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    Bomber

    Bomber

    @Bomber

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    Location Georgia. The civilized half, that is.

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    Bomber Follow
    Anyis.exe - Zenny: 15120; Bugfrags: 242
    Operator - Mill Alidine
    Mill Alidine
    E-Mail: MAlidine@ACDCMail.com
    Key Items: PET
    Subchips: EnergyPack
    Navi - Anyis
    Anyis.exe
    Level: 32
    Element/Type: Aqua/Melee (Melee Mastery/Bash)
    HP: 300
    Buster: 1/1/1
    Actions: 6
    GMOs: Swimsuit.GMO, AttackMerge.GMO, YankeeGirl.GMO
    SP - Magna
    Magna.SP
    Level: 31
    Element/Type: Normal/Shield (Shield Bash/Reinforce)
    HP: 100
    Attack: 15
    Actions: 4
    SP Upgrades: Second Chance, Flight: Planeswalking, Chip Preset (GutPunch)
    GMOs: DrillPack.GMO, MicroPack.GMO
    Upgrades
    HP Memories: 10
    Process Upgrades: 26
    Custom Expansions: 4
    PowerUPs: 0
    Speed Upgrades: 3
    Sub-Mem Expansions: 0
    Navi Cust Pts: 40/60
    Navi Customizer contents: Undershirt, FloatShoes
    Battlechips
    Folder (30/30)
    BigHammer1Damage: 160 + Impact + Break
    Accuracy: B
    Description: Summons a giant metal hammer to utterly crush one enemy that stands before you.
    Duration: Once
    Element: Null
    Trader Rank: D

    DropDownEffect: High-Alt Flight
    Accuracy: S
    Description: Grants the user the ability to freely fly at high altitude. Initial takeoff is considered a dodge. If shot down, user may take off again until effect ends.
    Duration: 3 turns
    Element: Null
    Special: Beware of fall damage.
    Trader Rank: B

    GolemHit2Damage: 190 + Break + Panel Crack + Wide Attack
    Accuracy: C
    Description: A fist of stone falls from the sky to smash an enemy, and create a shock wave that hits two nearby enemies. The area affected by the fist becomes Cracked terrain.
    Duration: Once
    Element: Null
    Trader Rank: C

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

    Katana1Damage: (60 + Slashing + Wide Attack) Then (60 + Slashing + Long Attack)
    Accuracy: B
    Description: Creates a long metal blade with exceptional cutting speed. Hits with a wide slash, then a long slash in the span of a single action, hitting 3 and 2 targets, respectively. Only one target can be hit with both slashes. Rare
    Duration: Until Overridden/Broken. Breaks automatically after 2 uses.
    Element: Null
    Trader Rank: C

    LongBladeDamage: 130 + Slashing + Long Attack
    Accuracy: B
    Description: Creates a powerful sword made of solidified energy, with an elongated blade perfect for extra long slashes. Can hit up to 2 targets per slash with good RP.
    Duration: Until Overridden/Broken. Breaks automatically after 2 swings.
    Element: Null
    Trader Rank: B

    MeteorKnuckle2Damage: 40 + Impact + Break + Knockback + Variable Targeting x 3 Fists
    Accuracy: B
    Description: Launches a triple rocket punch. Each fist targets separately.
    Duration: Once
    Element: Null
    Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
    Trader Rank: C

    Shadow1Effect: Shadow
    Accuracy: S
    Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
    Duration: One turn
    Element: Null
    Trader Rank: D

    SilverFistDamage: 140 + Impact + Knockback
    Accuracy: B
    Description: Punch forward with large fist. Invokes knockback. Can knock objects into enemies. Use two actions to charge to fire off four rocket fists, each hitting a different target. Rare
    Duration: Until Overridden/Broken. Breaks after 2 swings.
    Element: Null
    Trader Rank: B

    Skully2Damage: 120 + Homing + Confusion
    Accuracy: C
    Description: Throws a spinning bone at an enemy, if it misses it will swing back around. Confuses enemy on contact.
    Duration: Once
    Element: Null
    Trader Rank: C

    Burner2Damage: 130 + Nova 2
    Accuracy: B
    Description: The area around the user spontaneously combusts, causing anything nearby to be scorched with fire.
    Duration: Once
    Element: Fire
    Trader Rank: C

    FlameLine1Damage: 70 + Ground Attack + Wide Attack
    Accuracy: B
    Description: A wall of fire erupts from the ground, burning up to 3 targets.
    Duration: Once
    Element: Fire
    Trader Rank: D

    LavaCannon2Damage: 120 + Lava Panel Boost(+40)
    Accuracy: B
    Description: Fires a blast of magma from a cannon. If the user is standing on Lava terrain at the time of use, this chip's power is boosted by 40.
    Duration: Once
    Element: Fire
    Trader Rank: C

    PhoenixShot1Damage: 70 + Wide Attack
    Accuracy: A
    Description: Fires a wide wave of fire resembling a phoenix that can hit up to three enemies, depending on circumstances.
    Duration: Once
    Element: Fire
    Special: Wide Attack: This attack hits a line of targets perpendicular to the direction the attack is launched in. Unless otherwise specified, a wide attack can hit up to 3 targets, max. Once a target is hit, the attack ends, thus all targets must be hit at roughly the same time.
    Trader Rank: D

    Totem2HP: 100
    Properties: Anchored, Element Shift
    Object Damage: 100 + Impact
    Damage Method: Telekinesis
    Attack Damage: 140 Fire + Line Attack (3) / Healing 70
    Accuracy: A / S
    Description: Summons a Totem to breath fire and heal you. Attacks once per turn, and switches faces when hit.
    Duration: 3 turns, or until destroyed.
    Element: Fire / Wood
    Special: Element Shift: This Object alternates between Fire element when Attacking and Wood element when Healing.
    Trader Rank: C

    AquaKnifeDamage: 60 + Slashing
    Accuracy: B
    Description: Creates a sword imbued with water energy, with a blade comparible to a large knife. Hits one target per slash.
    Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
    Element: Aqua
    Trader Rank: D

    AquaNeedle2Damage: 30 x 3 Needles + Variable Targeting + Drop Attack
    Accuracy: B
    Description: Three needles drop on enemies
    Duration: Once
    Element: Aqua
    Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
    Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
    Trader Rank: C

    Blizzard2Damage: 100 + Medium Ice Terrain Change + Cone Attack
    Accuracy: C
    Description: Blast up to 4 enemies with a cone of freezing breath. Changes terrain to Ice and has an increased chance to Freeze targets on all forms of Aqua Terrain.
    Duration: Once
    Element: Aqua.
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: C

    ColdPunchDamage: 70 + Impact + Knockback
    Accuracy: B
    Description: Creates a large icy fist for the user to punch with. Anything it hits is knocked back a sizable distance, even objects.
    Duration: Until Overridden/Broken. Breaks after 6 swings.
    Element: Aqua
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: D

    IceBall2Damage: 160 + Break + Small Ice Terrain Change
    Accuracy: C
    Description: A bomb that changes the ground it lands on to Ice
    Duration: Once
    Element: Aqua
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: C

    IceWave1Damage: 80 + Freeze
    Accuracy: A
    Description: Sends a wave of ice at one enemy
    Duration: Once
    Element: Aqua
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: D

    LilCloudDamage: 70 + Wide Attack + Drop Attack
    Accuracy: C
    Description: Cloud moves up and down three enemies, raining on them for two turns. Enemies can move out from under it if possible.
    Duration: Two turns
    Element: Aqua
    Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
    Trader Rank: D

    MistConvergence1Damage: 100 + Impact
    Accuracy: B
    Description: Summons a steaming hot hand of mist to crush an enemy.
    Duration: Once
    Element: Aqua
    Trader Rank: D

    MistConvergence2Damage: 150 + Impact
    Accuracy: B
    Description: Summons a steaming hot hand of mist to crush an enemy.
    Duration: Once
    Element: Aqua
    Trader Rank: C

    WaterLine2Damage: 130 + Ground Attack + Wide Attack
    Accuracy: B
    Description: A wall of water gushes from the ground, drowning up to 3 targets.
    Duration: Once
    Element: Aqua
    Trader Rank: C

