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The Bending Arts - Water

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___youwillknownihilism
Captain

PostPosted: Wed Jun 07, 2017 2:30 am


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[TRADITIONAL WATER BENDING]



▰ ▰ ▰ STAGE ONE
The traditional waterbending style focuses simply on bending water, whether it be for defense, for offense or for capturing the opponent. This style is usually the very first style waterbenders learn, as it is a stepping stone for all waterbending styles; you will learn how to solidify water into ice, how to redirect water, and how to create water from even the most unlikely of places.

In the first stage, water must come from a plain source; a bottle of water, a gourd, even the sea. Bending water from your own sweat, or from vines, flowers, or anything with life in them... is not yet possible. But you're getting there.

Note: You may not bend other people's waterbending unless both of your palms are facing it and it's within two feet of you.

•[A World of Life]

    This is the most important technique in all of waterbending; you must absolutely learn it in order to control water. You will learn this by picturing all energy and life as a whirlpool, and revolving your energy and focus through this pool of life. The water will respond to your tranquil energy and the desire of your heart, and the water will flow. This very simple technique can be used to redirect water techniques, and this technique grows more and more powerful the more powerful the bender who wields it. This technique allows you to move water, including water from opponents, and direct it to an area, an important task.


•[I Am the Ocean]

    This technique is learned by picturing yourself as the ocean that controls the life of the planet. This focuses on directing water, but in a different manner than the world of life manipulation. Where the World of Life focuses on catching water in your hands and then sending it to an opponent, which is actually mainly focused on redirecting enemy waterbending, this technique focuses on controlling water from ranges, but this cannot capture enemy attacks. This manipulation will allow you to send water at foes as long as it's within a one-hundred foot radius within you. This water can draw from plain sources such as gourds, pots or the ocean at first, but at stage three, you will be able to pull water from anything that contains it, excluding living creatures. This water can then be redirected at the opponent, but never at the strength or speed of water directed by the World of Life technique.


•[Manipulation: Bullets]

    The bullet technique will allow you to manipulate water into sharp balls of slightly solidified water energy that can be shot and directed at opponents with ease. These bullets are capable of at least damaging the surface of rock and can leave bruises, cuts and even lasting (though easily healed) damage over skin and flesh. Much like a throwing of many rocks, this attack primarily focuses on disorienting foes or preventing them from getting close to you. To execute the attack, you must step back with your left leg, raise your right arm below your chin, and then gather the left arm under the right, pointing the middle and index finger of both hands at the desired target. The bullets will launch at this prompt.


•[Manipulation: Force]

    The force technique is very similar in posture to a firebending technique. This is the most typical waterbending technique among them, and will be one of the most common used. You will keep your legs and arms in a ready stance, your right leg and left leg forming an upside-down U shape as your fists remained clenched near their respective sides. Each forward punch will send a blast of water similar in shape to a fireball, with great brute force. This water must come from a nearby source and must always be at the ready, but the best thing about this technique is that the water will return to you once it has hit its destination, as long as you form the pulling motion by swinging back your hands. This leaves you capable of repeating this attack many times using the same water source, as a part of the push-pull style of all waterbending. One payment of this skill can fire and return one projectile.



▰ ▰ ▰ STAGE TWO


Stage two will finally introduce icebending, as well as touch up on the manipulation and control of water. You'll be able to bend sweat, tears, raindrops and saliva at this point, but not saliva still inside anyone's mouth. Someone opening their mouth does not give you the possibility to bend their saliva; they have to actually expend it past their lips.
Although it may seem strange to mention, this stage will also give you manipulation of your own urine. In the most dire circumstances, even this can save a waterbender's life.

•[Surfing]

    This technique allows you to simply torpedo across water as if you were surfing across it with your feet. It essentially allows you to run on water, and is a popular method of escape or strategy for most waterbenders. Cost to use this maneuver is per post, and requires a form of motion akin to sweeping through the air with your arms.


