Alright, I figure that I am close to being ready to implement the first part of my subplot. I'll flesh out all the details later, but suffice to say, it deals with SciLabs and one of Chaos' minions destroying a certain data bank in search for information regarding a certain subject...As I said, details will follow. For now, here is the boss of part one for all to ogle.
Part 1: Dark Revelations
Detective Zanallen Espial begins to receive reports of strange Navi wandering the Nets and wreaking havoc amongst the general populace. (Insert a number of battles with anyone who wants to participate in the subplot) However, by the time Runeknight arrives at the scene, the suspect has fled and Runeknight is left with nothing aside from eyewitness testimony and a few scraps of data. Zan pieces together the bits of data and discovers a startling fact, the strange criminal Navi have bits of data code reminiscent to that of Runeknight's old partners. As Zan and Runeknight scour the Net for more information, they manage to isolate Grendel's data signature and succeed in tracking the monstrous Navi through the Network. Just as they are about to confront Grendel, Inanna appears and distracts Runeknight long enough for Grendel to escape. A few days later, Zan receives an email from Miranda, asking him for help in repelling a strange attack on SciLabs' data storage system. Zan asks her for information on the attacker and realizes that it is Grendel. Runeknight heads off as Zan contacts a few friends for backup. They arrive in SciLabs net and track down Grendel in time to stop him from stealing important research data.
SciLabs: One basic virus battle followed by a boss battle.
Boss Battle 1: Runeknight and Co. Vs Grendel (Version dependant on who is with Runeknight)
After the battle, Inanna once again shows up and fires a few arrows at the group, distracting them long enough for Grendel to flee. Group follows after the two Navi and run into Lamia as well. There is one final battle against the weakened Grendel, Inanna and Lamia.
Boss Battle 2: Runeknight and Co Vs Grendel (HP at ¼), Inanna (Ver. 1) and Lamia (Ver. 1). Lamia sits behind an Aura150 and only heals Grendel. Inanna flies around and attacks while Grendel attacks. If any of the trio drops to 1 HP, they all flee.
End of SubPlot Part 1.
Part 1 of Runknight's Subplot
last edited by
Meh, I figure I'll use this spot to keep the current master applications for all of Chaos' Acolytes and Chaos Ascendant himself. Note: These guys won't necessarily be appearing in part one of the Sub-plot, but I'm putting them here for discussion and what not.
Archive: Birth of Chaos Ascendant
Archive: Zan and Runeknight's Expanded History
Finished: Inanna(Name subject to change), Grendel
Working on: Lamia, Typhoeus, Scylla, Charybdis, Mephistopheles, Chaos Ascendant
The Acolytes of Chaos Ascendant
1. Inanna(Maya): The Forlorn Goddess
2. Grendel: The Fell Behemoth
3. Lamia: The Scorned Mistress
4. Typhoeus: The Feral Brigand
5. Scylla and Charybdis: The Baneful Scions
6. Mephistopheles: The Penumbra Deceiver
1. Name: Inanna.Exe
Gender: Female
Element: Electric
Subtype: Cursor
Appearance: Inanna is a beautiful female Navi, with flowing golden hair and lightly tanned skin. She is very human in appearance and design, wearing a cobalt dress, trimmed with silver embroidery and slit on both sides to expose her thighs and allow her freedom of movement. The dress is cinched at the waist with a long crimson ribbon that dangles down her left side to her knees. She wears black leather gloves and boots with silver inlaid in spiral patterns. The glove on her left hand has an extra layer of padding to protect her arm from the bowstring. From her back sprouts a beautiful pair of pristine, white feathered wings that she can use to fly high above the Net. Her face, though beautiful, holds a profound sadness that is etched deeply in her crimson eyes.
Personality: Inanna, though she refers to herself as Maya, is a Navi fighting against the darkness inside her. Long ago, she was tainted by the Requiem of the Cosmos, the DarkChip invading her CoreData and attempting to warp it beyond recognition. Inanna has managed to hold off her darker urges by hiding from everything she once knew; however, the return of Chaos has caused those evils within her to surge. She desperately wants to be redeemed, but the taint of Chaos forces her to succumb to the will of the DarkChip.
Background: Once known as Maya.Exe, Inanna was a research Navi turned Netbattler when the NetPolice formed [Insert Group Name Here]. However, she was tainted by exposure to a DarkChip during a battle with Tobalis, the former leader of [Insert Group Name Here]. Wounded and filled with strange desires fueled by hatred, Maya fled to the UnderNet, adopting the name Inanna. She has been there for many years; afraid of what she has become, but the revival of Chaos has caused the taint within her to grow. She can no longer deny her desires, nor those of the wielder of the DarkChip.
HP: 1500/2000/2500
Actions: 4/5/6
Custom weapon: Yumi style longbow seemingly crafted from an opalescent metal. Her arrows look to be crafted from silver and they explode with light once fired from the bow.
Special: Inanna has the non-fluff ability of flight by using her wings. It takes one action to take off/land. While in the air she gains the air shoes ability plus immunity from ground based attacks. Also, she has access to RuneCross, though it can only be activated by a strong emotional surge while in ver. 2 or 3.
Lvl 4 RuneCross ~ When RuneCross is activated, Inanna gains a jet black breastplate inlaid with runic designs that shine with cobalt light and her leather gloves and boots are replaced by black gauntlets and plate mail boots also inlaid with glowing runes. A metal circlet encircles her head, covering her ears, and expands to form a visor formed of energy that covers her eyes. She wears a cape attached to her armor, the cloth embroidered with Runeknight's symbol. Inanna's bow shifts into a massive crossbow crafted from black lacquered wood engraved with glowing runes. The bow fires ballista bolts that can pierce even the strongest defenses.
(Gains Knightly Aura, Rune of Vigor, Rune Blast, Rune Purge and Rune Gattling as Cross SigAttks)
Attacks:
Basic Arrow - 30 DMG (Piercing) to single target
Bow Beat - 20 DMG to single target
Charged Arrow — Deals 60 DMG (Super Piercing/Electric) to up to two targets.
