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Bending Skill Lists
Topic Started: Jul 21 2008, 08:02 PM (303 Views)
Kunugi Jul 21 2008, 08:02 PM Post #1
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This section will be for the different types of elemental bending and the lists of their skills. This will be updated as time progresses. Also to keep track easier please mention at the end of each post when you use a skill to put all the training points for that post together so we can keep track.


Air bending

EDIT: 8/13/08 by TheEarthKing
In order to become a master airbender, your character MUST develop their own unique technique during the advanced stage of their training. After doing so, they have the choice to receive the tattoos of a master Air bender (you might not want them if you want it to be easier to travel, for example). Your Master Air Bender is able to learn the techniques other air benders develop, but they must learn it from the originator of the technique.



Training: Gliding on a glider. 1 point

Beginner: Air Slice. Uses the glider staff to slice through the air and cause a wave of air to fire in that direction. 2 points

Beginner: Air spin. Used to deflect incoming attacks by spinning a staff and adding in air bending. 2 points

Moderate: Air scooter. Able to create a ball of wind that you can sit on to travel around. 3 points.

Moderate: Enhanced Speed/Agility. Airbenders enhance their movement in battle, and 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 along. 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. 3 points.

Moderate: Air Ball - A ball of air that can be launched to target single foes or objects. 3 Points

Moderate: Air Shield. 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.4 points

Moderate: Air Wave. Launch a wave of air towards and object that will cause it to fly back or smack it and disperse. 5 points

Advanced: Air Blast – Hands. A more offensive move involving a direct pulse or jet of wind from the hands or feet. The power is generated more from the bender's own power than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. 8 points

Advanced: Air Blast – Feet. A more offensive move involving a direct pulse or jet of wind from the hands or feet. The power is generated more from the bender's own power than assisted by momentum. This direct blast can reach further with greater accuracy and is used to inflict greater damage. 8 points

Advanced: Breath Of Wind. Very similar to standard air jet but created from the mouth and lungs. It requires extremely good breath control to employ effectively. Size and focus is more easily controlled, including narrow jets that can strike targets as small as insects, to large gale force gusts. 10 points

Advanced: Air Barrier. This is a more powerful defensive technique where the entire body is surrounded by a dome of air that deflects attacks from all directions. 10 points


Master: Air Vortex. A spinning funnel of air of various sizes. This can be used to trap and disorient opponents or as a potent defense since it will deflect and repel any objects and can even throw them back at an opponent. (as demonstrated by Aang in his duel with Bumi, the air column easily throwing aside a boulder the size of a bus).
Master: Air Funnel. Similar to an Air vortex but to a smaller scale, Aang inventively used this technique as a cannon by creating a small air funnel through which small rock projectiles could be entered through the top and could be fired out of the opposite end.

Master: Air Wake. By running in a circle and instantly building huge inertia, a master Airbender can shoot a blast of compressed air shaped like the user's body at a target.
Master: Air Blades: A more offensive move than is typical of airbending principle, this involves a focus slicing air current that can cut through stone or timber with relative ease. This is frequently conjured with a staff rather than the body, using the narrow profile of the object to create a more focused air movement.

Master: Air Spout. Similar to the Water Spout, master Airbenders are able to rotate and control the direction of the Air Spout enough to levitate them off the ground and remain in the air for as long as they wish to or can maintain it.
Edited by TheEarthKing, Aug 19 2008, 03:54 AM.
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Kunugi Aug 9 2008, 08:11 AM Post #2
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Earth Bending

Training: Make pebbles float. 1 point

Beginner: Make small rocks or Frisbee rocks float and throw them. 2 points

Beginner: Feel vibrations in the ground. Use to sense peoples locations. When training requires blindfold. 2 points

Moderate:Make Medium rocks float. Able to control large rocks making them float and launching them towards your opponent. 3 points.

