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Roleplay Guild based off of Avatar the Last Airbender 

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The Wild Hunt
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PostPosted: Thu Jan 09, 2014 8:47 pm


Sergeant Bloodhound


This style MIGHT make sense if you're fully bonded to a spirit, and make this your special spirit bond power (aside from the passive buffs/spirit state).

Otherwise, no. We will not allow any styles that do not thematically make sense with the four elements. The "void" is not a natural part of this world.

Sand,
Fire,
Metal,
Lightning,
Air,
Water,
Earth,
Blood,
Kinetic Force (upcoming pressurebending style)

Notice something between all of them? They're actually real and have sources. "The void" has no source, and isn't real.

But yeah, if you fully bond with a spirit I may consider this style.
PostPosted: Thu Jan 09, 2014 8:50 pm


A Stray Sheep
Sergeant Bloodhound


This style MIGHT make sense if you're fully bonded to a spirit, and make this your special spirit bond power (aside from the passive buffs/spirit state).

Otherwise, no. We will not allow any styles that do not thematically make sense with the four elements. The "void" is not a natural part of this world.

Sand,
Fire,
Metal,
Lightning,
Air,
Water,
Earth,
Blood,
Kinetic Force (upcoming pressurebending style)

Notice something between all of them? They're actually real and have sources. "The void" has no source, and isn't real.

But yeah, if you fully bond with a spirit I may consider this style.


Airbending Specialty. It's basically a style that uses Airbending to create vacuums and nullify attacks.

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PostPosted: Thu Jan 09, 2014 8:55 pm


Sergeant Bloodhound
A Stray Sheep
Sergeant Bloodhound


This style MIGHT make sense if you're fully bonded to a spirit, and make this your special spirit bond power (aside from the passive buffs/spirit state).

Otherwise, no. We will not allow any styles that do not thematically make sense with the four elements. The "void" is not a natural part of this world.

Sand,
Fire,
Metal,
Lightning,
Air,
Water,
Earth,
Blood,
Kinetic Force (upcoming pressurebending style)

Notice something between all of them? They're actually real and have sources. "The void" has no source, and isn't real.

But yeah, if you fully bond with a spirit I may consider this style.


Airbending Specialty. I can probably see that you didn't look at the description, but basically its a style that uses Airbending to create vacuums and nullify attacks.


I see what you mean. Even so there are still problems with it.

1. Says you use vortexes. Those are basically funnels of air and water. If you could manage to control a vortex, countering a waterbender would be extremely easy, as you could just suck up their water.

2. The vacuum of oxygen counters firebenders (and is not to mention extremely potent in close range combat), which is intended, but it would essentially make them useless against you, from what I can tell. I will never allow a style to make a bending profession useless against the wielder.

3. Airbenders already naturally counter earthbending, as they are too mobile and lightfooted for tremor sensing, as well as their slow and steady rock attacks.

What I mean to say is that with vortexes and vacuums, along with the airbenders natural state, this style would make you totally trump all other benders.
PostPosted: Thu Jan 09, 2014 9:03 pm


A Stray Sheep
Sergeant Bloodhound
A Stray Sheep
Sergeant Bloodhound


This style MIGHT make sense if you're fully bonded to a spirit, and make this your special spirit bond power (aside from the passive buffs/spirit state).

Otherwise, no. We will not allow any styles that do not thematically make sense with the four elements. The "void" is not a natural part of this world.

Sand,
Fire,
Metal,
Lightning,
Air,
Water,
Earth,
Blood,
Kinetic Force (upcoming pressurebending style)

Notice something between all of them? They're actually real and have sources. "The void" has no source, and isn't real.

But yeah, if you fully bond with a spirit I may consider this style.


Airbending Specialty. I can probably see that you didn't look at the description, but basically its a style that uses Airbending to create vacuums and nullify attacks.


I see what you mean. Even so there are still problems with it.

1. Says you use vortexes. Those are basically funnels of air and water. If you could manage to control a vortex, countering a waterbender would be extremely easy, as you could just suck up their water.

2. The vacuum of oxygen counters firebenders, which is intended, but it would essentially make them useless against you, from what I can tell. I will never allow a style to make a bending profession useless against the wielder.

3. Airbenders already naturally counter earthbending, as they are too mobile and lightfooted for tremor sensing, as well as their slow and steady rock attacks.

What I mean to say is that with vortexes and vacuums, along with the airbenders natural state, this style would make you totally trump all other benders.

Hn, I see. Well, luckily I wasn't actually planning on using this, so I won't push for it. Just had a bit of inspiration and decided to do it. I'll likely be creating a bunch that I just want to be added, in case you ever wonder at the number I'm pushing out.
On another note, can I bring my old character back?

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PostPosted: Thu Jan 09, 2014 9:08 pm


Sergeant Bloodhound
A Stray Sheep
Sergeant Bloodhound
A Stray Sheep
Sergeant Bloodhound


This style MIGHT make sense if you're fully bonded to a spirit, and make this your special spirit bond power (aside from the passive buffs/spirit state).

Otherwise, no. We will not allow any styles that do not thematically make sense with the four elements. The "void" is not a natural part of this world.

Sand,
Fire,
Metal,
Lightning,
Air,
Water,
Earth,
Blood,
Kinetic Force (upcoming pressurebending style)

Notice something between all of them? They're actually real and have sources. "The void" has no source, and isn't real.

But yeah, if you fully bond with a spirit I may consider this style.


Airbending Specialty. I can probably see that you didn't look at the description, but basically its a style that uses Airbending to create vacuums and nullify attacks.


I see what you mean. Even so there are still problems with it.

1. Says you use vortexes. Those are basically funnels of air and water. If you could manage to control a vortex, countering a waterbender would be extremely easy, as you could just suck up their water.

2. The vacuum of oxygen counters firebenders, which is intended, but it would essentially make them useless against you, from what I can tell. I will never allow a style to make a bending profession useless against the wielder.

