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    Arrogath: Weapons//Powers 1-60

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    Arro
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    Arrogath: Weapons//Powers 1-60

    Post by Arro on Fri Sep 14, 2012 10:27 pm

    (Let me know if I'm doing it wrong or if anything needs to be adjusted)

    WEAPONS

    Name: Talons
    Type: Physical/Melee
    Appearance: Hard, black curved claws. Similar to that of a raptor but reinforced for strenuous use.
    Description: Used for digging into prey, carving out precise chunks of flesh, or goring into stone. Their hooked edge makes them difficult to forcefully remove from the punctured area. Can be slashed quickly multiple times.
    Specifics: 1die/1coin


    Name: Jaws
    Type: Physical/Melee
    Appearance: The jaws of a dragon contain multiple types of teeth. Canines for holding onto prey, tough carnassials for shearing flesh and crunching bone, and curved serrated daggers for all of the above.
    Description: Able to crush bone, sever large chunks of flesh and muscle, suffocate windpipes and shear through light armour types. When hunting they're used to deliver a quick death.
    Specifics: 2 Die / 1 Coin
    (As a once per battle move, Arro can roll 3 coins in a bid to bite down on the enemies throat. If 1 hits, he hits elsewhere and deals normal damage, if 2 hit, he halves the enemies health, if all three hit, the enemy is automatically knocked out. This can only be used on un-armoured or weakly armoured opponents of small enough size.)



    POWERS
    LEVEL #1

    Name: Fire Breath
    Description: A combination hydrogen venom projection. Can be distributed in precise puffs, jets, or wide area of effect bursts that are capable of damaging multiple targets at once. Can set things ablaze, melt certain rudimentary armour types and in long exposure situations cook enemies that are insulated in metal armour. (For cooking to occur, enemy must have been hit with Fire Breath 3+ times and have the right type of armour, this adds an additional Die and Coin to the next fire attack) Has a maximum spread/projection distance of 50ft.
    Specifics: 1-2 Die / 1-2 Coin (if both coins hit, target suffers additional 1 die burn damage unless wearing armour)

    POWERS
    LEVEL #10

    Name: Airborne
    Description: Arro is more at home in the sky than on the ground, his added speed and maneuverability increases the power behind his attacks. Naturally, melee moves are unable to hit him while flying.
    Specifics: +1 die to attacks while flying. Costs 3 AP an Attack

    POWERS
    LEVEL #20

    Name: Dragonskin
    Description: Lightweight, able to resist most physical and cutting/slashing attacks. Fire does little in minimal exposure situations. Bullets, lazers, etc work just fine.
    Specifics: Reduces damage of melee attacks by by 50%, reduces slashing/cutting/fire attacks by 25%

    POWERS
    LEVEL #30

    Name: Animal Instincts
    Description: Arro's senses are highly attuned to all around him, allowing him to dodge attacks that would otherwise have hit. Sneak attacks are ineffective against him.
    Specifics: Arro dodges the attacks of single turn. 5 turn recharge.

    POWERS
    LEVEL #40

    Name: Practiced Predator
    Description: Arro knows exactly where and what to hit to disable an opponent in the quickest most debilitating way.
    Specifics: Automatically doubles the damage of Arro's attacks during this turn. Flip a coin to see if the opponent is stunned. Alternatively, his precise and accurate movements can be used instead to disarm an opponent, making them drop a weapon of Arro's choice.


    POWERS
    LEVEL #50

    Name: Nimble Strike
    Description: This attack hits without fail. Arro rushes in, deals his blows and retreats. He cannot be hit on the next turn unless the enemy uses a ranged attack.
    Specifics: Cannot be dodged, 3 die default, 25 AP, 5 turn recharge

    POWERS
    LEVEL #60

    Name: Killing Blow
    Description: Arro rises as high as he can before diving straight for the enemy at nearly 200 mph. Massive force is applied to the spine, or neck. This attack cannot miss.
    Specifics: Instant death, unless the enemy has logical reasons for survival such as a titanium spine, magic blood mist, god of death, etc, etc. In this case, does 5 die damage + 1 stun die.


    Last edited by Arro on Sun Oct 07, 2012 11:13 pm; edited 3 times in total
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    Zurg
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    Re: Arrogath: Weapons//Powers 1-60

    Post by Zurg on Tue Oct 02, 2012 3:34 am

    Before I can revise your application, I ask that you read our Battle System Guide for a better feel of how this new system works. If you need further help, take a gander at some of the Accepted Applications for valid examples. Good luck, Arro.


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    Re: Arrogath: Weapons//Powers 1-60

    Post by Arro on Sun Oct 07, 2012 4:51 pm

    Updated, looked around at other character sheets as advised. A little uncertain on how to determine the AP cost of certain moves. Any suggestions?
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    Re: Arrogath: Weapons//Powers 1-60

    Post by Zurg on Wed Oct 10, 2012 6:31 pm

    Much better, but I also placed and tweaked some of the wording in the Powers and sometimes the Powers themselves. Give them a look over and see if they are to your interest. You will also need to come up with a LEVEL 30 power.

    I will come back after you've responded here.


