Board Thread:Hosting Game/@comment-28278669-20181012183921

Ray D. Ohe

He was a tavern's bard and was always playing for strangers, one day he was playing a request that was offensive to the king a soldier walked in and broke his violin, he has never had a lot of money so he had to buy another one from a sketchy person and found it was magical.

HP: 10

Attack: 2

Defence: 3

Magic: 5

Speed: 5

Spells:

Loud Music: Does 2 damage to any fighting enemy and inflicts bleed 4 turn cooldown

High Pitch: Scares and poisons the enemy 2 turn cooldown

Hear Ye: Freezes the enemy and inflicts 5 damage 4 turn cooldown

Musical Attempt: Attempts to play a song from the magical music book. The Speed and Magic of Ray and all allies will be increased by 1 but Ray will be stunned for their next 1-3 turns. 6 turn cooldown

Song of Fire: Cuts half of enemy's health and sets them on fire (imposible to put out) 7 turn cooldown

Folke Warren

Son of a lord of a far off land, stole dragon egg and trained it to be his own. Dragons name is Istanfeild, has dark purple scales.

HP:  8

Attack: 5

Defence: 2

Magic: 6

Speed: 4

Spells:

Flaming Sword: Attack increases by 2 and has 20 pecent chance to light enemy on fire (Effect can be cast on other allies, 3 turn cooldown, lasts 4 turns) 

Dragons Roar: 45 percent chance of scaring enemy, 45 percent chance of freezing enemy, 10 percent chance of doing nothing. (2 turn cooldown) 

Dragons Fire: Coice of doing 3 damge to each enemy or 9 to one (3 turn cooldown) 

(Dragon attacks Istanfeild does, which is why magic is so high)

Passive:

Dragon Rider: 10% chance to dodge attacks. However, if you dodge two attacks during the encounter you will be unable to dodge anymore for the rest of the encounter.

Name: Abigale Brieze (I swear the wind puns stop here)

Background: A merchant equiped with speedy thinking and smooth words, coming from the poor areas. She's not always on the right side of the law, but Abigale has a quick eye and a quicker foot. One day she stumbled across a wind jewel that gave her magical powers. No better way to take on a dungeon than with a magical gem, right?

HP: 6                           Magic: 6

Attack: 3                    Speed: 6

Defense: 4

Charismatic Persuasion: Try to goad a foe into joining forces. The foe is stunned for one turn when they are having a heated debate. 10% chance for the foe to attack another foe. If there's no-one for the foe to attack, 10% chance for it to be stunned for two turns extra. 2 turn cooldown.

Tempest: A violent wind slams a foe to the ground. The foe takes 10 damage, and if they are flying (as in if they're a mutant bird or something) they take 13 damage. Can only be used after her sixth turn. 6 turn cooldown.

Protective Gust: Use the winds to help guard an ally. Attacks against that ally now have a 15% chance of missing. This can stack up to 4 times (60%). No Cooldown.

Adaptability: Abigale quickly adapts to the situation. If she basic attacks twice in a row, the second hit will do 2 extra damage.

Fenix Blackburn

HP: 10

Attack: 6

Defence: 2

Magic: 7

Speed: 2

Spells:

Passive: Force Field: Next attack against Fenix deals half damage, shield comes back online is not attacked for 3 turns

Laser Cutter: Damages 3 random enemies, dealing 2 damage and has a 40% of slowing them. (3 turn cooldown)

Purification salvo: Fires a missile at every enemy that deals 4 damage. Damage doubles for each negative effect on an enemy but only for that enemy. Cooldown is increased by one turn for each negative effect on the enemies. 5 turn cooldown.

Planecracker Beam: Fires a massive laser at an enemy, dealing 10 damage to it. 5 turn cooldown

Jamie Orcen

An apprentice necromancer. He was born to a noble family but left them to pursue the art of necromancy.

HP: 5

Attack: 10

Defence: 2

Magic: 9

Speed: 3

Restore Soul: Jamie spends one soul to heal himself and all allies by 60% of Jamie's Magic. 2-Turn Cooldown.

Doom Soul: Jamie dooms an enemy's soul, reducing their Attack, Defence, and Speed by 30% for the next two turns. If they die before the negative effects end, Jamie will gain one soul. 4-Turn Cooldown.

Dark Hex: Jamie attacks an enemy with a hex, dealing 4 Damage to them and hexing them. When a hexed enemy dies, Jamie will gain one soul. 4-Turn Cooldown.

Corpse Attack: Jamie deals 6 Damage to an enemy. If the enemy dies, Jamie gains one soul and will attack a random enemy. That random enemy will be dealt 80% of the Attack of the enemy that Jamie just killed. If that enemy dies, Jamie gains another soul. 6-Turn Cooldown.

Sharp Knife: You will have a 20% chance to bleed whoever you attack when you use a basic attack.

Berg The Earth Golem

Berg is an Earth Golem formed when the spirit of an adventurer killed in a landslide possesed the rock pile. He does not remember his old name.

He has a humanoid form, but made completely from rocks, he is 8 feet tall.

