Her excitement was a little subdued, however, as she seemed to have thought of something, right as Suien came to a similar conclusion. She raised her eyebrows, and her expression changed to a more serious look. "Mmm, you're right, I guess. I want to wish that it was just a weird glitch and that's the end of it, but that's probably wishful thinking." Running her hand through her hair, she scratched at the back of her neck nervously as she monitored the terminal screen intently.
--
Despite Tem's insistence that their situation seemed to be a trap going forward, and that the system seemed to have recovered, their operator seemed to be concerned with some deeper investigation. Both Rass and Argo walked down the sloping path, which seemed to only lead down to a lower level of the sector onto a straight path lined with CyberPanels, flanked on the left and right with snowbanks.
At the bottom of the slope where the flat pathway began, a pair of humanoid Navi figures stood side by side towards the rest of the path. They seemed to be frozen in place, appearing to be readied in a combat stance, but otherwise showing no signs of life; their entire person was colored ashen grey, just as they had seen the crossroads and signs up above. One of them was a long-haired female Navi in a standard-looking Navi full bodysuit and visor, wielding what appeared to be a large anti-materiel sniper rifle of Sharoan make. The other was a male Navi, slightly taller, wearing what seemed to be a slightly bulkier version of his companion's Navi bodysuit, with an entirely opaque visor, and wielding a similarly suspended-animation energy blade instead.
However, the most striking feature was further out front, in the middle of the pathway. In the midst of all the dreary grey, a figure stood in exactly the same spot on Rass and Argo's sides, with an appearance possibly only being appropriately described as an amalgam of colors and body parts. With a humanoid outline, the Navi appeared to have possibly started out as a mass-produced Heel-Model Navi, with the model's distinctive disk-shaped purple head sticking out. However, the rest of the Navi's body seemed to be fused with a myriad of virus types: a Spooky's skull mask hung from the side of the face, a Cloudy's red and yellow umbrella stuck out of the head, a pair of black-green Fishy wings extended from the shoulders, the body was almost fully covered in a Moloko's pink wool...
The list of viral bodyparts went on in a modern day cacophony that Frankenstein would be proud of. Moreover, the virus parts also seemed to melt in and out of view, being replaced with various other viruses, some of which none present could name. The Navi began scratching at its own body with a yellowish-grey glove that resembled a Handy. A male-sounding voice came from somewhere within the mass of viral parts, riddled with scratchy static and just about as decipherable. Oddly enough, the voice seemed to be replicated perfectly on either end, making it sound like the Navi was talking twice through the shared communication Suien had with Rass and Argo.
"Hhhhkhhhh... kidding me? Can't believe... long... something to get here... Khhhh. Need out..."
Suddenly, the Navi's head lurched upwards, with his gaze fixed towards the sky, and all of a sudden, the Navi's entire body immediately turned pitch black, and a massive singular eye sprouted out of his face: yellow on Rass's side, white on Argo's side. From the back of his head, a small blob-shaped antenna also sprang out, just as the entire area flashed an eye-blinding bright green. An astute observer might have noticed that the transformation made the Navi look very much like a Twin-series virus, known to plague the Netopian networks. In the green skies, the repeating words from before disappeared, replaced by "BOOT SUCCESSFUL" for a couple of seconds before dimming out into the blank void of before.
The Navi-turned-virus twitched briefly, before morphing back into its previous form, this time with the enraged visage of a CanDevil roaring out at Rass and Argo.
"Turn to stone... for a few seconds... And's happens... Ughhhhhkkhh... Out... Let me out!!!"
-- Rass Side --
.AMALGAM: 500 HP (Normal)
-- Head: CanDevilCanDevil (CanDevil)
CanDevils will always try to position themselves to block direct attacks made against their candles.
Area: Yumland, Hades Isle, NetVegas
HP: 120
Primary Attack Damage/Effects: 40 Fire + Piercing
Primary Attack Accuracy: B
Primary Attack Description: Attacks with bursts of hellfire.
Secondary Attack Damage/Effects: 15 Fire x 3 hits + Fighter Range
Secondary Attack Accuracy: C
Secondary Attack Description: Exhales a stream of fire that lasts enough to hit multiple times.
Element: Fire
Possible Rewards (Per Virus): Candle1, FireArm1, Zenny
Special: HeatBody
- Regen 60 when Candle is present.
- Candle has 60 HP and HeatBody.
-- Arms: AshuraidAshuraid (Ashuraid)
The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.
Area: Sharo, NAXA
HP: 100
Primary Attack Damage/Effect: 5 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 5 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 5 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle1, Counter1, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
-- Body: MelodyMelody (Melody)
Melody viruses move, dodge, and attack by jumping. There is no distinction between these 3 actions.
Area: ACDC, Kotobuki Town, Netopia, Dentech
HP: 80
Primary Attack Damage/Effect: 20 Null
Primary Attack Accuracy: C
Primary Attack Description: Jumps on the enemy.
