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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

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Master of Gladiators

PostPosted: Mon Dec 10, 2007 9:09 pm


Got an idea for a new Item, but no one seems to care? Well that's no longer true, because we want to know what's rolling around in that head of yours! Show us what you got, we really want to know. Now, there's no guarantee that what you got is what we want, however. I mean admit it, some of our ideas are just plain insane. But, if you got something that you know just has to be shared, leave it here. If we like it, we will let you know. If we really like it, chances are you will see it added to the Guild. Who knows where your ideas could take you?



The next submission competition is drawing nigh; have YOU decided which submission your going to enter? Be sure to post your final submission before April 1st, so that the bugs can be beaten out of it before voting begins on the 7th. Who knows, this time the winner could be you!

Oh and one submission per Adventurer only, please. And please, control your mules, okay?



~Voting~
Please vote for the Item that you would most like to see actively used within the Guild. And if you absolutely must use your mules, try to spread the votes accordingly, so that we can get as honest a representation as possible of what the Guild truly wants. I'm not saying you can't vote multiple times; just try to avoid unfair ballot stuffing.
PostPosted: Mon Dec 10, 2007 9:20 pm


When posting your new Item, please use the following format:

General Item Category (Is it Armor, Weapon, Charge-based, Random Effect, Consumable, Etc.)

Item Name: (Equip Cost) Brief but concise description of what the Item does.

Expanded description of what the Item does, and/or how you perceive it being used.

For Example:



Consumable Buff

Imp Toast: (E1, or Potion Belt)+3 Magic for one round of combat.

The Imp Toast is a consumable item with a single round effect. It can be used like any other potion, the only limit to the number used at any one time, being your equip stat. Also like potions, they can be equipped in your potion belt up to the belt's limit. Each one after that limit has an equip cost of 1. For each individual use, the Imp Toast raises your Magic Stat by 3 points for the round. At the end of the round, your Magic Stat returns to normal.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 9:21 pm


~Items submitted for Contest~


Perrian submitted:

Overdrive Pill: Feed this to a summon to double your summon's power in everything for one round. After that round, the summon dies and may not be summoned again until the following combat. This counts as a potion for equip purposes.

Atrus_Legnacra submitted:

Staff of Summoning: (E4, chg 10/10)
May summon a Minion with Stats purchased on a 1 Charge for 3 CP basis according to normal Character Creation. No more than 5 Charges may be spent on any single Minion (including persistence), with no more than one active at any time. The Minion is subject to same rules as a normal summons; i.e. no Spells or Actions.

Summon lasts for duration of Combat, or until destroyed, whichever comes first.

Staff second ability: Persistent Summon: (1 chg) For an additional Charge, the Summon will last until destroyed, or the Quest is completed, whichever comes first. This ability can also be used on a personal summon for the cost of 3 charges.

Jordan Windsfury submitted:

Low Equip, multi-purpose Stat Booster;

Multi-Purpose Tool: (E1) Spend 1 AP or 1 MP to boost any Stat by 1 for the duration of the round. This does not use your Action or Spell.

Something that is equally valuable to everyone, regardless of class or situation. If you need that little something extra, this is it.

Malignant Defector submitted:

Explosive Reactive Armor: (E4); Grants the "Blood Vindictive" Ability (The user takes +50% damage from normal attacks and deals the amount of extra damage back to the attacker.) as well as Resistance Attack (2).
PostPosted: Mon Dec 10, 2007 9:23 pm


~Winning Submissions~


1- Multi-Purpose Tool: (E1) Spend 1 AP or 1 MP to boost any Stat by 1 for the duration of the round. This does not use your Action or Spell.

2- Staff of Summoning: (E4, chg 10/10)
May summon a Minion with Stats purchased on a 1 Charge for 3 CP basis according to normal Character Creation. No more than 5 Charges may be spent on any single Minion (including persistence), with no more than one active at any time. The Minion is subject to same rules as a normal summons; i.e. no Spells or Actions.

Summon lasts for duration of Combat, or until destroyed, whichever comes first.

