Showing posts with label Avatar World Art. Show all posts
Showing posts with label Avatar World Art. Show all posts
Thursday, June 25, 2015
The Big #500
It's really happening.
1) This is post #500 on The Logbook Project. I've been doing this for three and a half years, since my second semester at university, and now I have 500 posts. I'm feeling great.
2) To go with that...today was my last day as an undergraduate at university! I'm free!
3) I received these in the mail today:
No, it's not done done, but it's pretty darn close, and holding a perfect-bound copy in my hands is helping make it feel that way.
4) You can come see my copies at Go Play NW this weekend! I am running Legend of the Elements twice at least, one game of which is full. Sunday morning still has two spots open, and I might open a third session if I see the interest.
I hope to see you there, and look forward to keeping you all up to date on the imminent release!
End Recording,
Ego.
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Wednesday, June 3, 2015
Legend of the Elements: End of the Public Beta
It blows me away that I'm at the point where I can actually say that it's time to not let the public see the game! Frankly, I can't have the whole thing available right up until I suddenly say "now please buy it!" So I'm taking down the free beta on Saturday. I might keep up something, but I haven't decided yet.
Here's the timeline of upcoming Legend of the Elements events.
Saturday 6/6: I finish the peripheral documents. On this day, I will be removing the free version of the game from the internet in the lead-up to a full release. I may leave up something to whet the appetite, but you won't be able to get the whole game anymore. Get it this week!
Monday 6/8: I play a session this evening that I will record so I can write the missing Example of Play chapter.
Wednesday 6/10: Having implemented the Example of Play chapter, I send the files to my editors for review. This is more of a literary review, rather than a mechanical one, but there might be things exposed that I goofed up that will adjust rules slightly.
June 19: I print a bound copy of the game for myself to use at conventions. If I'm lucky, the editors will be back to me, though it's not likely. If not, I'll print another later - I need a copy for Go Play NW.
June 26: Coinciding with Go Play NW, this is the fall-back deadline for everything's completion.
I'll be running two sessions of Legend of the Elements, as well as one session of The Shining Void, so if you can be in Seattle this weekend I'd love to play it with you!
August 28: Coinciding with PAX Prime, I want to have the game up for sale online as a PDF and on Print-On-Demand, with a small pile of copies of my own coming with me to PAX. The end of a...wow, almost three-year line from an idea for my first game design to a published and refined game.
Oh, and if anyone knows anything about where they would like to buy games or where you can get good Print-on-Demand work done, I would love to know so I can work it out.
So get it while it's still here or you'll be paying for it! And frankly, the game's worth it at this point! The latest draft is super-sharp and has a TON of art. I'll be printing it full-bleed with a color cover, though the inner images are all black and white. I can't wait for you to see it.
Ego.
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Thursday, March 26, 2015
Legend of the Elements: Version 1.7 Release!
It's the eve of Comicon, which can only mean one thing - that I'm going to have a very fun time tomorrow! Oh, wait, that's not what I was gonna announce. Oh yeah, Comicon means a new release of Legend of the Elements! Or should I say the first release, because this is the first release that isn't Avatar-branded!
This release is, of course, a complete overhaul of the writing. There's a bunch of new art, and there will be an update within about a month filling in yet more art. There's three all-new playbooks, and a great new chapter at the end full of all sorts of fun information (including a page of sample names!) There's no Example of Play yet, but that will also be coming in an update to this version within a month.
Seriously, it's good stuff. Check it out. And save a copy, because there will not be a version 1.8, because after version 1.7 is the Final Version. And the final version? It's not free. So get it while the gettin's good!
Version 1.7 Download:
CLICK HERE TO DOWNLOAD THE GAME AS A ZIPPED ARCHIVE
CLICK HERE TO DOWNLOAD THE GAME'S FILES INDIVIDUALLY
If you like the game, please consider donating! I don't charge for my
beta content, but some support goes a long way to making the final game a
reality!
End Recording,
Ego.
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Thursday, August 28, 2014
Avatar World: v1.5 Release!
Imogen Heap recently released her new album Sparks, and it's really really good! This song's Indian themes make it pretty good for Avatar World here, but just check out the whole thing. It's great.
So on to the main thing! AVATAR WORLD DRAFT v1.5!! I've been working on this pretty much nonstop for the past two weeks, and I'm pretty much incredibly happy with it. Here's what I wrote for the draft notes:
~ The entire layout and text got a makeover! In addition to just looking better and being written more clearly, it's also full of art! I'll be honest: there are a few pieces that are in there just because I didn't want to leave the spot blank (and so will be replaced later) but some of it is for real.
~ The Player Tag system replaces Harm, and Armor is revamped to match! I haven't played with this yet, but it draws on ideas that several groups produced after playtests, and it feels pretty good to me. Much more fictional and it solves my PvP problem! Also on a Tag note, the Basic Moves had a bit of modification to make when-to-place-Tags a little more obvious. Specifically, Speak Honorably can now place Tags, which makes using Chi in social situations much easier.
~ Sub-playbooks are now in the book! Including one I debated whether to put in or not, but decided to go for it: The Avatar. Honestly I think I did a pretty good job with what could otherwise have been a very overpowered concept.
Some of the sub-playbook stuff is also very last-minute, so fair warning. Still, that stuff will get less play than almost anything else in the book.
~ There's a second Quickstart in there! While I really like The Red Mountain, its tone is a bit more serious and mystical and can trend away from the more social moves in the game. To complement that, The Festival of the Four is touched with whimsy and the lighter tone that many get from the show, while also being more social-focused rather than exploration-focused.
In general, I feel really good about almost everything in this draft. All the big things that have concerned me at all in playtests have been addressed, so all that remains is refinement. I intend to make the next revision the final one, so any feedback would be greatly appreciated.
It looks good, it plays well, it's all going great.
Latest Version (v1.5) Download:
CLICK HERE TO DOWNLOAD THE GAME AS A ZIPPED ARCHIVE
CLICK HERE TO DOWNLOAD THE GAME'S FILES INDIVIDUALLY
Also, if you're interested in playing Avatar World and are at PAX Prime this weekend, I will be running either it or Monsterhearts during my Games On Demand slots Saturday 6pm-10pm, Sunday 6pm-10pm, and Monday 10am-2pm.
End Recording,
Ego.
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Friday, March 28, 2014
The Emerald City Comic-Con Pre-post (Monsterhearts, The Doppleganger, Avatar World and Art)
Boom boom boom it's Evangelion meets Godzilla in a modern blockbuster shell, with a soundtrack that's not exceptionally creative, but is still pretty darn rockin'. It's all very comics, which is why I picked it here.
