Fluffy Fiend Round Up

A ball of electricity appeared above the ground of the Netopia Net. It started as small as a baseball then rapidly grew to be large enough to encompass a man, or at least a man-sized Navi. Rayner mimed placing a cowboy hat on his head  and surveyed the area he had landed with his fingers still on the imaginary brim.

"Well I do declare this to be a most delightful place." He quipped as he dropped his hand from his imaginary hat to tug the bottom of his jacket. His jacket straightened he began to saunter deeper into the net.  "Let's get this round up started!"

(Searching for Battle 1, Moloko Bounty Active)
Subtype Abilities Active: 
Passives: Passive: Launcher: All direct damaging dealing non-Gun Battlechips can be used as a single-use, single-target Shot-type attack with A accuracy. Chips used through Launcher cannot be Reloaded.
Active: Snipe: Add Seeking to the next action as a free action. (Once Per Turn)
Walking through the uneven and crumbly terrain, the cowboy navi would find a small spot of normal terrain to get his feet on solid ground, a trail of holes crumbling away and reforming. But...as he could catch his breath, he could sense the presence of viruses. In front of him to the north a Fishy-like virus was seen, spewing fire out from underneath its body, a pirate-looking mofo with a cannonball for hands and a bandanna wrapped around it's head behind him and out to the west...two fluff balls...two...small puffballs with antennas sticking out of their heads as they wafted gracefully across a pool of muck. But...he had a bounty right? Where was the sheep? Turns out...it was late. And charging at him from a distance as it made it's way from the east. Battle Routines engaged, and he needed to ready himself to fight. Now.

-- Viruses --
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
A: 40 HP (Poison) 
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
B: 40 HP (Poison)
BlazerBlazer (Blazer)

Blazers are a modified strain of Fishy virus made to fully exploit their previous possession of Burner battlechip data. While they retain, for the most part, the appearance of a Fishy virus, their fins are more heavily rounded and there are a set of specialized gills on either side of their underbelly that can spew flames. In addition, all Blazers are now a stark reddish color, with the intensity varying from a charcoal-ish gray-red at the first tier to a violent intensity with the Omegas.

Area: Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Attack Damage/Effect: Movement + 15 Nova 2 Fire Damage
Attack Accuracy: C
Attack Description: Flies forward and then SPINS, unleashing a gout of flame from specialized vents on its' flanks.
Element: Fire
Possible Rewards (Per Virus): Burner1, Zenny
Special: Omnishoes
: 80 HP (Cracked) (To the north, in your line and ready to attack)
QuakerQuaker (Quaker)

Area: Netopia, Hades Isle, NetVegas

HP: 80
Attack Damage/Effect: 20 Null + Piercing + Ground Attack + Chain(2) + Earthquake
Attack Accuracy: B
Attack Description: Jumps high into the air, then slams its wrecking ball onto the ground when it lands, making the ground shake, and forming a shock wave that zeroes in on enemies.
Element: None
Possible Rewards (Per Virus): WaveArm1, RockArm1, Zenny
Special: High Altitude Status while Jumping.
Special: If underground or in a building, it can break through ceilings or cause a rock-fall.
Special: Earthquake: Whenever this virus lands when using its attack, all enemies touching the ground have their evasion reduced by 1 rank until the end of the next turn. This effect does not stack with other Earthquake instances, and does not affect allies of this virus.
Special: Chain 3: This attack, upon striking a target, may change directions towards a new target. This may be done up to 3 times in one attack.
: 80 HP (Cracked) (Behind you a few paces)
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: 60 HP (10 HP FluffBarrier) (Cracked) (To the east, charging at you)

-- Navis --
Rayner.EXE: 150 HP (Normal)

-- Terrain --
70% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
(Literally everywhere else)
10% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
(Small square patch to the west)
20% Normal
  • No effects.
(You are here, middle of the field)

-- Battle 1 Ready? Start!! --
"Oh son of a sheep!" Rayner wasn't pleased about the sheep's late arrival, it meant he'd have to act quickly. As the little sheep neared Rayner briefly pulled up the data on the little sheep from the virus database. His chip choices were quick."Joan! I need Rageclaw and Binder."

"Ah, here! RageClaw, Slot-in! You'll have to give me a moment for the rest!" Rayner's mechanical arm reshaped itself from the more utilitarian design it normally was to moving all four metal 'fingers' to one side. He crouched low like a wrestler, the newly sharpened ends of his claw gleaming. He waited, and waited, and then when the Moloko was almost upon him he attempted to side step it like a bullfighter and reach out with his clawed hand to slash  at the virus's side. The chip had caused spikes to sprout  from the back of the knuckles so after the first strike  Rayner reversed the direction of his arm in an attempt to backhand the sheep.

With luck that would take care of that particular trouble maker.

"Slot-In, Binder!" Joan plunged the chip in and jammed the activate button. This chip was a particular favorite of hers and she leaned forward to watch as the musical note-shaped virus appeared in a flash of light. It swayed from side to side at first, its eyes scanning over the other virus in boredom until it caught sight of Rayner. Then the little virus perked up, immediately beginning to bounce in place.

"Really? Go over there and...make friends." Rayner grumbled, gesturing in the direction of the enemy with his non-metal arm. With a happy cry like a bell being struck the Melody compressed itself until it's round body was squished against the floor then bounded forwards to leap among its fellows with glee.

"Whatever works I guess." said Rayner as he scratched the side of  his skull helmet-mask thing.

--------------------------

1) Action - Dodge!
2) RageClaw1 - 40 + Slash, Acc B (Attack) @ Moloko
3) RageClaw1 - 40 + Slash @ Moloko
4) Binder1 - 60 x 4, Acc D @ Foes
While Rayner was eyeing up his fluffy bounty, the flaming red fishy coasted in towards him from the other side in a blazing spin of fire. It didn't seem to quite have full control of what it was doing, and it veered off to his side, but Rayner still found himself having to dodge out of the way very suddenly when the shadow of the Quaker fell over him. It crashed down, making the ground shake, but Rayner himself managed to avoid the impact.

Fortune and skill had kept him unscathed in the frantic first seconds of engagement, and as the sheep that was his quarry charged in behind the other two, Rayner was able to bring claws to bear first as it approached, causing the virus to stagger to one side, and then a second time as it passed by him, ending it with a decisive surety. The two Maru viruses drifted closer, and Rayner sent them a friend to be a distraction. The binder note jumped about between the two, trying to land on the little puff balls of electricity in a game they clearly didn't appreciate. One released a small sparking globe of static towards Rayner, though it was too busy swerving around the over-enthusiastic music note to aim properly. the other tried to take more time, but before it could release a more accurate spark, it paid for its hesitation as the flattening weight of the Binder note crashed down onto it. the note paused, bouncing happily in place and looking back at Rayner with a happy expression in its eyes. Got one!

-=Viruses=-
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
A: 40Hp (Poison)
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
B: DELETED
BlazerBlazer (Blazer)

Blazers are a modified strain of Fishy virus made to fully exploit their previous possession of Burner battlechip data. While they retain, for the most part, the appearance of a Fishy virus, their fins are more heavily rounded and there are a set of specialized gills on either side of their underbelly that can spew flames. In addition, all Blazers are now a stark reddish color, with the intensity varying from a charcoal-ish gray-red at the first tier to a violent intensity with the Omegas.

