Portal Breach: The Collision of Worlds :: v.4.0


    D'nea: Armor // Powers 1 & 10

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    D'nea Greenhand
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    D'nea: Armor // Powers 1 & 10

    Post by D'nea Greenhand on Sat Jan 26, 2013 11:38 pm

    ARMOR/SHIELD

    Name: Mutable Body

    Type: Armor

    Appearance: Generally water or leaves.

    Description: Rather than attempting to use a standard magical sheild, D'nea has the ability to manipulate her own form to avoid some damage---turning flesh into something less easy to injure, an arm into a flutter of leaves to avoid a blow before reforming, shifting to water to avoid a slice or stab. It is tiring, however, and she can't keep it up forever.

    Specifics: Basically, standard armor. Once its depeleted, D'nea will need time to breathe before she can use the ability again.

    At lvl 10: 10% resistance to physical attacks (energy/magic attacks are unaffected).
    At lvl 20: 25% resistance to physical attacks.
    At lvl 40: 50% resistance to physical attacks.


    ----

    POWERS
    LEVEL 01

    Name: Finesse? What's that?

    Description: Chaos magic is wild, and tends to take a lot of focus when it comes to fine detail. In the heat of battle, Dee generally finds it more efficient to take the blunt, overwhelming, kill it with fire approach. On the whole, when it comes to a split second reaction, D'nea can hit the broad side of a barn... and the building next to it, and possibly a few cows.

    Just, seriously, don't ask her to try and shoot an apple off somebody's head.

    Specifics: Standard scaling damage enhancer, 1c/2d.

    -

    LEVEL 10

    Name: "Life will find a way."

    Description: Chaos is life. Chaos is creation, and growth. Harnessing this aspect, D'nea can coax wounded flesh, broken bones, and all manner of injuries to heal rapidly, using the energy funneled into the spell to rebuild the new flesh and bone and blood rather than taking it out of the injured individual, as it would if they healed normally. The result is several days, weeks, or even months of healing in a short amount of time. She can also fight off disease or infection with this technique, and


    However, for whatever bizarre reason, she can't cure the common cold. Its... just a thing.

    Specifics: 5 AP cost, 3 dice of healing. D'nea cannot heal and attack in the same round. 5 turn recharge.





    Last edited by D'nea Greenhand on Sat Feb 09, 2013 7:29 pm; edited 1 time in total
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    D'nea Greenhand
    Megabyte

    Megabyte

    Posts : 50
    Join date : 2012-11-11
    Level : 5

    Character Sheet
    Defense Bar:
    0/0  (0/0)
    Health Bar:
    100/100  (100/100)
    Stamina Bar:
    15/15  (15/15)

    Re: D'nea: Armor // Powers 1 & 10

    Post by D'nea Greenhand on Mon Jan 28, 2013 10:32 am

    I'd been hoping that it'd balance out since she wouldn't be able to do anything else, but still, I see what you mean.

    What if she could only protect herself with the shield (or one person) at level one, but then... lvl 20 or so (maybe 30?), would be able to spend the extra AP to make it large enough to protect a couple other people?

    Max of three other people protected if she's not shielding herself, max of two if she is?

    I do like the concept, though. If it doesn't work for a level one power at all, would it be acceptable at a higher level?

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    D'nea Greenhand
    Megabyte

    Megabyte

    Posts : 50
    Join date : 2012-11-11
    Level : 5

    Character Sheet
    Defense Bar:
    0/0  (0/0)
    Health Bar:
    100/100  (100/100)
    Stamina Bar:
    15/15  (15/15)

    Re: D'nea: Armor // Powers 1 & 10

    Post by D'nea Greenhand on Sat Feb 09, 2013 7:30 pm

    Mmm, alright. After some deliberation, I think I'm going to go a more simple route. I may try and tweak the shield for use at higher levels, but for now, I think I'll keep things easy.

    Edited!
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    Portal-X
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    Re: D'nea: Armor // Powers 1 & 10

    Post by Portal-X on Wed Mar 20, 2013 12:42 am

    All good to me!


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