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    Kemix1006

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    Joseph Sine and Asymptote.exe 465z 206 BF, 0 Viruses Deleted

    Joseph Sine
    Asymptote.exe
    Joseph and Symp's stuff

    Key Items
    PET

    Sub Chips
    Mini energyx4, smallEnergypackx4, Sneakrunx0, escapex0, untrapx1, unlockerx0, Process Editx0


    Asymptote.exe Folder (30+ Chips total, 6 levels)

    Normal Chips
    StaticDamage: 20 x 8 Hits + Bug Spreader
    Accuracy: (Special)
    Description: Attacks the enemy with a whirlwind of noise. Its range is improved by glitches. Rare
    Duration: Once
    Element: Null
    Special: The accuracy of this attack is entirely dependent upon RP quality and current batle conditions, and it cannot be affected by stats boosts and nerfs.
    Special: Bug Spreader: The number of targets this attack hits is increased by 1 for each bug or glitch the user has.
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Trader Rank: S

    AirShot1Damage: 40 + Microburst
    Accuracy: A
    Description: A buster-like gun that shoots a bullet of compressed air, sending whatever it hits flying.
    Duration: Once
    Element: Null
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Trader Rank: D

    MeteorKnuckle1Damage: 30 + Impact + Break + Knockback + Variable Targeting x 3 Fists
    Accuracy: B
    Description: Launches a triple rocket punch. Each fist targets separately.
    Duration: Once
    Element: Null
    Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
    Trader Rank: D

    CrackerBombDamage: 70 + Panel Crack + Blast 2
    Accuracy: C
    Description: Throw a bomb that damages or breaks panels in a small area.
    Duration: Once
    Element: Null
    Trader Rank: D
    x2
    Guard1Effect: (1 Hit Shield) + (Reflect(up to 60 + Piercing + Line Attack): On Hit)
    Accuracy: S
    Description: Generates a 1-Hit Shield upon activation. When this shield blocks one hit from a non-Break attack, it responds with a hyper-fast damage ray.
    Duration: Until broken or overridden.
    Element: Null
    Special: Negated by Break. Ignores Impact.
    Special: Reflect: Damage returned is equal to the damage of the attack blocked or the damage cap listed, whichever comes first. Reflect is not subject to negation by Impact.
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: E

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

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

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

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


    Fire Chips
    FireBurner2Damage: 90 + Line Attack(3)
    Accuracy: A
    Description: Looses a stream of fire that can penetrate enemies and keep going.
    Duration: Once
    Element: Fire
    Special: Line Attack(3): Attacks up to 3 targets in a straight line.
    Trader Rank: C


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

    Arrow1Damage: 100 + Homing
    Accuracy: B
    Description: Summons an Elebee virus, and sends it flying at an enemy. The Elebee is tenacious, and will hunt down its prey. It vanishes after stinging it's target, or after two turns.
    Duration: Once
    Element: Elec
    Trader Rank: D

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

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

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

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

    RemotePlug2Damage: 110 + Homing + Phasing
    Accuracy: C
    Description: Fires an obstacle penetrating plug that moves forward. Its path can be adjusted by the user.
    Duration: Once
    Element: Elec
    Trader Rank: C

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

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

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

    ClusterShot1Damage: 10 x 4 Shots + Variable Targeting
    Accuracy: B
    Description: Launches a volley of four plasma spheres at targets designated by the user.
    Duration: Once
    Element: Elec
    Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
    Trader Rank: D


    Wood Chips
    WoodDragon2Damage: 150 + Ground Attack + Medium Area Grass Terrain Change + Terrain Changer
    Accuracy: C
    Description: Summons a WoodDragon that attacks enemies as it glides across the ground. Changes terrain to Grass as it passes.
    Duration: Once
    Element: Wood
    Special: Terrain Changer: Ceases attacking when the Terrain Change effect is completed (once 25% of the terrain is changed).
    Trader Rank: C

    WoodDragon1Damage: 100 + Ground Attack + Medium Area Grass Terrain Change + Terrain Changer
    Accuracy: C
    Description: Summons a WoodDragon that attacks enemies as it glides across the ground. Changes terrain to Grass as it passes.
    Duration: Once
    Element: Wood
    Special: Terrain Changer: Ceases attacking when the Terrain Change effect is completed (once 25% of the terrain is changed).
    Trader Rank: D

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


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

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


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

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

    ComingRoadEffect: Medium ComingRoad Terrain Change
    Accuracy: S
    Description: Creates a line of special panels from the user forward that cause all who step on them to move uncontrollably forward until they either step off or reach the end. Counts as a Medium terrain change.
    Duration: Once
    Element: Null
    Trader Rank: D



    Asymptote Spare Chips

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

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

    SolarStageEffect: Full Stage Solar Terrain Change
    Accuracy: S
    Description: Changes the entire battlefield to Solar Terrain.
    Duration: Once
    Element: Elec
    Trader Rank: C

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


    Asymptote.exe Stats

    Elec/Variable
    Active: Buff (Add 10+Level to one chip attack/SP Attack per turn)
    Passive: Debuff (Support chips with a + in name, Strengthen or Buff can be used to debuff one enemy. Buff reduces damage equal to the amount, Strengthen reduces damage to one attack and Support reduces for entire battle)
    +15 Single, +10 Multi-Target to Elec
    Level: 14 (+6 from chips, +4 from HP, +1 Buster Effect, +3 from Buster UPs)
    HP: 180 (230 with HP+50)
    Buster Stats (15x3/30/60)
    Attack: 2/5
    Rapid: 3/5
    Charge: 1/5
    Buster Element: None
    Buster Effect: Glitch Shot

    Upgrades Gained

    Processor Increases: 14/Level, HP: 4, NC: 0 Sub Chip Capacity:0/3, Buster Upgrade: 3/12

    Asymptote.exe Navicustom
    10/40 Points Available
    Used: Undershirt (10, Survive with 1 HP on Lethal Hit), HP+50 (10, +50 Max HP), Millions (10, Zenny from MDs)

    Asymptote Sig Attacks

    Signature Points: 640/640
    Field Galvanization (Large Metal Terrain Change, 1 TCD)
    Glitch (2 instances of glitch, 1TCD)
    Overcharge (4 instances of Elec Imbue, 2TCD)
    Quick Med (Heal60, 2TCD)
    Murderous Intent (1 turn Accuracy Enhancement+40 Strengthen)
    Thunder Shot (60 Elec+Seeking, 2TCD)
    Spectral Shield (4 hit Planar Shield, 2TCD)
    Super Barrier (80 HP Barrier, 2TCD)
    Dual-Defense (50 HP Barrier+50 HP Casing, 2 turns Buster Lock (20 Cooldown/20 Power), 2TCD)

    Asymptote FXP

    CourseMan: 9
    Erysichthon: 40 (Cross Level 1 possible)
    Pantheonman: 12
    Spartoi: 23
    Philanthropy: 2
    Achilles: 2
    Vigil: 57 (Cross Level 1 possible)

    Asymptote Crosses

    Erisichthon Cross
    Cross level: 1
    Element: Fire
    Type: Glitch (Floating Point Error (2% Accuracy Penalty to enemies per Glitch on self, up to 10%)/Hack (One instance of glitch per turn)
    Advantages: +10 to Fire chips
    Cross Signature (80/80): All Consuming Glitch (Medium Normal Terrain Change, then 3 instances of Glitch, 2TCD)
    ErisCross/AsymptoteCross

    VigilCross
    Cross Level: 1
    Element: Normal
    Type: Summon (Masterwork (20+Level to summoned Objects)/Self-Destruct (Max HP/2 damage in a Nova2 radius upon object destruction)
    Advantages: +10 to Neutral chips
    Signature (80/80): All Seeing Monster (2 Hit Shield, 1 instance of Accuracy Enhancement, 2TCD)
    VigilCross/AsymptoteCross

    Asymptote GMOs
    BASIC EDITS POSSIBLE!
    Aquarius GMO (Aqua Elemental GMO)
    Emerald GMO (Wood Elemental GMO)

    Asymptote Bounties
    Asymptote Hunts thread
    -Current Target: Typhoon



    Stephine Magi and Jazz.exe 9132z, 207 BF, 5 Viruses Deleted

    Stephine Magi
    Jazz.exe
    Stephine and Jazz's stuff

    Key Items
    key Items: PET

    Sub Chips
    Minienergyx4, smallEnergyx4, Energypackx0, LargeEnergyx0, FullEnergyx0 Sneakrunx0 escapex1, untrapx1, SPRevivex0, Bookmarkx0


    Jazz Folder 30 chips, +6 levels, 37 chips total

    Normal Element
    GigasArm3Damage: 150 + Break + Impact + Knockback + Gigas Charge 150
    Accuracy: B
    Description: Grants the user the strength of the Gigas to smash their foes with an iron fist. Charge up to unleash incredible power. Rare
    Duration: Once
    Element: Null
    Special: Gigas Charge 150: Expend one action to increase this chip's damage by 120 and upgrade Knockback to Microburst. Buster Charges do not work as a substitute.
    Trader Rank: A

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

    Needler1HP: 60
    Properties: Normal, Mobile
    Object Damage: 60 Null + Impact + Break
    Damage Method: Ramming attack, Telekinesis, Throw
    Attack Damage: 30 Null x 2 hits x 3 Targets
    Accuracy: A
    Description: Summons a gun platform that attacks up to 3 separate targets each turn with its trio of double spike cannons. It can also perform a defense piercing kamikaze attack.
    Duration: Until destroyed.
    Element: Null
    Special: This chip's accuracy cannot be boosted or reduced by any means, including RP quality.
    - This object may ram a target instead of firing needles, but is instantly destroyed in exchange.
    - This object may dodge by trying to ram nothing, but if it hits something in this way, it is still destroyed and deals object damage.
    Trader Rank: D

    CircleGun1Damage: 100 + Seeking
    Accuracy: A
    Description: A highly accurate cannon attack that can see through invisibility. Can fire 4 times before being expended. Rare
    Duration: 4 Uses
    Element: Null
    Trader Rank: C

    Spreader1Damage: 40 + Spread 8
    Accuracy: A
    Description: A gun whose shot explodes on impact to hit nearby enemies.
    Duration: Once
    Element: Null
    Trader Rank: D

