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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 9:58 pm


Got an idea for a new Monster, 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!

Monster submission rules:

-No single monster may have more than 24 CP, and no more than 1000 chips worth of Equipment. Just to clear up any possible confusion, there is no special additional cost associated with any item, action or spell regarding it's purchase location. If a cost has been listed for a particular item, action or spell, that is the cost for the purpose of this competition. If no cost is listed, let me know what you want and I will price it accordingly.

-Must use existing Abilities, Items, Spells or Actions within the Guild. Nothing that has not already been approved by the Major DM's.

-If submitting a complete series of a Monster Type, no more than 5 monsters in a series.

-One submission per Adventurer. And please, control your mules, okay?


Winning Prize: the winner of this submission contest will gain the opportunity to engage in single combat with their submission. If they can defeat their creation, they will receive a charge token (die 1/1) of their creation. The battle WILL be scaled appropriately to be a challenge to the competitor, so this is NOT a guaranteed win for anyone, regardless of how powerful they may be.



~Voting~
Please vote for the Monster 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 10:11 pm


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

General Monster Type (Demons, Animals, Human, Humanoid, Dragon, Orc, Etc.)

Monster Name: (CP Spent)
Monster Stats:
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities:
Actions:
Spells:
Items:

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

For Example:


Red Dragon Type

Small Red Dragon [24]
A: 5
D: 5
C: 3d4 (5)
M: 0
L: 15 (3)
E: 0
Abilities: Fast Actor (6)
Actions: Smash, Retaliate, Dragon's Breath

The Small Red Dragon is the least of the Red Dragon Type, but still a foe to be reckoned with. With it's beginning character level stats, and strong actions, it can do some real damage in the right situations. With two AP per round, It allows multiple attack strategies, with Retaliate available in the first round, and Dragon's Breath in the second.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 10:21 pm


~Contest Monster Submissions~


Submitted by Random Mistakes:

Globster Matriarch [24] <= Submitted monster
Attack- 1
Defense- 0
Combat Dice- 0
Magic- 0
Life- 75 (15)
Equip- 0
Abillities- Spawn (3), Regeneration (5)
Actions- Plink
Spells- N/a
Items- N/a

Standing around two meters high, and made up of a gelatinous grey material with a rough outer membrane, the Globster Matriarch is the second highest 'ranking' in the Globster Hivemind world. These behemoths crawl so slowly, that they seem 'almost' defenseless. However, the Matriarch is extremely tough, able to stand against both heavy physical attacks, and extreme magical forces for long periods of time. Its main purpose however, is to create globster 'Spawn'. And even in a threatening situation, it will still spew out globster eggs every so often.

Globster Overwatch [24]
Attack- 0
Defense- 0
Combat Dice- 0
Magic- 0
Equip- 0
Life- 40 [8]
Abillities- Mirror Damage, Healing Aura [5], Buff Stat -Combat Dice [5]
Actions- plink, stunning blow, punch
Spells- N/a

The 'controller' of a group of globsters. Whether it be a scavanging group, a war party, or a scouting force, there is always atleast one of these controlling the lower classes; making sure they do the job right. Unlike the other globsters, these have no armored parts and know some form of psonic communication. The outer membrane is a brilliant silver dome. Underneath are ten spindly legs. Slow and steady, these 'brain bugs' have really no need for the armor or spikes, as they have the strange abillity to reflect almost every attack.

With treatment in special oils, the outer membrane can be used to create light armor, and be used as a spell creation reagent.

((Inspiration comes from the Fedaration Droid Control Ships mrgreen ))

Healing Aura affects your party-member's regen right? Or did you change it to affect only the character's.

Globster Bezerker [24]
Attack- 6
Defense- 1
Combat Dice- 1 (1d3)
Magic- 0
Equip- 0
Life- 35 (6)
Abillities- fast actor [4], regeneration [3], Fury [4]
Actions- smash, pounch, retaliate, stunning blow, power-up
Spells- N/a

Better, faster, stronger, and heck of a lot harder to kill, the Globster Bezerkers are the second generation of the battle-class. These 'bezerkers' as they are called, are slightly autonomos, although they still listen to the Overseers and the even more independant 'Valkyries' for orders. Sleeker than the average soldier, they shed regenerative and defensive properties for a lighter frame. This extra speed allows the Bezerker to deal quick hit-and-runs, as well as become the war party's scouts. Most globster 'raiding partes', as they are described, consists of six soldiers, two bezerkers, one overseer, and a valkyrie.

