Board Thread:Hosting Games/@comment-35195751-20190715042211

So lets take 25 FOF, a very fun game.

Then take the world of Superheroes.

Then take TLHP as the host :P

And we have our game

Please refer to the rules below to create your character:

https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/Heroes_and_Villains

Party Inventory:

- 60 pieces of gold (Worth $1 each)

-  0 Cold Gems (Worth $50 each, and grant a power to their users)

- 21 Energy pills (Ingester regains 5 health and has a 100% chance of 2 cooldowns on the next turn they take). Can be ingested as a turn in combat.

Smoke Bomb: A player may use this as their turn to give all attacks towards allies a 40% miss chance, for the rest of a round.

- 3 mysterious vials

- 10 pieces of scrap metal

- $25

- Contract that the team must make it to floor 20+ or Ito will be revived and enslaved... FOREVER!

- Contract that the Intern Minions work for them. Stats for the Minions

- A profile of all players to be on the team. [https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/All_Characters,_Heroes_and_Villains. Here it is]

Name: Ayamisa Magista

Background: A young cheerful lady who is actually the leader of a cult that believes that suffering is the only way to receive a wonderful afterlife. For years she has searched for her god and convinced herself that she is her god's daughter incarnate. One day, she found out that she had powers when she cut herself with a cross made from 100% diamonds. Her powers match her insane beliefs but she knows not to tell ordinary people what her powers are and what they represent. After all, keeping a secret is stress and suffering in itself and the only reason she is here is to inflict suffering to the kidnapper(s).

Stats:

HP - 9 (36)

Attack - 1 (2)

Defense - 0

Power Source - 13 (39%)

Speed - 2

Powers:

Diamond Cross: Ayamisa cuts herself with her diamond cross, dealing 30% of her current HP as damage to herself. (3 turn cooldown)

Scarlet Letters: Ayamisa transforms her blood into a word and launches it at an enemy, dealing 30% of her missing HP +1 as damage and giving them a status of her choice. If she has less than 30% of her Max HP, she can give two statuses. (4 turn cooldown)

Book of Salvation: Ayamisa discovers a fleeting light of salvation and removes all statuses from herself except Drained, Vengeful, and Final Stand. She also heals 50% of her missing HP and takes another turn if she heals when she was under a third of her Max HP. (6 turn cooldown)

Cage of Suffering: Ayamisa takes the enemy's suffering and surrounds them with it, dealing 2 damage to them for every status (except Vengeful and Final Stand) that they have along with 30% of their missing HP +1. (6 turn cooldown)

Divine Retribution: Ayamisa shoots a powerful unrelenting strike of revenge at an enemy, dealing 40% of her missing HP +1 as damage. The percentage increases by 10 for every ally that has no HP left. (4 turn cooldown)

Her Incarnation: Ayamisa transforms into a seraph, the daughter of her god. For the next 3 turns, all percentages of her powers are increased by 10, she cannot go under 1 HP, the first power she uses will not go on cooldown, and she can, once during those 3 turns, take two actions. After that, she receives the Drained status on all powers that aren't on cooldown. This cannot be used while "Demonic Form" is active.(10 turn cooldown)

Demonic Form: Ayamisa merges her essence with that of a demon, a gift from said demon. For the next 2 turns, her Attack and Defense stats increase by 4, and her attacks set opponents on fire and injure them. After the 2 turns, Ayamissa is set on fire and drained. This cannot be used while "Her Incarnation" is active. (10 turn cooldown)

Mosaic of Agony: Ayamissa creates a mosaic out of blood and pain. The next normal attack dealt will crit and be dealt to Ayamissa, the attacker, and the attacked. It will also heal the ally with the lowest HP by the Damage dealt to Ayamissa. 8 Turn Cooldown

(From Magical Gem) Cooling Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

(From Magical Gem) Frosty Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

(From Magical Gem) Snow Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

Air Talisman: Ayamissa can control a air elemental to do her bidding with this, but she doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (? Cooldown)

(From Mutation) Healing hands: Ayamisa's hands glow as she puts them on a being. The being is healed by an amount equal to the being's Power stat. (7 turn cooldown)

Passives:

(From Mutation) Healing hands: Ayamissa's hands can glow whenever she wants them to. Also whenever Ayamissa (basic) attacks an enemy (So basically never), there is a 10% chance Ayamissa's Healing hands will trigger, if it is not on cooldown.

