Name: Winter.EXE (V2)
Gender: Female
Element: Aqua
Subtype: Wind
Appearance: Winter is a slender female Navi that stands at an average height of roughly 5'6". She is clad in an unusual one-piece sorceress' garb and matching cloak made of a peculiar cloth that changes color in the light. Depending on how the light hits the material, the colors range from a light frosty-blue to a deep royal-blue. The sorceress' garb itself features both long sleeves and full length pant legs, wraps over itself across her torso like a karate-gi, and is belted at the waist with a simple cloth sash. The simple floor-length cloak, worn partially closed over the mage wrap, is unadorned, denoting Winter's novice status to those select few who know what that means. She also wears high-top traveling boots and a pair of simple gloves; all of which are made of a light silver-blue hued material reminiscent of solid permafrost. Winter's hair, plainly visible as she does not wear a helmet, is shoulder length, and is a silvery-white (the color of fresh snow). Her hair blocks all view of her Navi ear covers and partially covers the silver metal band that bridges the two ear covers. The band is only visible where it arcs across Winter's forehead, and disappears behind her white hair as it curves around to either side of her head. Inset in the center of the headgear is a single turquoise gemstone. Winter's eyes are blue, and have a cool and calm quality to them. Her visibly estimated age is roughly 20 in human years.
Winter's Navi Emblem is an abstract image of the Aurora Borealis against a night-sky backdrop. It is printed upon both ear covers (although not visible) and also upon a coin worn around her neck as an amulet.
Personality: On the surface, Winter gives off the impression that she is absorbed in her own thoughts while seemingly ignoring the world around her, however this couldn't be farther from the truth. Behind the wistful façade is an alert and keenly logical mind... Although her brand of logic may appear to be lunacy to others as her unscientific means of dealing with life in the Networld often leads to her taking a more off-beat approach to solving her own problems.
Winter can be startlingly direct and to the point when she has to be, but is generally introverted otherwise. She is not very trusting, and can be a little cold towards people she doesn't know very well. She is generally calm, cool, and collected, even under pressure. There are scant few things that make her truly angry, but that anger, once roused, can be a frightening thing to behold, much less experience.
Winter is a bit of an oddity among aqua elementals as she has no regard whatsoever for electricity, but has an instinctual aversion to fire. It is very likely that no one will ever see her willingly enter HadesNet for any reason whatsoever, yet she will not bat an eyelash at taking a casual stroll through Electown's network. She also prefers cooler climates, and has a bit of a sweet tooth when it comes to frosty treats.
Subtype Abilities: (Wind)
Passive: Gust: All your instances of Knockback and Pull are twice as effective, all your instances of Microburst and Gravity have their risk of self-injury negated, and all your instances of Knockback, Pull, Microburst, and Gravity are imbued with Wind Type.
Active: Airstep: As an action, create a stationary updraft centered on yourself with an area of effect of Blast 2. All non-Anchored entities within the updraft will be propelled into High Altitude. The updraft will persist until the end of the turn, and any entities that enter the updraft after its creation will also be propelled into High Altitude. (Once Per Turn)
Custom Weapon: Her mind. This Navi uses "Spell Casting" instead of a weapon. Her control over the energy used in her attacks allows her a great deal of flexibility in combat and net navigation.
- Rapid Shot Attack (15 Null) -
Frost Shards: Summons tiny slivers of super-cooled matter (it can be anything really, not just "ice") and suddenly propels them towards a single target at very high velocity. Be warned: her attack is not just limited to your normal concept of "Ice." As long as it's composed of small particles and can be frozen, it's fair game. The air itself suffices for ammunition... At present, the shards are too small to inflict actual elemental damage, and are more akin to a hail of needles than Ice darts.
- Quick Charged Shot Attack (30 Aqua) -
Twin 'Cicle: Summons two small super-cooled spikes and suddenly propels them towards a single target very high velocity. Be warned: her attack is not just limited to your normal concept of "Ice." As long as it's composed of small particles and can be frozen, it's fair game. This includes the very air we breathe, as it too can be frozen and fired off.
- Fully Charged Shot Attack (60 Aqua) -
Cold Fang: Summons a large, dense spear-head of super-cooled matter and suddenly propels it towards a single target at very high velocity. With a little extra effort on Winter's part, this attack can send the target flying. Be warned: her attack is not just limited to your normal concept of "Ice." As long as it's composed of small particles and can be frozen, it's fair game. When nothing else is available, the very air itself suffices for ammunition.
