Meanwhile Aang dies at (biologically) 66.
 
I'm not sure if it's ever directly stated, but between Bumi(minimum of 112, no deathdate listed) and Kyoshi (230), I think strong earthbenders live a ridiculously long time.

Meanwhile Aang dies at (biologically) 66.
It has been confirmed via WOG that Benders live slightly longer than non-benders, Avatars live slightly longer than other benders and that Aang's cells aged while he was frozen, so he died 100 years younger than he should have/on the same date he would have had he never been frozen (I do remember that Kyoshi was very old when she died though). You could get the average Avatar lifespan from Korra being the thousandth and the tie between Harmonic Convergences though.
 
Son of the Chief - 5.1
[X] Plan Family Trip to the Spirit World
-[X] Name him "Roku."
-[X] Bung will stay.
-[X] (Short-Term) Get to know Siph a little better. (+200 XP, +1CP.)
-[X] (Short-Term) Communicate with a spirit. (+400 XP, +1CP.)
-[X] [-5 CP.) (Special) You meet a powerful spirit that imparts its gift on you.. (May only be taken once.)

"Siph will come with me," you propose. You don't want to say it straight into his face, but you don't know if you can trust Bung with your back. You find an excuse quickly, "Your airbending is useless in a fight. If we take some sand with us, at least we'll have a way to fight."

DC: 9
Roll: 1d20=8
Failure!

Bung doesn't protest. You've given him a reason not to. But in the dry look he gives you, you sense that he knows the real reason. "Alright..." He crosses his arms as if to tell you that the feeling's mutual. Despite that, he ties the rope to the sand-slider and makes sure it's firmly attached.

Siph proceeds to sandbend some space underneath the sandslider to make it collapse underneath, slightly. Now, firmly anchored into the desert, the rope can support your weight. Next, Siph walks closer to the hole in the ground and bends a large ball of sand, throwing it down the hole. She does this five more times, then nods to you.

You look back at Bung, who's sitting cross-legged on top of the sand where the slider would be. He grimaces sardonically. "Go ahead."

You look down the hole, then hold onto the rope and proceed to slide down.

DC: 12
Roll: 1d20=17
Success!
+200 XP!

You stop mid-way and proceed more slowly. Getting down without a proper wall to brace against is more difficult than you anticipated, mostly because you have no surface to lay your weight against, so you are dragged down the rope by your own body-weight. One mistake and this could have ended tragically.

You manage to climb down, until you finally drop to your feet with a thud a meter above the ground. You look around the expanse of grass, covered in the sand that Siph previously threw down. Your sister is just after you.

Time to explore.

+200 XP!



You stare in bewilderment as you and Siph go across the jungle.

Red mushrooms, brown trees, green vines and leaves. A place teeming with life. You don't see any spirits yet, however, as you go, you see many animals. Several blue frogs with bizarre, star-shaped red eyes croak at you as you walk past them. There are small droplets of water falling from the leaves above, feeding the flowers on the ground. There is a pond with a waterfall very far away, in the distance.

"This is amazing!" Siph shouts.

"Yeah..." You nod, not quite as enthusiastic. While the sight amazes you and feeds you just as much as it does your sister, the thing on your mind is the spirits that apparently haunt this place. You are to speak with them and find a common ground.

You enter through a small doorway of trees, into a darker part of the forest with very little light. There is not quite as many trees here, and completely no grass; just a layer of firm dirt and a lot of water. It's more like a swamp than jungle, actually.

Siph continues onward unhindered, but you grow full of trepidation.

Your stomach sinks very suddenly. A gut feeling of danger tells you something evil permeates the area.

"Siph, stop!" You yell the words, but you don't even know why. There is no immediate hostility in this place, but something tells you to stop moving forward. Something tells you that this part of the jungle doesn't want to be intruded upon.

She stops moving and looks back at you, worry painted on her face. "What's wrong?"

