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Posted: Fri Dec 28, 2007 6:36 pm
Dead Eye Mask: CP4, Once per combat you may pay 1Ap and 1Mp to assume the stats and abilities of a fallen party member. You do not receive any actions spells or items that player may have. At the end of combat you return to your original stats and lose life equal to your highest stat.
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Posted: Sat Dec 29, 2007 1:45 pm
~Voting~ Please vote for the Ability 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.
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Posted: Sat Dec 29, 2007 10:41 pm
I like magic pull, and special pull. And although my ennie minny mo could only choose one (magic pull), I think both of them would increase the ammount of defensive players in the guild; which of course is good due to the lack of a good meat-shield these days.
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Posted: Mon Dec 31, 2007 5:59 pm
Charge: 6CP If you do not use an Action or Spell, gain 2 MP an 2 AP next round, instead of the normal 1.
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Posted: Fri Jan 04, 2008 5:55 pm
Quick Witted: 6CP You may roll your combat dice for magic, rather than attack or defense, to add 1/2 your roll rounded down to your magic stat for one turn.
(I was inspired by Amp's portable Magic Flux generator to make this ability.)
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Posted: Sun Jan 06, 2008 9:12 pm
And it looks like the "Dead Eye Mask" is the overall favorite for the Ability submissions. What happens from here, you ask? I will let you know once FARGORE has made his final decision. Thank you for your valued input.
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Posted: Tue Jan 08, 2008 10:34 pm
Empathetic AP Conversion: 4CP Choose one player in your group at the start of the dungeon. Instead of you recieving the one AP per turn, the chosen ally recieves it.
Empathetic MP Conversion: 4CP Choose one player in your group at the start of the dungeon. Instead of you recieving the one MP per turn, the chosen ally recieves it.
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Posted: Sun Jan 13, 2008 8:09 pm
Master Summoner ((1 CP)) Add an extra 3 CP to your summon. You may only take this skill twice. Please note that you still must adhere to the CP spending limit of the summoner abillity.
Conjuror ((3 CP)) Create another summon with a CP total equal to your first summon. You must have atleast 6 points in summoner, and it cannot be identical to the other summon. You can only summon this new one once per combat. If you summon one of them while your other summon is out, this replaces the previous one, and cannot be summoned until next combat encounter. You may take this skill once.
Devotion ((1 CP)) Make a summon under your control last for the remainder of the quest. It is gone and un-summonable til the end of the quest if it dies. Only purchasable three times.
Selfless Defender ((2 CP)) Redirect all damage to yourself for one round. You can only absorb as much damage as you have HP left ((Your choice of sources to ignore and such)). The rest of the damage is distributed normally.
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Posted: Mon Jan 28, 2008 7:40 pm
Simple yet stylish
Weapon Master: 2 CP You may use an additional charge per round of combat on one item. This ability may only be taken once.
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Posted: Thu Jan 31, 2008 8:37 pm
I was looking at AMP's Essence Burden and it inspired me to make a counter version.
Essence Gift: CP4, once per Combat, for every 5 HP you heal to a single target, you may instead increase the target's life stat by 1. Round down if needed. At the end of combat that target loses life equal to the amount they gained from this ability and their life stat returns to the amount it was before this ability took affect.
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Posted: Mon Feb 04, 2008 3:45 pm
Uncanny Dodger 2CP You may use your combat dice to defend against magic attacks.
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Posted: Tue Mar 18, 2008 5:33 pm
I must appologise, if this has been stated before. I am on dial-up, and am impaitent. I hope the mages of the guild come here, and vote on this, because I truely believe that this is a fundamental ability for mages. Magical Atonement: CP 4. When you activate a physical attack, use your magic score instead of your attack score. Weapons or ability that increase your attack do not count with this ability. See, Action-ists can still attack when stuned, and still damage their target, but mages are left to stand there and do nothing. Sure, it's still a bit unfair, because a mage has to spend CP to actually do something when stuned, but people that rely on actions can still attack, since the damage of actions is based off of your attack score. oh, and Radryn Tiaos Simple yet stylish Weapon Master: 2 CP You may use an additional charge per round of combat on one item. This ability may only be taken once. Is a great idea!
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Posted: Fri Mar 21, 2008 4:25 pm
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!
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Posted: Fri Mar 21, 2008 4:43 pm
Oh and one submission per Adventurer only, please. And please, control your mules, okay?
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Posted: Tue Mar 25, 2008 12:58 pm
my submission: Magical Atonement: CP 4. When you activate a physical attack, use your magic score instead of your attack score. Weapons or ability that increase your attack do not count with this ability.
See, Action-ists can still attack when stuned, and still damage their target, but mages are left to stand there and do nothing. Sure, it's still a bit unfair, because a mage has to spend CP to actually do something when stuned, but people that rely on actions can still attack, since the damage of actions is based off of your attack score.
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