Board Thread:Hosting Games/@comment-35195751-20190801232029/@comment-35195751-20190802005731

As 24 people look around and at each other with curiosity and apprehension, shapes emerge from the darkness

Some are revealed to have fur in the pale red light, some have unnaturally smooth exteriors, and some shapes are the darkness itself, ready to envelop you all.

Tynge Disglair, Spectre of bad luck

Stats

Health: 100 (400)

Attack: 0 (Attacks deal 10% of target health, rounded up)

Defence: 70 (35)

Magic: ? (1%)

Speed: 7

Powers:

Visions of ill fate: Tynge spreads visions of hopelessness and dreams crushed by chance alone. Tynge may manipluate any 3 RNGs in a manner harmful to her opponents at any given time. These manipulations may occur at any time. (0 turn Cooldown)

Doomed to failure: Tynge surrounds a player with horrible luck. Any RNG applicable to this player will be as harmful as possible. (5 turn Cooldown)

Shroud of helpful failure: One ally of Tynge is surrounded with Tynge's propensity for poor luck. Ensured demise applies to the target ally for 2 of their turns. (5 turn Cooldown)

Passives:

Immortality: After being defeated, the spectre will fade from existance only to return next time floor 13 is entered.

Ensured demise: All RNG elements applicable to her are manufactured to be as harmful to the players as possible. For example, all attacks made on her cannot randomly be crits, all attacks she makes are crits, ect.

Incomprehensible Power: The Spectre comes from a world older than all, save one, and her power reaches across all dimensions. As such, her power is impossible to control or replicate. All attempts to drain, telekentically or otherwise use, stall, or otherwise interfere with her powers/passives will invariably fail.

Cursed Doll

HP: 1 (4)

Attack: 0

Defense: 0 (0)

Magic: 0 (0%)

Speed: 1

Falling Curses: The Cursed Doll summons a rain of cursed words, giving the Drained status to 5 random enemies. The same enemy can be hit twice. 3 Turn Cooldown

Doll Strings: The Cursed Doll wraps an enemy in long strings, dealing 3 Damage to them and reducing their Speed to 1. Their Speed will increase by 1 at the end of each turn until it returns to their normal Speed. 4 Turn Cooldown

Unwanted Harmony: The Cursed Doll balances the HP of two enemies and then deals 3 Damage to them. 10 Turn Cooldown

Endless Laughter: Once the Cursed Doll is destroyed, two more Cursed Dolls will be summoned if the Haunt is alive.

The Haunt

HP: 50 (200)

Attack: 4

Defense: 20 (10)

Magic: 12 (36%)

Speed: 15

The Haunt Rises: Three random enemies who are scared of the Haunt are drained. 4 Turn Cooldown

The Great Haunt: Two random enemies who are scared of the Haunt are stunned for one turn. 6 Turn Cooldown

Darkest Night: A dark fog surrounds the entire floor, causing the next three spells used to have an 80% chance to miss. 7 Turn Cooldown

The Haunt Ends: The haunt ends, removing all Scared statuses from all enemies and instantly reducing one enemy to 1 HP and stunning them for 2 turns for every 10 Scared statuses removed. 12 Turn Cooldown

The Haunt Begins: Whenever the Haunt is dealt damage, three random enemies become Scared of the Haunt. Passive

The Mannequin

Stats

Health: 25 (100)

Attack: 5

Defence: 10 (5)

Magic: 13 (39%)

Speed: 5

Powers:

Fragile Punch: The Mannequin attacks an opponent, but loses a finger. If no Fingers are available to lose, a random opponent is reduced to 1 health as their body suddenly snaps. (0 turn Cooldown)

Passives:

Broken Finger: The Mannequin loses a finger every time they take damage

4-6: The Mannequin starts with 10 fingers

Spider Mother

HP: 20 (80)

Attack: 6

Defense: 0 (0)

Magic: 2 (6%)

Speed: 4

Spiders: The Spider Mother spends one "Spider" to either deal 6 Damage to an enemy or healing herself by 6 HP. 0 Turn Cooldown

Deadly Stinger: The Spider Mother stings an enemy with their stinger, dealing 3 Damage and giving the enemy Bleed and Poison. 2 Turn Cooldown

Web Spray: The Spider Mother sprays two enemies with sticky webs, trapping them, preventing them from doing normal attacks for 2 turns. 3 Turn Cooldown

Spider Eggs: The Spider Mother injects a spider egg into three enemies. After two turns, the enemy will be dealt 4 damage. After two more turns, the egg hatches, dealing 8 damage and giving the Spider Mother one "Spider". 4 Turn Cooldown

The Werewolf

Stats

Health: 20 (80)

Attack: 6

Defence: 20 (10)

Power: 6 (18%)

Speed: 18

Powers:

Claws: An opponent takes 8 damage and has a 1% chance of being infected with Lycanthropy (3 turn Cooldown)

Bite: An opponent is infected with Lycanthropy (6 turn Cooldown)

Hunger: The Werewolf takes 3 additional turns. (Usable once per floor)

Passives:

Lycantropy: The Werewolf has Lycanthropy. If anyone else is infected with Lycanthropy, they will turn into another Werewolf on the side of floor 13 (They keep their stats and add their powers to the Werewolf's own) after taking 2 turns. The Lycantropy counts as a status effect, and will be removed once the Werewolf is knocked out.

Primal Fear: The first time the Werewolf is about to be knocked out, they instead drop to 1 health and uses Hunger, if it is available.