SigAttks:
Plasma Arrow ~ Inanna fires an arrow of pure white light from her bow which pierces through all defenses. (50 electric DMG to up to two targets, super piercing 3TCD)
Blinding Light ~ Fires an arrow into the air that explodes with a bright white light. All opponents suffer 50% accuracy penalty. 3TCD
Blessing of the Moonlight ~ Inanna glows with a pale white light. All of her attacks deal 25% more damage and she heals for 50% of damage dealt for every successful hit. All percentages round down. Effects last 3 turns. OPB
Moonbeam ~ Blasts of moonlight strike down all of Inanna's foes. Deals 50 Electric DMG to all, Super Piercing. 5 TCD
Mirage Shot ~ Grants all of Inanna's basic attacks the "To All" clause for one turn. OPB
Snipe ~ Inanna takes an action to aim, but her next arrow gains one of a number of abilities.
1. Bleed - The target is wounded and bleeds 30 hp a turn for 3 turns.
2. Paralyze - The target is hit in the legs or arms and is completely paralyzed for that turn.
3. Stupefied - The arrow glances off the target's head, leaving them dazed and unable to use SigAttks for 3 turns.
4. Heart Seeker - Plus 90 Electric DMG to single target, super piercing, and homing.
The SigAttk itself has a 3TCD; however, each option is OPB.
Requiem of the Cosmos: Lunar Eclipse ~ Inanna calls upon the power of the DarkChip corruption that taints her data to warp the very fabric of the Net. All light is blotted out, granting all attacks a 25% chance to miss, for two turns. On the second turn, the eclipse alters the signals connecting Navi's to their PETs, preventing chip use for one turn. OPB
Battle Strategy: Inanna is a ranged combatant, preferring to stay out of melee range for as long as possible. She generally begins battle while flying and spends most of her time sniping her opponents while avoiding direct combat. She dodges often, her low defenses requiring her to avoid damage rather than just absorbing it. She uses Lunar Eclipse when her HP drops to around the halfway point; a last ditch effort to regain the upper hand in battle.
Reward: Zenny or some sort of ranged/electric BattleChip.
2. Name: Grendel.Exe
Gender: Male
Element: Wood
Subtype: Break
Appearance: Grendel is a massive Navi, a hulking creature that stands well over fifteen feet tall and weighing close to three tons. He is a beast, more animal than man, with little left of the Navi he once was. The corruption caused by Chaos' DarkChip has left Grendel covered in a thick, almost impenetrable, hide of tough leather, the brown and green scales covered in a layer of moss and weeds. His body is well muscled, with arms and legs the size of tree trunks and a barrel chest as large as that of a bull. His face has been twisted into a reptilian maw with a long, slender snout lined with countless dagger-like teeth. His eyes are large crimson plates set forward facing as with most predators. Each finger and toe is tipped with a long hooked claw that can be used to tear his prey asunder. A long, muscular tail extends behind him to aid in his balance and can also be used as a wicked weapon, like a massive hammer brought down upon his foes. His only clothing is a fur loincloth draped around his waist and a series of leather straps around his massive chest. These straps serve as a harness for the enormous battle-ax that he carries on his back. The ax is of the double sided variety with blackened steel heads and crimson spikes that jut from each end of the wooden handle.
Personality: Grendel, not very intelligent to begin with, has completely succumbed to the taint of the DarkChip. It has twisted his body and warped his mind beyond repair, leaving him as more animal than man. As such, Grendel has an animalistic intelligence and can be controlled by no one but Chaos or, to a lesser extent, Inanna. His only emotion is hate and his only desires are to feed and quench his thirst for blood. He is a crazed creature, wild in battle with a ravenous hunger for the death of others.
Background: Grendel was once a member of [Insert Group Name Here] by the name of Marauder. He was their "tank", rushing into battle with a song on his lips and his ax to lead the way. He was a happy-go-lucky individual, though none too bright. He blindly followed Tobalis, despite the Navi's growing paranoia, and refused to believe that his leader had turned traitor. However, in the end he helped Runeknight battle Tobalis, taking point and baring the brunt of the punishment from Chaos' devastating DarkChip attacks. In the end, he fell protecting Lamia from harm even as she turned on her comrades and crafted a barrier around Chaos' weakened form.
HP: 3000/4000/5000
Actions: 2/3/4
Custom Weapon: A devastating battle-ax, stained with blood. Though, he is equally proficient with his claws and jaws.
Special: Bestial Armor ~ As a special ability, Grendel takes 25% DMG from all attacks without the Break or Fire modifiers. Break attacks do full DMG while fire attacks do 200% DMG (This 200% is due to him being a wood-type Navi and does not mean that he'll take 400% DMG from fire attacks)
Attacks:
Basic Ax Attack - 50 DMG (Break) to a single target.
