Board Thread:Adventure RP Games/@comment-28692716-20190910183917

People can join whenever

Rules:  https://danganronparoleplaystuff.fandom.com/wiki/User_blog:Somebody495/Tower_of_Babel_(25_Floors)

OOC Discussion:  https://danganronparoleplaystuff.fandom.com/wiki/Thread:198094

At the start of the game, there's 30 points to distribute.
 * HP: 4 x the points you distribute mark your maximum HP
 * Attack: 2 x the points determine the strength of your basic attack.
 * Defense: Opposing Attack - Points ( x 1/2 rounded up) determines the amount of damage you take. If the total damage is below 1, then the target will take 1 damage.
 * Will: Determines when your Skills can be used. Points x 3 = % chance to recharge your Skills to 0 cooldown.
 * Dexterity: Determines turn order and the amount of turns. Points/3 = amount of turns.
 * Speed: Determines how far a unit can travel. Points x 5 = how far you can travel.

Statuses

 * Poisoned: The unit takes 1 unit of damage at the start of each turn. Lasts til end of floor unless a skill specifies otherwise
 * Burning: Unit takes 3 damage at the end of their turn. Can spend a turn to put out the fire. Otherwise lasts for 3 turns.
 * Bleeding: Unit takes 1 damage at the end of their turn and have -1 Attack.. Lasts for 3 turns.
 * Frozen: Unit's Speed is reduced to 0 for one turn.

Potato
Fontine Gorronq

Backstory: ''Fontine started out rich early in life, but along the years they've discovered the ultimate way to use one's wealth to one's entertainment. Adventuring and collecting. Over the years he's formed contracts, deals, agreements, and afterlife plans with angels and demons alike. Now though, he's worried about what will happen upon death considering all those deals he's made with Demons and Angels and whatnot, so he wishes to fix things the only way he knows how. Making deals with the most powerful beings he can think of.''

Health: 10 (40)

Attack: 5 (10)

Defence: 0 (0)

Will: 3 (9%)

Dexterity: 9 (3 turns)

Speed: 3 (15)

Skills:

Demonic/Angelic Contract (Range: 60): Fontine uses a previously signed contract to bring someone back to life. If he uses the Angelic Contract, the ressurected one is brought back with 1 health and nothing on cooldown, but is unable to be killed for the next 2 rounds. If he uses the Demonic contract, the ressurected one is brought back to life with 50% of their maximum health, everything on 1 turn of cooldown, and they gain health every time they deal damage this floor equal to the 50% damage they do (rounded up). No matter which contract was used, when the ressurected one is knocked out/killed again, they must spend at least 2 rounds in Heaven/Hell respectively before being revived again. (Each contract may only be used once per floor, No cooldown)

Angelic Form (Range: Self): Fontine gained power from drinking an Angel's blood. When Fontine channels his Angelic form, he heals to full health at the start of his first turn for 3 rounds. This brings him back to life if he was previously knocked out/dead. (10 turn cooldown)

Rainbow (Range: 60): Fontile unleashes a Rainbow from his collection and lets it run wild. The 7 Colored beams are divided amongst the room in the manner of Fontine's choosing. (15 turn cooldown)

-The Red beam unleashes the effects of Blood Goblet on an opponent

-The Orange beam causes an opponent to be burning thrice.

-The Yellow beam causes the effects of Gold touch on an opponent

-The Green Beam heals an ally by 10

-The Blue beam causes an opponent to be Frozen

-The Indigo causes the effects of Eagle's Focus on an opponent

-And the Violet beam causes an opponent to suffer the effects of Vampire's touch (Minus the cooldown reduction), and deals 15 damage.

Fontine does not suffer the ill effects of Blood Goblet, Touch of Gold, or Eagle's focus

Passives:

Cursed Artifacts: Fontine can use special basic attacks. Whenever Fontine makes a basic attack, he can choose one of the following effects to happen with the attack, though it comes at a price. He cannot choose the same effects twice in a row.


 * Blood Goblet (Increases Range to 20): The attacked opponent is poisoned, bleeding, and burning, as Fontine splashes then with Demonic Blood. Fontine's powers do not regain any turns of cooldown at the end of this turn.


 * Touch of Gold: The attacked opponent's next turn is skipped but they gain 30 defence (applies to Skills) until they take a turn, as their flesh is transmuted into gold for the duration. Fontine is unable to basic attack on his next turn, as his hands turn to gold.