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    Re: Arrogath: Weapons//Powers 1-60

    Post by Arro on Wed Oct 10, 2012 9:16 pm

    Works for me. Just one question, does the updated version of Animal Instincts act as an additional dodge coin? From the rules I read characters can only try to doge once per battle, and that being without a dodge specific power.

    As for the Level 30 power, I'm torn between something that heals and something that redirects an attack.

    So either:

    POWERS
    LEVEL #30

    Name: Desperate Measures
    Description: Arro retreats to a safe distance to lick his wounds, stem the flow of blood, cauterize majorly damaged areas, and pick projectiles/shrapnel from his hide. Arro cannot attack the turn he uses this power.
    Specifics: 3 healing die

    POWERS
    LEVEL #30

    Name: Redirect
    Description: Arro anticipates the motions of an opponent and attempts to redirect their attack, potentially back into their own faces.
    Specifics: 2 coins, if HIT/HIT %100 of damage redirected back onto Arro's attacker. If HIT/MISS %50 is redirected, %50 is sustained. MISS/MISS, Arro fails and takes the full damage. Can't be used on ranged attacks.

    Which do you think would be best?


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    Re: Arrogath: Weapons//Powers 1-60

    Post by Zurg on Wed Oct 10, 2012 9:23 pm

    Dodges may only have one Dodge Coin to them.

    And as for the LEVEL 30 power, I'd say it depends on your play style. Do you think healing will come in handy given what powers Arro already has? Or could it be more beneficial if a reflect ability takes its place? If you think you can handle heavy hits fairly well, I'd take the reflect. But if you want to play it safe, a heal is always nice to have in a pinch.


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    Re: Arrogath: Weapons//Powers 1-60

    Post by Arro on Wed Oct 10, 2012 10:04 pm

    So does Animal Instincts effectively do nothing then? Or does it allow me to dodge more than once per battle due to it's 5 turn recharge?

    I think I'll go with Desperate Measures for Level 30, it's probably more realistic for Arro.
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    Re: Arrogath: Weapons//Powers 1-60

    Post by Zurg on Wed Oct 10, 2012 10:12 pm

    Arro's dodge power simply enables him to dodge once every five turns, provided the dodge coin lands on SUCCESS. He cannot dodge more than once every five turns - no character on Portal Breach can.

    Adding LEVEL 30 power.



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    Arrogath: New Weapon

    Post by Arro on Sun Dec 30, 2012 3:20 am

    WEAPONS

    Name: Kvauverrhel
    Type: Big Smashing Blade
    Appearance: Picture
    Description: Specially commissioned from Jo Pistonne. This massive hunk of teryllium is attached to and swung about on Arro's tail, specially designed for smashing and bashing into large armoured enemies. One side is dulled for hacking and crushing lesser metals and hide, the other is kept sharp for fleshier things.
    Specifics: Armour bypass. For enemies smaller than Arro: 3d/1c, for enemies larger or of similar scale to Arro: 3d/2c. Cost: 5AP per swing.

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    Re: Arrogath: Weapons//Powers 1-60

    Post by Zurg on Sun Dec 30, 2012 4:31 am

    Weapon is approved, with some editing to make the blade balanced game-wise.



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    Arro Power Rewrite: #1 & #20

    Post by Arro on Tue Jan 22, 2013 5:52 pm

    Changing some stuff.

    POWERS
    LEVEL #1

    Name: Fire Breather
    Description: A combination hydrogen venom projection. Can be distributed in precise puffs, jets, or wide area of effect bursts that are capable of damaging multiple targets at once. Can set things ablaze, eat through armour and burn opponents.
    Specifics: 2d/2c, 2AP per use((Only one coin needs to Hit for the attack to succeed.))

    POWERS
    LEVEL #20

    Name: Eagle Eyes
    Description: [Accuracy Enhancer]. Arro's eyes are sharper than a hawks and specially designed for locking onto evasive and erratic targets. His naturally perceptive nature and skill in seeing through the chaos of battle aids in his focus.
    Specifics: Adds an extra coin to attacks at the cost of an additional 1AP. ((For each basic attack, flip 2 coins for accuracy. If 1/2 HIT or all HIT, the attack is successful. If added to Weapons or Power attacks, at least half of the coins need to hit to succeed unless stated otherwise))

    Also I'd like to change the name of Power#30 to Combat Medic. Because I'm persnickety.
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    Re: Arrogath: Weapons//Powers 1-60

    Post by Lawrence on Sat Jan 26, 2013 12:06 am

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    Re: Arrogath: Weapons//Powers 1-60

    Post by Lawrence on Sat Jan 26, 2013 12:16 am

    There has been an edit to the level one, it cannot do both accuracy and an extra burn.
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    Re: Arrogath: Weapons//Powers 1-60

    Post by Arro on Sat Jan 26, 2013 3:45 am

    It's not really a "burn", as it doesn't stack. Just an additional die of damage if both coins do manage to hit. Would the attack be acceptable if it cost 3Ap instead, or is there another reason it can't be done?
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    Re: Arrogath: Weapons//Powers 1-60

    Post by Lawrence on Sat Jan 26, 2013 4:52 am

    This is a level 1 attack and has two chances to hit, I should think that is plenty. If you want another die of damage it's going to have to be higher level than this.

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