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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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Eryka_Deathfold

PostPosted: Fri Mar 28, 2008 10:39 pm


Conversion:(1 AP and 1 MP) For this turn, exchange your ranks in resistance with matching ranks in vindicate, or vice versa.
PostPosted: Fri Mar 28, 2008 11:25 pm


Eryka_Deathfold
Conversion:(1 AP and 1 MP) For this turn, exchange your ranks in resistance with matching ranks in vindicate, or vice versa.
Methinks the cost be way to low...

Master of Gladiators


Malignant Defector

PostPosted: Sat Mar 29, 2008 8:29 am


Aye that it is. The cost ye be lookin' for is somewhere abouts 3 to 5 AP, arrr.
PostPosted: Sat Mar 29, 2008 6:15 pm


Eryka_Deathfold
Conversion:(1 AP and 1 MP) For this turn, exchange your ranks in resistance with matching ranks in vindicate, or vice versa.
Interesting, but very limited as far as potential usefulness within the guild. But in your hands, this would be mean, mean, mean... twisted

Wedry


Master of Gladiators

PostPosted: Sat Mar 29, 2008 6:51 pm


Jordan Windsfury
How about this:

Chi-generation: (4AP) You may use your Combat Dice roll to heal yourself or another party member this round.
Your Action has been added to the contest list.
PostPosted: Sat Mar 29, 2008 8:54 pm


Jordan Windsfury
Eryka_Deathfold
Conversion:(1 AP and 1 MP) For this turn, exchange your ranks in resistance with matching ranks in vindicate, or vice versa.
Interesting, but very limited as far as potential usefulness within the guild. But in your hands, this would be mean, mean, mean... twisted


Actually, in my cute hands, it would just mean that I don't take as much damage. It'll only be useful in a dungeon setting, but I'm willing to up it to 2ap and 2mp.

Eryka_Deathfold


Master of Gladiators

PostPosted: Sat Mar 29, 2008 10:28 pm


Eryka_Deathfold
Jordan Windsfury
Eryka_Deathfold
Conversion:(1 AP and 1 MP) For this turn, exchange your ranks in resistance with matching ranks in vindicate, or vice versa.
Interesting, but very limited as far as potential usefulness within the guild. But in your hands, this would be mean, mean, mean... twisted


Actually, in my cute hands, it would just mean that I don't take as much damage. It'll only be useful in a dungeon setting, but I'm willing to up it to 2ap and 2mp.
Seems balanced. Is this your fnal submission?

Conversion:(2AP and 2MP) For this turn, exchange your ranks in resistance with matching ranks in vindicate, or vice versa.
PostPosted: Sun Mar 30, 2008 6:46 am


Yes, that will be my final say on this action.

Eryka_Deathfold


Master of Gladiators

PostPosted: Sun Mar 30, 2008 12:28 pm


Conversion has been added to the Contest list.
PostPosted: Sun Apr 06, 2008 7:58 pm



~Voting~
Please vote for the Action 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.

Master of Gladiators


random mistakes

PostPosted: Mon Apr 07, 2008 3:56 pm


Once, again... Not really anything that tickles my fancy... Although Chi generation does allow fighters to do some healing, rather than leaving it to mages and clerics.
PostPosted: Sun Apr 13, 2008 8:53 pm


And the winner is... Chi-Generation, with an overwhelming 13 votes! Conversion managed to garner some attention, having received 1 vote. Congratulations to Jordan Windsfury, for his winning submission!

Master of Gladiators


Heirophant_of_the_Broken
Crew

PostPosted: Mon Apr 14, 2008 5:40 am


Magic Overdrive (5 AP)-Next round your magic is increased by ten and you are granted the fast caster and speedy caster abilities (not to exceed the maximum three for each ability). The round following you lose all bonuses and your magic stat is reduced by 5. If you do not have at least 5 magic after equip bonuses then your hp is drained by one life point per point over.

Example-Bill has a magic stat of 3, a life stat of 30 (6) and uses this action to gain 13 magic and the two abilities. He recieves no damage that round. The next round he loses those bonuses and has a magic stat of -2. Since his magic is below five the extra two points cause 10 points of unreducable damage to his life, bringing him to 20/30 hp.
PostPosted: Mon Apr 14, 2008 10:39 pm


Critical Blow -3 AP-

Deal special damage equal 2x your combat dice to one target. If the target is held off, but you are not, you deal 3x your combat dice in damage.

random mistakes


random mistakes

PostPosted: Sun May 18, 2008 9:34 am


Parry (1 AP): May only be used on a turn when you are being attacked. You may give up your attack (you lose one attack for the round. you must use your dice for defense) and reduce the damage from an attack targeting your character by your total defense (your defense stat and your dice roll). If your total defense would be more then the attack's damage the differenced is applied as direct damage to the attacker (there defenses are not considered).
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