3. Airbenders already naturally counter earthbending, as they are too mobile and lightfooted for tremor sensing, as well as their slow and steady rock attacks.

What I mean to say is that with vortexes and vacuums, along with the airbenders natural state, this style would make you totally trump all other benders.

Hn, I see. Well, luckily I wasn't actually planning on using this, so I won't push for it. Just had a bit of inspiration and decided to do it. I'll likely be creating a bunch that I just want to be added, in case you ever wonder at the number I'm pushing out.
On another note, can I bring my old character back?


I appreciate the effort. I will actually possibly look into rebalancing the voidbending, as airbenders do need a specialized style.

Also, we are using entirely new characters to give the guild a fresher feel. So I'd prefer it if you would start new.

But, you can use him if you act as if he's newly started off traveling/etc. Also, all RPCs are going to start off as Adept with 1 mastered style from now on, so take that into account.
PostPosted: Fri Jan 10, 2014 6:27 pm


Volcanic Earthbending


This form of Earthbending is the practical use of bending melted earth, or lava/magma. Mainly practiced near volcanic areas, the benders are usually situated people who will more or less always have lava around them to bend. A hybrid of offense and defense, Volcanic Earthbending, also known as Lavabending or Magmabending, also teaches the use of obsidian, or solidified lava.

Stage 1

-Lava Over-Head Smash: Exactly as it sounds, the Bender bends the lava to flow over them as to slam it down onto the target.

-Obsidian Creation: The ability for an Earthbender to harden lava into obsidian. Cannot work the other way around. Useful for creating makeshift weapons or tools, however obsidian is frail, yet sharp, so something tool large or strenuous may not be the best of ideas.

-Iron Maiden’s Wall: The Bender creates a lava wall to protect him/herself with. After defending, the Bender can create obsidian shards on the other end to launch at the opponent in a single wave of fire.

-Shadow Cell: Creates an obsidian shell in which the Bender can use to hide within lave of perhaps create a makeshift boat for sailing across a volcano.

Stage 2

-Obsidian Storm: Simply put, the use of breaking and gathering shards of obsidian rocks and bending them into a flurry or tornado. Obsidian, being sharper than most medical tools even, will shred flesh apart.

-Goblin Claws: The Bender manipulates four tendrils of lava to close in on a target at once with obsidian-tipped ends, meant to pierce and burn the target.

-Impaler’s Flower: Manipulating small bodies of lava around, the Bender can launch a spike into the air to pierce a flying or air-born target while still planted in the earth. The lava almost immediately hardens into obsidian on contact. The speed of the attack is very fast, but hard to use against grounded targets. The range is 7 feet above the ground.

-Vanguard’s Fiery Weapon: Through a concoction of lava and obsidian, the Bender wields a large blade-like weapon. By holding onto an obsidian handle, the bender can manipulate the lava/obsidian “blade” of the weapon into a whip or other weapon types.

Stage 3

-Burning Moat: Surrounds the Bender in a stream of lava around their feet and pushes it out in a large, slow wave in all directions.

-Horns of the Imp: This technique creates three blobs of lava around the Bender. One medium size one behind him, around half the volume of the back, and one on each side mimicking the arm movements of the Bender. They’re all attached with a seemingly pinched “waist” along the arms and shoulders of the Bender. As lava is still dangerous to touch, the lava floats around the Bender, thus not completely covering him/her.

-Dragon’s Fang: Levitating a large amount of lava above the Bender’s target, the Bender hardens this all into a massive, pointed pillar that he/she drops down on the target in which it shatters into a massive amount of smaller shards that will practically cover the surrounding 30 feet of the targeted area.

-Jaws of the Red Tiger: This technique begins with the Bender simultaneously attacking the sides diagonally with a lava tendril on either side to come down on the target. However, there are always two sets of jaws, the top and bottom. Once the attack misses, forcing the opponent into the only safe place, which would be backwards, the Bender pools the lava together to create a extra large spear of lava forward to impale to retreating target.

Stage 4

-Dragon’s Throat: This technique is, simply put, the use of Earthbending to create a hole in the earth. The Bender forces a pillar of earth to continuously rise up until the hole is deep enough as to reach a magma source. Doing so gives the Bender the ability to use volcanic bending anywhere. Also, this might take a while.

-Lava Golem: The Bender bends the lava around them into a body/torso and arms and fists behind or around his/her self. This stands 25 feet tall, more or less, from bottom to shoulders. This is both a very efficient defense and offense.

-Volcanic Geyser: The Bender focuses on the magma under the earth around him and uses it to drill under the target before having it erupt upwards in a mini volcano, creating a pillar of earth and flame.

-Rain of the Underworld: The Bender creates two worm-like constructs sticking out of the ground to either side of him. These are controlled by the relative hand. When attacking, the Bender hardens the ends of the worms into spikes/shards of obsidian that are fired in whichever direction the worm is pointing. Per second, 30-50 shards are fired per worm.

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PostPosted: Fri Jan 10, 2014 6:43 pm


Sergeant Bloodhound


I like the concept of this. Only thing is I don't want to have elemental affinities in bending. So, in order for this to be approved, you will have to remove the weakness to waterbending and airbending, and the strength against firebending. It will be basic.

I will review the rest when that is done.
PostPosted: Fri Jan 10, 2014 7:01 pm


A Stray Sheep
Sergeant Bloodhound


I like the concept of this. Only thing is I don't want to have elemental affinities in bending. So, in order for this to be approved, you will have to remove the weakness to waterbending and airbending, and the strength against firebending. It will be basic.

I will review the rest when that is done.

It is done.

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PostPosted: Sat Jan 11, 2014 2:58 pm


The Prophet Wei
Earthly Mirage


Stage 1: By studying water and airbending in their traditional and basic form the practitioner will learn the basic flow of energy and how to manipulate the earth in it's most loose and malleable form.

