Board Thread:Adventure RP Games/@comment-35195751-20190812022216

IMPORTANT NOTE: Speed rules have changed for 25 FOF, and everyone is on 25 FOF rules here

(New speed rules are speed/2 until one runs out of speed

So speed 16 has turns on speed 16, 8, 4, 2, and 1)

HP (the points you invest x4 equals your max health, if you run out off HP, you cannot do anything for the rest of the encounter, will lose 4 stat points (of your choice), and for the next encounter, you will start at 50% of your HP)

Attack (determines the value of your Basic Attack, a Basic Attack has a (Floor Number)% chance of critting and doing 1.5x damage)

Defense (Attack - 1/2 of Defense rounded down = damage taken from any attack, but if the end result is below 1 it does 1 damage)

Magic (Every player has a chance for their cooldown times to be reduced by one additional turn at the end of each of their turns. That chance is equal to their magic times 3%)

Speed (determines the order of turns. If someone's speed divided by three is still higher than the person with the lowest speed, then that person will have a second turn.)

Statuses
Poisoned: Take 1 damage at the end of your turn. Lasts until the end of the encounter.

On Fire: Take 3 damage at the end of your turn. You may spend a turn putting yourself out to remove this effect. Lasts 2 turns otherwise.

Freezing: -2 speed. Disables basic attacks for one turn. Lasts 3 turns.

Bleeding/Injured: Take 1 damage and have -1 attack for 3 turns. Drained Spells/Powers are unable to be undrained while this is in effect.

Scared: +3 Speed and +1 Attack, but 50% chance to become paralyzed with fear when trying to attack the target that gives off this status.

Drained: The drained target also has a Spell/Power drained. This has a % chance to be undrained equal to the drained target's power stat. While the spell/power is drained, the drained target has -2 to magic/power, and another random stat.

Vengeful: Triggered when a party member dies in combat for one random party member. +4 attack when attacking the target that killed the party member, or inflicted the status that killed them. Lasts until the party member is revived, or the target dies.

Final stand: All stats +6 along with a 24 HP heal. Triggered when all but 1 party members are knocked out.

Eggy

HP: 6

Attack: 3

Defense: 1

Magic: 13

Speed: 2

Spells:

Zap Arrow: Fires an arrow that summons a lightning bolt that crashes onto the target, dealing 3 damage and setting them on fire. 3 Turn Cooldown

Cold Dagger: Freezes and bleeds one target. 3 Turn Cooldown

Mirror Shield: After use, the next attack dealt to you will be reflected back to the attacker. -2 Speed until the reflect happens. 4 Turn Cooldown

Acorn of Life: Heals self for 4 HP and becomes immune to damage until your next turn. 4 Turn Cooldown

Warning Shot: Deals 4 damage and if the enemy damages Eggy in their next three turns, deals 6 more damage. 4 Turn Cooldown

Earl

"A youthful man floats into the 9th floor in a bubble"

HP- 22

Attack- 7

Defense- 2

Magic- 20 (60% chance)

Speed- 7

Passives:

Protective Bubble - Earl is surrounded by a bubble that protects him. While Earl has the bubble, he is immune to being on fire and has +10 defence and his defense applies to spells. However, the bubble takes damage equal to 1/4 the damage Earl is dealt from direct attacks/spells, and pops when it takes 25 or more damage. In addition, while he has the bubble, if he is ever frozen, the freezing lasts for 5 rounds. If the bubble pops, it regrows in 6 turns or between floors.