•[Control: Octopus]

    The octopus technique is simple; lacing your arms with water shaped like octopus tentacles, you'll have completely guarded arms as well as a method of offense by swiping with them. The tentacles are sharp and can cut through objects almost like a dull iron blade, but their main priority is to defend against the bending of other elements. Simple in nature, there is not much to be said about this technique, though it is basic and most waterbenders use it frequently. These arms last for three posts.


•[Manipulation: Force II]

    The second level of the force technique will allow you to bend water with your legs. This has many, many purposes. For one, it can increase the power of your jumps by leaping off of solidified water. You can even create a solid ground to make more jumps on, to stand on, and even to hold you up in the air, though it will fall after a few seconds. Most importantly, this allows you to send similar attacks as if from your punches from your legs and kicks, in case your arms are bound or simply occupied.


•[Tower]

    The vortex ability allows you to spiral a tower of water around yourself, which in essence allows you to float atop water as if you were a mobile fortress. The amount is miniscule, about as thick as yourself, but it can extend to a length of up to twenty feet, and provides you a great defense as well as a great amount of water to manipulate. However, your sight of the ground is decimated in this state, so you're vulnerable to earthbenders. Works best when on a body of water, and requires constant bodily motions of some kind to maintain. Water based attacks can be launched from the tower itself. The upkeep for this skill is paid once every other post. This counts a supplemental action each post.[/list

    •[Manipulation: Defense]

      This is a manipulation ability where you will create a strong defense of water in front of yourself, capable of defending against most attacks. This shield is about four feet high and five feet wide, so people generally kneel or crouch when using this technique so that it may cover their full frame. However, anyone can manipulate water to defend like that. What's very different about this technique is how it can easily solidify into ice, greatly increasing defensive properties. And not only that, but the front of the shield will form sharp spikes of ice, as if you were hiding behind a wall of spears. It's a defensive and offensive attack, and your first instance of icebending. This technique is one used frequently by even the greatest masters.
      This skill can have rank three level chi put into it or even rank four to boost and maximize its effects, making it capable of defending against all forms of bending.



▰ ▰ ▰ STAGE THREE
At the point of the third stage, you are becoming an excellent waterbender with grand capability and promise. Icebending has become a simple task for you, and you've learned how to pull water from all sources, excluding the bodies of humans, spirits and animals. Your water manipulation is superb, and you've finally discovered the true power behind the spiral motion of the world. This stage will focus on icebending, and the spiral movements. It even allows for you to waterbend with one hand, unless the said technique mentions requiring both hands.

•[A World of Life]
    A World of Life II (The ability to turn all waterbending to ice is passive and only costs a supplemental action. For costs: A small puddle would be novice, while a large pool worth would be Master. This, also, requires you use your hands to freeze the ice. Follow the rules below for how fast water can turn to ice.)
    The second stage of the world of life allows you to turn all waterbending techniques into ice. It allows you to freely manipulate ice, though this ice isn't as powerful as when the technique is based on it, for example. The solidifying of water to ice takes about 1/2 of a second per twenty feet of water, and it's almost impossible to break out of if an enemy is bound to it. Ice does melt from firebending but slowly, not instantly, and thus it is not necessarily weak to it. Ice focuses on sharp cutting and forward movement rather than a spiral, which is very contrary to the rest of the style.


•[I Am the Ocean II]
    (This is a passive ability tied into freestyle)
    The second stage of this manipulation focuses on waves and spirals. It allows you to greatly manipulate water from afar like before, but in a movement more like the world and the ocean. It will allow you to quickly manipulate water into blunt waves, and also quickly pull water together to form a larger mass. It focuses on uniting water from any direction to make them into a larger mass, more thick and powerful. Your days of bending small ounces of water are long over, because with this stage in your training, you can piece together water as if it were one massive rolling snowball creating the parts of a snowman. This water will move around you in a spiral motion, manipulated by your hands as you sway them back and forth, pulling and pulling an invisible energy by your side. This not only gives you a flawless 360 wall of defense, but the ability to manipulate water from any angle; you're the center of your own ocean, and it'll follow your whim.


