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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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Perrian
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PostPosted: Fri Dec 14, 2007 7:41 pm


That Liderc sounds like an interesting idea, but there is one flaw. Not all RPS character has defense, meaning they wouldn't lose any defense at all. What would happen in that situation? Also, it seems a little too powerful with spawn ability, plus instant fireball, confusion, or weakened attribute each two rounds. I like the idea, but it might need to be balanced a little more.

ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja ninja

Ignore the ninjas. I just felt like posting them above. ^_^
PostPosted: Fri Dec 14, 2007 10:05 pm


Okay, I'll change the spawn, and change the instant spells to something else... It's supposed to be a sword with a demonic spirit inside. Fire and sanity are what it covers.

Thinking for afew minutes, this is what I
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. If your defense goes lower than 0, your life stat is reduced by an extra point.
Retrimoriri Pyrares: Once per round, if you are hit a spell, you may reflect 50% of of the damage at a random enemy. This does not count for Burning Regeneration, or Blazing Pact. Any vindictive activated by this, is taken by you.
Rlyhea Cathuhli : If you deal attack damage equal or greater than 15, the enemy's attack and spell targets are randomly selected. This includes everyone on the battlefield except you, or the person who is affected. Defender, and taunt still re-direct the attack. In the case of the affected using an action which must be used on an attacked enemy, it too is switched to the new target.
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 you lose an additional 5 Hp.
Burning Regeneration: Every time you deal 10 damage with a spell, you recieve 1Hp in regeneration. This stacks for every 10 magic damage.
Soul-Bond**: This blade will try to kill it's enemy spirit.


((**Every one of these weapons has two allies, and one enemy. If any of these weapons of mine ever get released, I'll figure something out.))

random mistakes


Master of Gladiators

PostPosted: Fri Dec 14, 2007 10:23 pm


I REALLY like the Ritual of Blood. This item has some great potential, but need some serious balancing... It's both overpowered and underpowered at the same time.
PostPosted: Fri Dec 14, 2007 10:25 pm


It's an ongoing project.

Any tips?

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Master of Gladiators

PostPosted: Fri Dec 14, 2007 11:16 pm


random mistakes
It's an ongoing project.

Any tips?
Sure; less is MORE. mrgreen
PostPosted: Mon Dec 17, 2007 9:19 pm


Potion
Frost-potion (1E)

Use it to deal your magic power in damage to 1 opponent for every 3 magic power you have.

One-use item
Throwing Knife (1E) ((Fits onto potion belt))

Use it to deal x2 your combat dice stat in damage to 1 opponent

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Radryn Tiaos

PostPosted: Mon Dec 17, 2007 10:51 pm


Weapon

Bladed Boomerang: (2E) +2 Attack, Thrown (Instead of making an action you may throw this item to inflict your attack score in special damage this turn, and the next turn. You lose this item until that turn.)

At first its like your carrying a shortsword. When thrown its attack bonus is removed first, then its damage is inflicted for the turn. On the next turn that damage is inflicted again and you regain the attack bonus of the Boomerang.

John has an attack score of seven when wielding the Bladed Boomerang, deciding to throw it he inflicts 5 special damage and his normal attack this turn. On the next turn the boomerang repeats its five damage and John now has his attack stat back to seven and can use an action for the turn as well as attack.
PostPosted: Mon Dec 24, 2007 9:29 am


Magic Enhancer, luck based

Portable Mana Flux Generator: E2
Every turn roll 2d6. Add the first roll to your magic stat, and subtract the second roll from your magic stat. These scores reset at the begining of every round.

Essentialy this gives you anywere from -5 to +5 M/round.
The concept is good from my perspective, because depending on your rolls, you might save your MP when your scores low, to use more when its high.

-A M P-


-A M P-

PostPosted: Mon Dec 24, 2007 9:32 am


random mistakes
Potion
Frost-potion (1E)

Use it to deal your magic power in damage to 1 opponent for every 3 magic power you have.


Brilliant!
PostPosted: Mon Dec 24, 2007 10:11 am


Thank you... Of course poeple with this would probably be able to clear out hordes of goblins... What dragon spews out cold?

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-A M P-

PostPosted: Mon Dec 24, 2007 10:12 am


White of course. (Blue is Electricity)
PostPosted: Mon Dec 24, 2007 10:40 am


-A M P-
Magic Enhancer, luck based

Portable Mana Flux Generator: E2
Every turn roll 2d6. Add the first roll to your magic stat, and subtract the second roll from your magic stat. These scores reset at the begining of every round.

Essentialy this gives you anywere from -5 to +5 M/round.
The concept is good from my perspective, because depending on your rolls, you might save your MP when your scores low, to use more when its high.
What about Synergy? Don't forget the Synergy! mrgreen

Wedry


random mistakes

PostPosted: Mon Dec 24, 2007 11:15 am


EXPLOSIVE MANA-COMPRESSION!!!

Seriously though... +1 extra MP is kinda too much for a dungeon.
PostPosted: Mon Dec 24, 2007 11:20 am


thats why its the Prtable version!

Though If i did want to put that in there as well... I would have to bump the E cost up to 3... maybe even 4 to keep it balanced.

-A M P-


random mistakes

PostPosted: Mon Dec 24, 2007 11:24 am


Most likely 4 due to the fact that you might get a -5 magic
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