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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 10:58 pm


~Voting~
Please vote for the Organization 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.


Got an idea for a new Organization, 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?

PostPosted: Mon Dec 10, 2007 11:21 pm


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

General Organization Type (Guardians, Healers, Killers, Specialists, Etc.)

Organization Name: Brief but concise description of what the Organization considers it's key strength, and the basis for the Organization.

Special Item: Granted by membership, with a brief but concise description.

Make: What does the Organization specialize in creating?

Special Skills: Granted by membership, with a brief but concise description of each. Please offer at least 3, with a maximum of 10 per submission.

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

For Example:


Defenders

Council: Holds the key of order. Equip Defense and protection based.
Item: Council badge: E1, nullify one normal attack each round
Make: Defense items

Skills:

Protect: CP1, prevent 2 damage of any type to any other character per a combat per a CP in this skill.
Potion +2: CP1, +2 slots on potion belt, can only be purchased once.
Throw Weapon: CP2, use an equipped item that only has bonus to attack, gain 3x its normal bonus for one attack, the item is not usable for the rest of this combat.
Guardian: CP 4, any damage reduction available to the character (combat die for defense, abilities and ext.) using this skill can be transferred over to another party member each round of combat. The type of damage reduced does not change.
Throw potion: 3 CP, you may use a potion you are carrying on another member of the party.

The Council is an organization dedicated to true defenders. Those individuals who steadfastly take the punishment meant for others, with strong defensive equipment, stats and abilities. Where others would run the Council stands tall, ready to weather the worst.

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 11:24 pm


And it looks like the "Thieves Guild" is the overall favorite for the Organization submissions. What happens from here, you ask? The new Organization will be added to the active Organization list; creative control will be retained by it's creator Radryn Tiaos, and membership within the Thieves Guild is his if he so chooses. The Thieves Guild and all of it's current and future content is still subject to the ultimate authority of the Major DM's; all activity within the guild is by their approval, and must be approved before any major changes or additions. (as determined by the Major DM's themselves)

Congratulations Radryn, and well done!
PostPosted: Mon Dec 10, 2007 11:26 pm


~Current Submissions~

Master of Gladiators


Master of Gladiators

PostPosted: Mon Dec 10, 2007 11:27 pm


~Winner~


Thieves guild: Hold the key of the Gambler. Leech skill based.

Item: Robbing Twin Daggers: E2 Charge 10/10 (Use 1 charges to take 2 points in any attribute other than life from an enemy, and add them to your own.)
Make: Leech items (items that redistribute points/actions/spells/health favorably)

Skills:
Sleight of Hand: CP4, For one round of combat you may use an item "stolen" from one enemy. You must pay 1 AP equal to the cost of the equip of the stolen item. You cant pay more than your free equip. At the end of that round it returns back to the original owner. (This may not be used on consumables or cursed/blessed/special items.)

Cheaters Intellect: CP3, Pay 3MP, For one round of combat you may use any spell a team mate has with a mp cost of 3 or less. This uses your current magic score.

Copycat: CP3, Pay 3AP, You may use an action a teammate has already used this round of combat with an AP cost of 3 or less. This skill uses your stats.

Master of Disguises: CP6 Once per combat you may transfer any points in one stat to another excluding life (without dropping that stat to zero). At the end of combat your stats return to normal.

Find Fortune: CP1, At the end of combat you may pay any amount of remaining AP/MP to gain twice that amount of chips.

The Thieves guild has only one major concern. "Whats mine is mine and whats yours is mine." If it's not tied down you better believe they'll find a way to obtain it.

Additional Guild Benefits:
Black Market Entry* Grants you the ability to buy items off the black market.
Pawn* You may sell your items, actions or spells to the black market for 50% their value. As well as purchase pawned items for 150% their value (Items, actions and spells that can be found in the Item Shop are sold for 100% their value). (Items sold from the Black Market cannot be pawned and are considered "marked goods".)
Thieves Honor* Increases your discount for buying from Black Market by 10% and increases your rate for pawning in Black Market 10% per rank (maximum of five ranks).
Rank 1 =free, Rank 2 =2CP, Rank 3 =4CP, Rank 4 =8CP, Rank 5 =16CP.

