Character Alignment: Neutral Good.
Born on a small raft as it drifted aimlessly on a calm sea just slightly north of the once proud Southern Tribe. Nahko was raised by his mother Kaliska, and her brother Kuruk. His father was never a part of the picture, some wayward pirate that left his print on Kaliska in the form of Nahko. Although neither Kaliska nor his father were benders, Nahko was ecstatic to find the cold air of the Wastes submitted itself to his control when he was a pup, around 7 years old. Kaliska, as scared as she was to admit it, pushed Nahko to go on and take in his father's footsteps to be able to survive. Nahko could never have survived into pubescence at the rate that they made it, barely a single penguin-seal seen for weeks on end. Nahko refused vehemently, vowing that they'd make out just fine without resorting to barbaric ways. Eventually, Kaliska was bed ridden with illness, and before long she passed in her sleep.As devastated as he was, Nahko was coerced by Kuruk to change the aimless course their raft took, exploring the ruins of the Southern Water Tribe. After hoarding enough food to hike through the wastes, Kuruk caught sight of fresh smoke. Rushing up cautiously, Kuruk and Nahko were greeted by an empty camp. A rustle as Nahko's flank was the last thing he remembered before being struck on the head and knocked unconscious by whomever it was that set up the camp.
He came to in the gently bobbing cabin of a larger ship than he'd seen before. Not even past the tender age of 11 and Nahko had given up. He sat wallowing in his own sorrow before a friendly figure strode down a collection of stairs into the cabin that housed Nahko. Uncle Kuruk wasn't bound as Nahko was, wandering freely about the ship it seemed. Kuruk undid the chains that bound Nahko, and toted him upstairs, setting him in front of a a robust man, appearing to be between 30 and 40 years of age. The man took a quick sip from a mug on the table, likely ale or the like, before eyeing the young boy with contempt. He muttered something about children being worthless, they wouldn't have enough food for him, etc. He reached down and raised a club as if he were about to strike down Nahko, but Nahko's reflexes saved him, as when he raised his hands in defense, a light gust of wind knocked the club from the man's hand. What was once a look of contempt quickly became contorted into a welcoming smile, and he clapped Nahko in the shoulder, welcoming him to join their little band of misfits. Nahko caught on quite quickly what he needed to do to survive. It wasn't much more difficult than hunting penguin seals. The captain would reign in a cargo or fishing boat, and Nahko and crew would board and scrounge what they could before making their getaway. The thought that what he was doing was wrong didn't truly occur to him until a guard on a cargo ship managed to run Kuruk through with a pike. It wasn't much more than a flesh wound, and in the month to follow Kuruk was back up on his feet and raiding again, but Nahko's morale had been permanently lowered. He'd make excuses to sit below deck while the others were topside getting their raid on.
Nahko's prayers to cease this awful lifestyle were answered in the form of a Fire Nation cruiser tailing the ship and catching them in the middle of a raid on a fire nation fishing barge. The captain had grown increasingly displeased with Nahko just mooching off them without contributing to their operations, and forcefully made him join in this time. Alas, this got him caught in the firestorm that was their capture by the Fire Nation. Nahko was eventually sentenced to ten years in a rehabilitation camp in the Fire Nation for piracy. His cooperative nature allowed him to make it by in prison just fine, even letting him out at five years on good behaviour. On the inside, Nahko heard many stories about the outside world, how different it was from the dying Wastes of the south. He swore that once he was out he'd make a life for himself in Republic City. Thus, here he is.
- Air Blast
The user sends a burst of air out in the shape of a ball in front of them which can be used offensively or defensively.
- Air Shield
The user creates a funnel of air in front of them that redirects attacks around them.
- Air Swipe
The user sends a sharp jet of air out in the shape of a crescent which can be used to cut things.
- Enhanced Agility (Passive)
The user is naturally more agile than a normal human.
- 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.
(Note: Once a power is chosen, it cannot be changed.)
- Air Strike
The user can attach a burst of wind to any physical attack with their arms or legs for added force. (Achieved after 1 week)
- Air Bullets
The user rapidly sends a flurry of small air blasts which can be used to pummel something in quick succession. (Achieved after 2 weeks)
Cyclone Monk(Achieved after 1 month)
- Air Barrier
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 projectiles back where they came from. The user is unable to take any other action while maintaining the barrier.
- Air Wake
The user can build up massive momentum while running which can then be focused into a powerful concussive blast. 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 near by 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.
- 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.
(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.)
- Enhanced Speed (Passive)
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. (Achieved after 2 months)
- 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. (Achieved after 7 months)
Parent Names:Kaliska(mother)/Unnamed father