Moderate: See through feet. While bare feet are on the ground the user is able to see through the vibrations the come to her feet. Requires blindfold and to remain barefoot. 3 points

Moderate:Earth shield. Creates a shield of earth to protect ones self against incoming attacks. 4 points

Moderate:Rock Shield. Lifts a slab of rock from the ground that is used to hit fall on or deflect possible attacks. 4 points

Moderate: Sand Bending: Sandbenders are Earthbenders who have adapted to live in the Si Wong Desert. They use Earthbending in a specialized style, which emphasizes the manipulation of sand. They move quickly in the desert on specialized wooden catamaran sailers that are propelled by bending miniature, localized sandstorms behind their sails. Because sand is sediment which travels in flows, their style resembles Air and Waterbending more than earthbending. It is displayed that most, if not all, Earthbenders are capable of easily bending sand, but because of the loose shifty nature of sand it is not an easy transition for the average earthbender, the Sandbenders of the Desert are especially proficient with it due to their particular habitat. After the events at Si Wong Desert, Toph practiced her Sandbending, achieving a mastery over it that allowed her to create an extremely detailed sand version of Ba Sing Se. 5 points

Advanced: Rock Gloves/Rock Hanging: The Dai Li have mastered a rock glove technique. Similar to earth armor, they cover their hands in small rocks then project them at a target as bullets or compacted fists to blugden the opponent. A more refined and favored method however is to use them as detachable hands, maintaining the hand shape and literally grabbing and restraining the opponent from a distance. Earthbenders also possess limited magnetic capabilities, allowing them to grasp vertical surfaces and cling unsupported to earthen structures. The Dai Li are the only ones that have demonstrated this ability, although it may be that they are using their earth gloves to cling on the surfaces. 6 points

Advanced: Earthquakes/Fissures/Rock Slide : Striking the ground with feet, fists, or hammers creates localized earthquakes or fissures to throw opponents off-balance. This same process can be used to sculpture a landmass or to slice large chunks of rock clean of a surface to create avalanches or rockfalls. If an earthbender is near a cliff or mountain, he or she can cause many rocks of a multitude of sizes to fall down on his or her opponent. 6 points

Advanced: Quicksand: By turning the ground to quicksand to immobilize an enemy, or catapult into the air and soften the earth to ensure a safe landing. They can also do the reverse of this, compacting sand together to create harder projectiles or a firmer grip on the ground. 6 points

Advanced: Earthen Column: A more powerful version of rock projectiles, involving forcing columns of rock out of the ground. Using a similar principle an earthbender can shoot a stream of small ruts and protrusions from underground at their opponent. This can also be used to enhance the benders jumps. It is however limited to the ground and does not have the same range as a rock projectile. 8 points

Advanced: Earth Material Manipulation: Earthbending is not limited to rock or soil alone. An Earthbender can also manipulate coal, gems, crystals, and other earth-based material, like meteorites. 8 points

Advanced: Mudbending: It has been seen that earthbenders can bend earth in mud as well. 10 points

Master: Earth Compression: It is possible for Earthbenders to compress large chunks of rock into smaller, denser chunks, or to compress several smaller chunks into one big piece of rock.

Master: Earth Tunneling: Earthbenders can move through the earth to out-maneuver their foes either by opening tunnels or by pulling the earth past them, literally swimming through the ground.

Master: Earth Armor: Earthbenders can bring rocks, dusts, pebbles or crystals around them and mold them to fit their body and create something similar to armor. They can also hide inside the earth by bending the rock around them as a shell.

Master: Earth Wave: The Earthbender creates a wave of earth that they ride on and use as a form of transportation. They can also force a wave of earth outwards, and use it as an extremely powerful offensive attack.

Master: Earth Launch: While Earthbenders like being routed to the ground some like Toph can't see in the air they can quickly move rock beneath them and launch several tens of feet into the air whether to catch airbourne opponents or to travel faster.
Master: Remote Earthbending: If an Earthbender is suspended from the ground, but is aware that there is earth somewhere near, the Earthbender can focus his energies and bend that earth out of his physical reach out of sheer concentration.

