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

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random mistakes

PostPosted: Sun Jan 13, 2008 9:50 am


-on hold-


Bellamin and Wisp- 3rd Wheel Hybrid
PostPosted: Thu Jan 31, 2008 10:07 pm


-The Templar's Conclave- Holds the key of unity. Warfare based.
Item: Farseeing Helm, E4: +1 Attack, +1 Defense, +1 Combat Dice, +1 Magic
Make: Stat Items

Skills:
Stat Formation, CP2:
For every rank in this ability you and every member of your current party gain +1 of a chosen stat (Attack, Defense, Combat Dice, or Magic). Stat must be chosen at the purchasing of this ability. Limit 3 ranks per stat.
Team Tactics, CP2:
Whenever you roll your combat dice, add 1/4th of that roll round up to each of your party member's combat dice rolls. You may only take this ability once. ((If they didn't roll, they receive nothing.))
Intervene, CP3:
Once per combat you may reduce a chosen base stat (Attack, Defense, Combat Dice, or Magic) on yourself by 2 to give each member of your party a life layer of 10 until the end of combat.
Charge, CP4:
If you do not use an Action or Spell, gain 2 MP an 2 AP next round, instead of the normal 1. Additional ranks increase gain by 1MP and 1 AP. ((Borrowed from AMP. xd ))
Quick Witted, CP4:
You may roll your combat dice for magic, rather than attack or defense, to add 1/2 your roll rounded down to your magic stat for one round of combat. This ability may only be taken once. ((Borrowed from Lurea. xd ))
Rush, CP6:
If at the end of a round of combat an enemy you have dealt damage to has been defeated, that enemy's actions, spells, attacks, and abilities are nullified that round. This ability may only be taken once. ((Additional ranks wouldn't do anything anyway.))

If you fight them thinking they are an army of one, you are highly mistaken. The conclave fights as a single entity and their teams of legendary warriors are prized and spread thin across the continent.
((Even the making of this organization was a team effort. xd ))

Radryn Tiaos


Catseye Lurea

PostPosted: Fri Feb 01, 2008 11:40 pm


To be fair its not borrowing if you change it, but this organization does look...interesting. 4laugh What I'm wondering is with the stat formation how is that designated at the start of a quest or event? Is it just placed in just your starting post, or in their starting posts, or both?
PostPosted: Sun Feb 03, 2008 11:50 am


Catseye Lurea
To be fair its not borrowing if you change it, but this organization does look...interesting. 4laugh What I'm wondering is with the stat formation how is that designated at the start of a quest or event? Is it just placed in just your starting post, or in their starting posts, or both?


It is designated upon selecting the skill from how its worded to me. There are a couple of guild abilities already that do that.

So once you make a selection, it can't be changed.

I think what he's trying to do is have a group of people within this org, where each person selects a different stat, that way, every body gets a boost to all stats, much like the org item, but on a larger scale.

-A M P-


Perrian
Vice Captain

7,050 Points
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PostPosted: Mon Feb 18, 2008 12:00 am


-The flying birds have kidnapped this post for future use-
PostPosted: Fri Mar 21, 2008 4:27 pm


No additional Organizations are required at this time; but please feel free to share your ideas.

Master of Gladiators


Atrus_Legnacra

PostPosted: Thu Apr 24, 2008 2:54 pm


So yea, I've been thinking of how a necromancer-based orginization would work here... This is my idea.

Necromancers Holds the key to the body. Blood and Bone based.
Item: Necromonicon: E2 Special Attacks.
Blood Burn: Spend x hp to deal x damage to target enemy. Max hp spent is equal to magic score. (I can spend 8hp, to deal 8 damage)
Bone Shard: Spend x hp to deal x damage to 1/2 your life stat in enemies. Hp spent is equal to your life score.( I could spend 3 hp, to deal 3 damage to 1.5 enemies... rounded down, i assume, so it would just be 1 enemy)
Can only use the book once a round.

Can make Blood/Bone spells (Blood = Spend hp, Bone based off total life stat.)

