The Elites: Holds the key of Crisis. Team damage based.
Item: Elite Mantle: (E3) All participants in a Team Attack targeted against you must inflict damage or the Team Attack fails. Any regular individual damage would still apply.
Make: Actions
~Organization Skills~
Build up: CP 4, Gain 1 point of Combat for each 5 points of Damage dealt in a team up. Bonus last only as long as the battle where the bonus was earned.
Split Self: 4 cp (+ 2 per a form past 1), costs 2 AP to activate, character splits into several forms for one combat round, all states are divvied up amongst all forms evenly (total must be even, you don’t have to split STR evenly between them evenly but the total of all states except life must be even for all forms) except life, HP max and current is divvied up evenly and then combined at end of turn, abilities must also be divvied up based on CP cost (uneven is per DM discretion). All forms cont as normal targets as far as hold off, spell/action targeting ext. all forms pull from the original AP/MP pull and still only get the normal amount of AP/MP a turn.
Shockwave: 1 CP, cost 1 AP to activate, for every 1 CP you have invested in this skill you can select one opponent to be considered attacked once for the purposes of being held off. Each member of the combat can only be selected once per a use of this skill regardless of how many targets you can choose.
Strike Opening: CP 4, you deal x2 damage if you deal damage while part of a team up (this is calculated for the final damage after any damage reduction effects).
The RPS Guild: Dungeon Crawls For All
The RPS Guild is for RPing using the simply-named Roleplaying System (RPS) to manage combat.
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