Staff second ability: Persistent Summon: (1 chg) For an additional Charge, the Summon will last until destroyed, or the Quest is completed, whichever comes first. This ability can also be used on a personal summon for the cost of 3 charges.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 9:26 pm


~Last Competition's Winners~


1-Frost-potion: (1E)
Use it to deal your magic power in damage to 1 opponent for every 3 magic power you have.

2-Angelic Sword: (Blessed) E6

*Angelic Gift---Gives the Ability "regeneration 1" to all members of your party, excluding you.
*Life Sacrifice----Sacrifice X amount of life to decrease an equal amount of attack of your opponent's attack score, for the duration of the round.
*Life Burn (1AP)---For every 1 life you tribute you heal 2 damage to target ally. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn.
Angelic Regeneration---For every 5 points of damage you heal each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP))
~Blessed~
*Angelic Pride--Automatically equips, replacing all other equipment up to E:6. If Equip stat is Lower than 6, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Sword abandons the character, seeking a stronger servant.
*Angelic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict any type of damage, you lose 5 HP.
*Angelic Ties--Whenever you use any Action, Ability or Spell to Heal another, you regenerate 1 HP. Standard regeneration works normally, however.

3-The Magi Arcanum: E3 3/3 Charges - Use one charge to cast one spell at no MP cost; this also uses a Spell use for the turn. That spell may not be cast with The Magi Arcanum again for the rest of the dungeon.
PostPosted: Tue Dec 11, 2007 12:05 am


Armor

Roulette Shield (4e) When using combat dice for defense roll one extra die and use it to determine one of these outcomes.
0-25% Gain either an AP or an MP
25%-50% Lose 5 Health
50%-75% Decrease a stat by one
75%-100% Prevent all damage to you this turn of all types.

This ability only works if you roll your dice for defense. For example Lurea rolls 1d12 for defence and gets a 2. The numbers 1-2 are in the 0-25% range so she gets either one AP or one MP. These effects only last until the end of the combat. Health cannot be regained if lost with this item, but stats can.

Catseye Lurea


Master of Gladiators

PostPosted: Tue Dec 11, 2007 1:37 pm


Catseye Lurea
Armor

Roulette Shield (4e) When using combat dice for defense roll one extra die and use it to determine one of these outcomes.
0-25% Gain either an AP or an MP
25%-50% Lose 5 Health
50%-75% Decrease a stat by one
75%-100% Prevent all damage to you this turn of all types.

This ability only works if you roll your dice for defense. For example Lurea rolls 1d12 for defence and gets a 2. The numbers 1-2 are in the 0-25% range so she gets either one AP or one MP. These effects only last until the end of the combat. Health cannot be regained if lost with this item, but stats can.
Sounds like a lot of work for the hapless DM's to keep track of... Please keep in mind the amount of work involved in calculating the basic strategy in a team dungeon. We don't want to blow up any brains, do we? And a 1 in 4 chance to prevent all damage? How about a 1 in 4 chance of tripling all damage? And doubling? And instant death? There's a true game of Roulette for you!
PostPosted: Tue Dec 11, 2007 10:14 pm


Shield (Cursed)
Dirgus: Shield of the Holy Sinner.
Cursed*
Angelic Glutteny: This replaces 6 equip points. For every point over, you lose one point in life. If this reduces your life to zero, this shield seeks a stronger host.
Demon-work Shield: +6 defense
The recuctant sacrifice: Block any damage equal to double the Hp you sacrifice to activate this skill. You may only sacrifice Hp up to your defense score, and must sacrifice atleast 5 Hp to activate this.
Demonic Guardian: Allows you to stand as the target for any magic attack.
Blessed Theif: Allows you to spend 3 Ap, to redirect an enemy's heal or healing spell to anyone in your party, but you.
Repentance of Sin: You lose 1 Hp every round.
The Forsworn Defender: Every time you stand in to defend a party-member, or use Demonic deal, you regenerate 10 health, no matter the damage delt to you.
Angel-work Blade: Once per round, you may deal 10 special damage to one person who attacked you this round.
Vampiric Messiah: Every 5 damage you deal, the shield absorbs 1 Hp and transfered it to you.
Price of Freedom: If you do more than 11 damage in a round, you take 20 special damage.
Price of Greed: Every time you do not defend someone, you take 10 damage.

