Not going to make any sig attacks for... Oh who am I kidding, approved.
posted in Profile Edits/Appearance Changes •
Posts made by Bomber
RE: Yajna.SP
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:
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 •
- 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.
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 •
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.
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.
posted in Archived Rules •
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)
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.
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.
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.
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 •
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.
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.
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:
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.
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 •
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.)
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.
- 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.
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.
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.
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.
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.
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
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.
[Joint Attacks]
posted in Archived Rules •
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.
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 •
--- 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
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 •
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.]
RE: Signature Attack System 3.5
Planeswalker Effects
--- Planeswalker Effects allow the players to add some fun, yet risky, variety to their signature line-ups. All planeswalker effects rely on the Terrain found in the networks as a guide for what they do. A key, if you will. The effects will change to match their corresponding Terrain Type, which can be fun, and deadly effective. At the same time, none of these effects will operate on Non-elemental Terrain types: In these cases, or when a character is at High Altitude, or otherwise not in contact with an elementally aligned terrain, all planar effects shut off. If a signature carries other parts not related to planar effects, these continue to operate normally. In edge cases and non-standard situations, moderator discretion decides whether the character can maintain their planar effects.
-- PaladinGC, with updated text from Rogan
REMINDER:
- Cannot Function if flying at high altitude or hovering over missing or broken panels.
- Applies ONLY to a signature if it is part of that signature, and cannot ever be used to augment another signature, buster, or chip.
- Cannot be used in conjunction with a Terrain Change Effect in the same signature.
Elemental Rage: 80 [Grants this sig attack the element of the terrain your Navi is standing on when executed.]
Effect Rage: 60 (Per Instance. Effect duration varies.) [Grants this sig attack the inherent offensive effects of the terrain your Navi is standing on when executed.]
Planar Skill: 60 (Per Round) [Grants this sig attack the inherent defensive effects of the terrain your Navi is standing on when executed.]
Planar Body: 40 (Per round) [Grants your Navi an elemental damage reduction armor that reduces elemental damage by half, but renders them weak against one type of element, as though they were a navi of that element. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Body Effect.]
Planar Barrier: 1 point = 1 Barrier HP; 20 HP Minimum [Grants your Navi an elemental barrier that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Barrier is strong against its own element, and takes only half damage from it, but receives +100% source damage from its weak element, and does not block overspill if more damage is dealt than the remaining health of the Barrier. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Northwind and Impact. Counts as a Barrier.]
Planar Shield: 20 per hit negated [Summons an elemental Shield that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Shield is strong against its own element, and completely negates any damage from it if blocked successfully, but attacks of the elemental weakness count as two hits against Planar Shields, and may break through to deal full damage if it reduces the Shield's X-Hit value past zero. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Shield.]
Planar Casing: 1 point = 1 Casing HP; 20 HP Minimum [Summons an elemental armor casing for your Navi that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Casing is strong against its own element, and takes only half damage from it, but receives +100% source damage from its weak element, and does not block overspill if more damage is dealt than the remaining health of the Casing. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Casing.]
posted in Archived Rules •
--- Planeswalker Effects allow the players to add some fun, yet risky, variety to their signature line-ups. All planeswalker effects rely on the Terrain found in the networks as a guide for what they do. A key, if you will. The effects will change to match their corresponding Terrain Type, which can be fun, and deadly effective. At the same time, none of these effects will operate on Non-elemental Terrain types: In these cases, or when a character is at High Altitude, or otherwise not in contact with an elementally aligned terrain, all planar effects shut off. If a signature carries other parts not related to planar effects, these continue to operate normally. In edge cases and non-standard situations, moderator discretion decides whether the character can maintain their planar effects.
-- PaladinGC, with updated text from Rogan
REMINDER:
- Cannot Function if flying at high altitude or hovering over missing or broken panels.
- Applies ONLY to a signature if it is part of that signature, and cannot ever be used to augment another signature, buster, or chip.
- Cannot be used in conjunction with a Terrain Change Effect in the same signature.
Elemental Rage: 80 [Grants this sig attack the element of the terrain your Navi is standing on when executed.]
Planar Body: 40 (Per round) [Grants your Navi an elemental damage reduction armor that reduces elemental damage by half, but renders them weak against one type of element, as though they were a navi of that element. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Body Effect.]
Planar Barrier: 1 point = 1 Barrier HP; 20 HP Minimum [Grants your Navi an elemental barrier that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Barrier is strong against its own element, and takes only half damage from it, but receives +100% source damage from its weak element, and does not block overspill if more damage is dealt than the remaining health of the Barrier. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Northwind and Impact. Counts as a Barrier.]
Planar Shield: 20 per hit negated [Summons an elemental Shield that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Shield is strong against its own element, and completely negates any damage from it if blocked successfully, but attacks of the elemental weakness count as two hits against Planar Shields, and may break through to deal full damage if it reduces the Shield's X-Hit value past zero. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Shield.]
Planar Casing: 1 point = 1 Casing HP; 20 HP Minimum [Summons an elemental armor casing for your Navi that picks up the elemental properties of the terrain you are currently standing on, including weaknesses. The Casing is strong against its own element, and takes only half damage from it, but receives +100% source damage from its weak element, and does not block overspill if more damage is dealt than the remaining health of the Casing. DOES NOT FUNCTION on non-elemental terrain types, and will vanish if terrain shifts to non-elemental. Immune to Break. Counts as a Casing.]
RE: Signature Attack System 3.5
Nerfing Sig Effects
Nerfs are advanced, optional effects. They are negative effects that will hamper your navi, in exchange for other benefits. As such, they can be hazardous if used improperly: It is entirely possible to cause lasting and costly-to-repair damage to your navi by the over-use of some of these effects, while others can negate or prevent the use of other actions, or even the signature they are attached to, if used without care. You have been warned: exercise caution with these effects.
Nerfs are a form of extra points for your signatures, which do not deplete your available sig pool and which allow you to push a signature ability past the limits normally determined by its level. The amount of nerf points used cannot ever exceed 50% of the actual sig pool points you put towards the signature, but they can be used in multiple ways:
1. Nerfs can be used to reduce the cooldown of your signature. Used this way, they can reduce the value of your signature for calculating its cooldown, resulting in a lower cooldown overall. This can let you use a powerful signature more frequently.
2. Nerfs can be used to empower your signature, acting as 'bonus' points for you to spend which don't deplete your remaining signature pool. This can let you exceed your normal power limits for a single signature.
You may use both types of nerfing in a single signature, but the total of nerf points used may still not exceed 50% of the points used from your sig pool for that signature.
It should be noted that if the nerfs used in a signature do not work out evenly, causing overflow, this is fine. The excess nerf value cannot be used if it would exceed the 50% limit, but that does not prevent it from being present in the signature, if that is the specific nerf you wish to use.
Warning: Nerf effects cannot be removed with Status Cure, and are not prevented by Status Guard. They cannot be used with passive signatures at all, nor can they be used to lower a signature's cooldown to zero.
Charge Time: Add 30 to cap per action. [A nerf. Requires extra actions to prepare attack or boost the attack's effect. Cannot be placed in a signature with free dodges in it. Cannot be used on the same turn with another signature with free dodges in it. Actions used to charge must occur directly before the sig using this nerf.]
