Avatar Roleplay Wiki:Bending Powers

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Classes
As an Airbender, your character will receive a basic class upon completing their application for citizenship. Over time, your character will be allowed new powers as well as, eventually, an advanced class. There are three advanced classes to choose from, each with its own initial powers one of which is exclusive to the class. Just like with the basic class, the advanced classes will also allow new powers over time.

The following are the templates for the classes. You must put these on your character's page. Instructions on how to use them are on the template pages.

Basic Class
Air Nomad

Advanced Classes
Wind Fighter

Gust Walker

Cyclone Monk

All Airbending Powers
Airbenders

Initial Powers
The user sends a burst of air out in front of them that can be used to strike opponents or deflect attacks.
 * Air Blast

The user creates a barrier of rotating wind directly in front of them that can deflect attacks.
 * Air Shield

The user sends a sharp jet of air out in the shape of a crescent which can be used to strike or even cut things.
 * Air Swipe

The user can subtly direct the air around them to increase their agility.
 * Enhanced Agility (Passive)

The user can glide across the air for a short period of time; this can be sustained for a medium amount of time by using a glider.
 * Gliding (Passive)

Basic Powers
The user rapidly sends a flurry of small air blasts which can be used to pummel something in quick succession.
 * Air Bullets

The user can attach a burst of wind to any physical attack with their arms or legs for added force.
 * Air Punch/Kick

The user can create a vacuum of air which pulls things toward them.
 * Air Suction

The user can create a ball of air which can be rode for an extended period of time and is must faster and agile than if they were walking or running, however they cannot use any other powers at the same time..
 * Air Scooter

The user can create a funnel of air which is used to redirect objects.
 * Air Funnel

Advanced Powers
The user can focus the air to a fine blade which can be used as a melee or projectile weapon for a short time. While wielding these blades, the user cannot use any other airbending techniques from their hands.
 * Air Blades (Exclusive to Wind Fighter)

The user can create a large spiraling gust of air out all around them which is can be used to knock down or disorient others. The user is unable to move for a short time after using this power.
 * Air Vortex

The user can build up massive momentum while running which can then be focused into a powerful concussive blast in front of them upon stopping. The user becomes disoriented for a short time after using this power.
 * Air Wake

The user can create a powerful torrent of wind from their mouth which can be directed and redirected with ease by using their lungs. The user is immobile while using this power.
 * Wind Breath

The user can create a large tornado that will pull in anything nearby and fill with debris which they can redirect for a short time. The user is unable to move while using this power as it takes heavy concentration.
 * Tornado (Exclusive to Cyclone Monk)

The user can create a large dome of air around them which can be used to protect them and even others from harm and the barrier also redirects all solid projectiles around the barrier. The user is unable to take any other action while maintaining the barrier.
 * Air Barrier

The user is able to manipulate water vapor in order to move or create clouds which can be used to obscure sight.
 * Cloudbending (Passive)

The user is able to use gusts of air to sprint about three times faster than a normal human (about 25-30 MPH).
 * Enhanced Speed (Passive)

The user is able to use gusts of air to jump about three times the height of a normal human (about 8-10 feet).
 * Enhanced Jumping (Passive)

The user is able to sustain partial flight for a short period of time by creating large gusts of wind and forcing them upon themselves; this can be sustained for a long amount of time by using a glider.
 * Assisted Flight (Passive; Exclusive to Gust Walker)

Master Powers
(NOTE: A character may only have one of these two powers) The user is able to create and control sound waves by manipulating the air. With this power, they are able to create, distort or even remove sound within a large area around them. They are also able to send sonic bursts which can disorient or even cause pain to others; however, over use of these sonic bursts will cause the same effects on the user. NOTE: This power is illegal to use.
 * Soundbending (Passive; Requires 2 open slots)

The user is able to sustain controlled flight with seemingly no limits. While it has no direct offensive or defensive capabilities, the potential is nearly limitless; a glider is not required.
 * True Flight (Passive; Requires 2 open slots)

Classes
As a Waterbender, your character will receive a basic class upon completing their application for citizenship. Over time, your character will be allowed new powers as well as, eventually, an advanced class. There are three advanced classes to choose from, each with its own initial powers one of which is exclusive to the class. Just like with the basic class, the advanced classes will also allow new powers over time.

