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View Full Version : Land Under Heaven Avatar Crunch Thread (WiP, PEACH)



Stoney
2013-08-20, 09:54 AM
Land Under Heaven: An Avatar Campaign Setting (Main post) (http://www.giantitp.com/forums/showthread.php?p=15857152#post15857152)
See my discussion of the Savage Worlds ruleset (http://www.giantitp.com/forums/showthread.php?p=15858023#post15858023)

This is the main crunch thread for my Land Under Heaven setting, detailing the bending forms (similar to spells), edges, and skills needed in the world of Avatar.

Stoney
2013-08-23, 04:26 AM
Land Under Heaven: An Avatar Campaign Setting (Main post) (http://www.giantitp.com/forums/showthread.php?p=15857152#post15857152)
See my discussion of the Savage Worlds ruleset (http://www.giantitp.com/forums/showthread.php?p=15858023#post15858023)

Bending

High power: Power points regenerate at a rate of 1 per 2 combat rounds, rather than 1 per hour. Every advance gives a character with a Bending edge 5 additional Power Points.

Instead of Arcane Background edges, characters may take a Bending edge related to their racial element (different from the Bending skill the character invests points in). For example, Mahabura (Air Nomads) take Bending (air), Water Tribe (Ugalik or Ugalik) take Bending (water), etc. It is possible for a character to take a bending edge different from their racial or political alignment (albeit extremely rare), as long as they have some racial blood of a bender of this type in their history; characters might play character of mixed ancestry of two or more races. Bending abilities are rare within a given group of people, and racial lineage determines the type of element, but not the potential of the individual. Some bloodlines are believed to be more potent than others, as all Mahabura were believed to possess at least basic bending abilities, but among Nezhaar, of whom there have historically been far more, bending ability is significantly rarer.

Only one element is possible for a given character (except for the avatar). The avatar mostly advances new bending skills by roleplaying, with additional points granted to allocate to various skills according to the GM’s discretion.

Most bending requires advanced study of martial arts, and almost all bending stems from the movements of a skilled hand-to-hand fighter. To qualify for a Bending edge, a character usually must also take the Martial Artist edge (the exception is mostly for NPCs that use bending in some other utilitarian capacity, such as waterbending healers and builders, or earthbending city builders or train operators).

Useful powers for bending: Bolt, Warrior’s Gift, Wall Walker, Telekinesis, Succor, Healing, Greater Healing, Speed, Havoc, Entangle, Fly, Elemental Manipulation, Quickness, Pummel, Burrow, Blast, Blind, Barrier, Armor, Burst, Deflection, Damage Field

Players are encouraged to come up with their own bending abilities (if the powers in the Savage Worlds setting do not fit appropriately), with the GM assigning the following:

Name
Rank:
Power Point Cost:
Range:
Duration: (Usually instant)
Trappings: (Usually a visible elemental effect)
Description:

Players should make powers fit their bending type.

Bending Edges
Note that when making bending Forms (and when modifying existing powers), a body movement, usually derived from advanced martial arts, is required. Certain movements are more associated with one kind of bending or another (such as the breath with air and firebending). Only the Bending (Psychic) edge negates this requirement.

Avatar
This edge cannot be taken normally, and is only “taken” after the GM reveals the character as Avatar (though in game terms it was inherent all along). The Avatar improves all 4 bending disciplines rather than one. At every Advance, the Avatar can improve an extra skill or skills (1 skill point if it is equal to/greater than its linked attribute; 2 if it’s less than its linked attribute), in addition to the advancement taken as normal. Rather than use Advances to take the additional bending edges, the edges are granted for free as part of the ongoing campaign (GM’s discretion).

This edge also allows the character to enter the fabled Avatar State (GM’s discretion at first until mastered). Many effects in this state should be specific to the plot, and may include storms, monstrous elemental beings, or otherwise impossible feats of bending prowess. Typically the Avatar is considered to have access to all basic bending edges and skills, regardless of whether or not the character already has them normally. All basic (elemental) bending skills are increased to d12 (or to the value of the Avatar’s current highest skill, whichever is higher). Avatars killed in this state break the reincarnation cycle and doom the world.

Bending (Air)
Requirements: Novice, Martial Artist
Skill: Airbending (Spirit)
Starting Power Points: 10
Starting Forms: 3

Taking this edge disqualifies the character from taking the Bending (earth, fire, water) edges (except for the avatar).

