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

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RPS_Admin
Vice Captain

PostPosted: Thu Mar 29, 2007 3:03 pm


Goblins

Roughly three feet tall with yellowish skin, long teeth, and sharp claws (with bad attitudes to match), goblins are a constant annoyance to human populations everywhere. Goblins are always eager to fight, as the only way to advance in their society is killing enemies.

Goblin Patroller [6]
Attack: 3
Defense: 1
Combat: 1 (1d3)
Life: 1 (5)
Magic: 0
Equip: 0

Goblin Warrior [9]
Attack: 4
Defense: 1
Combat: 2 (1d6)
Life: 2 (10)
Magic: 0
Equip: 0
Actions: Smash

Goblin Bodyguard [15]
Attack: 2
Defense: 5
Combat: 3 (1d cool
Life: 2 (10)
Magic: 0
Equip: 0
Abilities: Defender (3)
Actions: Guard

Goblin Shaman [15]
Attack: 0
Defense: 2
Combat: 0
Life: 1 (5)
Magic: 5
Equip:
Abilities: Skilled Caster (4), Healing (3)
Spells: Energy Burst, Fireball

Goblin War Dog [18]
Attack: 4
Defense: 4
Combat: 3 (1d cool
Life: 3 (15)
Magic: 0
Equip: 0
Abilities: Fury (4)

Goblin Elite [18]
Attack: 5
Defense: 3
Combat: 4 (1d12)
Life: 15
Magic: 0
Equip: 0
Abilities: Tough to Handle (3)
Actions: Smash, Power Up
PostPosted: Sun Apr 01, 2007 6:55 am


Demons

Demons and their demon lords all hail from the plane of existance Trayus, colloquially known as Hell. However, all surviving species now native only to Trayus can trace their lineage back to one of the elemental planes where they lived prior to the Planar Upheaval.

On the whole, demons tend to be quite nasty. Self-centered, they band together only when they see it as benefitting themself personally or when they are forced to by a stronger being. As such, collections of demons tend to exist based solely on their ability to plunder, either to enrich the band's members or its leader.

RED (FIRE)
The most commonly known demons (in fact, the only variety of demon recognized on sight by commoners), red demons tend to be the most reptilian in appearance of all demons, having not only the skin and claws of a reptile but the muzzle and face as well. Originally hailing from the plane of fire, red demons as a group think themselves to be the most powerful and destructive of demons and seek to prove this, in the process driving humans to fear them above all other demons.

Imp [6]
Attack: 0
Defense: 1
Combat: 0
Life: 5 [1]
Magic: 4
Equip: 0
Abilities: --
Actions: --
Spells: Energy Burst, Fireball

Blazen [18]
Attack: 6
Defense: 2
Combat: 1d6 [2]
Life: 15 [3]
Magic: 5
Equip: 0
Abilities: --
Actions: Power Up, Smash
Spells: Energy Burst

Efreet [36]
Attack: 9
Defense: 3
Combat: 1d12 [4]
Life: 30 [6]
Magic: 10
Equip: 0
Abilities: Skilled Caster [4]
Actions: Power Up, Smash
Spells: Flame Burst

BLACK (AIR)
Black as the night sky, black demons are the demons from which the image of a bat-winged beast was formed. Black demons are ferocious fighters, often likened to the whirlwinds of their original home on the plane of air. Proud like the red demons but more hungry for plunder than recognition, black demons take wing by night and assault isolated garrisons and treasure troves to bring the loot back to their home fortresses.