The following are the templates for the classes. You must put these on your character's page. Instructions on how to use them are on the template pages.

Basic Class
Water Tribesman

Advanced Classes
Flood Sender

Rain Healer

Ice Protector

Waterbending Powers
Waterbenders (ALL WATERBENDING POWERS REQUIRE A SOURCE OF WATER; SOME MAY EVEN REQUIRE A “SMALL” (Example: a pool at least two times the size of a person) OR “LARGE” (Example: a pool at least ten times the size of a person) BODY OF WATER, WHICH MEANS THEY WOULD NEED A SOURCE BEYOND A FLASK FOR EXAMPLE)

Initial Powers
The user can create a whip of water to quickly strike at something.
 * Water Whip

The user can create a jet of water that can be used to push back something or even topple others.
 * Water Jet

The user can create a small wave from a small source of water that can be used to crash down on someone.
 * Water Wave

The user can alter the temperature of water, allowing them to cause it to freeze.
 * Temperature Control (Passive)

The user can alter the pressure of water, allowing them to use it to grab or strike things with a tangible force.
 * Pressure Control (Passive)

Basic Powers
The user rapidly sends a flurry of small water beads which can be used to pummel something in quick succession.
 * Water Bullet

The user creates a wall of water in front of them that blunts and slows attacks from in front of them.
 * Water Shield

The user creates claws of ice upon the tips of their fingers which can be used for striking or flung as projectiles.
 * Ice Claws

The user can create a pressurized blade of water that can be used as a melee weapon. While wielding these blades, the user cannot use any other waterbending techniques from their hands.
 * Water Knife

The user can surround their arms in watery tentacles from a small source of water that can be used offensively or defensively.
 * Water Cloak

Advanced Powers
The user can create a spout of water from a large body of water which can be used to lift them or others up off the ground.
 * Waterspout

The user can create a whirlpool from a large body of water which pools all within its reach inwards..
 * Maelstrom

The user can surround their body in a pressurized suit of water from a large body of water which has eight arms for offense or defense. The user cannot move while using this power.
 * Octopus Form

The user can create blades of ice from water which can be used as melee or projectile weapons. While wielding these blades, the user cannot use any other waterbending techniques from their hands.
 * Ice Blades (Exclusive to Ice Protector)

The user can create a large dome of ice around them from a small body of water which can be used to protect them and even others from harm. The user is unable to move while maintaining the dome.
 * Ice Dome

The user is able to heal wounds with water. The time it takes to heal the wounds is based off the severity.
 * Water Healing (Exclusive to Rain Healer)

The user is able to manipulate water vapor in order to move or create clouds which can be used to obscure sight.
 * Cloudbending (Passive)

The user is able to manipulate the water in mud in order to move mud, add water to earth to make mud or even pull water from the mud leaving only dirt.
 * Mudbending (Passive)

The user is able to waterbend without using arm motions while bending.
 * Armless Waterbending (Passive)

The user is able to condensate water from the air, giving them access to a large body of water anywhere.
 * Condensation (Passive; exclusive to Flood Sender)

Master Powers
(NOTE: A character may only have one of these two powers) The user is able to manipulate the water in plants in order to strip the water from them or even control the movements of plants. While they need a plant as a source, they are able to rapidly grow existing plants, even beyond the size they would naturally grow, for use as well as repair damaged plants. Plants with high water density can be extremely resilient to blunt force and even fire but are still vulnerable to sharp objects.
 * Plantbending (Passive; Requires 2 open slots)

The user is able to bend the water in another person's body, allowing them limited control over that person. The user may only control one person at a time and cannot move while controlling them, leaving them vulnerable. Also, understanding of bloodbending has given people basic knowledge of how to fight its influence, limiting the control of a user. NOTE: This power is illegal to use.
 * Bloodbending (Passive; Requires 2 open slots)

Classes
As an Earthbender, your character will receive a basic class upon completing their application for citizenship. Over time, your character will be allowed new powers as well as, eventually, an advanced class. There are three advanced classes to choose from, each with its own initial powers one of which is exclusive to the class. Just like with the basic class, the advanced classes will also allow new powers over time.

