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Posted: Sat Dec 15, 2007 2:46 pm
For the animal empathy, Yes If you and all of your pets all used there dice for Attack (for instance.) Then your attack roll would add to all of there total attack rolls.
Example: Gerbo (A-1, CD-1) attacks with Lyle (badger, A-1, CD-3)
So if Gerbo rolls 2 for his dice and Lyle rolls 4 for his dice the total attacks would be as follows.
Gerbo: 3 (1+2{dice}) Lyle: 7 (1+4{own dice}+2{Masters Dice})
So the bonus only applies to the pets, not to the master as well. Any way to word that better?
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Posted: Sat Dec 15, 2007 2:56 pm
Fluffy Friends Paradise! Revised 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, When you and your pets all use your combat dice for the same thing (either Attack or Defense), You may grant your roll as a bonus to there roll untill the end of the round. All pets must have used dice for the same thing. Pets without dice do not count, and do not recieve the bonus.
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: 2CP, 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?
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Posted: Sat Dec 15, 2007 3:04 pm
How about this?
Animal Empathy: 2CP, Once per combat, You may add your combat dice result to one pets combat dice result. Combat Dice must be used for the same purpose, either Attack or Defense.
And perhaps an increased cost, for multiple pets, say 2CP per? So, the finished product would look like this:
Animal Empathy:( 2CP) Once per combat, You may add your combat dice result to one pet's combat dice result. Combat Dice must be used for the same purpose, either Attack or Defense. Additional levels of this skill may be purchased, allowing one more pet to gain the benefit of this ability. Each level costs 2 CP.
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Posted: Sat Dec 15, 2007 3:09 pm
Yours is pretty amazing... But where are they going to get a pet from?
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Posted: Sat Dec 15, 2007 3:12 pm
Master of Gladiators -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... Yeah, 2 sounds about right, the Council i think it is has the ability to throw potions at people for 3CP. So only being able to use that on your pets would proabaly be worth 2.
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Posted: Sat Dec 15, 2007 3:17 pm
-A M P- Feeding Time: 2CP, 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.") I'm sorry, when I originally read this, I thought it to mean pet consumables would be usable by the Trainer. Now I read it as Trainer consumables will be usable on the pet, by the Trainer. As far as I know, regular consumables work just fine on pets normally. So this basically states you can use your equipped consumables on your pet, eliminating the need for them to actually be carrying them. So which were you going for?
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Posted: Sat Dec 15, 2007 3:50 pm
Wow that's very interesting those abilities seem rather balanced, I think the 12 CP ability will never be used though. That's a hell of a lot of CP to save up. So far I think this Organization looks the best. However you might want to check what Fargore already has planed with his pet organization (Monsters) already in the works.
And for those of you who don't know this will be Kowsauni's DM account.
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Posted: Sat Dec 15, 2007 5:36 pm
What happens when one wins? And is that winning one submission going to be the only one implemented?
Oh and the DMing account does have a point.
With 12CP you could get enough of the caster/actor series to negate the usefullness of the thing.
Trust me, making it worthwhile and also balanced is what Kowasauni said at the first page: "A b***h."
Do we have to include items, spells, and actions too?
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Posted: Sat Dec 15, 2007 6:52 pm
Revised Theft
Thieves guild: Hold the key of the Gambler. Leech skill based.
Item: Robbing Twin Daggers: E2 Charge 10/10 (Use 2 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 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.
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.
Master of Disguises: CP6 Once per combat you may transfer any points in one stat to another (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.
((Revised to seem a bit more balanced and to be more versatile.))
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Posted: Sat Dec 15, 2007 10:13 pm
random mistakes What happens when one wins? And is that winning one submission going to be the only one implemented? Because of the pending release of the complete active Organization list, there is extremely limited space available for additional Organizations. As such, currently only one Player created Organization will be added as a result of this contest, initially. Hopefully, FARGORE will soon be able to release the current list for comparison to the submissions. The winner will retain creative control of their Organization, (subject to all applicable RPS system rules) and may join the Organization to act as the recruiting contact. (If you so desire.) random mistakes Do we have to include items, spells, and actions too? This should be as complete a submission as possible, including everything that applies directly to the Organization. Remember, your not rewriting the Guild, your creating an Organization.