Claw Attack - 30 DMG (Break) to a single target
Bite Attack - 30 DMG (Break) to single target, heals Grendel for 15. (Boosted to 50/25 in later battles)
Grasp - Immobilizes up to two targets (Grabbed Navi suffer -2 actions)
Strangle - Only used when opponent is grabbed. 40 DMG + Stun
SigAttks:
Whirlwind Ax ~ Grendel hefts his ax and spins in a devastating circle of death. Deals 50 DMG, plus Knockback to up three targets. 3TCD
Bestial Bellow ~ A terrifying roar. May cause a Navi to cower in fear, losing 1 action and lowered accuracy, plus has NorthWind effect of removing Auras. 4TCD
Blessing of the Earth ~ Grendel curls into a ball and stone coats his leathery flesh. Break still deals full DMG, but now fire does 25% DMG as well. Lasts 4 turns, 4TCD (Can only use Spines of the Earth and Nourishment of the Earth in this form)
Nourishment of the Earth ~ Grendel uses this SigAttk to heal himself by 50 when he is in his stone form. 1TCD
Spines of the Earth ~ Can only be used in stone form, large spikes emerge from his body to impale attacking Navi. (50 Wood DMG, Break) 1TCD
Devour ~ Grendel grabs and opponent and chops down with his jaws. Deals 50 DMG, heals Grendel by an equal amount and immobilizes the target for one round. 3TCD
Devesterra ~ Grendel lets loose with a ferocious roar and leaps into the air. When he lands, the earth shakes and shatters from the force of impact. 1 Action Stun to all, cracked terrain, form 3 100HP stalagmites. Stalagmites work as rock cubes for all intents and purposes, can be thrown to inflict 100 DMG to single target or used as club for 4 hits of 25. OPB
Bestial Ferocity ~ +20 DMG to all melee attacks for 2 turns, grants super strength/microburst to melee attacks and allows Grendel to lift and throw rock cubes/stalagmites. 5TCD
Requiem of the Cosmos: Meteor Shower ~ Grendel calls upon the power granted to him by his master and summons a swarm of meteors to destroy the battlefield. Deals 10 hits of 20 DMG to all opponents, plus an extra 100 DMG divided amongst all opponents. OPB
Battle Strategy: Grendel cares little for defense, as his massive bulk makes it nigh impossible for him to effectively dodge, and so relies on his incredible strength and vitality to win him through any battle. He is not intelligent enough for much in the way of strategy either. If he is low on HP, he will try and heal himself by biting an opponent or using Devour. If he is really weak, or if the PCs use a lot of fire chips, he will use Blessing of the Earth to defend and heal. Basically, he just attacks and attacks until either his opponent is dead or he is forced to heal and defend. His Meteor Shower is used as a last resort, once his HP has dropped below the 1/4th mark.
Reward: 1000z(Basic wood or barrier chip)/BambooLance(Barrier100)/LeafShield(Barrier200)(Aura or some sort)
3. Name: Lamia.Exe, The Scorned Mistress
Gender: Female
Element: Water
Sub-type: Recovery
Appearance: Lamia's true appearance is that of a hybrid monster. Her upper body resembles a humanoid woman, beautiful if extremely pale, with long, jet black hair and iridescent crimson eyes. However, that is where all semblance of humanity ends. Below her normal set of arms is a second set, these far longer than normal with strange joints to make them almost resemble those of a humanoid spider. Instead of hips and legs, her waist gives way to a long, serpentine tail of a silver and blue coloration. Long, thin bat-like wings sprout from her lower back, just above where her flesh turns to scales. The wings are crimson in color and, when unfurled, they have a wingspan of roughly twelve feet. Resting comfortably on her tail, Lamia stands at about seven feet though her full length reaches about fifteen. She wears little clothes, merely adapting what appears to be a blue bikini top to cover herself.
However, Lamia is ashamed of what she had become and prefers to utilize a GMO for most confrontations. This GMO reveals her face as it is, but morphs her body into that of a shapely woman dressed in a blue and silver lab coat. In this GMO, she also sports a pair of wire rim glasses that accent her crimson eyes.
Personality: Lamia is a Navi consumed by jealousy. It was her downfall before her corruption and remains so to this day. Her constant quest for Chaos' affection had led her to warp her own body, using bits of her own data to create "Offspring" while fusing viral data to her own to replace the missing pieces. She loves Chaos and is obsessed with him, though he continues to show her little concern. She thinks of herself as the mother of their twisted little family, and loves all of the Acolytes as her children, except for Inanna and Mephistopheles. Lamia despises Inanna, thinking of her as a temptress and a whore come to destroy her family. Mephistopheles is like a nonentity to Lamia. He is like a shadow, a person not really there or anywhere, and Lamia is content to allow him to remain so as long as he does nothing to destroy her perceived happiness. Lamia obeys Chaos without question and treats her children and Grendel with a motherly tenderness.
Background: Lamia was originally a mousey support Navi added to the ranks of [Insert Group Name Here] in order to aid the team with her healing capabilities. She wasn't a fighter, nor a leader, and merely followed the others into battle and helped them as best as she could. Over time, she developed some what of a crush on the leader of [Insert Group Name Here], Tobalis. As time wore on, this crush become deeper, despite no reciprocation from Tobalis himself, and Lamia became intensely jealous and possessive. When Tobalis became infected by the Requiem of the Cosmos, Lamia was unable to bring herself to confront the Navi she loved. In the final battle, Lamia turned on her comrades and joined Tobalis, protecting him just as Runeknight was about to deliver the final strike. Because of this, Tobalis was able to utilize the full might of the RotC and absorb Lamia, Grendel and Maya.
HP: 1500/2000/2500
Actions: 3/4/5
Special: Lamia begins all battles with a Barr200 in place.
Custom Weapon: A whip of azure energy that resembles water. It can take many forms including a blade of solid, razor-sharp ice.
Attacks: Whip Attack ~ 20 DMG
SigAttks:
-Heals for 30
-Heals for 60
-Heals for 90
-Heals for 120
-Heals for 200
-Creates 5 1-hit barriers that can be used on any target.
-Creates Aura100
-Creates Barr100
-Poisons one target
-Casts Regen50 on one ally
-Requiem of the Cosmos: Gamma Wave Burst ~ Lamia creates a small ball of nuclear energy that collapses in on itself and sends out a wave of energy that hits all opponents. Deals 50 DMG, plus poisons all targets. OPB
Battle Strategy: Lamia prefers to take a defensive support role in battle, utilizing her training to heal her allies instead of attacking her foes. In single combat, she is all but useless and forced to rely on her weak attacks while keeping herself healthy. However, when paired with any of the other Acolytes, aside from Inanna who she won't heal, she becomes a force to be reckoned with, allowing her ally to attack without fear of retribution. Her Gamma Wave Burst is used as a last resort, only once she has been dropped to below ¼ of her HP.