    DollThunder1Damage: 80 + Line-Attack5
    Accuracy: B
    Description: Fires a powerful bolt of lightning that pierces through objects and enemies alike.
    Duration: Once
    Element: Elec
    Trader Rank: D

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

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

    Boomerang1Damage: 60 + Group Attack (Arc)
    Accuracy: B
    Description: Throws a boomerang at enemies
    Duration: Once
    Element: Wood
    Special: Group Attack (Arc): This attack may hit between 1 and 4 enemies on average, perhaps more depending on the situation. This version of Group Attack hits in an arc that loops back to the attacker. If attempting to hit too many targets with poor RP, you may also hit yourself, so be careful.
    Trader Rank: D

    MudFlop2Damage: 100 + Impact + Blind + Medium Mud Terrain
    Accuracy: B
    Description: The user strikes at a target with their whole body, blasting them with a thick tar-like substance.
    Duration: Once
    Element: Wood
    Trader Rank: C

    Extra Chips (9)
    AuraHead1Damage: 90 + Break + Line Attack3 + Aura Boost
    Accuracy: B / C / D
    Description: Launches a Megallian Aura Head that smashes through up to 3 targets/objects in a straight line. Accuracy decreases with each hit.
    Duration: Once
    Element: Null
    Special: Aura Boost: +20 Attack Damage when user of this chip is protected by a Barrier. +50 Attack Damage when user of this chip is protected by an Aura.
    Trader Rank: D

    Pulsar1Damage: 70 + Object Triggered Blast 2
    Accuracy: A (Primary) / B (Blast)
    Description: Fires a sound wave. If it hits an object, its range is amplified, hitting anything near that object in a blast of noise.
    Duration: Once
    Element: Null
    Special: Object Triggered Blast: Blast effect that only works if the attack hits an Object, such as a RockCube.
    Trader Rank: D

    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

    RockCubeHP: 200
    Properties: Normal
    Object Damage: 200 + Impact
    Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
    Accuracy: Special
    Description: Creates a RockCube on the field directly before you.
    Duration: Until end of battle or destroyed.
    Element: Null
    Trader Rank: D

    Skully1Damage: 100 + Homing + Confusion
    Accuracy: C
    Description: Throws a spinning bone at an enemy, if it misses it will swing back around. Confuses enemy on contact.
    Duration: Once
    Element: Null
    Trader Rank: D

    TwinFang1Damage: 70 x 2 targets
    Accuracy: A
    Description: Launches two fangs. Hits cannot be stacked on one opponent.
    Duration: Once
    Element: Null
    Trader Rank: D

    Ratton2Damage: 80 + Blast1 + Ground Attack + Homing
    Accuracy: C
    Description: Sends a rat shaped homing bomb scurrying after an enemy. Will attack again on the following turn if it misses once.
    Duration: Once
    Element: Null
    Special: Can be intercepted and destroyed by a break attack.
    Trader Rank: C

    AquaNeedle1Damage: 20 x 3 Needles + Variable Targeting + Drop Attack
    Accuracy: B
    Description: Three needles drop on enemies
    Duration: Once
    Element: Aqua
    Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
    Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
    Trader Rank: D

    IceWave1Damage: 80 + Freeze
    Accuracy: A
    Description: Sends a wave of ice at one enemy
    Duration: Once
    Element: Aqua
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: D

    Signature Attacks
    Signature Pool (1100/1100 points):

    Anyis's Sigs:

    Cold Open (200 Strengthen, 5TCD; 200 points)
    White Ash (Stage Change Snow Terrain; 3TCD; 100 points)
    Summon Inversion (Teleport, 2TCD; 80 points)
    Cryos Compress (30 Heal, Passive; 40/160 points)
    Boogey Cryos (Microburst, Passive; 40/160 points)

    Magna's Sigs:

    Core Link Cannon: High Output (200 damage, 5TCD; 200 points)
    Core Field (120 HP Barrier, 3TCD; 120 points)
    Golem's Bracer (1 Hit Shield, Passive; 20/80 points)
    FXP and Crosses
    FXP: (Current/Next Level)
    MeleeMan: 152/210
    Djinni: 37/60
    Eidolon: 40/70
    Seraphim: 15/30
    Exorcist: 3/30
    SummonerMan: 9/30
    SplashMan: 4/30
    Holo?: 4/30
    ViralMan: 1/30

    Crosses:

    MeleeCross: Level 3, +20 Fire chip damage, +40 HP, +1 action (cap 7), 240 Cross Sig points
    Element/Type: Fire/Melee (Melee Mastery, Bash)
    Signature Attacks:
    Flame Fist: Rocket Grasp (Gravity, Disarm, 2TCD; 80 points)
    Flame Fist: Maximum Burn (Large Area Lava Terrain Change, 1TCD; 40 points)
    Flame Fist: Immolation (30 Strengthen, Passive; 30/120 points)

    DjinniCross: Level 1, +10 Fire chip damage, 80 Cross Sig points
    Element/Type: Fire/Shadow (Assassin/Clone Technique)
    Signature Attacks:
    Desert Art - Heat Phantasm (Invisibility, 2TCD; 80 points)

    EidolonCross: Level 1, +10 Normal chip damage, 80 Cross Sig points
    Element/Type: Normal/Bug (Contagious/Hack)
    Signature Attacks:
    Titan's Grip (Telekinesis, 2TCD; 80 points)
    Mir.exe - Zenny: 345
    Operator - Emily Delumia
    Emily Delumia
    E-Mail: EDelumia@NAXA.gov
    Key Items: PET
    Subchips: MiniEnergy x2
    Navi - Mir
    Mir.exe
    Level: 6
    Element/Type: Elec/Cursor (Marksmanship/Snipe)
    HP: 120
    Buster: 1/1/1
    Actions: 4
    GMOs: N/A
    Upgrades
    HP Memories: 1
    Process Upgrades: 5
    Custom Expansions: 0
    PowerUPs: 0
    Speed Upgrades: 1
    Sub-Mem Expansions: 0
    Navi Cust Pts: 25/40
    Navi Customizer contents: Undershirt, ResetStage
    Battlechips (15/30)
    CannonDamage: 60 + Knockback
    Accuracy: A
    Description: A decent sized cannon with a single shot.
    Duration: Once
    Element: Null
    Trader Rank: E

    IronShield2Effect: 4-Hit Shield
    Accuracy: S
    Description: Block 4 attacks with Tower Shield, then breaks. Break attacks destroy the Shield.
    Duration: Until broken or overridden.
    Element: Null
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: C

    SandWorm2Damage: 100 + Impact + Ground Attack + LineAttack3 + Back-Stab + Sand Boost
    Accuracy: B
    Description: Summons a SnakeArm virus to slam into the backs of enemies from underground. After leaping in an arc to attack, it burrows back into the ground and vanishes.
    Duration: Once
    Element: Null
    Special: Sand Boost: +50 Attack Damage against targets on Sand.
    Special: Back-Stab: Renders Dodges half as effective against this attack only.
    Trader Rank: C

    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

    TankCannon1Damage: 80 / 80 + Blast 2
    Accuracy: A / C
    Description: An enormous cannon whose ammunition can be altered to either a single high accuracy shot, or a low accuracy shot that can explode to hit several enemies.
    Duration: Once
    Element: Null
    Special: Dual Mode: This chip has two separate modes of operation. The user may pick which one they wish to use at the time of activation.
    Trader Rank: D

    MarkCannon2Damage: 100 + Seeking + Lock-on
    Accuracy: A
    Description: A highly accurate cannon whose automatic aiming system locks onto heat signatures and fires.
    Duration: Once
    Element: Null
    Special: Lock-on: Same effect as an automatic Take Aim.
    Trader Rank: C

    Barrier100Protection: Combined Damage of 100 HP
    Accuracy: S
    Description: Defensive field that prevents damage up to 100HP.
    Duration: Until Destroyed
    Element: Null
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: C

    FireBurner1Damage: 50 + Line Attack(3)
    Accuracy: A
    Description: Looses a stream of fire that can penetrate enemies and keep going.
    Duration: Once
    Element: Fire
    Special: Line Attack(3): Attacks up to 3 targets in a straight line.
    Trader Rank: D

    FireHit1Damage: 60 + Impact + Double Attack
    Accuracy: A
    Description: Throws a blazing punch from a distance, Hadoken style.
    Duration: Up to 2 uses before the end of the turn
    Element: Fire
    Special: Double Attack: After spending an action to attack with this chip, you may choose to spend a second action and attack with it again before the end of the turn.
    Trader Rank: D

