Board Thread:Adventure RP Games/@comment-35195751-20191230213158

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 (10)

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)

(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)

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 (10)

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

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 (6)

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)

Passive:

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

Kazien, the Absolute Light

HP: 3 (12)

Attack: 9 (18)

Defense: 0 (0)

Power: 5 (5)

Speed: 8

Powers:

Power of Angels: Kazien does 9 damage to an enemy for each of his teammates that it has done damage to. (Cooldown equal to 1/3 the damage dealt)

Perfect Light: Kazien heals all his teammates equal to the amount of enemies who have done damage to them on that floor multiplied by 6. All damage counters are reset (as if no enemies have done any damage that floor). (Cooldown equal to 1/3 of the highest amount healed)

Passives:

Purity of Light: Kazien takes no damage from Basic attacks and is unaffected by status conditions.

Calling of Heaven: Kazien cannot target enemies that have not done damage to his teammates.

Name - Bam-Rang

Background - Bam-Rang is a hunter from the wild. He deems himself the guy to take care of the ecosystem when Mother Nature just won't do. So, he seeks out the more dangerous animals and works to take them down. He's usually better with an ally, and unfortunately his allies happened to be the guys taken to the tower. So, he works to take them back, boomerang in hand.

HP - 3 (12)

Attack - 3 (6)

Defense - 3 (1)

Power Source - 10 (30%)

Speed - 6

Powers

Caltrops - Bam-Rang lays a trap around an ally of his choice. When this trap is set, there's a (Powers)% chance that when an enemy attacks said ally, the enemy will be intercepted for damage equal to Bam-Rang's attack. Lasts for 3 turns. (2 turn cooldown)

Boomerang Pass - Bam-Rang tosses his boomerang into the hands of an ally. When this is done, said ally will immediately basic attack an enemy of Bam-Rang's choice. This allows the ally to deal their basic-damage to an enemy during Bam-Rang's turn, and the ally will gain an additional turn when they take their next turn. (5 turn cooldown)

Passive

Poison Resistance - Bam-Rang's trained himself with a few animals. Especially a few venomous animals. As such, he's developed a resistance to certain poisoning. If an enemy attempts to poison Bam-Rang, there's a (Defense * 2)% chance he won't get poisoned.

Boomerang-Back - Bam-Rang tosses his boomerang for attacks. So when he throws his weapon at a foe, there's a (Speed)% chance that the boomerang will hit the enemy a second time.

Name: Lyonde Overheart

Backstory: A young and aspiring chronomancer, Lyonde has always loved looking at clocks and crystal balls at a young age. For years, he has been met with tragedy after tragedy and he has longed for the power to turn back the clock to change the past. When he finally discovered a staff that could manipulate time, he was overjoyed. He isn't an expert in magic but he hopes that one day, he can use his staff to save lives, to revert tragedies, to see the future, and even to stop the process of aging.

HP: 4 (16)

Attack: 0

Defense: 0

Power: 0

Speed: 1

Time Freeze: Lyonde surrounds an enemy with frozen hourglasses, freezing the enemy. (1 Turn Cooldown)

Chrono Force: Lyonde attacks an enemy with magic, dealing 4 damage to them and giving them a Clock Mark if they don't already have one. If Lyonde uses Chrono Force on an enemy with a Clock Mark, Lyonde will deal 2 additional damage and take another turn. (3 Turn Cooldown)

Yesterday: Lyonde reverses time, increasing the cooldown times of an enemy's powers by 1 turn. (4 Turn Cooldown)

Tomorrow: Lyonde speeds up time, causing an ally's cooldown times to go down by one turn. If Lyonde chooses himself, he instead takes another turn. (6 Turn Cooldown)

Sands of Time: Lyonde surrounds an enemy with sand from his hourglass. The next power they use will have a +2 cooldown time. (7 Turn Cooldown)

Perfect End: Lyonde launches a perfectly executed attack at an enemy along with his past selves. Lyonde deals 3 damage to the enemy. The damage then increases by 3 for the rest of the encounter. (7 Turn Cooldown)

