Flying True: An ATLA AU Nonbender Quest

then he still already has a loving family, just not one biologically related to him!
he's not looking for his "real" parents, he would be trying to build up an entire new family!

[x] Plan: Lost and Found
-[x] No one
-[x] build your own family

(I *still* don't think I phrased it very well, but it's fine, I guess?)
I don't think "build a family" is a particularly good dream. Feels like it'd be better for something to just happen. We grew up alone, just doing our best to survive, and then one day we realize we aren't alone anymore. Somewhere along the way, we just so happened to collect a bunch of friends who support us and we support them (the Gaang).

[]Plan: Alone till found
Is a plan that is most likely to win among the orphan votes, and since approval voting is a thing you can vote for your own plan while also voting for this one.
But an orphan criminal is not an option.
Odds are, if we're an orphan, we're use to commiting crimes. I plan on grabbing some criminal skills once the vote comes around.
 
I don't think "build a family" is a particularly good dream. Feels like it'd be better for something to just happen. We grew up alone, just doing our best to survive, and then one day we realize we aren't alone anymore. Somewhere along the way, we just so happened to collect a bunch of friends who support us and we support them (the Gaang).
You could interpret the "I want to travel the world" goal as an orphan as a desire to find a place to belong. I do agree that wanting friends or family is probably too vague and too small, especially since that implies that for some reason, our character is unable to make friends or find a family. I feel like that's something that's better conveyed through the choices we make.
 
Inserted tally
Adhoc vote count started by Trondason on Jun 7, 2020 at 2:11 PM, finished with 72 posts and 28 votes.

  • [X] Plan: Crime and Dreams
    -[X]Criminals and Whores
    -[X]Become A Great Warrior!
    [X]Plan: Alone till found
    -[X]No one: You have no family to call you're own. You just a child, a nameless one that lost his family to a world that is uncaring… unjust, and brutal. You were alive because you were lucky, and because the spirits had a plan for you. Whatever it was… you did not know what it is. (Gain Trait: Orphaned: You are without parents, living alone, and being alive through you're own skills, and the kindness of others. (+5 to all rolls. You are alone in this world)
    -[X]Bring Peace to the World: You want to end the violence… to stop the wars… to see a world where no one will die because of conflict.
    [X]Plan: The Man with No Name
    - [X] Criminals and Whores: Your Father was a man outside the law. He had poached, robbed, stole, swindled, and taken things that were not his own, to feed you, and your mother. While your mother had been… a lady of the night. Father was not proud of his talents or skills, or the path he walked, but it was the only one he saw as necessary to save you from hardship. Your mother… was happy, that you grew up in a normal life. (Gain Trait: The Roge's Child: You have been raised in the underbelly of the world, you know there is more than the black and white Morality of life within the law. +10 to intrigue rolls. +5 to combat rolls.)
    - [X]Travel the World: You want to see the world beyond your village… beyond even the maps of the world.
    [X] Plan: Spirit Reborn
    -[X]Sages:

    -[X]Bring Peace to the World
    [X]Plan: To know and to learn
    - [X]Sages: Your father was the local sage, a wise man who tried his best to right the wrongs and appease the spirits whenever they were angered, while your mother helped them. They always tried to see the goodness in people… even the bad. (Gain Trait: Sage's Child: You were raised in a spiritual household. One where they could be felt… and seen on occasion. (+15 to spiritual rolls. You have a connection that some would take a lifetime to have.)
    -[X]Travel the World: You want to see the world beyond your village… beyond even the maps of the world.
    [X] Plan Storm Eye
    -[X]Criminals and Whores
    -[X]Bring Peace to the World
    [X]Plan: To build a future
    -[X]Wanderers, and Heroes: They had come to town one day riding on the back of an Ostrich Horse, with only a sword, and a saddle. Arriving in town, it had been a town besieged by thugs, calling themselves soldiers. They were bullies, taking things they did not earn, or deserve, for the sake of security. The two of them were alone… but they had kind hearts and a good sword between the two of them. Both had helped around the town, as wanderers in need of food and water were to be. But the soldiers did not like them, and they sought to drive them out. With skills of the world, they saw the soldiers surrendered, stripped of their uniforms and weapons, and sent walking never to return. They settled down, finally finding a place to call home. (Gain Trait: Wanderer's Child: Your entire life has been one where you could not see what is to come. A great world was beyond your humble home (Travel Rolls will not face a debuff when traveling alone. +10 to combat rolls.))
    - [X]Become a Noble: You want to become powerful, You want to be respected, and above all else… you want to prove to the world that you can rise on your own merits.
    [X] Plan: Mundane
    -[X]Nobles:
    -[X]Become Rich:
    [X]Plan: Alone till found 2
    -[X]No one: You have no family to call you're own. You are just a child, a nameless one that lost his family to a world that is uncaring… unjust, and brutal. You were alive because you were lucky, and because the spirits had a plan for you. Whatever it was… you did not know what it is. (Gain Trait: Orphaned: You are without parents, living alone, and being alive through you're own skills, and the kindness of others. (+5 to all rolls. You are alone in this world)
    -[X]Become A Great Warrior!: You wish to become a warrior of unparalleled skill and valor. You want to be seen as someone who can fight anyone, even the great benders of the world, with a chance to win.
    [x] Plan: Lost and Found
    -[x] No one
    -[x] build your own family
 
