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Posted: Mon Dec 17, 2007 2:55 pm
Radryn Tiaos ((I fixed the black market to a standard rate and replaced pounce with power up.)) You didn't have to necessarily to replace Pounce, especially with something that can be readily bought in the normal shop. I don't think Fargore will have a problem with you making it available in your organization. I just thought you and Random Mistakes might want to check with him before you make items and actions currently only in the ticket shop available in your organizations, just out of courtesy.
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Posted: Mon Dec 17, 2007 4:16 pm
Master of Gladiators -A M P- Fluffy Friends Paradise!: Holds the Key to the Zoo. O_o Pet and Pet-buff Based. ~Skills~ 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. Fight as One: (12CP), At the beginning of every turn, you may redistribute any amount of 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 must 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 essentially upgrades your "Use pet consumables on your pets" to "Use all consumables 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 per CP of said Pet. The Pet can not be used until the following round, and the HP sacrificed can not be healed until the following round. (Regeneration still works normally though.) Animal Trainer: (2CP) per rank; 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 Organization Benefits*- 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 Tamer without the ticket cost. I have corrected all spelling and grammatical errors I could find, and updated skills as you previously suggested. Is this your final submission for this Organization? If so, I will add it to the Current Submissions on Page 1. Yes this is all correct! And for everyone else who thinks that this isn't good because there might already be one... That organization that fargore is working on lets you make your own pets... With this organization, you have to buy all your pets from stores and whatnot... thats the Major differenace between the two. Though if this isn't the final one that makes it into an actual Org, FARGORE, you are free to rip any of these for anything else your working on! smile
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Posted: Mon Dec 17, 2007 4:51 pm
Master of Gladiators -A M P- Anti-Heal, Damage based Dark Order Of EcydiaHolds the Key of Evil and Destruction Ecydia, Goddess of Death and Destruction, Is a minor god. Thus she reqiures all of her Clerics to wreak havoc and destruction in her name. Clerics of Ecydia use there "Holy Symbols" to cause unspeakable horrors for those who harness the healing power of light. The Dark Mother has also been known to grant the powers of Dark Magic, and the most well known are said to be able to controll Demons and Undead and fight even after they have died. Are you... serious? Of course you are, nobody who writes this much on a subject could be joking... No sir... I've had numerious requests to make "evil" based things for players wanting to enjoy the Eviler side of life! Master of Gladiators -A M P- Item: Holy Symbol Of Ecydia: EQ4, While equiped, anyone who uses a spell/action/or ability to heal, takes damage equal to half the amount healed. This is direct damage that can't be stoped in any way. (Note, Items still funtion normally, as well as any Ability with the "Wicked" Descriptor.) Mean, but balanced. Why Thank you! Master of Gladiators -A M P- Make: Wicked items. SKILLS:Dark Aura: 2CPAnytime you would sustain damage, cause 2 special Damage to the the person who damaged you. (5 Ranks Max) For the equivalent in Vindictive Special, Vindictive Magic, and Vindictive Normal, you would have to spend 3 CP. Where's the downside to balance Dark Aura out? If the max ranks don't balance it, then perhaps just 1 damage? And change the Max ranks to 10? Master of Gladiators -A M P- Chosen of Evil: 6CPOnce per combat, gain control of any undead or demon whose CP is equal to, or less than, half of your total CP for one round. You may reselect targets of attacks/actions/spells for that creature. Does not work on luitenents or bosses. Okay, this seems fine. Again thanks! Master of Gladiators -A M P- Deaths Respite: 4CPAnytime you die, you may act for one addtional turn. This only works in combat, and you can't be the target of any healing spell/action/ability/or item. (1 max Rank) So, after that additional turn, your guaranteed death, correct? That is correct. This ability allows for just 1 "revenge round," and then you are dead. Master of Gladiators -A M P- Wicked Heal: 3CPAs Heal ability, but not subject to HP loss from any "Holy Symbol of Ecydia." It costs the same as heal, with additional effects. Where's the downside to balance it out? Ok then, make it 4 CP! Thats fine with me. Master of Gladiators -A M P- Wicked Aura: 4CPHeal 1/2 of all the damage caused by your "Holy Symbol of Ecydia." This ability is not subject to the Hp loss from any "Holy Symbol of Ecydia." So, heal anybody, or just yourself? And is this an instant, or does it store the HP for anytime use? Instantly heal yourself 1/2 of all the damage caused by your "Holy Symbol of Ecydia." This ability is not subject to the Hp loss from any "Holy Symbol of Ecydia" and you may not gain more HP then allowed by your current life stat. Master of Gladiators -A M P- Evil Magic: 1 CPAdd +2 Special damage to all of your damaging spells. If your damaging spell can select multiple targets, you must select one target to recieve all special damage from Evil Magic. (5 Ranks Max) Okay, why not just buy Special Attack instead? Because... A: You can only have one special Attack. B: Some people can cast more then one spell per round, thus increasing