Novice air nomads may use a wooden glider (a special kind of staff) to glide as per the fly power (no additional targets; Rank: Novice; Range: self only; Power Points: 3; Duration: Special). Instead of flying at her basic Pace, she can fly a number of squares equal to her Airbending roll before landing (but cannot exceed her Pace in a given round, and must land once the total allowed distance is traveled). Seasoned: can fly a number of inches equal to 3x her Airbending roll before landing. Veteran: can fly indefinitely.

Bending (Earth)
Requirements: Novice, Martial Artist
Skill: Earthbending (Spirit)
Starting Power Points: 10
Starting Forms: 3

Taking this edge disqualifies the character from taking the Bending (air, fire, water) edges (except for the avatar).

Earthbenders can move an amount of earth (any substance deemed bendable by the GM) equal to 1” (cubic for game purposes, 2 cubic yards in game) per Advance per round (minimum 1). This usage costs 2 PP/round. Earthbenders can use this for noncombat purposes such as moving earth for a number of rounds equal to 5 times their Vigor. Once per 5 rounds after this, the character must take a Vigor roll or gain a state of Fatigue. Use of this ability is too slow to allow earthbenders to effectively burrow in combat.

Veteran earthbenders qualify for the Bending (Metal) edge (see Other Supernatural Abilities and Traditions below).

Bending (Fire)
Requirements: Novice, Martial Artist
Skill: Firebending (Spirit)
Starting Power Points: 10
Starting Forms: 3

Taking this edge disqualifies the character from taking the Bending (air, earth, water) edges (except for the avatar).

Firebenders can set fire to an amount of inanimate, flammable objects equal to 1 square (cubic for game purposes, 2 cubic yards in game) per Advance per round (minimum 1). This usage costs 2 PP/round. Firebenders can use this for noncombat purposes such as clearing forests for a number of rounds equal to 5 times their Vigor. Once per 5 rounds after this, the character must take a Vigor roll or gain a state of Fatigue. This power can be used as its inverse, putting out the fire rather than causing it.

Firebenders can also use their firebending as its inverse, preventing damage instead of causing it by snuffing out the fire (they can prevent an amount of damage equal to their damage roll). To stop a firebender opponent, the defender must first be on Hold, acting to interrupt the attacker. The defender must succeed at an opposed Firebending roll and then roll damage, negating an amount of damage equal to the damage rolled, the rest being dealt to the defender as normal.

Veteran firebenders qualify for the Bending (Lightning) edge (see Other Supernatural Abilities and Traditions below).

Bending (Water)
Requirements: Novice, Martial Artist
Skill: Waterbending (Spirit)
Starting Power Points: 10
Starting Forms: 3

Taking this edge disqualifies the character from taking the Bending (air, earth, fire) edges (except for the avatar).

Waterbenders can move an amount of water (or any other liquid substance deemed bendable by the GM) equal to 1 square (cubic for game purposes, 2 cubic yards in game) per Advance per round (minimum 1). This usage costs 2 PP/round. Waterbenders can use this for noncombat purposes such as moving water for a number of rounds equal to 5 times their Vigor. Once per 5 rounds after this, the character must take a Vigor roll or gain a state of Fatigue.

Veteran waterbenders qualify for the Bending (Blood) edge (see Other Supernatural Abilities and Traditions below).

Blindsense
Requirements: Veteran, Bending (Earth)

You have, through extensive training in feeling the vibrations in the earth, gained in effect a sixth sense. The range of this sense extends in all directions, out to a range equal to your Spirit (for example, Spirit 1d10 means it extends 10"). This sense only works with earthen material, and does not function in ice, water, or anything that can't be bent. This sense also applies to metal, but only if the character possesses the Bending (Metal) edge.

Other Supernatural Abilities and Traditions

In addition to the four elemental traditions, there also exists a little-known type of bending known as spiritbending—the ability to shape and change the spiritual world, and affect how it interacts with physical creatures, as well as form a bridge between spiritual and material planes (open only to the avatar). Divination traditions also exist, and are key in determining everything from the next avatar to the current weather.

Bending (Blood)
Requirements: Veteran, Bending (water), Spirit d8+
Skill: Bloodbending (Spirit)
Starting Forms: 1

The character may take bending forms related to bloodbending, allowing the control of living creatures. At the Veteran rank, all forms created must be limited to being done during a full moon (the date and exact time of which is determined by the GM). At Heroic rank, the forms may be performed at any time.

This edge is rare in the world (GM’s approval required).