Master: Metalbending is a ferrokinetic sub-skill of Earthbending developed by Toph. Most Earthbenders are unable to affect processed metals. Usually, the trace amount of earth still present in metal is so minute that it goes undetected even to the best Earthbenders. However, due to her ability to "see" earth, Toph is able to locate the small fragments of earth in metal, target them, and utilize them to "bend" the metal portion, although, in the beginning, she was not able to bend metal with the same power or ease seen in normal earthbending. However, by the time of the return of Sozin's Comet she seems to have overcome that problem.

Edited by Kunugi, Aug 19 2008, 03:54 AM.
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Kunugi Aug 9 2008, 08:11 AM Post #3
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Fire Bending

Training: Conjure Fire. 1 point

Beginner: Fire fist. Shoot a flame out of your fist. 2 points

Beginner: Fire kick. Shoot a flame out of your foot as you kick. 2 points

Moderate: Fire Daggers: Creating blowtorch like jets from the fist or fingertips to use as close range sword-like attacks. These lack the ability to actually block physical objects though. 3 points.

Moderate: Blazing Rings & Arcs: Spinning kicks or sweeping arm movements create rings and arcs to slice larger, more widely spaced, or evasive targets. 3 points.

Moderate: Flame Whip. An extension of a fire jet, this continuous stream of flame can be used as a whip. Also able to create streams of great length for continuous mid range combat. 4 points

Moderate: Fire enchantment. The ability to add fire to ones weapon without effecting the weapons durability in combat. 4 points

Moderate: Jets of Fire: Firebenders can shoot continuous jets of fire from their fingertips, fists or palms. Fire Nation soldiers are often seen using this technique to damage or destroy villages or towns. 5 points

Advanced: Fire Absorption/Blocking Fire: Absorbing and extinguishing flames, both as a control of ones own attack and to counter or deflect those of other firebenders. Apparently this can only be performed on ones seen coming, the more powerful the flame the more difficult it is to control. A skilled Firebender can diffuse an oncoming fire blast from another Firebender with a swift kick, jab, or defensive movements, allowing them to stop attacks. 6 points

Advanced: Breath of Fire: Resembling an exhaling flames, the breath of fire involves the user firebending out of his or her mouth, mixing air from the lungs with the flame creating a wider, hotter blast. With its wide, encompassing range of fire, the technique allows for staving off multiple opponents and is also shown to be able to instantaneously warm the body even under extremely cold temperatures. 6 points

Advanced: Jet Propulsion: It is the ability to shoot her fire from the hands and legs, propelling the firebender at high speeds on the ground or through the air. 8 points

Advanced: Charged Attacks: Certain Firebenders have been shown charging their attacks before releasing them, allowing them to create enormous blasts of fire. 8 points

Advanced: Lightning Generation: Lightning generation is the ability to generate and direct lightning. It requires a complete absence of emotion and peace of mind. Consumes a lot of energy. 10 points

Master: Shield of Fire: Creates a protective fire shield around the front of, or whole body of a Firebender that can deflect attacks and explosions. May be a less powerful version of the Wall of flames.

Master: Heat Control: Certain advanced Firebenders appear to have the ability to control heat. Using this technique, Firebenders can heat liquids, like water or tea, heat metal to scalding temperatures, or melt ice.

Master: Fire Disks: A whirling disk of flame, used at long range. Only Azula has shown the ability to create these.

Master: Wall of Flames: One of firebendings few defensive abilities, either a situated explosion or controlled inferno, this wall concentrated flames acts as a barrier to incoming attacks. It may be a more powerful version of a Fire Sheild. It not only protects against attacks, but when used right, can be used to stealthily escape from foes.

Master: Heat Absorption: Heat absorption allows for the absorption of heat from one source by one hand and passing through ones body and out the the other hand.

Master: Fire Augmentation: Firebenders can also control the size and intensity of any nearby flames and can draw them in and manipulate them at will.

Master: Blue Fire: Firebenders can control the intensity of their Firebending, reflected in the color of the flames. This blue flames are more efficient than the standard yellow and orange flames produced by lesser forms of Firebending, channeling more energy into the attack and likely traveling further without dissipating. Blue fire also seems to possess more physical force and produce a concussive effect not seen with normal fire, likely due to superheat the air around it as it strikes. Several other colors of fire beyond the yellow, orange and blue flames previously seen, including white fire and green fire. It is possible that these colors of flame may also have special properties. We will stick to Blue, Yellow and Orange.

