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Koko Move Chart

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UPDATED for lvl 2!!

general note! i make reference to "range" in here. i use the good old D&D basics for range: there's personal (on you or in your space), close, short, medium, long. pretty standard, but i didn't want to confuse anyone. party on :D


Lvl 0
Air Lifts: Due to her very little bending training as a child, Koko's natural bending skills are minimal and weak. She has learned how to manipulate the air enough to boost her jumps by about 1 - 1 1/2 feet.


Lvl 1
Speed Boost: In the past three years she found little time to practice her bending and increase her skill. She was able to figure out how to further manipulate the air around her to propel her forward as she runs. Ceasing the air flow (braking) is still out of her range of knowledge.

Air Disk (weak): Another bending skill she learned is how to pull the air tightly together in a small disk centered off one arm. The shield doesn't cover much more than her head and neck, and can't take/deflect multiple hits or strong hits without dissipating.


Lvl 2
Agility Boost: Using her knowledge of air assisted speed as a starting point, Koko has can now use the nature air resistance around her to make her more agile. She is more graceful, both in evasion/defense and her day to day movements. Her nature flexibility has been expanded upon, and she can now twist and bend her body in seemingly unnatural ways. Combining this with her speed boost has allowed her the ability to run up walls, and she can finally "brake" properly when running with air assistance.

Air Disk (small): Her control over her shield has increased. The shield can now be created with both arms, forming a larger, more solid shield that can withstand more attacks/deflections. The shield is still one dimensional, but now covers the upper half of her body, and is used mainly to deflect incoming attacks.

Breath Control: By taking the time to study and learn how to properly control her breathing, Koko has not only enhanced her stamina but also gained the ability to remain calm and focused in a fight. Breath control has taught her how to still her mind and refocus on the task at hand, no matter what that is.


Lvl 3
Close Push: She can now pull the air around her and push it from her at an opponent or item. This is a close range move that is not intended to hurt, but rather to move or push back with a short blast of air. She uses this mainly to maintain distance from an opponent but also as a get-away tactic; push them from her and bolt.

Air Wall (medium): Her knowledge of shielding has increased. Creating the shield with both arms, she can now create a wall of air the length of her body, or 3/4 the length but wide enough to protect two other people standing close in to her. This shield is large and strong enough to be used primarily to absorb or stop and attack rather than deflect it.

Air Vibration: In training her breathing, Koko has learned the subtle art of amplification. She can pick up sounds/noises/voices and enhance them so as to hear them better. She can also amplify her own voice. Both of these are minor amplifications, and she must maintain an open path to be able to pick up conversations (can't be through a wall or door). Her own voice can be heard as if she is yelling at full volume without the strain of actually yelling.

Staff Proficiency Lvl 1: Koko has picked up her glider and begun her official weapon training with it as a staff. Level 1 takes her extremely basic knowledge of staff usage and upgrades it with important defensive maneuvers.


Lvl 4
Air Kick/Punch: Something has changed, and Koko no longer has the need to abstain from fighting. She has taken her close Push skill and changed it, reducing the size of the blasts and refining the shape to make small, precise, compact air blasts she can punch or kick at an opponent or object. This is not a solid stream of air, but rather multiple compressed formations of air.

Air Wall (large): Her shield has become stronger. She can now fully shield herself and two others behind a solid wall of air. This is used more for absorption of an attack rather than deflection.

Deep Breath (suction): After a moment to clear her mind and root her stance, she can take a long deep breath, pulling minor objects or an opponent closer to her. If multiple opponents are within short to close range, they will both be dragged closer, though they won't move as far as a single opponent. This requires her to stand still and take a moment to calm her mind and ready her body for a great intake of air.

Staff Proficiency Lvl 2: Her weapon training continues with more defensive maneuvers as well as an introduction to basic offensive staff fighting.

Air Swipes: Using her staff, she quickly swipes it across the air in front of her, creating a construct of solidified air. This can be both defensive and offensive, and she will often use it to deflect large projectiles or attempt to "cut down" another benders elemental attack/construct. However, she can also send smaller versions across the space as an attack, similar to her Close Push, but smaller and more precise, thus harder hitter, yet not fatal. Air Swipes can be made with an arm or leg replacing the staff, but they are considerably less powerful and accurate.


Lvl 5
Hand Blast: Koko has taken her air manipulation to a purely offensive level. Either from her hands or feet (using her hands here is more common for her), she can shoot an almost solid jet of air at an opponent or object. This is a medium to long range power, though the greater the distance, the less powerful to pulse of air. She draws from her own power source to create this blast rather than rely on the air around her for assistance. She won't use this on anyone closer then medium range, because the greater damage dealt at closer ranges could be fatal (is fatal at close range); although, there are always exceptions.

Air Dome: Her shield has become a full barrier. She can now completely encase herself and up to two others in a dome of solid air, protecting them from attacks from all directions. This is used to absorb or block and attack, rather than to deflect.

Breath of Wind (exhale): Similar to her Hand Blast, Koko can create a blast of air to shoot at opponents or objects. This can be a great breath akin to a gale force wind, or something smaller and narrow to take out a small object. This requires extremely good breath control, and she has to root herself (much like her Deep Breath skill) and focus her mind and body if she is to create a gust of wind. She can control the size and focus easily, and can even shoot off smaller "air darts" on the move.

Staff Proficiency Lvl 3: She is now a master of staff fighting and defense.

Air Blades: Using her staff, Koko makes quick movements that create small, focused air currents that can cut and slice. This is a high damage attack, and she will often not use it when her opponent is closer than medium range. Even then, it could be fatal if enough power is put into the attack despite the range. This attack can be created with an arm or leg instead of a staff, but those Air Blades tend to be slower and thicker, thus not as lethal though just as painful (a blunt attack rather than a slicing attack).

Flying Squirrel: The years of manipulating the air around her has given her the ability to glide through the air without a glider. She can stay aloft for long stretches of time by generating and controlling the currents of air around her. She cannot fly as birds do (or Superman), but her gliding skill has increased beyond just an Air Bender with a glider. She cannot just "lift off" from the ground, she needs a running start or leap from above the ground(a roof with suffice.. think of a kite). This cannot be used while she's fighting, as it requires a completely clear and calm mind and body.
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