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The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat. 

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Theprettiestorc

Dapper Capitalist

3,800 Points
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PostPosted: Sun Feb 24, 2008 2:32 pm


Character name: Clendyx
Attack: 0 [+4]
Defense: 0 [+1]
Combat Dice: 5d4 [8]
Magic: 0
Life: 30 (6)
Equip: 5
Abilities: Fast Actor, Special Attack [1]
Items: B*****d sword(broadsword)[400], Buckler[100]
Spells: N/A
Actions: Stunning Blow[100], Defensive Hold[200], Power Up[200]
Money: 0
PostPosted: Sun Feb 24, 2008 8:26 pm


Character name: Arayl
Attack: 3
Defense: 3
Combat Dice: 1d8 (3)
Magic: 2
Life: 25 (5)
Equip: 4
Abilities: Regeneration, Tough to Handle
Items: Short Sword (100), Buckler (100), Apprentice's Amulet (100), Potion of Healing x2 (100)
Spells: Lesser Heal (100), Singe (100)
Actions: Defensive Hold (200), Kick (200)
Money: 0 chips

Arayl

2,250 Points
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Master of Gladiators

PostPosted: Sun Feb 24, 2008 10:20 pm


veinkiller
Character name: Varnis Locust
Attack: 3 (+2)
Defense: 4 (+2)
Combat Dice: 1d12 (4)
Magic: 0
Life: 30 (6)
Equip: 4
Abilities: Regeneration (2)
Items: Short Sword (200), Shield (200)
Spells: N/A
Actions: Shield Bash (100), Taunt (100), Smash (100), Defensive Hold, (200)
Money: 100

((I hope this is correct.))
Looks like you have spent 23/24 CP. So you have 1 CP left to spend. Everything else looks fine though.
PostPosted: Sun Feb 24, 2008 10:25 pm


The Real Clendyx
Character name: Clendyx
Attack: 0 [+4]
Defense: 0 [+1]
Combat Dice: 5d4 [8]
Magic: 0
Life: 30 (6)
Equip: 5
Abilities: Fast Actor, Special Attack [1]
Items: B*****d sword(broadsword)[400], Buckler[100]
Spells: N/A
Actions: Stunning Blow[100], Defensive Hold[200], Power Up[200]
Money: 0
Approved.

Master of Gladiators


Master of Gladiators

PostPosted: Sun Feb 24, 2008 10:28 pm


Arayl
Character name: Arayl
Attack: 3
Defense: 3
Combat Dice: 1d8 (3)
Magic: 2
Life: 25 (5)
Equip: 4
Abilities: Regeneration, Tough to Handle
Items: Short Sword (100), Buckler (100), Apprentice's Amulet (100), Potion of Healing x2 (100)
Spells: Lesser Heal (100), Fireball (300)
Actions: Defensive Hold (200)
Money: 0 chips
In order to use the spell Fireball, you need a minimum of 3 Magic to cast it. Without the Action: "Power Up", this would make the spell useless to you. are you sure you want to purchase it for this character?
PostPosted: Sun Feb 24, 2008 10:35 pm


Master of Gladiators
veinkiller
Character name: Varnis Locust
Attack: 4 (+2)
Defense: 4 (+2)
Combat Dice: 1d12 (4)
Magic: 0
Life: 30 (6)
Equip: 4
Abilities: Regeneration (2)
Items: Short Sword (200), Shield (200)
Spells: N/A
Actions: Shield Bash (100), Taunt (100), Smash (100), Defensive Hold, (200)
Money: 100

((I hope this is correct.))
Looks like you have spent 23/24 CP. So you have 1 CP left to spend. Everything else looks fine though.


There, it has been fixed.

veinkiller123456789


Theprettiestorc

Dapper Capitalist

3,800 Points
  • Brandisher 100
  • Hygienic 200
  • Risky Lifestyle 100
PostPosted: Mon Feb 25, 2008 3:50 pm


Master of Gladiators
The Real Clendyx
Character name: Clendyx
Attack: 0 [+4]
Defense: 0 [+1]
Combat Dice: 5d4 [8]
Magic: 0
Life: 30 (6)
Equip: 5
Abilities: Fast Actor, Special Attack [1]
Items: B*****d sword(broadsword)[400], Buckler[100]
Spells: N/A
Actions: Stunning Blow[100], Defensive Hold[200], Power Up[200]
Money: 0

Approved.

Thanks.
PostPosted: Mon Feb 25, 2008 4:14 pm


veinkiller
Master of Gladiators
veinkiller
Character name: Varnis Locust
Attack: 4 (+2)
Defense: 4 (+2)
Combat Dice: 1d12 (4)
Magic: 0
Life: 30 (6)
Equip: 4
Abilities: Regeneration (2)
Items: Short Sword (200), Shield (200)
Spells: N/A
Actions: Shield Bash (100), Taunt (100), Smash (100), Defensive Hold, (200)
Money: 100

((I hope this is correct.))
Looks like you have spent 23/24 CP. So you have 1 CP left to spend. Everything else looks fine though.


