The jack-in process was stymied several times by Yumland Net's less-than-hospitable terrain. Finding a level spot to touch down took long enough that Phase was well past frustrated when she finally made Net-fall. The chug of Dignity's engine should have been soothing, it had never been anything but, but in the mood Phase was in she could only complain at the noise. "Did you have to make this thing such a rattle-trap? It's so damn noisy!" she cried out, every inch a teenager in the throes of a hissy-fit.
Vincent knew better than to argue, instead he side-tracked. "Virus readings are in the red, Phase, you'd better keep an eye out. And watch your footing," he eyed the terrain uneasily. He didn't see this ending well for them, but wisely chose not to say so.
"And another thing! Why does Dignity have to be so freaking huge?! Y'know what needs to be this huge in the Net? Nothing, that's what!" Phase leaned into the butterfly grips to start Dignity's ponderous walk cycle. Thankfully there was some semblance of an auto-balancer keeping the cockpit level, for the mech's journey through Yumland Net's underbrush was anything but graceful. Not to mention, loud enough to draw all the attention Phase could want, and she most certainly wanted something she could take her frustrations out on.
<(Searching for Battle #1, Dignity.CMD at 100/100 HP)>
Making the Grade
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Dignity's ponderous, noisy transit through the Yumland jungle sent smaller wildlife scattering as Phase piloted the mech forward. The dense trees made finding a path hard, and at times the temptation to simply knock full grown trees aside might have been a thought that could gain unbecoming traction in her present state of mind, but if was only a short while before the viral readings spiked into immediate alert status.
From the cockpit's view point, Phase had found herself in a slightly more open section of rainforest, where the canopy split and the sunlight came in. Just ahead, where the shade began again, however, the woody growth of a Viney virus stirred between the trees, and immediately plunged the ends of its vines into the soil around it, though there was no immediate sign where the restraining appendages would emerge yet.
Off to the mech's right, a pair of demonic-looking shapes melded from the shadows, grinning and cackling to one another. With brief gestures, they both appeared to summon glowing candles that radiated light and provided the fiendish figures with a certain amount of theatrical back-lighting to enhance their wicked expressions.
The other detail that more observant eyes might pick up would be a green glittering, off to the other side; about halfway up a particularly large tree, a green crystal seemed to be partially stuck in an open knot hole, like some foreign object callously forced into an orifice it didn't belong in. An irate HoneyBomber descended from the large tree with an angry buzzing, seemingly upset at being disturbed. At the very least, if Phase was seeking something to take her frustration out upon, the viruses here seemed to be offering willing violence in return.
-=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 [Soil] (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: 120Hp [Soil] (To Dignity's right and behind)
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.: 110Hp [Mud] (To Dignity's left)
-=Undirected Frustration=-
Phase & Dignity.CMD: 100Hp [Soil] (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] (Behind CanDevil B)
Green Mystery Data: 20Hp (Wedged in a knot hole of the large tree, about six feet off the ground)
-=Yumland Jungle Wilderness=-
40% Soil
30% Grass
20% Normal
10% Mud
-=Battle 1, Start!=-
From the cockpit's view point, Phase had found herself in a slightly more open section of rainforest, where the canopy split and the sunlight came in. Just ahead, where the shade began again, however, the woody growth of a Viney virus stirred between the trees, and immediately plunged the ends of its vines into the soil around it, though there was no immediate sign where the restraining appendages would emerge yet.
Off to the mech's right, a pair of demonic-looking shapes melded from the shadows, grinning and cackling to one another. With brief gestures, they both appeared to summon glowing candles that radiated light and provided the fiendish figures with a certain amount of theatrical back-lighting to enhance their wicked expressions.
The other detail that more observant eyes might pick up would be a green glittering, off to the other side; about halfway up a particularly large tree, a green crystal seemed to be partially stuck in an open knot hole, like some foreign object callously forced into an orifice it didn't belong in. An irate HoneyBomber descended from the large tree with an angry buzzing, seemingly upset at being disturbed. At the very least, if Phase was seeking something to take her frustration out upon, the viruses here seemed to be offering willing violence in return.
-=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 [Soil] (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: 120Hp [Soil] (To Dignity's right and behind)
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.: 110Hp [Mud] (To Dignity's left)
-=Undirected Frustration=-
Phase & Dignity.CMD: 100Hp [Soil] (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] (Behind CanDevil B)
Green Mystery Data: 20Hp (Wedged in a knot hole of the large tree, about six feet off the ground)
-=Yumland Jungle Wilderness=-
40% 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.
30% Grass
- Wood Elementals get +5 HP/action.
- Fire attacks: +100% Source Damage, change terrain hit to Soil.
- PanelShot: Imbue Wood.
20% Normal
- No effects.
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.
-=Battle 1, Start!=-
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Phase snarled at the sudden shock of the alarm. It was the first time Vincent had ever seen her make such a face, and even though her expression smoothed not a second later into a bland focus, hands flicking across the controls with practised motions, the sight remained burned into his mind. Vincent was a scientist, his mind felt questions keenly, and this one felt particularly pressing, 'Why was that so upsetting?' However, now was not the time; the man resolved to examine his private hows and whys later, and withdrew a Battlechip. "Defences up, Phase, this should pair well with Dignity's shields," he reported, ready to start up their usual strategy.
