Thread:Somebody495/@comment-35195751-20191023180311/@comment-35195751-20191025202431

Name: Kansuke Hirogama

HP: 25 (100)

Attack: 0 (0)

Defense: 0 (0)

Stamina: 0

Speed: 0 (Yep, he doesn't have turns.)

Passives:

Bats: Kansuke starts with a White Bat. At the end of every round, he gains two White Bats.

Boars: Kansuke starts with a Boar Monster. At the end of every round, he gains a Boar Monster, but cannot have more than two.

Fish: Kansuke starts with a Viral Fish. Every time Kansuke gains an animal other than Fire Elephants, there is a (Fish*10, no greater than 50)% chance that he will instead gain a Viral Fish.

Elephants: Every time a non-animal ally of Kansuke's dies, he gains a Fire Elephant.

Name: Perk Master

HP: 13 (52)

ATK: 4 (8)

DEF: 1

STM: 5

SPD: 2

Abilities:

Perk Switch: Switches to one of the available perks. PM may still basic attack after using this. (Cooldown dependant on Perk) A Gift Of Your Own: Allows an ally to choose a perk and use it (Substituting themselves where it says "PM gains") for 4 turns. PM may still use perk switch OR basic attack after using this. (Perk CD + 1; turn Cooldown)
 * Takedown: Dealing the final blow to an opponent causes PM to heal fully. Additionally, dealing damage at all will heal him by 2 and add 1 Attack and 1 Speed. (1 turn CD)
 * Firepower: Cooldowns go down by 2 instead of 1. Applies to 1 other Ally of your choice. (6 turn CD)
 * Splinter Rounds: Attacks three times. (4 turn CD)
 * Matyrdom: If this perk is active when PM dies, PM will kill his attacker while dying. If slain by a boss, miniboss, certain named NPCs or an enemy player, they will simply take half their current HP as damage, ignoring defense. (0 turn CD)
 * Leadership: Everyone except PM gains a +5 auto heal passive, as well as +2 speed. (7 turn CD)
 * Combat Medic: PM gains a +10 auto heal passive, and everyon else gains 1 defense. (7 turn CD)
 * High Value Targets: Bosses, mini Bosses, and possessed players take 15 extra damage. (8 turn CD)
 * The One In The Chamber: PM's first attack each round will deal 5 extra damage and ignore defense as well as protective abilities. (5 turn CD)
 * Ironskin: PM gains 10 defense. (2 turn CD)
 * Gift Of The Woods: Everyone except PM gains 5 Defense & Attack. (8 turn CD)
 * Cast Away: Upon taking damage, 50% is reflected back to the attacker. (5 turn CD)
 * Scavenger: Upon dealing damage, PM will gain 2 extra points in a random stat (HP not included). Resets at end of round. (6 turn CD)
 * Broken Arrow: Enemies struck while this perk is active will have 10 less attack for the rest of the round. If they have no more turns, it will extend to the next round. (10 turn CD)
 * Fabricate: Every 3 turns, PM deals 2x damage. (2 turn CD)
 * Acasualty: Immunity to turn-skipping abilities. (2 turn CD)
 * Immunity: Immune to any and all statuses inflicted by attacks. Turn skipping not included. (10 turn CD)

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. PM still goes after others who take their turn before others

One With Nature: PM has a trusty doggo friend!



Doggo Friend

HP: 3 (12)

ATK: 2 (4)

DEF: 0

STM: 2

SPD: 2

Abilities:

Annoying Bark: Doggo barks in an enemy's face, halving his stats for 4 turns. (14 turn cooldown)

Passives:

Doggo's Rage: Doggo's attack stat increases by 2 every time he attacks. Resets at end of enounter.

Anti-Magic Pelt: Doggo cannot take more than one damage from, or otherwise be affected by any active-ability that isn't simply healing. He also has a 30% to reflect abilities thrown at PM.