Board Thread:Hosting Games/@comment-35195751-20190626015117

People can join this game whenever they want.

Signup Information: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, receive -1 to three of your stats (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 1-25 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 three 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. Lasts 3 turns.

Bleeding: Take 1 damage when you attack. -1 attack. Lasts 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.

Name: Abigale Brieze (I swear the wind puns stop here)

Background: A merchant equiped with speedy thinking and smooth words, coming from the poor areas. She's not always on the right side of the law, but Abigale has a quick eye and a quicker foot. One day she stumbled across a wind jewel that gave her magical powers. No better way to take on a dungeon than with a magical gem, right?

HP: 6                           Magic: 3

Attack: 11                Speed: 5

Defense: 3

Charismatic Persuasion: Try to goad a foe into joining forces. The foe is stunned for one turn when they are having a heated debate. 10% chance for the foe to attack another foe. If there's no-one for the foe to attack, 10% chance for it to be stunned for two turns extra. 2 turn cooldown.

Tempest: A violent wind slams a foe to the ground. The foe takes 10 damage, and if they are flying (as in if they're a mutant bird or something) they take 13 damage. 40% chance to Stun. Can only be used after her third turn. 7 turn cooldown.

Protective Gust: Use the winds to help guard an ally. Attacks against that ally now have a 15% chance of missing. This can stack up to 4 times (60%). No Cooldown.

Adaptability: Abigale quickly adapts to the situation. If she basic attacks twice in a row, the second hit will do 2 extra damage.

WolfiZee

HP - 7

Attack - 3

Defense - 7

Magic - 12

Speed - 4

Spells -

Spectre (Passive) - When attacking with a spell, the enemy with the highest HP gets dealt 2 damage.

Magnet Sphere - Creates a magnet sphere that deals 2 damage... to 5 random enemies (can attack enemies several times in 1 turn). lasts 2 turns (the turn it is summoned, and turn after. speed is 1, can't be targeted... the sphere not the character). (4 turn cooldown, CD starts when the Sphere disappears, passive doesn't apply. Sphere's attacks are considered to be basic attacks.)

Razorpine - Deals 3 damage to an enemy of choice, inflicts bleed. (2 turn cooldown)

Razorblade Typhoon - Deals 4 damage to an enemy of choice. Ignores dodging. (3 turn cooldown)

DieN1

HP 10

AD 1 (Attack)

AP 13 (Magic)

AS 2 (Speed)

Blood ritual - Your team have 35% chance to heal 50% dmg they dealt with single target spell or normal attacks - Passive

Upgrade - 75% to heal 80% 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 - No CD

Hellfire rampage - Create a fire circle that burns enemies and upgrade your Blood Ritual for 2 turns. 35% to raise everyone's AP by 3 - 5 turn CD

Salem Healers

A mysterious cleric. He seems kind enough, but he might be hiding a thing or two...

HP: 9

Attack: 0

Defense: 4

Magic: 9

Speed: 5

Cleansing light: removes all modifiers and status effects from 1 target. 3 turn cooldown

Empower: Increases an allies attack by 2. 3 turn cooldown.

Healing mist: Every turn for 3 turns, every ally is healed by 2. 5 turn cooldown.

Sacred Oath: Salem and an ally average their current HP percentage to each other and add 15 percent to it. 8 turn Cooldown

Asher Ceartas

A noble paladin. When he discovered that the King was censoring people and taxing unfairly, he took his armor and enchanted sword to leave his guard.