Black market (Guild shop):
Items:
Dagger (+1 Attack) 100 chips
Backpack E1 (+3 Equip) 300 chips (Items in the backpack are not considered "at hand" and do not grant you their bonuses.)
Elixir of Magic (1) 50 chips
Elixir of Action (1) 50 chips
-Black market Voucher- 100 chips
This entitles the user to purchase/pawn 1 Item, action, or spell at the Black Market. This Voucher cannot be resold for more than its value. (100 chips)
Actions:
Power Up (2 AP) 200 chips
Shadowstrike (1AP) 200 chips: In addition to striking your target with an attack you may strike a second target for half that amount in special damage.
Spells:
Lesser Lethargy (2MP) 200 chips: Reduce targets attack score by an amount equal to 1/2 your magic score rounded down.
Lethargy (5MP) 500 chips: Reduce targets attack score by an amount equal to your magic score for one round of combat.
Lesser Magic Drain (2MP) 200 chips: Reduce targets magic score by an amount equal to 1/2 your magic score rounded down.
Magic Drain (5MP) 500 chips: Reduce targets magic score by an amount equal to your magic score for one round of combat.
Pawned Items:
*Items pawned off by members will be sold here*
PostPosted: Mon Dec 10, 2007 11:30 pm


Got a transformation guild in the works built for Mages. It pretty much takes their magical damage and converts it to special. Trying to balance things is a b***h.

Kowsauni
Crew


random mistakes

PostPosted: Tue Dec 11, 2007 3:57 pm


((thanks for the critisims. I've been waiting for word on how it is. I had the +3/10Hp boost before, but I guess I went allitle nerf crazy.))

Team damage/Stat based

Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based.
item: tribal-bond: E2, allows user to spend 4Ap and 4Mp to transform into a vicous Dire-wolf (+3 to attack, +3 combat dice, and 10 temporary Hp), or a cunning lycan (+3 to magic, +3 combat dice, and 10 temporary Hp). Please note that this can only be done once per engagement, and you must unequip items worth 4E. If this cannot be done, you do not gain the temporary Hp, and your stat gain is reduced to half, round down. This is the status effect, 'Lycanthropy', and can be removed by stat removal abillities 50% of the time. Changing to the other form while in the opposite transfomation takes 2Ap and Mp regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY.
Make: Status effect items. ((Cures, 'poisions', actions, and spells which cause status effects.))

Bonus skill: Lycan's Regeneration: FREE UPON MEMBERSHIP. So long as you are a member of this organisation, you will regenerate 1Hp for every 5 attack damage you do.

Purchasable Skills:
Pack Instinct: CP4. When you gain a team attack on one or more targets, both you, and your comrade(s) who are attacking the same opponent recieve a +8 attack bonus each. This bonus can only be used on the team attack. May only be tooken once

Fernis-crippler: CP5. Once every combat engagement, you may give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'lycanthropy'.

Mental Mastery: CP3. When transformed, the stat gains are increased by 3 every time you purchased this skill. The temporary health gain is also increased by 6 for each purchase. Max purchase times: 3.

Spiritual Mastery: CP3. Cut the AP and MP price of transformation by one each, for each purchase in this skill. You may only take this skill once.

Lycan's Resistance: CP3. Cut attack and magic damage down by 2 for each purchase. However, you are dealt 4 unblockable damage every time you are attacked with a silver weapon. When tooken multiple times, you resist 2 extra points of attack and magic resistance. However, you are dealt 4 more damage when attacked by a silver weapon. You may only take this 5 times.

Lycan's Metal: CP2. Morphs your equipment to fit your transformed body; negates the equip need in transformation.

Skoll's Regeneration: CPX. The first purchase of this skill is 2, the next, 4, the next, 8, and 12. This gives you more Hp per puchase, when Lycan's Regeneration is activated. The extra Hp gained is equal to how many purchases you make with this skill. This also allows Lycan's regeneration to activate with magic damage. Can only be purchased 4 times.

Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. They are not too concerned of outsiders, but will give them limited acess to the clan unless they join. Feral were-wolves are tooken in by this clan. Any character who utilises the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order.

Glossary of terms I'd probably use at some point when explaining this:

Feral were-wolves: Were-wolves without clan, proper training in how to control blood-lust, or honor. This usually a combination of the three. They are created mostly when a were-wolf victim survives and gained the enchanted blood through a wound.

