Board Thread:Adventure RP Games/@comment-28278669-20191201202340

People can join this game whenever they want.

Signup Information:

Stats
HP (the points you invest x4 equals your max health, if you run out off HP, you cannot do anything for the rest of the encounter and during the next encounter, you'll lose 4 stat points of your choice and start with 50% HP. If you get knocked out multiple times, the amount of stat points you lose increases by 2.)

Attack (determines the value of your Basic Attack, a Basic Attack has a (Floor Number)% chance of critting and doing 1.5x damage)

Defense (Attack - 1/2 of Defense rounded down = damage taken from any attack, but if the end result is below 1 it does 1 damage)

Magic (Every player has a chance for their cooldown times to be reduced by one additional turn at the end of each of their turns. That chance is equal to their magic times 3%, 34+ Magic = 100%)

Speed (determines the order of turns. If someone's speed divided by two is still higher than the person with the lowest speed, then that person will have a second turn.)

Statuses
Poisoned: Take 1 damage at the end of your turn. Lasts until the end of the encounter.

On fire: take 3 damage at the end of your turn. You may spend a turn putting yourself out to remove this effect. Lasts 2 turns otherwise.

Freezing: -2 speed. Disables basic attacks for one turn. Lasts 3 turns.

Bleeding: Take 1 damage and have -1 attack for 3 turns.

Vengeful: Triggered when a party member dies in combat for one random party member. +4 attack when attacking the target that killed the party member, or inflicted the status that killed them. Lasts until the party member is revived, or the target dies.

Scared: +3 Speed and +1 Attack, but 1/2 chance to become paralyzed with fear when trying to attack the target that gives off this status.

Final stand: All stats +6 along with a 24 HP heal. Triggered when all but 1 party members are knocked out.

DieN1

HP 16

AD 0 (Attack)

AP 11 (Magic)

AS 5 (Speed)

Spells:

Wall of hellfire - Create a fire wall that deals 50% AP, applies two burns and can 8% crit. Also shields an ally, making them immune to all damage until their next turn. - 3 turn CD

Switch - Let an Ally take your turn for you, 20% to increase all of your stats by 1 and heal 4 HP. Can switch with self but only once per round - No CD

Hellfire rampage - Create a fire circle that deals 3 damage, puts out fires, burns enemies and upgrade your Blood Ritual for 2 turns. - 5 Turn CD

Blood Ressurection - DieN1 ressurects a fallen ally, bringing them back at 25% HP. For 2 turns, said ally will gain HP equal to half the damage they deal. - 6 Turn CD

Passives:

Blood ritual - Your team has a 60% chance to heal 50% of the dmg they dealt with single target spells or normal attacks


 * Upgraded Blood Ritual (See Hellfire Rampage) - Your team has a 75% to heal 100% of the dmg dealt with single target spells or normal attacks, and they can crit with spells

Earl

"A youthful man floats into the 9th floor in a bubble"

HP- 28 (110)

Attack- 10

Defense- 61 (30) (35 while the bubble is up, applying to spells)

Magic- 34 (100%)

Speed- 10

Passives:

Protective Bubble - Earl is surrounded by a bubble that protects him. While Earl has the bubble, he is immune to being on fire and has +10 defence and his defense applies to spells. However, the bubble takes damage equal to 1/4 the damage Earl is dealt from direct attacks/spells, and pops when it takes 25 or more damage. In addition, while he has the bubble, if he is ever frozen, the freezing lasts for 5 rounds. If the bubble pops, it regrows in 6 turns or between floors.