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

    DrillArm1Damage: 60 + Break + Knockback + Long Attack
    Accuracy: B
    Description: A long drill is created to bore through enemies. It can hit one enemy twice, and a second enemy once.
    Duration: Once
    Element: Null
    Special: Knockback paired with Long Attack causes the drill to hit close ranged targets twice, instead of once. This is because it pushes the closest target through both hit zones. Knockback only triggers once.
    Trader Rank: D

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

    MachineGun1Damage: (30 x 9 Shots) + Spray Fire
    Accuracy: D
    Description: Creates a machine gun that fires 9 shots at a single enemy. While inaccurate, its missed shots are capable of hitting others.
    Duration: Once
    Element: Null
    Special: Spray Fire: If a shot from this attack misses its primary target, it has a chance to hit something near the enemy instead of completely missing. Good RP increases the chance of triggering this effect.
    Trader Rank: D

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

    SideGunDamage: 110 + Spread 2
    Accuracy: A
    Description: A gun whose shot penetrates enemies to hit an enemy on each side of it, as if forming a line shape.
    Duration: Once
    Element: Null
    Trader Rank: B

    BlueMoonDamage: 200 + Lunar Drain + Uninstall
    Accuracy: A
    Description: Fires a ray of lunar energy at an enemy, which also inhibits the NaviCust. Rare
    Duration: Once
    Element: Null
    Special: Lunar Drain: Removes the target's outermost defense layer, even if it wouldn't normally be removed by this attack. Nullifies any counterattacks from that defense. Still triggers other defenses' counterattacks, if applicable.
    Trader Rank: A


    Wood
    Boomerang1Damage: 60 + Group Attack (Arc)
    Accuracy: B
    Description: Throws a boomerang at enemies
    Duration: Once
    Element: Wood
    Special: Group Attack (Arc): This attack may hit between 1 and 4 enemies on average, perhaps more depending on the situation. This version of Group Attack hits in an arc that loops back to the attacker. If attempting to hit too many targets with poor RP, you may also hit yourself, so be careful.
    Trader Rank: D
    x2
    CornShot1Damage: 50 + Trick-Shot Spread 1
    Accuracy: A / A
    Description: Fires a smart-bomb tipped bullet that explodes and fires a second shot that auto-targets the nearest enemy.
    Duration: Once
    Element: Wood
    Special: Trick Shot Spread: Automatically aims and spreads damage at one enemy nearest the point of impact. Can shoot around corners and bank off walls, floors, etc.
    Trader Rank: D

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

    NeedleCannon2Damage: 15 x 8 Shots
    Accuracy: B
    Description: Shoots eight wooden needles at an enemy.
    Duration: Once
    Element: Wood
    Trader Rank: C

    WhiteWeb1Damage: 40 + Snare x 3 targets
    Accuracy: C
    Description: Casts three spider webs on the ground as a snare or a net to capture, damage, or otherwise hinder your enemies. Can be destroyed with Slashing or Fire attacks, or other RP solutions. Destroying the webbing instantly ends its effects.
    Duration: One turn
    Element: Wood
    Special: Snare: A combination of Hold, Grapple, and Trap effects. However, in exchange for RP versatility, the chip can backfire depending upon RP. Nullify cancels Snare. Snared targets can be set on fire for an extra 1x base fire damage, though the target will be free of Snare the following turn.
    Trader Rank: D
    x2

    Fire
    BurnSquare1Damage: 60 + Blast 2 + Ground Attack
    Accuracy: B
    Description: Creates a small, square shaped explosion of will-o-wisps that erupt from the ground, scorching the very soul of whatever is occupying that space.
    Duration: Once
    Element: Fire
    Trader Rank: D

    FireBomb1Damage: 60 + Burn(10) + Blast2
    Accuracy: C
    Description: A bomb that bursts into intense flames on impact.
    Duration: Once
    Element: Fire
    Special: Burn(10): Deals 10 Fire damage per action to the victim starting the turn after this attack hits. This effect stacks with other timed damage effects, including other Burn effects. Can be cured with Status Cure.
    Trader Rank: D

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

    HeatSpreader1Damage: 30 + Spread 8
    Accuracy: A
    Description: Shoots a fireball that explodes on impact to hit nearby enemies.
    Duration: Once
    Element: Fire
    Trader Rank: D


    Water
    SnowFort1Effect: Stand Alone 1-Hit Ice Shield + Snow&Ice Terrain Boost(+1 Hit) each turn.
    Accuracy: S
    Description: Creates a 1-Hit Snow Wall one panel in front of the user at the time of activation, and at the beginning of each turn while this chip is in effect. If the panel the wall would be summoned on is Ice or Snow, a 2-Hit Ice Wall is summoned instead. Melts when exposed to Fire.
    Duration: Activation + 1 Turn
    Element: Aqua
    Special: Status Guard: This chip blocks debuffs.
    Special: Ice Property: This Aqua Elemental defense is weak to Fire instead of Elec. It is thus negated and pierced by Fire attacks, and is unable to function on Fire Element terrain types.
    Special: Stand Alone Defense: This defense spawns upon the field like an object, and remains in place until destroyed. It cannot be equipped.
    Trader Rank: D

    IceDragon1Damage: 160 + Freeze + Homing x 3 Targets
    Accuracy: B
    Description: Summons a Bluegon from broken or missing terrain to breathe frost on up to three enemies, solidifying them with cold. Rare
    Duration: Once
    Element: Aqua
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: C

    BubbleSpreader1Damage: 30 + Spread 8
    Accuracy: A
    Description: Shoots a bubble blast that explodes on impact to hit nearby enemies.
    Duration: Once
    Element: Aqua
    Trader Rank: D


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

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


    Support/Recovery
    MudStageEffect: Full Stage Mud Terrain Change
    Accuracy: S
    Description: Changes the entire battlefield to Mud Terrain.
    Duration: Once
    Element: Wood
    Trader Rank: C


    Summon/Object/etc
    WindHP: 100
    Properties: Anchored
    Object Damage: 100 + Impact
    Damage Method: Telekinesis
    Status Effect: Wind Effect + To-All-Clause (Enemies)
    Accuracy: S
    Description: Creates a WindBox to push enemies back and reduce their accuracy.
    Duration: 3 turns or until destroyed.
    Element: Null
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Trader Rank: D



    Unused Chips

    Spice1Damage: 80 + Confusion + Ground Attack + To-All (Others) (Grass)
    Accuracy: A
    Description: Hazardous powder rolls over all grass terrain on the battlefield. Damages and confuses anyone on contact, except the user. This includes allies.
    Duration: Once
    Element: Wood
    Special: Only affects targets on Grass Terrain, excluding the User.
    Trader Rank: D

    Shake1Damage: 90 + Wide Attack + Break
    Accuracy: C
    Description: Throws a dumbbell that slides through enemy lines for two turns. Can hit up to three enemies twice, second time having a 50% chance of hitting.
    Duration: Two turns
    Element: Null
    Trader Rank: D

    MokoRush1Damage: 60 + Ground Attack x 3 targets
    Accuracy: C
    Description: Summons 3 Mokolo viruses to charge at the enemy. Only broken or missing terrain can stop their charge.
    Duration: Once
    Element: Null
    Trader Rank: D
    x2
    FireHit1Damage: 60 + Impact + Double Attack
    Accuracy: A
    Description: Throws a blazing punch from a distance, Hadoken style.
    Duration: Up to 2 uses before the end of the turn
    Element: Fire
    Special: Double Attack: After spending an action to attack with this chip, you may choose to spend a second action and attack with it again before the end of the turn.
    Trader Rank: D

    Vulcan1Damage: 10 + Spread 1 x 3 Shots
    Accuracy: A
    Description: Attacks with a 3-shot minigun.
    Duration: Once
    Element: Null
    Trader Rank: E

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

    DBLBeam1Damage: Special
    Accuracy: S
    Description: Summons a DoubleCube that fires either a Red Beam or a Blue Beam, then vanishes.
    Duration: Once
    Element: Null
    Special: Randomly uses one of the below effects...
    - 40 Null to all Enemies (Red Beam)
    - 30 Heal to all Allies. Random (Blue Beam)
    Trader Rank: D


    Navi Stats
    Wood/Break
    Active: Smash (Add Break to next action)
    Passive: Mass Destruction (Blast, Spread, Nova and Splash get +1 to their coverage)
    HP: 200
    Same Element Boost:+10 (multiple)/+20 (Single)
    Level:15 (+6 from chips, +5 from HPUs, +3 from BUs, +1 from Buster Effect)

    Buster Stats
    Attack: 2/5
    Rapid: 3/5
    Charge: 1/5
    Buster Element: Elemental Shot (Navi Element=Element on uncharged shot)
    Buster Effect: Glitch Shot
    Uncharged Buster Damage: 15x3 Wood+Glitch

    Navicust stats
    Navicust points: 40/40 Used Parts: undershirt(10), Floathoes (30) Unused parts: NONE

    Upgrades Obtained
    PUs:12/Level HPUs:5 NC ups:0 sub up:0/3 Buster UP: 3/12

    Jazz's Signature Attacks
    Points:560/560
    Actives -----------
    Soil Bomb (Large Soil Change, 1 TCD)(40)
    Rabbit Kick (Multi-stage: First Movement, Then Microburst, 2 TCD)(60)
    Blood Rites: (Sacrifice 30 to power, 80 Wood Slashing to one, 2 TCD)(40)
    Wood Blessing: (Recover90, 3 TCD)(120)
    X Rabbit Buster: (60 Wood Shot, Splash 4 in an X-Shape, 3 TCD)(120)
    Combo Defense: (40 HP Barrier and Casing to 1 target, 2 TCD) (80)
    Flying Rabbit Smash: (120 Wood melee to 1, then 1 instance of Self-Slow next turn (40 powering sig), 3TCD)(80)


    FXP
    Dare: 9
    Prosopopoeia.LAPIN: 30
    Anathema: 44

    Crosses

    ProseCross V1

    Element/Type: Normal/Speed (High Gear (+10% to Dodge/Movement/Fient attempts)/Overclock (Upgrade movement to move farther in a straight line and make it 50% more effective)
    Advantages: +10 to Normal Chips
    Signature: Flash Tackle (First; 1 Movement, then; 60 Melee, 80 points)

