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Monster Hunt

~The world has seen it’s fair share of crazy things....luckily most of those things have vanished over time...well they had. Recently, creatures of legend have started to spring up all across the land. In different parts of the world beasts of legend have once again begun terrorizing the world. For fear of death the people and lords of the areas alike have come together for the purpose pooling their funds to offer large rewards for the creatures....dead or alive. If the so called Hunters have what it takes.

~Okay so heres how it works. If you think you gots what it takes, you are being summoned, called upon, or requested for your expert services. People gots monster problems and they need’em taken care of. You’ll be posting below if you are up for the task, and put in groups. This is how we will determine who goes after which creature. Now wether or not you want to team up for this party is up to you guys, however for the sake of the event we’re gonna ask you determine it from the jump. Meaning No saying, “Yeah lets be friends....” Then turn around and stab someone in da Back. If ya Wanna fight for it, fight for it. We’re gonna focus on the Hunt here ya dig? Oh yeah, and these beasts of legend I mentioned.... They’ll be controlled by your’s truly, friendly staff and volunteers already selected to fairly control the beasts to provide a fun, engaging, and challenging event. And we are selected to control them based on skill, not popularity and it’s for your own good. We’re not trying to end the event in the first encounter with the beast your after, where would the fun in that be right?

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 The Elements

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Join date : 2011-09-15

PostSubject: The Elements   Fri Sep 16, 2011 3:16 am

New Character



  • One Main element. [Air, Earth, Water, or Fire]
  • Two Advance Bending Techniques corresponding with the members main element. [ A member may start training them at Skilled level with permission.]
  • The Avatar may learn any two Advance Bending Technique. As long as they have the element which corresponds with said Advance Bending Technique.
  • Same Rules apply for the Avatar. [Site only has one avatar]


Air Bending


Name: Air Bending
Rank: Beginner|Master
Element: Supplementary
Description: Airbending is one of the four elemental bending arts, the aerokinetic ability to control and manipulate currents of air. The key to Airbending is flexibility and finding and following the path of least resistance. Airbending is notable for being almost entirely 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. Airbending is the only art that has no specific sub-skill or specialized form.
Range: N/A


Strengths

Gain a 30% chance of escaping battles: This doesn't mean any Air Bender can escape battle easy. This merely gives them a much better chance to do such when needed. Air Benders are nimble, quick, and tricky. They can manipulate the air around them to move with great speed and jump long distances without tiring, giving them this ability. If a Air-Bender is attempting a escape from battle, a Mod must be requested in order to see if the escape was successful. If not, the battle would continue wherever the Air-Bender would land or stop. This rule is to make sure a Air-Bender doesn't escape a battle they cannot.

Weakness

Lack of fatal moves: Though deemed the most dynamic of the Bending Arts, the most controversial aspect of Airbending is its supposed lack of fatal moves, being a more defense-inclined art. This aspect in itself is a reflection of the principles held by the Air Nomads, which preaches the preciousness of all life and avoidance of violence whenever possible. But on the issue of principles, there are instances where an Airbender has resorted to lethal force during a conflict. When a Air Bender becomes angry or their life is in danger, their bending came become even more deadly then the other three elements, but a Air Bender getting that angry should always be avoided for it goes against everything they believe in and also their teachings, even if its for the greater good. Nevertheless, when applied correctly, Airbending can be as lethal as any other Bending art. Airbending techniques could prove particularly fatal against living creatures seeing as they can cut through stone/timber and break entire rock-columns in half respectively.

Enclosed Spaces: Though rarely exhibited, an Airbender would be significantly disadvantaged in an enclosed space, restricting their movement and ability to dodge attacks, but this weakness can be neutralized by creative use of Airbending. Though it is difficult to separate an Airbender from their element, if done, their ability to bend could possibly be compromised.