The following are the templates for the classes. You must put these on your character's page. Instructions on how to use them are on the template pages.

Basic Class
Earth Citizen

Advanced Classes
Rock Breaker

Gem Blader

Stone Guardian

Earthbending Powers
Earthbenders (ALL EARTHBENDING POWERS REQUIRE A SOURCE OF EARTH)

Initial Powers
The user can send a small boulder flying in any direction once struck which breaks apart into many smaller pieces when it hits something.
 * Earth Bomb

The user is able to crush or even shatter anything made of stone without any force required.
 * Earth Smash

The user is able to create a small wall made of stone in front of them which can be used to defend or obstruct a path.
 * Earth Shield

The user is able to cause earth to levitate allowing them to use any earth they control as a moderate defense or even to allow time to prepare an attack.
 * Earth Levitation (Passive)

The user is able to compress earth into a much denser state allowing them to harden soil or stone for stronger offense or defense. The user must take time to compress the earth.
 * Compression Control (Passive)

Basic Powers
The user is able to craft a gauntlet of stone around their arm which enhances their blunt attacks.
 * Earth Gauntlet

The user is able to pull together many stones around them in order to form a makeshift shelter as a defense around them or something else. They can also use it to encase an enemy.
 * Earth Shelter

The user is able to force sharp columns of stone out of the ground that can be used to cut or even stab others as well as obstruct paths.
 * Earth Column

The user is able to create small fissures by striking the ground which produce tremors in order to disorient or even knock over others.
 * Fissure

The user is able to manipulate the earth in mud in order to move mud, add earth to water to make mud or even pull earth from the mud leaving only water.
 * Mudbending (Passive)

Advanced Powers
The user is able to strike the ground and create large tremors which can disorient or even topple others in a large area around them. The user is unable to differentiate friend from foe with this power.
 * Earthquake

The user is able to refine crystals from the ground and form blades that can be used as a melee or projectile weapon for a short time. While wielding these blades, the user cannot use any other earthbending techniques from their hands.
 * Crystal Blades (Exclusive to Gem Bladers)

The user is able to surround their entire body in earth which enhances their melee attacks as well as defends against attacks against them. The user is slowed considerably while wearing the armor.
 * Earth Armor (Exclusive to Stone Guardians)

The user is able to create jets of stone out of the ground which can be used to launch things into the air as well as a sort of spring to soften falls from high distances.
 * Earth Launch

The user is able to create gloves and shoes out of stone to be used for enhanced melee attacks as well as used as projectiles to bind others. The user cannot use any other form of earthbending while controlling the gloves or shoes.
 * Rock Shoes/Gloves

The user is able to manipulate the top soil of the ground into a sort of wave in order to move more quickly as well as topple others off their feet.
 * Earth Wave

The user is able to bend sand in order to obstruct sight. The user can create sand from stone as well as condense sand back into stone.
 * Sandbending(Passive)

The user is able to sense their surroundings by feeling tremors in the ground. This allows the user to 'see' with their earthbending in a large area around them.
 * Seismic Sense (Passive)

The user is able to tunnel through any form of earth in order to travel around and even avoid obstructions.
 * Earth Tunneling (Passive)

The user is able to earthbend without touching the earth they are bending.
 * Remote Earthbending (Passive; exclusive to Rock Breakers)

Master Powers
(NOTE: A character may only have one of these two powers)

The user is able to bend metal. Metal is significantly denser than stone and in turn makes the act of bending it take longer than if it were stone. The user may only metalbend one object at a time, the size of the object does not matter nor do any other objects connected.
 * Metalbending (Passive; Requires 2 open slots)