Guster [12]
Attack: 4
Defense: 2
Combat: 0
Life: 10 [2]
Magic: 0
Equip: 0
Abilities: Fury [4]
Actions: Smash
Spells: --

Tornadowing [24]
Attack: 8
Defense: 5
Combat: 1d12 [4]
Life: 15 [3]
Magic: 0
Equip: 0
Abilities: Fury [4]
Actions: Power Up, Smash
Spells: --

Cloudstrider [36]
Attack: 12
Defense: 5
Combat: 1d12 [4]
Life: 35 [7]
Magic: 0
Equip: 0
Abilities: Fury x2 [8]
Actions: Power Up, Smash, Shadowstrike
Spells: --

BROWN (EARTH)
Content to prosper in obscurity, brown demons are the least known of of all demons. The scales on a brown demon's skin are very fine-grained, and some are even so fine as to feel smooth to the touch. While other demons prefer to raid for plunder, brown demons amass to topple whole empires to seize their wealth and destroy their power. Known as "golems" to the common people and even in the halls of emperors, brown demons are fiercely disciplined and do not retreat, and are either victorious on the battlefield or completely annihilated by the defenders.

Grinder [12]
Attack: 1
Defense: 6
Combat: 0
Life: 3 [15]
Magic: 0
Equip: 0
Abilities: Vindictive (Attacks) x2 [2]
Actions: Shield Bash
Spells: --

Breaker [30]
Attack: 5
Defense:7
Combat: 1d12 [4]
Life: 30 [6]
Magic: 0
Equip: 0
Abilities: Resist Magic x5 [5], Tough to Handle [3]
Actions: Spell Block
Spells: --

True Golem [60]
Attack: 7
Defense: 12
Combat: 3d4 [5]
Life: 60 [12]
Magic: 0
Equip: 0
Abilities: Skilled Actor [4], Resist Magic x8 [8], Tough to Handle x2 [6], SA [6]: Bash
Actions: Shield Bash, Guard
Spells: --

GREEN (WATER)
Lurking beneath the waves, green demons inspire terror in the hearts of merchants, pirates, and anyone else that carries treasure in uncharted waters. Green demons are uniquely adapted, having both gills and lungs which allow them to survive on land and underwater. Green demons prefer stealth to direct confrontation, but are highly skilled in hand-to-hand combat and are more than willing to engage in it if they sense victory or if they have no other choice.

Leaper [12]
Attack: 2
Defense: 3
Combat: 1d8 [3]
Life: 10 [2]
Magic: 2
Equip: 0
Abilities: --
Actions: Guard, Power Up
Spells: Chill, Frost

Lurker [24]
Attack: 0
Defense: 4
Combat: 1d12 [4]
Life: 25 [5]
Magic: 5
Equip: 0
Abilities: Magic Shield [2], Skilled Caster [4]
Actions: Power Up
Spells: Energy Burst, Tidal Wave

Tidal Wave (3 MP)
Deal damage equal to your Magic score to everyone in the combat, to a maximum of 1 person per 3 points of Magic.

Creeper [42]
Attack: 4
Defense: 7
Combat: 6d4 [10]
Life: 45 [9]
Magic: 3
Equip: 0
Abilities: Regeneration x5 [5], Resist Special x4 [4]
Actions: Guard, Shield Bash
Spells: Fighter's Heal, Fighter's Mana Shield, Frost

RPS_Admin
Vice Captain


RPS_Admin
Vice Captain

PostPosted: Mon May 21, 2007 4:11 pm


Undead

The living dead are a frequent enemy of adventurers and townspeople alike. Raised from death by magical means, these soulless creatures attack the living on sight. Lacking a soul, however, the undead are able to be controlled by those who know the propler spells...

Zombie [12]
Attack: 2
Defense: 5
Combat: 1d6 [2]
Life: 15 [3]
Magic: 0
Equip: 0
Abilities: --
Actions: Defensive Hold, Smash
Spells: --

Skeleton [12]
Attack: 5
Defense: 2
Combat: 1d8 [3]
Life: 10 [2]
Magic: 0
Equip: 0
Abilities: --
Actions: Smash
Spells: --

Skeleton Mage [12]
Attack: 2
Defense: 2
Combat: 1d8 [3]
Life: 15 [3]
Magic: 2
Equip: 0
Abilities: --
Actions: Stunning Blow
Spells: Chill, Frost

