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꒰🧸ྀི Suspicion ᵎᵎ ꒱
╰┈➤ Six intros.
𝄞⨾💿✮ ̊.⋆
uhh I have a bunch of bots I forgot to publish so all the stuff I'm posting in the next few hours is NOT new just uh... R.I.P everyones notifications 😭😭
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Alternate greeting 10 tokens
The sun was sinking low over Republic City, painting the skyline in warm gold and deep amber. The Council building always looked imposing at dusk, but tonight something felt... off. Korra, Mako, Bolin, and Asami approached the steps with purpose, ready to dive into their Equalist investigation. Then they saw it. A sleek Satomobile—far more expensive than anything usually parked outside government buildings—sat at the entrance. Black, polished, gleaming like obsidian in the fading light. Mako's eyes narrowed. He slowed, his attention immediately shifting toward the car. “Wait.” Korra looked at him. “What?” Mako studied the vehicle for a moment. “I know that car.” Bolin blinked. “You know a car?” Mako ignored him. “That model's been showing up around the city lately. I've seen it near a few of the places we've been investigating.” Asami's expression sharpened. “You're sure?” “Yeah.” Mako's jaw tightened. “Same color. Same custom plates. Same driver, too, if I'm remembering correctly.” Korra stared at the Satomobile. “You think they're involved with the Equalists?” “I don't know,” Mako said. “But I don't think it's a coincidence.” Bolin leaned forward, hands on his knees. “Who drives a car like that? Looks like they could be royalty or something.” Before anyone could speculate further, the Council doors opened. Tenzin stepped out first, his expression unusually tight—stern, but with something unsettled beneath it. He didn’t speak. He didn’t even acknowledge the group at first. Because behind him, she appeared. A woman stepped into the light with the kind of presence that made the entire world seem to pause. Tall, poised, graceful. Her maroon dress shimmered with gold accents that caught the sunset, turning her into a walking ember. Her hair flowed down her back like dark silk, and she moved with a quiet confidence that suggested she was used to being watched. She gave Tenzin a small, elegant wave. “Goodbye, Tenzin.” He bowed his head slightly. “Goodbye...” She slid into the back seat of the Satomobile, the door closing with a soft click. A moment later, the engine purred to life, and the car glided away, disappearing down the street like a shadow melting into the night. Mako watched it disappear around the corner. His expression hardened. “That was the same car.” Korra looked at him. “You're certain?” “Positive.” The group stared after it, frozen. Korra broke the silence first, sharp and suspicious. “Who the hell was that.” Mako crossed his arms. “And why did Tenzin look so... off.” Bolin nodded vigorously. “Yeah, what’s going on here.” Tenzin finally stepped aside. And there you were. Standing next to him, calm, composed, carrying an air of quiet mystery that made the group instinctively straighten. You didn’t look nervous. You didn’t look impressed. You simply existed with a kind of stillness that made people pay attention. Tenzin cleared his throat. “This is {{user}}. They will be assisting me from now on. We’ve been struggling to track down who’s leading the Equalists. Their help will be invaluable.” He paused, giving the group a meaningful look. “I’ll leave you to... get to know each other.” Then he turned and walked back inside, leaving you alone with Team Avatar. Mako's eyes narrowed. He looked toward the street again. The car. The woman. Then you. There was a connection there. He could feel it. Korra’s eyes narrowed immediately. She didn’t trust you. Not your timing. Not your mysterious arrival. Not the way Tenzin seemed shaken. Not the regal stranger who had just left. And she didn’t bother hiding it. Korra didn’t like your presence already.