Conversion If there is no sand, the user can stomp and send out a wave of their chi to convert an amount of earth equal to the chi spent into sand. Trainee chi can get you a 10 meter radius converted into sand instead of earth. Novice can convert 20, adept 30, and a Master can convert fifty.

Flow The practitioner will make a fluid movement with either their hands or their feet. The sands will respond by moving in a wave in that direction. This wave is only up to 6 feet tall but it is think and heavy and can act as a deterrent to oncoming assailants as it will bury them in sand, which they then have to spend time trying to get free of, which isn't all that hard.

Twist The practitioner will twist an open hand and which makes the sand beneath an opponents foot twist suddenly. This can create imbalances when opponents are running as the sand underthem will be moving, often causing them to fall or spin with it, throwing them off for just long enough for a sand bender to take an advantage.

Shift The user takes a strong stance and makes a wave with either a hand or a foot. The sands they focus on will suddenly shift quickly in the direction of that wave, making for a surprise below an enemy.

Stage 2: With the basics down packed a sand bender now learns to make more impressive sand based attacks thhat are more dangerous to their enemies, while focusing on flowing freely instead of directly influencing like traditional earth benders tend to do.

Ride the Wave By swinging their arms the bender will force the sands either below them or in front of them to rise and move backwards before rushing forward in a much larger wave that overtakes and forces back most things that aren't rooted to the ground. Alternatively the user can ride a wave of sand over large expanses of ground by keeping up the motion that created it.

Ripple With a punch or stomp to the sand the practitioner sends a ripple through it towards an enemy in what looks like a resonating wave. When it arrives near an opponent it will make the sand below them burst upwards, knocking the enemy skyward. This ripple moves rather fast, almost seconds after the contact with the ground the sand will arrive at it's target.

Military Movement Sand benders at this level can hide in the sand below ground and pop up like a mole somewhere else in that sand pit by quickly swimming below it. No bending can be done while underground.

Whip The practitioner will spin and deliver a quick kick through the air with sand trailling through the air behind their foot. The sand will whip outwards towards the opponent and deal painful lacerating damage to a foe much like a water whip. This has the added effect of leaving sand in the wound. This can also be done through the hands if they were previously on the ground.

Stage 3:Through practice the earth bender becomes a true sand bender with movements too fluid to be earth bending but too strong not to be. Here the merits of their training become more evident.

Give and TakeThe user will pull one hand back and turn their body 270 degrees while the sand on that side of their body is pulled backwards. Upon the end of the turn they will force that hand outwards, sending that sand around their body and straight towards a foe. The impact is as strong as if an air or water bender hit head on but not so much as if earth had hit them. It does, however, have very stinging pain attached as you are beeing assaulted by a stream of sand.

Sand Dune The practitioner stomp and bend low in a wide stance with closed fists. They will then push upwards with their palms and bodies to raise the sand they created or are around into a large, slippery dune. Then from atop this dune they will send slabs of the sand or even earth that is caught in it down the dune towards enemies.

Twister When a large amount of sand is present a Sand bender can begin moving in a fluid circular motion that causes the sand to churn and spin around them self rather quickly.

Veil A sandbender can make a heavy layer of sand coat their body to protect against an attack, and then force it outwards towards an opponent hazardously.



Stage 4: At the highest level Sandbenders will make waterbenders and Earthbenders alike envious of their skillz.

Rupture By stomping on solid ground a fissure will crack beneath the foot of the user and extend past the enemy. They will then raise their arm to the sky and make a semi circle forward. This will raise a huge amount of sand from that fissure and send it forward with enough force to knock over trees and collapse buildings without structural soundness.

Sand TornadoBy flailing like an airbender a sandbender can cause all the sand in an area to spin around them in a potentially huge tornado.


Approved
PostPosted: Sat Jan 11, 2014 8:39 pm


Alchemy


A skill set almost as rare as being a sage, Alchemists deal in the combined use of chi, herbs, and several other elements to create special concoctions that will produce various effects. While Alchemists cannot bend, ironically they use all 4 elements in creating their potions.

Alchemists can only hold a limited number of their potions at a single time, depending on their mastery of the craft:
-Trainee: 5
-Novice: 10
-Adept: 15
-Master: 20

As another note, as the Alchemist is not creating a potion on the spot, using a potion does not take up any chi unless otherwise stated, however one must declare his current potion arsenal before the fight in a “Brewing Post” where an Alchemist refills and creates his potions.

Stage 1

-Antidote-Make: The skill to create a counter potion to poisons, diseases, and most common conditions. This can also be used to counter certain poisons and conditions the Alchemist invented, just in case anything went a bit wrong.

-Poison-Make: Creates a poison that can have various effects, though each can only last 3 posts. The first post it begins to wane. The second is its peak, full effect. The third it still works, yet begins to fade. The poison cannot be lethal.

-Sting Potion: This potion creates a stinging pain wherever it touches an organism. Also known as the horrendous “Pepper Spray”, this chemical is usually put into a grenade or bottle as to attack as a mist to cover a greater area.

-Flame Resistence Cream: This foamy substance somewhat protects the wearer from burns, though only slightly so being hit by a fireball is still a big no.

Stage 2

-Flame’s Embrace: This clear liquid quickly bursts into flames by contact with air.

-Sticky Paste: This liquid quickly becomes very sticky like super-glue when exposed to air.

-Acidic Potion: As named, this potion can dissolve most metals, and other… softer things.

Stage 3

-Ground Jennamite Paste: This liquid is created using jennamite, known as the “Creeping Crystal” as its base. Simply put, whatever this is applied to will start to be encased by hard crystals which normal strength cannot break, though this can be earthbent. If drunk, this can be lethal and possibly permanently petrify a person without an antidote from an Alchemist.

-Truth Serum: A series of chemicals that force the given target the inability to lie, thus they must always tell the truth and answer questions, as silence, in a certain sense, is a kind of lie in of itself.

