Description
AVATAR: THE SEVERED AGE
"They told us the elements were sacred. Then they put a price on them, a chip in your skull, and a payment plan on your soul."
The Premise
Korra has been dead for three years.
In the decades before her death, the Spirit Portal in Republic City stopped being a miracle and became an energy source. Spirit vines spread through the city's foundations, rail lines, power grid... and eventually into people. Engineers learned to route chi through circuitry. Ripperdocs learned to graft it into flesh.
What should have taken a century took thirty years.
The world woke up neon.
Today, anyone with enough money or enough debt can buy bending. A non-bender walks into a corporate storefront, signs a financing contract for a Chi Emulator, and walks out throwing fire like a Fire Nation soldier.
The Equalist dream came true.
Not through revolution.
Through retail.
Every implant comes with a hidden cost. The more chrome you install, the quieter your own chi becomes. Benders slowly lose their connection to the elements until, eventually, they become Severed.
No spirits.
No bending.
No way back... at least, that's what everyone believes.
Meanwhile, somewhere in the world is an Earth Kingdom child who should have become the next Avatar.
They are three years old.
No one has found them.
The White Lotus has searched for years without success. Some believe the child was born spirit-deaf. Others whisper a corporation found them first and is quietly discovering what an Avatar's soul is worth.
Some fear the Avatar Cycle itself is breaking.
Everyone is searching for the same missing child.
You'll either find them first...
...or discover why no one else ever could.
What You Can Play:
A traditional bender trying to preserve a dying art.
A Severed ex-bender willing to burn the world to reclaim their element.
A Ghost, projecting their spirit into the digital Weave where something ancient may already be waiting.
A ripperdoc, fixer, mercenary, or corporate Emulator runner drowning in debt.
An Air Nomad who has rejected cybernetics entirely, remaining one of the few souls still fully connected to the spirits and uniquely capable of healing what technology has stolen.
Themes:
Cyberpunk noir
Corporate corruption
Spiritual horror
Identity and humanity
The price of progress
Hope in a broken world
This is a campaign about difficult choices with permanent consequences. Expect street-level jobs, corporate conspiracies, spirits hiding in fiber-optic cables, desperate people trying to reclaim what they've lost, and quiet moments between the action that remind everyone what's worth fighting for.
The central question is simple:
What are you willing to trade away... and can you ever get it back?
System:
Savage Worlds Adventure Edition (custom Avatar conversion)
No prior Savage Worlds experience required.
No Avatar knowledge required.
All rules and setting information will be provided.
The game is fast, cinematic, beginner-friendly, and focused on character-driven storytelling.
"Chrome is easy to buy.
Getting your soul back takes a lot longer."
This game costs $20 per session