My approval votes are
[X] Crime and Dreams
[X] Alone till found

@Magoose can we combine these 2 votes and get a criminal orphan, who wants to be a great warrior?
 
@Magoose can we combine these 2 votes and get a criminal orphan, who wants to be a great warrior?
Being a criminal is something unrelated to who our parents are. We could be a criminal even with noble parents (it'd be harder but we could).

If you want an orphan with dreams of being a great warrior, there's [] Alone till found 2




Edit : Just to help hype for the later skill vote, and as a example for those who aren't familiar with the Yuyan Archers, here's a vid of them capturing Aang.
 
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Edit : Just to help hype for the later skill vote, and as a example for those who aren't familiar with the Yuyan Archers, here's a vid of them capturing Aang.
That moment where you remember that they show up for only two minutes and are amazingly awesome.

And Oh this is going to be fun.
 
That moment where you remember that they show up for only two minutes and are amazingly awesome.

And Oh this is going to be fun.
Yeah, it's why I even made that vote. They're awesome, and we never hear of them or any non-bender like them ever again. There's so much that can be done with the displayed and implied skills they have, especially if we are crafty and have few qualms about fighting fair.
 
Throwing knives, or a bow. Either or, but generally if you're trying to be sneaky you don't want to leave bodies behind.
So, you are forced to use a different weapon than a spear. Where as if you specialized in a bow, you could use just the bow, at close range and distant.

As for not leaving bodies, the bow ALSO has ways to non-lethally take down people at range. Either pinning them to a surface (like we see the Yuyan Archers do A LOT), or use blunt arrows (like the one used to KO Zuko).
 
As for not leaving bodies, the bow ALSO has ways to non-lethally take down people at range. Either pinning them to a surface (like we see the Yuyan Archers do A LOT), or use blunt arrows (like the one used to KO Zuko).
And don't forget the utility of a bow and arrow.

You can light paths with fire arrows, can attract prey with baited arrows, small game, armor-piercing, etc.

Until the invention of the crossbow (for war) and the musket (for everything), there was no more versatile long-ranged weapon then the bow and arrow.
 
Inserted tally
Adhoc vote count started by Magoose on Jun 7, 2020 at 6:53 PM, finished with 83 posts and 28 votes.

  • [X] Plan: Crime and Dreams
    -[X]Criminals and Whores
    -[X]Become A Great Warrior!
    [X]Plan: Alone till found
    -[X]No one: You have no family to call you're own. You just a child, a nameless one that lost his family to a world that is uncaring… unjust, and brutal. You were alive because you were lucky, and because the spirits had a plan for you. Whatever it was… you did not know what it is. (Gain Trait: Orphaned: You are without parents, living alone, and being alive through you're own skills, and the kindness of others. (+5 to all rolls. You are alone in this world)
    -[X]Bring Peace to the World: You want to end the violence… to stop the wars… to see a world where no one will die because of conflict.
    [X]Plan: The Man with No Name
    - [X] Criminals and Whores: Your Father was a man outside the law. He had poached, robbed, stole, swindled, and taken things that were not his own, to feed you, and your mother. While your mother had been… a lady of the night. Father was not proud of his talents or skills, or the path he walked, but it was the only one he saw as necessary to save you from hardship. Your mother… was happy, that you grew up in a normal life. (Gain Trait: The Roge's Child: You have been raised in the underbelly of the world, you know there is more than the black and white Morality of life within the law. +10 to intrigue rolls. +5 to combat rolls.)
    - [X]Travel the World: You want to see the world beyond your village… beyond even the maps of the world.
    [X] Plan: Spirit Reborn
    -[X]Sages:

