Bloodline- Water Benders

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    Weapon &atas:'6 wordSpecial &atas:Chi Ball &ata:tepping slowly forward, wal$ing in synch with 1hi flowing in the immediate area, the character wor$s at gathering 1hi, eventually pulling ittogether into a ball suspended between the characterBs hands. To an observer, it seems that the martial artist is slowly gathering an invisiblesubstance li$e a mime artist, while simultaneously performing a circular dance step. .4I..6. to the 1hi (all. There is really no maximum,but if the amount of 1hi46.6.>.I..6. in the 1hi (all grows to larger than the userBs base 1hi46.6.>.4I..6., it becomes too difficult to control. . 4I..6. (ase.

    0r%::ouble >xisting 1hi.Chi Ball 'ens:

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    1th:3* to tri$e46arry4:odge, 1ritical tri$e on )atural *; or 50, 2ian Tai Chi Chuan Me%itation A%#ancement 3.:35 to I.M., /.>., and/.. ttributes.

    4th:elect @ual to the I..6. stored within the 1hi (all. 1hi46.6.>. 4I..6. 1ost&

    E.

    5th:3* to Coll with 6unch4all4Impact, 3* to 6arry4:odge. 35d- 1hi4I..6.46.6.>., >vo$e 1hi (all in Hust one melee round.

    6th::ouble >xisting 1hi, 3 * to tri$e, 35 to roll with punch4fall4Impact, 35 to pull punch.Chi Ball Calm:=sing the 1hi (all to instill looseness or relaxation, the character is resistant to fear, horror, panic, and other ailments of themind. (onus of 3+ to save vs. 8orror actor and other types of fearful emotions, at least so long as the character holds the 1hi (all. 1hi46.6.>.4I..6. 1ost& 5.

    7th:3* ttac$ per /elee, 3 5 to /aintain (alance, dd +:-390 points to the characterBs 6ermanent I..6. (ase.

    8th:dd . Secon% Chi Ball Formation& 1an create two 1hi (alls simultaneously, >vo$e 1hi (all in Hust one melee ction.

    ..th::ouble >xisting 1hi.Chi Ball 'e#itation:'illing the 1hi (all to rise, the character is able to levitate with it by holding onto it with his hands or standing on it li$e aninvisible elevator platform. /aximum 8eight is +00 feet !*+5 m" per level of experience. I..6. 1ost& *0.

    ./th:3* to Coll with 6unch4all4Impact, 3* to parry or :odge, 3* to stri$e and 3* on initiative, dd E:-350 1hi46.6.>. 4I..6. to the characterBs6ermanent 1hi46.6.>. 4I..6. (ase.

    .0th:3* to parry or dodge, 3 5 to /aintain (alance, 2noc$out4tun on )atural *; or 50,Thro+in, the Chi Ball:ItBs also possible to use the 1hi (all as a thrown weapon, so it arcs directly through an opponent, and then continuesaround to return to its owner. /ega7:amage& To demons and other creatures of supernatural evil, the ball inflicts 5: /.:.1.4chi used on aglancing blow, and a full :I< /.:. from a solid hit !it goes all the way through the victimBs body". 8armless to animals, humans, machines,and those not possessed by evil spirits. & 35 to stri$e, plus any other bonuses to stri$e from attributes or s$ills. Cange& *00 feet per level ofexperience. 1hi46.6.>. 4I..6. 1ost& l0 per thrown ball.

    .1th:elect xisting 1hi, impervious to mental illusions while holding the 1hi (all and 3+ to save vs. magicalillusions.

    Why Stu%y 2ian Tai Chi Chuan;'hile far from the most powerful of combat forms, Tai71hi nevertheless provides strong 1hi power to its students.

