Pardon me for the name, pulled it out of my pillion
Yes hello, <insert your name here>. I see you have clicked on a new thread to see what's about it. Luckily for you, it's a forum game. The stuffs & mechanics on it will be here ... so, read through that before joining.
Ok, you read it?
Good.
I'll let around 12 people join, though i'll probably start at ~4-6. This is free to join, even if we've already started.
And, as a PS, this is inspired from a forum game on another wiki. I'll gladly show the link to said forum game if you are interested in seeing that.
Name - Mullah
Backstory - An adventuring lady from a few miles away from the Tower. She was forced to go away from her parents when she realized they were losing too much money having to care for her and her lust for battle. So, she moved away to do independent work adventuring. While she makes sure to leave aside enough for herself, she also makes sure to send her excess gold to her parents. And now, with the Tower offering a smorgasbord of treasure, she's ready to storm the place and get her parents set for life. With an axe in hand, she marches.
Stats -
- HP - 7 (28)
- Attack - 7 + 3 (20)
- Defense - 6 (3)
- Ability - 4 + 2 (18)
- Speed - 6 (2)
Abilities -
- Home Run Swing - Mullah holds her axe like a baseball bat, before delivering a painful chop, striking for 2x their normal damage (40), as well as having a chance (10%) of stunning the foe, making them lose 6 speed for 1 turn. 3 Turn Cooldown
- Skull Cracker - A vertical smash down intent on dealing tons of damage. It has a significant chance (18.5%) of being avoided, but if it lands it could deal 3x the normal damage (60). 4 Turn Cooldown
- Mini Ballista - Summons a Mini Ballista entity. 6 Turn Cooldown, cannot summon more than 1 Mini Ballista at once.
Passives -
- Bundled Up - Mullah made sure to bundle up for her trips so as to prevent herself from getting too chilly. Has heightened resistance against the Frozen status effect, making the effect last half as long on them than normal.
Equipped Items -
- Mini Ballista x1 (Gives the Ballista Summon ability, which summons a Mini Ballista with a 6 Turn Cooldown. The Mini Ballista's cooldown will be reset upon moving floors, however it will "destroy" the Mini Ballista. -3 to Speed while it isn't summoned)
- Fancy Quiver x1 (+3 Attack, +2 Ability)
Mini Ballista
Stats -
- HP - 6 (24)
- Attack - 4 (8)
- Defense - 4 (2)
- Ability - 5 (15)
- Speed - 6 (2)
Abilities -
- Salt Arrow - The Mini Ballista fires a special shot at an enemy that does 8 damage, resets the duration of all debuffs on the enemy, and deals 8 extra damage to an enemy if they are inflicted with a debuff. 4 Turn Cooldown.
- Block - The Mini Ballista blocks attacks towards an ally for 1 turn. During this time, 30% of the damage dealt to a chosen ally will be redirected towards the Mini Ballista. 3 Turn Cooldown.
Passives -
- Wood Machinery - The Mini Ballista can not be inflicted with the Poisoned, Bleeding, Scared, Stunned, or Plague debuffs. Additionally, they can't be healed using the Healing Tome, use potions, or be inflicted with the Vengeful or Final Stand buffs.
- Manual Repair - Allies of the Mini Ballista may sacrifice 1 action to heal the Mini Ballista by 6 HP.
Name - Sol
Backstory - Sol was a guy that figured out how to turn his body into pure energy. Unfortunately he isn't really sure how to reverse the process, but hey, maybe he'll find enough treasure to fund the experiments he needs at the tower...
Stats -
- HP - 6 - 1 (20)
- Attack - 3 - 1 (4)
- Defense - 0 (0)
- Ability - 2 - 1 (3)
- Speed - 9 (3)
Abilities -
- Weakening Blast - Every opponent but one (RNG'd opponent) takes 5 damage. The one that was not hit is weakened for the next 3 turns. All attacks dealt to a weakened target automatically crit, and abilities that deal damage to the target have a 10% chance of critting, doing 2.5x the damage. (4 turn cooldown)
- Energy Charge - Sol charges his allies. Every ability of each ally (including Sol) removes one turn of cooldown and Sol divides health equal to (5 x the amount of concious allies including Sol) amongst them. (6 turn cooldown)
- Swap - Sol lets an ally take a turn. Sol's cooldowns reduce as usual and Sol's ability permanently increases by 2 (2 turn cooldown)
- Channel - Sol focuses his power for 4 turns. Sol's stats all increase by 5 for the duration and on one of those 4 turns, Sol can use an ability without putting it on cooldown. After the 4 turns are over, Sol's ability is permanently reduced by 10, and if this reduces him to below 0, Sol is knocked out. This counts as an ability as far as "living power" is concerned. (8 turn cooldown)
- Healing Tome - Heals an ally by 20% of their max HP. (3 turn cooldown)
- Blowdart - Deals 10 damage to a target, and deals the Poisoned & Frozen debuffs to them for 2 turns. (2 turn cooldown)
Passives -
- Living Power: If Sol is dropped below 1 hp or knocked out by any ability or passive, he returns with 2 power and nothing on cooldown after 5 abilities are used.