its effectiveness. But then how does it balance out you say? A: Since its attached to a spell it can be blocked by Stunning Blow or any similar effect. B: It has max ranks. Master of Gladiators -A M P- SHOP:Spells for sale:Figure of Death: 6MP: 25% chance to instantly Kill one monster. Does not Work on characters, luitenents, or bosses. Seems, kind of lame. I mean, sure against any regular monster you get the 1 in 4 for instant death, but realistically speaking, those monsters generally aren't a threat anyway. So why even have this spell? It is a very unusefull spell most of the time, but when your wizard runs into a creature with a high Magic resistance, you'll wish you had this spell. So yes, its not to effective in most cases, it can definantly have a purpose. Master of Gladiators -A M P- Actions for sale:Bleeding Wound: 2AP: Cause the amount of damage done to an enemy from a normal attack again for another 2 rounds. This counts as normal damage, but is not blocked by defense or combat dice. Resistance works as normal. So the recurring damage is based on the Normal damage caused by the attack AFTER defense and combat dice have been factored? Yes, So if after all defenses and combat rolls, you cause 4 damage, the creature will take 4 normal damage for the next 2 rounds. Master of Gladiators -A M P- Items for sale:(AP) Wicked: 1 CP, use and pay CP cost to convert one heal ablility to "Wicked Heal" ability. So, this basically supports the theory that Wicked Heal should be a 4CP Ability. Agreed. Master of Gladiators -A M P- Example of Wicked Items: To cause damage or stop people from healing. -Barbed Dart: E1, Consumable; Target takes 1 direct damage this turn and 1 additional direct damage every turn for the rest of combat. This dmage can not be healed untill the end of combat. Nice. by direct damage you mean it is unaffected by Defense, Combat Dice, or Actions like Defensive Hold? Yes, Direct Damage can not be stopped by any means. Except things that block damage from ANY soruce. Master of Gladiators -A M P- -Anti-Potion Smoke Bomb: E2, Consumable; Anyone taking a potion this round has its effect nullified untill the end of the round. People that have already taken potions in previous rounds are uneffected. Do they still lose the potion? Yes, the potion is still lost, though if you read the description, it just blocks the effect of the potion for the first round, thus if the potion works for multiple rounds, the effects kick in on the second round. Example. Player A uses a Potion of strength for +3 attack. Potion is used up. Player B uses Anti-potion Smoke Bomb. Causes the effect to be stopped this round. Next round the +3 kicks in. Though lets say.. Player A uses a Elixer of Action for +2 AP. Potion is used up. Player B uses Anti-potion Smoke Bomb. Causes the effect to be stopped this round. Next round, the potion has no effect, since it only applies to an instant action that happens when used. The potion is lost! Any other questions?
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Posted: Mon Dec 17, 2007 5:04 pm
random mistakes One prob. What's be point of spending more than 4 CP for that extra level in the regeneration? those points they would put into it would be wasted because the 16 CP would be better spent into 16 levels of normal regeneration. How bout: 1. Free 2. 3 cp 3. 4 cp 4. 6 cp 5. 10 cp Actually the more I look at it the more it says, 2 CP per rank, max of 5 ranks. Normally, 3 regen costs 3 CP. With the added downside of Silver, it should lower the cost. So 2CP seems a fair cost, overall.
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Posted: Mon Dec 17, 2007 5:12 pm
How readily available are these silver weapons going to be?
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Posted: Mon Dec 17, 2007 5:13 pm
-A M P- Master of Gladiators -A M P- Anti-Heal, Damage based Dark Order Of EcydiaHolds the Key of Evil and Destruction Ecydia, Goddess of Death and Destruction, Is a minor god. Thus she reqiures all of her Clerics to wreak havoc and destruction in her name. Clerics of Ecydia use there "Holy Symbols" to cause unspeakable horrors for those who harness the healing power of light. The Dark Mother has also been known to grant the powers of Dark Magic, and the most well known are said to be able to controll Demons and Undead and fight even after they have died. Are you... serious? Of course you are, nobody who writes this much on a subject could be joking... No sir... I've had numerious requests to make "evil" based things for players wanting to enjoy the Eviler side of life! Master of Gladiators Alrighty then.-A M P- Item: Holy Symbol Of Ecydia: EQ4, While equiped, anyone who uses a spell/action/or ability to heal, takes damage equal to half the amount healed. This is direct damage that can't be stoped in any way. (Note, Items still funtion normally, as well as any Ability with the "Wicked" Descriptor.) Mean, but balanced. Why Thank you! Master of Gladiators Your Welcome.-A M P- Make: Wicked items. SKILLS:Dark Aura: 2CPAnytime you would sustain damage, cause 2 special Damage to the the person who damaged you. (5 Ranks Max) For the equivalent in Vindictive Special, Vindictive Magic, and Vindictive Normal, you would have to spend 3 CP. Where's the downside to balance Dark Aura out? If the max ranks don't balance it, then perhaps just 1 damage? And change the Max ranks to 10? Master of Gladiators That sounds fair.-A M P- Chosen of Evil: 6CPOnce per combat, gain control of any undead or demon whose CP is equal to, or less than, half of your total CP for one round. You may reselect targets of attacks/actions/spells for that creature. Does not work on luitenents or bosses. Okay, this seems fine. Again thanks! Master of Gladiators Again, your welcome.