 * Eagle's Focus (Increases Range to 20): Fontine detects and exposes the opponent's weaknesses as he strikes. The next basic attack made on the target opponent by anyone will crit. Fontine is overly focused when he uses this though, and the next basic attack made on him will also crit.


 * Vampire's fangs: Fontine heals by the amount of damage done to the opponent. The opponent loses a turn of cooldown on each of their powers as Fontine's bite stimulates their primal fear and adrenaline.
 * Mirror step (Increases range to 60): Fontine flips themselves to the mirrored/other side of an opponent after attacking them. For example, if Fontine was 2 squares in front of an opponent, he is now 2 squares behind them. Fontine takes 1 damage for every square he moves using this.

Name: Dee Suthering

Backstory: ''Dee used to work in Hade's domain, coming up with creative and new ways to torture people who commited terrible sins in Tartarus. Eventually they decided to take a small vacation and discovered this abomination of a Tower, where mortals place themselves atop others, believing themselves to be gods.''

Well Dee may be on vacation, but tearing this abomination down might be fun

With express permission to revive people and an aura of intangibility, she enters the tower ready to send people to Tartarus herself

Health: 9 (36)

Attack: 4 (8)

Defence: 0 (0)

Will: 1 (3%)

Dexterity: 9 (3)

Speed: 2 (10)

Skills:


 * Hades-Approved revival (Floor-Wide range): Dee ressurects as many dead characters as she wishes, forming a new body for their spirits. They have 1 health and nothing on cooldown. They retain their memories, and owe a favor to Dee in exchange for this new chance at life. This favor can be anything Dee wishes and they cannot refuse or stall this favor when she asks for it. (Cooldown equal to 3x the # of Characters revived + 2)


 * Grip of Death (5 ft range): Dee deals damage equal to the opponent's health stat. (4 turn cooldown)


 * Summon Spirit (Summon range: 20 ft): Dee summons a Spirit from the Underworld to fight with/for her. The Spirit starts with 20 stat points and 3 powers/passives that would be normally allowed. The Spirit can also be someone who owes Dee from the revival skill, assuming they are dead. [(Link to sample spirits Here)]. (10 turn cooldown)


 * Spirit Shield: Dee transfers the souls of 100 sinners into her own body. Each soul can take 1 Damage that Dee would normally take before vanishing away. The souls last until removed. (12 turn cooldown)

Passives:


 * Underworld Aura: Dee is normally invisible and intangible to those who are not currently dead. She has to use her power to make herself tangible/visible (She does this whenever possible), but if she ever spends a turn doing nothing, she will revert to her normal state (invis/intang).
 * There is one little caviat to this. Certain characters ignore the invisibility and intangibility altogether. These characters include characters who can ressurect or otherwise interact with the dead. Demons, Angels, Undead, Gods, and characters who gain powers from them are immune as well. Fontine is also immune for reasons Dee'd rather not talk about.

Wolfi

 * Name: The Brain of Cthulhu yES this time it's only a vanilla terraria reference
 * Backstory: Supposedly the massive undead brain that use to belong to a long since slain eldritch being. Normally, such a monster would have no business at the tower besides being one of the many monsters Samson placed at the tower as a test. And, in fact, this used to be the case for the brain, as they were captured by Samson to be used as one of the abominations to test the people daring to pass through the tower. However, the brain was unsurprisingly not very content with this job, and managed to escape. Now, they've decided to re-enter the tower in an attempt to get revenge towards Samson, though they're aware that they probably won't be able to do it alone.
 * Stats:
 * HP: 5 (40)
 * Attack: 10 (20)
 * Defense: 0 (0)
 * Will: 7 (21)
 * Dexterity: 6 (2)
 * Speed: 2 (10ft)
 * Skills:
 * Ichor Stream (Active): The Brain of Cthulhu fires a spray of Ichor at an enemy, dealing 5 damage and inflicting an Ichor debuff on them for 2 turns, reducing their defense by 10. Can shoot up to 15ft away. 5 Turn Cooldown
 * Ichor Rain (Active): The Brain of Cthulhu summons a cloud that rains Ichor at the ceiling of the floor. For 2 turns, in a 10x10ft space of the Brain's choosing (though it can't be placed on top of an enemy), everyone except the Brain &amp; their Servants of Cthulhu who enters the area will have their speed halved, and have the Ichor debuff inflicted on them until they get out. (Again, for simplicity, when i specify a space, it will be the top right corner of where i place it) 8 Turn Cooldown
 * Servants of Cthulhu (Active): The Brain of Cthulhu summons one Servant of Cthulhu in a tile adjacent to them of their choice. 3 Turn Cooldown
 * Colossal Cortex (Passive): The Brain of Cthulhu's health stat counts for 8 HP instead of the usual 4. However, they take up a 10x10ft space in combat, making them an easier target (for simplicity, when i say where they move to, that will be where their top-right corner will move to).

