*slams down iron fist*
It's here my dudes... the final phase of round 5.....
Wyzdm:
Relic of the Ancients: WyzDM possess a sacred symbol carved in an unknown metal from which his war hammer is made. This weapon gives off a continual faint gleam of energy. With each "Born to" ability, it crackles and appears to charge an unseen force. With every 10th charge, his hammer sends the next victim crumpling backwards with a monstrous force, giving 100 damage to his HP. Three small bolts of energy also fly and strike random target(s), but only tickling them for 20 damage. During "Battleborn," the weapon uses all its energy to keep WyzDM alive, until the final turn when it pays its tribute and delivers its last devastating blow; 20 true damage multiplied by the Battleborn turn number to all players.
As all attacks are simultaneous, all targets from the first RotA hit would be random. The three spark hits, however, can also include WyzDM. These hits can also stack, meaning two or all three could target the same person through the process of random selection.
Simplified: Make Devour have to roll even more dice :p
Also, every 10th "Born to" ability that activates, deal 100 attack damage. Also deals 20 damage to 3 random targets. Continues until death.
Exile: Armor piercing rounds - Every 5 rounds I attack with an armor-piercing round, causing 100% damage through any form of protection and double damage to Hewitt as long as he is in a protective role. Any other targets receive normal damage.
GMR:
Redirection
Every round, one player is picked to be the target of every other player's attacks. Self, nor shields can be targeted. The player targeted has no ill effects otherwise.
Firewall:
Big bad red button
The big bad red button has no effect if pressed. However, if it is pressed, it will unleash a horde of zombie unicorns.
The button can be pressed by anyone, but that person will get their health decreased by 2% of their max health.
If the zombie unicorns are released, everyone including me has the choice to either fight two at a time, or let them attack you and keep on mauling the other guys.
If you choose to fight, you immediately KO both of them, but you cannot attack any players for one round.
If you choose to keep going, you receive 25 damage per turn until you either fight or die.
Since combat is automated and no one's going to be "participating" in it, this doesn't really have any effect... The way fighting works got explained many times my dudes
Skeletonxf:
Mastermind
Skeleton doesn't dance. Skeleton is a master mind and tactically decides who to attack. Skeleton targets any attack target due to Tit for Tat, the player with the most HP** and the player with the highest basic attack***
*I figure this sets off Wyz's Born to be Wild ability.
**if there's a tie resolve with higher basic attack and then if a tie again randomly.
**if there's a tie resolve with higher HP and then if a tie again randomly.
Again, being immune to other player's defenses and armor is a separate, powerful ability worth being wished for alone so that part won't be included in this power. Skele just wanted me to show the whole pm :p
Hewitt:
Lone Gunman
What's that on the grassy knoll? Why its Hewitt with a rifle. Every round he deals 100 base damage and has a 40%chance to deal a headshot.
But don't worry, he's only using rubber bullets. People who are headshot receive the Dizzy status effect. A Dizzy player misses his next attack for that round only.
Wyzdm(600 HP):
5 attack damage
-"Born to Rage- Add 20 Attack to your attack if your were also hit in the same round."
Born to Run: For every 20 damage given, gain 2 HP at the end of the turn.
Born to be Wild- If Wyzdm is targeted directly by another player's power during a turn, inflict double attack damage (for that turn only). If the ability would prevent you from attacking, it's negated.
Battleborn: The sound of battle pushes WyzDM beyond where normal humans would collapse to exhaustion. If WyzDM were to die, he is instead alive for the number of turns based on how many other players are alive. However, he can only attack a single player per turn, and only that player until he is eliminated. Player(s) chosen at random.
ActiveFirewall(600 HP)
20 Attack Damage
In the event of Active's death, everyone immediately gets a their damage increased by 10x.
Skelly (600 HP)
15 Attack Damage
Skips attack in 1st round. Skeleton gains attack damage = to half the damage recieved (before reductions) counterattacks those who hit him. Only attacks those who hit him afterwards. Damage is normal after.
Theft from Hades
Skeleton heals 50 and gains 20 attack damage upon death. If he would die on a turn, resolve any on death effects as if they have already died before resolving all other attacks or powers.
Exilement (600 HP) (DEAD MAN'S SWITCH)
10 Attack Damage
Once I drop below 50 HP I gain a protective shield that absorbs all incoming damage for 3 rounds. At the end of 3 rounds all absorbed damaged is reflected onto a random player, and the shield breaks.
Gain an additional point of damage per round for every 5 damage received
If at any point in the game I receive damage equal to or greater than 69% of my current HP, damage is negated and my health is doubled instead. One-time ability.
GMR (600 HP) (SHIELDED BY HEWITT)
5 Attack Damage
Shield Breaker: When hitting multiple enemies, do double damage to shields.
If GMR is attacked with over 50 attack power, the rest of the damage is reduced by 75%.
Last Breath
If killed, the killer is brought down 50% of their max HP, (but won't go lower than 1HP)
The Attack Fairy
Gives every player 20% increased attack except Skeletonxf. GMR gets 35% more rather than 20.
Hewitt (600 HP)
5 Attack Damage
Body shields a random player, taking 50% of their damage until he falls to 50% hp. Can't do anything while shielding.
Dead Man's Switch
Hewitt has primed a victim. In the event of his death, that victim will incur 70 percent damage of his current HP. He cannot target himself. Actual priming starts when the next round begins that this is not veto'd
Bling Bling Shiny Ring
Hewitt is a pimp now. And as such, everyone is required to marvel at his giant bajillion-dollar jewel-encrusted sparkly ring that one cannot just look away from. For as long as Hewitt is in the game, all attacks directed at him have a 50% chance of successfully hitting. Doesn't apply when meatshielding.
Disco Ball
A disco ball hits the dance floor and confuses everyone into the groove! From now on, DJ Devour decides through random intervention which player gets HALF the combined attack of all other players instead of every player getting attacked each turn.