Meili Yu

* Base
* Winter
* Fire Nation

—-Meili Yu (Session 16)[src]

Meili Yu is an amnesiac dancer who was recruited due to her past history with the former Avatar to find the current and missing Avatar. She is played by Cleric Pink

## Appearance

She dons a green ao dai with a gold embroidered flower design. She wears her hair in two buns with the rest of her hair flowing freely.

Alternatively, when the weather turns cold, she wears water tribe gear over top of herself to keep herself warm.

## Abilities and Powers

Meili is an Airbender that grew up in Ba Sing Se. She is able to manipulate wind to aid her, either in attacks, moving people, or blowing wind to move her hair or clothing. After working for a dancing troupe that aimed to seduce men into spending money on them, she uses her charm and acting to great effect.

After an encounter with Spirits, she is able to add special effects into her airbending.

### Skills

**Airbending:** The bender is able to perform various feats of bending that enhance their basic attacks depending on the speed and flexibility 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. If they hit, they may roll their Reflex against the opponent's next attacking move to attempt to add the AP used on their attacks their next turn to their AC. When using any Bending attack, you may roll your element to add the damage from this attack to their other ability.

**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 Enemy's AC

**Air Funnel:** The bender is able to create a vortex with their bending to launch projectiles (if available) at a rapid pace towards a single direction. These projectiles don't do damage, but they are able to suppress opponents and cause them to make a Diligence vs Element check or be unable to perform complicated attacks their next round. This can able be used as a reaction to a small projectile coming towards them, on an Element vs the attacking stat check the Airbender may send the projectile flying back dealing 2 damage or half the damage of the attack whichever is higher. This does not work against Airbending.

**Wind Blast:** The bender channels air into their hands and sends forth a blast of air that can move or trip up targets in front of them. The blast can knock a target prone making all other physical attacks on them during the turn have advantage on a successful Element VS Physique roll. You can add AP to the attack to add +2 to your roll for each AP used. Against another AirBender or a FireBender's blast attack, this move may be used as a reaction to force a struggle against them to cancel out their attack on a successful Element VS Element Check. Both benders may use AP to add +2 for each AP Used.

**Banish:** The bender is able to send a burst of air outwards from them to send anything not powerful enough to withstand the force of the winds flying away from them and disperse it if able. As an Action or Reaction, you may roll Element vs an Attack in order to attempt to disperse it. This does not work against certain bending styles that are too solid or anything that is secured to a surface. Any person thrown back in this way must make a reflex check that is within 3 of your Element check or be knocked prone. This attack can be used to defense as a reaction for other allies as well as the user.

**Boreal Winds:** The Onna Spirit Bleed the bender with Boreal Winds. This allows the Airbender to, as an action or reaction, give themselves or their allies free movement through the air equal to their base movement speeds. The movement does not provoke any attacks as the one affected by the winds gains an almost incorporeal form for the brief few seconds they are under its effects and as such ground based hazards also do not harm the target. An Airbender may attempt to stop the Boreal winds, however they must make an Element check of 19+ as the winds are fairly unruly in hands not gifted them by the Onna.

**Black Winds, Grace of Night:** The Airbender has obtained the favor or interest of the NightMother. The Black winds may be used to conceal a bender or group during the night causing any who look to them to think they had vanished. Those hiding can then attempt to retreat while the bender makes Element checks DC13 to continually follow their targets. Onlookers or people searching for the ones concealed must make insight checks on their turns that beat the element roll the used on the previous turn to notice the winds in an open area. May fail if the bender or group moves into the light. Roll with Disadvantage.