•[Manipulation: Javelins]

    The javelin manipulation ability will focus on creating large spears and spikes of ice by freezing water, and shooting it forward. This will freeze a large portion of said water and direct it all at once, as it's too difficult to direct it in increments. The movements for this attack involve bending your legs, pulling back both fists to your waist, then opening your palms and shoving them forward, beside each side of your head. The spears and spikes will launch quickly and without hesitation, though you may stop the launch in its place by clenching your fists.


•[Bubble Defense]

    This technique is meant for being used under water. It's a powerful shield that not only allows you to breathe, but continue to bend and even levitate while inside of the bubble. It is not, however, capable of surviving very long on land, and it just becomes a use of energy anywhere outside of a submerged status. Cost is every other post, and the arms most remain focused on keeping the bubble together. Supplemental action.


•[OctopusII: All Eight]

    This is a very powerful technique where you will control eight tentacles of water. Two will be at each of your sides for defensive purposes, one will span across each arm, and one will be in front of you, one will be behind you. You can control these in any manner that you like, though only four can be controlled at one time. Their maximum length is nine feet each. This skill requires your full concentration, and bars all other forms of water bending from being used while it is active.


•[A Cycle of Waves]

    The Cycle of Waves is a three-step bending move where you first step forward with your right leg, push forward with your left hand/right hand or both, and then step forward with both legs, left followed by right. Each movement will start to create a wave, but it'll grow larger and larger for each successive move. At full-scale, the wave is much taller than you (about 15 ft) and broads a width of about 30ft. This wave can then be sent forward and controlled, but it requires a great water source to create. Takes both offensive actions and a supplemental one in the post it is used.



▰ ▰ ▰ STAGE FOUR
This is the last stage of this style, learned by true masters of waterbending. It is simply known as one of the most powerful stages of waterbending that there is, and for just reasoning. It allows you to pull water out of the moisture from air, and expand this water moisture to grow in size regardless of how much you have. It is the ultimate manipulation, though this may only be done to water within five feet of you, and cannot be pulled from water within 6 inches of an opponent's or allies body, as the heat from their body would render you unable to pull the moisture.

•[Traditional Water Bending]

    This technique allows you to manipulate extremely large masses of water. It's the ultimate manipulative ability, and it also allows you to redirect larger masses of water than almost any waterbenders can. You can split lakes with this, send water bombs the size of cargo trucks, and create large barriers capable of warding off amazing concentrations of bending. This technique was first said to be taught by the moon spirit herself, and it was passed on from bending master to bending master. It's only raw manipulation; but fierce manipulation, especially since you can pull this water from the air itself. It's especially effective near the ocean, where a waterbending master can become almost invincible. Cost of moving water to this level is per post, however, and is quickly tiring. Also requires a full body worth in motion to control.

PostPosted: Wed Jun 07, 2017 2:32 am


Twin Death


[Stage One:]
The first stage is really the base techniques that really get you into the motion and flow as you enter their evolution. The techniques all focus around shapes; shapes of animals, whether myths or proven, real or fake. Many of the techniques all originate from one technique: the Raging Tiger.

Important Note: Only two animals may be directed at the same time. You may not use attacks from other styles while controlling an animal; but if you disperse whatever animals you are controlling, you can almost instantly begin bending other techniques. You will still be able to use the raging lion fists and bend other techniques, as they do not count as animal figures. All skills in this style will have a cost to use deducted every other post, and it requires a skill of equal level in terms of rank to do enough harm to destroy them in one blow.

Raging Tiger
The Raging Tiger is the initial technique, yet one of the most powerful, especially as it evolves through time and becomes more powerful while it grows. It initially begins as a pair of twin tiger-head like water auras that will form around your fists. These will greatly increase the blunt power of your physical attacks, as well as protect your fists from most physical harm, especially against fire. Enemies hit with these two fists will suffer blunt trauma and potential breaking of bones.