-Fish-Breath Potion: This uses a mix of chemicals that will enter the lunges and coat them in a special material that reacts with H2O, bonding and removing the hydrogen from the drinker, thus allowing one to breath underwater for a short time. Lasts 5 posts.

-Strength Potion: This drug can force a person to his utmost limits, raising one’s physical skills to be on par with that of a rank above them. This puts strain on that target’s body equal to an attack of the rank of strength they reach. This potion can be used several times to stack in intensity, however going beyond master will force permanent crippling effects. This lasts 5 posts since the last potion, so if another potion is consumed after 3 posts of the first, the duration of both will be another 5. Does not work for 10 posts after another strength potion wheres off.

-Spiritual Awareness Potion: Allows those without a normal spiritual connection to enter or see the spirit world and spirits. This lasts for 15 normal posts.

Stage 4

-Liquid Hellfire: A grenade of a kind. Once this flask breaks, the carefully brewed fuel will explode into green flames that cannot be put out by normal means. A secret amongst even the most clever of the Alchemists, this creation is forbidden by unwritten laws to be given to another. If common men could use the Hellfire, the world is said to burn and turn into hell itself. Dangerous to firebend due to its wild nature, but still possible.

-Freezerite Potion: This liquid will react to water, forcing it into a solid state similar to ice. Benders, however, cannot bend this ice, nor will it break under normal means due to the properties of the added chemical.

-Chi Potion: A potion that stores chi energy and helps cleanse the mind and spirit. Essentially, it recovers 10 chi.

-Elixir Gun: This invention was made to increase the range and utility of the Alchemists attacks. There are two kinds of Elixir Guns. The first is a “Heavy-Type” which fires a wide or concentrated jet of one of the Alchemist’s potions. The Heavy-Type, while requiring two hands, can push two uses out of a single potion. The second kind is the “Light-Type”. The Light-Type are pistol-like in that the Alchemist can wield two at once. However, while this does give more flexibility, each Elixir Gun takes up a potion each per use. The range of the Heavy-Type is around 30 meters, the Light-Type being around 15 meters each. Both types can change the concentration of the blast as to create a wide or focused attack.

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PostPosted: Mon Nov 10, 2014 9:40 pm


Northern & Southern Mantis Earth Bending


[Stage One:]
Using balance and strength as a base, this style of earthbending is highly reactive, punishing enemy mistakes and countering relentlessly.

Awareness
Due to the nature of the style, focusing on being aware of your opponent is key.

Flow
The practitioner will make a fluid movement with either their hands or their feet. The sands will respond by moving in a wave in that direction. This wave is only up to 6 feet tall but it is think and heavy and can act as a deterrent to oncoming assailants as it will bury them in sand, which they then have to spend time trying to get free of, which isn't all that hard.

Twist
The practitioner will twist an open hand and which makes the sand beneath an opponents foot twist suddenly. This can create imbalances when opponents are running as the sand under them will be moving, often causing them to fall or spin with it, throwing them off for just long enough for a sand bender to take an advantage.

Shift
The user takes a strong stance and makes a wave with either a hand or a foot. The sands they focus on will suddenly shift quickly in the direction of that wave, making for a surprise below an enemy.


[Stage Two:]
With the basics down packed a sand bender now learns to make more impressive sand based attacks that are more dangerous to their enemies, while focusing on flowing freely instead of directly influencing like traditional earth benders tend to do.

Ride the Wave
By swinging their arms the bender will force the sands either below them or in front of them to rise and move backwards before rushing forward in a much larger wave that overtakes and forces back most things that aren't rooted to the ground. Alternatively the user can ride a wave of sand over large expanses of ground by keeping up the motion that created it.

Ripple
With a punch or stomp to the sand the practitioner sends a ripple through it towards an enemy in what looks like a resonating wave. When it arrives near an opponent it will make the sand below them burst upwards, knocking the enemy skyward. This ripple moves rather fast, almost seconds after the contact with the ground the sand will arrive at it's target.

Military Movement
Sand benders at this level can hide in the sand below ground and pop up like a mole somewhere else in that sand pit by quickly swimming below it. No bending can be done while underground.

Whip
The practitioner will spin and deliver a quick kick through the air with sand trailing through the air behind their foot. The sand will whip outwards towards the opponent and deal painful lacerating damage to a foe much like a water whip. This has the added effect of leaving sand in the wound. This can also be done through the hands if they were previously on the ground.


[Stage Three:]
Through practice the earth bender becomes a true sand bender with movements too fluid to be earth bending but too strong not to be. Here the merits of their training become more evident.

Give and Take
The user will pull one hand back and turn their body 270 degrees while the sand on that side of their body is pulled backwards. Upon the end of the turn they will force that hand outwards, sending that sand around their body and straight towards a foe. The impact is as strong as if an air or water bender hit head on but not so much as if earth had hit them. It does, however, have very stinging pain attached as you are being assaulted by a stream of sand.

Sand Dune
The practitioner stomp and bend low in a wide stance with closed fists. They will then push upwards with their palms and bodies to raise the sand they created or are around into a large, slippery dune. Then from atop this dune they will send slabs of the sand or even earth that is caught in it down the dune towards enemies.

Twister
When a large amount of sand is present a Sand bender can begin moving in a fluid circular motion that causes the sand to churn and spin around them self rather quickly.

Veil
A sandbender can make a heavy layer of sand coat their body to protect against an attack, and then force it outwards towards an opponent hazardously.


[Stage Four:]
At the highest level Sandbenders will make waterbenders and Earthbenders alike envious of their skills.

Rupture
By stomping on solid ground a fissure will crack beneath the foot of the user and extend past the enemy. They will then raise their arm to the sky and make a semi circle forward. This will raise a huge amount of sand from that fissure and send it forward with enough force to knock over trees and collapse buildings without structural soundness.

