Thread:TheLastHappyPotato/@comment-35195751-20200129223802/@comment-35195751-20200131221419

AAaand Name: Demigod Jack

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.''

Stats:

HP - 25 (100)

Attack - 5 (10)

Defense - 13 (6)

Power Source - 15 (15)

Speed - 18

Powers:

Time Warp: Change up to 3 players' 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.. (3 turn cooldown)

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

Telekinesis: Use any 1 power that a hero on Jack's floor has and any 1 power than a villain on Jack's floor has and use them on targets of your choice. If the power is on cooldown, still doesn't matter. (Cooldown is the same as the [sum of the powers' cooldowns /2] +1)

Telekenetic Defense: If this power is not on cooldown, Jack may reflexively use it on an opponent's power, cancelling it out and redirecting to whomever he chooses. (Cooldown is the same as the power's normal cooldown + 4)

Spacetime Crush: Jack crushes as many opponents as he wishes in space-time, giving each one an individual 80% chance to apply all negative statuses on them, but a 20% chance to heal them by 1/4 of their HP. (6 turn cooldown)

Mini-Me: Jack warps space-time to create an avatar of himself. (10 turn 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. (1 turn cooldown, beginning when Fear Incarnate wears off)

Manipulatable grey matter: Jack Forces a target to do something. Some opponents may be immune, and this may not be used to force an opponent to kill themselves or an ally (10 turn cooldown)

Water Talisman: Jack can control an Water elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Fire Talisman: Jack can control an Fire elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Passive:

Reflex: If Jack's HP is over 1, there is a 50% chance he will send damage through himself, dodging it.

Telekenetic Defense: Jack may spend 3 power to use Telekenetic defense on an opponent's power without putting it on cooldown, even if it is on cooldown. The opponent's power will no longer take effect, and Jack redirects it to target(s) of his choice.

Timely Strength: Multiplying his strength, Jack's crit will do x10 damage instead of 2.5x, and the target will be injured for the remainder of the fight. Jack's basic attack will be drained for 2 turns after this goes into effect.

(From Hot-Tub Vial Mixing) Exertion: Jack can put one of his powers on cooldown without using it to gain an extra turn. Jack may do this until he runs out of powers.

Demigod: Jack may spend one of his turns transferring the Demigod's power to another character. If Jack is knocked out, the Demigod's power will transfer to the one responsible.