    Totem1HP: 100
    Properties: Anchored, Element Shift
    Object Damage: 100 + Impact
    Damage Method: Telekinesis
    Attack Damage: 100 Fire + Line Attack (3) / Healing 50
    Accuracy: A / S
    Description: Summons a Totem to breath fire and heal you. Attacks once per turn, and switches faces when hit.
    Duration: 3 turns, or until destroyed.
    Element: Fire / Wood
    Special: Element Shift: This Object alternates between Fire element when Attacking and Wood element when Healing.
    Trader Rank: D

    Arsenal1Damage: (40 Elec damage) + (10 Elec damage x 4 hits)
    Accuracy: A
    Description: Fires a large laser beam encircled by four smaller beams.
    Duration: Once
    Element: Elec
    Trader Rank: D

    Thunder1Damage: 40 + Stun 1 + Homing
    Accuracy: C
    Description: Shoots a slow moving ball of electricity that homes in on its target.
    Duration: Once
    Element: Elec
    Trader Rank: D

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

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

    Boomerang1Damage: 60 + Group Attack (Arc)
    Accuracy: B
    Description: Throws a boomerang at enemies
    Duration: Once
    Element: Wood
    Special: Group Attack (Arc): This attack may hit between 1 and 4 enemies on average, perhaps more depending on the situation. This version of Group Attack hits in an arc that loops back to the attacker. If attempting to hit too many targets with poor RP, you may also hit yourself, so be careful.
    Trader Rank: D

    Signature Attacks
    Signature Pool (200/260 points):

    Quantum Striking (60 Elec damage, 2TCD; 60 points)
    Kinesis Battery (45 Heal, 2TCD; 60 points)
    NTSN: Saber III (Large Area Metal Terrain, 1TCD; 40 points)
    Rocket Science (Take Aim, Passive; 10/40 points)
    FXP and Crosses
    FXP: (Current/Next Level)
    N/A
    Crosses:
    N/A
    Hilt.exe - Zenny: 1330
    Operators - EWHS Programming Club
    EWHS Programming Club
    Cliff's Key Items: Link PET
    Suzie's Key Items: Link PET
    Jack's Key Items: Link PET
    Howie's Key Items: Link PET
    Maya's Key Items: Link PET

    E-Mail: ProgrammingClub@EWHS.edu
    Collective Key Items: Sync PET
    Collective Subchips: MiniEnergy x2
    Navi - Hilt
    Hilt.exe
    Level: 2
    Element/Type: Wood/Sword (Sword Mastery/Swordplay)
    HP: 100
    Buster: 1/1/1
    Actions: 3
    Upgrades
    HP Memories: 0
    Process Upgrades: 2
    Custom Expansions: 0
    PowerUPs: 0
    Speed Upgrades: 0
    Sub-Mem Expansions: 0
    Navi Cust Pts: 25/40
    Navi Customizer contents: Undershirt, SetGrass
    Battlechips (12/30)
    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

    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

    SwordDamage: 80 + Slashing
    Accuracy: B
    Description: Creates a sword made of solidified energy, with a very short blade. Hits one target per slash
    Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
    Element: Null
    Trader Rank: D

    TwinFang1Damage: 70 x 2 targets
    Accuracy: A
    Description: Launches two fangs. Hits cannot be stacked on one opponent.
    Duration: Once
    Element: Null
    Trader Rank: D

    TyphoonDamage: 30 x 3 Hits
    Accuracy: (Special)
    Description: Drops a tornado upon the target.
    Duration: Once
    Element: Null
    Special: The accuracy of this attack is entirely dependent upon RP quality and current battle conditions, and it cannot be affected by stats boosts and nerfs.
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Trader Rank: D

    FireKnifeDamage: 60 + Slashing
    Accuracy: B
    Description: Creates a sword imbued with flame energy, with a blade comparible to a large knife. Hits one target per slash.
    Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
    Element: Fire
    Trader Rank: D

    FlameLine1Damage: 70 + Ground Attack + Wide Attack
    Accuracy: B
    Description: A wall of fire erupts from the ground, burning up to 3 targets.
    Duration: Once
    Element: Fire
    Trader Rank: D

    Meteor12HP: 100
    Properties: Anchored
    Object damage: 10 Fire
    Damage method: Telekinesis
    Attack Damage: 30 Fire x4 + Drop Attack
    Accuracy: D
    Description: Summons a staff that floats in place. The staff causes 4 meteors to rain from the sky each turn upon random enemies for 3 turns.
    Duration: 3 turns or Until destroyed
    Element: Fire
    Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
    Trader Rank: C

    ElecKnifeDamage: 60 + Slashing
    Accuracy: B
    Description: Creates a sword made of electrical energy, with a blade comparible to a large knife. Hits one target per slash.
    Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
    Element: Elec
    Trader Rank: D

    BambooKnifeDamage: 60 + Slashing
    Accuracy: B
    Description: Creates a sword made of solid wood, with a blade comparible to a large knife. Hits one target per slash.
    Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
    Element: Wood
    Trader Rank: D

    RollingLog1Damage: 50 + Ground Attack + Wide Attack (2) + Double Attack
    Accuracy: C
    Description: Rolls a log at enemies. Can hit up to two enemies at once per log.
    Duration: Up to 2 uses before the end of the turn.
    Element: Wood
    Special: Double Attack: After spending an action to attack with this chip, you may choose to spend a second action and attack with it again before the end of the turn.
    Note: This chip used to be known as RingLog1
    Trader Rank: D

    WoodTower1Damage: 100 + Piercing + Ground Attack + Line-Chain
    Accuracy: D
    Description: Spires of wood march across the field.
    Duration: Once
    Element: Wood
    Special: Line-Chain: This attack moves forward in a rough line, but may shift side to side slightly as it advances to engage more targets in its general path. The attack cannot ever stray more than 45 degrees from its original path, and cannot make greater than a 45 degree turn at any given time.
    Trader Rank: D

    Signature Attacks
    Signature Pool (140/140 points):

    Ground Breaker Skill: Avalanche Drop (40 Wood damage, Slashing, Break, 2TCD; 60 points)
    Salvaguardia Skill: Invoke Blessing (30 Heal, 1TCD; 40 points)
    Otonoha Skill: Shogekiho (Microburst, 1TCD, 40 points)
    FXP
    FXP: (Current/Next Level)
    N/A

    MagicCereal - 10:48 PM, 5/31/2018
    ...actually I don't want anyone to do that
    make a post

    Posts made by Bomber

    RE: Yajna.SP
    Not going to make any sig attacks for... Oh who am I kidding, approved.
    posted in Profile Edits/Appearance Changes •
    RERN Battle Rework 2019
    After much consternation, apathy, and Rai's attempting to herd cats over the months, the overhaul of RERN's battle system is now complete and implemented! Changes included but are not limited to:

    • Removal of speed upgrades, and standardizing of Navi, SP, and virus action counts

    • Reorganized difficulty of Net Areas, such that all 5 elements now have an easy, normal, and hard Net tier

    • Standardized virus counts in battles, and introduction of different battle modes

    • New distribution models for zenny, FXP, and Bugfrags

    • Removal of passive signatures, and a buff to buster damage formulas


    Peruse the rules for more thorough explanations. The removed speed upgrades for Navis and SPs will be refunded, by way of this topic.

    Given the scope of the changes, it is mandatory that you apply for your refund at earliest convenience (you must be out of battle to throw away your speed upgrades, yes). A free full signature edit is also issued for all characters due to the removal of passive sigs. Battle counts will be reset due to the changes in battle progression even if you do not jack out.
    posted in Announcements •
    RERN Battle Rework 2019 Refund Thread
    Apply here for any zenny/Bugfrag refunds on speed upgrades for both Navis and SPs. Your refund is only granted after the application is approved.

