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Avatar Legends

GM Reference Screen — Magpie Games • Powered by the Apocalypse

Core Rules

The Dice

When a move requires a roll, roll 2d6 and add the relevant stat. Consult the result below. You only roll dice when a move triggers — if there's no move, no dice are rolled; things either happen or the GM makes a move.

ResultOutcomeEffect
10+ Full Success You do it. The move tells you what happens.
7–9 Partial Success You succeed, but with a complication, cost, or reduced effect.
6− Miss / Failure The GM makes a move — things get worse or more complicated.
Helping: Mark 1 Exhaustion box to give a teammate +1 on their roll (applied after they roll). Cannot help during a combat exchange.

Stats

Each character has four stats, typically ranging from −1 to +3. Higher is better. Stats are set by the playbook.

Creativity

Kreativität

Quick thinking, unconventional solutions, surprising plans, and artistic expression. Think Aang, Satoru, Asami Sato.

Focus

Fokus

Precision under pressure, patience, discipline, and stubbornness. Completing difficult tasks without distraction. Think Rangi, Azula, Tenzin.

Harmony

Harmonie

Social awareness, empathy, care for others, reading people and situations. De-escalation and connection.

Passion

Leidenschaft

Bold action, drive, physical intensity, intimidation, and doing things through sheer force of will and courage.

Exhaustion

Every character has 5 Exhaustion boxes. Exhaustion represents physical, mental, and emotional depletion. Mark Exhaustion when:

  • You help a teammate (mark 1 to give them +1)
  • A move tells you to mark Exhaustion as a cost
  • You accept a complication to avoid a worse outcome

When all 5 boxes are marked, the character is at the brink of collapse or unconsciousness. Almost everything risky becomes very difficult. Exhaustion clears between scenes when the team rests.

Conditions

Characters have 5 emotional conditions they can mark when severely stressed or challenged. A marked condition imposes −2 on specific moves and persists until dealt with narratively.

Scared (Verängstigt) Angry (Wütend) Guilty (Schuldbewusst) Unsure (Unsicher) Troubled (Aufgewühlt)

Each condition affects specific moves (see the playbook sheet). Conditions can only be cleared at the end of the scene in which you deal with the underlying feeling. You can clear multiple conditions in the same scene.

The Balance Track

Each playbook has two opposing principles — core beliefs or ideals that pull the character in different directions. The Balance Track is a 7-step scale between them.

Principle A
Principle B
  • Balance moves shift the track toward one principle or the other.
  • The character's current position reflects their values in play.
  • Going off the edge (past the last step) triggers Going Out of Balance — a special move that causes a major shift.
  • The Moment of Balance is a powerful no-roll move that can resolve a whole scene — usable only when balance is at the center and it has been unlocked via advancement.

Combat Exchanges (Kampfabtausch)

When tension is high and conflict has real stakes, the game shifts to the combat exchange system. Multiple participants each declare their approach, then everyone rolls simultaneously.

Steps in an Exchange:

  1. Declare approach (defend, attack, support, etc.)
  2. Determine who is in the same exchange
  3. Declare your techniques
  4. Everyone rolls the Basic Stance Move (stat depends on playbook)
  5. Resolve all actions simultaneously
  6. Deal with anyone who is Taken Out or Out of Balance

Basic Stance Move Results:

10+ Choose from a longer list: use a practiced/mastered technique, two different techniques, etc.
7–9 Use a basic or mastered technique.
6− You're put in a bad position; may shift balance to use a basic technique.
Status effects: Favored (Begünstigt) — positive; gain a bonus next exchange. Various negative statuses reduce options or impose penalties. All statuses resolve at the end of the exchange.

Basic Moves

All characters can use any of the 7 Basic Moves plus the Help move. Moves only trigger when the narrative calls for them — you must actually do the thing to trigger the move.

Assess a Situation

Creativity Eine Situation einschätzen

When you closely observe a situation or person to understand what's really going on.

10+ Ask 3 questions from the list below.
7–9 Ask 1 question from the list.
  • What is the biggest threat right now?
  • What here could I use to my advantage?
  • Who here is most vulnerable?
  • Who here is trying to deceive me?
  • What happened here recently?
  • What is someone really feeling?

Give Advice & Comfort

Harmony Rat und Trost spenden

When you sincerely try to give advice and comfort to another person.

10+ They choose: accept your advice or not. If they accept, they gain +1 ongoing while following it.
7–9 They choose: accept (no +1 ongoing) or reject your advice.

Appeal to an NPC

Harmony Appellieren

When you ask an NPC who cares what you think to help, support, or do something specific for you.

10+ They act immediately and do their best until the situation changes.
7–9 They need something first — proof, help, or resources. GM tells you what they need.

Trick Someone

Creativity Austricksen

When you fool an NPC into doing or believing something.

10+ Choose two from the list.
7–9 Choose one.
  • They're rattled — you gain +1 on your next roll against them.
  • They act foolishly — GM gives you a bonus opportunity.
  • They fall for it completely and stay deceived for a while.

Intimidate

Passion Einschüchtern

When you intimidate an NPC to make them back down, retreat, or capitulate.

10+ They comply. Additionally, choose one thing they cannot do.
7–9 The NPC chooses one:
  • They flee to escape or get backup.
  • They back off but stay alert.
  • They give up but set conditions.
  • They attack, but erratically — GM marks them a condition.

Challenge Luck

Passion Das Glück herausfordern

When you rely on boldness or luck rather than skill in a dangerous situation — when no other move applies.

10+ Your boldness pays off regardless of cost — GM tells you what lucky opportunity comes your way.
7–9 You succeed, but there's a price — GM tells you what it costs.