- Rapid Melee Attack (15 Null) -
Chill Touch: This ability channels "cold energy" into Winter's hands as is normally required for her other abilities, but does not release that energy in the form of a spell. This built up energy can discharge into anything Winter comes into contact with, causing the target to sustain great damage at the slightest touch.
- Quick Charged Melee Attack (30 Aqua) -
Arctic Breath: As expected of a being who thrives on the cold, Winter's breath is quite chilly. What you wouldn't expect is that she knows how to channel "cold energy" and a little "wind energy" to make it a real threat to denizens of the Net. The resulting attack has extremely short range, but is capable of dealing very respectable damage and potentially pushing the target back, too, if she tries hard enough. If you've ever wondered what kind of kisser she is, the answer is 'killer'.
- Fully Charged Melee Attack (60 Aqua) -
Gale Force Strike: This ability channels "cold energy" and "wind energy" into Winter's hands as is normally required for some of her stronger abilities, but does not release that energy in the form of a spell. Instead, Winter focuses the energy at an invisible point a few inches from the palm of her hand, compresses it, and proceeds to attempt a palm-hand-strike. When her hand has reached a certain proximity to the opponent's body, the energy is suddenly released in a concentrated point-blank explosion of super cold, super compressed wind that chills to the bone and possibly can send the target flying, all without Winter ever physically touching the target.
Winter's Gear:
Rune Sabre: Winter's sword is a curved silver shashka with a spiraling basket hilt added to it. The blade itself is silver by default, and features an array of glowing runes engraved upon it. What the runes say changes based on the data being used in conjunction with the sword (not that anyone outside of Winter's family knows how to read them). The sword always appears with a simple sheath that hangs from Winter's belted sash. Should the sword become damaged, broken, or otherwise separated from her person, she may dismiss it and summon it to her side once again in pristine condition, although the chip data it held when dismissed will be lost in the process.
Force Bracelet: The Force Bracelet is a decorative silver armlet adorned with blue gemstones. Like most of Winter's artifacts, it features glowing runes upon its surface that read differently based on the data being channeled through it. Unlike the others, however, the Force Bracelet projects the ghostly image of a polar bear that acts as the avatar manifestation of the bracelet's power. And that power is immense. With it, Winter can easily project enough force to hurl or launch objects that weight many metric tons without ever even touching them. It goes without saying, but: Don't mess with brother bear.
Winter.EXE (V2)
last edited by
Signature Attacks: 900/900
Arctic Mirror : (Cost: 100) (Passive: (Decoy) + (5 Aqua, Delayed))
- Description: When cast, this spell causes Winter's image to blink and then blur. Shortly after, Winter's image will appear to replicate by a duplicate image of her stepping out of her own image, or vice-versa. How this is actually accomplished will vary depending on the current circumstances, but the result is a confusing false 'Winter' clone mirroring the movements and actions of the real Winter. While this decoy is out, it will appear to perform the same attacks as Winter on the same targets the real one is attacking at the same time she attacks them, only no physical damage will be dealt by the fake. The decoy remains active until struck or until the end of the turn in which this signature was activated. When the decoy is destroyed, either by being hit or time elapsing, it will trigger the release of a minor cold spell immediately at the nearest hostile target to the decoy's place of expiration. The cold spell normally does minimal damage, managing little more than chilling the target slightly, however it poses a much greater threat in cold or humid environments.
Improved Novice's Healing : (Cost: 80) (Passive: Recover 15 HP/turn)
- Description: When cast, this spell heals a modest amount of the target's HP with little more than a brief faint blue glow around the recipient to mark its use. This spell is not particularly impressive, effectively or visually, but then again what novice spells are? Still, Winter has learned how to cast this spell at will, without the need for prior preparation. Very handy.
Crystal Spire : (Cost: 80) (Large Area Snow Terrain Change -> 40 Aqua + Ground Attack; 2 TCD)
- Description: When Winter casts this spell, a large zone of of the battlefield freezes over, and Snow quickly piles high atop it, making movement a difficult proposition in a hurry and being frozen by subsequent ice attacks a very real possibility. A moment later, a large crystalline spire will erupt without warning from the ground beneath a selected target located on the snow covered zone, dealing relatively modest Aqua Element damage if it connects. The spire shatters after the attack is properly executed.