-Servant of Cthulhu stats
 * Stats:
 * HP: 4 (16)
 * Attack: 3 (6)
 * Defense: 0 (0)
 * Will: 0 (0)
 * Dexterity: 3 (1)
 * Speed: 8 (40ft)
 * Skills:
 * Eldritch Influence (Passive) While within 10ft of the Brain of Cthulhu, the Servants of Cthulhu gain 4 defense. However, for every 5ft the Servants of Cthulhu wander past 15ft of the Brain of Cthulhu, their HP stat is reduced by 1 (to a minimum of 1). This can be regained by going closer to the Brain of Cthulhu.


 * Name: Spirit of Draining
 * Backstory: An entity made of pure life essence, supposedly created as the biproduct of some powerful wizard attempting to gain immortality by becoming a Lich. Their main goal is self-preservation (mainly by draining the life of people), and though they weren't bothered much by Samson's tower blotting out the sun and polluting the planet, they were bothered by the fact that people started flocking to the tower in an attempt to find a better life as a result. So, they've decided to journey up the tower in an attempt to go with where their prey went though we all know that won't happen because they'll be once again replaced by the brain when we find some good healing skills
 * Stats:
 * HP: 0 (40)
 * Attack: 6 (12)
 * Defense: 4 (2)
 * Will: 7 (21)
 * Dexterity: 6 (2)
 * Speed: 3
 * Skills:
 * Harvesting Spell (Active): The Spirit of Draining launches a sort of life-draining Magic Missile at an enemy, dealing 8 damage. If the opponent is killed by this attack, the Spirit of Draining will gain the opponent's max HP in 'Life Essence'. Can hit up to 25ft away. Costs 20 'Life Essence'
 * Life-Draining Shield (Active): The Spirit of Draining 'protects' a person within 20ft of them (Ally or Opponent) with a Life-Draining Shield. The next attack made against this person will deal 25% of their max HP in damage, regardless of the damage that would be normally dealt, or if it would normally instantly kill them. Costs 8 'Life Essence'
 * Essence Transfer (Active): The Spirit of Draining transfers some of their 'Life Essence' to an ally. They heal an ally within 20ft of them by (x) HP (in this case, 'x' means it's a variable i can determine). Costs (x) 'Life Essence'
 * Essence Blast (Active): The Spirit of Draining creates a blast of essence to knock away opponents. Blasts one opponent within 20ft, dealing 12 damage to them and blasting them (25ft - 5ft for every 5ft the spell is away) from the Spirit of Draining. Costs 10 'Life Essence'
 * Life-Draining Essence (Passive): Rather than normally having HP or cooldowns, the Spirit of Draining has 'Life Essence', a sort of 'HP' that also is used for their cooldowns. They start with 40 of this each encounter, however they lose 1 'Life Essence' for every case in which they'd normally lose 1 HP (and to clarify, if they were hit by something that would do, say, 10 damage to them, they'd lose 10 'Life Essence'). If their 'Life Essence' is dropped to 0, they will be killed. They will gain 1 'Life Essence' for each point of damage they deal to other enemies, however. Their Will stat shall, instead of reducing cooldowns, give them 'Life Essence' equal to their Will stat.

Kurama
Name: Hidden Avenger

Backstory: -insert backstory about learning to hide-


 * HP: 5 (20)


 * Attack: 10 (20)


 * Defense: 2


 * Dexterity: 6


 * Will: 4


 * Speed: 3


 * Powers:


 * Surprise: Attack for 40 damage. Only usable against enemies who were within range you before you moved. 9 turn cooldown. Will not crit under any circumstances. Range of 3


 * Passives:


 * Among You: Hidden Avenger Is not visible to any enemies who aren't adjacent to the Hidden Avenger.