Edited by Kunugi, Aug 19 2008, 03:47 AM.
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Kunugi Aug 9 2008, 08:12 AM Post #4
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Water Bending
Training: Levitate a ball of water. 1 point

Beginner: Water whip. Conjure a whip out of water to strike your opponent. 2 points

Beginner: Small Water Wall. cause a small wave of water to move in front of you to block an attack. 2 points.

Moderate: Strong Water Whip, Able to fully maintain and support the water whip even after striking without trouble. 3 points

Moderate: Water Run: This is a technique in which waterbenders would use all four limbs to run on water at very high speeds, in addition to riding on foreign objects with the same purpose. 3 points

Moderate: Water Walls/Water Shields: Water can be molded into any shape and can by used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at an attacker before they can recover. This diversity and ability to swiftly change to suit the situation is what makes the waterbender's defense so adaptable. 3 points.

Moderate: Water Jets: High pressure jets can be used to force opponents back or even blast clean through a target if focused enough. . 4 points

Moderate: Waves: By moving a large mass of water without separating it from its original source, water benders can create waves of nearly any size. This can be used to sweep opponents away or even as a form of transport, with the bender surfing on the crest of the wave. This same process can be used to propel water borne crafts. 4 points

Moderate: Snow Manipulation: A move that pushes and levitates snow for attack, shielding and defense. 4 points.

Moderate: Ice Shield: A Waterbender can freeze an amount of water in front of them, creating a shield of ice. 4 points.

Moderate: Healing: Physically, healing draws on the restorative properties of water to organisms such as human beings that are primarily composed of it. Though powerful Waterbending induced healing, can't heal every ailment. It is shown that healing is also ineffective in a person who has had their chi flow blocked or otherwise disrupted. So far, Waterbending induced healing has been shown to work in physical injuries, such as burnings, lacerations, diseases brought on by severe pollution, it has even shown to counteract mental distress and tempering. The healing abilities of a Water Bending appear to be influenced by the water they use: when using a special water from the Spirit Oasis in the North Pole, Katara was able to seemingly bring back to life a lightning struck Aang from the very brink of death, while using regular water only made her father strong enough to walk by the next summer. It was implied by Katara that the special properties of the Spirit Oasis water could heal Zuko's scarred face. A curious fact is that after healing Aang, the Oasis water disappeared, as if it had been "used up". It is not known if that is a specific trait of that water in particular or of the healing process in general, as Katara has been shown to heal without using up water multiple times. 5 points.

Moderate: Ice Spikes: A waterbender can shoot small shards of ice at their opponent, or cause a giant spike to protrude from a body of water. The Northern Water Tribe employs these as a primary defense at their homeland when enemy ships are sighted. 5 points.


Advanced: Water Knife: ability to compress water, allowing for the sharp edge of a knife. It enables a waterbender to effortlessly cut through metal, wood and stone. 6 points

Advanced: Water Drill: A high pressure rotating column of water. Capable of exerting a significant amount of pressure upon a solid surface, that allows the action of a drill. 6 points

Advanced: Water Pressure Manipulation: Waterbenders are also able to manipulate water pressure, allowing their techniques to grasp other objects or cutting through without simply parting around them. Since water is incompressible, it can be used as a semi-solid while being able to move and flow like a liquid.6 points

Advanced: Water Thermokineses: Waterbenders also possess thermokinetic abilities regarding their element, meaning that they can alter the physical state of the water they manipulate (between liquid, solid and gas) at will. Changing the phase of water allows for multiple techniques in the course of a battle, from encasing an opponent in ice to hiding behind a wall of mist. Ice and steam/fog can also be molded in a diverse range of shapes. Ice provides a degree of hard lethality since it can be molded into spikes or blades to pin down or impale opponents. Steam or mist can obscure a battlefield and mask movement. Katara made good use of this to enhance her performance as the Painted Lady. 6 points

Advanced: Swamp bending: Foggy Swamp Style is the Waterbending style used by the Foggy Swamp Tribe of the Earth Kingdom. Instead of the fluid, graceful movements of the other Waterbending styles, they keep in a rigid stance, and use stiff, circular arm movements to move water like a propeller. This style seems to be very effective in moving the Tribe's boats, the swamp skiffs, but it's effectiveness in hand-to-hand combat has yet to be seen. The water whips of the style seem to be very accurate, since two Foggy Swamp Benders were able to defend themselves from Fire Nation bombs by picking them of in mid-air with water whips. 6 points.

