Board Thread:Hosting Game/@comment-35195751-20190520153145

So lets take 25 FOF, a very fun game.

Then take the world of Superheroes.

Then take TLHP as the host :P

And we have our game

Please refer to the rules below to create your character

https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/Heroes_and_Villains

Party Inventory:

- 70 pieces of gold (Worth $1 each)

- 3 Cold Gems (Worth $50 each, and grant a power to their users)

- 42 Energy pills (Ingester regains 5 health and has a 100% chance of 2 cooldowns on the next turn they take)

- Contract that the team must make it to floor 20+ or Ito will be revived and enslaved... FOREVER!

Name: Ito Kenji

Background: Ito was a prosecutor with a thing for gambling and a strong sense of justice. When he discovered a casino he had been gambling at was a front for the yakuza, he realized that some things must be dealt with outside the law... he suited up and became vigilante. He found out he happens to have superpowers! Now, he's caught wind of the capturing of heroes, and made his way here, ready to fight.

Stats: 

HP - 4 (16)

Attack - 4 (8)

Defense - 4 (2)

Power Source - 7 (21%)

Speed - 6

Powers:

Lucky Toss - Ito rolls a die at an enemy (RNG 1-6). Each value does its amount of damage (1=1 damage, 4=4 damage) plus a special effect: 1 cuts the enemies highest non-HP stat in half, 2 poisons them, 3 sets them on fire, 4 makes them angry and forces them to use basic attacks against Kenji for the next two turns, 5 freezes them, and 6 makes Kenji's next basic attack more likely to crit. (5 turn cooldown)

Shuffle the deck... - Ito shuffles 12 cards and throws them at all enemies. Each card that is Hearts (RNG 1-4, if it's 2 it's Hearts) hits a random enemy for 6 damage. (Damage done/5 rounded down turn cooldown)

Intimidation - Ito, channeling his abilities from his days as a prosecutor, puts pressure on one enemy. This reduces their attack by one. However, if said enemy is Vengeful this ability instead removes that effect. (2 turn cooldown)

(From Mutation) Misty Legs - Ito's legs suddenly burst into mist. Every ally of Ito is healed by 3 and Ito's speed is reduced by 2 for two turns. (Cannot be voluntarily activated)

(From Mutation) Purple Eyes: Ito's mutated eyes stare into an opponent and steals their Power. One of Ito's Powers loses a turn of cooldown, and one of an opponent's Powers gains one. This ability is then drained. (4 turn cooldown)

(From Mutation) Healing hands: Ito's hands glow as he puts them on a being. The being is healed by an amount equal to the being's Power stat. (7 turn cooldown)

Passives:

Gambler's Intuition - Ito can predict oncoming attacks, and thus has a chance to dodge. The chance starts as 1/128, but every time in an encounter he succesfully dodges the chance is doubled (1/64, 1/32). When a dodge occurs at 1/8, Ito loses focus and the counter starts over again (1/128 chance to dodge).

(From Mutation) Ethereal Legs - Ito's legs were mutated by a malfunctioning Healing Pod. Whenever Ito uses a power, there is a 5% chance that Ito will use Misty Legs instead. This cannot happen twice in a row however.

(From Mutation) Purple Eyes: Ito's eyes were mutated, now whenever Ito is about to be drained, there is a 20% chance that Ito will be unaffected.

(From Mutation) Healing hands: Ito's hands can glow whenever he wants them to. Also whenever Ito (basic) attacks an enemy, there is a 7% chance Ito's Healing hands ability will trigger, if it is not on cooldown.

(From Mutation) Power Absorbtion: Whenever they target a creature with an attack or power, there is a 1% Chance that every single power that creature has is put on cooldown as if it were just used

Name: Elethia Bez Sirds

Background: A girl with the ability to enhance others and herself temporarily. Despite having the power to help others, people often find her difficult and mean spirited. She has not been trained properly in offense, so she sticks around as support.

Stats:

HP - 4 (16)

Attack - 0 (0)

Defense - 4 (2)

Power Source - 9 (27%)

Speed - 3

Powers:

Aegis - Elethia focuses on defending a few people to her best. She can choose 1-3 allies, spreading 12 defense boost between them that lasts until Elethia's next turn. There's also a 40% chance of healing them by 20%. (4 turn cooldown)

Bolster Offenses - She boosts the offensive capabilities of some allies. Elethia selects 2 allies and increases their attack by 3 and gives them 33% lifesteal for the encounter (They will heal 33% of the damage they deal). (4 turn cooldown)

Florish - Elethia heals the entire team by 33% of their max health. (7 turn cooldown)

