Board Thread:Hosting Games/@comment-35195751-20190626015117/@comment-28278669-20190630010501

Representation of Grief

HP: 40

Attack: 4

Defense: 0

Magic: 12

Speed: 8

Tears of Misery: Grief cries tears of misery, leaving 4 puddles of sadness. If an enemy normally attacks Grief, there is a chance that the enemy will step on a puddle, losing 5 HP, causing Grief to heal 5 HP, and destroying the puddle. That chance is the amount of puddles over 10. 2 Turn Cooldown

Wail: Grief wails at an enemy, making them Scared. There is a 50% chance that they will be stunned for 1 turn. 3 Turn Cooldown

Drowned In Emotion: Grief is drowning in misery and mourning. When they are attacked normally, the attack is guaranteed to crit but Grief will take another turn and stun the enemy. Passive

Emotional Release: Once Grief defeats their enemies, they will join a random battle at the beginning of a round to help out another Emotion. If Grief is defeated, their enemies will be released and must join a battle against an Emotion at the beginning of the next round. They can pick which Emotion to fight. Passive

Representation: This Emotion is currently only a Representation and does not take turns or damage. Upon being normally attacked by two different enemies, the Emotion will lose this Passive and fight those two enemies by themselves. Passive

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Representation of Vengeance

HP: 40

Attack: 8

Defense: 4

Magic: 0

Speed: 12

Blood for Blood: Vengeance decides to get revenge for themselves, dealing damage to an enemy equal to half of Vengance’s missing HP. 4 Turn Cooldown

Riposte: Vengeance enters a counterstance. The next enemy to normally attack them will be counterattacked. 4 Turn Cooldown

Natural Vengeance: Vengeance is always feeling vengeful. They will become Vengeful towards the first enemy to normally attack them each battle. Also, at the beginning of each of Vengeance’s turns, they will deal 4 damage to a random enemy. Passive

Emotional Release: Once Vengeance defeats their enemies, they will join a random battle at the beginning of a round to help out another Emotion. If Vengeance is defeated, their enemies will be released and must join a battle against an Emotion at the beginning of the next round. They can pick which Emotion to fight. Passive

Representation: This Emotion is currently only a Representation and does not take turns or damage. Upon being normally attacked by two different enemies, the Emotion will lose this Passive and fight those two enemies by themselves. Passive

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Representation of Depression

HP: 40

Attack: 0

Defense: 12

Magic: 8

Speed: 4

Apathy: Depression is unconcerned about this fight and just wants everything to end. The next two attacks or spells dealt to Depression will be dodged. 3 Turn Cooldown

Demand Isolation: Depression wants to be alone in their sadness and misery. The next attack or skill dealt to Depression will have it’s damage cut in half and Depression will deal 5 damage to the one that dealt the attack or spell. 3 Turn Cooldown

Shadowed Emotion: Depression excels at hiding their depression and other secrets. This passive has 3 effects but only one will be active. Once it activates, it will become inactive and one of the other two will become active. Passive

Broken Mind: When Depression’s HP is below 15, their self-loathing and weakness will consume them and they’ll snap, taking two turns and healing to 20 HP.

Welcomed Pain: Depression believes that they are worthless and should not exist at all. The first enemy to normally attack them will be thanked, causing the enemy to be confused and attack both themselves and all their allies.

Fading Hope: Depression has no hope of being able to fight well and win. This hopelessness is so powerful it spreads to other enemies. When Depression is dealt damage from a spell, the one who attacked Depression will be unable to use their spells and their passives will not have an effect for their next 2 turns.

Emotional Release: Once Depression defeats their enemies, they will join a random battle at the beginning of a round to help out another Emotion. If Depression is defeated, their enemies will be released and must join a battle against an Emotion at the beginning of the next round. They can pick which Emotion to fight. Passive

Representation: This Emotion is currently only a Representation and does not take turns or damage. Upon being normally attacked by two different enemies, the Emotion will lose this Passive and fight those two enemies by themselves. Passive

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Representation of Regret

HP: 40

Attack: 8

Defense: 12

Magic: 0

Speed: 4

Blind Decisions: Regret doesn’t think before they do things but they always end up regretting their decisions later. Regret deals 3 attacks to random enemies but those enemies will counterattack. 0 Turn Cooldown