"No time for that, just give me a weapon." Phase's voice was clipped short of inflection. In a window on Dignity's viewscreen, Vincent opened his mouth to argue, then apparently thought better of it and reached for another chip. Good for him, Phase thought, and dismissed the screen to focus on the viruses. Dignity's engine chugged as it processed the Battlechips, one at a time to prevent overload. Begrudgingly, she loaded the UnderGuard first, bouncing her leg anxiously while she waited for the defence to take hold. Run through Dignity's systems, the body armour manifested in a deluge of strangely thick water from Dignity's reservoir, which did not splash to the ground but instead clung like adhesive to her chassis.
No sooner than the last drop of converted water had left, did Phase bring up Dignity's cannon. A long, thin metal rod extended from the barrel, studded along its lengths with tines bent up towards its tip. The discharge was not immediate, for precious seconds Phase had to manoeuvre the targeting reticle around the viewscreen by pivoting her arms in the butterfly grips, and hold steady once she'd lined the marker up on the beaked vine-creature directly ahead. Her teeth clenched, Phase held her firing stance as tense as she dared, her right hand squeezed the grip trigger, and Dignity's lightning rod lit up a searing blue-white. The mech's arms were long enough for her to sling the cannon almost at ground-level, the resultant bolt carving a jagged line through the underbrush with a noise like a growling beast: thunder, at twenty paces. "Keep going, I need more!" Phase barked through her grit teeth.
"Don't you think you ought to put up a shield?" Vincent complained, but Phase wasn't listening, just clicked her empty trigger finger impatiently until he sighed and relented. The lightning rod had yet to finish retracting when Phase loaded the LavaCannon, which procced a momentary system alert but nonetheless generated a secondary chamber in Dignity's reservoir, along with a thick metal tube that extended down the cannon's hosepipe with a rapid-fire chakchakchakchak. Steam whooshed around the mech's shoulders, while her cannon's vent whistled like an enormous teakettle.
Firing stance still held, Phase threw her left shoulder and set Dignity on a slow pivot, holding the cannon steady while the mech slowly shuffled one piston leg at a time. "Come onnnn-!" Phase complained throughout the lineup, unwilling to risk her firing line but itching to keep shooting. Finally her reticle chimed, Dignity's viewport facing down the pair of CanDevils. Abandoning language in favour of a more primitive lexicon, the Navi's complaint degenerated into a wordless noise of frustration, which quickly became a yelp when the LavaCannon's report threw her in her seat. Phase had never fired a bigger weapon than this, more a quick high-pressure hosedown of lava than a true projectile, and she felt every pound of force in the recoil that thrummed through her trigger grip. The offspray set several inconsequential bits of foliage into quick-burning brushfires, the destruction bringing Phase a strange, sick sense of relief. "More!" she bit out again as she leaned back in.
Vincent was quicker this time to anticipate the command, though he couldn't help a plaintive, "Really now!" Sighing, he ran through the readouts in front of him and chose another chip from the stronger end of his folder; if Phase was going to forgo strategy, he would at least do his best to help her get through the fight as quickly as possible. Upon slotting it into the PET, he immediately saw Phase lean into her right grip to rotate the shoulder launcher, while Dignity stood stock-still with her arms frozen in place. Yes, strategy had definitely been forgone.
The AquaNeedle was compatible enough with Dignity's systems to be loaded without configuring, and Phase wasted no time in putting her aim to the test. Thankfully she was still ambidextrous, and her right hand was equally up to task in lining up a shot. This time the target reticle mapped itself to the forest floor, a wireframe parabola tracing the firing arc onto a bright blue circle. "Vincent, would you just keep the chips coming?" she huffed - the target circle was annoyingly large to account for the physics of ballistics, and there was no way of pointing the mortar directly at the CanDevils. All Phase could do was centre the reticle as close as she could, mash the trigger, and hope for good winds. The triple volley of liquid javelins sailed well past the treeline from the force of Dignity's howitzer, whistling like cartoon anvils all the way back down. A double-stack of chips followed without a word; Vincent had likely tired of the back and forth. Good, Phase thought, that was exactly what she wanted.
The two chips were simple fare, Dignity's earliest bread and butters. The cannon needed no adjustment in frame, just one large step to spin the whole mech in a messy about-face that Phase immediately regretted, the whole world seeming to heave underfoot. Thankfully aiming Dignity's cannon was one of her simplest controls, and the HoneyBomber was far enough away Phase could straighten the mech's arm to point straight at it. The Shotgun cracked off first, a thick wad of buckshot spraying wholesale out the cannon's wide mouth, winging enough flechette to shred yet more distant brush. For the Cannon, Phase brought Dignity's right arm up to brace the gun-mounted left, and shoved her whole bodyweight into the seat as she squeezed the trigger once more. Dignity's cannon barked once more, this round a deeper, throatier report, and the sturdier round knocked a solid hole through the trunk of a distant tree. "Come on, what's left, give me something," Phase's neck felt tight with tension. Distantly, she noticed her teeth grinding together.
-Turn Summary-
1.
UnderGuard1Protection: Damage Reduction 20
Accuracy: S
Description: Reduces the damage of all non-Impact attacks taken by 20. Impact ignores the effect and deals double damage.
Duration: 2 turns
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D [20 HP Damage Reduction]
2.
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: Viney [100 Elec {B}, Line Attack 5]
3.
LavaCannon2Damage: 120 + Lava Panel Boost(+40)