Raise Dead: 4cp Once a quest, revive a creature your party has killed. Creature acts as a minion, with "Status Undead" at 1/4 chance to stay alive. Can only be bought 3 times. Can only have one minion at a time.

Blood Burst: 2cp Spend Hp to give a temporary increase to your magic stat. Can only spend as much hp as you have life stat. (25 Hp can spend 5) This can also work to increase your Attack Stat. Bonus lasts 1 turn.

Corpse Explosion: 4cp Spend 4mp to destroy the body of a fallen creature. The cp of the creature is delt as damage, divided evenly amongst the entire battle (both friend and enemy)

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 spent on the skill, not 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.

Bone Wall: 4cp Spend 4mp to turn the body of a fallen enemy into a defensive shield for yourself, and any creatures under your direct controll (Summons, Pets, Minions) Protects 1 points of damage of any kind per point in CP the fallen creature had. (If cast on an imp, it would protect 6 points of damage, If cast on Death, if he appared in a dungeon, it would block 60 points of damage.)
PostPosted: Tue Jul 15, 2008 10:15 am


This is something for things in the RP section like the Order of Magic Preservation. It's a system for player made organizations... Without having to balance new abillities, items, and get people to join/quit then join. It will have none of that because its not a 'DM game mechanic org'*, but a player run group. This will encourage more of these to be made... And if so, could improve community, improve player numbers, and might even give some new event ideas.
((*All I can think of calling in right now >.<))

Here's what I'm thinking. Places like the Order of Magic Preservation, can be special locations created by players after having the idea refined and finalized by a DM. These player run 'factions' as I call them; due to lack of imagination, are like organizations, except instead of taking the 1 org per person slot, and giving abillities/items, these can only give a title, and special location. A player can only be in ONE P.faction. This is to save on confusion of having players in multiple factions; and to stop any faction to abuse the system by having everyone join.

Each little P.faction ((to save typing, I'll abreviate.)) is under their own leadership, and responsible for their own decisions. Each will have to find its own hieriarchy of sorts, and should solve their own problems... A DM should only be alerted if it is serious.

Now, for the new part. Every faction starts off as just a normal RP thread. However, if a P.faction agrees to, it can start using a 'funding' system. This is akin to the currency system, but the faction 'funds' cannot be used for game items UNLESS it was donated AND is allowed by the magority of the P.faction. To start the funding system, the P.faction must have alteast 100 chips, which will be transformed into funds.

To get funds, a P.faction must simply wait. For every member it has, the P.faction gains 5 'funds' per week. These 'funds' cannot be used on players, no matter what. Additionally, players in and out of the faction can donate chips. These are used just like funds, except they can be withdrawn and used on game items BY MAGORITY OF MEMBERS. Trading funds is like trading chips.

A P.faction can spend funds and chips on certain 'licences' as I can only think of calling them right now.

A licence allows the P.faction to do things like run events in the mini-game in the mini-game forum. The reason these are quite expensive, is to allow P.factions to either work with others ((Only the one making the thread needs the licence)), and for the members to work together to get enough funds. Some licences I have thought of are:

Arena licence [200]: Allows PvP tourneys to be created. Prizes cannot be over 500 chip value.

Creature licence [200]: Allows mini-games with NPCs, but NO PvP. Prizes cannot be over 500 chips in value.

City-grant [150]: Gives an extra 5 funds for every member.

City-hall adventuring-board rep [1000]: Allows mini-games with or without PvP, which give out prizes. Prizes must be from the P.faction. Must be over 500 chip value. Gives one player a title akin to 'faction rep', but can be changed depending on the faction's style/wishes.

Faction Regristry [100]: Allows P.faction to gain 5 funds per week per member. If this is bought using chips, then the chips are turned into Funds for the faction to use.

Member Regristry [6]: Allows the P.faction to give one member a title that appears on the character roster. Must be bought again after usage.

A faction is responisble to keep track of their licences and funds... Although one DM will probably be assigned to help keep records.