Area: Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Attack Damage/Effect: Movement + 15 Nova 2 Fire Damage
Attack Accuracy: C
Attack Description: Flies forward and then SPINS, unleashing a gout of flame from specialized vents on its' flanks.
Element: Fire
Possible Rewards (Per Virus): Burner1, Zenny
Special: Omnishoes
: 80Hp [Normal] [Just behind Rayner]
QuakerQuaker (Quaker)

Area: Netopia, Hades Isle, NetVegas

HP: 80
Attack Damage/Effect: 20 Null + Piercing + Ground Attack + Chain(2) + Earthquake
Attack Accuracy: B
Attack Description: Jumps high into the air, then slams its wrecking ball onto the ground when it lands, making the ground shake, and forming a shock wave that zeroes in on enemies.
Element: None
Possible Rewards (Per Virus): WaveArm1, RockArm1, Zenny
Special: High Altitude Status while Jumping.
Special: If underground or in a building, it can break through ceilings or cause a rock-fall.
Special: Earthquake: Whenever this virus lands when using its attack, all enemies touching the ground have their evasion reduced by 1 rank until the end of the next turn. This effect does not stack with other Earthquake instances, and does not affect allies of this virus.
Special: Chain 3: This attack, upon striking a target, may change directions towards a new target. This may be done up to 3 times in one attack.
: 80Hp [Cracked] [Next to Rayner]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: DELETED

-=Navis-=
Rayner.Exe: 150Hp [Normal]

-=Terrain=-
75% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Most of the field]
10% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Small square patch to the west]
15% Normal
  • No effects.
[You are here, middle of the field]

  
"Is it just me or is this fight taking longer than the others? Is this area going to be too hard for you?" Rayner shook his head as he gave the Melody a thumbs up. What the summoned virus made of the conflicting signals was anyone's guess.

Rayner certainly wasn't concerning himself with it.

"It's not too difficult, we just started. Do you always run away from your problems so quickly?" He asked, cocking his head and tapping his foot on the ground impatiently. Seriously, show a little faith!

"Hey! Of course I don't run away." Joan's face was flushed from embaressment, she could feel it. The truth was that his comment hit a little closer to home than she liked. "J-Just wait! I'm picking out the next chips now!"

"Just don't pick out trash." He mutter. With a practiced twist of his wrist he pulled off the scarf from around his waist and tossed it at the Quaker. That ought to keep it from moving around for a bit!

"I mean, we don't really even have trash chips, do we? Maybe this Pillow and Recover, but that's it." Joan slid the chips around on the table, setting the aforementioned two off to the side. She picked up the chip she remembered the best and the chip that did the most damage. As long as the chips did lots of damage it was fine, right? "Here! these should work!"

"Not bad! Youre actually learning." The chips selected would be perfect, with a little effort. The heat from behind him was a nice reminder. The Navi twirled to face the Burner,  and lunged forward with a leer.

"Boo!" The lunge was abruptly halted with Rayner's face close to the Burner then the Navi was stepping primly to the virus' diagonal, opposite the Quaker. Lightning crackled around Rayner's metal arm. The claws were spread toward the tow viruses who had gotten up close and personal. Abruptly it snapped shut the metal tips meeting and a bolt of electricity erupted to lash out at the two. It seemed to be plagued with glitches: a static line of bright yellow seemed to have gotten stuck on the floor and stretched from between Rayner's feet to the end of the bolt.

Rayner pivoted on his heel as his arm shifted, servos and gears whirring as the prosthetic reconfigured itself into a more typical fun shape. Now the barrel faced the remaining Maru. More crackles of electricity gathered around the barrel and then with a click the gun was fired. A slug of electricity shot out, it's body hard to look at. it's outline was a wavering mess as if the color mappings were off-set, making the bullet appear blurry and hard to look at.

"Well, well. That was quite the light show."

-----------
Action 1) Static Snag: 30 Elec + Stun, Thrown, Acc C @ Quaker
Action 2) Feint: Line up Quaker & Burner
Action 3) ElecPulse1 - 100 Elec + Seeking + Glitch + Cone Attack, Acc C @ Quaker & Burner
Action 4) MaruBlaster1 - 60 Elec + Glitch, Acc B @ Maru01 
Despite some uncertainties from his operator, Rayner moved quickly to control the battle. Before it could act, he stunned the Quaker, the attempted to move into a good position to make the most of his chips. The Blazer careened around him, spinning and spraying fire, but despite this, the navi was able to avoid the flames and make a decent line for his next attack.

Just before he released it, a shock struck him across the shoulder from behind, the Maru virus pinging him with a small bolt of corrupt electricity. It began getting into places it shouldn't, but for now, Rayner managed to make his next attack. The cone of electricity engulfed the Quaker, too stunned to move, though the Blazer managed to spin away and out of his reach by a moment of inopportune luck.

Once that was done, Rayner was able to turn his attention back to the remaining Maru and successfully pinged its evasive and hard-to-hit form, dissipating the irksome puff ball, though he'd no sooner fired than the backlash from its earlier attack took hold. Strangely, once it settled, the glitch didn't seem harmful to Rayner himself – but his body began to slowly pulse a scattering of electrical sparks every few seconds. Odd.

-=Viruses=-
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
A: DELETED
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
B: DELETED
BlazerBlazer (Blazer)

Blazers are a modified strain of Fishy virus made to fully exploit their previous possession of Burner battlechip data. While they retain, for the most part, the appearance of a Fishy virus, their fins are more heavily rounded and there are a set of specialized gills on either side of their underbelly that can spew flames. In addition, all Blazers are now a stark reddish color, with the intensity varying from a charcoal-ish gray-red at the first tier to a violent intensity with the Omegas.

Area: Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Attack Damage/Effect: Movement + 15 Nova 2 Fire Damage
Attack Accuracy: C
Attack Description: Flies forward and then SPINS, unleashing a gout of flame from specialized vents on its' flanks.
Element: Fire
Possible Rewards (Per Virus): Burner1, Zenny
Special: Omnishoes
: 80Hp [Normal] [To Rayner's left]
QuakerQuaker (Quaker)

Area: Netopia, Hades Isle, NetVegas

HP: 80
Attack Damage/Effect: 20 Null + Piercing + Ground Attack + Chain(2) + Earthquake
Attack Accuracy: B
Attack Description: Jumps high into the air, then slams its wrecking ball onto the ground when it lands, making the ground shake, and forming a shock wave that zeroes in on enemies.
Element: None
Possible Rewards (Per Virus): WaveArm1, RockArm1, Zenny
Special: High Altitude Status while Jumping.
Special: If underground or in a building, it can break through ceilings or cause a rock-fall.
Special: Earthquake: Whenever this virus lands when using its attack, all enemies touching the ground have their evasion reduced by 1 rank until the end of the next turn. This effect does not stack with other Earthquake instances, and does not affect allies of this virus.
Special: Chain 3: This attack, upon striking a target, may change directions towards a new target. This may be done up to 3 times in one attack.
: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: DELETED

-=Navis-=
Rayner.Exe: 150Hp [Normal][Glitch: Sparkler]

-=Terrain=-
75% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Most of the field]
10% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Small square patch to the west]
15% Normal
  • No effects.
[You are here, middle of the field]

-=Glitches=-

Sparkler: Positive Glitch. Victim gains a passive pulse of 10elec damage in a Nova2 range around themselves, once per turn. Glitch lasts until combat ends, or until removed with Status Cure, Glitch Eater or other similar methods.
"It looks like you Snagged the wrong one there. By the way...what's up with the sparks? It's very pr-handsome." Rayner lifted one arm then the other and flexed his fingers both mechanical and flesh. The glitch from the Maru wasn't hurting him - in fact it kind of tickled when the sparks landed on him. They were also leaping quite the distance away from him too. Hm! He could make use of this.

"You can say pretty, I'm not soft-skinned..? Ah you get the point, send me Rageclaw please." Rayner waved a hand around as if brushing off the fact that the word he was planning to use deserted him right before he got to it. Soft-skinned wasn't quite what he was going for but close enough, although he was a bit miffed at Blazer having escaped him. He was planning to give it a very bad day with the help of his new 'friends' that were fleeing his body.

"One moment one momen-aha! RageClaw1 Slot-in!" The chip data coursed into his mechanical arm, rearranging the grippers so they all faced the same way and sharpening their points. Rayner grinned beneath his mask. He flexed the claw-tips menacingly as he strode confidently and calmly over to the Blazer then almost casually swiped at its face. Three times he swiped at its directions, the third time just to be sure.

