Isumatar is sadistic, ruthless, and short-tempered. Anyone working for him is simply a tool and anyone neutral or against him is someone that must be disposed of immediately.


Isumatar's father Ginkaku was born in the Northern Water Tribe and operated a small-time gang there. However, his attempt to expand his sphere of influence was not received kindly by the Water Tribe leadership and he and his family were exiled when Isumatar was two years old. Ginkaku settled in a Fire Nation village and before long resumed his gangster ways, gathering a sizeable following.

When Isumatar turned five years old, it was discovered that he was a waterbender, the first in his family in generations. From that moment on, Ginkaku foresaw greatness in his son and groomed him as his heir apparent. Isumatar's sister Mei was three years his junior and was gifted with no such abilities. Ginkaku ignored Mei entirely and Isumatar soon learned to follow this example and began to see her not as his sister but as a nuisance.

When Isumatar was 18, his father was killed in a turf war and Isumatar took his place as leader of the gang. Isumatar proved to be an even more ruthless leader than his father and before long set his eyes on his sister as a hindrance that must be dealt with. He sent her off in a mission alone, where she was told she'd be a hero when she returned- all she had to do was spy on a rival gang. However, Isumatar had tipped off the rival gang and paid them to kill her.

Assuming that she was dead, Isumatar and his gang carried on business as usual. However, over the next year a drought hit the town and left it in utter poverty. With their fortunes dried up, the members of Isumatar's gang all turned on each other and fought bitterly until only Isumatar was left. With no reason to stay in the Fire Nation, Isumatar set off for Republic City to make a name for himself there. A year after arriving in the city, he learned from a surviving member of the rival gang that his sister had survived and was somehow in the city. Deluding himself that she was to blame for the misfortune that had befallen he and his gang, Isumatar has resolved that he will not rest until he has hunted her down and made her pay.


Water Tribesman
Initial Powers
  • Water Whip

The user can create a whip of water to quickly strike at something.

  • Water Jet

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

  • Water Wave

The user can create a small wave from a nearby source of water that can be used to crash down on something.

  • Temperature Control (Passive)

The user can alter the temperature of water, allowing them to cause it to boil or even freeze.

  • Pressure Control (Passive)

The user can alter the pressure of water, allowing them to use it to grab or strike things.

Basic Powers

(Note: Once a power is chosen, it cannot be changed.)

  • Ice Claws

The user creates claws of ice upon the tips of their fingers which can be used for striking or flung as projectiles. (Achieved after 1 week)

  • Water Cloak

The user can surround their arms in watery tentacles from a small source of water that can be used offensively or defensively. (Achieved after 2 weeks)

Rain Healer
(Achieved after 1 month)
Initial Powers
  • Octopus Form

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

  • Waterspout

The user can create a spout of water which can be used to lift them or others up off the ground. Requires a body of water.

  • Water Healing (Exclusive to Rain Healer)

The user is able to heal wounds with water. The time it takes to heal the wounds is based off the severity. The user can also partially heal multiple allies from a distance by connecting them with a string of water. The number of allies which can be chained depends on the amount of water available.

  • Water Burst (Exclusive to Rain Healer)

The user surrounds themselves in a suit of water before blasting it outwards, pushing surrounding enemies back.

Advanced Powers

(Note: Once a power is chosen, it cannot be changed. Also, Master level powers can only be achieved after 7 months and require 2 open power slots.)

  • Armless Waterbending (Passive)

The user is able to waterbend without using arm motions while bending.  (Achieved after 2 months)

  • Plantbending (Passive; requires 2 open slots)

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. (Achieved after 7 months)