    -[X]Bring Peace to the World
    [X]Plan: To know and to learn
    - [X]Sages: Your father was the local sage, a wise man who tried his best to right the wrongs and appease the spirits whenever they were angered, while your mother helped them. They always tried to see the goodness in people… even the bad. (Gain Trait: Sage's Child: You were raised in a spiritual household. One where they could be felt… and seen on occasion. (+15 to spiritual rolls. You have a connection that some would take a lifetime to have.)
    -[X]Travel the World: You want to see the world beyond your village… beyond even the maps of the world.
    [X] Plan Storm Eye
    -[X]Criminals and Whores
    -[X]Bring Peace to the World
    [X]Plan: To build a future
    -[X]Wanderers, and Heroes: They had come to town one day riding on the back of an Ostrich Horse, with only a sword, and a saddle. Arriving in town, it had been a town besieged by thugs, calling themselves soldiers. They were bullies, taking things they did not earn, or deserve, for the sake of security. The two of them were alone… but they had kind hearts and a good sword between the two of them. Both had helped around the town, as wanderers in need of food and water were to be. But the soldiers did not like them, and they sought to drive them out. With skills of the world, they saw the soldiers surrendered, stripped of their uniforms and weapons, and sent walking never to return. They settled down, finally finding a place to call home. (Gain Trait: Wanderer's Child: Your entire life has been one where you could not see what is to come. A great world was beyond your humble home (Travel Rolls will not face a debuff when traveling alone. +10 to combat rolls.))
    - [X]Become a Noble: You want to become powerful, You want to be respected, and above all else… you want to prove to the world that you can rise on your own merits.
    [X] Plan: Mundane
    -[X]Nobles:
    -[X]Become Rich:
    [X]Plan: Alone till found 2
    -[X]No one: You have no family to call you're own. You are just a child, a nameless one that lost his family to a world that is uncaring… unjust, and brutal. You were alive because you were lucky, and because the spirits had a plan for you. Whatever it was… you did not know what it is. (Gain Trait: Orphaned: You are without parents, living alone, and being alive through you're own skills, and the kindness of others. (+5 to all rolls. You are alone in this world)
    -[X]Become A Great Warrior!: You wish to become a warrior of unparalleled skill and valor. You want to be seen as someone who can fight anyone, even the great benders of the world, with a chance to win.
    [x] Plan: Lost and Found
    -[x] No one
    -[x] build your own family
 
And don't forget the utility of a bow and arrow.

You can light paths with fire arrows, can attract prey with baited arrows, small game, armor-piercing, etc.

Until the invention of the crossbow (for war) and the musket (for everything), there was no more versatile long-ranged weapon then the bow and arrow.
Though, it should be noted, both the crossbow and basic musket are worse than a long bow. Their main advantage was how easy it was to learn to use. It tooks YEARS to learn to properly use a bow, where as you could train people to use a crossbow or musket in a matter of months.

Sort of a myth. It's been proven that arrows don't pierce armor all that well. Avatar doesn't have plate armor though, so a Bodkin arrow may very well pierce pretty much any armor of the setting.
While true that historical bow and arrow is unlikely to pierce traditional plate armor (barring luck in the armor being faulty), all armor has openings and the Yuyan have demonstrated FAR more than enough skill to be able to aim for the openings.
Nope. Still not buying into that.
And you have yet to provide any reasons against it, so you are free to not believe it but that's just your personal belief.
 
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That moment when you write down your education stuff, and realize you just want to keep going with it... but have to stop myself so i don't add negative (mental or physical) modifiers to every choice.

And the world you live in is so fucked up that all the options have a good trait and a bad trait.
 
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That moment when you write down your education stuff, and realize you just want to keep going with it... but have to stop myself so i don't add negative (mental or physical) modifiers to every choice.

And the world you live in is so fucked up that all the options have a good trait and a bad trait.
As long as the upsides are more powerful to make up for the downside, I don't see too much of a problem with it.
 
