Republic City Pro-Bending

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1 Republic City Pro-Bending Game System by: Tommy Webb Thank you for downloading the rules for Republic City Pro-Bending. I do not claim the rights to any of the intellectual property that belongs to the creators of The Legend of Korra, Viacom, or Nickelodeon. However, the system is my own creation. This file is meant to be a print-and-play game, where all you need is two players, at least 6 six-sided dice (but more would be useful), some kind of pieces that you can distinguish from one another (miniatures, Risk pieces, different colored dice), and a printer. The rules follow as closely as I can decipher them from The Legend of Korra and any other resources I could find, especially the Avatar wiki, which has everything relating to the world of Avatar. Pro-bending is a professional sport in which the three main existing bending arts (water, fire, and earth) are used to either push the opposing team out of the ring or to encroach into the opposing team's territory before the round is over. If you would like to see more pro-bending action, watch The Legend of Korra on Nickelodeon! Contents Overview...2 Benders...3 Maneuvers...3 Opposed and Unopposed Rolls...4 Losing Position...4 Gaining Territory...5 Tiebreakers...5 Knockouts...6 Determining a Winner...6 Turn Order...7 Appendix

2 Overview Pro-bending has two teams of three face off against each other. There are many ways to win, such as to end a round with more benders in the ring, one team having gained more territory than the other team, or knocking out all three members of the opposing team. The ring is a hexagon and divided in the middle with each half appearing exactly the same. Each half is divided into 3 zones with zone 1 being closest the center line, then zone 2, and zone 3 being the closest to the edge of the ring. Each match is set up into three rounds. Each round lasts 3 minutes (or in my game 5 turns). Whichever team has gained territory, lost the fewest number of benders, or lost the least ground wins the round. A team wins the match when it has the best of 3 rounds. However, whenever a team scores a total knockout by knocking all members of the opposing team out of the ring, that team wins the match immediately. So, teams always play a third round even if one team has won the first two. A total knockout can happen at any time. In the case of a tie, there is a tiebreaker where two benders square off against each other in a one on one fight in the middle of a raised platform of the ring. Whoever can stay in the ring wins the tiebreaker. Those are most of the rules of Pro-bending as it appears in The Legend of Korra. There are some other rules, but most of those won't be addressed by this game. Now, I'd like to explain some of the overarching concepts of this game in game terms. Each bender starts in each of three zones with a position of 10, except the earthbender who always starts with a position of 12. Each bender rolls 5 six-sided dice when it attacks another bender, except for the firebender who rolls 6 dice and the waterbender who always has 4 dice rolled against it. At the start of each turn, each bender chooses which opposing bender it attacks: water, fire, or earth. It chooses all of them in secret, as well as the maneuver each will take. There are 5 maneuvers a bender can take and it can only take them once per round. Each maneuver has a different level of power and strategy associated with it. Each bender reveals the targets and the players must determine if the attacks are opposed or unopposed. Opposed rolls mean that two benders have chosen each other to attack. They each roll and compare their rolls. In the case of an unopposed roll, the attacker rolls and deducts from its target's position; it just happens. Gaining territory means that once one team has knocked all the opposing benders back from an adjacent zone, that team can move into the new territory. The opposing team can then push back and regain its territory, and so on. 2

3 Benders Each team has 3 benders: a waterbender, a firebender, and an earthbender. Unless specified, a bender always starts in a new territory (at the beginning of the game in its Zone 1 and when he gains new territory) at position 10. When a bender chooses a maneuver, he rolls 5 dice. Each type of bender modifies these general rules in specific ways. A waterbender always has 4 dice rolled against it, making it actively defensive. A firebender rolls 6 dice, except against a waterbender, making it actively offensive. An earthbender always starts in a new territory at position 12, making it passively defensive. Maneuvers Each round lasts 5 turns and each bender must choose 1 of 5 maneuvers (numbered 2-6) each turn. Each bender can only choose each maneuver once per round. For example, if a bender takes maneuver 4, then it cannot take it again until next round and the next turn it can still take maneuvers 2,3, 5, or 6. Each time a maneuver is taken, the 5 dice are rolled and each die that shows the chosen maneuver number or higher counts as that chosen maneuver number. So, if a bender chooses maneuver 2 and rolls a 1,1,2,3, and 6. That roll has 3 successes which each count as a 2. This means that the total roll is 6. Here's how a maneuver actually works in practice. If an earthbender chooses maneuver 3 attacking a firebender in an unopposed roll, then the earthbender rolls 5 dice. The dice come up 1,2,3,4, and 6. That means the earthbender subtracts 9 from the firebender's position. For each bender, the maneuvers represent different actions: Waterbender Earthbender Firebender 2) Water Stream 2) One Disk 2) Fireball 3) Water Bullets 3) Disk Curve 3) Blazing Arc 4) Water Whip 4) Two Disks 4) Fire Disk 5) Water Knife 5) Three Disks 5) Fire Bomb 6) Water Jet 6) Five Disks 6) Fire Blast 3