Spells:

Healing Bubbles - Each member of the team including Earl is surrounded by a giant multicolored bubble that heals them 1 every turn for 6 turns. (5 turn cooldown)

Bubble Bomb - Earl throws a giant bubble that explodes, each opponent is freezing and poisoned. +1 Attack when this spell is on cooldown. (5 turn cooldown)

Barrage of Bubbles - Earl shoots a ton of bubbles at any one opponent, the opponent takes 3 damage, 7 times. Each bubble has a % chance to miss equal to the enemy's Speed times 3, up to 40%. Earl then heals 5 HP. (3 Turn cooldown)

Mimic Bubbles: Earl gains a passive possessed by an ally. Earl cannot have more than 2 Mimic’d passives at any given time and must remove one if Earl would possess 3. (6 turn cooldown)

Name: Avonde Vance

Background: Avonde is a young satyr, born in a dark forest filled with magical fogs. His mother, a nymph who was the master of the fogs, died at childbirth. For years, Avonde grew up in this forest, the fogs protecting him from the outside world and the creatures of the forest. He was loved by the fogs. As he grew up, the darkness in the forest grew stronger since there was no one strong enough to fight them. Eventually, he had to run away from the forest and the magical fogs followed him. Now, he is aided by these mystifing fogs of magic. He wants to climb the 25 Floors to find the magical thing and reclaim his forest from the darkness.

Stats:

HP: 8 (32)

Attack: 3

Defense: 1

Magic: 3 (9%)

Speed: 25

Bleeding Red Fog: Avonde sends a red fog to both an ally and an enemy. The ally will gain 1 Attack and 1 Magic while the enemy will be dealt 3 damage and bleed. 4 Turn Cooldown

Purifying Blue Fog: Avonde sends a blue fog to both an ally and an enemy. The ally will lose all statuses, effects, and stat modifiers that are harmful while the enemy will lose all statuses, effects, and stat modifiers that are beneficial except for Final Stand. 4 Turn Cooldown

Balancing Green Fog: Avonde sends a green fog to both an ally and an enemy, averaging any stat that the ally has that is less than the enemy,. If it's a decimal, it is rounded up for the ally and rounded down for the enemy. 4 Turn Cooldown

Dazzling Yellow Fog: Avonde sends a yellow fog to both an ally and an enemy. The ally will heal 30% of their missing HP but lose their next turn while the enemy will lose 30% of their current HP but their next turn will be 2 turns instead of just 1. 4 Turn Cooldown

Chaotic Black Fog: Avonde sends a black fog to both an ally and an enemy. Both of them immediately take a turn but Avonde decides what they do. Avonde cannot make them skip their turn or do things they wouldn't normally be able to do. 4 Turn Cooldown


 * Name - Simone Obake
 * Background - Simone is a thief from far off. He was the son of a merchant, only for his father's shop to be bought out by a major ruling power. He attempted to learn the power of stealth to steal away the money from that company and give his father the chance to take the shop back. However, he found that that company was starting to grow into a super power that was getting more and more outfitted, becoming too well guarded to sneak into. So, Simone seeks out a means of crushing those buyers. Taking up his kusarigama, he heads out to the tower.
 * HP - 6
 * Attack - 5
 * Defense - 3
 * Magic - 6
 * Speed - 9
 * Spells
 * Active
 * Lunge - Simone suddenly charges blade-first towards the enemy, stabbing into them. This attack deals twice basic damage, and allows Simone to act before enemies the next round. 6 turn cooldown
 * Expose - Simone casts a bottle of poisonous dust at an enemy of his choice. This will enfeeble the enemy, reducing their Defense by 6. 4 turn cooldown
 * Oil - Simone tosses a vial of oil at an enemy. The substance reduces the enemy's speed by 2 for 2 turns and makes them more susceptible to Burning, causing Burning to deal 1 extra damage. 3 Turn Cooldown
 * Passive
 * Poisonous Blade - Among his repertoire, Simone has a set of poisons, which he bathes his weapon in before battles. With this, he's able to apply the Poison status effect to enemies with a basic attack. Enemies already poisoned will not be poisoned again.
 * Quick Feet - Simone is used to evading a blow. So, he has a (Speed)% chance to evade an attack on him.