Creation Finale: Education, Weapons, and Location
Creation Finale: Education, Weapons, and Location:

You knew exactly you were, the child in the dark, a known quantity in stamping out the crimes. But you were never one who enjoyed the crime… at least not always.

But you had to help with your family's escapades. You needed to earn money to live.

But they wanted something more for you… more than risking life and limb for a handful of coins and the risk of your life being cut short in scheme gone wrong.

They wanted you to live, and not just life, but thrive.

And your parents spared no expense in making sure you were better than them.

But you were still young, and you were only truly skilled in one area:

What Area is that:

(Note, this is your primary skill. You will be Competent in all other skills.)

[]In Diplomacy: Your Father wanted you to be able to speak to the merchants with confidence, with grace and most importantly, focusing on you, and not the items that were brought in. But who would know… about a boy who lies. (You are Skilled in the Art of Diplomacy. Gain Trait: Gregarious and Deceitful)

[]In the Art of War: You know the theoretical limits of battle. You were trained to lead men in ways many would call dishonorable y an officer who wanted nothing more than to win… You could inspire bravery, even when you yourself are afraid, to men twice your age. You were a brave soldier boy who had led men to victory over bandits. Except you were not a soldier. You were only a child. And Children are supposed to be scared when they see death. (You are Skilled in the Command skill (A +20 to the rolls). Gain Trait: Brave. Begin with the Trait: Traumatized.)

[]In Stewardship: You were trained to manage the finances of the family, one that your mother and father are eternally grateful for. You had a way with coin… at the very least in managing and negotiating for it. In that, you grew frugal…seeing the world and how those with money abused people... You grew… stronger morally, and lighter physically. (You are Skilled in Stewardship skill. Gain Traits: Just. You are malnourished (-5 to all rolls until you eat well.))

[]In The Art of Spycraft: The Streets have eyes, have ears… even faces if one knows where to look. Your father taught you that. It was a good thing too, seeing how vast the great web is. It's amazing… and horrifying. It was enough to drive your father into crime, seeing how uncontrollable it was… how it was impossible to hide. (You are Skilled in the Intrigue Skill. Gain Trait Paranoid, and Craven)

[]In the Spirits: You were sent to the old hermit outside of town, to learn about the spirits… not just the stories, but how to communicate with them. This was done to increase your standing in your home. But there were things you could not change… and you think that there are spirits watching you. (You are skilled in Spiritual Matters. Gain Trait Patient. There are spirits watching you… evil ones affected by the chaotic world you live in.)

[]In the Art of Combat: You wanted to learn how to fight, and fight you did. You wanted to learn to fight and fight well. Unfortunately, that meant the local army wants to recruit you, to bolster their ranks to another marauding campaign. (You are Skilled in Combat. You get to choose two weapons in the weapons choice. Gain Trait: Diligent. Gain trait: Criminal. You are being hunted by the local army to be pressed in it.)

In time, your father gave you a gift to defend yourself, a stolen item from a far-flung merchant he robbed.

He gifted them to you when you were ten… and you sought to learn all you could about these weapons.

What Weapon did he give you and you mastered: (Note, if you choose combat education, you get to choose two):

[]Write in your Weapon here.

------------------------------------------------------------------------------------------------------------------------

There was a place in your life in which everything changed… a simple path where you began to walk.

Where is that Place?:

[]Omashu: The Nominal capital of the Region, and the seat of Power of King Bumi the Genius. Your family lived there for most of your life… trying to avoid trouble and the guard. It was a safe place for the most part and a place that you had grown comfortable in.

[]Yuyan: The Home of the Greatest Archers in the World, a place famed for some of the most talented warriors on the continent. It is a place, of serine beauty and serenity… but its reputation has threatened it time and time again, by the warlords that seek to control the flow of master archers.

[]Senlin: Home to the great Red Leaved forests, this great woodland is but a small village along the river, but in this village, there was a fiery heart that sought to change the world. That boy was named Jet, and his words have led hundreds of people to take up arms with him for his revolution.

[]Lindao: A small port on the coast, that survives on its fishing grounds and merchants that sail north or south from the other kingdoms. It's quiet, but known for its great storms… storms that have seen many a ship brought down to the bottom of the sea.

