That's right, during the last few weeks, those in the Mod-Cave (thanks to all y'all) have been busy revamping the Subtype system, among other things...
What came from that is a much simpler and sensible system!
The new Subtype system, at its simplist, grants a palpable systematic bonus to each Subtype, with NO DRAWBACKS.
In response, Normal also gets its own little bonus...
Stay tuned to this thread for additional details!
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Sword: Emphasizing close-up combat, Sword Navis are often the ones leading the charge, their trusty weapons at their sides.
Wind: Like the gusts they're named after, Wind Navis unleash a torrent of weak attacks, meant to sweep away opponents by the sheer magnitude of strikes.
Cursor: Expert marksmen, Cursor Navis rely on precision and calm.
Break: Demolition experts, Break Navis are slow and ponderous--but their attacks are able to crush almost all ordinary defenses!
Normal: These guys can't seem to make up their minds on what they want to be. However, this gives them a great deal of flexibility, allowing them to adapt to almost any situation!
Recover: Gifted in the art of healing themselves and allies, Recover Navis are able to convert damaging weaponry into restorative tonics.
+ Swordplay: Once per turn, can add a free dodge to 2 consecutive melee attacks.
+Gust: Once per turn, may call up winds to manipulate the position of one object, whether it be the Navi itself, another Navi, a virus, or an object. (No actions).
+ Snipe: Once per turn, can increase the accuracy of a mid-long range attack. (No actions.)
+ Smash: Twice per turn, can add "Breaking" to attack. (1 action.)
+ Untapped power: Once per turn, add (10 + Level/2), rounded down to nearest 5, to TOTAL damage of an attack.
+ Conversion: Able to turn any of their own attacks into a directable heal, the heal restoring an amount equal to the damage (or 50% of dmg if using a chip) of the sacrificed attack. (No additional actions other than actions devoted to attack)