Board Thread:Adventure RP Games/@comment-28692716-20190910183917/@comment-28692716-20191021174755

Everyone's gonna get hurled towards a floor! You can influence which one you land on! Get ready!













Dice Machine
 * HP: 7 (28)
 * Attack: (Can't Basic)
 * Defense: 6 (3)
 * Will: 15 (45)
 * Dexterity: 9 (3)
 * Speed: 0
 * Skills
 * Gambling Drive (3 CD) - The machine spins around, cycling between 1-6 numbers. Depending on the number it rolls, the respective floor is doused in an alcoholic mist, poisoning those on it for 3 turns. (1-A, 2-B, 3-C, 4-D, E-5, F-6)
 * Giving Chance (2 CD) - The machine spins around, cycling between 1-6 numbers. Depending on the number it rolls, the Dice Machine gives a random ally on that floor a guaranteed crit. (1-A, 2-B, 3-C, 4-D, E-5, F-6)
 * Craps Shoot (0 CD) 20 range - The machine aims itself at a target, before firing a green beam at them. They're lifted in the air and spun around, before getting hurled to a random floor, based on a dice roll.
 * Passives
 * This is more for your sake than mine - The machine can't go below 1 HP as long as other enemies are present on any of the floors.
 * Machine - This Machine is unaffected by status ailments.
 * Roulette Spin - At the end of a round, the machine will spin around, cycling between 1-6 numbers. Depending on the number it rolls, the respective floor will be doused with fire, damaging those on it for 6 damage. Can't damage self (1-A, 2-B, 3-C, 4-D, E-5, F-6).

Gambler
 * HP: 4 (16)
 * Attack: 5 (10)
 * Defense: 8 (4)
 * Will: 2 (6)
 * Dexterity: 12 (4)
 * Speed: 4
 * Skills
 * Casino Grub - The Gambler chugs a flask of whisky, poisoning himself while also restoring 4 HP.
 * Critical Gamble - The Gambler rolls a die, trying to settle on a number. Whatever number it lands on, this Gambler's next critical will receive that modification. An Attack*2.5 could become Attack*3, Attack*1, or even Attack*6. He can roll anything between 1-6.
 * Passives
 * Backstabber - If someone moves away from the Gambler while they're within 5 feet, the Gambler stabs them as they run, dealing 4 damage and inflicting bleed.
 * Gambler Gut - If the gambler is poisoned, instead of taking damage at the start of their turn, they restore 3 HP. While poisoned, the Gambler has -4 defense.

Bouncer
 * HP: 5 (20)
 * Attack: 7 (14)
 * Defense: 8 (4)
 * Will: 6 (18)
 * Dexterity: 6 (2)
 * Speed: 3
 * Skills
 * Eviction Throw (2 CD) (5ft Range) - The Bouncer grabs the opponent, then hurls them towards a floor attached to the floor the Bouncer's currently on. This forces the thrown target onto a different floor, and deals Basic Attack*1.5 damage.
 * Brutal Beatdown (3 CD) (5ft Range) - The Bouncer takes up his arms, and repeatedly bashes a target, each hit dealing Basic Attack/4 damage. He hits 4-10 times.
 * Passives
 * Filthy Drunk - The Bouncer's Basic Attacks deal +4 damage to a poisoned target.
 * High Tolerance - The Bouncer is immune to being poisoned

Host Kelly
 * HP: 6 (24)
 * Attack: 4 (8)
 * Defense: 4 (2)
 * Will: 10 (30)
 * Dexterity: 6 (2)
 * Speed: 5
 * Skills
 * Enjoy the Show (3 CD) (25 foot range) - Kelly puts on a show for a target, infatuating them. As a result of the skill, they're compelled to walk towards her, and subsequently forced to skip their next action.
 * Russian Roulette (4 CD) (30 foot range) - Kelly suddenly pulls up a gun, firing at them. There's a 5/6 chance that nothing happens. But if that 1/6 chance comes up, the target is dealt 25 damage.
 * Leading the Drunkard (3 CD) (25 foot range) - Doable only if the target is poisoned. While influenced, Kelly forces the target to move according to her whim. The target can move their max range/2, and she can only force them to basic attack a target.
 * Passives
 * Playing the Game - While 5 feet away from the Dice Machine, Kelly can spend an action reducing one of its cooldowns by one.

Velvet Ropes - Not an actual enemy, but an obstacle
 * HP - 2 (8)
 * Can only break one section at a time
 * Can't pass through them
 * Represented in Red