    Speed Upgrade 1 (Navi): 5000z
    Speed Upgrade 2 (Navi): 10000z
    Speed Upgrade 3 (Navi): 15000z

    Speed+ V1 (SP): 100 Bugfrags
    Speed+ V2 (SP): 200 Bugfrags
    Speed+ V3 (SP): 300 Bugfrags
    Speed+ V4 (SP): 400 Bugfrags
    Speed+ V5 (SP): 500 Bugfrags

    Navis will lose 2 levels for each Speed Upgrade refunded, and SPs will lose 5 levels for each Speed+ refunded.
    posted in Profile Edits/Appearance Changes •
    Elements and Subtypes
    Elements
    When choosing your Navi or Support Program type, be mindful of elemental weaknesses. You will take extra damage from attacks containing your weak element--usually twice as much as normal.

    Normal
    No weaknesses. No chip boosts. No associated Terrain.
    Aqua
    Weak to Elec. Boosts Aqua chips. Associated Terrain: Ice, Sea, Snow
    Fire
    Weak to Aqua. Boosts Fire chips. Associated Terrain: Lava, Coal, Furnace
    Wood
    Weak to Fire. Boosts Wood chips. Associated Terrain: Grass, Mud, Soil
    Elec
    Weak to Wood. Boosts Elec chips. Associated Terrain: Magnet, Metal, Solar


    Navis and SPs of the four elements (Fire, Aqua, Elec, Wood) receive bonuses for using Battlechips that are the same element as they are.

    Base: +5 to same element.
    L5: +5 to same element. +5 additional to same element if attack only hits one opponent.
    L10: +10 to same element. +5 additional to same element if attack only hits one opponent.
    L15: +10 to same element. +10 additional to same element if attack only hits one opponent.
    L20: +15 to same element. +10 additional to same element if attack only hits one opponent.

    The first number applies to every hit of ALL chips, multi-hitters and multi-targeters included (for example, AquaNeedle and Flameline). The second number applies if the chip only launches ONE attack and ONE target. (for example, Thunder). The list does not expand beyond what is shown here.

    Any chips with Blast, Nova, Line, Chain, Line-Chain, Cone, Fighter, Long, Wide, LifeSword, Group/Group (Arc), To-All, Spin, Spray, Variable, or any other effect that is a multi-hit and/or multi-target will never receive the single target damage bonus, as they will cover a large area with their damage field regardless of what you actually do with them. It is possible for unintended targets or targets the player is unaware of to be caught within and damaged by these kinds of attacks (as sometimes there are no stated upper limit on targets). A chip that launches only ONE attack at ONE target will receive the single target damage bonus.

    Subtypes
    Navis and SPs must take one of the following subtypes. A Navi's/SP's Subtype grants it use of a passive ability that is constantly in effect unless you specify otherwise, as well as an active ability that either takes an action, or modifies one of your existing actions. Each Navi or SP can only equip 1 passive and 1 active ability from their subtype at a time, but you can freely switch out their equipped abilities when jacked out. Please list all currently equipped subtype abilities in your signature for moderators' reference.

    Quote (Sword)

    Emphasizing bladed combat, Sword Navis/SPs are often the ones leading the charge, their trusty weapons at their sides. Aggressive, precise, and deadly, they never fail to distinguish themselves even among those who use flashier techniques.

    Passive: Sword Mastery: All Slashing attacks gain an additional Accuracy rank. Accuracy with slashing attribute attacks can surpass A rank.
    Passive: Lunge: All Slashing attacks directly following a Movement or Feint bypass the target's outermost defense from layers 3, 4, or 5 (does not damage the defense). Passive actions do not qualify towards this ability.

    Active: Swordplay: Free action parry/dodge after 2 consecutive Slashing attacks. (Once Per Turn)
    Active: Riposte: Imbue as a free action on a Dodge action to follow up with an automatic counterattack, negated by Impact, for 40 + (Level) Slashing damage at melee range with base B accuracy. This ability will activate after imbued regardless of the Dodge's result. (Once Per Turn)


    Quote (Melee)

    These brutes are masters of hand to hand combat, as well other forms of close combat. Unlike Sword Navis/SPs, the Melee type is more about crushing opponents with strength rather than finesse. Nevertheless, Melee types can get their jobs done.

    Passive: Melee Mastery: All Melee attacks gain an additional Accuracy rank. Does not apply to Slashing attacks. Accuracy with Melee type attacks can surpass A rank.
    Passive: Iron Jaw: Halves the damage of the first attack in each turn taken at Melee range. Does not trigger if a defense is hit (even if that defense is broken).

    Active: Bash: Add Impact to the next action as a free action. (Once Per Turn)
    Active: Roundhouse: As a free action, imbue to a single-target Melee Battlechip to give it Wide Attack (2). (Once Per Turn)


    Quote (Wind)

    A Wind Subtype's advantage comes from a certain amount of control over the virtual environment itself, which can be used to either augment their own movements or manipulate the positions of enemies and other objects.

    Passive: Gust: All your instances of Knockback and Pull are twice as effective, all your instances of Microburst and Gravity have their risk of self-injury negated, and all your instances of Knockback, Pull, Microburst, and Gravity are imbued with Wind Type.
    Passive: Slipstream: Your Movements deal 10 + (Level/2) damage at base B accuracy in a Nova 2 range to targets you pass by. The same target can't be hit more than once per use of this ability, passive actions do not qualify towards this ability, and this ability can only be triggered once per action.

    Active: Airstep: As an action, create a stationary updraft centered on yourself with an area of effect of Blast 2. All non-Anchored entities within the updraft will be propelled into High Altitude. The updraft will persist until the end of the turn, and any entities that enter the updraft after its creation will also be propelled into High Altitude. (Once Per Turn)
    Active: Turbulence: As a free action, generate a hands-free frontal defense that repels the first Shot or Lobbed type attack that targets you. The repelled attack can be randomly redirected to an enemy, with an unmodifiable accuracy of rank D. This ability is nullified and bypassed by Seeking, repels all hits of an applicable Multi-Hit attack, and is a layer 5 type defense. (Once Per Turn)


    Quote (Speed)

    The fastest programs on the net. Speed type Navis/SPs are capable of running circles around their opponents, making them hard to hit, and hard predict. With a sufficient arsenal, a Speed type program can ambush and overwhelm most opponents before they even know what hit them.

    Passive: High Gear: Increases base evasion chance (Dodge, Feint, Movement) by 10% for all attempts, and grants immunity to Slow. Does not apply to the Self Slow nerf effect.
    Passive: Scramble: After a successful Dodge, gain 1 Movement as a free action for the next turn. After a failed Dodge, gain 1 Feint as a free action for the next turn.

    Active: Afterburner: Sacrifice 1 action from the next turn to add 1 additional action to this turn. Sacrificed action carries over between battles. Can't be used on subsequent turns. (Once Per Turn)
    Active: Overclock: Imbue on a target as a free action. This target is then allowed to upgrade a Movement during the current turn to enable travel as far as line of sight permits, and increase its Base Evasion Rate to 50%. (Once Per Turn)


    Quote (Cursor)

    Expert marksmen, Cursor Navis/SPs rely in large part on ranged weapons. A powerful Cursor user is a dangerous foe indeed, able to take down enemies from a distance with frightening precision and accuracy.

    Passive: Marksmanship: Increased accuracy by 1 rank with Shot type attacks, even when under the influence of status down effects. Accuracy with Shot type attacks can surpass A rank.
    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)
    Active: Reload: As a free action at the end of the turn, regenerate one used single-use Gun Battlechip used during this turn. The same Battlechip can't be Reloaded twice. (Once Per Turn)


    Quote (Break)

    Break Navis/SPs are known as demolition experts, armed with powerful weapons that are capable of smashing through defenses, inanimate objects, and pretty much whatever happens to be in their way. Naturally, Break users inspire fear in even the stoutest hearts.

    Passive: Mass Destruction: All chips with area of effect abilities (Blast, Nova, Splash, Spread) have their area of coverage upgraded one level.
    Passive: Blastproof: All Blast and Nova attacks that originate from the user, including attacks from Objects summoned by the user, have no effect on the user.

    Active: Smash: Add Break to the next action as a free action. (Once Per Turn)
    Active: Fracture: As a free action, imbue on an attack with the Break attribute for the ability to create 5% Cracked terrain on-hit, centered on where the attack first hits a target. (Once Per Turn)


    Quote (Summon)

    Masters of legions of objects and tinkering, Summon types can call forth barriers, weapons, companions, or any number of other creations for their own use. They are masters at their craft, so the best quality Objects come from Summon types.