Recovery Time: Add 30 to cap per action. [A nerf. Requires extra actions to recover from the use of an attack Cannot be placed in a signature with free dodges in it. Cannot be used on the same turn with another signature with free dodges in it. Actions burnt must occur directly after the sig using this nerf. ]
Charge Burner: Burn 1 Buster Charge to gain 30 Cap (per instance) [This ability uses Buster Charges as fuel. Keep in mind, this ability must be taken once for EACH charge you plan to power a given signature with, and you must have the required number of charges to use the signature at all. Only 2 charges can be stored at once, so this nerf can only be used twice on the same sig. Also, keep in mind that should your buster be disabled, this signature becomes useless as well. Applies immediately upon use of sig.]
Sacrifice: Pay 15 HP to add 20 to cap (Per instance) [Navi uses own lifeforce to power attack. 15 HP for 20 Cap. Stackable with itself. Does not stack with multihits. Applies immediately upon use of sig.]
Self Slow: Add 40 to cap (Per round, per instance) [Reduces the effectiveness of ALL dodges for your Navi by 1 Rank. Cannot exceed Rank E. Players may not use this nerf more times than the number of ranks between their current dodge rank and rank E per turn. If they possess multiple signatures with this effect that add up to be higher than the allowed instances per turn, they cannot use them. Applies for the duration of the next turn after the use of this nerf.]
Off-Target: Add 40 to cap (Per round, per instance) [Reduces the accuracy of ALL attacks made by your Navi by 1 rank. Players may not use signatures with this nerf if it would result in an overall accuracy drop greater than 2 ranks. Applies for the duration of the next turn after the use of this nerf.]
NC Lock: Gain Points equal to occupied NC space to cap per instance. [Self inflicted NC Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Navi Customizer is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Folder Lock: Gain 80 Points to cap per instance. [Self inflicted Folder Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Chip Slot-In System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Sig Lock: Gain 80 Points to cap per instance. [Self inflicted Sig Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Signature Attack System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Buster Lock: Gain 10 Points per equipped PowerUP and Buster Effect Upgrade to cap per instance. [Self inflicted Buster Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon with itself more than 7 turns of duration, your Buster System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
posted in Archived Rules •
Nerfs are advanced, optional effects. They are negative effects that will hamper your navi, in exchange for other benefits. As such, they can be hazardous if used improperly: It is entirely possible to cause lasting and costly-to-repair damage to your navi by the over-use of some of these effects, while others can negate or prevent the use of other actions, or even the signature they are attached to, if used without care. You have been warned: exercise caution with these effects.
Nerfs are a form of extra points for your signatures, which do not deplete your available sig pool and which allow you to push a signature ability past the limits normally determined by its level. The amount of nerf points used cannot ever exceed 50% of the actual sig pool points you put towards the signature, but they can be used in multiple ways:
1. Nerfs can be used to reduce the cooldown of your signature. Used this way, they can reduce the value of your signature for calculating its cooldown, resulting in a lower cooldown overall. This can let you use a powerful signature more frequently.
2. Nerfs can be used to empower your signature, acting as 'bonus' points for you to spend which don't deplete your remaining signature pool. This can let you exceed your normal power limits for a single signature.
You may use both types of nerfing in a single signature, but the total of nerf points used may still not exceed 50% of the points used from your sig pool for that signature.
Quote (For example:)
If your normal signature cap is 180, you could make a signature that deals 180 direct damage. It would have a cooldown of 5 turns. If you took 60 points of nerf, you could reduce the cooldown to 3 turns, as its effective value would now be 120. You could then also take another 30 points of nerf and spend them to increase the damage of the signature to 210. This would raise the cooldown again, up to 4 turns, as the effective value becomes 150. We cannot spend any more nerfing of either type at this point, since we have used 90 points of nerfs, which is 50% of the 180 sig pool points we are investing.
It should be noted that if the nerfs used in a signature do not work out evenly, causing overflow, this is fine. The excess nerf value cannot be used if it would exceed the 50% limit, but that does not prevent it from being present in the signature, if that is the specific nerf you wish to use.
Quote (For example:)
A player has an 80 point signature which they wish to apply nerfs to, in order to empower it to a 120 point signature. The nerfs they wish to use, however, are Charge Time (30 Points), and Recovery Time (30 Points), for thematic reasons. This is perfectly acceptable. They will have the value of 60 points of nerf, but they will only spend 40 of it, in keeping with the 50% limit. They will still suffer the full effects of both nerfs when using the signature.
Warning: Nerf effects cannot be removed with Status Cure, and are not prevented by Status Guard. They cannot be used with passive signatures at all, nor can they be used to lower a signature's cooldown to zero.
Charge Time: Add 30 to cap per action. [A nerf. Requires extra actions to prepare attack or boost the attack's effect. Cannot be placed in a signature with free dodges in it. Cannot be used on the same turn with another signature with free dodges in it. Actions used to charge must occur directly before the sig using this nerf.]
Recovery Time: Add 30 to cap per action. [A nerf. Requires extra actions to recover from the use of an attack Cannot be placed in a signature with free dodges in it. Cannot be used on the same turn with another signature with free dodges in it. Actions burnt must occur directly after the sig using this nerf. ]
Charge Burner: Burn 1 Buster Charge to gain 30 Cap (per instance) [This ability uses Buster Charges as fuel. Keep in mind, this ability must be taken once for EACH charge you plan to power a given signature with, and you must have the required number of charges to use the signature at all. Only 2 charges can be stored at once, so this nerf can only be used twice on the same sig. Also, keep in mind that should your buster be disabled, this signature becomes useless as well. Applies immediately upon use of sig.]
Sacrifice: Pay 15 HP to add 20 to cap (Per instance) [Navi uses own lifeforce to power attack. 15 HP for 20 Cap. Stackable with itself. Does not stack with multihits. Applies immediately upon use of sig.]
Self Slow: Add 40 to cap (Per round, per instance) [Reduces the effectiveness of ALL dodges for your Navi by 1 Rank. Cannot exceed Rank E. Players may not use this nerf more times than the number of ranks between their current dodge rank and rank E per turn. If they possess multiple signatures with this effect that add up to be higher than the allowed instances per turn, they cannot use them. Applies for the duration of the next turn after the use of this nerf.]
Off-Target: Add 40 to cap (Per round, per instance) [Reduces the accuracy of ALL attacks made by your Navi by 1 rank. Players may not use signatures with this nerf if it would result in an overall accuracy drop greater than 2 ranks. Applies for the duration of the next turn after the use of this nerf.]
NC Lock: Gain Points equal to occupied NC space to cap per instance. [Self inflicted NC Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Navi Customizer is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Folder Lock: Gain 80 Points to cap per instance. [Self inflicted Folder Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Chip Slot-In System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Sig Lock: Gain 80 Points to cap per instance. [Self inflicted Sig Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon itself with more than 7 turns of duration, your Signature Attack System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
Buster Lock: Gain 10 Points per equipped PowerUP and Buster Effect Upgrade to cap per instance. [Self inflicted Buster Crash. Cannot be cured or prevented by any action other then duration expiration. This effect does not wear of at the end of battle, and will carry over from battle to battle and thread to thread. It also stacks. If for any reason this effect is stacked upon with itself more than 7 turns of duration, your Buster System is permanently crashed, and must be repaired at Sci-Lab for a fee. This is cumulative. Duration: +2 turns, applies on the next turn after the use of this nerf.]