random mistakes


Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200
PostPosted: Wed Dec 12, 2007 12:04 pm


random mistakes
Shield (Cursed)
Dirgus: Shield of the Holy Sinner.
Cursed*
Angelic Glutteny: This replaces 6 equip points. For every point over, you lose one point in life. If this reduces your life to zero, this shield seeks a stronger host.
Demon-work Shield: +6 defense
The recuctant sacrifice: Block any damage equal to double the Hp you sacrifice to activate this skill. You may only sacrifice Hp up to your defense score, and must sacrifice atleast 5 Hp to activate this.
Demonic Guardian: Allows you to stand as the target for any magic attack.
Blessed Theif: Allows you to spend 3 Ap, to redirect an enemy's heal or healing spell to anyone in your party, but you.
Repentance of Sin: You lose 1 Hp every round.
The Forsworn Defender: Every time you stand in to defend a party-member, or use Demonic deal, you regenerate 10 health, no matter the damage delt to you.
Angel-work Blade: Once per round, you may deal 10 special damage to one person who attacked you this round.
Vampiric Messiah: Every 5 damage you deal, the shield absorbs 1 Hp and transfered it to you.
Price of Freedom: If you do more than 11 damage in a round, you take 20 special damage.
Price of Greed: Every time you do not defend someone, you take 10 damage.
That sword doesn't fit a cursed item. A cursed item would probably, in my opinion, help you cause damage instead of prevent you from doing damage. In my opinion, a cursed item should help the user cause damage, not heal the team mates. A blessed item should probably help heal.
Note: This is only my opinion.
PostPosted: Wed Dec 12, 2007 12:05 pm


Angelic Sword (Cursed)
Give the ability "regeneration" to all of your party, excluding you.
*Life Sacrifice----Sacrifice X amount of life to decrease an equal amount of attack of your opponent's attack score. The attack score being decreased is permanent until the combat is over.
*Life Burn (1AP)--For every 1 life you tribute you heal 2 damage to target ally. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn.
Angelic Regeneration; For every 5 points of damage you heal each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP))
*Blessedd*
*Angelic Pride--Automatically equips, replacing all other equipment up to E:6. If Equip stat is Lower than 6, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Sword abandons the character, seeking a stronger servant.
*Angelic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict any type of damage, you lose 5 HP.
*Angelic Ties--Whenever you use any Action, Ability or Spell to Heal another, you regenerate 1 HP. Standard regeneration works normally, however.

Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200

Master of Gladiators

PostPosted: Wed Dec 12, 2007 12:19 pm


random mistakes
Shield (Cursed)
Dirgus: Shield of the Holy Sinner.
Cursed*
Angelic Glutteny: This replaces 6 equip points. For every point over, you lose one point in life. If this reduces your life to zero, this shield seeks a stronger host.
Demon-work Shield: +6 defense
The recuctant sacrifice: Block any damage equal to double the Hp you sacrifice to activate this skill. You may only sacrifice Hp up to your defense score, and must sacrifice atleast 5 Hp to activate this.
Demonic Guardian: Allows you to stand as the target for any magic attack.
Blessed Theif: Allows you to spend 3 Ap, to redirect an enemy's heal or healing spell to anyone in your party, but you.
Repentance of Sin: You lose 1 Hp every round.
The Forsworn Defender: Every time you stand in to defend a party-member, or use Demonic deal, you regenerate 10 health, no matter the damage delt to you.
Angel-work Blade: Once per round, you may deal 10 special damage to one person who attacked you this round.
Vampiric Messiah: Every 5 damage you deal, the shield absorbs 1 Hp and transfered it to you.
Price of Freedom: If you do more than 11 damage in a round, you take 20 special damage.
Price of Greed: Every time you do not defend someone, you take 10 damage.
It looks more like a character, than a piece of equipment:

Demonic Guardian (35)
Attack: 0
Defense: 6
Combat: 0
Magic: 0
Life: 7 (35)
Equip: 0
Abilities: Guardian (5), Regen (10), SA: Angel-work Blade (5), Demonic Regeneration (2),
Actions: Blessed Thief, The Reluctant Sacrifice
Spells: None
Items: *Cursed* Demon Token

Guardian: (5 CP) Redirect any attack upon another party member to yourself, regardless of damage type.