Secondary Attack Damage/Effect: 10 Null x 3 attacks
Secondary Attack Accuracy: E
Secondary Attack Description: Bounces around with complete disregard for whoever or whatever is in the area. Can hit obstacles as well as enemies.
Element: None
Possible Rewards (Per Virus): Binder1, ColorBall1 (Rare), Zenny
Special: Increased evasion.
-- Affix: PuffBallPuffBall (Puffball)
Puffball viruses are top tier, and shouldn't be encountered by players before battle 6. Puffball viruses move at an average rate, but they do not dodge. Instead they block non-break frontal attacks with their iron face masks until they manage to get within melee range. Once in range, they will launch their masks at the nearest enemy, and their masks will begin spewing a cloud of miasma in all directions. The viruses will become immobile once the mask is deployed, but they can turn to face a new direction in order to block incoming attacks and attack nearby enemies with the spiked sides of the mask. Turning requires an action, as it is an attack at this point. If the mask is destroyed (something that can only be done while the mask is deployed), the virus will spend the rest of its actions for the turn trying to evade the enemy. At the beginning of the next turn, the virus is able to generate a new mask, and will resume acting normally. The virus may recall its mask from the deployed position as a free action. Puffballs can use AreaGrab as a free action once per turn if they are wearing their mask. Due to how the poison effect this virus generates is handled, these viruses are lethal in groups.
Area: Yumland, Netfrica
HP: 160
Primary Attack Damage/Effect: 10 Wood + Impact + Break
Primary Attack Accuracy: C
Primary Attack Description: The virus moves closer to the enemy, then launches a Poison Mask at the nearest enemy from melee range. There is a bit of a delay between initiating the attack and the mask actually launching, making this attack fairly easy to dodge. Once the Poison Mask is deployed, this virus can no longer move from the panel it is currently standing on...
Secondary Attack Damage/Effect: 10 Wood + Impact + Break + Wide Range
Secondary Attack Accuracy: C
Secondary Attack Description: ...It can, however, turn to face a new direction. When it does, the Poison Mask turns with it, and will slam sideways into and through anything in up to a 90 Degree turn arc. This requires an action to perform for each turn of up to 90 Degrees the virus makes while the mask is out.
Tertiary Attack Damage/Effect: 5 Poison + Miasma(Nova2)
Tertiary Attack Accuracy: S
Tertiary Attack Description: Injects poison into the ground using Poison Mask, causing a poisonous miasma to rise and damage all nearby enemies. This is a passive attack that operates while the Poison Mask is deployed, and the poison's effect triggers the turn after exposure. The effect can be cured, but it also counts as separate from all other poison effects, thus must be cured individually.
Element: Wood
Possible Rewards (Per Virus): PoisonMask, BlackCapsule, Zenny
Special: This virus may add a Blind 1 effect to its poison if its mask is currently deployed. This requires an action, and is nullified once its mask is recalled.
Special: This virus is immune to non-breaking attacks from the front arc while wearing the mask.
Special: While deployed, the Poison Mask counts as a 10 HP object with Heavy, IronBody, and Omnishoes that the virus may block with like a Shield.
Special: This virus is immune to all forms of Poison damage.
Special: Poison: Damage is considered Poison, and cannot be Imbued with an Element. Poison damage is dealt on a per-turn basis, and takes effect the turn after the target is struck with it. Poison can be cured with Status Cure.
Special: Miasma(mod): A method of delivering poison damage. This effect generates a damage zone, and bypasses all known forms of defense without exception. The coverage varies, and is denoted by the modifier listed in parenthesis after this effect.
Rass.EXE: 100 HP (Normal)
Terrain: 20% Snow
- Non-Aqua Elementals get -10% Evasion and reduced movement speed.
- Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
- Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
- Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
- PanelShot: Imbue Aqua + Freeze1.
- No effects.
-- Argo Side --
.AMALGAM: 500 HP (Normal)
-- Head: CanDevilCanDevil (CanDevil)
CanDevils will always try to position themselves to block direct attacks made against their candles.
Area: Yumland, Hades Isle, NetVegas
HP: 120
Primary Attack Damage/Effects: 40 Fire + Piercing
Primary Attack Accuracy: B
Primary Attack Description: Attacks with bursts of hellfire.
Secondary Attack Damage/Effects: 15 Fire x 3 hits + Fighter Range
Secondary Attack Accuracy: C
Secondary Attack Description: Exhales a stream of fire that lasts enough to hit multiple times.
Element: Fire
Possible Rewards (Per Virus): Candle1, FireArm1, Zenny
Special: HeatBody
- Regen 60 when Candle is present.
- Candle has 60 HP and HeatBody.
-- Arms: AshuraidAshuraid (Ashuraid)
The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.