Efficiency Boost: She gives herself +1 in speed, this can stack up to 9 times. Every second time Elethia uses this, all her cooldowns are lowered by 2 turns, not including this. Elethia can keep one stage of Efficiency Boost per floor (i.e. On Floor 2 she can start with 1 stage if she used this at least once on Floor 1, and on Floor 3 she can start with 2 stages if she used it on both floors) (3 turn cooldown)

(From Magical Gem) Cooling Gem: Elethia's Gem exhales an Icy breath upon it's wielder. Elethia is frozen, but all of Elethia's powers regain a turn of cooldown. (5 turn cooldown)

Passive: 

Spite - Elethia finds it easy to house ill intent towards the enemy, and that can occasionally have side effects. Each time she uses a power, there's a chance that a random enemy will get drained. Aegis: 10%, Bolster Offenses: 25%, Florish: 40%, Efficiency Boost: 10%, Cooling Gem: 20%.

(From Mutation) Power Absorbtion: Whenever they target a creature with an attack or power, there is a 1% Chance that every single power that creature has is put on cooldown as if it were just used

(Reserved for Ghosty)

Name: Ayamisa Magista

Background: A young cheerful lady who is actually the leader of a cult that believes that suffering is the only way to receive a wonderful afterlife. For years she has searched for her god and convinced herself that she is her god's daughter incarnate. One day, she found out that she had powers when she cut herself with a cross made from 100% diamonds. Her powers match her insane beliefs but she knows not to tell ordinary people what her powers are and what they represent. After all, keeping a secret is stress and suffering in itself and the only reason she is here is to inflict suffering to the kidnapper(s).

Stats:

HP: 4 (16)

Attack: 0

Defense: 0

Power Source: 10 (30%)

Speed: 1

Powers:

Diamond Cross: Ayamisa cuts herself with her diamond cross, dealing 30% of her current HP as damage to herself. (3 turn cooldown)

Scarlet Letters: Ayamisa transforms her blood into a word and launches it at an enemy, dealing 30% of her missing HP as damage and giving them a status of her choice. If she has less than 30% of her Max HP, she can give two statuses. (4 turn cooldown)

Book of Salvation: Ayamisa discovers a fleeting light of salvation and removes all statuses from herself except Drained, Vengeful, Final Stand. She also heals 50% of her missing HP and takes another turn if she heals when she was under a third of her Max HP. (6 turn cooldown)

Cage of Suffering: Ayamisa takes the enemy's suffering and surrounds them with it, dealing 2 damage to them for every status (except Vengeful and Final Stand) that they have along with 30% of their missing HP. (6 turn cooldown)

Divine Retribution: Ayamisa shoots a powerful unrelenting strike of revenge at an enemy, dealing 40% of her missing HP as damage. The percentage increases by 10 for every ally that has no HP left. (4 turn cooldown)

Her Incarnation: Ayamisa transforms into a seraph, the daughter of her god. For the next 3 turns, all percentages of her powers are increased by 10, she cannot go under 1 HP, the first power she uses will not go on cooldown, and she can, once during those 3 turns, take two actions. After that, she receives the Drained status on all powers that aren't on cooldown. This cannot be used while "Demonic Form" is active.(10 turn cooldown)

Demonic Form: Ayamissa merges her essence with that of a demon, a gift from said demon. For the next 2 turns. Her Attack and Defense stats increase by 4, and her attacks set opponents on fire and injure them. After the 2 turns, Ayamissa is set on fire and drained. This cannot be used while "Her Incarnation" is active. (10 turn cooldown)

(From Magical Gem) Cooling Gem: Ayamissa's Gem exhales an Icy breath upon it's wielder. Ayamissa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

(From Mutation) Misty Legs - Ayamisa's legs suddenly burst into mist. Every ally of Ayamissa is healed by 3 and Ayamissa's speed is reduced by 2 for two turns. (Cannot be voluntarily activated)

(From Mutation) Healing hands: Ayamissa's hands glow as she puts them on a being. The being is healed by an amount equal to the being's Power stat. (7 turn cooldown)

Passives:

(From Mutation) Ethereal Legs - Ayamisa's legs were mutated by a malfunctioning Healing Pod. Whenever Ayamissa uses a power, there is a 3% chance that Ayamissa will use Misty Legs instead. This cannot happen twice in a row however.

(From Mutation) Healing hands: Ayamissa's hands can glow whenever she wants them to. Also whenever Ayamissa (basic) attacks an enemy (So basically never), there is a 10% chance Ayamissa's Healing hands will trigger, if it is not on cooldown.

Name: Wolfi ( Creativity 100 Amirite )

Backstory: Some sort of mage or something, no one knows. Really, anything could be possible. Heck, they could have just bought their various weapons off of some garage sale, for all anyone knows.