+~+

((That would probably be me if I'm tooken in as a DM.))

random mistakes


Kowsauni
Crew

PostPosted: Wed Aug 06, 2008 1:54 am


The Elementalists

Organization item: Mark of the Element (1EQ, c3/3)- Use one charge to makes caster's spells unblockable for 1 round.

The elementalists specialize in one particular field of element. Once you pick a school you can no longer take abltities or cast spells of another elemental school.


Schools


Frost (Tanking School)- The frost specialization is for those who wish to do more than just cast spells. A frost elementalist uses the power of ice to defend ones self against attack and freeze its enemies in their place. Includes spells, Chill, Ice Chain, Frost, Call of the Cold, Ice spike, Ice nova, Ice Shield.

Frost Talents

Frost Armor (1cp)- Subtract 1 damage per point in this ability from any attack or damage based item, ability or spell targeted at you. (Max 5)

Chilling Touch (2cp)-Any target you deal damage to with a frost spell loses an attack that round. This counts as a stun effect.

Icy Blood (3cp)- you may use an action and a frost spell each round of combat.

Frozen Will (4cp)- If hp is reduced to zero, have a 50% chance of surviving the round with 1 hp. Can only be taken once.

Frost spells

Chill (1 MP) 100 chips
Deals 3 damage to one target.

Ice Chain (1mp) 100 chips
Use a chain of ice to pull a target to you, forcing them to attack you.

Frost (2 MP) 200 chips
Deals 8 damage to one target.

Call of Cold (2mp)
Redirect any one offensive spell/action or special attack to you instead.

Ice Nova (3MP) 300 chips
Deals 5 damage to 3 different targets.

Ice Shield (1MP) 500 chips
Protect yourself from 1 damage of any type per point of Defense this turn, you may spend and additional mp to resist another point of damage per point of defense (can only spend mp as high as your magic score, max of 5 mp)


Fire (Damage School)- Fire elementalists are destruction incarnate. They use the power of fire to reduce everything to ash around them. Their spells can stop those from coming back to life and even revive themselves. Includes spells Singe, Fireball, Incinerate and Flame burst

Fire Talents

Fire Armor. (4cp)- Deal your magic score in magic damage to anyone who attacks you.

Love of the Flame (1cp)- For each rank in this spell your fire spells cast as if you had 2 more points in magic. (Max 5)

Nothing but Ash (2cp)- your fire spells have a 100 percent chance of granting the release affect.

Spirit of the Phoenix (4cp)- If hp is reduced to zero you have a 50% chance of coming back to life with 100% of your hp, can only work once per combat. (can only be taken once)

Fire spells

Singe (1 MP) 100 chips
Deal 1 damage + 1 per 2 points of Magic (round down) to one enemy.

Fireball (3 MP) 300 chips
Deal 2 damage per point of Magic to any amount of enemies, divided however you wish.

Flame Burst 500 chips
(3 MP): Deal damage equal to your Magic score to each enemy, to a maximum of 1 enemy per 2 points of Magic (max of 5 targets).

Incinerate (4 MP): 600 chips
Deal 3 damage per point of Magic to any amount of enemies, divided however you wish.



Lightening
(Crowd Control School)- the lightening elementalist seeks to keep it enemies confused and stunned, unable to react as he sweeps in to destroy them. Lightening Elementalists attacks are known to be a bit random and are good at dealing damage to all appointments on the field. Includes spells, Shock, Lightening Bolt, Arc Lightning, and Thunder Storm.

Lightening Talents

Lighting Armor (4cp)- Has a 25 % percent chance of paralyzing a target attacking you, rendering them unable to use any attacks, abilities or actions this round. Can only be taken once.

Paralyzing Spells (4 cp)- Any target you deal damage to with a lightening spell loses one action/spell use for this turn. This counts as a stun effect.

Zapping Power. (1cp)- Once per combat your lighting spells may have a 25% more chance to stun. Requires Paralyzing spells. May only be taken once. Does not stack with Enhanced Stun.