Wraith [18]
Attack: 0
Defense: 0
Combat: 0
Life: 20 [4]
Magic: 4
Equip: 0
Abilities: Skilled Caster [4], Resistance (Normal Attacks) x3 [3], Attack to Magic Leech [3]
Actions: --
Spells: Singe, Energy Burst, Fireball

Attack to Magic Leech: Every time this monster damages an enemy with an Attack score greater than zero with a spell, the target loses one Attack and this monster gains one Magic. Can only leech one enemy per turn, no matter how many it damages. These effects last until the end of the current combat.

Zombie Hulk [18]
Attack: 0
Defense: 6
Combat: 1d6 [2]
Life: 20 [4]
Magic: 0
Equip: 0
Abilities: Defender [3], Regeneration x3 [3]
Actions: Defensive Hold, Guard
Spells: --

Haunted Hound [24]
Attack: 6
Defense: 2
Combat: 0
Magic: 0
Life: 35 [7]
Equip: 0
Abilities: Fury [4], Magic Shield [2], Raise Dead [3]
Actions: Smash, Pounce, Retaliate
Spells: --

Ghoul [24]
Attack: 6
Defense: 4
Combat: 1d12 [4]
Life: 20 [4]
Magic: 0
Equip: 0
Abilities: Fury [4], Regeneration x2 [2]
Actions: Smash
Spells: --

Vampire Thrall [24]
Attack: 4
Defense: 8
Combat: 1d6 [2]
Life: 30 [6]
Magic: 0
Equip: 0
Abilities: Skilled Actor [4]
Actions: Blood Drain, Guard
Spells: --

Blood Drain (2 AP)
Regain an amount of Life equal to target's Attack, then reduce target's Attack by one (to a minimum of zero). Occurs after damage is dealt, so may only be used if the user has more than zero Life remaining.

Vampire [36]
Attack: 6
Defense: 8
Combat: 1d12 [4]
Life: 40 [8]
Magic: 2
Equip: 0
Abilities: Skilled Actor [4], Fury [4]
Actions: Blood Drain, Guard
Spells: Frost

Lich [48]
Attack: 0
Defense: 10
Combat: 0
Life: 50 [10]
Magic: 10
Equip: 0
Abilities: Skilled Caster x2 [8], Fast Caster [4], Regenerate x6 [6]
Actions: --
Spells: Energy Burst, Fireball, Greater Mana Shield, Twin Blast
PostPosted: Wed May 30, 2007 5:46 pm


Elemental Creatures

Each hailing from one of the four elemental planes (Fire, Air, Earth, Water), elemental creatures are rarely seen on our world unless they are summoned by an Elementalist, or leave their home in exile. They are difficult to categorize in any way, except for the odd adaptations each has made for living in an environment so dominated by a particular element. Most fantastic among these creatures, though not the most powerful, are the Elementals themselves, that wholly embody their planes in everything from their behavior in and out of combat to the very composition of their bodies...

Air Elemental [24]
Attack: 7
Defense: 3
Combat: 0
Life: 25 [5]
Magic: 5
Equip: 0
Abilities: Fury [4]
Actions: Power Up, Smash
Spells: Energy Burst

Fire Elemental [24]
Attack: 6
Defense: 2
Combat: 1d8 [3]
Life: 30 [6]
Magic: 7
Equip: 0
Abilities: --
Actions: Power Up
Spells: Flame Burst, Singe

Water Elemental [24]
Attack: 1
Defense: 5
Combat: 0
Life: 30 [6]
Magic: 8
Equip: 0
Abilities: Skilled Caster [4]
Actions: Power Up
Spells: Energy Burst, Tidal Wave

Magmaling [18]
Attack: 7
Defense: 0
Combat: 1d6 [2]
Life: 10 [2]
Magic: 0
Equip: 0
Abilities: Vindictive (Attack) x2 [2], Vindictive (Magic) x2 [2], SA [3]: Magma Fist
Actions: Smash
Spells: --

