bender types & info cr
First and foremost, know that you do not have to be a bender if you do not want to be. Second, it is important to know that each type of bending comes with a sub ability. You do not have to have a sub-ability if you do not wish to have one, but if you do want one, you have to roll for it and roll for it one time only. Please scroll below to see the different bender types. Also note that a lot of this information was paraphrased from the Avatar Wiki.
Airbenders: Speed and Evasion the focal points of this bending art, Airbending is the most defensive of all bending styles. And even though it doesn't offer many fatal finishing moves, it seems to also be the most dynamic of the bending arts. Airbenders are able to bend freely without having to worry about other factors such as the environment, and can even use their own momentum as a weapon. They are said to be extremely agile and rely on powerful counter attacks rather than major attacks. A sub-ability of Airbending is the flight ability. If you roll a 2 or a 5, you may acquire that skill.
Waterbenders: Adaptable and versatile, waterbenders concentrate on the flow of their energy and focus on turning their opponent's energy against them. Unlike other benders, waterbenders can have a serious advantage or disadvantage depending on how much water surrounds them, though highly skilled water benders can draw water from just about anywhere (from the humidty in the air, or from living things like plants). Waterbenders can fluidly alternate from defense to offense, and, again, try to focus on turning their opponent's own energy against them. Waterbending is typically stronger at night and innefective during a lunar eclipse (when the Moon Spirit dies). However, to counter this, waterbenders gain a great amount of power during the peak of a full moon. Sub-abilities for waterbending include healing and bloodbending. Though bloodbending is forbidden, if you wish to acquire the healing ability, roll a 1 or a 4.
Earthbenders: Like waterbenders, earthbenders gain an advantage or disadvantage in a fight depending on how much earth surrounds them. Because their element demands stability and neutral jing (the ability to wait and listen), earthbenders often stand their ground, absorbing and intercepting attacks until they completely overwhelm their opponent. Unlike the other types of bending, earthbending gains its strength from both offense and defense. Sub-abilities for earthbending include metalbending, sandbending, and lavabending. If you roll a 2 or 3 you can metalbend, if you roll a 1 or 5 you can sandbend, and if you roll a 4 or 6 you can lavabend. You can only have one of these sub abilities!
Firebenders: Unlike other benders who depend on external sources of their elements to bend, firebenders create fire using their internal heat in addition to controlling already existent flames. Firebenders have to maintain a constant source of energy and balance in battle, but even with this in mind, they work with a relatively simple and direct style of bending. Due to its solar affinity, firebending is stronger during the day and at its full power at noon, and it is completely ineffective during a solar eclipse. When comets come close to the planet, the power of a firebender's fire is increased immensely. A feature special firebenders can posses is the power of a hotter, blue flame. If you wish to acquire the blue flame, roll a 2, 3 or 6. As for sub-abilities, the ability to generate lightning is something firebenders are capable of doing. If you wish to acquire that skill, roll a 1, 4, or 5.