Lycanthropy: A magic based term on descriping someone who is a were-wolf.

Lycanthrope: A were-wolf.

Lycan: Intelligent bipedal creatures that are between wolf and man. This form gives good vision, smell, and hearing to the transformed; due to the hightened senses, and being magically suspened between two developed forms, they are more adept at the magical things which have shaped them.

Dire-wolf: Larger versions of normal wolves that lycanthropic people can transform into. Due to the added use of a mouthfull of teeth, plus four claws and extra speed, this transformation is favored with lycanthropes who need a fast and certainly armed form.
PostPosted: Tue Dec 11, 2007 4:34 pm


I like this it! Although I'm pretty sure that FARGORE would want to tone it down a bit...

Wedry


Kowsauni
Crew

PostPosted: Tue Dec 11, 2007 5:49 pm


....yeah a lot of that is pretty over powered. Once toned down it might be fine.
PostPosted: Tue Dec 11, 2007 6:58 pm


I must admit, I had everything down except the skills, so I had to think quickly because I was going soon... I'll see what I can do.

((Backstory and special location details.))

random mistakes


Radryn Tiaos

PostPosted: Wed Dec 12, 2007 10:09 pm


Theft (chip based)

Thieves guild: Hold the key of the Gambler. Bribe and Leech skill based.

Item: Charm of Good Fortune: E1, Second chance to receive extra loot from monsters you kill (determined by DM)
Make: Leech items (items that redistribute points/chips/health favorably)

Skills:
Pickpocket: CP1, for every successful attack you make, you receive chips equal to 1/10 the amount of damage dealt. This increases by 1/10 for each cp placed into this skill. A maximum of 10.

Sleight of Hand: CP2, For one round of combat you may use an item "stolen" from one enemy. You must pay 1 AP equal to the cost of the equip of the stolen item. You cant pay more than your free equip. At the end of that round it returns back to the original owner. (This may not be used on consumables or cursed items.)

Wiley charm: CP1, Pay 10 times the cp total of a creature or pet in chips to gain control of that creature until end of combat. You may only control something with cp equal to or less than four times the amount of cp in this skill. ((If the creature is a players pet this skill has a 50/50 chance of succeding If it does succede the chips go to the pets owner.))

Bribe: (Stun Effect) CP4, You may pay 2AP and chips equal to 5 times half the targets cp total (rounded up) to become untargetable by that enemy for one round of combat. 50% chance to work on players and lietenants. It will not work on bosses and if the skill fails no chips are redistributed. This skill may only be successfully done once per combat.

Borrow Prowess: CP2, For this round of combat you may pay 2AP to take 2 points of any standard stat (except life) and add them to your own. (Counts as a stun effect)

Find Fortune: CP1, At the end of combat you may pay any amount of remaining AP/MP to gain twice that amount of chips.

The Thieves guild has only one major concern. "Whats mine is mine and whats yours is mine." If it's not tied down you better believe they'll find a way to obtain it. They also have few scrupples with handing out their money when in a pinch. (Of coarse it wasn't their money to begin with.)

((Before there are complaints about the unneccesary math, take into effect that the players can do the math themselves as well and show their work. Yes kids we are back in school. Also If their is a big complaint about this extra chips it can be solved in three different levels. First if the problem is the fact one player benefits more than the others in the group have it simply add the chips as group loot to be distributed at the end of the dungeon, and until that point useable by the thief. Second if the problem is the shear ammount of chips obtained simply decrease it by a percentage that seems fair after the end of the dungeon. Lastly if these three are not an option simply say that all pickpocketed and ill gotten gains disapear at the end of the dungeon, still allowing the thief to use it as ammo for their skills during the dungeon but giving them no benefit at its completion.))
PostPosted: Fri Dec 14, 2007 10:46 pm


Radryn Tiaos
Theft (chip based)

Thieves guild: Hold the key of the Gambler. Bribe and Leech skill based.

