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

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Perrian
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PostPosted: Wed Apr 30, 2008 6:30 pm


Atrus_Legnacra
Rib of the Crypt: E1 (c5/5) Spend a charge to gain 1 AP, or 1 MP, your choice.

which if you think about it, is actually kinda sad. You're only gaining 1 ap or mp, and as it is, Crypt people have to spend 1 ap AND mp to recharge a charge. But it could be useful for that "oh no, I need an ap/mp" situation...

Requires:
2x Elixir of Magic
2x Elixir of Action
5x Charge coins
5 Days
~~~~~
what do ya think?
(( I figuered since it will be longer than a week untill I am out of "There there be Dragons" and I can't hunt for a "summon based item as rare as the "Arthos Family Signet ring" or whatever... I may as well try and make a... what, uncommon (?) item.

I think this combonation is ok, but maybe it could only have 1 elixer of magic and one elixer of ation, but I know that it probably will need a kinda rare item in it. This is only my opinion, though. Your list might be good.
PostPosted: Wed Apr 30, 2008 7:57 pm


It's not really that amazing of an item, if you think about it. 5 times, in a standard dungeon run, you will be able to generate an extra ap or mp, and you'll have to take up 1cp (equip) to be able to do it. I could understand maybe less potions, but there shouldn't be a rare item. if you remember the examples...
Stun Bolt: energy burst, stunning blow, elixir of magic x2, 6 days (note: takes a little more expensive ingredients because a dagger can be bought in the store while Stun bolt is a special item that is only found, takes about 3 days per a MP cost but can vary from that)

Meteor: Fireball, Smash x 2, elixir of action x2, 9 days (you can create a find only item with items purchasable from the store)

Sword of nine Clouds: Chain sword, Spirit bracer, Elixir of action x5, 15 days (a really powerful item like this would require some very special ingredients)

Broom: Rage Amulet, elixir of action x2, 6 days (it’s not that powerful or different from the item your making it out of, note the use of something that has similar powers to make it)

Wand: elixir of magic x1, Apprentice's Amulet, charge coin x 3, 3 days (still cost less to make then to buy but requires charge coins to make since it uses charges)

Spider Bot: elixir of action x 2, Energy Sword, 6 days (duration based off of CP instead of equip, beast masters can make any kind of pet of any CP this is just an example of how they would make a spider bot)

Phoenix Robe “E6, Phoenix”: elixir of magic x2, Heal (spell) x 2m, 18 days (a very nice item, powerful but cost a lot and requires a lot of time to make and items that are kind of hard to get, but it’s probably still easer then getting an AP Phoenix and it’s an item)


Look at the Wand. That's really what this is like... I could see maybe gaining 2 ap or mp, at the cost of 1cp (equip)... Since the goal is sort of a charge based elixir of action or magic, instead of potions.

humm, the more i think about it, the more confused I am about this... lol, I'm just looking for a way to still gain some ap without having to keep buying elixirs... so that if i get "Convert AP to MP" ability, i'll still be able to power up every once in a while.

Atrus_Legnacra


Perrian
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PostPosted: Wed Apr 30, 2008 10:07 pm


Hmm...does this look like a better combination?

Aprentice Amulet
Elixer of Action
Elixer of Magic
5x Charge Coins
6 Days

Or, I've actually been considering that only one elixer of action, one elixer of magic, 5 charge coins, and the days might be needed. I'm not sure, though. It's up to MoG to decide what the true formula is.
PostPosted: Thu May 01, 2008 7:10 am


Very true, and I would not complain about that combiniation. Granted, like I said, this is supposed to be sort of a perminant elixir, and I don't really know what a plus to magic item would really be used for in reguards to this, but meh, Lets see what MOG has to say.

Speaking of which, after he sees this, hopefully, he can decide if it can give the user 2 ap, or mp, or if there can be 2 items, 1 that gives 1ap/mp, and then a more expensive formula that gives 2 ap/mp.

I mean if it had a E2, and gave 1magic, then the amulet would make sense, ya know? but I don't want it as an e2 lol. Like the spell book, from the SOM school for girls.


But I was wondering... What would one have to do, if they wanted a die version of one of the tokens around RPS? Like say they wanted to make the Goblin Patroller into a die token... is there any way in plan to do that?

Granted, the G.P. token is cheap, but what if someone found a really nice token, but it was just a token... would there be any way to make it into a die token?

Atrus_Legnacra


Master of Gladiators

PostPosted: Thu May 01, 2008 8:23 pm


Atrus_Legnacra
But I was wondering... What would one have to do, if they wanted a die version of one of the tokens around RPS? Like say they wanted to make the Goblin Patroller into a die token... is there any way in plan to do that?

