Board Thread:Adventure RP Games/@comment-31900968-20190913234020/@comment-31900968-20191006192944

ImKurama wrote: Perk Master

HP: 13 (52)

ATK: 4 (8)

DEF: 2

STM: 2

SPD: 4

Abilities:

Perk Switch: Switches to one of the available perks. 8 turn cooldown


 * Takedown: Dealing the final blow to an opponent causes PM to heal fully.


 * Firepower: Cooldowns go down by 2 instead of 1


 * Splinter Rounds: Attacks three times.


 * Matyrdom: If this perk is active when PM dies, PM will kill his attacker while dying.


 * Leadership: Everyone except PM gains a +5 auto heal passive.


 * Combat Medic: PM gains a +10 auto heal passive.


 * High Value Targets: Bosses, mini Bosses, and possessed players take 15 extra damage.


 * The One In The Chamber: PM's first attack each round will deal 5 extra damage and ignore defense as well as protective abilities.


 * Cast Ironskin: PM gains 10 defense and will deal 30% of damage taken back to his attacker. ​​​​​​still no


 * Gift Of The Woods: Everyone except PM gains 5 Defense & Attack.

A Gift Of Your Own: Allows an ally to choose a perk and use it for 2 turns. 11 turn cooldown, cannot be used on first turn.

Passives:

Windwalker: PM takes 1 turn before anyone else, an extra turn every time someone takes 4, and 1 more after the people with the lowest speed go.

One With Nature: PM has a trusty doggo friend!



Doggo Friend

HP: 3 (12)

ATK: 2 (4)

DEF: 0

STM: 2

SPD: 2

Abilities:

Bite & Drag: Doggo takes an enemy and drags him out of the fight, dealing damage equal to 2/3 of their current HP. Also causes them to skip a turn due to having their leg ripped off

Passives:

Doggo's Rage: Doggo's attack stats multiplies by 2 Everytime he attacks. Resets at end of enounter.

Anti-Magic Pelt: Doggo cannot be damaged or even affected by any spell that isn't healing. He also has a 30% to reflect spells thrown at PM.