Magma Beast [30]
Attack: 7
Defense: 0
Combat: 1d6 [2]
Life: 30 [6]
Magic: 0
Equip: 0
Abilities: Vindictive (Attack) x5 [5], Vindictive (Magic) x5 [5], SA [5]: Magma Fist
Actions: Retaliate, Smash
Spells: --

RPS_Admin
Vice Captain


RPS_Admin
Vice Captain

PostPosted: Wed Nov 14, 2007 6:51 pm


Dragons

Most Dragons are winged, reptilian creatures, capable of flight. Long considered the pinnacle of adventures, the Dragon has long been considered the benchmark of all heroic encounters. Ranging from the size of a small pony, to that of a small mountain, Dragons offer a myriad of difficulty. Although, their fearsome claws and sword-like teeth are truly intimidating weapons, utter devastation is the hallmark of their ultimate weapon; Dragon's Breath. And if that wasn't enough, the larger dragons tend to cast ruinous Spells, to the detriment of anyone trying to steal what is rightfully theirs. For one thing is common with all dragons; their covetous nature. Greed is the source of their desire, and treasure is the ultimate expression of that desire. And no treasure is quite so tempting as the Dragon's Hoard...


Red (Fire)

Small Red Dragon [24]
Attack: 5
Defense: 5
Combat: 3d4 [5]
Magic: 0
Life: 25 [5]
Equip: 0
Abilities: Fast Actor [4]
Actions: Retaliate, Smash

Medium Red Dragon [48]
Attack: 10
Defense: 10
Combat: 6d4 [10]
Magic: 0
Life: 70 [14]
Equip: 0
Abilities: Fast Actor [4]
Actions: Dragon's Breath, Retaliate, Smash
Spells: --

Large Red Dragon [72]
Attack: 10
Defense: 10
Combat: 6d4 [10]
Magic: 5
Life: 75 [15]
Equip: 0
Abilities: Fury [4], Fast Actor [4], Fast Caster [4], Fighter Mage [4], Combat Multi-Tasker [6]
Actions: Greater Dragon's Breath, Defensive Hold, Retaliate, Smash
Spells: Energy Burst, Fireball, Singe

Huge Red Dragon [96]
Attack: 15
Defense: 10
Combat: 6d4 [10]
Magic: 15
Life: 100 [20]
Equip: 0
Abilities: Fury [4], Fast Actor [4], Fast Caster [4], Fighter Mage [4], Skilled Actor [4], Combat Multi-Tasker [6]
Actions: Greater Dragon's Breath, Guard, Retaliate, Smash, Stunning Blow
Spells: Energy Burst, Flame Burst, Greater Mana Shield, Singe


Dragon's Breath, Red: (3 AP) Deal damage equal to your Attack score to everyone in the combat. (Excluding self)

Greater Dragon's Breath, Red: (3 AP) Deal damage equal to your Attack score to each enemy in combat, to a maximum of 1 person per 3 points of Attack.



Green (Poison)

Small Green Dragon [24]
Attack: 5
Defense: 2
Combat: 3d4 [5]
Magic: 0
Life: 25 [5]
Equip: 0
Abilities: Fast Actor [4], Special Resistance [3]
Actions: Pestilence Dragon Breath

Medium Green Dragon [48]
Attack: 10
Defense: 4
Combat: 6d4 [10]
Magic: 0
Life: 70 [14]
Equip: 0
Abilities: Fast Actor [4], Special Resistance [6]
Actions: Pestilence Dragon's Breath, Retaliate, Smash

Large Green Dragon [72]
Attack: 10
Defense: 4
Combat: 6d4 [10]
Magic: 4
Life: 75 [15]
Equip: 0
Abilities: Fury [4], Fast Actor [4], Fast Caster [4], Fighter Mage [4], Combat Multi-Tasker [6], Special Resistance [6], Magic Resistance [1]
Actions: Greater Dragon's Breath, Defensive Hold, Retaliate, Smash
Spells: Poison, Weaken Attribute, Singe