Shatter : (Cost: 100; Nerf: 20) (100 Aqua + Break; Sacrifice 15 HP; 3 TCD)
- Description: "Well, now, that explains what happened to the vase in my office." -- Luna, after seeing the spell used to shatter a guarding Metool.
One of Winter's more direct spells, Shatter strikes the target with a concentrated blast of cold energy that causes an almost certainly fatal drop in temperature, an average of -273 degrees centigrade, on contact. The extreme drop in temperature, which occurs in less than one second, is then responsible for the cracking and shattering of hardened armor, weapons, various equipped objects, and in the case of fatalities, the target itself due to catastrophic thermal contraction that no material was designed to withstand. Unfortunately for the still-learning Winter, casting this spell is taxing for someone of her skill level, and thus a portion of her life is expended each time the spell is cast. However, this is small consolation to the victim, to say the least.
Ice Elementalist : (Cost: 80) (Passive: Imbue Aqua)
- Description: Winter is so in tune with the elemental forces of Aqua, Wind, and Cold, that Null spells she would normally cast often become Aqua.
Arctic Wind : (Cost: 40) (Passive: Knockback)
- Description: Winter draws upon the power of the northern polar winds to exert kinetic force upon either herself, or a selected target. She may use this ability to either push herself away from something, or push something away from herself. She must have line of sight on the target for this spell-like ability to work.
Antarctic Wind : (Cost: 40) (Passive: Pull)
- Description: Winter draws upon the power of the southern polar winds to exert kinetic force upon either herself, or a selected target. She may use this ability to either pull herself towards something, or pull something towards herself. She must have line of sight on the target for this spell-like ability to work.
Swift Strider : (Cost: 80) (Passive: Movement)
- Description: Winter is naturally agile. What more is there to say?
Aura of Cold : (Cost: 80) (Passive: 5 Aqua Damage, 4 times/turn)
- Description: "She redefines the phrase 'difficult to approach'." -- David Grisham
Winter channels so much cold element magic on a regular basis that she has become somewhat 'radioactive'. Her presence is enough to drain the heat out of the atmosphere, cause very localized snowy precipitation in humid areas, and of course, sap the strength from nearby Net denizens. The only control Winter really has over this 'ability' is her conscious efforts to suppress it. Other than that, the "Ice Queen's" Aura of Cold simply targets the closest Net denizen without regards to sorting friend from foe. This ability does not target objects, and line of sight is not required, only proximity. The effect has a range limit of Nova4, at present.
Nuclear Winter : (Cost 120; Nerf: 40) (Strengthen 160; Self Slow; 4 TCD)
- Description: "See Winter. See Winter angry. Never see again." -- David Grisham
This supernatural ability allows Winter to tap into a vast inner reserve of raw elemental power, and wield it in whatever manner her mind is able to imagine. She may boost the power of any spells or spell like abilities she possesses with this energy, allowing her to unleash much greater elemental forces than anyone, enemy or ally, would ever expect. Once used, it takes a little time, usually a minute or two, for her inner reserves to replenish.
Polar Blast : (Cost: 100; Nerf: 20) ((20 Aqua Slashing + (Splash x Blast 2)) x 4 hits; Sacrifice 15 HP; 3 TCD)
- Description: *Wince* -- Solaris, upon viewing the spell's casting for the first time.
Presently Winter's most powerful spell, Polar blast starts off with conjuring a quartet of giant, diamond hard, and razor sharp snowflakes. The frosty projectiles are launched on widely diverging arcs that converge once again upon a single target. They shred into the target and deliver mild cold damage each before caroming away. They disintegrate very quickly, and release their remaining stored cold energy as an explosion of ice. They don't make it much farther then a panel away from the target before exploding, subjecting the target to overlapping fields of damage from multiple directions at once, while potentially dealing a little damage to nearby targets. The secondary blasts are half the original projectile's strength. Unfortunately for the still-learning Winter, casting this spell is taxing for someone of her skill level, and thus a portion of her life is expended each time the spell is cast.
