Board Thread:Out Of Game Discussions/@comment-35195751-20190914193956/@comment-31900968-20190921194816

Don Jinny

'''Backstory: Don was born the daughter of a Genie and... Something else. She's not sure what else but regardless she's half genie, so she hopes to find another genie to help her find out her true parentage.'''

Stats

HP: 7 (45)

Strength: 2 (6)

Defense: 0

Stamina: 2 (1)

Magic: 6 (3)

Speed: 8 (4)

Skills:

'''Cyclone: Don manipulates the winds to smack up to three opponents, dealing 5 damage to each of them at the beginning of each of their turns. This wears off once Don takes Damage, as she loses her concentration. 4 Turn Cooldown, starting when Don is damaged'''

Spells:

'''Magic Sphere: Don blasts a sphere at opponent, dealing damage equal to her Magic stat. 0 Turn Cooldown'''

'''Summoned Sword: Don summons a large Sword, increasing her attack stat to 15 (32 basic attack damage) until she makes a basic attack. 4 Turn Cooldown'''

'''Weakened Wish: Don trades a benefit in exchange for an opponent gaining something equal. (For example, she heals 4 while an opponent heals 4 as well, or an ally reduces a cooldown of their choice by 1, while an opponent reduces a cooldown of their choice by 1 as well). The enemy team gets to choose which of its members gets the positive effect. 3 Turn Cooldown'''

'''Disease: Don inflicts a disease upon an opponent, reducing two of their stats to 1 and reducing their health stat by 1 for 4 turns. All the stat reductions wear off 5 turns after Don casts this spell. 8 Turn Cooldown'''

'''Three Wishes: Don chooses one of the below effects to happen as she grants an unspoken Wish. Don has 3 Wishes to start with, and must expend one every time she uses this Spell. Don gains a Wish after defeating a boss, and every time an ally is dropped to 0 health. 3 Turn Cooldown; Current Wishes: 3'''

- An Ally is healed to full health

- An Ally is immune to Damage until they take a turn

- A harmful effect on an ally is removed

- A cooldown of an ally is reduced by 5 (To an obvious minimum of 0)

- An Ally is ressurected with 10% (rounded up) health and nothing on cooldown or affecting them (as if they'd just joined) I made a ressurection ability, y'all happy?

- One of an opponent's Spells or Skills is put on 5 turns of cooldown

- All of either an opponent's skills or an opponent's spells are put on 1 turn of cooldown

- All of an opponent's passives are disabled until they take 2 turns

Slack: Don slacks off, gaining 10 HP and removing one of her cooldowns.

Passives:

'''Semi-Servant in a Lamp: Don is immune to her allies causing harmful effects upon her. This includes spells, skills, and passives that may be mimicked, telekinetically used, or otherwise identical to of her ally's. In addition, if Don is dropped to 0 health, she becomes an ally of the opponent who defeated her and must follow their orders until the combat ends. (This will result in her switching back to her ally's side if she is defeated twice in a row)'''

Sai Allen

Backstory: T B ayyyyyyy

Stats:

Health: 4 (30)

Strength: 3 (8)

Defence: 0 (0)

Stamina: 4 (2)

Magic: 4 (2)

Speed: 10

Skills:

'''Tinker: Sai makes 1-3 items for someone. An item, when used (can be used at any time), can give a stat boost or a skill/spell/passive to an ally for the remainder of the current round, as well as the next round (Sai chooses what the item does, just to be clear). The item is destroyed after being used. An opponent of Rasen's choice gains the same items. (4 turn cooldown)'''

'''Energy Blast: Sai uses his Shielding to blast energy at an opponent. This deals 1 damage 20 times over. (4 Turn Cooldown)'''

Spells:

'''Meditation Energy: Sai's Magic and Stamina increase by 6 (10 total) for the rest of the round. (7 turn cooldown)'''

'''Empowered Shielding: Sai heals to his maximum health and cannot go below 1 health for the rest of the round. (10 turn cooldown)'''

Passives:

'''Defensive Shielding: Sai has an energy shield that grants 20 defence to one type of damage at once. Sai can switch which type of damage the shield will defend from on his turn. (The types of damage are Basic attack, Skill, Spell, or Passive damage) (By default, it will defend from Spell damage at the start of any combat)'''

Name- Blu Storms

Backstory- (TBA)

HP- 18 (72)

Attack- 6 (9 crit)

Defence- 0 (0 DR)

Magic- 0 (0%)

Speed- 18 (6)

Spells: Anyone who tries to use a Spell or Attack on a transmuted being will themselves lose half their current health and be transmuted for the duration.
 * Gales of fate: Blu sends winds formed with her powers over luck to harm any number of opponents in any combination she wishes. Blu summons an amount of Winds equal to her current Luck Points, and each wind deals 3 damage that cannot be reduced with Defence. Blu gains 1 Luck point after using this. (3 turn cooldown)
 * Emergence of Luck: One person is filled with good luck for the remainder of the round. Their attacks will be crits, nothing will crit them, their cooldowns will happen twice, and anything else RNG related to them will be positive, ect. (Bad RNG can happen to their teammates, just not them). Blu gains 3 luck points after using this. (7 turn cooldown)
 * Destruction of Reality: Blue frustratedly warps the space/time continuum. Everyone dead or unconcious (ally or foe) is revived with 1 health and is transmuted into something random, wherin they can do nothing for the remainder of the current round, as well as nothing during the next one. They cannot take damage in this transmuted form

'''For each person revived in this manner, one additonal ally or opponent (random, cannot be Blu) will suffer the same transmutation fate as if they'd used a Spell/Attack on a Transmuted being. (12 turn cooldown)'''

Passives: Luke Kartass
 * Sunshine and Happy Smiles: Blu can manipulate luck by spending a luck point to manipulate one RNG roll to their advantage, whether it be for a crit, a cooldown reduction, or anything else that requires RNG. (Note: Blu must state their intention before a turn is registered)
 * Bloodstained Windows: Blu can manipulate luck to be poor towards them, whether by forcing an opponent to crit them, a second cooldown to not happen, or Blu to suffer from a RNG roll, gaining a Luck point for doing so. (Note: Blu must state their intention before a turn is registered)

He got a deadly sin spirit demon shoved into him by the same people who shoved deadly sin spirit demons into Heaven and Kakasu, but Luke was like "no u" and killed a bunch of the evil people and is now good guy team.

Stats:

HP: 10 (50)

Attack: 0

Defense: 0

Magic: 8 (24%)

Speed: 32

Spells:

'''Demon Spirit: Luke uses the magic of the demon inside of him to gain power. The first time this is used in an encounter, he gains 5 Magic. Every time after that, he gains 6 Speed. 10 Turn Cooldown'''

'''Darkness Claw: Luke copies another character's ability and uses it. There is a cooldown on using any individual spell equal to twice that spell's normal cooldown. 6 Turn Cooldown'''

'''Absorption: Luke absorbs another character's aura. He gains all the passives of another character. This lasts until the end of the encounter or until that character dies, and he can have multiple characters' passives. 8 Turn Cooldown'''

'''Envy: Luke steals another character's power. He copies all stats of another character that are higher than his current ones. This lasts until the end of the encounter or until that character dies, and he can mix and match the stats of different characters. 8 Turn Cooldown'''