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 Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power

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Grim
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PostSubject: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-04, 9:25 pm

Character Name: Gigante Cierre
Character Race: Human(Though.ICly, one might say Half-Giant)
Username: Talmora
Power Level: Rank 1
Power Strength: Weak
Power Name: Giant's Rumble
Current Character Level: 15
Primary Attributes: Str/Con
Portfolio(s): Massive Strength, Grappling, Wrestling
Combat Type: Pure Melee

Innate:

Giant's Improvised Weapon: Everything
Being Seven Feet tall, pack from toe to head full of muscle has a couple advantages. Such as being able to use overly large objects, such as people, trees, boulders, as weapons of destruction. Cierre was almost literally made for brawling, and in a brawl, any weapon goes, as it is a no-holds-bar type of battle.
DF: Can Roleplay using anything, within limits, as a weapon. +2 to Damage Rolls if using a non-standard weapon(Swords, Hammers, Axes, etc = Standard).
Examples of non-stanard: Fists, Boulders, A shield, person, rocks, tree, table, chair, wagon wheel, wagon axle.
Special: Due to Cierre's fighting style, he cannot learn magic of any type. He is considered a Pure Melee Fighter

Active:

Signature Move(4 MP per Use, 3 round Cooldown x2 uses per fight):
In the World of Wrestling, the signature move is the move which you are known by. The Crazier, the better. Yet Don't be too crazy or else people wonder why you just did that. As a Signature move is a powerful move, it causes more damage than a normal move would as the user of such moves have usually perfected their signature move to a higher standard of quality than other such techniques.
DF: Used before a Roll, If Attack hits, Considered an Auto-Crit, doubling Str Damage as well. This cannot be used with any other techniques as seriously. IT IS A SIGNATURE MOVE! YOU DO NOT BLASPHEMIZE IT WITH OTHER LESSER QUALITY MOVES!!!!

Item:
Monk Glove
+X(Lvl 1 bonus) Str
+X(Lvl 1 bonus) Con
+2d10 BLudgeoning Damage
+1d10 Magic Damage
+8 Attack Bonus
+4 AC Bonus
Hold On Hit


Thing that Goes 'Bawk' in the Night


Last edited by Grim on 2013-01-04, 11:48 pm; edited 1 time in total
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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-04, 9:52 pm

Quote :
Innate:

Submission Moves:
By landing a single attack, Cierre can quickly turn the tables by putting the person who was most likely momentary stunned into a grapple or submission hold. These hold vary from choke holds, armbars, Sharpshooter, and the Full-Nelson. Cierre has been known to dislocate shoulders, joints, pull hamstrings, tear muscles with these various holds.

DF: Upon landing a successful hit, Cierre can apply a physical bind upon the person. This is considered a full body bind that is broken with strength or dexterity. The DC is the Attack Cierre rolled. Cierre does 1d4 Damage per round to the person, bypassing DR (As...he is causing internal damage by grinding bones together, dislocating shoulders, etc). After 3 rounds have passed, the bind ends, leaving Cierre fatigued, causing a -2 to rolls for the next 2 rounds. If Cierre uses this move before the fatigue has gone, it stacks to -3(Cap, min of 1 damage from normal damage rolls) and lasts for the next 4 rounds. If used again, the duration of the penalty resets. A de-buff will not change this, nor add to the penalty.

Special(s):
-Due to Cierre's fighting style, he cannot learn magic of any type. He is considered a Pure Melee Fighter
-Cierre cannot act until either the bind is broken, or he is struck by a person other than the one he is holding.


Active:

Signature Move(6 MP per Use, 3 round Cooldown, 2x/Fight):
In the World of Wrestling, the signature move is the move which you are known by. The Crazier, the better. Yet Don't be too crazy or else people wonder why you just did that. As a Signature move is a powerful move, it causes more damage than a normal move would as the user of such moves have usually perfected their signature move to a higher standard of quality than other such techniques.

DF: Used before a Roll. If Attack hits, Considered an Auto-Crit, doubling Str Damage as well. This cannot be used with any other techniques as, seriously, IT IS A SIGNATURE MOVE! YOU DO NOT BLASPHEMIZE IT WITH OTHER LESSER QUALITY MOVES!!!!

