Bending In Fate Core

All benders must have their bending ability mentioned in their high concept, and take their bending style as a stunt. This allows the to take a bending skill with which they make basic attacks up to one zone away, defend against attacks, create advantages, or overcome obstacles, provided it can be explained with basic manipulations of their element. Beyond that, other abilities can be gained by spending Refresh on one or more of the Stunts associated with that bending style.

Note: As the game I have planned will most likely take place during the time of Avatar Kyoshi, techniques developed later such as metalbending and bloodbending are not listed. Also not included are bending styles associated with only one or very few benders, such as combustionbending. I may add those later for completeness.

Airbending

Airbenders tends to be passifist, but not passive. While dynamic and energetic, the teachings of this style of bending are generally aligned more to defense than attack. However, powerful blasts of wind can batter enemies, and can be used to enhance leaps and cushion falls.

Airbending Stunts

  • Air Blades Requires Airbending at +2 or better: When you force an opponent to take a consequence using an Airbending attack, you can spend a fate point to increase the consequence's severity by one level.
  • Air Bomb Requires Airbending at +2 or better: Once per conflict, you can perform an attack on everyone in your current zone simultaneously.
  • Powerful Winds Requires Airbending at +1 or better: When you successfully use Airbending to make an attack, you deal +2 shifts.
  • Sensitivity Requires Airbending at +1 or better: You may use Airbending in place of Notice to detect hidden threats in your immediate area by feeling the air currents in your surroundings.
  • Spiritual Projection Requires both Airbending and Lore at +2 or better: You can project your spirit out of your body. It can pass through solid objects. While doing this, your body is completely vulnerable.
  • Super Jump Requires Airbending at +2 or better: When using Airbending to overcome an obstacle by leaping, you gain a +2 to your roll.

Waterbending

Waterbending is a highly versatile skill, featuring strong defenses that can quickly become powerful counterattacks. Combat tends to focus on controlling an opponent, rather than merely deflecting his attacks. Ice often plays as large a roll in waterbending as liquid water does. Waterbenders can invoke a full moon aspect for extra power, and can have a lunar eclipse or a lack of water compelled to weaken them.

Waterbending Stunts

  • Breath of Ice Requires Waterbending at +2 or better: When you succeed with style on an attack using Waterbending and choose to create a boost, you can instead create a full situation aspect, representing the opponent being frozen in place.
  • Bubble Requires Waterbending at +2 or better: You may create a bubble of displaced water around yourself, allowing you to maintain an air supply underwater. You may also extend this around your companions, provided they remain close.
  • Healing Requires Waterbending at +1 or better: You may use Waterbending to reduce a consequence that represents physical injury. A minor consequence is completely removed, while a more severe consequence is renamed to represent that it is recovering.
  • Ice Gauntlets Requires Waterbending at +1 or better: When you successfully make a Fight roll to attack unarmed, you deal +2 shifts. Ice claws are also possible, and have the same effect.
  • Spirit Bending Requires both Waterbending and Lore at +2 or better: You can use Waterbending to calm dark spirits and to heal spiritual consequences.
  • Water Knife Requires Waterbending at +2 or better: When you force an opponent to take a consequence using an Waterbending attack, you can spend a fate point to increase the consequence's severity by one level.

Earthbending

Earthbending tends to be straightforward. A typical earthbender will withstand attacks while awaiting the perfect moment for a single devastating attack of his own, which is unleashed without hesitation.

Earthbending Stunts

  • Earth Armor Requires Earthbending +2 or better: You can gather stone around your body for protection. When you do, if you suffer physical damage, the shifts are reduced by 3. However, you gain a "Reduced mobility" aspect that can be compelled against you.
  • Earthquake Requires Earthbending +1 or better: When you successfully create an advantage using Earthbending to knock down opponents or ruin their footing, you create an extra invocation, and the resultant aspect and invocations can be used against any opponents who were in your zone.
  • Groundsight Requires Earthbending +1 or better: You can use Earthbending instead of Notice to detect movement, provided both you and the movement are on the ground. You can also detect large underground objects and chambers automatically.
  • Immovable Requires both Earthbending and Physique at +1 or better: When you use Earthbending to create an advantage representing being anchored to the ground, you gain an extra +2 when you invoke the resultant aspect.
  • Lavabending Requires Earthbending +2 or better: You can manipulate lava, and even melt rock into lava. Your successful attacks with Earthbending when doing so deal +2 shifts.
  • Tunneling Requires Earthbending +2 or better: You can move through the earth as quickly as you can run.

Firebending

Firebending is the most directly aggressive style of bending, and lacks much in the way of dedicated defenses. Defense, to a firebender, usually means intercepting an attack with one of his own. Unlike other bending styles, firebending can create its element rather than merely manipulating it, requiring great energy to accomplish. However, they can invoke nearby flames as aspects to gain extra strength. On the other hand, extreme cold, the full moon, and solar eclipses are all aspects that can be invoked against firebenders.

Firebending Stunts

  • Breath of Fire Requires Firebending at +1 or better: A wider stream of fire enhanced with air from the firebender's lungs allows an attack on up to three opponents in your zone simultaneously.
  • Flame Augmentation Requires Firebending at +2 or better: Invoking nearby flames gives an extra +2 to attacks using Firebending.
  • Flame Redirection Requires Firebending at +1 or better: When you succeed with style when defending against a Firebending attack, you can redirect it back, dealing a 2 shift hit on the attacker.
  • Fire Jet Requires Firebending at +2 or better: By directing your flame backwards, you gain a +2 to Athletics to run rapidly in a straight line or to make jet propelled leaps.
  • Lightningbending Requires both Firebending and Will at +2 or better: When calm, you deal +2 shifts with successful Firebending attacks. However, any aspects or consequences representing a lack of emotional control can be invoked against you when doing so.
  • Seeking Flames Requires Firebending at +2 or better: Once per conflict, when you miss a Firebending attack, you can reroll it immediately.

Special Non-bending Stunts

  • Chi-Blocking Requires Fighting at +2 or better: When attacking with Fight, spend a fate point to declare the attack a chi-blocking strike. If you succeed, the opponent suffers a "Chi Blocked" (partial paralysis and reduced bending ability) aspect in addition to the normal stress.

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