Notes: For those of you confused, this attack hits the main target 4 times for 20 aqua slashing damage, then causes secondary explosions that hit it again for 10 damage 4 times. The secondary explosions may also hit surrounding targets for 10 to 20 aqua damage, each. All in all, this attack covers an area roughly equivalent to a Blast4 attack with all the smaller secondary explosions. Where the explosions overlap, enemies may take 20 damage instead of 10. That's it.
Arctic Mirror : (Cost: 100) (Passive: (Decoy) + (5 Aqua, Delayed))
- Description: When cast, this spell causes Winter's image to blink and then blur. Shortly after, Winter's image will appear to replicate by a duplicate image of her stepping out of her own image, or vice-versa. How this is actually accomplished will vary depending on the current circumstances, but the result is a confusing false 'Winter' clone mirroring the movements and actions of the real Winter. While this decoy is out, it will appear to perform the same attacks as Winter on the same targets the real one is attacking at the same time she attacks them, only no physical damage will be dealt by the fake. The decoy remains active until struck or until the end of the turn in which this signature was activated. When the decoy is destroyed, either by being hit or time elapsing, it will trigger the release of a minor cold spell immediately at the nearest hostile target to the decoy's place of expiration. The cold spell normally does minimal damage, managing little more than chilling the target slightly, however it poses a much greater threat in cold or humid environments.
Improved Novice's Healing : (Cost: 80) (Passive: Recover 15 HP/turn)
- Description: When cast, this spell heals a modest amount of the target's HP with little more than a brief faint blue glow around the recipient to mark its use. This spell is not particularly impressive, effectively or visually, but then again what novice spells are? Still, Winter has learned how to cast this spell at will, without the need for prior preparation. Very handy.
Crystal Spire : (Cost: 80) (Large Area Snow Terrain Change -> 40 Aqua + Ground Attack; 2 TCD)
- Description: When Winter casts this spell, a large zone of of the battlefield freezes over, and Snow quickly piles high atop it, making movement a difficult proposition in a hurry and being frozen by subsequent ice attacks a very real possibility. A moment later, a large crystalline spire will erupt without warning from the ground beneath a selected target located on the snow covered zone, dealing relatively modest Aqua Element damage if it connects. The spire shatters after the attack is properly executed.
Shatter : (Cost: 100; Nerf: 20) (100 Aqua + Break; Sacrifice 15 HP; 3 TCD)
- Description: "Well, now, that explains what happened to the vase in my office." -- Luna, after seeing the spell used to shatter a guarding Metool.
One of Winter's more direct spells, Shatter strikes the target with a concentrated blast of cold energy that causes an almost certainly fatal drop in temperature, an average of -273 degrees centigrade, on contact. The extreme drop in temperature, which occurs in less than one second, is then responsible for the cracking and shattering of hardened armor, weapons, various equipped objects, and in the case of fatalities, the target itself due to catastrophic thermal contraction that no material was designed to withstand. Unfortunately for the still-learning Winter, casting this spell is taxing for someone of her skill level, and thus a portion of her life is expended each time the spell is cast. However, this is small consolation to the victim, to say the least.
Ice Elementalist : (Cost: 80) (Passive: Imbue Aqua)
- Description: Winter is so in tune with the elemental forces of Aqua, Wind, and Cold, that Null spells she would normally cast often become Aqua.
Arctic Wind : (Cost: 40) (Passive: Knockback)
- Description: Winter draws upon the power of the northern polar winds to exert kinetic force upon either herself, or a selected target. She may use this ability to either push herself away from something, or push something away from herself. She must have line of sight on the target for this spell-like ability to work.
Antarctic Wind : (Cost: 40) (Passive: Pull)
- Description: Winter draws upon the power of the southern polar winds to exert kinetic force upon either herself, or a selected target. She may use this ability to either pull herself towards something, or pull something towards herself. She must have line of sight on the target for this spell-like ability to work.
Swift Strider : (Cost: 80) (Passive: Movement)
- Description: Winter is naturally agile. What more is there to say?
Aura of Cold : (Cost: 80) (Passive: 5 Aqua Damage, 4 times/turn)
- Description: "She redefines the phrase 'difficult to approach'." -- David Grisham
Winter channels so much cold element magic on a regular basis that she has become somewhat 'radioactive'. Her presence is enough to drain the heat out of the atmosphere, cause very localized snowy precipitation in humid areas, and of course, sap the strength from nearby Net denizens. The only control Winter really has over this 'ability' is her conscious efforts to suppress it. Other than that, the "Ice Queen's" Aura of Cold simply targets the closest Net denizen without regards to sorting friend from foe. This ability does not target objects, and line of sight is not required, only proximity. The effect has a range limit of Nova4, at present.