-A M P- Deaths Respite: 4CPAnytime you die, you may act for one addtional turn. This only works in combat, and you can't be the target of any healing spell/action/ability/or item. (1 max Rank) So, after that additional turn, your guaranteed death, correct? That is correct. This ability allows for just 1 "revenge round," and then you are dead. Master of Gladiators Cool, I like it.-A M P- Wicked Heal: 3CPAs Heal ability, but not subject to HP loss from any "Holy Symbol of Ecydia." It costs the same as heal, with additional effects. Where's the downside to balance it out? Ok then, make it 4 CP! Thats fine with me. Master of Gladiators Sounds good to me.-A M P- Wicked Aura: 4CPHeal 1/2 of all the damage caused by your "Holy Symbol of Ecydia." This ability is not subject to the Hp loss from any "Holy Symbol of Ecydia." So, heal anybody, or just yourself? And is this an instant, or does it store the HP for anytime use? Instantly heal yourself 1/2 of all the damage caused by your "Holy Symbol of Ecydia." This ability is not subject to the Hp loss from any "Holy Symbol of Ecydia" and you may not gain more HP then allowed by your current life stat. Master of Gladiators Okay, that should be fine.-A M P- Evil Magic: 1 CPAdd +2 Special damage to all of your damaging spells. If your damaging spell can select multiple targets, you must select one target to recieve all special damage from Evil Magic. (5 Ranks Max) Okay, why not just buy Special Attack instead? Because... A: You can only have one special Attack. B: Some people can cast more then one spell per round, thus increasing its effectiveness. But then how does it balance out you say? A: Since its attached to a spell it can be blocked by Stunning Blow or any similar effect. B: It has max ranks. Master of Gladiators Fair enough.-A M P- SHOP:Spells for sale:Figure of Death: 6MP: 25% chance to instantly Kill one monster. Does not Work on characters, luitenents, or bosses. Seems, kind of lame. I mean, sure against any regular monster you get the 1 in 4 for instant death, but realistically speaking, those monsters generally aren't a threat anyway. So why even have this spell? It is a very unusefull spell most of the time, but when your wizard runs into a creature with a high Magic resistance, you'll wish you had this spell. So yes, its not to effective in most cases, it can definantly have a purpose. Master of Gladiators Fair enough.-A M P- Actions for sale:Bleeding Wound: 2AP: Cause the amount of damage done to an enemy from a normal attack again for another 2 rounds. This counts as normal damage, but is not blocked by defense or combat dice. Resistance works as normal. So the recurring damage is based on the Normal damage caused by the attack AFTER defense and combat dice have been factored? Yes, So if after all defenses and combat rolls, you cause 4 damage, the creature will take 4 normal damage for the next 2 rounds. Master of Gladiators Nice.-A M P- Items for sale:(AP) Wicked: 1 CP, use and pay CP cost to convert one heal ablility to "Wicked Heal" ability. So, this basically supports the theory that Wicked Heal should be a 4CP Ability. Agreed. Master of Gladiators I love it when great minds think alike.-A M P- Example of Wicked Items: To cause damage or stop people from healing. -Barbed Dart: E1, Consumable; Target takes 1 direct damage this turn and 1 additional direct damage every turn for the rest of combat. This dmage can not be healed untill the end of combat. Nice. by direct damage you mean it is unaffected by Defense, Combat Dice, or Actions like Defensive Hold? Yes, Direct Damage can not be stopped by any means. Except things that block damage from ANY soruce. Master of Gladiators -A M P- Alright.-Anti-Potion Smoke Bomb: E2, Consumable; Anyone taking a potion this round has its effect nullified untill the end of the round. People that have already taken potions in previous rounds are uneffected. Do they still lose the potion? Yes, the potion is still lost, though if you read the description, it just blocks the effect of the potion for the first round, thus if the potion works for multiple rounds, the effects kick in on the second round. Example. Player A uses a Potion of strength for +3 attack. Potion is used up. Player B uses Anti-potion Smoke Bomb. Causes the effect to be stopped this round. Next round the +3 kicks in. Though lets say.. Player A uses a Elixer of Action for +2 AP. Potion is used up. Player B uses Anti-potion Smoke Bomb. Causes the effect to be stopped this round. Next round, the potion has no effect, since it only applies to an instant action that happens when used. The potion is lost! Any other questions? Sounds ready for final submission! mrgreen
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Posted: Mon Dec 17, 2007 5:14 pm
Menvra How readily available are these silver weapons going to be? As readily available as the DM's deem necessary to balance out the system. rolleyes
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Posted: Mon Dec 17, 2007 5:19 pm
-AMP-'s complete Fluffy Friends Paradise! Organization has been added to the Current Submissions on Page 1. Excellent work Amp, and good luck! mrgreen
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Posted: Mon Dec 17, 2007 5:26 pm
Dark Order Of Ecydia (finalized) Holds the Key of Evil and Destruction
Ecydia, Goddess of Death and Destruction, Is a minor god. Thus she reqiures all of her Clerics to wreak havoc and destruction in her name. Clerics of Ecydia use there "Holy Symbols" to cause unspeakable horrors for those who harness the healing power of light. The Dark Mother has also been known to grant the powers of Dark Magic, and the most well known are said to be able to controll Demons and Undead and fight even after they have died.
