Board Thread:Hosting Game/@comment-28278669-20190318182922

People can join this game whenever they want.

Signup Information: [//danganronparoleplaystuff.wikia.com/wiki/User_blog:KarpToEndAllKarps/25_Floors_of_Fun https://danganronparoleplaystuff.wikia.com/wiki/User_blog:KarpToEndAllKarps/25_Floors_of_Fun]

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: 1

Defence: 2

Magic: 6

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

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

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: 3

Attack: 11                Speed: 4

Defense: 3

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. 40% chance to Stun. Can only be used after her third turn. 7 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: 5

Defence: 2

Magic: 9

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: 8

Defence: 1

Magic: 7

Speed: 3

Restore Soul: Jamie spends one soul to heal himself or an ally 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 8 Damage to an enemy. If the enemy dies, Jamie gains one soul and will attack another enemy of his choice. That enemy will be dealt 100% of the Attack of the enemy that Jamie just killed. If that enemy dies, Jamie gains another soul. 5-Turn Cooldown.

WolfiZee

HP - 5

Attack - 5

Defense - 6

Magic - 12

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 Ally to take your turn for you, 20% to increase all of your stats by 1 - 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.

Sacred Oath: Salem and an ally average their current HP percentage to each other and add 15 percent to it. 8 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: 8

Attack: 1

Defence: 1

Magic: 13

Speed: 5

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 with a 50% chance of stunning them. Minimum damage is 3. Has a 40% chance of bleeding the enemy. 3 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

Undead rampage: Deal 12 dammage to the target, but heal 6 to the enemy with the lowest HP that isn't the target and has more than 6 HP missing, and deal 3 damage to self. This move is automaticly used after a teamate dies with the target being the one that killed them. The cooldown is reduced by one turn every time somebody dies. 6 Turn Cooldown.

Asher Ceartas

A noble paladin. When he discovered that the King was censoring people and taxing unfairly, he took his armor and enchanted sword to leave his guard.

HP: 4

Attack: 8

Defense: 5

Magic: 5

Speed: 4

Spells

Kind Blade: for every 2 points of damage he deals with basic attacks, his ally with the least health will be healed 1 point of damage. If an attack deals an odd amount of damage, the healing will be rounded up. (passive)

Reflecting Glass: Whenever Asher is dealt direct damage, a third of it will instead be redirected back to the attacker. Kind Blade healing applies to this passive. (passive)

Flurry of blows: 3 basic attacks. Multiple can be used on the same foe, or they can be spread across multiple foes. If multiple are used on the same target, Defense will only apply on the first attack. Causes Bleed on first target. '''Kind Blade healing applies to this ability. 3 Turn Cooldown'''

Final Burst: Asher dies instantly. 50% (rounded down) of the health lost by this ability is healed to all allies, and 2 points of damage are dealt to every enemy. 8 Turn Cooldown

Name: Trafnidiaeth Dewin

Background: Trafnidiaeth is a master of portals, creating holes in the universe, to make travel easyer. He used this magic to skip ahead to floor 7, but couldn't go any further. Now he has joined the other people trying to get up the tower.

HP: 6

Attack: 2

Defence: 4

Magic: 8

Speed: 6

Spells:

Teleport: Create a portal to the next floor, Sending any non-boss monster to the next floor. 1 use per floor. (I hope this is not OP)

Wormhole: Send a monster or player forwards in time, so that they can't attack or be attacked until Trafnidiaeth's next turn. 4 turn cool down.

Trash Portal: Open a portal to dump trash onto the target. Deals 1-10 damage, chosen randomly. Cooldown equals half of the damage dealt, rounded up.

Passives:

Unstable: If Trafnidiaeth is hit with a melee attack, there is a 1/3 chance to cast wormhole on the attacker, and a 1/3 chance to cast wormhole on Trafnidiaeth.

Eggy

HP: 5

Attack: 5

Defense: 3

Magic: 7

Speed: 5

Spells:

Zap Arrow: Fires an arrow that summons a lightning bolt that crashes onto the target, dealing 3 damage and setting them on fire. 3 Turn Cooldown

Cold Dagger: Freezes and bleeds one target. 3 Turn Cooldown

Mirror Shield: After use, the next attack dealt to you will be reflected back to the attacker. -2 Speed until the reflect happens. 4 Turn Cooldown

Acorn of Life: Heals self for 4 HP and becomes immune to damage until your next turn. 4 Turn Cooldown -

Name: Cangena Goed

Background: Cangena is a wood sprite who can call upon the Earth to obey her every command...unless, of course, the Earth doesn't like her commands. Then things can get ugly very quickly.

HP: 4

Attack: 3

Defense: 5

Magic: 8

Speed: 5

Spells:

Leech: Summon a vine that will latch onto an enemy, draining the enemy's HP by 1 for 2-5 turns. HP can be given to anyone. 3/4/6/7 turn cooldown depending on how long Leech is chosen to last

Cocoon: Summon a bud that will envelop you/a fellow ally. This will remove the ally from combat for 3 turns while restoring half their missing HP. 4 turn cooldown.

Tree Fist: Summon a branch in the shape of a fist. The branch will punch the enemy you last attacked/leeched, dealing 8 Damage to it. '''5 turn cooldown. '''

Passives:

Listen, damnit!: At the end of each of Cangena's turns, there is a 1/10 chance the Earth won't listen to Cangena. In this case, Tree Fist will randomly be used on Cangena or another ally. Tree Fist cannot be used on the ally with the least health and cannot knock anyone out. Leech will also be used on a random ally for 4 turns to heal Cangena.

--

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 (Every player has a chance for their cooldown times to be reduced by one additional turn at the end of each of their turns. That chance is equal to their magic times 3%)

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.)

Statuses
Poisoned: Take 1 damage at the end of your turn. Lasts until the end of the encounter.

On fire: take 3 damage at the end of your turn. You may spend a turn putting yourself out to remove this effect. Lasts 2 turns otherwise.

Freezing: -2 speed. Lasts 3 turns.

Bleeding: Take 1 damage when you attack. -1 attack. Lasts 3 turns.

Vengeful: Triggered when a party member dies in combat for one random party member. +4 attack when attacking the target that killed the party member, or inflicted the status that killed them. Lasts until the party member is revived, or the target dies.

Scared: +3 Speed and +1 Attack, but 1/2 chance to become paralyzed with fear when trying to attack the target that gives off this status.

Final stand: All stats +6. Triggered when all but 1 party members are dead. 