Nuclear Winter : (Cost 120; Nerf: 40) (Strengthen 160; Self Slow; 4 TCD)
- Description: "See Winter. See Winter angry. Never see again." -- David Grisham
This supernatural ability allows Winter to tap into a vast inner reserve of raw elemental power, and wield it in whatever manner her mind is able to imagine. She may boost the power of any spells or spell like abilities she possesses with this energy, allowing her to unleash much greater elemental forces than anyone, enemy or ally, would ever expect. Once used, it takes a little time, usually a minute or two, for her inner reserves to replenish.
Polar Blast : (Cost: 100; Nerf: 20) ((20 Aqua Slashing + (Splash x Blast 2)) x 4 hits; Sacrifice 15 HP; 3 TCD)
- Description: *Wince* -- Solaris, upon viewing the spell's casting for the first time.
Presently Winter's most powerful spell, Polar blast starts off with conjuring a quartet of giant, diamond hard, and razor sharp snowflakes. The frosty projectiles are launched on widely diverging arcs that converge once again upon a single target. They shred into the target and deliver mild cold damage each before caroming away. They disintegrate very quickly, and release their remaining stored cold energy as an explosion of ice. They don't make it much farther then a panel away from the target before exploding, subjecting the target to overlapping fields of damage from multiple directions at once, while potentially dealing a little damage to nearby targets. The secondary blasts are half the original projectile's strength. Unfortunately for the still-learning Winter, casting this spell is taxing for someone of her skill level, and thus a portion of her life is expended each time the spell is cast.
Notes: For those of you confused, this attack hits the main target 4 times for 20 aqua slashing damage, then causes secondary explosions that hit it again for 10 damage 4 times. The secondary explosions may also hit surrounding targets for 10 to 20 aqua damage, each. All in all, this attack covers an area roughly equivalent to a Blast4 attack with all the smaller secondary explosions. Where the explosions overlap, enemies may take 20 damage instead of 10. That's it.
last edited by
Battle Chips
1x -- AirShot1
Damage: 40 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
1x -- Spreader1
Damage: 40 + Spread 8
Accuracy: A
Description: A gun whose shot explodes on impact to hit nearby enemies.
Duration: Once
Element: Null
1x -- Spreader2
Damage: 70 + Spread 8
Accuracy: A
Description: A gun whose shot explodes on impact to hit nearby enemies.
Duration: Once
Element: Null
1x -- WideShot1
Damage: 70 + Wide Attack
Accuracy: A
Description: Fires a wide wave of water that can hit up to three enemies, depending on circumstances.
Duration: Once
Element: Aqua
Special: Wide Attack: This attack hits a line of targets perpendicular to the direction the attack is launched in. Unless otherwise specified, a wide attack can hit up to 3 targets, max. Once a target is hit, the attack ends, thus all targets must be hit at roughly the same time.
1x -- AirStorm1
Damage: 50 x3 shots + Variable Targeting
Accuracy: B
Description: Pulls three enemies towards user, then fires three tornadoes at them, may be divided however user wants.
Duration: Once
Element: Null
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: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
1x -- AquaWhirl1
Damage: 70 + Aqua Panel Change (on-hit) + Gust Guided
Accuracy: C for the first target, then Random
Description: Summons a water spout, and sends it towards the designated target. The tornado then veers towards a second random target the following turn, and yet another the turn after until it has attacked every enemy on the field, encountered an object, or been blown off of the field by a Wind effect. Beware: it can turn on you.... It leaves a Sea Panel behind whenever it strikes something.
Duration: Once
Element: Aqua
Special: Gust Guided: The accuracy and targeting parameters of this attack are affected by Wind. (Not Northwind.)
2x -- IceBall1
Damage: 120 + Break + Ice Panel Change
Accuracy: C
Description: A bomb that changes the ground it lands on to Ice
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- WaterLine1
Damage: 80 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of water gushes from the ground, drowning up to 3 targets.
Duration: Once
Element: Aqua
2x -- AquaTower1
Damage: 100 + Piercing + Ground Attack + Line-Chain
Accuracy: D
Description: Geysers of water march across the field.
