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Post  Admin Tue Aug 07, 2012 11:37 pm

Non-Bending Abilities:

Non-benders are those individuals who cannot bend the elements. They are able to learn abilities that benders cannot learn.


-Paralyzing strike: (requires 70 cp) non-benders can paralyze others by target key pressure points on the body. Paralysis lasts 1d8 turns.

-Bending Strike: (requires 250 cp) non-benders can target bending abilities of benders and can seise their bending for 1d12 turns.

Skills:


Appraise (Int)
Alchemy (Int)
Balance (Dex)
Blacksmithing (Wis)
Bluff (Cha)
Boxing (Str)
Climb (Str)
Concentration (Con)
Craft (Int)*
Dancing (Dex)
Decipher Script (Int)
Diplomacy (Cha)
Disable device (Int)
Disguise (Cha)
Diving (Dex)
Escape Artist (Dex)
Engineering (Int)
Forgery (Int)
First Aid/Heal (Wis)
Gather Information (Cha)
Grafting (Con)
Handle Animal (Cha)
Hand-to-Hand Combat (Str)
Hide (Dex)
Hypnosis (Wis)
Intimidate (Cha)
Jump (Str)
Knowledge (Int)*
Listen (Wis)
Martial Arts (Wis)*
Move Silently (Dex)
Open lock (Dex)
Perform (Cha)*
Ride (Dex)
Run (Dex)
Salvage (Wis)
Search (Int)
Sense Motive (Wis)
Skiing (Dex)
Sleight of Hand (Dex)
Speak Language*
Spirit Walk~
Spot (Wis)
Survival (Wis)
Swim (Str)
Tracking (Wis)
Tumble (Dex)
Use Bending Device (Cha)
Use Mundane (Dex)
Wrestling (Str)

*must specify what language, craft, type of performance, and knowledge your character posesses.

~refers to an individuals ability to commune with the spirit world.

Water:

- water levitation and manipulation
- melt ice
- water armor
- breathe/see clearly under water
- water walking and increased swimming ability

- Healing waters (requires 50 cp)

- Ice/snow creation (requires 200 cp)

- Water extraction (requires 500 cp) extract water from plants and other living organisms with endurance less than 5 of the endurance of the water bender.

- Plant bending (requires 750 cp) An individual can use the water inside plants to bend the plant.

- Blood bending (requires 1100 cp) An individual can use the moisture inside anothers body to control that body.




Earth:

- +2 points to endurance and strength stats to begin with.
- Earth manipulation
- Ground pound/cause earthquake.
- Rock armor.
- Rock levitation.
- Able to tunnel/dig very fast.
-Sense through the earth.

-Sandbending- (requires 150 cp) capable of bending sand to create quick sand traps, traverse sand easily, and create sandstorms.

-Metalbending- (requires 1000 cp) capable of bending all forms of metal.





Air:

- +2 points to dexterity stat to begin with.
- wind armor.
- wind manipulation/gust creation.
- high jumping ability.
- self levitation/water and fire walking.
- self propelled flight (with glider).
- able to hold breath for long periods of time.
- ability to guide and strengthen projectiles.
- +2 to all listening and hearing checks.


-Air bubble: (requires 50 cp) Can create a bubble of air to allow for breathing under water.

-Tornado formation: (requires 150 cp) Create a powerful vortex which can deflect many types of projectiles.

-Sonic cry: (requires 1000 cp) Using airbending, a bender can continuously vibrate air molecules of a scream to amplify the noise into a sonic projectile capable of dealing damage.



Fire:


- Fire breathing/able to produce own fire.
- fire manipulation
- fire walking.
- control body heat/thermal manipulation.

- Jet-pack flight: (requires 150 cp) a fire-bender can use their fire bending to propel themselves in flight.

-Smoke bending: (500 cp) a fire bender can bend the heated air molecules into poisonous smoke.

- Lightning bending: (requires 1000 cp) a fire-bender can bend lightning.

Basic Stats:

Strength = Lifting, Non-weapon physical damage, Wielding weapons, and other physical activities.

Dexterity = accuracy (both ranged and melee) and dodging ability.

Endurance = physical defense/resistance. Also used to calculate health.

Intellect = Reasoning and learning ability.

*all stats are determined from initial 60 pts (65 for non-benders)


Skills:

-No magic in this role playing.

-Each player will receive Intellect/2 in initial skill points. They may choose from the list of skills provided under the skill section of this forum.

-A skill is considered mastered if 25 points are placed in it.


Bending:

In this rpg, there exists an ability known as bending which can be used by people known as benders. The ability essentially is used for bending a specific element. There are a total of 4 elements that can be bent:

Water

Earth

Fire

and Air.


Leveling Up:

Players do not gain experience in the traditional sense, but rather they accumulate chakra points (cp) which may be used to purchase skill points for pre-existing learned skills and stats. The costs for such things are shown below:

10 cp = 1 skill point

20cp = 1 stat point




The amount of gp gained per task or activity is determined by the DM.

Admin
Admin

Posts : 146
Join date : 2012-08-05

https://kuaiacademy.forumotion.com

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