Making the Grade

Anger and the need to break things aside, the young navigator still had enough presence of mind to accept the protective layer to strength then Dignity's defences before anything else happened, and it was likely just I time as well. Moments after that layer of resistant water covered the massive mech, the two fiery devil viruses inhaled deeply, then blew all-covering waves of fire across the body of the machine. It bathed the Dignity and, for a few moments, Phase's own visibility was obscured by the wash of fire, but as it passed it was quickly clear that the flames, though broad and wide-reaching, had lacked the strength to deal any damage to their target through its protective gel.

With Dignity well protected, Phase was free to release her own wrath at the target right in front of her; the Viney virus had buried its vines somewhere, but Phase blasted the core of its body with a powerful lightning strike. The virus crackled and smoked, but a the bolt passed through at remained, seemingly without even a singe. The woody body had diffused the lightning somehow, leaving it unharmed by the blast. A moment later the virus's vine extension emerged up from the ground right along Dignity's feet; while the core of the virus seemed resilient, these at least, looked more vulnerable.

Phase moved on, directing her next chip at the burning devils instead, but once again, as she launched the ball of destructive magma and hit true against the first of the pair, the Candevil simply seemed to revel in the sudden effusion of heat and magma, cackling within the flames. Its eyes flashed as it drew in the heat, almost drinking it in, then launched a second attack. This time, it shot a powerful lance of fire, focused and direct; it looked as though this one would have the power to punch through Dignity's barrier, but the amount of extra power the shot had thrown off the little devil's aim, and the searing line of fire went high, up and over Dignity's shoulder without connecting.

The other devil took an extra moment to line up its attempt, but before it could actually fire its own lance of heat, Phase fired first, this time releasing a much more dangerous attack to the fire-aligned virus. Despite the difficulties of aiming the with the lobbed trajectory, the arc of the three javelins were on target enough that each one splashed down onto the devil in turn quenching the virus with a resounding hiss of steam and leaving nothing alive behind it.

Without pause, Phase continued her swathe of aggressive attacks, now turning her attention the other side where the angered insect was buzzing loudly, as though trying to shoo everyone away from its tree. Phase fired, peppering the virus with a buckshot blast. At the last moment, the virus flipped its tail forward, revealing a honeycomb shield of sorts, and though the shot pierced it, the virus, and peppered the trunk of the tree behind it, the honeycomb shuddered and released a swarm of much smaller, much angrier bees that proceeded to swarm all over Dignity, partially obscuring the view for a moment. They were too small and ineffective to actually deal any damage to the mech, but they remained and buzzed around it, an on-going annoyance. Dignity's second shot was enough to cleanly obliterate the irate bee virus at least; the swarm remained to harass them, but the virus itself was dealt with.

In the midst of the repeat roaring of Dignity's weapons, the reaching vines from the Viney surged upwards, wrapping themselves first around the legs, then the midsection of the mech, and started to entangle the arms as well, binding Dignity's mobility and restraining it harshly. The vines pressed in and restricted; unable to damage Dignity through its defensive layer, but holding it tight all the same... though the Viney did seem to be struggling to effectively restrain such a large target.

-=Breakable Things=-
VineyViney (Viney)

Viney viruses do not move or dodge. Viney viruses require the presence of Grass, Soil, or Mud terrain in order to appear in battle, and they always appear on these terrain types. Vineys are rooted in place, and cannot be moved. The main body of a Viney is immune to any and all forms of attack except fire element damage, but the vines the viruses uses to attack with are vulnerable to all attacks. The virus attacks by using a group of thorny vines to creep up out of a nearby panel, then move towards the victim in hopes of capturing them. Once the vines make contact, they wrap around the victim, and hold them in place while causing damage. The vines can only be escaped from by the target if the target dedicates an action with decent roleplay attempting to escape. The vines may also be cut or burned in order to allow the target to escape, but in the case of fire, the target sustains double the fire damage of the attack used to burn the vines. Summoning the group of vines requires an action, moving the vines requires an action, and damage is dealt to a captured target for each action the Viney spends trying to hold the target in place. Both the vines and the virus itself are damage zones. Any damage either one sustains counts against the virus' HP. Both are subject to terrain effects and those effects stack as if the virus were in two places at the same time (because it basically is).

Area: Okuden Valley, Yumland, Netfrica, Dentech

HP: 80
Attack Damage/Effect: 10 Wood + Bind
Attack Accuracy: A
Attack Description: Seeks and wraps enemies by sticking writhing vines through the ground.
Element: Wood
Possible Rewards (Per Virus): Rope1, Zenny
Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. A target suffering the effects of Bind also becomes weak to Fire. Bind is canceled by attacking the source with Fire or Slashing damage, or spending one or more actions to escape with good RP quality. Using Fire to remove the Bind source also damages the trapped victim.
Special: Immobile.
- Vines can be attacked for damage.
: 80Hp [Grass] (Ahead of dignity at the edge of the open space)
CanDevilCanDevil (CanDevil)

CanDevils will always try to position themselves to block direct attacks made against their candles.

Area: Yumland, Hades Isle, NetVegas

HP: 120
Primary Attack Damage/Effects: 40 Fire + Piercing
Primary Attack Accuracy: B
Primary Attack Description: Attacks with bursts of hellfire.
Secondary Attack Damage/Effects: 15 Fire x 3 hits + Fighter Range
Secondary Attack Accuracy: C
Secondary Attack Description: Exhales a stream of fire that lasts enough to hit multiple times.
Element: Fire
Possible Rewards (Per Virus): Candle1, FireArm1, Zenny
Special: HeatBody
- Regen 60 when Candle is present.
- Candle has 60 HP and HeatBody.
A: 120Hp [Coal] (To Dignity's right)
CanDevilCanDevil (CanDevil)

CanDevils will always try to position themselves to block direct attacks made against their candles.

Area: Yumland, Hades Isle, NetVegas

HP: 120
Primary Attack Damage/Effects: 40 Fire + Piercing
Primary Attack Accuracy: B
Primary Attack Description: Attacks with bursts of hellfire.
Secondary Attack Damage/Effects: 15 Fire x 3 hits + Fighter Range
Secondary Attack Accuracy: C
Secondary Attack Description: Exhales a stream of fire that lasts enough to hit multiple times.
Element: Fire
Possible Rewards (Per Virus): Candle1, FireArm1, Zenny
Special: HeatBody
- Regen 60 when Candle is present.
- Candle has 60 HP and HeatBody.
B: DELETED!
HoneybomberHoneybomber (Honeybomber)

Honeybomber viruses do not dodge, as they instead counter attack against hits taken. They are actually capable of moving from place to place with great speed, but rarely chose to do so. When they do move, it is always to interpose themselves between an opponent and one of their allies, although this doesn't always happen. Honeybombers only attack when struck by an attack, and even then, only if they survive the hit. This counter attack is not prevented by Impact, and may execute the same number of times as a Honeybomber has actions in one turn. The Honeybomber may elect to target different enemies for follow-up swarm launches after the first target has been attacked once that turn. While Honeybombers do have OmniShoes, and are constantly flying above the ground, they still enjoy the benefits of wood-based terrain regardless of altitude.

Area: Dentech, Yumland

HP: 110
Attack Damage/Effect: 5 Wood x 5 Hits + Homing x 1 Swarm
Attack Accuracy: B
Attack Description: Attack with swarms of bees. Each swarm has 50 HP, and can be shot down.
Element: Wood
Possible Rewards (Per Virus): RiskyHoney1, Zenny
Special: OmniShoes
Special: Ignore Height: This virus enjoys the benefits of same-element terrain, regardless of altitude.
: DELETED (Ping!)

-=Undirected Frustration=-
Phase & Dignity.CMD: 100Hp [Soil][Underguard: DR20, 1 Turn][Bind: Fire-vulnerable, unable to move or dodge, Slashing or fire damage will remove, but fire damage will damage the bound target as well. Escape through role-played action is also possible] (Roughly in the middle of an open area)

-=Also Breakable!=-
Devil's Candle A: 60Hp [HeatBody] (Behind CanDevil A)
Devil's Candle B: 60Hp [HeatBody] (Beside Candle A)
Green Mystery Data: 20Hp (Wedged in a knot hole of the large tree, about six feet off the ground)

Bee Swarm: 50hp (Homing on Dignity)

-=Yumland Jungle Wilderness=-
35% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
(Open section of jungle, open to the sky.)
30% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
(Edges, near the jungle and tree line.)
20% Normal
  • No effects.
(A couple of hard, dry patches near the middle.)
10% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Muddy patch at the base of particularly large tree, to the left side)
5% Coal
  • Fire Elementals gain +20 Strengthen/turn, but must be allocated to Fire Element attacks only. Any Coal Strengthen vanishes after moving off of it.
  • Non-Fire Elementals get Burn (5 Fire/action for 1 turn or until cured) the turn after they come into contact with Coal Terrain.
  • 100 Damage Aqua attacks: Change terrain hit to Soil.
  • 100 Damage Fire attacks: Change terrain hit to to Lava.
  • PanelShot: Imbue Fire.
(Underneath Candevil A)
"Oh, COME ON!!" Binding Dignity's movements, as Phase discovered, translated into a blaring alarm and a tactile gumming-up of her butterfly grips. Phase swore louder than Vincent would have thought her capable, revving Dignity's engine fruitlessly. At least the motions for the mech's arms were still mostly open, as she struggled to level the cannon. "What's the damn holdup over there?" she shouted.

