Airbending (Aerokinesis), Will
This is the art that allows the airbender to use this force of Nature to make flows of air and use it generally as a defensive weapon. The practitioner performs a series of continuous circular motion, using both arms, hands and feet, making quick evasive maneuvers that evoke the intangibility and explosive power of wind, drawing energy from the center of the abdomen, making it difficult for opponents to attack directly.
Obstacle:
Generate a breeze to extinguish the flame of a candle, Ob 2, 1 Action. Hitting an enemy with a gust of wind, Ob = Target Power, 4 Actions. (In Range and Cover the target is forced to withdraw one range category for his weapon, two range categories if the airbending double the obstacle, and three range categories if triple the obstacle. The target is also prone on the ground. The airbending can spend two extra success to disarm his opponent. This power counts as a missile weapon for range in R&C and acts as a Spear for Weapon Lengh in Fight.) Wind shield, Ob 4^, 11 Actions. (The airbending creates a whirlwind around him that makes his enemies difficult to strike or shoot him. If the player hits the obstacle all incomming attacks and closing maneuvers suffer a +1 Ob penalty. Extra success can be spend to increase the obstacles penalty, up to +3, and shield an extra character, one extra character per extra success.) Reduce wind resistance, Ob 3, 4 Actions. (The character increases his Stride to that of a horse.) Small tornado, Ob 4, 4 Actions. (The airbender can command his creation to do whatever he likes, and use it in a Fight or Range and Cover as a weapon. If you want to make damage to an enemy in R&C, the tornado must close to Too Close to Shoot. Power = Grear Mace; Range as Melee. He can not perform other actions while controlling the tornado.) Break a fall by creating cushions of air under the character, Ob 4, 2 Actions. (This reverses the use of the Die of Fate when falling for a great height. The character only takes a wound in case of a 1.) Sprinting over vertical surfaces generating a stream of air under the character, Ob 5, 3 Actions. Fly with a glider, Ob 5, 5 Actions. Fly without a glider, Ob 7, 5 Actions. Devastating tornado, Ob 8, 20 Actions. (As small tornado, but the effects are worst and the character can attack multiple targets at once. Power = Will + 4; VA 4. Weapon Lengh as Spear; Range as Elven Bow.) Cut off the flow of air circulating in the respiratory system to choke a person, Ob 8, 40 Actions. (The bender must have visual contact with the target.) Hurricane, Ob 10, 256 Actions. (If you use this in a fight, you win the fight. All enemies and friends around you are prone and disarm and maybe worst, and almost every structure around you is destroyed.) Drain the energy of a bender taking away his power to control the elements, Ob double the bender Skill exponent, 100 Actions. (In a fail, the airbender suffer a Wound equal the margin of failure.)
FoRKs: Another Bender Skill. (Just the Avatar.)
Skill Type: Sorcerous
Tools: No.
Special: The airbenders can use signed sticks to add +1D to every use of this Skill, metal fans for +1D each and a sacred stick for +3D.
Waterbending (Hydrokinesis), Will
This is the art that allows the waterbender to use this force of Nature to control the water and use it generally as a defencive weapon. The practitioner should move naturally, relaxed, loose and fluid, always maintaining contact with the opponent. Instead of reacting to certain attacks of the enemy, the body must react spontaneously and naturally, no resistance to the attacks, but instead using the opponent’s own strength, directing it against him.