Before I go into anything else: do you know me? Do you live in Seattle? Do you have a spare couch tomorrow (Friday) night that I can use? If the answer to all three of those was yes, please please please shoot me an email (herviemd@plu.edu) or a tweet (@logbook_project) or something, I'd really like to have a place to sleep tomorrow.
Alright, in related news, Comic-Con is happening and I'm very excited. Not for any particular event: I pretty much saw nothing on the panel list that actually interested me. But I'm excited to see the crowds and my friends over in the Games on Demand room and to show off my Avatar World stuff! The only thing I have explicit intention to buy is the Lost At Sea 10th Anniversary Edition (a Bryan Lee O'Malley thing that I saw in Powell's last weekend and am regretting not buying despite a ridiculous $25 price tag). I think the crowds are the biggest draw for me, I'm excited to see cosplayers and webcomics people I know from the internet.
So given that I have no plans, what on earth am I posting here? Two things.
One: If you are there and want to play some freakin' awesome Monsterhearts or Avatar World, I'm at Games on Demand for the 10:00am session on Saturday and Sunday.
Two: I have new files for you! Specifically, a new version of the Avatar World playbooks with art in them and a new version of The Doppleganger skin for Monsterhearts that's now actually made in InDesign and looks 99% like an actual MH skin (instead of the MS Word document the previous version was).
So, uh, enjoy! Hope you like them. This is basically the final release for the Doppleganger, I'm not really gonna do anything more with it. Avatar World you can continue to look forward to some more improvement though.
End Recording,
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Friday, March 14, 2014
Avatar World Art: The Playbooks
Mmm. Wish VenSun had a real album already.
Hey, I'm feeling just on fire with these playbook arts! And one enormous benefit of driving right through them more or less all at the same time is that they look like they have a somewhat consistent style, as opposed to if I'd drawn them across a couple months.
The big deal? I think I might have (almost) every single playbook art done. All eight. You've seen a couple, but I'm gonna put them here as well for completeness.
The Airbender
This is a redrawn and modified variation on the airbender currently inside the main book. I finally feel happy with it.
Fun fact: Under the vectoring, in the original skeleton/sketch, that's a lady. The clothes and vectoring (especially the looseness with which I draw faces) kinda keeps it from showing though, which is a bit unfortunate, as I really do think about trying to introduce variation in body forms through these. As I mentioned recently on Twitter though, the biggest blockage to that isn't even that I don't think or try, it's that I'm still learning this art stuff and, frankly, skinny and leanly-muscular is the easiest to go with because of how anatomy is taught in drawing, and dudes are easier because I can use myself as reference for stuff. I'm trying (though heavier-set body types are a bit easier to justify not having since the easy majority of characters in the game are going to be active athletic types; this is, of course, an excuse, so I'll keep trying anyway) but it's a process.
The Aristocrat
I have stressed a lot over getting the Aristocrat how I want him. I don't actually think I'm done yet! But I like this enough that I wouldn't mind putting it on a playbook. One thing that's pretty important to me is having the art catch them in action, not just idle, which is hard with a guy whose thing is talking to other people. I think this instead catches their nature as two-sided, as the negotiator and the schemer, as the mediator and the backstabber. Plus it doesn't lock him into finery necessarily, which is kinda good - fanciness was a central point of a lot of my early sketches. The hands might be some of the better hands I've vectored for this stuff so far. Oftentimes, hands that looks good in my sketch form, even the inked sketch, don't come out great in the vectors, but these worked just how I wanted.
The Earthbender
You've seen this before. The hands, especially his left, aren't my best by far, but I don't mind them too much. This has grown on me though.
Oh, I should mention the colors on these! It's pretty obvious (at least on my monitor) that the background isn't white, but a light grey. It might be less obvious on some of them, but the black is also actually a dark grey. I just don't like working in solid white and black. The colors aren't consistent though. They are, however, easy to modify, so I'll unify them all up when I'm putting them in the playbooks.
The Firebender
I really wanted something interesting for the firebender, and this did it for me. It took easily a half dozen shots to get the sketch looking good enough to even try vectorizing, and this is actually the second one I vectored - it's just a hard pose! But I like how it went.
This is the heaviest on the jagged-y lines style, being a bit more than the Earthbender.
The Monk
The Monk took a lot of work to try and think of how I wanted him, since "catching him in action" is pretty hard. This idea occurred to me, but this is also a pretty nasty pose to get down. Chances are, if you actually think about the anatomy, it'll fall apart, but it has a convincing impression, and that's all I want. The legs actually turned out better than I thought they would.
The lines are all smooth here! I guess that makes sense - the jagged line style seems a lot more aggressive.
The Scholar
Look at this dumbass, dropping his books everywhere. I think this is one of the more dynamic, story-filled images I've done, but it doesn't exactly paint him in a favorable light... The more I look though, the more I like it. It's the same fella as the original Scholar image, the one that became the MC Section image in the main book right now. Might swap those two around.
The Warrior
This took more fiddling with proportions than I thought it would. It's also one of the only ones where that fiddling occurred digitally, rather than on the sketch. Now though I feel a lot better about it. I had the pose idea a while ago and liked it enough to keep trying it, but it's taken a lot of work in the department. In fact, the gesture is still a little more passive than I'd really like, but I can deal with that given how decently everything turned out. I might fiddle a little more in the face, getting the expression I want. Maybe tilt the upper part of the eyes to put a bit more force into it.
Also, I'm aware of a bit of oddity in the character design here. The armor is generally quite sensible (I think :/ it's definitely not gratuitous in the usual ways, at least), but free long hair isn't all that smart on a warrior, but hey, it looks good and isn't crazy in context of the media anyway. Also, the armor and weapon are pretty damn Samurai, but hey, you can interpret that otherwise if you so desire. It's just a very obviously armor and not clothes, which was the main point.
The Waterbender
Easily inspired by past waterbender images, I like it. A little more gesture-y rather than defining with the vectors, with pretty much a whole arm and leg entirely implied. Don't ask about the fashion - I haven't decided what she's wearing either. That's why there's so much less detail. The second-most-likely to get a real second take (after the Scholar).
That's a pretty good pile of images, I think. I feel very happy with it and will be satisfied putting them on the playbooks. Of course, I won't know for sure until I actually put them on and see, but I see no reason to think I won't like it. And hopefully you like it too!
(just the Bloodbender and Metalbender left as mandatory ones, though I might have a couple more to do if I want a couple more sub-pbs on top).
Saturday, March 8, 2014
Avatar World: The Sub-Playbooks, Part 1 (art inside)
I think I've mentioned this before, but the Spirit World is easily my favorite part of the Avatar universe. Something about it is just super alluring to me. More or less the whole Mushi-Shi soundtrack is appropriate music for the Spirit World, and it's great.
