Joseph Sine and Asymptote.EXE's Homepage

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Joseph Sine and Asymptote's Items/subchips

Joseph Sine

Asymptote.exe

Items: PET

Subchips: Minienergyx2, smallEnergyx0, Energypackx0, LargeEnergyx0, FullEnergyx0 Sneakrunx0 escapex1, untrapx1, SPRevivex0, Bookmarkx0
Joseph and Asymptote's Folder/Extra chips

Folder: 30/30
Normal Chips
LittleBoiler1HP: 1
Properties: Light
Object Damage: (100 Aqua + Damage Absorbed) + Blast 3
Damage Method: Throw, Knockback, Microburst, Telekinesis, Gust
Attack Damage: (100 Aqua + Damage Absorbed) + Blast 3
Accuracy: E (thrown) / B (trigger)
Description: Throws a boiling kettle 3 panels ahead that boils over when hit once, dealing aqua damage to everything around it without regard to who or what that may be. The damage of the attack that strikes it is added to the blast.
Duration: Until destroyed.
Element: Wood
Special: Time Delay: Upon taking damage, there is a 2 action time delay before the attack triggers.
Special: For the purposes of Elemental Bonuses, this chip is counts as Aqua Element.
Trader Rank: D

AirShot1Damage: 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.
Trader Rank: D

CannonDamage: 60 + Knockback
Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E

MeteorKnuckle1Damage: 30 + Impact + Break + Knockback + Variable Targeting x 3 Fists
Accuracy: B
Description: Launches a triple rocket punch. Each fist targets separately.
Duration: Once
Element: Null
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.
Trader Rank: D

CrackerBombDamage: 70 + Panel Crack + Blast 2
Accuracy: C
Description: Throw a bomb that damages or breaks panels in a small area.
Duration: Once
Element: Null
Trader Rank: D

Guard1Effect: (1 Hit Shield) + (Reflect(up to 60 + Piercing + Line Attack): On Hit)
Accuracy: S
Description: Generates a 1-Hit Shield upon activation. When this shield blocks one hit from a non-Break attack, it responds with a hyper-fast damage ray.
Duration: Until broken or overridden.
Element: Null
Special: Negated by Break. Ignores Impact.
Special: Reflect: Damage returned is equal to the damage of the attack blocked or the damage cap listed, whichever comes first. Reflect is not subject to negation by Impact.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: E

GutPunchDamage: 70 + Impact + Knockback
Accuracy: A
Description: Creates a large fist for the user to punch with. Anything it hits is knocked back a sizable distance, even objects.
Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
Element: Null
Trader Rank: D

GunDelSol1Damage: 10 + 2x Exponential Boost + Beam Attack + Object Erasure + Cone Attack
Accuracy: A
Description: Fires a powerful short-ranged solar spray beam that erases objects and damages, breaches, and/or nullifies all defenses on contact. The beam quickly gets stronger as you focus on using it, but it also dies out if you take any other action. Rare
Duration: Until you stop using it.
Element: Null
Special: Attribute Lock: This battlechip cannot be imbued with an element or extra damage.
Special: Object Erasure: Instantly deletes objects in the attack's path on-contact.
Special: Beam Attack: An unholy combination of Slashing, Break, Seeking, Impact, and Piercing.
Special: Cone Attack: Attacks in a cone shape, hitting 1 panel ahead, then 3 panels wide after that. This attack does not reach further than 2 panels ahead.
Special: 2x Exponential Boost: Damage is doubled from its previous amount for every action in battle that has passed since this chip has been activated, stacking. Attack ends as soon as any other action is taken.
Trader Rank: C

MiniBombDamage: 90 + Blast1
Accuracy: C
Description: A Multi-use bomb.
Duration: Once
Element: Null
Trader Rank: E

ShotgunDamage: 50 + Spread 1
Accuracy: A
Description: A gun whose shot penetrates an enemy to hit another one directly behind it.
Duration: Once
Element: Null
Trader Rank: E

DashAttack1Damage: 90 + Impact + LineAttack(5) + Movement
Accuracy: C
Description: The user charges forward at a great speed to ram a line of enemies. Hits a maximum of 5 enemies before the momentum is lost.
Duration: Once
Element: Null
Special: Direction of travel may be altered with chip, terrain, and sig use.
Trader Rank: D