    AnathemaCross V1

    Element/Type=Normal/Variable (Buff/Debuff)
    Advantages: +10 to Normal Chips
    Signature: Life Slasher (40 Drain, Shot/Slashing, 2TCD, 80 points)


    Jazz Bounties
    Jazz's Bounty Thread
    Current Bounty: Bluegon (Sharo)
    Previous Bounties: Puffy-F (10 kills)
    Pengi (2 kills)



    Ava Anasta and Kemix.exe 0z, 0BF, 2 Viruses deleted

    Ava Anasta
    Key Items
    key Items: PET

    Sub Chips
    Mini energyx3, smallEnergypackx0, Sneakrunx0 escapex0, untrapx2

    15 chips, +3 levels

    Normal Chips
    ColorBall1Damage: 40 + Rebound(4)
    Accuracy: C
    Description: Throws a bouncy rubber ball that can repeatedly rebound off enemies and objects.
    Duration: Once
    Element: Null
    Special: Rebound(4): This effect allows an attack to ricochet around the field. It will attempt to bounce off of enemies or objects until it has attacked four additional times, with the damage of the chip reducing by 10 for each attempted attack. Each attack against a given target lowers the chip's accuracy by 2 ranks against that target.
    Trader Rank: D
    RARE
    DBLBeam1Damage: Special
    Accuracy: S
    Description: Summons a DoubleCube that fires either a Red Beam or a Blue Beam, then vanishes.
    Duration: Once
    Element: Null
    Special: Randomly uses one of the below effects...
    - 40 Null to all Enemies (Red Beam)
    - 30 Heal to all Allies. Random (Blue Beam)
    Trader Rank: D

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

    RageClaw1Damage: 40 + Slashing (Attack) OR 20 + Impacting (Throw)
    Accuracy: B / B then B
    Description: Creates an impressive bear claw. Can be used to slash or throw enemies or objects.
    Duration: Until Overridden/Broken. Breaks automatically after 6 uses.
    Element: Null
    Special: Throw: The wielder must first grab the target to be thrown, then the target is thrown in the direction/area indicated. A second check is made if against another object/enemy. Throw deals damage to both thrown object/enemy and the second object/enemy. Damage occurs at point of collision with the ground/wall/ceiling/etc. or an object/enemy, not during initial grab attempt. Objects deal their max HP in damage (instead of the chip's damage) if they hit an object/enemy, then break. If they miss, the object just takes the chip's damage. This chip has a variety of uses.
    Trader Rank: D

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

    PileDriver1Damage: 40 x 2 Melee Attack + Impact + Break + Knockback + Piledriver
    Accuracy: B
    Description: The Navi summons a rapidly pumping jackhammer that occupies one of their appendages. Bearing down on an immobile target will deal greater damage.
    Duration: Once
    Element: Null
    Special: Piledriver: If the first hit connects with Knockback and the second hit also connects, the second hit deals double damage.
    Trader Rank: D

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

    Elec Chips
    RemotePlug1Damage: 80 + Homing + Phasing
    Accuracy: C
    Description: Fires an obstacle penetrating plug that moves forward. Its path can be adjusted by the user.
    Duration: Once
    Element: Elec
    Trader Rank: D

    Fire Chips
    HotBody1Effect: Adds +20 Fire and Nova3 to Charged Buster Attack
    Accuracy: Buster Accuracy = C
    Description: Blasts the surrounding area with a nova-like explosion from your Charged Buster attacks.
    Duration: 6 Uses.
    Element: Fire
    Special: Overrides Buster. Disables Buster Shot.
    Trader Rank: D

    Aqua Chips
    IcePunchDamage: 110 + Impact + Knockback
    Accuracy: B
    Description: Creates a large icy fist for the user to punch with that fires off like a rocket at the enemy. Anything it hits is knocked back a sizable distance, even objects.
    Duration: Until Overridden/Broken. Breaks after 3 swings.
    Element: Aqua
    Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
    Trader Rank: C

    WideShot1Damage: 70 + Wide Attack
    Accuracy: A
    Description: Fires a wide wave of water that can hit up to three enemies, depending on circumstances.
    Duration: Once
    Element: Aqua
    Special: Wide Attack: This attack hits a line of targets perpendicular to the direction the attack is launched in. Unless otherwise specified, a wide attack can hit up to 3 targets, max. Once a target is hit, the attack ends, thus all targets must be hit at roughly the same time.
    Trader Rank: D

    Support/Healing chips
    Guard1Effect: (1 Hit Shield) + (Reflect(up to 60 + Piercing + Line Attack): On Hit)
    Accuracy: S
    Description: Generates a 1-Hit Shield upon activation. When this shield blocks one hit from a non-Break attack, it responds with a hyper-fast damage ray.
    Duration: Until broken or overridden.
    Element: Null
    Special: Negated by Break. Ignores Impact.
    Special: Reflect: Damage returned is equal to the damage of the attack blocked or the damage cap listed, whichever comes first. Reflect is not subject to negation by Impact.
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: E
    [x3]
    IronShield1Effect: 2-Hit Shield
    Accuracy: S
    Description: Block 2 attacks with Tower Shield, then breaks. Break attacks destroy the Shield.
    Duration: Until broken or overridden.
    Element: Null
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: D

    Kemix.exe
    Navi Stats

    Element: Aqua
    Sub-Type: Shield
    Active: Overcoat (Level+10 to 1 Barrier/Casing made per turn)
    Passive: Sturdy Defense (All undamaged casings/barriers have undershirt, does not work with piercing/weaknesses)
    Same Element Boost:+5/+0
    Level: 5
    HP: 120

    Buster Stats

    Attack: 1
    Rapid: 1
    Charge: 1
    Effect: Knockback
    Element: None

    Navicust stats
    Navicust points: 25/40 Used Parts: undershirt(10), Set Grass(15) Unused parts: NONE

    Upgrades Obtained
    PU ups: 4
    HP ups: 1
    NC ups:0
    sub up:0/4
    Buster UP: 0/12

    Kemix's Signature Attacks
    Points:240/240
    Cooling Drink: (Imbue Aqua 4, 2TCD)
    Light Casing (60 HP Barrier, 2TCD)
    Light Barrier (60 HP Barrier, 2TCD)
    Refresh (Recover 30, 1TCD)

    FXP
    None

    Crosses
    None

    Bounties
    Kemix's Bounties
    Current Target: FirehawkPhoenix (Hades/Kotobuki)



    Total Navi levels: 34 (15 Jazz, 14 Asymptote, 5 Kemix, 0 Nikko)

    Posts made by Kemix1006

    RE: Jazz in: Frigid Dragon Slayer
    With a final CHOMP...Stephine watched as Jazz was swallowed up...devoured by the WORM...and she had to stifle a cry of anguish. Her PET flashing warning sounds at her as the navi that forced his way into her life disappeared...it couldn't quite figure out what kind of situation Jazz was in...it all seemed hopeless as the light from the WORM's mouth disappeared, the radiant blue light disappearing with little fanfare...she should have forced him out with an Escape...she should have stopped him from going in the first place. All the while her PET screamed at her for the lack of a navi or connection to one...before going blank...nothing on screen.

    Meanwhile Jazz had fired off shots in the darkness, eyes glowing the deep crimson they had as he fired off shot after shot, almost shouting out at the worm to DIEDIEDIEDIEDIE as he threw the weapon down the throat he could see, it dissipating almost immediately with contact in the infinitesimal void, unraveling at the most base 0s and 1s everything in the net was made up of. He breathed, he bled onto the WORM's throat, a brief flash of hopelessness gripping at his digital heart as he realized he was swallowed up, just barely able to keep himself falling forwards into the void...the screams raging and rioting right into his own mind...only to be partially drowned out by his own inner turmoil and demons jabbing at him, laughing at him...telling him everything...was his fault...survivor's guilt? Or was it something more? Even he could barely focus as his eyes continued to move about as his head filled with everything...the screams...the rage...the demons...the hopelessness of it all...he could scarcely think. Is this what I deserve? For that day? For my failures...Jasmine? A single thought passed through his head...coherent...he could practically see the words floating in front of his blackened vision...all the while he mentally continued to switch between songs...a cacophony of musical styles...of out of context lyrics and beats...everything passing by in a flash in the back of his head as he tried...TRIED to keep himself sane...trying to find the will to move instead of laying down and dying...as the worm processed it's meal...slowly bringing him to it's throat to delete the rabbit wholesale...ears slumped over either side of his head and legs pinned down to the floor of the throat...

    Back in the real world, Stephine was freaking out, trying to get her PET screen to turn back on, her PET in a flux as she continued to try and turn the screen back on...try and get ahold of Jazz as she tried to get things back to normal...before it finally came back on...garbled trash bytes flooding over the screen for a brief moment before finally showing the status of both WORM and Navi...Jazz was alive...but he wouldn't be for long...a screenshot of the PET at current happening almost automatically before she called out to him, jamming random chips into the PET...hoping they would reach him, one after another they fell through the bottom as the PET tried and failed to send the data to him for one reason or another...until one finally clicked...and data sent to him.

    As he stood in the darkness, Jazz continued to sink into the darkness, mentally and physically...he was alone...he was going to die...he had no reason to believe he could escape...even the songs he tried to play faded to nothing as he readied himself to die. Jasmine...I'm coming... at least...he thought he was alone.

    JAZZ! CAN YOU HEAR ME!?

    Stephine's voice broke through the cacophony at last. His ears popping back up immediately. Stephine? STEPHINE CAN YOU HEAR ME!? He shouted, but she didn't reply, all the while she was shoving chips inside the PET with every second she could, a failure sound echoing through his head as she shouted.

    Don't you dare die on me you damn rabbit! I ain't finished with you! Your fuck buddy is arranging your graduation from the top most nets! You want me to explain to her how you died!? The damn thing should only take one more shot to kill! Stephine shouted as she continued to shove chips in...finally one clicking in the PET and sending itself to Jazz.

    Warmth enveloped him as the chip downloaded, a familiar shape began to fill his hands...a rifle. Notches on the stock and barrel of the weapon, a worn steel barrel, and a firm but familiar feeling trigger wrapped around his finger as a lightly scuffed scope fitted itself onto the middle of the barrel. Jazz, stone faced, simply raised the weapon up...turning his upper body as much as he possibly could to aim at the fleshy walls that surrounded him on every side. He didn't say a word, he took his aim at the fleshy internals of the WORM before it could finish what it set out to do. Despite everything screeching at him, human and navi. A flash of the muzzle as he pushed the trigger as many times as he possibly could. Gun barely kicking back into him as he continued to fire wildly into the interiors with the weapon, brief flashes showing the monster's internal structure before going all back to darkness...once...twice...thrice...quince...all four shots ringing out hollowly into the mouth, throat...wherever the shots sent out, he hoped it would be enough.