So I figured today I could just go about posting up what I have for sub-playbook stuff so far. To remind everyone about sub-playbooks, they're essentially smaller archetypes that weren't quite important or unique enough to warrant their own playbook, but are still important to the game's completion. Usually, they fit underneath one or more pre-existing playbooks.
Each playbook has an entry condition, some situation that must be true to take moves from it. Once you're a member of a sub-playbook, you can take moves from it as if it was any other playbook (meaning you use your Take A Move From Another Playbook options for it - this is one of the few points that I'm still thinking heavily about).
Every sub-playbook has 3 moves. In some cases, one of the moves will be necessary to take the others.
Here's some sub-playbooks:
The Masterless Wanderer
Masterless. A simple word, but it holds so much meaning to you. It is the shame of failure, it is the fear of death, and it is freedom from obligations.
Entry Condition: You were in the service of a lord in an official capacity, but they died dishonorably. Alternatively, they purged you from their ranks for a failure. Any playbook can become a Masterless Wanderer.
* Traveler: When you return to a community you once visited, roll +Natural. On a hit, the locals remember you favorably. On a 10+, you have Honor with this community.
(The other moves aren't written yet, but the working titles are "Unreliable" and "Hardened")
The Plantbender
To hold the water flowing through root, stem, and leaf isn't to rule nature but to be one with it.
Entry Condition: You must have the Waterbending move to take Plantbending, which is in turn required to take either of the other moves here.
* Plantbending: When you bend the water in plants to grow or move them, roll +Solid. On a 10+, the plants are (choose 2):
* Thick and sturdy,
* Overgrown and obscuring,
* Lithe and malleable.
On a 7-9, only choose 1.
* Swamp Monster: When you gather many plants around yourself into a great beast, roll +Solid. On a 10+, you have 3 Plant. On a 7-9, you have 2 Plant. Spend 1 Plant to:
* Weather any blow,
* Cause masive carnage, with collateral damage. Add Tags as appropriate.
* Manipulate plants as if you'd rolled a 7 on a Plantbending roll.
So long as you have any Plant, you cannot Waterbend anything else.
* ______: All plantbending moves use +Fluid instead of +Solid.
So sub-playbooks are how I'm doing most of the advanced bending stuff. Plant, Blood, Metal, Lightning, at the very least.
Yes, there's a move with no name. The mechanic is pretty stable, though I considered a maybe more-interesting thing about communing plants that never got anywhere mechanically and felt too complex for its own good.
The art, and the Swamp Monster move, are both very obviously Huu's trick. There's no reason it has to be with vines like he did, or even swamp materials like the name implies. There's just not many great-sounding ways to say hulk-like-pile-of-random-plants.
The Plantbending move itself has changed since the last time you saw this guy. It's now very fictional. In fact, it's mostly not mechanical at all any more. But I like it. Something about it reminds me of my work on Mass Effect Hack, though I don't know why. "Malleable" is the only adjective that isn't pitch perfect right now I think, and even then it's passable.
The Bloodbender
Boiling, raging, flowing; blood is water, people are blood. They say all these words about free will and liberty, but you know better. People are water, and water is yours to command.
Entry Condition: You must have the Waterbending move to take Bloodbending, which is in turn required to take either of the other moves here.
* Bloodbending:When you bend the blood in their veins to control their body, roll +Hot. On a 10+, even the strong-willed succumb. On a 7-9, only the weak-of-heart fall under your control.
You only get to command their body, never their mind. Bloodbending takes total mental and physical concentration. PCs cannot be bloodbended. No one's ever bloodbended multiple people at once, but that doesn't mean you can't be the first...
* Scary: Bloodbenders are reviled, but more importantly, they're feared. When you Speak Honorable or Act Dishonorably and they know what you can do, roll +Fluid instead of the usual stat. If you're bloodbending them while you do it, treat any result less han 7 as a 7.
* Crimson Moon: When the moon is full, spend 1 Chi to bloodbend anyone (other than PCs) under the light of the moon, so long as you know where they are. While you do so, you can see through their eyes.
[Art not made yet]
So there's that little pile of notes on Bloodbending, defining just how much you can get away with with this crazy-powerful move (I universally took off the moon requirement from what was already the scariest power in the show). PCs are never vulnerable - this stretches the fictional situation slightly for player agency's sake, and I'm not at all unhappy about that.
Scary is exactly what I want it to be. The final clause of that move is strong, but requires another bloodbending roll on top of the speaking roll, so the chance of a hard move is still there, just shifted.
Crimson Moon is entirely my creation. It has no basis in the show. I just thought it sounded cool, and since my other idea was just stat substitution, this is better. Plus I don't WANT to give bloodbenders stat substitution, they're strong enough already.
The Doctor
[Flavor note written yet]
Entry Condition: You must have the Always Prepared move to take Physician, which is in turn required to take either of the other moves here.
* Physician: When you take time to heal another character, spend as many Materials as you choose. The character heals that many harm. You may instead spend Materials to roll +Keen. On a 10+, heal harm equal to double the Materials spent. On a 7-9, heal harm equal to half the Materials spent, rounded up. On a miss, the Materials you spent are gone, and the MC makes a move.
* Field Medic: When you heal another character, you may spend an additional Material to do so quickly.
* Supply Scavenger: When you scan and search an area and Observe Carefully, add the question:
* What raw materials here could I make use of?
If there's something and you take it, gain 1 Material.
The Lightningbender
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| I'm mostly happy with this. It's action-y enough for me. |
Well, that's good for today. I'll stop in again when I think I've got another good batch. And come by tomorrow for Sunday Songs, of course.
The plan is to have the sub-playbooks done (to the extent that I want to have them "done" for the core book) for Emerald City Comic-Con, which I will be GMing at for Games On Demand. Come by the GoD room at 10am on Saturday or Sunday and come say hi and maybe play a game with me!
End Recording,
Ego.
Tuesday, February 25, 2014
Avatar World: About Art
Been jamming to a lot of tNaF lately. Love them so much.
So the latest version of Avatar World is easily the best-looking version I've released. So I wanted to talk real quick about plans and troubles regarding the art of the game.
First off, while I'm willing to accept help with the art, I'm not seeking to use art by anyone else. I'm sure as hell not paying for art for a game I'm not planning to sell. So all of it is created by me. Additionally, you may have seen past works of mine where I do vectorization and art-creation out of stock art - that's how I did The Doppleganger after all. I do not plan to do that. All of the art will be mine, as well as any art donated to the project that I think fits.
Among these donations is the logo text.