Area: Sharo, NAXA
HP: 100
Primary Attack Damage/Effect: 5 Null + Impact + Break x 3 Fists
Primary Attack Accuracy: B
Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
Secondary Attack Damage/Effect: Counter vs Damage: 5 Null + Impact + Break x 2 Hits
Secondary Attack Accuracy: S (Block) / B (Counter)
Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
Tertiary Attack Damage/Effect: 5 Null + Impact + Break + LifeSword Range x 2 Attacks
Tertiary Attack Accuracy: B
Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
Element: Null
Possible Rewards (Per Virus): MeteorKnuckle1, Counter1, Zenny
Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
-- Body: MelodyMelody (Melody)
Melody viruses move, dodge, and attack by jumping. There is no distinction between these 3 actions.
Area: ACDC, Kotobuki Town, Netopia, Dentech
HP: 80
Primary Attack Damage/Effect: 20 Null
Primary Attack Accuracy: C
Primary Attack Description: Jumps on the enemy.
Secondary Attack Damage/Effect: 10 Null x 3 attacks
Secondary Attack Accuracy: E
Secondary Attack Description: Bounces around with complete disregard for whoever or whatever is in the area. Can hit obstacles as well as enemies.
Element: None
Possible Rewards (Per Virus): Binder1, ColorBall1 (Rare), Zenny
Special: Increased evasion.
-- Affix: PuffBallPuffBall (Puffball)
Puffball viruses are top tier, and shouldn't be encountered by players before battle 6. Puffball viruses move at an average rate, but they do not dodge. Instead they block non-break frontal attacks with their iron face masks until they manage to get within melee range. Once in range, they will launch their masks at the nearest enemy, and their masks will begin spewing a cloud of miasma in all directions. The viruses will become immobile once the mask is deployed, but they can turn to face a new direction in order to block incoming attacks and attack nearby enemies with the spiked sides of the mask. Turning requires an action, as it is an attack at this point. If the mask is destroyed (something that can only be done while the mask is deployed), the virus will spend the rest of its actions for the turn trying to evade the enemy. At the beginning of the next turn, the virus is able to generate a new mask, and will resume acting normally. The virus may recall its mask from the deployed position as a free action. Puffballs can use AreaGrab as a free action once per turn if they are wearing their mask. Due to how the poison effect this virus generates is handled, these viruses are lethal in groups.
Area: Yumland, Netfrica
HP: 160
Primary Attack Damage/Effect: 10 Wood + Impact + Break
Primary Attack Accuracy: C
Primary Attack Description: The virus moves closer to the enemy, then launches a Poison Mask at the nearest enemy from melee range. There is a bit of a delay between initiating the attack and the mask actually launching, making this attack fairly easy to dodge. Once the Poison Mask is deployed, this virus can no longer move from the panel it is currently standing on...
Secondary Attack Damage/Effect: 10 Wood + Impact + Break + Wide Range
Secondary Attack Accuracy: C
Secondary Attack Description: ...It can, however, turn to face a new direction. When it does, the Poison Mask turns with it, and will slam sideways into and through anything in up to a 90 Degree turn arc. This requires an action to perform for each turn of up to 90 Degrees the virus makes while the mask is out.
Tertiary Attack Damage/Effect: 5 Poison + Miasma(Nova2)
Tertiary Attack Accuracy: S
Tertiary Attack Description: Injects poison into the ground using Poison Mask, causing a poisonous miasma to rise and damage all nearby enemies. This is a passive attack that operates while the Poison Mask is deployed, and the poison's effect triggers the turn after exposure. The effect can be cured, but it also counts as separate from all other poison effects, thus must be cured individually.
Element: Wood
Possible Rewards (Per Virus): PoisonMask, BlackCapsule, Zenny
Special: This virus may add a Blind 1 effect to its poison if its mask is currently deployed. This requires an action, and is nullified once its mask is recalled.
Special: This virus is immune to non-breaking attacks from the front arc while wearing the mask.
Special: While deployed, the Poison Mask counts as a 10 HP object with Heavy, IronBody, and Omnishoes that the virus may block with like a Shield.
Special: This virus is immune to all forms of Poison damage.
Special: Poison: Damage is considered Poison, and cannot be Imbued with an Element. Poison damage is dealt on a per-turn basis, and takes effect the turn after the target is struck with it. Poison can be cured with Status Cure.
Special: Miasma(mod): A method of delivering poison damage. This effect generates a damage zone, and bypasses all known forms of defense without exception. The coverage varies, and is denoted by the modifier listed in parenthesis after this effect.
Argo.EXE: 100 HP (Normal)
Terrain: 20% Snow
- Non-Aqua Elementals get -10% Evasion and reduced movement speed.
- Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
- Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
- Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
- PanelShot: Imbue Aqua + Freeze1.
- No effects.
-- BATTLE 4, START!! --