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Posted: Tue Mar 20, 2007 10:12 pm
Everybody's characters start out with 24 points that they can distribute among Attack, Defense, Combat Dice, Magic, Equip, Life, and Special Effects.
Attack is how good your character is at hurting enemies.
Defense is how good your character is at protecting themself from harm.
Combat Dice represent skill in combat, and can be used either to hurt an enemy or protect yourself.
Magic determines how strong spells your character casts are, and how powerful a spell he can cast.
Equip is how good your character is at using gear to make him stronger.
Life is how much damage your character can take before falling and not being able to go on in a dungeon.
The effects of these stats are covered in-depth in the Rules thread, and the special effects you can purchase for your character are covered later in this thread.
When you have made your character, please go to the Character Submissions thread, and follow the format requested there for submissions.
Your character gets 1,000 chips (the money in RPS) to buy items with when he is first created (please just say what you've bought from the store on your character submission).
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Posted: Tue Mar 20, 2007 10:14 pm
To decide what dice you roll for your Combat Dice stat, find the dice (3d4 means three four-sided dice, for instance) listed across from the amount of character points you want to spend on the Combat Dice stat. POINTS DICE 0 0 1 1d3 2 1d6 3 1d8 4 1d12 5 3d4 6 2d8 7 3d6 8 5d4 9 3d8 10 6d4 11 3d10 12 4d8 13 3d12 14 6d6 15 5d8 16 7d6
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Posted: Tue Mar 20, 2007 10:20 pm
These abilities may be taken as many times as you want. On your character submission, if you take the ability more than once, please note it with a "x2" or x however many times you have taken the ability.
One CP Cost
Pet: Allows you to control 2 CP worth of pets. You may only purchase this ability once. This ability is replaced by Tamer. You may invest any amount in tamer (your one point in pet does convert to one point in tamer)
Regeneration: Heal 1 damage per round. Occurs either before you have taken any damage, or after you have taken all the damage you will take that round.
Resistance: Prevent 2 damage from a specified source (magic, attacks, special [special attacks and actions]) per turn.
Token: Allows you to carry 1 more token.
Vindictive: Deal 2 damage to anyone who hits you with a specified damage source (attack, magic, or special).
Two CP Cost
Magic Shield: Prevent 5 damage from a magical spell to each of your party mates.
Speedy Action: You may spend 1 AP (in addition to the action's cost) to use a second action in a turn. A second rank in this ability (4 CP cost) adds the option to spend 1 more AP to use a third action. You may only purchase this ability twice.
Speedy Magic: You may spend 1 MP (in addition to the spell's cost) to cast a second spell in a turn. A second rank in this ability (4 CP cost) adds the option to spend 1 more MP to cast a third spell. You may only purchase this ability twice.
Three CP Cost
Defender: Once per turn, you may direct that an enemy attack targetting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out.
Healing: Heal any other character 5 damage per round. Occurs either before your target has taken any damage, or after they have taken all the damage they will take that round.
Magic Pull: Once per turn, you may redirect any single source of Magic damage directed at one ally to you. Cannot be used if you have already had enough damage allotted to you to knock you out.
Special Pull: Once per turn, you may redirect any single source of Special damage directed at one ally to you. Cannot be used if you have already had enough damage allotted to you to knock you out.
Tough to Handle: You must be attacked by one additional enemy to be considered "held off." When being teamed up on, the enemy with the lowest Attack score is not counted for calculating the team's combined Attack score, and does not use the team's combined Attack score.
Four CP Cost
Fast Actor: Gain one extra AP per turn.
Fast Caster: Gain one extra MP per turn.
Fury: Attack one more time per round. If you roll your Combat Dice for your first attack, you roll them again for all your attacks. If you use your Combat Dice to prevent damage, none of your attacks get to use them. +2 CP cost per a rank past one (ie-Second Rank is 6 CP, Third Rank is 8 CP and Fourth Rank is 10 CP). You may purchase this ability a max of 4 times.
Skilled Actor: Reduces the cost of using Actions by one (cost cannot fall below 1).
Skilled Caster: Reduces the cost of using Spells by one (cost cannot fall below 1).
Five CP Cost
True Guardian: Redirect any one offensive spell, action, ability, or attack that causes any type of damage to yourself instead. Cannot be used if you have already had enough damage allotted to you to knock you out.
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Posted: Tue Mar 20, 2007 10:21 pm
The following abilities may only be taken once.
Combat Multitasker: 6 When being teamed up on by enemies in a battle, only one enemy is allowed to get the damage bonus from the group's Attack value.
Special Attack: X Gets one special attack that deals damage = 2 * X to one enemy and can be used once per turn. This damage is of the type Special, so does not count as either attack damage or magic damage.
Summoner: X May call one Summon you have designed in advance at a given time for two MP with character points total = 3 * X. (If you take this ability, please note your Summon's stat distribution in your character submission.) May only be summoned once per combat, and disappears at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability.
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