Thread:TheLastHappyPotato/@comment-35195751-20200129223802/@comment-35195751-20200129232440

Name: Jack Driver (Leader)

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 - 5 (10)

Defense - 13 (6)

Power Source - 8 (8)

Speed - 18

Powers:

Time Warp: Changes 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)

Spacetime Crush: Jack crushes an opponent in space-time, giving them an 80% chance to apply all negative statuses on them, but a 20% chance to heal them by 1/4 of their HP. (6 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)

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)

Fire Talisman: Jack can control an Fire 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 more 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.