    Passive: Mobilize: Summoned Objects have a one-use Movement action.
    Passive: Self-Destruct: When reduced to 0 HP, your summoned Objects explode in a Nova 2 radius for (max HP)/2 damage. The summoner can disable or re-enable this per object as a free action, using direct contact. Objects consumed by triggering their Damage Method do not activate this ability.

    Active: Masterwork: You may add 20 + (Level) HP to an object's max HP as a free action. This can not be used on the same object more than once. (Once Per Turn)
    Active: Crafting: As a free action, create an Object with 20 + (Level) HP, Normal property, and with damage methods Throw, Knockback, Microburst, Pull, Gravity, and Telekinesis. (Once Per Turn)


    Quote (Shadow)

    Cunning masters of stealth, Shadow type Navis/SPs can hide in plain sight, strike, then fade back into the darkness in which they dwell. In the most fortified of locations are not safe from these master infiltrators. Opponents and allies alike are sometimes not even sure a Shadow Navi/SP is present or not.

    Passive: Assassin: The first attack against an enemy whose last attack wasn't against you deals 20% bonus damage. This ability can trigger again if the enemy performs another attack that does not target you.
    Passive: Trap Mastery: All enemy traps and Decoys are immediately identified upon use, and all traps will not trigger against you unless you specifically allow it when the trap's trigger conditions are otherwise met. Traps are not nullified by this ability.

    Active: Clone Technique: As a free action, create a Decoy of yourself. (Once Per Turn)
    Active: Substitution Technique: Imbue as a free action on a Dodge and select one target. Upon successfully evading, swap positions with that target. The swapped target does not take the triggering evaded attack. Allies must consent to this effect for themselves or their Objects to be affected. (Once Per Turn)


    Quote (Ground)

    Ground type Navis/Sps are happy with their feet planted firmly to the earth. They are capable of taking advantage of the terrain around them, as well as masters of harnessing the terrain around them to bend to their will. Short of flying, most opponents simply aren't safe when there's a Ground type user nearby.

    Passive: Pathfinder: All Ground attacks gain an additional Accuracy rank. Accuracy with Ground attribute attacks cannot surpass A rank.
    Passive: Preserver: All terrain changes created by you can resist one instance of being overridden, unless you allow the change. Geomancer and other effects that forcibly consume terrain may instead consume the override resistance, if you choose.

    Active: Geomancer: As a free action, imbue to a non-elemental chip attack to have it take on the element of the terrain you are standing on. Converts 10% of the used terrain to Normal per target of the attack. This ability fails and converts all applicable terrain if there is not enough convertable terrain for the imbued attack. (Once Per Turn)
    Active: Tectonic Shift: As a free action, select two terrain types currently on the field and swap them, including positions. (Example: 5% A, 10% B becomes 5% B, 10% A) This counts as a terrain change. Restricted terrain types cannot be selected. (Once Per Turn)


    Quote (Guts)

    Guts type Navis/SPs are hardy. So hardy, in fact, that they have no problem biting off more than they can chew. They are more than willing to take the brunt of the action to protect their squishier allies.

    Passive: Vigor: HP Memories grant an extra 5 HP per upgrade. SP HP Upgrades grant +5 HP every other upgrade, starting with the first. If this ability is lost, the bonus HP is taken off the maximum, not the current (if applicable).
    Passive: Resilient: Nullifies the effect of Pull and Knockback, halves the effect of Microburst and Gravity, and you are more resistant to being knocked down.

    Active: Gatling Attack: Free action Buster Shot/SP regular attack after two consecutive Buster Shots/SP regular attacks. (Once Per Turn)
    Active: Intimidation: As a free action, unleash a Stun with an area of effect of Nova 1 + (Level/20) with base B accuracy. This effect caps at Nova 4. (Once Per Turn)


    Quote (Shield)

    Shield type Navis/SPs are the defenders of the Net. They are experts are on the fly, improvised defense. They are usually well protected even in the most hostile of net conditions. Unfortunately, they usually aren't the most agile of programs due to the sheer amount of protective gear they carry.

    Passive: Shield Bash: Equipped Shields have the ability to reflect attacks for half damage at the cost of an extra hit after defending. This ability fails if the Shield does not have enough hits remaining. If an attack makes the Shield take double hits, then double hits must also be expended to use this ability.
    Passive: Sturdy Defense: If an attack would destroy an undamaged Barrier or Casing in one hit, the defense will withstand it with 1 HP left. This does not work if it hits an elemental or defense piercing weakness, and does not apply to X-hit Barriers and Casings.

    Active: Reinforce: Add 1 + (Level/20) Hits to an existing shield as a free action. The same shield can't be Reinforced more than once. (Once Per Turn)
    Active: Overcoat: As a free action, add 20 + (Level) HP to an existing Barrier or Casing. The same defense can't be Overcoated more than once. (Once Per Turn)


    Quote (Recover)

    Gifted in the art of healing themselves and allies, Recover Navis/SPs are able to add staying power to themselves and others. Although they lack the offensive options of the other types, Recover Navis/SPs can turn the tide of battle, as healing an ally may, in the end, prove far more effective than dealing damage.

    Passive: Medical Mastery: All signature actions using the Healing effect and Recovery chips restore 20% more HP.
    Passive: Overhealer: The user can heal up to 20% past the target's HP limit. Overhealed HP does not carry over between battles.

    Active: IV: As a free action, attach an IV pack to an ally that heals 5 HP per action. The IV pack breaks upon taking a hit and can't be used for the rest of the battle afterwards on that ally. (Once Per Turn)
    Active: Panacea: As a free action, you gain one instance of Status Cure. This can be added to an action, or used freely on its own. (One Per Turn)


    Quote (Bug)

    Bug type Navis/SPs are the weirdos of the Net. Oddly coded, oddly executed, and just plain odd. Their lack of cohesive programming makes them useful in that many Navis have little in the way to combat their strange brand of fighting. Bug type Navis/SPs rarely have to fight their opponents in top form due to negative statuses.

    Passive: Contagious: Targets afflicted with Glitch by the user can afflict other targets with a new instance of Glitch upon physical contact. Contagious targets can't transmit to the same other target more than once, and the user can not transmit or be afflicted with any instances of Glitch via this effect.
    Passive: Floating Point Error: For each instance of Glitch on you, enemy accuracy is reduced by 2% against you. This ability can stack for up to 10 instances of Glitch.

    Active: Hack: As a free action, you gain one instance of Glitch. This can be added to an attack, or used freely on it's own. (Once Per Turn)
    Active: Glitch Eater: As a free action, remove one Glitch of your choice from any target and gain Strengthen 20. (Once Per Turn)


    Quote (Team)

    Team type Navis/SPs are everybody's friends. The amount of support they grant to a group of Navis is unparalleled. Whether it's protecting others, or helping them out, or just plain cheering them on, a group of programs with a Team type will almost always fare better than a group without. Sadly, the trade off is that on their own, they are vulnerable.

    Passive: One for All: Damage inflicted to an ally is evenly split between you and them. An ally must consent to this effect before it counts them as an ally. You can only have 1 ally connected to you at any time.
    Passive: Tag Along: When a Teleport effect is activated, the user can take one ally along if the user and target are touching each other. Can also be used if this ability is called by the ally. This ability can not be used without the consent of both the user and ally, and can not be stacked or chained for more than two people.

    Active: All for One: Navis and SPs may transfer a Battlechip from your folder to an allied target as a free action. Note: SPs with this ability may receive one Battlechip directly from the Operator each turn. (Once Per Turn)
    Active: Unify: As a free action, imbue this ability on an allied target (yourself included) to enable them to use one signature attack belonging to any other ally in the battle. Cooldown is triggered for the owner as normal, active signature attacks require an action while passive signature attacks don't, and both the imbuing and activation must have the consent of all involved parties to succeed. (Once Per Turn)


    Quote (Variable)

    Variable Navis/SPs are the jacks of all trades. They fare well in almost every situation, but they don't necessarily excel. If a Navi is nonspecializing, you can bet it'll be a Variable Navi. The plus to this is their unparalleled flexibility.