Spells:

Healing Bubbles - Each member of the team including Earl is surrounded by a giant multicolored bubble that heals them 1 every turn for 6 turns. (5 turn cooldown)

Bubble Bomb - Earl throws a giant bubble that explodes, each opponent is freezing and poisoned. +1 Attack when this spell is on cooldown. (5 turn cooldown)

Barrage of Bubbles - Earl shoots a ton of bubbles at any one opponent, the opponent takes 3 damage, 7 times. Each bubble has a % chance to miss equal to the enemy's Speed times 3, up to 40%. (3 Turn cooldown)

Mimic Bubbles: Earl gains a passive possessed by an ally. Earl cannot have more than 2 Mimic’d passives at any given time and must remove one if Earl would possess 3. 6 turn cooldown

Name: Avonde Vance

Background: Avonde is a young satyr, born in a dark forest filled with magical fogs. His mother, a nymph who was the master of the fogs, died at childbirth. For years, Avonde grew up in this forest, the fogs protecting him from the outside world and the creatures of the forest. He was loved by the fogs. As he grew up, the darkness in the forest grew stronger since there was no one strong enough to fight them. Eventually, he had to run away from the forest and the magical fogs followed him. Now, he is aided by these mystifing fogs of magic. He wants to climb the 25 Floors to find the magical thing and reclaim his forest from the darkness.

Stats:

HP: 13 (52)

Attack: 0

Defense: 0

Magic: 3 (9%)

Speed: 13

Bleeding Red Fog: Avonde sends a red fog to both an ally and an enemy. The ally will gain 1 Attack and 1 Magic while the enemy will be dealt 3 damage and bleed. 4 Turn Cooldown

Purifying Blue Fog: Avonde sends a blue fog to both an ally and an enemy. The ally will lose all statuses, effects, and stat modifiers that are harmful while the enemy will lose all statuses, effects, and stat modifiers that are beneficial except for Final Stand. 4 Turn Cooldown

Balancing Green Fog: Avonde sends a green fog to both an ally and an enemy, averaging any stat that the ally has that is less than the enemy,. If it's a decimal, it is rounded up for the ally and rounded down for the enemy. 4 Turn Cooldown

Dazzling Yellow Fog: Avonde sends a yellow fog to both an ally and an enemy. The ally will heal 30% of their missing HP but lose their next turn while the enemy will lose 30% of their current HP but their next turn will be 2 turns instead of just 1. 4 Turn Cooldown

Chaotic Black Fog: Avonde sends a black fog to both an ally and an enemy. Both of them immediately take a turn but Avonde decides what they do. Avonde cannot make them skip their turn or do things they wouldn't normally be able to do. 4 Turn Cooldown

PHOBIURIS, BEAUTY IN FEAR (pls accept my weird demon stuff)

HP: 0

Attack: 0

Defense: 0

Magic: 10

Speed: 16

Powers:

Fear Is Destruction: Deal damage to an enemy equal to the current Fear level. 0 Turn Cooldown

Absolute Terror: An enemy becomes Terrified (Terrified: Has 0 defense and 0 Attack). Start with no uses. Gain a use every 3 Fear levels. No cooldown.

Fear's Costume: Phobiuris turns into someone on the same floor as he is for the next two rounds. His Health and Speed stats remain the same, and he keeps the Demonic Nature and Panicked Performance Passives along with Fear Is Destruction. 12 Turn Cooldown

Willpower Drain: Each opponent with Defence lower than 3 will become scared of Phobiuris and their powers will each gain 1 turn of cooldown. (14 turn Cooldown)

Life Drain: Phobirus uses Fear is Destruction. Phobiuris heals by half the damage dealt rounded up. (5 turn Cooldown)

Passives:

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

Panicked Performance: Every time an enemy deals damage, choose to increase the Fear level by 1 or increase Phobiuris's Speed by 1. Phobiuris stats with 2 Fear Levels.

Yellow Staff Specialization: Phobiuris cannot be Scared

Name: Jacko Faltrades

Background: A magician that uses her skills to rob and pickpocket her unknowing victims being amazed by her card tricks, Jacko is sitting pretty with a high fortune illegally stashed in an underground bunker. Her reasons for participating in this floor fiasco are unknown.

HP: 7

Magic: 5

Attack: 6

Speed: 7

Defense: 0

Fair Fight: Jacko can choose to either set her own HP as well as 1 selected enemy to 50%, or lower the speed of an enemy by 3. 5 turn cooldown, doesn't work if it'll reduce an enemy's HP by over 50.