HP 6

Attack 10

Defence 6

Magic 3

Speed 2

Spells:

Earthen Armor: Berg uses stones to reinforce his body, increasing his defense by 4 for that turn (3 turn cooldown)

Stone Missile: Berg fires large stones from his arms at high speed, dealing 4 damage, and having a 20% chance to cause bleeding. Three stones will be fired and each will attack a random target. (4 turn cooldown) (5 turn cooldown if it causes bleeding)

Passives:

Tremor: When Berg enters the battlefield and at the end of Berg's turns, there is a 50% chance of dealing 1 damage to each opponent, and a 50% chance of dealing 1 damage to himself and his allies.

Earthen Protection: When Berg reaches exactly 1 HP, he creates a dome around himself that completely protects him the next turn, he can attack during this

Sharp Knife: You will have a 20% chance to bleed whoever you attack when you use a basic attack.

WolfiZee

HP - 5

Attack - 5

Defense - 3

Magic - 10

Speed - 3

Spells -

Spectre (Passive) - When attacking with a spell, the enemy with the highest HP gets dealt 2 damage.

Magnet Sphere - Creates a magnet sphere that deals 2 damage... to 5 random enemies (can attack enemies several times in 1 turn). lasts 2 turns (the turn it is summoned, and turn after. speed is 1, can't be targeted... the sphere not the character). (4 turn cooldown, CD starts when the Sphere disappears, passive doesn't apply. Sphere's attacks are considered to be basic attacks.)

Razorpine - Deals 3 damage to an enemy of choice, inflicts bleed. (2 turn cooldown)

Razorblade Typhoon - Deals 4 damage to an enemy of choice. Ignores dodging. (3 turn cooldown)

DieN1

HP 10

AD 1 (Attack)

AP 12 (Magic)

AS 2 (Speed)

Blood ritual - Your team have 35% chance to heal 50% dmg they dealt with single target spell or normal attacks - Passive

Upgrade - 75% to heal 80% dmg dealt and can crit with spells

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

Switch - Let an Allie to take your turn for you, 40% to apply passive. Will only be healed by 20% of damage dealt if the passive works - No CD

Hellfire rampage - Create a fire circle that burns enemies and upgrade your Blood Ritual for 2 turns. 35% to raise everyone's AP by 3 - 5 turn CD

Salem Healers

A mysterious cleric. He seems kind enough, but he might be hiding a thing or two...

HP: 9

Attack: 0

Defense: 3

Magic: 9

Speed: 5

Cleansing light: removes all modifiers and status effects from 1 target. 3 turn cooldown

Empower: Increases an allies attack by 2. 3 turn cooldown.

Healing mist: Every turn for 3 turns, every ally is healed by 2. 5 turn cooldown.

Oath: If an ally is downed, they are revived at full health, all of their stats go up by 1, their cooldowns are reset, and Salem falls asleep for the next five turns with the cooldowns of all of his abilities increased by two turns. '''This happens automatically, even if it's not Salem's turn and even if Salem doesn't want to. '''

Bloodied Swordsman

An injured and bloody swordsman. It's clear that he's hiding some secrets. His skills at fighting are incredible.

HP: 6

Attack: 7

Magic: 0

Defense: 6

Speed: 7

Quick Strike: Quickly attacks one enemy, dealing 4 Damage and increasing your speed by two for the next turn. 2-Turn Cooldown

Counter Stance: Enters a counter stance. Until your next turn, you will deal 4 Damage to any enemy that deals damage to you. Your defense will also be increased by 2. 4-Turn Cooldown.

Guard: Guards an ally, increasing their Defense by 5 for the rest of the encounter. Any damage dealt to them will al be dealt to the him. 4-Turn Cooldown.

Duel: Enters a duel with an enemy, dealing double his attack to the enemy. The enemy will also attack him with double of their attack. Can only be used after his second turn. 6-Turn Cooldown.

Joop

Joop was a normal guy, until one day he was so tired he forgot to breath. He was then so pissed that he died that when death came he beat them up, and instead of dying he just sorta died and became a specter.

HP: 7

Attack: 1

Defence: 1

Magic: 12

Speed: 4

Passives:

Sorta dead: Whenever Joop is attacked there is a 40% chance that the attack will miss.

Spells

Spook: Spook an opponent, dealing 15 damage minus the oponent's speed X2 and stunning them. Minimum damage is 3. 4 Turn Cooldown.

Soul Suck: Sucks an opponent's soul out of their body, dealing YOUR health stat in damage and healing half (Rounded down) of that damage. Not affected by stats / passives on both the giving and receiving sides. 4 Turn Cooldown

Possess: Deals 5 damage to an opponent. If the oponent dies because of this attack Possess the oponent's body for one turn, and for that turn you can use any one of the oponent's spells or attacks. 5 Turn Cooldown

HP (the points you invest x4 equals your max health)

Attack (determines the value of your Basic Attack, a Basic Attack has a 1-25 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 (The person with the highest magic will have a 40% chance to have their cooldowns reduced by 1 turn at the end of their turn. Everybody else is porportionate to that.)

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