Fire Chips
None

Elec Chips
MagBolt1Damage: 90 + Stun + Magnetic Pull
Accuracy: B
Description: Uses an electromagnet to pull the target into range, then stuns them with a close range electrical shock.
Duration: Once
Element: Elec
Special: Magnetic Pull: A stronger version of the Pull effect that either pulls the target towards you, or you towards the target over a greater distance than normal.
Trader Rank: D

ThunderBeam1Damage: 60 + Seeking x 3 Targets
Accuracy: A
Description: Shoots three beams of electricity at three different enemies. Pierces Invis.
Duration: Once
Element: Elec
Trader Rank: D

MaruBlaster1Damage: 60 + Glitch
Accuracy: B (Special)
Description: A taser shot that bugs the enemy's coding.
Duration: Once
Element: Elec
Special: If the user used a Melee or Sword chip immediately prior to MaruBlaster, this attack's accuracy is raised to A.
Trader Rank: D
x2
Thunder1Damage: 40 + Stun 1 + Homing
Accuracy: C
Description: Shoots a slow moving ball of electricity that homes in on its target.
Duration: Once
Element: Elec
Trader Rank: D

ZapRing1Damage: 40 + Stun 1
Accuracy: A
Description: Shoots electricity in a ring shape to stun an enemy in their tracks.
Duration: Once
Element: Elec
Trader Rank: D

RemoteBit1HP: 100
Properties: Anchored
Object Damage: 100 + Impact
Damage Method: Telekinesis
Attack Damage: 80 + Panel Break + Drop Attack
Accuracy: B
Description: Summons a Control Tower in your area and a Remote Bit to rain down lightning upon the enemy.
Duration: 3 turns or Until destroyed
Element: Elec
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
Trader Rank: D

ElecReel1Damage: 80 + Spread 3 (Side + Behind)
Accuracy: B
Description: A small bolt of lightning that spreads sideways and behind the target upon impact.
Duration: Once
Element: Elec
Trader Rank: D

RingZap1Damage: 30
Accuracy: B
Description: Two sparks spin around the user, which damages anything foolish enough to draw near.
Duration: One turn
Element: Elec
Special: Damages anyone that gets within melee range of the user, regardless of why they're that close.
Special: This chip automatically attacks every action, starting with the action the user first uses it.
Trader Rank: D

MagBolt1Damage: 90 + Stun + Magnetic Pull
Accuracy: B
Description: Uses an electromagnet to pull the target into range, then stuns them with a close range electrical shock.
Duration: Once
Element: Elec
Special: Magnetic Pull: A stronger version of the Pull effect that either pulls the target towards you, or you towards the target over a greater distance than normal.
Trader Rank: D

ClusterShot1Damage: 10 x 4 Shots + Variable Targeting
Accuracy: B
Description: Launches a volley of four plasma spheres at targets designated by the user.
Duration: Once
Element: Elec
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.
Trader Rank: D

Satellite1Damage: 60 + Impact + Object Orbit
Accuracy: B
Description: Summons a Sparky virus and sends it across the field on a hard-to-avoid zig-zagging path. If it hits an enemy, it explodes into a ball of plasma. If it hits an object, it begins circling around the object and can damage near by enemies repeatedly.
Duration: Once, or up to 2 turns, if orbiting.
Element: Elec
Special: Object Orbit: The Satellite will orbit any object it comes into contact with. This chip cannot damage Objects, including Casings.
Trader Rank: D


Wood Chips
CornShot1Damage: 50 + Trick-Shot Spread 1
Accuracy: A / A
Description: Fires a smart-bomb tipped bullet that explodes and fires a second shot that auto-targets the nearest enemy.
Duration: Once
Element: Wood
Special: Trick Shot Spread: Automatically aims and spreads damage at one enemy nearest the point of impact. Can shoot around corners and bank off walls, floors, etc.
Trader Rank: D


Aqua Chips
ColdPunchDamage: 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.
Trader Rank: D

AquaKnifeDamage: 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
Trader Rank: D


Support/Healing chips
FastGaugeEffect: Haste
Accuracy: S
Description: Dodge rate up 10% for 3 turns for one ally.
Duration: 3 turns
Element: Null
Trader Rank: C