    Overview
    *Floatshoes active
    *Break Passive: Mass Destruction (+1 coverage to Blast, Spread, Splash and Nova attacking chips)
    *Break Active: Smash (Adds Break to one chip attack, once per turn)
    *Add break to first attack
    1-4: CircleGun1Damage: 100 + Seeking
    Accuracy: A
    Description: A highly accurate cannon attack that can see through invisibility. Can fire 4 times before being expended. Rare
    Duration: 4 Uses
    Element: Null
    Trader Rank: C
    --->WORM (First shot has Breaking property)
    -----Turn Splice------
    posted in Sharo Net •
    RE: Jazz in: Frigid Dragon Slayer
    A beat began to pick up around him, an electric guitar and a piano singing out with heavy beats as he barely managed to avoid the teeth of the massive monster, turning around to try and gnash at him, rip him to shreds. All as the WORM's saliva flecks managed to get stuck onto his face and weighing down his green fur. Simply wiping it all away as he calculated his next move, the entire area was covered in slippery, sticky mud as he barely hovered above it all, turning to face the creature as it continued to roar out. This was one WORM problem he needed to excise quickly, stone faced as he continued to slide downwards, his pick still tightly in his hand as he went about this...and quickly decided on his course of action as his sword disappeared into nothingness, having released it from it's duty for the time being, not that he needed another way to turn with how things began to even out.

    As the worm began to turn around for another attack at Jazz, he would quickly begin calculating it's trajectory down towards him, racing at him headlong with little regard for it's own safety...waiting for a moment to know how to evade it's next charge...and with a kick off the ground, he made his move, sending mud up into the air as the white rabbit crossed towards one of the farther sides of the field on the opposite way the WORM was likely headed towards him at. His feet continuing to find purchase just above the muddy terrain he had made, he immediately turned himself towards the WORM's gargantuan body, sliding to a stop as he did. Stephine. You been recording how much we've done to this thing? I'm hoping it doesn't take much more...I'm runnin outta room down here. Jazz finally spoke, out of breath and worrying for his safety.

    The tapping of a screen out of his sight filled his ears, drowning out the song he had began playing just a moment ago, foot tapping along with the beat despite everything. Nothing's been showing up...but I THINK it's somewhere in the early 300 range? If the thing is continuing to burn from that FireBomb you dropped on it early on? You've been a lot more focused on survival than actually dealing damage though... Stephine finally answered, it was not a ton comparatively to what he's been capable of showing off in the past. BlueMoon and Machinegun, then. I think I have the perfect trajectory here. I need to nuke this thing down NOW. Jazz said immediately, he was gonna get wrapped up in it's coils before long if he waited anymore...and that he couldn't deal with.

    CLICK
    CLICK
    DING!


    Inhaling deeply as each click loaded into the PET, the confirmation the data was sent...time almost slowed down for Jazz as his mind processed the situation. I'm awake...and I'm alive...and I don't intend on going back to sleep any time soon...so...please...please...DIE FOR ME! Jazz spoke softly...eyes closed for a moment before opening up...hands outstretched as a beam of energy erupted from the rabbit's palms, an extremely light blue beam of light exploding forwards as he stood his ground. Deep black claws trying to find purchase in the wet mud below as his eyes glowed an ominous dark red all the same. His body quivering out as the beam slowly petered out, attempting to find purchase in the WORM's thick skin like nothing else before finally disappearing. Jazz seemingly fatigued from the action, but holding onto his consciousness for the time being, even as his eyes continued glow their deep red hue...and the top part of his body suit having ripped to shreds in the process, exposing the neumerous scars and gashes the rabbit had obtained as "trophies" over the years.

    I have people I wanna see again...on the other side...but I don't intend on dying yet...I also have people I wanna see again...here... Jazz thought, even as the bitter cold began to hit him full force, his body shivering in the cold despite his fur. He ignored it wholesale. He had his eyes on the prize as he continued to unpack the chip data...a single barrel shotgun began to form into one of his hands, a barrel full of ammo lodged deeply in the gun like it didn't belong and gripping it tightly, even as blood rushed to his digits from how tightly he gripped it, he pulled it upwards the WORM body that was no doubt still flooding in front of his sight...and despite his rage, anxiety...hatred bubbling up to the surface, the rabbit had the faculties to try and evade another attack. Attempting to dodge backwards, moving as far back as he possibly could, claws in his big rabbit paws still on full display from the rabbit's feeling, trying to keep him rooted to the floor as more mud splashed upwards from his hops backwards.

    Gun held up in the air at the massive creature that saw him as a snack...the rabbit pulled the trigger. The weapon sending a single bullet forwards as the weapon's recoil sent his arm straight up into the air, threatening to break every single bone and muscle in his arm...but it quickly reset back towards the WORM, a second blast ringing out and sending his arm upwards as a single bullet blasted forwards...and like clockwork, his arm reset in front of him like before...second after second he shot off seven more blasts from this disgusting frankenstein of a shotgun, bullets sent out haphazardly as anger continued to bubble up to the surface. Bullets hitting the massive target in front of him...splattering into the mud...or even so much as ricocheting off the ground to elsewhere in the field...and all above else...the rabbit under his breath muttering strange things...concerning things...

    Die...
    Die...
    DIE!
    DIE!
    DIEDIEDIEDIEDIEDIEDIE!


    Overview
    *Floatshoes active
    *Break Passive: Mass Destruction (+1 coverage to Blast, Spread, Splash and Nova attacking chips)
    *Equipped: Sword in the shape of a climbing pick. 4/6 uses remaining
    1: MudStageEffect: Full Stage Mud Terrain Change
    Accuracy: S
    Description: Changes the entire battlefield to Mud Terrain.
    Duration: Once
    Element: Wood
    Trader Rank: C
    full stage change to Mud, eject WORM to surface to gage its position
    ----Turn Split, 5 Actions remain----
    *Unequip Sword
    2: Judge WORM's Trajectory at Jazz
    3: Movement away from the WORM's Mouth, opposite of it's attacking direction
    4: Chip: BlueMoonDamage: 200 + Lunar Drain + Uninstall
    Accuracy: A
    Description: Fires a ray of lunar energy at an enemy, which also inhibits the NaviCust. Rare
    Duration: Once
    Element: Null
    Special: Lunar Drain: Removes the target's outermost defense layer, even if it wouldn't normally be removed by this attack. Nullifies any counterattacks from that defense. Still triggers other defenses' counterattacks, if applicable.
    Trader Rank: A
    : 200 + Lunar Drain + Uninstall (Acc: A)--->WORM
    5: Movement backwards from his position
    6: MachineGun1Damage: (30 x 9 Shots) + Spray Fire
    Accuracy: D
    Description: Creates a machine gun that fires 9 shots at a single enemy. While inaccurate, its missed shots are capable of hitting others.
    Duration: Once
    Element: Null
    Special: Spray Fire: If a shot from this attack misses its primary target, it has a chance to hit something near the enemy instead of completely missing. Good RP increases the chance of triggering this effect.
    Trader Rank: D
    : (30 x 9 Shots) + Spray Fire (Acc: D)--->WORM
    posted in Sharo Net •
    RE: Posting Delays
    Oh no! Hope nothing happens to our friend. Please keep an eye on her, I can't imagine how bad it was for her to lose consciousness like that.
    posted in General-la-de-da •
    RE: The Guesses' Homepage
    It really is...seems all my crosses thus far condense my form, makes doing things that require...precision...a lot more easier when your fingers aren't as large as a smaller navi's arm width. Asymptote spoke, a simple smile on his face as he flexed his now much smaller fingers, of all the things that had happened to him, this was honestly the most auspicious change he could have hoped for, but he digressed as his eyes continued to float, bobbing up and down slightly near either side of his head as he continued to look at the two "Guesses", his new sight taking notice of the bottom Guess' mouth making the twitch, his visor slowly analyzing the two as much as it would allow, a twitch of the eye behind it as he noticed their eyes meeting one another.

    He was unsure if he was dealing with first and second guess anymore, but despite that, he leaned into their rouse, feelings meant nothing if he had no evidence to back things up...plus...there was only the three, the two "Guesses" and the single Sake...where was Arch? He continued up his rouse, acting like nothing wrong as he popped his fingers idily as the two piped up almost instantly between the two of them, just ever so slightly out of time...and the way they stared at him...yes, something was going on. A quick PM to his employer would hopefully shed some light.

    Quote (Asymptote to PantheonMan)

    Hello again boss, we got inside but there's only three of them. Two "Guesses" and a Sake, no sight of an Arch and the feeling she's posing as SecondGuess... I am gonna try and suss them out, but my feelings of completing the mission without extra bloodshed are going straight down the toilet and fast. Any chance something leaked out about this mission? Or is Arch on par with SecondGuess as far as subterfuge is concerned?


    Asymptote's eyes continued to gather data as one eye stayed firmly on the sisters...at least...until they split off and began to run about to mix themselves up, each eye immediately beginning to spin about on either side of the navi as they attempted to confuse the two of them, even Asymptote was beginning to grow sick of the games, it was getting more and more obvious that this was a distraction tactic and it was upsetting him almost on Spartoi's level. His eyes spinning about slowly to keep up on the two of them, almost in a way to distract him from the task at hand. Of course, Spartoi was wrong in guessing which was which, obviously. She wasn't close to being right if Asymptote's gut feelings were right.

    Again, the "sisters" tried to distract them..."play until you win" indeed. They shuffled about, his eyes spinning about on their axis near him (and nauseating him all the more, definitely something he'd need to learn to get used to) as the two sisters settled in front of him, eyes staring dead on the two as he furrowed his brow as he considered his next move. Raising his hand as he sent another PM to his partner

    Quote (Asymptote to Spartoi)

    Be ready for anything, Spart. There's supposed to be a forth here, Arch is seemingly MIA from this little "Sleepover" and I'm getting the strong feeling that SecondGuess is somewhere around the area, looking for a way to escape. We need to play along for the time being until I can get some more info out of the boss. Trust me, I'm real close to just demolishing the house, but we gotta keep up the act I feel.