I Should’ve: Regret believes that things could’ve gone so much differently if they did something different. The next time Regret uses Blind Decisions, Regret can choose where those 3 attacks go and the enemies will not counterattack. 4 Turn Cooldown

Second Chance: Upon death, Regret revives with full HP. Passive: 10 Turn Cooldown

Emotional Release: Once Regret defeats their enemies, they will join a random battle at the beginning of a round to help out another Emotion. If Regret is defeated, their enemies will be released and must join a battle against an Emotion at the beginning of the next round. They can pick which Emotion to fight. Passive

Representation: This Emotion is currently only a Representation and does not take turns or damage. Upon being normally attacked by two different enemies, the Emotion will lose this Passive and fight those two enemies by themselves. Passive

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Representation of Paranoia

HP: 40

Attack: 0

Defense: 8

Magic: 4

Speed: 12

Hide and Seek: Paranoia secretly uses a spell. The spell used is either “Hide”, “Found”, or “Seek”. No one will know which one was used until it’s effect activates. The cooldown for the spell used only starts when the effect activates. 0 Turn Cooldown

Hide: Paranoia hides behind an enemy. The next attack or spell dealt to Paranoia will not be dodged. Instead, it will be redirected to the chosen enemy. 5 Turn Cooldown

Found: Paranoia prepares to reveal themselves to an enemy. Paranoia increases their Bravery by 1 each time they dodge an attack. Paranoia increases their Bravery by 2 each time they dodge a spell. Once Paranoia reaches 10 Bravery, they will increase all of their stats except for Max HP and Current HP by 3. Paranoia also causes the chosen enemy to be Scared for 3 of their turns. 5 Turn Cooldown

Seek: Paranoia looks for an enemy. After x amount of Paranoia’s turns, x being the enemy’s Speed, Paranoia will deal 10 damage to the enemy and take another turn along with gaining 3 Speed. 5 Turn Cooldown

Forgotten Existence: Paranoia casts a spell to make their enemies forget their existence. For the next 3 turns, Paranoia will be surrounded by a Protective Cloak that has 60 HP and 1 Speed. The Protective Cloak has 1 passive. 7 Turn Cooldown

My Healing Cloak: Paranoia cannot be dealt damage while the Protective Cloak stays alive and will not have turns. Paranoia will heal 5 HP at the end of each of the Protective Cloak’s turns. Passive

Life In Fear: Paranoia is always in deep fear and they’re afraid of losing this battle and their soul disappearing forever. Paranoia has a chance of dodging attacks or spells. That chance is their missing HP times 2. Passive

Emotional Release: Once Paranoia defeats their enemies, they will join a random battle at the beginning of a round to help out another Emotion. If Paranoia is defeated, their enemies will be released and must join a battle against an Emotion at the beginning of the next round. They can pick which Emotion to fight. Passive

Representation: This Emotion is currently only a Representation and does not take turns or damage. Upon being normally attacked by two different enemies, the Emotion will lose this Passive and fight those two enemies by themselves. Passive

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Representation of Denial

HP: 40

Attack: 4

Defense: 8

Magic: 12

Speed: 0

Nonexistence: Denial declares an enemy as a person that isn’t real, giving them the Fading status. The Fading status deals 4 damage whenever the one with the status normally attacks Denial. Once the status activates 3 times, it will be removed and Denial will heal 5 HP. 3 Turn Cooldown

Loss of Causality: Denial refuses to believe that bad things exist. Denial removes all harmful effects and stat modifiers on themselves and gives them to an enemy. They also heal 50% of their missing HP and causes the next normal attack dealt to them to ignore Defense and instead heal Denial by the amount that would’ve been dealt. 5 Turn Cooldown

Refusal: Denial refuses to believe in misfortune, sadness, and pain. Their denial increases the more misfortune, sadness, and pain they experience. Everytime Denial is attacked by a normal attack, their Speed increases by 1. Everytime Denial is attacked by a spell, their Speed increases by 2. Passive

Emotional Release: Once Denial defeats their enemies, they will join a random battle at the beginning of a round to help out another Emotion. If Denial is defeated, their enemies will be released and must join a battle against an Emotion at the beginning of the next round. They can pick which Emotion to fight. Passive

Representation: This Emotion is currently only a Representation and does not take turns or damage. Upon being normally attacked by two different enemies, the Emotion will lose this Passive and fight those two enemies by themselves. Passive

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