Bending (Healing)
Requirements: Novice, Bending (fire) or Bending (water), Spirit d8+
Skill: Heal (Spirit)
Starting Forms: 1

You have learned the secret of green flame, or developed a waterbender's healing skills. This grants you access to all Healing forms.

Bending (Lightning)
Requirements: Veteran, Bending (fire), Spirit d8+
Skill: Lightning (Spirit)
Starting Forms: 1

The bender can take bending forms related to channeling lightning, a powerful and destructive energy that quickly exterminates life.

Bending (Metal)
Requirements: Veteran, Bending (earth), Spirit d8+
Skill: Metalbending (Spirit)
Starting Forms: 1

The character may take bending forms related to the bending of tin, bronze, refined steel, iron, or other processed metals (GM's discretion).

Bending (Psychic)
Requirements: Veteran, Smarts d8+
Skill: Psibending (Spirit)
Starting Forms: 1

The character may use any of her bending Forms as psychic bending, eliminating the requirement to use martial arts movements. This may require some kind of ritual (GM’s discretion) to learn.

This edge is extremely rare in the world (GM’s approval required).

Bending (Sonic)
Requirements: Veteran, Bending (Air), Spirit d8+
Skill: Sonicbending (Spirit)
Starting Forms: 1

This character has achieved the remarkable ability to bend the air at supersonic speeds, enabling a new level of destructive power previously thought impossible. The bender may now take Sonicbending forms, which include powers so destructive that they shatter bone, stone, or ice with equal ease.

Bending (Spirit)
Requirements: Novice, Spirit d8+
Skill: Spiritbending (Spirit)
Starting Forms: 1

The character may take bending forms related to the bending of spiritual energies within oneself and others, unlocking various powers. These powers may activate at random (GM’s discretion).

This edge is extremely rare in the world (GM’s approval required).

Divination
Skill: Divination (Spirit)
Starting Power Points: 6
Starting Forms: 2

This edge allows divination powers to be taken (GM’s discretion). The power point pool for Divination is separate, and thus power points in the divination pool can only be spent on Divination powers (not on bending forms, if the diviner is also a bender).

New Combat Edges

Chi-Blocking
Requirements: Veteran, Improved Martial Artist

This fighting technique allows for Chi-blocking that temporarily disrupts bending. The attacker makes a Called Shot (see p. 71 of Savage Worlds) attack on a specific part of the defender. This is considered a Small Target (-4 to the attack roll). If the attack succeeds and deals at least 1 wound (considered nonlethal), the limb in question is paralyzed for 1d4 minutes, and the defender must take a Vigor roll (TN equal to the attacker’s Fighting roll) or lose their bending ability temporarily for the duration the limb is paralyzed.

Stoney
2013-08-23, 04:30 AM
Land Under Heaven: An Avatar Campaign Setting (Main post) (http://www.giantitp.com/forums/showthread.php?p=15857152#post15857152)
See my discussion of the Savage Worlds ruleset (http://www.giantitp.com/forums/showthread.php?p=15858023#post15858023)

Bending Sources
Bending sources are like fuel for a person's spirit, and greater spiritual energy is usually associated with more powerful bending. Augments take the form of a bonus to bending skill rolls, as well as the damage rolls of forms. Typically this bonus is +1, but may be greater, as decided by the GM. This bonus applies only in certain circumstances, as specified below. A bender may only draw power from a single source at a time, and chooses this source at the beginning of the campaign.

The bender may choose to draw from a primary source or an alternate source. Alternate sources are typically psychological or spiritual in nature, and may afford the bender more of an advantage in the beginning. But beware, for these human sources are more fickle, and could leave the character devoid of bending for awhile, until a new source is found (usually a primary source).

Primary Sources

These are the original sources of bending, and describe how bending was learned by creatures of the mortal world, passed down from the first bending creatures to humans. These are not the only sources of bending, however, as humans have often created their own means of augmenting their power.

Earth
Source(s): The Earth; earth
Traditional Teacher: The badger-moles
Augments: Underground

Fire
Source(s): The Sun; life; fire
Traditional Teacher: The dragons
Augments: Sunny day; meteorite/comet

Air
Source(s): The Air
Traditional Teacher: The skybison
Augments: Windy weather

Water
Source(s): The Ocean; water
Traditional Teacher: The Moon
Augments: Rainy weather, full moon

Alternate Sources

Sometimes people learn their discipline by informal or non-traditional means. Many benders who originally had only weak or almost nonexistent power found that they had heightened powers when in a certain mood, or after a great victory or tragedy. Thus psychological factors greatly influence a person's spirit, and thus the related bending chakra, which wax and wane inside oneself. With the GM's permission, characters may also come up with their own alternate source, usually associated with some emotion or psychological condition.