Power Surge. (4cp)- Your lighting spells have a 25% chance to deal double magic damage. Can only be taken once.

Lighting Spells

Shock (1MP) 100chips
Deal 1 damage per 2 points of magic to one target. Has a 50% chance of dealing double damage.

Lighting Bolt (2mp)
Deal 2 damage per point of magic to one target. Has a 50% chance of striking and additional target for half damage.

Arc Lightning (3MP): 500 chips
Deal 3 times your magic damage to one enemy. You may pay an additional 1MP to hit another Enemy for 1/3 of the original damage. Max targets obtainable = to magic score.

Thunder Storm. (4MP) 600 chips
Roll combat dice equal to your magic score. You deal magic damage 3 times that number, divided however you wish.
PostPosted: Wed Aug 27, 2008 6:23 pm


Fimbult Clan
Holds the key to primal souls

Organization item:
Lupin's Sanity [1E] You are not under the effects of blood lust when using shapeshift.

The Fimbult Clan is a secluded union of the three most common were-blood lines. This clan is tied to the Druids and usually assists in their job of keeping nature protected from those with less 'care'. Much of their recruitment is by them rescuing ferals; people who've been given lycanthropy by rabid infected animals, or were-wolves which cannot control themelves.

It is a different story for the small minority of people who willingly become were-creatures. For if you are accepted into a blood-line, you are taken in with dignity, respect, and a large festival. They usually gaurentee that doing it this way means your first transformation is much less painfull than a feral one. It isn't. Just remember, that your commitment is almost final; and curing lycanthropy is hard on your wallet as well as your health.


-General- [These can be purchased by any blood-line]

~Actions

Free upon entry- Shapeshift [6 AP/MP mix] You gain +3 in any stat execpt equip and life, a life-layer equal to 10, and the blood-lust* effect.

*Blood-lust: All your attacks, abillities, actions, and spells are randomly targeted. This includes everybody in combat save yourself

~Abillities

Shifter's Mastery [1CP] You gain +2 to the stat boost of Shapeshift. May only be purchased three times.

Primal Regeneration [2CP] Regenerate 1 HP out of Shapeshift. Any round you are in Shapeshift, you regenerate 4 HP per rank instead.

Lycan's Mastery [1 CP] You gain a seperate +3 statboost when shapeshifted. This is not affected by Shifter's Mastery and can be placed in the same stats as the primary one.

Lycan's Armor [1 CP +1 CP per rank] Your life-layer gain is increased by 10 for every rank in this skill. You may purchase this twice

-Skoll's Lineage- [Blood-line only specials focus on defensive]

Primal Resistance [1CP] Resist 1 point of damage from a specified source [Attack, Magic, Special]. When shapeshifted, you resist 3 points per rank.

Skoll's Gift [4CP] Once per quest per rank, if you are lowered to zero or less HP, you survive the round with 1 HP. Counts as an endurance effect. Does not work if the finishing damage is delt with silver effects. May only be purchased twice.

Skoll's Primal Blood [3CP] Choose one damage source [Attack, Magic, Special]. When any enemy hits you with that damage when shapeshifted, you take only half damage. May only be purchased once.

350 chips- Skoll's Armor [3 AP] Boosts your defense by 6. Does not stack with power up.

-Managarn's Lineage- [Blood-line only specials focus on support]

Soul's Rage [3CP] When you are at 1/2 of your total HP or below while shapeshifted, increase your magic score by 50%. The bonus disappears once you are healed over 50% health.

Mana's Shield [2CP] All spell-based stun effects targeted to your allies have a -25% to work while you are shapeshifted. Does not stack with stun defense.

200 Chips- Energize [2MP] When you cast this spell, sacrifice any ammount of AP or MP up to your 1/3 magic score round down. One ally of your choice gains MP or AP equal to half of ammount sacrificed. You may spend an additional 1 MP to place these points into the party-pool.

100 Chips- Pass [1MP] Gives any ally all positive effects affecting you. The effects last for their remaining duration. Any effects using the target's abillity scores use your ally's stats for calculations.