Advanced: Mud Bending: It has been seen that waterbenders and earthbenders can bend water and earth in mud as well. 8 points.

Advanced: Frosty Breath: A waterbender can use their breath to rapidly freeze objects, such as metallic chains, or an opponent. 8 points

Advanced: Ice Creeper: A waterbender can send a ray of ice on the ground, speeding at an opponent to freeze them. 10 points

Advanced: Ice Discs: A waterbender can create a cylindrical column of water and proceed to slice razor-sharp sections of it off and send them at an opponent. 10 points


Master: Bubble: When in need to cross large bodies of water, capable waterbenders are able to create a bubble around themselves, keeping an air supply for them and for others.

Master: Water Spout: This high level technique involves controlling a whirlpool-like pillar of water as a weapon, rotating it and directing its movements at the same time. Another form exists, which is nicknamed the "Water Snake", in accordance to the waterspout's constantly shifting and coiling movements. Katara used this in the episode "The Crossroads of Destiny" to bring Aang up and out of the catacombs.

Master: Octopus form: A body of water formed around the user into 8 or so whip-like limbs which can be used to grasp or strike an opponent or to intercept and seize incoming attacks. It is assumed that this requires a great deal of concentration.

Master: Maelstrom: In a large body of water, a waterbender can create a gigantic whirlpool.

Master: Monsoon: A waterbender can cause rain to fall from clouds in the sky and cause a monsoon of frozen rain or unfrozen rain.

Master: Water Dome: A master waterbender can collect water from the rain, forming a dome which can be used for both offense and defense.

Master: Solutions: It has been shown that Waterbenders can bend any liquid that is partially water, or anything that contains water. In "Bato Of The Water Tribe", Katara bent the contents of the abbey's perfume vats. She has also been seen to use Waterbending to stir and ladle stew into bowls, and has bent mud as well. In "The Drill", Katara halted the flow of the slurry on the back of the drill to prevent Ty Lee from following her. Later on, with Toph's aid, they were able to push the slurry back into the drill. Katara was also seen to bend mud when she and Toph ended up fighting when they were supposed to be training Aang in "The Runaway". In the same episode, Katara bends soup right into Appa's mouth from a pot. In "The Southern Raiders", Katara bended ink to make a Fire Nation official leave the room so she and Zuko could search through the files about the current location of the Southern Raiders.

Master: Ice Prison: Covers an opponent in a prison made of ice. By finely controlling the position of the person within, this technique can restrict the motions of a waterbender's hands, thus rendering them powerless.

Master: Mass Freeze: A waterbender can freeze multiple targets at once.

Master: Plantbending: A member of the Foggy Swamp Tribe, Huu, has illustrated that talented Waterbenders can manipulate plant life--from the highly water-saturated vines and roots found within the swamp lands and seaweed from the ocean floor--they can even rapidly regenerate the plant mass of the plants they bend (since the cell tissues of a plant is more versatile than the cell tissues of an animal--and why Bloodbending by bending the ample amount of water within them just as they can with watery mud.

Edited by Kunugi, Aug 19 2008, 04:06 AM.
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Kunugi Aug 9 2008, 08:13 AM Post #5
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Non-Benders

Training: all forms of attacks and defense are equal in points. 1 point

Beginner: All forms of attacks and defense are equal in points 2 point

Moderate: All forms of attacks and defense are equal in points 4 point

Advanced: All forms of attacks and defense are equal in points 8 point

Master: You don't gain any more xp so it doesn't matter once you reach this level.
Edited by Kunugi, Aug 19 2008, 04:10 AM.
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