Board Thread:Adventure RP Games/@comment-32329805-20191006044817/@comment-32329805-20191011171539

ImKurama wrote: Perk Master

HP: 15 (45) (60) you half-expired milk jug

ATK: 5 (10)

DEF: 5 '''(2) you do realise 5 defense is practically the same as having 4, right? I'll let you respec if you want'''

ABI: 5 (15%)

SPD: 5 '''(2)... because yay HaV speed mechanics now'''

Abilities:

Perk Switch: Switches to one of the available perks. PM may still basic attack after using this. '''0 Turn Cooldown... so basically the Celestial Stone passive of Wolfi on HaV lol '''
 * Takedown: Dealing the final blow to an opponent causes PM to heal fully. heal % HP equal to the % amount of HP you dealt to an enemy in total
 * Firepower: Cooldowns go down by 2 instead of 1. Applies to 1 other Ally. Gives yourself & an ally +10 Ability (+30% for double cooldowns)
 * Splinter Rounds: Attacks three times. Once, stacks with the the ability to basic attack after
 * Matyrdom: If this perk is active when PM dies, PM will kill his attacker while dying. Doesn't work on bosses or when there's 1 enemy left. In those cases, the amount of damage they dealt to you will be reflected.
 * Leadership: Everyone except PM gains a +5 auto heal passive. +2 HP
 * Combat Medic: PM gains a +10 auto heal passive. +5 HP
 * High Value Targets: Bosses, mini Bosses, and possessed players take 15 extra damage. From attacks PM makes to them
 * The One In The Chamber: PM's first attack each round will deal 5 extra damage and ignore defense as well as protective abilities.
 * Ironskin: PM gains 10 defense.
 * Gift Of The Woods: Everyone except PM gains 5 Defense & Attack. +4 Defense & +5 Attack because the extra +1 Defense doesn't do flummery
 * Cast Away: Upon taking damage, 10% is reflected back to the attacker. 50% because 10% won't do flummery.

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. Not when 4 actions are taken because that flummery's hard to keep track of, but in compensation, 2 turns before & after everyone makes their moves hAH, now i can slack off even more after making encounters  Alright, behold the piping hot mess that at one point was Perk Master