All characters on the ARPW (barring the Avatar) fall into one of five bending types: air-, earth-, fire-, water- or nonbending. Each form of bending has its own unique powers and abilities that can be unlocked over time, with some being automatically available and some only available if explicitly chosen.
When a character is created, it will start off with the initial powers of its respective class (Air Nomad, Earth Citizen, Fire Infantry, Water Tribesman or Non-Bender) and only be able to use Initial Powers. As your stays active on the ARPW, you can unlock new power slots over time; one week after being approved and created, the first Basic slot is available for your character, allowing you to choose a Basic Power and add it to your character's known abilities. After two weeks the second power slot opens, allowing you to choose a second Basic Power from the list.
A month after your character page has been created, you can assign it an advanced class. Advanced classes provide unique powers as well as unlocking certain others powers by default, allowing you to use them without needed to unlock a slot (e.g. the Sun Warrior class already has the Fire Blades and Fire Bomb powers unlocked, though other classes can unlock them as well). Each bending form has three advanced classes, with their own set of unique and default powers to encourage different playstyles. An advanced class has three slots, which take longer to unlock, but provide access to more powerful Advanced Powers. All three classes have access to the same Advanced and Master Powers, the only differences are the unique and default powers.
Additionally, an advanced class can save their slots for a Master Power, a powerful skill that requires seven months (a month longer than unlocking all three slots) before a character can use it and requires two power slots instead of one. This means that a character cannot use their power slots to unlock two Advanced Powers and a Master Power without purchasing additional power slots.
Staff will double-check if characters are eligible for new powers to prevent cheating, repeat offences will be considered a breach of policy and dealt with accordingly.
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
Advanced Classes
- Default Powers: Air Wake, Enhanced Speed (Passive), Air Blades (Exclusive), Air Slam (Exclusive)
- Default Powers: Air Vortex, Wind Breath, Assisted Flight (Passive; Exclusive), Air Bubble (Exclusive)
- Default Powers: Air Barrier, Air Wake, Tornado (Exclusive), Air Burst (Exclusive)
Initial Powers
- Air Blast
- The user sends a burst of air out in front of them that can be used to strike opponents or deflect attacks.
- Air Shield
- The user creates a barrier of rotating wind directly in front of them that can deflect attacks.
- Air Swipe
- 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.
- Enhanced Agility (Passive)
- The user can subtly direct the air around them to increase their agility.
- Gliding (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.
Basic Powers
- Air Bullets
- The user rapidly sends a flurry of small air blasts which can be used to pummel something in quick succession.
- Air Funnel
- The user can create a funnel of air which is used to redirect objects.
- Air Strike
- The user can attach a burst of wind to any physical attack with their arms or legs for added force.
- Air Scooter
- The user can create a ball of air which can be rode for an extended period of time and is much faster and agile than if they were walking or running (25-30 mph), however, they have a hard time using other bending powers while riding the scooter.
- Air Suction
- The user can create a vacuum of air which pulls things toward them.
Advanced Powers
- Air Barrier (Unlocked by 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 Bubble (Exclusive to Gust Walker)
- The user can generate an air bubble around small objects, giving them a limited ability to remotely move objects at their discretion with reasonable precision. This power cannot be used on heavy or large objects, only two air bubbles can be sustained at a time, user is immobile while using this power.
- Air Burst (Exclusive to Cyclone Monk)
- The user draws in air from their surroundings and condenses it into a large sphere before releasing it as a concussive blast in front of them. The user is immobile while using this power.
- Air Blades (Exclusive to Wind Fighter)
- 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 Slam (Exclusive to Wind Fighter)
- The user can produce a gust of air to launch enemies upwards, followed by a downwards air current to slam them into the ground with increased force. The user becomes disoriented for a short time after using this power and they cannot use it from long distances.
- Air Vortex (Unlocked by Gust Walker)
- 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 Wake (Unlocked by Cyclone Monk and Wind Fighter)
- 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.
- Tornado (Exclusive to Cyclone Monk)
- 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.
- Wind Breath (Unlocked by Gust Walker)
- 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.
- Assisted Flight (Passive; Exclusive to Gust Walker)
- 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. However the large gusts are somewhat loud.