This was provided by Michael Wight! It's great. It heavily inspired the font-shift from Kingthings Foundation to Edo SZ. I have no intention of trading it out for now.
I did, however, add to it.
That's sharp, and gets my point across very easily. This is a troubling image though! While I like it a lot in terms of style, this is the closest I've come to direct copyright infringement aside using the name Avatar and the word "bending." There's no wiggle room to say that I'm not directly representing Avatar the Last Airbender imagery. That's a problem should Nickelodean drop the hammer eventually.
The copyright imagery problem is playing itself up on my drawing board too. The most trouble of all is coming from the Airbender (big surprise...). See, the air-magic-user image isn't particularly stable in anything but Avatar. The problem is that the airbender aesthetic is the same as a monk aesthetic! Very little says "airbender" that doesn't also say "monk." So, given that I have a Monk playbook too, I'm against a wall. The closest I can get is to make the character actively airbending in the image, which is tough considering air is invisible. That's where the tornado image in the book comes from, it's a trial run. For the record, that won't be a final image - I'm pretty sure I'm gonna stick to the sharp black vector look, so that knocks it out.
There's one little visual cue that says "Airbender" exclusively that no other monk in the series has: arrow tattoos. Oops, those are undeniably indication of Avatar itself and not a slightly more generic Avatar-like world - aka those are copyright killers.
Similarly, there's a thing I'm avoiding in the waterbender image - furs. Those are a little on-the-nose. Even Katara/Sokka's warm-weather outfits are fair game, but I'm staying away from the fur parkas.
Something I haven't mentioned yet is other art to be present in the book, in theory. Here's a thing: I like pretty books. I like pictures in them. It makes my experience with a book better. There was some discussion about the purpose of art in RPG books on Story Games a bit ago, but since I enjoy art I'm gonna put it in.
But what to put in? That's tough. There's two types of image I have very little experience with that are critical: landscapes / backgrounds, and interactions. My art is usually just one person, floating in empty space, and that's dumb. It's good for playbook archetype images, but it's not good for my art as a whole, so I'm gonna try to put 'em in. That's hard though. It's also a slightly unnecessary step, in the vein that all the art other than the playbook images are unnecessary (even those are technically optional, but I've committed to them and even included space in the playbook layout for them, so they're sorta locked in right now). So I want to at least start by filling in all these freakin' playbook images, but they're not all that easy. It's the concepting that's the hardest - I can persist and work at getting the art itself right, it's just finding out what I want. Posing and fashion are the hardest bits. I want 'em to be kinda dynamic, not just bein' there. I've had some ideas about the Aristocrat, the Firebender, and the Warrior, and I think I nailed down an Earthbender image finally (this one's been plaguing me). I had a Scholar image, but I've converted it to the MC Section header, which is a great place for it.
Hey, why not show off that Earthbender?
Obviously the colors are softened a bit (not straight black, not flat white) but that's easy to change. I'm feeling it, the style is very fitting with the MC section / scholar picture, which is my favorite.
I don't feel entirely solid about the fashion, but I wanted it simple, plus it's kinda vague still thanks to the style.
I even managed to get the "controlling earth" thing in, which I was struggling with intially - without it it's a bit hard to distinguish him from any old warrior. I focused on a deep and stable stance and strong gesture.
That ought to be good for today. Just wanted to give some insight to what I'm doing right now with regard to the art.
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Wednesday, February 12, 2014
Avatar World: Version 1.3 Released (Plots/Threats, Revisions)
You know, I reviewed The Last of Us when I played it. I loved it. But I think that as time has passed and the little bits of dissatisfaction are forgotten it is rapidly becoming one of my best memories of a gaming experience. Much of that reflection and reminiscing of the game is the result of Santaolalla's soundtrack. Quiet. Brooding. Sad. Hopeful. I don't own The Last of Us - I'd rented it - but I think I'm going to have to. And as much as I am interested in seeing more of Ellie and Joel, I don't think a sequel should happen. But if it does, I'll be there to buy whatever console I need to play it, a level of anticipation only matched by Mirror's Edge 2.
I don't need to say much! Avatar World is progressing awesomely. This update doesn't do anything surprising conceptually, it's just fulfilling promises I've been making. Visually the game is updated some, with some art shifts and a nice-looking (to me) title page that will get me in trouble if Nickelodean ever looks in here. The Basic Moves sheet is revised to actually be its own thing instead of just being an excerpt from the rules, there's an MC sheet now, and The Red Mountain got the format update to half-sheets. Many of the playbooks have had a move or two updated, as per the post I did a bit ago, though I left a couple of borderline moves alone.
Basically an unsurprising update that just makes things prettier and more usable.
So what comes next? Continued tweaks / revisions and sub-playbooks. The whole basic system is here now. I don't think I'm forgetting anything, and it feels solid. Also it looks great printed out into a saddle-stitched booklet form.
Basically I hope you're as excited about all this as I am.
Later folks!
End Recording,
Ego.
Saturday, September 21, 2013
AVATAR WORLD: FIRST RELEASE!
ATTENTION: THIS VERSION IS NOW OBSOLETE, LOOK IN THE HEADER BAR FOR THE MOST UP-TO-DATE LINK
I've been saving the main theme for Legend of Korra for a while now, knowing I wanted it on my first release.
Oh, and I'm not watching the new season of Korra until it's done so I can watch 'em back-to-back, so please don't spoil it for me!
So hi. After 11 months of toiling away (off-and-on) on Avatar World, I have a complete document with which you can play the game. It's not long, it's not incredibly pretty yet, but it's got everything you need. The ZIP file includes a Rules PDF, a Basic Moves sheet, the Playbooks PDF, and a PDF containing my Con Game sheets I wrote for today, just in case you wanted to see those.
HERE IS THE LINK TO THE ZIP FILE
Here is a link to the files uncompressed if the zip will not open or if you only want some of the files
Thank you so much to everyone who got me to here. Thanks to the Google+ folks, the folks who read here, the Story Games Olympia crew who've maintained strong enthusiasm, and to everyone who's read my S-G thread. Huge, extra special thanks to James_Fleming. James, if you hadn't kept commenting and keeping up interest in how things were working and how this could be great, I would've fallen off and abandoned this a long time ago.
Rules: The rules pdf is the basic rules necessary to understand how to play Avatar World. Conatins small explanations of everything, as well as a complete breakdown of each part of the playbook. It also includes the MC's instructions.
Playbooks: The layed-out playbooks. They are meant to be printed double-sided and folded in half along the central line. For all but the warrior, the image from around the playbook name is empty. I'm creating the art myself as inspiration comes, so those will have more included over time.
Basic Moves: Simply a sheet containing all 8 basic moves. There should be several of these at a table. Future versions will likely include some peripheral moves, such as the Broken/Completed Oath moves.