Once the third and final swipe was completed he shifted his weight to his toes and tried to keep loose and alert just in case the virus had one last blast of fire in it.
---------------------------
Action 1) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then 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: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Blazer
Action 2) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then 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: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Blazer
Action 3) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then 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: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Blazer
Action 4) Dodge
Dealing with the Blazer was trivial enough for Rayner that he could afford a moment to appreciate the oddities of his current glitch. It was a pity it wasn't strong enough to contribute meaningfully to his mop-up efforts, pretty as it was. Despite this moment of inspection, the navi was still fast enough to take a couple of swipes at the remaining virus before it could respond properly. His first strike was a clean blow that sent the modified fishy wobbling, though the way it slid around him caused the second swipe to go wide. The blazer attempted to spin another back-wash of fire at him, but just as its flames started up the scattering of sparks that Rayner was experiencing jolted it, and the virus was turned side on briefly. The flame gouts sprayed up into the air and across the ground, and none came in Rayner's direction as a result. It also left the virus in a perfectly vulnerable position for him to finish it off with one last swipe of his claws.

-=Viruses=-
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
A: DELETED
Maru-01Maru-01 (Maru)

Maru are rather small floating spheres of electricity, with two beady black eyes. They never appear solo, and will always have at least one other Maru at their side. While they're exactly as sturdy as one would expect from a ball of electrical energy, they can inflict bugs with their electric shocks. Maru are highly intelligent for being what they are, and love to combine tactics with others of their kind to make sure they each get to shock the enemy at maximum efficiency. Their small size and ability to move in any direction makes them extremely hard to hit.

Area: Netopia, NAXA

HP: 40
Attack Damage/Effect: 15 Elec + Glitch
Attack Accuracy: B (special)
Attack Description: Fires a small bolt of electricity that corrupts the data of whatever it hits.
Type: Elec
Possible Rewards (Per Virus): MaruBlaster1, Zenny
Special: OmniShoes
Special: Taser: If this virus is within Melee range of an enemy, its attack's accuracy is A. If an enemy uses a close range chip, they may counterattack immediately following that attack as a free action. Multi-hit close range chips only trigger one counterattack.
Special: All attacks that target this virus are treated as being two accuracy ranks lower (i.e. A is treated as C) against that virus.
B: DELETED
BlazerBlazer (Blazer)

Blazers are a modified strain of Fishy virus made to fully exploit their previous possession of Burner battlechip data. While they retain, for the most part, the appearance of a Fishy virus, their fins are more heavily rounded and there are a set of specialized gills on either side of their underbelly that can spew flames. In addition, all Blazers are now a stark reddish color, with the intensity varying from a charcoal-ish gray-red at the first tier to a violent intensity with the Omegas.

Area: Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Attack Damage/Effect: Movement + 15 Nova 2 Fire Damage
Attack Accuracy: C
Attack Description: Flies forward and then SPINS, unleashing a gout of flame from specialized vents on its' flanks.
Element: Fire
Possible Rewards (Per Virus): Burner1, Zenny
Special: Omnishoes
: DELETED
QuakerQuaker (Quaker)

Area: Netopia, Hades Isle, NetVegas

HP: 80
Attack Damage/Effect: 20 Null + Piercing + Ground Attack + Chain(2) + Earthquake
Attack Accuracy: B
Attack Description: Jumps high into the air, then slams its wrecking ball onto the ground when it lands, making the ground shake, and forming a shock wave that zeroes in on enemies.
Element: None
Possible Rewards (Per Virus): WaveArm1, RockArm1, Zenny
Special: High Altitude Status while Jumping.
Special: If underground or in a building, it can break through ceilings or cause a rock-fall.
Special: Earthquake: Whenever this virus lands when using its attack, all enemies touching the ground have their evasion reduced by 1 rank until the end of the next turn. This effect does not stack with other Earthquake instances, and does not affect allies of this virus.
Special: Chain 3: This attack, upon striking a target, may change directions towards a new target. This may be done up to 3 times in one attack.
: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: DELETED

-=Navis-=
Rayner.Exe: 150Hp [Normal][Glitch: Sparkler]

-=Terrain=-
75% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Most of the field]
10% Poison
  • -10 HP/action standing, -20 HP/action submerged.
  • Zombie nullifies damage, heals 10 HP/action on contact.
  • Cannot be in Sigs.
  • PanelShot: Poison(20).
[Small square patch to the west]
15% Normal
  • No effects.
[You are here, middle of the field]

-=Glitches=-

Sparkler: Positive Glitch. Victim gains a passive pulse of 10elec damage in a Nova2 range around themselves, once per turn. Glitch lasts until combat ends, or until removed with Status Cure, Glitch Eater or other similar methods.

-=Battle 1, Victory!=-
Spoils: 800z, 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
, 15 BugFrags, Moloko Bounty +1
With the cessation of hostilities the chip's effects faded away from Rayner's prosthetic and returned him to his normal appearance. He rolled his neck around and reached up to with left hand to rub at the attached shoulder. Once his little limbering up was done he strolled around the battlefield to collect the goodies that had been left behind. A task the required minor brain power: perfect for teasing the NetOp during. "Well I think I'm sufficiently warmed up now. Are you alright with continuing or are you going to stick your head in a book? You might have better luck learning the material by pressing it to your forehead."

The video window with Joan's frowning face popped up slightly ahead of Rayner. She gave him a Look then leaned back in her chair with a sigh, the frown disappearing entirely. She was resigned to the trugh of the matter and it showed in her voice. "Y'know, you might be right, I'm not really feeling like I'm absorbing anything. How about you keep wandering? I am at least picking up on the Netbattling thing."

One of Rayner's eyes quirked at the top in surprise but he very smoothly folded a hand over his waist and bowed to his NetOp's window. "Your wish is my command: the destruction of poor innocent viral lifeforms shall continue for the sole sake of your amusement!" He straightened up after his little speech and was rewarded with a rather perplexed look on Joan's face.

"Wait, I thought by their very existence they weren't innocent?"

"Kehehe! Don't think too hard on it!" And with that he walked deeper into the Net.

(Searching for Battle 2, Moloko Bounty)
Pressing deeper, and with some mildly conflicting reassurances for his operator, Rayner didn't have to wander for to long before he came across a patch of ground that sloped gently downwards towards a lake at the bottom of the hill, far off. Only a short way from where he was at the top of the hill, however, a broad circular section seemed to have been lifted out of the hillside to create a flat platform that glowed with a warm, radiant light. It might have been a nice overlook for the lake, perhaps, save for the presence of several viruses that had apparently taken up residence on the shelf.

In the centre a cannon virus had originally faced outwards, down the hill, but now swivelled to face Rayner instead. On top of its flat top, a large kettle seemed to be contentedly basking in the sunlight. On top of that, a smaller virus that seemed to be mostly hat, with a small, sharply-dressed body beneath it, pointed at him and shouted a few things in unintelligible viral sounds.

The two other viruses on the platform snapped up; one had been standing at the far edge of the circular platform, and it straightened its baseball cap as it turned to face him. The other was a virus that Rayner needed, in the form of another fluffy Moloko that had previously been curled up at the base of the cannon, asleep. Not it stood, bleating as its woolly fleece puffed up to an extremely adorable level of fluff, then began to charge towards him.

-=Viruses=-
KettleKettle (Kettle)

Kettle do not attack unless and until they are attacked. This behavior does not count as a Counter or a Trap. It's simply what they do. Moving and dodging require actions, while retaliating against attacks does not. All Kettle have passive Regen. When this virus is attacked with non-Fire Damage below its max HP, it will boil over to attack nearby enemies with Aqua Damage equal to the damage taken. This effect does not damage allies. If the damage is greater than or equal to its current HP, the virus is also deleted after the counter attack. If not, the Kettle will regenerate a portion of its HP and continue on as normal. When this virus is attacked with Fire Damage, it will boil over to attack nearby allies dealing exactly its max HP in Aqua Damage. This effect will not damage enemies. The virus is automatically deleted after boiling over in this case.

Area: Netopia, Beach

HP: 100 Degrees
Attack Damage/Effect: Variable Damage Aqua (Max 100) + Nova4
Attack Accuracy: C
Attack Description: Boils over and releases geyser explosion when attacked. Boil-over damage never exceeds the virus' max HP. See Notes for more details.
Element: None
Possible Rewards (Per Virus): LittleBoiler1, Zenny
Special: Regen(50): Passively recovers 50 HP every action.
: 100Hp [On CannonGuard]
CannonGuardCannonGuard (CannonGuard)

CannonGuards are automatically in guard mode unless they are attacking. When guarding, the turret is protected by a shutter that will stop any and all non-breaking attacks from the front. This shutter cannot be destroyed, even by a breaking attack, so long as the virus exists. The shutter does not protect the turret portion of the virus against attacks from the back or sides. The base of the virus is also immune to non-breaking damage.