Storming Eagle
The Storming Eagle is a technique where you will release a large eagle-shaped "bird" made out of water from your raging tiger fist. It will be connected to the raging lion by a large rope of water, and can be used much like a chain ball or something similar. It focuses on cutting -- the sides of the wings are sharp, and the beak can pierce flesh. The bird itself serves as one of the first long-range attacks, but it is not very quick and fairly hard to control, making it an incomplete form of its evolution.

Screaming Wolf
From clenching both raging tiger fists, you will be able to create a pack of two wolves that can move at a decent speed with the ferocity of real wolves, and the durability of a liquid creation. They will have to stick generally pretty close, but they are easy to control and can move to a range of up to one-hundred feet. The wolves may also be taken apart and formed instead into many different "puppies", for tactical purposes.

Stomping Elephant
The Stomping Elephant technique will create a massive, hammer-like figure shaped like an elephant's leg that will project over the Raging Tiger fists. By swinging your arm downward, you would slam the projection against an object, with a massive crushing power against that one simple object. It's very hard to hit, but can sometimes be fatal.


[Stage Two:]
Stage two will involve both a difference in mass and form, and an adding of ice to the equation.

Raging Tiger's Roar
Prerequisites: Raging Lion
The Raging Lion's Roar is the first evolution of the Raging Tiger. It will turn icy and will add piercing atop of blunt strength; the "whiskers" of the lion's head as well as its fangs become dangerous, spiked objects. Enemies hit with this will suffer even more blunt damage than before as it is essentially a flawless block of ice, and the fact that these new tiger fists can now jet ice through the back to propel the user almost like a turbo jet will only make their dangers worse. However, because they are so close-ranged, their danger is irrelevant unless cornered.

Falling Panther
A long-range manipulation attack like the ones beforehand, the Falling Panther exhibits both limitations and power beyond control. The Falling Panther is made from water, and is three times the size of any normal panther. It can only move in a straight direction from where the user's tiger fist is pointing, and is directly connected to them by a large "rope" of water. However, because of its size and weight, it is of great danger. It can be manipulated very well to pounce upon, and slash targets, though its linear restrictions are its downfall.

Chasing Dragon
The Strangling Dragon technique is actually based off of the Storming Eagle. It is an eastern, serpent-like dragon shape manipulated by the tiger fist. Although its damage is limited, its potential for manipulation is not, as it can move quickly and fluidly to almost any location. It is entirely a stream of water with a dragon's head, with a never-ending body that reveals no arms, legs nor tail. Its main purpose is binding opponents or keeping them on their toes, as its offensive potential is rather limited -- it's too skinny to cause much blunt damage, and its fangs are not sharp, only existing for semantics.

Crushing Rhino
The Crushing Rhino technique is very similar to the Stomping Elephant. Directed overhead by the raging tiger fist, it will fall upon the enemy and attempt to trap them inside of its seemingly harmless body of water. After a few moments given to escape the figure, the water inside will turn to ice and completely crush everything inside, turning bone into pebbles, skin into bloody dust.


[Stage Three:]
The third stage integrates different animals and more tactical approaches.

Raging Tiger's Spring
Prerequisites: Raging Tiger's Roar
The Raging Tiger's Spring will transform the twin raging tigers fists into their second evolution; an energy-like form where the tigers' heads look almost alive and animated. They almost act like lives of their own, and can not only expand to create the entire ethereal body of a tiger (save for the arms/legs) running across the user's arms. These will then not only protect their arms, but add blunt damage to attacks such as an elbow-strike or a backhand strike. The tigers may also move their head across the frame of their body, appearing even at the shoulders of the user if called for defense. They can widen their mouths and chomp down, inflicting a freezing, excruciating strike of pain capable of removing flesh.

Dashing Cheetah
The Dashing Cheetah is a defensive technique. The Cheetah will be directed by the tiger fist, and will stand beside the user. When an attack is incoming, the cheetah will dash to guard against the attack, which will create a field of risen water (almost like a wall of water) wherever it ran from. This risen water, along with the cheetah, will then turn into a thick ice, blocking a large sum of attacks. It may remain as water, however, if it is not advantageous to transform it into ice.