Adrenaline Junkie
Associated Discipline(s): Earth
Augment(s): Surviving a dangerous threat; coming out unscathed after taking a stupid risk; overcoming fear

The earth chakra deals with survival, and is blocked by fear. You were subjected to great fear in your early childhood, and have become addicted to the adrenaline surge of surviving real danger. This has become a kind of conditioned behavior, and your thrill-seeking behavior could have consequences one day. In the meantime, however, it is the purest source of spiritual release available to you. Your bending wanes when you experience fear (-1 to earthbending skill checks and damage), but after the adrenaline surge it becomes significantly more powerful (+2 to earthbending skill checks and damage).

Pleasure
Associated Discipline(s): Water
Augment(s): Drinking; feasting; making money; attractive members of the opposite sex

Some hedonistic nobles in the waterbending races find that their powers are enhanced after enjoying the finer things in life. Quests that deal with increasing personal wealth in trade and business, buying and enjoying expensive things, and enjoying the company of attractive friends may enhance your power.

Rage
Associated Discipline(s): Fire, Air
Augment(s): Object of anger/quest near; in the presence of someone that inspires rage

You feel angry about something, and have a lot of it to bend with. Bending fueled by rage usually manifests in firebenders, but may also occur in air nomads as well. This could be associated with a loss, a desire for revenge, or a quest to regain your honor.

Spirit Pact
Associated Discipline(s): All
Augment(s): Spiritual energy; in the presence of the spirit being or one of its allies

At some point in your past you encountered a spirit creature or became lost in the spirit world, and it decided to grant you some of its energy. You figured out how to channel this energy to enhance your bending, and became much more powerful. Usually there is some price associated with this. Evil spirits may ask you to perform evil acts in exchange for more power, while neutral or good spirits may have an axe to grind, upholding you to lofty tasks, or demanding zealously that evil be weeded out of the world.

Triumph
Associated Discipline(s): All
Augment(s): Confidence; a major victory;

You discover that confidence in your past victories lends you skill in current battles. You feel a sense of superiority and entitlement, possibly associated with a belief in your own divine right to rule, or just overweening pride.

Bending Forms
Bending is an extremely versatile and creative supernatural ability. This forms list could not possibly represent all the things bending can do, and is not intended as an exhaustive list. Rather, it attempts to map out common bending tasks, especially for combat. Usually, attempting a bending form that you do not know incurs a penalty to the bending skill check or attack, anywhere from -5 to -10 (GM's discretion).

Universal & Semi-Universal Forms
Universal powers are common to all bending disciplines. Letters in parentheses indicate a particular discipline associated with a specific property, as follows: E - Earthbenders; F - Firebenders; A - Airbenders; W - Waterbenders.

Semi-universal powers are marked with parentheses in the Rank description stating the bending disciplines that can use these forms, such as (E, W, A only). These forms can only be used by benders of the disciplines listed.

Barrier
Rank: Seasoned
Power Points: 1/section
Range: Smarts
Duration: 3 (1 per section, per round)
Trappings: Fire (F), ice/water (W), wind (A), or earth (E).

Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few real world inches for stone or other hard materials to up to a foot for things like fire or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.

Blast
Rank: Seasoned
Power Points: 2–6
Range: 24/48/96
Duration: Instant
Trappings: A giant sphere of fire, ice, earth, or air that does damage to all in the power's radius.

Blast is an area effect power that can put down many opponents at once. The bender first picks where he wants to center the blast, then makes the appropriate bending roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
>Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.

Burrow
Rank: Seasoned (E, W only)
Power Points: 3
Range: Smarts
Duration: 3 (2/round)
Trappings: Falling down into the earth (E) or snow/ice (W) and appearing elsewhere.

Burrow allows a bender standing on raw earth (E) or snow/ice (W) to clear a path, drop down into the cavity, and close the surface behind her again. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A bender with a Smarts of d8 could therefore move up to 8” (16 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”. A burrowing earthbender can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the bender wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
>Additional Targets: The power may affect an additional target per Advance for every additional Power Point spent, up to a maximum of five targets.

Elemental Attack I
Rank: Novice
Power Points: 1 per attack
Range: 12/24/48
Duration: Instant
Trappings: Bursts of flame, bludgeoning gusts of air, sheets of ice, stones. Bender makes a punching or kicking motion.

