Luka Taqqiq

* Male
* M-Ears
* Female
* F-Ears
* Fire Nation
* Earth Nation

—PhantomMoonrise (Session 14)

Luka Taqqiq is from the Northern Water tribe who was recruited due to his past history with the former Avatar to find the current and missing Avatar. They are played by PhantomMoonrise.

## Appearance

Luka wears traditional male water tribe gear. His outer layer is thick and loose so that his body shape is easily hidden within his clothes. Due to partaking in the Onna's Blood and becoming a part of her brood, the curse on Luka was dismissed. This allows Luka to shift between male and female forms, with cat ears and tail similar to Yuki, one he wears with pride.

## Abilities and Powers

Luka is a waterbender from the northern water tribe. They are able to control various forms of waters and liquids. As a skilled waterbender, Luka is capable of collecting water from their surroundings even without a large body to draw from. They are also a trained healer, able to mend injuries at the expense of usable waters.

After encountering spirits, they can enhance their bending further with their blessings.

### Skills

**Waterbending:** The bender is able to preform various feats of bending that enhance their basic attacks depending on the amount of time and focus they are able to add to their movements. When attacking the bender may add AP to their attacks to increase the damage of their attacks by 1 for each AP until the end of the next turn. Upon hitting the bender may roll for Diligence against the opponents Physique to attempt to push away an opponent or knock them prone. Add a +2 to the roll for each extra AP used.

**Elemental Adept A+:** 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.

As a reaction when the bender is attacked with a bending type they can bend they may roll element against all attacks of that type from the opponent to manipulate it away from themselves, they may then attempt to strike at a different target then the one who struck them with the attack and deal 1d4 damage on a success.

Minor feats of bending can now be made without an action.

**Collection:** The bender is able to draw in extra water from around them from the Plants or the Air to attempt to replenish their stores or to perform a quick feat of Water or Ice Bending at a -3 modifier as a reaction. The amount of water restored depends on the weather and the source that the bender is drawing from, but this could also be used to sneakily remove other liquids from their stores with a successful Reflex check against the victims Insight. This does not work if the target is aware or hostile to the user already.

**Healing Hands:** The bender is able to surface level injuries with the healing properties of whatever water or liquid they are using. The liquid may be infused with other things such as herbs for good or mud or dirt for bad. They can try to purify water they use with a Element check but depending on how polluted the water is, they may be unable to use this ability without harming their target. Base healing is 3 but this action requires an entire turn as well as a Element check for more severe injuries. Injuries must be fresh to be healed normally, but it can also sooth pain.

**Water Burst:** The water bender is able to collect a decent amount of water in front of them or another area within 6 squares and burst it outward with massive force. (2AP)

Any within 1 square of the source of the explosion who are not water benders must make a Physique vs element check or be thrown back 4 squares. Water benders may change this to an Element vs Element check if they see it coming.

This requires triple the fuel normal bending requires or a large enough source of water nearby.

**Icebending:** The bender is able to freeze ant water in the immediate area in an attempt to either walk upon or to trip up a target. If a person treads upon the ice they must roll a Reflex check DC 15 or fall prone onto the ice/ Depending on how thick the ice is the bender may then attempt to unfreeze the ice as a reaction and allow the victim to fall through and freeze it back over on an Element check of DC 15. The bender may allow anyone to walk safely over the ice by making it ridged, allowing allies to walk over with ease if they want, on a reaction the bender may smooth it out again to make it slippery again.

**Blood Bending:** The bender is able to perform various feats of bending that control those around them to a small extent, these powers are magnified during a full moon but otherwise are very weak. As a reaction when an attacker attacks you may attempt to slightly alter the blow in a way to make it miss the target with a successful Diligence vs Physique check. This will -2 from their attack roll or -6 during a Full Moon. You are also able to sense large quantities of blood outside of the body on an Insight Check. During a Full Moon this becomes a passive ability.

**Mastered Blood:** The Blood Bender has obtained new power due to their heritage or an outside force. For them Blood Bending can be used at its full potential even without Full Moon. this still requires gestures and movements. The bender also has the ability to stun a humanoid or smaller target forcing them to skip their turns as long as the Blood Bender channels this ability. This requires 2AP a turn from the Blood Bender and a Bending vs Physique Check initially at the end of the targets turns. If this is used on another Blood Bender the check can be Element vs Element. The Bender may move the target their full movement with 1AP or Reaction.

**Octopus Style A+:** The Bender is able when surrounded by large quantities of water to create Tendrils of water around them to attack an enemy during their turns.

A bender can create up to 8 depending on water sources, using this technique cost the benders turn. Each tendril has 2 Element attacks and can substitute any of those attacks to move 2 squares.

Tendrils do 3 damage or Water bending damage. If the user only has two or less they can instead connect to the bender, increasing their melee attack range to 3 squares and can wrap around those struck restraining them in place. Element vs Physique check to break way

**Boreal Touched:** The bender has obtained the gratitude of an Boreal Spirit. They are able to tell when a Boreal spirit has affected the world around them and is able to show any such spirit they meet that they are a friend. (The spirit may not care.)

**Spiritual Waters:** The waterbender has been touched by the spirits, this contact has allowed them to get used to spiritual bodies and attempt to heal them using their preferred liquid. Some spirits prefer certain types of liquids and cannot be healed by any but their preference even if this leads to the spirits destruction. A spirit may not react well to being saved by a mortal. Use with caution. Perhaps this way of infusing spiritual energy into waters could be useful for other things?

**Winter Storm:** The bender has obtained the gratitude of an Boreal Spirit. They are able to tell when a Boreal spirit has affected the world around them and is able to show any such spirit they meet that they are a friend. (The spirit may not care.) The bender may call upon a storm of ice and snow from around them during any season. This storm may inflict Winder condition upon those inside if they do not pass appropriate Winter checks. The bender and those they designate have advantage on those checks. The storms radius is 30 miles in Diameter centered on the user and disappears after 2 days. This technique fails if used around cities as a max 3 dozen may be inside the storm at one time, or if another spirit intervenes.