Avatar: Bending in the Wanderlust system

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Avatar: Bending in the Wanderlust system

Post  Masterweaver on Sat Feb 07, 2015 9:59 pm

So I'm trying to start up an Avatar game and one of my key problems was "How the heck am I going to represent bending?" I decided to make a list of 28 abilities, split into seven groups representing the four forms of bending plus a few... unique aspects to the setting. Each group has a novice ability that is required to take any other ability in that group, two Exalted abilities representing common developments of the basic ability, and one Legendary ability representing a pinnacle specialization. So, without further ado, a list of abilities:

Novice Level:

  • Basic Firebending (2 points): You are a firebender, able to project the heat of your life force out in a flaming gust. You can, at later levels, learn lightning-bending, rocket propulsion, or even combustion-bending; however, at the moment you’re just limited to being able to generate fire. This ability MUST be taken at character creation. You cannot take any other Basic Bending ability.
  • Basic Earthbending (2 points): You are an earthbender, able to manipulate the environment with your will. You can, at later levels, learn metal-bending, tremorsense, or even lava-bending; however, at the moment you’re just limited to being able to manipulate soil and rock. This ability MUST be taken at character creation. You cannot take any other Basic Bending ability.
  • Basic Waterbending (2 points): You are a waterbender, able to sway the flow of water at your whim. You can, at later levels, learn ice-bending, water healing, or even plant-bending; however, at the moment you’re just limited to manipulating liquid water. This ability MUST be taken at character creation. You cannot take any other Basic Bending ability.
  • Basic Airbending (2 points): You are an airbender, able to whip up gusts of wind and weather. You can, at later levels, learn gust shifting, gale gliding, or even stormwinds; however, at the moment you’re just limited to blowing at things when there’s air. This ability MUST be taken at character creation. You cannot take any other Basic Bending ability.
  • Technician (2 points): You have had training in mechanical and electric engineering, and you’re able to repair and use most machines after some examination. You could easily learn how to use equalist weapons, pilot a mech, or even fly a plane.
  • Spiritually Gifted (2): You have a special connection with the spirits, who will often show themselves to you even if they are shy around others. If you ask for their help, they might very well give it... although some might demand a favor in return.
  • Criminal Connections (2): You’ve got an ear to the ground, and a few friends in the know; whatever the up-tops are hiding, you’ve probably got a better idea of what’s going on than the average man. Once a session, you can call in a street source and ask three questions; they’ll answer to the best of their ability.


Exalted Level:

  • Lightning Bending (2): You are so skilled at firebending, you are able to enter the zen required to generate pure electricity. You cannot control the lightning as you do fire, but you can send it in a particular direction. You must have Basic Firebending in order to use this skill.
  • Rocket Propulsion (2): Your fire is strong enough to propel you through the air. You’re not nearly as agile as an airbender, and you can’t propel yourself forever, but a flying firebender is not to be underestimated. You must have Basic Firebending in order to use this skill.
  • Metal-bending (2): You can warp metals as easily as you do earth, using the impurities in the ore itself. Tempered metals like steel are more difficult to shift, and purified platinum is beyond your capabilities. You must have Basic Earthbending in order to use this skill.
  • Tremorsense (2): With a stomp of a foot you can feel the vibrations throughout the earth, instantly giving you the lay of the land above and under the ground. You cannot detect anything that is suspended or above the ground. You must have Basic Earthbending in order to use this skill.
  • Ice-bending (2): Your waterbending skill is delicate enough that you can freeze it at will, manipulating ice just as easily as you do water. You cannot make ice any more permanent than it would be naturally, though. You must have Basic Waterbending in order to use this skill.
  • Water Healing (2): You’ve been trained in manipulating the delicate humors of the body, and can use water to heal those who are suffering from internal injuries. This takes time and concentration, but is a very potent power.  You must have Basic Waterbending in order to use this skill.
  • Gust Shifting (2): You don’t just sense the breeze, you are the breeze. You can flow around any obstacle and have an almost supernatural sense of anything moving around you. Be bald, be bold! You must have Basic Airbending in order to use this skill.
  • Gale Gliding (2): You ride the wind like a kite, run up walls as though they were floors, and laugh maniacally at gravity’s attempts to keep you grounded. Heh, gravity, what good is it for? You must have Basic Airbending in order to use this skill.
  • Equally Armed (2): The Equalists might be gone, but their weapons and tools are still floating around and you’ve got your hand on one of them. An electric glove, a jet pack, maybe something else; whatever it is, it puts you on more even footing with a bender. Choose one of the Exalted Bending abilities; so long as you have your device, you can use that ability. You must have Technician in order to use this ability.
  • Mech Walker (2): You have been trained in the operation of a Platinum Mechsuit, and can hop into any you see. Mechsuits are immune to all non-legendary forms of bending, and come equipped with a tazer and a flame-thrower. However, you do not necessarily own a Mechsuit, and an electromagnetic pulse will render all suits inoperable for a short time. You must have Technician in order to use this ability.
  • Meditation (2): Most people need to travel to one of the poles to enter the spirit world, but with a quiet room and some concentration you can easily project your own soul into this mysterious realm. The very world will react to your emotions, and you’ll find more powerful spirits here than you could in the physical realm; however, this does mean there is more danger, and you won’t be able ot bend until you return home. You must have Spiritually Gifted in order to use this ability.
  • Soothing Presence (2): An angry spirit is a dangerous spirit, transformed from whatever they were into a being of monstrous rage. You, at least, can calm it down enough to talk to it, maybe get its side of the argument, and possibly even reason with it. You must have Spiritually Gifted in order to use this ability.
  • Chi-blocker (2): Once upon a time, the Equalists trained their members in the art of chi-blocking, giving them the ability to temporarily lock down somebody’s bending. Of course the Equalists are long gone, but you still remember your training and can whip out a little surprise if things get too hot... or too wet, or too rocky, or too windy. You must have Criminal Connections in order to use this ability.
  • Street Source (2): You know a guy who knows a guy, but that doesn’t mean anything about you. Nothing you’ve ever done is illegal... well, nothing that’s been proven, anyway. Once a session, you can “obtain” something you want, free of charge... although quality is certainly not guaranteed. You must have Criminal Connections in order to use this ability.


Legendary Level:

  • Combustion-Bending (2): You can firebend with your mind alone, projecting explosions anywhere you can see. It takes you a few seconds to start up your firebending, and if you are concussed or disoriented you may find the explosion doesn’t project far enough. You must have Basic Firebending in order to use this ability.
  • Lava-Bending (2): You know the earth so well that you can awaken its primal fury, bending ordinary stone into red-hot lava or cooling down molten rock. Just because you can, though, doesn’t mean you should; after all, lava is slippier and hotter than earth. You must have Basic Earthbending in order to use this ability.
  • Plant-Bending (2): You can not only feel the water flowing through the plants around you, but bend it to your will, tying up your foes with vines or rearranging your neighbor’s garden from inside your home. Be wary, though, as some plant spirits might object to your newfound power. You must have Basic Waterbending in order to use this ability.
  • Stormwind (2): You know the winds so well that you can summon powerful gales and tornadoes, kicking up whole satomobiles with your airbending alone! Of course, most air nomads would object to using their power in such a blatent and destructive manner, and there is the danger of losing control of the storm. You must have Basic Airbending in order to use this ability.
  • Pilot (2): Aeroplanes are a recent invention, and unless you’re an airbender moving in three dimensions doesn’t come naturally to most people. You, however, have adapted and learned to soar through the sky on these mechanical contrivances, whisking and whirling away. You must have Technician in order to use this ability.
  • Projection (2): You can leave your body behind for a while, exploring the area in soul alone. You are invisible and intangible, but if you’re a bender you can gather your element around your soul to “manifest” and communicate with others. Be warned, spirits will be able to see you and might take advantage of your bodyless state. You must have Spiritually Gifted in order to use this ability.
  • Protection Racket (2): You’ve got a couple of friends who owe you a favor or two and just might, might be willing to help out. Once a session, you can call them in to do a thing; what that thing is can vary, and there’s no guarantee they’ll be good at it, but they’ll help out without question. You must have Criminal Connections in order to use this ability.
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Re: Avatar: Bending in the Wanderlust system

Post  Masterweaver on Sun Feb 08, 2015 9:24 pm

Thanks to Zamuel for helping me reformat the post into something comprehensible.
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