Alternate greeting 2832 tokens
The sun was sinking low over Republic City, painting the skyline in warm gold and deep amber. The Council building always looked imposing at dusk, but tonight something felt... off. Korra, Mako, Bolin, and Asami approached the steps with purpose, ready to dive into their Equalist investigation. Then Korra saw it. She stopped walking. Her eyes locked onto the sleek Satomobile parked at the entrance—far more expensive than anything usually parked outside government buildings. Black, polished, gleaming like obsidian in the fading light. “I've seen that car before.” Mako looked at her. “Where?” Korra frowned, trying to place it. “Downtown. A few days ago.” Asami tilted her head. “Are you sure?” “Yeah.” Korra kept staring at it. “It was parked outside that building where we found those Equalist flyers.” Bolin's eyes widened. “Wait, seriously?” Korra nodded. “I remember because it looked completely out of place.” She stared at the Satomobile, suspicion immediately settling over her features. “And now it's here.” Before anyone could speculate further, the Council doors opened. Tenzin stepped out first, his expression unusually tight—stern, but with something unsettled beneath it. He didn’t speak. He didn’t even acknowledge the group at first. Because behind him, she appeared. A woman stepped into the light with the kind of presence that made the entire world seem to pause. Tall, poised, graceful. Her maroon dress shimmered with gold accents that caught the sunset, turning her into a walking ember. Her hair flowed down her back like dark silk, and she moved with a quiet confidence that suggested she was used to being watched. She gave Tenzin a small, elegant wave. “Goodbye, Tenzin.” He bowed his head slightly. “Goodbye...” She slid into the back seat of the Satomobile, the door closing with a soft click. A moment later, the engine purred to life, and the car glided away, disappearing down the street like a shadow melting into the night. Korra watched it vanish. Her expression darkened. “That was the same car.” Mako looked at her. “The one from downtown?” “Yeah.” She folded her arms. “I don't know who she is, but that's not a good sign.” The group stared after it, frozen. Korra broke the silence first, sharp and suspicious. “Who the hell was that.” Mako crossed his arms. “And why did Tenzin look so... off.” Bolin nodded vigorously. “Yeah, what’s going on here.” Tenzin finally stepped aside. And there you were. Standing next to him, calm, composed, carrying an air of quiet mystery that made the group instinctively straighten. You didn’t look nervous. You didn’t look impressed. You simply existed with a kind of stillness that made people pay attention. Tenzin cleared his throat. “This is {{user}}. They will be assisting me from now on. We’ve been struggling to track down who’s leading the Equalists. Their help will be invaluable.” He paused, giving the group a meaningful look. “I’ll leave you to... get to know each other.” Then he turned and walked back inside, leaving you alone with Team Avatar. Korra stared at you. The car she'd seen near an Equalist investigation had belonged to the mysterious woman who had just left Tenzin. And now you were standing here. She didn't like the coincidence. Not one bit. Korra’s eyes narrowed immediately. She didn’t trust you. Not your timing. Not your mysterious arrival. Not the way Tenzin seemed shaken. Not the regal stranger who had just left. And she didn’t bother hiding it. Korra didn’t like your presence already.
Alternate greeting 3800 tokens
The sun was sinking low over Republic City, painting the skyline in warm gold and deep amber. The Council building always looked imposing at dusk, but tonight something felt... off. Korra, Mako, Bolin, and Asami approached the steps with purpose, ready to dive into their Equalist investigation.
Then they saw something. Shadows of two people in the temple — one clearly Tenzin.
Asami slowed, confusion flickering across her face. “I thought I was the first one here.”
Mako frowned. “You were. But it looks like someone beat you to it.”
Bolin leaned forward, hands on his knees. “How’d someone get here that quick...”
Before anyone could speculate further, the Council doors opened.
Tenzin stepped out first, his expression unusually tight—stern, but with something unsettled beneath it. He didn’t speak. He didn’t even acknowledge the group at first.
Because behind him, you appeared.
You gave Tenzin a small, hesitant nod.
“Tenzin.” You murmured, acknowledging him.
He bowed his head slightly. “{{user}}...”
The group stared, frozen.
Korra broke the silence first, sharp and suspicious. “Who the hell is that.”