Area: SciLab, Kotobuki Town, Netopia, NAXA

HP: 60
Attack Damage/Effect: 15 Null + Lockon
Accuracy: A
Attack Description: Locks on and attacks
Element: None
Possible Rewards (Per Virus): MarkCannon1, Zenny
Special: Immobile.
Special: Target's evasion counts less against this virus.
Special: Can guard against attacks.
: 60Hp [Holy][Centre]
BombBoyBombBoy (BombLab)

BombLab viruses attack by summoning a huge cube-shaped explosive, called a BoyBomb. They push this bomb towards their enemies, using it as cover against incoming fire as they do so. It takes a BombLab virus an action to summon a BoyBomb, and another 2 to push it into attack range of the enemy. Once the explosive is in range, it will explode the very next turn. BoyBombs have StoneBody, and can be moved with special abilities, such as Knockback, Microburst, Pull, Gravity, and Telekinesis. BoyBombs will explode if physically picked up, however (EX: Rageclaw or similar means). Bomb Lab viruses jump, not teleport, back to their starting position after setting the BoyBomb.

Area: Netopia, Sharo, NAXA

HP: 80
Attack Damage/Effect: 30 Null + Blast 3
Attack Accuracy: S
Attack Description: Summons a 5 HP BoyBomb, and begins pushing it towards the enemy. Bomb deals massive damage once in range.
Element: None
Possible Rewards (Per virus): BoyBomb1, Zenny
Special: This virus is immune to the effects of BoyBombs, including damage.
: 80Hp [Holy][Back Left]
BigHatBigHat (BigHat)

BigHats only attack a max of once per turn. The rest of their remaining actions are spent moving or dodging, a skill in which they are only average at best. BigHats only attack a second time if the FlashBomb they threw on that turn is somehow destroyed before the end of the turn, and they have an action remaining for the turn. FlashBombs thrown by BigHats do not harm viruses at all when they explode. The effect of FlashBomb cannot be dodged, but it can be blocked by defenses you can take cover behind, such as objects and Guards. Chip generated barriers and auras also prevent the effect, but signature generated defenses of these types will not. As FlashBomb is a light based attack, it has slashing to pierce Shadow, and Seeking to pierce Invis (note that dodging alone does nothing, so Invis will not help here anyway).

Area: Kotobuki Town, Netopia, NetVegas

HP: 100
Attack Damage/Effect: 10 Null + Blind + Slashing + Seeking + Stun + To-All-Clause
Attack Accuracy: S
Attack Description: Throws bomb that explodes in one turn in a flash.
Element: None.
Possible Rewards (Per Virus): FlashBomb1, Zenny
Special: 20 HP Bomb used in attack explodes at the end of the following turn. They fizzle harmlessly if destroyed.
: 100Hp [On Kettle]
VolgearVolgear (Volgear)

This virus family is positively deadly when fighting on Furnace Terrain, to the point where the players are at a severe disadvantage. Unless you just have it in for the player, try not to combine the two very often. I'm serious about this. -Pally

Area: Electown, Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Primary Attack Damage/Effect: 15 Fire + Wide Attack + Ground Attack
Primary Attack Accuracy: B
Primary Attack Description: Fries enemy with a firewall that bursts suddenly from the ground.
Secondary Attack Damage/Effect: 20 Fire + Group Attack + Ground Attack
Secondary Attack Accuracy: D
Secondary Attack Description: Fries the enemy with a marching line of fire pillars.
Element: Fire
Possible Rewards (Per Virus): FlameLine1, FireTower1, Zenny
: 80Hp [Holy][Mid Right]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: 60Hp [Holy][Rushing at Rayner, dead centre]

-=Navis-=
Rayner.Exe: 150Hp [Normal]

-=Terrain=-
75% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Large circle just ahead]
25% Normal
  • No effects.
[Outer edges]

-=Battle 2, Start!=-
Joan let out a sigh as the hill and lake took up the scenery. She propped up her head with one hand and leaned closer to the PET screen. "I wish visiting places like this was as easy in real life. It's not fair." She stuck her lower lip out after she spoke, unable to hide all of the envy she felt. "There nearest place to go would be Okuden Valley I guess? But that's so far!"

"Is it really so hard to buy a ticket?" Rayner asked as he ended his steady pace. While Joan was enjoying the view he had already spotted trouble. There was an internal shift that signaled the activation of his battle routines. He thought it was probably most comparable to what happened to a human's head when they noticed a plane ride: a small, mildly disconcerting sensation that was invisible but easily adapted to.

Well mostly invisible. As his combat processes set themselves on the window containing Joan's dreamy expression abruptly disappeared. Rayner's amusement could be heard in his voice. "At least in the Valley you don't have to deal with intruders like this bunch." He waved his gloved hand towards the viruses on the outlook. One of them, the Sheep, had come quite a bit closer since the moment he had spotted them. Rayner quickly side-stepped to put him out of the Moloko's direct path. Maybe with all that wool it's vision was hindered. "So a little extra work getting there versus the danger of being attacked, sounds fair to me!" He cheekily remarked. Joan huffed and he could imagine her sitting upright again.

"Let's clear them out! They shouldn't be allowed to sully a scene like this!" She sounded really gung-ho about the upcoming fight. Mostly because she wanted to distract from the earlier conversation. "What do you want and how do you want it?"

Rayner decided against taking advantage of that poor choice of words and focused on the task at hand. There were quite a few viruses and that paneling they were on was going to make getting rid of them extra tricky. The kind of tricky that led to mumbling to himself. "And me without any terrain changes.."

"What?"

"Nevermind." He shook his head and resolved to worry about what he could do rather than what he would do if he had the right tools. There was a fight to be won and enemies to be deleted.

'Airshot could probably knock one over the edge of the outlook and down the hill. It might not finish the virus off but it'd make the fight easier.' It came from his mind but the thought rankled. He had wanted more of a challenge and already his mind was jumping to making the battle easier?

"I'll just save that option for later." He muttered. He looked over the opponents again as he pulled up what information he knew about them. Turned out he knew quite a lot thanks to certain databases, and it was enough to give him an idea. He straighted up and bounced on the toes of his feet to keep limber as he called out.

"Joan~ They've got the Kettle on but haven't set it to boil. Let's be dears and get tea going! Heatshot and Melody!" He called out, his voice becoming sing-song as he named his chips of choice. He almost felt a little bad for what he was about to unleash on the virus party if things went his way. Almost.

"I feel like I'm missng something here becaues you're not doing this be kind." Joan picked out the needed chips as she talked. She slotted them in then leaned forward to watch.

"What would make you say that??" The electric Navi asked, smug in both voice and posture. His metal arm turned into an amorphous blob of light and shifted into a red-ringed barrel. Rayner put a little extra effort into his aim then fired. A fireball sprouted from the barrel and flew straight towards the Kettle.

Rayner snapped his fingers on his gloved hand, an impressive feat even as a navi, and abruptly the Melody was there beside his feet. He gave it a pat on the tail to get its attention and as soon as its eyes were on him he pointed to the congregation of viruses.

"Hey, you wanna go make friend? Do you?" He asked in the voice humans used to rile up their dogs for a walk in the park. The Melody shook like an excited, the 'tail' flipping side to side with enough force that Rayner took a step to be away from it as he crouched down. He patted it once on the head, his eyes forming happy little arches then stood up and stepped out of the way. With a dramatic fling of his whole hand he pointed specifically at the Volgear in an attempt to direct the excited Melody.. "Go on! Go make friends!"

The Melody was quick to act. With a happy little jangle of music the summoned virus bounced its way to the gathering and began bounding around in excitement, eager to meet new friends! If it accidentally bounced on a new friend in the process, well, what was a little foot stepping between friends? Surely they wouldn't mind!

"That feels almost mean." Joan piped up. Rayner just chuckled. Hopefully the Melody would cause enough havoc that he could plot his next move carefully. He stepped further away from his original spot, half turning to try to spot the sheep. Hopefully it's charge had taken it off those fancy tiles.