    Asymptote proceeded to point at the left "sister" before long, the one that he assumed that was the one Spartoi hadn't pointed at before, his smile returning. You. I can only hope you are the one we seek, sweetie, SecondGuess. Asymptote finally spoke, though his hand a little shaky as he held back his anger at the navis that were looking to waste their time as assumingly SecondGuess was getting ready to make her way towards the NS.
    posted in NPC Homepages •
    RE: Netbattles and Chill
    Quick on his feet, he launched his weapon towards the Basher and thankfully, his ain was true, icing it over and deleting it completely and utterly (230!) as it's body shattered completely. His gun platform then shooting at the DarkMech and...actually hitting both times as it flailed about, falling over dead anticlimacticly (40*2), viscous ink spraying all over in front of it as it collapsed to the ground with a resounding thud, zenny, bugfrags and...chip data scattered across the grounds, a light black tint to all of it.

    -- Viruses --
    Swordy-ASwordy-A (Swordy-A)

    Area: Yoka, Sharo

    HP: 80
    Primary Attack Damage/Effect: 15 Aqua + Long Range Attack + Slashing
    Primary Attack Accuracy: B
    Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
    Secondary Attack Damage/Effect: 10 Aqua + Wide Range Attack + Slashing
    Secondary Attack Accuracy: B
    Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
    Element: Aqua
    Possible Rewards (Per Virus): AquaKnife, Zenny
    Special: Swordy-A's are immune to Freeze Status.
    Special: Uses Area Grab to get into attack range.
    : PING!
    DarkMech EXDarkMech EX (DarkMech)

    DarkMechs move and dodge at an average rate, usually. The exception is that they move at a very high rate of speed when they are rushing in to attack a stunned target with their twin swords. They fire low damage thunderball projectiles until someone becomes stunned, at which time one of the DarkMechs present will attack that target.

    Area: Sharo, NAXA, NetVegas

    HP: 160
    Primary Attack Damage/Effect: 10 Elec + Homing + Stun1
    Primary Attack Accuracy: C
    Primary Attack Description: Fires a slow-moving homing thunderball that stuns on contact.
    Secondary Attack Damage/Effect: 20 Null + Slashing x 2 Hits, Stun Cure
    Secondary Attack Accuracy: A
    Secondary Attack Description: When a stunned target is detected, this virus rushes in to attack them with twin sword slashes. If the attack connects, the target will be cured of all instances of Stun, no mater how many.
    Element: None.
    Possible Rewards (Per Virus): MachineSword, Zenny
    Special: Only slashes stunned targets. If a target is stunned by another virus, it will attack that target. If more than one DarkMech is present, they take turns attacking.
    : DEAD
    Raingear EXRaingear EX (Raingear)

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

    Area: Yoka, Beach, Sharo

    HP: 120
    Primary Attack Damage/Effect: 30 Aqua + Wide Attack + Ground Attack
    Primary Attack Accuracy: B
    Primary Attack Description: Blasts enemy with a geyser that bursts suddenly from the ground.
    Secondary Attack Damage/Effect: 40 Aqua + Group Attack + Ground Attack
    Secondary Attack Accuracy: D
    Secondary Attack Description: Blasts the enemy with a marching line of geysers.
    Element: Aqua
    Possible Rewards (Per Virus): WaterLine1, AquaTower1, Zenny
    Special: This virus' attacks will freeze the target solid on ice terrain.
    : Boom! No more spouts.
    BasherBasher (Basher)

    Basher viruses are the top-tier of the stationary gunnery viruses with an unmatched single-shot damage output among the normal viruses. They are also the rarest of their class, and appear only after battle 5. They also never appear in large numbers in a normal battle, meaning the ratio of total viruses to Bashers should be at least 4 to 1. The attack cycle of Bashers is 2 actions long, regardless of which attack they use. The first attack requires one action to charge before firing, and the second attack executes twice in succession. If they are stunned, they resume their attack cycle where it was halted once the stun wears off. They don't move, and don't dodge.

    Area: Sharo

    HP: 120
    Primary Attack Damage/Effect: 60 Fire + Break + Panel Break x3 Targets, 1 Action Charge
    Primary Attack Accuracy: A
    Primary Attack Description: The virus selects up to 3 targets, and spends an action charging up the main cannons. It then fires a Magnum blast that reduces most Network constructs to ashes with a single shot, usually leaving a blast crater where they once stood. It may target empty panels and objects as well as enemies.
    Secondary Attack Damage/Effect: 10 Fire x3 Targets + Double Attack
    Secondary Attack Accuracy: A
    Secondary Attack Description: Fires a 3-shot spread from the left arm cannon, then follows up with an identical attack from the right arm cannon just after. Each cannon shot requires an action, and both attacks must occur one after the other.
    Element: Fire
    Possible Rewards (Per Virus): Magnum1 (Rare), Zenny
    Special: Immobile
    - Main attack destroys panels, reducing enemy evasion by 1 Rank.
    : ICE'D
    Ashuraid EXAshuraid EX (Ashuraid)

    The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

    Area: Sharo, NAXA

    HP: 140
    Primary Attack Damage/Effect: 10 Null + Impact + Break x 3 Fists
    Primary Attack Accuracy: B
    Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
    Secondary Attack Damage/Effect: Counter vs Damage: 10 Null + Impact + Break x 2 Hits
    Secondary Attack Accuracy: S (Block) / B (Counter)
    Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
    Tertiary Attack Damage/Effect: 10 Null + Impact + Break + LifeSword Range x 2 Attacks
    Tertiary Attack Accuracy: B
    Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
    Element: Null
    Possible Rewards (Per Virus): MeteorKnuckle1, Counter1, Zenny
    Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
    Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
    : Dead. Not big surprise.

    -- Navis --
    Courseman.EXE: 100 HP (Cracked) (Near the southmost bottom middle parts of the field)

    -- Objects --
    Needler2HP: 80
    Properties: Normal, Mobile
    Object Damage: 80 Null + Impact + Break
    Damage Method: Ramming attack, Telekinesis, Throw
    Attack Damage: 40 Null x 2 hits x 3 Targets
    Accuracy: A
    Description: Summons a gun platform that attacks up to 3 separate targets each turn with its trio of double spike cannons. It can also perform a defense piercing kamikaze attack.
    Duration: Until destroyed.
    Element: Null
    Special: This chip's accuracy cannot be boosted or reduced by any means, including RP quality.
    - This object may ram a target instead of firing needles, but is instantly destroyed in exchange.
    - This object may dodge by trying to ram nothing, but if it hits something in this way, it is still destroyed and deals object damage.
    Trader Rank: C
    : 20 HP (Cracked) (Near Courseman)

    -- Terrain --
    60% Ice
    • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
    • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
    • Elec attacks: +100% Source Damage.
    • Fire attacks: Change terrain hit to Sea.
    • PanelShot: Imbue Aqua + Freeze1.
    (Literally everywhere else)
    10% Normal
    • No effects.
    (Randomly dotted on the landscape)
    15% Cracked
    • Changes to Broken when stepped on, chance to fall in when triggered.
    • Burrow: Change terrain to Broken, Null 50 to burrower.
    • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
    • PanelShot: Splash1.
    (Near Courseman, about two panels north of his position, where Ashurraid is at, under Courseman and his Needler2)
    10% Broken
    • Not bottomless.
    • Reverts to Normal after a time, if no one is inside.
    • Doubles dodge penalties for bad RP.
    • 1-4 Movements actions to climb back out depending on method.
    (RIP Raingear and Asuraid)
    5% Missing
    • Permanent bottomless hole.
    • Doubles dodge penalties for bad RP.
    • EJO if you fall in.
    (Off to the right side of the field towards the bottom most corner)

    Battle 8 Victory!
    3500z, 17 Bugfrags, Counter1Damage: (1-Hit I-Field) + (Counter(70 + Impact + Break): On-Hit)
    Accuracy: S Block, A Return
    Description: Defends against one attack, teleports to enemy, and strikes with Gutpunch. Impacting. Breaking.
    Duration: Once
    Element: Null
    Special: I-Field is pierced by Impact, Counter is negated by Impact.
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: D
    posted in Sharo Net •
    Hiatus
    As the title states, I'm going goning on a hiatus for the time being. I've been a lot less active in recent months and have been unable to properly push myself into modding or even doing posts, additionaly, my laptop is PROBABLY on it's last legs and has been having trouble loading the site fully without a proper internet connection. So, I am sorry to do this, but until things change for my computer or internet (I literally am unable to access Discord and Youtube on my lappy without a proper connection it's that bad), I am gonna be stepping away from the site. I will try to finish up Rogan's current fight, but I can't continue with my modding until I get properly taken care of IRL. Again, I am extremely sorry to do this at this time, but there's really not a whole lot I can do to fix it.
    posted in Welcome Center •
    RE: Netbattles and Chill
    Preparing himself as his shadow began to move towards the Basher DarkMech, the navi laid down his trap and readied himself for potential attacks alongside a barrier rising around his body. The RainGear would take the initiative as it opened it's mouth, a flood of towering pillars of water would begin to march across the field towards the plucky navi, who was quick to evade and avoid the attack, his trap activating as two counter attacks flew across the field and smacked the waiting Raingear in the face (10x2) as the DarkMech would shoot out a homing ball of energy that crossed paths with one of his clones, causing it to "poof" out of existence as quickly as it came into it from his trap.

    Now was the navi's time to blast his foes in turn, gun in hand, a trio of explosive blasts rang out across the field. Cracking the paneling beneath two of his targets, one blast had gone awry and missed, inexplicably the Basher had been spared from this attack, the Ashurraid looking far worse for wear as armor plating came off it in rivulets as the ground beneath it was little more than rubble it could roll upon (120, defenses negated) while the Raingear was little more than a pile of ash (120) at the bottom of a newly formed pit. The DarkMech would proceed to turn to a Courseman, another ball of energy being sent out and hitting his other shadow double, sending it packing for the time being. Meanwhile, the Basher began to click its arm cannons, round being loaded into the main cannons as it did so, readying itself to blast with extreme prejudice against the navi. Said navi summoned himself a secondary shield to prepare for a potential onslaught against him, refreshing an already fully ready barrier in the meantime.