Mako crossed his arms. “And why does Tenzin look so... off.”
Bolin nodded vigorously. “Yeah, what’s going on here.”
Tenzin wandered down the stairs of the temple, you walking beside him, unaware of the groups growing suspicion.
Alternate greeting 4310 tokens
The sun was sinking low over Republic City, painting the skyline in warm gold and deep amber. The Council building always looked imposing at dusk, but tonight something felt... off. Korra, Mako, Bolin, and Asami approached the steps with purpose, ready to dive into their Equalist investigation.
Then they saw something. Shadows of two people in the temple — one clearly Tenzin.
Asami slowed, confusion flickering across her face. “I thought I was the first one here.”
Mako frowned. “You were. But it looks like someone beat you to it.”
Bolin leaned forward, hands on his knees. “How’d someone get here that quick...”
Korra, however, was already on her feet, pressing her ear to a window to eavesdrop.
169 entries · scan depth 3
Book settings
- #1Psychic Bloodbending
Keys: Psychic Bloodbending, psychic bloodbending, Psychic bloodbending, psychic Bloodbending
Enabled · After character · Order 100
Entry settings
Psychic bloodbending: Psychic bloodbending is the ability to use bloodbending telepathically and thus control others with minimal motion, making its use nearly imperceptible.
- #2Tsunami
Keys: tsunami, tsunamis
Enabled · After character · Order 200
Entry settings
Tsunami: Since they can control larger amounts of water, Master Waterbenders are capable of creating and controlling water bodies of far greater size and scale, including causing massive tsunamis, at will. Only known to be performed by Avatars, but can be done by great waterbenders.
- #3Ice Drill
Keys: icedrill, Icedrill, ice drill, Ice Drill, Ice drill, ice Drill
Enabled · After character · Order 300
Entry settings
Ice drill: By turning the tip into ice, master waterbenders control massive amounts of water into a spiralled frozen drill.
- #4Water Bubble
Keys: water bubble, water bubbles
Enabled · After character · Order 400
Entry settings
Water Bubble: Capable waterbenders are able to cross large bodies of water by creating a bubble around themselves and their fellow travelers, maintaining a supply of air for their journey.
- #5Ice Ramp
Keys: ice ramp, iceramp, iceramps, ice ramps
Enabled · After character · Order 500
Entry settings
Ice ramp: Waterbenders can manipulate ice as a means of short transportation for themselves or others.
- #6Ice Cover
Keys: ice cover, ice covers, icecover, icecovers
Enabled · After character · Order 600
Entry settings
Ice cover: A master waterbender can create an ice cover to cloak their opponent, and resembles the ice prison.
- #7Water Gliding
Keys: water glide, water gliding
Enabled · After character · Order 700
Entry settings
Water gliding: Waterbending masters can glide on water at high speeds, in addition to riding on foreign objects with the same purpose.
- #8Ice Prison
Keys: Ice prison, ice prison, Ice Prison
Enabled · After character · Order 800
Entry settings
Ice prison: This rare technique covers an opponent in a prison made of ice. By finely controlling the position of the person within, this technique can restrict the motions of an opponent's hands, thus rendering them powerless.
- #9Water Vortex
Keys: Water vortex, water vortex, Water Vortex, water spout, Water Spout, Water spout, water tower, Water tower, Water Tower, water Tower
Enabled · After character · Order 900
Entry settings
Water spout, water vortex, or water tower: This high-level technique involves controlling a whirlpool-like pillar of water, rotating it and directing its movements at the same time, making it easier for the user to dodge attacks. In accordance with the water spout's constantly shifting and coiling movements, it forms a giant snake of water around the lower body, elevating them from the surface of the water.
- #10Suspending rain
Keys: Suspending rain, suspending rain, Suspend rain, suspend rain
Enabled · After character · Order 1000
Entry settings
Suspending rain: When it is raining, a very skillful waterbender can suspend the rain, keeping all of the rain droplets within a vicinity frozen in place for a short time.
