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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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PostPosted: Fri Mar 28, 2008 8:31 am


It's your choice. The only flaw is the lack of usefullness for many people.

One question. Is this automatic and unstoppable? I mean I would prefer to keep my defensive capabillities in battle, but thats just me.
PostPosted: Fri Mar 28, 2008 10:33 am


random mistakes
It's your choice. The only flaw is the lack of usefullness for many people.

One question. Is this automatic and unstoppable? I mean I would prefer to keep my defensive capabillities in battle, but thats just me.
Yep, automatic. Hence the Berserker title. How about if I reduced the CP cost to 4? Does that make it more balanced? And I understand it's not for everybody; more for those looking for something different but powerful.

Wedry


Atrus_Legnacra

PostPosted: Fri Mar 28, 2008 1:54 pm


3-4 cp is better; the ideal is rather nice actually. As you progress into the fight, most enemies get tougher, so the amount of defense you have matters less. You just have to clearify that bonuses from items, like a shield, and bonuses from the power up skill don't count. It's a great skill for character devolopment, and the fact that you spend x points on defense to get twice as much in magic or attack will appeal to several people.
PostPosted: Fri Mar 28, 2008 7:40 pm


Master of Gladiators
TamrielicKnight
(( rolleyes ))

Speedstriker:
5 Cp
You may divide any normal attack you make among any number of targets. For every target beyond the first you lose 1 life.
Some questions;

What if you have more than one attack, does it apply to all, or only the first?

When you say 1 life, do you mean HP, or Life Stat?

Is damage divided equally, or can you divide it as you see fit?


Its like giving normal attacks the fireball effect. Except with a downside of wearing down your health points. If its too overpowered this could be changed to life stat. the player decides where every point of the damage goes, for each target beyond the first he loses 1 life. simple as that.

TamrielicKnight


Wedry

PostPosted: Sat Mar 29, 2008 6:12 pm


Okay, final submission:

Berserker series, Stat enhancement;

Berserker: (4CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (4CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.
PostPosted: Sat Mar 29, 2008 6:53 pm


Jordan Windsfury
Okay, final submission:

Berserker series, Stat enhancement;

Berserker: (4CP) Each time you are receive a successful physical attack, increase your Attack Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.

Mana Berserker: (4CP) Each time you are receive a successful physical attack, increase your Magic Stat by 2, and lower your Defense Stat by 1. Once your Defense reaches 0, no further increase is possible.
Your Ability has been added to the Contest list.

Master of Gladiators


Master of Gladiators

PostPosted: Sat Mar 29, 2008 6:57 pm


TamrielicKnight
Master of Gladiators
TamrielicKnight
(( rolleyes ))

Speedstriker:
5 Cp
You may divide any normal attack you make among any number of targets. For every target beyond the first you lose 1 life.
Some questions;

What if you have more than one attack, does it apply to all, or only the first?

When you say 1 life, do you mean HP, or Life Stat?

Is damage divided equally, or can you divide it as you see fit?


Its like giving normal attacks the fireball effect. Except with a downside of wearing down your health points. If its too overpowered this could be changed to life stat. the player decides where every point of the damage goes, for each target beyond the first he loses 1 life. simple as that.
So is this your final submission?

Speedstriker: (5 CP)
You may divide any normal attack you make among any number of targets. For every target beyond the first you lose 1 HP.
PostPosted: Mon Mar 31, 2008 7:18 am


-A M P-
Charge: 6CP
If you do not use an Action or Spell, gain 2 MP an 2 AP next round, instead of the normal 1.


I just wanted to point out this ability that was submitted by AMP a while back. I really like it and if he doesn't want to submit this one, I would like to for him. I just don't want to see this nice ability pass by without notice.

Malignant Defector


Master of Gladiators

PostPosted: Mon Mar 31, 2008 10:25 am


Malignant Defector
-A M P-
Charge: 6CP
If you do not use an Action or Spell, gain 2 MP an 2 AP next round, instead of the normal 1.


I just wanted to point out this ability that was submitted by AMP a while back. I really like it and if he doesn't want to submit this one, I would like to for him. I just don't want to see this nice ability pass by without notice.
This Ability has been added to the Contest list. If it wins, AMP will receive the prize for winning, but he can choose to thank you for your assistance. mrgreen
PostPosted: Tue Apr 01, 2008 9:26 pm


I hope I can still get this in.

Magic Enhancement

Sorcerer's Knack: (3 CP)
You may use your combat dice to add to your magic attribute instead of your attack or defense attributes.


I think this would be very useful for some spell casting characters to allow them to super-charge their spells.

Lost Child Maigo


Master of Gladiators

PostPosted: Tue Apr 01, 2008 10:15 pm


Lost Child Maigo
I hope I can still get this in.

Magic Enhancement

Sorcerer's Knack: (3 CP)
You may use your combat dice to add to your magic attribute instead of your attack or defense attributes.


I think this would be very useful for some spell casting characters to allow them to super-charge their spells.
This one has come up before; and was summarily vetoed by the Major DM's as completely unbalancing. I respect their decision, but if you would like to try and sway there hearts, feel free to take it up with them. But for the purposes of this contest, I have to say no. Please feel free to submit something else before the 7th though. 3nodding
PostPosted: Wed Apr 02, 2008 2:52 am


Master of Gladiators
Lost Child Maigo
I hope I can still get this in.

Magic Enhancement

Sorcerer's Knack: (3 CP)
You may use your combat dice to add to your magic attribute instead of your attack or defense attributes.


I think this would be very useful for some spell casting characters to allow them to super-charge their spells.
This one has come up before; and was summarily vetoed by the Major DM's as completely unbalancing. I respect their decision, but if you would like to try and sway there hearts, feel free to take it up with them. But for the purposes of this contest, I have to say no. Please feel free to submit something else before the 7th though. 3nodding


I just thought I'd give it a try since it came up. Maybe it can be altered to make it more acceptable, but I'm still new to the system so I'll wait until I know it better.

Lost Child Maigo


Master of Gladiators

PostPosted: Wed Apr 02, 2008 5:32 pm


Lost Child Maigo
Master of Gladiators
Lost Child Maigo
I hope I can still get this in.

Magic Enhancement

Sorcerer's Knack: (3 CP)
You may use your combat dice to add to your magic attribute instead of your attack or defense attributes.


I think this would be very useful for some spell casting characters to allow them to super-charge their spells.
This one has come up before; and was summarily vetoed by the Major DM's as completely unbalancing. I respect their decision, but if you would like to try and sway there hearts, feel free to take it up with them. But for the purposes of this contest, I have to say no. Please feel free to submit something else before the 7th though. 3nodding


I just thought I'd give it a try since it came up. Maybe it can be altered to make it more acceptable, but I'm still new to the system so I'll wait until I know it better.
mrgreen
PostPosted: Sun Apr 06, 2008 8:04 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.

Master of Gladiators


random mistakes

PostPosted: Mon Apr 07, 2008 3:51 pm


Hmmm... Nothing I could really see much use in the guild with... I'll think it over. It's either Magical Atonement, or Charge.
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