(From Hot-Tub Vial Mixing) Exertion: Ayamissa can put one of her powers on cooldown without using it to gain an extra turn. Ayamissa may do this until she runs out of powers.

Name: Wolfi ( Creativity 100 Amirite )

Backstory: Some sort of mage or something, no one knows. Really, anything could be possible. Heck, they could have just bought their various weapons off of some garage sale, for all anyone knows.

Stats:

HP - 6 (24)

Attack - 2 (4)

Defense - 17 (8)

Power Source - 15 (45%)

Speed - 7

Powers:

Lunar Flare: Wolfi attacks an enemy, dealing 1 damage 6 times over. This will only count once towards the Nebula Orbs passive. (1 turn cooldown)

Nebula Arcanum: Wolfi summons a "Nebula Arcanum" entity (8 turn cooldown)

Last Prism: Wolfi deals 8 damage to every enemy in the floor. Inflicts the Drained status on Wolfi. (2 turn cooldown)

Nebula Blaze: Wolfi deals 10 damage to a target, with a 20% chance of "critting" and dealing 3x the damage. (3 turn cooldown)

Passives:

Powered Armor: Wolfi's defence applies to powers.

Nebula Orbs: Every time Wolfi Attacks, the target of Wolfi's attack is given 1 of 3 stackable Nebula Orbs. These Orbs are permanent until the target is attacked. Multiple Orbs hitting the same target will increase the power level of whatever Orb is currently there.

The Orb causes the person who attacked the enemy with said Orb to gain a Nebula Orb buff, which temporarily increases a stat for them

1) Defense Orb- Increases a recipient's defense by (2 x Orb level)

2) Attack Orb- Increases a recipient's Attack & Power source by (1 x level)

3) Health Orb- Allows a recipient to regain (2 HP x Orb level) at the end of their turns

Each Orb lasts (2 x Orb level) turns

Name: Jack Driver

Background: He lived a normal life until 13, when he learned that he could bend space and time. He uses his powers for good, sometimes for amusement, eh, but who cares.

Stats:

HP - 7 (28)

Attack - 3 (6)

Defense - 7 (3)

Power Source - 8 (24%)

Speed - 8

Powers:

Time Warp:Change a player's health, stats, cooldowns, and effects to x turns ago (you choose x), as long as x is less that the number of turns of the encounter (can't send stuff to the first round when they would be literally untouched). (3 turn cooldown)

Supernova: Implode 2 enemies, then throw them back out. All of their stats will be halved for 5 rounds. (7 turn cooldown)

Telekinesis: Use any power that a hero or other character on Jack's floor has and use it on yourself or another hero/villain. If they have a cooldown, still doesn't matter. (Cooldown is the same as the power's normal cooldown)

(From Magical Gem) Cooling Gem: Jack's Gem exhales an Icy breath upon it's wielder. Jack is frozen, but all of Jack's powers regain a turn of cooldown. (5 turn cooldown)

Fear Incarnate: Jack's inner fear is unleashed as he transforms into something incomprehensably horrifying for 3 turns. Everything becomes scared of him, including himself for the duration. Every time Jack uses a Power or attacks a creature, they become drained. When this wears off, Jack is unable to be scared by anyone but himself for the rest of the floor, and is drained. (8 turn cooldown)

Water Talisman: Jack can control an Water elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Mech Suit: Jack must use Telekenisis to activate his suit or take it off, putting Telekenisis on 4 turns of cooldown. While in the suit, Jack gains 10 defence and +3 attack. Jack starts each fight with the suit off, as it's rather hard to fit through doors without serious folding.