The user is able to bend the earth around them into a molten state, or vice versa. This power has very high offensive and defensive potential but requires the user to be very close in order to use it, which also puts them at risk from the heat and gasses given off. Sustained use of this power will begin to cause these ill effects to after the user. NOTE: This power is illegal to use.
 * Lavabending Passive; Requires 2 open slots)

Classes
As a Firebender, your character will receive a basic class upon completing their application for citizenship. Over time, your character will be allowed new powers as well as, eventually, an advanced class. There are three advanced classes to choose from, each with its own initial powers one of which is exclusive to the class. Just like with the basic class, the advanced classes will also allow new powers over time.

The following are the templates for the classes. You must put these on your character's page. Instructions on how to use them are on the template pages.

Basic Class
Fire Infantry

Advanced Classes
Sun Warrior

Fire Sage

Ember Sentinel

Firebending Powers
Firebenders

Initial Powers
The use is able to create a fiery burst off of a physical attack that spills forward in the direction of the attack.
 * Fire Burst

The user is able to shoot small blasts of fire in rapid succession toward something.
 * Fireball

The user is able to create a belt of flames which they can use to strike and burn with.
 * Fire Whip

The user is able to increase the heat of the air, objects and liquids.
 * Heat Control (Passive)

The user is able to, if timed correctly, break away or deflect other fire attacks.
 * Fire Blocking (Passive)

Basic Powers
The user is able to create small disks that can be used as quick moving projectiles.
 * Fire Disks

The user's punches and kicks will automatically create small arcs of fire from them as they strike.
 * Fire Arcs

The user is able to create small jets of flames in their hands that can be used as melee weapons.
 * Fire Daggers

The user is able to disperse their flames and increase their size temporarily; however, the overall heat of the flame is weakened.
 * Size Augmentation (Passive)

The user is able to create intense bursts of flames from their hands and feet which can be used to propel them through the air for a short time.
 * Jet Propulsion (Passive)

Advanced Powers
The user is able to create thin blades of fire from their melee attacks which are capable of cutting objects as well as burn them. While performing this technique, the user cannot use any other form of firebending techniques.
 * Fire Blades

The user is able to create a large semi-dense stream of fire in a given direction from a physical attack that can strike and even topple something hit by it.
 * Fire Stream

The user sends forth a large fireball which explodes into a torrent of flames upon contact. The user must take time to build up this attack and is vulnerable while doing so.
 * Fire Bomb

The user is able to create a small wall of semi-dense flames which can block attacks as well as burn objects. Some sharp or dense objects cannot be blocked by these flames.
 * Shield of Fire

The user is able to envelope an area in a massive wall of dense flames in order to block attacks or obstruct a path. The user is unable to move while controlling these flames.
 * Wall of Flames (Exclusive to Ember Sentinel)

The user can create a massive lash of flames that is dense enough to not only burn others but even knock them down with its force. The lash is rather slow moving due to its size.
 * Fire Lash

The user can create a powerful torrent of fire from their mouth which can be directed and redirected with ease by using their lungs for as long as they can breathe.
 * Fire Breath (Exclusive to Fire Sage)

The user is able to absorb and redirect lightning even if they cannot create it themselves.
 * Lightning Redirection (Passive)

The user's flames become enhanced and burn much hotter than normal. The color of the users flames are permanently altered (color selected by the owner of the character).
 * Enhanced Fire (Passive; Color choice; exclusive to Sun Warrior)

The user is able to pressurize their flames in order to make them semi-dense and have a sort of tangible force when they strike something.
 * Pressure Control (Passive)

The user is able to charge up any of their flames which causes them to burn stronger and more intensely for a short time as well as having considerable more force behind them.
 * Fire Charging (Passive)

Master Powers
(NOTE: A character may only have one of these two powers) The user is able to focus their fire so effectively that it can become lightning. The lightning is far quicker and more unstable than fire and cannot be blocked or redirected by any means other than the Lightning Redirection technique. Creating lightning takes a huge toll on the user and if used more than a few times without a large break it will likely backfire on the user and injure them.
 * Lightningbending(Passive; Requires 2 open slots)