[]Ryko Forest, Jiangxi Providence: You were alone in the woods, the home you had was safe, secluded away in the great forest that supplied you with such wonderful bounties and life. It was quiet. It was peaceful. But you always had a worry that you would not be safe here forever.
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What would you like the quest called (This is an optional vote):
[]Write in.

AN: Enjoy and please vote in plan format.

Approval voting is allowed for this vote.
 
Hmm, so I see a few paths, and I think going all-in on the plan isn't as interesting out the gate, I'm certainly for the Yuyan Archer build though.

[X] Plan: Words in the Quiver
-[X] In Diplomacy
-[X] Bow
-[X] Yuyan

What I like from that build is we're on the road to becoming a member of the Yuyan but we're giving ourselves some range that will certainly be helpful in many endeavors to come.

[X] Plan: Shoot the Chutes
-[X] In the Art of Combat
-[X] Bow
-[X] Hand Axe
-[X] Omashu

Now this plan where we're more enthralled with the idea but the city was just a better place for our family to raise us in total, and while I do love spear fighters, if we're focusing on bow I think a smaller weapon is better as our second, we'd want something that can be concealed and doesn't obstruct movement pretty much ever.
 
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[]In Diplomacy: Your Father wanted you to be able to speak to the merchants with confidence, with grace and most importantly, focusing on you, and not the items that were brought in. But who would know… about a boy who lies. (You are Skilled in the Art of Diplomacy. Gain Trait: Gregarious and Deceitful)

[]In the Art of War: You know the theoretical limits of battle. You were trained to lead men in ways many would call dishonorable y an officer who wanted nothing more than to win… You could inspire bravery, even when you yourself are afraid, to men twice your age. You were a brave soldier boy who had led men to victory over bandits. Except you were not a soldier. You were only a child. And Children are supposed to be scared when they see death. (You are Skilled in the Command skill (A +20 to the rolls). Gain Trait: Brave. Begin with the Trait: Traumatized.)

[]In Stewardship: You were trained to manage the finances of the family, one that your mother and father are eternally grateful for. You had a way with coin… at the very least in managing and negotiating for it. In that, you grew frugal…seeing the world and how those with money abused people... You grew… stronger morally, and lighter physically. (You are Skilled in Stewardship skill. Gain Traits: Just. You are malnourished (-5 to all rolls until you eat well.))

[]In The Art of Spycraft: The Streets have eyes, have ears… even faces if one knows where to look. Your father taught you that. It was a good thing too, seeing how vast the great web is. It's amazing… and horrifying. It was enough to drive your father into crime, seeing how uncontrollable it was… how it was impossible to hide. (You are Skilled in the Intrigue Skill. Gain Trait Paranoid, and Craven)

[]In the Spirits: You were sent to the old hermit outside of town, to learn about the spirits… not just the stories, but how to communicate with them. This was done to increase your standing in your home. But there were things you could not change… and you think that there are spirits watching you. (You are skilled in Spiritual Matters. Gain Trait Patient. There are spirits watching you… evil ones affected by the chaotic world you live in.)

[]In the Art of Combat: You wanted to learn how to fight, and fight you did. You wanted to learn to fight and fight well. Unfortunately, that meant the local army wants to recruit you, to bolster their ranks to another marauding campaign. (You are Skilled in Combat. You get to choose two weapons in the weapons choice. Gain Trait: Diligent. Gain trait: Criminal. You are being hunted by the local army to be pressed in it.)
For reference
Gregarious : +2 Diplomacy
Deceitful : -2 Diplomacy, +3 Intrigue

Brave : +2 Combat
Traumatized : ???

Just : +2 Stewardship, +1 Learning
Malnourished : -5 Everything

Paranoid : -1 Diplomacy, +2 Intrigue
Craven : -2 Combat

Patient : +1 Diplomacy, +1 Stewardship, +1 Intrigue, +1 Learning

Diligent : +1 Diplomacy, +1 Combat, +1 Stewardship, +1 Intrigue, +1 Learning
Criminal : ???



I'm... torn between spycraft and combat. Intrigue is a VERY useful skill that would help round out our build, but that craven, ouch.

Edit : I bet the answer will be no, but can we take multiple skills? The various downsides seem to balance the upsides, and I like the idea of a child driven hard to work, getting a lot of skills and upsides while also getting a lot of downsides due to being driven at such a young age.
 
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