Item: Holy Symbol Of Ecydia: EQ4, While equiped, anyone who uses a spell/action/or ability to heal, takes damage equal to half the amount healed. This is direct damage that can't be stoped in any way. (Note, Items still funtion normally, as well as any Ability with the "Wicked" Descriptor.)
Make: Wicked items. SKILLS: Dark Aura: 2CP Anytime you would sustain damage, cause 1 special Damage to the the person who damaged you. (10 Ranks Max)
Chosen of Evil: 6CP Once per combat, gain control of any undead or demon whose CP is equal to, or less than, half of your total CP for one round. You may reselect targets of attacks/actions/spells for that creature. Does not work on luitenents or bosses.
Deaths Respite: 4CP Anytime you die, you may act for one addtional turn. This only works in combat, and you can't be the target of any healing spell/action/ability/or item. (1 max Rank)
Wicked Heal: 4CP As Heal ability, but not subject to HP loss from any "Holy Symbol of Ecydia."
Wicked Aura: 4CP Instantly heal 1/2 of all the damage caused by your "Holy Symbol of Ecydia." This ability is not subject to the Hp loss from any "Holy Symbol of Ecydia" and you may not gain more HP then allowed by your current life stat.
Evil Magic: 1 CP Add +2 Special damage to all of your damaging spells. If your damaging spell can select multiple targets, you must select one target to recieve all special damage from Evil Magic. (5 Ranks Max)
SHOP: Spells for sale: Figure of Death: 6MP: 25% chance to instantly Kill one monster. Does not work on characters, luitenents, or bosses.
Actions for sale: Bleeding Wound: 2AP: Cause the amount of damage done to an enemy from a normal attack, after defense and combat dice have been deducted, again for another 2 rounds. This counts as normal damage, but is not blocked by defense or combat dice. Resistance works as normal.
Items for sale: (AP) Wicked: 1 CP, use and pay CP cost to convert one heal ablility to "Wicked Heal" ability.
Example of Wicked Items: To cause damage or stop people from healing.
-Barbed Dart: E1, Consumable; Target takes 1 direct damage this turn and 1 additional direct damage every turn for the rest of combat. This dmage can not be healed untill the end of combat.
-Anit-Potion Smoke Bomb: E2, Consumable; Anyone taking a potion this round has its effect nullified untill the end of the round. People that have already taken potions in previous rounds are uneffected.
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Posted: Mon Dec 17, 2007 6:03 pm
-AMP-'s complete Dark Order Of Ecydia Organization has been added to the Current Submissions on Page 1. Excellent work, once again Amp, and good luck! mrgreen
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Posted: Mon Dec 17, 2007 6:24 pm
I have 8 more... but I liked those 2 the best... so thats what you get... Though if anyone esle wanted to see more I have...
-Chronomancers -Dracoknights -Geomancers -Dead-eye Archers -King Slimes Court (warning: contains spoilers for DM of Deaths "Something from above" Dungeon) -Deathless -Red-Mage (The 8-bit Theater kind) -Androids Tune-Up Shop Spot (ATUSS)
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Posted: Mon Dec 17, 2007 6:27 pm
((Silver weapons would probably be sold in more common special locations... And I like what Master of Gladiators said: An item with an extra cost added... Or something like that)) ((And hope-fully free of idiotic mistakes, and that kind of random troubles))
Team damage/Stat based
Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based. item: tribal-bond: E2, allows user to spend 4Ap and 4Mp to transform into a vicous Dire-wolf (+3 to attack, +3 combat dice, and 10 temporary Hp), or a cunning lycan (+3 to magic, +3 combat dice, and 10 temporary Hp). Please note that this can only be done once per engagement. When the tribal bond is equiped, you take 4 extra unblockable damage when struck by a silver weapon. Transforming adds the status effect, 'Lycanthropy', and can be removed by stat removal abillities 50% of the time. Changing to the other form while in the opposite transfomation takes 2Ap and Mp regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY. Make: Status effect items, stat boosting actions/spells
Bonus skill: Lycan's Regeneration: FREE UPON MEMBERSHIP. Regenerate 3Hp every round. When you are dealt silver damage, the regeneration is stopped for that round, and you cannot heal that damage any possible way, until combat is over. You may invest an additional 2CP increase the regeneration per round by an extra 3 for every extra purchace. You may only upgrade this skill 5 times
Purchasable Skills:
Pack Instinct: CP3. When you activate a team attack on one or more opponents, you gain an attack boost on that target equal to 4 times the number of purchases. This is only shared by members of the clan. More than one team attack does not add another bonus. Can only be tooken once.