Duration: Once
Element: Aqua
Special: Line-Chain: This attack moves forward in a rough line, but may shift side to side slightly as it advances to engage more targets in its general path. The attack cannot ever stray more than 45 degrees from its original path, and cannot make greater than a 45 degree turn at any given time.
1x -- Avalanche1
Damage: 50 x 3 Targets + Drop Attack + Freeze 10%
Accuracy: C
Description: The navi slams their fists together to make a loud noise. A shower of snow drops down on up to 3 targets. There's normally a 10% chance of freezing a target on-hit, but a 50/50 chance on Sea, and a guarantee if the target is on Snow or Ice Terrain.
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
1x -- IceSlasher1
Damage: 100 + Slashing
Accuracy: B
Description: Shoots a short ranged ice blade at an enemy.
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- Blizzard2
Damage: 100 + Ice Panel Change + Cone Attack
Accuracy: C
Description: Blast up to 4 enemies with a cone of freezing breath. Changes terrain to Ice and has an increased chance to Freeze targets on all forms of Aqua Terrain.
Duration: Once
Element: Aqua
Special: Close range only. Small Terrain Change (1-4 panels).
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- ColdPunch
Damage: 70 + Impact + Knockback
Accuracy: B
Description: Creates a large icy fist for the user to punch with. Anything it hits is knocked back a sizable distance, even objects.
Duration: Until Overridden/Broken. Breaks after 6 swings.
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- AquaKnife
Damage: 60 + Slashing
Accuracy: B
Description: Creates a sword imbued with water energy, with a blade comparible to a large knife. Hits one target per slash.
Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
Element: Aqua
1x -- RageClaw1
Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / 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 deals damage to both target and thrown object/enemy. Success is entirely dependent upon RP Quality. This chip has a variety of uses.
1x -- IceCube
HP: 100
Properties: Normal, AquaBody, Buoyant
Object Damage: 100 + Impact
Damage Method: Telekinesis, knockback, Throw
Accuracy: Special
Description: Summons a large ice cube.
Duration: Until destroyed.
Element: Aqua
Special: AquaBody: Immune to Aqua damage.
Special: Buoyant: Object floats on liquid terrain.
Special: Ice Property: This object is weak against Fire instead of Elec.
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- Sensor2
HP: 100
Properties: Anchored, ElecBody
Object Damage: 100 + Impact
Damage Method: Telekinesis
Attack Damage: 130 Elec + Beam Attack + Stun 1
Accuracy: S
Description: Summons a Killereye to search for enemies. Fires an eye-beam when it detects them. It can see through invisibility.
Duration: Until destroyed or until it attacks.
Element: Elec
Special: ElecBody: Immune to Elec damage.
Special: Laser TAG: Attack triggers when something moves through the targeting laser beam, no matter who or what that may be.
1x -- SnowFort2
Effect: Stand Alone 1-Hit Ice Shield + Snow&Ice Terrain Boost(+1 Hit) each turn.
Accuracy: S
Description: Creates a 1-Hit Snow Wall one panel in front of the user at the time of activation, and at the beginning of each turn while this chip is in effect. If the panel the wall would be summoned on is Ice or Snow, a 2-Hit Ice Wall is summoned instead. Melts when exposed to Fire.
Duration: Activation + 2 Turns
Element: Aqua
Special: Status Guard: This chip blocks debuffs.
Special: Ice Property: This Aqua Elemental defense is weak to Fire instead of Elec. It is thus negated and pierced by Fire attacks, and is unable to function on Fire Element terrain types.
Special: Stand Alone Defense: This defense spawns upon the field like an object, and remains in place until destroyed. It cannot be equipped.
1x -- GrabStop
Damage: Trap(Stun + To-All-Clause): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and stuns all enemies. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
1x -- Recover120
Recovery: 120 HP
Accuracy: S
Description: Heals 120 HP.
Duration: Once
Element: Null
1x -- AirShot1
Damage: 40 + Microburst
Accuracy: A
Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
Duration: Once
Element: Null
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
1x -- Spreader1
Damage: 40 + Spread 8
Accuracy: A
Description: A gun whose shot explodes on impact to hit nearby enemies.