"No." Vincent's patience, normally as deep a wellspring as he ever needed, was unused to being tried by his own Navi. A teacher, particularly a teacher of teenagers, needed to be tolerant of occasional bouts of idiocy, but he'd thought Phase above such fits. Being proven wrong stung in ways he was unprepared for. Stern-faced, he held a Battlechip up to Phase's PET, and put his foot down, "No more chips until you put your defences up. This is not how Dignity was meant to be operated."

Phase was no more prepared for resistance than her Operator; Vincent's words were met with a completely genuine jaw drop. Her eyes flashed dangerously; for a terrifying moment he worried her anger would win out over sense entirely. Then, through the PET came an explosive sigh, and a spike in Dignity's engine output. Net-side, supercooled water poured down Dignity's shoulders from her reservoir, flash-freezing into crystalline whorls where it flowed down her frame. "There, okay? Now hurry up!"

Dignity's engine wasn't finished churning. While the RageClaw loaded a contraption that resembled a bladed cowcatcher, runoff water continued pouring from the shoulder-mounted reservoir. Rather than stick to the well-coated armour plating, this wave rode the eight-metre plunge down the length of Dignity's chassis to pool and flash-freeze at her feet. Phase hunched over the many fine-grade levels nested deep in her control bank, directing the wave of ice to wash over the Viney where it lay planted in the ground, seeking to embrittle its hold on her. "Come on, come onnn-" she muttered, jamming a hand in the grip and slamming her whole shoulder into the motion. The cannon arm swung wild in its socket, RageClaw flailing as Phase sought out any hint of leverage she could muster, bringing Dignity's arm down against her own vine-tangled frame with a yell and a screech of metal on ice.

A rapid tapping at a mounted keyboard set a readout scrolling down Dignity's viewscreens. "Wind, then BoyBomb!" Phase barked. It was, Vincent thought, a step in the right direction if nothing else, and he proffered the two chips without comment. The first was deployed after a few moments, as soon as Phase was sure it would load with its business end brought to bear on the CanDevil. The virus' candlewicks were set to fluttering in the instant gale. The second came as fast as Phase could load it, for this one gave her no options in where it spawned.

A BoyBomb materialized at Dignity's feet. The control bank warbled an anxious chime and provided a timer, which was immediately erased out of annoyance. "Alright, you stupid arms, cooperate with me here," Grimacing, Phase set herself to the unenviable task of handling the bomb in the Net's most unwieldy mech suit, glad she at least wasn't stuck handling the volatile chip in her actual hands. The vines were hard enough to see from her cockpit view that there was no way of knowing if she was still ensnared. There was nothing for it but to rev as much steam up as Dignity could handle in the seconds she had, and hope the extra pressure would be enough to fight through the entanglement. The mech's one hand gingerly made to scoop the bomb into its RageClaw like a catcher's mitt. The blades lining the claw were a problem, but not one Phase had time to worry about. She squared Dignity's shoulders and cocked her throwing arm overhead, jamming the grips forward to send Dignity's arm wheeling in a dramatic half-circle. The BoyBomb sailed from her grip into the Windbox's tailwind, which would hopefully help her aim more than it hindered. "There, strategic enough for you?" she snarked at Vincent, and received a grudging snort of amusement for her troubles.

This left the Viney, thorny pain in her side that it was. The swarming insects could be a problem if her Underguard wore off, but she forced herself to ignore them in favour of the immediate threats. The DollThunder had done nothing; the readout, now Phase bothered to consult it, suggested nothing but fire would hurt the actual body, and having wasted the LavaCannon like an idiot she was fresh out. Her only recourse was the claw in her hand, and the hope that in its aggression it would overlook that potential danger. "Just try it, I dare you, I freaking dare you!" Keying the loudspeaker let her challenge ring out loud and clear, her free hand coming up in a cocky come-hither gesture. She tilted Dignity's head down as far as she could to eye the ground by her feet, looking as though she could be baiting a charge, but really scanning the ground for evidence of more vines coming from below. Surely she'd given it enough time to retaliate! Her claw scraped the ground in her irritation, eager to rake its tines through her adversary and be done with this. She'd do better with the next round, she knew she could!

-Turn Summary-
1. Phase Engine: Solid [62 HP Casing; 1TCD]
*SetIce [Large Ice Terrain in a straight line covering the distance between Dignity and Viney]
2. RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then B
Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
Element: Null
Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
: Binding Vines [40 Null {B}, Slashing]
3. WindHP: 100
Properties: Anchored
Object Damage: 100 + Impact
Damage Method: Telekinesis
Status Effect: Wind Effect + To-All-Clause (Enemies)
Accuracy: S
Description: Creates a WindBox to push enemies back and reduce their accuracy.
Duration: 3 turns or until destroyed.
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Trader Rank: D
: Spawn on Soil facing CanDevil A
4. BoyBomb1HP: 100
Properties: Normal
Object Damage: 220 + Blast3
Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
Attack Damage: 220 + Blast3
Accuracy: Not Applicable
Description: Creates a BoyBomb1 on the field directly before you. The bomb may be pushed around until the end of the turn. The bomb will explode at the beginning of the following turn, dealing extremely heavy damage to anything nearby. Be somewhere else when that happens....
Duration: Until destroyed or the beginning of next turn.
Element: Null
Special: If enough damage is dealt to this object to destroy it, it will immediately explode instead.
Trader Rank: D
[Spawned in front of Dignity]
5. RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then B
Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
Element: Null
Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
: BoyBomb1 thrown at CanDevil A [20 Null Each {B}, Impact]
6. RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then B
Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
Element: Null
Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
: Binding Vines [40 Null {B}, Slashing]
As Phase prepped her defenses, the Viney was busy squeezing at Dignity's outsides, the effects of the Underguard fading swiftly, but holding up for the last squeeze just as Ice began to coat the ground around Dignity and lead up towards the Viney, practically dislodging the virus, but it's vines kept a firm, extreme grip on Dignity regardless...at least until the claws finally took the snare from around the legs and freed the pair (40). The Candevil watching from afar with annoyance as it began to inhale deeply as THE BEES finally made their way to Dignity, attacking in a furious flurry...but for one reason or another, only a couple bees managed to sting the outer shell of ice twice (5x2) and dying in quick succession from their stings at Dignity's feet.

The Candevil beginning to flare out a blast of fire in a straight line, as the Windbox was summoned and pushed the Devil away just before the flames could connect, causing a roar of rage against the navi as the attack petered out harmlessly against them and, in return, Phase had summoned a Boybomb in turn, hefting the massive bomb up with the mech's powerful arms, tossing the explosive in an arc at the CanDevil. The virus making an attempt to evade the bomb, but promptly getting clocked with it on the head, leading to the bomb skirting just behind it and ready to blow (20/20). As this happened, the Viney was prompt in getting another attack off, shuffling back into the ground and sending it's thorned vines through the field in short order, an attempt to grab at Dignity's kneecaps again...only for the navi to slice through it in short order, deleting the virus entirely (40, PING!). At that point, the bomb would promptly explode in short order, wiping the CanDevil off the face of the earth totally not to drag this out another post or anything. Zenny and bugfrags...and those bees at the feet of Dignity could probably be scooped up and converted to chip data. Now, how would Phase go about getting that GMD in the trees?

-=Breakable Things=-
VineyViney (Viney)

Viney viruses do not move or dodge. Viney viruses require the presence of Grass, Soil, or Mud terrain in order to appear in battle, and they always appear on these terrain types. Vineys are rooted in place, and cannot be moved. The main body of a Viney is immune to any and all forms of attack except fire element damage, but the vines the viruses uses to attack with are vulnerable to all attacks. The virus attacks by using a group of thorny vines to creep up out of a nearby panel, then move towards the victim in hopes of capturing them. Once the vines make contact, they wrap around the victim, and hold them in place while causing damage. The vines can only be escaped from by the target if the target dedicates an action with decent roleplay attempting to escape. The vines may also be cut or burned in order to allow the target to escape, but in the case of fire, the target sustains double the fire damage of the attack used to burn the vines. Summoning the group of vines requires an action, moving the vines requires an action, and damage is dealt to a captured target for each action the Viney spends trying to hold the target in place. Both the vines and the virus itself are damage zones. Any damage either one sustains counts against the virus' HP. Both are subject to terrain effects and those effects stack as if the virus were in two places at the same time (because it basically is).

Area: Okuden Valley, Yumland, Netfrica, Dentech

HP: 80
Attack Damage/Effect: 10 Wood + Bind
Attack Accuracy: A
Attack Description: Seeks and wraps enemies by sticking writhing vines through the ground.
Element: Wood
Possible Rewards (Per Virus): Rope1, Zenny
Special: Bind: This is a virus-only form of instantly-activating Hold that does not count as a status effect (thus cannot be removed with status cure). Bind works on a per-action basis, instead of per-turn, and is maintained by physical contact with the source. A target suffering the effects of Bind also becomes weak to Fire. Bind is canceled by attacking the source with Fire or Slashing damage, or spending one or more actions to escape with good RP quality. Using Fire to remove the Bind source also damages the trapped victim.
Special: Immobile.
- Vines can be attacked for damage.
: I think they got the POINT! (ping!)
CanDevilCanDevil (CanDevil)

CanDevils will always try to position themselves to block direct attacks made against their candles.