Name - The Auric Knight

Background - Not much is known about them besides the fact that they used to be an explorer. However, at some point while exploring some temple, they came across a rather shiny and special suit of armor, with an equally shiny and special sword. They decided to don this suit of armor and the blade, which, as they found out, was surprisingly not cursed and was rather powerful, especially due to it's ability to make them practically immortal* through not 1, but 2 different ways of ressurection. They later decided to explore the tower on rumors there was some powerful reality warping artifact at the top.

Stats

HP - 9

Attack - 7

Defense - 6

Magic - 4

Speed - 6

Spells/Passives -

True Tyrant's Ultisword - The Auric Knight slices at an opponent using the sword they found. Deals 8 damage, and increases the Auric Knight's attack stat by 1 for 6 turns. This can stack up to 3 times up to a boost of +3. 4 Turn Cooldown

Strange Insignia - The Auric Knight activates a strange artifact they found. For 2 turns, they will be given a couple of buffs: They will ignore every attack and spell they are hit with, starting from when they activate it. They will gain immunity to being set on fire. 7 Turn Cooldown

Everglade Tome - The Auric Knight casts a tome that they found in one of their explorations. Deals 2 damage to a chosen enemy, and inflicts the following effects: Ignites the target with a special cursed fire that deals 1 damage. This damage exponentially is multiplied by 2 for each turn they're effected. Lasts for 3 turns. Douses the target with Ichor, decreasing their Defense by 4. Lasts for 3 turns. 7 Turn Cooldown

Godslayer Resurrection (Passive) - One of the ways that their armor set can resurrect them. If the Auric Knight's HP drop belows 1, they will be immediately resurrected with 5 HP, and clears all debuffs on them. This has a 10 turn cooldown, however they gain +2 to their Attack stat while it is on cooldown.

Silva Resurrection (Passive) - The other way that the Auric Knight's armor can resurrect them. If the Auric Knight's HP drops below 1 while their Godslayer Resurrection is on cooldown, they will (again) be immediately resurrected with 8 HP, immediately take a turn, and then cannot be reduced to lower than 1 HP for 2 turns. However, this nullifies the Godslayer Ressurrection's Attack boost, and if they are hit with a normally fatal blow, their HP stat will be reduced by 1 for the current and following encounter. This health decrease can stack, however it cannot reduce their HP stat to lower than 1. 12 Turn Cooldown

Tiheri Kala (Earth)

Tiheri's Earth form serves as a balance between her superego of a spirit who just wants to help everyone around her and her id of a demon who wants to watch the world burn. Controlling the two sides of herself isn't fun, but she's (mostly) been able to do it.

HP - 5

Attack - 6

Defense - 7

Magic - 4

Speed - 5

Powers:

Transform: Tiheri can transform into either her Aboveground form or her Underground form. 4 Turn Cooldown starting after Tiheri returns to her Earth form.

Reservoir: Tiheri can tap into a reservoir of energy, letting her ignore the cooldown for Transform. Can only be done once per floor.



Tiheri Kala (Aboveground)

HP - (whatever Tiheri currently has)

Attack - 4

Defense - 7

Magic - 6

Speed - 5

Powers:

Lullaby: Tiheri summons a soft breeze that lulls an opponent to sleep. The opponent's turn will be skipped for 3 turns. 8 Turn Cooldown.

Ambrosia: Tiheri creates 3 golden toffee-like squares that she can give to any teammates. The squares remove a negative status effect and heals 50% of their current HP. (Ex. Player is poisoned + has 4 HP, Ambrosia removed poisoned and gives the player 2 HP) 4 Turn Cooldown.

Waterfall: Tiheri summons a giant waterfall in front of three teammates. The damage of any attack directed to these teammates is cut in half. Lasts for 4 turns. 5 Turn Cooldown.

Ripple Effect: While Ripple Effect is in use, any attack on a teammate will deal 10 damage to the opponent who attacked. This doesn't stop the attack. Ripple Effect lasts until the end of the next round. 10 Turn Cooldown.

Passives:

Too Much Power: Tiheri's Aboveground form lasts for 7 turns. Tiheri's Aboveground powers go off cooldown at half the speed if Tiheri is not in Aboveground form.