Duration: Once
Element: Null
1x -- Spreader2
Damage: 70 + Spread 8
Accuracy: A
Description: A gun whose shot explodes on impact to hit nearby enemies.
Duration: Once
Element: Null
1x -- WideShot1
Damage: 70 + Wide Attack
Accuracy: A
Description: Fires a wide wave of water that can hit up to three enemies, depending on circumstances.
Duration: Once
Element: Aqua
Special: Wide Attack: This attack hits a line of targets perpendicular to the direction the attack is launched in. Unless otherwise specified, a wide attack can hit up to 3 targets, max. Once a target is hit, the attack ends, thus all targets must be hit at roughly the same time.
1x -- AirStorm1
Damage: 50 x3 shots + Variable Targeting
Accuracy: B
Description: Pulls three enemies towards user, then fires three tornadoes at them, may be divided however user wants.
Duration: Once
Element: Null
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: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
1x -- AquaWhirl1
Damage: 70 + Aqua Panel Change (on-hit) + Gust Guided
Accuracy: C for the first target, then Random
Description: Summons a water spout, and sends it towards the designated target. The tornado then veers towards a second random target the following turn, and yet another the turn after until it has attacked every enemy on the field, encountered an object, or been blown off of the field by a Wind effect. Beware: it can turn on you.... It leaves a Sea Panel behind whenever it strikes something.
Duration: Once
Element: Aqua
Special: Gust Guided: The accuracy and targeting parameters of this attack are affected by Wind. (Not Northwind.)
2x -- IceBall1
Damage: 120 + Break + Ice Panel Change
Accuracy: C
Description: A bomb that changes the ground it lands on to Ice
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- WaterLine1
Damage: 80 + Ground Attack + Wide Attack
Accuracy: B
Description: A wall of water gushes from the ground, drowning up to 3 targets.
Duration: Once
Element: Aqua
2x -- AquaTower1
Damage: 100 + Piercing + Ground Attack + Line-Chain
Accuracy: D
Description: Geysers of water march across the field.
Duration: Once
Element: Aqua
Special: Line-Chain: This attack moves forward in a rough line, but may shift side to side slightly as it advances to engage more targets in its general path. The attack cannot ever stray more than 45 degrees from its original path, and cannot make greater than a 45 degree turn at any given time.
1x -- Avalanche1
Damage: 50 x 3 Targets + Drop Attack + Freeze 10%
Accuracy: C
Description: The navi slams their fists together to make a loud noise. A shower of snow drops down on up to 3 targets. There's normally a 10% chance of freezing a target on-hit, but a 50/50 chance on Sea, and a guarantee if the target is on Snow or Ice Terrain.
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
1x -- IceSlasher1
Damage: 100 + Slashing
Accuracy: B
Description: Shoots a short ranged ice blade at an enemy.
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- Blizzard2
Damage: 100 + Ice Panel Change + Cone Attack
Accuracy: C
Description: Blast up to 4 enemies with a cone of freezing breath. Changes terrain to Ice and has an increased chance to Freeze targets on all forms of Aqua Terrain.
Duration: Once
Element: Aqua
Special: Close range only. Small Terrain Change (1-4 panels).
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- ColdPunch
Damage: 70 + Impact + Knockback
Accuracy: B
Description: Creates a large icy fist for the user to punch with. Anything it hits is knocked back a sizable distance, even objects.
Duration: Until Overridden/Broken. Breaks after 6 swings.
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- AquaKnife
Damage: 60 + Slashing
Accuracy: B
Description: Creates a sword imbued with water energy, with a blade comparible to a large knife. Hits one target per slash.
Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
Element: Aqua
1x -- RageClaw1
Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / 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 deals damage to both target and thrown object/enemy. Success is entirely dependent upon RP Quality. This chip has a variety of uses.
1x -- IceCube
HP: 100
Properties: Normal, AquaBody, Buoyant
Object Damage: 100 + Impact
Damage Method: Telekinesis, knockback, Throw
Accuracy: Special
Description: Summons a large ice cube.
Duration: Until destroyed.
Element: Aqua
Special: AquaBody: Immune to Aqua damage.
Special: Buoyant: Object floats on liquid terrain.
Special: Ice Property: This object is weak against Fire instead of Elec.