They have been known to canabalise the weaker globster soldiers and workers in times of need... Or when one annoys a bezerker. They will never stand up against overseers, valkyries, or anything else higher up. They use an extra sent of legs at the front which have evolved into razer sharp claws to attack.

((Inspiration: Super Battle Droids 3nodding ))


Globster [10]
Attack- 2
Defense-2
Combat Dice-1 (1d3)
Magic- 0
Life- 10 (2)
Equip- 0
Abillities- Regeneration (3)
Actions- N/a
Spells- N/a
Items- N/a

Adult Globster spawn; Basic worker stock.

Globster Soldier
[18]
Attack- 4
Defense- 3
Combat Dice- 3 (1d cool
Magic- 0
Life- 15 (3)
Equip- 0
Abillities- Regeneration (5)
Actions- Smash
Spells- N/a
Items- N/a

Adult Globster spawn; Basic Fighting stock


All globsters have main bodies that are horizontal oval shaped slabs of grey goo. They have armored pincers at the front, spiny shell covered legs ((The more, the higher breed; workers=4-6, soldiers=8, matriarch and above= too many to count)), and also a tail used to swiming. This tail resembles a giant green lobster tail; which is where these things got its name.

At death, the armored parts of the shell fall off, while the body will float to the surface of the water ((They're ambphibious)) and wash ashore.

Copyright 'Spiders, Snakes, & Mistakes' Productions, DO NOT USE WITHOUT CONSENT OF RANDOM MISTAKES.

Submitted by Jordan Windsfury:

Support, Annoyance

Trickster: [24]

A: 3, D: 3, C: 2 (1d6), M: 0, L: 4 (20), E: 0

Abilities: Fast Actorx2 [8], Speedy Actor x2 (4)
Actions: Plink, Pounce, Punch, Shield Bash, Smash, Special Block, Spell Block, Stunning Blow, Taunt
Spells: None
Items: Elixir of Action x2

A handy fellow to have along, the Trickster provides the appropriate distraction to your opponent in any situation. No serious threat as a stand-alone opponent; but with the right support crew, a definite annoyance.

Submitted by Atrus_Legnacra:

The Triad!

Kings Knight (24)
A:5 /8
D:3 /4
C:3
M:2
L:4 (20)
E:4
SFX: Regenerate x3
Spells: Frost (200)
Actions: Power Up(200), Retaliate (200)
Items: Long Sword (300), Buckler(100)

Queens Knight (24)
A:0
D:0
C:0
M:8 /10
L:3 (15)/4 (20)
E:3
SFX: Fast Caster(4), Skilled Caster(4), Speedy Magic(2)
Spells: Heal(200), Energy Burst(200), Stun Bolt(200)
Actions: none
Items: Seal Charm (100), Conjurer's Amulet (200)

Jacks Knight(24)
A:0
D:6 /10
C:0
M:0
L:5(25)
E:4
SFX: Magic Pull(3), Special Pull(3), Defender(3)
Spells: none
Actions: Spell Block (100),Shield Bash(100) Power Up(200)
Items: Light Armor(400)

The traid are fairly standard, a King, with a royal breat-pale, but a crown, and ceremonial regailia. The queen wears white robes, simple and elegent, with a sort of tiara on her head. The Jack wears full plate armor, and just a shield. He will protect the Queen before the King, as the King has decreed it so. They fight in tandem, working together. (More of a boss, I'd guess, or mini-boss maybe.)

Obviously, the Queen is the toughest figure, she normally alternates between stunning, and useing an EB/Heal combo. The Jack will do what he can to take damage for the Queen, knowing she will heal him; he will power up his defensive capibilities before his attack. The King alternates between Frosting and Retaliateing, when he's not powering up.

If possible, they share AP and MP, the party gaining a defult 3ap/mp a round... Basically it gives the Queen more spells, and the Jack and King more chances for action.

Submitted by Perrian:

Mini-Independant Armor

After the first set of big armor was destroyed in Santa's place, the people who first made that armor now mass produced more armor that walked by itself, but walked by itself in seperate pieces with their own personalities. Some are funny, some are agressive, some are nice, and some are just plan strange.

