Board Thread:Adventure RP Games/@comment-28278669-20191004223805/@comment-28278669-20191016175128

''You all head to the next floor, expecting to fight demons like the voice said. As soon as you step onto the stairs, you feel a sudden wave of unbearable heat. The closer you get to the door, the hotter it gets. By the time you open the doors, you're all covered in sweat.''

''Fighting demons is one thing. Fighting demons surrounding a demonic pyre is another.''

The Storyteller Read: =The Demons=

''When the sorcerer found out that the bishop and prophet knew what he did, the sorcerer opened a gate to the underworld and made a contract with the demons. This contract removed what little sanity the sorcerer had left but at least it got rid of the religious fanatics.''

But he soon realized that the demons would not return back to their world and as a result, he summoned a pyre to make them bound to it and to make them not want to escape

''Unfortunately, this kind of pyre needs constant tending to or else it will engulf everything around it in a firey explosion. The demons have been tending to it for a long time but when they're caught up in the middle of battle, they forget about the pyre completely. All they want to do is what the sorcerer enchanted into them.''

Kill anybody who dares enter their floor.

The Pyre: The Pyre starts at a Temperature of 1. After every 3 turns, the Pyre's Temperature increases by 1. At the end of each round, everybody is dealt damage equal to 1.5x of the Pyre's Temperature. Players may spend their turn tending to the pyre to reduce it's Temperature by 1.

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Pyromaniac

HP: 180

Attack: 8

Defense: 0

Magic: 12

Speed: 4

Flaming Wheel: The Pyromaniac sends a burning wheel to an enemy, dealing 5 Damage to them. 3 Turn Cooldown

Lava Geyser: The Pyromaniac summons a geyser below two enemies. Once this spell is no longer on cooldown, the enemy who is standing on the geyser will be dealt 10 Damage. Enemies may waste their turn to swap places with one of their allies, moving who the geyser will hit. 5 Turn Cooldown

Firewall: The Pyromaniac summons a wall of fire to divide his allies and enemies into two sides. Allies and enemies who try to attack or use a spell on someone that isn’t on the same side as them will be dealt 4 Damage. The Firewall lasts until 3 enemies are harmed by it. The cooldown starts once the Firewall is removed. 6 Turn Cooldown

Beyond Worlds: The Pyromaniac leaps to an enemy and retrieves their weapon, dealing 7 Damage to them and resetting the cooldown of Flaming Wheel. The Pyromaniac also reduces the remaining cooldown of Inferno by 1 turn. 6 Turn Cooldown

Inferno: The Pyromaniac summons a blazing inferno around him, dealing 3 Damage to all enemies who normally attack them. The inferno lasts for the rest of this round and the next two. Flaming Wheel’s cooldown will also be reset. 9 Turn Cooldown

Combustion: Anybody that is dealt damage by the Pyromaniac catches on fire. Passive

Reaper

HP: 100

Attack: 3

Defense: 20

Magic: 20

Speed: 8

Shattered Soul: The Reaper launches two powerful and deadly slices of magical wind at an enemy, dealing 30% of the enemy’s current HP as damage on the first and 30% of the enemy’s missing HP on the second. This will not put the enemy under 1 HP. If it would, it will instead stun them for two turns and Shattered Soul will be used again on a random enemy above 1 HP. 4 Turn Cooldown

Death’s Scythe: The Reaper attacks all enemies with a scythe, dealing 4 Damage. If an enemy is knocked out because of this, it will be used again. 4 Turn Cooldown

Undead Rampage: The Reaper attacks an enemy with an army of undead, dealing 5 Damage to them. The Damage increases by 2 for every knocked out enemy. The cooldown of this spell goes down by 2 whenever an enemy is knocked out. 8 Turn Cooldown

God of Death: Whenever an enemy is knocked out, the Reaper becomes immune to all damage for the rest of this round and the next. Passive

Sudden Death: For every 20 HP of damage dealt to the Reaper, their Speed is doubled. Passive

Demon

HP: 75

Attack: 8

Defense: 2

Magic: 10

Speed: 1

Rising Doom: The Demon rises a powerful thing that will doom everyone. Everyone is dealt 1 Damage. The amount of Damage dealt increases by 1 after every use. 2 Turn Cooldown

Tormentor: The Demon deals 3 Damage to an enemy and gives them the “Tormented” status. The Tormented status causes the enemy to have one of their stats (besides Max HP) go down by one at the end of each of their turns. 4 Turn Cooldown

Black Illusions: The Demon heals 10 HP and then summons two more demons with the same amount of HP as him. After two turns, all Demons except for the one with the most HP will die. This does not cause Vengeance. 6 Turn Cooldown

Demonic Blades: The Demon sprouts two long demonic blades on his back. At the end of each turn, the blades will deal 4 Damage to a random enemy and make them bleed. Enemies may spend their turn attacking a blade, destroying it. 6 Turn Cooldown

Slasher

HP: 115

Attack: 0

Defense: 4

Magic: 0

Speed: 1

Sharpen: The Slasher’s Attack increases by 1. 3 Turn Cooldown

Fast Strike: The Slasher attacks an enemy and takes another turn. 4 Turn Cooldown

Rampage: The Slasher goes on a rampage, resetting Endless Massacre’s effect. Until the end of the round, whenever he uses Fast Strike, the target will be bled. 15 Turn Cooldown

Endless Massacre: The Slasher’s Speed can never get above 1 but when it’s their turn, they take x turns in a row instead of just 1. The amount of turns taken is equal to 2 + the amount of knocked out enemies. The Slasher heals 5 HP whenever an enemy is knocked out. If the Slasher has Final Stand, they will take two additional turns. Passive

Succubus

HP: 140

Attack: 6

Defense: 6

Magic: 6

Speed: 2

Toxic Kiss: The Succubus’s next attack will poison the enemy. 2 Turn Cooldown

Heartthrob: The Succubus causes an enemy to feel dizzy and weak at the sight of her, stealing 2 Attack, Defense, and Speed from that enemy for 3 turns. 4 Turn Cooldown

Gorgeous Sight: The Succubus reduces all damage she receives from two enemies by 50% for 4 of their turns. One of the enemies will be stunned for 1 turn (chosen randomly). 6 Turn Cooldown

Harvest The Lust: The Succubus deals 10 damage to an enemy and heals 10 HP. 6 Turn Cooldown

Heart Slicer: The Succubus slices at an enemy, dealing 20 damage, stunning them for two turns, and causing them to bleed 3 times. 15 Turn Cooldown

Restoration: The Succubus heals an enemy to full HP and forces them to join the Succubus’s side until the end of the next round. 15 Turn Cooldown

Maddening Thirst: The Succubus heals 5 HP at the end of each turn. Passive