Blessed Thief: (3AP) Allows you to spend 3 AP, to redirect an enemy's heal or healing spell to anyone in your party, but you.

The Reluctant Sacrifice: (2AP) Block any damage equal to double the Hp you sacrifice to activate this skill. You may only sacrifice Hp up to your defense score, and must sacrifice at least 5 Hp to activate this.

*Cursed* Demon Token: (E0) You lose 1 Hp every round. If you do more than 11 damage in a round, you take 20 special damage. Every time you do not defend someone, you take 10 damage.
PostPosted: Wed Dec 12, 2007 12:30 pm


Perrian
Angelic Sword (Cursed)
Give the ability "regeneration" to all of your party, excluding you.

What level of Regen, 1?
Perrian

*Life Sacrifice----Sacrifice X amount of life to decrease an equal amount of attack of your opponent's attack score. The attack score being decreased is permanent until the combat is over.

Seems a bit over powered. Perhaps with a shorter duration, say 1 round?
Perrian

*Life Burn (1AP)--For every 1 life you tribute you heal 2 damage to target ally. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn.

per Life, or per HP?
Perrian

Angelic Regeneration; For every 5 points of damage you heal each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP))

Alrighty. mrgreen
Perrian

*Blessed*
*Angelic Pride--Automatically equips, replacing all other equipment up to E:6. If Equip stat is Lower than 6, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Sword abandons the character, seeking a stronger servant.
Always nice to set the bar...
Perrian

*Angelic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict any type of damage, you lose 5 HP.
It's tough being the good guy...
Perrian

*Angelic Ties--Whenever you use any Action, Ability or Spell to Heal another, you regenerate 1 HP. Standard regeneration works normally, however.
Why give away all the Choir's Special abilities? rolleyes

Master of Gladiators


random mistakes

PostPosted: Wed Dec 12, 2007 3:23 pm


Dirgus's a dual enchanted item... Basically it has two elemental essences trapped inside... One from a positive plane, and another from the negative plane.

It's one of my favorite dual-planar weapons I have made/making, and I wanted to share to (but use in) the world!

Anyways... Abit of history.

It was a paladin's weapon. A buckler blade. It's master however, defected over to a necromancer's faction. Due to this, his own brother was forced to kill him... However, he only defected to help stop a war from breaking out. Hence, he has sinned in the minds' of the holy; yet has acted like a protecter to the damned.

Each one has a story... I'll post them all some day, but I'd probably ask that you not use them without my permission... If on the off chance you would.

Anyways... It's kind of both cursed, and blessed because it lets you deal 10, unstoppable damage, gives you a massive regeneration, allows you to steal healings NO MATTER HOW STRONG, and it also lets you protect someone more fully. The spirits inside, however, will not let you deal damage efficiently, and if you do not abide to the rules of the punishment, the spirits reak havoc on your soul.

Sooo... Let's call it: Divine Desecration, or Fallen.

And it's kinda ironic how you displayed Dirgus as a monster.

Dirgus' owner in the realm where I created it is a Deathknight called Ridel Geoffry. His brother's called Sol. And while Ridel was willingly turned into an undead warrior... His brother was turned into an unwilling were-wolf. Irony that Carcassio turns into a vampire and joins up with Ridel... That's how Bellamin in that fits in.
PostPosted: Wed Dec 12, 2007 4:48 pm


Master of Gladiators
Perrian
Angelic Sword (Cursed)
Give the ability "regeneration" to all of your party, excluding you.

What level of Regen, 1?
Yup, level 1 of Regen
Master of Gladiators
Perrian

*Life Sacrifice----Sacrifice X amount of life to decrease an equal amount of attack of your opponent's attack score. The attack score being decreased is permanent until the combat is over.