    Passive: Debuff: Support chips with a + in their names, Buff, and Strengthen may be used on an opponent as damage reduction instead. Support chips reduce all damage for the rest of the battle, Buff reduces all damage up to its given point, and Strengthen reduces damage for the next single attack. Only one instance of Debuff can be on each target at any given time.
    Passive: Adaptive: Each of your GMOs can be given an element, set at registration. While an elemental GMO is equipped, you can interact with terrain like you were that element in addition to your original element. This ability does not confer additional elemental weaknesses related to the GMO equipped, only how you interact with terrain types.

    Active: Buff: Add (Level + 10) damage to any one hit from a chip attack or SP's regular attack as a free action. (Once Per Turn)
    Active: Transform!: Imbue as a free action on a GMO change to improve all accuracy and evasion rolls by 1 rank for the next 3 actions. (Once Per Turn)
    posted in Archived Rules •
    BeastOUT Rules
    A BeastOUT is obtained by defeating a Cybeast and absorbing it's power into your Navi. At that point in time you must register your BeastOUT.

    A BeastOUT is registered with two things: an appearance change and Beast Sigs. Beast Sigs are special signature attacks that ignore three standards: cooldowns, point caps, and the points themselves. Beast Sigs use different standards.

    • Beast Sigs have no cooldowns. As long as you are capable of using the Beast Sig, it can be used. Multiple uses in the same turn is allowed where possible.

    • Beast Sigs have only a single point cap: 1000 points. Any effect or combination of effects that cost no more than 1000 points can be made into a Beast Sig.

    • There are no passive Beast Sigs, only actives. Object/Armor passive effects are also not allowed.

    • Beast Sigs do not use standard sig points. It would be better to say that registering a Beast Sig is actually just registering a template for a Beast Sig. BeastOUTs utilize expendable points earned within battle, and activating a Beast Sig requires the user to have at least as many points as the Beast Sig requires, so using a 200 point Beast Sig requires the user to have at least 200 Beast Sig Points (BSP) stored.
    Gaining BSP is done in two ways: one, upon activating your BeastOUT, you gain an amount of BSP equal to your current normal active sig cap (i.e. a level 20 player would start with 220 BSP upon activating BeastOUT). Two, for every 1 point of damage you deal in battle, you gain 1 BSP. Damage dealt by Beast Sigs do not grant BSP. Note that BSP does not carry over between battles, so you will always start with only your BSP gained from your active cap.

    There are certain sig effects exclusive to Beast Sigs. You can reference them here.

    You are limited in the number of Beast Sigs you can register for your BeastOUT, with a scale that allots you more Beast Sigs the higher your level is.

    Quote (Beast Sig Slots)

    Levels 0-10 = 1 Beast Sig
    Levels 11-20 = 2 Beast Sigs
    Levels 21-30 = 3 Beast Sigs
    Levels 31-40 = 4 Beast Sigs
    Levels 41+ = 5 Beast Sigs


    Whenever you use a Beast Sig, you will be afflicted with BeastOVER. It is just too much to ask of a single Navi to fully harness the power of a Cybeast, and BeastOVER shows the results of trying to do so. In effect, BeastOVER is a Glitch-like in nature, in that what it does happens at the moderator's discretion. The major difference between BeastOVER and Glitch, though, is that BeastOVER has no positive effects. It can range in function from a harmless appearance change to a crippling nerf. BeastOVER effects last as long as you are in BeastOUT, but the severity of the effects are affected by both the strength of the Beast Sig you are using, and how well you RP the use of the Beast Sig. Good RP can lessen the effects of BeastOVER, and great RP can go so far as to negate it. The higher the level of BeastOVER, the stronger the effect, and the more exceptional your RP needs to be to overcome it.

    Quote (BeastOVER)

    0-200 point Beast Sig = BeastOVER level 1
    201-400 point Beast Sig = BeastOVER level 2
    401-600 point Beast Sig = BeastOVER level 3
    601-800 point Beast Sig = BeastOVER level 4
    801-1000 point Beast Sig = BeastOVER level 5

    A BeastOUT will also override your Element (or Cross's Element) into the Element of the Cybeast whom the BeastOUT is based on.

    Activating a BeastOUT requires 1 action to do so. A BeastOUT can last up to the end of the battle it is used in, and can be voluntarily canceled (unless a severe BeastOVER has trapped you in BO state). After using a BeastOUT for a battle, it must enter into cooldown for the next 5 battles.

    CrossBeast is a fusion of a Soul Cross and BeastOUT. By activating one while the other is already active, the two will combine in such a way that you gain your Cross's subtype, the BeastOUT's element, and retain the power of both. In effect, the Cross's bonuses just combine with the BeastOUT's. Caps for bonuses such as extra actions are determined by the BeastOUT, not the Cross.
    posted in Archived Rules •
    Support Program Rules
    Support Program Rules

    A Support Program is a Navi's best buddy! It can be anything from your sidekick to your shirt, and can be acquired through a mission starting at level 5.

    Your Support Program starts out at level 0 with a single action each turn, a 10 damage attack, and 40 HP. It can do the following with this action:

    • Attack [Action] (Your SP attacks an enemy you command. Attack is either your SP's element (if it has one) or Normal.)

    • Defend [Action] (Your SP blocks one attack that your Navi, fellow SP, or ally would take, taking the damage onto itself instead.)

    • Subtype Ability [May or may not require an Action] (Your SP uses its subtype ability. This ability acts just as a normal subtype ability would, with the exception that your SP can use it through your Navi, so a Break Subtype SP could add Break to its master's attacks the same way Break Subtypes add Break to their attacks.)

    • Dodge [Action] (Your Support Program attempts to dodge attacks by dodging in some way or form.)

    • Equipping [Action] (Your Navi, fellow SP, or Ally and Support Program enter a state where they are acting together. If an SP is carrying, lifting, holding, riding on, or other direct supportive action for the Navi/fellow SP/Ally, they are considered Equipped. If the Navi/fellow SP/Ally is likewise carrying, holding, wielding, wearing, or riding the SP, the SP is considered Equipped. Note that the SP functions the same as if it was not Equipped, so it still has HP, actions, attack power, an element, a subtype, and so on.)

    • Signature Attack [Action] (Your support program uses a signature attack that was created and registered for its use. Your SP's signature point cap = its Navi's cap. All signature attack rules apply.)
    Your SP starts out being present unless you desire it to be not out. Summoning or unsummoning an SP takes one action per SP. You can summon or unsummon your SP between battles.

    You increase your SP's abilities and stats by spending Bugfrags. You gain Bugfrags by deleting viruses, and defeating Navigators who possibly carry Bugfrags themselves.

    • You will begin gathering BugFrags starting once your navi reaches level 5.

    • You gain 1 Bugfrag/per 20 HP of the Viruses you and your allies destroy. This is per virus, and is rounded up.

    • Bugfrags gained for defeating a Navigator will vary. Not all will have them.

    • Hostile SPs do not drop Bugfrags when defeated.
    • If multiple SPs are present, then the Bugfrags are divided evenly among them.

    You may acquire an SP through a mission provided by the GNA, NetPolice, NetMafia, or NeoShogunate if you are aligned with a faction. You must be level 5 or higher to undertake one of these missions.

    • SP's grant 1 level to their Navi master for every 5 levels the SP has. This is for each SP the Navi has, not total, so a level 8 SP and a level 7 SP would grant two levels, not three.

    • Your SP's level can't go above your Navi's level.

    • If your SP is defeated, it takes three battles after the current one to regenerate and resume at full health.

    • You can unsummon your SP between battles in order for it to regain HP. 1/2 of its max HP per battle, so not using it for two battles will fully heal it.
    You may design Signature Attacks to be used by your SP from your own pool of points, but you must include that the Signature Attack is designated to your SP while registering the attack. Your Navi's current point cap applies to your SPs Signature Attacks as well, regardless of your SP's level.