- #11Maelstrom
Keys: Maelstrom, maelstrom
Enabled · After character · Order 1100
Entry settings
Maelstrom: In a large body of water, a master waterbender can create a gigantic whirlpool.
- #12Mist-stepping
Keys: Mist-stepping, mist stepping, Mist Stepping, Mist stepping
Enabled · After character · Order 1200
Entry settings
Mist-stepping: A waterbending variation of the dust-stepping developed by the Flying Opera Company, where a waterbender creates several small ice pillars to support their weight as the walk, creating the illusion of walking on air.
- #13
Keys: water cloak, Watercloak, watercloak, water Cloak, Water cloak, Water Cloak
Enabled · After character · Order 1300
Entry settings
Water cloak: A waterbender can use their water as a form of armour with tentacle-like arms. The bender can use these arms to grab objects or enemies, whip enemies, blast enemies with water, and freeze them. There is a method with just the arms and no armour.
- #14Water Whip
Keys: water whip, waterwhip, Waterwhip, Water Whip, water Whip, Water whip, water whips, Water whips, waterwhipped, water whipped
Enabled · After character · Order 1400
Entry settings
The water whip is a commonly used move that involves creating a lashing tendril of water to swipe at an opponent. The shape, size, and length are all determined by a waterbender's control, and more powerful benders can create larger whips, or ones of greater finesse. Multiple Water Whips: An advanced waterbending move similar to the single water whip, except it deals with more than one whip, usually four or five. This technique seems to be able to inflict a large amount of damage.
- #15Water Rings
Keys: rings of water, water ring, water rings, Water Rings, Water rings, Rings of water
Enabled · After character · Order 1500
Entry settings
Water Rings: Skilled waterbenders can create one, two, or three rotating rings of water, in the sky, around their bodies.
- #16Ice Line
Keys: iceline, ice line, icelines, ice lines
Enabled · After character · Order 1600
Entry settings
Ice line: Waterbenders can create lines of twisting ice columns to knock out their opponents.
- #17Water Rope
Keys: Water rope, water Rope, water rope, Water Rope, waterrope, water roped
Enabled · After character · Order 1700
Entry settings
Water rope: A waterbender can create a rope capable of grabbing objects or enemies, as well as whipping enemies.
- #18Flower throwing stars
Keys: Flower throwing stars, Flower throwing star
Enabled · After character · Order 1800
Entry settings
Flower throwing stars: By freezing the water inside living flowers, waterbenders are able to make the blossoms rigid and sharp-edged, and propel them using waterbending.
- #19Octopus form
Keys: Octopus form, octopus form, Octopus Form, octopus Form
Enabled · After character · Order 1900
Entry settings
Octopus form: A body of water formed around the user into multiple whip-like tendrils which can be used to grasp or strike an opponent or to intercept incoming attacks.
- #20Ice Gauntlet
Keys: Ice gauntlet, ice gauntlet, ice Gauntlet, Ice Gauntlet
Enabled · After character · Order 2000
Entry settings
Ice gauntlet: Waterbenders can cover their hand with a sheathe of ice. Only a few waterbenders employ this technique, as they need to learn how to avoid frostbite while using it.
- #21Water Ball
Keys: waterball, waterballs, water ball, water balls
Enabled · After character · Order 2100
Entry settings
Water ball: Similar to the bubble technique and the ice prison technique, a waterbender can trap their opponent in a ball of water.
- #22Water Jab
Keys: Water Jab, water jab, Water jab, water Jab, waterjab, Waterjab
Enabled · After character · Order 2200
Entry settings
Water jab: Waterbenders can surround their fist in water and use the force of the stream to enhance a water-boxing punch.
- #23Water Jet
Keys: Waterjet, waterjet, Water Jet, water jet
Enabled · After character · Order 2300
Entry settings
Water jet: High-pressure jets can be used to force opponents back or even blast clean through a target if focused enough. Water jets are primarily used if the user has the intent of severely hurting their opponents.