Fire Bending


Name: Fire Bending
Rank: Beginner|Master
Element: Supplementary
Description: Firebending, one of the four elemental bending arts, is the pyrokinetic ability to create and control fire. The people of the Fire Nation practice this type of bending. Fire is the element of power, consisting of overpowering force tempered by the unflinching will to accomplish tasks and desires. However, a Evil Fire Bender can fuel their with rage, hate, and anger. Fire Bending draws its power from the all mighty sun. Fire Bending is notable for its intensive attacking style and general lack of adequate defense moves. However, this doesn't mean it's impossible for them to use their Bending for defensive purposes.
Range: N/A


Name: Blue Fire
Rank: Master
Element: Fire [Advance Bending]
Description: Fire Benders can control the intensity of their Fire Bending, reflected in the color of the flames. These 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 possess more physical force and produces a combustive effect more intense than that of normal fire, likely due to the fact that it superheats the air around it as it strikes. Similar to the same process that creates thunder. When The Fire Bender bends, with this ability in use, their flames can reach forward three meters more then the normal. This means, if a technique has a range of three meters, it now has a range of six while the blue fire is burning. Also, alongside the distance boost, the Fire Bender's flame burns hotter then normal. Seeing how Blue is the hottest color to fire, whatever technique in use, gets a +1 power rank up adding more burning effect. This means, if a Fire Bender used a beginner technique, the power behind the technique will instantly become skilled, and so on up the ranking system. However, no fire can become stronger then Elite-Master, for the heat is similar to a mini sun. Only Fire Benders that have emotion and physical control over themselves can learn this advance form of Bending without causing serious harm to their person.
Range: +3 meters to any fire technique (Long)


Name: Lightning Generation
Rank: Master
Element: Fire [Advance Bending]
Description: Certain powerful Fire Benders are able to generate and manipulate lightning by separating the yin and yang energies. Lightning, also known as "the cold-blooded fire", its considered the most powerful Fire Bending technique, and its use is available only to a select few Fire Bending prodigies and masters. Lightning generation is the ability to generate and direct lightning. It requires peace of mind and a complete absence of emotion. Generating lightning involves a circular motion with the arms. It involves a complete absence of emotion and peace of mind, and physically it requires separating the energies of yin and yang, also interpreted as of positive and negative electric charges. When the yin and yang collide together to become whole again, lightning is created, and the bender only guides, rather than controls, the lightning's direction. Because of this complexity, a lightning attack usually takes much longer to initiate than standard fire attacks. This technique is the ultimate Fire Bending. It usually kills the target if aimed at the right place. And if one is lucky enough to survive this attack, battle is impossible to continue. However, a Earth Bender with the right skills can Bend any type of defense to dim down the amount of damage they take, increasing their chance of survival greatly. But one major drawback to this technique is that It'll take a full turn to generate enough Lightning to the fingers. Also, the Fire Bender must be doing nothing else while using this technique. No type of movement at all, unless its the required arm movements needed to correctly do this. One false move, and the Fire Bender in question will instantly die, for the lightning is traveling through their body and to their fingertips, giving the lightning a direct path to all vital organs. Once the turn has passed, and the user directs the lightning. The attack can travel twenty meters within three seconds, and almost instantly kill or destroy the target if contact is made. Once the Bender has used this technique, their energy to continue the fight would be no more. This technique takes everything within the Bender to pull off so it's a one shoot deal. They can still continue the fight, for they have the chance to pull off three more techniques Skilled level or lower or, one more Master technique. But once that happens, their will to fight would be completely gone, causing the Bender to pass out from exhaustion.
Range: 25 meters (Long)


Name: Lightning Redirection
Rank: Master
Element: Fire [Advance Bending]
Description: After observing the re-directing techniques of Water Bending, A Powerful Fire Bender developed a technique to redirect the course of lightning strikes by absorbing it through one arm, guiding it through the stomach, and out the other arm. Lightning Redirection is a specialized technique within Fire Bending that allows a Fire Bender to absorb lightning into their body as energy, then release it in a more desirable direction. The technique was developed after a powerful Fire Bender studied master Water Benders, who redirect an opponent's energy rather than oppose it head-on. Lightning redirection works equally well for natural and generated lightning. According to Legend, the process of redirecting lightning is an intense, exhilarating and terrifying experience. The Bender redirecting lightning feels powerful containing massive amounts of energy, but they know they will die if they make a single false move. This technique is mush faster then its counterpart; Lightning Generation. The Fire Bender is capable of using this technique within the Last second lightning is being directed at them. The Bender has the choice to either direct the lightning off up into the sky, or back at the person that released it at them. Or any other target within their range. But, the distance of redirection is cut in half only being able to travel within ten meters under three seconds. The same massive drawback within this technique is that it also takes perfect movement just like its counterpart. One false mistake, and the Bender could instantly die cooking their insides with this raw natural energy.
Range: 10 meters (Long)