This is the standard attack power for benders. The damage of the attack is 2d6.
>>Additional Attacks: The character may make up to 1 additional attack per Advance (maximum 3) by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty—the character rolls a die for each attack and compares each to the Target Number separately. If
the bender is a Wild Card, he also rolls a Wild Die, which may replace any of the bending dice.
>>Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. She may not cast multiple bolts when using this ability.

Entrap
Rank: Novice (E, W only)
Power Points: 2-4
Range: Vigor
Duration: Special
Trappings: Quicksand, mud, shifting dirt that softens and hardens underfoot in the blink of an eye (E), or ice and snow that does likewise (W). Bender makes a horizontal, circular motion with open hands, palms facing downward.

This power allows the character to restrain a target by shifting the earth (E), snow, or ice (W) beneath the target. The target must be on solid earthen ground for this power to work (E), or snow, ice, or similar bendable substance (W).

The bending roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following round, an entrapped target may make a Strength or Agility roll to break free. Other characters may also attempt to free the person by making a Strength roll at –2. For 2 Power Points entrap targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.

Fly
Rank: Veteran (A), Legendary (F)
Power Points: 3/6
Range: Personal
Duration: 3 (1/round)
Trappings: Gusts of air or bouts of fire that propel the bender into the air.

Fly allows a character to hover or fly at his basic Pace. He may gain 1" of height by spending 2" of Pace. He may double his Pace by spending twice the number of Power Points.

Landslide
Rank: Veteran (E, W only)
Power Points: 7
Range: Smarts x2
Duration: 3
Trappings: Snow/ice (W) or rocks (E) rain down upon foes, battering and crushing them.

To use this form, you must be standing in a valley or chasm. As long as you have a vertical wall 30" in height or greater, you can bend the stone or ice in the wall, creating fractures that lead to an avalanche. This creates 1d6 Medium Burst Templates within the power's range, each doing 4d6 damage. The templates fall in a line as determined by the GM, usually following the line of the valley above. This power cannot be used on a steep mountain slope to create an avalanche (see the landslide form description).
>Additional Effects: For double the power points, the avalanche uses Large Burst Templates, and doubles the range to Smarts x4.

Land Whirlpool
Rank: Veteran (E, W only)
Power Points: 4-8
Range: Vigor
Duration: Special
Trappings: Quicksand, mud, shifting dirt that softens and hardens underfoot in the blink of an eye(E), or ice/snow that does likewise (W). Bender makes a horizontal, circular motion with open hands, palms facing downward.

This form functions like Entrap, except that for 4 Power Points it affects a single target, and for 8 Power Points it affects a Medium Burst Template. The ground shifts and turns, but to a deeper extent than with Entrap. The bender can use this form to imprison foes beneath the earth (E) or snow (W). The bender requires 3 successes and/or raises on her related bending skill check to fully imprison the target(s) beneath land. For example, a waterbender may entrap a soldier the first round with a successful waterbending roll, immobilize the target with a raise in the first round (or with another success in the second), and bury the target with a success/raise in the second or third rounds. A target could also be completely
buried in the first round if the bender succeeds with two raises.

Creatures trapped in this way are effectively drowning (the victim can hold her breath for 2 + Vigor die rounds, after which she is Incapacitated. Death follows in a number of rounds equal to half the victim's Vigor die; the "dead" creature can be resuscitated within 5 minutes if pulled out with a Healing check at -4).

Pummel
Rank: Seasoned (E, A, W only)
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: Rippling earth, buffeting winds, rushing waters; arm or leg motions required to bend.

Pummel allows a character to knock down multiple foes. The bender makes a roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the bender gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.

Rockalanche
Rank: Veteran (E, W only)
Power Points: 7
Range: Smarts x2
Duration: 3
Trappings: Snow/ice (W) or rocks (E) rain down upon foes, battering and crushing them.

To use this form, you must be standing in a valley or chasm. As long as you have a vertical wall 30" in height or greater, you can bend the stone or ice in the wall, creating fractures that lead to an avalanche. This creates 1d6 Medium Burst Templates within the power's range, each doing 4d6 damage. The templates fall in a line as determined by the GM, usually following the line of the valley above. This power cannot be used on a steep mountain slope to create an avalanche (see the landslide form description).
>Additional Effects: For double the power points, the avalanche uses Large Burst Templates, and doubles the range to Smarts x4.