Con Game Love Letters - The Red Mountain: I wrote several "love letters" (as Apocalypse World called them) for use in a con game. After my first playtest, we spent a long time figuring out why we were together and what the world was like, so I wrote these letters to delegate some world-building and provide an excuse for the characters to be together, plus provide an immediate goal. Each playbook has its own letter. If you want to run The Red Mountain go ahead, but I'm just including these because I already had them made up and you may like to see how I intend to run it for an upcoming playtest session.
Thanks for checking out the game, and I'd love to know what you think! If you've played, or even just have some general thoughts, please let me know! I'm easily contacted:
* At my blog, The Logbook Project, where all design work took place and was posted. If you'd like to know my rationale behind something, I've probably talked about it! Comment anywhere and I'll see it. (http://the-logbook-project.blogspot.com)
* Through Twitter, I am @Logbook_Project.
* On the Story Games forums, in my Avatar World thread. This has been the home of most discussions, and a bunch of design work. (story-games.com/forums/discussion/17429)
Thanks everyone! Please download it and check it out! If you play, LET ME KNOW!
End Recording,
Ego.
Saturday, September 14, 2013
Avatar World Art: The Warrior
I really love the Metal Gear Rising: Revengeance soundtrack. I only started paying attention to the game originally when Chip Cheezum did a video of the demo, and I was captured by Blade Wolf's song. When it came out, I was wowed by Rules of Nature and I realized just how crazy cool the game is. And now through Chip Cheezum and General Ironicus' Let's Play of the game, with each boss fight I've realized just how focused and awesome the songs are in context. Red Sun, Collective Consciousness, The Only Thing I Know For Real, A Stranger I Remain...this is a badass soundtrack. It, along with FFXIII-2, is setting a new bar for me with regard to vocals in video game soundtracks. Just...damn.
So I've been doing a lot of Avatar World work, but most of it isn't the sort of thing to show off right now. Come back Friday evening, because I've been doing layout (and some initial mechanical repair, but mostly layout), and I'll be releasing the complete downloadable PDF for Avatar World! You'll have a totally usable document that will allow you to play the game at your own table!
That excites me.
It won't, however, be entirely complete aesthetically - I'm not gonna be able to have all the playbook art in a state that I want. Some of it! But not all of it. I'll be adding it into the file in the following couple weeks.
For today, I did the art for The Warrior and I'm feelin' pretty good about it!
If you click it gets even bigger!
EDIT: A bit of detail about the image: It's obviously inspired by traditional imagery from samurai and such, like the top knot and two crossed swords, but it's not meant to BE a samurai, just to remind you of one. He is unarmored mostly here. I like the look of the shading I got, it reminds me of Avatar actually, and the edging design reminds me of the Earth Kingdom. It may be a bit unconventional to have the playbook image be not facing you, but I like it.
Here's what it looks like on a playbook (plus what the front of the playbook will look like, though this was tested on the template)
It looks nice. They are noticeably inspired by Monsterhearts' layout, which is convenient both in that I really like it in MH and that they are very easy to fold, compared the ApW trifolds, while taking up less space than DW sheets. I designed it for my desired intro sequence: fill out the character details on the front, mechanical details (stats, moves) in the middle, and the oaths you start with on the back. I think it's nice and simple.
End Recording,
Ego.
Saturday, June 22, 2013
Avatar World, Art: The Aristocrat
The newest Sonic Racing game has a killer soundtrack and you should go listen to it. Or stay here and listen to it while you read I guess.
Hey there, Avatar World! So yesterday I spent the whole day with Kenny and Luke at a local hobby store. And, uh, during the car drive I wrote the whole damn Aristocrat. I dunno what it is, but I'm way more productive in-transit than I usually am. Over half of Avatar World's systems, and probably half of the moves, were written in a car or plane going to/in Morocco. Whatever the reason, it's working, cuz it means I've now written...wait for it...
The final playbook.
Sort of.
I need to re-write the Airbender. I got half of it done as well, but not all of it, so I'll wait on sharing that. Today is all about the Aristocrat.
So let's get right to all the stuff I wrote!
Note: Important Aristocrat characters who acted as inspiration were Xin Fu, Princess Yue, Tarrlock, and Amon. From outside Avatar, I had a couple generic characters from other media, but specifically Samurai Champloo's Fuu is an Aristocrat in my mind. For external reference,
Stat Arrays:
* Natural +2, Hot +0, Solid +1, Keen +1, Fluid -1.
* Natural +2, Hot +1, Solid -1, Keen +1, Fluid +0.
* Natural +1, Hot +0, Solid +0, Keen +1, Fluid +1.
* Natural +1, Hot -1, Solid +0, Keen +2, Fluid +1.
* Natural +1, Hot +0, Solid +1, Keen +2, Fluid -1.
Wanted a balance of Natural+2s and Keen+2s since those are the playbook's mains.
Look:
Choose one from each list:
* Courtly clothes, Fancy but practical, humble garb
* With regalia and emblems, with accessories and jewelery, with intricate designs and colors, without adornment.
* Ruler, heir, minor nobility, just regular folk
This was a hard section, as I had to include an "out" for characters who are aristocrats without being noble.
Oaths:
* One of the characters is from your area of influence and you've sworn to take care of them. Who?
* What other ruler have you in turn sworn obedience to? Do you still like that ruler?
Moves:
Silver Tongue: Whenever you roll a 10+ to Speak Honestly, the target must also offer something extra they think you want as well.Also called "And What Else...?" or "Persuasive", but Silver Tongue is a WAY better name than either of those. Lazy draft one was just a boost to Speak Honorably, but that's booooring.
Henchmen: You have a small force of loyal henchmen. They can be sent out with commands or aid your efforts as you wish. When you Commit Open Violence with their support, after the roll you may impose an appropriate Tag on the target.Highly considering removing the word "loyal". Anyway, while the benefit may not seem amazing, just having the henchmen is a pretty sweet benefit itself. They aren't really pros at anything, but they can handle simple things. Examples of appropriate Tags include Surrounded, Grappled, and the like.
Succubus: When you use the promise of sexual favors (implicit or explicit) as a bargaining chip when you Speak Honorably, add 1 to the roll.I like the idea. It's a little blatantly mechanical, and there's probably something a little more fun to do with this, but I don't have it in my sleeves right now. This will be expanded in the sub-playbook The Geisha (the only one planned for this playbook so far).