Smash (Usable only in the suit): Jack Smashes an opponent, dealing 20 damage to them. (6 turn cooldown)

Flight: (Usable only in the suit) Jack flies in the air for 2 turns, and then falls on an opponent on his third. The opponent Jack lands on will take 5 damage and is automatically crit by basic attacks until the Opponent's next turn. (5 turn cooldown)

Passive:

Reflex: If Jack's HP is over 20, you will have a 40% chance you will send the attack through themself, therefore dodging it.

Timely Strength: Multiplying his strength, Jack's crit will do x4 damage instead of 2.5x, and the target will be injured. Jack's basic attack will be drained for 2 turns after this goes into effect.

(From Hot-Tub Vial Mixing) Exertion: Jack can put one of his powers on cooldown without using it to gain an extra turn. Jack may do this until he runs out of powers.

Name: Crizius Pencilia

Background: Crizius was an extremely prominent sharpshooter known for having the best shot in the west. He recently discovered his powers, and with his home town cheering him on, he decided to become a hero. Hero in training now, he's determined to succeed and make his home town proud. But for now, there's a 25-floor long tower standing in the way.

Stats: 

HP - 5 (20)

Attack - 13 (26)

Defense - 0

Power Source - 5 (15%)

Speed - 7

Powers:

Soft Spot: Crizius shoots an enemy, dealing 2 damage. The enemy takes 2 extra damage from all basic attacks for the next two turns. (4 turn cooldown)

Triple Shot: Crizius shoots all enemies, dealing 3 damage to each. (2 turn cooldown)

Blind Spot: Crizius shoots an enemy’s blind spot, dealing two damage. Crits against them will deal 4x damage instead of 2.5x damage for the next two turns. (6 turn cooldown)

Pistol Twirl: Crizius twirls a pistol around in an almost hypnotic motion, then abruptly fires it. Each opponent has a 10% chance to do nothing on their next turn. Crizius basic attacks an opponent, but this attack has a 10% chance of missing. (3 turn cooldown)

Passives:

Lifesteal - Crizius heals for 33% of the damage he deals to enemies.

Perfect Aim - Crizius has a 20% chance to crit instead of a 4% chance.

Name: Kazien, the Absolute Light

Stats:

HP - 4 (16)

Attack - 10 (20)

Defense - 0 (0)

Power - 5 (15%)

Speed - 15

Powers:

Power of Angels: Kazien does 9 damage to an enemy for each of his teammates that it has done damage to. (Cooldown equal to 1/6 the damage dealt rounded up)

Perfect Light: Kazien heals all his teammates equal to the amount of enemies who have done damage to them on that floor multiplied by 6. All damage counters are reset (as if no enemies have done any damage that floor). (Cooldown equal to 1/3 of the highest amount healed)

Fist of God: Kazien deals damage to an enemy equal to the total damage they have done to Kazien's teammates. Fist of God is then Drained. (8 turn cooldown)

Pistol Twirl: Kazien twirls a pistol around in an almost hypnotic motion, then abruptly fires it. Each opponent has a 10% chance to do nothing on their next turn. Kazien basic attacks an opponent, but this attack has a 10% chance of missing. (3 turn cooldown)

Passives:

Purity of Light: Kazien takes no damage from Basic attacks and is unaffected by status conditions.

Calling of Heaven: Kazien cannot target enemies that have not done damage to his teammates.

Name: Green Slime

Background: An apparently sentient slime. Suprisingly isn't a scientific experiment gone horribly wrong, though besides that fact not much is known about them.

Stats:

HP - 4 (16)

Attack - 7 (14)

Defense - 12 (6)/27 (13)

Ability - 0 (0%)

Speed - 6

Abilities:

Engulf: Green Slime engulfs an opponent, which deals 5 damage to them for 3 turns, and gives both them & the opponent -6 Speed. However, any other damage dealt towards them during this time will instead be dealt towards Green Slime (their defense does apply to this damage dealt towards them, however). (5 turn cooldown)

Leech: Green Slime will be healed for 10% of the damage they deal for 3 turns. This does not take up an action unless their Speed is 6 or higher. (3 turn cooldown)

Passives:

Gelatinous Anatomy: Defense applies to powers & debuffs. In addition, all Powers used on them (both good & bad) will have their cooldowns increased by 1 turn (obviously not permanently).