350 chips- Summon Spirit [3MP] Summons a spirit which gains MP like a normal monster. You cannot have both spirit and summon out at the same time. The spirit is instantly destroyed if you are defeated or you use your summon. You must wait until next combat to resummon the spirit.
[Spirit {18}. A- 0, D- 2, Cd- 0, M- 2, L- 20 [4], Abillities: Fast Caster [4], Magic shieldx3 [6], Spells: Stunbolt]

-Fernisulr's Lineage- [Blood-line only specials focus on HP for Attack]

Primal Wrath [1CP] Everytime you are dealt 10 damage by an opponent, you gain +1 to your attack score. Lasts until end of combat. Every additional rank increases the bonus by 1.

Primal Fury [1CP] Once per combat per rank, you may sacrifice 5 HP to attack again. You cannot sacrifice HP gained or lost this round, and cannot bring yourself lower than 50% health. May only be purchased a maximum of three times.

Primal Rage [3CP] When you are at 1/2 of your total HP or below while shapeshifted, increase your attack score by 50%. The bonus disappears once you are healed over 50% health.

350 chips- Fernrir's Brutality [3 AP] Choose one opponent you have attacked this round and decrease one of their stat of your choosing (Attack, Defense, Combat Dice, or Magic) by 4 for the rest of this battle. Counts as a stun. This chance increases 25% when you are at 50% health and shapeshifted, but does not stack with enhanced stun.

~+~

*PS: Silver weapons will be something like:

Silver Claymore [4E] 1/2 of your attack damage ignores all regeneration, primal damage reduction, and healing abillities and spells if it is dealt on a shapeshifted opponent. Damage cannot be healed until next combat. All life prolonging effects ((ie status undead)) work like normal.

Silver dagger [1E] would be only 1 point of attack damage

Silver shortsword [2E] Would be 2 points

Silver longsword [3E] Would be 1/4

While magic based items would be:

Silver Charm [3E] 1/4 of your magic damage ignores all regeneration, damage reduction, and healing abillities and spells if it is dealt on a shapeshifted opponent. Damage cannot be healed until next combat. All non-werewolf life prolonging effects ((ie status undead)) work like normal.

random mistakes


Kowsauni
Crew

PostPosted: Sun Apr 12, 2009 6:35 pm


((Ok, here is the Elementalist Organization Retooled. I pretty much redid the lighting school. I like the theme it has now. ))

The Elementalists

Organization item: Mark of the Element (1EQ, c3/3)- Use one charge to makes a caster's spell unblockable for 1 round.

The elementalists specialize in one particular field of element. Once you pick a school you can no longer take abilities or cast spells of another elemental school.


Schools


School of Frost (Tanking School)- The frost specialization is for those who wish to do more than just cast spells. A frost elementalist uses the power of ice to defend ones self against attack and freeze its enemies in their place. Frost spells Include Chill, Ice Chain, Frost, Call of the Cold, Ice spike, Ice nova, Ice Shield.

Frost Talents

Frost Armor (1cp)- Subtract 1 damage per point in this ability from any attack or damage based item, ability or spell targeted at you. (Max 5)

Chilling Touch (2cp)-Any target you deal damage to with a frost spell loses an attack that round. This counts as a stun effect.

Icy Blood (3cp)- you may use an action and a frost spell each round of combat.

Frozen Will (4cp)- If hp is reduced to zero, have a 50% chance of surviving the round with 1 hp. Can only be taken once.

Frost spells

Chill (1 MP) 100 chips
Deals 3 damage to one target.

Ice Chain (1MP) 100 chips
Use a chain of ice to pull a target to you, forcing them to attack you.

Frost (2 MP) 200 chips
Deals 8 damage to one target.

Call of Cold (2MP) 200 chips
Redirect any one offensive spell/action or special attack to you instead.

Ice Nova (3MP) 300 chips
Deals 5 damage to 3 different targets.