Area: Yumland, Hades Isle, NetVegas

HP: 120
Primary Attack Damage/Effects: 40 Fire + Piercing
Primary Attack Accuracy: B
Primary Attack Description: Attacks with bursts of hellfire.
Secondary Attack Damage/Effects: 15 Fire x 3 hits + Fighter Range
Secondary Attack Accuracy: C
Secondary Attack Description: Exhales a stream of fire that lasts enough to hit multiple times.
Element: Fire
Possible Rewards (Per Virus): Candle1, FireArm1, Zenny
Special: HeatBody
- Regen 60 when Candle is present.
- Candle has 60 HP and HeatBody.
A: BOOM BABEH!
CanDevilCanDevil (CanDevil)

CanDevils will always try to position themselves to block direct attacks made against their candles.

Area: Yumland, Hades Isle, NetVegas

HP: 120
Primary Attack Damage/Effects: 40 Fire + Piercing
Primary Attack Accuracy: B
Primary Attack Description: Attacks with bursts of hellfire.
Secondary Attack Damage/Effects: 15 Fire x 3 hits + Fighter Range
Secondary Attack Accuracy: C
Secondary Attack Description: Exhales a stream of fire that lasts enough to hit multiple times.
Element: Fire
Possible Rewards (Per Virus): Candle1, FireArm1, Zenny
Special: HeatBody
- Regen 60 when Candle is present.
- Candle has 60 HP and HeatBody.
B: DELETED!
HoneybomberHoneybomber (Honeybomber)

Honeybomber viruses do not dodge, as they instead counter attack against hits taken. They are actually capable of moving from place to place with great speed, but rarely chose to do so. When they do move, it is always to interpose themselves between an opponent and one of their allies, although this doesn't always happen. Honeybombers only attack when struck by an attack, and even then, only if they survive the hit. This counter attack is not prevented by Impact, and may execute the same number of times as a Honeybomber has actions in one turn. The Honeybomber may elect to target different enemies for follow-up swarm launches after the first target has been attacked once that turn. While Honeybombers do have OmniShoes, and are constantly flying above the ground, they still enjoy the benefits of wood-based terrain regardless of altitude.

Area: Dentech, Yumland

HP: 110
Attack Damage/Effect: 5 Wood x 5 Hits + Homing x 1 Swarm
Attack Accuracy: B
Attack Description: Attack with swarms of bees. Each swarm has 50 HP, and can be shot down.
Element: Wood
Possible Rewards (Per Virus): RiskyHoney1, Zenny
Special: OmniShoes
Special: Ignore Height: This virus enjoys the benefits of same-element terrain, regardless of altitude.
: DELETED (Ping!)

-=Undirected Frustration=-
Phase & Dignity.CMD: 100Hp [Soil][Underguard: DR20, 1 Turn][Bind: Fire-vulnerable, unable to move or dodge, Slashing or fire damage will remove, but fire damage will damage the bound target as well. Escape through role-played action is also possible] (Roughly in the middle of an open area)

-=Also Breakable!=-
Devil's Candle A: 60Hp [HeatBody] (Behind CanDevil A)
Devil's Candle B: 60Hp [HeatBody] (Beside Candle A)
Green Mystery Data: 20Hp (Wedged in a knot hole of the large tree, about six feet off the ground)

Bee Swarm: 50hp (Homing on Dignity)

-=Yumland Jungle Wilderness=-
35% Soil
  • Wood Elementals get +10% Evasion.
  • Wood attacks: +100% Source Damage, change terrain hit to Grass.
  • 100 Damage Aqua attacks: Change terrain hit to Mud.
  • 100 Damage Fire attacks: change terrain hit to Coal.
  • PanelShot: Imbue Wood.
(Open section of jungle, open to the sky.)
30% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
(Edges, near the jungle and tree line.)
20% Normal
  • No effects.
(A couple of hard, dry patches near the middle.)
10% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Muddy patch at the base of particularly large tree, to the left side)
5% Coal
  • Fire Elementals gain +20 Strengthen/turn, but must be allocated to Fire Element attacks only. Any Coal Strengthen vanishes after moving off of it.
  • Non-Fire Elementals get Burn (5 Fire/action for 1 turn or until cured) the turn after they come into contact with Coal Terrain.
  • 100 Damage Aqua attacks: Change terrain hit to Soil.
  • 100 Damage Fire attacks: Change terrain hit to to Lava.
  • PanelShot: Imbue Fire.
(Underneath Candevil A)

Battle 1 WIN!
Phase Get: 1050z, 16 Bugfrags, RiskyHoney1Damage: (1-Hit Wood Element Shield) + (Elemental Counter(10 damage x 5 hits + Homing): On Hit)
Accuracy: A
Description: Block with Hive & Bees swarm the enemy.
Duration: Once
Element: Wood
Special: Element Defense: In addition to the defense's normal weakness, it is also weak against an Element. If struck by this element, the defense is instantly destroyed, and the user sustains double or more the elemental damage of the attack. In this case, the weakness is Fire.
Special: Elemental Counter: Counter attack is launched if the parent defense was not hit with an effect it is weak against. In this case, Fire and Break are weaknesses.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D


Open GMD?
<(Being Level 2, Phase does not yet receive Bugfrags)>

"Hm? That went off quicker than I thought it would..." Vincent squinted at a readout, holding the BoyBomb chip to his ear and shaking as though he expected to hear it rattle. When no obvious defect seemed forthcoming, he shrugged and set it down to continue, "Well, Phase, that was a tad messy, but I suppose it could have gone much worse. Do you wish to continue?"

"Uhh, of course I'm gonna keep going? That one barely counted, c'mon," Still swatting at errant bees, Phase ran the collections engine without a glance. Whatever her reasons for being out here, tangible rewards had nothing to do with it. Nonetheless, the viewscreen saw fit to highlight the mystery data where it glimmered in a tree, and she wasn't about to turn her nose up at cracking it open. "Stand by to receive whatever this is," she said, sounding bored, and reached down a massive hand down through the tree's canopy to poke at its bounty with a finger.

<(Open GMD)>
As Phase began to crack open the GMD, a roar erupted out from the diamond she was opening. Moments later, her surroundings began to glitch out, terrain disappearing and reappearing, her surroundings changing like nothing else...until she was in another part of the network far and away from where she had been previously...

The feet of Dignity would land on some solid terrain, a marbled-like terrain that spread out in larger sections, with some pathways connecting across the area to those sections. A magnetizing force could also be felt in various areas of the new field, mostly away from Phase, if nothing else, and, of course, Glass scattered across the field, thin but durable enough for Dignity to stand on...unfortunately for Phase, however, a many tentacled monstrosity was quite literally in front of her. The GMD had transformed into a mimic, a shadowy core between two halves of a bisected GMD crystal and two shadowy eyes leering down...not at Dignity...but peering straight at Phase...leaning down, the creature studied Dignity curiously, turning it's head back and forth out of curiosity...before practically roaring in Phase's face, a trio of viruses answering the call.

Falling down from the skies above, a Scarecrow virus would land in the west, right on top of a Magnet panel, smacking it's chest with it's arms in defiance of Phase's continued existence on the network. A Phirana coming in from not far away, spinning it's arms to an unknown beat and showing off a spear within it's mouth as it began to hone in on Phase's signature...then dropped in the last virus, a sickly purple colored Hardhead would crash down from the skies above, landing in the middle of a Normal patch off to the north-west, mouth closed tightly and preparing it's cannonballs for Phase to enjoy dodging in Dignity's chasis. As the viruses finished showing up, the mimic would rear it's face upwards and let out another roar, battle routines activating almost immediately after, locking Phase and Dignity into another battle...

-- Viruses --
ScarecrowScarecrow (Scarecrow)

Scarecrow attack every action, if able. Every time they attack, they recover HP equal to their attack power regardless of whether or not they hit anything. This virus type also has the rare ability to absorb Elec element damage as healing for the same amount. They are immune to any status effects associated with Elec element damage/attacks. Scarecrows are anchored to the ground, and thus enjoy the effects of SuperArmor. Scarecrow are never encountered underground or indoors.

Area: Electown, Dentech, NAXA

HP: 100
Attack Damage/Effect: 20 Elec + Piercing + Recover20
Attack Accuracy: A
Attack Description: Conducts thunder, healing itself.
Element: Elec
Possible Rewards (Per Virus): DollThunder1, Zenny
Special: Immobile.
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: Lightning Rod: This virus absorbs Elec attacks as Healing.
: 100 HP (Magnet) (Off to the West, behind the Green Mimic)
Green MimicGreen Mimic (Mimic)

A Mystery Data bisected horizontally, with a shadowy core binding the halves together. Two menacing red eyes leer out from the shadows in the crack between them, and a swirl of dark energy of the same color as the data whirls around the entire virus constantly. A Mimic only spawns if an MD is present, and the roll to check contents comes up as a Trap. The MD then becomes a single Mimic. Mimics do not ever appear otherwise. Once triggered, a Mimic either mass summons Viruses, Navis, or other Battle Programs for the next battle number, or mass teleports all allies to the location of the next battle (which is always within the same network area), and the battle begins immediately. These mass summon and mass teleport abilities are unique to Mimics, and cannot be emulated. When a Mimic is defeated, it reverts to MD form. At this point, it becomes ethereal, and cannot be damaged in any way.