 * Ambushed!: Any enemy who moves past you (must be adjacent) will immediately lose their remaining Speed for that turn. They may still attack, but whatever damage they deal is halved. The activation of this ability will cause H. Avenger to become Revealed Avenger


 * Intercept!: Any allies within range of Surprise have a 30% to redirect damage taken to a random enemy within their own range. This ability's activation will negate Among You, but only to the enemy that took damage and for 2 turns.

Revealed Avenger

* HP: 3 (12)

*Attack: 10 (20)

*Defense: 0

*Dexterity: 8

*Will: 4 

*Speed: 5

Actives:

'''*Prime: prepare an attack. It will deal 20 damage on your next turn. 10ft. Range (3 Turn CD)'''

'''*Multi-Strike: This attack deals 5 damage and can attack up to 9 times. 20ft Range (This attack has a 50% to attack again) (7 Turn CD)'''

Passives:

'''Zone of Control: Enemies within range of your basic attack have their speed and dexterity reduced to one. This does not affect ghost-like enemies.'''

Unseen: Ending a turn without attacking reverts back to Hidden Avenger.

Note: These forms do NOT share health.

Champion

Backstory: he Champion used to be selfish. Well known, not very nice. He didn't care for others and even used to say 'If you're so weak that you need MY help, then you don't deserve it.' But then, something changed. Nobody knows how or why, but one day he was refusing to help, and the very next day you could've caught him taking a knife for someone.' People change. I guess there was just an undercurrent of surprise that of all people, it was the Champion who'd done it.


 * HP: 15 (60)


 * Attack: 3 (6)


 * Defense 4


 * Will: 0


 * Dexterity: 6


 * Speed: 2

Skills:


 * Crossbow: Deal 20 damage. Causes Poison. Range of 35ft, 3 Turn CD

Passives


 * Healing Area: Allies within 3 tiles of the Champion heal 8 HP each time they start a turn.


 * Bodyguard: Every time an ally within range of Healing Area is attacked through a skill or basic attack, the Champion has a 70% of taking the attack himself. His Defense stat will raise to 8 until the attack is over.


 * Rage of Loyalty: Champion gains an extra 8 points in his attack stat, and 4 extra Dexterity points when an ally who is in range of Healing Area dies. However, his blind rage causes him to lose Bodyguard and Healing Area until the end of the encounter. He also loses his defense points.

Rasen
Name: Heaven

Backstory: Heaven was basically a normal person but these evil dudes chucked a demon inside him and now he has weird angel powers it doesn't really make sense but deal with it also he's super cool.

Stats Skills
 * HP: 5 (20)
 * Attack: 0
 * Defense: 0
 * Will: 0
 * Dexterity: 6 (2)
 * Speed: 4 (20)
 * Active:
 * Wrath of God: Heaven shoots multiple large blades of light at his foes. This does damage to all enemies within 2 tiles of him equal to his Pride. (4 CD)
 * Lust for Power: Heaven channels his light into his blade. This causes him to gain Attack instead of Pride for the next 3 rounds. (3 CD)
 * Needed Sloth: Heaven rests and does nothing.. This erases one of his cooldowns and heals him 10 health, provided he did not move this turn. (4 CD)
 * Angel's Greed: Heaven drains an opponent's power and attacks them with it. This does damage to an enemy equal to the total of their stats, then copies their lowest stat that's not lower than his own. (6 CD)
 * Warrior's Gluttony: Heaven absorbs the energy of his enemy. One of their powers is put on cooldown and Heaven gains Pride equal to the cooldown. (5 CD)
 * Greatest Envy: Heaven steals an enemy's life force for himself. This causes him to heal to full health and gain 10 Pride. This can only be used if he killed an enemy last turn. (3 CD)
 * Passive:
 * Lion's Pride: Heaven starts with 20 Pride. Every time he takes damage, he loses Pride equal to half the damage taken, but no more than 5. Every time he deals damage, he gains pride equal to half the damage dealt, but no more than 5.

