Kroama
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- Posted: Sun, 22 Jul 2012 23:00:35 +0000
Finished all of the firebending Powers in the "Bending Powers and Help" document at the bottom of this post. Will work on either water or earth next when i get around to brainstorming a few possible skills. I feel i will have less problems since there is a lot more variety in the skills.
Anyone that feels i should add any Fire-bending Powers that they don't see in the document,
feel free to suggest them.
Currently creating this list for Waterbending Powers
Novice
Water Whip is a basic move that lashes at an opponent. It can be used as an early / low cost counter, or a basic attack and ranking up in to a lower-cost counter.
Ice Mastery, since ice will focus on penetration of target armor, i will use this as an increase to penetration all around, while ice skills themselves don't require it. May change this to adding slow/stun effects.
Water Jet / Pistol May split this up, or rank them around eachother. In one case it focuses around a lower-energy cost move, while the other is about knockback.
Snowbending will focus on giving a bender the ability to manipulate particles of water on a more precise level. Rather than focusing around snow however, it will also offer the ability to mask oneself in a fog (or snow) to give penalties to attackers.
Iceberg Spike is a generic projectile attack, offering high penetration.
Healing is a skill that ranks up in to higher tiers of utility, and offers a basic regeneration of a body. It will likely heal based on both potential and the target's natural regen rate.
Beginner
Wave is just a generic large area attack that requires a large mass of water as well.
Water Shield is will work to lessen damage taken from various attacks, as opposed to blocking certain ones. Ranks in to Water Cloak
Ice Claws are an unarmed and later melee damage/penetration increasing buff.
Water Knife is a water-based high penetration move. Focusing more on practicality as opposed to utility in a fight, it can cut through higher levels of solid material at higher levels.
Water Manipulation is a various form skill that at lower levels offers the ability to move underwater with an air bubble and later the closest thing to flight a waterbender can achieve~ a vortex that sends them far up in to the air. Maybe include Maelstrom here
Adept
Ice Shield on the other hand will act normally and block solid attacks.
Ice Disc offers what i would like to be the highest base penetration of any move. It will deal low damage, however.
Water / Ice Dome / Prison is a move focused around stunning an opponent.
Ice Floor will be a move that replaces the floor with a sheet of ice to attempt to slip opponents and cause them to fall if they fail a check.
Expert
Breath of Ice is similar to the fire version, in that it doesn't take penalties when grappled or pinned. It will also offer a chance of stun.
Plantbending offers water benders a form of solid attack or a less breakable way to entrap opponents but is dependent on the environment. May also allow them to suck water from nearby plants to fuel their abilities.
Ice Ramp allows a bender to move quickly from one destination to another, similar to firebender's Jet Propulsion though it will still require a move cost it will also allow other allies to follow along.
Master
Octopus Form will be a short-turn buff that enables a bender to greatly raise the level of skill of their Water Whip
Bloodbending is god-mode tier ability that would have high cost, but completely immobilizes opponents that fail a check. It will be subject to GM allowance and otherwise seen as a crime against nature.
Maelstrom putting it here after all. Felt i needed another Master skill. Just a giant whirlpool, very useful when fighting among ships.
If you're still interested in watching my progress on setting up a dice-game, the documents I'm currently writing will be updating here. They're all under progress and subject to change.
Avatar Character Template
Guide to Creating a Character (Please don't try and make one right now, expecting to use it now. Feel free to do so for the hell of it though!)
Bending Powers and Help
Anyone that feels i should add any Fire-bending Powers that they don't see in the document,
feel free to suggest them.
Currently creating this list for Waterbending Powers
Novice
Water Whip is a basic move that lashes at an opponent. It can be used as an early / low cost counter, or a basic attack and ranking up in to a lower-cost counter.
Ice Mastery, since ice will focus on penetration of target armor, i will use this as an increase to penetration all around, while ice skills themselves don't require it. May change this to adding slow/stun effects.
Water Jet / Pistol May split this up, or rank them around eachother. In one case it focuses around a lower-energy cost move, while the other is about knockback.
Snowbending will focus on giving a bender the ability to manipulate particles of water on a more precise level. Rather than focusing around snow however, it will also offer the ability to mask oneself in a fog (or snow) to give penalties to attackers.
Iceberg Spike is a generic projectile attack, offering high penetration.
Healing is a skill that ranks up in to higher tiers of utility, and offers a basic regeneration of a body. It will likely heal based on both potential and the target's natural regen rate.
Beginner
Wave is just a generic large area attack that requires a large mass of water as well.
Water Shield is will work to lessen damage taken from various attacks, as opposed to blocking certain ones. Ranks in to Water Cloak
Ice Claws are an unarmed and later melee damage/penetration increasing buff.
Water Knife is a water-based high penetration move. Focusing more on practicality as opposed to utility in a fight, it can cut through higher levels of solid material at higher levels.
Water Manipulation is a various form skill that at lower levels offers the ability to move underwater with an air bubble and later the closest thing to flight a waterbender can achieve~ a vortex that sends them far up in to the air. Maybe include Maelstrom here
Adept
Ice Shield on the other hand will act normally and block solid attacks.
Ice Disc offers what i would like to be the highest base penetration of any move. It will deal low damage, however.
Water / Ice Dome / Prison is a move focused around stunning an opponent.
Ice Floor will be a move that replaces the floor with a sheet of ice to attempt to slip opponents and cause them to fall if they fail a check.
Expert
Breath of Ice is similar to the fire version, in that it doesn't take penalties when grappled or pinned. It will also offer a chance of stun.
Plantbending offers water benders a form of solid attack or a less breakable way to entrap opponents but is dependent on the environment. May also allow them to suck water from nearby plants to fuel their abilities.
Ice Ramp allows a bender to move quickly from one destination to another, similar to firebender's Jet Propulsion though it will still require a move cost it will also allow other allies to follow along.
Master
Octopus Form will be a short-turn buff that enables a bender to greatly raise the level of skill of their Water Whip
Bloodbending is god-mode tier ability that would have high cost, but completely immobilizes opponents that fail a check. It will be subject to GM allowance and otherwise seen as a crime against nature.
Maelstrom putting it here after all. Felt i needed another Master skill. Just a giant whirlpool, very useful when fighting among ships.
If you're still interested in watching my progress on setting up a dice-game, the documents I'm currently writing will be updating here. They're all under progress and subject to change.
Avatar Character Template
Guide to Creating a Character (Please don't try and make one right now, expecting to use it now. Feel free to do so for the hell of it though!)
Bending Powers and Help