The user is able to send a burst of thermal energy in a general direction. At any point during its motion, the user may ignite it via the trail left behind in its wake. If it is not ignited, nothing will happen, therefor the user may disengage the use of this power at any time. This power requires a high level of focus while using it and forces the user to remain standing until detonation occurs. It is also possible for someone else to ignite the thermal energy trail left in the wake and send it rippling back toward the user. NOTE: This power is illegal to use.
 * Combustion(Passive; Requires 2 open slots)

Classes
As a Non-Bender, your character will receive a basic class upon completing their application for citizenship. Over time, your character will be allowed new abilities as well as, eventually, an advanced class. There are three advanced classes to choose from, each with its own initial ability, which is exclusive to the class. Just like with the basic class, the advanced classes will also allow new abilities over time.

The following are the templates for the classes. You must put these on your character's page. Instructions on how to use them are on the template pages.

Basic Class
Non-Bender

Advanced Classes
Chi-Blocker

Weapon Master

Combat Engineer

All Non-Bender Abilities
Non-Benders

Initial Abilities
The user is adept in basic martial arts, allowing them to stay on par in combat with someone who has focused their training on bending.
 * Martial Arts (Passive)

The user has trained extensively with the use of classical weaponry in order to make up for their deficit when it comes to taking on a bender.
 * Weaponry (Passive)

Basic Abilities
The user has and is knowledgeable on how to use an electrified gauntlet which can shock and even incapacitate people struck with it. NOTE: These weapons are illegal to use.
 * Electrified Gauntlet (Passive)

The user is knowledgeable in grappling. This form of hand to hand combat focuses on being as close to your opponent as possible in order to avoid long ranged attacks, however they become more vulnerable to close ranged attacks.
 * Grappling (Passive)

The user is knowledgeable in basic medical training using herbs and other medicines to treat minor injuries on themselves and others.
 * First Aid (Passive)

Advanced Abilities
The user has and is knowledgeable on how to use steam powered, mechanized joints which augments the users strength, jump height/length and forward speed. However, the use has a deficit place upon their over all agility and mobility, making it harder for them to dodge as well as turn quickly.
 * Mechanized Joints (Passive)

The user has extensively trained with all forms of melee weaponry in order to become a master in the usage of them. As such, the user may use any form of melee weapon to its fullest potential. (This includes things such as: swords, axes, maces, etc)
 * Melee Weapon Mastery (Passive)

The user has extensively trained with all forms of ranged weaponry in order to become a master in the usage of them. As such, the user may use any form of ranged weapon to its fullest potential. (This includes things such as: bows, crossbows, throwing weapons, etc)
 * Ranged Weapon Mastery (Passive)

The user has trained in order to achieve the ability to be as precise as possible in combat. This ranges from striking chi points to firing arrows from a bow. However, in focusing their training in this, the user has lessened the total power behind all of their attacks.
 * Precision Strikes (Passive)

The user is knowledgeable in the construction and usage of assorted types of explosives. These explosives can range from simple smoke grenades or even detonate-able satchel charges.
 * Explosive Crafting (Passive)

The user has and is knowledgeable on how to use assorted electrified weaponry which can shock and even incapacitate people struck with it. (This includes things such as bolas, Kali sticks, bo staffs, etc) NOTE: These weapons are illegal to use.
 * Electrified Weaponry(Passive; Exclusive to Combat Engineer)

The user is knowledgeable of the chi points along a person's body and how to strike them in order to temporarily disable an opponent.
 * Chi-Blocking(Passive; Exclusive to Chi-Blocker)

The user is knowledgeable in forging weapons made of platinum. They are highly resilient and are unable to be metalbent. Not only this, but they are stronger and sharper than regular steel; making them able to cut through or break things a normal weapon could not. }}
 * Platinum Forging(Passive; Exclusive to Weapon Master)