Seems a bit over powered. Perhaps with a shorter duration, say 1 round?
True, it is overpowered. I just checked the demonic sword stats, and it's only for one round. That should be for just one round, not the whole match.
Master of Gladiators
Perrian

*Life Burn (1AP)--For every 1 life you tribute you heal 2 damage to target ally. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn.

per Life, or per HP?
Here is an example of what I mean: Player 1 has 20/20 life, Player 2 has 6/20 life. Player 1 tributes 7 life to heal player 2 a total of 14 life
Master of Gladiators
Perrian

Angelic Regeneration; For every 5 points of damage you heal each turn, you regenerate 1 HP. (Regeneration limited by targets Max HP))

Alrighty. mrgreen
Master of Gladiators
Perrian

*Blessed*
*Angelic Pride--Automatically equips, replacing all other equipment up to E:6. If Equip stat is Lower than 6, reduce Life Stat by 1 per point of difference. If this reduces the character to 0 HP, the Sword abandons the character, seeking a stronger servant.
Always nice to set the bar...
We didn't want this strong sword to fall into a weak person's hand, do we? ^_^
Master of Gladiators
Perrian

*Angelic Pact--Automatically lose 1 HP per round of combat. For every round of combat where you inflict any type of damage, you lose 5 HP.
It's tough being the good guy...
Master of Gladiators
Perrian

*Angelic Ties--Whenever you use any Action, Ability or Spell to Heal another, you regenerate 1 HP. Standard regeneration works normally, however.
Why give away all the Choir's Special abilities? rolleyes
I'm adding this because the demonic sword has Demonic Ties. ^_^

Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200

random mistakes

PostPosted: Fri Dec 14, 2007 4:52 pm


Sword (Cursed)
Liderc: Blade of Daemona Insani.
Fire Cursed*
Unholy Falchion: +3 attack, +3 magic
Liderc's pride: Automatically equips, taking 6 E. If you do not have enough equip, this decreases your life and defense by 1 for every point under.
Daemoni Vitala: This enchantment gives the user the spawn abillity. The spawn have the same ammount of CPs as spawn made by the normal abillity.
Cathula Mortgoni: Once per two rounds, if you deal attack damage equal to 10 damage, this sword allows you to casts, at a constant 2MP price, your choice of confusion, weakened attribute, or fire-ball on one attacked opponent only. These spells have a magic stat power of 8, regardless of user's magic stat, or spell related abillities.
Infernal treason: Everytime you are healed by the healing spell, you recieve double healing, but also reflect that extra ammount back at the healer as special damage. Abillity healings only heal 50% of their capacity round down. Regeneration is unaffected.
Ritual of Blood: Sacrifice x ammount of Hp to buff your magic by an equal ammount. You can only sacrifice as much Hp as you have points in your magic stat.
Ritual of Flame: Sacrifice x ammount of magic to boost attack equal to every point sacrificed. You may only sacrifice magic equal to your attack score.
Demonic Impatience: If combat isn't resolved in 12 turns, not including wave-based or unlimited opponent based combat, this blade sacrifices all of your Hp it can to boost your magic, and adds your buffed magic stat to 8. Then, Liderc deals damage equal to your magic stat x4 distributed to all combatants (including you). This counts as magical damage.
Blazing pact: Every turn, you lose 1 Hp. Every turn you do not cast a spell, including the special enchantment spells, you lose an additional 5Hp.
Bunring Regeneration: Every time you deal 15 damage with a spell, you recieve 1Hp in regeneration. This stacks for every 15 magic damage.
Soul-Bond**: This blade will try to kill it's enemy spirit.

An ally of Dirgus. Notice how Dirgus can steal a powerfull heal spell, and Liderc will get a big healing bonus, and reflect some damage back at the original caster. Oh, I forgot to put Soul-Bond on Dirgus... Ohwell. And Demonic Impatience only works with combat situations where after you beat them, you go out of combat. Any time you get a break out of combat, the timers for Cathula Mortgoni and Demonic Impatience, will reset.
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