    !e+ Martial Arts A

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    The ability to impose one?s will over water turbulence. The size of waves, their speed and potential damage are reduced by half. 1alming effectcan be repeated in the same radius to maintain the effect, but only after the initial effect has run up the duration.Cange& *00m radius, up to 900m away.:uration& *5 minutesttac$s& =ses up four actionsF/= Create Wa#es:The character is able to manipulate large sources of water to create a variety of waves in water or on land.Cange& *00m radius, up to 900m away.

    ttac$s& =ses up two actions.(onus& 3E to stri$e:amage by ize of 'aves& The size and speed of waves can be controlled by the character with the following effects.Small Wave:549 of a meter to 5.+m tall, does *d- damage to all obHects and people struc$ !will not damage vehicles, power armors, or especiallydense 1yborgs4mutants".

    Large Wave:97-m tall, does +d- damage plus 5 damage per level of experience !will still not damage vehicles, power armors, or other densetargets".

    Huge Wave:K7*5m tall, does -d-3*d- damage per level of experience. t this point, vehicles, power armors, and other dense targets will ta$ehalf damage.2noc$down& Getting hit with a wave taller than you is very mean. Those hit by a wave, on land or dec$ top, are li$ely to be $noc$ed down andcarried away. Getting washed up in a wave causes the loss of *dE3* actions. Getting hit but not $noc$ed down causes the loss of one action.Small Wave:0*7E0N for items under 550$g. 'ill be carried *d meters away.

    Large Wave:0*7K0N for items under E+0$g. 'ill be carried 9d- meters away.Huge Wave:0*70N for items under ;00$g. 'ill be carried +d*0 meters away. 8uge waves also have a 0*7EN chance of capsizing smallvessels, 0*7-0N chance to capsize medium vessels. t level +, the character has a 0*750N chance to capsize ships and ocean liners.0= Water Slam::ifferent from a wave. This is a towering wave that comes up and then smac$s down on the target li$e a hand. t +m tall and 5m wide, it?s

    nothing to be ignored. 1an also be used on land if sufficient nearby water is available% K+0 liters or more.Cange& E0m39m per level of experience.:amage% 5d- plus * per level of experience. Oictims of the slam also lose initiative and one action.ttac$s& =ses up two actions.(onus& 39 to stri$e.1= Water Spout:This tric$y techni@ue summons up a spout7li$e wave that pushes its victim s$yward, bouncing atop the water spout. large body of water mustbe available.8eight of the pout& Em per level of experience.'eight Dimit& 5+0$g per level of experience.Cange& 50m3Em per level of experience.:uration& *0 seconds.ttac$s& 1reating a spout ta$es one action.:amage& (eing dropped from a spout into water does *dE damage for every Em of height. (eing dropped onto the ground does *dE damage forevery 5m of height. Oictims bobbing atop the spout are 7- to stri$e, parry, dodge, and initiative.4= Wall of Water:

    This power calls up a wave which will suspend itself to create a wall of water. This wall can be up to 5m thic$, *0m tall and *0m long. The watercan be molded into the shape of a long, straight wall, circle, dome, or LDL or LOL shape. (ecause of the vast amount of moving water, it isimpossible to see beyond the wall. This ability re@uires a vast amount of water, li$e a very large swimming pool, la$e, river, etc.Cange& +0m39m per level.:uration& ive minutes per level of experience.ttac$s& 1reating a wall of water ta$es 5 actions.:amage& )one. 8owever, it will slow and deflect bullets. lso, those attempting to stri$e through the wall do so at half their usual bonuses. lso,water density can @uic$ly disperse the effectiveness of most any attac$.

    Projectiles:mall arms and shotgun shell fire sees their range reduced to *4*0 when passing through water. 8eavy cartridges and artillery !anti7material rounds, auto cannon rounds, anti7material rounds, cannon fire" see their range reduced by *49 when passing through water. olidproHectiles do 5+N less damage after passing through water !explosive rounds don?t count, they deliver their damage through the explosivepayload delivery, not $inetic energy". /a$e sure to account for distance traveled when apply for the water, because a wall of water could verywell stop a bullet.Ballistics:/issiles get fouled by the density of water, and detonate against the wall. wall of water is easily blown apart. (ut, if the character isfocusing on the wall, than any degree of explosive force can be applied to the wall, and it will reform itself within two actions. 8owever if thecharacter is using some other power, then a wall of water can only withstand *00 damage of explosive force before it falls apart. ny additionaldamage will pass onto the blast radius !so you subtract 7*00, then divide in half".