    And then the onslaught began. Flexing it's arms, the monstrously powerful Asuraid began to swing each of it's six arms at Courseman, the six fists coming in a salvo of three each. The three gigantic fists crashing into the barrier as it just BARELY held up against the attack, flickering in and out of existence...as the second barely managed to miss the stationary navi, leading to him being spared a hit (20!+Miss). And just as quickly as the fists disappeared to get reattached to the Ashurraid in a moment, the Swordy-A would teleport right up in front of him, leading to a quick cleaver slash against his protective barrier, shattering it in short order (15, no overspill). Having a chance to breathe for a brief moment, Courseman quickly summoned his trusted partner in crime, his trusty needler turret. A salvo of needles being sent off towards all corners of the field, the Swordy was quickly dispatched (40x2), the Ashuraid would dodge one...only to get hit by the other (Miss+40) and die right then and there, whilst the annoying DarkMech would be given a duo in the side of it's body (Miss+40).

    It was then the Basher finally finished loading in it's ammo. A resounding ca-click before a trio of explosions set off in short order, destroying a large portion of his helper's chassis, barely hanging on with it's internals struggling to stay inside it's body (60) as Courseman's shield just BARELY held on, even if the paneling beneath him had seen better days, his shield crumbled away to nothing after having done it's duty. It was again Courseman's time to strike, and he would do so with aplomb, a quartet of shots being sent out against his two foes, two striking against the DarkMech...the icy paneling beneath it melting away and completely freezing up it's systems, the virus flailing about as it could not see through the frozen condensation that locked up it's eye (10x2+Freeze1) whilst the Basher, amazingly, avoided both hits against it...stupid lucky Basher (Miss x2). And finally, a trio of needles rained down from the heavens, skewering the flailing DarkMech all of ONCE by some sort of dumb luck on it's part, bad aiming on Courseman's part...or maybe a combination of both? (40+Miss x2) Well, he had at least thinned out the crowd some, ink and goop beginning to leak from the wacky flailing metal sword virus in front of him, meanwhile the Basher was readying for another salvo against him and his partner.

    -- Viruses --
    Swordy-ASwordy-A (Swordy-A)

    Area: Yoka, Sharo

    HP: 80
    Primary Attack Damage/Effect: 15 Aqua + Long Range Attack + Slashing
    Primary Attack Accuracy: B
    Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
    Secondary Attack Damage/Effect: 10 Aqua + Wide Range Attack + Slashing
    Secondary Attack Accuracy: B
    Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
    Element: Aqua
    Possible Rewards (Per Virus): AquaKnife, Zenny
    Special: Swordy-A's are immune to Freeze Status.
    Special: Uses Area Grab to get into attack range.
    : PING!
    DarkMech EXDarkMech EX (DarkMech)

    DarkMechs move and dodge at an average rate, usually. The exception is that they move at a very high rate of speed when they are rushing in to attack a stunned target with their twin swords. They fire low damage thunderball projectiles until someone becomes stunned, at which time one of the DarkMechs present will attack that target.

    Area: Sharo, NAXA, NetVegas

    HP: 160
    Primary Attack Damage/Effect: 10 Elec + Homing + Stun1
    Primary Attack Accuracy: C
    Primary Attack Description: Fires a slow-moving homing thunderball that stuns on contact.
    Secondary Attack Damage/Effect: 20 Null + Slashing x 2 Hits, Stun Cure
    Secondary Attack Accuracy: A
    Secondary Attack Description: When a stunned target is detected, this virus rushes in to attack them with twin sword slashes. If the attack connects, the target will be cured of all instances of Stun, no mater how many.
    Element: None.
    Possible Rewards (Per Virus): MachineSword, Zenny
    Special: Only slashes stunned targets. If a target is stunned by another virus, it will attack that target. If more than one DarkMech is present, they take turns attacking.
    : 60 HP (Ice) (Roughly towards the west-most middle part of the field)
    Raingear EXRaingear EX (Raingear)

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

    Area: Yoka, Beach, Sharo

    HP: 120
    Primary Attack Damage/Effect: 30 Aqua + Wide Attack + Ground Attack
    Primary Attack Accuracy: B
    Primary Attack Description: Blasts enemy with a geyser that bursts suddenly from the ground.
    Secondary Attack Damage/Effect: 40 Aqua + Group Attack + Ground Attack
    Secondary Attack Accuracy: D
    Secondary Attack Description: Blasts the enemy with a marching line of geysers.
    Element: Aqua
    Possible Rewards (Per Virus): WaterLine1, AquaTower1, Zenny
    Special: This virus' attacks will freeze the target solid on ice terrain.
    : Boom! No more spouts.
    BasherBasher (Basher)

    Basher viruses are the top-tier of the stationary gunnery viruses with an unmatched single-shot damage output among the normal viruses. They are also the rarest of their class, and appear only after battle 5. They also never appear in large numbers in a normal battle, meaning the ratio of total viruses to Bashers should be at least 4 to 1. The attack cycle of Bashers is 2 actions long, regardless of which attack they use. The first attack requires one action to charge before firing, and the second attack executes twice in succession. If they are stunned, they resume their attack cycle where it was halted once the stun wears off. They don't move, and don't dodge.

    Area: Sharo

    HP: 120
    Primary Attack Damage/Effect: 60 Fire + Break + Panel Break x3 Targets, 1 Action Charge
    Primary Attack Accuracy: A
    Primary Attack Description: The virus selects up to 3 targets, and spends an action charging up the main cannons. It then fires a Magnum blast that reduces most Network constructs to ashes with a single shot, usually leaving a blast crater where they once stood. It may target empty panels and objects as well as enemies.
    Secondary Attack Damage/Effect: 10 Fire x3 Targets + Double Attack
    Secondary Attack Accuracy: A
    Secondary Attack Description: Fires a 3-shot spread from the left arm cannon, then follows up with an identical attack from the right arm cannon just after. Each cannon shot requires an action, and both attacks must occur one after the other.
    Element: Fire
    Possible Rewards (Per Virus): Magnum1 (Rare), Zenny
    Special: Immobile
    - Main attack destroys panels, reducing enemy evasion by 1 Rank.
    : 120 HP (Ice) (Middle of the field, in line with Courseman)
    Ashuraid EXAshuraid EX (Ashuraid)

    The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

    Area: Sharo, NAXA

    HP: 140
    Primary Attack Damage/Effect: 10 Null + Impact + Break x 3 Fists
    Primary Attack Accuracy: B
    Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
    Secondary Attack Damage/Effect: Counter vs Damage: 10 Null + Impact + Break x 2 Hits
    Secondary Attack Accuracy: S (Block) / B (Counter)
    Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
    Tertiary Attack Damage/Effect: 10 Null + Impact + Break + LifeSword Range x 2 Attacks
    Tertiary Attack Accuracy: B
    Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
    Element: Null
    Possible Rewards (Per Virus): MeteorKnuckle1, Counter1, Zenny
    Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
    Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
    : Dead. Not big surprise.

    -- Navis --
    Courseman.EXE: 100 HP (Cracked) (Near the southmost bottom middle parts of the field)

    -- Objects --
    Needler2HP: 80
    Properties: Normal, Mobile
    Object Damage: 80 Null + Impact + Break
    Damage Method: Ramming attack, Telekinesis, Throw
    Attack Damage: 40 Null x 2 hits x 3 Targets
    Accuracy: A
    Description: Summons a gun platform that attacks up to 3 separate targets each turn with its trio of double spike cannons. It can also perform a defense piercing kamikaze attack.
    Duration: Until destroyed.
    Element: Null
    Special: This chip's accuracy cannot be boosted or reduced by any means, including RP quality.
    - This object may ram a target instead of firing needles, but is instantly destroyed in exchange.
    - This object may dodge by trying to ram nothing, but if it hits something in this way, it is still destroyed and deals object damage.
    Trader Rank: C
    : 20 HP (Cracked) (Near Courseman)

    -- Terrain --
    60% Ice
    • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
    • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
    • Elec attacks: +100% Source Damage.
    • Fire attacks: Change terrain hit to Sea.
    • PanelShot: Imbue Aqua + Freeze1.
    (Literally everywhere else)
    10% Normal
    • No effects.
    (Randomly dotted on the landscape)
    15% Cracked
    • Changes to Broken when stepped on, chance to fall in when triggered.
    • Burrow: Change terrain to Broken, Null 50 to burrower.
    • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
    • PanelShot: Splash1.
    (Near Courseman, about two panels north of his position, where Ashurraid is at, under Courseman and his Needler2)
    10% Broken
    • Not bottomless.
    • Reverts to Normal after a time, if no one is inside.
    • Doubles dodge penalties for bad RP.
    • 1-4 Movements actions to climb back out depending on method.
    (RIP Raingear and Asuraid)
    5% Missing
    • Permanent bottomless hole.
    • Doubles dodge penalties for bad RP.
    • EJO if you fall in.
    (Off to the right side of the field towards the bottom most corner)
    posted in Sharo Net •
    RE: Netbattles and Chill
    Continuing along the network as he picked up his chip data, a deep blue ice would stretch further and further along the eyes Courseman could see, with very little to change the scenery. Though before long, Courseman would feel the ping of viruses in the back of his head, a few pieces of white "normal" paneling scattered about with a cracked tile and one that was completely missing from the field entirely. Walking forward from the edge of this field, a thunderstorm cracked out above Courseman's head, a black colored Swordy with a bloodied hatchet in it's hand began to float up towards Courseman from the other side of the field, light blue coloring having avoided being dyed this inky black color it was adorned with now.

    Before Courseman could move forward to intercept it, a basher with a similar coloring would drop down from the top of the field, cockling a pair of high powered shotguns in it's hands as others began to dot the field in front of the navi...a Dark Mech EX and Raingear EX both in the same hurriedly colored scheme of black with their original colors shining through...and then an absolute UNIT of a virus known as an Ashuraid dropped down near the modified Swordy, a pair of giant spiked knuckles adorning it's hands, a similar bloody and rusty red coating the tips of each spike as it flexed at the navi...and finally, Battle Routines flared up for Courseman, escape still a possibility as usual, but only back the way he came in...

