Board Thread:Hosting Games/@comment-35195751-20190729163529/@comment-35195751-20191004040544

As the intrepid group of Wolfi, Jack, Kazien, Bam-Rang, Sastra, Arachne, Maronde, Survivor, Swiff, Necromancer, Asher, and SX head to floor 15, everyone notices really quickly that the Elevator seems to be plummeting rather than rising, yet the Elevator indicates it's still heading to floor 15

Everyone begins to feel sweaty as the Elevator begins to warm up and dims in lighting

Soon the Elevator is scaldingly hot and dimly lit with red lighting reflecting on everyone's faces

...

After what feels like an eternity of descention, the doors open to reveal a dimly lit room filled with red cloaked figures chanting around seven pools of what can only be blood

In each pool of blood save one, you notice a figure half submerged in the red liquid, four of whom you recognize as your kidnapped allies

The other two are unfamiliar to most of you, though Bam-Rang recognizes them as allies that'd previously gone missing

''The Seventh pool in the middle is too confusing for you all to make out. You can barely see a blurry form beginning to take shape in the waters''

All you can make out from the form, is a menacing glare that chills you all to the bone, despite the skin-meltingly warm tempature in here

Moving as one, the cloaked figures all turn to face you with cold stares, never breaking from their chant

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

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 NO damage.

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. .

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.

Below are the Captive Heroes, who while not hostile are nonetheless going to be in the status chart for obvious reasons

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 - 16 (64)

Attack - 1 (2)

Defense - 0

Power Source - 23 (69%)

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. (10 turn cooldown)

Cult Altars: Ayamisa summons a cult altar. Cult Altars have 25 HP and do nothing. Cult Altars heal 4 HP at the end of each round for each Cult Altar alive and cannot be healed by anybody else. (4 turn cooldown)

Sacrificial Circle: Ayamisa destroys any amount of Cult Altars and deals (amount of Cult Altars destroyed squared) damage to anybody she wishes (she can split up the damage). (4 turn cooldown)

Ascend to Heaven: Ayamisa ascends an ally to a divine realm, healing them by 4x HP but they will be stunned for x turns. (X-1 turn cooldown)

Wrath Sanction: Ayamisa punishes an enemy for not harming her, dealing 10 damage to them. This is only usable on enemies who haven't harmed her yet. (2 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) 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)

Passives:

(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.

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 - 7 (28)

Attack - 22 (44)

Defense - 0

Power Source - 5 (15%)

Speed - 6

Powers:

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

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

Bullseye: Basics someone. The basic attack is a guaranteed crit. (3 turn cooldown)

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: 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: 14 (56)

Attack: 0

Defense: 0

Power: 0

Speed: 1

Time Freeze: Lyonde surrounds an enemy with frozen hourglasses, freezing the enemy and dealing 2 damage to them. (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)

Faster and Faster: Lyonde uses his spells to increase his control of time even further. Lyonde takes another turn for every two turns he has taken this round. Lyonde gains 4 health for every turn he gains with this. He can only use this ability a maximum of once per round. (15 Turn Cooldown)

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

HP: 7 (28)

Attack: 6 (12)

Defense: 3 (1)

Power Source: 5 (15%)

Speed: 7

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 (Fire/Ice) until the minion dies.

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

Lightspeed: Valentina ignores passives that block, counterattack, or protect her targets. Valentina will also dodge 60% of attacks thrown at her.

?

Profile: Only Bam-Rang recognizes them as a friend.

HP: 10 (40)

Attack: 4 (12/24/14)

Defense: 1 (0/0/2)

Power Source: 0 (0%)

Speed: 16

Powers:

Poison Claws: ? switches to their Cat Claws, and makes poison flow through the claws. Every attack made until ? switches their weapon again will poison the Victim. ( turn cooldown)

Machete Slice: ? switches to either the Machete Claws or the Machete, and hacks into the opponent with a finessed slicing. The opponent takes 10 damage 5 times and is injured every time. (10 turn cooldown)

Evade: ? switches to either the Cat Claws or the Machete, and focuses on evading attacks. Until they switch weapons, they have a 50% chance to dodge all harmful attacks and powers. They have a 90% chance to dodge if the attack or power would be fatal. (? turn cooldown)

Passives:

Weapon Selection: ? has a habit of using multiple weapons to suit the situation they're currently in. They can switch what weapon they're using at the end of their turn


 * Cat Claws have a 20% of critting their victim, and give ? +4 speed and +2 attack.


 * Machete Claws are for when ? is extends his Cat Claws into Machetes, greatly increasing his attack but removing his defense. +8 attack with this, -2 speed

Nine Lives Reflexes: If ? is hit with a basic attack that would kill them, they instead dodge the attack. As such they cannot be easily killed with basic attacks.
 * ?'s Machete is good for defending and attacking while still being mobile. +3 Defense and +3 attack while using this.

?

Profile: Only Bam-Rang recognizes them as a friend.

HP: 20 (?)

Attack: 10 (20)

Defense: 12 (12)

Power Source: 0 (0%)

Speed: 0

Powers:

Heavy Axe Slam: The opponent takes a massive axe in the [area varies]. The opponent's health is halved, though Defense applies to this. (10 turn cooldown)

Ground Slam: ? uses their bulky mass to cause the ground to shudder. One opponent does nothing on their next turn. (7 turn cooldown)

Passive:

Immovable Wall: Their Defense applies to all damage taken, and is no longer /2.

Quake the Earth: Whenever they use a power or make a basic attack, each opponent has a 10% chance to be stunned and do nothing their next turn as the ground buckles.