RE: Signature Attack System 3.5
Terrain Changes
--- Terrain Changes do exactly what they say they do: they change the terrain. Merely select a terrain type, and the size of the area you want to change to that type. You can even dictate how, and possibly where, the terrain change takes place. It's all in how you describe it. Just know that Terrain is public domain, and anyone can take advantage of it.
-- PaladinGC
RESTRICTION:
-- Holy, Poison, Missing, Cursed, Quicksand, and Trap terrain types are off-limits.
-- Cracked and Broken terrain changes are limited to Large Area and below.
-- Cannot be used as a passive effect.
Small-area Terrain Effect: 10 [A panel or two. About 1/8 of the field, tops.]
Medium-area Terrain Effect: 20 [Seeds. Usually about 1/6 to 1/4 of the field.]
Large-area Terrain Effect: 40 [Zones and lines. Usually 1/3 to 2/3 the field.]
Stage Change: 100 [The entire battlefield.]
Spliced Terrain Change: 2x Chosen Area Cost [This is an add-on effect to Terrain Change that allows you to mix and match terrain types within a clearly defined area. The trade-off is that these specialized settings are harder to generate, and tax the signature system a bit more heavily than normal.]
posted in Archived Rules •
--- Terrain Changes do exactly what they say they do: they change the terrain. Merely select a terrain type, and the size of the area you want to change to that type. You can even dictate how, and possibly where, the terrain change takes place. It's all in how you describe it. Just know that Terrain is public domain, and anyone can take advantage of it.
-- PaladinGC
RESTRICTION:
-- Holy, Poison, Missing, Cursed, Quicksand, and Trap terrain types are off-limits.
-- Cracked and Broken terrain changes are limited to Large Area and below.
-- Cannot be used as a passive effect.
Small-area Terrain Effect: 10 [A panel or two. About 1/8 of the field, tops.]
Medium-area Terrain Effect: 20 [Seeds. Usually about 1/6 to 1/4 of the field.]
Large-area Terrain Effect: 40 [Zones and lines. Usually 1/3 to 2/3 the field.]
Stage Change: 100 [The entire battlefield.]
Spliced Terrain Change: 2x Chosen Area Cost [This is an add-on effect to Terrain Change that allows you to mix and match terrain types within a clearly defined area. The trade-off is that these specialized settings are harder to generate, and tax the signature system a bit more heavily than normal.]
RE: Signature Attack System 3.5
Object Summoning
-- By default, Objects deal their max HP in damage [("Object Damage") when thrown (EX: with RageClaw), moved with Telekinesis, or shot at something with Microburst/Gravity. Object Damage takes on the Object's Element as well, if applicable. If they hit a target when utilized in this way, they break. If they miss, the object survives.
-- Objects launched with Knockback or Pull will deal only the damage of the attack that launches them, and will also take that same damage. If you launch a 100-max-HP object with a 70 + Knockback attack, it will deal 70 damage and take 70 damage.
-- These two behaviors listed above can be overridden with Object Properties or Battlechip-specific Damage Methods.
-- Signature-summoned Objects do not have a turn limit of existence, unless the player chooses so.
-- Objects are not allowed to entrap other targets upon summon. For an example, you cannot summon a cage onto or around another navi, or encase them in an object, or create a box around them. If you wish to stop the movement of another navi, choose either the Hold or Freeze effects (Or a combination of the two). If you wish to encase yourself in an object, use the Equipable property.
-- Objects, regardless of where they came from, are considered neutral combatants and are not affected by triggers that target Allies or Enemies.
===Basic Object Signature Effects===
Health/HP: 1 per HP [The health of the object. Objects [u]must have at least 1 HP[/u], and are destroyed when their HP is reduced to 0.]
Active Sig Ability: Normal Active Cost [Something the object does once, either when it is created, or under other specified circumstances (See 'Trigger' under Core Signature Attributes for details.) EX: Makes a one-hit barrier when summoned, or deals 40 Elec damage to its' attacker when first attacked.]
Passive Sig Ability: 3x Active Cost [Something the object does automatically each turn. As long as the object lives, the passive is active. When the object is destroyed, the passive also deactivates.
EX: A passive that deals 10 damage every turn (Passive damage 10) would cost 30 points.]
===Object Properties===
Object properties help define the behavior of a summoned object. They are always active, and their prices do not need to be tripled like passive sig abilities. Object properties affect 1 object per payment of their cost, and must be attached to the creation of an object in your signature. They cannot be used to 'imbue' their properties onto other objects.
Null Element Attribute: Free (Not stackable) [Object has no elemental attribute. If no element is listed, this is the default.]
Same Element Attribute: Free (Not stackable) [Object may be of your Navi's own element, rather than null, for free. This must be stated when registered.]
Off Element Attribute: 20 (Not stackable) [Object may be of an element other than your Navi's own element or null, at cost.]
Flying: 100 [The object is not bound to the ground. It may fly or float above the ground.]
Equipable: 20 [The object is able to be attached to a navi with their consent. Equipping and unequipping the object each require an action. When summoned, the object may come automatically equipped or unequipped to the user of the signature attack. The object is unequipped if targetted with Telekinesis.]
Anchored: 40 [Binds the object to the ground. It is immobile: unable to move through the use of outside forces, such as Microburst effects or Gravity. Telekinesis still moves anchored objects.]
Light: Free [Causes the object to be more lightweight than usual. This makes it easier to handle, easier to move, and more susceptible to attempts to move it, including by effects such as Knockback, Microburst, or Telekinesis.]
Heavy: 20 [Causes the object to be heavier than usual. This makes the object deal Impact as Object Damage when thrown. The object may be thrown, but becomes unable to be moved by effects such as Knockback and Pull. Telekinesis still moves heavy objects, as does Microburst/Gravity.]
Example: Summon 50HP 'Breach Holder', Anchored, On Summon(Knockback + Nova3), Trap(When Destroyed): (30 Healing, Summoner), Passive: (2-Hit Shield, Self)
Explanation: Summons a 50Hp, anchored object which attacks once with a broad knockback when summoned. It passively generates a 2-hit shield in front of itself each turn, and when it gets destroyed, sends a small amount of healing to the navi that summoned it. This example object summon would cost: (50) for Hp, (40) for Anchored property, (30) for the one time nova knockback attack, (40) for the one time trigger heal, and (40x3) for the passive 2-hit shield, giving a total signature cost of 280 Sig Points for the summon, and thus a 7 turn cooldown.
posted in Archived Rules •
-- By default, Objects deal their max HP in damage [("Object Damage") when thrown (EX: with RageClaw), moved with Telekinesis, or shot at something with Microburst/Gravity. Object Damage takes on the Object's Element as well, if applicable. If they hit a target when utilized in this way, they break. If they miss, the object survives.