Ice Shield (1MP) 500 chips
Protect yourself from 1 damage of any type per point of Defense this turn, you may spend and additional mp to resist another point of damage per point of defense (can only spend mp as high as your magic score, max of 5 mp)


School of Fire ( AoE Damage School)- Fire elementalists are destruction incarnate. They use the power of fire to reduce everything to ash around them. Their spells specialize in doing damage to all opponents on the field. Fire spells Include Singe, Burn, Fireball, Incinerate and Flame burst, and Armageddon

Fire Talents

Fire Armor. (4cp)- Deal your magic score in magic damage to anyone who attacks you.

Love of the Flame (1cp)- For each rank in this ability your fire spells cast as if you had 2 more points in magic. This spell can only be taken once for every two points you have in magic. (Max 5)

Overpowering Heat (2cp)- your fire spells are 25% percent harder to stun.

Spirit of the Phoenix (4cp)- If hp is reduced to zero you have a 50% chance of coming back to life with 100% of your hp, can only work once per combat. (can only be taken once)

Fire spells

Singe (1 MP) 100 chips
Deal 1 damage + 1 per 2 points of Magic (round down) to one enemy.

Burn (2MP) 200 chips
Deal 1 damage per point of Magic to any amount of enemies, divided however you wish.

Fireball (3 MP) 300 chips
Deal 2 damage per point of Magic to any amount of enemies, divided however you wish.

Flame Burst (3 MP) 500 chips
Deal damage equal to your Magic score to each enemy, to a maximum of 1 enemy per 2 points of Magic (max of 5 targets).

Incinerate (4 MP): 600 chips
Deal 3 damage per point of magic to any amount of enemies, divided however you wish.

Armageddon (6MP) 600 chips
Deals 4 times your magic in damage to any amount of enemies, divided however you wish



School of Lightening
(Crowd Control School)- the lightening elementalists seeks to keep its enemies confused and stunned, unable to react as he sweeps in to destroy them. However, Lightening Elementalists spells are known to be a bit unpredictable, so be warned. Lightening spells Include Shock, Spark, Stunbolt, Lightening Bolt, Jolt and Thunder Storm.

Lightening Talents

Lighting Armor (4cp) When an opponent attacks you roll a 4 sided dice.
1, nothing happens.
2, target loses one attack next round.
3, target loses one action next round.
4, target loses one spell next round.

Lighting Arc (2cp)- If you defeat an enemy using a lightening spell you may spend an MP to direct all remaining damage to a new target. This can be repeated until you run out of MP or damage.

Zapping Power. (1cp)- Once per combat your stunning lighting spells may have a 25% more chance to stun. May only be taken once.

Power Surge. (4cp)- Your lighting spells have a 25% chance to deal double magic damage. (Roll a 4 sided dice. If you roll a 1 your lighting spells cast that round do double damage.) Can only be taken once.

Lighting Spells

Shock (1MP) 100 chips
Target looses one action or spell use this turn (stun affect).

Spark (2MP) 200 chips
Roll combat dice equal to your magic score. If the last die is even you deal damage equal to the total to one target. If the last die is odd you deal half damage.

Stunbolt (2 MP) 200 chips
Deals 1 damage per a point of magic to one target, target looses one action or spell use this turn (stun affect).

Lighting Bolt (3MP) 300 chips
Roll combat dice equal to your magic score. If the last die is even you deal damage equal to 2 times the total to one target. If the last die is odd 1 times the total to one target.

Jolt (3MP) 300 chips
Deals 2 damage per a point of magic to one target, target looses one action or spell use this turn (stun affect).

Thunder Storm. (4MP) 400 chips
Roll combat dice equal to your magic score. If the last die is even you deal damage equal to 3 times the total to one target. If the last die is odd you deal 2 times the total to one target.
PostPosted: Sun Apr 12, 2009 7:13 pm


Woah, I like the elemental idea a lot, but I'm not sure if it should be an organization or what. Sounds almost like the DNA type thing I tried to make before, but more spell based and no ability needed to use the element spells/abilities/actions etc. I like it, but here are some things that have to be changed:

Frozen Will (4cp)- If hp is reduced to zero, have a 50% chance of surviving the round with 1 hp. Can only be taken once.