Rewards:
4. Name: Typhoeus.Exe, The Feral Brigand
Gender: Male
Element: Fire
Sub-type: Sword
Appearance: Typhoeus is a tall, lean Navi with an athletic build. He stands at the Net equivalent of 6'3" and weighs around 210lbs. He has shaggy, dirty blond hair that hangs down to his neck. He has a strong jaw layered with dark stubble that completes his unkempt appearance. His most glaring feature is a long scar that runs from his forehead to his chin, the jagged line a constant reminder of the bolt of crimson energy that destroyed his left eye. He wears a black leather eyepatch over his scar, the band wrapping around his head. Typhoeus wears a black standard Navi suit under a crimson steel breastplate and shin guards with black leather boots. He wears black leather gloves with crimson gauntlets designed in a dragon motif, his hands seeming to extend from the gaping mouth of fiery dragon. His twin katana are strapped to his waist by a black leather belt, each on either side of his body. Shredded crimson wings extend from his back, the thin membrane of each wing in tatters so that he can never fly again.
Personality: Typhoeus is a grim, stoic individual who rarely speaks and shows little emotion. He is savage in battle, fiercely determined to decimate his foe as quickly and as efficiently as possible. He dislikes most everyone, including his own teammates, and really only shows affection for Inanna as she still defies Chaos' oppression. He feels that other Navi are inferiors, peasants compared to the warrior class that he feels he belongs to. He respects those who show courage and strength, though he sees their actions against him as an effort in futility. He is a loner, preferring to take on all challengers by himself, with only his twin blades to aid him.
Background: Typhoeus was originally a rogue NetNavi named Ladon. He was a violent NetCriminal who gathered together a small force of rogues to terrorize the Networks for their own gain and simple enjoyment. He was the reason that [Insert Group Name Here] was even formed, the NetPolice needing a group of highly skilled NetBattlers in order to defeat Ladon and his cronies. He was tracked down by Tobalis and the rest of [Insert Group Name Here] and was defeated after a spectacular battle. However, he survived without deletion and fled into the UnderNet while regaining his strength. He swore revenge upon [Insert Group Name Here] and gathered all of his resources in order to bring about his goals. After a few months he was able to get his hands upon data for a powerful DarkChip and was intent on using it to destroy the members of [Insert Group Name Here]. Under a false identity, he requested the help of [Insert Group Name Here] in delivering a package to a private homepage, claiming that the package was sensitive and secure data that needed to be defended by a strong group of Navi. Tobalis fell for the ruse, his paranoia preventing him from following Runeknight's advice, and accepted the job. [Insert Group Name Here] took the package and set off to deliver it to the private homepage; however, after arriving at the designated area a jack-out barrier formed. Ladon appeared in his guise, asking for the package, but Lamia sensed the jack-out barrier and warned the others. Tobalis opened the package, thinking that it was some sort of weapon that could be used to save the day, and merged with the DarkChip data. He used its power to delete Ladon, absorbing the criminal's data and forging him into the first of Chaos' minions. When Ladon was reborn as Typhoeus, he struggled to break his chains, his hatred guiding him to destroy Chaos. However, he was bound to Chaos and was unable to harm him. However, despite his servitude, he despises Chaos and still vows to destroy him one day.
HP: 2500/3000/4000
Actions: 3/4/5
Special: Flame Immortal ~ Typhoeus takes half damage from all fire type attacks.
Custom Weapon: Twin katana with crimson colored blades and hilts wrapped in black leather. A single ruby sits in the pommel of each sword and a dragon is engraved on the side of each blade.
Attacks:
Sword Strike: 20 DMG
Dual Strike: 40 DMG
Charged Attack: 2 hits of 30 Fire DMG, can be separated to hit 2 targets.
SigAttks:
Flame Cross ~ Typhoeus charges his blades with fiery energy and slashes them toward his opponents, a flaming cross shifting from his swords to explode into his opponents, dealing 40 Fire DMG to up to four targets. 4TCD
Whirlwind ~ Typhoeus whirls in a circle, slashing his blades at anything within range. Whirlwind deals ten hits of 5 DMG to any targets within melee range of Typhoeus. TCD depends on how many targets were hit.
Flame Barrier ~ Typhoeus creates a wall of flames that bisects the battlefield. The barrier can trap opponents on either side, reducing dodge rank of those trapped on the same side as Typhoeus and those on the opposite side cannot use melee attacks and have a 25% chance to miss when firing through the wall of fire. However, firing an aqua attack through the wall creates a space to pass through without being burned. Navi can pass through the flames, being dealt DMG equal to passing through a lava panel. 4TCD
Fire Doppelganger ~ Typhoeus creates two clones formed of fire. The clones can attack, dealing 10 Fire DMG to a single target, and last for 2 turns. They have 30 HP, though any aqua attack will destroy them instantly, and can intercept an attack meant for Typhoeus. 2TCD
Burning Touch ~ Passive. Any of Typhoeus' fire attacks that hit an opponent inflict the burn status. Burn deals 5 DMG a round for 2 rounds. Stackable.
Dragon Surge ~ Typhoeus summons a massive dragon crafted from flames. The dragon unleashes a devastating blast of fire that hits up to four targets for 50 Fire DMG and leaves behind burning rubble. The surge creates a large amount of lava terrain. 6TCD
Infernal Wyrm ~ Typhoeus creates a massive dragon formed of flames. The dragon has the same actions as a SP, though has 200 HP and deals 30 Fire DMG to a single target or 15 Fire DMG to three. The dragon lasts until it is destroyed, but if it is reduced to critical HP, but lasts the turn, it can explode and deal 50 Fire DMG to a single target. OPB
Requiem of the Cosmos: Solar Flare ~ Typhoeus calls upon the powers he gained from contact with Chaos' DarkChip and summons a massive ball of molten metal and flames that hovers over the battlefield. The sphere deals 20 Fire DMG to all opponents for 3 turns and turns the entire field to lava. The sphere has 300HP and lasts for 3 turns if not destroyed. The sphere is floating too high for melee attacks to reach it and every ranged attack causes a bit of molten metal to fly from the sphere. The molten globs of metal have an equal chance to hit anyone on the battlefield, even Typhoeus, and deal an extra 20 Fire DMG. OPB
Battle Strategy: Typhoeus goes all out in combat, utilizing his skills as often as possible in order to defeat his opponents quickly. He cares little for defense, spending most of his actions on attacking and only dodging once per turn, twice if he is wounded. His summoning spells work as SPs, with their own actions and abilities. Typhoeus uses his Solar Flare earlier than his comrades, unleashing it once he has fallen to 3/4th of his max HP.