----------------------------
Turn Summary
Active: Snipe: Add Seeking to the next action as a free action. (Once Per Turn)


1) Dodge
*Snipe to Heatshot
2) HeatShotDamage: 40 + Spread 1
Accuracy: A
Description: Shoots a fireball whose explosion penetrates an enemy to hit another one directly behind it.
Duration: Once
Element: Fire
Trader Rank: D
@ Kettle + Seeking
3) Binder1Damage: 60 x 4 possible hits.
Accuracy: D
Description: Summons a Melody virus to stomp on random enemies. After the first target is attacked, the virus will bounce around the field randomly, possibly hitting other enemies or the same enemy again, up to 4 times total.
Duration: Once
Element: Null
Special: Though the user has no control over the virus beyond the first attack, this chip cannot harm the user.
Trader Rank: D
@ Volgear
4) Dodge
While Rayner discussed aesthetics and determined his plans with his operator, the Moloko charged up to and passed him with a surprised bleat; Rayner stepped aside easily without too much effort. In the centre of the outlook, the turret opened its shutter and launched a shot what whizzed past the navi's shoulder without connecting, much to the agitation of the BigHat who wobbled back and forth on its precarious perch for a few moments after the shot was fired.

Its irritation was short-lived however, as Rayner took a quick shot at hte Kettle beneath its feet, setting the virus to an immediate boil that bubbled over in a furious explosion of steam and boiling water. The splashes didn't quite reach Rayner or his sheep friend, and didn't seem to catch the the one with the baseball cap, who had just summoned a large, square bomb to hide behind. Closer to the centre of the blast, however, the BigHat was steamed out of the net, and the cannon and the Volgear both took a severe scorching, saved only by the protective panels beneath them.

The Volgear, at least, seemed to identify Rayner as the true source of its suffering and retaliated with a wall of fire that Rayner managed, just barely, to step back out of the way of. The Moloko beside him was caught in the cross-fire, but only had its fluffy fleece scorched off, and didn't take any actual harm.

This was the scene onto which Rayner's ever enthusiastic Melody buddy arrived, and it swiftly bounded forward to make its version of 'friends' with those who remained. This mostly involved jumping up and down on them in a musical and highly energetic fashion, and without much concern for who it was jumping o entirely. It landed first on the Volgear, but when that virus didn't seem to want to play any more it bounced around aimlessly a few more times, before landing squarely on top of the central turret, which was also promptly flattened to the sound of crumpling metal. The musical note paused, looking about its base briefly, then up at Rayner, unsure if it had done the right thing or not.

-=Viruses=-
KettleKettle (Kettle)

Kettle do not attack unless and until they are attacked. This behavior does not count as a Counter or a Trap. It's simply what they do. Moving and dodging require actions, while retaliating against attacks does not. All Kettle have passive Regen. When this virus is attacked with non-Fire Damage below its max HP, it will boil over to attack nearby enemies with Aqua Damage equal to the damage taken. This effect does not damage allies. If the damage is greater than or equal to its current HP, the virus is also deleted after the counter attack. If not, the Kettle will regenerate a portion of its HP and continue on as normal. When this virus is attacked with Fire Damage, it will boil over to attack nearby allies dealing exactly its max HP in Aqua Damage. This effect will not damage enemies. The virus is automatically deleted after boiling over in this case.

Area: Netopia, Beach

HP: 100 Degrees
Attack Damage/Effect: Variable Damage Aqua (Max 100) + Nova4
Attack Accuracy: C
Attack Description: Boils over and releases geyser explosion when attacked. Boil-over damage never exceeds the virus' max HP. See Notes for more details.
Element: None
Possible Rewards (Per Virus): LittleBoiler1, Zenny
Special: Regen(50): Passively recovers 50 HP every action.
: BOILED
CannonGuardCannonGuard (CannonGuard)

CannonGuards are automatically in guard mode unless they are attacking. When guarding, the turret is protected by a shutter that will stop any and all non-breaking attacks from the front. This shutter cannot be destroyed, even by a breaking attack, so long as the virus exists. The shutter does not protect the turret portion of the virus against attacks from the back or sides. The base of the virus is also immune to non-breaking damage.

Area: SciLab, Kotobuki Town, Netopia, NAXA

HP: 60
Attack Damage/Effect: 15 Null + Lockon
Accuracy: A
Attack Description: Locks on and attacks
Element: None
Possible Rewards (Per Virus): MarkCannon1, Zenny
Special: Immobile.
Special: Target's evasion counts less against this virus.
Special: Can guard against attacks.
: SQUISHED
BombBoyBombBoy (BombLab)

BombLab viruses attack by summoning a huge cube-shaped explosive, called a BoyBomb. They push this bomb towards their enemies, using it as cover against incoming fire as they do so. It takes a BombLab virus an action to summon a BoyBomb, and another 2 to push it into attack range of the enemy. Once the explosive is in range, it will explode the very next turn. BoyBombs have StoneBody, and can be moved with special abilities, such as Knockback, Microburst, Pull, Gravity, and Telekinesis. BoyBombs will explode if physically picked up, however (EX: Rageclaw or similar means). Bomb Lab viruses jump, not teleport, back to their starting position after setting the BoyBomb.

Area: Netopia, Sharo, NAXA

HP: 80
Attack Damage/Effect: 30 Null + Blast 3
Attack Accuracy: S
Attack Description: Summons a 5 HP BoyBomb, and begins pushing it towards the enemy. Bomb deals massive damage once in range.
Element: None
Possible Rewards (Per virus): BoyBomb1, Zenny
Special: This virus is immune to the effects of BoyBombs, including damage.
: 80Hp [Holy][Back Left][Behind BoyBomb]
BigHatBigHat (BigHat)

BigHats only attack a max of once per turn. The rest of their remaining actions are spent moving or dodging, a skill in which they are only average at best. BigHats only attack a second time if the FlashBomb they threw on that turn is somehow destroyed before the end of the turn, and they have an action remaining for the turn. FlashBombs thrown by BigHats do not harm viruses at all when they explode. The effect of FlashBomb cannot be dodged, but it can be blocked by defenses you can take cover behind, such as objects and Guards. Chip generated barriers and auras also prevent the effect, but signature generated defenses of these types will not. As FlashBomb is a light based attack, it has slashing to pierce Shadow, and Seeking to pierce Invis (note that dodging alone does nothing, so Invis will not help here anyway).

Area: Kotobuki Town, Netopia, NetVegas

HP: 100
Attack Damage/Effect: 10 Null + Blind + Slashing + Seeking + Stun + To-All-Clause
Attack Accuracy: S
Attack Description: Throws bomb that explodes in one turn in a flash.
Element: None.
Possible Rewards (Per Virus): FlashBomb1, Zenny
Special: 20 HP Bomb used in attack explodes at the end of the following turn. They fizzle harmlessly if destroyed.
: STEAMED
VolgearVolgear (Volgear)

This virus family is positively deadly when fighting on Furnace Terrain, to the point where the players are at a severe disadvantage. Unless you just have it in for the player, try not to combine the two very often. I'm serious about this. -Pally

Area: Electown, Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Primary Attack Damage/Effect: 15 Fire + Wide Attack + Ground Attack
Primary Attack Accuracy: B
Primary Attack Description: Fries enemy with a firewall that bursts suddenly from the ground.
Secondary Attack Damage/Effect: 20 Fire + Group Attack + Ground Attack
Secondary Attack Accuracy: D
Secondary Attack Description: Fries the enemy with a marching line of fire pillars.
Element: Fire
Possible Rewards (Per Virus): FlameLine1, FireTower1, Zenny
: FLATTENED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: 60Hp [Normal][Beside Rayner]

-=Navis-=
Rayner.Exe: 150Hp [Normal]

-=Terrain=-
75% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Large circle just ahead]
25% Normal
  • No effects.
[Outer edges]

-=Objects=-
BoyBomb: 4Hp [StoneBody][Holy]
"That is the most terrifying tea party I have every seen."