    -- Viruses --
    Swordy-ASwordy-A (Swordy-A)

    Area: Yoka, Sharo

    HP: 80
    Primary Attack Damage/Effect: 15 Aqua + Long Range Attack + Slashing
    Primary Attack Accuracy: B
    Primary Attack Description: When this virus is 2 panels away from the target, or its enemies are 2-deep, it will attack with Aqua Blade.
    Secondary Attack Damage/Effect: 10 Aqua + Wide Range Attack + Slashing
    Secondary Attack Accuracy: B
    Secondary Attack Description: When this virus is standing directly adjacent to its target, or diagonally from it, it will attack with Aqua Sword.
    Element: Aqua
    Possible Rewards (Per Virus): AquaKnife, Zenny
    Special: Swordy-A's are immune to Freeze Status.
    Special: Uses Area Grab to get into attack range.
    : 80 HP (Ice) (To the side of the Ashuraid EX)
    DarkMech EXDarkMech EX (DarkMech)

    DarkMechs move and dodge at an average rate, usually. The exception is that they move at a very high rate of speed when they are rushing in to attack a stunned target with their twin swords. They fire low damage thunderball projectiles until someone becomes stunned, at which time one of the DarkMechs present will attack that target.

    Area: Sharo, NAXA, NetVegas

    HP: 160
    Primary Attack Damage/Effect: 10 Elec + Homing + Stun1
    Primary Attack Accuracy: C
    Primary Attack Description: Fires a slow-moving homing thunderball that stuns on contact.
    Secondary Attack Damage/Effect: 20 Null + Slashing x 2 Hits, Stun Cure
    Secondary Attack Accuracy: A
    Secondary Attack Description: When a stunned target is detected, this virus rushes in to attack them with twin sword slashes. If the attack connects, the target will be cured of all instances of Stun, no mater how many.
    Element: None.
    Possible Rewards (Per Virus): MachineSword, Zenny
    Special: Only slashes stunned targets. If a target is stunned by another virus, it will attack that target. If more than one DarkMech is present, they take turns attacking.
    : 160 HP (Ice) (Roughly towards the west-most middle part of the field)
    Raingear EXRaingear EX (Raingear)

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

    Area: Yoka, Beach, Sharo

    HP: 120
    Primary Attack Damage/Effect: 30 Aqua + Wide Attack + Ground Attack
    Primary Attack Accuracy: B
    Primary Attack Description: Blasts enemy with a geyser that bursts suddenly from the ground.
    Secondary Attack Damage/Effect: 40 Aqua + Group Attack + Ground Attack
    Secondary Attack Accuracy: D
    Secondary Attack Description: Blasts the enemy with a marching line of geysers.
    Element: Aqua
    Possible Rewards (Per Virus): WaterLine1, AquaTower1, Zenny
    Special: This virus' attacks will freeze the target solid on ice terrain.
    : 120 HP (Ice) (Middle-north part of the field)
    BasherBasher (Basher)

    Basher viruses are the top-tier of the stationary gunnery viruses with an unmatched single-shot damage output among the normal viruses. They are also the rarest of their class, and appear only after battle 5. They also never appear in large numbers in a normal battle, meaning the ratio of total viruses to Bashers should be at least 4 to 1. The attack cycle of Bashers is 2 actions long, regardless of which attack they use. The first attack requires one action to charge before firing, and the second attack executes twice in succession. If they are stunned, they resume their attack cycle where it was halted once the stun wears off. They don't move, and don't dodge.

    Area: Sharo

    HP: 120
    Primary Attack Damage/Effect: 60 Fire + Break + Panel Break x3 Targets, 1 Action Charge
    Primary Attack Accuracy: A
    Primary Attack Description: The virus selects up to 3 targets, and spends an action charging up the main cannons. It then fires a Magnum blast that reduces most Network constructs to ashes with a single shot, usually leaving a blast crater where they once stood. It may target empty panels and objects as well as enemies.
    Secondary Attack Damage/Effect: 10 Fire x3 Targets + Double Attack
    Secondary Attack Accuracy: A
    Secondary Attack Description: Fires a 3-shot spread from the left arm cannon, then follows up with an identical attack from the right arm cannon just after. Each cannon shot requires an action, and both attacks must occur one after the other.
    Element: Fire
    Possible Rewards (Per Virus): Magnum1 (Rare), Zenny
    Special: Immobile
    - Main attack destroys panels, reducing enemy evasion by 1 Rank.
    : 120 HP (Ice) (Middle of the field, in line with Courseman)
    Ashuraid EXAshuraid EX (Ashuraid)

    The Ashuraid are a new strain of 6 foot tall semi-humanoid viruses with bodies made of durable metal alloys. Ashuraid viruses lack legs, and instead roll around on a 1 ton solid steel ball 1-foot in diameter that rests in a cupola. Rising from the top of the cupola is an alloy pillar that supports their smooth and curving metal bodies. The key defining feature of Ashuraid viruses are their half dozen free-floating arm segments constructed of an indestructible alloy. Three of these arms feature metallic rights hands, and the other three feature metallic left hands, thus they are differentiated. In combat, the virus will ball these hands up into fists, and launch volleys of rocket punches at their foes. The virus' helmeted head rests upon a short metallic rod-like neck with their faces hidden behind a metallic faceplate. The exception being their mouths, which are generally curved downwards in a permanent frown while in the presence of Navigators. It is speculated that Ashuraid are a hacked derivative of the Bladia viruses spliced together with fragments of other viruses and a healthy dose of battlechip program data. This would account for their size, strength, and malicious nature. Where and how this was possibly accomplished is unknown. Ashuraid viruses move and dodge at better than average speeds, although they rarely choose to dodge at all. Ashuraid viruses are ranged attackers, and prefer to hold the range open against their enemies as melee range attacks with their Impacting abilities generally render Counters useless. Ashuraids attack by launching their six free-floating indestructible alloy arms at one or more enemies in volleys of 3 rocket punches. It takes 3 arms to execute a MeteorKnucke attack, 3 to execute a Counter attack, and all 6 to execute their GiantHook attack. It takes roughly an action of cooldowm time after executing a long distance attack for the arms used in the attack to return to the Ashuraid's side. During this time, they may not execute a Counter Attack if they do not have enough arms available. Ergo if all 6 arms are either being used in an attack, or in cool-down following an attack or counter attack, the Ashuraid cannot use a Counter. The rest of their attacks do not require their arms to return to their side. The return feature is automatic, and does not require actions to perform. Ashuraid can move while attacking or defending, and are allowed to counter while dodging if enough arms are available. Setting a counter requires an action while executing one does not. Ashuraid are extremely heavy viruses that will sink like the lead weights they are in liquid, and they know it. They will avoid liquid terrain entirely, if possible, and will never appear near these types of naturally occurring terrain for this reason. Only an Ashuraid's body is damageable. Striking an Ashuraid's floating arms will not damage the virus or the arms themselves, no matter what you hit them with. The Ashuraids will not intentionally defend themselves with their arms outside of their Counter ability, which is nullified by Impact. Do not abuse this.

    Area: Sharo, NAXA

    HP: 140
    Primary Attack Damage/Effect: 10 Null + Impact + Break x 3 Fists
    Primary Attack Accuracy: B
    Primary Attack Description: Launches three rocket fists at distant opponents. Each fist may target individually, meaning multi-hit and/or multi-target both work up to a max of 3 punches.
    Secondary Attack Damage/Effect: Counter vs Damage: 10 Null + Impact + Break x 2 Hits
    Secondary Attack Accuracy: S (Block) / B (Counter)
    Secondary Attack Description: Uses a trio of fists to block a non-Impact attack while executing a double punch counterstrike. Only two Counters may be active at any given time, and the virus must be physically able to execute a counter in order to use one. Counters work at any range. An action is required to set this effect, but no actions are required to execute the Counter when triggered, as it is automatic. Impact attacks nullify this Counter ability.
    Tertiary Attack Damage/Effect: 10 Null + Impact + Break + LifeSword Range x 2 Attacks
    Tertiary Attack Accuracy: B
    Tertiary Attack Description: Sweeps the field with a salvo of flying fists from the left, and then the right. Does not damage friendlies, and may be executed at any range. The virus cannot use Counters while executing this attack.
    Element: Null
    Possible Rewards (Per Virus): MeteorKnuckle1, Counter1, Zenny
    Special: SuperArmor: Immunity to Knockback, Microburst, Pull, Gravity, and similar effects.
    Special: HardCase: Damage is reduced by half until hit with a Break attack, at which time this effect is nullified and they take standard damage. Break does not deal extra damage.
    : 140 HP (Normal) (Northmost part of the field, in line with Courseman)

    -- Navis --
    Courseman.EXE: 100 HP (Ice) (Near the southmost bottom middle parts of the field)

    -- Terrain --
    75% Ice
    • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
    • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
    • Elec attacks: +100% Source Damage.
    • Fire attacks: Change terrain hit to Sea.
    • PanelShot: Imbue Aqua + Freeze1.
    (Literally everywhere else)
    15% Normal
    • No effects.
    (Randomly dotted on the landscape)
    5% Cracked
    • Changes to Broken when stepped on, chance to fall in when triggered.
    • Burrow: Change terrain to Broken, Null 50 to burrower.
    • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
    • PanelShot: Splash1.
    (Near Courseman, about two panels north of his position)
    5% Missing
    • Permanent bottomless hole.
    • Doubles dodge penalties for bad RP.
    • EJO if you fall in.
    (Off to the right side of the field towards the bottom most corner)

    -- Battle 8 Ready? Start!! --

    Battle Style active: Extermination!
    Victory Condition: Kill everything that moves, opposing you
    posted in Sharo Net •
    RE: Netbattles and Chill
    Opening up the GMD without an Untrap, Courseman would begin to prepare for the worst...instead, however, the GMD opened up with a resounding "pop", hatch opening up in front of him with a dripping of...black, thick ink-like goop clinging to the inside of the cube and at his feet, a brief flash of a ghost-like virus on a string, wearing a yellow straw hat appearing for a moment, long enough to see what it was in detail, before a floating battle chip replaced the image and could be grabbed from within.