Head (24)
Attack- 0
Defense- 0
Combat Dice- 1d8 (3)
Magic- 10
Equip- 0
Life- 25 (5)
Items- none
Abilities- Skilled Caster (4), Vindictive(attack), Vindictive(magic)
Actions- none
Magic- Heal, Stun Bolt

Right arm- Sword (24)
Attack-8
Defense-4
Combat Dice-2d8 (6)
Magic-0
Equip-0
Life- 20 (4)
Items-
Abilities- Vindictive (magic), Vindictive (special)
Actions- none
Magic-none

Left Arm- Shield (24)
Attack-0
Defense-6
Combat Dice- 2d8 (6)
Magic-0
Equip-0
Life- 20 (4)
Abilities- Magic Shield (3), Defender (3), Vindictive (special), vindictive (attack)
Actions- none
Magic-none

Right Leg (19)
Attack- 3
Defense- 3
Combat dice 1d8 (3)
Magic-0
Life- 20 (4)
Equip-0
Items-
Abilities- Vindictive (attack), vindictive (magic), Skilled Actor
Actions- Kick
Magic- none

Left Leg (19)
Attack- 4
Defense- 3
Combat dice- 1d8 (3)
Magic-0
Life- 20 (4)
Equip-0
Items-
Abilities- Vindictive (special), Skilled Actor
Actions- Kick
Magic- none
PostPosted: Mon Dec 10, 2007 10:39 pm


~Winning Submission~

Trickster: [24]

A: 3, D: 3, C: 2 (1d6), M: 0, L: 4 (20), E: 0

Abilities: Fast Actorx2 [8], Speedy Actor x2 (4)
Actions: Plink, Pounce, Punch, Shield Bash, Smash, Special Block, Spell Block, Stunning Blow, Taunt
Spells: None
Items: Elixir of Action x2

A handy fellow to have along, the Trickster provides the appropriate distraction to your opponent in any situation. No serious threat as a stand-alone opponent; but with the right support crew, a definite annoyance.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 10:48 pm


Reserved
PostPosted: Wed Dec 12, 2007 5:31 pm


-Demon-
Medusa [36]
A- 0
D- 0
C- 3 (1d cool
M- 7
L- 35 (7)
E- 0
Abillities- Skilled casterx4 [16], Regeneration (2).
Actions- N/a
Spells- Petrify, ((See spell suggestions)) greater mana shield, fire-ball

The front line spell caster's of demonic armies, Medusa regiments strike terror into demon seiged towns. The popular stragetgy of using them is to hide them behind tougher, more durable demons, then, they unleash a flurry of fire and stone upon the unsuspecting opponents. They are more than capable of spell casting, and have the rare arcane abillity to turn enemies into magic imbued stone for a period of time. This allows many Medusa to turn multiple opponents into rock, and then shatter them into pieces. Medusa stand about 5' 7, and have snake-like faces, grey scale-like skin, and many twisting appendages that appear to be snakes, on their heads. Survivors report that a Medusa's voice sounds feminin, with a strange hissing accent.

-Monstrous Beast-
Basilisk [41]
A- 8
D- 10
C- 3 (1d cool
M- 0
L- 10 (50)
E- 0
Abillites- SA: Gaze of Death (5), Resistance special (5)
Actions- Shield bash, stunning blow.

Long, crested reptilian creatures which reside in deserts, and are actually slightly cunning. Yes Basilisks make perfect war-horses, if you can tame it. A basilisk has some strength, but it's most unique feat lies not within it's durability, but it's eyes. A basilisk can use an arcane abillity which cannot be explained by many mage-scholars, to drop prey just with a stare. If this doesn't take down it's foe, which is usualy another territorial male basilisk, they use their large crested head to bash the opponent with a ton of running bone and horn. There have been myths of desert nomads being spared by a basilisk
and then developing a bond with the creature, enough to allow it's favored nomad to use it as a ride. These are mostly legends due to the extremely territorial adittude of these creatures.

random mistakes


Master of Gladiators

PostPosted: Fri Dec 14, 2007 11:46 pm


Very interesting... cool
PostPosted: Sat Dec 15, 2007 10:41 am


Apocolypse Grub: (Vermin) (12)
User Image
A- 6
D- 0
CD- 0
M- 0
L- 5 (1)
E- 0
Abilities: Self Destruct (1), Special Attack: Acid Spittle (4)
Actions: Smash

These 3 foot long defenseless maggots live off of eating pure soil and rock that they digest from the acidic spittle that comes out of there mouths. There simple brains only understand one thing, "Eat," And that includes anything they might come across includeing hapless adventurers.
When attacking, they commonly will first spit acid onto there victims to soften them up before slamming them with there bodies and bitting them with there razor sharp maws.