Sponge: Jacko can choose to either heal herself or an ally for 7 HP, or raise her or an ally's attack and speed by 3 for three turns. 5 turn cooldown

Card Sprawl: Jacko can choose to either deal 5 damage to all enemies or heal all her allies for 3 HP. 4 turn cooldown

Magic Trick: Jacko can choose to skip the next turn of three enemies or skip the next three turns of one enemy, either dealing two damage to three enemies or six damage to one enemy respectively. 10 turn cooldown

Sleight of Hand: Choose an enemy and steal three of any of their main stats (HP, Defense, Power, Speed, Attack) for three turns. 5 Turn Cooldown

Simone Obake

Background - Simone is a thief from far off. He was the son of a merchant, only for his father's shop to be bought out by a major ruling power. He attempted to learn the power of stealth to steal away the money from that company and give his father the chance to take the shop back. However, he found that that company was starting to grow into a super power that was getting more and more outfitted, becoming too well guarded to sneak into. So, Simone seeks out a means of crushing those buyers. Taking up his kusarigama, he heads out to the tower.

HP - 5

Attack - 5

Defense - 2

Magic - 6

Speed - 8

Spells
 * Active
 * Lunge - Simone suddenly charges blade-first towards the enemy, stabbing into them. This attack deals twice basic damage, and allows Simone to act before enemies the next round. 6 turn cooldown
 * Expose - Simone casts a bottle of poisonous dust at an enemy of his choice. This will enfeeble the enemy, reducing their Defense by 6. 4 turn cooldown
 * Oil - Simone tosses a vial of oil at an enemy. The substance reduces the enemy's speed by 2 for 2 turns and makes them more susceptible to Burning, causing Burning to deal 1 extra damage. 3 Turn Cooldown
 * Passive
 * Poisonous Blade - Among his repertoire, Simone has a set of poisons, which he bathes his weapon in before battles. With this, he's able to apply the Poison status effect to enemies with a basic attack. Enemies already poisoned will not be poisoned again. 
 * Quick Feet - Simone is used to evading a blow. So, he has a (Speed)% chance to evade an attack on him.

Name - The Auric Knight

Background - Not much is known about them besides the fact that they used to be an explorer. However, at some point while exploring some temple, they came across a rather shiny and special suit of armor, with an equally shiny and special sword. They decided to don this suit of armor and the blade, which, as they found out, was surprisingly not cursed and was rather powerful, especially due to it's ability to make them practically immortal* through not 1, but 2 different ways of ressurection. They later decided to explore the tower on rumors there was some powerful reality warping artifact at the top.

Stats

HP - 5

Attack - 7

Defense - 6

Magic - 4

Speed - 6

Spells/Passives -

True Tyrant's Ultisword - The Auric Knight slices at an opponent using the sword they found. Deals 8 damage, and increases the Auric Knight's attack stat by 1 for 6 turns. This can stack up to 3 times up to a boost of +3. 4 Turn Cooldown

Strange Insignia - The Auric Knight activates a strange artifact they found. For 2 turns, they will be given a couple of buffs: They will ignore every second attack and spell they are hit with, starting from when they activate it. They will gain immunity to being set on fire. 7 Turn Cooldown'

Godslayer Resurrection (Passive) - One of the ways that their armor set can resurrect them. If the Auric Knight's HP drop belows 1, they will be immediately resurrected with 5 HP, and clears all debuffs on them. This has a 10 turn cooldown, however they gain +2 to their Attack stat while it is on cooldown.