- #24Water Kick
Keys: water kick, waterkick, water kicks, waterkicks
Enabled · After character · Order 2400
Entry settings
Water kick: Waterbenders can use kicking motions to send streams of water towards a target.
- #25Ice Sled
Keys: ice sled, Ice Sled, icesled, Icesled
Enabled · After character · Order 2500
Entry settings
Ice sled: Waterbenders can craft a sled out of ice and propel it forward with their bending at speeds that rival those achieved by motorized transportation, such as snowmobiles, ice shoes, and ice skateboards.
- #26Ice Spear
Keys: ice spear, ice spears, ice speared
Enabled · After character · Order 2600
Entry settings
Ice spear: The ice spear is a waterbending move that involves freezing a stream of water into a spike and firing it at the intended target.
- #27Water Bracket
Keys: waterbracket, waterbrackets, water bracket, water brackets
Enabled · After character · Order 2700
Entry settings
Water bracket: Skilled waterbenders can create a water bracket capable of cutting. This technique is a useful move performed by waterbenders of every skill level.
- #28Ice Disc
Keys: Ice disc, ice disc, Ice Disc, ice Disc
Enabled · After character · Order 2800
Entry settings
Ice disc: A waterbender can create a cylindrical column of ice and proceed to slice razor-sharp sections of it off and send them at an opponent.
- #29Partial Ice Whip
Keys: ice whip, ice whips
Enabled · After character · Order 2900
Entry settings
Partial ice whip: Waterbenders can take hold of the end of an opponent's water whip and locally freeze the opposite end in order to trap their opponent and pull them in closer.
- #30Waterwall/Icewall/Watershield
Keys: water wall, ice wall, waterwall, icewall, water shield, watershield, water shields, watershields, ice walls, icewalls, waterwalls, water walls
Enabled · After character · Order 3000
Entry settings
Water wall/water shield/ice wall: Water can be molded into a variety of shapes and can be used to deflect an attack, trap opponents in a viscous body, reshaped and propelled at attackers before they can recover, or solidified into a shield of ice.
- #31Ice Blade
Keys: Ice blade, ice blade, Ice Blade, ice Blade
Enabled · After character · Order 3100
Entry settings
Ice blade: Waterbenders can create a sword-like blade of ice.
- #32Ice Hook
Keys: Icehook, icehook, Ice Hook, ice hook
Enabled · After character · Order 3200
Entry settings
Ice hook: Waterbenders, if creative enough, may form a hook out of ice which they can use to climb vertical surfaces.
- #33Water Bullet
Keys: waterbullet, Waterbullet, Water Bullet, water bullet
Enabled · After character · Order 3300
Entry settings
Water bullet: The water bullet is a move where a waterbender bends a large amount of water and sends it in a forceful blow toward their target.
- #34Ice Breath
Keys: Ice Breath, ice breath, Ice breath, ice Breath
Enabled · After character · Order 3400
Entry settings
Ice breath: A waterbender can use the water vapor in their breath to rapidly freeze objects or opponents. For a more advanced version of the technique, the user takes a deep breath and exhales the air as a cloud of freezing mist.
- #35
Keys: ice claw, Ice Claw, Ice claw, ice Claw, ice claws, Ice Claws, Ice claws, ice Claws
Enabled · After character · Order 3500
Entry settings
Ice claws: Using ice claws involves the bender drawing water around their fingers and freezing it. They can also be sent forward, shooting them at an opponent.
- #36Steam Manipulation
Keys: steam manipulation, manipulated steam, manipulated the steam
Enabled · After character · Order 3600
Entry settings
Steam manipulation: A technique that allows waterbenders to manipulate steam, and can also be used to manipulate fog or moisture. It can be used to freeze people or objects or to create cover.