Strengths

Sozin's Comet: Sozin's Comet, formerly known as the Great Comet, was a comet that passed close to the World of Avatar every hundred years, just skimming the upper atmosphere's surface. When the comet was this close, Fire-Benders were able to harness its energy greatly increasing their powers. Thus they were able to deliver huge, super-charged attacks over much longer distances than normal. It is even claimed it gives Fire Benders "the power of a hundred suns" though it's possible that this is simply hype. During the time of the passing Comet and a Fire Bender is in a thread. They get a +3 rank to all Fire Bending techniques for three turns. The turns start once fighting begins. This is a rule because, we don't want a bunch of people talking for three turns then attack the Fire Bender once said three turns are up. Once Mutually agreement is made, the fighting can begin and that is when the turns will start for the Fire Bender(s).

Weakness

Water: Everyone knows Water beats Fire right? So it's no surprise a Water Bender could have a advantage against a Fire Bender. When a Fire Bender is up against a Water Bender and their Fire touches a large amount of the Water Bender's water. The rank of the technique is reduced by one. So if it's a Skilled technique, then it goes down to beginner. But that doesn't mean their attack is useless, just incredibly weaker.

Lack of drive: In order to Firebend properly, one must have "inner fire", his or her drive, without which one's Firebending becomes weak. Without purpose and motivation, A Fire Bender can't bend to his or her highest potential. When this happens, the Fire Bender feels useless and goes through a a bad case of depression. Without any type of passion, or reason to Fire Bend, the Fire Bender can't anymore, or their flames are small and weak.

Lack of defense: The major combat weakness behind the applied art of Fire Bending is its confrontational nature. Due to its aggressiveness and pursuit of continuous assault, it traditionally lacks basic defensive techniques, which can leave an inexperienced bender considerably vulnerable to enemy counterattacks, though masters of the art can effectively use Fire Bending for defense. It also consumes a vast amount of energy leaving the bender at a considerable disadvantage in a prolonged battle. A common mark of a Firebending master is the ability to sustain attacks for long periods.

Solar Eclipse: Its connection to the sun results in a lessening of strength during the night and a complete loss of Firebending during a solar eclipse. The same rules apply for Solar Eclipse as for Sozin's Comet. When both party's agree to do combat, that is when the countdown starts. The Solar Eclipse lasts for three turns in any thread once any type of fighting begins.

Extreme Cold: The Cold temperatures reduce a Firebender's abilities to almost nothing. If the Fire Benders body is to cold, their Bending will surly suffer. The Flames come from the body, but if the body can't produce theses flames then where do they come from? When in the extreme cold, a Fire Bender can still bend, but there flames aren't strong enough to do enough damage. All techniques suffer a -3 rank down in power, and it takes twice as long to build enough energy to actually Bend Fire.


Water Bending


Name: Water Bending
Rank: Beginner|Master
Element: Supplementary
Description: One of the four elemental bending arts, is the hydrokinetic ability to control water, as well as its many forms. The people of the Water Tribes utilize this type of bending. Water is the element of change. The moon is the source of power in Water Bending, and the original Water Benders learned from the moon by observing how the moon pushed and pulled the tides. The Water Tribes are the only people to not learn Bending from an animal. The fighting style of Waterbending is mostly flowing and graceful, acting in concert with the environment. Waterbenders deal with the flow of energy; they let their defense become their offense, turning their opponents' own forces against them.
Range: N/A


Name: Nature "Swamp" Bending
Rank: Master
Element: Water [Advance-Bending]
Description: Talented Water Benders can manipulate plant life. Plant Bending has enabled members of the swamp to control and manipulate every form of plant life from the highly water-saturated vines and roots found within the swamp lands to 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 are more versatile than the cell tissues of an animal. A skilled Water Bender is able to separate and completely extract the water from plants for more effective utilization just as they are able to separate the water from mud, sand, and even polluted river systems, etc.
Range: N/A


