Board Thread:Adventure RP Games/@comment-28278669-20191004223805

People can join this game whenever they want.

Signup Information:[//danganronparoleplaystuff.wikia.com/wiki/User_blog:KarpToEndAllKarps/25_Floors_of_Fun https://danganronparoleplaystuff.wikia.com/wiki/User_blog:KarpToEndAllKarps/25_Floors_of_Fun]

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 two 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: Take 1 damage and have -1 attack for 3 turns.

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.

Scared: +3 Speed and +1 Attack, but 1/2 chance to become paralyzed with fear when trying to attack the target that gives off this status.

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

DieN1

HP 13

AD 0 (Attack)

AP 11 (Magic)

AS 4 (Speed)

Blood ritual - Your team have 60% chance to heal 50% dmg they dealt with single target spell or normal attacks - Passive

Upgrade - 75% to heal 100% dmg dealt and can crit with spells

Wall of hellfire - Create a fire wall that deals 50% AP, burn and can 8% crit. Also shields an ally, making them immune to all damage until their next turn. - 3 turn CD

Switch - Let an Ally to take your turn for you, 20% to increase all of your stats by 1 and heal 4 HP. Can switch with self but only once per round - No CD

Hellfire rampage - Create a fire circle that deals 3 damage, burns enemies and upgrade your Blood Ritual for 2 turns. - 5 Turn CD

Blood Ressurection (Spell) - DieN1 ressurects a fallen ally, bringing them back at 25% HP. For 2 turns, said ally will gain HP equal to half the damage they deal. - 6 Turn CD

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

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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


 * Name - 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 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

Everglade Tome - The Auric Knight casts a tome that they found in one of their explorations. Deals 2 damage to a chosen enemy, and inflicts the following effects: Ignites the target with a special cursed fire that deals 1 damage. This damage exponentially is multiplied by 2 for each turn they're effected. Lasts for 3 turns. Douses the target with Ichor, decreasing their Defense by 4. Lasts for 3 turns. 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: The Quaccanthrope

HP: 8

Magic: 8 / 0

Attack: 1 / 8

Speed: 8 / 1

Defense: 0 / 8

Quaccanthropy: Take a turn transforming into a Wereduck (second stats) or back into a human (first stats). (Starts each encounter as a human). 1 turn cooldown

Call to arms (When Human): Gives +2 Defense and +1 attack to all allies for two turns. 6 turn cooldown.

Master of Air, Land and Sea (When Wereduck): Deal 2/3(Damage) to three enemies. 2 turn cooldown.

Sourdough Bread: Feed sourdough bread to the enemies, so It swells up in their stomach and then they all die. Use on an enemy, -2 Defense and +2 Defense to its victims when it attacks (so basically his attacks are weaker). Effect wears off when it’s given to different enemy, but can stack if given to the same enemy. 4 turn cooldown.

Loyal Protection (passive): Always guards the weekest Ally:
 * When Human: gives weakest ally +2 Defense.
 * When Wereduck: deals 2 Damage to anyone who attacks the weakest ally.

Marshall (im back yee)

HP: 8 (32)

Attack: 2

Defense: 2 (1)

Magic: 3 (3%)

Speed: 7

Quad-Strike Capability: Attacks once for 10 damage with a 33% chance to attack again (max of 4 attacks) (7 Turn Cooldown)

Supply: Give a random ally a one-time use of Quad-Strike Capability (max hits 2) and restore 25% of their maximum health

True Leadership: Target Ally will gain 2x stats in everything except health (but they will heal 5 health) (11 turn cooldown)

Passives:

Leadership: At the end of the Marshall's turn, one random ally will have a 4 point stat boost in a random stat (The target of this ability will switch each turn, and will not activate upon skipping a turn.)

Regen: Skipping a turn will cause you and whichever ally last took damage to heal 4 health

Name: Trafnidiaeth Dewin

Background: Trafnidiaeth is a master of portals, creating holes in the universe, to make travel easyer. He used this magic to skip ahead to floor 7, but couldn't go any further. Now he has joined the other people trying to get up the tower.

HP: 6

Attack: 2

Defence: 4

Magic: 9

Speed: 6

Spells:

Teleport: Create a portal to the next floor, Sending any non-boss monster to the next floor. 1 use per floor. (I hope this is not OP)

Wormhole: Send a monster or player forwards in time, so that they can't attack or be attacked until Trafnidiaeth's next turn. 4 turn cool down.

Trash Portal: Open a portal to dump trash onto the target. Deals 1-10 damage, chosen randomly. Cooldown equals half of the damage dealt, rounded up.

Redirect: Target's next attack (Whatever it may be) hits a random ally or themselves instead. 3 Turn Cooldown

Passives:

Unstable: If Trafnidiaeth is hit with a melee attack, there is a 1/3 chance to cast wormhole on the attacker, and a 1/3 chance to cast wormhole on Trafnidiaeth. 