Tiheri Kala (Underground)

HP - (whatever Tiheri currently has)

Attack - 11

Defense - 3

Magic - 2

Speed - 6

Powers:

Ungodly Rage: Tiheri's Attack Stat is raised to 13, and her Defense is dropped to 0. This lasts for 3 turns. 5 Turn Cooldown.

Trishul: Tiheri launches a trident at an opponent. Deals 6 Damage, causes the Bleeding status effect. 3 Turn Cooldown.

Green Fire: Tiheri throws fireballs at 3 opponents. Each opponent is set on fire and is dealt 10 Damage. 5 Turn Cooldown.

Passives:

Too Much Power: Tiheri's Underground form lasts for 5 turns. Tiheri's Underground powers go off cooldown at half the speed if Tiheri is not in Underground form.

Fear Me: Anyone who attacks Tiheri's Underground form has a 1 in 5 chance of receiving the Scared status effect.

Name: The Quaccanthrope

HP: 9

Magic: 9 / 0

Attack: 1 / 8

Speed: 8 / 2

Defense: 0 / 8

Quaccanthropy: Take a turn transforming into a Wereduck (second stats) or back into a human (first stats). (Starts each encounter as a human). 1 turn cooldown

Call to arms (When Human): Gives +2 Defense and +1 attack to all allies for two turns. 6 turn cooldown.

Master of Air, Land and Sea (When Wereduck): Deal 2/3(Damage) to three enemies. 2 turn cooldown.

Sourdough Bread: Feed sourdough bread to the enemies, so It swells up in their stomach and then they all die. Use on an enemy, -2 Defense and +2 Defense to its victims when it attacks (so basically his attacks are weaker). Effect wears off when it’s given to different enemy (or until Quaccanthroope is knocked out), but can stack if given to the same enemy. 4 turn cooldown.

Loyal Protection (passive): Always guards the weekest Ally:
 * When Human: gives weakest ally +2 Defense.
 * When Wereduck: deals 2 Damage to anyone who attacks the weakest ally.

Name: Trafnidiaeth Dewin

Background: Trafnidiaeth is a master of portals, creating holes in the universe, to make travel easyer. He used this magic to skip ahead to floor 7, but couldn't go any further. Now he has joined the other people trying to get up the tower.

HP: 7

Attack: 3

Defence: 4

Magic: 9

Speed: 6

Spells:

Teleport: Create a portal to the next floor, Sending any non-boss monster to the next floor. 1 use per floor. (I hope this is not OP)

Wormhole: Send a monster or player forwards in time, so that they can't attack or be attacked until Trafnidiaeth's next turn. 4 turn cool down.

Trash Portal: Open a portal to dump trash onto the target. Deals 1-10 damage, chosen randomly. Cooldown equals half of the damage dealt, rounded up.

Redirect: Target's next attack (Whatever it may be) hits a random ally or themselves instead. 3 Turn Cooldown

Passives:

Unstable: If Trafnidiaeth is hit with a melee attack, there is a 1/3 chance to cast wormhole on the attacker, and a 1/3 chance to cast wormhole on Trafnidiaeth.

RasenSo yeah Rasen put himself in the game because he can't think of BM characters to adapt ig.

Stats:

HP: 6.8 (27.2)

Attack: 6.8 (6.8)

Defense: 6.8 (3.4)

Magic: 6.8 (20.4%)

Speed: 6.8

Spells:

Character Creation: Rasen summons one of his characters that he has created for an adventure game. Once a character is killed, he can never summon it again. Because they're dead. Summons despawn between floors, but this does not count as their death. 5 Turn Cooldown

Geometry: Rasen proves that one number is equal to another number, changing all future instances of the first number to the second until he uses Geometry again. Both numbers must be less than or equal to 68. 4 Turn Cooldown

Rasengan: Rasen charges his Rasengan for x turns (he chooses x). He then hits an enemy automatically at the end of his xth turn, dealing 5+x damage once and then 3 2x+2 times, lowering their defense by x/2 (don't round) for each hit and stunning them for 1+x/4 (round down) turns. 5 Turn Cooldown

Passives:

68: All Rasen's stats are 6.8 and this cannot be changed. And you better not round any of the stuff.