Sand Tornado
By flailing like an airbender a sandbender can cause all the sand in an area to spin around them in a potentially huge tornado.
PostPosted: Tue Nov 11, 2014 3:15 pm


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[LEAF IN THE WIND]
The key to airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost purely defensive, as well as the most dynamic of the four bending arts. Airbenders can overwhelm many opponents at once with large and powerful attacks that could prove fatal; however, due to the pacifist nature of the Air Nomads, such attacks are rarely used. That is not to say there are no potent Airbending attacks.

▰ ▰ ▰ STAGE ONE

• Leaf in the Wind

    This particular style is named after one of the most important aspects it contains: movement. Employing the school of thought for Adaption, Airbenders will seek the simplest and most efficient way around an attack. They will pivot, twirl, dive, jump, roll, spin and utilize any other method of evasion to best avoid an attack. While using Leaf in the Wind the bender isn't focused on countering or attacking, merely warding off any attack that comes to them. From afar this would be the bender simply dodging a launched attack, but even from very close range it is possible. When an opponent punches they would mimic the motions almost exactly, shadowing their assailant so they are never hit.


• Air Cushion

    Airbenders can make a cushion out of air if they fall from any height that could otherwise be dangerous to them. It completely stops them from smashing into the ground and slows their descent. This cushion can be used to save other people or even objects.


• Air Shield

    The most common defensive tactic, though less powerful than the air barrier, it involves circling enemies, suddenly changing direction when attacked and evading by physical movement rather than bending. However, an airbender can still deflect as needed by throwing up gusts of air close to their bodies as a shield. This is rarely to stop attacks directly and more often pushes the attack aside and away, conserving energy and allowing them to turn the movement into an attack at the same moment. Since air can affect almost all physical objects, it can also be used to enforce the momentum of thrown objects or manipulate other objects (though requiring a higher degree of precision).


• Enhanced Movement

    Air movements can also be used as a levitation aid. Airbenders jump high and far by riding on strong gusts of wind and can slow or deflect falls by creating cushions of air. The constant movement required by this art makes airbenders naturally flexible and agile. Even without bending they can easily maneuver around an opponent by ducking, jumping, and side stepping, appearing to flow around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. Airbenders enhance their movement in battle; they can run swiftly by decreasing air resistance around them and even sprint across or run up vertical surfaces by generating a wind current behind themselves to propel them forward. When used by a skilled airbender, this technique can enable the airbender using it to travel at a speed almost too swift for the naked eye to be able to see properly. A master airbender can use this technique to briefly run across water. There are drawbacks to the great speed an Airbender can achieve, namely lack of control. It can only be done in a straight line and after a moment of build up. Stopping is very difficult and turning is nigh on impossible.


• Hypersensitivity

    Airbenders possess a high level of sensory sensitivity which enables them to detect threats and perceive their surroundings through feeling air currents and the vibrations in the air, similar to how earthbenders use seismic sense to sense their environment using earth. This is considered an 'active' ability until the airbender is master, upon which it becomes passive.


• Gliding

    Utilzing some sort of tool at their disposal (ie. glider staff, wing suit, etc) the airbender is able to glide through the air by manipulating the currents around them. This is not flying. If their method of gliding is destroyed or damaged their ability to glide greatly suffers and ultimately fails.


• Air Scooter

    The air scooter is a form of transportation; a spherical "ball" of air that can be ridden balancing on it like a top. It is generally used to provide a quick burst of speed over a surface and is capable of providing a platform upon which the airbender can levitate.

▰ ▰ ▰ STAGE TWO

• Current Control

    This ability is the next stage of Leaf in the Wind, moving from purely utility based to providing a means of attack. By using circular, evasive movements, airbenders build up massive momentum; this buildup of energy is released as massive power. It also allows for wind-based counter-attacks that knock opponents off-balance, mimicking the sudden directional shifts of air currents. Attacks vary from simple gusts of wind to miniature tornadoes and cyclones, maintaining the circular theme. Even a simple movement can create an air gust, and airbenders increase the power of their moves by performing larger sweeps and spins, using the momentum of their movement to simulate larger gusts. For each post that is spent 'controlling a current', the bender can release a more and more powerful blast of wind.


• Air Ball

    An airbender can create a compressed ball of air by moving their hands together in a circular motion. This technique has many applications such as levitating small objects or trapping opponents. At lower stages the bender would be capable of manipulating objects, where a more adept airbender could create bigger air balls to surround larger targets.


• Air Funnel

    It could be used to shoot small objects, like marbles or stones, at high speeds, similar to bullets. Similar to an air vortex but on a smaller scale, it is capable of being directed in one of two ways. The bender could use the funnel to rapidly suck something towards them or redirect the flow to launch out projectiles/sources at high speeds.


• Air Barrier

    A more potent version of the Air Shield. The bender will create a constantly moving barrier around their body. Rather than redirecting attacks it instead meets them head on with a strong force of wind and deflects them from the bender. This can also be used as a way to breathe underwater or in other situations where oxygen is not easily obtained.


• Air Vortex

    A spinning funnel of air of varying size, the air vortex can be used to trap or disorient opponents as well as to deflect any objects thrown at it.


▰ ▰ ▰ STAGE THREE

• Air Punch/Kicks

    A more offensive move than is typical of airbending discipline, air punches or air kicks are small, compressed formations of air that can be fired off the fists or feet of an airbender. This is similar to many firebending abilities and the air blast, in the sense that it involves the firing of compressed or solidified air at an enemy in a disjunct fashion i.e. the bender does not create a single great stream of air.


• Air Blast

    A more offensive maneuver involving a direct pulse or jet of strong wind from the hands, feet, or mouth. The force of the attack is generated more from the bender's own power, rather than assisted by momentum. The blast can reach further distances with greater accuracy and is used to inflict greater damage; a master would be able to destroy something with a powerful air blast whereas a beginner may at best use this to knockback opponents.