Rely on Skills & Training

Focus Auf Fähigkeiten und Ausbildung verlassen

When you use training, expertise, or knowledge to overcome an obstacle, gain insight, or follow familiar customs.

10+ You do it cleanly.
7–9 You succeed but with unexpected consequences — GM describes what goes wrong, OR you may mark 1 Exhaustion to avoid them.

Help

Special

When you take action to help a teammate, mark 1 Exhaustion to give them +1 on their roll (applied after they roll, before they find out the result).

Cannot help during a combat exchange — you're too busy with your own actions.

Balance Moves (Gleichgewichtszüge)

Admonish Someone (Jemanden ermahnen)

When you openly challenge someone to follow their principle: shift your balance away from your center, name the principle, then roll with that person's principle value.

10+ They feel compelled to act as you said — must do it or mark a condition.
7–9 They push back — mark 1 Exhaustion, or they shift your balance.
6– They resist effectively. Their words shake you.

Defy an Admonishment (Ermahnung trotzen)

When you resist someone calling on you to follow a principle: roll with the principle being invoked.

10+ Choose two: delete a condition, shift someone else's balance, or gain +1 ongoing vs. them.
7–9 Mark 1 Exhaustion or shift your own balance (your choice).

Training Move (Ausbildungszug)

When you spend time with a teacher learning a new technique, roll with modifiers based on: your balance state (+1), shared background (+1), teacher's disagreement (−1), technique difficulty (−1). On a hit you learn it; 7–9 requires extra time or mark 2 conditions.

Playbooks (Rollenbücher)

Each player chooses one of the 10 playbooks. The playbook defines starting stats, special moves, two opposing balance principles, and an Illumination Key (session advancement goal). All playbooks are available in all five eras.

The Iron / Adamant

Der Eiserne (Eiserner)

A disciplined warrior bound to a strict code of conduct. Fights with precision and restraint — every technique honed to perfection. Their balance lies between rigid adherence to the code and the flexibility needed to grow.

Theme: Mastery through discipline; the cost of a rigid code

The Bold / Daredevil

Der Draufgänger / Die Draufgängerin

Reckless, thrill-seeking, and fearless. Learns by doing — often the hard way. Throws themselves into danger before thinking. Their balance lies between raw courage and heedless recklessness.

Theme: Living boldly vs. endangering those you love

The Guardian

Der Beschützer / Die Beschützerin

Protects others above all else. A defensive warrior who places themselves between danger and those they care about. Balance lies between protective strength and smothering those they guard.

Theme: Protection and sacrifice; when does guarding become controlling?

The Hammer

Der Hammer

A powerhouse fighter who brings overwhelming force to every situation. Unstoppable and direct. Their balance lies between unleashing their full power and knowing when to hold back.

Theme: Tremendous power and the responsibility not to break things

The Icon

Die Ikone

Famous, legendary, larger than life — carries the weight of a reputation. Others look to them as a symbol. Balance between living up to (or subverting) their legend and finding their own identity.

Theme: Legacy and fame vs. personal truth

The Idealist

Der Idealist / Die Idealistin

Principled and earnest, sees the best in people and the world. Pushes for change through hope rather than force. Balance lies between standing by their ideals and accepting the compromises real life demands.

Theme: Idealism vs. pragmatism; holding to hope

The Pillar

Der Pfeiler

The reliable cornerstone of the community — respected, trusted, deeply rooted. A leader through example. Balance lies between their loyalty to the group and their own needs and ambitions.

Theme: Community roots vs. personal calling

The Prodigy

Das Wunderkind

Extraordinarily gifted — perhaps the most talented person in the room. Eager to prove themselves and learn everything. Balance lies between the pursuit of excellence and the human connections that make it meaningful.

Theme: Excellence and achievement vs. belonging and relationship

The Rogue / Sly

Das Schlitzohr

Cunning, streetwise, and operating outside the normal rules. Survives by wit and improvisation. Balance lies between the freedom of operating alone and the loyalty of belonging to something.

Theme: Independence and freedom vs. trust and belonging

The Successor

Der Sprössling / Die Sprössel

Heir to something significant — a family legacy, a title, a tradition, or a responsibility. Carries the weight of what came before. Balance lies between honouring that legacy and forging their own path.

Theme: Legacy and duty vs. self-determination

The Five Eras

Era of Avatar Kyoshi

Ancient world, rigid traditions, Kyoshi Warriors, Rough Rhinos, Earth Kingdom feudalism.

Era of Avatar Roku

Pre-war tensions, Fire Nation ambition growing, four nations still in contact.

Hundred Year War

Hundertjährigen Krieg. Fire Nation conquest, scattered resistance, Ba Sing Se besieged.

Era of Avatar Aang

Post-war reconstruction, young nations, Fire Nation colonies becoming Yu Dao.

Era of Avatar Korra

Republic City, industrialisation, Equalists, new Air Nation, spiritual conflicts.

Session Growth

Answer 3 shared growth questions + 1 playbook question at end of session. Each "Yes" marks a Growth box; 4 marks = advance.

Character Tracker

Track each player's stats, exhaustion, conditions, and balance position. Data saves automatically to your browser.
Auto-saves • avatar_characters

Quick Tracker Reference

Stats

CRE = Creativity, FOC = Focus, HAR = Harmony, PAS = Passion. Typical range −1 to +3. Set by playbook at character creation.

Balance Track

Center = balanced. Clicking a step moves the marker. Enter each character's two principle names in the balance row inputs. Going off the edge triggers Out of Balance.

Conditions

Click a condition to mark/unmark it. A marked condition gives −2 to specific moves (per playbook sheet). Clear at end of scene by dealing with the emotion.

Notes

Current Conflict

Key NPCs

The Team's Goal

World & Factions

Session Notes