Cupcake
Name: Camilla Hypnosia

HP: 8 (32)

Attack: 5 10

Defense: 0

Will: 0

Dexterity: 15 (5)

Speed: 2 (10)

Sleep Slap: Camilla slaps all enemies within 1 range. She then either increases or decreases her Sleepiness by 1 (her choice). (3 CD)


 * 0 Sleepiness: Deals 6 damage, reduces enemy's Defense to 0 for 2 turns
 * 1 Sleepiness: Deals 3 damage, reduces enemy's Defense to 0 for 1 turn
 * 2-3 Sleepiness: Deals 2 damage
 * 4 Sleepiness: Deals 3 damage, reduces enemy's Attack to 0 for 1 turn
 * 5 Sleepiness: Deals 6 damage, reduces enemy's Attack to 0 for 2 turns

Silence: Camilla silences an enemy within 2 spaces of her. (2 CD)


 * 0 Sleepiness: Deals 10 damage, range becomes 3 spaces, Sleepiness becomes 1
 * 1 Sleepiness: Deals 8 damage, range becomes 3 spaces, Sleepiness becomes 2
 * 2 Sleepiness: Deals 6 damage
 * 3-4 Sleepiness: Reduces enemy's Speed to 1 for 2 turns
 * 5 Sleepiness: Reduces enemy's Speed to 0 for 2 turns, Sleepiness becomes 4

Dreams: Camilla's mind slips into a dream. (4 CD)


 * 0 Sleepiness: +2 Attack and Speed for 2 turns, Sleepiness becomes 1.
 * 1 Sleepiness: +2 Attack and Speed for 1 turn
 * 2 Sleepiness: +1 Attack and Speed for 1 turn
 * 3 Sleepiness: Switch to either 1 or 5 Sleepiness.
 * 4 Sleepiness: Heals 5 HP.
 * 5 Sleepiness: Heals 10 HP, Sleepiness becomes 4.

The Sleeper: Camilla has a Sleepiness counter, from 0 to 5. She starts each floor at 5 Sleepiness. Her Dexterity increases by 3 for every point less than 5 her Sleepiness is. Her abilities have different effects depending on her Sleepiness. Passive

Rickroll
Name: Rilonde Cibus

Backstory: Rilonde is a man who loves eating. Great steaks, fine dining, bowls of soup. His love of food is immense. He will do anything to protect his favorite food source, corpses. A few years ago, he discovered how to transform corpses into delicious lumps of meat. The only reason he is climbing the Tower of Babel is to be able to find out how to summon corpses instead of just transforming them into food.

HP: 8 (32)

Attack: 7 (14)

Defense: 0

Will: 0

Dexterity: 9 (3)

Speed: 1 (5)

Midnight Meal: Rilonde deals 20 damage to a Pile of Flesh within 2 spaces of him and heals 10 HP while increasing his Speed to 3 for 2 turns. (3 CD)

Ravenous Feast: Rilonde feasts on a Pile of Flesh within 2 spaces of him, dealing 30 damage to it, healing 15 HP, and gaining 3 Attack and Dexterity for 3 turns. (3 CD)

Butcher’s Knife: Rilonde deals 20 damage to an enemy within 2 spaces of him. If there is a Pile of Flesh within two spaces of Rilonde, he instead deals 35 damage and inflicts bleed. (4 CD)

Forced Dining: Rilonde forces an enemy to eat a Pile of Flesh, dealing 15 damage to the Pile of Flesh and poisoning the enemy twice. Works on any enemy, no matter the range but they have to be within 2 spaces of a Pile of Flesh. (5 CD)

Passives:

Piles of Flesh: Each floor, 3 Piles of Flesh are randomly spawned on the floor with 60 HP, all within 3 spaces of an enemy. Whenever an enemy falls, a Pile of Flesh replaces them with HP equal to the enemy’s Max HP.

NPCS
Kitten the Porcupine Slime
 * HP: 6 (24)
 * Attack: 6 (12)
 * Defense: 10 (5)
 * Will: 2 (6)
 * Dexterity: 3 (1).
 * Speed: 3 (15)
 * Active:
 * Veg Out - The slime stretches outwards, its whole body expanding in place as it flattens out. The slime becomes a 3x3 block that pushes opponents out for (basic attack) damage. The slime will stay in this pose until the start of the next turn, and will be unable to do anything else the turn he uses this on.(3 CD)
 * Spearhead - The slime lashes its body up to 10 feet away, striking far off enemies for (1.5xBasic Attack) damage.
 * Ball Form - The slime forms a perfect sphere right where it stands, a space available for other players to grab. And then, they'll be able to throw him up 25 feet away to either reposition him or to damage an opponent for (Kitten's Basic Attack) damage.
 * Passive:
 * Prickly - When struck by a basic attack from a range of 5 feet, the attacking opponent will receive (basic attack/2) damage.

Items

 * 24 Healing Potions (6 HP)
 * 12 half-restore potions (revive fallen ally)
 * Shield Hero Armor 