    Support Program Base Statistics:

    Level: 0
    HP: 40
    Attack: 10
    Actions: 1

    Support Program Basic Abilities:

    Hit Point+: V1: +10 to Max HP for SP. [+1 Level to SP] [Cost: 10 Bugfrags]
    Hit Point+: V2: +10 to Max HP for SP. [+1 Level to SP] [Cost: 20 Bugfrags]
    Hit Point+: V3: +10 to Max HP for SP. [+1 Level to SP] [Cost: 30 Bugfrags]
    Hit Point+: V4: +10 to Max HP for SP. [+1 Level to SP] [Cost: 40 Bugfrags]
    Hit Point+: V5: +10 to Max HP for SP. [+1 Level to SP] [Cost: 50 Bugfrags]
    Hit Point+: V6: +10 to Max HP for SP. [+1 Level to SP] [Cost: 60 Bugfrags]
    Hit Point+: V7: +10 to Max HP for SP. [+1 Level to SP] [Cost: 70 Bugfrags]
    Hit Point+: V8: +10 to Max HP for SP. [+1 Level to SP] [Cost: 80 Bugfrags]
    Hit Point+: V9: +10 to Max HP for SP. [+1 Level to SP] [Cost: 90 Bugfrags]
    Hit Point+: V10: +10 to Max HP for SP. [+1 Level to SP] [Cost: 100 Bugfrags]
    Hit Point+: V11: +10 to Max HP for SP. [+1 Level to SP] [Cost: 110 Bugfrags]
    Hit Point+: V12: +10 to Max HP for SP. [+1 Level to SP] [Cost: 120 Bugfrags]
    Hit Point+: V13: +10 to Max HP for SP. [+1 Level to SP] [Cost: 130 Bugfrags]
    Hit Point+: V14: +10 to Max HP for SP. [+1 Level to SP] [Cost: 140 Bugfrags]
    Hit Point+: V15: +10 to Max HP for SP. [+1 Level to SP] [Cost: 150 Bugfrags]
    Hit Point+: V16: +10 to Max HP for SP. [+1 Level to SP] [Cost: 160 Bugfrags]
    Hit Point+: V17: +10 to Max HP for SP. [+1 Level to SP] [Cost: 170 Bugfrags]
    Hit Point+: V18: +10 to Max HP for SP. [+1 Level to SP] [Cost: 180 Bugfrags]
    Hit Point+: V19: +10 to Max HP for SP. [+1 Level to SP] [Cost: 190 Bugfrags]
    Hit Point+: V20: +10 to Max HP for SP. [+1 Level to SP] [Cost: 200 Bugfrags]

    [HP Does not cap, just practicality limits from putting up to v100 in here.]

    Damage+: V1: +5 Damage to SP attack. [+1 Level to SP] [Cost: 10 Bugfrags]
    Damage+: V2: +5 Damage to SP attack. [+1 Level to SP] [Cost: 20 Bugfrags]
    Damage+: V3: +5 Damage to SP attack. [+1 Level to SP] [Cost: 30 Bugfrags]
    Damage+: V4: +5 Damage to SP attack. [+1 Level to SP] [Cost: 40 Bugfrags]
    Damage+: V5: +5 Damage to SP attack. [+1 Level to SP] [Cost: 50 Bugfrags]
    Damage+: V6: +5 Damage to SP attack. [+1 Level to SP] [Cost: 60 Bugfrags]
    Damage+: V7: +5 Damage to SP attack. [+1 Level to SP] [Cost: 70 Bugfrags]
    Damage+: V8: +5 Damage to SP attack. [+1 Level to SP] [Cost: 80 Bugfrags]
    Damage+: V9: +5 Damage to SP attack. [+1 Level to SP] [Cost: 90 Bugfrags]
    Damage+: V10: +5 Damage to SP attack. [+1 Level to SP] [Cost: 100 Bugfrags]
    Damage+: V11: +5 Damage to SP attack. [+1 Level to SP] [Cost: 110 Bugfrags]
    Damage+: V12: +5 Damage to SP attack. [+1 Level to SP] [Cost: 120 Bugfrags]
    Damage+: V13: +5 Damage to SP attack. [+1 Level to SP] [Cost: 130 Bugfrags]
    Damage+: V14: +5 Damage to SP attack. [+1 Level to SP] [Cost: 140 Bugfrags]
    Damage+: V15: +5 Damage to SP attack. [+1 Level to SP] [Cost: 150 Bugfrags]
    Damage+: V16: +5 Damage to SP attack. [+1 Level to SP] [Cost: 160 Bugfrags]
    Damage+: V17: +5 Damage to SP attack. [+1 Level to SP] [Cost: 170 Bugfrags]
    Damage+: V18: +5 Damage to SP attack. [+1 Level to SP] [Cost: 180 Bugfrags]

    Speed+: V1: +1 Max action for SP. [+5 Levels to SP] [Cost: 100 Bugfrags]
    Speed+: V2: +1 Max action for SP. [+5 Levels to SP] [Cost: 200 Bugfrags]
    Speed+: V3: +1 Max action for SP. [+5 Levels to SP] [Cost: 300 Bugfrags]
    Speed+: V4: +1 Max action for SP. [+5 Levels to SP] [Cost: 400 Bugfrags]
    Speed+: V5: +1 Max action for SP. [+5 Levels to SP] [Cost: 500 Bugfrags]

    Support Program Element Strike Abilities:
    (Only one Element Strike Ability can be equipped at a time. Buying a new one overwrites and erases the old ability.)

    Fire Strike: Changes SP's Regular Attack to Fire element. [+0 Level to SP] [Cost: 25 Bugfrags]

    Aqua Strike: Changes SP's Regular Attack to Aqua element. [+0 Level to SP] [Cost: 25 Bugfrags]

    Elec Strike: Changes SP's Regular Attack to Elec element. [+0 Level to SP] [Cost: 25 Bugfrags]

    Wood Strike: Changes SP's Regular Attack to Wood element. [+0 Level to SP] [Cost: 25 Bugfrags]

    Support Program Effect Strike Abilities:
    (Only one Effect Strike Ability can be equipped at a time. Buying a new one overwrites and erases the old ability. Levels do not stack across replacing upgrades, so the SP will never gain more than 1 level from this.)

    Splash Strike: SP's Regular Attack deals 1 instance of Splash damage. [+1 Level to SP] [Cost: 75 Bugfrags]

    Spread Strike: SP's Regular Attack deals 1 instance of Spread damage. [+1 Level to SP] [Cost: 100 Bugfrags]

    Knockback Strike: SP's Regular Attack has Knockback. [+1 Level to SP] [Cost: 25 Bugfrags]

    Glitch Strike: SP's Regular Attack has Glitch. [+1 Level to SP] [Cost: 25 Bugfrags]

    Slashing Strike: SP's Regular Attack has Slashing. [+1 Level to SP] [Cost: 25 Bugfrags]

    Break Strike: SP's Regular Attack has Break. [+1 Level to SP] [Cost: 50 Bugfrags]

    Impact Strike: SP's Regular Attack has Impact. [+1 Level to SP] [Cost: 50 Bugfrags]

    Phasing Strike: SP's Regular Attack has Phasing. [+1 Level to SP] [Cost: 50 Bugfrags]

    Seeking Strike: SP's Regular Attack has Seeking. [+1 Level to SP] [Cost: 50 Bugfrags]

    Disarm Strike: SP's Regular Attack has Disarm. [+1 Level to SP] [Cost: 75 Bugfrags]

    Homing Strike: SP's Regular Attack has Homing. [+1 Level to SP] [Cost: 75 Bugfrags]

    Support Program 'Special' Abilities:

    Flight: Planeswalking: Grants protection from Terrain effects as if SP had Floatshoes. The SP does not necessarily float. [+3 Level to SP] [Cost: 100 Bugfrags]

    Flight: Fly: Allows an SP to fly and ignore panels as if it had Omnishoes. Prerequisite: Planeswalking. [+5 Level to SP] [Cost: 200 Bugfrags]

    Brace: Allows the SP to block one attack per round for half damage. This effect operates automatically when Defending, allowing the SP to take half normal damage from the first hit it takes for the Navi once per turn. Subsequent hits while Defending deal full damage. This does not mean Bracing and then Defending gives you two uses of brace per turn. [+2 Level to SP] [Cost: 75 Bugfrags]

    Second Chance: Ability to survive a killing hit at 1 HP. [+3 Level to SP] [Cost: 100 Bugfrags]

    Chip Preset: Allows an SP to use a designated chip directly from the Operator. The preset chip can only be changed when jacked out. [+3 Level to SP] [Cost: 100 Bugfrags]

    Support Program .GMO's

    Every five (5) levels that your SP gains, you may register a new .GMO for your SP. Normal .GMO rules apply.