Obstacle:
Extract water from plants for drinking, Ob = how many persons or animals the character wants to feed, Actions 4 x Ob. (Roll a Dice of Fate. In a 1 or 2 the character or characters have only enough water for the moment. In a 3 or 4 the character or characters have enough water until the next day and they need to have something where to carry that water, like canteens or similar. In a 5 or 6 the character or characters don’t need more water until at least the next session.) Freeze the exhaled vapor, Ob 1, 1 Action. Lock someone in a sphere of ice, Ob Target Forte^, 4 Actions. (As Lock in Fight, except the player test Will instead of Power.) Freeze or defrost a small amount of water or ice, Ob 3, 4 Actions. Evaporate water, Ob 3, 4 Actions. Evaporate water to make a dense fog, Ob 3^, 4 Actions. (As Dark of Night, and the character can use this to trying to evade enemies in Fight or Range and Cover increasing opponents obtacles for the margin of success, up to +3. Extra success can be spend to conceal additional characters.) Ice shield, Ob 3, 4 Actions. (Margin of success are dice added to Block and Counterstrike in Fight and increase the opponent Ob to hit the character in Range and Cover, up to +3.) Create a wave of water to stop the enemies, Ob 5^, 11 Actions. (The character needs to be near a huge amount of water. Margin of success increase the obstacles for all targets actions at +1 Ob. Extra success can be spend to increase the penalty, up to +3 Ob.) Create ice missiles, such as balls and ice daggers, Ob 3^, 10 Actions. (The character can make a number of ice bolls or daggers equal 1 plus margin of success. Weapon Power = Will + 1, VA -, DoF I: 1-2, M: 3-5, S: 6; Weapon Lenght: Missiles; Range: as Throw Weapon.) Make a Poor Quality ice weapon, Ob 3, 4 Actions. (Choose from the list in page 554. The character can’t make mecanical weapons such crossbows or pistols, but can do arrows, one plus margin of success. Such weapons and arrows don’t have VA.) Create ice bridges, Ob 4 or more (depends on the size of the bridge), 11 Actions. Cure a wound, Ob 4 plus Field Dressing obstacles. (The character must to adquire a wise to use this power. Someone has to teach him.) Make a run of the mill ice weapon, Ob 4, 6 Actions. Cover arms with liquid water to hit or throw frozen darts, Ob 5^, 6 Actions. (Margin of succes are add to Power if the character use his forzen arms to hit, up to +3D. Additionally the character can throw frozen darts to hit his enemies. For every dart the chatacter throw, roll a Dice of Fate. In a 1, there are not more ice in his arms. Weapon Power = Agility + 1, VA -, DoF I: 1-2, M: 3-5, S: 6; Weapon Lenght: Missiles; Range: as Throw Weapon.) Create whips of water, Ob 5^, 4 Actions. (Success over the obstacle create aditionals whips. Power = Will + 3, VA 3; Die of Fate to determine IMS; Weapon Lenght: Longest; Range: as Heavy Crossbow +1D.) Make a Superior Quality ice weapon, Ob 5, 10 Actions. Walking upon water, Ob 5, 4 Actions. (As Water Walker spell.) Controlling the blood of a life form to manipulate it like a puppet, animals Ob 4, 15 Actions, persons Ob 8, 30 Actions. Extract water from the atmosphere or soil or from their own sweat, Ob 8, 5 Actions. (The bender can use this water for the rest of the scene.) Create a tsunami, Ob 10, 256 Actions. (As Hurricane, and the character must be near the cost.)
FoRKs: Another Bender Skill. (Just the Avatar.)
Skill Type: Sorcerous
Tools: No.
Special: Waterbenders draw their strength from the moon. At dusk, under the moonlight, the waterbenders gain +1D to every Skill use, at night +2D, in full moon +3D. However, during a lunar eclipse, they can’t use waterbending at all. When a waterbender ventures far from the coast it’s better if he or she carries a canteen with him.
Earthbending (Geokinesis), Forte
This is the art that allows the earthbender to use this force of Nature to control the earth both as a mechanism of defense and offense. This technic is based on the development of arms and strong legs, with emphasis on timing and the development of resistance to effort, making a series of moves based on the movements of animals like the tiger, which is used when initiating hard blows, and the crane, used for soft landing, waiting and listening for the right moment to attack, receiving enemy attacks until the right opportunity for counterattack is revealed, then hit with relentless force.
Obstacle:
Knowing whether someone is lying by detecting their physical reactions, such as breathing and heart rate, Earthbending versus Will, 3 Actions. Raise a wall of soil from the ground to stop an incomming attack, bender versus bender test, 2 Actions. Levitate rocks of various sizes for use as weapons, Ob 3^, 4 Actions. (Power = Forte +1 for margin of succes, up to +3, VA -, DoF I: 1-2, M: 3-5, S: 6; Weapon Lenght: Missiles; Range: as Throw Weapon. Double the obstacle for an extra rock. Triple the obstacle for two extra rocks. Also acts as shield to block incoming attacks, 1D, +1D for margin of succes, up to +3D total.) Create dust clouds of different sizes to provide coverage, Ob 3^, 3 Actions. (As Dark of Night, and the character can use this to trying to evade enemies in Fight or Range and Cover increasing opponents obtacles for the margin of success, up to +3. Extra success can be spend to conceal additional characters, one extra character per success.) Soften the ground in case of a fall, Ob 3, 5 Actions. (This reverses the use of the Die of Fate when falling for a great height. The character only takes a wound in case of a 1.) Climbing Walls, Ob 3, 4 Actions. (As Wall Walker spell.) Disintegrate rocks thrown against the character as projectiles, bender versus bender success (or equivalent Skill, as in the case of a catapult), 1 Action. Remove impurities from contaminated water, Ob 4, 5 Actions. (An airbender can suspend water in the air, acting as Help.) Convert the ground into quicksand to immobilize an enemy, Ob 4, 5 Actions. (As Lock in Fight.) Hitting the ground with feet, fists or a hammer to make a crack towards an enemy so he lose balance, Ob 4, 2 Actions. (The target must make and Speed test to avoid falling to the ground. The obstacles is 1 plus margin of success.) Raise the ground to create a shelter, Ob 5, 11 Actions. Make tunnels in the ground to reach inaccessible places, Ob 5, 20 Actions. Know if someone is following the character, Ob 5, 2 Actions. Identify the identity of someone at a distance through the way he walks, Ob 5, 4 Actions. (The earthbender skin must be in direct contact with the ground.) Avalanche, Ob 9, 100 Actions. (Every character roll Speed versus 1 plus margin of success. Power = Will + 4. Use the Dice of Fate to determine IMS.) Make small pieces of land into a larger rock, Ob 10, 100 Actions. Earthquake, Ob 10, 256 Actions. (As Hurricane.) Manipulate soil when not in direct contact with it (e.g. if the character is airborne or in the ocean), + 2 Ob.