Daylight Savings: Lyonde releases some of the stored time in his staff. He takes two additional turns. (9 Turn Cooldown)

Reset: Lyonde fixes the flow of time by resetting his staff. One power of his choice goes off cooldown and Lyonde takes another turn. (14 Turn Cooldown)

Being a Time Mage is Fun!: Lyonde reverses the time glyph's enchantment around an ally. (10 turn cooldown)

Name: Edmund 

Background: ''Edmund is a big and kind man with a near unbreakable heavy shield, he uses his heart over his muscles. Due to his ideology he wants to try and save everyone he can, including a villain from themselves. ''

HP -  13 (65)

Attack - 0 (1)

Defense - 8 (8)

Power Source - 0

Speed -  4

Powers: 

Shield Block- Edmund valiantly raises his shield and stands in front of his allies, preparing to take any oncoming damage to his allies. Until his next turn, Edmund can redirect any damage done to his allies to him. (3 turn cooldown, wears off after being KO'd) 

Spirit Shield- Edmund heartily shouts words of kindness, bolstering him and his allies resilience. Him and his allies gain a hp shield, protecting them from enemy damage. This shield is equal to Edmund’s Hp stat. (4 turn cooldown) 

Passives: 

Unbreakable Heart- Edmund has a hard time hurting anyone. Due to this, he does 1/4 of his basic attack damage to a minimum of 1 damage.

However, Edmund can designate someone to actively guard at the beginning of the fight and can switch target as an action during his turns. This target can at any point redirect any amount of damage they would take to Edmund.

Unbreakable Body- Edmund gains 5 times his hp instead of four and uses his full defence stat when reducing damage.

Name: Super Quantum Unit Intel Processor (S.Q.U.I.P.)

Background: ''It's a grey, oblong pill. If you take the pill, the quantum computer in the pill will travel through your blood until it reaches your brain and helps you to be cool…unless you're someone the squip doesn't like. Then it makes your life a living hell. ''

HP: 5 (20)

Attack: 0

Defense: 2 (1)

Power Source: 8 (8)

Speed: 10

Powers:

$600: The squip attempts to convince the opponents to take the pill. Opponents with low defense take less time to be convinced, and opponents with high defense take longer (Defense/4 turns). The squip will skip its turn until at least one opponent is convinced to take the pill. Once they do, the Opponent sets themselves and another Opponent on fire. (No cooldown)

Kung Fu Fists Activate!: An ally takes the squip. Their attack and defense increases by 10, and any attack on them leaves the attacker drained. This lasts 5 squip turns. This power leaves the squip drained. (8 turn cooldown)

Rich: An opponent takes the squip. The opponent then sets themselves and another ally/opponent on fire, and the opponent's turn is skipped as they passionately sing about the origin of the squip. This lasts 1 squip turn. (6 turn cooldown)

Optic Nerve Blocking: An opponent takes the squip. They are prevented from attacking an ally (RNG) for 3 squip turns. (6 turn cooldown)

Mild Discomfort: An opponent takes a squip. The next time the opponent performs an action, they will instead drop to the ground and have a seizure. The opponent's turn will be skipped for 2 squip turns and will be dealt 10 damage each turn. (8 turn cooldown)

Passives:

In your blood: When anyone takes the squip, any attack on that ally/opponent with damage the squip by half the damage of the attack.

Machine: While any of the squip's powers are active, the Squip's turn will be skipped until the power wears off.

Spelunker

HP: 4 (16)

Attack: 5 (10)

Defense: 0

Power Source: 9

Speed: 7

Powers:

Scavenge: Spelunker goes in the cave for 1-3 turns to get a random item. Each Item lasts for twice as many turns that were spent gathering it. The same item cannot and will never be received twice in a row.

Rope Whip: Deals 1 damage with a 3-turn stun.

Tag-Team Expedition: Allows another ally to venture into the cave alongside you. Only usable while Scavenge is active, and they pick their own item, provided it is in the same category.

Passives:

One With Nothing: If Spelunker has no items past the second round, he will gain 5x stats. 