Name: Healing
Rank: Master
Element: Water [Advance-Bending]
Description: Water Benders can use a unique sub-skill. The ability to heal wounds by redirecting energy paths or chi, throughout the body, using water as a catalyst. Water Benders can use their abilities to heal by surrounding a sick or injured person with water, which then glows with a brilliant, silver-colored light. The use of healing Water Bending techniques is generally taught only to female Water Benders of the Northern Water Tribe, but any capable Water Bender can learn this advance technique. Physically, healing draws on the restorative properties of water to organisms, such as human beings, that are primarily composed of it. Though unusually strong and powerful, Water Bending induced healing cannot heal every ailment such as Internal wounds. Healing with Water Bending can heal a number of wounds and ailments, and this are, burns, lacerations, diseases, and severe tissue damage. When a Water Bender is healing using the water, it takes a full turn for small wounds such as burns and scratches. One and a half for medium wounds, such as sword wounds or sprained bones. And two full turns for serious or life threatening injuries, such as Lightning damage, broken bones, and deep lacerations.
Range: N/A


Name: Blood Bending
Rank: Master
Element: Water [Advance-Bending]
Description: Blood Bending is a specialized technique within the art of Water Bending that allows a Water Bender to hydrokinetically take hold of the various fluids contained within a living organism's body, then manipulate them so as to control the movement of the subject or subjects in question. Due to the extremity of its nature, Blood Bending is deemed by most to be a dark art and as such, is rarely used in combat. The infrequent application of Bloodbending in day-to-day activities is also due to the fact that the complexity and sophistication required to perform the art only allows for its use during a full moon, when a Water Bender's power is at its absolute peak. Since the human body is roughly 70% water, Blood Bending does not necessarily bend blood, but the fluids in one's body, allowing the user to manipulate a body's muscles to move as they wish or to stop movement completely. This technique is very similar to Plant Bending, but instead controls animals and humans instead of plants. Blood Bending is considered to be quite a sinister art since it forces the bender's will over the victim's will. Those who practice the technique open themselves up to homicidal madness but not all the time. The man drawback within this deadly art of Water Bending is the fact it doesn't work on other Water Benders on the same level in skill, or to a Water Bender who is of a higher rank the the user. This technique is only used for RP purpose only. Something like this is forbidden to be used in combat of any kind. We can't have any instant kills, which is why this is forbidden to use in a fight. Also, no Water Bender with this deadly technique can control their victim to kill themselves if it's another players character.
Range: N/A


Name: Water Temperature Manipulation
Rank: Master
Element: Water [Advance-Bending]
Description: Master Water Benders also possess the ability to 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. A elite Water Bender can easily superheat and boil water and other liquids to scalding temperatures making Fire Bending look like child's play. This skill is very advance and takes a strong Water Bender to be able to master it. This technique always the Water Bender the ability to change the physical form of all Water techniques with ease. But be careful, when boiling the water, the Bender could easily get caught within there own technique and really hurt themselves. Another important note; just because the Water Bender has the ability to make super hot water. Doesn't mean the heat coming from the water is instantly stronger the a Fire Benders fire, it's as strong as the users Rank. For example, if a Water Bender was skilled and had this technique, the heat coming from the water would be equal to a skilled Fire Bender and so on up the ladder until Elite-Master is reached. Also, when changing the physical shape of the water to Ice, the Ice can easily be broken or knocked away with a technique equal in rank or higher, this is because Ice normal isn't normally strong. When applying Water Temperature to techniques, all moves gain a +1 rank rank up in power when turning them into ice or super heating the water they are bending. The range doesn't change but the power and deadliness grows tremendously.
Range: N/A


Strengths

The Moon: "The legends say the moon was the first Waterbender. Our ancestors saw how it pushed and pulled the tides and learned how to do it themselves." When under the glow of a full moon, Water Benders ability's with water becomes tremendously stronger by +2 ranks. Same rules apply for Sozin's comet.