Accuracy: B
Description: Fires a blast of magma from a cannon. If the user is standing on Lava terrain at the time of use, this chip's power is boosted by 40.
Duration: Once
Element: Fire
Trader Rank: C: CanDevilA [120 Fire {B}]
4.
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: CanDevilB [25 Aqua x 3 Hits {B}, Drop Attack]
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: HoneyBomber [50 Null {A}, Spread1]
6.
CannonDamage: 60 + Knockback
Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E: HoneyBomber [60 Null {A}, Knockback]
"No time for that, just give me a weapon." Phase's voice was clipped short of inflection. In a window on Dignity's viewscreen, Vincent opened his mouth to argue, then apparently thought better of it and reached for another chip. Good for him, Phase thought, and dismissed the screen to focus on the viruses. Dignity's engine chugged as it processed the Battlechips, one at a time to prevent overload. Begrudgingly, she loaded the UnderGuard first, bouncing her leg anxiously while she waited for the defence to take hold. Run through Dignity's systems, the body armour manifested in a deluge of strangely thick water from Dignity's reservoir, which did not splash to the ground but instead clung like adhesive to her chassis.
No sooner than the last drop of converted water had left, did Phase bring up Dignity's cannon. A long, thin metal rod extended from the barrel, studded along its lengths with tines bent up towards its tip. The discharge was not immediate, for precious seconds Phase had to manoeuvre the targeting reticle around the viewscreen by pivoting her arms in the butterfly grips, and hold steady once she'd lined the marker up on the beaked vine-creature directly ahead. Her teeth clenched, Phase held her firing stance as tense as she dared, her right hand squeezed the grip trigger, and Dignity's lightning rod lit up a searing blue-white. The mech's arms were long enough for her to sling the cannon almost at ground-level, the resultant bolt carving a jagged line through the underbrush with a noise like a growling beast: thunder, at twenty paces. "Keep going, I need more!" Phase barked through her grit teeth.
"Don't you think you ought to put up a shield?" Vincent complained, but Phase wasn't listening, just clicked her empty trigger finger impatiently until he sighed and relented. The lightning rod had yet to finish retracting when Phase loaded the LavaCannon, which procced a momentary system alert but nonetheless generated a secondary chamber in Dignity's reservoir, along with a thick metal tube that extended down the cannon's hosepipe with a rapid-fire chakchakchakchak. Steam whooshed around the mech's shoulders, while her cannon's vent whistled like an enormous teakettle.
Firing stance still held, Phase threw her left shoulder and set Dignity on a slow pivot, holding the cannon steady while the mech slowly shuffled one piston leg at a time. "Come onnnn-!" Phase complained throughout the lineup, unwilling to risk her firing line but itching to keep shooting. Finally her reticle chimed, Dignity's viewport facing down the pair of CanDevils. Abandoning language in favour of a more primitive lexicon, the Navi's complaint degenerated into a wordless noise of frustration, which quickly became a yelp when the LavaCannon's report threw her in her seat. Phase had never fired a bigger weapon than this, more a quick high-pressure hosedown of lava than a true projectile, and she felt every pound of force in the recoil that thrummed through her trigger grip. The offspray set several inconsequential bits of foliage into quick-burning brushfires, the destruction bringing Phase a strange, sick sense of relief. "More!" she bit out again as she leaned back in.
Vincent was quicker this time to anticipate the command, though he couldn't help a plaintive, "Really now!" Sighing, he ran through the readouts in front of him and chose another chip from the stronger end of his folder; if Phase was going to forgo strategy, he would at least do his best to help her get through the fight as quickly as possible. Upon slotting it into the PET, he immediately saw Phase lean into her right grip to rotate the shoulder launcher, while Dignity stood stock-still with her arms frozen in place. Yes, strategy had definitely been forgone.
The AquaNeedle was compatible enough with Dignity's systems to be loaded without configuring, and Phase wasted no time in putting her aim to the test. Thankfully she was still ambidextrous, and her right hand was equally up to task in lining up a shot. This time the target reticle mapped itself to the forest floor, a wireframe parabola tracing the firing arc onto a bright blue circle. "Vincent, would you just keep the chips coming?" she huffed - the target circle was annoyingly large to account for the physics of ballistics, and there was no way of pointing the mortar directly at the CanDevils. All Phase could do was centre the reticle as close as she could, mash the trigger, and hope for good winds. The triple volley of liquid javelins sailed well past the treeline from the force of Dignity's howitzer, whistling like cartoon anvils all the way back down. A double-stack of chips followed without a word; Vincent had likely tired of the back and forth. Good, Phase thought, that was exactly what she wanted.
The two chips were simple fare, Dignity's earliest bread and butters. The cannon needed no adjustment in frame, just one large step to spin the whole mech in a messy about-face that Phase immediately regretted, the whole world seeming to heave underfoot. Thankfully aiming Dignity's cannon was one of her simplest controls, and the HoneyBomber was far enough away Phase could straighten the mech's arm to point straight at it. The Shotgun cracked off first, a thick wad of buckshot spraying wholesale out the cannon's wide mouth, winging enough flechette to shred yet more distant brush. For the Cannon, Phase brought Dignity's right arm up to brace the gun-mounted left, and shoved her whole bodyweight into the seat as she squeezed the trigger once more. Dignity's cannon barked once more, this round a deeper, throatier report, and the sturdier round knocked a solid hole through the trunk of a distant tree. "Come on, what's left, give me something," Phase's neck felt tight with tension. Distantly, she noticed her teeth grinding together.
-Turn Summary-
1.

