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Approved Move Archive (2013 - May 2015)
FOR ROLEPLAYING PURPOSES ONLY: The ability to use Firebending, Waterbending, and Earthbending moves can only be unlocked by finding a teacher of sorts who can set Aang on the right path to learning them. These aren't moves, but act more similarly to proficiencies, in that they don't do anything by themselves and merely allow access to related moves.

Firebending: Firebending moves work best with high ATK, and without at least 3 ATK, the user is prone to hurting himself with them.

Waterbending: Waterbending moves are stronger at night, and especially during the full moon (If there even is one?). Also required in order to purchase the Regeneration power.

Earthbending: Earthbending moves are highly reliant on standing one's ground, and as such don't tend to sync well with Aang's battle style or a low DEF. However, then CAN be very powerful in a pinch where movement is highly restricted.

Eye of the Storm (requires Area Shield Proficiency, Buff Proficiency): (600)

Aang summons a spherical, spinning wind-wall around himself or an ally (Most effective up to about 6ft diameter) that cuts at and pushes away at anything just outside of its perimeter. Only a particularly effective shield in combination with Aang's staff or similar efforts of his protected ally, as there is not an actual physical shield and the pushing effect is relatively mild, but can also work to keep away small debris, harsh weather conditions, and the like. Can easily be power-walked through by a determined opponent, and will have little effect on any enemy who comes at it more quickly than an average run. Must be channelled, to a degree - Aang can still fight with his staff while using this move, but cannot use any other bending or move faster than a jog, and if his concentration is broken, e.g. by being knocked over, it will dissipate. Mildly fatiguing to use, so it cannot be used for extended periods of time, but the fatigue factor is not prominent in the heat of a short battle, especially as Aang's battle style doesn't allow him to use it for long anyway.

Rising draft (requires Ranged Attack proficiency, Remote Control proficiency, Debuff Proficiency): (300)

Pulls air up from under an opponent's raised foot in an attempt to trip them. This move is nearly instantaneous and requires little planning or concentration, but is generally only effective if at least 3 of the following are true: A) The opponent is running. B) The opponent is facing Aang. C) The move has not yet been used this battle. D) Aang has a perfectly clear view of the area under the opponent's raised front foot. This move is also more effective the closer the opponent's foot is to the peak of its arc of tragectory. Cannot be used on floating or otherwise airborne targets.

Water Whip (requires Ranged Attack proficiency, Waterbending, Remote Control proficiency): (300)

Aang calls upon a small amount of water from nearby to control as a stream of floating water, controlled much as he would Gust, as a sort of weapon of its own. Unlike gust, it is used primarily to deal damage by "whipping" an opponent with it. It will cease to retain its shape and splash to the ground as soon as its controller ceases to actively control it, which can be triggered by strong hits, trying to bend any other material, or simply letting it go. More powerful at night, and especially during a full moon. Requires Ranged Materialize proficiency if the water is gleaned straight from the air as opposed to a more standard source.

Rising Tide (requires Ranged Attack proficiency, Waterbending, Remote Control Proficiency, Area Attack proficiency, Debuff proficiency): (600) - Once per battle

Pulls a large amount of water from a nearby reservoir (e.g. a lake, river, water tank) and then pushes it all at once in a target direction (e.g. at the enemy). Will knock over all but the sturdiest and most willful of targets, especially with the more powerful version. Requires channeling for the full duration of the move, but can be performed in a few seconds. The user can either continually cast the spell, so that after the first couple of seconds of channeling, water is continuously pulled from the source and towards the target location, or be used with greater power but less duration by pushing harder and forcing all of the collected water to move all at once. Can only be used once per battle, and is quite physically draining.

Flare (requires Ranged Attack proficiency, Firebending, Area Attack proficiency): (300)

Creates an arc of flame traveling 5 feet out from the user. The user waves an arm from close to his body as though performing a backhanded slap, and the thin band of flame eminates from his fingertips, traveling quickly as a single arc parallel to the tragectory set out by the user's arm until dissipating, and burning any targets it may hit. Only requires one arm's motion and can be quickly thrown out as a filler move at any point in a fight, but not a very heavy attack on its own.

Redirect Lightning (requires Firebending, Ranged Attack proficiency): (300)

Takes in lightning (or lightning energy from an electric-based attack, as it may be) through the tip of the index and middle fingers, then redirects it through the user's body (up through the arm, down through the stomach, and back out the other arm and index finger) as a single, powerful zap in a target direction. Requires 1.5 seconds of complete concentration to complete. If interrupted, this move can seriously harm the insides of the user.

Zap (Requires Redirect Lightning, Homing Proficiency): (300)

Zaps a target with a relatively weak bolt of lightning out of one's touching middle and index fingers. This lightning bolt travels straight and nearly instantaneously in the direction indicated, but when it gets near an enemy it homes in on them. Requires a .5 second still charge-up, which if interrupted causes the skill to backfire.

Yip yip!: Tier 1 Super Move (required Ranged Attack proficiency, Area attack proficiency?): 600 OM

Aang blows on his Bison Whistle. Appa, a giant sky bison, is summoned behind him, and then flies overhead in order to swoop down at and ram into an opponent on the ground. Appa is a large, pale, furry beast that floats seemingly by its own willpower. What he lacks in natural weaponry, he makes up for by being huge and meaty, and can hit just as hard as a similarly sized truck that can fly and wants you dead. He is a few feet wider, a few feet shorter in length, and about 2/3 the height of a Coca-Cola truck.
[Image: Om484Nd.gif]


Messages In This Thread
Approved Move Archive (2013 - May 2015) - by Omni - 08-22-2013, 09:10 AM
Re: Move Approval - by PepsiWhirda - 08-28-2013, 06:25 PM
Re: Move Approval - by Proto Man - 09-01-2013, 05:49 PM
Re: Move Approval - by Nanoha Takamachi - 09-02-2013, 02:32 AM
Re: Move Approval - by Ganondorf - 09-05-2013, 07:53 PM
Re: Move Approval - by Omni - 09-06-2013, 06:21 AM
Re: Move Approval - by Omni - 09-06-2013, 07:11 AM
Re: Move Approval - by Omni - 09-06-2013, 09:20 AM
Re: Move Approval - by Nanoha Takamachi - 09-06-2013, 10:32 AM
Re: Move Approval - by Omni - 09-07-2013, 06:50 AM
Re: Move Approval - by Omni - 09-08-2013, 07:06 AM
Re: Move Approval - by Magus - 09-09-2013, 11:58 PM
Re: Move Approval - by Nanoha Takamachi - 09-22-2013, 02:24 AM
Re: Move Approval - by Nanoha Takamachi - 10-03-2013, 06:51 AM
Re: Move Approval - by Nanoha Takamachi - 10-03-2013, 11:28 PM
Re: Move Approval - by PepsiWhirda - 10-04-2013, 04:43 PM
Re: Move Approval - by Proto Man - 10-15-2013, 01:50 AM
Re: Move Approval - by Samus Aran - 01-29-2014, 07:47 AM
Re: Move Approval - by Proto Man - 01-29-2014, 10:57 PM
Re: Move Approval - by Harry Dresden - 02-09-2014, 10:53 PM
Re: Move Approval - by Shang Tsung - 02-12-2014, 01:24 AM

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