Weakness

External water source: A Water Bender gains a significant advantage or disadvantage over other benders depending on the amount of water in the vicinity. Enemies are able to take advantage of this by driving them away from water sources. As a result, traveling Water Benders often carry a water skin with them at all times. Master Water Benders are able to extract water from plants ultimately killing the plants and even condense water vapor out of thin air. Both the latter and the former of course cannot yield very large quantities of water, particularly in the case of water vapor use, which depends on weather conditions.

Binding: Water Bending is almost entirely dependent on the movement of the bender's arms, quite the opposite to Earth Bending which mostly uses the lower body. This leaves the Water Bender vulnerable when he or she is bound at the hands or has had the flow of chi blocked in the arms.

Lunar Eclipse: Another Water Bending weakness is its dependence on the moon. Although Water Benders gain power from the moon, the moon's absence during an eclipse results in a complete loss of Water Bending ability. Same Rules with Sozin's comet apply with the Lunar Eclipse.

Earth Bending


Name: Earth Bending
Rank: Beginner|Master
Element: Supplementary
Description: One of the four elemental bending arts, is the geokinetic ability to manipulate earth and rock, in all their various forms. It is utilized by people of the Earth Kingdom. Earth is the element of substance, making Earthbenders and their people diverse, strong, persistent, and enduring.The key to Earthbending is neutral jing, which involves waiting and listening for the right moment to strike and, when that moment comes, acting decisively. In other words, Earthbenders generally endure their enemies attacks until the right opportunity to counterattack reveals itself, then strike with unyielding force.
Range: N/A


Name: Sand Bending
Rank: Master
Element: Earth [Advance-Bending]
Description: Sand Benders are Earth Benders who have adapted to life in the Si Wong Desert. They use Earthbending in a specialized style, which emphasizes the manipulation of sand. Because sand is sediment which travels in flows, their style resembles Air and Water Bending more than Earth Bending. It is displayed that most, if not all, Earth Benders are capable of easily bending sand, but because of the loose shifty nature of sand it is not an easy transition for the average Earth Bender.
Range: N/A


Name: Metal Bending
Rank: Master
Element: Earth [Advance-Bending]
Description: Metal Bending is a ferrokinetic sub-skill of Earthbending developed by a legendary Earth Bender. Most Earth Benders are unable to affect processed metals. Usually, the trace amount of earth still present in metal is so minuscule that it goes undetected even by the best Earth Benders, lending to its use in detaining Earth Benders. However, if the Earth Bender could "see" or "feel" the earth within the Metal, it'll be much easier to Bend, but this isn't the only way to achieve Metal Bending. Another commonly known way is with brute physical force. Seeing how the traces of earth within the metal is so tiny, The Earth Bender would have to take their Bending to the next level to even be able to reach such small traces of Earth. This can sometimes be mentally painful for it takes a lot more control and concentration then a person with the ability to "see", but that ability is extremely rare and almost unheard of nowadays. When Bending Metal it's not the same as Bending Earth. The User isn't capable to form it into a shape they want. They can only move it, rip it apart, and scrunch it up. Only at a Master skilled level can a user begin scratching the surface of fulling Bending the metal like normal earth. If this ability is used in rapid succession without the ability to "see", the Bender will feel extremely exhausted and would need to rest for two full turns.
Range: N/A


Name: Tectonics
Rank: Master
Element: Earth [Advance-Bending]
Description: The Avatar can Earth Bend on a scale vast enough to move entire landmasses. This technique is pretty self-explanatory. The Avatar uses their near perfect Mastery over the art of Earth Bending to split landmasses away from the main land, or even move a massive statue. This takes a full turn of concentration to complete, and cannot be used in battle. This move is strictly for RP purposes only and nothing else.
Range: N/A


