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

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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Master of Gladiators

PostPosted: Mon Dec 10, 2007 9:35 pm


Got an idea for a new Ability, 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 Ability 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 9:37 pm


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

General Ability Category (Is it Damage, Defense, Support, Buff, Enhancement, Etc.)

Ability Name: (CP Cost) Brief but concise description of what the Ability does.

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

For Example:



Enhance Action

Enhanced Stun: 3CP, +25% chance to stun.

The normal stun chance for Lieutenant or Player Characters is 50%, or a 2 in 4 chance of success. With Enhanced Stun the chance is raised to 75%, or a 3 in 4 chance of success. Currently, a Boss class monster cannot be stunned. with Enhanced Stun, it is 25%, or a 1 in 4 chance of success. With the higher success rate, more actions and spells will be denied to opponents.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 9:44 pm


~Abilities submitted for Contest~


Submitted by Atrus_Legnacra:

Magical Retonement: (4CP) When you are stunned, counter-attack with your magic stat as your modifier for damage. Bonuses to attack from weapons do not count.

Submitted by Jordan Windsfury:

Berserker series, Stat enhancement;

Berserker: (4CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (4CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Submitted by Malignant Defector, on behalf of AMP:


Charge: (6CP) If you do not use an Action or Spell, gain 2 MP an 2 AP next round, instead of the normal 1.
PostPosted: Mon Dec 10, 2007 9:46 pm


~Winning Submissions~



1- Charge: (6CP) If you do not use an Action or Spell, gain 2 MP an 2 AP next round, instead of the normal 1.

2- Magical Retonement: (4CP) When you are stunned, counter-attack with your magic stat as your modifier for damage. Bonuses to attack from weapons do not count.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 9:47 pm


~Last Competition's Winning Submissions~


1-Dead Eye Mask: CP4, Once per combat you may pay 1Ap and 1Mp to assume the stats and abilities of a fallen party member. You do not receive any actions spells or items that player may have. At the end of combat you return to your original stats and lose life equal to your highest stat.

2-True Guardian: (5 CP) Redirect any offensive spell, action, ability, or attack that causes any type of damage to yourself instead.

2-Magic Pull: 3CP
Once per turn, you may redirect the damage taken by one ally from one Magic damage source to you. Cannot be used if you have already had enough damage allotted to you to knock you out.

3-Special Pull: 3CP
Once per turn, you may redirect the damage taken by one ally from one Special damage source to you. Cannot be used if you have already had enough damage allotted to you to knock you out.

3-Throw: (1CP) You may unequip one item (max 2E) in order to throw it at one target. If your target is an ally it deals no damage and that ally receives that item if they have enough equip available. The item is not available until the following round, and cannot be of Cursed, Blessed, or Special nature. If your target is an enemy it deals 4 times its equip stat in normal damage. This item is reclaimed at end of combat, if possible.
PostPosted: Mon Dec 10, 2007 11:48 pm


Defense

Escape Artist: (4 cp) You may pay 2 Ap to no longer become a valid target for attack this turn.

Rather than be targeted, the enemy chooses a new target for its attack than [player]. If there are no other valid targets the enemy must target nothing. If against a lieutenant the lieutenant has a 25% chance of detecting and hitting the [player]. If fighting a boss, the boss has 50% chance of detection.

Catseye Lurea


Master of Gladiators

PostPosted: Tue Dec 11, 2007 1:35 pm


Catseye Lurea
Defense

Escape Artist: (4 cp) You may pay 2 Ap to no longer become a valid target for attack this turn.

Rather than be targeted, the enemy chooses a new target for its attack than [player]. If there are no other valid targets the enemy must target nothing. If against a lieutenant the lieutenant has a 25% chance of detecting and hitting the [player]. If fighting a boss, the boss has 50% chance of detection.
Sounds more like an Action than an Ability. And Pounce works much the same; With a reduced cost.
PostPosted: Tue Dec 11, 2007 5:11 pm


Catseye Lurea
Defense

Escape Artist: (4 cp) You may pay 2 Ap to no longer become a valid target for attack this turn.

Rather than be targeted, the enemy chooses a new target for its attack than [player]. If there are no other valid targets the enemy must target nothing. If against a lieutenant the lieutenant has a 25% chance of detecting and hitting the [player]. If fighting a boss, the boss has 50% chance of detection.
A better wording for this might be "You may pay 2 Ap to no longer become a valid target for this turn." This would mean you could not be attacked, hit with magic, or abilities, etc. This would almost be like the item stealth suit, but in an ability.

Perrian
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Kowsauni
Crew

PostPosted: Tue Dec 11, 2007 5:53 pm


Yeah but the stealth suit only protects from normal attacks and not all other forms of damage. An item that protected you from all types of attacks would be too powerful, especially if it only cost 2 ap to use.))
PostPosted: Tue Dec 11, 2007 6:26 pm


True, good point. An item/action/ability that protected you from all types of attacks probably would need to cost like 6 AP or more.

Perrian
Vice Captain

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

Master of Gladiators

PostPosted: Wed Dec 12, 2007 1:07 pm


This is a concept Ability based from the "Random Mistakes -aka- Bellamin" Item submission:

Guardian: (5 CP) Redirect any attack upon another party member to yourself, regardless of damage type.
PostPosted: Wed Dec 12, 2007 1:51 pm


Master of Gladiators
This is a concept Ability based from the "Random Mistakes -aka- Bellamin" Item submission:

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


The wording of "attack" may cause confusion...

Redirect any offensive spell, action, ability, or attack that causes any type of damage to yourself instead.

DM of Death


Master of Gladiators

PostPosted: Wed Dec 12, 2007 5:16 pm


DM of Death
Master of Gladiators
This is a concept Ability based from the "Random Mistakes -aka- Bellamin" Item submission:

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


The wording of "attack" may cause confusion...

Redirect any offensive spell, action, ability, or attack that causes any type of damage to yourself instead.

Yes, that clears things up nicely.
PostPosted: Tue Dec 18, 2007 12:29 am


Damage

Throw: (1CP) You may unequip an item in order to throw it at one target. If your target is an ally it deals no damage and that ally receives that item if they have enough equip available. If your target is an enemy it deals 4 times its equip stat in normal damage. This item is reclaimed at end of combat.

You may throw items of 2 equip per CP in this ability. Items received through throwing cannot be used the round they are received. You cannot throw cursed, blessed, or special items.

Radryn Tiaos


DM of Death

PostPosted: Wed Dec 19, 2007 1:00 pm


Alchemist: 2CP
You may mix 2 potions into one, combining the effects. These potions still take up 1E, or one slot on your potion belt. This ability is not usable on potions that can't be equiped on your belt or any other comsumable not labled a "potion" or "elixer". Can not be used in dungeons.

So essentially, you could mix 2 potions together, like Potion of Strength and Potion of Combat, to make a "Potion of Strength/Combat: +3 attack, +3 Combat Dice untill the end of Combat."
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