Accuracy: S
Description: Reduces the damage of all non-Impact attacks taken by 20. Impact ignores the effect and deals double damage.
Duration: 2 turns
Element: Null
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D [20 HP Damage Reduction]
2.

Accuracy: B
Description: Fires a powerful bolt of lightning that pierces through objects and enemies alike.
Duration: Once
Element: Elec
Trader Rank: C: Viney [100 Elec {B}, Line Attack 5]
3.

Accuracy: B
Description: Fires a blast of magma from a cannon. If the user is standing on Lava terrain at the time of use, this chip's power is boosted by 40.
Duration: Once
Element: Fire
Trader Rank: C: CanDevilA [120 Fire {B}]
4.

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: CanDevilB [25 Aqua x 3 Hits {B}, Drop Attack]
5.

Accuracy: A
Description: A gun whose shot penetrates an enemy to hit another one directly behind it.
Duration: Once
Element: Null
Trader Rank: E: HoneyBomber [50 Null {A}, Spread1]
6.

Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E: HoneyBomber [60 Null {A}, Knockback]
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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
30% Grass
20% Normal
10% Mud
5% Coal
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.
30% Grass
- Wood Elementals get +5 HP/action.
- Fire attacks: +100% Source Damage, change terrain hit to Soil.
- PanelShot: Imbue Wood.
20% Normal
- No effects.
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.
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.
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"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]
"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.

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.

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.

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.

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.

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]
last edited by Kemix1006
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
30% Grass
20% Normal
10% Mud
5% Coal
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?
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.
30% Grass
- Wood Elementals get +5 HP/action.
- Fire attacks: +100% Source Damage, change terrain hit to Soil.
- PanelShot: Imbue Wood.
20% Normal
- No effects.
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.
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.
Battle 1 WIN!
Phase Get: 1050z, 16 Bugfrags,

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?
last edited by
<(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)>
"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)>
last edited by
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
50% Normal
15% Magnet
KILL EVERY LAST ONE OF THEM!
-- Battle 2 Ready? Start!! --
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.
50% Normal
- No effects.
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.
KILL EVERY LAST ONE OF THEM!
-- Battle 2 Ready? Start!! --
last edited by Sage
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]
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.

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.

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.

Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E: Piranha [60 Null {A}, Knockback]