Fernis-crippler: CP2. Once every combat engagement, you may give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'lycanthropy'.
Mental Mastery: CP3. When transformed, the stat gains are increased by 3 every time you purchased this skill. The temporary health gain is also increased by 10 for each purchase. Max purchase times: 3.
Spiritual Mastery: CP3. Cut the AP and MP price of transformation by one each. You may only take this skill once.
Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. They are not too concerned of outsiders, but will give them limited acess to the clan unless they join. Feral were-wolves are tooken in by this clan. Any character who utilises the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order. Of course... The yearly 'negotiating' with the nearby village kind is it's own reward.
~+~ Organization Wares
*Puchasable by outsiders (non-lycanthropes who know of this place)
Town Alchemist-Consumables/Poisions-
Wolf-bane- 100 chips. Spend 1 AP to use on lycanthropic enemies to force opponent out of Lycanthropy. 100% for minor. 50% for characters and luitenants, 25% for bosses.
Forgery-Items-
*Greatsword- 500 Chips E5. +5 attack
*Halbert- 550 Chips E5. +2 Attack, effect: whiplash.
Ring of Foresight- 350 Chips E1.
Guard House-Actions-
*Pounce - Costs 350 chips((If Fargore allows... Due to the point brought up by DM acolyte Menvra. Still, it's really were-wolf-ey))
Whirlwind slash- 350 chips. (3 AP) Deal special damage equal to x3 your attack score, divided how you wish, to a total of 3 enemies. You may spend an adittional AP to be able to target 1 more person. Damage stays the same however.
*Focus Energy- 350 chips (2AP) Sacrifice x amount of Mp to gain a equal ammount in attack next round. You must sacrifice atleast 3 Mp to activate this. And you can only sacrifice as much Mp as you have points in attack. Please not that the attack bonus lasts for the rest of combat. If you use Focus Energy again, this just replaces your last bonus, whether it was better or worse. Also, these extra points in attack are immediatly dispelled when your attack score decreases. You cannot use Mp from the party-pool. You may pay an additional 1 AP every turn after, to keep the bonus
Shaman's Spire-Spells-
*Stun bolt- Costs 450 chips.
Ritual of the Blood- Costs 400 chips. (3Mp, 5+ Hp) You may boost your magic stat by sacrificing Hp. The ammount boosted is equal to the ammount sacrificed. The Hp sacrificed must be equal, or greater than 5, and you cannot sacrifice Hp you will lose or gain this round. Also, you can only sacrifice an ammount of Hp equal or less than your magic score. Repeated castings only replace the bonus, they do not stack.
Frost Impalement- Costs 350 chips. (2Mp, 2Ap) Deals damage equal to your magic score plus your attack score, x2. This can only be used on one opponent. This is blocked by defense and combat dice, but also resistance to magic and resistance to attack. Magic shield has 1/2 of the effect. This is a spell, and does magic damage. All abillites, actions, or spells that are not mentioned here, count this as magic damage from a spell.
((ie. Vindictive magic works, but Vindictive attack doesn't.))
Essense-Cannon Costs 400 chips. (3Mp 5+Hp) Deal magic damage to one opponent equal to triple your magic stat, plus 2 extra magic damage for every Hp you sacrifice to activate this spell. You must sacrifice Hp equal or greater than 5, however, you cannot sacrifice Hp you will heal/regenerate, or Hp you lose from damage. You may only sacrifice up to your magic stat in Hp at one time.