Huge Red Dragon [96]
Attack: 15
Defense: 5
Combat: 6d4 [10]
Magic: 10
Life: 100 [20]
Equip: 0
Abilities: Fury [4], Fast Actor [4], Fast Caster [4], Fighter Mage [4], Skilled Actor [4], Combat Multi-Tasker [6], Special Resistance [9], Magic Resistance [6]
Actions: Greater Green Dragon's Breath, Guard, Retaliate, Smash, Stunning Blow
Spells: Poison, Poison Cloud, Greater Weaken Attribute, Singe


Pestilence Dragon Breath [4AP]: Deal special damage equal to your attack score to all targets on the battlefield who have attacked you or were attacked by you within the last round.
--Sustain: Spend 2AP to deal an additional hit for half damage to each of the previous targets. Multiple sustains will continue to halve the damage of the round before. If you do not sustain this action, or the sustain is disrupted it must be reused at full cost. No more than 1 target and one sustain for every 3CP in attack.


Greater Pestilence Dragon's Breath [4 AP]: Deal special damage equal to your attack score to all targets on the battlefield who have attacked you or were attacked by you within the last round.
--Sustain: Spend 2AP to deal an additional hit for full damage. If you do not sustain this action, or the sustain is disrupted it must be reused at full cost. No more than 1 target and one sustain for every 3CP in attack.
PostPosted: Sat Dec 15, 2007 7:08 pm


Basic Slimes
No one quite knows the reason for there arrival in Miyr, but one thing is for sure; they're so darn cute! Though considerably weak compared to some monsters, they fight in large swarms, playing off of each others strengths perfectly.

Red Slime [5]
Attack: 4
Defense: 0
Combat: 0
Magic: 0
Life: 5 [1]
Equip: 0
Abilities: --
Actions: Smash
Spells: --

Orange Slime [5]
Attack: 0
Defense: 4
Combat: 0
Magic: 0
Life: 5 [1]
Equip: 0
Abilities: --
Actions: Shield Bash
Spells: --

Yellow Slime [5]
Attack: 0
Defense: 0
Combat: 1d12 [4]
Magic: 0
Life: 5 [1]
Equip: 0
Abilities: --
Actions: Meteor
Spells: --

Green Slime [5]
Attack: 0
Defense: 0
Combat: 0
Magic: 0
Life: 10 [2]
Equip: 0
Abilities: Healing
Actions: --
Spells: --

Blue Slime [5]
Attack: 0
Defense: 0
Combat: 0
Magic: 2
Life: 5 [1]
Equip: 0
Abilities: Magic Shield
Actions: --
Spells: Frost

Purple Slime [5]
Attack: 0
Defense: 0
Combat: 0
Magic: 0
Life: 15 [3]
Equip: 0
Abilities: Vindictive (Attack) x2
Actions: Taunt
Spells: --

Advanced Slimes
This slightly more bulky versions of basic slimes have increased abilities that far surpass there basic brethren.

Crimson Slime [10]
Attack: 8
Defense: 0
Combat: 0
Magic: 0
Life: 10 [2]
Equip: 0
Abilities: --
Actions: Smash
Spells: --

Tangerine Slime [10]
Attack: 0
Defense: 8
Combat: 0
Magic: 0
Life: 10 [2]
Equip: 0
Abilities: --
Actions: Shield Bash, Stunning Blow
Spells: --

Saffron Slime [10]
Attack: 0
Defense: 0
Combat: 1d12 [4]
Magic: 0
Life: 10 [2]
Equip: 0
Abilities: Skilled Actor
Actions: Meteor
Spells: --

Olive Slime [10]
Attack: 0
Defense: 0
Combat: 0
Magic: 0
Life: 20 [4]
Equip: 0
Abilities: Healing x2
Actions: --
Spells: --