Speed
Rank: Novice (A), Seasoned (E, W), Veteran (F)
Power Points: 1
Range: Touch
Duration: 2 rounds
Trappings: Fiery propulsion (F), skating/moving the ice (W), a trail of earthen rubble (E), a ball of air (A); running/skating motion to bend.

To activate, water and earthbenders need to be on a bendable surface. Air and firebenders may be on any surface, and use their power as propulsion.

Benders who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.

Stun
Rank: Novice [E, A, W only]
Power Points: 2
Range: 12/24/48
Duration: Special
Trappings: A sonic blast caused by rapidly moving air (A), water or earth flung at or around the target (E, W); rapid arm motions in opposite directions.

Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like. If the bender scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.

Earthbending

Blind
Rank: Seasoned
Power Points: 2–6
Range: 12/24/48
Duration: Instant
Trappings: Dirt or sand in the eyes; swiping motion to bend.

This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the bender got a raise on the bending roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
>Additional Effects: For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.

Rockolanche
Sandbending
Stone Armor

Firebending

Body of Flame
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Trappings: Flames erupt around you, incinerating those around you but leaving you and your equipment unscathed.

Firebenders can create sustained flame around them that deal damage to anyone who comes into contact with them in close combat. The damage affects any adjacent character who makes a successful attack roll in melee against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks). If a character with a damage field strikes someone in unarmed combat, the target takes the fire damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise. With a success, the form does 2d6 damage. With a raise, body of flame causes 2d8 damage.

Flame Fan
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: A shower of flames.

A large fan of energy bathes its targets in searing, red-hot fire. When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the character’s bending roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.

Fireball
Fire Whip
Hover
Propulsion
Redirect Lightning
Wall of Flame

Airbending

Glide
Rank: Novice
Power Points: 2
Range: Personal
Duration: Instant
Trappings: A gust of wind. Requires an Air Nomad Glider.

Using a glider, the airbender can fly at their basic Pace and even use the run action while flying. It costs 2” of Pace to gain 1” of height.

This power is required to take off and maneuver in the air. Taking off requires at least 2" be spent in the first round to ascend. Once in flight, the same height can be maintained for 1 Power Point, as long as you move at least half your Pace in flight. Not bending to maintain causes you to lose 1" of height, unless you catch a gust of wind (GM's discretion).

In an emergency, this ability can allow additional allies (1 per Advance; maximum 3) to fly hanging on top of the glider, though only for a number of rounds equal to the airbender's Smarts die.

Whirlwind
Rank: Seasoned
Power Points: 2 – 4
Range: Smarts x 2
Duration: Instant
Trappings: A large whirlwind that casts warriors about like leaves in the wind; requires a horizontal rotation of the hands in front of the bender to make.

While unpredictable, this form allows a bender to change the field of battle in an instant as targets are thrown in every direction. With a success, the bender places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the bender gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
>>Additional Effects: For double the Power Points, whirlwind affects a Large Burst Template.

Cyclone (single target cc)
Push
Sonic Blast
Tornado

Waterbending

Breath of Ice
Bubble
Fog
Freeze
Ice Shield
Octopus Form
Plantbending
Shards of Ice
Vortex
Wall of Ice
Water Bullet
Water Jet
Water Whip
Wave

Advanced Bending Forms

Bloodbending

Puppet
Rank: Veteran
Power Points: 5
Range: Spirit
Duration: 3 (1/round)
Trappings: Your arms and legs shift and twist like a puppet master. Bending the blood in your enemy's veins, the target becomes a hapless puppet in the face of your pernicious will.

Puppet allows you to take control of a single target. This affects living targets with blood only. With a successful bloodbending roll (opposed by the target's Spirit), you may control the target's body. The first time a character encounters this ability, he must make a Fear test as well (opposed by the bloodbending check). The first round of using this power is spent taking control of a victim. Once dominated, the victim's body can be used in the next round to attack friends or even attempt to commit suicide (self-inflicting 3 wounds and becoming Incapacitated, roll for death/permanent injury as normal), though such acts allow the victim another opposed Spirit roll to break the form.
>>Additional Effects: A creature that has already been dominated in a previous round can be killed with this power by using bloodbending to damage their internal organs. With a success and a raise on the bloodbending check, the target creature suffers heart failure from the bloodbending onslaught, suffering 3 wounds and becoming instantly Incapacitated (roll for death/permanent injury as normal).