Stats:

HP - 5 (20)

Attack - 2 (4)

Defense - 2 (1)

Power Source - 10 (30%)

Speed - 6

Powers:

Lunar Flare - Attack an enemy, dealing 1 damage 6 times over. This will only count once towards the Nebula Orbs passive. (1 turn cooldown)

Nebula Arcanum - Summons a "Nebula Arcanum" entity (8 turn cooldown)

Last Prism - Deals 8 damage to every enemy in the floor. Inflicts the Drained status on Wolfi. (2 turn cooldown)

Passive:

Nebula Orbs - Every time Wolfi Attacks, the target of Wolfi's attack is given 1 of 3 stackable Nebula Orbs. These Orbs are permanent until the target is attacked. Multiple Orbs hitting the same target will increase the power level of whatever Orb is currently there.

The Orb causes the person who attacked the enemy with said Orb to gain a Nebula Orb buff, which temporarily increases a stat for them

1) Defense Orb- Increases a recipient's defense by (2 x Orb level)

2) Attack Orb- Increases a recipient's Attack & Power source by (1 x level)

3) Health Orb- Allows a recipient to regain (2 HP x Orb level) at the end of their turns

Each Orb lasts (2 x level) turns

Stats for the Minions

Name: Mortaelis, Beauty in Death

Stats:

HP: 0 (60)

Attack: 6 (12)

Defense: 2 (1)

Power: 15 (45%)

Speed: 2

Powers:

Song of Despair: Mortaelis deals damage equal to half his Attack plus half his Power to target enemy next turn. 2 random enemies and the one attacked get Despair. (Despair: Cannot attack Mortaelis for turns equal to his Power when casting the spell divided by two, rounded down) (4 turn cooldown)

Succumb to Fate: Only usable if something died last turn. Mortaelis kills all things who have Despair instantly. Causes Mortaelis to lose 3 Power; unusable if he has 3 or less (Additionally this may not work on certain bosses) (Deaths caused by this x 3 = turn cooldown)

Passives:

Mortal Melody: Every time anything dies, Mortaelis gets +2 Attack, Defense, and Speed, and +5 Power for 3 turns.

Demonic Nature: Mortaelis has no health, and dies if he gets to 0 or less Power. His Power, multiplied by 4, serves as his HP. If he takes damage, he loses Power instead.

Name: Calvin Sagittaria

Background: Calvin is a master of archery and a skilled fletcher. For years he has perfected his arrows and archery. He is a young man with good accuracy and the ability to shoot many arrows very quickly. When he found out he had powers, he used them to create many arrows and to enhance his arrows. His arrows aren’t deadly but he can easily take down his prey with enough arrows. He really enjoys inflicting prey with an endless rain of pain.

Stats:

HP - 8 (32)

Attack - 0 (0)

Defense - 0 (0)

Power Source - 5 (15%) (Fletcher)/ 0 (0%) (Archer)

Speed - 7 (Fletcher)/ 12 (Archer)

Fletcher Form

Powers:

Arrow Summoning: Calvin summons some arrows and puts them in his quiver, gaining 3 arrows. Calvin may take another turn immediately after doing this (2 turn cooldown)

Bone Arrows: Calvin targets an enemy and makes them his prey. If an enemy that is Calvin’s prey dies while Calvin is in Fletcher form, Calvin turns their bones into arrows, gaining 5 arrows. (3 turn cooldown)

Arrowhead:' Calvin stabs an enemy with an arrow, spending 1 arrow to deal 3 damage to them and make them injured but the enemy will immediately attack Calvin as well. (1 turn cooldown)

Master of Archery: Calvin increases his critical chance to 1/10 for 3 turns and switches to Archer form. (No cooldown. Cannot be used the same round he transformed into Fletcher)

(From Mutation) Purple Eyes: Calvin's mutated eyes stare into an opponent and steals their Power. One of Calvin's Powers loses a turn of cooldown, and one of an opponent's Powers gains one. This ability is then drained. (4 turn cooldown)

(From Magical Gem) Cooling Gem: Calvin's Gem exhales an Icy breath upon it's wielder. Calvin is frozen, but all of Calvin's powers regain a turn of cooldown. (5 turn cooldown)

Passives:

Lone Craftsman: At the beginning of every encounter, Calvin starts in Fletcher form with half of the arrows he had at the end of the last encounter. Whenever Calvin is attacked, unless it's because of Arrowhead, Calvin, to protect himself, gains 1 arrow.

(From Mutation) Purple Eyes: Calvin's eyes were mutated, now whenever Calvin is about to be drained, there is a 20% chance that Calvin will be unaffected.