SlowGaugeEffect: Slow
Accuracy: S
Description: Dodge rate down 10% for 3 turns for one enemy.
Duration: 3 turns
Element: Null
Trader Rank: C

Fire+20Status: Fire Element UP 20, Stackable
Accuracy: S
Description: Adds 20 Damage to all hits of a Fire Element attack chip, before any external environment-related or target-related damage modifiers apply.
Duration: Once
Element: Fire
Trader Rank: D

Recover120Recovery: 120 HP
Accuracy: S
Description: Heals 120 HP.
Duration: Once
Element: Null
Trader Rank: C


Extra chips
BadSpice1Effect: Adds +30 Wood and Nova2 to Charged Buster Attack
Accuracy: Buster Accuracy = C
Description: Blasts the surrounding area with an explosion of spores from your Charged Buster attacks.
Duration: 6 Uses.
Element: Wood
Special: Overrides Buster. Disables Buster Shot.
Trader Rank: D
Asymptote.EXE Signature Attacks

Signature Points: 480/480
Active
Field Galvanization: Large Metal stage change (40 points, 1TCD)
Electrical Draining Punch: 30 Elec Drain, Melee/Slash/Break (80 points, 3TCD)
Electric Barrier: 30 HP Barrier (30 points, 1 TCD)
Cable Casing: 30 HP Casing (30 points, 1 TCD)
Defibrillator Fists (Recover 45, 2 TCD, 60 points)

passive
Mathmatician's Gaze 1 (Passive Take Aim1, 40 points)
Mathmatician's Gaze 2 (Passive Take Aim1, 40 points)
Conservation of Generation (Passive Recover 15, 80 points)
Generator Charge (Passive Imbue Elec, once per turn, 80 points
Asymptote.exe Stats/Upgrades/Navicust

Elec/Variable
Active: Buff (Add 10+Level to one chip attack/SP Attack per turn)
Passive: Debuff (Support chips with a + in name, Strengthen or Buff can be used to debuff one enemy. Buff reduces damage equal to the amount, Strengthen reduces damage to one attack and Support reduces for entire battle)
+15 Single, +10 Multi-Target to Elec
Level: 10 (+6 from chips, +2 from HP, 2 from Speed)
Speed: 4 actions a turn
HP: 140 (190 with HP+50)
Buster Stats: 1/1/1 (Buster Shot: 10, Half: 20, Full: 40)
Buster Element: None
Buster Effect: None

Upgrades
Signature Processor Upgrades: 10/level
HP Upgrades: 2
Navi Customizer Expansion Upgrades: 0
Subchip Capacity: 0/4
Buster Upgrades: 0/12
Speed Upgrades: 1/3

Navicustomizer

20/40
Undershirt (10, Prevent death at 1 HP)
HP+50 (10, Increase Max HP by 50)
Asymptote's Relationships (Ordered by points and cross levels)

Level 1 crosses
Vigil: 57
Erysichthon: 40

Everyone Else
Spartoi: 23
PantheonMan: 23
CoursierMan: 9
Philanthropy: 2
Achilies: 2

Crosses

Erysichthon Cross
Cross level: 1
Element: Fire
Type: Glitch (Floating Point Error (2% Accuracy Penalty to enemies per Glitch on self, up to 10%)/Hack (One instance of glitch per turn)
Benefits: +10 to Fire chips, 80 points to cross signatures
Cross Signature (80/80)
Despite his hunger, this has not affected his higher functions (much) and by ripping through himself for a relatively small amount of damage, he can then either "vomit" base coding at an ally, or heal himself of the same wound he caused by wrapping it in basic 1s and 0s (and maybe 2s, who knows with code really), while in laymen terms this is "Absolutely disgusting and vile", it will leave a residual residue that heals himself or an ally (or enemy) over time. (Multi-Stage: Sacrifice 30 HP from self (40 points of Nerf towards powering signature), Recover 30 HP per turn over 3 turns (90 total healing), 3TCD, 80 Sig+40 Nerf)