There, it has been fixed.
Approved.

Master of Gladiators


veinkiller123456789

PostPosted: Mon Feb 25, 2008 4:41 pm


Master of Gladiators
veinkiller
Master of Gladiators
veinkiller
Character name: Varnis Locust
Attack: 4 (+2)
Defense: 4 (+2)
Combat Dice: 1d12 (4)
Magic: 0
Life: 30 (6)
Equip: 4
Abilities: Regeneration (2)
Items: Short Sword (200), Shield (200)
Spells: N/A
Actions: Shield Bash (100), Taunt (100), Smash (100), Defensive Hold, (200)
Money: 100

((I hope this is correct.))
Looks like you have spent 23/24 CP. So you have 1 CP left to spend. Everything else looks fine though.


There, it has been fixed.
Approved.

Thanks... Now I need to learn how to start.
PostPosted: Tue Feb 26, 2008 10:36 pm


Arayl
Character name: Arayl
Attack: 3
Defense: 3
Combat Dice: 1d8 (3)
Magic: 2
Life: 25 (5)
Equip: 4
Abilities: Regeneration, Tough to Handle
Items: Short Sword (100), Buckler (100), Apprentice's Amulet (100), Potion of Healing x2 (100)
Spells: Lesser Heal (100), Singe (100)
Actions: Defensive Hold (200), Kick (200)
Money: 0 chips

I swapped fireball for singe and bought kick with the 200 chips that were left over after the swap.

Arayl

2,250 Points
  • Signature Look 250
  • Dressed Up 200
  • Forum Dabbler 200

Master of Gladiators

PostPosted: Wed Feb 27, 2008 4:00 pm


Arayl
Arayl
Character name: Arayl
Attack: 3
Defense: 3
Combat Dice: 1d8 (3)
Magic: 2
Life: 25 (5)
Equip: 4
Abilities: Regeneration, Tough to Handle
Items: Short Sword (100), Buckler (100), Apprentice's Amulet (100), Potion of Healing x2 (100)
Spells: Lesser Heal (100), Singe (100)
Actions: Defensive Hold (200), Kick (200)
Money: 0 chips

I swapped fireball for singe and bought kick with the 200 chips that were left over after the swap.
Somehow I missed the Apprentice Amulet purchase, which would cover the MP requirement for Fireball. Do you prefer the old version or the new version of Arayl? Sorry for the mistake, I didn't mean to jerk you around like this intentionally.
PostPosted: Thu Feb 28, 2008 7:42 pm


I'll stick with the new version.

Arayl

2,250 Points
  • Signature Look 250
  • Dressed Up 200
  • Forum Dabbler 200

zaros100

PostPosted: Sun Mar 02, 2008 3:16 pm


Character name: flare [24]
Attack: 4
Defense: 0
Combat Dice: 1d3 (1)
Magic: 4
Life: 20 (4)
Equip: 2
Abilities:Fast Caster (4), Speedy Magic (2), Summoner(3) [[A zombie-gaurd with stats=9, 2 attack, 4 defence, 1d3 (1) combat dice, 10 (2) life]]
Items:Conjurer's Amulet
chips:0
Spells: Fireball, Heal, energy-burst
Actions: Gaurd
PostPosted: Mon Mar 03, 2008 8:58 am


superflame107
Character name: flare [24]
Attack: 4
Defense: 0
Combat Dice: 1d3 (1)
Magic: 4
Life: 20 (4)
Equip: 2
Abilities:Fast Caster (4), Speedy Magic (2), Summoner(3) [[A zombie-gaurd with stats=9, 2 attack, 4 defence, 1d3 (1) combat dice, 10 (2) life]]
Items:Conjurer's Amulet
chips:0
Spells: Fireball, Heal, energy-burst
Actions: Gaurd
you currently have 1200 chips worth of Equipment, Actions, and Spells. You are limited to 1000. Please make the appropriate correction.

Master of Gladiators


Lost Child Maigo

PostPosted: Thu Mar 06, 2008 12:32 am


Character name: Maigo of Ironshield
Attack: 1
Defense: 1
Combat Dice: 1d6 (2)
Magic: 6
Life: 20 (4)
Equip: 0
Abilities: Fast Caster (4), Summoner (6) [An Iron Golem with stats=18, 0 Attack, 2 Defense, 0 Combat Dice, 30 Life (6 points), True Guardian (5), Regeneration (2), Resistance-Magic (1), Resistance-Attack (1), Resistance-Special (1)]
Items: Elixir of Magic (x2)
Spells: Fireball (3MP), Over Blast (3MP)
Actions: Power Up (2AP)
Money: 100 Chips

I think I did this right.

Does anyone know if I can improve my Summoner Ability as I go up in level? I couldn't find the information about that anywhere else.
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