    Support Programs are registered here. Future upgrades to your SP are made in its original registration topic. If desired, purchased abilities can later be deleted via registration in that SP's topic with the requirement that the SP must be restored to at least its previous level via additional upgrade purchases.
    posted in Archived Rules •
    Friendship and SoulCross Rules
    Friendship System

    The Friendship System measures your characters' relationship with another character. The system is based on Friendship Points, which is the quantitative measure of your relationship at the current time.

    Gaining Friendship Points (FXP) can be done by team busting, netbattles, or non-combat interactions. Team busting is the most basic way to gain points. For each area, there is a ratio of how many viruses you would need to delete with your friends to gain a point. All ratios round up.

    Quote ()

    Virus:Points Area
    5:1 ACDC
    4:1 Scilabs
    3:1 Electown, Yoka, Netopia, Dentech, Beach Street, Okuden, Kotobuki
    2:1 Sharo, Yumland, Netfrica, Netvegas, Hades Isle, NAXA
    1:1 Undernet
    Battle 5, 10, 15, and 20 Minibosses get a x2 modifier.
    Rogue Nets get x1.5 to base FXP earned for deleting viruses.
    Chaos Nets get x2 to base FXP earned for deleting viruses.
    Undernet get x3 to base FXP earned for deleting viruses.

    At the end of each battle, players will be rewarded with FXP based on the events that transpired. The moderator will tell you with who and how much FXP you gain. Note that FXP between two Navis is always the same amount, and must be kept track of in your signature.


    • Certain actions can merit extra FXP. These actions would be determined by the moderator's own judgment, and should be based on an action AND reaction (or a pair of posts).



    • Interaction between operators can result in 1 FXP per pair of quality back and forth posts.



    • Noncombat interaction between Navis can result in 1 or 2 FXP per pair of quality back and forth posts.



    • When both Navis and Operators are present for interaction, the result can be up to 3 FXP per pair of quality back and forth posts.



    • To get FXP from Real World threads, use the Real World FXP tallying thread.


    Using FXP

    Crosses are earned based on FXP. Once you achieve a certain amount of points, you may apply for the Cross. Gaining the Cross removes no points.

    Quote (FXP needed for each Cross level)

    Level 1 : 30
    Level 2 : 70
    Level 3 : 150
    Level 4 : 250
    Level 5 : 400

    Applying for a Cross

    ExampleMan and AverageMan's Friendship is at 30 FXP. They apply for a level 1 Cross, which requires at least 30 FXP. It is approved, no points are "used up", so they still retain their FXP. Once they attain 70 FXP, they can apply for a level 2 Cross.

    General Soul Cross Rules

    Quote (Cross Level Bonuses)

    Level 1:

    Bonuses: +10 to all chips of the element of the other Navi, cosmetic changes. 80 total cross points which can be used toward making cross signature attack(s).

    Level 2:

    Bonuses: +15 to same-element chips, +20 HP while crossed, a Speed upgrade (caps at 6 unless otherwise mentioned), and 160 total cross points which can be used toward making cross signature attack(s).

    Level 3:

    Bonuses: +20 to same-element chips, +40 HP while crossed, one Speed upgrade (caps at 7 unless otherwise mentioned), the total cross points is now equal to 240 total cross points, which can be used toward making cross signature attack(s).

    Level 4:

    Bonuses: +30 to same-element chips, +60 HP while crossed, two Speed upgrades (caps at 8 unless otherwise mentioned), and 360 total cross points, which can be used toward making cross signature attack(s).

    Level 5

    After you have registered the Cross successfully, you must complete a special mission in order to receive a Joint Attack Chip. This Joint Attack Chip will allow you to register a Joint attack; details on these are listed below.

    Bonuses: +50 to same-element chips, +100 HP while crossed, two Speed upgrades (caps at 8 unless otherwise mentioned), 500 total cross points, which can be used toward making cross signature attack(s). and access to the creation of a specialized Joint Attack which utilizes the abilities of both Navis.


    • Activating (or deactivating) a Cross uses one action.



    • While Crossed, your element is overridden to the element of the Navi you are Crossing with. You can choose whether or not to override your Subtype with the Subtype of the Navi you are Crossing with, but this decision is permanent and must be stated when registering your Cross.



    • Bonus damage from Crosses does not stack on multi-hits.



    • The bonus damage from the Cross overrides the bonus damage your Navi would get from it's own level and Element.



    • There is no limit on how many Crosses you can have.



    • Each Cross can only be used once every three battles.



    • There is no turn limit on how long a Cross lasts inside one battle.


    Faction Crosses

    Crosses of your same faction gain the benefit of reduced requirements of FXP for each cross. That is, if you are in the NetPolice, any other NP member cross that you've worked towards (player or NPC) will require less FXP to level up.

    Quote (Faction FXP needed for each Cross level)

    Level 1 : 25
    Level 2 : 60
    Level 3 : 120
    Level 4 : 210
    Level 5 : 320

    [Joint Attacks]

    • Have a damage cap of 1000 (nerf up to 1500).

    • Combine the abilities of both Navis.

    • Both Navis do not have to be present to use.

    • Cannot be passive.

    • Cannot use Object/Object Armor passive effects.

    • Can only be used while Crossed.

    • Forcefully expend the Cross, burning it out until the Navi jacks out.
    posted in Archived Rules •
    RE: Signature Attack System 3.5
    The BANNED List

    --- Banned effects are not allowed in signature attacks, both for obvious reasons, and some for reasons that may not be as obvious to everyone. However, if it lives here, it breaks the game so hard that we didn't even want to salvage it.
    -- PaladinGC


    Possession: [Allows you to control the target for a set time.]
    Redirect: [Allows the redirection of multiple missed attacks to a single target. See below for more info.]
    Damage Stacker: [Allows attack boosts to stack with multiple hit attacks. Exclusive to Attack+ battle chips.]
    Autohit: [S Rank Accuracy. Hits target. Restricted to healing and battle chips only.]
    Subtype Change: [Allows you to change your Subtype. Get a Cross if you wish to do this.]
    Element Change: [Allows you to change your Element. Get a Cross or BeastOut if you wish to do this.]
    NaviCust Enhancer: [Increases the effectiveness of NCP's.]
    Buster Enhancer: [Increases buster stats. Restricted to Buster type battle chips.]
    Elemental Immunity: [Grants immunity to a specified damage type. Exclusive to viruses.]
    Empower: [Grants a damage boost to all attacks, be they Multi-hit, AoE, or Single Target, for an entire turn. This has been done away with.]
    Charm: [Forces a character to exclusively attack his allies.]
    Instant Kill: [We never even considered adding this.]

    A note about Redirect: You can mimick the effect with Spread and Homing, but doing so will be very very expensive. Power has a price. -- PaladinGC
    posted in Archived Rules •
    RE: Signature Attack System 3.5
    Beast Effects
    Beast Effects are exclusive to Beast Sigs. They can not be used anywhere else.

    Action Boost: 300 BSP [Gives the user an extra action for the duration of their BeastOut. A Beast Sig only using this effect does not require an action to use. The user can not gain more than 3 total extra actions, from this effect or any other source.]

    Element Boost: 1:10 BSP ratio [Grants 1 point of damage for every 10 points spent. Adds damage to all Battlechips of the user's element for the duration of the user's BeastOut. Stacks with damage boosts from other sources, but can not add more than 100 extra damage from this effect alone. Extra damage applied to a single hit of a multi-hit attack.]

    HP Boost: 1:2 BSP ratio [Grants 1 HP for every 2 points spent. Adds extra HP to the user's current and maximum HP for the duration of the user's BeastOut. This effect does not reduce the amount of damage the user has taken, and does not stack past 500 extra HP.]

    Buster Boost: 100 BSP [Grants an extra stat point to the user's buster for every instance of this effect, for the duration of the user's BeastOut. The stats raised must be registered with the Beast Sig, and can not change outside a re-registration. The max stats for the user's buster can not exceed 10/5/5.]

    Warp Attack: 100 BSP [Imbue, as a free action, this effect onto a Battlechip. Using the Battlechip makes the user teleport in front of the target, attack, then teleport back to the original position. The user must be able to see the target to attack with this effect. The user can only teleport to the front of the target, not behind or to the sides. This effect does not stack.]
    posted in Archived Rules •