• Air Bomb

    A technique which creates a powerful, outward-moving air current in all directions around the bender. Usually performed after landing on the ground from above, this airbending form has great concussive force, and the capacity to completely blow away anything within its radius.


• Air Swipe

    The air swipe is both a defensive and offensive technique in which an airbender conjures a crescent-shaped structure of compressed air capable of deflecting colossal projectiles. Beginners would be capable of conjuring smaller blades relatively the size of a person, whereas a master could create a large crescent of compressed air.


• Air Wheel

    This is a modified version of the air scooter. Air is rapidly spun around the airbender and carries the person as inside a wheel. It is able to cut through solid objects.


• Breath of Wind

    Similar to the standard air blast, but created from the mouth and lungs. It requires extremely good breath control to employ effectively. Size and focus is more easily controlled, from narrow jets that can strike targets as small as insects, to large gale force gusts capable of cooling magma into solidified rock.


• Air Blades

    A more offensive move than its typical of airbending principle, this involves a focus; slicing air current that can cut through stone or timber with relative ease. This move could prove fatal if used on an individual.


• Suction

    A technique used to bring people or objects toward the airbender. This is not as strong as a vacuum, though at high levels it can be very powerful. It is a singular, powerful, pull that the air bender creates by forcing the air to move towards them at a sudden and rapid speed.


• Air Wake

    By running in a circle and instantly building massive momentum, a master airbender can shoot a blast of highly compressed air shaped like the user's body at a target. This move has extremely high concussive force.

▰ ▰ ▰ STAGE FOUR

• Air Coccoon

    A master airbender can rotate while jumping/gliding/flying to wrap themselves in a cocoon of wind. This is a very compressed form of a barrier and is capable of stopping attacks flat out or protecting the bender from an intense impact.


• Tornado

    This is a smaller scaled version of the air vortex which airbending masters can use as a means of both combat and transport. By encircling themselves in a spiraling air current, masters can travel at high speeds and even ascend near-vertical drops. Multiple masters working together to create a tornado would be able to generate a much more powerful and larger version of it which they, together, can control.


• Strong Winds

    This is an extremely powerful and continuous blast of air from the master bender. The attack is a constant stream of blunt force slamming into the target, over and over again as long as the airbender is motioning for it. On stone it is capable of causing it to crumble away over time, and on a living being this would be devastating to their body.

▰ ▰ ▰ STAGE FIVE

• Flight

    Being able to fly without an aid, such as a glider, grants the practitioner more stability and freedom in the sky, while also permitting the use of bending mid-flight. Although a powerful technique, the ability to fly is hindered by additional weight and the currents of the wind. This means any sort of great disturbance in the air (storms, suctions, currents, etc) can and will blow the bender off course and make it very dangerous for them to fly.


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PostPosted: Tue Nov 11, 2014 4:42 pm


Dark Spirit Bending

State 1:
At stage one, the Bender is capable of enforcing their spirit outward from their body, focusing it with their built up negative emotions to ensure it's usefulness. As such, this creates a full set of starter bending techniques, mainly production of the spirit and outbursts of the bender's own will. This is derived from Spirit bending, but starting out mainly focuses on basic Bending of the Bender's own soul.

Dark Resonance
This bending art is needed as it must be used first before the user is capable of bending every skill of this entire Art. The bender creates a small outward projection of their spirit, coating their body with a small amount of a dark fog. This produces the dark spirit needed for all of the bending techniques the bender can perform for the most part. This cannot be used for longer than a hour(6 posts) as this damages the spirit constantly over time, so it is preferred the user ends the battle quickly.

Darkness Sphere
The Bender punches their air before them, releasing apart of their dark spirit outwards before them, creating a small sphere a distance away from the user. This can be performed up to three times in a row, with the distance being the same, being at most 3 feet away from the user. Should the punch connect with a foe instead of the sphere, the bender's hand bursts with Dark energy to force the enemy away.

Shot of Darkness
The Bender points outwards from where they are, shooting a tiny ball of darkness outwards from their index finger as it flies out quickly. This is filled with depressive energy, on contact, it can make an enemy weary and tired, perfect for knocking enemies out cold without a physical mark. This can only be three times in battle due to consentration constraints of the battle. The stronger an enemy is, the more Shots of Darkness they can take before being knocked out.

Darkened Weapon
The bender channels their Darkened Spirit down through their arm, coating their weapon with powerful anger and hatred. This lasts for 30 minutes(3 posts) total, and this causes the weapon to deal damage to foe's chi/spirit. The bender cannot block with the weapon at all, but for some odd reason, they can parry with the weapon surprisingly.

Stage 2:
The stage two extends on the dark spirit techniques of the Bender, their dark spirit becoming stronger the greater they become. By accessing this stage, Dark Resonance is now capable of lasting an additional 2 posts from training. The bending is slightly the same, but the danger is stille very much the same, being capable of ending the Bender's life permanently if they extend their use. The user is now capable of projecting their negative feelings outward more onto their foes, almost passively engaging them with various emotions.

Darkness Blast
The bender swings their arm before them, creating three balls of darkness from their dark spirit that fly outward. They are 3 feet in diameter but travel 7 feet per minute, making this a great keep away technique as it is spread out like a small shotgun, except in a straight line across. This can be used to create a small wall to distract enemies from getting in close due to the strong force this produces.

Wave of Sadness
The Bender spins around in place once, generating a small ring around his waist, but the radius extends from the waist till it's two feet away from the user. The user then releases the ring outwards, letting it extend and become bigger as it reaches out to a total of 10 feet away, inflicting pain and misery to foes hit with it mentally. Those with a strong willpower can overcome the Pain and misery feeling.