Name: Seismic Sense "Seeing with the feet"
Skill: Master
Element: Earth [Advance Bending]
Description: Allows the Earth Bender the ability to perceive surroundings using their bare feet. Masters of Earth Bending can use the sense to detect things out of their line of sight, even right behind them. Obstacles that would normally obstruct regular vision, such as walls and thick dust clouds, are ineffective against Seismic Sense. Even earth that isn't on the ground can still be detected. The sense allows Earth benders to sense the interiors of humans, and any changes in their status. Since humans have a physical reaction when they lie, Earthbenders who use Seismic Sense can tell when one happens. This ability isn't without its limitations. Seismic Sense only detects things in contact with the ground; objects floating in water or thrown in the air are undetectable unless they are earth. The Earth Bender must also be in contact with solid ground to use the sense at all; again, if the user is in the air or water, or even standing on a non-earth solid such as ice, the bender will be unable to sense anything. Sand, although an earth-based substance, is not firm like normal earth, and renders Seismic Sense unreliable and very imprecise.The range of Seismic Sense depends on the Earth Benders ability within the element. A Skilled Earth Bender can sense within a thirty meter radius, with himself being in the middle. The range increases five meters for ever rank the user is higher then Skilled maxing out at forty-five meters with the Earth Bender being a Elite-Master.
Range: 30 - 45 Meters (Long)


Strengths

Versatile: Earth Bending has a amazing array of defensive and offensive techniques. They take the motto; "A strong defensive is a good offensive" to the next level, for they can block an attack with a wall, and then send said wall flying towards there opponent.

Weakness

Earth Connection: An Earth Bender's powers are firmly rooted to the ground on which they stand. Removing them any substantial distance from the earth, such as in the air or on the ocean, strips them of their ability to bend. Earth Bending has a distinct advantage or disadvantage as a form of martial art depending on the amount of earth present in the vicinity.

Metal and Wood: An extension of the last weakness, because nearly all Earth Benders do not know how to bend processed metals, the bending abilities of an Earth Bender can be negated by securing them within a metallic barrier, separating them from any contact with the earth.

Reliance on the Lower Body: Earth Bending is at its strongest when the feet are in direct contact with the ground, enabling them to transfer their kinetic energies into their bending for fast and powerful moves. This weakness is very similar to how disabling a Water Bender's arms prevents them from bending. But a skilled Earth Bender could overcome this weakness by bringing the other parts of their body in contact with the earth, as stated above, the danger level of this weakness could be minimum.

Rules for Advance Bending


Similar to the show, not every Bender was a "genius" so the same thing will be applied to the site. What does that mean? It means, we're limiting the number of people to have any Advance Bending at a time. Azula was the only one in the series that had Blue Fire, and Toph, Bumi, and Aang were the only three characters that had Seismic Sense. Not every character (RP and in the show) will be a "genius" Bender; things just don't work like that. So, as more members come, staff will talk about raising the numbers of how many people can go into a single Advance Bending technique, but as of now, the numbers are already set and picked.

  • Blue Fire: 1|3
  • Lightning Generation: 1|5
  • Lightning Redirection: 0|10
  • Nature "Swamp" Bending: 1|10
  • Healing: 1|20
  • Blood Bending: 0|2
  • Water Temperature Manipulation: 1|3
  • Sand Bending: 0|20
  • Metal Bending: 0|5
  • Tectonics: 0|1 [Avatar only]
  • Seismic Sense "Seeing with the feet": 2|2


Now that seems a little unfair to all the new members right? So that's why, when a character with this technique dies, or becomes inactive for longer then a month without having good reason. A slot instantly opens up! Of course we as staff won't tell anyone about this, if any member wants one of these Advance Releases that bad, then you'll keep a eye on the topic. Now, to talk about how one gets a Advance-Release. It's quite simple. A member requests it in the request section, and a staff member will post on it saying you can have it or not. There are a number of ways to improve a members chances.

  • Stay active
  • Have ABOVE average Role-Playing skills. (Posts have to be at least two paragraphs with decent RP involved)
  • Have a nice Bio
  • Good character progressing
  • Must have some type of character plot


Note: The Advance Releases with Low numbers are EXTREMELY rare and difficult to obtain. But, if a member does all whats listed they should have no problem getting approved for it.

Note:There are three types of bending that require a majority of staff to agree on. Seismic Sense, Blood Bending, and Metal Bending. If you want these the staff will make a topic in staff and they will all vote on if you deserve to have it or not. If you have all of the above requirements then you should get it.


Thanks to Hopsin and Wiki.
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