Best when used in large groups, seeing as how, if more than one of these are killed in the standard party sized group, they could effectivly kill all the other Grubs, causing them to "Pop" as well for added damage. Also there 6 attack, smash, and special attack combo of multiple of these could take down a ill-equiped party quickly.

There only downside is that they die quickly and have no natural defenses, but that only adds to there usefulness in the "Domino Pop" scenario.

-A M P-


-A M P-

PostPosted: Sat Dec 15, 2007 10:58 am


Imagine if you will, 6 adventures (24CPx6=144CP) vs 6 Grubs (12cpx6=72cp), a more than even fight.

Wizard jumps in for a 21 pt fireball blasting 4 of them to nothing.

Thats 72 damage from selfdestruct, causing 9 special damage to everything (6 adventurers and 2 remaining grubs) casing the 2 remaing to pop, for another 6 special damage (36/6) to everyone, for a total of 15 special damage each player. Then each gets attacked by a grub that turn too for 8 special (SA), 6 attack dmg, and another 6 special from smash.

Thats 35 impending damage total on all the characters.... Ouchums!

But what else do you do? Kill one a turn? Then you have to deal with there powerful attacks every turn, not to mention when you kill one, it dies 18 damage from its self destruct, which is atleast going to do 2 damage to everything. So by round 3, if your poping one a turn, everything after that is going to go, causing mass damage once again, and that on top of all there attacks for 3 turns!

(Rofl, I'm such an evil DM...)
PostPosted: Sat Dec 15, 2007 12:36 pm


That's just mean... twisted I'm looking forward to seeing them in your next Dungeon! mrgreen

Master of Gladiators


random mistakes

PostPosted: Sat Dec 15, 2007 2:10 pm


Holy mackeral batman!

Thats quite evil...

I thought of something like that once.
random mistakes rolled 7 6-sided dice: 1, 5, 4, 2, 5, 2, 2 Total: 21 (7-42)
PostPosted: Thu Dec 20, 2007 9:36 pm


Human
Sendarion [26]
Attack- 0 (1)
Defense- 0
Combat dice- 16 (7d6)
life- 20 (4)
Equip- 2
Abilities- skilled actor (4)
Actions- Defensive hold, meteor
Items- dagger, ring of foresight.

What do you think? I got-eth an idea...

random mistakes


Radryn Tiaos

PostPosted: Fri Dec 21, 2007 12:15 pm


Spirit
Dancing Light: [18]
Monster Stats:
Attack: 0
Defense: 0
Combat: 0
Magic: 5
Life: 25 (5)
Equip: 0
Abilities: Healing (3), Regeneration (5)
Actions: None
Spells:Chill,Energy Burst,Heal
Items: None


Whether they are pixies, wisps or swamp gas these lights tend to lead adventurers to their doom. The real power behind these creatures lie in their numbers. Highly sensitive to the groups needs these lights will adjust to heal injured lights while slowly freezeing the offending force.
(Just a relatively lower level monster that in party equivalent numbers would be a nightmare, but not as bad as AMP's)
PostPosted: Sun Dec 23, 2007 4:37 pm


More Goblins


Goblin Body Guard [15]
Attack: 2
Defense: 5
Combat: 3 (1d cool
Life: 10
Magic: 0
Equip: 0
Abilities: Defender (3)
Actions: Shield Bash (1AP)

Goblin Special Guard [15]
Attack: 2
Defense: 5
Combat: 3 (1d cool
Life: 10
Magic: 0
Equip: 0
Abilities: Special Pull(3)
Actions: Special Block (1AP)

Goblin Magic Guard [15]
Attack: 2
Defense: 5
Combat: 3 (1d cool
Life: 10
Magic: 0
Equip: 0
Abilities: Magic Pull(3)
Actions: Spell Block (1AP)

There! A guard for all occasions... mrgreen

Wedry


DM of Death

PostPosted: Sun Dec 30, 2007 1:48 pm


Griffon [24]
A-6
D-2
CD-4(1d12)
M-0
L-30(6)
Abilities: Fury (6)
Actions: Smash, Chi Cannon, Power Up

Basic, but effective. Beware it's duel rending claws... 7-18 dmg/claw... ouchums
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