For the innate - Someone can slip out of most of those holds. Either choose one hold that is pure strength, and can be done in -one- roll, or I can't let it pass. The armbar, for example, can take up to three separate rolls to pull off, unless you're fighting someone that doesn't know how to break it or defend against it correctly.

For the active - Lowered the cooldown to 3 rounds, but it still needed a limited amount of uses per fight. You get a crit if you hit, and you can make techniques that hinder an opponent and their own rolls so you increase your likelihood of landing the move. Strategy is a big part in a fight. If you are going to do a move that takes longer to do, or takes a lot of energy, you don't want to ever be wasteful.


Feel free to ask me any questions. If any complaints, on anything or anyone, then please PM me.
- Soul
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Grim
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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-04, 10:26 pm

.....So..basically the only innate he has, where he does lose his turn, gives himself a lot of negatives....and...srry..but...dex as well? the reason why I did not pick a single one was for variety, and so the other all rp of it wouldn't be repetitive...


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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-04, 10:44 pm

With the moves you listed in the description of it, you mentioned some that could be slipped out of. You also pretty much waste an innate one something you make count for a variety of moves in separate techs, that could do damage and hinder someone after using them or have two kinds of effects:
-One that counts as binding a part of their body, dealing damage for the duration of it
-A second that, if you do not keep it as a bind, they take a penalty if they fail a CON roll in using the limb in a movement.

You also bypass DR on-top of your bind, and, as you seem to be wanting to make that a realistic move, I thought it would be worthy to add in those penalties from a fatigue which can happen from those kinds of moves, some times even more so if you try to rush them as your muscles can tense up on you and cause cramps if you don't stretch out properly before attempting them(Adrenalin only does so much for normally a short time, also). You don't have a set duration as of right now - What you currently have is something that ends the bind if another character hits you, or if they break out using Strength.

[Edit]
In all honesty dude, your innate comes off as something you put realism into. You also need strategy. If you attempt to use it again, before you regain your strength(AKA, when the penalty is gone which at first isn't long at all) you tire yourself out more. It is already done -for free- as an innate. You bypass DR -for only the loss of your turn-, when they cannot move, and most likely do not have regen of their own. When you use this, is up to you. You can take a healer out, someone that makes the damage portion a bit useless while they are around, or you don't and it takes longer than it might be.


Feel free to ask me any questions. If any complaints, on anything or anyone, then please PM me.
- Soul
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Grim
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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-04, 11:36 pm

Okay..Your first paragraph has me very confused as to what you are talking about. It is also rather hard to come up with something interesting for a wrestling/Giant/grappling power. And giving up a turn to really only do 1d4 dmg(Would actually be lower if was Str Damage only) even if it is a bind...is rather bland...I might just drop the innate and attempt to figure out a new innate..any suggestions?


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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-05, 12:45 pm

Grim wrote:
Okay..Your first paragraph has me very confused as to what you are talking about. It is also rather hard to come up with something interesting for a wrestling/Giant/grappling power. And giving up a turn to really only do 1d4 dmg(Would actually be lower if was Str Damage only) even if it is a bind...is rather bland...I might just drop the innate and attempt to figure out a new innate..any suggestions?

In the description of your innate, you list a few moves. Not all of them require you to use strength to get out of. Depending on the kind of move you do, someone -can- slip out, which is then a dexterity check.

You get to bind someone, with your current DF for your innate, by using your strength, and you have it as a -strength- check to break from. The only way, currently, it can end, is via being hit by -someone else-, or if the one binded beats your strength check.

You pay -nothing- in order to bind the person. You can't do anything else, but you can do Strength damage that bypasses DR.

What you are not getting, clearly, is that you have no downside. Those with DR, do not have Regen. While you keep someone in this bind, they cannot do anything to you.

I suggested penalties, -that do not last forever-, as they give your character fatigue that passes quickly. If you use your innate before the penalties are gone, you suffer an additional penalty, -as you are exerting too much, too soon.- And it goes from a duration of 2 rounds with the penalties, to 4 rounds. I put a 3-round limit on it, and gave you the chance to do 1d4 damage.