- Cloudbending (Passive)
- The user is able to manipulate water vapor in order to move or create clouds which can be used to obscure sight.
- Enhanced Jumping (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 Speed (Passive; Unlocked by Wind Fighter)
- The user is able to redirect air flow around them, removing air resistance and generating a wind current behind them, thus greatly increasing their running speed. (50-60 mph). The user cannot use the power to enhance the speed of their flight/gliding or jumping and they're vulnerable to fatigue and high-speed collision while running at these new speeds.
Master Powers
(NOTE: A character may only have one of these two powers. Master level powers can only be achieved after 7 months and require 2 open power slots.)
- Soundbending (Passive; Requires 2 open slots)
- 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.
- True Flight (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. They are faster than users of assisted flight, can fly completely quiet and can fly up to 60 miles per hour.
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
Advanced Classes
- Default Powers: Earth Launch, Earthquake, Remote Earthbending (Passive; Exclusive), Avalanche (Exclusive)
- Default Powers: Earthquake, Earth Tunneling (Passive), Crystal Blades (Exclusive), Crystal Cannon (Exclusive)
- Default Powers: Earth Launch, Rock Gloves/Shoes, Earth Armor (Exclusive), Earth Sink (Exclusive)
See also: Earthbenders
Note: ALL EARTHBENDING POWERS REQUIRE A SOURCE OF EARTH (OR METAL, IF APPLICABLE)
Initial Powers
- Earth Bomb
- 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 Shield
- 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 Smash
- The user is able to crush or even shatter anything made of stone without any force required.
- Compression Control (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.
- Earth Levitation (Passive)
- 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.
Basic Powers
- Earth Column
- 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 Gauntlet
- The user is able to craft a gauntlet of stone around their arm which enhances their blunt attacks.
- Earth Shelter
- 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.
- Fissure
- The user is able to create small fissures by striking the ground which produce tremors in order to disorient or even knock over others.
- Mudbending (Passive)
- 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.
Advanced Powers
- Crystal Blades (Exclusive to Gem Bladers)
- 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 Cannon (Exclusive to Gem Blader)
- The user summons a lump of crystal from the ground and slams into it, shattering the crystal and showering the area in front of them with sharp fragments.
- Earthquake (Unlocked by Gem Blader and Rock Breaker)
- 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.
- Earth Armor (Exclusive to Stone Guardians)
- The user is able to surround their entire body in gem which enhances their melee attacks as well as defends against attacks against them. The user is slowed considerably while wearing the armor. Users also have the option of coating their bodies in regular stone, this armor would reduce mobility restrictions, stone would be easier to gather than crystal and stone is obviously easier to break than crystal.
- Avalanche (Exclusive to Rock Breaker)
- The user can tear several large chunks of earth straight out of the ground and command them to float into the air before raining down around them. The user can ensure that themselves and nearby allies aren't harmed in the attack, but they are unable to move while using this power as it takes heavy concentration.
- Earth Launch (Unlocked by Rock Breaker and Stone Guardian)
- 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 Sink (Exclusive to Stone Guardian)
- The user can sink enemies and objects into the ground, trapping them within the earth. Sinks take a moment to form and only a maximum of two can be sustained at once. Requires line of sight.
- Earth Wave
- 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.
- Rock Shoes/Gloves (Unlocked by Stone Guardian)
- 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.
- Earth Tunneling (Passive; Unlocked by Gem Blader)
- The user is able to tunnel through any form of earth in order to travel around and even avoid obstructions.
- Remote Earthbending (Passive; Exclusive to Rock Breakers)
- The user is able to earthbend without touching the earth they are bending.
- Sandbending (Passive)
- 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.
- Seismic Sense (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.
Master Powers
(NOTE: A character may only have one of these two powers. Master level powers can only be achieved after 7 months and require 2 open power slots.)
- Lavabending 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.
- Metalbending (Passive; Requires 2 open slots)
- 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.
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
Advanced Classes
- Default Powers: Fire Blades, Fire Bomb, Enhanced Fire (Passive; Exclusive; Color Choice), Flame Missiles (Exclusive)
- Default Powers: Fire Blades, Shield of Fire, Fire Breath (Exclusive), Flame Vortex (Exclusive)
- Default Powers: Fire Bomb, Immolation, Wall of Flames (Exclusive), Flame Blast (Exclusive)
Initial Powers
- Fireball
- The user is able to shoot small blasts of fire in rapid succession toward something.