Rayner chuckled and gave the Melody a reassuring wave. "You did good!" He called as the little Melody began to glow. The summon perked right up, its little music note-tail beginning to wag furiously as it faded from the Net. Rayner personally found it a bit weird to interact with a summon from a chip but doing so kept Joan happy. Ending that thought line rather abruptly he spun about on his heel and turned to face the Moloko, the eyes on his mask squinting in a rather menacing fashion. "Rageclaw and make it quick!"

"Y'know, I"m pretty sure there's a saying about there being more than one way to shear a sheep." Joan commented as she slotted in the chip.

"Mm, if it's not broken don't fix it!" Rayner replied cheerfully. With a swirl of chip data his formerly cannon hand was returned to its usual clawed form: albeit with actual sharp points at the end of those claws. The yellow and black appendage didn't quite leave blurs as it was used to slash at the Moloko in quick succession but it was still something of an intimidating sight. Especially for those on the receiving end.

"You sound like my dad, and what have you done to that poor, poor sheep?"

"Don't worry it can't feel anything, anymore!" Rayner stepped back from the Moloko (or what was left of it) and swiveled back to face the rather suspiciously square package the remaining figure had set up. A bit of static leaped between his fingers as he rubbed the bottom of his mask and considered the field. With a snap of his fingers he came to a decision. "Shotgun then ElecPulse, time to finish off bomb and bomber both!"

The chips were sent quickly: The fact one had been used recently and that overall there weren't many chips to their name making it easy for Joan to find. Chip data surrounded Rayner's claw again and this time he cheated little by reaching out and tweaking the ElecPulse with his innate abilities. If flamethrowers existed why not electric throwers? It was bound to be fun!

The excitement could be seen in his eyes as he took aim. Experimental weapons were such fun! But first the mundane: a large 'boom' as he fired the Shotgun. His whole arm began to glow as electricity crawled down the scaffold-like upper arm to the barrel where his lower arm use to be. Rayner could feel it buzzing in his struts and mask and it was a more than a little unsettling!

"Tingly!" He remarked before lifting his arm and firing the beam of electricity at the bomb and its maker. Once fired he immediately felt better as his arm reverted to its normal. He flexed his claw. Perhaps the tingling had been because of the glitch buried in the attack? Whatever, it was the Bomb and Boy duo's problem now!

-----------------------
Action Summary
Snipe: Add Seeking to the next action as a free action.

1) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then 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: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Moloko (slashing)
2) RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
Accuracy: B / B then 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: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
Trader Rank: D
@ Moloko (slashing)
3) 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
@ Boybomb, Bombboy
4) ElecPulse1Damage: 100 + Seeking + Glitch + Cone Attack
Accuracy: C
Description: Blast up to 4 enemies with a cone of electromagnetic waves that disrupts invisibility and causes glitches.
Duration: Once
Element: Elec
Special: Close range only.
Trader Rank: D
+ 5 (base element boost) @ BoyBomb, Bombboy
After waving goodbye to the Melody, Rayner received a RageClaw from his operator to begin shearing the sheep-like Moloko, which seemed none too pleased about its naked appearance. Its thick fleece rapidly regenerated as it turned towards Rayner and charged, managing to hit him square in the side (-20) before he managed to take it out with two swipes of his claws. The charge from his next couple of chips started to pump him up, as he used the electricity to play around with his own abilities. The results were presented to the BombBoy as a two-stage attack--one less impressive shotgun shell, and one very erratic electrical discharge following shortly after.

Both of the attacks landed on the cap-wearing virus, but the glowing floor gave it just enough to hang on--or not, as the glitch included with the ElecPulse's offensive data dealt barely enough damage for it to fall over. The large cubic explosive that it left behind was thankfully much more hardy than the virus itself, and it immediately deactivated itself once its handler was gone, ready to salvage.

-=Viruses=-
KettleKettle (Kettle)

Kettle do not attack unless and until they are attacked. This behavior does not count as a Counter or a Trap. It's simply what they do. Moving and dodging require actions, while retaliating against attacks does not. All Kettle have passive Regen. When this virus is attacked with non-Fire Damage below its max HP, it will boil over to attack nearby enemies with Aqua Damage equal to the damage taken. This effect does not damage allies. If the damage is greater than or equal to its current HP, the virus is also deleted after the counter attack. If not, the Kettle will regenerate a portion of its HP and continue on as normal. When this virus is attacked with Fire Damage, it will boil over to attack nearby allies dealing exactly its max HP in Aqua Damage. This effect will not damage enemies. The virus is automatically deleted after boiling over in this case.

Area: Netopia, Beach

HP: 100 Degrees
Attack Damage/Effect: Variable Damage Aqua (Max 100) + Nova4
Attack Accuracy: C
Attack Description: Boils over and releases geyser explosion when attacked. Boil-over damage never exceeds the virus' max HP. See Notes for more details.
Element: None
Possible Rewards (Per Virus): LittleBoiler1, Zenny
Special: Regen(50): Passively recovers 50 HP every action.
: BOILED
CannonGuardCannonGuard (CannonGuard)

CannonGuards are automatically in guard mode unless they are attacking. When guarding, the turret is protected by a shutter that will stop any and all non-breaking attacks from the front. This shutter cannot be destroyed, even by a breaking attack, so long as the virus exists. The shutter does not protect the turret portion of the virus against attacks from the back or sides. The base of the virus is also immune to non-breaking damage.

Area: SciLab, Kotobuki Town, Netopia, NAXA

HP: 60
Attack Damage/Effect: 15 Null + Lockon
Accuracy: A
Attack Description: Locks on and attacks
Element: None
Possible Rewards (Per Virus): MarkCannon1, Zenny
Special: Immobile.
Special: Target's evasion counts less against this virus.
Special: Can guard against attacks.
: SQUISHED
BombBoyBombBoy (BombLab)

BombLab viruses attack by summoning a huge cube-shaped explosive, called a BoyBomb. They push this bomb towards their enemies, using it as cover against incoming fire as they do so. It takes a BombLab virus an action to summon a BoyBomb, and another 2 to push it into attack range of the enemy. Once the explosive is in range, it will explode the very next turn. BoyBombs have StoneBody, and can be moved with special abilities, such as Knockback, Microburst, Pull, Gravity, and Telekinesis. BoyBombs will explode if physically picked up, however (EX: Rageclaw or similar means). Bomb Lab viruses jump, not teleport, back to their starting position after setting the BoyBomb.

Area: Netopia, Sharo, NAXA

HP: 80
Attack Damage/Effect: 30 Null + Blast 3
Attack Accuracy: S
Attack Description: Summons a 5 HP BoyBomb, and begins pushing it towards the enemy. Bomb deals massive damage once in range.
Element: None
Possible Rewards (Per virus): BoyBomb1, Zenny
Special: This virus is immune to the effects of BoyBombs, including damage.
: ELECTRIFIED
BigHatBigHat (BigHat)

BigHats only attack a max of once per turn. The rest of their remaining actions are spent moving or dodging, a skill in which they are only average at best. BigHats only attack a second time if the FlashBomb they threw on that turn is somehow destroyed before the end of the turn, and they have an action remaining for the turn. FlashBombs thrown by BigHats do not harm viruses at all when they explode. The effect of FlashBomb cannot be dodged, but it can be blocked by defenses you can take cover behind, such as objects and Guards. Chip generated barriers and auras also prevent the effect, but signature generated defenses of these types will not. As FlashBomb is a light based attack, it has slashing to pierce Shadow, and Seeking to pierce Invis (note that dodging alone does nothing, so Invis will not help here anyway).