Headhunter

HP: 60 (240)

Attack: 10

Defense: 10 (5)

Magic: 0 (0%)

Speed: 6

Sword and Shield: The Headhunter changes their Attack and Defense stat to whatever amount they wish as long as the combined total is 20. 4 Turn Cooldown

Sharp Blade: The Headhunter deals (80% Attack) Damage to an enemy and then gives them the Bleed status (20% Attack) times. 8 Turn Cooldown

Fatal Execution: The Headhunter deals (200% Attack) Damage to an ally (if one is alive) and an enemy. 8 Turn Cooldown

Blood Whirlwind: The Headhunter deals (50% Attack) Damage to all allies and enemies (besides themselves). 8 Turn Cooldown

Shield Slam: The Headhunter deals (33% Defense) Damage to an enemy and then stuns them for (25% Defense) turns. 8 Turn Cooldown

Great Bulwark: The Headhunter uses their powerful shield to defend themselves, granting them immunity to damage from attacks, spells, and passives for (20% Defense) turns. 8 Turn Cooldown

Total Defense: The Headhunter grants (50% Defense) allies immunity to ALL damage for 1 turn. The Headhunter cannot make themselves immune. If an ally is chosen multiple times, the amount of turns the effect lasts increases. 8 Turn Cooldown

Disarm: The Headhunter cannot be healed. The Headhunter loses a spell of their choice (besides Sword and Shield) for every 30 HP they lose. Passive

Shroud of Ice

Stats

Health: 10 (40)

Attack: 0 (0)

Defence: ∞ (∞)

Power: ∞ (∞)

Speed: 8

Powers:

Touch of Death: The Shroud drains the life from an opponent, causing the opponent sees a vision of a innocent's ultimate fate. The Opponent takes 6 damage and is drained, frozen and Scared of the Shroud. The Shroud heals 6. (0 turn Cooldown)

Passives:

Being of Frigid Death: Immune to being frozen, drained, or set on fire

Immortal?: Killing them just sends them away

Spiritualist

HP: 10 (40)

Attack: 1

Defense: 16 (8)

Magic: 0 (0%)

Speed: 16

Misleading Benevolence: The Spiritualist heals an enemy to 100 HP along with increasing their Max HP to 100 but multiplies the damage dealt to them from all sources by 1.5. (Two x1.5 will become x2.25, not x2) 6 Turn Cooldown

Mental Delusion: The Spiritualist doubles an enemy's Speed but gives them the Bleed, Poisoned, Frozen, and Drained statuses. 6 Turn Cooldown

Mesmerizing Trance: The Spiritualist gives an enemy two free turns but then stuns them for three turns. 6 Turn Cooldown

Sudden Reality: All enemies with at least one "Spirit" mark gain two more "Spirit" marks. 10 Turn Cooldown

Spectral Absorption: Whenever an enemy is targeted by the Spiritualist by a spell, they gain one "Spirit" mark. When the Spiritualist is killed, all enemies lose their "Spirit" marks and the Spiritualist is revived with 8 HP for every "Spirit" mark removed. Passive

The Blob

Stats

Health: 35 (140)

Attack: 4

Defence: 0 (0)

Power: 10 (30%)

Speed: 1

Powers:

Absorb: An opponent is trapped in The Blob. They take 1 damage per turn. This damage increases by 1 every turn that the opponent spends in the Blob.The Blob heals by the amount of damage dealt. (3 turn Cooldown)

Detached Projectile: The Blob tears off a piece of it's flesh to surround an opponent. The Opponent and the Blob take 10 damage. (0 turn Cooldown)

Leech: The Blob deals 5 damage to each opponent Absorbed, healing by an amount equal to the Damage dealt. (? turn Cooldown)

Passives:

Absorbtion: The only way to exit the Blob is to kill it, or to spend a turn exiting (and doing nothing else)

Necromancer:

HP: 20 (80)

Attack: 2

Defense: 2 (1)

Magic: 15 (45%)

Speed: 1

Nether Strength: The Necromancer grants a revived enemy another turn. 2 Turn Cooldown

Return of the Dead: The Necromancer heals a revived enemy to 25 HP. 3 Turn Cooldown

Soul Decay: The Necromancer casts a spell that causes an enemy's soul to decay, poisoning them twice. 4 Turn Cooldown

Immortality or Death: The Necromancer cannot be damaged while a revived enemy is alive. When an enemy is knocked out, they will be revived with 25 HP on the Necromancer's side. Their Speed will be reduced to 1. Passive

Mimic

Stats

Health: 30 (120)

Attack: 6

Defence: 6 (3)

Power: 10 (30%)

Speed: 6

Powers:

Mimicry: The Mimic mimics the last spell/power used by an opponent, changing the target(s) as nessesary. (Cooldown same as the mimicked)

Backstab: Deals 3 damage 7 times to an opponent (3 turn Cooldown)

Imitation: The Mimic imitates an opponent. Whenever an opponent targets or otherwise affects the Mimic or the Imitated target, there is a 50% chance of them affecting the wrong target. Only one target can be imitated at a time, and the effect wears off if either the Mimic or the Mimicked die. (6 turn Cooldown)

Passives:

Surprise: Damage dealt to the non-imitated opponents is doubled.

Warlock

HP: 30 (120)

Attack: 0

Defense: 10 (5)

Magic: 10 (30%)

Speed: 2

Blood Leech: The Warlock gives 3 random enemies the Blood Bomb status. The same enemy can receive the status multiple times. 0 Turn Cooldown

Blood Burst: The Warlock causes all Blood Leeches on an enemy to attack, dealing 1 damage for every Blood Leech on the enemy and then transferring half of those Blood Leeches, rounded down, to a second enemy. 0 Turn Cooldown

Weakening Curse: The Warlock places a weakening curse on an enemy, reducing their Defense and Speed by 50% for 2 turns. 4 Turn Cooldown

Color of Madness: The Warlock's power is terrifying and causes immense feelings of despair. Anybody who attacks the Warlock will become drained. Passive