Board Thread:Adventure RP Games/@comment-35195751-20191006004742/@comment-35195751-20191006005246

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
 * 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

Demonic Prophet (Currently Deceased, but this might not last)

Profile - ''They know where you'll be. They know what you'll do. They control them all.''

HP - 10 (40)

Attack - 20 (10)

Defense - 0 (0)

Power Source - 33 (99%)

Speed - 14

Powers:

Fortune - All RNG will always be optimal when applying to the targeted character for the rest of this round. It will go poorly for the rest of floor 15 (8 turn cooldown)

Command - The Prophet makes all Demons in the room take a turn (10 turn cooldown)

Visions of Fire and Blood - 3 opponents are injured, drained and set on fire. (8 turn cooldown)

Create and Control - The Prophet summons a Demon. The Demon has 20 stat points and only 2 powers/passives to start with. (10 turn cooldown)

Passives:

Demonic Powers, Demonic Heritige - The Prophet has an uncanny ability to control Demons as well as any of their summons in the same building as them. As such, Phobiuris and Mortaelis will arrive in 6 rounds under the Prophet's control if something is not done about this guy.

Saw it coming: The Prophet has a 90% chance to dodge any damage taken or any power used on them. This wears off if they dodge more than 12 instances of Damage in one round. In addition, their defense applies to powers.

Demonic Ayamisa

Profile - ''Odd, you see Ayamisa in one of the blood pools, but you see another... her in front of the form. This one appears to be a Demonic entity rather than Ayamisa's usual figure.''

''You guys remember seeing Ayamisa become this Demonic figure earlier... perhaps the Prophet managed to seperate the two into different entities?''

This Ayamisa seems ready to attack you all though, so it's a bit of a moot point.

HP - 16 (64)

Attack - 5 (10)

Defense - 4 (2)

Power Source - 29 (63%)

Speed - 7

Powers:

Freezing Hell Over - Demonic Ayamisa uses his new Ice Staff to freeze everyone but himself. This destroys a Demonic Crystal, and lowers the Blood Level by one. (8 turn cooldown)

Mosiac of Agony - Demonic Ayamisa uses other people's eternal suffering to create a tapistry of Agony. The next Basic attack made will hit DA and the attacker, as well as the intended target. Also, said attack will be forced to be a crit. DA is then healed by the Damage done. (10 turn cooldown)

Vengence - Ayamisa shoots a powerful unrelenting strike of vengence at an enemy, dealing 40% of his missing HP as damage. The percentage increases by 10 for every ally that has no HP left. (3 turn cooldown)

Demon Blood - Demonic Ayamisa uses their blood to literally spell out a message of suffering in midair, dealing 30% of his missing HP as damage to an opponent and setting them on fire. If he has less than 30% of her Max HP, he can also give them an extra status of his choice. (8 turn cooldown)

Hellfire: Ayamisa takes the enemy's suffering they've inflicted and forces them to relive their past sins, dealing 5 damage to them for every opponent they've personally defeated on this floor along with 30% of DA's missing HP. (6 turn cooldown)

Black Dagger: Ayamisa cuts an opponent with his back dagger, dealing 30% of his current HP as damage to an opponent. Said opponent is also injured or set on fire (Demonic Ayamisa's choice). (5 turn cooldown)

Passives:

Flaming Claws - Demonic Ayamisa's basic attacks set targets on fire. He is also immune to fire.

Jack is Scary - Demonic Ayamisa is Scared as heck of Jack. Why'd Jack have to drink all that Fear Lemonade?

Oh cool, an Ice Staff: Demonic Ayamisa cannot be frozen, and any power or attack used on them will

Excert - Luckily for the Demon, he has Ayamisa's power of being able to take as many turns as he wants, putting a power on cooldown for each turn he takes. Be afraid people...

Why won't you die?!? - You notice that regular Ayamisa has somehow been trapped in her Serpah form for the Sacrifice. As long as regular Ayamisa is stuck in "Her Incarnation", Demonic Ayamisa cannot go below 1 health.

Robed Chanter

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

HP - 8 (32)

Attack - N/A (Cannot basic attack)

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: The Robed Chanter cannot take more than 5 damage during any given turn. If an attack would deal 6 or more damage, the Robed Chanter instead takes NOdamage.

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)

Demonic Diamond

Profile:

''These things are just floating around the room... creepy.''

''You notice that an almost intangible power is flowing from them throughout the room towards the Prophet... you wonder what this could be doing...''

HP - 1.68 (7)

Attack - N/A (Cannot basic attack)

Defense - ∞ (∞)

Power Source - IS a power source (∞%)

Speed - 1

Passives:

Infused with Demonic Power: A Demonic Crystal's defense applies to powers and status effects used on it. Also the Crystal cannot be set on fire, frozen, drained, or Poisoned.

Heated flames: On their turn, each opponent will take 1 damage and be set on fire if they are not on fire already. Keep in mind every single Crystal will do this.

Power Ambience: You think the Crystals might be amplifying someone's power. Perhaps destroying them all will remove a certain passive from a certain someone  and unlock a secret ending. .

Necromancer:

Profile: Normally the Necromancer'd be on your side, but he's being controlled by the Prophet somehow.

Curious...

HP: 26 (104)

Attack: 2

Defense: 4 (2)

Magic: 15 (45%)

Speed: 1

Nether Strength: The Necromancer grants a revived enemy another turn. (2 Turn Cooldown)

Return of the Dead: The Necromancer heals a revived enemy to 25 HP. (3 Turn Cooldown)

Soul Decay: The Necromancer casts a spell that causes an enemy's soul to decay, poisoning them twice. (4 Turn Cooldown)

Phantom Blood: The Necromancer kills an ally and revives them. They will count as revived for the purpose of the Necromancer's powers but will keep their Speed and HP. (10 turn cooldown)

Passives:

Immortality or Death: The Necromancer cannot be damaged while a revived enemy is alive. When an enemy is knocked out, they will be revived with 25 HP on the Necromancer's side. Their Speed will be reduced to 1.

Unliving themselves: The Necromancer was Resurrected by Phobiuris, and as such is loyal to them. This may wear off if the Necromancer's passives are removed or the Necromancer is killed again.

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.