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Posted: Tue Dec 18, 2007 9:46 pm
Alright, let's finish this. random mistakes Team damage/Stat based Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based. item: tribal-bond: E2, allows user to spend 4Ap and 4Mp to transform into a vicous Dire-wolf (+3 to attack, +3 combat dice, and 10 temporary Hp), or a cunning lycan (+3 to magic, +3 combat dice, and 10 temporary Hp). Please note that this can only be done once per engagement. When the tribal bond is equiped, you take 4 extra unblockable damage when struck by a silver weapon. Transforming adds the status effect, 'Lycanthropy', and can be removed by stat removal abillities 50% of the time. Changing to the other form while in the opposite transfomation takes 2Ap and Mp regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY. Make: Status effect items, stat boosting actions/spells This is fine. random mistakes Bonus skill: Lycan's Regeneration: FREE UPON MEMBERSHIP. Regenerate 3Hp every round. When you are dealt silver damage, the regeneration is stopped for that round, and you cannot heal that damage any possible way, until combat is over. You may invest an additional 2CP increase the regeneration per round by an extra 3 for every extra purchace. You may only upgrade this skill 5 times This is fine. random mistakes Purchasable Skills: Pack Instinct: CP3. When you activate a team attack on one or more opponents, you gain an attack boost on that target equal to 4 times the number of purchases. This is only shared by members of the clan. More than one team attack does not add another bonus. Can only be tooken once. This should say: Pack Instinct: CP3. When you activate a team attack on one or more opponents, you gain an attack boost on that target of +4. This bonus is only shared by members of the clan. More than one team attack does not add another bonus. random mistakes Fernis-crippler: CP2. Once every combat engagement, you may give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'lycanthropy'. This is fine. random mistakes Mental Mastery: CP3. When transformed, the stat gains are increased by 3 every time you purchased this skill. The temporary health gain is also increased by 10 for each purchase. Max purchase times: 3. This is fine. random mistakes Spiritual Mastery: CP3. Cut the AP and MP price of transformation by one each. You may only take this skill once. This is fine. random mistakes Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. They are not too concerned of outsiders, but will give them limited acess to the clan unless they join. Feral were-wolves are tooken in by this clan. Any character who utilises the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order. Of course... The yearly 'negotiating' with the nearby village kind is it's own reward.
Great set up. This is, of course, fine. random mistakes ~+~ Organization Wares *Puchasable by outsiders (non-lycanthropes who know of this place) Town Alchemist-Consumables/Poisions- Wolf-bane- 100 chips. Spend 1 AP to use on lycanthropic enemies to force opponent out of Lycanthropy. 100% for minor. 50% for characters and luitenants, 25% for bosses. This really doesn't need an AP cost, because of it's limited purpose. Everything else is fine. random mistakes Forgery-Items- *Greatsword- 500 Chips E5. +5 attack *Halbert- 550 Chips E5. +2 Attack, effect: whiplash. Ring of Foresight- 350 Chips E1. This is fine. random mistakes Guard House-Actions- *Pounce - Costs 350 chips((If Fargore allows... Due to the point brought up by DM acolyte Menvra. Still, it's really were-wolf-ey)) Whirlwind slash- 350 chips. (3 AP) Deal special damage equal to x3 your attack score, divided how you wish, to a total of 3 enemies. You may spend an adittional AP to be able to target 1 more person. Damage stays the same however. *Focus Energy- 350 chips (2AP) Sacrifice x amount of Mp to gain a equal ammount in attack next round. You must sacrifice atleast 3 Mp to activate this. And you can only sacrifice as much Mp as you have points in attack. Please not that the attack bonus lasts for the rest of combat. If you use Focus Energy again, this just replaces your last bonus, whether it was better or worse. Also, these extra points in attack are immediatly dispelled when your attack score decreases. You cannot use Mp from the party-pool. You may pay an additional 1 AP every turn after, to keep the bonus This should read: *Focus Energy- 350 chips (2AP) Sacrifice X amount of Mp to gain a equal amount in attack next round. You must sacrifice at least 3 Mp to activate this. You may pay an additional 1 AP every turn after, to keep the bonus. And you can only sacrifice as much Mp as you have points in attack. If you use Focus Energy again, this just replaces your last bonus, whether it was better or worse. Also, these extra points in attack are immediately dispelled when your attack score decreases. You cannot use Mp from the party-pool. random mistakes Shaman's Spire-Spells- *Stun bolt- Costs 450 chips. Ritual of the Blood- Costs 400 chips. (3Mp, 5+ Hp) You may boost your magic stat by sacrificing Hp. The ammount boosted is equal to the ammount sacrificed. The Hp sacrificed must be equal, or greater than 5, and you cannot sacrifice Hp you will lose or gain this round. Also, you can only sacrifice an ammount of Hp equal or less than your magic score. Repeated castings only replace the bonus, they do not stack. Frost Impalement- Costs 350 chips. (2Mp, 2Ap) Deals damage equal to your magic score plus your attack score, x2. This can only be used on one opponent. This is blocked by defense and combat dice, but also resistance to magic and resistance to attack. Magic shield has 1/2 of the effect. This is a spell, and does magic damage. All abilites, actions, or spells that are not mentioned here, count this as magic damage from a spell. ((ie. Vindictive magic works, but Vindictive attack doesn't.)) Essense-Cannon Costs 400 chips. (3Mp 5+Hp) Deal magic damage to one opponent equal to triple your magic stat, plus 2 extra magic damage for every Hp you sacrifice to activate this spell. You must sacrifice Hp equal or greater than 5, however, you cannot sacrifice Hp you will heal/regenerate, or Hp you lose from damage. You may only sacrifice up to your magic stat in Hp at one time. Other than the minor changes, this Organization is pretty much done. You shold be able to make your final submssion, once the corrections are done.