Equipped Items -
- Healing Tome x1 (Gives the Healing Tome ability, healing an ally by 20% of their HP, with a 3 turn cooldown. -1 to HP.)
- Makeshift Blowdart x1 (Gives the Blowdart ability, which deals 10 damage to a target, and inflicts the Poisoned & Frozen debuff for 2 turns, with a 2 turn cooldown. -1 Attack & Ability)
Name - X
Backstory - X is a nameless explorer left alone his entire life. He never knew his parents, and never had friends. He has devoted his life to seeking the world’s greatest mysteries. Using the powerful artifacts he wears, he seeks to explore this tower for its elusive treasure. With his Firestorm Staff, he specializes in fire magic.
Stats -
- HP - 10 (40)
- Attack - 6 (12)
- Defense - 4 (2)
- Ability - 4-1 (9)
- Speed - 6-1 (1)
Abilities -
- Firestorm - Deal 10 damage to all enemies. (5 Turn Cooldown)
- Flame Blast - Deal 6 damage to 1 chosen target and 2 RNG'd targets, setting them all on fire for 4 turns. (3 turn cooldown)
Passives -
- Flame Aura - Any enemy that attacks X will be set on fire for 2 turns.
- Flame Rage - X's basic attack has an extra 11% chance to crit (15%), and X's Firestorm has a 20% chance to crit.
Equipped Items -
- Makeshift Flamethrower x1 (Gives the Fire Blast ability, which deals 6 damage to 1 chosen target and 2 RNG'd targets, and sets them all on fire for 4 turns, with a 3 turn cooldown. -1 Speed & Ability)
Name - Aegis Imperium Grace
Backstory - A time-travelling warrior from a time long gone, Aegis set out to uncover the secrets of the tower after overhearing rumours about a treasure locked within
Stats -
- HP - 9 (36)
- Attack - 12 - 1 (22)
- Defense - 5 + 5 - 1 - 1 - 1 (3)
- Ability - 6 - 1 - 1 (12)
- Speed - 8 - 2 (2)
Abilities -
- Vindictive Blaze: Aegis creates an infernal fireball that they toss toward an enemy, dealing 16 damage and critting (which deals 2.5x the damage) if they have harmed Aegis in the last 2 turns. 4 Turn Cooldown
- Icicle Storm - Aegis rains icicles on an opponent, dealing 3 damage 5 times and inflicting Frozen for 6 turns. 3 Turn Cooldown.
Passives -
- Plague Bulwark - Aegis's Basic attacks will inflict The Plague for (Attack Stat) turns.
- Semi-Automated Crossbow - Aegis will Basic Attack a random target at the end of their turn.
Equipped Items -
- Rusty Chestplate (+5 Defense, -2 Speed. Can be equipped outside of battle.)
- Icicle Tome (Gives the Icicle Storm ability, which deals 3 damage 5 times to a target and inflicts frozen to said target for 6 turns, with a 3 turn cooldown. -1 Attack & Defense. Can be equipped outside of battle.)
- Plague Bulwark (Allows the user's basic attacks to inflict the Plague debuff for [Attack Stat] turns. -1 to 2 stats of the user's choice. Can be equipped outside of battle.)
- Semi-Automated Crossbow x1 (User will automatically Basic Attack a random target at the end of their turn. -1 to Defense & Ability)
Name - Alexander
Backstory - Alexander is a Paladin who initially joined a rigid, conformist order and was expelled for his progressive and adventurous beliefs. He hopes to formally start an order of his own, but first he must raise funds for it, and that's a little tricky, even before the undead scourged his town and killed his friends. He's heard about the dungeon, and to him it's the best thing that could've happened to him: going on an adventure, earning sweet loot and slaying undead? This is the best trade deal in the history of trade deals, maybe ever.