Area: All

HP: 200
Primary Attack Description: Gathers the energy around it into a ball, then fires it all outward in a beam of green light.
Primary Attack Effect: 30 + Beam Attack
Primary Attack Accuracy: B
Secondary Attack Description: Swirls the energy surrounding it around an ally.
Secondary Attack Effect: 40 HP barrier to ally (Cannot be used on self)
Secondary Attack Accuracy: S
Tertiary Attack Description: Spits a ball of glitchy data out from the crack in the Mystery Data, then sends it flying inside a guided shell of energy.
Tertiary Attack Effect: 15 + Glitch + Homing
Tertiary Attack Accuracy: C
Element: Null
Special: Omnishoes. Immobile.
Special: Gains a 20 HP barrier every turn it is not attacking. Does not stack.
: 200 HP (Glass) (Right in front of Phase/Dignity)
PiranhaPiranha (Piranha)

Piranha viruses work as a hive-mind. They all move at the same time, attempt to detect targets at the same time, and once a targets is detected by any of them, they all attack that one target at the same time. Moving and searching for targets takes one action. Attacking takes another. Any Piranha just recovering from a status effect that prevents normal operation will resume acting in unison with the rest of the group.

Area: Yoka, Dentech, Beach

HP: 60
Attack Damage/Effect: 5 Aqua x 3 Shots
Attack Accuracy: A
Attack Description: Locks on and fires 3 tridents.
Element: Aqua
Possible Rewards (Per Virus): TriArrow, TrainArrow1, Zenny
Special: Floating. When multiple Piranha virii are on the field at once, they attack one target as a group.
: 60 HP (Glass) (Towards the North-Eastern area of the field)
DeadHeadDeadHead (DeadHead)

A purple HardHead. Aside from the color, it doesn't look any different from a HardHead, ColdHead, or HotHead.


Special Note: DeadHeads alternate actions between attacking and guarding. These are the only actions DeadHeads may perform, and the first action of every battle is always guarding. DeadHeads will not break from this pattern unless forced to by status effects. DeadHeads cannot be lifted or thrown, even with RageClaw. DeadHeads have permanent Zombie status, hence their name.

Area: Electown, Dentech

HP: 50
Attack Damage/Effect: 10 Null + Break + Small Poison Terrain Change + Poison(10)
Attack Accuracy: C
Attack Description: Fires PoisonBall. Breaking. Creates Poison Terrain.
Element: Null
Possible Rewards (Per Virus): PoisonBall1, Zenny
Special: Immobile.
- Permanent Zombie status. This cannot be removed by any method, including Status Cure.
- IronBody when not attacking. DeadHead's version of IronBody protects against recovery moves. Does not prevent healing from other methods.
Special: Poison(10): Deals 10 poison damage per action to the victim starting the turn after this attack hits. This effect stacks with other timed damage effects, including other Poison effects. Can be cured with Status Cure.
: 50 HP (Normal) (Off to the North-West) (Guarding)

-- Navis --
Phase & Dignity.CMD: 100 HP (Normal) (Off towards the east, near the Green Mimic)

-- Terrain --
35% Glass
  • Slip Effect: -10% Accuracy, -10% Evasion to all.
  • Non-Ice Aqua attacks causes it to be Wet, doubles slip effect for Non-Aqua Elementals for 1 turn. Wet can expire early with Fire attacks. Can cause slippage for poor RP or heavy impacts on Non-Aqua Elementals, 1-2 actions to recover.
  • 200 Damage attacks: Change terrain hit to Broken. Damage threshold cut in half for Ground, Break, and Impact, to a minimum threshold of 25 when all 3 are present. Null 25 + Slashing + Nova 2 per panel broken, up to 200 (8 panels).
  • Burrow: Change terrain to Broken, 50 Null + Slashing to burrower, Null 25 + Slashing + Nova2 to surroundings.
  • PanelShot: Spread1.
(Along the the Normal pathways, on either side.)
50% Normal
  • No effects.
(A large portion of the area, spread in smaller sections with pathways connecting them)
15% Magnet
  • Non-Elec Elementals get -30% Evasion, and 50% (+/- 25% RP) chance to fail movement off the panel.
  • Only Elec Elementals can burrow.
  • Wood attacks: Change terrain hit to Normal.
  • PanelShot: Imbue Elec + Seeking.
(Dotted around the area between the Glass and Normal panels)

KILL EVERY LAST ONE OF THEM!

-- Battle 2 Ready? Start!! --
Dignity's virus alarm had several levels of urgency, increasing threats corresponding to increasingly clamorous claxons in the cockpit. Electric viruses threw the rating up several notches automatically, to say nothing of the immediate threat of the Mimic and the sudden relocation it triggered: Phase's yell of consternation was almost wholly drowned out in noise. Vincent was able to make out, "What the HELL, VINCENT?" alongside several curses he'd definitely never used around her. Dignity nonetheless lurched into a rushed sidestep, engine revving with a wild howling of steam. As the claxon finally died off, the clamour shifted into the clanging percussion of hammering piston legs.

Mindful of the Scarecrow more than anything, Phase cranked the temperature gauge to its lowest point and turned on the ice machine. She was careful to keep the flow contained to Dignity's chassis, as any overspill onto the ground would only increase the danger of a potential electric shock. Icicles jingled where they hung from her brassy limbs, the iceover thick enough to repel a blow, but defence alone wasn't going to be enough. Thankfully Vincent was at least proving up to the task, as three chips loaded rapid-fire into Dignity. At least he was learning, she thought privately, and leaned into her targeting grip.

Dignity's shoulder cannon swivelled in its socket, feathering left and right in sync with flicks of Phase's right wrist. The AquaNeedles made for a simple projectile for Dignity's system; no modification was necessary to create the needles. The skyward cannon barked once with its muzzle pointed almost vertically, then dropped its barrel as Phase jinked the target marker back to the Scarecrow, and sounded off twice more. A threefold salvo of water pressurized into needle-thin bullets shot high, and whistled high as they plummeted towards the most immediate threats.

Again the colossal steam engine revved its gears. Sweat ran down Phase's forehead; it was getting hotter in the cockpit. Fast as she dared, she guided Dignity through another sidestep, the brass colossus pivoting a full ninety degrees to place its far foot behind it, arms wheeling wide to keep balanced. While the other foot swung to return Dignity to approximately where she'd started, Phase prepped another chip, this time priming the main gun to fire. The Shotgun needed a moment for the barrel to reconfigure, but aiming was a simpler matter of holding the cannon low to the ground with Dignity's massive reach, lining the viruses up and jamming the trigger. As massive as it was, the gun's report sent enough recoil up Dignity's arm to throw Phase hard in her harness, a storm of buckshot exploding from the initial round upon impact.

All at once Phase became aware of a pain in her jaw; her teeth were grit tight enough to hurt. Growling with unspent frustration, she forced her jaw to slack and rolled her neck. The last chip was familiar, and while Vincent hadn't named a target, with one glance at the readout the choice seemed clear. Dignity's torso swivelled at the waist into the farther reaches of its flexibility, gun arm still slung low at virus-plinking height. The Piranha was far from the most threatening, but the fewer viruses chipping away at Dignity's defences, the better. Her cannon loomed before the fishlike virus, wide enough to swim straight up - and so, too, was the ensuing cannonball large enough to bowl the Piranha over completely.


-Turn Summary-
1. Dodge sideways
2. Phase Engine: Solid [62 HP Casing; 1TCD]
3. AquaNeedle1Damage: 20 x 3 Needles + Variable Targeting + Drop Attack
Accuracy: B
Description: Three needles drop on enemies
Duration: Once
Element: Aqua
Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
Trader Rank: D
: Mimic [25 Aqua {B}, Drop Attack], Scarecrow [25 Aqua {B} x 2 hits, Drop Attack]
4. Dodge back to initial starting point
5. ShotgunDamage: 50 + Spread 1
Accuracy: A
Description: A gun whose shot penetrates an enemy to hit another one directly behind it.
Duration: Once
Element: Null
Trader Rank: E
: Mimic [50 Null {A}, Spread1 to Scarecrow]
6. CannonDamage: 60 + Knockback
Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E
: Piranha [60 Null {A}, Knockback]
monster in front of her, the Mimic did exactly what Phase thought it would do, a blast of glitchy energy exploding out from the Mimic and evade the attack as the Scarecrow would do the same, leading into a secondary attack they would avoid thankfully. Defenses up and ready to fight properly, the Phranha would fire off a trio of spears at Dignity's chasis, two managing to hit home and crack the icey shell, just barely at least (5x2).

Phase sent munitions into the skies, though her needle aimed at the Mimic went wide, the other two would strike the Scarecrow right in it's head (25x2) and leave a lasting impression. Though as Phase was anticipating another attack, the Deadhead off to the northwest would begin to open up and with it, a sickly purple cannonball would launch ever so shortly after, sending the arcing projectile hurtling quick and...overshooting the attack by a good several panels at the very minimum, landing just behind where Dignity and quickly melting the glass panel it hit into a caustic goop.

The Piranha would fire another trio of attacks and, two would go wide from Dignity's dodge, but the last would graze against it's ice coated chasis (5) before blasting the Mimic point blank with a shotgun, sending the blast into and through the glitchy creature and into the Scarecrow as it almost readied itself up for another attack, leading to Phase's biggest threat disappearing entirely. The Deadhead would quickly close itself up again to protect itself, whilst Dignity swiveled around in Dignity and let off a blast of energy at the Piranha, managing to blast it out of existence with a well placed cannon shot. Unfortunately for Dignity, this gave the mimic just enough time to cough up a glob of glitched data, managing to splatter it all over Dignity's chasis (15+Glitch), the mech's interal systems beginning to heat up almost immediately afterwards, a glitch had gotten in and began to overheat Dignity's internal systems.