-- Objects launched with Knockback or Pull will deal only the damage of the attack that launches them, and will also take that same damage. If you launch a 100-max-HP object with a 70 + Knockback attack, it will deal 70 damage and take 70 damage.
-- These two behaviors listed above can be overridden with Object Properties or Battlechip-specific Damage Methods.
-- Signature-summoned Objects do not have a turn limit of existence, unless the player chooses so.
-- Objects are not allowed to entrap other targets upon summon. For an example, you cannot summon a cage onto or around another navi, or encase them in an object, or create a box around them. If you wish to stop the movement of another navi, choose either the Hold or Freeze effects (Or a combination of the two). If you wish to encase yourself in an object, use the Equipable property.
-- Objects, regardless of where they came from, are considered neutral combatants and are not affected by triggers that target Allies or Enemies.
===Basic Object Signature Effects===
Health/HP: 1 per HP [The health of the object. Objects [u]must have at least 1 HP[/u], and are destroyed when their HP is reduced to 0.]
Active Sig Ability: Normal Active Cost [Something the object does once, either when it is created, or under other specified circumstances (See 'Trigger' under Core Signature Attributes for details.) EX: Makes a one-hit barrier when summoned, or deals 40 Elec damage to its' attacker when first attacked.]
Passive Sig Ability: 3x Active Cost [Something the object does automatically each turn. As long as the object lives, the passive is active. When the object is destroyed, the passive also deactivates.
EX: A passive that deals 10 damage every turn (Passive damage 10) would cost 30 points.]
===Object Properties===
Object properties help define the behavior of a summoned object. They are always active, and their prices do not need to be tripled like passive sig abilities. Object properties affect 1 object per payment of their cost, and must be attached to the creation of an object in your signature. They cannot be used to 'imbue' their properties onto other objects.
Null Element Attribute: Free (Not stackable) [Object has no elemental attribute. If no element is listed, this is the default.]
Same Element Attribute: Free (Not stackable) [Object may be of your Navi's own element, rather than null, for free. This must be stated when registered.]
Off Element Attribute: 20 (Not stackable) [Object may be of an element other than your Navi's own element or null, at cost.]
Flying: 100 [The object is not bound to the ground. It may fly or float above the ground.]
Equipable: 20 [The object is able to be attached to a navi with their consent. Equipping and unequipping the object each require an action. When summoned, the object may come automatically equipped or unequipped to the user of the signature attack. The object is unequipped if targetted with Telekinesis.]
Anchored: 40 [Binds the object to the ground. It is immobile: unable to move through the use of outside forces, such as Microburst effects or Gravity. Telekinesis still moves anchored objects.]
Light: Free [Causes the object to be more lightweight than usual. This makes it easier to handle, easier to move, and more susceptible to attempts to move it, including by effects such as Knockback, Microburst, or Telekinesis.]
Heavy: 20 [Causes the object to be heavier than usual. This makes the object deal Impact as Object Damage when thrown. The object may be thrown, but becomes unable to be moved by effects such as Knockback and Pull. Telekinesis still moves heavy objects, as does Microburst/Gravity.]
Example: Summon 50HP 'Breach Holder', Anchored, On Summon(Knockback + Nova3), Trap(When Destroyed): (30 Healing, Summoner), Passive: (2-Hit Shield, Self)
Explanation: Summons a 50Hp, anchored object which attacks once with a broad knockback when summoned. It passively generates a 2-hit shield in front of itself each turn, and when it gets destroyed, sends a small amount of healing to the navi that summoned it. This example object summon would cost: (50) for Hp, (40) for Anchored property, (30) for the one time nova knockback attack, (40) for the one time trigger heal, and (40x3) for the passive 2-hit shield, giving a total signature cost of 280 Sig Points for the summon, and thus a 7 turn cooldown.
RE: Signature Attack System 3.5
Standard Action
--- Standard Action Effects allow players to construct sigs out of actions they would normally take during a turn. This does not in any way mean that they are given more actions a turn. It also does not imply that a signature can be used without using an action. Only Passives take no actions to use. These effects can be used both on Active and Passive signatures, but can be denied during or after registration if mis-used.
-- PaladinGC
Dodge: 40 [A free dodge with a max movement range equivalent to a 5 foot step. The base evasion value of a Dodge is 50%, and roleplay can increase or decrease this value by up to 25%.]
Pro-Tip: Dodges are the go-to for avoiding damage, not for covering distance. The best you will get out of a Dodge is a panel or two, which is peanuts here at RE:RN.
Feint: 30 [This is for those times when you need to move a little and you need to be harder to hit while doing so. The amount of distance you can cover with this is double what a Dodge provides, and half of what a full Movement will get you. The base evasion rate of this action is 25%, and roleplay can increase or decrease this value by up to 25%.]
Pro-Tip: This action is usually good for positioning yourself for an attack on a nearby opponent (one who is just outside melee range, or one who is in melee range that you would like to hit from a different direction) while trying not to get hit. Anything more would need a full Movement. Anything less would be better served with a Dodge.
Movement: 20 [Any movement that is complicated or protracted enough to require an action to accomplish. Movement can be used to get into trouble (move in close) or get out of it (retreat!), or do other cool stuff (run up walls if you feel like it). Moving decreases the chance of attacks hitting you by a base value of 5%, which will increase or decrease by up to 25% based on the quality of your role play and the way you moved.]
Pro-Tip: Movements are best used for crossing a large distance, flanking an opponent, circling completely around an opponent in melee range, or landing a fall that may have otherwise damaged you. There are many other uses, but this should give you an idea.
Buster Shot: 30 [A simple Null Element buster shot. It cannot be imbued with elements or effects, and counts as one hit of ((Attack + Rapid) * 5). It has a base accuracy of A.]
Buster Charge: 40 [One buster charge. Can be used to fuel more powerful shots from the buster, or consumed in other ways using the Charge Burner nerf effect.]
Charged Attack: 40 [Consumes 1 to 2 Buster Charges to fire a Charged Shot from your Buster. It takes on the elemental properties of your Navi, and, like all normal Buster attacks, cannot be tampered with. It has a base accuracy of A.]
Take Aim: 10 [This is the physical act of taking aim at a target. It adds 1 or more Ranks to your accuracy for one attack, depending on how well it is role-played out. Cannot exceed rank A. You obviously cannot stack this free action with itself for a single attack/shot. Extras are wasted.]
Burrow: 30 (Per round) [Allows you to hide underground. Panel Breaking, Terrain Change, Bombs, and Ground attacks can still hit you. Attacking causes you to exit this state.]
Disarm: 40 [Attack has a high chance of breaking a target's weapon or knocking it from their grasp. Excellent RP may well land the weapon in your own hands, but the RP sample in question would have to be extremely good. Critical failures are possible...]
posted in Archived Rules •
--- Standard Action Effects allow players to construct sigs out of actions they would normally take during a turn. This does not in any way mean that they are given more actions a turn. It also does not imply that a signature can be used without using an action. Only Passives take no actions to use. These effects can be used both on Active and Passive signatures, but can be denied during or after registration if mis-used.