- Fire Arcs
- The user's punches and kicks will automatically create small arcs of fire from them as they strike that spills forward in the direction of the attack.
- Fire Whip
- The user is able to create a belt of flames which they can use to strike and burn with.
- Fire Blocking (Passive)
- The user is able to, if timed correctly, break away or deflect other fire attacks.
- Heat Control (Passive)
- The user is able to increase the heat of the air, objects and liquids.
Basic Powers
- Fire Daggers
- The user is able to create small jets of flames in their hands that can be used as melee weapons.
- Fire Disks
- The user is able to create small disks that can be used as quick moving projectiles.
- Fire Stream
- 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.
- Jet Propulsion (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.
- Size Augmentation (Passive)
- The user is able to disperse their flames and increase their size temporarily; however, the overall heat of the flame is weakened.
Advanced Powers
- Fire Blades (Unlocked by Fire Sage and Sun Warrior)
- 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 Bomb (Unlocked by Ember Sentinel and Sun Warrior)
- 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 Breath (Exclusive to Fire Sage)
- The user is able to create powerful torrents of flames from their mouth by simply igniting their breath. They are also able to maintain the torrent for as long as they can breathe outward. The torrent can only be used from close to mid range, but serves as a rather wide blast. Coming from deep within the body, these flames are also much hotter than normal flames and are nearly inextinguishable. This is said to be very similar to a dragon when it is breathing fire.
- Flame Blast (Exclusive to Ember Sentinel)
- The user can project a wide flame attack around them which can knock nearby enemies over.
- Flame Missiles (Exclusive to Sun Warrior)
- The user can launch a stream of fire which they can guide towards the target, allowing them to target more agile opponents. The user is immobile while using this power.
- Flame Vortex (Exclusive to Fire Sage)
- The user launches a fiery burst that spirals in a cone shape in the direction it's launched. The burst is rather narrow but can reach up to long distances.
- Immolation (Unlocked by Ember Sentinel)
- The user is able to immolate something in a thin film of concentrated flames. Due to the concentration, the flames are highly resistant to being extinguished but also cannot be bent away from where they are once they are applied unless they are removed entirely.
- Shield of Fire (Unlocked by Fire Sage)
- 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.
- Wall of Flames (Exclusive to Ember Sentinel)
- 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, however, they can redirect this wall willingly while controlling it.
- Enhanced Fire (Passive; Exclusive to Sun Warrior; Color Choice)
- The user's flames become enhanced and burn much hotter than normal. The user is able to change the color of their flames as they wish (excluding black flames) and can simultaneously use two different colors.
- Fire Charging (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.
- Heat Resistance (Passive)
- The user gains a partial resistance to normal flames from other people (excluding Enhanced Fire, Fire Breath and Wall of Flames) and natural sources as well as a near complete immunity to their own flames.
- Pressure Control (Passive)
- 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.
Master Powers
(NOTE: A character may only have one of these two powers. Master level powers can only be achieved after 7 months and require 2 open power slots.)
- Combustionbending(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.
- Lightningbending(Passive; Requires 2 open slots)
- 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 another person who can Lightningbend redirecting it. 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.
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
Advanced Classes
- Default Powers: Maelstrom, Waterspout, Condensation (Passive; Exclusive), Jet Cutter (Exclusive)
- Default Powers: Octopus Form, Waterspout, Water Healing (Exclusive), Water Burst (Exclusive)
- Default Powers: Ice Dome, Octopus Form, Ice Blades (Exclusive), Ice Armor(Exclusive)
See also: Waterbenders
Note: 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
- Water Jet
- The user can create a jet of water that can be used to push back something or even topple others.
- Water Wave
- The user can create a small wave from a small source of water that can be used to crash down on someone.
- Water Whip
- The user can create a whip of water to quickly strike at something.
- Pressure Control (Passive)
- The user can alter the pressure of water, allowing them to use it to grab or strike things with a tangible force.
- Temperature Control (Passive)
- The user can alter the temperature of water, allowing them to cause it to freeze.