FoRKs: Another Bender Skill. (Just the Avatar.)
Skill Type: Sorcerous
Tools: No.
Special: Earthbenders get their power from earth. If the earthbender is in direct contact with the earth (e.g. if is barefoot) he or she gains +1D for all Earthbending tests. If the earthbender is surrounded by a natural extention of land, he or she gains +1D extra. If the earthbender is surrounded by mountains, he or she gains +1D extra. (So, if the earthbending touchs the ground with his bare hands or his bare foot in a natural area surrounded by mountains he gains +3D for all tests.) However, some particular powers need to be learned from a instructor or a scroll, as the power to control sand, metal, lava or mud. The bender HAS to have a Wise to any particular technic she or he wants to use.
Firebending (Pyrokinesis), Will
This is the art that allows the Firebender to manipulate the destructive power of Fire and use it generally as a offensive weapon. This powerful technique is based on speedy, successive and furious movements that evoke the uncompromising danger of fire.
Obstacle:
Setting fire an arrowhead, Ob 2^, 3 Actions. (The arrowhead must be on the arrow and the arrow in the bow. +1 IMS, +1 DoF, +1Ob to hit, +1 VA. Extra success can be spend to setting fire aditional arrowheads.) Throw a fireball through a punch or a poke, Ob 3, 1 Action. (Power = Will +1; VA 2. Die of Fate to determine IMS. Weapon Lenght: as missile; Range: as pistol. Note: In Fight and Range and Cover the player can spend actions to aim a Fireball and to increase its power and VA.) Diffuse and extinguish an oncoming fire blast from another Firebender with a swift kick, jab, or defensive movement, Ob = Firebender success, 1 Action. Melt ice, Ob 4 plus extra success of the waterbending who created it. Make a circular stroke to create a ring of fire, Ob 4, 3 Actions. (Power = Will +1 for margin of success; VA 2. Die of Fate to determine IMS. Weapon Lenght: as spear; Range: as pistol. Affects all enemies engage with him in a Fight and all enemies at range in Range and Cover. Additional success can be spent to force the targets to withdraw one range category for their weapons and fall prone.) Make fire bombs, Ob 4, 2 Actions. (The firebending throw a boll of fire to the ground near an enemy. The target must make a Speed test to avoid falling to the ground. The obstacles is 1 plus margin of success.) Shield of fire, Ob 4, 3 Actions. (The bender creates a protective fire shield around him that can deflect attacks and explosions. The shield protection is 1D plus margin of success, up to 3D.) Create whips of fire, Ob 5^, 4 Actions. (Success over the obstacle create aditionals whips. Power = Will + 3, VA 4; Die of Fate to determine IMS; Weapon Lenght: Longest; Range: as Heavy Crossbow +1D.) Manipulating fire to burn down a house or other similar location, Ob 5, 20 Actions. Invoke a lightning than strikes to an enemy, Ob 6, 30 Actions. (Power = Will + 3; VA 4. Die of Fate to determine IMS. Weapon Lenght: as missile; Range: as elven bow.) Breath of Blue Fire, Ob 8^, 5 Actions. (Power = Will +3; VA 4. Die of Fate to determine IMS. Weapon Lenght: as Spear; Range: as pistol.) Get fire from his own body heat, Ob 9, 5 Actions. (The bender can use this fire for the rest of the scene or extended conflict. He must to learn an appropiate wise to use this technique. If the player fails, he must throw a Die of Fate. In a one, his character suffers a Wound equal the margin of failure.) Create a heavy rain of lightning, Ob 10, 256 Actions. (As Hurricane.)
FoRKs: Another Bender Skill. (Just the Avatar.)
Skill Type: Sorcerous
Tools: No.
Special: The firebenders extract their powers from the sun. Under the sunlight they get +1D to all firebending tests. At night they suffer a +2 Ob penalty to all bender tests. Once a century, Sozin’s Comet comes near to Earth. In this rare circumstance, all Firebenders can create fire from their own body heat without test, and all their bender skill tests are at +3D.