-- PaladinGC
Dodge: 40 [A free dodge with a max movement range equivalent to a 5 foot step. The base evasion value of a Dodge is 50%, and roleplay can increase or decrease this value by up to 25%.]
Pro-Tip: Dodges are the go-to for avoiding damage, not for covering distance. The best you will get out of a Dodge is a panel or two, which is peanuts here at RE:RN.
Feint: 30 [This is for those times when you need to move a little and you need to be harder to hit while doing so. The amount of distance you can cover with this is double what a Dodge provides, and half of what a full Movement will get you. The base evasion rate of this action is 25%, and roleplay can increase or decrease this value by up to 25%.]
Pro-Tip: This action is usually good for positioning yourself for an attack on a nearby opponent (one who is just outside melee range, or one who is in melee range that you would like to hit from a different direction) while trying not to get hit. Anything more would need a full Movement. Anything less would be better served with a Dodge.
Movement: 20 [Any movement that is complicated or protracted enough to require an action to accomplish. Movement can be used to get into trouble (move in close) or get out of it (retreat!), or do other cool stuff (run up walls if you feel like it). Moving decreases the chance of attacks hitting you by a base value of 5%, which will increase or decrease by up to 25% based on the quality of your role play and the way you moved.]
Pro-Tip: Movements are best used for crossing a large distance, flanking an opponent, circling completely around an opponent in melee range, or landing a fall that may have otherwise damaged you. There are many other uses, but this should give you an idea.
Buster Shot: 30 [A simple Null Element buster shot. It cannot be imbued with elements or effects, and counts as one hit of ((Attack + Rapid) * 5). It has a base accuracy of A.]
Buster Charge: 40 [One buster charge. Can be used to fuel more powerful shots from the buster, or consumed in other ways using the Charge Burner nerf effect.]
Charged Attack: 40 [Consumes 1 to 2 Buster Charges to fire a Charged Shot from your Buster. It takes on the elemental properties of your Navi, and, like all normal Buster attacks, cannot be tampered with. It has a base accuracy of A.]
Take Aim: 10 [This is the physical act of taking aim at a target. It adds 1 or more Ranks to your accuracy for one attack, depending on how well it is role-played out. Cannot exceed rank A. You obviously cannot stack this free action with itself for a single attack/shot. Extras are wasted.]
Burrow: 30 (Per round) [Allows you to hide underground. Panel Breaking, Terrain Change, Bombs, and Ground attacks can still hit you. Attacking causes you to exit this state.]
Disarm: 40 [Attack has a high chance of breaking a target's weapon or knocking it from their grasp. Excellent RP may well land the weapon in your own hands, but the RP sample in question would have to be extremely good. Critical failures are possible...]
RE: Signature Attack System 3.5
Buster Based Damage
--- Buster Based Effects allow players to customize their damage and effect values based on the current power ratings of the buster. If the buster gains power, the effects increase with it. The reverse is also true: if the buster loses power, so do these effects. Also be warned that these effects, and the entire signature that they are a part of, will not function at all if the buster is burned out, crashed, or locked down in any way. Think carefully before investing.
-- PaladinGC
Shot Base: 40 points for every ((Attack + Rapid) * 5) [Unlike Buster Shots and Charged Shots, Shot Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]
Charge Base: 160 points for every ((Attack + Charge) * 20) [Unlike Buster Shots and Charged Shots, Charge Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]
Spectral Base: 60 points for every ((Attack + Rapid + Charge) * 5) [Unlike Buster Shots and Charged Shots, Spectral Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]
Support Base: 20 points for every ((Rapid + Charge) * 2) [This effect only produces Healing based upon the buster's stats, and should also not be confused with a normal buster attack of any kind. It can be modified with signature effects just like the other Buster Base abilities.]
posted in Archived Rules •
--- Buster Based Effects allow players to customize their damage and effect values based on the current power ratings of the buster. If the buster gains power, the effects increase with it. The reverse is also true: if the buster loses power, so do these effects. Also be warned that these effects, and the entire signature that they are a part of, will not function at all if the buster is burned out, crashed, or locked down in any way. Think carefully before investing.
-- PaladinGC
Shot Base: 40 points for every ((Attack + Rapid) * 5) [Unlike Buster Shots and Charged Shots, Shot Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]
Charge Base: 160 points for every ((Attack + Charge) * 20) [Unlike Buster Shots and Charged Shots, Charge Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]
Spectral Base: 60 points for every ((Attack + Rapid + Charge) * 5) [Unlike Buster Shots and Charged Shots, Spectral Base damage can be modified by effects as if it were a normal signature attack. This effect only produces Damage based upon the buster's stats, and should also not be confused with a normal buster attack of any kind.]
Support Base: 20 points for every ((Rapid + Charge) * 2) [This effect only produces Healing based upon the buster's stats, and should also not be confused with a normal buster attack of any kind. It can be modified with signature effects just like the other Buster Base abilities.]
RE: Signature Attack System 3.5
General Debuffs
Status Effects and other Non-Damaging Debuffs are delivered in the same manner as other attacks, and often along with them, however they will ignore all conventional defences and continue through to apply to the target without negating or damaging any defence layers they pass through. The exception to this is any defence that bears the Status Guard effect. Defences with Status Guard block debuffs and prevent them from applying to the target, provided that the status attack actually would connect with it first. In the case of a Status attack breaking a defence with Status Guard, regardless of whether the attack continues through or not, the Status Effect is still blocked before the defence expires.
Example: A navi has a Shield with Status Guard and a Barrier without it. They are struck with a Shot-Type attack that deals damage, as well as Blind. The damage of the attack is stopped by the Barrier, which survives, however, the Blind effect continues through the defence layers until it strikes the Shield, which blocks it. In a second case, the attack is actually a Drop Attack: the damage is again stopped by the Barrier, but in continuing through, the Blind effect does not come into contact with the Shield before reaching the navi, and thus the navi is afflicted with Blind.
All Debuffs take effect at the beginning of the next turn after they are used, or immediately if the victim splices their turn.
Sig Burn: 40 [Increase CD on a Sig currently on CD by 1 per burn, or force a passive signature into cooldown.]
NC Uninstall: 60 (Per program) [removes one program from the NC, at random. The program cannot be re-installed until the end of battle. No exceptions.]
Full NC Uninstall: 400 (Per target) [removes ALL programs from the NC. The programs cannot be re-installed until the end of battle.]
NC Crash: 120 (Per Round, Per Target) [Disables an enemy's NC for X turns. Does not uninstall, however. Cannot be cured, and is only blocked by NC Guard/Resistance/Immunity.]
Folder Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use New battlechips for X turns. Cannot be cured, and is only blocked by Folder Guard/Resistance/Immunity.]
Sig Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use Sig Attacks for X+1 turns. Forces all sigs into a mandatory cooldown period, even passives. Cannot be cured, and is only blocked by Sig Guard/Resistance/Immunity.]
Buster Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use the Buster for X turns. Cannot be cured, and is only blocked by Buster Guard/Resistance/Immunity.]
SP Crash: 120 (Per Round, Per Target) [Disables an enemy's SPs for X turns. Does not uninstall, however. Cannot be cured, and is only blocked by SP Guard/Resistance/Immunity.]