Currency of Favors: Whenever you Help someone, you can ask a favor of them first. (the favor can be specific or in abstract). If you do, lower your honor with them by 1. If you don't, raise it by 1 instead.This was this idea I had about it meaning a lot when nobles do things out of their own kindness, but nobles also knowing how to use their assistance as leverage for their own goals. Here's the thing to remember: owing favors can also be said as "promising to do something" - it gets to go on the oaths section, and that means they have to put their Honor at stake for your help. Just remember that they can choose to say no to your Help, at which point the hard choice is on you.
Intrigue: When you Speak Dishonorably but disguise it in polite conversation, roll +Natural instead of +Hot.Originally called "Subtle Threats". Yes it's a stat substitution, but it certainly isn't unconditional, so I feel more okay about that.
Mastermind: When you scheme and plan a future plot, roll+Keen. On a 10+, it'll work just fine if everyone sticks to the plan. On a 7-9, you'll need to prepare some things before the plan is ready to enact. The MC will choose at least one, more if he chooses:First move I wrote for the Aristocrat. You'll probably recognize pieces of that list as the Workshop move, though less options. MCs feel free to add a couple maybe if nothing feels right - I left off "needing materials/supplies" because it felt very similar to needing people, and people is more interesting cuz it causes interaction, but it's still a valid thing to need, so feel free to just toss it in if you like.
* The plan will hinge on another PC's success.
* The opportune moment isn't for days/weeks/months.
* You'll need to get some outside help, maybe someone in particular.
* Someone will need special training to pull it off.
And that's six moves. I've got a couple more things to handle (Chi keys as the main thing, gear too, improvements but those are standard), but that's mostly it. I have a couple seeds of potential other moves, but if I can't figure out how to make them into actual moves I'll just convert them into chi keys.
Ah yes, I also drew the art for The Aristocrat while at the hobby store! Worked well I think.
Likin' the feel of it a lot. Was at first fearful that a male aristocrat might be too similar to The Scholar in basic appearance (robes/fu manchu/scroll), so I decided to try my hand at a female aristocrat. I was concerned about drawing a woman in a really respectful manner since I don't have much practice drawing women, but I think I pulled it off pretty well. Nose looks a little weirdly rounded to me but that's okay. Also chose a different background motif to go with the fanciness.
So that's it for today. Ought to have some more soon - if I'm feeling really ambitious and I get a lucky burst of focus and inspiration I might try to get all the playbooks in complete condition and do some layout and try to have a usable game to playtest at Go Play NW next Friday/Saturday/Sunday. Very excited.
End Recording,
Ego.
Monday, April 15, 2013
Avatar World, Art: Half of the Monk's Moves, Waterbender Playbook Image
http://www.youtube.com/watch?v=OFTqgwyO7-Y&feature=player_embedded
Haven't played The Last Story, probably won't cuz even "modern" JRPGs are full of all the things that rub me the wrong way. Soundtrack's great though, as I'd expect from Nobuo Uematsu. For, you know, NOT doing FFXIII, this sounds an awful lot like it could be a FFXIII song. Not a bad thing though - as I've expressed before, while FFXIII disappoints me, it has a really good soundtrack.
I'm sorry there's been not much stuff lately, I've been a little stuck writing-wise. I made a little headway into the Monk here, but in general my thoughts have been elsewhere. Namely, my time's been completely dominated by anime. In the past 1.5 to 2 weeks, I started watching Ghost in the Shell Stand Alone Complex, finished it, watched Eden of the East and its two movies, and am now watching most of Steins;Gate and it is amazing. I'm hesitant to say any of these is good enough to knock Samurai Champloo out my top anime spot, but GitS:SAC and S-G both come awful close. If you have any more recommendations for awesome anime, especially if it's free on Hulu or if it's on Netflix, I'd love to hear.
So I've been tearing my brain apart because I can't figure out how the hell to do the rest of The Monk's moves. First, some thoughts.
The Name: A fella in my thread on Story Games brought up the idea of not calling the class The Monk at all, but instead going for The Guru. It's a really interesting proposal! The Guru is a more literal tie to the Avatar mythos, and has a great benefit of making the clear distinction between this spiritual monk and the very commonly-known D&D Monk (a martial artist that I would better represent as a Ninja). Still, Monks and Gurus aren't exactly the same thing, and Monks have a little better name recognition, even if we ignore all the D&D Monk recognition. I'm still thinking on this.
The Stats and Basic Moves: The Monk (which I'm gonna keep calling it until I make a final choice) is a Solid/Natural playbook, since that gives me a strong defensive hold on the game while permitting him to be strong at Meditating. Being a good Meditator was important to me. In general, they're not going to be using many Hot moves, which also makes some sense (though one stat array will probably have a +0 Hot instead of a -1). They're decent enough at Keen, being aware of their surroundings and stuff. As for Fluid, you might assume that they wouldn't do a ton of Move With Intention since they're still and all, but I would argue that a deliberate stillness can be Moving With Intention in the same way that taking a stance can be. The thing to keep in mind about the trigger is that you have to make the CHOICE to not move - it has to be proactive.
Playbook Moves: I'll just toss up what I have.
An alternate version of this exists that's less volatile, but also boring: You may Observe Carefully using Natural.
I've had this idea around for a while. I'm pretty happy with this one - it's defensive and gets at the whole "aware of surroundings" thing without needing Keen.
The other three moves have names/ideas without mechanisms.
So, that's actually all that's here today for the Monk, sorry if you were expecting more. I REALLY could use some ideas - heck, I think I'll have an easier time with the freakin' Aristocrat. The Monk is tough because they're not about fighting but are characters in an Action game, and much of what they do is a fluffy spiritual thing rather than any sort of concrete action, making it hard to write triggers that are specific enough while still giving freedom to imagine.
Because I feel bad about leaving so much of the Monk up in the air, and because I'm kinda late after promising this as a Friday post, I drew an image that I think goes pretty good as The Waterbender. Stylistically it's similar to the Scholar one, which is why I'm grouping them as playbook images.
Drawn initially as just some doodling, it grew into a Waterbender. Much more stylized than the previous one, I'm still not 100% sure how I feel about it. Chances are you'll see another Waterbender at some point instead.
Welp. Enjoy, and please help with the Monk stuff.
End Recording,
Ego.
Haven't played The Last Story, probably won't cuz even "modern" JRPGs are full of all the things that rub me the wrong way. Soundtrack's great though, as I'd expect from Nobuo Uematsu. For, you know, NOT doing FFXIII, this sounds an awful lot like it could be a FFXIII song. Not a bad thing though - as I've expressed before, while FFXIII disappoints me, it has a really good soundtrack.
