"Power over the elements means nothing without balance within."
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.
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.
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.
Open in Session Zero to let every player vote and see the results.