Slow: 40 (Per round, per target) [Reduces the effectiveness of ALL dodges for one character by 1 Rank. Evasion capability cannot drop below Rank E.]
Stun: 30 (Per action, per target) [Cancels one action. Stuns of longer duration than 1 can be broken. Ease of breaking stun-lock increases as duration increases.]
Blind: 60 (Per round, per target) [Hinders the target's senses, reducing accuracy by 50%]
Confusion: 80 (Per round, per target) [All actions taken have a large chance of failure, or hitting the wrong target, be it an attack or healing]
Silence: 80 (Per round, per target) [Prevents Chip use.]
Sleep: 50 (Per round, per target) [Immobilized until effect ends. Effect expires early if hit by anything. Events transpiring around the sleeping target may awaken it.]
Freeze: 50 (Per round, per target) [Freezes a portion of the target, locking up part of their coding and leaving them unable to attack, meaning unable to use Battlechips, Sigs, and the Buster. The method of "Freezing" can vary, and possibly not even involve ice, but it will always have a way of being broken by the target. Target may still move.]
Hold: 50 (Per round, per target) [Holds target in place, locking up part of their coding and making dodges and Movement actions completely ineffective. The method of "Holding" can vary and can use differerent materials to bind the target, but it will always have a way of being broken. Target may still attack.]
Zombie: 120 (Per turn) [Reverses a Navi's data encoding type in such a way that Healing effects deal damage and Poison effects recover HP. Hitting a target that has been Zombified with this effect will return them to normal.]
posted in Archived Rules •
Status Effects and other Non-Damaging Debuffs are delivered in the same manner as other attacks, and often along with them, however they will ignore all conventional defences and continue through to apply to the target without negating or damaging any defence layers they pass through. The exception to this is any defence that bears the Status Guard effect. Defences with Status Guard block debuffs and prevent them from applying to the target, provided that the status attack actually would connect with it first. In the case of a Status attack breaking a defence with Status Guard, regardless of whether the attack continues through or not, the Status Effect is still blocked before the defence expires.
Example: A navi has a Shield with Status Guard and a Barrier without it. They are struck with a Shot-Type attack that deals damage, as well as Blind. The damage of the attack is stopped by the Barrier, which survives, however, the Blind effect continues through the defence layers until it strikes the Shield, which blocks it. In a second case, the attack is actually a Drop Attack: the damage is again stopped by the Barrier, but in continuing through, the Blind effect does not come into contact with the Shield before reaching the navi, and thus the navi is afflicted with Blind.
All Debuffs take effect at the beginning of the next turn after they are used, or immediately if the victim splices their turn.
Sig Burn: 40 [Increase CD on a Sig currently on CD by 1 per burn, or force a passive signature into cooldown.]
NC Uninstall: 60 (Per program) [removes one program from the NC, at random. The program cannot be re-installed until the end of battle. No exceptions.]
Full NC Uninstall: 400 (Per target) [removes ALL programs from the NC. The programs cannot be re-installed until the end of battle.]
NC Crash: 120 (Per Round, Per Target) [Disables an enemy's NC for X turns. Does not uninstall, however. Cannot be cured, and is only blocked by NC Guard/Resistance/Immunity.]
Folder Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use New battlechips for X turns. Cannot be cured, and is only blocked by Folder Guard/Resistance/Immunity.]
Sig Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use Sig Attacks for X+1 turns. Forces all sigs into a mandatory cooldown period, even passives. Cannot be cured, and is only blocked by Sig Guard/Resistance/Immunity.]
Buster Crash: 120 (Per Round, Per Target) [Disables an enemy's ability to use the Buster for X turns. Cannot be cured, and is only blocked by Buster Guard/Resistance/Immunity.]
SP Crash: 120 (Per Round, Per Target) [Disables an enemy's SPs for X turns. Does not uninstall, however. Cannot be cured, and is only blocked by SP Guard/Resistance/Immunity.]
Slow: 40 (Per round, per target) [Reduces the effectiveness of ALL dodges for one character by 1 Rank. Evasion capability cannot drop below Rank E.]
Stun: 30 (Per action, per target) [Cancels one action. Stuns of longer duration than 1 can be broken. Ease of breaking stun-lock increases as duration increases.]
Blind: 60 (Per round, per target) [Hinders the target's senses, reducing accuracy by 50%]
Confusion: 80 (Per round, per target) [All actions taken have a large chance of failure, or hitting the wrong target, be it an attack or healing]
Silence: 80 (Per round, per target) [Prevents Chip use.]
Sleep: 50 (Per round, per target) [Immobilized until effect ends. Effect expires early if hit by anything. Events transpiring around the sleeping target may awaken it.]
Freeze: 50 (Per round, per target) [Freezes a portion of the target, locking up part of their coding and leaving them unable to attack, meaning unable to use Battlechips, Sigs, and the Buster. The method of "Freezing" can vary, and possibly not even involve ice, but it will always have a way of being broken by the target. Target may still move.]
Hold: 50 (Per round, per target) [Holds target in place, locking up part of their coding and making dodges and Movement actions completely ineffective. The method of "Holding" can vary and can use differerent materials to bind the target, but it will always have a way of being broken. Target may still attack.]
Zombie: 120 (Per turn) [Reverses a Navi's data encoding type in such a way that Healing effects deal damage and Poison effects recover HP. Hitting a target that has been Zombified with this effect will return them to normal.]
RE: Signature Attack System 3.5
General Buffs
Sig Chill: 40 [Lower CD on a target's sig currently on CD by 1 per instance of this effect.]
Haste: 40 (Per round, per target) [Increases the effectiveness of ALL dodges for one character by 1 Rank. Cannot exceed Rank A.]
Imbue Element: 20 (40 if off-elemental) [Allows you to add an element to a Null Element attack. The element must be declared when you register this ability, and can only target a Null Element attack. You cannot use this ability on a Rapid Buster Attack (known as a Buster Shot), but it may be used on any Null-Element offensive or defensive ability. You cannot imbue multiple elements on a single attack. It costs 20 if you are imbuing your element, and costs 40 if it is any other element. You cannot select Null as a choice. Elemental Bonuses do not apply to attacks affected by this effect]
Strengthen: Add 1:1 Damage [This ability allows you to add damage to a single Chip or Charged Buster attack. The damage does not stack over multiple hits or multiple targets and does not duplicate itself for multiple targets, or multiple hits, but the damage is split-able. This ability cannot be used to imbue Effects, only damage.]
Protip: Strengthen does assume the elemental and defense breaking properties of the attack it is used on, but it does not work with AoE. If you try to make it work with AoE, you have to pay into it for each target you plan to hit as it will be divided among all targets.
NC Resistance: 20 (Per target, per use) [Guards against NC disruptions once. Works the same as an X-Hit defense.]
NC Immunity: 60 (Per target, per turn) [Guards against NC disruptions for one turn.]
NC Guard: 250 (Per target, per battle [Guards against NC disruptions for the rest of the battle.]
Folder Resistance: 20 (Per target, per use) [Guards against Folder disruptions once. Works the same as an X-Hit defense.]