-- Viruses --
ScarecrowScarecrow (Scarecrow)

Scarecrow attack every action, if able. Every time they attack, they recover HP equal to their attack power regardless of whether or not they hit anything. This virus type also has the rare ability to absorb Elec element damage as healing for the same amount. They are immune to any status effects associated with Elec element damage/attacks. Scarecrows are anchored to the ground, and thus enjoy the effects of SuperArmor. Scarecrow are never encountered underground or indoors.

Area: Electown, Dentech, NAXA

HP: 100
Attack Damage/Effect: 20 Elec + Piercing + Recover20
Attack Accuracy: A
Attack Description: Conducts thunder, healing itself.
Element: Elec
Possible Rewards (Per Virus): DollThunder1, Zenny
Special: Immobile.
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: Lightning Rod: This virus absorbs Elec attacks as Healing.
: BOOM (PING)
Green MimicGreen Mimic (Mimic)

A Mystery Data bisected horizontally, with a shadowy core binding the halves together. Two menacing red eyes leer out from the shadows in the crack between them, and a swirl of dark energy of the same color as the data whirls around the entire virus constantly. A Mimic only spawns if an MD is present, and the roll to check contents comes up as a Trap. The MD then becomes a single Mimic. Mimics do not ever appear otherwise. Once triggered, a Mimic either mass summons Viruses, Navis, or other Battle Programs for the next battle number, or mass teleports all allies to the location of the next battle (which is always within the same network area), and the battle begins immediately. These mass summon and mass teleport abilities are unique to Mimics, and cannot be emulated. When a Mimic is defeated, it reverts to MD form. At this point, it becomes ethereal, and cannot be damaged in any way.

Area: All

HP: 200
Primary Attack Description: Gathers the energy around it into a ball, then fires it all outward in a beam of green light.
Primary Attack Effect: 30 + Beam Attack
Primary Attack Accuracy: B
Secondary Attack Description: Swirls the energy surrounding it around an ally.
Secondary Attack Effect: 40 HP barrier to ally (Cannot be used on self)
Secondary Attack Accuracy: S
Tertiary Attack Description: Spits a ball of glitchy data out from the crack in the Mystery Data, then sends it flying inside a guided shell of energy.
Tertiary Attack Effect: 15 + Glitch + Homing
Tertiary Attack Accuracy: C
Element: Null
Special: Omnishoes. Immobile.
Special: Gains a 20 HP barrier every turn it is not attacking. Does not stack.
: 150 HP (Glass) (Right in front of Phase/Dignity)
PiranhaPiranha (Piranha)

Piranha viruses work as a hive-mind. They all move at the same time, attempt to detect targets at the same time, and once a targets is detected by any of them, they all attack that one target at the same time. Moving and searching for targets takes one action. Attacking takes another. Any Piranha just recovering from a status effect that prevents normal operation will resume acting in unison with the rest of the group.

Area: Yoka, Dentech, Beach

HP: 60
Attack Damage/Effect: 5 Aqua x 3 Shots
Attack Accuracy: A
Attack Description: Locks on and fires 3 tridents.
Element: Aqua
Possible Rewards (Per Virus): TriArrow, TrainArrow1, Zenny
Special: Floating. When multiple Piranha virii are on the field at once, they attack one target as a group.
: BAM (PING)
DeadHeadDeadHead (DeadHead)

A purple HardHead. Aside from the color, it doesn't look any different from a HardHead, ColdHead, or HotHead.


Special Note: DeadHeads alternate actions between attacking and guarding. These are the only actions DeadHeads may perform, and the first action of every battle is always guarding. DeadHeads will not break from this pattern unless forced to by status effects. DeadHeads cannot be lifted or thrown, even with RageClaw. DeadHeads have permanent Zombie status, hence their name.

Area: Electown, Dentech

HP: 50
Attack Damage/Effect: 10 Null + Break + Small Poison Terrain Change + Poison(10)
Attack Accuracy: C
Attack Description: Fires PoisonBall. Breaking. Creates Poison Terrain.
Element: Null
Possible Rewards (Per Virus): PoisonBall1, Zenny
Special: Immobile.
- Permanent Zombie status. This cannot be removed by any method, including Status Cure.
- IronBody when not attacking. DeadHead's version of IronBody protects against recovery moves. Does not prevent healing from other methods.
Special: Poison(10): Deals 10 poison damage per action to the victim starting the turn after this attack hits. This effect stacks with other timed damage effects, including other Poison effects. Can be cured with Status Cure.
: 50 HP (Normal) (Off to the North-West) (Guarding)

-- Navis --
Phase & Dignity.CMD: 100 HP (Normal) (Casing32) (Off towards the east, near the Green Mimic) (Glitch: Overheated Buster)

-- Terrain --
30% Glass
  • Slip Effect: -10% Accuracy, -10% Evasion to all.
  • Non-Ice Aqua attacks causes it to be Wet, doubles slip effect for Non-Aqua Elementals for 1 turn. Wet can expire early with Fire attacks. Can cause slippage for poor RP or heavy impacts on Non-Aqua Elementals, 1-2 actions to recover.
  • 200 Damage attacks: Change terrain hit to Broken. Damage threshold cut in half for Ground, Break, and Impact, to a minimum threshold of 25 when all 3 are present. Null 25 + Slashing + Nova 2 per panel broken, up to 200 (8 panels).
  • Burrow: Change terrain to Broken, 50 Null + Slashing to burrower, Null 25 + Slashing + Nova2 to surroundings.
  • PanelShot: Spread1.
(Along the the Normal pathways, on either side.)
50% Normal
  • No effects.
(A large portion of the area, spread in smaller sections with pathways connecting them)
15% Magnet
  • Non-Elec Elementals get -30% Evasion, and 50% (+/- 25% RP) chance to fail movement off the panel.
  • Only Elec Elementals can burrow.
  • Wood attacks: Change terrain hit to Normal.
  • PanelShot: Imbue Elec + Seeking.
(Dotted around the area between the Glass and Normal panels)
5% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
(Some distance behind Phase and Dignity)

Glitches

Overheated Buster: The navi's internal systems are beginning to overload, leading to buster charges being generated, but, if kept, will damage the navi in turn. (+1 buster charge at the start of a turn, take Fire damage equal to half of a navi's charge damage (Half-charges and/or full charges, these stack) at turn end if charges are left. The damage can be blocked with shields, barriers or casings, however nonsensical it may be)
More alarms made themselves known, alongside a series of red warning lights spanning Dignity's control bank. "What the hell does all that mean?" Phase swore.

"Temperature's rising, must be a glitch!" Dignity's system readouts were a veritable maze where they sprawled across Vincent's computer, to the point diagnosing was as much guesswork as actual deducing. Thinking fast, he offered, "Try to keep Dignity's pressure down, you'll rupture a pipe if the steam buildup runs away on us."

Phase wanted to make a smart remark about Vincent keeping her pressure down, but there wasn't time to think of it. Instead she reached for the temperature dial and cranked it as low as it would go. Dignity's reservoir immediately cranked out a deluge of rime enough to spill to the ground and freeze underfoot, but the temperature of Dignity's internal pipeworks continued to rise unabated. "Well that didn't work!" she complained, shoving her shoulder into the right butterfly grip to set Dignity back into a strafe. If nothing else, the ice underfoot was making it easier on the mech, her gyros automatically compensating for the frozen ground and resolving the awkward stomping into a smoother, skating gait. All the while she eyed the temperature - even standing on ice, the buildup continued. "Vincent, how do I fix it before something ruptures?"

"I'm working on it! Just keep up the movement - wait for the cannonball virus to open up!" Vincent got another grumbled cuss for his efforts.Making the cockpit as complex to control had perhaps been an oversight, he mused as he watched Phase flail between controls. Perhaps the control scheme needed updating, but Phase was at least making it work for now, Dignity strafing across her icy runoff with as much grace as could be expected of a piston-legged colossus. From his view Vincent could see her aim: she was trying to put the Mimic between her and the DeadHead, so as to hit them both. Now she had a hand free to load the Battlechip - yes, there, Dignity's cannon was re-configuring.

Net-side, Phase found herself too short of breath for comfort. The heat in the cockpit was oppressive, and the leather of her pilot suit trapped the steam and sweat against her skin in a way that was quickly becoming unbearable. Her hands slipped on the hot metal grips - irritated, she wiped them on her hands and focused on aiming. Thankfully nothing was moving, she had enough to worry about without having to track moving targets, so long as the Mimic loomed before her. Instinct screamed to retreat and gain distance, but between the speed of the Mimic's beam and the effective range of the DeadHead, distance wouldn't make her any safer. Better to strafe, and try to line the two viruses up to get the most use of her Battlechip. She'd given the DeadHead time to try loosing a shot on her, now it was time to return fire before she had to see what taking a cannonball felt like.

The lightning rod Dignity's cannon had unfurled sparked with enough raw juice to destroy the virus twice-over, if she could just line up her shot, clenching the control until it hurt so as not to risk her sweaty hands slipping. Upon pulling the trigger, the DollThunder blasted forth in a jagged, fluorescent-bright streak, piercing unabated to the far end of the arena where the DeadHead sat. Phase could smell the ozone even twenty-some feet above the thunderbolt, blinking glare from her eyes as she returned her attention to the Mimic. Over the whining pipes she yelled, "Vincent, it's getting pretty damn hot in here! You got anything or not?"

