EDIT: I may have to revise the part about which Fight! actions the bending skills can be used for. I lent my copy of BWG to a friend, and I only have Revised on hand right now. I don’t recall if the allowed actions in Fight! were changed between the two or not.
I’ve been thinking about how to run an Avatar: The Last Airbender gamwe in BW. I’ve decided that the core BW lifepaths are a good approximation of the world (at least for the original series). Some improvisation will have to be done for the Air Nomads, but this can be mostly based off of religious lifepaths.
I’ve decided that bending should work somewhat like sorcerous skills, in that it consists of a skill and trait. Without the trait, the bending skills are purely academic. They do not have open-ended sixes, however.
Traits
The four traits for basic bending are:
[Spirit of the Sun] Dt, 5pts: This trait grants the ability to Firebend.
[Spirit of the Moon] Dt, 5pts: This trait grants the ability to Waterbend.
[Spirit of the Earth] Dt, 5pts: This trait grants the ability to Earthbend.
[Spirit of the Wind] Dt, 5pts: This trait grants the ability to Airbend. It also increases Stride by 1.
If one of the characters is the Avatar (which I would personally be against), they would need the following trait:
[Spirit of Raava] Dt, 10pts: The character is a reincarnation of the Avatar, and has the ability to control and master all four elements. Note that, while this trait confers the ability to bend all four elements, the character does so at double obstacle penalty until the required traits are earned. This trait also grants the character the Spirit attribute, which opens at grey shade. Only one character can have this trait in a given campaign at a given time. This trait cannot be lost or gained in play.
Spirit is an Emotional Attribute that is similar to Faith. It describes a character’s connection to the Spirit World. Notable characters in the show who would have this attribute are Uncle Iroh and Jinora, as well as the Avatars. The Avatar has Grey shade Spirit by default to reflect both the immense power gained by entering the Avatar State and their heightened connection with the spirit world. Spirit is tested in order to perform such feats as entering the spirit world or projecting your spirit in the physical world. The Avatar would also test Spirit to communicate with their previous reincarnations.
Characters other than the Avatar require the following trait to open the Spirit Attribute:
[Spiritual] Dt, 5pts: The character has a strong connection to the Spirit World. They can sense the presence of spirits, and have a natural ability to communicate with them. In certain spiritual locations, they can even project themself into the Spirit World. Spirit opens at B3, modified by the following:
[ul]
[li]+1 if Will is 5 or higher, +2 if Will is 7 or higher.
[/li][li]+1 if the character has the Meditation skill, +2 if its exponent is 5 or higher.
[/li][li]+1 if the character has the ability to bend.
[/li][li]+1 if the character interacted with the spirit world before.
[/li][li]-1 if the character lived in a location where a spirit was angered (e.g., lived in a town that burned down a forest spirit’s home). -2 if the character was personally responsible for the action.
[/li][/ul]
A character with a Spirit exponent of 10 has attained true inner peace. They spend the rest of their life in contentment, though the exact state of their life varies by person. Some take up a life of asceticism, while others opt to make the finest tea in Ba Sing Se. However, before a character can advance their Spirit from 9 to 10, they must resolve all of the Beliefs and goals central to their character (perhaps they must find the avatar in order to tech them a crucial skill, or play their part in ending a 100-year war). A character with Spirit 10 is no longer playable, though they still exist in the world and can give advice to other characters (they generally will not help the character beyond this, however, as the characters must find their own way). Furthermore, when a character with Spirit 10 dies, they go to live among the spirits in the Spirit World. They can be contacted there, but again, they will only offer advice and spiritual guidance, never physical help.
Skills
Each element has an associated skill which grants access to basic an intermediate maneuvers:
Firebending Root: Will/Forte
This skill allows the character to generate and exert control over fire, flames, and heat. Use the Natural Effects scale to determine obstacle. In Fight!, Firebending may be used as a skill for the Strike, Counterstrike, and Block actions.
Obstacles Firebenders gain their powers from the sun. They suffer +1Ob to firebending tests at night and in the cold. Firebenders control fire with body movements, specifically, by using fierce, aggressive punches and kicks. A +1Ob penalty in incurred if the firebender is restrained. Advanced firbenders can breathe fire at +1Ob, ignoring additional penalties for restraint.
Special Every 100 years, Sozin’s comet approaches the Earth, which shade-shifts all firebending skills by one for the session. Furthermore firebenders lose their power during a solar eclipse, which should last approximately one scene. Such eclipses occur once every few years.
Tools No
Waterbending Root: Will/Agility
This skill allows the character to move and control water, ice, and steam. Waterbenders require a source of water in order to bend it, though skilled waterbenders can draw control the water in air and plant life. In Fight!, Waterbending can be used as a skill for the Counterstrike, Disarm, Feint, and Strike actions.