I'm sorry there's been not much stuff lately, I've been a little stuck writing-wise. I made a little headway into the Monk here, but in general my thoughts have been elsewhere. Namely, my time's been completely dominated by anime. In the past 1.5 to 2 weeks, I started watching Ghost in the Shell Stand Alone Complex, finished it, watched Eden of the East and its two movies, and am now watching most of Steins;Gate and it is amazing. I'm hesitant to say any of these is good enough to knock Samurai Champloo out my top anime spot, but GitS:SAC and S-G both come awful close. If you have any more recommendations for awesome anime, especially if it's free on Hulu or if it's on Netflix, I'd love to hear.
So I've been tearing my brain apart because I can't figure out how the hell to do the rest of The Monk's moves. First, some thoughts.
The Name: A fella in my thread on Story Games brought up the idea of not calling the class The Monk at all, but instead going for The Guru. It's a really interesting proposal! The Guru is a more literal tie to the Avatar mythos, and has a great benefit of making the clear distinction between this spiritual monk and the very commonly-known D&D Monk (a martial artist that I would better represent as a Ninja). Still, Monks and Gurus aren't exactly the same thing, and Monks have a little better name recognition, even if we ignore all the D&D Monk recognition. I'm still thinking on this.
The Stats and Basic Moves: The Monk (which I'm gonna keep calling it until I make a final choice) is a Solid/Natural playbook, since that gives me a strong defensive hold on the game while permitting him to be strong at Meditating. Being a good Meditator was important to me. In general, they're not going to be using many Hot moves, which also makes some sense (though one stat array will probably have a +0 Hot instead of a -1). They're decent enough at Keen, being aware of their surroundings and stuff. As for Fluid, you might assume that they wouldn't do a ton of Move With Intention since they're still and all, but I would argue that a deliberate stillness can be Moving With Intention in the same way that taking a stance can be. The thing to keep in mind about the trigger is that you have to make the CHOICE to not move - it has to be proactive.
Playbook Moves: I'll just toss up what I have.
Energy Pathways: You may spend 1 Chi to distribute your remaining Chi as you please to any character you touch. Other characters may donate their Chi to you with a touch.Probably the most radical move on the playbook by a lot. I really like the idea that through his understanding of Chakras and life energy he can not only manipulate it within an individual, but also channel it through several. He needs to be in physical contact to do it though. The other thing is he can stockpile it for free, but distributing it away has a cost. Honestly, I'll probably end up giving a cost to take in the end - can you imagine what would happen if a Ninja took this move? Holy shit.
Aware and Alert: When the MC triggers a Tag or Environment Tag against you, (they lose) / (you gain) an additional Chi.Just one of the two though will be the final move, I just haven't picked yet.
An alternate version of this exists that's less volatile, but also boring: You may Observe Carefully using Natural.
I've had this idea around for a while. I'm pretty happy with this one - it's defensive and gets at the whole "aware of surroundings" thing without needing Keen.
Chi Armor: Whenever you would take harm, you may spend Chi equal to the harm dealt (before armor is applied) to ignore the damage.I haven't a clue what this does to balance, but I thought it was a cool idea. It's things like this that make the Monk want all of his friends' Chi.
The other three moves have names/ideas without mechanisms.
Stillness:I really want to expand on the idea that the Monk's calmness and stillness doesn't make him worse-off than the other, more mobile playbooks. It's a tough one - I had something of a draft about when you trigger Move With Intention through NOT moving (as described above) but I didn't like what I ended up with. I think it was something super-lame like MWI with Solid or some crap like that.
Spiritual:Almost certainly a modification of Meditate, but I don't know HOW it does that. I can feel something really clever hiding here, but I haven't quite ferreted that out yet. I suspect I need an inspiration flash for this one - maybe I'll go watch some media featuring Monk characters. I feel kinda tempted to look to the actual Spirit World for guidance here, but that was sort of the Avatar's schtick.
Clarity of Thought:Somewhat of an afterthought, this seems like the right direction but I haven't the foggiest what to do with it.
So, that's actually all that's here today for the Monk, sorry if you were expecting more. I REALLY could use some ideas - heck, I think I'll have an easier time with the freakin' Aristocrat. The Monk is tough because they're not about fighting but are characters in an Action game, and much of what they do is a fluffy spiritual thing rather than any sort of concrete action, making it hard to write triggers that are specific enough while still giving freedom to imagine.
Because I feel bad about leaving so much of the Monk up in the air, and because I'm kinda late after promising this as a Friday post, I drew an image that I think goes pretty good as The Waterbender. Stylistically it's similar to the Scholar one, which is why I'm grouping them as playbook images.
Drawn initially as just some doodling, it grew into a Waterbender. Much more stylized than the previous one, I'm still not 100% sure how I feel about it. Chances are you'll see another Waterbender at some point instead.
Welp. Enjoy, and please help with the Monk stuff.
End Recording,
Ego.
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Saturday, March 23, 2013
Avatar World and Art: The Waterbender
http://www.youtube.com/watch?v=VBE_FZ5wBY8&feature=player_embedded
Hey, I have Avatar World stuff! And better than that, Waterbender stuff! I finished The Legend of Korra, so I finally felt comfortable re-writing the waterbender moves. See, I didn't want to go near them until post-LoK cuz, I mean, I'd have to be an idiot to leave out the stuff done by a primarily-Water Avatar. Turns out she didn't do very much creative with her power :/ I wish Hama were here.
But things are good! And I've finished writing, and I have art, and I get to use my Waterbender song I've been sitting on (and in the meantime I totally found another one :/). If you're only here because you like art, just scroll down.
Also fixed my "to attack" weirdness by saying that you roll when you do it in combat. Waterbending out of combat is just done or it's the place for a custom move.
I am worried about the balance here of course, but it's not a sustainable weapon really.
Okay, that's technically six moves with Water. Now, that means 5 actual functional moves, but you know what? I'm writing, like, THREE freaking sub-playbooks (Blood-, Plant-, probably a Phases- one that expands on ice and vapor) about various advanced bendings for this guy. You can all just deal with it.
Also I have this super exciting cross-Bender sub-playbook idea based around a move called Weatherdance. It's under development, but I'm very excited to share it.
*****************************
And the art! I'm so thrilled with how this came out.
Chance are, Blogger just resized the sucker. If you want the full version, deviantArt didn't try to change it on me.
http://horn-head-o.deviantart.com/art/Waterbender-360100145
Here's the original sketch for it:
http://i22.photobucket.com/albums/b330/maxdxam/Waterbender_Sketch_zps47e35cd0.png
Anyway, this sketch was actually done as a personal sketch in our sketchbooks for my Drawing 101 class, so I guess it's technically gonna get graded. I'm so happy with it, it does EXACTLY what I wanted. the proportions aren't ridiculous (I made sure with the height, though his fingers are a bit long), things are dynamically posed, the water is really damn convincing even with some slight warps in the lines cause by my digitizing process.