Absorption: Any time Green Slime kills someone with a Basic Attack, their HP is fully regained, and they gain +6 to Speed for 3 turns. This Speed boost can stack, however stacking it will only give +3 speed (i.e. if they were to kill someone while having the speed boost, their speed stat would only be increased to +9, and etc.).

Powered Armor: While not on the same floor as Wolfi, Green slime wears powered armor, granting them +15 defence and allowing their defence to apply to powers. (Even though they already did)

Name - Bam-Rang

Background - Bam-Rang is a hunter from the wild. He deems himself the guy to take care of the ecosystem when Mother Nature just won't do. So, he seeks out the more dangerous animals and works to take them down. He's usually better with an ally, and unfortunately his allies happened to be the guys taken to the tower. So, he works to take them back, boomerang in hand.

HP - 3 (12)

Attack - 3 (6)

Defense - 3 (1)

Power Source - 10 (30%)

Speed - 6

Powers

Caltrops - Bam-Rang lays a trap around an ally of his choice. When this trap is set, there's a (Powers)% chance that when an enemy attacks said ally, the enemy will be intercepted for damage equal to Bam-Rang's attack. Lasts for 3 turns. (2 turn cooldown)

Boomerang Pass - Bam-Rang tosses his boomerang into the hands of an ally. When this is done, said ally will immediately basic attack an enemy of Bam-Rang's choice. This allows the ally to deal their basic-damage to an enemy during Bam-Rang's turn, and the ally will gain an additional turn when they take their next turn. (5 turn cooldown)

Passive

Poison Resistance - Bam-Rang's trained himself with a few animals. Especially a few venomous animals. As such, he's developed a resistance to certain poisoning. If an enemy attempts to poison Bam-Rang, there's a (Defense * 2)% chance he won't get poisoned.

Boomerang-Back - Bam-Rang tosses his boomerang for attacks. So when he throws his weapon at a foe, there's a (Speed)% chance that the boomerang will hit the enemy a second time.

Name: Lyonde Overheart

Backstory: A young and aspiring chronomancer, Lyonde has always loved looking at clocks and crystal balls at a young age. For years, he has been met with tragedy after tragedy and he has longed for the power to turn back the clock to change the past. When he finally discovered a staff that could manipulate time, he was overjoyed. He isn't an expert in magic but he hopes that one day, he can use his staff to save lives, to revert tragedies, to see the future, and even to stop the process of aging.

HP: 4 (16)

Attack: 0

Defense: 0

Power: 0

Speed: 1

Time Freeze: Lyonde surrounds an enemy with frozen hourglasses, freezing the enemy. (1 Turn Cooldown)

Chrono Force: Lyonde attacks an enemy with magic, dealing 4 damage to them and giving them a Clock Mark if they don't already have one. If Lyonde uses Chrono Force on an enemy with a Clock Mark, Lyonde will deal 2 additional damage and take another turn. (3 Turn Cooldown)

Yesterday: Lyonde reverses time, increasing the cooldown times of an enemy's powers by 1 turn. (4 Turn Cooldown)

Tomorrow: Lyonde speeds up time, causing an ally's cooldown times to go down by one turn. If Lyonde chooses himself, he instead takes another turn. (6 Turn Cooldown)

Sands of Time: Lyonde surrounds an enemy with sand from his hourglass. The next power they use will have a +2 cooldown time. (7 Turn Cooldown)

Perfect End: Lyonde launches a perfectly executed attack at an enemy along with his past selves. Lyonde deals 3 damage to the enemy. The damage then increases by 3 for the rest of the encounter. (7 Turn Cooldown)

Daylight Savings: Lyonde releases some of the stored time in his staff. He takes two additional turns. (9 Turn Cooldown)

Reset: Lyonde fixes the flow of time by resetting his staff. One power of his choice goes off cooldown and Lyonde takes another turn. (14 Turn Cooldown) 