"There's something wrong in this place." It's the only explanation your fearful mind can muster. "We should go back the way we came."

"Why? Afraid of a little darkness?" she taunts, placing her hands on her thighs.

DC: 14
Roll: 1d20+2=17
Success!
+300 XP!

That's when you notice it. When you notice what's so wrong with this place. What's so alarming and so hostile. A pair of alabaster eyes rises from behind Siph and menacingly look down at you. You can't even see the creature's outline due to the low amount of light, but it is very big because its eyes are far above Siph's height. You try not to panic.

"Siph," you say, blankly and calmly.

"What?" she says, in a teasing voice.

"Siph, don't look back." Her eyes grow wide in fear that something's behind her. "Don't look back, just... slowly walk in my direction." The creature flinches and growls.

"Run!" You scream a the top of your lungs, take your sister's hand and run away from the beast, whatever it is. You don't look back. The only thing telling you that it's chasing you is the constant dog-like barking, except of a much more infernal tone.

You run out of the dark part of the jungle, then continue in the direction of the expanse where the hole is.

DC: 15
Roll: 1d20=5
Failure!

You trip over a root of one of the trees. You land on your chest and slowly climb to your knees, but you hear it behind you. The beast towers over you. You look back and flush with fear at the monster's appearance.

White eyes, just as white as its razor-sharp teeth; clearly created for tearing flesh apart easily. The creature is four meters tall, almost hound-like in appearance. Its claws are thin, sickly, cracked, and extend for twenty centimeters. They have sharp points, which suggests they are made for pinning down victims. This is a creature of destruction.

Just as you think you'll bite the dust, "Take this!" A blast of sand hits the monster, forcing it to step back away from you. You take your chance and get up,

DC: 10
Roll: 1d20=6
Failure! Attack of Opportunity.

DC: 8
Creature Roll: 1d20+4=6
Failure!

Then you flee as quickly as you can. The creature growls a long second after you start running. It swipes its claw blindly forward, almost scraping your back, but narrowly missing. You run for only two or three seconds, and then you hear the thuds of its bulky feet, as it chases after you.

Siph interrupts its chase with another blast of sand, giving you time to increase the distance between yourself and the monstrosity behind you.

You stand next to your sister, while the creature recoils from the attack. The beast, covered in sand, opens its eyes and looks at you. Taking your chance, you take a closer look at it as well. From the appearance, it looks like its a spirit. You can sense an air of transparency about it. What it was in life, if it ever lived, is a mystery to you, but for now, you'll assume it's a horridly vengeful wolf.

Crap. This is bad. This is very bad. You're literally in a wolf's den. Bung mentioned angry spirits, he never mentioned this!

The wolf growls. You sense hostility. Despite that, it slowly backs out, stepping backward. It keeps growling as it moves back, a way to tell you to stay away from its territory. After it is twenty or so meters away, it makes a turn and goes back to its part of the jungle.

Shallow breaths.

You look at Siph. "I am never going in there again."

"You kind of have to," she argues. "You need to talk to it."

Shivers run down your spine. Talk to that thing?

[] "Hell, no, to the no-no-no. We'll find some other spirit to discuss a peace treaty with."
[] "... F-Fine."
[] "We're done here." (Leave.)

+300 XP!


I've decided to make the entire jungle exploration into a sub-arc. As such, there will be fewer choices and the story will progress quicker until you return to the more "passive" mode of quest progression.
 
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[X] "... F-Fine."

Well, that went terribly. But I am stubborn for that short term goal to be completed.

I'll just hope that round two goes better.
 
Hmmmm

[X] "... F-Fine."

i think we might be able to talk to this spirit if we don't intrude on its territory again.
 
Also, we are the Avatar. Talking to spirits is part of the job.

God this is a horrible job. No health benefits, no pay, no vacation time or sick days. This job SUCKS.

Also, don't get me STARTED on the work conditions.
 
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