Friendly Porcupine
The friendly porcupine is not so friendly. In fact, it's an almost human-size figure controlled by the tiger fist that explodes into hundreds of ice shards shooting at all directions except for below. If far enough, it's not dangerous, as the spread will make it easy to evade, but it can be a hell of a danger close-up. However, the creature itself can only move rather slowly, and will instead often be kept near the waterbender at all times.


[Stage Four:]
The end of the road. This is where the Raging Tiger shows its real mettle.

Twin Death
Prerequisites: Raging Lion's Spring
The Twin Lion Death is one of the most powerful waterbending techniques. The two twin lion fists would now be connected to two massive, realistic tigers that fight alongside you. They strike, pounce, all following your movements, turning you into one of the most devastating close-range fighters. The issue surrounding this is that the Twin Tiger Death being used will prevent you from using any other animals, forcing you to rely solely on close-ranged combat. However, it may well be worth it; the twin tigers are fierce, deadly, blunt, and a force to be reckoned with.

Lochness
Taking the form of the over-exaggerated Lochness, this is actually one of the style's most peculiar technique. Forming a long figure almost shaped like a paddle from your lion fist, you would then scoop water from an ocean or lake near you which would in turn make it look as if your arm was literally carrying a whale, a one-chance move of extreme power and blunt trauma, almost certain to lead to a painful, bone-cracked death.


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[ Precision ]




▰ ▰ ▰ STAGE ONE
Stage one of the style largely focuses on the creation and control of ice in a more controlled sense. The name of the game is good aim and patience at this stage, where as towards the end it becomes more about destruction of the target. The movements are more akin to what is seen by Earth and Fire benders: very direct and brutish.

•[Formation I]

    This skill skips forward from what is normally considered advanced water bending, allowing you to quickly freeze water, or any water based liquids within your reach. At this stage, about the size of a kiddie pool worth in water (give or take) is what you can freeze, within a range of about 50 feet. This takes less than s econd, and only a motion akin to closing the fingers together, or the hand into a fist. This is a supplemental action, and the water can be frozen into any shape.


•[Launch]

    Up from simply freezing, this skill can turn ice you have frozen into a fast moving, directed projectile with quick punches and thrusts of the hands, shaped like blades. The motion is more usually seen being performed by earth and fire benders. The size can range from a needle to a dagger, and with this one skill up to four projectiles can be launched in the same direction with a single action. These projectiles are as fast as arrows, and difficult to dodge at any range, even if they don't do a lot of damage unless they were to strike a vital directly.


▰ ▰ ▰ STAGE TWO
At this point, the level of water than can be converted increases while ice based attacks become more dangerous and versatile. The precision here lies in setting up opponents and taking advantage of momentary lapses in the opponents ability to defend themselves.

•[Formation II]

    Here the ability to freeze water as a supplemental action increases significantly, making it so that you can freeze water anywhere within 75 feet, and up to a full sized backyard pool of water can be frozen in just a few seconds. While the water itself usually becomes stationary and difficult to move, the ice benders are capable of small additional manipulations of it's shape after it's been frozen.


•[Slinging Blades]

    This skill manipulates water into flying ring like shapes which move quickly at an opponent and then freeze at about the halfway point, forming dangerous attacks that can slice into rock and do significant damage to the human body if they all connect. This skill flings 4 blades at once.


•[Krakken's Grasp]

    This skill manipulates water first, attempting to blast at the leg or arm of an opponent with water before quickly freezing it. The freezing effect is strong enough that it requires at least an adept amount of force to break the ice, or it will last until it is broken. If both opponents are on water, this skill can be used much more easily, attempting to snake around the leg of an opponent from directly below, though it takes a bit longer to freeze this way (for the sake of balance.)



▰ ▰ ▰ STAGE THREE
At this point, the ice bender arsenal becomes deadly, with more attacks being focused on actual damage, and the volume of ice created being more dangerous. At this stage it is dangerous to fight on or near whole bodies of water when facing a master of the Precision style.