You need strategy when you fight. If you wish to solo an opponent, make techniques or learn some that -will help your character make up for their weaknesses.- The strength of this innate is brought out when you fight an opponent when they -do not have- regen, nor someone to -heal them.-

I suggested you could make techniques for each-individual move you listed: "These hold vary from choke holds(Dexterity works, put their own weight against them as you bend forward, you can flip them on their back or slip out), armbars(Dexterity works, they can halt you from progressing if they block one way you can go about an armbar), Sharpshooter(Never heard of this, I might know it by another name), and the Full-Nelson(Dexterity works before it is completed as you can easily slip out)." <- The moves you listed in your role-play description.

Each move does different things, and definitely do not limit someone in a full-body bind - As none of those are full-body binds. Those are partial-binds. Against one of the following:
A, knows what they are doing - Your chances of pulling them off decrease, realistically
B, is stronger than your character - There are a few ways around their strength, that actually involve dexterity more-so-than strength
C, when your character is tired - Your chances of pulling these off decrease, realistically, until you can catch your breath, or rest a bit

Another thing is that, I suggested, in terms of making each of those listed moves of yours into techniques, that they have two kinds of effects:
-One that counts as binding a part of their body, dealing damage for the duration of it
-A second that, if you do not keep it as a bind, they take a penalty if they fail a CON roll in using the limb in a movement.

If you do not get this still, just make another innate. I don't know how to better explain this to you if you don't understand it yet.


Feel free to ask me any questions. If any complaints, on anything or anyone, then please PM me.
- Soul
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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-05, 2:10 pm

Changes in the red:
Quote :
Giant's Improvised Weapon: Everything
Being seven feet tall, jacked from toe to head of muscle, has its advantages. Such as being able to lift overly large objects, such as medium-sized humans, as weapons of bludgeon-destruction. Cierre was born for brawling, and in a brawl, any weapon goes - He is just more adept at using objects and weapons to bludgeon and beat an opponent senselessly, to a bloody pulp.
DF: Can Roleplay using anything, within limits, as a weapon. +2 to Damage Rolls if using objects/weapons to bludgeon.
Example: Anything of the medium-sized human and below may be used to bludgeon.
Special: Due to Cierre's fighting style, he cannot learn magic of any type. He is considered a Pure Melee Fighter

It can take a lot of strength to uproot a tree. It depends on the tree itself. They can weigh up to tons, such as a giant red wood. Then you have boulders, which can weigh 400+ pounds. Not all tree's weigh as much as a giant red wood, as you have ferns and tree's like that. Same goes for boulders. The spectrum is a bit much though. You could do it later on, when your character gets the strength to do that. But right now? Your character wouldn't be able to. He's not extremely muscular, he's just beginning. Better off saying small/barely-medium-fallen-tree-logs(70-400 pounds), as well as small boulders(Same weight, to make it easier).

If you really want big stuff like that, you could just work on techniques that allow you to, that do more damage with them. They'd be Rank 3 Tech's at least. It would make things more complex, and there would have to be work done by the team to look up the average weight of tree's and boulders, and make a list of the area's. You can upgrade it to large-creatures/humanoids in your level 2 power, then once you reach level 3, you would be able to upgrade it to lift huge-creatures/humanoids.


Feel free to ask me any questions. If any complaints, on anything or anyone, then please PM me.
- Soul
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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-06, 11:59 pm

Guess that can work.


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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-07, 12:39 am

1d10+5 normal hit, 6-15
With Activated:
2d10+10 (with full str and etc) 12-30 damage.

Personaly i dont realy have much of an issue with the attack itself, but i dont think
you'll be able to squeeze in upgrades to it as it progresses with that damage.


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PostSubject: Re: Gigante Cierre - Luchadore Mass of Muscle - Lvl1 Human Power   2013-01-07, 9:12 am

Tjuven92 wrote:
1d10+5 normal hit, 6-15
With Activated:
2d10+10 (with full str and etc) 12-30 damage.

Personaly i dont realy have much of an issue with the attack itself, but i dont think
you'll be able to squeeze in upgrades to it as it progresses with that damage.

1: Role-Play aspect.
2: He can make tech's where he puts his mana into a "medium", such as a tree/boulder, doing even more damage than normal.
3: The active can get -minor- upgrades in the future.


Feel free to ask me any questions. If any complaints, on anything or anyone, then please PM me.
- Soul
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