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
1x -- Sensor2
HP: 100
Properties: Anchored, ElecBody
Object Damage: 100 + Impact
Damage Method: Telekinesis
Attack Damage: 130 Elec + Beam Attack + Stun 1
Accuracy: S
Description: Summons a Killereye to search for enemies. Fires an eye-beam when it detects them. It can see through invisibility.
Duration: Until destroyed or until it attacks.
Element: Elec
Special: ElecBody: Immune to Elec damage.
Special: Laser TAG: Attack triggers when something moves through the targeting laser beam, no matter who or what that may be.
1x -- SnowFort2
Effect: Stand Alone 1-Hit Ice Shield + Snow&Ice Terrain Boost(+1 Hit) each turn.
Accuracy: S
Description: Creates a 1-Hit Snow Wall one panel in front of the user at the time of activation, and at the beginning of each turn while this chip is in effect. If the panel the wall would be summoned on is Ice or Snow, a 2-Hit Ice Wall is summoned instead. Melts when exposed to Fire.
Duration: Activation + 2 Turns
Element: Aqua
Special: Status Guard: This chip blocks debuffs.
Special: Ice Property: This Aqua Elemental defense is weak to Fire instead of Elec. It is thus negated and pierced by Fire attacks, and is unable to function on Fire Element terrain types.
Special: Stand Alone Defense: This defense spawns upon the field like an object, and remains in place until destroyed. It cannot be equipped.
1x -- GrabStop
Damage: Trap(Stun + To-All-Clause): Teleport
Accuracy: S
Description: Upon activation, remains dormant until an opponent uses a teleportation ability, at which time it triggers and stuns all enemies. This trap does not prevent successful teleportation.
Duration: Once
Element: Null
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
1x -- Recover120
Recovery: 120 HP
Accuracy: S
Description: Heals 120 HP.
Duration: Once
Element: Null
last edited by
==GMO #1==
Name: Swimsuit.GMO
Description: This GMO replaces Winter's normal attire with an Olympic competition class one-piece swimsuit. The swim suit is a deep blue color, but features white contour lines. It is otherwise designed with function in mind, and properly covers her body, save for her head, arms and legs. When worn, it acts to keep Winter cooled off regardless of the temperature of the liquid around her, although she still prefers to swim in colder water. If she stays in one place long enough, she eventually does get her wish.
The suit also comes with a set of thin form-fitting, seamless gloves and boots, made of the same millimeter thin polymer materials as her swimsuit. The gloves cover her hands, wrists, and part of her forearms, while the boots cover her feet and come up half-way to her knees. Unlike the suit, they are simply a lighter icy blue. They exist more to protect the environment from her, rather than the other way around. Both the gloves and the boots feature fins that can be summoned and dismissed at will.
Winter's Emblem amulet is still worn around her neck in this GMO. She still wears the gem encrusted metal band on her head. She can also summon her cloak while in this GMO, should she feel the need to cover up. Other bits of her normal attire, such as her sash and carry bag, can be summoned and dismissed at need, as can her relics.
Mechanics: None of Winter's abilities have been altered in this GMO. Wind effects are replaced by flowing currents when submerged, but this is nothing new.
Name: Swimsuit.GMO
Description: This GMO replaces Winter's normal attire with an Olympic competition class one-piece swimsuit. The swim suit is a deep blue color, but features white contour lines. It is otherwise designed with function in mind, and properly covers her body, save for her head, arms and legs. When worn, it acts to keep Winter cooled off regardless of the temperature of the liquid around her, although she still prefers to swim in colder water. If she stays in one place long enough, she eventually does get her wish.
The suit also comes with a set of thin form-fitting, seamless gloves and boots, made of the same millimeter thin polymer materials as her swimsuit. The gloves cover her hands, wrists, and part of her forearms, while the boots cover her feet and come up half-way to her knees. Unlike the suit, they are simply a lighter icy blue. They exist more to protect the environment from her, rather than the other way around. Both the gloves and the boots feature fins that can be summoned and dismissed at will.
Winter's Emblem amulet is still worn around her neck in this GMO. She still wears the gem encrusted metal band on her head. She can also summon her cloak while in this GMO, should she feel the need to cover up. Other bits of her normal attire, such as her sash and carry bag, can be summoned and dismissed at need, as can her relics.
Mechanics: None of Winter's abilities have been altered in this GMO. Wind effects are replaced by flowing currents when submerged, but this is nothing new.