Item: Charm of Good Fortune: E1, Second chance to receive extra loot from monsters you kill (determined by DM)
Make: Leech items (items that redistribute points/chips/health favorably)

What do you mean by second chance? I don't know that there is any "chance" involved in the rewards currently given by the DM's.
Radryn Tiaos
Skills:
Pickpocket: CP1, for every successful attack you make, you receive chips equal to 1/10 the amount of damage dealt. This increases by 1/10 for each cp placed into this skill. A maximum of 10.
CP cost is to low, especially for EVERY successful attack.
Radryn Tiaos

Sleight of Hand: CP2, For one round of combat you may use an item "stolen" from one enemy. You must pay 1 AP equal to the cost of the equip of the stolen item. You cant pay more than your free equip. At the end of that round it returns back to the original owner. (This may not be used on consumables or cursed items.)
What about Blessed or Special Items? Seems to have a good balance, although the CP cost still seems to low.
Radryn Tiaos

Wiley charm: CP1, Pay 10 times the cp total of a creature or pet in chips to gain control of that creature until end of combat. You may only control something with cp equal to or less than four times the amount of cp in this skill. ((If the creature is a players pet this skill has a 50/50 chance of succeding If it does succede the chips go to the pets owner.))
Way to easy. I like the concept, but the balance is way off.
Radryn Tiaos

Bribe: (Stun Effect) CP4, You may pay 2AP and chips equal to 5 times half the targets cp total (rounded up) to become untargetable by that enemy for one round of combat. 50% chance to work on players and lietenants. It will not work on bosses and if the skill fails no chips are redistributed. This skill may only be successfully done once per combat.
Unbalanced.
Radryn Tiaos

Borrow Prowess: CP2, For this round of combat you may pay 2AP to take 2 points of any standard stat (except life) and add them to your own. (Counts as a stun effect)
Sounds like it should be an Action. I like it's potential though.
Radryn Tiaos

Find Fortune: CP1, At the end of combat you may pay any amount of remaining AP/MP to gain twice that amount of chips.
I find no fault with this Ability, looks good.
Radryn Tiaos

The Thieves guild has only one major concern. "Whats mine is mine and whats yours is mine." If it's not tied down you better believe they'll find a way to obtain it. They also have few scrupples with handing out their money when in a pinch. (Of coarse it wasn't their money to begin with.)

((Before there are complaints about the unneccesary math, take into effect that the players can do the math themselves as well and show their work. Yes kids we are back in school. Also If their is a big complaint about this extra chips it can be solved in three different levels. First if the problem is the fact one player benefits more than the others in the group have it simply add the chips as group loot to be distributed at the end of the dungeon, and until that point useable by the thief. Second if the problem is the shear ammount of chips obtained simply decrease it by a percentage that seems fair after the end of the dungeon. Lastly if these three are not an option simply say that all pickpocketed and ill gotten gains disapear at the end of the dungeon, still allowing the thief to use it as ammo for their skills during the dungeon but giving them no benefit at its completion.))

Master of Gladiators


Master of Gladiators

PostPosted: Fri Dec 14, 2007 11:14 pm


random mistakes
Team damage/Stat based

Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based.
item: tribal-bond: E2, allows user to spend 4Ap and 4Mp to transform into a vicous Dire-wolf (+3 to attack, +2 combat dice, and 8 temporary Hp), or a cunning lycan (+3 to magic, +2 combat dice, and 8 temporary Hp). Please note that this can only be done once per engagement, and you must unequip items worth 4E. If this cannot be done, you do not gain the temporary Hp, and your stat gain is reduced to half, round down. This is the status effect, 'Lycanthropy', and can be removed by stat removal abillities 50% of the time. Changing to the other form while in the opposite transfomation takes 2Ap and Mp regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY.
Make: Status effect items. ((Cures, 'poisions', actions, and spells which cause status effects.))
What do you mean by "you must unequip items worth 4E"? If you have 8 Equip, you have to remove 4 points worth of stuff, but you can retain the other 4? And how did you arrive at the Stat/HP gain? I would have gone with +3 Attack, +3 Combat Dice, and +10 HP, to reflect the 8 points spent to activate the transformation.
random mistakes

Skills:
Pack mentality: CP2. Gain an attack boost in a team attack equal to every purchase in this skill. This boost only applies to you. You may only take this skill 7 times in total.
Why 7 times? That seems a bit odd.
random mistakes

Team-work: CP5. This gives the other(s) involved in the team attack a boost to attack stat equal to 4, plus half of your bonus points from Pack mentallity, round down. You may only take this skill once. You must have atleast 2 purchases of Pack mentality
It seems redundant after Pack Mentality. I would suggest throwing the two into a blender, and see what comes out.
random mistakes

Fernis-crippler: CP5. Once every combat engagement, you may use 2 Ap give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'lycanthropy'.
Throw out the AP cost, the CP covers it. Especially for once per engagement.
random mistakes

Mental Mastery: CP4. When transformed, the stat gains are increased by 1 every time you purchased this skill. The temporary health gain is also increased by 2 for each purchase. Max purchase times: 5.
Why spend 4 CP on this, when you could achieve better, permanent results by buying 1 Attack, 1 Combat, and 1 Life for 3CP?
random mistakes

Spiritual Mastery: CP6. Cut the AP and MP price of transformation by one each, for each purchase in this skill. You may only take this skill once.
Again, why so much? The Ability is only useful to those who have Lycanthropy, so you would think that would mitigate the cost.
random mistakes

Lycan's Resistance: CP3. Cut attack and magic damage in half, but take special damage from *silver weapons equal to attacker's attackscore, x4. Can only be tooken once. You must have 1 level of pack-mentality to purchase this. Damage resistance is only gained when in were form. Silver is damage is done with or without 'lycanthropy'.
Overpowered. Maybe reduce Normal and Magic damage by 2 point for each level of Lycan's resistance, to a maximum of 5 levels, for a CP cost of 1 per level. Add the negative side affects of increased damage from silver, say +4 points per level, and it might work.
random mistakes

Lycan's Metal: CP3. Morphs your equipment to fit your transformed body; negates the equip need in transformation. You must have Lycan's Resistance to purchase this.
Since it's so Lycan Specific, I would reduce the CP cost to 2 points.
random mistakes

Lycan's Regeneration: ~CP2. As long as you are not hit by silver special damage, and deal 5 points of attack damage, you regenerate 1 Hp plus an extra 1 for every 5 damage extra. You must have Lycan's Resistance and Lycan's Metal to purchase this. May only be tooken five times. The second time you purchase this, it boosts the regeneration to 2 Hp for every 5, the next adds an extra 1 for every five, ect. Can only be done while in status effect 'lycanthropy'.

~((please not that this technically takes 9 Cp to purchase the first level due to the fact you need the first two of the Lycan skill line, and 1 level of pack-mentality))
I would have the first level as a Organization Special Ability that is gained upon membership. Then rewrite this much like Advanced Demonic Regeneration, where the CP cost should be a factor of 2 for each level after the first. Initial cost is 2, then 4, 8, 16, to a maximum of 4.
random mistakes

((*Silver weapons would probably be a E1 item which, in RP terms, attatches to your weapon [or makes a brass-knuckle type thing] and multiplies your damage agains certain enemies [were-wolves, fae, and ghost-types]))
Chances are, Silver weapons will simply be standard weapons, at increased cost, available at certain special locations.
random mistakes

Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. Any character who utilises the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order.**

((**Ironically, another foe who can be weak against silver... Undead))

((okay, I fixed a typo, changed the CP costs abit, and did afew tweaks... Replaced the howl with another Lycan's line skill. Basically, right now, it gets really effective later on in your were-career... But it stinks right out front (much like a wolf's backside). 8 temporary Hp being an average lesser mana-shield boost for a full time black-mage-nuker style high magic build... I think... I know it need more work... But my brain-juice stopped flowing))
It looks much better, but more is required. This Organization has definite winning potential... mrgreen
PostPosted: Sat Dec 15, 2007 1:30 pm


Fluffy Friends Paradise!
Hold's the Key to the Zoo. O_o Pet and Pet-buff Based.

Item: Trainer AP potion
Make: Make Pet Comsumables (example. Tasty Treat(PC): E1; Raises Attack, defense, and CD by 1 for the rest of combat; Usable only by pets.)

Skills:
Animal Empathy: 2CP, Once per combat, You may have your combat dice stack with your pets combat dice if used for the same thing. If you have more than one pet, it applies to them all.

Fight as One: 12CP, At the begining of every turn, you may redistribute any amount af AP/MP from you and your pets pools, into any other order you like.

Ride Into Battle: 6CP, Once per combat, and only during the first round, You may make a team attack against one enemy with you and your pet, even if other monsters are not considered "Held Off." If you have more than one pet you much designate which one will team attack with you.

