The Dark Art of Bloodbending Mar03

The Dark Art of Bloodbending...

What separates an extraordinary power from a dark art? There are enough dangerous powers in the Harry Potter series to fill a class at Hogwarts and enough in Star Wars to power the Dark Side of the Force. In those stories, darkness is characterized by how a power is used. The Unforgiveable Curses are illegal and Force Lightning is frowned upon because they lead the users down a dark path. Bloodbending is another dark power. In Avatar: The Last Airbender, bloodbending is explored in detail, including how it’s mastered. Katara encounters a bloodbender in the Season 3 episode “The Puppetmaster.” Team Avatar is travelling through the Fire Nation in disguise when they meet Hama, a waterbender from the Southern Water Tribe. Hama has been living among her enemies as an innkeeper. She doesn’t tell Katara the full story of her escape from a Fire Nation prison until the two of them are alone under the light of the full moon, the time when waterbenders are the strongest. Decades ago, Hama was kidnapped from the southern water tribe with other waterbenders and locked up. Similar to Magneto’s prison of plastic, her prison was kept entirely water-free, and her hands were bound when she was given water to drink. She finally devised an escape plan that relied on the full moon’s extra strength. “I realized that where there is life, there is water,” she says. “The rats that scurried across the floor of my cage were nothing more than skins filled with liquid, and I passed years developing the skills that would lead to my escape—bloodbending. Controlling the water in another body. Enforcing your own will over theirs. Once I had mastered the rats, I was ready for the men.” She used the technique on a...

Taking Over Artemis

The multiplayer LAN strategy game Artemis might as well be titled Enterprise. The only thing preventing this is trademark law, since the creator of game and titular ship is in no way affiliated with Star Trek. But as my friends and I opened hailing frequencies, sounded alerts for enemy ships, and fired torpedoes, the name of the ship we ran stopped mattering. Artemis lets players become crew members on a ship tasked with protecting the galaxy from invaders. It’s a video game and a LARP at the same time, if you do it right. And by right, I mean yelling, “I’m giving it all she’s got, Captain!” in a Scottish accent and punctuating all commands with “Make it so.” My first time playing was in a dimly lit basement, sitting at a row of computers with the captain nearby, giving orders while looking at a giant projection of the ship’s movements on the wall. “Give me visuals,” “Do a long-range scan,” and “Fire when ready” were actual commands given, Captain-Kirk style. I was in Trekkie heaven. “I have been and shall always be” a Vulcan at heart, so the science officer position was a natural fit. I plotted jump calculations and scanned enemy ships for weaknesses. But during occasional downtime, I learned how communications, navigation, engineering and the other stations worked. And due to my type-A personality, I found myself trying to do them too, even when I was already occupied: How well would the Enterprise function if Chekov began telling Scotty how to run his engines? “Communications, offer terms of surrender to those two enemy ships on our tail,” I would order, even though Communications can see the enemy ships just as well as I can. “Helm, we need to be set on bearing...