Silva Resurrection (Passive) - The other way that the Auric Knight's armor can resurrect them. If the Auric Knight's HP drops below 1 while their Godslayer Resurrection is on cooldown, they will (again) be immediately resurrected with 8 HP, immediately take a turn, and then cannot be reduced to lower than 1 HP for 2 turns. However, this nullifies the Godslayer Ressurrection's Attack boost, and if they are hit with a normally fatal blow, their HP stat will be reduced by 1 for the current and following encounter. This health decrease can stack, however it cannot reduce their HP stat to lower than 1. 12 Turn Cooldown

Tiheri Kala (Earth)

Tiheri's Earth form serves as a balance between her superego of a spirit who just wants to help everyone around her and her id of a demon who wants to watch the world burn. Controlling the two sides of herself isn't fun, but she's (mostly) been able to do it.

HP - 5

Attack - 6

Defense - 6

Magic - 3

Speed - 5

Powers:

Transform: Tiheri can transform into either her Aboveground form or her Underground form. 4 Turn Cooldown starting after Tiheri returns to her Earth form.

Reservoir: Tiheri can tap into a reservoir of energy, letting her ignore the cooldown for Transform. Can only be done once per floor.

∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞ Tiheri Kala (Aboveground)

HP - (whatever Tiheri currently has)

Attack - 4

Defense - 6

Magic - 5

Speed - 5

Powers:

Lullaby: Tiheri summons a soft breeze that lulls an opponent to sleep. The opponent's turn will be skipped for 3 turns. 8 Turn Cooldown.

Ambrosia: Tiheri creates 3 golden toffee-like squares that she can give to any teammates. The squares remove a negative status effect and heals 50% of their current HP. (Ex. Player is poisoned + has 4 HP, Ambrosia removed poisoned and gives the player 2 HP) 4 Turn Cooldown.

Waterfall: Tiheri summons a giant waterfall in front of three teammates. The damage of any attack directed to these teammates is cut in half. Lasts for 4 turns. 5 Turn Cooldown.

Ripple Effect: While Ripple Effect is in use, any attack on a teammate will deal 10 damage to the opponent who attacked. This doesn't stop the attack. Ripple Effect lasts until the end of the next round. 10 Turn Cooldown.

Passives:

Too Much Power: Tiheri's Aboveground form lasts for 7 turns. Tiheri's Aboveground powers go off cooldown at half the speed if Tiheri is not in Aboveground form.

∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞∞

Tiheri Kala (Underground)

HP - (whatever Tiheri currently has)

Attack - 11

Defense - 2

Magic - 2

Speed - 5

Powers:

Ungodly Rage: Tiheri's Attack Stat is raised to 13, and her Defense is dropped to 0. This lasts for 3 turns. 5 Turn Cooldown.

Trishul: Tiheri launches a trident at an opponent. Deals 6 Damage, causes the Bleeding status effect. 3 Turn Cooldown.

Green Fire: Tiheri throws fireballs at 3 opponents. Each opponent is set on fire and is dealt 10 Damage. 5 Turn Cooldown.

Passives:

Too Much Power: Tiheri's Underground form lasts for 5 turns. Tiheri's Underground powers go off cooldown at half the speed if Tiheri is not in Underground form.

Fear Me: Anyone who attacks Tiheri's Underground form has a 1 in 5 chance of receiving the Scared status effect.

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 - 9 (36)

Attack - 1

Defense - 0

Power Source - 13 (39%)

Speed - 2

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 +1 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, and 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 +1. (6 turn cooldown)

Divine Retribution: Ayamisa shoots a powerful unrelenting strike of revenge at an enemy, dealing 40% of her missing HP +1 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: Ayamisa 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)

Mosaic of Agony: Ayamissa creates a mosaic out of blood and pain. The next normal attack dealt will crit and be dealt to Ayamissa, the attacker, and the attacked. It will also heal the ally with the lowest HP by the Damage dealt to Ayamissa. 8 Turn Cooldown

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

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

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

Air Talisman: Ayamissa can control a air elemental to do her bidding with this, but she doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (? Cooldown)

Ice Wall: Gives all allies +16 defense for 3 turns. (7 turn cooldown)

Ice Spear: Basic attack’s an opponent, dealing +1 damage and freezing them (1 turn cooldown)

(From Mutation) Healing hands: Ayamisa'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) 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.