Slash Wave
The Bender cuts the air before them with their Darkened Weapon, causing a tear of darkness to appear in the space of the cut. The tear can be sent forward with a bending push to send it flying towards the foe, homing in for 5 feet in the air till it hits either an inanimate object, or organic material. On contact with anything, the wave bursts and releases a small wave of anger to blind enemies in rage and distract them with whatever is closest to them.

Fearful Orb
The Bender Punches the air before them, creating a large powerful wave of their dark spirit traveling forward. The Orb is effectively five feet in full diameter and is traveling indefinitely for two posts towards the foe. It is fairly slow moving due to it's largeness, so it is effectively used as a protective wall to aid in the Bender's escape. Should it connect with another body, it will knock them out cold from the wave of emotions the orb will fill the enemy with.

Stage 3:
This stage transcends the user's own dark spirit to become more weaponized, stronger, and slightly filled with pure negativity. The bender can learn various advanced Dark Spirit moves, even an upgrade to their Dark Resonance skill. This stage shows the true feelings of the bender with their powerful bending techniques, but they are far more dangerous when it comes to the bender's own soul.

True Spiritual Resonance
A highly advanced form of the Dark Resonance skill, it is far stronger than it, but it requires the Bender's own Spirit to be used almost completely. This creates a strong projection of the user's dark spirit, but instead of a fog, the user is surrounded with dark blue electricity. Due to how strong this new stance is, the user's previous skills, sans the Dark Resonance Skill, are increased in power, the form can only last for 30 minutes(Three posts). This is the only resonance state that can use the more advance dark skills.

Resonance Slash
The Bender can use either their own arm/legs or their weapon, coated with the user's own spiritual essence. The slash is covered with the emotions of anger, quickly increasing with power the more angered the user becomes. The bender's slash is directly aiming for the foe's spirit, aiming to corrupt the foe's spirit and weaken their resolve with blind rage.

Resonant Orb
The Bender produces a more condensed version of the Fearful Orb, only 2.5 feet in range, but it moves much faster and can track for three posts. It can be blocked by various inanimate objects, but if it hits any organic beings, the orb will fuse itself into the being. Plantation dies and loses its color while animals/human beings will be inflicted with illnesses to incapacitate the foes.

Putrid Fog
The Bender exhumes out half of their negative feelings out of their body, spreading out into the vicinity of 20 feet around the Bender. This causes paralysis on foes from inhaling toxic fear into their souls. Those who stay around longer, and who are conscious, are inflicted with a soul poisoning virus, corrupting their soul and mind with Negative feelings.

Stage 4:
This stage extends on the Resonance Skills provided by the True Spiritual Resonance aura form. This stage houses the strongest Resonance skills known to the Bender, even stronger than what a normal Bender's Spirit can handle. Do not treat these skills haphazardly, they will end the Bender's life if they use the skills in this stage twice, as it will shatter the souls easily.

Resonant Sphere
The Bender moves their arms around their body, bringing in their energy from their entire spirit into their chest and arms. With a simple thrust of their arms out to before them, a large sphere of destructive Spiritual Force appears before the bender. The sphere is 10 feet in diameter, and can destroy the foe's soul if they are caught in the epicenter of the attack.

True Dark Cannon
The Bender brings their dominate hand up and behind their body, tracing in a small orb behind them, gathering their own energy in it. With the orb fully created, the user grasps it with their entire hand, the orb only being as large as their palm. The Bender swings their hand out, stopping it before the Bender as they release the Orb, sending it flying outwards at a very fast pace. This only travels in a straight line, but it releases a powerful wave of force that follows the Orb. The force's range from the Orb is 9 feet away as a radius, the force drags everything not stuck in the ground and slowly brings it into the Orb. Should the Orb connect with something at the front part, the Orb brings the force around it around to blast the foe with pure hatred, aiming to knock them out.

Dark Release
The bender re-builds their pent-up aggression into the center of their body, letting it build up slowly over the course of the battle. During the building time, the bender cannot use any other technique in this Bending Art set, with the charging time of thirty minutes(3 posts). The Bender does not have to stand still to charge up this power as it is self charging once started. Once it is fully charged, the user can cancel their attack to fall to their knees, clutching their abdomen in pain. They soon shout at the ground underneath them as they release all feelings of Pain around their viscinity(Reaching 20 feet in diameter).

Dark Soul Greatsword
This is an exception to the life ender of the Bender's techniques, as this is a very tricky technique known to steal parts of the souls. The Bender channels their entire spirit into one of their arms towards the bender's own hand, either the left or right. The chi gathered becomes a large one-handed greatsword that can be swung only once in a horizontal way. The range of the damaging chi reaches a total of 5 feet and if it hits the foe at any body part, it cuts off chi access to that body part as it steals the smaller part of the soul that it cuts. The part of the soul it takes restores the Bender's own soul at a slow rate, even extending the use of their Spiritual Resonance.
PostPosted: Tue Nov 11, 2014 6:10 pm


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Approved

The Legacy of Mesopotamia


Change veil. I will not allow deflection of attacks except in rare circumstances.

If you do that, approved.

KnightsRoyal


I'll check this later... but most likely, it's gonna get denied. lol

I'm not allowing strange, unorthodox styles that aren't related to any of the elements. Spirit Bending as a waterbending specialization will be allowed, but limited, but a broad Dark Spirit Bending is just wut...

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PostPosted: Tue Nov 11, 2014 9:42 pm


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[HEAR ME]
Air benders can create, shape and manipulate sound, a periodic disturbance of the medium (air, ground, water, etc) that radiates outward in straight lines in the form of a pressure wave. The effect these waves produce upon the ear is perceived as sound. From the point of view of physics, sound is considered to be the waves of vibratory motion themselves, whether or not they are heard by the human ear. Benders can mimic, intensify, hush, and distort, as well warp, strengthen, echo, speed up, and slow down sound, using it as a powerful physical force and high-speed movement. At low frequencies, sound is potentially fatal to living beings by causing internal damage, while high frequencies cannot be heard by normal humans but can be used for sonar-like effects. Since sound vibrations can travel through the air, ground, water and any form of medium, defense by using physical barriers is difficult. Almost all of the techniques in this style require sound to be made via speaking, clapping, loud impacts, instruments, etc.

