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Posted: Sun Jun 01, 2008 7:15 pm
humm, getting a rank of regeneration for other's tokens seams like a bit much. How about instead of for every token, how about for every creature under your controll? It would be nice for beast-masters, people with lots of token options, someone with the spawn ability, or anyone with the capibilities of controlling multipul minions.
Though this might be a little too powerful for RPS. If you think about it, all summoners would gain rank 1 regeneration from this, and by essence, 2 ranks, because they'd be able to toss out a token with ease.
But at the same time, that's really only 2cp (regen rank 2) and your skill costs 3 cp.
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Posted: Mon Jun 09, 2008 11:53 pm
Recovery (1 CP): Whenever you are dealt damage by a specified damage source (attack, magic, or special), regenerate 2 HP per rank in this ability, per damage source after you have taken all the damage you will take that round.
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Posted: Wed Jun 11, 2008 6:12 pm
Kaihatsu Recovery (1 CP): Whenever you are dealt damage by a specified damage source (attack, magic, or special), regenerate 2 HP per rank in this ability, per damage source after you have taken all the damage you will take that round. So a restorative version of the Resistance/Vindictive abilities... I can see where you are going, but over-all, restoring abilities, powers and skills are only half as effective as damage-dealing abilities. I could see this as a posibility, thought it would have to be changed to: Recovery (1 CP): Once a round, whenever you are delt damage by a specific type of damage (Attack, Magic, Special) regenerate 2 hp, per point you have invested into this ability, and the end of the round. From what I have herd, Vindictive is a damage ability, so it works per attack, spells, or special dealt. Resistance though, a defensive ability, negates the damage once. So this ability would only restore health once, per type of damage, and only at the end of the combat round. This way, if you had 15 points in this ability, 5 for atk, 5 for mag, and 5 for special, and you were hit by, lets say Fury, should he return to life, by a spell, an action, and his special, you'd heal 30 life, but only if you survived. In the instance of fighting someone like Vincent, with the above points in recovery, you'd only heal 20, after he attacked you with his 2 atks, and his special attack. 10 from the first atk, 0 from the second, and 10 from his smash. Though in that case, you'd lose about 36 life before recovery kicked in.
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Posted: Fri Jul 25, 2008 10:27 pm
It's that time again! Enter your favorite ability that you wish to see introduced into RPS and it has a chance to become a reality in RPS! But don't delay, enter it quickly! The deadline is August 6th is the deadline for all submittions and voting will begin on the 9th! Enter soon...you never know. Your ability could become a reality. If you win, you will actually RECIEVE your submittion! So come and try! Only one submittion per user, though!
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Posted: Wed Aug 06, 2008 1:45 am
Piercing Spell (1cp)- select a spell you wish to put a point into, when casting that spell it is 25% harder to stun.
or...
Overpowering spells (2cp)- Makes spells 25% harder to stun.
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Posted: Thu Aug 07, 2008 11:13 am
Homonculous: Xcp Create a pet who's stats are x times 2. Creature acts like a standard pet, but if the Homonculous dies, the caster loses hp based on the creatuer's CP cost. (the cp of the minion) Cp spent can not equal more than your Life Stat. (in my case, I could get a 3cp minion, with 6 points in stats) Can only be bought once, can not have Homonculous and Pet/Tamer/Tamer+ abilities.
Basically a pet with several draw-backs; First, you take damage when/if it dies, and I'm going to add that it dies when you do (unlike the tourney pets that stay around, this will be more like a summon, but it can equip items, and use actions and spells) and this "pet" is your only minion/creature, etc, since you are not allowed to take this if you have pet/tamer/tamer+, and vice versa, though I think FARGORE might allow totally removing one for the other. Thirdly, you have to spend 2 points per stats for this, once it equals your life total, since you can't go past you life.
For me, I could spend 4 cp into the minion (he'd have stats of 8, but he'd deal 8 damage to me if he died... which is 40% of my health) but I couldn't put 5 cp in untill I increased my life by another point... (I calculated it out, the minion if equal to your life stat always takes 40% when he dies)
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Posted: Tue Aug 19, 2008 7:07 pm
Lich 2CP
User deals 50% more damage with spells, but takes 50% more attack damage. This extra damage does stack with team-attack, but special attacks are not affected.
((Good ol' Lorgren inspired this. May his cursed necromantic corpse rest in torment in the basement of my Anvil home. Mwuahahaha))
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Posted: Wed Aug 20, 2008 6:17 pm
Anticipate 1cp
With this ability, the opponent must always make their battle post first even if they are NPC's. If both parties in the battle have this ability, then they roll a D100 with the highest number rolled indicating the winner. The loser will then have to post first.
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Posted: Thu Aug 21, 2008 12:14 pm
Melee Supremacy 5cp
Whenever your attacked and damaged by a melee attack, on your next turn you may make one extra attack. This damage is calculated after defense combat dice and resistances.
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Posted: Fri Aug 22, 2008 8:16 am
Dark Contract 4Cp You may pick one single action or spell, this may be performed without using up your one action spell use for the turn. Everytime you do this you lose 5 life.
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Posted: Sat Apr 18, 2009 4:27 am
~RESUBMISSION~ Homonculous: Xcp - Create a pet who's stats are x times 2. Creature acts like a standard pet, but if the Homonculous dies, the caster loses hp based on the creatuer's CP cost(the cp of the minion). As an additional cost, you must pay 1 magic stat during the creation. Cp spent can not equal more than your Life Stat. Can only be bought once, can not have Homonculous and Pet/Tamer/Tamer+ abilities.
Basically a pet with several draw-backs; First, you take damage when/if it dies, and I'm going to add that it dies when you do (unlike the tourney pets that stay around, this will be more like a summon, but it can equip items, and use actions and spells) and this "pet" is your only minion/creature, etc, since you are not allowed to take this if you have pet/tamer/tamer+, and vice versa, though I think FARGORE might allow totally removing one for the other. Thirdly, you lose a point in magic to get this minion. Sure in the long run he's handy, but there's the threat that this small thing can take away so much of your life stat.
For me, I could spend 4 cp into the minion (he'd have stats of 8, but he'd deal 8 damage to me if he died... which is 40% of my health) but I couldn't put 5 cp in untill I increased my life by another point...
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Posted: Wed Feb 10, 2010 6:27 pm
Berserk 5cp At the beginning of every round you can choose to, instead of gaining any action points or magic points, gain 1 Frenzy point. Frenzy points can be used each round for one of two effects. >Gain 3 temporary HP for every 1 frenzy point expended. >Gain a +1 to attack for every 3 frenzy points expended. As long as you have even 1 frenzy point you cannot use actions or spells.
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