Rewards:
5. Name: Scylla
Gender: Female
Element: Water
Sub-type: Normal
Appearance:
Personality:
Background:
HP: 1000/1500/2000
Actions: 3/4/5
Special:
Custom Weapon:
Attacks:
SigAttks:
Battle Strategy:
Rewards:
6. Name: Charybdis
Gender: Female
Element: Water
Sub-type: Normal
Appearance:
Personality:
Background:
HP: 1000/1500/2000
Actions: 3/4/5
Special:
Custom Weapon:
Attacks:
SigAttks:
Battle Strategy:
Rewards:
7. Name: Mephistopheles, The Penumbra Deceiver
Gender: Male
Element: Fire
Sub-type: Wind
Appearance:
Personality:
Background:
HP: 2000/2500/3000
Actions: 4/5/6
Special:
Custom Weapon:
Attacks:
SigAttks:
Battle Strategy:
Rewards:
Archive: Birth of Chaos Ascendant
Archive: Zan and Runeknight's Expanded History
Finished: Inanna(Name subject to change), Grendel
Working on: Lamia, Typhoeus, Scylla, Charybdis, Mephistopheles, Chaos Ascendant
The Acolytes of Chaos Ascendant
1. Inanna(Maya): The Forlorn Goddess
2. Grendel: The Fell Behemoth
3. Lamia: The Scorned Mistress
4. Typhoeus: The Feral Brigand
5. Scylla and Charybdis: The Baneful Scions
6. Mephistopheles: The Penumbra Deceiver
1. Name: Inanna.Exe
Gender: Female
Element: Electric
Subtype: Cursor
Appearance: Inanna is a beautiful female Navi, with flowing golden hair and lightly tanned skin. She is very human in appearance and design, wearing a cobalt dress, trimmed with silver embroidery and slit on both sides to expose her thighs and allow her freedom of movement. The dress is cinched at the waist with a long crimson ribbon that dangles down her left side to her knees. She wears black leather gloves and boots with silver inlaid in spiral patterns. The glove on her left hand has an extra layer of padding to protect her arm from the bowstring. From her back sprouts a beautiful pair of pristine, white feathered wings that she can use to fly high above the Net. Her face, though beautiful, holds a profound sadness that is etched deeply in her crimson eyes.
Personality: Inanna, though she refers to herself as Maya, is a Navi fighting against the darkness inside her. Long ago, she was tainted by the Requiem of the Cosmos, the DarkChip invading her CoreData and attempting to warp it beyond recognition. Inanna has managed to hold off her darker urges by hiding from everything she once knew; however, the return of Chaos has caused those evils within her to surge. She desperately wants to be redeemed, but the taint of Chaos forces her to succumb to the will of the DarkChip.
Background: Once known as Maya.Exe, Inanna was a research Navi turned Netbattler when the NetPolice formed [Insert Group Name Here]. However, she was tainted by exposure to a DarkChip during a battle with Tobalis, the former leader of [Insert Group Name Here]. Wounded and filled with strange desires fueled by hatred, Maya fled to the UnderNet, adopting the name Inanna. She has been there for many years; afraid of what she has become, but the revival of Chaos has caused the taint within her to grow. She can no longer deny her desires, nor those of the wielder of the DarkChip.
HP: 1500/2000/2500
Actions: 4/5/6
Custom weapon: Yumi style longbow seemingly crafted from an opalescent metal. Her arrows look to be crafted from silver and they explode with light once fired from the bow.
Special: Inanna has the non-fluff ability of flight by using her wings. It takes one action to take off/land. While in the air she gains the air shoes ability plus immunity from ground based attacks. Also, she has access to RuneCross, though it can only be activated by a strong emotional surge while in ver. 2 or 3.
Lvl 4 RuneCross ~ When RuneCross is activated, Inanna gains a jet black breastplate inlaid with runic designs that shine with cobalt light and her leather gloves and boots are replaced by black gauntlets and plate mail boots also inlaid with glowing runes. A metal circlet encircles her head, covering her ears, and expands to form a visor formed of energy that covers her eyes. She wears a cape attached to her armor, the cloth embroidered with Runeknight's symbol. Inanna's bow shifts into a massive crossbow crafted from black lacquered wood engraved with glowing runes. The bow fires ballista bolts that can pierce even the strongest defenses.
(Gains Knightly Aura, Rune of Vigor, Rune Blast, Rune Purge and Rune Gattling as Cross SigAttks)
Attacks:
Basic Arrow - 30 DMG (Piercing) to single target
Bow Beat - 20 DMG to single target
Charged Arrow — Deals 60 DMG (Super Piercing/Electric) to up to two targets.
SigAttks:
Plasma Arrow ~ Inanna fires an arrow of pure white light from her bow which pierces through all defenses. (50 electric DMG to up to two targets, super piercing 3TCD)
Blinding Light ~ Fires an arrow into the air that explodes with a bright white light. All opponents suffer 50% accuracy penalty. 3TCD
Blessing of the Moonlight ~ Inanna glows with a pale white light. All of her attacks deal 25% more damage and she heals for 50% of damage dealt for every successful hit. All percentages round down. Effects last 3 turns. OPB
Moonbeam ~ Blasts of moonlight strike down all of Inanna's foes. Deals 50 Electric DMG to all, Super Piercing. 5 TCD
Mirage Shot ~ Grants all of Inanna's basic attacks the "To All" clause for one turn. OPB
Snipe ~ Inanna takes an action to aim, but her next arrow gains one of a number of abilities.
1. Bleed - The target is wounded and bleeds 30 hp a turn for 3 turns.
2. Paralyze - The target is hit in the legs or arms and is completely paralyzed for that turn.
3. Stupefied - The arrow glances off the target's head, leaving them dazed and unable to use SigAttks for 3 turns.
4. Heart Seeker - Plus 90 Electric DMG to single target, super piercing, and homing.
The SigAttk itself has a 3TCD; however, each option is OPB.