Animal Friend: 3CP, Once per combat, You gain the ability to take all damage from all of your pets and redistribute it to you. If you have more than one pet, you must take the damage that all pets take.

Feeding Time: 1CP, You may use consumables normally only usable by you on your pets as well. (This essentialy upgrades your "Use pet consumables on your pets" to "Use all comsumables on your pets.")

Piece of Your Heart: 4CP, Once per Dungeon, per Pet, You may bring them back from the dead (Making unusable ones usable again) by sacrificing 5hp/CP of said Pet. The Pet can not be used untill the following Round, and The life sacrificed can not be healed untill the following round. (Regeneration still works normally though.)

Animal Trainer: 2CP, For every Rank you have, you may learn one of the following "Tricks."
Sit!:
Once per turn, you may pay 1ap to boost the defense of all of your Pets by 2 for the round.

Fetch!:
Once per turn, you may pay 1ap to boost the attack of all of your Pets by 2 for the round.

Speak!:
Once per turn, you may pay 1ap to boost the Magic of all of your Pets by 2 for the round.

Roll Over!:
Once per turn, you may pay 1ap to boost the Combat Dice of all of your Pets by 2 for the round.


*Additional Organazation Benifits*
-Hand Fed: Use Items Classified as "Pet Consumables" on pets. (without this, the pet must have an equip stat itself to carry them.)
-Fluffy Friend Discount: Purchase AP Animal Trainer without the ticket cost.

Ok so what do you think of that then?

-A M P-


Master of Gladiators

PostPosted: Sat Dec 15, 2007 2:21 pm


-A M P-
Fluffy Friends Paradise!
Hold's the Key to the Zoo. O_o Pet and Pet-buff Based.

Item: Trainer AP potion
Make: Make Pet Consumables (example. Tasty Treat(PC): E1; Raises Attack, defense, and CD by 1 for the rest of combat; Usable only by pets.)
I like it.
-A M P-

Skills:
Animal Empathy: 2CP, Once per combat, You may have your combat dice stack with your pets combat dice if used for the same thing. If you have more than one pet, it applies to them all.
So, kind of like a Team Attack, only a Team Dice, where all dice are added together, and you and your pets get the total value?
-A M P-

Fight as One: 12CP, At the beginning of every turn, you may redistribute any amount af AP/MP from you and your pets pools, into any other order you like.

Ride Into Battle: 6CP, Once per combat, and only during the first round, You may make a team attack against one enemy with you and your pet, even if other monsters are not considered "Held Off." If you have more than one pet you much designate which one will team attack with you.

Animal Friend: 3CP, Once per combat, You gain the ability to take all damage from all of your pets and redistribute it to you. If you have more than one pet, you must take the damage that all pets take.
I like it.
-A M P-

Feeding Time: 1CP, You may use consumables normally only usable by you on your pets as well. (This essentially upgrades your "Use pet consumables on your pets" to "Use all consumables on your pets.")
I would suggest a minimum of 2CP cost, just from the potential of this ability alone...
-A M P-

Piece of Your Heart: 4CP, Once per Dungeon, per Pet, You may bring them back from the dead (Making unusable ones usable again) by sacrificing 5hp/CP of said Pet. The Pet can not be used untill the following Round, and The life sacrificed can not be healed untill the following round. (Regeneration still works normally though.)

Animal Trainer: 2CP, For every Rank you have, you may learn one of the following "Tricks."
Sit!:
Once per turn, you may pay 1ap to boost the defense of all of your Pets by 2 for the round.

Fetch!:
Once per turn, you may pay 1ap to boost the attack of all of your Pets by 2 for the round.

Speak!:
Once per turn, you may pay 1ap to boost the Magic of all of your Pets by 2 for the round.

Roll Over!:
Once per turn, you may pay 1ap to boost the Combat Dice of all of your Pets by 2 for the round.


*Additional Organization Benefits*
-Hand Fed: Use Items Classified as "Pet Consumables" on pets. (without this, the pet must have an equip stat itself to carry them.)
-Fluffy Friend Discount: Purchase AP Animal Trainer without the ticket cost.

Ok so what do you think of that then?
Overall, it sounds like a great idea! mrgreen
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Mini-Games
Play with GCash
Play with Platinum