Granted, the G.P. token is cheap, but what if someone found a really nice token, but it was just a token... would there be any way to make it into a die token?

First the easy question, which has already been asked and answered:

Master of Gladiators
TamrielicKnight
Heres a organization related question kinda. Can you take a token you already have and make it into a die token with a set number of charges? ((Given your a member of the Creators.)) If this were possible what ingredients would be necessary?

Example:
Goblin Patroller Token + (mysterious ingredients/time) -> Goblin Patroller Token (Die c 2/2)
To Upgrade an existing regular Token to a (c 1/1)= 1 charge coin, Power Up, 1 Elixir of Action, 1 Elixir of Magic, 1 day per 3 CP of Token Creature. For each additional charge, add 1 charge coin, 1 Elixir of Action, and 1 Elixir of Magic, and 3 days, to a maximum of 10 charges.

To upgrade a regular Token to a (Die 1/1)= 1 charge coin, Power Up, Endurance Potion (up to 12 CP Token), or Mist of Armor (13-24 CP Token); and 3 days per 3CP of Token Creature.

To upgrade a Charge Token to a (Die 1/1, replaces all previous charge levels)= Endurance Potion (up to 12 CP Token), or Mist of Armor (13-24 CP Token); and 2 days per 3CP of Token Creature.

To add additional Die charges to an existing Die charge Token= ((1 charge coin, Elixir of Action, Elixir of Magic, Power Up, Endurance Potion (up to 12 CP Token), or Mist of Armor (13-24 CP Token); and 5 days per 3CP of Token Creature)) per charge, to a maximum of 5 charges.
PostPosted: Thu May 01, 2008 8:33 pm


My suggestion would be as follows;

Rib of the Crypt: E1 (5/5) Spend a charge to gain 1 AP, or 1 MP, your choice.

Formula:

Ring of Foresight
Elixir of Magic
Elixir of Action
5 Charge coins
3 Days


A Special Item would be required for something new and truly unique to the Guild; the Ring of Foresight seems the best choice due to remotely similar ability, and availability for purchase within the Ticket Shop.

Master of Gladiators


Atrus_Legnacra

PostPosted: Thu May 01, 2008 9:13 pm


Is it unique because you can use it to gain either an mp or an ap?

Otherwise, it's a "Spell Book" without the +1 to magic. Granted, you need the location of "SOM School for Girls" to buy a Spell Book.

I mean no disrespect, I just wanted to clearify the item creation process, ya know.

Edit: And can I up the charges in the rib to 10, but spending 10 charge coins in creation?

Rib of the Crypt:(10/10) Spend a charge to gain either an AP or an MP, your choice.

Formula:
Ring of Foresight
Elixir of Magic
Elixir of Action
10x Charge Coins
3 days (6 now with more charges?)
PostPosted: Fri May 02, 2008 3:04 pm


So after reading, directly from Fargore's fingers, that one can make items currently in circulation in RPS... What would one need to craft a Spirit Bracer?

Atrus_Legnacra


Master of Gladiators

PostPosted: Fri May 02, 2008 7:15 pm


Atrus_Legnacra
So after reading, directly from Fargore's fingers, that one can make items currently in circulation in RPS... What would one need to craft a Spirit Bracer?
This Item wouldn't be considered Unique; please forgive my choice of verbage. As there is currently something similar in the system, it falls under the descriptor of "Rare"; hence the reduced creation requirements. If you perhaps missed the Tier of Creation in the Organization sub-forum for Formula Submissions, second post, you might want to check it out. And I have discussed the Spirit Bracer previously with FARGORE; the creation requirements would be even more stringent than achieving a tie in the seventh round of the Individual Tournament.
PostPosted: Fri May 02, 2008 8:25 pm


Master of Gladiators
Atrus_Legnacra
So after reading, directly from Fargore's fingers, that one can make items currently in circulation in RPS... What would one need to craft a Spirit Bracer?
This Item wouldn't be considered Unique; please forgive my choice of verbage. As there is currently something similar in the system, it falls under the descriptor of "Rare"; hence the reduced creation requirements. If you perhaps missed the Tier of Creation in the Organization sub-forum for Formula Submissions, second post, you might want to check it out. And I have discussed the Spirit Bracer previously with FARGORE; the creation requirements would be even more stringent than achieving a tie in the seventh round of the Individual Tournament.


That's fine. I like to be unique, so I shall most likely create a slew of items, and swap them around on my character, So I'm just trying to find a pattern I can understand. The second post from the "tier of creation" in the organization sub-forum doesn't specifically narrow things down for me, but I'm used to either "feast or fammine" i.e. you can put anything on anything for x points, or you can only make blah items, and that's it. So once I understand the function, I hopefully won't bother you too much with my creation ideas.

