Board Thread:Adventure RP Games/@comment-35195751-20191023023809

Name: Sylas

Backstory: The king's cruel reign was discriminitory towards the people of Peesfol Village. Those born in this village were mistreated even though they had no say in where they were made. Sylas, who was caught crossing the borders of the Capital City, was sentenced to 15 years in prison just because they were born in Peesfol. After breaking out of prison and fleeing to his hometown, he's had enough. The king's rule ends now.

HP: 5 (10)

ATK: 1 (2)

DEF: 4 (4)

STM: 10 (10)

SPD: 5 (5)

Abilities:

Imperfectionalism - Sylas preforms a spell on two target enemies, one of which is dealt 7 damage at random. This spell shreds both enemies' DEF by 5. (4 turn cooldown)

Kingslayer - Sylas thrusts at an enemy and punches them in the gut, dealing 5 damage to them while healing Sylas for 3 HP. The damage is increased to 10 if the enemy is below 50% HP and the healing is increased to 6 if Sylas is below 50% HP. If both are active at the same time, this attack shreds the target enemy's DEF by 5. (5 turn cooldown)

Armour Puncture - Sylas reduces a target enemy's defense by 10 for the rest of the round. Alternatively, Sylas reduces the target enemy's defense by 50% for the rest of the round. Either way, Sylas increases his own DEF to 8 for the next two turns. (7 turn cooldown)

Passives:

Magic Storing - When Sylas casts a spell, he stores it's magic to preform an empowered basic attack. Sylas' next basic attack deals 10 extra damage, and also deals 4 damage to all other enemies. The splash damage bypasses DEF. Sylas can store 5 charges of Magic Storing.

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. (? 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.

Name: Bista

Backstory: ''Bista comes from a temple that celebrated a god. During his time, he worked on preparing his body for all of the challenges the world would provide him. However, his temple would be invaded by the king's forces, and he decided to step out to begin the fight against him. He heard of how the king would be receiving attacks from Peesfol Village, so he decided to head that way in order to find them and get their aid in subduing the king. He takes into battle a double-sided sword, a hilt with a blade protruding from one both ends of it, and wields it with grace and dexterity.''
 * HP - 7 (28)
 * ATK - 2 (4)
 * DEF - 0
 * STM - 6
 * SPD - 10
 * Abilities
 * Fit Feet - Bista can selects an ally in order to give the selected ally a (SPD)% chance of avoiding incoming damage until the end of the round. This is in addition to whatever dodge ability the selected party member has.  (4 turn cooldown)
 * Disbalance - Bista delivers a stunning blow to an opponent, it reducing said opponent's speed to 1 and also reducing their defense by 4. (3 turn cooldown)
 * Passives
 * Dexterity - Bista uses his training in order to evade incoming blows. So, he has a [10%] (SPD%) chance of evading blows directed at him.
 * Double-Blade - Bista's swings have him strike an opponent twice with a single basic attack.

Name: Lullonde Sirenade

Backstory: ''Many people who see Lullonde would call her a pretty thing. Her voice is amazing and her incredible beauty is even more astounding. But she was rarely ever happy. Her parents would parade her around her hometown like a precious toy but when they got home, they would just leave her in her room to play with her dolls, all by herself. Once she turned 15, she ran away from her parents. She didn't want to be another item her parents used to get attention. She wanted a life, she wanted to explore the world. But she forgot to bring money. So she became one of the king's consorts which she enjoyed being until she found out what he was doing to a certain village.''

Finally, something fun to do.

HP: 6 (24)

ATK: 0 (0)

DEF: 5 (5)

STM: 6

SPD: 8

Alluring Song: Lullonde sings a beautiful song that mesmerizes an enemy, cutting all damage they deal in half for 2 of her turns. Lullonde's DEF is increased to 12. After taking damage 3 times, her DEF will go back to normal. (5 turn cooldown)

Lovers: Lullonde makes an ally her lover. Her lover gains 2 DEF and 2 SPD. If Lullonde targets an enemy, their next turn is skipped and for 3 turns, her lover will be jealous of that enemy. A jealous lover deals 50% increased damage to the enemy they're jealous about. Lullonde can only have one lover at a time and heals 6 HP whenever she changes her lover but her previous lover will be dealt 4 damage. (2 turn Cooldown. Telling really...)