Requiem of the Cosmos: Lunar Eclipse ~ Inanna calls upon the power of the DarkChip corruption that taints her data to warp the very fabric of the Net. All light is blotted out, granting all attacks a 25% chance to miss, for two turns. On the second turn, the eclipse alters the signals connecting Navi's to their PETs, preventing chip use for one turn. OPB
Battle Strategy: Inanna is a ranged combatant, preferring to stay out of melee range for as long as possible. She generally begins battle while flying and spends most of her time sniping her opponents while avoiding direct combat. She dodges often, her low defenses requiring her to avoid damage rather than just absorbing it. She uses Lunar Eclipse when her HP drops to around the halfway point; a last ditch effort to regain the upper hand in battle.
Reward: Zenny or some sort of ranged/electric BattleChip.
2. Name: Grendel.Exe
Gender: Male
Element: Wood
Subtype: Break
Appearance: Grendel is a massive Navi, a hulking creature that stands well over fifteen feet tall and weighing close to three tons. He is a beast, more animal than man, with little left of the Navi he once was. The corruption caused by Chaos' DarkChip has left Grendel covered in a thick, almost impenetrable, hide of tough leather, the brown and green scales covered in a layer of moss and weeds. His body is well muscled, with arms and legs the size of tree trunks and a barrel chest as large as that of a bull. His face has been twisted into a reptilian maw with a long, slender snout lined with countless dagger-like teeth. His eyes are large crimson plates set forward facing as with most predators. Each finger and toe is tipped with a long hooked claw that can be used to tear his prey asunder. A long, muscular tail extends behind him to aid in his balance and can also be used as a wicked weapon, like a massive hammer brought down upon his foes. His only clothing is a fur loincloth draped around his waist and a series of leather straps around his massive chest. These straps serve as a harness for the enormous battle-ax that he carries on his back. The ax is of the double sided variety with blackened steel heads and crimson spikes that jut from each end of the wooden handle.
Personality: Grendel, not very intelligent to begin with, has completely succumbed to the taint of the DarkChip. It has twisted his body and warped his mind beyond repair, leaving him as more animal than man. As such, Grendel has an animalistic intelligence and can be controlled by no one but Chaos or, to a lesser extent, Inanna. His only emotion is hate and his only desires are to feed and quench his thirst for blood. He is a crazed creature, wild in battle with a ravenous hunger for the death of others.
Background: Grendel was once a member of [Insert Group Name Here] by the name of Marauder. He was their "tank", rushing into battle with a song on his lips and his ax to lead the way. He was a happy-go-lucky individual, though none too bright. He blindly followed Tobalis, despite the Navi's growing paranoia, and refused to believe that his leader had turned traitor. However, in the end he helped Runeknight battle Tobalis, taking point and baring the brunt of the punishment from Chaos' devastating DarkChip attacks. In the end, he fell protecting Lamia from harm even as she turned on her comrades and crafted a barrier around Chaos' weakened form.
HP: 3000/4000/5000
Actions: 2/3/4
Custom Weapon: A devastating battle-ax, stained with blood. Though, he is equally proficient with his claws and jaws.
Special: Bestial Armor ~ As a special ability, Grendel takes 25% DMG from all attacks without the Break or Fire modifiers. Break attacks do full DMG while fire attacks do 200% DMG (This 200% is due to him being a wood-type Navi and does not mean that he'll take 400% DMG from fire attacks)
Attacks:
Basic Ax Attack - 50 DMG (Break) to a single target.
Claw Attack - 30 DMG (Break) to a single target
Bite Attack - 30 DMG (Break) to single target, heals Grendel for 15. (Boosted to 50/25 in later battles)
Grasp - Immobilizes up to two targets (Grabbed Navi suffer -2 actions)
Strangle - Only used when opponent is grabbed. 40 DMG + Stun
SigAttks:
Whirlwind Ax ~ Grendel hefts his ax and spins in a devastating circle of death. Deals 50 DMG, plus Knockback to up three targets. 3TCD
Bestial Bellow ~ A terrifying roar. May cause a Navi to cower in fear, losing 1 action and lowered accuracy, plus has NorthWind effect of removing Auras. 4TCD
Blessing of the Earth ~ Grendel curls into a ball and stone coats his leathery flesh. Break still deals full DMG, but now fire does 25% DMG as well. Lasts 4 turns, 4TCD (Can only use Spines of the Earth and Nourishment of the Earth in this form)
Nourishment of the Earth ~ Grendel uses this SigAttk to heal himself by 50 when he is in his stone form. 1TCD
Spines of the Earth ~ Can only be used in stone form, large spikes emerge from his body to impale attacking Navi. (50 Wood DMG, Break) 1TCD
Devour ~ Grendel grabs and opponent and chops down with his jaws. Deals 50 DMG, heals Grendel by an equal amount and immobilizes the target for one round. 3TCD
Devesterra ~ Grendel lets loose with a ferocious roar and leaps into the air. When he lands, the earth shakes and shatters from the force of impact. 1 Action Stun to all, cracked terrain, form 3 100HP stalagmites. Stalagmites work as rock cubes for all intents and purposes, can be thrown to inflict 100 DMG to single target or used as club for 4 hits of 25. OPB
Bestial Ferocity ~ +20 DMG to all melee attacks for 2 turns, grants super strength/microburst to melee attacks and allows Grendel to lift and throw rock cubes/stalagmites. 5TCD
Requiem of the Cosmos: Meteor Shower ~ Grendel calls upon the power granted to him by his master and summons a swarm of meteors to destroy the battlefield. Deals 10 hits of 20 DMG to all opponents, plus an extra 100 DMG divided amongst all opponents. OPB
Battle Strategy: Grendel cares little for defense, as his massive bulk makes it nigh impossible for him to effectively dodge, and so relies on his incredible strength and vitality to win him through any battle. He is not intelligent enough for much in the way of strategy either. If he is low on HP, he will try and heal himself by biting an opponent or using Devour. If he is really weak, or if the PCs use a lot of fire chips, he will use Blessing of the Earth to defend and heal. Basically, he just attacks and attacks until either his opponent is dead or he is forced to heal and defend. His Meteor Shower is used as a last resort, once his HP has dropped below the 1/4th mark.