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

(Jack drank Fear Lemonade in front of her) Ayamissa is terrified of Jack, and will be scared of him whenever she is on the same floor as them.

Cryomancer staff: Ayamissa is immune to being frozen

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 - 6 (24)

Attack - 2

Defense - 17 (8)

Power Source - 15 (45%)

Speed - 7

Powers:

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

Nebula Arcanum: Wolfi summons a "Nebula Arcanum" entity (8 turn cooldown)

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

Nebula Blaze: Wolfi deals 10 damage to a target, with a 20% chance of "critting" and dealing 3x the damage. (3 turn cooldown)

Resurrection: Wolfi brings a defeated ally back with 50% health (5 turn cooldown)

Apocalypse: Wolfi brings back every character defeated on the floor Wolfi is on. (15 turn cooldown)

Passives:

Powered Armor: Wolfi's defence applies to powers.

Necromancy Staff: The first time Wolfi is defeated on any floor, he is resurrected as if he used resurrection on himself. This does not put resurrection on cooldown.

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 Orb 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.

Stats:

HP - 7 (28)

Attack - 3

Defense - 7 (3)

Power Source - 8 (24%)

Speed - 8

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 or other character on Jack's floor 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)

(From Magical Gem) Cooling Gem: Jack's Gem exhales an Icy breath upon it's wielder. Jack is frozen, but all of Jack's powers regain a turn of cooldown. (5 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. (8 turn cooldown)

Mists: Jack creates mist around a character, giving attacks and powers a 75% Chance to miss them for 3 turns. (7 turn cooldown)

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)

Mech Suit: Jack must use Telekenisis to activate his suit or take it off, putting Telekenisis on 4 turns of cooldown. While in the suit, Jack gains 10 defence and +3 attack. Jack starts each fight with the suit off, as it's rather hard to fit through doors without serious folding.

Smash (Usable only in the suit): Jack Smashes an opponent, dealing 20 damage to them. (6 turn cooldown)

Flight: (Usable only in the suit) Jack flies in the air for 2 turns, and then falls on an opponent on his third. The opponent Jack lands on will take 5 damage and is automatically crit by basic attacks until the Opponent's next turn. (5 turn cooldown)

Passive:

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

Timely Strength: Multiplying his strength, Jack's crit will do x4 damage instead of 2.5x, and the target will be injured. 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.

Name: Crizius Pencilia

Background: Crizius was an extremely prominent sharpshooter known for having the best shot in the west. He recently discovered his powers, and with his home town cheering him on, he decided to become a hero. Hero in training now, he's determined to succeed and make his home town proud. But for now, there's a 25-floor long tower standing in the way.

Stats: 

HP - 5 (20)

Attack - 13

Defense - 0

Power Source - 5 (15%)

Speed - 12

Powers:

Soft Spot: Crizius shoots an enemy, dealing 2 damage. The enemy takes 2 extra damage from all basic attacks for the next two turns. (4 turn cooldown)

Triple Shot: Crizius shoots all enemies, dealing 3 damage to each. (2 turn cooldown)

Blind Spot: Crizius shoots an enemy’s blind spot, dealing two damage. Crits against them will deal 4x damage instead of 2.5x damage for the next two turns. (6 turn cooldown)

Blinding Flash: 3 targets are unable to use basic attacks for 3 turns. (7 turn cooldown)

Pistol Twirl: Crizius twirls a pistol around in an almost hypnotic motion, then abruptly fires it. Each opponent has a 10% chance to do nothing on their next turn. Crizius basic attacks an opponent, but this attack has a 10% chance of missing. (3 turn cooldown)

Hat Trick - Crizius pulls something out of Red's hat and tosses it at an enemy. It will deal 1-5 damage and a random status effect to one opponent. (5 turn cooldown)

Smash - Crizius pulls out a club and smashes it into an opponent. They take 5 damage and have a 50% chance to be stunned and miss their next turn.

Passives:

Lifesteal - Crizius heals for 33% of the damage he deals to enemies.