    Lasers:8eat lasers !IC P =O" are lose a lot of energy boiling off the water. Cange is reduced to *4E, and damage is reduced by +0N. 6hotoniclasers lose no damage, because of how the photons disperse through the water, however range is severally reduced, to *4*0thF

    Ion & Electrical Blasts:=nfortunately utterly disperse across a wall of water, with no effect.Particle & Plasma Blasts:These attac$s are very capable of blasting a wall of water apart. It only ta$es *00 damage worth of particle and4orplasma blasts to boil off a wall of water. 8owever, all attac$s are absorbed by the wall, and the remaining damage from the final attac$ does notpass over !due to the density of water".The wall also possesses the force of moving water. It ta$es about *0 seconds to swim through it with a wimming s$ill chec$, and if the charactercan?t swim, then they will simply be swept up by the moving water if they weigh less than 900$g. Those weighing more than 900$g who can?tswim can wal$ through at *4E their usual peed. Oehicles, or incredibly fast moving mutants find their speed reduced by *45. Impact is hard onsuper speed mutants though, causing *d- damage for every K+$mph of speed.5= Whirlpool:

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    This ability creates a huge, spinning whirlpool in any body of water. ight minutes per level of experience.ttac$s& 1reating a bubble uses up three acttac$s. 1an typically create one every *0 seconds, but can only move one at a time.7= Walk on Water:>xactly what it sounds li$e, the character is able to stand, wal$, run or float atop the water !including atop a spout or wave without penalty", butspeed is reduced by half.

    Cange& elf:uration& *0 minutes per level of experience.ttac$s& ctivation of this power ta$es up one action and maintaining it ta$es * action every round.8= ther A Bonuses:ccurately sense depth underwater within *dE meters.ccurate sense direction underwater.Cesistant to cold !half damage":epth tolerance is 900m3+0m per level of experience.1an hold breath underwater for *d- minutes plus E minutes per level of experience.This power is mental, and so benefits from a high /.>. dd a 3* to stri$e and deflect4 parry to each of the above powers for an /.>. of *-75*, a35 to each if the /.>. is 5575K, or a 39 bonus for an /.>. of 5 or higher.Alter *hysical Structure: 'iqui%The weird power to transform into a fluid state, and gives them influence over water or li@uid when in contact with it..= Water Bolt:The character can instantly draw on moisture in the air, or another source of water, and fire a Het4stream of water at an opponent. The impact isabout twice as hard as a normal humans punch.

    Cange& *0m39m per level of experience.:amage& 5dE3* per level of experience.6enetration& )one(onus& 35 to stri$e/= Water Behemoth:The character can draw on an existing body of water to increase in size and mass 5, 9, E, or + times his normal size.:uration& 5 mintues per level of experience.ttac$s per Cound& The character can increase in size by one level per round, re@uiring two actions to do so.(onuses P 6enalties& 3* to stri$e, 7* to dodge, speed is reduced by 90N.ize, 'eight, and (onuses&This is as applied to the characters li@uid mass.Two times water mass, 35d- damage, 3K0 to .:.1.Three times water mass, 39d- damage, 3*+0 to .:.1., 6.. counts as uperhumanour times water mass, 3+d-3*0 damage, 3900 to .:.1., 6.. counts as uperhumanive times water mass, 3-d-350 damage, 3+00 to .:.1., 6.. counts as upernatural.)ote& 'hen the time has elapsed the character sheds off all the water they gained and must regather themselves.0= Water Mer,e:

    The character can completely merge into water and can not be seen. In the water form, the character does not breathe in the conventional sense!the water is oxygenated"% thus he can stay in or under the water for an indefinate period of time. Traveling speed in water is *49 normal runningspeed. :epth tolerance is unlimited.1= Manipulate Shape:This power gives the character the ability to slip through a lot of tight situations. 1an s@uish, mold, and puddle his4her physical form.4= 'imite% (n#ulneraxplosions andsonic4vibration attac$s will however blow the character apart, and it will ta$e 5d- minutes to reform.>lectricity, fire, heat, psionics, and magic do full damage.I.C. P =.O. lasers inflict half damage.1old attac$s inflict full damage.5= ther A Bonuses

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    390 to .:.1. !applies whether or not he4she is in li@uid form"6hysical trength becomes >xtraordinary while in water form.'eight is increased Kx in water form.The character radiates no heat when in water form% thus cannot be detected or trac$ed by infrared or heat sensors. 'hen merged in water, he4sheis completely invisible to sonar.8orror actor *5 !*+ when 9x bigger than normal"1old4 41ryogenic4 Ice 6owers&

    Alter *hysical Structure: (ceThe startling ability to transform into a being of living ice, as well as manipulate and control aspects of cold.now an ice can be created by an extraordinary means of watery condensation and freezing of moisture out of thin air. In this way the charactercan create snow and ice..= Create Sno+ an%?or (ce:The character can create a ball of snow or chun$ of ice out of thin air, dropping it on top of somebody, or something, or covering an obHect with it.The character can create 5+$g of snow or ice in one action, add +$g for each level of experience.Cange& 90m39m per level of experience:uration& =ntil it melts:amage& :ropping a snow mound on top of somebody inflicts *dE damage plus it blinds and staggers the target, victim loses next attac$, andinitiative. 5+$g ice chun$ does 5d- damage 3 9 damage for each additional +$g, and but has no penetration.)ote& The creation of snow and4or ice can be repeated for multiple actions to bloc$ a passage or door, cover an oHbect, impair movement, causeconfusion, or ma$e a gigantic ice chun$4spi$e./= Create an% Hurl Sno+

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    >xpulsion& ire or /icrowaveF" will revive the victim in 9dE minutes with little, if any, side effects. nyone losing hit points and .:.1.4/.:.1. tm

    are 35+N vs coma4death and get 9dE hit points bac$ when revived.Those in environmental armor will not be affected by this power?s numbing effects and will not lose bonuses or speed or enter cryo7stasis. =singthis power it is possible to build up amounts of ice, e@ual in physical .:.1.4/.:.1. tmto the damage rolled. >ach attac$ $eeps adding strength tothe ice. lso see the lter 6hysical tructure& Ice power in 8eroes =nlimited tmfor notes on ice sheets, encasing in ice, etc. !>xample 1haracterthat ta$e R damage to cold and ice also ta$e R damage from a cold >nergy (olt, Daser Cefractive allows ta$e R damage from a light4laser (last."(ncremental Blasts:The character can limit his bursts from level one. *:-, 5:-, 9:-, E:-, +:-, -:-, K:-, *:-x*0 are the damage levels.The following table is for the section of the body where the beams are emitted.

    *ercentile Bo%y *art

    0*750 >yes

    5*7E+ ingers

    E-7-0 'hole rm

    -*7;0 'hole (ody

    8.99 (oth arms together !must be touching each other".

    Advanced S"%erior )nerg! )+%"lsion: ice

    Ran,e:-00ft maximum !*9m"$ama,e:5:-x*0 /.: 3 *0 /.: per experience level.Attacks per Melee:>ach ull 6ower (last 1ounts as a full melee attac$. Incremental (lasts can be fired e@ual to the characterBs hand to hand.Bonuses:3E imed stri$e, 35 for wild shot.