The outfit is based ever-so-loosely on the Water Tribe outfits, loose-fitting with triangular ends and a trim. However, I didn't want to do an exact clone of the water clothes - again, trying to avoid being so direct with my plagiarism. You're not gonna see arrows on the heads of my airbenders. Anyway, it turned out perfect in every way I wanted, and I'm highly considering putting this on a shirt for me to wear.
As for it's use, I DON'T think I'll be using this as the playbook image! Instead, this is giving me a bit more of an impression as an in-text illustration. We'll see how much art I can actually make though before I finalize a decision like that. Regardless, I'm super-happy with it and hope you like it too.
Seeya later folks. Like always, I appreciate any feedback I can get!
End Recording,
Ego.
Guess what? I have waited FOUR. FUCKING. MONTHS. to use this song. I've been sitting on this song since a couple days after I wrote the original batch of waterbender moves, because I thought it sounded great for a waterbender post. And then I didn't DO any waterbender posts for a long time. Especially the beginning of this song makes me think so much of the desolate, barely-holding-on feel of the Southern Water Tribe, or the Prox tribe in the Golden Sun games, or the ice-blighted world at the end of Vonnegut's Cat's Cradle. It says Water to me. It's quiet and slow and calm, yet sad.
ENJOY IT.
Hey, I have Avatar World stuff! And better than that, Waterbender stuff! I finished The Legend of Korra, so I finally felt comfortable re-writing the waterbender moves. See, I didn't want to go near them until post-LoK cuz, I mean, I'd have to be an idiot to leave out the stuff done by a primarily-Water Avatar. Turns out she didn't do very much creative with her power :/ I wish Hama were here.
But things are good! And I've finished writing, and I have art, and I get to use my Waterbender song I've been sitting on (and in the meantime I totally found another one :/). If you're only here because you like art, just scroll down.
Water: You have a small supply of Water you bring with you. These tokens are used to fuel your Waterbending abilities. You can carry up to 3 Water by default. Replenish your Water whenever you come across a sufficiently-sized body of water.Codifying the tokens in with a move like Sympathetic Tokens does. If you're using Water directly from a body of water instead of your own supply, being in the presence of that body of water basically just counts as an infinitely-replenishing source of Water.
Waterbending: When you psychically manipulate water in combat, spend 1 Water and roll+Fluid. On a hit, choose from the list. On a 10+, choose 3. On a 7-9, choose 1. You may pick a single option multiple times.Altered it a touch. I suspect the most common strategy will be: on a 10+, pick 2 and get the water back, on a 7-9 pick something and lose the water. It does, however, allow for someone with almost no water left to be conservative, and for someone with a lot of Water to go all out. I'm actually feeling rather comfortable with that balance now where I was hesitant before. I imagine this'll be important to watch balance-wise when it hits the table.
* Deal 1 harm.
* Impose a tag on a foe.
* Impose an environmental tag.
* Get the spent Water back.
If you take the harm option multiple times, it is considered one large attack for purposes of ignoring armor (even if it narratively considered multiple strikes).
Also fixed my "to attack" weirdness by saying that you roll when you do it in combat. Waterbending out of combat is just done or it's the place for a custom move.
Moon-Chosen: When the moon has risen, you have +1 Fluid (max+3).Unchanged! Turns out I like this one.
Icebending: You can control ice as if it were liquid water, and can shift water to ice (and vice-versa). When you bend ice in combat, roll Waterbending with Keen instead, and add the following option:Very simple. You roll with a less-optimal stat but get a more powerful option to use - but remember that that option doesn't exactly help more than once, since once they have the tag, it doesn't help to keep applying it. Instead, this actually gives incentive to targeting multiple foes, since you can freeze up a bunch of guys while hurting them. Feeling much better about this move.
* Deal 1 harm an impose the tag Frozen to the target.
Streaming: When you deal harm with Waterbending, you may spend a number of Water up to your Fluid score. For each Water, deal an additional harm.And this is the "I really really hate you" move. It looks super-powerful, but it's actually not too bad I don't think. If you can carry three Water, spend one to Waterbend, get a 10+ and pump all three into harm, add your remaining Water in, you're dealing 5-harm - enough to easily kill a single enemy, but you're completely drained of Water now and the stars kinda had to align for that to work right. Performed near a body of water, this is very powerful, but that's true of waterbenders in the show as well - and there's a reason that pro-bending banned streaming water like this.
I am worried about the balance here of course, but it's not a sustainable weapon really.
Healer: When you take time to cover a wound with water and lay hands upon it, roll+Natural. On a 10+, the wound is visibly cured and 3 harm is healed. On a 7-9, 1 harm is healed but the wound is visibly unchanged.Also totally happy with this. Also, if you don't have any Water remaining you obviously can't do this since you can't "cover a wound with water."
Okay, that's technically six moves with Water. Now, that means 5 actual functional moves, but you know what? I'm writing, like, THREE freaking sub-playbooks (Blood-, Plant-, probably a Phases- one that expands on ice and vapor) about various advanced bendings for this guy. You can all just deal with it.
Also I have this super exciting cross-Bender sub-playbook idea based around a move called Weatherdance. It's under development, but I'm very excited to share it.
*****************************
And the art! I'm so thrilled with how this came out.
Chance are, Blogger just resized the sucker. If you want the full version, deviantArt didn't try to change it on me.
http://horn-head-o.deviantart.com/art/Waterbender-360100145
Here's the original sketch for it:
http://i22.photobucket.com/albums/b330/maxdxam/Waterbender_Sketch_zps47e35cd0.png
Anyway, this sketch was actually done as a personal sketch in our sketchbooks for my Drawing 101 class, so I guess it's technically gonna get graded. I'm so happy with it, it does EXACTLY what I wanted. the proportions aren't ridiculous (I made sure with the height, though his fingers are a bit long), things are dynamically posed, the water is really damn convincing even with some slight warps in the lines cause by my digitizing process.
The outfit is based ever-so-loosely on the Water Tribe outfits, loose-fitting with triangular ends and a trim. However, I didn't want to do an exact clone of the water clothes - again, trying to avoid being so direct with my plagiarism. You're not gonna see arrows on the heads of my airbenders. Anyway, it turned out perfect in every way I wanted, and I'm highly considering putting this on a shirt for me to wear.
As for it's use, I DON'T think I'll be using this as the playbook image! Instead, this is giving me a bit more of an impression as an in-text illustration. We'll see how much art I can actually make though before I finalize a decision like that. Regardless, I'm super-happy with it and hope you like it too.
Seeya later folks. Like always, I appreciate any feedback I can get!
End Recording,
Ego.
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