Archer Form

Powers:

Arrow Flurry: Calvin spends 1 arrow to deal 2 damage to a target. (1 turn cooldown)

Bouncing Arrows: Calvin spends 2 damage to make a bouncing arrow. It deals 3 damage to the enemy with the highest HP and then will bounce and deal 3 damage to a random enemy that has less HP and so on until there are no more enemies for it to bounce to. (3 turn cooldown)

Impaling Arrow: Calvin spends 4 arrows to create a powerful and sharp arrow. The arrow will deal 5 damage to a target, make them injured, and skip their next turn with a 50% chance. The skipping effect does not stack. (5 turn cooldown)

Master of Fletching: Calvin gains 4 arrows and switches to Fletcher form. (No cooldown, cannot be used the same round he turned into Archer)

(From Magical Gem) Cooling Gem: Calvin's Gem exhales an Icy breath upon it's wielder. Calvin is frozen, but all of Calvin's powers regain a turn of cooldown. (5 turn cooldown)

(From Mutation) Healing hands: Calvin's hands glow as he puts them on a being. The being is healed by an amount equal to the being's Power stat. (7 turn cooldown)

Passive:

Endless Rain: Calvin’s powers in Archer form can deal critical damage. If Calvin kills an enemy, Calvin will regain half of the arrows he used on that turn to kill them. Whenever Calvin lands a critical hit or kills an enemy, he takes another turn.

Name: Harunya Borask

Background: Harunya is a very serious but still cheerful person. She likes to go head first into any situation. Brute force is the key to her success. She realized she had powers later in her days, and started using them for good.

Stats:

HP - 10 (40)

ATK - 1 (2)

Defense - 6 (3)

Power - 6 (18%)

Speed - 2

Powers:

Focus On Me: A target enemy's attacks will all be redirected to Harunya (3 turn cooldown)

Distraction: A target ally will be shielded, and all attacks against them will instead be redirected to Harunya (3 turn cooldown)

Passives:

Brick Wall: While Harunya is below 1/3 her maximum HP (13), her defense is increased to 8 (4) and applies to all damage taken. In addition, her defense can reduce damage to 0.

Thornmail: When an enemy attacks Harunya, 1/2 of the damage is returned back to the attacker. Damage dealt does not include Harunya's defense as a factor.

Name: Jack Driver

Background: He lived a normal life until 13, when he learned that he could bend space and time. He uses his powers for good, sometimes for amusement, eh, but who cares.

HP 6 (24)

Attack 3 (6)

Defense 3 (1)

Power Source: 6 (18%)

Speed: 7

Powers:

Time Warp:Change a player's health, stats, cooldowns, and effects to x turns ago (you choose x), as long as x is less that the number of turns of the encounter (can't send stuff to the first round when they would be literally untouched). 3 turn cooldown.

Supernova: Implode 2 enemies, then throw them back out. All of their stats will be halved for 5 rounds. 7 turn cooldown.

Telekinesis: Use any power that a hero has and use it on yourself or another hero/villain. If they have a cooldown, still doesn't matter. (Cooldown is the same as the power's normal cooldown)

Fear Incarnate: Jack's inner fear is unleashed as he transforms into something incomprehensably horrifying for 3 turns. Everything becomes scared of him, including himself for the duration. Every time Jack uses a Power or attacks a creature, they become drained. When this wears off, Jack is unable to be scared by anyone but himself for the rest of the floor, and is drained. (8 turn cooldown)

Passive:

Reflex: If Driver's HP is over 20, you will have a 40% chance you will send the attack through themself, therefore dodging it.

Name: Arachne

Backstory: Arachne is a horrid manifestation of a woman and a spider who once was a besutiful but selfish artist. Her transformation (both physical and mental) has helped her see that others could be as good of an artist as her, although seeing needles and sewing kits gives her massive PTSD.

Stats:

HP: 5 (20)

Attack: 4 (8)

Defense: 6 (3)

Power Source: 4 (12%)

Speed: 6

Powers:

Web: Creates a massive web that traps the enemy for 3 turns. The enemy cannot attack, but cannot be attacked. (5 turn cooldown)

Poison Flurry: Sends a flurry of poison spikes at 2 random enemies and either an enemy or a character (RNG :D). A character hit by Poison Flurry will be poisoned. (3 turn cooldown)

Ligand: Bind an enemy in a cocoon for 3 turns. The silk will tighten after every turn, dealing 2 damage to the enemy. (4 turn cooldown)

Passive:

Monstrosity: There is a 1/5 chance that anyone who attacks Arachne will be afraid of her. 