Thread:WolfiZee/@comment-32329805-20191012170959

Potato
Name: V Maar, child of death

Backstory: So Death fell in love with this mortal, and-

You know what? It's really confusing, so we won't delve too far into it  Suffice it to say that V was not so much born, but was accidentally formed from this fusion. Now they wander the earth, attempting to contact Death somehow.

Health: 13 (52)

Attack: 1 (2)

Defense: 2 (1)

Ability: 0 (0%)

Speed: 9 (3)

Premonition of Death: An opponent is frozen, bleeding, and scared of V for the rest of the fight. Vee gains 3 speed and 3 attack for the rest of the fight. 4 Turn Cooldown

V may use turns to deal X damage to all opponents Scared of V, but the opponents will have an X*3% chance of being immune to Premonition of Death for the rest of the fight. (After which they will also no longer be Frozen, Bleeding, or Scared)

From the Shadows: V creates a spectre of Death from his life. He creates the creature by taking damage equal to the number of stat points he wishes to put into the character. He controls this Spectre, even beyond V's "death". This Spectre cannot have healing or ressurection abilities. 5 turn cooldown

Note: V can forgo any one of V's turns to let a summoned Spectre take a turn for V.

Note 2: Spectres last beyond fights, but may never heal or be ressurected under any circumstances.

Note 3: Yes Spectre Deaths count towards "Dead or Alive"

Undeath: V deals X damage to an opponent and heals an ally by 2x the amount of damage V attempted to deal. If V heals a deceased or otherwise below 0 health ally, they are ressurected. Must heal target by at least 10 HP to ressurect them. Both the healed and damaged target are Frozen and Scared of V X turn cooldown Passives:

Dead or Alive?: When V runs out of health, they don't exactly die. They fade away into grey mist, only to return to this mortal world once a death occurs in the fight that claimed them. For each round they spent "dead", V takes -1 to all their stats for 3 rounds, though none of V's stats can be less than 1. If V's stats are all reduced to 1, V's abilities all start on 1 turn of cooldown. Still counts as being ressurected points-wise when brought back with the passive

Cupcake
Cupcakeaj2 wrote: Name: Miami Anuba

Backstory: Miami's parents are gravediggers, mummifiers, and worshippers of spirits. Ever since she was a little girl, she was taught the art of digging graves and embalming corpses. For years, she practiced her abilities to contact the underworld, an ability passed down by her parents. But then her parents died. After that, she succumbed to grief and made a deal with the god of death. Now, she looks for one thousand souls. One thousand lost souls to destroy for Death and to revive her parents.

HP: 6 (24)

Attack: 3 (6)

Defense: 0 (0)

Magic: 0 (0%)

Speed: 6 (2)

Soul Drain: Miami deals 1 damage to an enemy and heals 1 HP. For the rest of the encounter the damage and healing increases by 1. For every 5 damage this ability deals, Miami can disable one of the enemy's abilities for 2 turns. 2 Turn Cooldown

Clinging Wraps: Miami throws wraps and linens at an enemy that clings towards them, reducing their Speed by 2. When used on an enemy with 1 Speed, they lose 3 Attack, are stunned for 1 turn, and poisoned. Effects with no listed duration last for 2 turns, 5 Turn Cooldown

Spectral Projection: Miami sends a demonic image of herself towards an enemy, reducing their Defense and Magic by 4 for 2 turns. They also cannot damage Miami for 1 turn. 4 Turn Cooldown

Grasping Hands: Miami forces the dead bodies around her to grab a random enemy. Marks equal to the amount of dead alies/enemies are put on random enemies. Once 5 marks are on an enemy, the enemy is stunned for 1 turn and dealt 6 damage. 3 Turn Cooldown

Six Feet Under: Miami summons a hole below an enemy, burying them. They are dealt 20 - (2xSpeed) damage. Defense applies to the damage dealt.  Yeah, Defense normally applies to abilities here  3 Turn Cooldown

Death Approaches: Miami's contract with Death empowers her as she slays enemies. Whenever an enemy dies, Miami gains 2 Speed and one of their abilities or passives for the rest of the encounter. Abilities can only be used once. Passives last 4 turns. Passive 

Cookie
Name - Dida Sile

Backstory - A camp counselor who enjoys telling scary stories a bit too much. Recently, however, she’s discovered that people listen to her a bit too intently, feeling relaxed whenever she sang a campfire song despite not being anywhere near a campfire or mortified whenever she told a scary story despite being in broad daylight. It’s a little strange, but she says she’s totally fine with her “powers”...if you can even call them powers. Would you call them powers.

Stats -

HP - 5 (20)

Attack - 5 (10)

Defense - 4 (2)

Ability - 1 (3)

Speed - 5 (2)

Abilities -

Campfire Song: Dida sings a calming song. Two enemies are frozen for 1 turn. 3 Turn Cooldown

Scary Story: Dida launches into a compelling story. Next attack fails against her, then after said failed attack, a random enemy becomes scared of her for 2 turns. 5 Turn Cooldown

Authority: The next person to attack Dida will have their Speed lowered by 1 until Dida is knocked out or otherwise removed from the fight. Will still be removed if for some reason Dida would be immediately ressurected. 4 Turn Cooldown

Medical Training: Dida heals an ally 1/4th their missing HP. 3 Turn Cooldown

Passives -

Smells like Marshmallows: Dida becomes empowered when anyone is on fire. Her attack increases by 1 for every turn someone is on fire until the fire is put out, then reverts back to 2. Attack increases by 1 for each person on fire until said fire wears off. 