    Canged ttac$& 1old

    HurricaneRan,e: ffects a *50 foot !9-.- m" area and can be cast up to +00 feet away !*++ m".$uration: our melees per level of the warloc$.Sa#in, thro+: )one*=*=E=: +0This elemental power creates a great sea storm with *00 to *+0 mph winds blowing around within a *50 foot 3*50 foot area per level. The sea islashed into huge waves 90 feet !; m" tall which will batter and destroy all but the largest ships. Inflicts 9:-x*0 /.:. per melee. Torrential rains,thunder and lightning accompany these terrific winds. ny person foolish enough to be above dec$s during this storm will ta$e *:- /.:. per

    melee due to flying debris, wind, and hail.

    A%#ance% Ener,y E@pulsion Sud.". In addition, this minor power givesthe capacity to twist the attac$ powers in new ways. or lac$ of a better term, call them ?special effects?.

    lthough the special effects here can be applied to anyattac$ power, they can only be used to enhance onesuch attac$ power at a time !G/smight ignore this, depending on what players want to combine".

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    ote ":G/?s might also decide to let the ?blaster? characters develop a special effect or two during the course of campaigns, as levels are gained.The special effect should be limited to being used with only one specific energy or ranged attac$.

    ote #:(eings with uper7 >nergy >xpulsion could trade their ura >ffect and Cicochet (last for other powers listed here, and instead of havingto focus those powers they could use them at will !and so use of them isn?t mutually exclusive and no attac$s are re@uired to enable them". If thisis done all penalties, bonuses, and range reductions are cumulative. The effects can, of course, be turned off to have a normal ranged blast.

    6layers may choose to use each of these special effects from this list.This power lets the character create three $inds of damaging matter to attac$ with. 1hoose one$ind of matter to proHect.

    Li,"id:Di@uid substances will hang on a target for *dE melees and cause another *d- plus the level of experience in damage each melee unlessthe victim ta$es two attac$s to sha$e it off !no dodges, parries, or stri$es during that time". cryogenic li@uid !cold based attac$".

    Solid:The player could proHect some form of solid matter. This is a spray Ice needles, Ice blades.

    S%ecial:If the player desires, the ice can be non7 damaging and instead have a ?trapping? effect. Di@uid or solid matter can be used to ?gum up? amachine, bond someone?s feet to the floor !brea$ing free re@uires heating agents or a combined 6.. of at least 50, plus the level of the icecreator", repetively used to create a barrier !each use would add 50 .:.1. tmto a barrier, 3*0 per level", hold doorways shut, create a slipperysurface. There are many useful effects possible for the Ice substances. Affects(nsunergy >xpulsion version.

    Continuous:1annot be chosen until level three or beyond. The character needs only one successful stri$e per melee to hit with the power, andthe victim suffers damage until a successful dodge of the attac$ roll is made. 8e cannot attac$ anyt%ingelse in anyway, though he can drop acurrent continuous attac$ on one target and move to another !with a new stri$e roll, of course". The main drawbac$ to a continuous attac$ is thevirtually complete lac$ of defense. 2noc$downs, explosions, and unconciousness will obviously interrupt the continuous attac$, as will intense

    pain and stun attac$s.

    'hen using this special effect, the character?s dodge bonuses are reduced to a maximum of 35 and only two dodges per melee can be made!speedsters can add an extra 3* and get a third dodge per melee". . of 55 bonus and a 3* 6.6.bonus. If he does a continous attac$, he uses his first three melee attac$s to continously stri$e with a total bonus of 3-. That leaves him one meleeaction to dump some damage on an enemy. If the enemy fails to dodge, the attac$ing character will roll -d- and multiply the result times two !onemelee action of attac$ing plus one more". >very consecutive melee that the character ma$es a successful stri$e roll, the damage is applied.