That being said, Should I post in both the item shop, and ticket shop threads to buy the required items for my Rib of the Crypt, or can we just work that out here? I have 2 shop tickets, and 400 chips, so I can buy the ring of foresight, and the 2 elixirs. Just means that before I can make my staff, I either have to brave the cavern again, or just buy some coins off of someone. Oh, and am I allowed to make it 10 charges, instead of 5? Would there be anything else needed, other than more charge coins?

If someone made an item that used charges to cast a spell, would that be under the catagory of uncommon or rare?

Example:
Rod of Rejunivation:(5/5) Expend a charge to Heal a team-mate for 1hp per point of magic you have. Can only be used once per combat.

Atrus_Legnacra


Master of Gladiators

PostPosted: Sat May 03, 2008 12:15 pm


Atrus_Legnacra
That being said, Should I post in both the item shop, and ticket shop threads to buy the required items for my Rib of the Crypt, or can we just work that out here? I have 2 shop tickets, and 400 chips, so I can buy the ring of foresight, and the 2 elixirs. Just means that before I can make my staff, I either have to brave the cavern again, or just buy some coins off of someone.

Post your submission in the Formula submission thread as appropriate for final approval. Once the submission is approved, you may post your formula in the approved formula creation thread, along with any purchases needed to complete the initial transaction.
Atrus_Legnacra

Oh, and am I allowed to make it 10 charges, instead of 5? Would there be anything else needed, other than more charge coins?
It would bump the Equip cost up to two.

Atrus_Legnacra

If someone made an item that used charges to cast a spell, would that be under the catagory of uncommon or rare?

Example:
Rod of Rejunivation:(5/5) Expend a charge to Heal a team-mate for 1hp per point of magic you have. Can only be used once per combat.
Depends upon the power and availability of the spell.
PostPosted: Sun May 04, 2008 8:24 am


So rare would be:

Rod of Anti-magic Wisps:(5/5) Expend a charge to summon anti-magic wisp for every 3 magic you have. They cannot be used on the same turn they are summoned. Every wisp can be used to negate up to 8 points of spell damage each to any one party-member. ((Summoner included)). Different wisps may be used to shield different party-members

Rod of Tsunami:(3/3) Expend a charge to deal magic damage equal to your Magic score to each enemy, to a maximum of 1 enemy per 3 points of Magic.

And uncommon would be something like:

Rod of Vampires:(4/4) Expend one charge to deal 1 damage per a point of magic to one target. For every damage you deal you heal one life

random mistakes


Master of Gladiators

PostPosted: Sun May 04, 2008 2:16 pm


random mistakes
So rare would be:

Rod of Anti-magic Wisps:(5/5) Expend a charge to summon anti-magic wisp for every 3 magic you have. They cannot be used on the same turn they are summoned. Every wisp can be used to negate up to 8 points of spell damage each to any one party-member. ((Summoner included)). Different wisps may be used to shield different party-members

Rod of Tsunami:(3/3) Expend a charge to deal magic damage equal to your Magic score to each enemy, to a maximum of 1 enemy per 3 points of Magic.

And uncommon would be something like:

Rod of Vampires:(4/4) Expend one charge to deal 1 damage per a point of magic to one target. For every damage you deal you heal one life
That sounds about right. mrgreen
PostPosted: Fri May 09, 2008 7:16 am


Okay, I know I only just made the rib... but by the time the kinks are worked out of this item, my week will be up, and I'll be ready to submit this new item.

Tooth of the Crypt: e1 (c3/3) Spend a charge to deal 5 special damage to 1 target. This counts as your special attack for the round.

Now with the limatation of useing your special attack, and with charges, it should keep the equip cost down. I know that there isn't anything exactly like this, the only thing I could find simular is the Wand

I was wondering if it would have to be just a converted wand... but I want to keep the equip cost down, which is why I said 5 damage, and uses your special attack for the round. This way, if anyone else makes it, and they have points in SA they won't be able to deal double SA damage.

((Edit: Humm after thinking about it, spending a charge to deal only 5 damage rather makes the item a bit weak. Since I have it takeing up the SA action for a turn, can it either be made a e0, or deal 10 damage instead? Some feedback on this would be apreciated. If we can't find something suitable, then I'm more than willing to persue other options. biggrin ))

Atrus_Legnacra


Eryka_Deathfold

PostPosted: Sat May 17, 2008 6:49 pm


So I thought I would give this a try.

*Cursed* Dark Blade: E2 +4 Atk. You must attempt an attack, and use your combat dice (if applicable) for damage. If you do not, you take 5 damage.
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