From the speaker Vincent's voice crackled, "It's in your buster systems! Use Dignity's cannon on its own without Battlechips, and the pressure should let off." Without leaving room for second thoughts, Phase levelled Dignity's cannon on the Mimic and fired off a shot, quick and underwhelming as base busters always were, and with no visible changes to Dignity's pressure. "No, the - the secondary trigger behind the primary, hold that one down! That primes Dignity's reservoir for a charged shot!" She found the trigger in question, and was relieved to hear at least one alarm cut out. On the other hand, the temperature in the cockpit immediately increased further, as close as Dignity's cockpit was to the reservoir where steam was building.

With one final curse to Vincent's design sense and need to over-complicate what didn't need to be complicated, Phase contorted her fingers into the controls until she found the condition to fire, and wasted no time letting it fly. Dignity's temperature immediately dropped, all the pent-up heat and pressure converting into a powerful burst of boiling water directly in the Mimic's abstract face. Phase noisily gusted a sigh of relief, leaning back in her seat and taking her hands off the controls to scrub at her face. "Man, if that didn't do it, I'm gonna be pissed," she muttered, mostly to herself, but the microphone caught it anyway. Vincent sighed in reply, but didn't comment.

-Turn Summary-
*SetIce [Large Ice Terrain centred on Dignity]
*Overheated Buster* [Buster Charge]
1. Dodge right
2. Line up Mimic & DeadHead
3. DollThunder2Damage: 100 + Line-Attack5
Accuracy: B
Description: Fires a powerful bolt of lightning that pierces through objects and enemies alike.
Duration: Once
Element: Elec
Trader Rank: C
: DeadHead, Mimic [100 Elec {B}, Line Attack 5]
4. Buster Shot: Mimic [10 Null {A}]
5. Buster Charge
6. Charge Shot: Mimic [40 Aqua {A}]
As Phase felt the pressure building and Vincent did his best to supply and talk her through Dignity's pressure and heat building, the navi was quick to release the mech's cooling systems all around it's feet, coating a good portion of the field going outwards from her, it wouldn't take long for it to completely solidify despite the heat the mech was radiating inside and out. A thin sheet of ice would crack and break glass under it to no real harm as it was overwritten, whist the normal paneling near Phase and Dignity would be completely frosted over. This, however, was bad news for the Mimic, recoiling in anger as some of it's tentacles became iced over in the process, but quickly shedding the frost that had come up and over it's method of movement.

Thankfully, the mech was completely unhindered in the cold it created as Dignity made Phase move, strafing around the Mimic and trying to line up the two viruses, the Mimic began to charge up a beam of energy, thick rivulets of power forming in it's crosshatch mouth before leaning forwards and attempting to blast Dignity point blank...but thanks to both the ice beneath and Phase's movements, the beam just barely avoided clipping the navi and mech, going off into the distance before disappearing. And the Deadhead would finally open it's mouth, sending another of those poisonous cannonballs at Phase, a lower more aimed shot this time...only to go wide again and disappear into the distance as the navi and mech unloaded a supercharged beam of pure lightning into the viruses, crushing the Mimic and the Deadhead in a single blast (200!, 100) deleting both in a single blast.

Rewards scattered about, Zenny piling into the Mech's body as battle chip data entered right after...as the GMD Phase initially opened appeared in front of her mech, the battle finished as the GMD could sense, it would unfurl again harmlessly this time as a chip would spin atop the newly made platform atop of the GMD. Thankfully, Dignity's systems would begin to cool down immensely after battle routines finished, leading to a unburnt-to-a-crisp navi.

-- Viruses --
ScarecrowScarecrow (Scarecrow)

Scarecrow attack every action, if able. Every time they attack, they recover HP equal to their attack power regardless of whether or not they hit anything. This virus type also has the rare ability to absorb Elec element damage as healing for the same amount. They are immune to any status effects associated with Elec element damage/attacks. Scarecrows are anchored to the ground, and thus enjoy the effects of SuperArmor. Scarecrow are never encountered underground or indoors.

Area: Electown, Dentech, NAXA

HP: 100
Attack Damage/Effect: 20 Elec + Piercing + Recover20
Attack Accuracy: A
Attack Description: Conducts thunder, healing itself.
Element: Elec
Possible Rewards (Per Virus): DollThunder1, Zenny
Special: Immobile.
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: Lightning Rod: This virus absorbs Elec attacks as Healing.
: BOOM (PING)
Green MimicGreen Mimic (Mimic)

A Mystery Data bisected horizontally, with a shadowy core binding the halves together. Two menacing red eyes leer out from the shadows in the crack between them, and a swirl of dark energy of the same color as the data whirls around the entire virus constantly. A Mimic only spawns if an MD is present, and the roll to check contents comes up as a Trap. The MD then becomes a single Mimic. Mimics do not ever appear otherwise. Once triggered, a Mimic either mass summons Viruses, Navis, or other Battle Programs for the next battle number, or mass teleports all allies to the location of the next battle (which is always within the same network area), and the battle begins immediately. These mass summon and mass teleport abilities are unique to Mimics, and cannot be emulated. When a Mimic is defeated, it reverts to MD form. At this point, it becomes ethereal, and cannot be damaged in any way.

Area: All

HP: 200
Primary Attack Description: Gathers the energy around it into a ball, then fires it all outward in a beam of green light.
Primary Attack Effect: 30 + Beam Attack
Primary Attack Accuracy: B
Secondary Attack Description: Swirls the energy surrounding it around an ally.
Secondary Attack Effect: 40 HP barrier to ally (Cannot be used on self)
Secondary Attack Accuracy: S
Tertiary Attack Description: Spits a ball of glitchy data out from the crack in the Mystery Data, then sends it flying inside a guided shell of energy.
Tertiary Attack Effect: 15 + Glitch + Homing
Tertiary Attack Accuracy: C
Element: Null
Special: Omnishoes. Immobile.
Special: Gains a 20 HP barrier every turn it is not attacking. Does not stack.
: EXORCISED
PiranhaPiranha (Piranha)

Piranha viruses work as a hive-mind. They all move at the same time, attempt to detect targets at the same time, and once a targets is detected by any of them, they all attack that one target at the same time. Moving and searching for targets takes one action. Attacking takes another. Any Piranha just recovering from a status effect that prevents normal operation will resume acting in unison with the rest of the group.

Area: Yoka, Dentech, Beach

HP: 60
Attack Damage/Effect: 5 Aqua x 3 Shots
Attack Accuracy: A
Attack Description: Locks on and fires 3 tridents.
Element: Aqua
Possible Rewards (Per Virus): TriArrow, TrainArrow1, Zenny
Special: Floating. When multiple Piranha virii are on the field at once, they attack one target as a group.
: BAM (PING)
DeadHeadDeadHead (DeadHead)

A purple HardHead. Aside from the color, it doesn't look any different from a HardHead, ColdHead, or HotHead.


Special Note: DeadHeads alternate actions between attacking and guarding. These are the only actions DeadHeads may perform, and the first action of every battle is always guarding. DeadHeads will not break from this pattern unless forced to by status effects. DeadHeads cannot be lifted or thrown, even with RageClaw. DeadHeads have permanent Zombie status, hence their name.

Area: Electown, Dentech

HP: 50
Attack Damage/Effect: 10 Null + Break + Small Poison Terrain Change + Poison(10)
Attack Accuracy: C
Attack Description: Fires PoisonBall. Breaking. Creates Poison Terrain.
Element: Null
Possible Rewards (Per Virus): PoisonBall1, Zenny
Special: Immobile.
- Permanent Zombie status. This cannot be removed by any method, including Status Cure.
- IronBody when not attacking. DeadHead's version of IronBody protects against recovery moves. Does not prevent healing from other methods.
Special: Poison(10): Deals 10 poison damage per action to the victim starting the turn after this attack hits. This effect stacks with other timed damage effects, including other Poison effects. Can be cured with Status Cure.
: DED

-- Navis --
Phase & Dignity.CMD: 100 HP (Ice) (Casing32) (Off towards the east, near the Green Mimic) (Glitch: Overheated Buster)

-- Terrain --
20% Glass
  • Slip Effect: -10% Accuracy, -10% Evasion to all.
  • Non-Ice Aqua attacks causes it to be Wet, doubles slip effect for Non-Aqua Elementals for 1 turn. Wet can expire early with Fire attacks. Can cause slippage for poor RP or heavy impacts on Non-Aqua Elementals, 1-2 actions to recover.
  • 200 Damage attacks: Change terrain hit to Broken. Damage threshold cut in half for Ground, Break, and Impact, to a minimum threshold of 25 when all 3 are present. Null 25 + Slashing + Nova 2 per panel broken, up to 200 (8 panels).
  • Burrow: Change terrain to Broken, 50 Null + Slashing to burrower, Null 25 + Slashing + Nova2 to surroundings.
  • PanelShot: Spread1.
(On either side of the Normal and on a single side of the Ice)
15% Normal
  • No effects.
(Much smaller portion of the area now, but there's still scattered areas)
15% Magnet
  • Non-Elec Elementals get -30% Evasion, and 50% (+/- 25% RP) chance to fail movement off the panel.
  • Only Elec Elementals can burrow.
  • Wood attacks: Change terrain hit to Normal.
  • PanelShot: Imbue Elec + Seeking.
(Dotted around the area between the Glass and Normal panels)
50% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.
(Centered around Dignity and Phase's initial activation)

BATTLE 2 WIN!
Rewards: 1400z, PoisonBall1Damage: 50 + Break + Small Poison Terrain Change + Poison(10)
Accuracy: C
Description: A bomb that poisons all it touches, including the ground and other Navis.
Duration: Once
Element: Null
Special: Poison(10): Deals 10 poison damage per action to the victim starting the turn after this attack hits. This effect stacks with other timed damage effects, including other Poison effects. Can be cured with Status Cure.
Trader Rank: D

GMD Rewards: TreeBomb1Damage: 60 / 60 + Group Attack + Ground Attack (next turn) / 60 + Group Attack + Ground Attack + Aqua Boost 30
Accuracy: C / D / C
Description: Throws a tree seed that powers up when hit with Aqua.
Duration: Varies
Element: Wood
Special: Throws a seed at one enemy. If the seed misses, it will remain on the field until next turn. If the seed is untouched, it will execute a Wood Tower attack on a random group of enemies. If the seed is hit with an Aqua Attack, by anyone, while it is on the field, it will explode into a deadly Wood Tower attack on a random group of enemies. (Aqua Boosted damage is 90 Wood.)
Trader Rank: D
"Well! I should think that round went rather well, all things considered!" Vincent tapped a few keys and ran Dignity's collection engine, then rose to his feet, wincing only slightly at the extensive time spent sitting. "I'm off to make a cuppa, alright? I'll just be in the other room, so you can call if you need anything." No reply - Phase just snorted and set Dignity back to walking. "...Right, I'm off then." Awkwardly, Vincent stepped away to his kettle and busied himself perhaps overmuch going about his business. Waiting, perhaps, for even a smart remark, but there would be none of that.