▰ ▰ ▰ STAGE ONE

• Amplify

    This ability is the basis for the entire style of bending. The Airbender has the power to manipulate sound via the air it is traveling by. They can very easily turn the slightest whisper into a death shriek harmful to the ears that pick it up. At this stage Amplify is used merely to make the sounds around the bender or caused by them to be much louder than they normally are.


• Mute

    The airbender can exert their control over air, the medium through which sound is traveling by, and completely stop the vibrations from carrying out to any range. This effectively renders a target mute though requires constant, though minimal, control of the air around the target.


• Inaudible

    Just as they can mute a chosen target or amplify sounds around them, the bender can select who can hear them speak. They will manipulate the air that carries the sound waves and limit it to certain areas or people.


• Replication

    Voices are interpreted differently based on how the tones and vibrations they emit are received. The bender can adjust the sounds they produce to accurately replicate another's voice or the sound of an animal.


• Echolocation

    The bender who takes this style on can very easily detect sounds. On top of their passively enhances hearing they can imitate animals and use echolocation to find a target. They must first generate some sort of high pitched sound that will reverberate and bounce around the environment. When those waves return to the bender they can interpret it and determinet the location of something.


▰ ▰ ▰ STAGE TWO

• Vertigo

    Certain combinations of sounds and perceived vibrations are capable of harmfully affecting a human. There are three different ways the bender can choose to make a person who is subjected to their manipulated sound feel. They can make the person feel as if all the things around them are moving and spinning, causing them to feel very disoriented. The second is to force the target to feel as if they are constantly moving and spinning. The third is to make it feel like their is an intense spinning happening in their head. All of these will cause the target to be very off balance and prolonged exposure will bring on terrible migraines and nausea so intense they would have to stop and purge their system.


• Conversion

    This ability becomes more potent the stronger the bender actually is. Similar to how airbenders are capable of building up powerful attacks by generating momentum, with Conversion they are able to build up powerful sound vibrations by 'collecting' the sounds around them. Any sort of loud sound (explosions, screams, bangs, etc) can be collected and compacted for attacks. The attack is always a wave of sound, visible to the eye. It creates a very high pitch whistling noise as well. At low ranks the bender is only capable of compacting a small wave that hits with blunt force. At higher ranks benders could create a number of large waves that will slam into a target. The true power behind the waves is the vibrations that accompany it. The vibrations could easily shake something so rapidly it breaks down.


• Lullaby

    This is impossible to use during a battle or otherwise heated moment. By first producing a series of sounds (melody, something harmonious) the bender can manipulate that sound to 'replay' over and over again. It is generally so soft and quiet it is almost not heard, though always present in the back of the target's mind. Listening to Lullaby for three posts will cause the target to fall asleep.


• Sharp Sound

    The bender must first create a loud sound of some kind, even if it is just clapping their hands. Then by manipulating air, the medium, they can force the vibrations from that sound into a razor sharp crescent which can cut through many things, especially people.


• Sound Blasts

    These are similar to air bullets or any other sort of bending blast. They are let off with a pop and impact with blunt force that releases vibrations on impact.

▰ ▰ ▰ STAGE THREE

• Transfer

    This is one of the more potent attacks the bender as in their arsenal. After having built up whatever amount of sound vibrations of their choosing and using the air to compress them directly onto their hands, they can then transfer those vibrations to another person or object. This requires physical contact. If the bender presses it to a person the vibrations will force them to vibrate at such an intense level. Bones will shatter. If the bender presses their hands onto some other physical thing it will vibrate rapidly and crumbel in upon itself. Of course the louder a sound is the stronger this is. A transfer that is powered by just a voice is weak, while a transfer powered by the sound accompanying an explosion would be very powerful.


• Net Disruption.

    The bender can, after of course creating a very loud sound, create a wall of sound vibrations. They can control the shape and size of the net via moving the air about. Physical things that pass through the net come into contact with vibrations so powerful it can easily reduce the size, potency, or power of an attack. The wider the net the lower its effect on things, and the more concentrated the net is the greater its power of disruption will be.


• Bass Blast

    Using air as the medium for sound to travel by allows the bender a great control over what the vibrations produced can do. With this ability they will direct the vibrations into the ground or some other physical barrier. The sound that is produced is a deep thrumming that grows faster and faster so long as a continuous series of noises is made and directed into the ground. The blast will move around and away from the bender, moving into the ground beneath their feet and around their hands. The closer to the center the stronger the thrums. Each wave produced is a powerful force of vibrations that hits with blunt force. When a thrum is sent out and away from the user it will violently shake the ground, imitating an earth quake.


▰ ▰ ▰ STAGE FOUR

• Sonic Boom

    By first converting as much of the sounds around them into their own attack, the airbender will clap their hands. Initially a 'boom' is heard the moment their hands make impact, accompanied by wind blasting away from them. A deadly powerful blast of sound vibrations will travel at great speeds (still visible to the human eye) and collide with its target. This is very similar to an explosion though the effect is different. Once the blast connects another boom will be heard. Anything caught in the blast will be forced to face a constant barrage of vibrations powerful enough to shatter bones and bring down buildings. This can very easily create craters or even level structures.


• Death Song

    Death Song is actually a misnomer. It is not actually a song, but instead the loudest, most ungodly tone anyone has ever heard. It isn't even the volume that is deadly, but the vibrations that accompany such a horrifying move. The bender has to be right in front of their target, close enough to kiss them. Once the sound is emitted the vibrations will literally scramble their target's brains. Death Song can only be used once before the bender's throat is rendered useless until they can recuperate or are healed. So if they miss this attack it sucks to suck.

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