Akira Yamamoto

* Base
* Fire Nation

## Abilities and Powers

Growing up in the Fire nation, Akira learned how to Firebend to great effect, even spewing ignited oils from his mouth. After losing his sight, he found himself able to compensate for this loss by being able to see heat signatures.

After an encounter with Spirits, he is able to impart his firebending with the spirit's powers.

### Skills

**Fire Bending:** The bender is able to perform various feats of bending that enhance their basic attacks depending on the amount of emotion and force they are able to add to their movements. When attacking you may add AP to your attacks to increase the damage of your attacks by 1 for each AP until the end of the next turn. Upon hitting you may roll for Element against the opponent's Physique or Reflex to attempt to do the damage dealt to them again as additional burning damage.

**Heat Senses:** The bender is able to see heat coming off from those around them as long as they are not hiding behind anything solid enough to hide their heat, this allows them to 'see' even though they are effectively blind. While Fire Bending any who are burned marks them for the user and they are able to track them as long as they remain within sight and are not able to cool themselves down. This gives a +2 to all attacks against them by the user. Actively the user may attempt to send out heat from themselves to check a room for hidden targets on a Element check DC 15. During the day this gives a passive +1 to insight, at night a -1.

**Elemental Adept:** When performing a successful bending attack against an opponent that doesn't do damage the bender may add 1d4 of damage to their opponent on a successful Element Check vs the enemies AC.

**Voice of Night:** The voice of night is a small piece of fabric in the possession of those who a spirit has allowed to hold their favor. While holding the voice of night, the user is able to take full advantage of the mysteries and charms of the night to aid in any Charm or Allure check made to distract or appeal to a person who is not hostile to the user. This imposes disadvantage on the victim with no way for them to change their roll. This is only usable at night. Once per night.
**Curse Of Death:** The dragon REDACTED has marked this person for challenge. When this bender attempts to use their bending they must roll d20 and call odds or evens, if the roll is what was called then the bender may attempt to use their bending with half of their proficiency. If the bender overcomes REDACTED challenge they will be rewarded with a special gift. If the Bender does not, then the dragon REDACTED will take their life.

**Heat Senses:** The bender is able to see heat coming off from those around them as long as they are not hiding behind anything solid enough to hide their heat, this allows them to 'see' even though they are effectively blind. While Fire Bending any who are burned marks them for the user and they are able to track them as long as they remain within sight and are not able to cool themselves down. This gives a +2 to all attacks against them by the user. Actively the user may attempt to send out heat from themselves to check a room for hidden targets on a Element check DC 15. During the day this gives a passive +1 to insight, at night a -1.

**Immolate:** The bender is able to set a flammable target ablaze at a touch. The flames are instantaneous from the point of touch and rise upward across the target at a rapid pace. To attack a defending target in combat you must make a Reflex attack against their AC. The damage of this skill is based on the current level of the user's Fire bending skill Clothing set aflame must take 1 AP to put out as a reaction, if it isn't put out as a reaction the target takes the damage again on their turn and each following turn until the flames are put out.

**Oil Breath:** The bender is able to drink in a flammable oil into their mouth to spit out a wide 15 ft cone of flame in front of them. Any engulfed in the flames must make a Reflex check or take 4 damage, they take half on a successful save. The user must also take 4 damage unless they make a Survival Check DC 16 otherwise the oils burn them as well and their turn ends. Depending on the oils used the damage of the flames may increase or have additional effects. The bender may also use 1 HP token instead of an AP token to use this attack once per turn

**Salamander Breath:** Through touch with the Fire bender the Onna was able to impart wisdom from the fire spirits. This technique allows the bender to survive in frigid conditions where even Water benders would have difficulty by using their bending to keep their body temperature up. As an action the Fire bender may spend their turn breathing to give them advantage against Ice based attack as well as resistance to Ice based damage. The user may attempt to skyrocket their body temperature to a point where they may even be harmful to touch by taking 1HP in damage and inflicting that damage onto others whom they touch unprotected.