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Posted: Sat Dec 15, 2007 10:21 pm
Radryn Tiaos Revised Theft Thieves guild: Hold the key of the Gambler. Leech skill based. Item: Robbing Twin Daggers: E2 Charge 10/10 (Use 2 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) I would be okay with reducing the cost to 1 charge for the same effect, as the Charge requirement does limit the item somewhat. Otherwise, it's a great item. Radryn Tiaos 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 items.) Still looks good. Radryn Tiaos 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. Are they still using their own Magic Stat, or does that transfer too? Radryn Tiaos 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. Are they still using their own applicable Stat, or does that transfer too? Radryn Tiaos Master of Disguises: CP6 Once per combat you may transfer any points in one stat to another (without dropping that stat to zero). At the end of combat your stats return to normal. Including Life? 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. 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. ((Revised to seem a bit more balanced and to be more versatile.)) Definitely looking better.
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Posted: Sat Dec 15, 2007 10:59 pm
Master of Gladiators How about this? Animal Empathy: 2CP, Once per combat, You may add your combat dice result to one pets combat dice result. Combat Dice must be used for the same purpose, either Attack or Defense.And perhaps an increased cost, for multiple pets, say 2CP per? So, the finished product would look like this: Animal Empathy:( 2CP) Once per combat, You may add your combat dice result to one pet's combat dice result. Combat Dice must be used for the same purpose, either Attack or Defense. Additional levels of this skill may be purchased, allowing one more pet to gain the benefit of this ability. Each level costs 2 CP. Ok I like this one the best, takes care of the awkward situation that would come from having only one pet that had combat dice. Officially changed!
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Posted: Sat Dec 15, 2007 11:02 pm
Master of Gladiators -A M P- Feeding Time: 2CP, 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.") I'm sorry, when I originally read this, I thought it to mean pet consumables would be usable by the Trainer. Now I read it as Trainer consumables will be usable on the pet, by the Trainer. As far as I know, regular consumables work just fine on pets normally. So this basically states you can use your equipped consumables on your pet, eliminating the need for them to actually be carrying them. So which were you going for? Yes, this lets YOU the Trainer use your consumables that you carry on your pets. Note that entry into the guild lets you already use Pet-Consumables you have equipped to you on your pets. This is like an upgrade.
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Posted: Sat Dec 15, 2007 11:04 pm
-A M P- Master of Gladiators -A M P- Feeding Time: 2CP, 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.") I'm sorry, when I originally read this, I thought it to mean pet consumables would be usable by the Trainer. Now I read it as Trainer consumables will be usable on the pet, by the Trainer. As far as I know, regular consumables work just fine on pets normally. So this basically states you can use your equipped consumables on your pet, eliminating the need for them to actually be carrying them. So which were you going for? Yes, this lets YOU the Trainer use your consumables that you carry on your pets. Note that entry into the guild lets you already use Pet-Consumables you have equipped to you on your pets. This is like an upgrade. Okay, I don't see a problem with that.
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Posted: Sat Dec 15, 2007 11:06 pm
random mistakes What happens when one wins? And is that winning one submission going to be the only one implemented?
Oh and the DMing account does have a point.With 12CP you could get enough of the caster/actor series to negate the usefullness of the thing. Trust me, making it worthwhile and also balanced is what Kowasauni said at the first page: "A b***h."
Do we have to include items, spells, and actions too? Well the original cost is was 10... but I changed it after thinking... OK so 10CP is like a skilled caster and fast caster combined. You see, this becomes really effective when you have more than 1 pet. If you have 3 2CP pets (only 3CP Worth, you could potential have 4MP and 4AP per turn, given to who ever you want (Well yo you and your pets) so its kinda a little more powerful the more pets you have, thats why it costs so much.
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