Appearance: Asymptote's body shrinks down a little bit to just under the five foot mark, his entire frame also shrinks down to accommodate for the smaller frame too. His muscles and overall body structure shrink to a more moderate form, less like a wrestler on drugs and more..."Lithe" one could say. His body structure becomes more feminine, rather than a "toxic masculinity" that his original form would evoke. Muscles shrink in size to a more toned size, like one would see on a trainer's physique, legs becoming more along the lines of a runner's than that of a horror monster's massive chops and, more importantly, Asymptote's mask opens apart at the mouth region, allowing for Asymptote to move his mouth in a more normal fashion and his eyes change from the blood red color they were previously, into an ocean emerald, much like his "student's". As well as his body being covered up by an emerald colored navisuit with both his navi emblem and a copy of his "student's" down and to the left of it, just under his left pectoral.

Then the horror kicks in. The mask, when he speaks, is filled to the brim with three rows of metal looking teeth. Each one as sharp as the last in an almost comically pointed and serrated looking fashion, in front of his now metallic and segmented looking tongue (which, in a less horror filled universe, is a condition called Hyperdontia). Each tooth small in it's own fashion, but together can rip through enemies he bites through and chew them up without any real trouble (barring defenses). His body also takes on a bright red skin color, as if he had been bathed in the blood of his enemies. And to help top it off, a large, many toothed tail with a mouth sprouts from his tailbone. A tail with what seems to be it's own mind, but all in all, is very protective of it's owner one way or another. Asymptote also leaks...what seems to be base coding from his body. A garbled mess of white and black data that leaks from the maw on his tail, his wounds and his mouth. Asymptote also grows immensely hungry in his cross form, for one reason or another, loud growls, not from him or his new tail, but from his stomach as it requires more nutrients to sustain his compacted form.

Level 1 Vigil Cross
Type: Summon (Masterwork (Level+20 HP to summoned objects)/Self Destruct (Blast2 damage to all enemies for Object HP/2 when object is destroyed)
Element: Normal
Benefits: 80 Cross Sig Points, +10 to Normal chips

Signature (80/80)
Monster's Visonary: Asymptote summons eyeballs just the same as Vigil does in this form, the eyes looking similar to KillerEye viruses with a horror motif, and upon summon, Asymptote or an ally is given a take aim. This take aim happening because Asymptote can "allow" an ally to "peer" into the sight of a summoned eyeball momentarily to help them take aim at a virus without using an action if they allow for it. Otherwise it just gives them a targeting reticule in the back of their sights to help them target an enemy. (Passive 10 HP object, Upon summon, give self or ally Take Aim1) (10+10x4=80 Sig points)

Appearance: Asymptote's body begins to shrink down to about a good five feet tall, the navi undergoing a massive re-hauling of his frame. Muscle mass is lost to mere be "toned" instead of "monstrously buff", arms and legs shrinking down to accommodate for this mass shift, to the point even his generator disappears from his back entirely, seemingly sunk down into his body for the time being. Asymptote grows out hair from his head that reaches down to his shoulders, a metallic silver coloring that even has a bit of "reflective" properties to it. His body instead of being adorned with a loincloth made out of his navi suit, he wears a robe that matches the green and white of his original form, mimicking where the colors were at once upon a time, the robe reaching around his knees before splitting to either side on the front and dragging heavily in the back. His hands and arms are adorned with soft gloves that reach upwards to his elbows in this form, a black coloring to them as well as a pair of steel-toed boots that adorn his feet and reach up half-way to his knees, also black in color. Asymptote is then surrounded by a pair of floating eyes, red irises adorning their ball-like shape with small red tendrils floating behind them, seemingly freshly plucked from someone's head, blood dripping from them just the same. Finally, Asymptote wears a black visor that falls from the top of his head with a satisfying "ka-chunk" type of noise, seemingly obscuring his vision, but offering not only readings of his surroundings (by way of his newly summoned eyes on either side of him) but also offering combat data and additional points of view from any more eyes that he summons while in this form. Asymptote also grows more...pervasive? One could say, more willingly hitting on other navis, blurting out double entendre's without even batting an eye. His weapons take on an "eye" motif as well, summoning such as eyes to defend himself in the shape of a shield, irises to shoot out projectiles, and if he gets to attacking in melee range, he pulls out a pair of brass knuckles to "get to the point" in his own words.