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Posted: Thu May 03, 2007 10:56 am
I would advise everybody to look over the Character Creation page again, as a couple of the abilities have been changed. Summons cost two MP to bring out rather than one MP. Fast Caster and Fast Actor have been reduced to 6 points in cost. The description on Magic Shield now correctly states that it shields each teammate from one spell per turn.
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Posted: Mon May 07, 2007 5:13 pm
There is now a new feature known as the Potion Belt. With this new feature, every character may carry into a dungeon two potions (restricted to the varieties sold by the Store) without having to spend Equip points on them. Speaking of potions, the store is now offering two new potions for 50 chips each: Elixer of Magic (1) 50 chips (Gain 2 MP.)Elixer of Action (1) 50 chips (Gain 2 AP.)
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Posted: Sun May 20, 2007 4:54 pm
Guard changed from 2 per point of Defense to 3 per point of Defense. Power Up changed from +2 to +3. Fireball changed from 2 damage per point of Magic to 3 damage per point of Magic. All stunning effects now work in the following manner:They work all the time against normal monsters and summons. They work 50% of the time against Lieutenants and characters. They do not work at all against Bosses. Added to the store:Frost (2 MP) 200 chips Deals 8 damage to one target. Chill (1 MP) 100 chips Deals 3 damage to one target. Lesser Mana Shield (1 MP) 100 chips Sets your extra Life layer to a value equal to 1/2 your Magic score (round down). These hit points are lost first when you are hit. Re-casting this spell resets the amount of life, it does not add to it. Defensive Hold (1 AP) 100 chips Doubles the amount of attack damage resisted by your combat dice if you used them for defense this turn. Stunning Blow (1 AP) 100 chips Target is stunned and may not act next turn.
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Posted: Wed May 23, 2007 6:13 pm
Summoner capped at 6 character points spent. Special Attack buffed to two damage per character point. Stunning Blow changed to: Target is stunned and may not cast a spell or use an action this turn. Pounce can now be used on lieutenants and bosses. Stun Bolt's stun element changed to "target may not cast a spell or use an action this turn."
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Posted: Tue May 29, 2007 7:12 pm
Added:
Retaliate (2 AP) Double your attack damage against one enemy who is attacking you this turn. Damage is doubled after Defense and Combat Dice, but before enemy damage resistance. Spell block (1 AP) Resist 1 point of magical damage this turn per point of Defense you have. Shield Bash (1 AP) Deal 1 damage per point of Defense you have to one person who is attacking you this turn. Taunt (1 AP) Redirect enemy's attack from one of your party members to you. Fighter's Counter-spell (4 MP) Reduce the damage of one opponent's spell by 15. Counter-spell (3 MP) Reduce the damage of one opponent's spell by 2 per point of Magic you have. Speedy Magic: 2 You may spend 2 MP (in addition to the spell's cost) to cast a second spell in a turn. Additional ranks in this ability add the option to spend more MP to cast a third (and fourth, etc...) spell. Speedy Action: 2 You may spend 2 AP (in addition to the action's cost) to use a second action in a turn. Additional ranks in this ability add the option to spend more AP to use a third (and fourth, etc...) action. Clarified that Special Attacks and Actions both do Special type damage. Added Tough to Handle's effect of ignoring the member of a team up with the lowest Attack.
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Posted: Sun Oct 28, 2007 9:38 am
Added Pets. Pets are covered in the FAQ thread in the rules subforum. Added ticket shop (see rules subforum) and two [Special Location] shops (see RPing subforum). Defensive Hold increased to 2 AP. Character Point reward for completing dungeons increased to a base of 2, with a possibility for 3 if a dungeon was exceptionally difficult.
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Posted: Wed Nov 28, 2007 8:14 pm
Specifically defined all damage resulting from Actions as Special within the [System Rules] The Roleplaying System thread. Added Dragons to the Monster List.
Small Red Dragon Medium Red Dragon Large Red Dragon Huge Red Dragon
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Posted: Tue Jan 22, 2008 1:12 pm
Lots of changes Changes Spells can no longer have an MP cost below 1.
Speedy caster now only cost 1 MP to use.
You must buy multiple ranks of speedy caster to use more than once and you may only purchase it a max of two times.
Fast caster now only cost 4CP.
All above where also changed for the action version of the abilities.
Fireball nerfed: Deal 2 damage per point of Magic to any amount of enemies, divided however you wish.
Meteor nerfed: Deal 2 damage per point of Combat to any amount of enemies, divided however you wish.
The Magic fountain is going to be split into several reads. There will be a waiting list to enter and a specific DM will be in charge of running it. You can only be on one fountains waiting list. You can only enter a fountain in groups of 4. The rules for the magic fountain will be posted, including how easy it is to find the fountain itself and the “Ancient Pillar”. These effects officially take place after the current Runs in the fountain are done. I have changed the current fountain to be mine, if another DM would like to run one then can create it using mine as a baseline.
Characters can now buy the ability Pet that allows you to control 2 cp worth of pet. You can only buy it once and it is replaced by the tamer ability which you can invest as much as you like in.
Magic Bow nerfed: E2, 5 charges, use 1 charge and 1 MP to deal 2 damage per a point of magic to one target. Counts as magical damage.
The werewolf organization will be added as the 12th organization for RPS.
Organization items are lost if you leave the organization, you still get to keep the abilities.
Fury now cost 4 and increases in cost by 2 each time you buy it. You may only purchase it a maximum of 4 times. (so cost progression from first to last is 4, 6, 8, 10)
New character creation abilities (or moved from special list) Magic Pull: 3CP 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: 3CP 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. True Guardian: (5 CP) Redirect any 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. Pet: (1 CP) allows you to control 2CP 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)
New items in the item shop (or moved from special list) Magic Bunny : [2] cost 500 chips, attack 0, defense 0, combat 0, life 5(1) magic: 1, Equip: 0 Attack Squirrel: [2] cost 500 chips, attack 1, defense 0, combat 0, life 5(1) magic: 0, Equip: 0 Action-Special Block(1AP): Resist 1 point of Special damage this turn per point of Defense you have. Spells- Heal, Lesser(1 MP): Heal yourself or one party member by 1 HP per 2 points of Magic, rounded down. Heal (2 MP): Heal yourself or one party member by 1 life per a point of Magic. Stunbolt(2 MP): Deals 1 damage per a point of magic to one target, target looses one action or spell use this turn. Fighters Heal(3 MP): Heal yourself or one party member by 7 life. Fighters Mana shield(3 MP): Set your temporary life layer to be equal to 9. Over Blast: (3 MP) Magic x3 damage, with single target.
New items added to the ticket shop. (or moved from special list) Action-Deflect(3 AP): Block 15 points of Physical damage to yourself this turn. Spells- Arc Lightning(3MP): 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. Heal, Improved(3 MP): Heal yourself or one party member by 1 and a 1/2 HP per point of Magic, rounded down. Heal, Greater(4 MP): Heal yourself or one party member by 2 HP per point of Magic. Incinerate (4 MP): Deal 3 damage per point of Magic to any amount of enemies, divided however you wish.
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