Mass Puppet
Rank: Heroic
Power Points: 15
Range: Spirit
Duration: 3 (1 per creature/round)
Trappings: Your arms and legs shift and twist like a puppet master. Bending the blood in your enemy's veins, the targets become hapless puppets in the face of your pernicious will.

This form works the same as Puppet, but it affects multiple targets. With a successful Bloodbending check, you may affect any number of Minions within your Range, as well as a number of Wild Cards equal to your Spirit die (a bender with d12 spirit, for example, can control up to 12 Wild Cards).
>>Additional Effects: A creature that has already been dominated in a previous round can be killed with this power. With a success and a raise on the bloodbending check, the target creature suffers heart failure from the bloodbending onslaught, suffering 3 wounds and becoming instantly Incapacitated (roll for death/permanent injury as normal).

Suppress Bending
Rank: Legendary
Power Points: 25
Range: Touch
Duration: Permanent
Trappings: Touch the crown of the creature's head. Your bloodbending grip immobilizes the target, causing them to twitch, and blocking the chakra(s) that allows them to bend the elements.

This extremely rare ability uses bloodbending to effectively block the victim's related bending chakra. The bloodbender makes a roll opposed by the victim's Spirit. If the bloodbender succeeds, the target loses all bending--permanently. A character must be touched on the top of the head, and the grip must be maintained for a few seconds to complete the form, and thus the target must first be grappled or dominated with the Puppet form. This suppressed bending is treated as a major hindrance, affecting the character until healed or undone by a bloodbender. A healing or bloodbending roll is required, and must beat the original roll that suppressed the character's bending. The Avatar may also heal this condition while in the Avatar State.

This power can suppress multiple bending chakras at once (in the case of the Avatar). Only one bloodbending roll is required. Typically, this power can only be used to remove the bending of a character who has used their related bending ability before at least once while not in the Avatar State. This is because the bloodbender uses the grip first to locate the chakra's lattice of energy, then block it.

Healing

Greater Heal
Rank: Veteran
Power Points: 10/20
Range: Touch
Duration: Instant
Trappings: Lay on hands. Your bending water glows whitish-yellow (W), or you bend a palm-sized wisp of green flame (F), and the subject's wounds close up.

Greater heal restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the heal power. It can also be used to neutralize any poison, disease, or sickness. Greater healing can also heal Permanent Crippling Injuries. This requires a Healing skill roll at -4, 1d6 hours of time, and 20 Power Points. Only one use is permitted per injury — if it fails, the bender must wait another 1d6 days.

Heal
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Lay on hands. Your bending water glows whitish-yellow (W), or you bend a palm-sized wisp of green flame (F), and the subject's wounds close up.

Heal repairs recent bodily damage. It must be used within the "Golden Hour," though, for it has no effect on wounds more than one hour old. This form requires at least 16 ounces of clean water (W). For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful bending roll returns the ally to the game Shaken. Heal can also cure poison and disease if used within 10 minutes of the event.

Resurrection
Rank: Legendary (or Veteran; see description)
Power Points: 30
Range: Touch
Duration: Instant
Trappings: Lay on hands. Your bending water glows whitish-yellow (W), or you bend a bonfire-sized plume of green flame (F), and the subject's wounds close up and they are healed.

A powerful bender can even restore life to the dead, if it's within the Golden Hour. Roughly 50 gallons of water are required for this miraculous form of healing (W), or a large column of flames (F). The creature is restored to life upon a successful Healing roll, or remains dead permanently upon a failed roll.
>>Spirit Fire/Water: A Veteran healer can also return life to the dead if she possesses a special kind of spirit element related to her bending element. Certain areas, creatures, or spirits, such as the Spirit Oasis at the North Pole, or the dragons, may contain these special substances. The spirit essence is consumed when this form is used in this manner, causing the element to revert to its natural state (normal water/fire). The amount of the element required for this usage is much smaller, only a few ounces of water or a palm-sized wisp of spirit fire, but the healing must still be performed within the Golden Hour.

Treat Psych Symptoms
Rank: Seasoned
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Lay on hands. Your bending water glows whitish-yellow (W), or you bend a palm-sized wisp of green flame (F), and the subject's wounds close up.

The bender can use her knowledge of the body and mind's energy to heal mental ailments temporarily. With a successful Healing roll, a creature with a psychological hindrance loses this hindrance for 1d6 hours. This ability can be used to retrieve memories blocked out from trauma, aid a schizophrenic in suppressing visual and auditory hallucinations, or calm a severe panic attack.