Basic Powers
- Ice Claws
- The user creates claws of ice upon the tips of their fingers which can be used for striking or flung as projectiles.
- Water Bullet
- The user rapidly sends a flurry of small water beads which can be used to pummel something in quick succession.
- Water Cloak
- The user can surround their arms in watery tentacles from a small source of water that can be used offensively or defensively.
- Water Knife
- 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 Shield
- The user creates a wall of water in front of them that blunts and slows attacks from in front of them.
Advanced Powers
- Ice Armor (Exclusive to Ice Protector)
- The user spreads water over their whole body and freezes it, constructing a protective suit of armor. Unlike Earth Armor, it does not restrict speed and mobility and is immensely easy to repair since it's not durable. While it can endure rather basic attacks, the armor would need constant renewal and the user can only use Ice Blades when maintaining the armor. If the user no longer desires to wear the armor, they can instantly cast it off as blast of ice shards around them or simply melt it.
- Ice Blades (Exclusive to Ice Protector)
- 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 Dome (Unlocked by 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.
- Jet Cutter (Exclusive to Flood Sender)
- The user fires a high pressure jet of water, while thinner than other waterbending techniques, the stream is strong enough to cut through weaker armour plating and even people. The technique's power drastically drops at longer ranges, making it only effective in close quarters.
- Maelstrom (Unlocked by Flood Sender)
- The user can create a whirlpool from a large body of water which pools all within its reach inwards..
- Octopus Form (Unlocked by Ice Protector and Rain Healer)
- 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.
- Waterspout (Unlocked by Flood Sender and Rain Healer)
- 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.
- 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.
- Armless Waterbending (Passive)
- The user is able to waterbend without using arm motions while bending.
- Condensation (Passive; Exclusive to Flood Sender)
- The user is able to condensate water from the air, giving them access to a large body of water anywhere.
- Cloudbending (Passive)
- The user is able to manipulate water vapor in order to move or create clouds which can be used to obscure sight.
- Mudbending (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.
Master Powers
(NOTE: A character may only have one of these two powers. Master level powers can only be achieved after 7 months and require 2 open power slots.)
- Bloodbending (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.
- 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.
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.
Non-Benders are unique in that they rely on weapons and equipment far more than benders, a list of usable materials for them can be found here.
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
Advanced Classes
- Default Abilities: Precision Strikes, Lightfoot, Chi-Blocking (Passive; Exclusive), Contortionist (Passive; Exclusive)
- Default Abilities: Smithing and Engineering, Melee Weapon Mastery, Platinum Forging (Passive; Exclusive), Collapsible Shield (Exclusive)
- Default Abilities: Explosive Crafting, Smithing and Engineering, Electrified Weaponry (Passive; Exclusive), Adhesive Foam (Exclusive)
Initial Abilities
- Agility Training (Passive)
- The user has received extensive training in their agility in order to increase their raw physical speed. They would easily exceed any person who relied on their bending.
- Endurance Training (Passive)
- The user has received extensive training in physical endurance in order to increase the amount of physical energy they have at any given time. They would easily exceed any person who relied on their bending.
- Martial Arts (Passive)
- The user is adept in basic martial arts, allowing them to stay on par with someone who has focused their training on bending.
- Weaponry (Passive)
- The user has trained extensively with the use of classical weapons in order to make up for their deficit when it comes to taking on a bender.
- Weight Training (Passive)
- The user has received extensive training with weights and other forms of exercise in order to increase their raw physical strength. They would easily exceed any person who relied on their bending.
Basic Abilities
- Chain Hook (Passive)
- The user is knowledgeable in making and using chain hooks. They can be used for transportation as well as combat.
- First Aid (Passive)
- The user is knowledgeable in basic medical training using herbs and other medicines to treat minor injuries on themselves and others.
- Reflex Training (Passive)
- The user's reflexes and reaction time are considerably improved, allowing them to respond faster to attacks.
- Mechanized Joints (Passive)
- 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.
- Poison Adept (Passive)
- The user is knowledgeable in the creation and usage of various non-lethal poisons. The effects can range from slowed movement, pain, nausea and disorientation. They cannot use any poisons that would completely render a foe unable to defend themselves.