    GMD reward: ElecShock1Damage: 70 + Medium Solar Terrain Change + Stun + Cone Attack
    Accuracy: C
    Description: Blast up to 4 enemies with a cone of lightning breath that stuns. Changes terrain to Solar.
    Duration: Once
    Element: Elec
    Trader Rank: D
    posted in Sharo Net •
    RE: Netbattles and Chill
    Rushing the Elemperor as soon as he re-protected the GMD that was practically next to him, the navi rushed towards the turban wearing lamp, slashing through it's hide once...and then twice...sending shards of ceramic all across the field in front of him, as well as small bits of lava that fizzled out immediately upon touching the icy field (60x2). The Meta virus was immediately fired upon, all three hits fizzling out against the aura as they all connected, the Momogra's shovel looking more like a hunk of melted metal than anything else afterwards. The Rapidfire would bring it's gun up as it turned to the Needler that managed to hit it thrice so far. A single beep from it's eye as it fired a quartet of firey blasts towards the summoned help, fireballs striking the poor thing twice across it's body as it showed off (10x2). Courseman, of course, quickly closed the gap as his help was attacked. A fist being sent out against the annoying thing, it tried to evade the attack...and instead got struck. It's aura immediately crippling beneath the frosty fist, striking it square on the chest (140+Freeze!), it's chest encased in ice as the snow beneath it triggered, melting to slush, as a second one missed, going just to the side as the navi took a quick break to heal himself (+30) in the interim. The virus began to freak out, clicking it's gun, running all sorts of diagnostics to find a way out of this...moving backwards to try and evade the navi...only for a third strike to further ice it up...and dent it even further with an imprint of Courseman's fist, knuckles and all (140+Freeze!) as the final fist...ripped the virus all across it's torso, sending the thing spiraling to the ground with a final hit (140+Freeze!), battle won...Courseman could begin to collect his rewards. Chip data intermixed with the zenny and bugfrags that had been scattered about...now what to do about that GMD?

    -- Viruses --
    ElemperorElemperor (Elmperor)

    Elemperor viruses are Planeswalker viruses: their attacks and abilities all depend on the terrain they stand upon. Pay attention to the special sections of their stat sheets, as those will tell you what types of terrain must be present for an Elemperor to appear (this terrain requirement naturally overrides the Network's terrain selection). All Elemperor are immune to any adverse terrain effects... except damage multiplication, of course. They attack every action they are able to.

    Area: Beach, Sharo, Yumland, Netfrica, NetVegas

    HP: 100
    Attack Damage/Effect: 15 (Elemental Rage) + Small Rage Terrain Change + Ground Attack
    Attack Accuracy: A
    Attack Description: Fires a magic flare that changes the ground beneath the enemy's feet.
    Element: Null
    Possible Rewards (Per Virus): ElementFlare, ElementalRage1 (Rare), Zenny
    Special: Immobile.
    - Always appears on Lava Terrain.
    - Gains Regen 50 when on any terrain but Normal.
    - If this virus is on Normal Terrain, its attack power is halved.
    - Attacks assume the element of the terrain this virus sits on, and attacks create more terrain of the same type.
    : Slice and Dice'd
    DharmaDharma (Dharma)

    Dharma move and dodge at average speed. Their puck attacks rebound off of the edges of the battlefield as if there were an invisible wall there. They can rebound up to 3 times before finally passing off of the field or dissipating into thin air. The pucks pass through anything they hit except boundary walls, terrain, and friendly viruses. The pucks can not damage other Dharmas. This virus cannot attack while moving.

    Area: Yoka, Netopia, Sharo, NetVegas

    HP: 90
    Attack Damage/Effect: 15 Null + Break + Piercing + Rebound(3) + Ground Attack
    Attack Accuracy: E
    Attack Description: Throws a Hockey puck at the enemy. Break.
    Element: None
    Possible Rewards (Per virus): AirHockey1, Zenny
    : KA-BONK
    BasherBasher (Basher)

    Basher viruses are the top-tier of the stationary gunnery viruses with an unmatched single-shot damage output among the normal viruses. They are also the rarest of their class, and appear only after battle 5. They also never appear in large numbers in a normal battle, meaning the ratio of total viruses to Bashers should be at least 4 to 1. The attack cycle of Bashers is 2 actions long, regardless of which attack they use. The first attack requires one action to charge before firing, and the second attack executes twice in succession. If they are stunned, they resume their attack cycle where it was halted once the stun wears off. They don't move, and don't dodge.

    Area: Sharo

    HP: 120
    Primary Attack Damage/Effect: 60 Fire + Break + Panel Break x3 Targets, 1 Action Charge
    Primary Attack Accuracy: A
    Primary Attack Description: The virus selects up to 3 targets, and spends an action charging up the main cannons. It then fires a Magnum blast that reduces most Network constructs to ashes with a single shot, usually leaving a blast crater where they once stood. It may target empty panels and objects as well as enemies.
    Secondary Attack Damage/Effect: 10 Fire x3 Targets + Double Attack
    Secondary Attack Accuracy: A
    Secondary Attack Description: Fires a 3-shot spread from the left arm cannon, then follows up with an identical attack from the right arm cannon just after. Each cannon shot requires an action, and both attacks must occur one after the other.
    Element: Fire
    Possible Rewards (Per Virus): Magnum1 (Rare), Zenny
    Special: Immobile
    - Main attack destroys panels, reducing enemy evasion by 1 Rank.
    : SLASHED
    RapidFire V2RapidFire V2 (RapidFire)

    RapidFires are a combination of the Megalian-F, Cirkill, and OldStove viruses. They look like a Cirkill painted red with two arms instead of one. The virus is orbited by four flaming red option bits that assist it in attacking. The virus itself attacks close range opponents with flamethrowers, while the option bits launch volleys of fireballs at more distant targets or dash at enemies.... sometimes both.

    Area: All

    HP: 380
    Element: Fire

    Primary Attack Damage/Effect: 10 Fire + Seeking x 4 Shots
    Primary Attack Accuracy: B
    Primary Attack Description: Bits launch a volley of fireballs at the enemy.

    Secondary Attack Damage/Effect: 40 Fire + Break + Piercing
    Secondary Attack Accuracy: B
    Secondary Attack Description: Sends a flaming Bit flying ahead in a line. The bit may be attacked to damage the virus when executing this attack.

    Tertiary Attack Damage/Effect: 30 Fire + Line Attack(3) + Panel Cracking
    Tertiary Attack Accuracy: B
    Tertiary Attack Description: Use Flamethrower on enemies that get too close.

    Special: This virus has a 60 HP FireAura that regenerates at the end of every turn.
    Special: This virus may attack while moving or dodging.

    Possible Rewards (Per Virus): CircleGun1, FireAura1, Barrier, FireBurn1, AuraHead1, Zenny
    : Frozen and disected!

    -- Navis --
    Courseman.EXE: 90 HP (30 HP Barrier) (Shadow 1 turn left) ( AquaKnifeDamage: 60 + Slashing
    Accuracy: B
    Description: Creates a sword imbued with water energy, with a blade comparible to a large knife. Hits one target per slash.
    Duration: Until Overridden/Broken. Breaks automatically after 6 swings.
    Element: Aqua
    Trader Rank: D
    : 5 uses) (Melee-Cross: Fire/Melee override, Melee Mastery, Bash) (Cracked) (Diagonally to the left of Basher's remains) (Self-Slow x2)
    Needler2HP: 80
    Properties: Normal, Mobile
    Object Damage: 80 Null + Impact + Break
    Damage Method: Ramming attack, Telekinesis, Throw
    Attack Damage: 40 Null x 2 hits x 3 Targets
    Accuracy: A
    Description: Summons a gun platform that attacks up to 3 separate targets each turn with its trio of double spike cannons. It can also perform a defense piercing kamikaze attack.
    Duration: Until destroyed.
    Element: Null
    Special: This chip's accuracy cannot be boosted or reduced by any means, including RP quality.
    - This object may ram a target instead of firing needles, but is instantly destroyed in exchange.
    - This object may dodge by trying to ram nothing, but if it hits something in this way, it is still destroyed and deals object damage.
    Trader Rank: C
    : 60 HP (Ice) (Behind the Basher remains)
    MomograHP: 60
    Damage: 15 + Backstab
    Accuracy: B
    Description: Creats a Momogra virus to aid you. Attacks with a shovel from behind, and has a constant Mole status that ignores terrain solidness when not attacking (unless the panel currently does not exist). Still affected by other effects of panels.
    Element: Null
    Special: Allied Virus: This virus has one action per turn, and is fully controllable by the summoner. If no orders are given, it will perform actions at random, but will never intentionally interfere with or damage the summoner or their allies. Deleting this virus will grant no additional rewards to either side.
    Trader Rank: C
    : 60 HP (Ice) (Near the deleted Dharma's remains)

    -- Terrain --
    Roughly a 5x6 sized battlefield
    5% Missing
    • Permanent bottomless hole.
    • Doubles dodge penalties for bad RP.
    • EJO if you fall in.
    (Exact middle of the field)
    30% Snow
    • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
    • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
    • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
    • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
    • PanelShot: Imbue Aqua + Freeze1.
    (Checkerboard pattern between the ice, alternating)
    30% Ice
    • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
    • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
    • Elec attacks: +100% Source Damage.
    • Fire attacks: Change terrain hit to Sea.
    • PanelShot: Imbue Aqua + Freeze1.
    (checkerboard pattern between the snow, alternating)
    10% Lava
    • Non-Fire Elementals lose 5 HP/action standing, 10 HP/action submerged. Doubled for Wood Elementals, nullified for Fire Elementals.
    • Aqua attacks: Panel explodes, +100% Source Aqua Damage, change terrain hit to Normal.
    • PanelShot: Imbue Fire.
    (Under Elemperor and where Courseman was at)
    25% Cracked
    • Changes to Broken when stepped on, chance to fall in when triggered.
    • Burrow: Change terrain to Broken, Null 50 to burrower.
    • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
    • PanelShot: Splash1.
    (In a rough line going diagonally-left through the field)

    -- Objects --
    GMD: 15 HP (30 HP Barrier) (Near the Missing spot of terrain, in front of Basher) (Cracked)

    Battle 7 Victory!
    3150z, 18 Bugfrags, FireAura1Protection: Any Non-Aqua attack lower than 40 HP
    Accuracy: S
    Description: Negates any Non-Aqua attack less than 40HP
    Duration: Three turns, or until destroyed
    Element: Fire
    Special: Status Guard: This chip blocks debuffs.
    Trader Rank: C


    Open Mystery Data? Y/N
    posted in Sharo Net •