Broken Hearts: Lullonde breaks the hearts of her enemies, reducing their DEF by any amount but they all gain half that amount as ATK. Her lover will also heal by twice that amount. (3 turn cooldown)

Carpet of Red Roses: Lullonde summons a carpet for her beautiful self to walk on. The carpet has 3 stages: The Walk, The Center, and The Close (starting on The Walk). If she has already summoned a carpet, this ability is replaced with "Catwalk". (3 turn cooldown)
 * Catwalk: Lullonde walks on the carpet. On The Walk, she and her lover heal 5 HP and the carpet changes to The Center. On The Center, she and her lover are granted immunity to one normal attack and the carpet changes to The Close. On the Close, her lover and an enemy attack each other twice and the carpet is removed. (No cooldown)

Name: Idestia Hein

HP: 10 (40)

ATK: 7

DEF: 0

STM: 0

SPD: 8

Abilities:

Spiritual Overturn: Idestia starts each battle in Neutral form. Idestia changes her form to either Neutral, Heaven, or Hell. Heaven halves all damage dealt to and by Idestia. Neutral heals Idestia by 3 HP every turn. Hell doubles all damage dealt to and by Idestia. (3 turn cooldown)  Not with that 0 stamina AND 8 speed you don't. (6 turn cooldown)

Soul Slicer: Idestia cuts into an enemy’s soul, dealing her HP stat as damage and reducing their Defense and Speed by 4 for 2 turns. (4 turn cooldown)

Celestial Beam: Idestia summons a beam of light from the sky, dealing her Attack stat as damage damage to 3 enemies of her choice. If an enemy is hit multiple times, they are only dealt 50% damage on the second and 25% damage on the third hit. (5 turn cooldown)

Passive:

Grace of Wrath: Idestia channels the power of an angel and a demon, taking two additional turns at the beginning of the next round. Until the end of the next round, whenever Idestia deals a normal attack to an enemy, they are either given an Angel Mark or a Demon Mark (her choice). Once the enemy has 3 Angel Marks, they're removed and Idestia heals 8 HP. Once the enemy has 3 Demon Marks, they're removed and the enemy is dealt 6 damage. Once the enemy has 2 Angel Marks and 2 Demon Marks, they're removed and the enemy is stunned for 2 turns and Idestia reduces the cooldown times of all of her abilities by 2 turns.

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.

 White Bat  

 HP: 2 (8) 

 Attack: 2 (4) 

 Defense: 2 (2) 

 Stamina: 0  

 Speed: 10  

 Passives: 

'' Echolocation: The Bats' attacks go through Defense and deal extra damage equal to the enemy's Defense. ''

'' Dodging: The Bats have a (Speed*# of Bats)% chance to dodge any damage dealt to them. They can only dodge direct damage. ''

'' Enhanced Sensing: All Ally attacks have a (Total of Bats' HP)% chance to have Echolocation apply to them. ''

 Boar Monster 

 HP: 4 (16) 

 Attack: 6 (12) 

 Defense: 4 (4) 

 Stamina: 5  

 Speed: 4 

 Passives: 

'' Damage Reflection: If the Boar is hurt but not killed, the attacker takes damage equal to the damage dealt to the Boar and gains all effects inflicted to the Boar. ''

 Viral Fish 

 HP: 0.25 (1) 

 Attack: 0 (0) 

 Defense: 0 (0) 

 Stamina: 0  

 Speed: 12  

 Passives: 

'' Feeding: The Fish steals 1/3 the attack stat of anyone it Basics (Rounded down).. ''

'' Viral: Each turn, the Fish instead takes x turns, where x is the number of Fish times two. ''

 Fire Elephant 

 HP: 8 (32) 

 Attack: 8 (16) 

 Defense: 8  

 Stamina: 8 

 Speed: 8 

 Abilities: 

'' Fireball: The Elephant shoots a Fireball, dealing 16 damage and applying Burn. Burn will deal 3 damage to an opponent each round, decreasing the damage dealt each round until it reaches 0. (1 turn cooldown) ''

Party Inventory:

50$

Map

Key 