← Session Zero
EN RU
Avatar Legends: The Roleplaying Game hero art
Magpie Games

Avatar Legends: The Roleplaying Game

"Power over the elements means nothing without balance within."

Dice2d6 + stat/approach (PbtA)
Players3–6
Prep~15 min
Foundry VTTCommunity
Complexity
What is this system

Avatar Legends: The Roleplaying Game is Magpie Games' official RPG for Avatar: The Last Airbender and The Legend of Korra, built on Powered by the Apocalypse. You and your group form a company of young heroes in any era of the Avatarverse, bending the four elements and settling conflicts as often with words as with fists. It's a game about growth, community, and the pull between two sides of who you are.

Setting

The world of the four nations — Water, Earth, Fire, Air — across every era, from the Kyoshi novels to Korra's industrial Republic City. Benders and non-benders alike navigate war, politics, spirits, and personal rivalries. You pick an era and a starting conflict, then tell your own story in a lived-in world of martial-arts action and moral weight.

What it looks like at the table
A firebending duelist corners your waterbender on the pier. You commit to the Advance & Attack approach and roll 2d6 + that approach: an 8. Success with a catch — you land the hit and inflict a Status, but you mark Fatigue to power it, and the GM shifts your Balance toward Passion. Push past +3 and you lose control; take one more blow to the heart and you're marking the Angry condition instead.
Playstyle
Narrative action Social Fantasy
Key mechanics

2d6 moves (PbtA)

Every action is a move: roll 2d6 plus a stat or combat approach. 10+ hits clean, 7–9 succeeds with a cost, 6 or under hands the GM the initiative.

Balance between two Principles

Each playbook stretches your character between two opposed Principles. Play shifts you along the track; reach the center to unlock a once-a-season moment of Balance, but overreach past +3 and you lose control.

Fatigue, Conditions, Statuses

Three interlocking tracks. Fatigue fuels your strongest moves; when it fills you mark Conditions — Afraid, Angry, Guilty, Insecure, Troubled — that penalize moves until you act on them. Combat leaves Statuses on everyone.

Techniques and exchanges

Combat runs as exchanges where fighters choose approaches and spend learned Techniques — signature bending forms and martial moves — turning a fight into a tense, cinematic back-and-forth rather than a hit-point grind.

What people say
If you're looking for a game that feels like an episode of Avatar: the Last Airbender or The Legend of Korra, this is it.— Ian Howard, Meeple Mountain
The game is fine, it probably plays a lot nicer than D&D to be honest.— Aaron Marks, Cannibal Halfling Gaming
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

Similar systems
Vote on Avatar Legends: The Roleplaying Game with your group →

Open in Session Zero to let every player vote and see the results.