Net-side, Phase felt uncomfortable in some wretched, impossible to pin down sort of way. While Dignity's temperatures were running nominal again, her skin still felt overheated and overly sensitive where her leather suit rubbed and chafed. With a cry of irritation, she clawed at her jacket's buckles until she was able to tear the whole thing off, plucking at the tank top underneath where sweat had soaked it to a clinging mess. That was better, she thought as she leaned back into the control grips, but still she felt itchy somehow. Absently her thumbs ran and picked at her fingernails where her hands clenched and steered Dignity. Out of this strange glass-and-magnet board the Mimic had warped her, and aimlessly out into the jungle the mech walked once more, trampling the grass under massive, brass-shod feet.

<(Searching for Battle #3, Dignity.CMD at 100/100 HP)>
As Phase got herself comfortable in the pilot's seat again, the jungle came back in around her from that weird distorted area the mimic had sent her to, but it wouldn't be very long, stepping through grass and mud before she found some solid "normal" terrain behind a massive tree as poison bubble bubble toil and troubled itself on either side of the massive tree and mud caked underneath it. Big enough that it's boughs and leaves would reach into the heavens she couldn't even see, casting a wide degree of cool shade upon the area and wide enough to hold a good number of navigators that were brave...or stupid enough...to climb into it.

Of course, this being the net, the sound of an engine revving it's engines up would begin to echo across the peaceful area, leading the navi to find herself the target of a massive yellow tank shaped like a Metool's helm. Wheels caked with mud as the virus came roaring in like a bat out of hell, aiming itself at the mecha, passing by a first time from the left, before making a sharp turn in the mud, spinning out briefly before beginning to turn around to Dignity again and revving it's engines up. Meanwhile, a CrazyRazy with a Genin atop it would begin to move in from the east, turning to Dignity as the knife-armed virus raised it's kunai high into the air threateningly, whilst the Mettank in the west of her would begin to rush the navi with little regard for it's own safety. Once more, Battle Routine. Set. EXECUTE.

-- Viruses --
GeninGenin (Genin)

Area: Beach, Yumland, Netfrica

HP: 60
Attack: 30 Null + Slashing + Group Attack (MoonBlade) / 10 Null + Slashing x 3 Attacks x 2 Targets (Kunai)
Attack Accuracy: B / B
Attack Description: Counter attacks with either a spinning cut or a volley of Kunai.
Element: Null
Possible Rewards (Per Virus): Kunai1, MoonBlade1, Zenny
Special: This virus does not initiate attacks on it's own.
- Seeks cover behind objects when not attacking.
- If no objects are present, this viruses evasion is enhanced.
- Counters Battlechip use with Kunai once per turn.
- Counters Buster use with MoonBlade once per turn.
- Counters Sig Attack use with either Kunai, or Moonblade once per turn.
: 60 HP (On top of CrazyRazy)
Mettank V1Mettank V1 (Mettank)

A Mettank is a combination of the Metool, Catack, and Armadillo viruses. It looks a lot like a regular Catack, with several notable differences. The main body of the tank is slightly smaller, and the tank's driver is very clearly an actual Metool, though it doesn't bear its signature weapon. The vehicle itself is colored to match the Metool-driver's Helmet; thus the most basic version is gold with green trim, while more powerful versions will be colored differently to follow suit. The tank itself retains the same basic design as a Catack, except that its triangular treads have been replaced with four almost comically over-sized monster-truck style armored wheels, and its main gun now sports two long, narrow tines jutting out vertically up and down from a point close to the muzzle. These make it look rather like a giant version of a Metool's pickaxe, and the cannon is also now housed in a vertical pivot that allows it to adjust up and down, or even swing with enough force to strike the lower tine to the ground.

Most of the time, the Mettank moves very slowly, and it has been seen to activate a defensive mode wherein the Metool-driver's helmet expands to a jumbo size large enough to cover the entire tank in its protective dome. This does, of course, render the virus utterly blind, and when specifically guarding like this it can no longer attack or move.

It has also been seen, occasionally, to display sudden feats of unexpected speed, where it will rev up, then suddenly ram a target. At these times, its helmet defense covers the tank, though it recedes again as soon as the attack run loses momentum.

Area: All

HP: 260
Element: Null

Primary Attack Damage/Effect: 20 Null + Stun 1 + Blast 2
Primary Attack Accuracy: B
Primary Attack Description: The Mettank blasts a target with an explosive shell from its main gun, which stuns targets.

Secondary Attack Damage/Effect: 20 Null + Piercing + Ground Attack + Wide Attack
Secondary Attack Accuracy: B
Secondary Attack Description: Slams the pick-tine of its main gun to the ground, causing a large shockwave.

Tertiary Attack Damage/Effect: 20 Null + Group Attack + Breaking + Impact + Movement
Tertiary Attack Accuracy: B
Tertiary Attack Description: The Mettank revs up and rushes one target with sudden speed. It activates its MetGuard when it begins to rush, and deactivates it again as soon as the attack run ends. The Mettank does not return to its original position at the end of the attack run, but remains where it stopped.

Special: MetGuard: The Metool's Helmet expands rapidly to cover the entire tank in a protective dome. Assumes MetalBody and can hold this guard for any number of actions. Activating the guard takes an action, but deactivating it to attack does not. Mettank cannot move or attack while MetGuard is active, however its tertiary attack ignores this. Attacks from below bypass MetGuard for normal damage.
Special: Slow to move, but can move and dodge while attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.

Possible Rewards (Per Virus): TankCannon1, Guard1, ShockWave, IronShell1, LilBomb, WhiteCapsule
: 240 HP (Mud) (Charging in from the East)
CrazyRazyCrazyRazy (CrazyRazy)

Unlike the original, this form of CrazyRazy completely forgoes legs, existing solely as its top half. It is capable of carrying one other virus on top of itself without penalty, aside from either it or the other virus using an action to board it.

Area: Okuden Valley, Kotobuki Town, Yumland, NAXA

HP: 80
Primary Attack Damage/Effect: 10 Null x 3 targets
Primary Attack Accuracy: B
Primary Attack Description: Shoots a 3-Way from its arm at enemies.
Secondary Attack Damage/Effect: 10 Strengthen x 3 targets
Secondary Attack Accuracy: S
Secondary Attack Description: Fires energy spheres from its arms at allies to give them a boost.
Element: Null
Possible Rewards (Per Virus): 3-Way, Navi+10 (Rare), Zenny
Special: OmniShoes
Special: Lift: This virus is capable of carrying one passenger without problem or penalty. It may begin the battle in this state, or it may pick up an ally at the cost of one action from either this virus, or the desired passenger.
: 80 HP (Mud) (Carrying Genin on it's back) (Roughly a feint away to the West)

-- Navis --
Phase and Dignity.EXE: 100 HP (Normal) (Northern part of the field, behind the Elder Tree)

-- Terrain --
45% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Sporadically scattered about)
30% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
(Small patches on either side of the field, east and west)
25% Normal
  • No effects.
(Roughly scattered around, mostly in three big chunks)

-- Objects --
Elder Tree: 150 HP (Roughly in the middle of the field) (Woodbody) (Immovable)

-- Battle 3 Ready? Start!! --
There was the virus alarm again, high and shrill to herald the incoming Mettank. Even no larger than Dignity's foot, the Metavirus still boasted more than twice the mech's vitality, to say nothing of the firepower it boasted. Phase glanced at the PET screen, still vacant; Vincent must not have heard. Reaching over the control bank, Phase killed the alarm, and...said nothing. Instead, she just cranked the temperature gauge and fired up the ice-maker, just like she'd done what felt like dozen of times by now. She had this. She had this, and she didn't need to be told what to do!

With a roar of gears and steamwhistles, Dignity stepped forward to challenge the Mettank. Rime-water poured from her shoulder down one arm, hyper-chilled to the point of turning thick and sludgy where it clung to the brass plating. Swinging her left grip in a long push, Phase directed the SetIce program the length of a long, arcing throw down the clearing, Dignity pushing out a wave of ice to sweep out and flash-freeze over the muddy ground, aiming for another patch of clear footing farther away. With Dignity's onboard systems translating Phase's intent into tangible effect, the resultant path was wide enough for the brass colossus to walk the length of, and Phase wasted no time in doing just that, pushing off with force enough to set Dignity's feet skidding down the ice at a decent clip.