Reward: 1000z(Basic wood or barrier chip)/BambooLance(Barrier100)/LeafShield(Barrier200)(Aura or some sort)
3. Name: Lamia.Exe, The Scorned Mistress
Gender: Female
Element: Water
Sub-type: Recovery
Appearance: Lamia's true appearance is that of a hybrid monster. Her upper body resembles a humanoid woman, beautiful if extremely pale, with long, jet black hair and iridescent crimson eyes. However, that is where all semblance of humanity ends. Below her normal set of arms is a second set, these far longer than normal with strange joints to make them almost resemble those of a humanoid spider. Instead of hips and legs, her waist gives way to a long, serpentine tail of a silver and blue coloration. Long, thin bat-like wings sprout from her lower back, just above where her flesh turns to scales. The wings are crimson in color and, when unfurled, they have a wingspan of roughly twelve feet. Resting comfortably on her tail, Lamia stands at about seven feet though her full length reaches about fifteen. She wears little clothes, merely adapting what appears to be a blue bikini top to cover herself.
However, Lamia is ashamed of what she had become and prefers to utilize a GMO for most confrontations. This GMO reveals her face as it is, but morphs her body into that of a shapely woman dressed in a blue and silver lab coat. In this GMO, she also sports a pair of wire rim glasses that accent her crimson eyes.
Personality: Lamia is a Navi consumed by jealousy. It was her downfall before her corruption and remains so to this day. Her constant quest for Chaos' affection had led her to warp her own body, using bits of her own data to create "Offspring" while fusing viral data to her own to replace the missing pieces. She loves Chaos and is obsessed with him, though he continues to show her little concern. She thinks of herself as the mother of their twisted little family, and loves all of the Acolytes as her children, except for Inanna and Mephistopheles. Lamia despises Inanna, thinking of her as a temptress and a whore come to destroy her family. Mephistopheles is like a nonentity to Lamia. He is like a shadow, a person not really there or anywhere, and Lamia is content to allow him to remain so as long as he does nothing to destroy her perceived happiness. Lamia obeys Chaos without question and treats her children and Grendel with a motherly tenderness.
Background: Lamia was originally a mousey support Navi added to the ranks of [Insert Group Name Here] in order to aid the team with her healing capabilities. She wasn't a fighter, nor a leader, and merely followed the others into battle and helped them as best as she could. Over time, she developed some what of a crush on the leader of [Insert Group Name Here], Tobalis. As time wore on, this crush become deeper, despite no reciprocation from Tobalis himself, and Lamia became intensely jealous and possessive. When Tobalis became infected by the Requiem of the Cosmos, Lamia was unable to bring herself to confront the Navi she loved. In the final battle, Lamia turned on her comrades and joined Tobalis, protecting him just as Runeknight was about to deliver the final strike. Because of this, Tobalis was able to utilize the full might of the RotC and absorb Lamia, Grendel and Maya.
HP: 1500/2000/2500
Actions: 3/4/5
Special: Lamia begins all battles with a Barr200 in place.
Custom Weapon: A whip of azure energy that resembles water. It can take many forms including a blade of solid, razor-sharp ice.
Attacks: Whip Attack ~ 20 DMG
SigAttks:
-Heals for 30
-Heals for 60
-Heals for 90
-Heals for 120
-Heals for 200
-Creates 5 1-hit barriers that can be used on any target.
-Creates Aura100
-Creates Barr100
-Poisons one target
-Casts Regen50 on one ally
-Requiem of the Cosmos: Gamma Wave Burst ~ Lamia creates a small ball of nuclear energy that collapses in on itself and sends out a wave of energy that hits all opponents. Deals 50 DMG, plus poisons all targets. OPB
Battle Strategy: Lamia prefers to take a defensive support role in battle, utilizing her training to heal her allies instead of attacking her foes. In single combat, she is all but useless and forced to rely on her weak attacks while keeping herself healthy. However, when paired with any of the other Acolytes, aside from Inanna who she won't heal, she becomes a force to be reckoned with, allowing her ally to attack without fear of retribution. Her Gamma Wave Burst is used as a last resort, only once she has been dropped to below ¼ of her HP.
Rewards:
4. Name: Typhoeus.Exe, The Feral Brigand
Gender: Male
Element: Fire
Sub-type: Sword
Appearance: Typhoeus is a tall, lean Navi with an athletic build. He stands at the Net equivalent of 6'3" and weighs around 210lbs. He has shaggy, dirty blond hair that hangs down to his neck. He has a strong jaw layered with dark stubble that completes his unkempt appearance. His most glaring feature is a long scar that runs from his forehead to his chin, the jagged line a constant reminder of the bolt of crimson energy that destroyed his left eye. He wears a black leather eyepatch over his scar, the band wrapping around his head. Typhoeus wears a black standard Navi suit under a crimson steel breastplate and shin guards with black leather boots. He wears black leather gloves with crimson gauntlets designed in a dragon motif, his hands seeming to extend from the gaping mouth of fiery dragon. His twin katana are strapped to his waist by a black leather belt, each on either side of his body. Shredded crimson wings extend from his back, the thin membrane of each wing in tatters so that he can never fly again.
Personality: Typhoeus is a grim, stoic individual who rarely speaks and shows little emotion. He is savage in battle, fiercely determined to decimate his foe as quickly and as efficiently as possible. He dislikes most everyone, including his own teammates, and really only shows affection for Inanna as she still defies Chaos' oppression. He feels that other Navi are inferiors, peasants compared to the warrior class that he feels he belongs to. He respects those who show courage and strength, though he sees their actions against him as an effort in futility. He is a loner, preferring to take on all challengers by himself, with only his twin blades to aid him.