Teal Slime [10]
Attack: 0
Defense: 0
Combat: 0
Magic: 2
Life: 10 [2]
Equip: 0
Abilities: Magic Shield, Skilled Caster
Actions: --
Spells: Frost

Lilac Slime [10]
Attack: 0
Defense: 0
Combat: 0
Magic: 0
Life: 30 [6]
Equip: 0
Abilities: Vindictive (Attack) x4
Actions: Taunt
Spells: --

Elite Slimes:
These are the Paragons of slime culture. What ever slime strives to be! There mastery of thier respective powers are unmatched by almost any other slimes.

Ruby Slime [15]
Attack: 12
Defense: 0
Combat: 0
Magic: 0
Life: 15 [3]
Equip: 0
Abilities: --
Actions: Smash
Spells: --

Granite Slime [15]
Attack: 0
Defense: 12
Combat: 0
Magic: 0
Life: 15 [3]
Equip: 0
Abilities: --
Actions: Shield Bash, Stunning Blow
Spells: --

Garnet Slime [15]
Attack: 0
Defense: 0
Combat: 1d12 [4]
Magic: 0
Life: 15 [3]
Equip: 0
Abilities: Skilled Actor x2
Actions: Meteor
Spells: --

Emerald Slime [15]
Attack: 0
Defense: 0
Combat: 0
Magic: 0
Life: 30 [6]
Equip: 0
Abilities: Healing x3
Actions: --
Spells: --

Sapphire Slime [15]
Attack: 0
Defense: 0
Combat: 0
Magic: 2
Life: 15 [3]
Equip: 0
Abilities: Magic Shield x3, Skilled Caster
Actions: --
Spells: Frost

Amethyst Slime [15]
Attack: 0
Defense: 0
Combat: 0
Magic: 0
Life: 40 [8]
Equip: 0
Abilities: Vindictive (Attack) x4, Defender
Actions: Taunt
Spells: --

RPS_Admin
Vice Captain


RPS_Admin
Vice Captain

PostPosted: Wed Dec 23, 2009 5:39 am


Mercenaries (In Progress)
((Description Here))

New Guy [6]
Attack: 1
Defense: 0
Combat: 1d3 [1]
Magic: 0
Life: 5 [1]
Equip: 3
Abilities: --
Actions: Smash, Taunt
Spells: --
Items: Buckler, Potion of Combat, Short Sword
Cost: 50 Chips

Amateur [12]
Attack: 2
Defense: 1
Combat: 1d6 [3]
Magic: 0
Life: 10 [2]
Equip: 4
Abilities: --
Actions: Smash, Stunning Blow, Taunt
Spells: --
Items: Shield, Short Sword, Potion of Healing, Potion of Strength
Cost: 75 Chips

Novice [18]
Attack: 4
Defense: 2
Combat: 1d12 [4]
Magic: 0
Life: 20 [4]
Equip: 4
Abilities: --
Actions: Power Up, Smash, Stunning Blow, Taunt
Spells: --
Items: Shield, Short Sword, Potion of Healing, Potion of Strength
Cost: 150 Chips

Seasoned Mercenary [24]
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities: --
Actions: --
Spells: --
Items: --
Cost: 200 Chips

Professional [30]
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities: --
Actions: --
Spells: --
Items: --
Cost: 250 Chips

Mercenary Band Leader [36]
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities: --
Actions: --
Spells: --
Items: --
Cost: 500 Chips

Specialist Mercenaries

Assassin [24]
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities: --
Actions: --
Spells: --
Items: --
Cost: 300 Chips

Mage for Hire [24]
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities: --
Actions: --
Spells: --
Items: --
Cost: 300 Chips

Traveling Saint [24]
Attack:
Defense:
Combat:
Magic:
Life:
Equip:
Abilities: --
Actions: --
Spells: --
Items: --
Donation: 300 Chips
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