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Posted: Wed Dec 19, 2007 8:41 pm
((Silver weapons would probably be sold in more common special locations... And I like what Master of Gladiators said: An item with an extra cost added... Or something like that)) ((And hope-fully free of idiotic mistakes, and that kind of random troubles))
Team damage/Stat based
Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based. item: tribal-bond: E2, allows user to spend 4Ap and 4Mp to transform into a vicous Dire-wolf (+3 to attack, +3 combat dice, and 10 temporary Hp), or a cunning lycan (+3 to magic, +3 combat dice, and 10 temporary Hp). Please note that this can only be done once per engagement. When the tribal bond is equiped, you take 4 extra unblockable damage when struck by a silver weapon. Transforming adds the status effect, 'Lycanthropy', and can be removed by stat removal abillities 50% of the time. Changing to the other form while in the opposite transfomation takes 2Ap and Mp regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY. Make: Status effect items, stat boosting actions/spells
Bonus skill: Lycan's Regeneration: FREE UPON MEMBERSHIP. Regenerate 3Hp every round. When you are dealt silver damage, the regeneration is stopped for that round, and you cannot heal that damage any possible way, until combat is over. You may invest an additional 2CP increase the regeneration per round by an extra 3 for every extra purchace. You may only upgrade this skill 5 times
Purchasable Skills:
Pack Instinct: CP3. When you activate a team attack on one or more opponents, you gain an attack boost on that target of +4. This bonus is only shared by members of the clan. More than one team attack does not add another bonus.
Fernis-crippler: CP2. Once every combat engagement, you may give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'lycanthropy'.
Mental Mastery: CP3. When transformed, the stat gains are increased by 3 every time you purchased this skill. The temporary health gain is also increased by 10 for each purchase. Max purchase times: 3.
Spiritual Mastery: CP3. Cut the AP and MP price of transformation by one each. You may only take this skill once.
Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. They are not too concerned of outsiders, but will give them limited acess to the clan unless they join. Feral were-wolves are tooken in by this clan. Any character who utilises the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order. Of course... The yearly 'negotiating' with the nearby village kind is it's own reward.
~+~ Organization Wares
*Puchasable by outsiders (non-lycanthropes who know of this place)
Town Alchemist-Consumables/Poisions-
Wolf-bane- 100 chips. Use on lycanthropic enemies to force opponent out of Lycanthropy. 100% for minor. 50% for characters and luitenants, 25% for bosses.
Forgery-Items-
*Greatsword- 500 Chips E5. +5 attack
*Halbert- 550 Chips E5. +2 Attack, effect: whiplash.
Ring of Foresight- 350 Chips E1.
Guard House-Actions-
*Pounce - Costs 350 chips((If Fargore allows... Due to the point brought up by DM acolyte Menvra. Still, it's really were-wolf-ey))
Whirlwind slash- 350 chips. (3 AP) Deal special damage equal to x3 your attack score, divided how you wish, to a total of 3 enemies. You may spend an adittional AP to be able to target 1 more person. Damage stays the same however.
*Focus Energy- 350 chips (2AP) Sacrifice X amount of Mp to gain a equal amount in attack next round. You must sacrifice at least 3 Mp to activate this. You may pay an additional 1 AP every turn after, to keep the bonus. And you can only sacrifice as much Mp as you have points in attack. If you use Focus Energy again, this just replaces your last bonus, whether it was better or worse. Also, these extra points in attack are immediately dispelled when your attack score decreases. You cannot use Mp from the party-pool.
Shaman's Spire-Spells-
*Stun bolt- Costs 450 chips.
Ritual of the Blood- Costs 400 chips. (3Mp, 5+ Hp) You may boost your magic stat by sacrificing Hp. The ammount boosted is equal to the ammount sacrificed. The Hp sacrificed must be equal, or greater than 5, and you cannot sacrifice Hp you will lose or gain this round. Also, you can only sacrifice an ammount of Hp equal or less than your magic score. Repeated castings only replace the bonus, they do not stack.
Frost Impalement- Costs 350 chips. (2Mp, 2Ap) Deals damage equal to your magic score plus your attack score, x2. This can only be used on one opponent. This is blocked by defense and combat dice, but also resistance to magic and resistance to attack. Magic shield has 1/2 of the effect. This is a spell, and does magic damage. All abillites, actions, or spells that are not mentioned here, count this as magic damage from a spell.
((ie. Vindictive magic works, but Vindictive attack doesn't.))
Essense-Cannon Costs 400 chips. (3Mp 5+Hp) Deal magic damage to one opponent equal to triple your magic stat, plus 2 extra magic damage for every Hp you sacrifice to activate this spell. You must sacrifice Hp equal or greater than 5, however, you cannot sacrifice Hp you will heal/regenerate, or Hp you lose from damage. You may only sacrifice up to your magic stat in Hp at one time.
((There...))
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Posted: Wed Dec 19, 2007 9:39 pm
Fimbult Wolf-clan: Holds the key of the Pack. Status effect and team attack based.
