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The RPS Guild: Dungeon Crawls For All

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

Tags: Role Play, Fantasy, Dungeon, Adventure, System 

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RPS_Admin
Vice Captain

PostPosted: Thu May 03, 2007 9:20 am


These are Actions that cannot be purchased from the store.
PostPosted: Thu May 03, 2007 9:22 am


Burn Out (1 AP): For every 1 life you tribute you deal 2 damage to target opponent. You may not tribute life you no longer have from being damaged this turn, or from life you will heal at the end of the turn. You may only tribute out as many points of Life as your current Attack score.

Mana Block (1 AP): Eliminate (rather than prevent the casting of) the spell of one opponent with a Magic score lower than yours. Counts as a stun effect.

Plink (1 AP): Target counts as being attacked once for purposes of being held off.

Pounce (1 AP): Enemy targeted with this action looses one normal attack this round. This counts as a stun effect.

Spell Breaker (1 AP): May only be used on a turn when you are being attacked with a spell. You may perform a normal attack (it does take your normal attack for the round. you must use your dice for damage) and reduce the damage from a spell targeting your character by your damage (your attack stat and your dice roll). If your damage would be more then the spells damage the differenced is applied as direct damage to the caster (there defense is not considered).

Call Mist (2 AP): + 2 attack and magic for the rest of the combat.

Blessed Thief (3 AP): Redirect an enemy's heal or healing spell to anyone in your party, but you.

Meteor (3 AP): Deal 2 damage per point of Combat to any amount of enemies, divided however you wish.

Supreme Strike (3 AP):
This counts as your attack. Your attack does Attack Score times Combat Dice Score damage to one foe. Only counts for first attack. Does normal damage.

Deflect (3 AP): Block 15 points of Physical damage to yourself this turn.

Maneuver (3 AP): increase the fail rate of stuns on you by 25% for this turn.

Throw Back (4 AP): every normal attack launched at you this turn has a chance of failing (counts as a stun effect) and the attacker takes 1 damage per a point you have of defense (if the stun effect fails the targets still take damage).

Chi-Generation: (4 AP) You may use your Combat Dice roll to heal yourself or another party member this round.

RPS_Admin
Vice Captain

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