Another charge of Dignity's engine, and Phase set the reservoir to churning a second time. More rime came gushing out, this time soaking the mech completely in a flash-freezing flood. Ice shattered around Dignity's joints where the mech pivoted and swiveled, leaving small waterfalls of frozen grit behind her where she slid. Her legs slid through a skater's routine, the smooth motion looking frankly bizarre on such a lumbering body. Yet Dignity did not falter, nor stumble. Her great feet ran smooth over the ice, leaving wide trails of friction-ground smoothness behind her where she carved a path around the massive tree's trunk, keeping the tree between herself and the charging Mettank.

Just as Dignity's skid had continued long enough to bait an attacker into leading their shot, Phase wrenched back on one control as hard as she could, while pushing the other as far as it would go. Dignity immediately wheeled into a ninety-degree turn, her feet pushing forward into a hockey stop. As quickly as she'd stopped, Phase jerked her control arms and made Dignity kick forward with her lead foot, spinning the mech in a tight pivot that was helped along by the slick ice underfoot. Her cannon was brought to bear on the more mobile CrazyRazy, tracking the virus where it flew unhindered over the ice. After a moment's consulting of the display screens, Phase jinked her grip up a notch, and focused on the virus' rider. Her free hand made for the gearbox's stick shift.

As Dignity's engine up-shifted, the noise of her massive gear-churning engine pitched up. The clearing filled with the sound of spinning gears, and the whine of steam-pressurized pipes. Phase's hands ran smooth over the controls, her face set in concentration as she aimed with her left hand. Dignity's cannon came up with a gurgle of pipes, while the mech's reservoir churned once more. Aided by the high-pressure steam, the flood of water came out like a bullet, aimed to shoot the Genin off the CrazyRazy's back.

-Turn Summary-
*SetIce [Large Ice Terrain running north to south, bridging two patches of Normal terrain]
1. Dodge onto Ice
2. Phase Engine: Solid [62 HP Casing; 1TCD]
3. Feint south down Ice, use Elder Tree for cover
4. Dodge back
5. Phase Engine: Setup [Take Aim, Strengthen 30; 1TCD]
6. Phase Engine: Liquid: Genin [40 Aqua + 20 Strengthen {A}; 1TCD]
The navi was quick on her mech's feet, sending a frozen line downwards to help evade along the field, the ice solidifying almost immediately along her path as the Mettank would just barely pass by her, spinning about on the mud and ice as it's treads would be caked in the former. The Genin and CrazyRazy would, however, be on her ass as she brought her defenses up, the Genin quick to throw a pair of Kunai at the navi, though only a single hit managed to get through (10) as the CrazyRazy made an attempt on her next with a trio of blasts, though with her movement around the tree she would avoid getting hit and the tree in turn would get a nice little burn mark on it's trunk (10).

The Mettank was not to be forgotten, however, as it would be making it's move around the tree in turn, the front pincers on it's form rising upwards before slamming down at the navi, a shockwave being sent outwards as mud flung from impact, the tree getting another ding in it's trunk, but the intrepid navi and her mech would manage themselves onto solid ground and out of the way before the wave could hit them. This would prompt her to begin her way to powering her mech's systems up even further, leading the Genin to jump from the CrazyRazy as it shot it's allies with a powerful simulant in turn, the Mettank and Genin feeling ever more powerful as the crazed ninja attempted to slash into Phase's mech, though Dignity was faster, blowing it away in a single high pressure shot, sending it flying and scattering it's data to the four winds (60). The mettank would make the cautious action to back off, just a little bit this time, slowly backing up as it stared down the colossus with murderous intent.

-- Viruses --
GeninGenin (Genin)

Area: Beach, Yumland, Netfrica

HP: 60
Attack: 30 Null + Slashing + Group Attack (MoonBlade) / 10 Null + Slashing x 3 Attacks x 2 Targets (Kunai)
Attack Accuracy: B / B
Attack Description: Counter attacks with either a spinning cut or a volley of Kunai.
Element: Null
Possible Rewards (Per Virus): Kunai1, MoonBlade1, Zenny
Special: This virus does not initiate attacks on it's own.
- Seeks cover behind objects when not attacking.
- If no objects are present, this viruses evasion is enhanced.
- Counters Battlechip use with Kunai once per turn.
- Counters Buster use with MoonBlade once per turn.
- Counters Sig Attack use with either Kunai, or Moonblade once per turn.
: BOOM HEADSHOT (PING)
Mettank V1Mettank V1 (Mettank)

A Mettank is a combination of the Metool, Catack, and Armadillo viruses. It looks a lot like a regular Catack, with several notable differences. The main body of the tank is slightly smaller, and the tank's driver is very clearly an actual Metool, though it doesn't bear its signature weapon. The vehicle itself is colored to match the Metool-driver's Helmet; thus the most basic version is gold with green trim, while more powerful versions will be colored differently to follow suit. The tank itself retains the same basic design as a Catack, except that its triangular treads have been replaced with four almost comically over-sized monster-truck style armored wheels, and its main gun now sports two long, narrow tines jutting out vertically up and down from a point close to the muzzle. These make it look rather like a giant version of a Metool's pickaxe, and the cannon is also now housed in a vertical pivot that allows it to adjust up and down, or even swing with enough force to strike the lower tine to the ground.

Most of the time, the Mettank moves very slowly, and it has been seen to activate a defensive mode wherein the Metool-driver's helmet expands to a jumbo size large enough to cover the entire tank in its protective dome. This does, of course, render the virus utterly blind, and when specifically guarding like this it can no longer attack or move.

It has also been seen, occasionally, to display sudden feats of unexpected speed, where it will rev up, then suddenly ram a target. At these times, its helmet defense covers the tank, though it recedes again as soon as the attack run loses momentum.

Area: All

HP: 260
Element: Null

Primary Attack Damage/Effect: 20 Null + Stun 1 + Blast 2
Primary Attack Accuracy: B
Primary Attack Description: The Mettank blasts a target with an explosive shell from its main gun, which stuns targets.

Secondary Attack Damage/Effect: 20 Null + Piercing + Ground Attack + Wide Attack
Secondary Attack Accuracy: B
Secondary Attack Description: Slams the pick-tine of its main gun to the ground, causing a large shockwave.

Tertiary Attack Damage/Effect: 20 Null + Group Attack + Breaking + Impact + Movement
Tertiary Attack Accuracy: B
Tertiary Attack Description: The Mettank revs up and rushes one target with sudden speed. It activates its MetGuard when it begins to rush, and deactivates it again as soon as the attack run ends. The Mettank does not return to its original position at the end of the attack run, but remains where it stopped.

Special: MetGuard: The Metool's Helmet expands rapidly to cover the entire tank in a protective dome. Assumes MetalBody and can hold this guard for any number of actions. Activating the guard takes an action, but deactivating it to attack does not. Mettank cannot move or attack while MetGuard is active, however its tertiary attack ignores this. Attacks from below bypass MetGuard for normal damage.
Special: Slow to move, but can move and dodge while attacking.
Note: MetalBody is identical to IronBody, but does not hamper movement. Non-Break attacks deal 0 damage, and Break attacks deal double.

Possible Rewards (Per Virus): TankCannon1, Guard1, ShockWave, IronShell1, LilBomb, WhiteCapsule
: 240 HP (Mud) (Buff10) (East of the ElderTree)
CrazyRazyCrazyRazy (CrazyRazy)

Unlike the original, this form of CrazyRazy completely forgoes legs, existing solely as its top half. It is capable of carrying one other virus on top of itself without penalty, aside from either it or the other virus using an action to board it.

Area: Okuden Valley, Kotobuki Town, Yumland, NAXA

HP: 80
Primary Attack Damage/Effect: 10 Null x 3 targets
Primary Attack Accuracy: B
Primary Attack Description: Shoots a 3-Way from its arm at enemies.
Secondary Attack Damage/Effect: 10 Strengthen x 3 targets
Secondary Attack Accuracy: S
Secondary Attack Description: Fires energy spheres from its arms at allies to give them a boost.
Element: Null
Possible Rewards (Per Virus): 3-Way, Navi+10 (Rare), Zenny
Special: OmniShoes
Special: Lift: This virus is capable of carrying one passenger without problem or penalty. It may begin the battle in this state, or it may pick up an ally at the cost of one action from either this virus, or the desired passenger.
: 80 HP (Omnishoes) (Hovering steady in front of Phase)

-- Navis --
Phase and Dignity.EXE: 100 HP (Ice) (Casing52) (Strengthen10) (Northern part of the field, near the Normal)

-- Terrain --
20% Mud
  • Non-Wood Elementals get -10% Evasion penalty and reduced movement speed, 25% (+/-25% RP) chance to fall or get stuck (1 action to get free).
  • Automatically triggers Aqua Boost for appropriate chip attacks.
  • Wood attacks: Change terrain hit to Soil.
  • PanelShot: Imbue Wood + Slow1.
(Sporadically scattered about)
15% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
(Small patch in the west)
25% Normal
  • No effects.
(Roughly scattered around, mostly in three big chunks)
40% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.
(Going down from North to South by the side of the Elder Tree)

-- Objects --
Elder Tree: 120 HP (Roughly in the middle of the field) (Woodbody) (Immovable)