Spirit walker (m/M): sometimes you see this world when you wake, sometimes its the spirit world. Sometimes its even just the spirits themselves. As a major trait you are constantly a child of both worlds, seeing the spirit world and the material world as it truly is… one.
Blades are weapons for death (m) your peaceful philosophy that bladed weapons are dangerous guides you to choose a “safer”, less lethal, but still just as useful route, the route of blunt weapons. You take a -4d to any actions using the blade of a weapon.
Hard Water (m/M): As a major trait, -2 skill step to bending skill when trying to bend water in it liquid form
Slippery as an Eel (m/M): -1 skill step to all skills related to social interactions with any non-water benders. As a major trait, -2 skill step to all skills related to any social interactions with any non-water benders
Dry Ice (m): any defensive bonuses gained from ice bending are reduced by 1
Brittle (m): +1 to wound damage when struck by a physical attack
Like a Rock (M): it takes 1 extra action to run
Born under a rock (Mstr): you love earth bending so much you’ve lived under a rock your whole life and never went to school -4d to any knowledge check.
Hot Headed (m/M): -1 skill step to social interactions with any non-fire benders. As a major trait, -2 skill step to any social interactions with any non-fire benders
Luke Warm (m/M): -1 skill step to fire bending. As a major trait, -2 skill step to fire bending
Explosive Reprecussions (M): On a critical fail while bending Fire or lightning you deal 1 stun and 1 wound damage to yourself. If you take damage from this complication, you receive the Ugly as Sin (m) complication (this effect does not stack)
Crosswinds (m): -1 skill step to air bending while more than 50 above the ground
Blowhard (m/M): -1 step skill to social interactions with non-air benders. As a major trait. -2 skill step to all social interactions with any non-air benders
Airhead (m/M): -1 skill steps to all alertness based checks. As a major trait, -2 skill steps to all alertness and perception based checks.