4 Opposed and Unopposed Rolls When, at the beginning of every turn, each bender chooses a bender to attack, how the turn will play out will be based on the number maneuver chosen and whether or not the roll will be opposed. An opposed roll is simply when two benders target each other. An unopposed roll is when a bender targets another bender that targets someone else. Due to sheer chance, most rolls are unopposed. In an opposed roll, the two benders compare their maneuver rolls and subtract the higher one from the lower one. In the case of a tie, nothing happens. For example, a firebender opposes an earthbender. The firebender chose maneuver 3 and rolls a 1,1,3,3,4, and 5 for a total of 12. The earthbender chose maneuver 4 and rolls a 1,4,5,5, and 6 for a total of 16. Therefore, the firebender loses 4 position points. In an unopposed roll, a bender simply rolls its maneuver and the targeted bender loses that much position. If a waterbender targets a firebender with a maneuver 4 and rolls a 1,3,4,4, and 6 for a total of 12. Therefore, the firebender loses 12 position. That will push the firebender back at least 1 zone, which I will discuss below. Losing Position When a bender loses an opposed roll or is the target of an unopposed roll, he will lose position. When this happens, the bender will subtract it from his current position. If a bender would be pushed back a zone, then any more loss of position will carry over. When a bender would be pushed behind Zone 3, he is out for the remainder of the round, but may return on the next round. For example, a firebender with position 10 in Zone 1 loses 12 position. This will push the firebender back to Zone 2 with a position of 8 now. When all benders have left a zone adjacent to the opposing team then the opposing team can move in. 4

5 Gaining Territory When all benders in a zone have been pushed back and there are benders left in the adjacent zone, those benders may advance into the new territory and gain a position of 10. For example, if on the Red Team, there is only a waterbender in Zone 1 with position 3 and on the Blue Team, there is a firebender and an earthbender both at position 10. The waterbender is pushed back 8, meaning that she now has a position of 5 in Zone 2. The firebender and earthbender are both pushed back 4, but still in Zone 1. So, the Blue Team can advance into the Red Team's Zone 1, resetting the firebender and earthbender's position back to 10. If, in the above example, the Blue Team had been pushed back to their Zone 2 in the same round, they would not have been able to advance. This would mean that, for the remainder of the round, no team could gain territory. The only way to gain territory from the opposing team is from Zone 1. However, it is possible to regain territory from the opposing team once it has taken territory from your team in Zone 2 and Zone 3. It works the same way as the above example. Tiebreaker If, at the end of round, the two teams are perfectly tied then the teams enter a tiebreaker. Through a coin toss (or die roll, if you prefer), one team decides on an element: water, earth, or fire. The chosen benders from each team square off one-onone. They each have a position of 10 (or 12 if they're earthbenders) and the first one to have its position reduced to 0 loses the tiebreaker, awarding the round to the winner's team. Each roll will be opposed and each bender can choose any maneuver it wishes for each roll until either bender wins. 5

6 Knockouts If, at any time, a bender gets pushed beyond Zone 3, that bender is considered to be knocked out. Any bender that is knocked out cannot re-enter the match until the next round. If all of the benders on either team are knocked out in the same round, the team with any remaining benders in the ring wins the entire match immediately. Determining a Winner If, at any time, a team knocks out all of the benders from the opposing team in the same round, then the team with benders still in the ring wins the match immediately. When a round ends, there are some telltale ways to know which team has won the round, in order of importance: If a team has gained at least 1 territory from the opposing side If a team has more benders still in the ring If a team has the same number of benders in the ring and neither side has gained any territory, then the team with the most benders in or nearest to Zone 1 wins. If there is still a tie after all of these win conditions have been checked, then it proceeds to a tiebreaker to determine the winner of the round. After the third round, the team that has won at least 2 rounds wins the match. While the Blue Team won 1 round, the Red Team won 2 rounds to win the match. 6

7 Turn Order 1. Each bender chooses another bender to attack and which maneuver to attack with. (On the first turn, all benders start in their team's Zone 1). 2. Reveal the targeted bender and manuever. 3. Make any unopposed rolls. 4. Make any 1 on 1 opposed rolls. 5. Gain/Lose territory. 6. Increase turn counter by Unless it is after Turn 5, go to Step 1. Otherwise, skip this step. 8. Determine the winner of the round. If there is a tie, go to a tiebreaker. Then, increase the round counter by 1 and change the turn counter back to Unless it is after Round 3, go to Step 1. Otherwise, skip this step. 10. Determine the winner of the match. 7

8 8

9 Water Earth Fire Water Earth Fire Water Earth Fire 9

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