Advanced Abilities
- Adhesive Foam (Exclusive to Combat Engineer)
- The user is able to carry a small canister of foam that quickly expands, being made of very sticky and tenacious materials, it provides an easy way to entangle and restrict foes.
- Collapsible Shield (Exclusive to Weapon Master)
- The user has the knowledge to construct and use collapsible shields attached to the forearms. While normally retracted, the shields extend outwards to provide more protection against incoming attacks. These shields can be made out of a variety of materials to augment their weight and strength.
- Animal Training (Passive)
- The user is knowledgeable in training a pet into following their orders in combat. The pet could range from a quick and agile falconhawk to a strong and powerful polarbeardog; regardless, the user can train them and command them.
- Chi-Blocking (Passive; Exclusive to Chi-Blocker)
- 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. Possibly causing intense pain, paralysis and negating the target's bending.
- Contortionist (Passive; Exclusive to Chi-Blocker)
- Chi-Blockers are capable of achieving a greater level of physical flexibility than others, allowing them to dodge attacks and escape restraints more effectively.
- Electrified Weaponry (Passive; Exclusive to Combat Engineer)
- 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.
- Explosive Crafting (Passive; Unlocked by Combat Engineer)
- 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. NOTE: These weapons are illegal to use.
- Lightfoot (Passive; Unlocked by Chi-Blocker)
- The user is knowledgeable in the art of stealth. The user has received training that allows them to do a multitude of stealth maneuvers; from sneaking silently to achieving quick attacks without making a sound.
- Melee Weapon Mastery (Passive; Unlocked by Weapon Master)
- 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)
- Platinum Forging (Passive; Exclusive to Weapon Master)
- The user is knowledgeable in forging anything made of platinum. Items are highly resilient and are unable to be metalbent. Not only this, but they are stronger and sharper than regular metals; making them able to cut through, withstand impacts better or break things a normal weapon could not. Platinum weighs just as much as regular metal would. NOTE: Under no circumstances should a character have a weapon, armor or devices made out of platinum without this power.
- Precision Strikes (Passive; Unlocked by Chi-Blocker)
- 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.
- Ranged 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)
- Smithing and Engineering (Passive; Unlocked by Combat Engineer and Weapon Master)
- The user is knowledgeable in crafting weapons, armors and even basic machinery made of metal and even basic composite materials. Metal is more durable but heavy and cumbersome while composites are lighter but more vulnerable.
Master Abilities
(NOTE: A character may only have one of these two powers. Master level powers can only be achieved after 7 months and require 2 open power slots.)
- Concussion Cannon (Requires 2 open slots)
- The user is knowledgeable in building and the use of steam powered concussive technology. These cannons can come in many forms from large and bulky cannons that give large bursts but are quite encumbering to smaller cannons that have lessened effects but are more maneuverable. The effects of the concussive blasts upon people are disorienting and, unfortunately, these effects do not know friend from foe and will even effect the user if used repeatedly in a short time. NOTE: These weapons are illegal to use.
- Adrenaline Rush (Passive; Requires 2 open slots)
- The user, through intense practice and meditation, has achieved the ability to force their body to not send signals of pain to their brain while releasing a massive burst of adrenaline. Due to this, they can keep on going even when horribly injured and temporarily increases their speed and strength, despite the costs. However, this is a double edged sword and the user will not be able to know when their injuries are too severe, causing them to suffer greatly afterwards and be physically drained. This effect can only last for a few minutes, as it requires intense concentration.
These special powers exist separate from each type of elemental bending. As such, anyone is able to learn them with the correct training, even someone who cannot bend an element.
Note: These powers can only be obtained from the event prizes.
Powers
- Astral Projection
- The user is able to project their spirit outward. Using this power, someone could scout an area, appear to someone who is far away, or even venture into the spirit world freely.
- Spiritbending
- The user is able to bend the will of spirits to theirs. Using this power; someone could force a spirit to do something they may not want to do, calm a raging spirit or even cause rage to fill a calm spirit. This is all dependent upon the strength of the spirit itself.
- Energybending
- The user is able to bend the energy within themselves, others or any form of life. Using this power, someone could remove another's bending, grant someone who cannot bend the ability to do so, or virtually anything they could think up. The potential of this power is near limitless.