Perfect Aim - Crizius has a 20% chance to crit instead of a 4% chance.

Name: Kazien, the Absolute Light

Stats:

HP - 4 (16)

Attack - 11

Defense - 0 (0)

Power - 5 (15%)

Speed - 11

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 1/6 the damage dealt rounded up)

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)

Fist of God: Kazien deals damage to an enemy equal to the total damage they have done to Kazien's teammates. Fist of God is then Drained. (8 turn cooldown)

Fire Burst: Every opponent is set on fire (6 turn cooldown)

Pistol Twirl: Kazien twirls a pistol around in an almost hypnotic motion, then abruptly fires it. Each opponent has a 10% chance to do nothing on their next turn. Kazien basic attacks an opponent, but this attack has a 10% chance of missing. (3 turn cooldown)

Fancy Pistol Twirl: Kazien twirls a pistol around in an almost hypnotic motion, then abruptly fires it. Each opponent has a 10% chance to do nothing on their next turn. Kazien basic attacks an opponent, but this attack has a 10% chance of missing. (3 turn cooldown)

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.

Flame Cloak: Every opponent that uses a power on Kazien is set on fire

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

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)

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

Poison Burst: Lyonde utilizes the Magic of a lime Staff to poison 3 opponents. (4 turn cooldown)

Name: Sastra Cerbo

Background: Sastra was your average mad scientist, concocting powerful drugs that could target specific areas of the brain, when he heard of this exciting adventure. The promise of recognition for saving the world’s finest heroes sounded appealing to him––perhaps he will finally receive the fame he deserves. If not that, hopefully there’s money involved…if Sastra doesn’t pay his rent, he’ll undoubtedly be kicked out of his friend’s basement.

Stats:

HP - 5 (20)

Attack - 3

Defense - 4 (2)

Power Source - 9 (27%)

Speed - 4

Powers:

Amygdala - Sastra throws a syringe at an opponent, making them scared of him. 0 Uses. (0 turn cooldown)

Cerebrum - Sastra throws a syringe at an opponent, freezing them. 0 Uses. (0 turn cooldown)

Hippocampus - Sastra throws a syringe at an opponent, making them confused and hitting themselves. Deals the amount of damage they would deal with a basic attack + 5. 0 Uses. (0 turn cooldown)

Frontal Cortex - Sastra throws a syringe at an opponent, making them confused and attacking another opponent. Deals the amount of damage they would deal with a basic attack + 5. 0 Uses. (0 turn cooldown)

Laboratory - Sastra skips his turn to prepare three syringes of his choice. (4 Turn cooldown)

Unrelenting Rage: A target character of Sastra becomes blinded with unfathomable rage. They have +3 attack and -4 defense for 3 turns (5 turn cooldown)

Calm: Removes one vengeance from a target (4 turn cooldown) 

Chainsaw Rampage: Sastra attacks up to 4 people with their chainsaw for 3 damage each (4 turn cooldown)

Valentina (This is an OC I like to stick into random anime and tv shows lol)

HP: 5 (20)

Attack: 3

Defense: 2 (1)

Power Source: 5 (15%)

Speed: 5

Powers:

Plague Beam: Deal 10 damage to 1 enemy + poison. (4 turn cooldown)

Summon Fire Elemental: Summons Firey minion (Stats here) . After it is destroyed, it has a 2 turn cooldown before it can be summoned again. While this Minion is alive, Valentine is immune to the fire condition.

Summon Ice Elemental: Valentine summons an Icey minion (Stats here) . After it is destroyed, it has a 3 turn cooldown before it can be summoned again.

Demon Star's Cannon: Does 24 damage to 1 enemy. If the target survives, they are inflicted with poison. Cannot crit under any circumstances. (8 turn cooldown)

Passive:

Respective Immunity: Whichever Elemental is summoned, Valentina will become completely immune to that minion's respective effect until the minion dies.

Summoning Limit: Valentine can only have 1 Elemental Summoned at any given time

 