HP: 5

Attack: 8

Defense: 5

Magic: 5

Speed: 4

Spells

Kind Blade: for every 2 points of damage he deals with basic attacks, his ally with the least health will be healed 1 point of damage. If an attack deals an odd amount of damage, the healing will be rounded up. (passive)

Reflecting Glass: Whenever Asher is dealt direct damage, a third of it will instead be redirected back to the attacker. Kind Blade healing applies to this passive. (passive)

Flurry of blows: 3 basic attacks. Multiple can be used on the same foe, or they can be spread across multiple foes. If multiple are used on the same target, Defense will only apply on the first attack. Causes Bleed on first target. '''Kind Blade healing applies to this ability. 3 Turn Cooldown'''

Final Burst: Asher dies instantly. 50% (rounded down) of the health lost by this ability is healed to all allies, and 25% (rounded down) of the health lost by this ability is dealt to every enemy. 8 Turn Cooldown

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.

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.

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

---

Name: Cangena Goed

Background: Cangena is a wood sprite who can call upon the Earth to obey her every command...unless, of course, the Earth doesn't like her commands. Then things can get ugly very quickly.

HP: 4

Attack: 3

Defense: 6

Magic: 8

Speed: 5

Spells:

Leech: Summon a vine that will latch onto an enemy, draining the enemy's HP by 1 for 2-5 turns. HP can be given to anyone. 3/4/6/7 turn cooldown depending on how long Leech is chosen to last

Cocoon: Summon a bud that will envelop you/a fellow ally. This will remove the ally from combat for 3 turns while restoring half their missing HP. 4 turn cooldown.

Tree Fist: Summon a branch in the shape of a fist. The branch will punch the enemy you last attacked/leeched, dealing 8 Damage to it. '''5 turn cooldown. '''

Passives:

Listen, damnit!: At the end of each of Cangena's turns, there is a 1/10 chance the Earth won't listen to Cangena. In this case, Tree Fist will randomly be used on Cangena or another ally. Tree Fist cannot be used on the ally with the least health and cannot knock anyone out. Leech will also be used on a random ally for 4 turns to heal Cangena.

Earl

"A youthful man floats into the 9th floor in a bubble"

HP- 15

Attack-6

Defense-2

Magic-15 (45% chance)

Speed- 4

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 does or is dealt from direct attacks/spells, and pops when it takes 20 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 5 turns If a person surrounded by a bubble is attacked, the bubble bursts, healing everyone else in the room 4, including the monsters. The bubble also bursts if a person in the bubble specifically uses their turn to burst it. (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)

Name: Glacio McFlurry

Background: No one knows where he came from, he just showed up one day covered in snow, but people know not to mess with him, he’s ruthless with ice flowing through his veins… literally.

HP:7

Attack:4

Defense:5

Magic:7

Speed:3

Spells:

'''Stay Frosty: Shoots a beam of ice at a single opponent dealing 10 damage and a 1/2 chance of freezing the target. Does 1/2 damage if the target is on fire and puts out the fire. (6 turn cooldown)'''

'''Icicle Rain: Rains icicles on up to 3 opponents dealing 4 damage each with a 1/6 chance of causing the target to bleed. (3 turn cooldown)'''

Passives:

Freezing Aura: A physical attack against Glacio has a 1/3 chance of freezing the attacker.

Cold Heart: Takes 1.5x damage from fire and cannot be frozen.

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: 8 (32)

Attack: 1

Defense: 0

Magic: 11 (33%)

Speed: 7

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. 3 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. 3 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. 3 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. 3 Turn Cooldown

PHOBIURIS, BEAUTY IN FEAR (pls accept my weird demon stuff)

HP: 0

Attack: 0

Defense: 0

Magic: 10

Speed: 16

Powers:

Fear Is Destruction: Deal damage to an enemy equal to the current Fear level. 1 Turn Cooldown

Absolute Terror: An enemy becomes Terrified (Terrified: Has 0 defense and 0 Attack). Start with no uses. Gain a use every 3 Fear levels. No cooldown.

Passives:

Demonic Nature: Phobiuris has no health, and dies if he gets to 0 or less Speed. His Speed, multiplied by 4, serves as his HP. If he takes damage, he loses Speed instead.

Panicked Performance: Every time an enemy deals damage, choose to increase the Fear level by 1 or increase Phobiuris's Speed by 1. 