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    Counter

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    It is also possible to perform ?arcing? blasts that can boomerang bac$ to hit targets. 'hen hitting something from behind a 7E dodge penalty isapplied, unless the target has Cadar 7 they do it without the penalty. rcing blasts can also hit targets hiding behind obHects for cover. 8owever,low rolls are not treated as eights and they miss outright. rcing blasts do not benefit from 6.6. bonuses, only the attac$ power bonuses and thehoming bonuses. rcing shots also re@uire two melee actions to produce.

    'on, Ran,e:The character can focus his attac$ power to have triple the range, but the damage is halved and the distance attac$ re@uires twomelee actions. Dong range combat is -0ft and beyond, and re@uires an or more to stri$e !as opposed to the usual + or higher".

    *hasin,:The power can pass through one obHect !plus one more at levels three, six, nine, and twelve" without damaging it and do full damage toa target Hust beyond it. If used on a character wearing armor, it passes through the armor an(the character. =seful in hostage situations, forpenetrating walls, against vehicles, and when fighting in crowded conditions. This power will not penetrate any sort of force field and the phasingblasts have half the range of a normal shot. (est combined with some sort of penetrating vision.

    *rotecti#e Fiel%:The character can coerce his attac$ power to encircle himself, shielding him from attac$s. The barrier acts li$e a low powerforce field that absorbs all damage !no .C. 7 total shielding". It has an .:.1. tmbase of E0, 3+ more per level of experience, and recovers at a rateof EdE .:.1.tmper melee. 'hen the attac$ power is bent into a field, it cannot be used to fire ranged attac$s.

    The shield does a @uarter of the normal damage or *d- damage !whichever is more" to those who touch the field. lso add this damage to anyhand to hand stri$es or melee weapon attac$s. This special effect re@uires some concentration to maintain 7 the character loses one melee actionand 75 on initiative when it is in use.

    The shield ta$es no damage from similar energies !fire, heat, and microwaves can?t damage a flame shield, lasers can?t affect a light shield, etc."2inetic energy shields are the only exception, which instead are resistant to $inetic energy4 impacts and ta$e half damage from them. The shieldabsorbs half the damage from falls, heavy impacts !li$e ramming attac$s", and supernatural strength attac$s 7 the other half hits the character. ll

    other damage is soa$ed up by the barrier.

    8alve the shield recovery rate, halve the .:.1.tmbase, and turn both into /.:.1.tmfor CiftsS.

    Ricochet Blast:ame as ability E described in the uper7 >nergy >xpulsion power, page 5;9 of 8= 5nd >d.

    Spheres:The character can channel his attac$ power into concentrated balls of energy !or sound, or light, etc.", which will follow the characterand stay within +ft of him. These spheres can be used to attac$ targets much li$e mentally7 directed missiles. This ability cannot be selected untillevel three.

    ., and one melee action is re@uired to generate two spheres. There is no limit to the time thata sphere can be maintained, but while this is done no non7 automatic or constant use powers can be used !no gravity manipulation, noteleportation, no shape shifting, no control powers, etc." The spheres have range of attac$ of ;0ft 3*0ft per level of experience !which is *50ft atlevel three". >ach sphere does half of the normal attac$ power damage. The only bonuses to stri$e that are valid are the normal 39 to stri$e aimedand 3* to stri$e wild and a special /.>. bonus. dd a 3* to stri$e for an /.>. of *-75*, a 35 to stri$e if the /.>. is 5575K, or a 39 bonus for an/.>. of 5 or higher.

    The main benefit of the spheres is that they act much li$e missiles do. Oolleys of any number can be fired at a target. =se the standard volleyrules. The spheres do not have a blast radius 7 they can damage only what they are fired at and do not affect the area around the victim. lso, tenpoints of damage will disrupt the containment field and destroy the sphere before it can damage a target !a called shot of *+ or higher is necessaryto target a sphere". The spheres can, however, be used for called shots !normal missiles cannot".