As A Reaction: Rasen can act in response to an enemy acting, and then his action will happen immediately after the enemy's, although this skips his next turn and he cannot react again until that turn passes.

Ekstreem Creativity

"Some guy exists, and he has a lot of rocks."

HP - 5

Attack - 4

Defense - 0

Magic - 2

Speed - 16

Abilities:

Rock - Ekstreem throws a rock at an enemy, dealing 25 damage. 8 Turn Cooldown

Bigger Rock - Ekstreem throws a bigger rock at an enemy, dealing 40 damage. 11 Turn Cooldown

Rocks - Ekstreem throws rocks at all the enemies on the floor, dealing 15 to each. 7 Turn Cooldown

Passives:

Rock Shield - Ekstreem takes 20 less damage from spells.

Rock Stock - Every time Ekstreem throws a rock at a character, all his cooldowns are reduced by 2 turns. This counts for every rock he throws. Ekstreem's attacks only reduce his cooldowns by one turn. Bigger Rock counts as two rocks.

Name - Tryedalus

Backstory - An anger ridden soldier, filled with pain and lots of misery. He uses this to push himself forward, breaking what even some humans cannot accomplish in terms of physical capability. Being told he will not die in combat by an elder infuriated him, as it was a great dishonor among his people. He left them and headed towards the tower, hoping to be laid to rest in glorious combat.

Stats -

HP - 11 (HP: 44)

Attack - 12 (12 Basic Attack Damage)

Defense - 2 (1 DR)

Ability - 1 (3% chance)

Speed - 2

Passives:

Fury-

Tryedalus becomes enraged the more harm he dishes out and receives. For each hit he lands or receives and damaged by abilities, he gains 2 Rage, 4 Rage for Critical hits he gets or deals and 6 when he deals the killing blow on an enemy, to a maximum of 20. For each point of rage he gains he raises his critical strike chance by 2%. For every 3 points of Rage he gains, he gains 1 Attack. This Fury can only dissipate through being knocked out or the end of a battle.

Dancing with Death-

Tryedalus heals for 25% of the damage he deals through basic attacks.

Abilities:

Challenging Yell-

Tryedalus shouts at a target enemy, if they hit anyone else their next turn, they deal half damage to any other targets and are counted as having no defence against this character until the end of the next turn. 4 Turn Cooldown

Undying Rage-

Tryedalus becomes enraged to the point to refuse the grasp of death. When this ability is used, Tryedalus cannot fall below 1 hp until the end of two turns as well as being granted an extra 5 attack damage for the duration. 9 Turn Cooldown

Glenn

HP: 11 (44)

Attack: 12 (12)

Defense: 4 (2)

Magic: 3 (9%)

Speed: 14

Powers:

Courage: Increases Defense by 10 for 3 turns. 6 CD.

On: By imposing both a restriction and a goal upon himself Glenn can give himself (host decides) buffs that are reviewed by the host (up to 3), and last until either the restriction is broken or the goal is completed. Cooldown Depends on Restriction, Goal, and Buffs

Passives:

Subsonic: Glenn attacks twice. An opponent's defense will treat each attack as seperate.

IT4: Upon death, Glenn will revive with half his max HP without buffs or items. Upon death again, he will revive AGAIN with half of half his max HP. After that, he must revive either by another character or by the auto-revival at the end of a fight.

Dawn To Midnight: Glenn has 5 phases. Dawn, Noon, Afternoon, Night, Midnight, in this order. While in Dawn Phase, Glenn has +2 in all of his stats. In Noon, Glenn will have +1 stats instead of +2. Afternoon is neutral, meaning he has no bonuses. Night gives him -1 stats, and Midnight is -2 stats. Each Phase lasts 1 round. 