Background: Typhoeus was originally a rogue NetNavi named Ladon. He was a violent NetCriminal who gathered together a small force of rogues to terrorize the Networks for their own gain and simple enjoyment. He was the reason that [Insert Group Name Here] was even formed, the NetPolice needing a group of highly skilled NetBattlers in order to defeat Ladon and his cronies. He was tracked down by Tobalis and the rest of [Insert Group Name Here] and was defeated after a spectacular battle. However, he survived without deletion and fled into the UnderNet while regaining his strength. He swore revenge upon [Insert Group Name Here] and gathered all of his resources in order to bring about his goals. After a few months he was able to get his hands upon data for a powerful DarkChip and was intent on using it to destroy the members of [Insert Group Name Here]. Under a false identity, he requested the help of [Insert Group Name Here] in delivering a package to a private homepage, claiming that the package was sensitive and secure data that needed to be defended by a strong group of Navi. Tobalis fell for the ruse, his paranoia preventing him from following Runeknight's advice, and accepted the job. [Insert Group Name Here] took the package and set off to deliver it to the private homepage; however, after arriving at the designated area a jack-out barrier formed. Ladon appeared in his guise, asking for the package, but Lamia sensed the jack-out barrier and warned the others. Tobalis opened the package, thinking that it was some sort of weapon that could be used to save the day, and merged with the DarkChip data. He used its power to delete Ladon, absorbing the criminal's data and forging him into the first of Chaos' minions. When Ladon was reborn as Typhoeus, he struggled to break his chains, his hatred guiding him to destroy Chaos. However, he was bound to Chaos and was unable to harm him. However, despite his servitude, he despises Chaos and still vows to destroy him one day.
HP: 2500/3000/4000
Actions: 3/4/5
Special: Flame Immortal ~ Typhoeus takes half damage from all fire type attacks.
Custom Weapon: Twin katana with crimson colored blades and hilts wrapped in black leather. A single ruby sits in the pommel of each sword and a dragon is engraved on the side of each blade.
Attacks:
Sword Strike: 20 DMG
Dual Strike: 40 DMG
Charged Attack: 2 hits of 30 Fire DMG, can be separated to hit 2 targets.
SigAttks:
Flame Cross ~ Typhoeus charges his blades with fiery energy and slashes them toward his opponents, a flaming cross shifting from his swords to explode into his opponents, dealing 40 Fire DMG to up to four targets. 4TCD
Whirlwind ~ Typhoeus whirls in a circle, slashing his blades at anything within range. Whirlwind deals ten hits of 5 DMG to any targets within melee range of Typhoeus. TCD depends on how many targets were hit.
Flame Barrier ~ Typhoeus creates a wall of flames that bisects the battlefield. The barrier can trap opponents on either side, reducing dodge rank of those trapped on the same side as Typhoeus and those on the opposite side cannot use melee attacks and have a 25% chance to miss when firing through the wall of fire. However, firing an aqua attack through the wall creates a space to pass through without being burned. Navi can pass through the flames, being dealt DMG equal to passing through a lava panel. 4TCD
Fire Doppelganger ~ Typhoeus creates two clones formed of fire. The clones can attack, dealing 10 Fire DMG to a single target, and last for 2 turns. They have 30 HP, though any aqua attack will destroy them instantly, and can intercept an attack meant for Typhoeus. 2TCD
Burning Touch ~ Passive. Any of Typhoeus' fire attacks that hit an opponent inflict the burn status. Burn deals 5 DMG a round for 2 rounds. Stackable.
Dragon Surge ~ Typhoeus summons a massive dragon crafted from flames. The dragon unleashes a devastating blast of fire that hits up to four targets for 50 Fire DMG and leaves behind burning rubble. The surge creates a large amount of lava terrain. 6TCD
Infernal Wyrm ~ Typhoeus creates a massive dragon formed of flames. The dragon has the same actions as a SP, though has 200 HP and deals 30 Fire DMG to a single target or 15 Fire DMG to three. The dragon lasts until it is destroyed, but if it is reduced to critical HP, but lasts the turn, it can explode and deal 50 Fire DMG to a single target. OPB
Requiem of the Cosmos: Solar Flare ~ Typhoeus calls upon the powers he gained from contact with Chaos' DarkChip and summons a massive ball of molten metal and flames that hovers over the battlefield. The sphere deals 20 Fire DMG to all opponents for 3 turns and turns the entire field to lava. The sphere has 300HP and lasts for 3 turns if not destroyed. The sphere is floating too high for melee attacks to reach it and every ranged attack causes a bit of molten metal to fly from the sphere. The molten globs of metal have an equal chance to hit anyone on the battlefield, even Typhoeus, and deal an extra 20 Fire DMG. OPB
Battle Strategy: Typhoeus goes all out in combat, utilizing his skills as often as possible in order to defeat his opponents quickly. He cares little for defense, spending most of his actions on attacking and only dodging once per turn, twice if he is wounded. His summoning spells work as SPs, with their own actions and abilities. Typhoeus uses his Solar Flare earlier than his comrades, unleashing it once he has fallen to 3/4th of his max HP.
Rewards:
5. Name: Scylla
Gender: Female
Element: Water
Sub-type: Normal
Appearance:
Personality:
Background:
HP: 1000/1500/2000
Actions: 3/4/5
Special:
Custom Weapon:
Attacks:
SigAttks:
Battle Strategy:
Rewards:
6. Name: Charybdis
Gender: Female
Element: Water
Sub-type: Normal
Appearance:
Personality:
Background:
HP: 1000/1500/2000
Actions: 3/4/5
Special:
Custom Weapon:
Attacks:
SigAttks:
Battle Strategy:
Rewards:
7. Name: Mephistopheles, The Penumbra Deceiver
Gender: Male
Element: Fire
Sub-type: Wind
Appearance:
Personality:
Background:
HP: 2000/2500/3000
Actions: 4/5/6
Special:
Custom Weapon:
Attacks:
SigAttks:
Battle Strategy:
Rewards: