Board Thread:Adventure RP Games/@comment-35195751-20191129234027

Please refer to the rules below to create your character:

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

Party Inventory

- 60 pieces of gold (Worth $1 each)

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

- Black Cloak (1 use, grants +500 health to the user for 1 floor)

- Zee's Wolf Talisman (Turns the user into a Wolf under Zee's Control)

- Mech-Remote (Allows one to enter and exit the mech as needed)

- 1 Yellow Staff (Grants Drain/Fear based powers based on the amount of power the equipper has)

- 6 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.

- 5 Red energy pills (Recieved by the Merchant. Seem to function the same as the regular energy pills). Can be ingested as a turn in combat.

- 25 Pink Potions of Healing (Heals the ingester by 5)

- 4 Medical Kits: One may use an action to expend this. The user may heal one character by 10.

- 10 Chill pills: This pill freezes whoever ingests it. The Ingester may reduce one cooldown by 1 of their choice.

- 3 mysterious vials

- 1 Mech Remote (Allows one to enter the Mech without using Telekenisis)

- 32 Robes of Devotion (These Robes reform and reshape themselves to represent devotion to whatever the user follows. When worn, the user cannot take damage from anything that would do more than 5 damage. The user subtracts 20 points from their stats however...)

- 0 pieces of scrap metal

- $567

- 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 - 16 (64)

Attack - 1 (2)

Defense - 0

Power Source - 23 (69%)

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. (10 turn cooldown)

Cult Altars: Ayamisa summons a cult altar. Cult Altars have 25 HP and do nothing. Cult Altars heal 4 HP at the end of each round for each Cult Altar alive and cannot be healed by anybody else. (4 turn cooldown)

Sacrificial Circle: Ayamisa destroys any amount of Cult Altars and deals (amount of Cult Altars destroyed squared) damage to anybody she wishes (she can split up the damage). (4 turn cooldown)

Ascend to Heaven: Ayamisa ascends an ally to a divine realm, healing them by 4x HP but they will be stunned for x turns. (X-1 turn cooldown)

Wrath Sanction: Ayamisa punishes an enemy for not harming her, dealing 10 damage to them. This is only usable on enemies who haven't harmed her yet. (2 turn cooldown)

Sacred Scroll: Ayamissa throws a piece of a scroll at an enemy which proceeds to cause them to scream in agony. The enemy gains 3 Attack but Ayamissa decides on what they do on their next turn. (10 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) 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)

Passives:

(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 - 10 (40)

Attack - 2 (4)

Defense - 17 (8)

Power Source - 15 (45%)

Speed - 10

Powers:

Lunar Flare: Wolfi attacks an enemy, dealing 1 damage 8 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)

Resurrection: Wolfi brings a defeated ally back with 50% health (5 turn cooldown)

Apocalypse: Wolfi brings back every ally defeated on the floor Wolfi is on. (15 turn cooldown)

Passives:

Powered Armor: Wolfi's defence applies to powers.

Necromancy Staff: The first time Wolfi is defeated on any floor, he is resurrected as if he used resurrection on himself. This does not put resurrection on cooldown.

Divine failsafe: The Staff will instantly teleport it’s user into the center of the sun if they directly attack a member of the Greek god pantheon.

Mana Flower (Passive): Every 5th Power Point Wolfi uses will reduce all ability cooldowns by 1 as opposed to just 1 ability

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

Each Orb lasts (2 x Orb level) turns


 * 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

Celestial Stone - Wolfi gains a "few" minor effects. He may choose which one is active at the start of each of his turns:
 * Wolfi may automatically basic attack an opponent of their choice at the end of each round.
 * Wolfi deals 1 extra damage on basic attacks & abilities. Defense applies to this extra damage on abilities (for example, if Wolfi were to use Lunar Flare on someone with 2 defense, it would only deal 8 damage [as opposed to 16] due to the extra damage being reduced. If Wolfi were to use Lunar Flare on someone with 4 defense, it would still deal 8 damage, as the extra defense wouldn't carry on to the base damage). This applies to the Nebula Arcanum.
 * Wolfi has a 2% chance to crit on abilities, dealing 2.5x the damage. Basic Attacks & the Nebula Blaze ability gain a +2% to crit chances. This applies to the Nebula Arcanum.
 * Wolfi automatically regenerates 1 HP/turn.
 * Wolfi gains +4 defense towards Basic Attacks (basically, they gain +4 Defense that the Power Armor passive doesn't apply to).

Name: Kazien, the Absolute Light

Stats:

HP - 6 (24)

Attack - 30 (60)

Defense - 0 (0)

Power - 5 (15%)

Speed - 11

Powers:

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. (8 turn cooldown)

Heaven's Judgment: Kazien does deals 20 damage to an enemy x times, where x is the number of his allies that they've hurt. (Cooldown is 4 times the number of attacks + 2)

All Heaven's Angels: Kazien deals 100 damage to a target that has killed one of his teammates. This damage cannot be blocked, reduced, or dodged, even if the target is completely invlunerable, and even if the target has an effect that nullifies abilities that ignore damage reduction. Once per floor, and Kazien is stunned for [host chooses] turns after use.

There is only light and darkness: Kazien deals damage to everyone except himself equal to 1/2 the total damage they have dealt to anyone except for themselves on that floor. Healing counts as negative damage. One use per floor, stuns Kaizen for 3 turns, and cannot be used once All Heaven's Angels has and vice versa.

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.

Angel's Fury: Kazien gains 1 Attack whenever an ally takes damage and gains +6 attack toward the killer whenever an ally dies. Allies do not randomly gain Vengeance while Kazien is concious

Piercing Blade: Kazien's attack cannot crit but goes through Defense.

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 - 7 (28)

Attack - 5 (10) [8 (16) in mech]

Defense - 3 (1) [13 (6) in mech]

Power Source - 10 (30%)

Speed - 8

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)

Whirlwind Boomerang - Bam-Rang tosses his boomerang, and it seems to stay in place as it repeatedly beats enemies, dealing 4-8 hits of basic damage. (7 turn cooldown)

Cooling Winds - Bam-Rang spins his boomerang to generate cooling winds. He targets 3 allies, and reduces one of each of their cooldowns by 2 (8 turn cooldown)

(From Magical Gem) Cooling Gem: Bam-Rang'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)

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

Flight: (Usable only in the Mech suit) Bam-Rang flies in the air for 2 turns, and then falls on an opponent on his third. The opponent Bam-Rang lands on will take 5 damage and is automatically crit by basic attacks until the Opponent's 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: 14 (56)

Attack: 0

Defense: 0

Power: 0

Speed: 3

Time Freeze: Lyonde surrounds an enemy with frozen hourglasses, freezing the enemy and dealing 2 damage to them. (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)

Faster and Faster: Lyonde uses his spells to increase his control of time even further. Lyonde takes another turn for every two turns he has taken this round. Lyonde gains 4 health for every turn he gains with this. He can only use this ability a maximum of once per round. (15 Turn Cooldown)

Immemorial Clock: Lyonde rapidly starts aging three enemies (cannot be the same), dealing 5 damage to them and giving them the "Doomsday: 5 Seconds" debuff. If they already have the "Doomsday" debuff, their "Doomsday" timer goes down by 1 second and something happens based on what the new second is. (4 turn cooldown) Passives:
 * 5 Seconds: Enemy is poisoned
 * 4 Seconds: Enemy is drained twice
 * 3 Seconds: Enemy permanently takes 30% increased damage
 * 2 Seconds: Lyonde steals 4 HP from the enemy
 * 1 Second: Lyonde can reduce 3 total turns of cooldown from the opponent's powers.
 * 0 Seconds: All enemy spells are put on full cooldown while Lyonde takes an additional turn

Swift boots: +2 speed. Twice per floor, Lyonde may take an additional action on their turn.

The Amnesiac Powers: Passives:
 * HP: 17 (68)
 * Attack: 2 (4)
 * Defense: 4 (2)
 * Power Source: 0 (0)
 * Speed: 8
 * Complete Absorption: Amnesiac absorbs 1 power from another player/enemy, preventing them from using it for 4 turns, whilst allowing Amnesiac to use it once.  (Cooldown = 1.5x the cooldown of the Power Stolen)
 * Sudden Remembrance: Amnesiac thinks himself to be a dead player/enemy, gaining one of their powers and one of their passives at random. He also gains 3 random stats off that person. Lasts until end of encounter. (12 turn CD)
 * Insomniac: Amnesiac cannot be frozen, and his turns cannot be manipulated or skipped.
 * Wait, Hold On!: Amnesiac takes 2 extra turns at the end of a round. These turns are not protected by Insomniac.
 * Vulnerable Slow Recovery: Amnesiac will have a 60% chance of redirecting attacks directed at anyone in the party to himself, but he regenerates 5 HP every turn and 15 at the end of a round. 