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


    Korra: Trinket/Powers 1-60

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    Korra
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    Korra: Trinket/Powers 1-60

    Post by Korra on Thu Feb 07, 2013 8:10 pm

    TRINKETS

    Name: Water Tribe Waterskin
    Type: Water Supply/Battle Assistance?
    Appearance:
    The bag shown on Naga's saddle inside the circle is the waterskin.
    Description: At some point during Korra's water-bending training, she presumably got a waterskin, or at least was advised to get a waterskin. As an Native Waterbender, she would know that it is important to try and keep water on your person, because water is not always easily accessible everywhere you go. As such, its become a staple for Water Tribe Waterbenders to carry a waterskin with them, as Katara did before Korra. A Waterbender can 'bend' the water out of the waterskin and use it as needed. Obviously the waterskin needs water inside of it in order for it to complete its purpose.
    Specifics:
    - Basic Water Attack: 1 coin / 1 die (0 AP)
    - Water Whip: 1 coin / 2 die (1 AP)

    POWERS
    LEVEL 01

    Name: Ice Spear (Damage Enhancer)
    Description: At level 1, the only bending ability Korra still retains is the element of her native heritage, Water. This doesn't make her a slouch though, as she's still a very good waterbender, although her healing abilities are blocked for now. As long as she has her waterskin on her, of there is water around, she is able to waterbend. With this power, Korra can create icicles that she can send out or use as a makeshift sword to injure her opponent.
    Specifics: Each attack is 2 die/1 coin, with the AP cost fluctuating based on the current level. There is a 6 die limit, so the maximum amount of attacks that can be done with this power is three.

    Level 1–19:
    2 Die / 1 Coins = 01 AP
    4 Die / 2 Coins = 02 AP
    6 Die / 3 Coins = 03 AP

    Level 20–39:
    2 Die / 1 Coins = 02 AP
    4 Die / 2 Coins = 04 AP
    6 Die / 3 Coins = 06 AP

    Level 40+:
    2 Die / 1 Coins = 03 AP
    4 Die / 2 Coins = 06 AP
    6 Die / 3 Coins = 09 AP

    LEVEL 10

    Name: Waterbending Heal
    Description: Visual reference

    A sub-skill of Waterbending is the ability to redirecting chi in the body by using water, redirecting the chi to the wounded part of a person to speed up the healing process. Korra was taught this skill be her waterbending master, Katara, who is a well known healer.

    Specifics: The heal could be used on Korra herself, but only on parts of her she'd be able to access, such as her hands and arms, and the like. However, the most common use of this skill is to heal others during a battle. It does not work on scarred over wounds or internal injuries, it seems to mainly work on broken bones and physical surface wounds, such as stab wounds or burns. The heal only works on organics, trying to heal a robot most likely won't work. Cannot attack during a heal. Must be near the person to be healed in order to heal them.

    Can roll up to two die according to Korra's present level. Once she gets to level 30 she can roll up to three. There is a 5 turn recharge before Korra can use her heal again. Costs 5 ap.

    LEVEL 20

    Name: Earth Smash (Stun)
    Description: At level 20, Korra will regain her ability to Earthbend. One move she will be able to do is to levitate a large amount of Earth and slam it into her opponent. The blunt force, if powerful enough, could lead them to be stunned from attacking for a while.
    Specifics: Korra must be near and in contact with Earth in order to use this move. She is unable to produce Earth just through will, so its very reliant on being in contact with the ground. Cannot use any other attack while performing this move, must flip a coin, a duration die, and a damage die. The stun scales determine whether the stun works or if the opponent is just injured. Costs 10 AP.

    LEVEL 30

    Name: Feel the Burn (Burn)
    Description: At level 30, Korra will be able to firebend again. Since fire is fire, Korra has a chance of painfully burning her opponents.
    Specifics: Since fire can be produced by a bender, there are no restrictions on having fire around Korra for her to use it. The attack is a 3 die/2 coin attack, along with a duration die and a die to correspond with it. If both coins hit, the attack lands and the duration die works. For that amount of time, the opponent will take the extra die of damage. If only one coin hits, they only take damage from the three die. This power has a five turn recharge rate. Costs 15 AP.

    LEVEL 40

    Name: More Than a Pet (Summon)
    Description: Naga is more than just a pet to Korra. She considers the polar bear dog to be a great friend and companion, and the feeling is mutual. As a polar bear dog, Naga is a very strong creature, capable of bending metal bars and slapping attackers with her large paws.
    Specifics: Naga can be summoned by either a yell of pain from Korra, or a whistle. Upon summoning, Korra must flip 5 coins, which will determine how long Naga is allowed in the fight. If all are misses, an automatic turn is given. Korra also cannot attack during the summon. Naga can either attack or defend Korra from an attack. Naga can only attack once, and Korra's attacks are un-enhanced during this time. While defending, Naga can take the first damage die that hits. Costs 20 AP.

    LEVEL 50

    Name: Blow You Away (Unmissable)
    Description: At Level 50, Korra will regain her ability to bend Air. Since Air is an element that is always around Korra (unless she fought in SPACE), there is no restriction like there is for Earth and Water. By bending the air around her, Korra is able to focus an attack that slams into her opponent, for unmissable damage. After all it is hard *yet not impossible* to dodge an attack with air.
    Specifics: Roll three dice of Korra's dice of unmissable damage. Has a 5-turn recharge rate. Costs 25 AP.

    LEVEL 60

    Name: Avatar State! Yip yip! (Denouement)
    Description: Korra is the Avatar, the reincarnated spirit of her world's planet and a link between the real world and the spirit world. At level 60, Korra will be able to utilize the Avatar State to boost her attacks. During this time, her eyes will glow either continuously or, if she is more in control of herself, they will glow for only a moment. The Avatar State is the defense mechanism of the Avatar, and when an Avatar is at their most powerful. In Korra's world this also made her vulnerable though, in that if killed in this state, the line of Avatars would end. Death not being permanent in Portal Breach though, this won't be a problem. In the Avatar State, Korra can use all four elements at the same time.
    Specifics:Flip 4 Coins. If:

    1/4 HIT -- The opponent is sapped of 25% of their current health.
    2/4 HIT -- The opponent is sapped of 50% of their current health.
    3/4 HIT -- The opponent is sapped of 75% of their current health.
    4/4 HIT -- The opponent is either knocked out or killed. This move takes up all of Korra's AP. She must have at least half of her AP bar at the time of attack.
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    Korra
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    Re: Korra: Trinket/Powers 1-60

    Post by Korra on Wed Feb 13, 2013 11:01 pm

    Finished and ready for review!
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    Lawrence
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    Re: Korra: Trinket/Powers 1-60

    Post by Lawrence on Thu Feb 14, 2013 7:50 am



    Looks good, but the stun is missing a duration die (as that also seems to be missing from the official battle system listing as well, that is understandable). You fix that, I'll get the listing, and I'll send an admin this way.
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    Korra
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    Re: Korra: Trinket/Powers 1-60

    Post by Korra on Thu Feb 14, 2013 11:45 am

    Fixed! And thank you for looking at this so quickly~!
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    Re: Korra: Trinket/Powers 1-60

    Post by Portal-X on Mon Feb 25, 2013 2:08 pm

    Thanks for the duration dice!

    APPROVED!

      Current date/time is Tue Aug 22, 2017 10:47 am