Obstacles Waterbenders gain their power from the moon; they suffer +1Ob to their ability when the moon has set, and gain +1D during a full moon. Waterbenders attempting to control an invisible source of water, such as in the air or in plants, do so at +1 Ob. Waterbenders control water with their body movements, specifically, with fluid motions of the arms and legs. A restrained waterbender bends at +2 Ob.
Special Waterbenders cannot bend during a lunar eclipse (a duration of approximately 1 scene). They suffer an additional +1Ob penalty in the scenes immediately before and after the eclipse (when the moon is partially eclipsed). Such eclipses occur 1-2 times per year.
Tools Water. Water can be carried in a pouch or flask; it take sone action to draw the water out.
Earthbending Root: Will/Power
This skill allows the character to move and control earth, mud, rock, and sand. Earthbenders require a visible source of earth in order to bend it, though skilled waterbenders can draw control the water in air and plant life. In Fight!, Earthbending may be used for the Block, Great Strike, Lock, Push, and Strike actions.
Obstacles Earthbenders are in the best control of the power when directly touching the earth they are bending; they gain +1D to earthbending if they are not wearing shoes and suffer a +1Ob penalty to bend earth without directly touching it. Earthbenders control their element by being as firm and unstoppable as the earth they bend, and with patient, deliberate movements. An Earthbender suffers +1Ob to bend while running. Skilled earthbenders have been known to bend with their face, at +1Ob.
Special Earthbenders can also use their skill to sense vibrations in the earth – shoeless earthbenders can FoRK Earthbending into Perception and perception rooted skills if they are using their earthbending-sense in order to help them accomplish the task.
Tools Earth.
Airbending Root: Will/Speed
This skill allows the character to move and control wind and air. In Fight!, Airbending may be used for the Avoid, Push, Throw, and Disarm actions. Airbending may also be used for positioning in Range and Cover.
Obstacles Airbenders control their element through large sweeping motions of the arms. However, they can bend while restrained at +1Ob, and bend with their breath at +1Ob.
Special Airbenders can fly with the aid of a glider, by bending the air currents around themself. A standard Air Nomad glider is a wooden staff with retracting cloth wings. It is not suited as a combat weapon, and uses the rules for poor quality weapons if used as such. However, it is priced as a skill toolkit during Character Burning.
Tools A glider. See above.
Advanced bending techniques would be represented by additional skills and training skills. The advanced techniques shown in the show are: lighning generation, redirecting lightning, metalbending, healing, spirit soothing, bloodbending, and explosion-bending (though I would be unsurprised if an imaginative group of players invented their own techniques). A character must have knowledge of the advanced technique to attempt it, and they suffer double obstacle penalties for attempting it while untrained.
Lighningbending, Metalbending, Healing, Bloodbending, and Combustion are standard skills. Each is rooted in the same Stats as the parent bending style, with the exception of Healing, which has a root of Will, and Combustion, which has a root of Will/Perception. Healing follows the obstacles of Song of Soothing.
Lightning Redirection and Spirit Soothing are Training Skills. Lightning Redirection allows the character to redirect lightning, and FoRK Waterbending into their Lightningbending skill for this purpose. Spirit Soothing allows a waterbender to use Healing to correct imbalances within spirits.
Finally, Lightingbending requires peace of mind and absence of emotion to perform. It cannot be performed while the character is having a conflict between beliefs. Lightning can be very dangerous to its wielder, failing a Lightningbending test incurs a wound of magnitude equal to the margin of failure. If the test was to redirect lightning, the wound is of magnitude 1+MoF.
While not a bending technique, Chi Blocking is a training skill that allows a character to use their Martial Arts skill to make unarmed strikes which temprarily block the paths of chi through the body, severing a bending ability. Bending is severed for 12 - Forte in hours. When using Chi Blocking, the character’s fists are treated as if they had a Weapon Power of -1 (i.e., Mark damage is reduced by 1, which propogates to the Incidental and Superb results)
Lifepaths
For lifepaths, I reference a thread from a few years ago that I think covered this aspect well:
The full thread is here: http://www.burningwheel.org/forum/showthread.php?11673-Magic-system-The-Last-Airbander&highlight=Avatar. Note that I made some changes to the original.
I also think that the Sage LP could be important to the campaign (adapted from the Court Sorcerer LP):
Name: Sage, Time: 8 yrs Res: 32 Stat: +1 M Leads: Outcast
Skills: 7 pts: Ettiquite, Astrology, Alchemy, Ancient History, Spirit-wise
Traits: 1 pt: Inscrutable, Second Sight, Spiritual
Requirements: Requires a trait that confers bending. A character with the Spirit of Raava trait cannot be a Sage.
Some other lifepath notes: The Noble and Noble court lifepaths are exclusive to the Fire Nation and Earth Kingdom. Waterbenders and Airbenders can take leads to these settings, but it is to be understood that they came to one of these nations. As such, I would make the general claim that Born Bender does not lead to Court for those who choose Airbending or Waterbending traits.