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Magic

Airbending

Arcane Background (Airbending)
Arcane Skill: Airbending (Spirit)
Starting Powers: 2
Airbending is the ability to control air and wind. Airbenders can increase their reflexes as well and move very quickly. The Air Nomads learned Airbending by watching the sky bisons. Airbending is a defensive art; its attack techniques are not as powerful as other Bending disciplines, but tends to push people around the battlefield. Airbenders can always use their techniques, unless a specific technique (such as Ride the Wind) says otherwise.
Fatigue: An Airbender who rolls a 1 on his Airbending die is Fatigued until he has time to rest for a few minutes.

Blast of Air
Base Power: Bolt
Rank: Novice
Casting Modifier: -1 to -6
Range: 12/24/48
Duration: Instant
This is the basic attack technique for an Airbender, as the Airbender sends a blast of solid air at a foe. This attack tends to knock the opponent around, rather than causing severe damage, though damage may be caused if the attacker causes the opponent to be knocked into a hard surface.
The target must make an Agility or Vigor check verses the attacker's (Airbending Total + 2). Success causes the target to resist this spell. Failure causes the target to be knocked back a number of squares equal to the half the attacker's Spirit. If the target collides with a solid object, he takes 2d6 damage. An exceptionally damaging object such as a spiked wall might add an extra die of damage at the game master's discretion.
Additional Bolts: The caster may throw up to three Blasts of Air by doubling or trebling the casting penalty. These Blasts may be against multiple targets if the caster wishes, and these blasts does not incur any attack penalties.
Additional Damage: The caster may increase the damage to 3d6 by increasing the penalty by one. This increase also doubles the distance the caster can throw the target to his full Spirit. Thus, a caster who takes a -2 penalty and has a Spirit of d8 can throw the target back 8 squares and does 3d6 damage to the target if they hit a hard surface.

Ride the Wind
Base Power: Fly
Rank: Seasoned
Casting Modifier: -3/-6
Range: Personal
Duration: 1 Encounter
This spell allows the Airbender to fly at twice his basic Pace with a climb rate of his basic Pace. He requires an Airbender Air-Glider to use this bending technique.

Speed of the Zephyr
Base Power: Speed
Rank: Novice
Casting Modifier: -2
Range: Personal
Duration: 1 Encounter
Airbenders move more quickly than anyone, moving at incredible speeds. On a success, this power triples the Airbender's speed. With a raise, running becomes a free action, so he may ignore the usual -2 running penalty.

Waterbending

Arcane Background (Waterbending)
Arcane Skill: Waterbending (Smarts)
Starting Powers: 2
Waterbending is the ability to control water wherever it might appear. Waterbending is a very versatile art, but is also the easiest Bending Art to prohibit. The Water Tribe learned Waterbending by watching moon pull upon the oceans. Waterbenders can be prevented from using their techniques by confining them; even simply binding their hands so they cannot make the broad, wave-like movements is enough to stop a Waterbender from using his Art. Also, a Waterbender technique requires a supply of water to be used, the amount depending on the Power in question.
Fatigue: A Waterbender who rolls a 1 on his Waterbending die is Fatigued until he has time to rest for a few minutes.

Bend Blood
Base Power: Puppet
Rank: Veteran
Casting Modifier: -3
Range: Smarts
Duration: 1 Encounter
This technique is one of the most powerful and easily-abused abilities available to Waterbenders. With this technique, the Waterbender can control the water in the target's blood, controlling the person's body as if it was their own!
The Bend Blood technique is an opposed roll of the character's Waterbending verses the target's Spirit. The user must score a success and beat the target's roll to gain control. The victim will attack friends or even commit suicide under the control of the Waterbender, though such acts allow the victim another opposed Spirit roll to break the control.

Immersion of Health
Base Power: Healing
Rank: Novice
Casting Modifier: -3
Range: Touch
Duration: Instant
This technique repairs bodily damage, as long as the wound hasn't started to heal — usually within an hour or so. For Wild Cards, each use of this technique heals one would, and two with a raise. For Extras, the game master must decide if the ally is dead. If so, no healing may be attempted. If not, a successful Waterbending roll returns the ally to the game Shaken. Healing can also cure poison and disease if the Waterbender spends a benny.

Plantbending
Base Power: Entangle
Rank: Novice
Casting Modifier: -2/-4
Range: Smarts
Duration: Special
This technique allows the Waterbender to restrain the opponent by controlling the water inside plants in the area, forcing them to cover and bind the opponent.
The Waterbending roll is opposed by the target's Agility. Success indicates partial restraint and the target suffers a -2 penalty to Pace and all Agility and Strength skills. A raise restrains the target fully, and he cannot move or use any Agility nor Strength skills.
Each round, the character may attempt to escape by rolling an Agility or Strength roll to equal or exceed the original Waterbending total. Other characters may also attempt to free the ensnared person by making a Strength roll at -2.
This technique affects a single target with a -2 penalty; with a -4 penalty, it affects everyone in a Medium Burst Template.

Water Whip
Base Power: Bolt
Rank: Novice
Casting Modifier: -1 to -6
Range: 12/24/48
Duration: Instant
This is the basic attack technique for an Waterbender, as the Waterbender sends a whip of razor-ship water to strike his foe, doing 2d6 damage on a successful attack. This whip can even cut through steel; a raise on this attack technique will add +1d6 damage, unlike most attacks verses objects.
Additional Bolts: The caster may throw up to three Water Whips by doubling or trebling the casting penalty. These Whips may be against multiple targets if the caster wishes, and these Whips does not incur any attack penalties.
Additional Damage: The caster may increase the damage to 3d6 by increasing the penalty by one.