Folder Immunity: 60 (Per target, per turn) [Guards against Folder disruptions for one turn.]
Folder Guard: 250 (Per target, per battle [Guards against Folder disruptions for the rest of the battle.]
Sig Resistance: 20 (Per target, per use) [Guards against Sig disruptions once. Works the same as an X-Hit defense.]
Sig Immunity: 60 (Per target, per turn) [Guards against Sig disruptions for one turn.]
Sig Guard: 250 (Per target, per battle [Guards against Sig disruptions for the rest of the battle.]
Buster Resistance: 20 (Per target, per use) [Guards against Buster disruptions once. Works the same as an X-Hit defense.]
Buster Immunity: 60 (Per target, per turn) [Guards against Buster disruptions for one turn.]
Buster Guard: 250 (Per target, per battle [Guards against Buster disruptions for the rest of the battle.]
SP Resistance: 20 (Per target, per use) [Guards against SP disruptions once. Works the same as an X-Hit defense.]
SP Immunity: 60 (Per target, per turn) [Guards against SP disruptions for one turn.]
SP Guard: 250 (Per target, per battle) [Guards against SP disruptions for the rest of the battle.]
Accuracy Enhancement: 40 (per instance, per target, per turn) [Increases chance to hit for all attacks for one turn by 1 rank. Accuracy cannot be increased above A Rank in this way.]
posted in Archived Rules •
Sig Chill: 40 [Lower CD on a target's sig currently on CD by 1 per instance of this effect.]
Haste: 40 (Per round, per target) [Increases the effectiveness of ALL dodges for one character by 1 Rank. Cannot exceed Rank A.]
Imbue Element: 20 (40 if off-elemental) [Allows you to add an element to a Null Element attack. The element must be declared when you register this ability, and can only target a Null Element attack. You cannot use this ability on a Rapid Buster Attack (known as a Buster Shot), but it may be used on any Null-Element offensive or defensive ability. You cannot imbue multiple elements on a single attack. It costs 20 if you are imbuing your element, and costs 40 if it is any other element. You cannot select Null as a choice. Elemental Bonuses do not apply to attacks affected by this effect]
Strengthen: Add 1:1 Damage [This ability allows you to add damage to a single Chip or Charged Buster attack. The damage does not stack over multiple hits or multiple targets and does not duplicate itself for multiple targets, or multiple hits, but the damage is split-able. This ability cannot be used to imbue Effects, only damage.]
Protip: Strengthen does assume the elemental and defense breaking properties of the attack it is used on, but it does not work with AoE. If you try to make it work with AoE, you have to pay into it for each target you plan to hit as it will be divided among all targets.
NC Resistance: 20 (Per target, per use) [Guards against NC disruptions once. Works the same as an X-Hit defense.]
NC Immunity: 60 (Per target, per turn) [Guards against NC disruptions for one turn.]
NC Guard: 250 (Per target, per battle [Guards against NC disruptions for the rest of the battle.]
Folder Resistance: 20 (Per target, per use) [Guards against Folder disruptions once. Works the same as an X-Hit defense.]
Folder Immunity: 60 (Per target, per turn) [Guards against Folder disruptions for one turn.]
Folder Guard: 250 (Per target, per battle [Guards against Folder disruptions for the rest of the battle.]
Sig Resistance: 20 (Per target, per use) [Guards against Sig disruptions once. Works the same as an X-Hit defense.]
Sig Immunity: 60 (Per target, per turn) [Guards against Sig disruptions for one turn.]
Sig Guard: 250 (Per target, per battle [Guards against Sig disruptions for the rest of the battle.]
Buster Resistance: 20 (Per target, per use) [Guards against Buster disruptions once. Works the same as an X-Hit defense.]
Buster Immunity: 60 (Per target, per turn) [Guards against Buster disruptions for one turn.]
Buster Guard: 250 (Per target, per battle [Guards against Buster disruptions for the rest of the battle.]
SP Resistance: 20 (Per target, per use) [Guards against SP disruptions once. Works the same as an X-Hit defense.]
SP Immunity: 60 (Per target, per turn) [Guards against SP disruptions for one turn.]
SP Guard: 250 (Per target, per battle) [Guards against SP disruptions for the rest of the battle.]
Accuracy Enhancement: 40 (per instance, per target, per turn) [Increases chance to hit for all attacks for one turn by 1 rank. Accuracy cannot be increased above A Rank in this way.]
RE: Signature Attack System 3.5
General Defenses
X-hit Shield: 20 (per hit nullified) [Generates a solid-armor Shield that blocks one hit regardless of power. Break attacks count as two hits against X-Hit Shields, and may break through to deal full damage if it reduces the Shield's X-Hit value past zero. Other forms of defense nullification do not work on Shields.]
HP Barrier: 1:1 ratio; 20 HP Minimum [Generates an energy-based Barrier defense that absorbs a certain amount of damage before dissipating. Northwind instantly destroys HP Barriers, but does not break through to deal damage. Impact deals double damage to HP Barriers, and may break through to deal damage if it reduces the Barrier's HP value to Zero. If more Impact damage is dealt than the health of the barrier, the overspill is NOT blocked, and the leftover hits the navi.]
HP Casing: 1:1 ratio; 20 HP Minimum [Generates a physical casing that absorbs its' HP value in damage before breaking. Casings are weak against Break attacks, which deal double damage to the casing. If more Break damage is dealt than the health of the casing, the overspill is NOT blocked, and the leftover hits the navi. Casings cannot stop Piercing or Phasing attacks. Objects may be fused with an HP Casing. Telekinesis does not work on Casings.]
Decoy: 20 (Per Decoy, Per turn) [Creates a tangible body clone to confuse opponents. The Decoy can move and speak freely in its attempt to deceive enemies, and the effectiveness of this is based on RP quality. While tangible, if the Decoy is hit by an attack it will vanish unless RP is extremely good. In either case the attack will still pass through the Decoy and hit anything behind it, and the Decoy itself has no actions with which to attack, defend, or evade. Some enemies can see through the Decoy. The created Decoy can't be any bigger or smaller than a Navi could. The Decoy's appearance is set upon registration, and can only be changed when editing the signature itself. Seeking damage nullifies the Decoy and auto-targets the user.]
Shadow: 80 (per round) [Generates an intangibility effect on the user, causing all attacks against the user to pass through and deal 0 damage. The intangibility makes it more difficult to attack at a distance, adding a 20% accuracy penalty to all ranged attacks. Slashing attacks against the user rend through this intangibility, bypassing the effect and immediately negating it.]
Invisibility: 80 (per round) [Generates an invisibility effect around the user, causing the accuracy of all attacks that would target you to be reduced by 50%. Seeking attacks ignore this effect, and negate it if they connect. Position-based AoE effects can also ignore this effect, provided the Invis user is in range of the AoE.]
Pro-Tip: A position-based AoE attack is any AoE attack that can hit additional targets that are not included in the original targeting, due to their position. This includes, but is not limited to: Cone Attack, Wide Attack, Long Attack, Group Attack, Fighter Range, LifeSword Range, Line Attack, Beam Attack, Piercing, Spin Attack, X-Range Attack, To-All (Indiscriminate), Blast, Nova, and any forms of Spread and Splash that denote a direction, instead of a nearby target. This means that it does not include Trick-Shot Spread, Chain, or Line-Chain.