Area: Kotobuki Town, Netopia, NetVegas

HP: 100
Attack Damage/Effect: 10 Null + Blind + Slashing + Seeking + Stun + To-All-Clause
Attack Accuracy: S
Attack Description: Throws bomb that explodes in one turn in a flash.
Element: None.
Possible Rewards (Per Virus): FlashBomb1, Zenny
Special: 20 HP Bomb used in attack explodes at the end of the following turn. They fizzle harmlessly if destroyed.
: STEAMED
VolgearVolgear (Volgear)

This virus family is positively deadly when fighting on Furnace Terrain, to the point where the players are at a severe disadvantage. Unless you just have it in for the player, try not to combine the two very often. I'm serious about this. -Pally

Area: Electown, Kotobuki Town, Netopia, Netfrica, Hades Isle

HP: 80
Primary Attack Damage/Effect: 15 Fire + Wide Attack + Ground Attack
Primary Attack Accuracy: B
Primary Attack Description: Fries enemy with a firewall that bursts suddenly from the ground.
Secondary Attack Damage/Effect: 20 Fire + Group Attack + Ground Attack
Secondary Attack Accuracy: D
Secondary Attack Description: Fries the enemy with a marching line of fire pillars.
Element: Fire
Possible Rewards (Per Virus): FlameLine1, FireTower1, Zenny
: FLATTENED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
: SHEARED

-=Navis-=
Rayner.Exe: 130Hp [Normal] [RageClaw1 4/6]

-=Terrain=-
75% Holy
  • Halves Final Damage.
  • Cannot be in Sigs.
  • PanelShot: Converts attack to Life Drain.
[Large circle just ahead]
25% Normal
  • No effects.
[Outer edges]

-=Objects=-
BoyBomb: 2Hp [StoneBody][Holy]

-=Battle 2, Victory!!=-
Rewards: BoyBomb1HP: 100
Properties: Normal
Object Damage: 220 + Blast3
Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
Attack Damage: 220 + Blast3
Accuracy: Not Applicable
Description: Creates a BoyBomb1 on the field directly before you. The bomb may be pushed around until the end of the turn. The bomb will explode at the beginning of the following turn, dealing extremely heavy damage to anything nearby. Be somewhere else when that happens....
Duration: Until destroyed or the beginning of next turn.
Element: Null
Special: If enough damage is dealt to this object to destroy it, it will immediately explode instead.
Trader Rank: D
Battlechip, 1000z, 24 BugFrags, +1 Moloko Bounty
Rayner whistled something victorious sounding and sauntered over to the cubical bomb as if it wouldn't do more damage in one blast than his total HP. To be fair the nonchalant attitude dropped immediately upon converting the bomb and getting a chance to look at its stats. "That's quite some firepower."

"I-oh wow. I'm suddenly retroactively nervous about the way you walked up to it! Imagine if it had gone off!"

Rayner winced and shook his head. The bits and pieces leftover after the fight began sliding across the net towards him. "How about we don't imagine that. Could've been a bit to close to call. Still I know what my plan is for the next fight!" With a dramatic flip of his scarf he finished collecting the data and began to make his way down the hill towards the lake.

"Really? We both acknowledge that the bomb could one-shot you and you want to take it for a test run?" Joan asked incredulously.

"Hey, it's more like a test boom." He gave a sassy wave of his finger with that retort and continued on.

(Searching for battle 2)
Ambling down the hill his thoughts on mass destruction, Rayner approached the shore of the low lake and found another small collection of sheep minding their own business, for the most part. Either way, the bounty said they were over-populating the area so... Minding the small flock, seemed to be a trio of viruses, which was odd because they looked like Twins, which normally only appeared in pairs.

As Rayner got a little closer to the odd triplets, however ,he began to notice something off about the central one. The other two twins were circling about it, but it looked to be the wrong shape, just a little, and it was only slowly spinning in place. It looked like a dummy of some sort, perhaps. They'd painted it black and red and stuck small purple blobs of fluff on to mimic hands and feet, but otherwise it looked like a small floating diamond.

Before he could take in much more detail than that, one of the sheep bleated in his direct, drawing responses from the other as they picked themselves up and turned to face the navi. One of them pawed at the ground.

-=Viruses=-
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
A: 100Hp [Grass][In the middle of the small herd]
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
B: 100Hp [Grass][In the middle of the small herd]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
A: 60Hp [Grass][Grazing by the lake][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
B: 60Hp [Grass][Grazing by the lake][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
C: 60Hp [Grass][Grazing by the lake][10Hp Fleece]

-=Navis-=
Rayner.Exe: 130Hp [Grass][A little up the hill from the sheep]

-=Terrain=-
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Green flat before the lake]
20% Normal
  • No effects.
[Rock shoreline]
20% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Edge of the lake]

-=Objects=-
Triplet?: 25Hp [In between the Twins]

-=Battle 3, Start!=-
"Look what we have here!"

"POor harmless viruses that don't deserve what you're about to do to them?"

"Yes-wait! No! Convenience!" Rayner fumbled his words at his operator's surprise reply. It wasn't often that he was the one verbally tripped up but no matter! Coincidence of this nature could only be providence. In Rayner's humble opinion it was best to exploit the gift horse and get as much use out of it as possible before the authorities looked it in the mouth. Speaking of horses he had a gift to deliver.

"Hey Joan I've got a bomb to drop! Send it my way please~"

"I really hope you don't mean dropping it literally. I'm not sending it unless you have a plan for getting out of range!" Joan declared as she crossed her arms and glared at her PET. More specifically she glared at the screen of the PET instead of the camera, so the little pop-up video window version of her wasn't looking straight at Rayner. He declined to inform her of this.

"I've got a plan! I'll need the fruit, the bomb, AirShot, and Guard!" He cackled at the suddenly surprised expression on her face.

"Okay, you're going to have to explain that one."

"Bait, payload, delivery system, assurance!" He replied. He might not have an actual mouth but it was clear from his tone of voice, and the happy arches his eyes had become, that he was more than pleased with her confusion. "If its over your head be glad! You really don't want to get hit in the face with what I'm planning."

She glared at him a moment longer then sighed. "Alright, you better put on one heck of a show." She slotted in the requested chips.

"Oh don't worry, the material should prove explosive." He grinned and waved the virtual face screen away. There was an oddness to the scene before him: the Twins were clearly labeled as such and yet they were encircling a third. The third looked like just a normal object, maybe it was meant as a scarecrow? Or had he stumbled upon a rite of viral reproduction? Whatever the case he cleared his throat noisily and began to speak to the viruses. He kept his tone friendly and light-hearted: he was just a naive, good natured Navi out to admire nature despite what his skull mask said! There was definately nothing sinister about what he was delivering.

"Good day good shepards and sheep! In the spirit of jolly cooperation I have a gift for you!" With a wave of his hand he conjured the RedFruit, willing it to appear near the cluster of viruses. He couldn't actualy change the placement but he might as well push how much luck the Net had given him. "Behold! A great delicious treat! Please do not squabble among yourselves but share it equally! The net has enough fighting."

Make it right indeed, with a wave of his gloved hand the BoyBomb appeared in front of him.

He dropped to one knee.

His mechanical arm took the shape of a barrel.

He put the barrel against the bomb and fired.

Immediately he triggered his last chip and as the bomb flew threw the air he was covered in a giant yellow metool helmet, the little green plus pointed towards the viruses and where, hopefully, a rather large explosion would soon be happening.

---------------------------------
Turn Summary


1) RedFruit1Recovery: 80 HP
Accuracy: S
Description: Places a large red apple at a random spot on the field. The first person to attack the apple (enemy or ally) will recover 80 HP.
Duration: Once
Element: Null
Trader Rank: D
as a distraction
2) BoyBomb1HP: 100
Properties: Normal
Object Damage: 220 + Blast3
Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
Attack Damage: 220 + Blast3
Accuracy: Not Applicable
Description: Creates a BoyBomb1 on the field directly before you. The bomb may be pushed around until the end of the turn. The bomb will explode at the beginning of the following turn, dealing extremely heavy damage to anything nearby. Be somewhere else when that happens....
Duration: Until destroyed or the beginning of next turn.
Element: Null
Special: If enough damage is dealt to this object to destroy it, it will immediately explode instead.
Trader Rank: D

3) 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
@ BoyBomb1 towards Twins
4) 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
@ Self.
Gleefully noting that all of his targets were bunched up in a nice tight group, Rayner requested some explosive ordinance from his operator, though not without its setup. Conjuring up the bright red apple in his hand with the RedFruit chip, he managed to garner the attention of the little sheep, though the Twins didn't seem as convinced. Once he threw it out, the Twins immediately targeted it, and shot it to pieces. However, they were halted in their tracks as the apple leapt up towards them, and infused one of them with restorative energy. Perhaps this one wasn't so hostile to them?