Item: Tribal-Band: E2 Allows user to spend 4AP and 4MP to transform into a vicious Dire-wolf (+3 to attack, +3 combat dice, and 10 temporary HP), or a cunning Lycan (+3 to magic, +3 combat dice, and 10 temporary HP). Please note that this can only be done once per engagement. Transforming adds the status effect, 'Lycanthropy', and can be removed by stat removal abilities 50% of the time. Changing to the other form while in the opposite transformation takes 2AP and 2MP regardless of skills. Transforming is treated like an action for the purpose of STUNS ONLY.
Make: Status effect items, stat boosting actions/spells
Bonus skill: Lycan's Regeneration: FREE UPON MEMBERSHIP. Regenerate 3HP every round. When you are dealt silver damage, the regeneration is stopped for that round, and you cannot heal that damage any possible way, until combat is over. You may invest an additional 2CP to increase the regeneration per round by an extra 3 for every extra purchase. You may only upgrade this skill 4 times, to a Max of 5 Ranks.
Purchasable Skills:
Pack Instinct: CP3. When you activate a team attack on one or more opponents, you gain an attack boost on that target of +4. This bonus is only shared by members of the clan. More than one team attack does not add another bonus.
Fenris-crippler: CP2. Once every combat engagement, you may give the status effect: 'Crippled', to any opponent. The strength of the status effect is equal to 2 stat damage, for every time you purchase this skill. You may select either attack, defense, combat dice, or magic. You may only take this skill 3 times in total. May only be used in 'Lycanthropy'.
Mental Mastery: CP3. When transformed, the stat gains are increased by 3 every time you purchased this skill. The temporary health gain is also increased by 10 for each purchase. Max purchase times: 3.
Spiritual Mastery: CP3. Cut the AP and MP price of transformation by one each. You may only take this skill once.
Far within the silent woods of Miyr, is a place many residence call Howler's lake. This abandoned lake-side community is now home to an all were-wolf population. And while they look like normal, decent folk, they are in fact, more than capable in combat. They are not too concerned of outsiders, but will give them limited access to the clan unless they join. Feral were-wolves are taken in by this clan. Any character who utilizes the strength in numbers... And a slight... 'Physical Advantage'; should consider joining. And while they are not the terror-striking fiends the folklore makes them out to be, they are still capable fighters and mages who take to the were-form to help in their crusades against all opposing natural order. Of course... The yearly 'negotiating' with the nearby village is it's own reward.
~+~ Organization Wares
*Purchasable by outsiders (non-lycanthropes who know of this place)
Town Alchemist-Consumables/Poisons-
Wolf-bane- 100 chips. Use on lycanthropic enemies to force opponent out of Lycanthropy. 100% for minor. 50% for characters and lieutenants, 25% for bosses.
Forge -Items-
*Great sword- 500 Chips E5. +5 attack
*Halberd- 550 Chips E5. +2 Attack, effect: whiplash.
Ring of Foresight- 350 Chips E1.
Guard House -Actions-
*Pounce - Costs 350 chips
Whirlwind slash- 350 chips. (3 AP) Deal special damage equal to x3 your attack score, divided how you wish, to a maximum of 3 enemies. You may spend an additional AP to be able to target 1 more person. Damage stays the same however.
*Focus Energy- 350 chips (2AP) Sacrifice X amount of MP to gain a equal amount in attack next round. You must sacrifice at least 3 MP to activate this. You may pay an additional 1 AP every turn after, to keep the bonus. And you can only sacrifice as much MP as you have points in attack. If you use Focus Energy again, this just replaces your last bonus, whether it was better or worse. Also, these extra points in attack are immediately dispelled when your attack score decreases. You cannot use MP from the party-pool.
Shaman's Spire -Spells-
Ritual of the Blood- Costs 400 chips. (3MP, 5+ HP) You may boost your magic stat by sacrificing HP. The amount boosted is equal to the amount sacrificed. The HP sacrificed must be equal, or greater than 5, and you cannot sacrifice HP you will lose or gain this round. Also, you can only sacrifice an amount of HP equal or less than your magic score. Repeated castings only replace the bonus, they do not stack.
Frost Impalement- Costs 350 chips. (2MP, 2AP) Deals damage equal to your magic score plus your attack score, x2. This can only be used on one opponent. This is blocked by defense and combat dice, but also resistance to magic and resistance to attack. Magic shield has 1/2 of the effect. This is a spell, and does magic damage. All abilities, actions, or spells that are not mentioned here, count this as magic damage from a spell.
((ie. Vindictive magic works, but Vindictive attack doesn't.))
Essence-Cannon Costs 400 chips. (3MP, 5+HP) Deal magic damage to one opponent equal to triple your magic stat, plus 2 extra magic damage for every HP you sacrifice to activate this spell. You must sacrifice HP equal or greater than 5, however, you cannot sacrifice HP you will heal/regenerate, or HP you lose from damage. You may only sacrifice up to your magic stat in HP at one time.
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