•[Formation III]

    With this skill, the ice bender can freeze something akin to a small pond into a frozen battlefield, all in just a few seconds, and water can be frozen . They can also use this skill to create stalagmites of ice that come up from the ground in an attempt to impale or displace an opponent. A fairly large amount of these tree sized ice spears can be created in a single post, but they are fairly easy to see coming as they tend to start a few feet ahead of the bender and branch out from there with a downward swipe towards the ground, then a quick, decisive and lifting motion.


•[Jin's Wrath]

    With broad arm motions, water can be thrown in the shape of javelins, swords or any other bladed or pointed shapes. These are large, fast moving missiles, highly dangerous and difficult to simply avoid. Being struck by these is not recommended if survival was key in your plans. Up to 8 can be fired in one post., or they can all be created and levitated for a supplemental action, and then used whenever in the coming posts for a single offensive action. However keeping the icy projectiles up requires a supplemental action as well, and both arms become unusable for bending while this is active.


•[A Cold Death]

    This skill requires a stomp with one foot, breaking apart the ice similar to how earthbenders break apart the ground and sending a bunch of ice chunks into the air. Then a rapid fire punching motion with both arms will follow. This skill sends a fast pace assault of ice towards an opponent made of small chunks of ice that do mostly blunt damage, but can also scrape and cut apart a target. Upon contact these pieces of ice don't usually break, but rather seem to intend to shove an opponent backwards and push them off of their footing. A few dozen of these can be launched at once, but this skill takes both offensive actions in a post and require a lot of ice to be created before it's uses.



▰ ▰ ▰ STAGE FOUR
If precision was made to seem more important for the above stages, where hitting an opponent once would usually seal the deal, this stage is all about annihilation and pure destruction.

•[Formation IV]

    For the last level of formation a veritable lake can be converted into ice, creeping out from where the user makes contact with it, and spreading out over a dozen or so seconds. This ice is highly manipulatable within 20 feet of the bender, taking whatever shapes they make for a single action depending on what it is used for. This is the ultimate level of freestyle bending afforded only to Master benders. Previous iterations of Formation effects are still useable at this level as well.

•[Shatter]

    This skill allows the user to make an ice attack, or even just ambient ice shatter suddenly, scattering icy needles in a 30ft radius around it's position. Common usage is to cause an ice projectile to explode right after it's made contact with someone, or just before it hits a defense to destroy it and send more spikes and needles at the target where possible. Even lower rank skills can be turned into very deadly ones with the use of this skill, though it does take an offensive action to use on it's own.



•[1000 Crystals]

    This final skill is done by freezing a large some of water into separate needles, and then causing them all to levitate. The needles will then, at the will of the bender and movement of their arms, begin to rain down on a target. This sustained assault rends and tears through barriers of lower ranks easily, but this requires a huge sum of water to be used effectively. The assault can be maintained so long as there is water and the user's Chi holds, but normally after one post of carving away and an equally ranked defense the needles are shattered and turned back into water, which must then be collected and frozen again.


___youwillknownihilism
Captain


___youwillknownihilism
Captain

PostPosted: Wed Jun 07, 2017 2:34 am


Medical


[Stage One:]
In stage one [1], the medic master's basic water movements and healing. This is usually learned at younger ages and is more popular among female water benders. The first stage is gained mentally. As a healer, you can be the difference between life and death in some cases. Turning away simply because you can't bear to see it is not an option. There is no turning back. At the first stage, the healer can only heal minor 'outside wounds'. Healing internal wounds is just far too advanced.

Water Flow
The bender hovers a small amount of water in the air. By moving their hands around the water in fluid movements, they are capable of keeping it suspended. This is a prerequisite for all medical skills.

Sanitize
The user can clean surfaces almost instantly in the case that they need to operate on the surface. It is done by washing the surface with almost boiling water.

Abrasions
The bender covers an area of light scrapes and cuts in water. They focus on the wounds, and they slowly begin to close.