Of course, that was a rather farfetched thought, as Rayner's next move was to launch a sizable bomb directly towards them with an airburst. The ensuing explosion was quite powerful, and wiped out both the Twins and their... third friend. Unfortunately for Rayner, the Moloko viruses escaped the blast unscathed, thanks to their thick woolly fleece, leaving them quite angry. Charging up the hill, one of them rammed its horns into his shield, sustaining a bit of damage from its own attack. The shield collapsed, allowing another one to take advantage of it and slamming into his side. (-20) The confusion of all three of them charging at him caused the last one to veer off course pretty hard and ran into the distance. It wasn't long before they instantly regrew their fleece as well--this wasn't going to be as easy as Rayner thought it would be.

-=Viruses=-
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
A: DELETED
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
B: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
A: 60Hp [Grass][Next to Rayner][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
B: 40Hp [Grass][Further up the hill][10Hp Fleece]
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
C: 60Hp [Grass][Next to Rayner][10Hp Fleece]

-=Navis-=
Rayner.Exe: 110Hp [Grass][A little up the hill]

-=Terrain=-
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Green flat before the lake]
20% Normal
  • No effects.
[Rock shoreline]
20% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Edge of the lake]

-=Objects=-
Triplet?: DESTROYED
"You deserved that!" Joan not-quite yelled the exact moment one of the sheep impacted with Rayner. Truthfully he wasn't surprised by her reaction - she liked to keep things above the books and was uncomfortable with even small acts of subterfuge. It was a trait that was seriously going to cramp his style.

"They're viruses. They exist to mess up the net no matter how cute they look! Now are you going to keep throwing a pity party for them or give me something to take them out?" He shot back. He was very annoyed at both her nagging and the fact the pesky sheep's wool had saved them from his gloriously plotted explosion. It was his fault for failing to account for the fleece but he didn't have to admit that out loud.

"Oh I'll send you something all right! You're still an ass though." Joan grumbled as she dug through their chips and began slotting them in.
"Just make sure its sharp." Rayner did a great impression of rolling his eyes by shifting the eyes on his mask-face around, the little head roll he gave with it really sold it. He was almost sorry for his sass when a kunai appeared in his hand. Moonblade, the chip they'd gained from the holiday special. To think all it had cost them was a rather worthless recovery chip! With a laugh he stretched out the blade and spun in a quick, tight circle. The movement felt stronger than it should as if the kunai was pulling his arm along, eager to bite into the sheep.

Hopefully it'd bite deep enough he wouldn't need to follow up.

Still there were more chips waiting in his system and as the kunai faded away, its power spent, its replacement was already forming in his hand. Enticing white curves, a softness that beckoned all who felt it to just lay down and sleep. It was absolutely not what he ha d asked for. "Really Joan?" He didn't bother to keep the contemptuous disbelief out of his voice. "I ask for something sharp and you send me a pillow?"

"The first one was sharp so just, just deal with it!"

The navi sighed and turned his head to consider what he held. The Moloko's fleece had disappeared from the blast earlier and regrown rather quickly. He suspected it was because of the fire, but what if it wasn't? What if it was just based on the sheep getting hit or being damaged? He huffed and then looked at the Moloko that wasn't around him and narrowed his eyes at it. It was time to try something risky. His metal arm shifted into a barrel and he stuffed the pillow inside. Carefully extending his feather-filled arm as far from him as he could and turned his face away slightly.

"...what are you doing? That's going to blow up in your face!"

"Not if I'm not looking at it!" He sing-songed in a vicious mockery of her worries. He fired and was pleasantly surprised when his arm didn't blow up. He looked back in time to see the pillow reach the end of its unmajestic arc in the air and land near the sheep but from this distance he couldn't tell if it had hit on the way down or not. The next chip in line was processed quickly and efficiently: the good ol' Cannon data flowed into his arm and was discharged as soon as it got there. After that he sprung away from where he had been standing. Only a short distance but hopefully far enough to keep one of the stupid sheep from ramming him, assuming any were still alive of course.

After his failure with the bomb he wasn't inclined to take chances.

-------------------------------------------------------------------
Action Summary
1) MoonBlade1Damage: 90 + Slashing + Spin Attack
Accuracy: Depends on number of targets.
Description: Executes a spin cut with a Kunai.
Duration: Once.
Element: Null
Special: Spin Attack: Strikes at all enemies in an 8-panel circle around the user. Accuracy varies depending on the number of targets designated: 1-3 targets @ B Accuracy, 4-6 targets @ C Accuracy, 7-8 targets @ D Accuracy.
Trader Rank: D
@ Moloko A and C
*Launcher: All direct damaging dealing non-Gun Battlechips can be used as a single-use, single-target Shot-type attack with A accuracy. Chips used through Launcher cannot be Reloaded.
2) Launch Pillow1Damage: 30 + Sleep
Accuracy: B
Description: A fluffy pillow that will make anyone drowsy when it hits.
Duration: Until Overridden/Broken. Breaks after 3 swings.
Element: Null
Trader Rank: D
@ Moloko B, A Acc
3) CannonDamage: 60 + Knockback
Accuracy: A
Description: A decent sized cannon with a single shot.
Duration: Once
Element: Null
Trader Rank: E
@ Moloko B
4) Dodge
Despite rebuking her Navi for attempting an underhanded tactic, Joan still supported Rayner, sending him a sharp blade to cut through the sheep's tough fleece. True enough, the Moonblade kunai sliced through extremely easily, and deleted two of the Moloko next to her in one fell swoop. However, it was fragile compared to other bladed chips, and disappeared rather easily. The next one was decidedly less sharp, and it only allowed him to, at best, perhaps annoy the charging sheep. That wasn't about to stop him, however, as he loaded the pillow into his buster arm, and fired it off. Surprisingly, it flew rather quickly, immediately hitting the Moloko in the face, dislodging some of its fleece. With its face obscured by the pillow, it missed Rayner with its charge by a wide margin, and this opened it up to the subsequent Cannon blast that deleted it entirely.

-=Viruses=-
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
A: DELETED
TwinsTwins (Twins)

Twins viruses appear only in linked pairs, and never in odd numbers. A linked pair of Twins viruses will only link to each other, and not with any other Twins viruses present. The linked pairs are always clustered close together, and move by revolving around each other, which makes them susceptible to AoE. If one of the linked pair is deleted, and the other is not, then the virus that was deleted is revived as a free action immediately after. Both must be deleted within the span of one turn to be truly defeated. Twins viruses act in the following manner: One Twins will attack while the other moves. They then swap roles the next action, with the second virus attacking while the first moves. The virus making the move is counted as making a Dodge. The pattern is not altered even if a Twins is deleted and resurrected. They simply carry on next action as if nothing happened.

Area: Netopia, NetVegas

HP: 100
Attack Damage/Effect: 20 Null + Lockon
Attack Accuracy: A
Attack Description: Both lock on, then fire.
Element: None.
Possible Rewards (Per Virus): Team1, Zenny
Special: Omnishoes
Special: If one is killed and the other is not in the same turn, that one is revived.
B: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
A: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
B: DELETED
MolokoMoloko (Moloko)

Moloko are simple... They charge at the enemy, and don't bother dodging the attacks of their target. Moloko are protected by a fleece that is essentially a regenerating defence. They avoid broken, missing, and liquid terrain types, but otherwise charge their enemies with supreme confidence in their invincibility.

Area: Netopia

HP: 60
Attack Damage/Effect: 20 Null + Impact + Ground Attack
Attack Accuracy: C
Attack Description: Charges at Enemy. 'Nuff said.
Element: None
Possible Rewards (Per Virus): MokoRush1, Zenny
Special: 10 HP Fleece prevents damage. Fleece regens every turn. Slashing attacks deal double damage to the Fleece, and may break through to deal damage if it is destroyed.
C: DELETED

-=Navis-=
Rayner.Exe: 110Hp [Grass][A little up the hill]

-=Terrain=-
60% Grass
  • Wood Elementals get +5 HP/action.
  • Fire attacks: +100% Source Damage, change terrain hit to Soil.
  • PanelShot: Imbue Wood.
[Green flat before the lake]
20% Normal
  • No effects.
[Rock shoreline]
20% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Edge of the lake]

-=Objects=-
Triplet?: DESTROYED

-=Battle 3, Victory!!=-
Rewards: 1000z, 19 BugFrags