This is too much like, if not indentical to, Status Undead. If this was around, what would be the use of status undead?

Icy Blood
Like Fighter Mage, but more specific to frost. Why don't you, maybe, make frost actions? This ability is fine, but just trying to suggest a small tweak.

Love of the Flame
Wow...this is WAY too strong. Picture this: A person had magic of 5 and 5 ranks of love of the flame. That person casts burn, he would do 15 points of damage, while a person with 15 magic would do the same. I'd suggest, if you really want to keep that spell, make it so a person can only take it every so many ranks of magic. Like, maybe every 5 CP put in magic? So a person with 5 magic can only cause 7 damage with burn, a person with 10 in magic can cause 14, etc. Might balance that ability a bit more.

I really like Lightning Armor, lightning bolt, thunder storm! Randomness! If I had a damage mage, still, I'd probably make a person using these three things.



The Fimbult Clan idea is neat, but just curious of one thing Bellamin. Are you plotting something with that? It seems like you are with blood lust. Maybe you could have some random werewolves around in battles and, potentially, bite people? If they wish to be cured (and have the money to be) they can go to a place to cure it (probably the Church of the Divine Mother organization place since it's a church). Might be interesting. I dunno, just throwing ideas out there.

Oh, and by the way, I am going to put a vote on which organization will be the next one voted in. Voting will start on April 25th.

Perrian
Vice Captain

7,050 Points
  • Citizen 200
  • Flatterer 200
  • First step to fame 200

Kowsauni
Crew

PostPosted: Sun Apr 12, 2009 9:29 pm


Perrian
Frozen Will (4cp)- If hp is reduced to zero, have a 50% chance of surviving the round with 1 hp. Can only be taken once.

This is too much like, if not indentical to, Status Undead. If this was around, what would be the use of status undead?

It is little different then status undead. Status undead does not restore any hits points. If your reduced to zero hp, you have to roll each round to see if your still alive until someone heals you. Frozen will lets you survive with one hit point. In that way it’s a little better than Status Undead. However unlike status undead there is no way to stack this bonus any further where you can enhance status dead with a scythe.

Perrian
Icy Blood
Like Fighter Mage, but more specific to frost. Why don't you, maybe, make frost actions? This ability is fine, but just trying to suggest a small tweak.

These are spell casting schools so I didn’t really see the point of making actions. There’s already a bunch of good tanking actions but no good tanking spells. If I was to make frost actions they would be redundant with the actions that already exist for tanking.

Perrian
Love of the Flame
Wow...this is WAY too strong. Picture this: A person had magic of 5 and 5 ranks of love of the flame. That person casts burn, he would do 15 points of damage, while a person with 15 magic would do the same. I'd suggest, if you really want to keep that spell, make it so a person can only take it every so many ranks of magic. Like, maybe every 5 CP put in magic? So a person with 5 magic can only cause 7 damage with burn, a person with 10 in magic can cause 14, etc. Might balance that ability a bit more.

Hmm I can see your qualms with this. I think adding magic level restraints is a good idea but, I think it should be 2 rather than 5. At 5 someone would have to put 25 points into magic to get this ability maxed out. At 2 it would take 10 points into magic which is still quite a bit without out it being too ridiculous. I know this ability seems really powerful but it’s fairly similar to an ability that already exists in illuminanti. You have to realize too though this makes his 6 fire spells really powerful. It gimps any other spell he might want to cast. 5 points is a heavy investment and its probably coming out of his magic. So he casts his fire spells as 5 magic points higher, But then he is 5 magic points weaker in any other spells such as Mana shields, Heals, non fire damage spells etc, so it’s a powerful trade off.

Perrian
I really like Lightning Armor, lightning bolt, thunder storm! Randomness! If I had a damage mage, still, I'd probably make a person using these three things.


Yeah I really like this school too. It makes being a mage interesting The reason why I cant stand playing Kail anymore is because he’s so damn boring.
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