Burns: 1st Degree
The bender covers an area that has suffered 1st degree burns. They focus on the wound, and the burned skin begins to heal. A soothing feeling comes to the target to ease their pain.
How to distinguish a 1st Degree Burn:

-The skin is usually red
-Often there is swelling
-Pain sometimes is present

Bruising
By coating the target area in water, the bender is able to restore blood vessels under the skin. As the cells revitalize, the bruise heals.


[Stage Two:]
In stage two [2], the bender is now able to take care of deeper wounds and minor psych therapy. Running a quick diagnosis to check whats wrong with the target, both mentally and physically. The stage can only be gained once the user has mastered all skills in the first stage. Training for the stage can be quite easy. Practice on a manic-ken, look as your chi unblocks the obstacles within the practice dummy.

Diagnosis:
Diagnosis allows the user to check if the target is being affected physically (internal bleeding, hairline fracture, cancer) or mentally (nausea, clinical depression, etc)

Laceration
By repeating the steps in the previous skills, the bender is now able to close and heal up to one [1]" cuts with only minimal scaring.

Burns: 2nd Degree
By repeating the steps in 1st degree, the bender may now heal 2nd degree burns. The skin is restored and blisters are removed. When the first layer of skin has been burned through and the second layer of skin (dermis) also is burned, the injury is called a second-degree burn.
How to identify a 2nd Degree Burn:

-Blisters develop
-Skin takes on an intensely reddened, splotchy appearance
-There is severe pain and swelling.

Calm
This is the first step in mental therapy for water benders. The bender coats their hands in water, and places them on the temples of the person they wish to calm. As they focus their energies, the person they are touching becomes soothed and put into a relaxed state of mind.

Minor Poison Extraction
In the case that someone is bitten by a snake, the user may extract the poison from the orifice (the place you were bitten), however it can only work when it is a small snake that delivers small amounts of venom.

Sprain
By coating the sprained joint in water, the bender is able to relax the pulled muscle/tendon.


[Stage Three:]
Stage three [3] allows for much higher levels of healing. There is almost no wounds the bender cannot heal. Although the bender's skills are quite formidable, there are still some wounds they cannot fix entirely. The stage is gained by using an actual person to test on. Look for internal damaging, mental illnesses.

Internal Bleeding
By focusing water over the injured area, the bender is able to heal inside wounds and internal bleeding.

Minor Fracture
By covering the fractured area in water, the bender can heal simple fractures back to full health.

Severing
By focusing on a stump of a severed limb, the bender is able to stop major arterial bleeding and heal most of the damage. They are unable to reattach limbs however.

Concussion
By focusing water on the patient's temples, the bender is able to restore consciousness and heal minor damage from concussions.

Chi Restoration
If a bender's chi points are blocked for whatever reason, the medical bender is able to restore the flow of Chi.


[Stage Four:]
In stage four [4], the bender is at the peak of their ability. They are able to perform medical feats that rival even the Avatar's water bending. Simpy continue the training of stage three.

Restoration
The bender is able to mend even the worst damage. Interior burning and massive rends can be put back together. The bender is even able to reattach severed limbs if they are healed within 5 posts of the removal.

Burns: 3rd Degree
The most serious burns involve all layers of the skin and cause permanent tissue damage. Fat, muscle and even bone may be affected. By coating a 3rd degree burn in water and focusing their bending on it, the burn is slowly healed. The charred skin flakes off and all damage is restored, though a nasty scar will remain.

Compound Fracture
The bender coats the open wound in water and focuses their bending on it. The bones are slowly moved back into place and restored. The damaged flesh is then healed, leaving light scarring.

Memory Restoration
By focusing water on the temples once more, the bender is able to cure amnesia and unlock lost memories. It is not able to cure permanent brain damage though.

The following skill can only be learned when the entire art has been mastered.

Mass Restoration
The user, now a master of the healing arts, may heal anyone in a small area. The circle is approximately 5 feet in diameter. This can heal sprains, minor fractures, all burns and all cuts (gashes). This is done by hovering a large amount of water over the area and letting water gently drizzle down on the area. As soon as the rain touches a living object, it becomes immersed in a soothing feeling.
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