Stats -
- HP - 7 (28)
- Attack - 7 (14)
- Defense - 7 (3)
- Ability - 3 (9%)
- Speed - 6 (2)
- Abilities
- Seal of Light: Alexander restores some health to himself and makes a divine energy-filled punch, dealing 1.5x basic attack damage. Heals themself for 60% the damage they deal with this attack, however this percentage is reduced by 10% for every HP regen above 1 they have. (3 Turn Cooldown)
- Holy Nova: Alexander spins around with his axe, slicing through enemies, burning their wounds with holy light, and healing allies. Attacks 3 enemies at random for 14 damage, dealing an extra 5 damage to enemies under 75% HP but over 50% HP, and heals all allies by 10% the damage they deal with this attack. (6 Turn Cooldown)
- Passives
- Divine Aura: Alexander's devotion to the Light gives him small but persistent health regeneration, that grows the longer he spends fighting. They regenerate 1 HP every turn, and this is increased by 1 for every time they deal damage, stacking 6 times up to 6 HP/turn. They also lose 1 HP regen a turn every turn they do not deal damage, to a minimum of 1 HP/turn.
Equipped Items -
Name - Hex
Backstory - An adventurer who previously attempted to survive the Tower. Unfortunately he didn't and got his legs cut off, but for some reason stayed alive, even after decomposing into a skeleton. Now he remains unable to move from his position to escape. If only someone were to reattach his legs...
Stats -
- HP - 5 (20)
- Attack - 11 (22)
- Defense - 0 (0)
- Ability - 5 (10)
- Speed - 9 (3)
Abilities -
- Curse: Hex applies a curse to an opponent, damaging them for 2/3 of their attack and healing for half of that. (3 Turn cooldown)
- Penetrating Stab: Hex attacks one enemy for 1.2 times his regular attack and another enemy for .6 times his regular attack. (3 Turn Cooldown)
Passives -
- Hard to hit: Because skeletons have a lot of holes in the ribcages and such, Hex has a 10% chance to dodge attacks.
Name - Hadley-Maria Florence
Backstory - Hadley-Maria was born into a family claiming to have noble blood, but from where was unknown. Her parents organized lavish parties for the high standing, but Hadley discovered that her family was receiving their fortune dishonestly, from hiring mercenaries to steal gold from travelers. She then disowned her family and left, taking with her the families heirloom sword. She has now chosen to visit the so called tower and explore it.
Stats -
- HP - 5 (20)
- Attack - 4 (8)
- Defense - 4 (2)
- Ability - 3 (9)
- Speed - 4 (1)
Abilities -
- Blinding Slash: Hadley will unleash an attack that deals x1.5 damage (12) with an 80% chance to hit. 2 Turn Cooldown
- Heirloom Sword: Hadley attacks a wide slash that can hit 2 random enemies at the same time, dealing 8 damage, with an 85% chance to hit. 4 Turn Cooldown
- Blazing Passion: Hadley attacks an enemy, dealing 8 damage, and sets them on fire for 4 turns, with a 70% chance to hit. 5 Turn Cooldown
Passives -
- Growing Power: Each time Hadley attacks, her chance to dodge goes up by 2%. This will stack up to 10 times for a 20% chance to dodge, however they lose 2% chance to dodge every turn they don't attack.
- Noble Blood: Hadley suffers from the Bleeding and Poison effects for half as long.
Equipped -
Party Inventory
50 Coins
Lesser Healing Potion x1 (Heals consumer for 20% of their HP. Can be used outside of battle, or in battle at the cost of 1 action. 3 turn Cooldown if used in battle)
Fixed Lesser Healing Potion x3 (The combination of a Potion Stabilizer & Lesser Healing Potion. Heals consumer for 6 HP. Can be used outside of battle, or in battle at the cost of 1 action. 3 turn Cooldown if used in battle)
Lesser Strength Potion x5 (Lowers the cooldown of 1 ability of the consumer's choice by 20%. Can be used outside of battle, or in battle at the cost of 1 action. 3 turn Cooldown if used in battle)
Potion Stabilizer x2 (Can be combined with a potion to add some effect onto the potion)
Plague Antidote x2 (Cures the user of the Plague Debuff and heals them for 5 HP if they have the Plague Debuff. Can be outside of battle, or in battle at the cost of 1 action. 1 turn Cooldown if used in battle.)