Lightning

Chain Lightning
Rank: Legendary
Power Points: 5 per bolt
Range: 12/24/48
Duration: Instant
Trappings: A series of lightning fltashes, tearing through the air with a loud crack and arcing out to strike any number of foes. Bender moves arms in a circular motion, separating the yin and yang energies at the fingertips, then letting them crash back together.

A bolt of lightning cuts through the air, searing a target and anyone in the line to that target with excruciating electricity. The bolt does 3d8 damage. The bender can also create any number of other lightning bolts in the same round (maximum 10), whose origin point is either her own square or any square containing a previously fired bolt, thereby extending the Range indefinitely (within line of sight). Only 2 bolts may hit a single target at a time.
>>Additional Damage: The bender may instead create a 4d8 bolt for 10 Power Points per bolt.

Lightning Bolt
Rank: Veteran
Power Points: 5
Range: 12/24/48
Duration: Instant
Trappings: A flash of lightning, tearing through the air with a loud crack. Bender moves arms in a circular motion, separating the yin and yang energies at the fingertips, then letting them crash back together.

A bolt of lightning cuts through the air, searing a target and anyone in the line to that target with excruciating electricity. The bolt does 3d8 damage.
>>Additional Damage: The bender may instead create a 4d8 bolt for 10 Power Points.

Metalbending

Bend Weapon
Rank: Veteran
Power Points: 5
Range: Smarts
Duration: 3 (1/round)
Trappings: A foe's weapon creaks and groans in protest, suddenly snapping or bending back on the wielder. Requires dual arm movements to perform.

A metalbender can turn a foe's weapon back upon them, provided it is made of steel, bronze, or some other bendable kind of metal. The weapon's Fighting is equal to her metalbending skill, and its damage is based on the bender's Spirit instead of her Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by this form. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.

Greater Hail of Bullets
Rank: Heroic
Power Points: 10
Range: 50/100/200
Duration: Instant
Trappings: The metalbender breaks tiny pieces off a larger chunk of scrap metal, forming bullets that rapidly riddle a target with bullets. Rapid arm movements required.

The metalbender can, with 5 lbs. or more of metal, fire bullets at an enemy or enemies with the force of a tank gun. This behaves just like a 37mm AT Gun (4d8 damage, RoF 3, AP 4, HE round 4d6, AP 3, MBT), except that the bender uses her Metalbending roll in place of Fighting.

Hail of Bullets
Rank: Veteran
Power Points: 5
Range: 24/48/96
Duration: Instant
Trappings: The metalbender breaks tiny pieces off a larger chunk of scrap metal, forming bullets that rapidly riddle a target with bullets. Rapid arm movements required.

The metalbender can, with 2 lbs. or more of metal, fire bullets at an enemy or enemies with the force of an assault rifle. This behaves just like an AK47 (2d8+1 damage, RoF 3, AP 2, Auto), except that there is no minimum strength requirement.

Shrapnel Blast
Rank: Veteran
Power Points: 3–9
Range: 24/48/96
Duration: Instant
Trappings: You a punch a large hunk of scrap into a group of enemies, then blast the scrap into pieces, making it into a massive metalbending bomb. Arm movements required to perform.

Shrapnel Blast is an area effect power that can put down many opponents at once. The bender first picks where he wants to center the blast, then makes a metalbending roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 3d6 damage. Shrapnel Blast counts as a Heavy Weapon.
>Additional Effects: For double the Power Points, the blast does 4d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.

Suit of Armor
Rank: Veteran
Power Points: 5
Range: Personal
Duration: 3 (1/round)
Trappings: A wall, door, or other metal implement screeches and twists in protest, molding itself around your body as impenetrable steel armor.

A metalbender can easily improvise a suit of powerful steel armor, provided there is enough metal around to bend (usually a large wall or door; an amount of metal exceeding 60 lbs.). This armor does not count against the metalbender's Encumbrance, provides a +4 armor bonus to all body parts, and negates an additional 2 points of AP from crossbow bolts, bullets, and similar ranged projectiles.

Sonicbending

Shatter
Rank: Veteran
Power Points: 5
Range: Cone template
Duration: Instant
Trappings: The airbender punches the air repeatedly, causing a loud boom as the air is forced to move at incredible speed. Shockwaves spread outward from the point of impact.

This power can shatter living beings and inanimate objects alike.

Other Supernatural Traditions

Chi-Blocking

Disrupt Bending
Paralyze

Divination

Read Fate
Scry
Vision