    Matter Shapin, With (ce nlyThis power is a simple idea with many possible applications. (y holding or touching obHects the character can reshape non7 living matterF The actta$es full concentration 7 no attac$ing, defending, or wal$ing is possible. omething to remember with this power is that it is usually notnecessary to destroy all of an obHect?s .:.1.tmto render it useless 7 doors can be circumvented by cutting out the loc$ and a window can bebypassed without brea$ing it by cutting the glass.culpting and modeling s$ills gain a 350N bonusF >ven better than using tools for this, the character can ta$e the hardest stone and the toughestmetal and shape those into wor$s of art as easily as us normalBs use clay and putty.Those with loc$smithing s$ills can ?will? $ey blan$s !or $eys that are already cut" to form into copies of a $ey. :oing so ta$es *dE3E minutes ifusing a $ey blan$ to determine the shape of the loc$, or a mere two minutes if a $ey is available to copy. /a$e a standard s$ill roll. ailure meansthe character has to try again in another minute.:egrading obHects is also possibleF The character can do one point of .:.1.tmdamage to non7 living matter per melee of concentration !it?s easier

    to destroy than to create". t level three, increase this to *dE points of damage per melee.'or$ing on /.:.1.tmmatter is also possible when in a CiftsS environment. The same repair4 degrading rate applies !the strength of the materialmatters not 7 the molecules themselves are manipulated".

    Stan%ar% Mo#esThese moves are used by other martial artists, but have !to a certain extent" been adopted by the 'ater (enders as their own. The followingmoves are available from those listed in )inHas and uperspies4/ystic 1hina& ll (ody 8ardening >xercises, including :emon 8unter >xercises!except 1ontrol Cevulsion and :emon 'restling"% the temi bilities of )eural temi, (lood low temi, and Grasping 8and temi% 1hiwareness !must be ta$en separately from any other 1hi 6ower, as must all other abilities that are normally automatic for selecting a 1hi 6ower"%the /artial rts Techni@ues of alling and

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    (rea$ing, and the 1hi (all 2ata.

    (ce s+or%& *4h *+min4lv *d50U*03*0 3*d50U*03*04lv 3+p4s4int can be lin$ed to a regular sword

    (ce %a,,er& 94h +min 3+min4lv *d*0U*0 3*d*0U*04lv 3+p4s4int can be lin$ed to a regular dagger

    (ce Stars& 94h +min 3+min4lv *d*0U*0 3*d*0U*04lv 3+p4s4int can be lin$ed to a regular star

    Multi(ma,e V5+W creates E 3E4lv images of fighter when multi7image is active opponents need a natural * stri$e roll to actually hit the realfighter, image is destroyed as soon as it is hit

    Soul freee& touch *4h *7*d*0 3*d*04lv 3 6..! 1an be Dayered with other attac$s"

    Fo@es Blessin,: instantly heal self and up to 5 people touched of all damage, 1urses, diseases or ailments

    (ce 3 /> 3*+0 3*+04lv aura force field.

    Rasen,anD D literall! Spiralin, Sphere

    The piraling phere is a techni@ue invented by the ninHa 'ater (ender with the power of hydro $inesis after three years of development. Itre@uires a very high level of cha$ra control. The piraling phere incorporates the cha$ra control learned from the tree7climbing and water7wal$ing exercises to create a ball of concentrated, spinning cha$ra in the user?s hand that is slightly larger than a baseball, very similar to theforces in a tornado. or training purposes, teaching the techni@ue is bro$en into three steps. The first, emphasizing rotation, the user has to learnto pop a water balloon by spinning the water inside in multiple directions with their cha$ra. The second step, emphasizing power, they do thesame with a solid rubber ball. ince the rubber is thic$er and air is completely different from water, it forces the user to rely mostly on densercha$ra to brea$ it. The final step, emphasizing control, the user has to form a complete piraling phere by combining what they learned in theprevious two steps and ma$ing a ball shape shell around the spinning cha$ra to hold it in regular shape. regular balloon is often used to trainma$ing the shell. In 6art II, The piraling phere re@uires no hand seals to perform, instead relying entirely on the cha$ra control of the user.

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