Board Thread:Adventure RP Games/@comment-35195751-20191024024536/@comment-35195751-20191024024836

The Form

Profile -

''An abberation of creation, it's purpose can only be to wreak destruction and misery. This is your literal first impression of this creature.''

As the Robed figures continue their chant, the figure begins to weave and grow in miserable power and presence

May [INSERT PREFERRED RELIGIOUS FIGURE(S) HERE] preserve you!

HP - 10 (40)

Attack - 3 (6)

Defense - 0 (0)

Power Source - 1 (3%)

Speed - 1

Powers:

Hatred - The Form glares at you all in hatred. Everyone is drained (0 turn cooldown)

Passives:

The Chant - The Form gains each power/passive siphoned away from the captive heroes, though they may only use a detestable imitation of such a power

Binding Ritual: The form cannot be killed while the Demonic Prophet or any Robed Chanters remain

Blood Ritual: The Form gains more power from Death Occuring in the room. The blood level in the room increases by 2 whenever a player dies. Whenever the Blood Level reaches a certain number, the Form will gain power
 * Current Level, 0: The Form's state is what you read here
 * 2: The Form's basic attack damage increases by an amount equal to the current blood level. The Form attacking however, will decrease the current blood level by 1.
 * 4: The form's current and maximum health stats increase by 20
 * 6: The Form's speed is increased by 2
 * 8: The Form's speed and Defense is increased by 21 [CURRENT]
 * 10: The Form's speed, current health stat, maximum health stat and Defense are increased by 4
 * 12: The Form's Defense and current/maximum health stat are increased by 16
 * 16: The Form's Defense applies to powers.
 * 20: The hero with the most Robed Chanters remaining by their pool of blood is fully engulfed into the Blood Pool and all of their powers are given to the Form.
 * 25: The form gains a new power and +100 to their current and maximum health
 * Every 4 levels after that: The form's current and maximum health stat increases by 16 and their speed will increase by 1

Robed Chanter

Profile - Clad in a pale red robe, this figure seems intent on chanting ominous tunes

HP - 8 (32)

Attack - 20 (40) [Newly Increased]

Defense - 0 (0)

Power Source - 0 (0%)

Speed - 4

Powers:

Chant of Sadness - If this Chant goes undistrupted by the start of the next round, at the start of the next round each opponent to have used a power on a Chanter in this group in the previous round suddenly feels hopeless about their chances. The Blood Level increases by 1 for each opponent this affects, and each opponent's passives are disabled until the round ends. (5 turn cooldown)

Chant of Suffering - If this Chant goes undistrupted by the start of the next round, at the start of the next round each opponent to have attacked a Chanter in this group in the previous round will basic attack themselves. (5 turn cooldown)

Chant of Sins - The Chanters begin chanting a person's name, as well as calling them out on being a sinner. If this Chant goes undistrupted, the Chanter's target will take 1 damage for each opponent they had killed, indirectly or directly. (0 turn cooldown)

Chant of Sickness - If this chant is undistrupted by the start of the next round, each status in the rules blog is inflicted upon an opponent of the Chanter's choice. (0 turn cooldown)

Passives:

Concentrating on Chanting - Chanting can be distrupted by dealing enough hypothetical (assuming "not my life to give" didn't exist) damage to kill the Chanter in one turn. Should you distrupt a chant, the Blood Level will decrease by an amount equal to the amount of people chanting the distrupted chant.

(So if 2 Cultists are chanting a "Chant of Sins", and one takes an attack that would deal 33 damage without the "Not my life" passive, the Chanter that took the attack is no longer chanting, and the blood level decreases by 2)

The Cultists can only chant one Chant at a time

Not my life to give: Chanters can't take damage from anything that'd do more than 5 damage. [THIS PASSIVE HAS BEEN REMOVED]

Part of the group:  A Chant has a % chance of succeeding based on the amount of members still around the pool chanting the same chat. Specifically 25% x the members chanting the same chant. This RNG is calculated once per chant type, not each time per chanter. (JACK: If you use Telekenisis, keep in mind your chant will only have a 25% chance of succeeding)

Blood Pool

No stats, suffice it to say that they have magic powers that keep them undamaged and are not sentient enough to care about being stabbed by magic swords

- At the end of each round that a captive Hero remains in a blood pool, said captive player will lose a power or passive to be given to the form. (RNG probably)

- If a Hero loses all their power/passives, they are engulfed by the blood and their soul is released from their body but is unable to be ressurected until the Form is defeated.

- A Hero can be freed only after all the Cultists are defeated, and a player must spend their entire turn freeing them.

- A Hero cannot do anything until freed, and has 1 health when freed.