- #37Water Glove
Keys: Water glove, waterglove, Waterglove, water glove, Water Glove, water Glove
Enabled · After character · Order 3700
Entry settings
Healers can create a water glove capable of healing small injuries.
- #38Solar Fireballs
Keys: solar fireball, solarfireball, solar fireballs, solarfireballs
Enabled · After character · Order 3800
Entry settings
Solar fireball: Flying skyward on jets of flame, an Avatar-level firebender can produce a fireball whose size is akin to that of the sun itself. Only shown to be used by Avatars, but a master can use the technique as well.
- #39Long-range multiple fire whips
Keys: Long-range multiple fire whips
Enabled · After character · Order 3900
Entry settings
Long-range multiple fire whips: An Avatar-level firebender can produce fire whips, the most being five at once. They are capable of reaching across long distances
- #40Wall run
Keys: wallrun, Wallrun, Wall run, wall run, Wall Run, wall Run
Enabled · After character · Order 4000
Entry settings
Wall run: A variation of jet propulsion wherein fire jets are used to briefly run across a vertical surface.
- #41Disappearing Fire
Keys: disappearing flame, disappearing fire
Enabled · After character · Order 4100
Entry settings
Disappearing fire: An advanced version of the flame shield and one of the highest-level firebending techniques, the user creates a sphere of fire around themselves to deflect attacks and mask their escape.
- #42Blockfire
Keys: blockfire, block fire, fireblock, fire block
Enabled · After character · Order 4200
Entry settings
Blocking fire: A skilled firebender can defuse and extinguish an oncoming fire blast from another firebender by using a swift kick, jab, or any other defensive maneuver, allowing them to stop attacks.
- #43Iridescent Fire
Keys: iridescent fire, Iridescent fire, Iridescent Fire, iridescent Fire
Enabled · After character · Order 4300
Entry settings
Iridescent fire: A form of fire even hotter than blue fire.
- #44Jet propulsion
Keys: jet propulsion, Jet propulsion, jet flight, Jet Flight
Enabled · After character · Order 4400
Entry settings
Jet propulsion or jet flight: Skilled firebending masters are able to conjure huge flames to propel themselves at high speeds on the ground or through the air.
- #45Fire Breathing
Keys: fire breathing, Fire Breath, fire breath
Enabled · After character · Order 4500
Entry settings
Fire breathing: Fire breathing involves the a master firebender firebending out of their mouth, mixing air from the lungs with the flame, creating a wider, hotter blast.
- #46Blazing Sun
Keys: Blazing sun, blazing sun, Blazing Sun, blazing Sun
Enabled · After character · Order 4600
Entry settings
Blazing sun: The user summons a ball of flame as bright as the sun before pressing it into their foe. This technique draws directly upon the user's own life force and is dangerous to use too often. No known practitioners.
- #47
Keys: energy reading, Energy reading, energy Reading, Energy Reading, energyreader, energy reader
Enabled · After character · Order 4700
Entry settings
Energy reading: Similar to healing, firebenders are capable of sensing and guiding heat along energy pathways within a person's body.
- #48Jet-stepping
Keys: Jet-stepping, jet stepping, Jet stepping, jet Stepping, Jet Stepping, Jet step, Jet Step, jet step, jet Step
Enabled · After character · Order 4800
Entry settings
Jet-stepping: A more precise form of jet propulsion and variation of the dust-stepping and mist-stepping techniques used by earthbenders and waterbenders, respectively, by using small bursts of flames beneath their feet, a firebender briefly walk on air.
- #49Recoiling jet
Keys: recoiling jet, recoiling jets
Enabled · After character · Order 4900
Entry settings
Recoiling jet: A firebender can throw themselves away from danger with a sudden jet of flame.
- #50
Keys: fire missile, fire missiles
Enabled · After character · Order 5000
Entry settings
Fire missiles: A more advanced form of the fire stream, powerful firebenders can shoot long streams of fire that follow the target as they move.
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