HardBody: 40 (Per Round) [Reduces all Non-Break damage by Half. Break damage bypasses and deals double damage.]
SteelBody: 80 (Per Round) [Reduces all Non-Break damage to zero. In exchange, your actions become sluggish, reducing all attack accuracy by 10% and base evasion rate by 20%, to a minimum of 5%. You also become grounded for the duration. Break damage bypasses this effect and adds 100% to Source damage.]
Damage Reduction: 5 (Per instance, per turn) [Reduces damage taken from attacks by 1 per instance of this effect (Ex. DR 3 subtracts 3 from all damage). Impact damage bypasses and deals double damage.]
Note: There are more defenses listed in later sections.
posted in Archived Rules •
X-hit Shield: 20 (per hit nullified) [Generates a solid-armor Shield that blocks one hit regardless of power. Break attacks count as two hits against X-Hit Shields, and may break through to deal full damage if it reduces the Shield's X-Hit value past zero. Other forms of defense nullification do not work on Shields.]
HP Barrier: 1:1 ratio; 20 HP Minimum [Generates an energy-based Barrier defense that absorbs a certain amount of damage before dissipating. Northwind instantly destroys HP Barriers, but does not break through to deal damage. Impact deals double damage to HP Barriers, and may break through to deal damage if it reduces the Barrier's HP value to Zero. If more Impact damage is dealt than the health of the barrier, the overspill is NOT blocked, and the leftover hits the navi.]
HP Casing: 1:1 ratio; 20 HP Minimum [Generates a physical casing that absorbs its' HP value in damage before breaking. Casings are weak against Break attacks, which deal double damage to the casing. If more Break damage is dealt than the health of the casing, the overspill is NOT blocked, and the leftover hits the navi. Casings cannot stop Piercing or Phasing attacks. Objects may be fused with an HP Casing. Telekinesis does not work on Casings.]
Decoy: 20 (Per Decoy, Per turn) [Creates a tangible body clone to confuse opponents. The Decoy can move and speak freely in its attempt to deceive enemies, and the effectiveness of this is based on RP quality. While tangible, if the Decoy is hit by an attack it will vanish unless RP is extremely good. In either case the attack will still pass through the Decoy and hit anything behind it, and the Decoy itself has no actions with which to attack, defend, or evade. Some enemies can see through the Decoy. The created Decoy can't be any bigger or smaller than a Navi could. The Decoy's appearance is set upon registration, and can only be changed when editing the signature itself. Seeking damage nullifies the Decoy and auto-targets the user.]
Shadow: 80 (per round) [Generates an intangibility effect on the user, causing all attacks against the user to pass through and deal 0 damage. The intangibility makes it more difficult to attack at a distance, adding a 20% accuracy penalty to all ranged attacks. Slashing attacks against the user rend through this intangibility, bypassing the effect and immediately negating it.]
Invisibility: 80 (per round) [Generates an invisibility effect around the user, causing the accuracy of all attacks that would target you to be reduced by 50%. Seeking attacks ignore this effect, and negate it if they connect. Position-based AoE effects can also ignore this effect, provided the Invis user is in range of the AoE.]
Pro-Tip: A position-based AoE attack is any AoE attack that can hit additional targets that are not included in the original targeting, due to their position. This includes, but is not limited to: Cone Attack, Wide Attack, Long Attack, Group Attack, Fighter Range, LifeSword Range, Line Attack, Beam Attack, Piercing, Spin Attack, X-Range Attack, To-All (Indiscriminate), Blast, Nova, and any forms of Spread and Splash that denote a direction, instead of a nearby target. This means that it does not include Trick-Shot Spread, Chain, or Line-Chain.
HardBody: 40 (Per Round) [Reduces all Non-Break damage by Half. Break damage bypasses and deals double damage.]
SteelBody: 80 (Per Round) [Reduces all Non-Break damage to zero. In exchange, your actions become sluggish, reducing all attack accuracy by 10% and base evasion rate by 20%, to a minimum of 5%. You also become grounded for the duration. Break damage bypasses this effect and adds 100% to Source damage.]
Damage Reduction: 5 (Per instance, per turn) [Reduces damage taken from attacks by 1 per instance of this effect (Ex. DR 3 subtracts 3 from all damage). Impact damage bypasses and deals double damage.]
Note: There are more defenses listed in later sections.
RE: Signature Attack System 3.5
Defense Piercing and Nullification
Slashing: Free [Bypasses and nullifies Shadow, but reduces your accuracy by 1 rank. Costs nothing.]
Break: 20 [Deals double damage to HardBody, StoneBody, and IronBody. Deals double damage to Guards, Shields, Armors, and can bypass them if excess damage is dealt. In the case of X-Hit Shields, Guards, and Armors, a Break attack counts as 2 hits. Deals double damage to objects.]
Impact: 20 [Bypasses Counters. Bypasses and deals double damage to Damage Reduction. Deals double damage to Barriers and Auras, and can bypass them if enough damage is dealt.]
Phasing: 20 [Allows the attack to pass through objects, viruses, and Navis to hit a target beyond without dealing damage to whatever it passes through. Shields, Guards, Barriers, Armor, and other Non-Object defenses still stop Phasing attacks. Deals additional damage to Objects and Casings if specifically targeted.]
Seeking: 20 [Bypasses and nullifies Invis, High Altitude, Decoy, and all forms of Illusion. A character in High Altitude that is hit by a Seeking attack is not forced to ground-level, but the Seeking attack ignores the benefits the Target's High-Altitude status provides.]
Nullify: 20 [Removes Traps.]
Homing: 40 [If dodged, can return next turn to attack target a second time.. Limit one per sig.]
posted in Archived Rules •
Slashing: Free [Bypasses and nullifies Shadow, but reduces your accuracy by 1 rank. Costs nothing.]
Break: 20 [Deals double damage to HardBody, StoneBody, and IronBody. Deals double damage to Guards, Shields, Armors, and can bypass them if excess damage is dealt. In the case of X-Hit Shields, Guards, and Armors, a Break attack counts as 2 hits. Deals double damage to objects.]
Impact: 20 [Bypasses Counters. Bypasses and deals double damage to Damage Reduction. Deals double damage to Barriers and Auras, and can bypass them if enough damage is dealt.]
Phasing: 20 [Allows the attack to pass through objects, viruses, and Navis to hit a target beyond without dealing damage to whatever it passes through. Shields, Guards, Barriers, Armor, and other Non-Object defenses still stop Phasing attacks. Deals additional damage to Objects and Casings if specifically targeted.]
Seeking: 20 [Bypasses and nullifies Invis, High Altitude, Decoy, and all forms of Illusion. A character in High Altitude that is hit by a Seeking attack is not forced to ground-level, but the Seeking attack ignores the benefits the Target's High-Altitude status provides.]
Nullify: 20 [Removes Traps.]
Homing: 40 [If dodged, can return next turn to attack target a second time.. Limit one per sig.]