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    Posts made by PaladinGC

    RE: The Sketchiest Link Ever
    As soon as Sylk unpacked the compressed files, the batch program started running. A window appeared:

    Quote (System Notice)

    - Signatures Locked
    - GMOs Locked
    - Crosses Locked
    - Chip Data Input Locked
    - Support Programs Locked
    - Folder Preset Loaded
    - Manual JackOut Locked
    ----

    Greetings. Here is a selection of free chips for you to enjoy, and a selection of viruses for you to test them out on. Should anything unfortunate occur, we will of course take care of your old chips for you.

    Have fun with your free chips.

    -- Anonymous


    Preset Folder
    Cannon
    Cannon
    Cannon
    Shotgun
    Shotgun
    V-Gun
    MiniBomb
    MiniBomb
    MiniBomb
    LilBomb
    LilBomb
    Wrecker
    Wrecker
    Wrecker
    DashAttack1
    DaskAttack1
    GutPunch
    Kunai1
    Kunai1
    Sword
    ShockWave
    ShockWave
    RockCube
    RockCube
    WhiteCapsule
    WhiteCapsule
    DoubleJump
    Recover50
    Recover50
    Recover50


    The new folder proceeded to load itself directly into Sylk's memory, which was not something a Navi was designed to deal with. Put simply, most Navis had a memory buffer just large enough for five, maybe six chips, with some specialist models being to load as many as 8 at a time.... But this was 30. No Navigator was designed to buffer load 30 battlechips at once. However, how they had planned to make this possible became apparent when the chip data started loading itself into the space normally reserved for Sylk's signature abilities. When it was done overwriting that, it started loading into the space she normally kept her GMO data, and even into the memory buffer reserved for Cross data. When it overrode all of that, and still needed more space, it just filled most of her nearly empty Navi Customizer with the rest. Luckily, there was enough room, and it didn't overwrite that, too. She was going to need to load backups of all this data when she got back to the PET.

    The viruses hiding out amid the mess of jumbled terrain, rocks, and radiator controllers suddenly got bolder as they realized something was wrong with the Navi. Three red metools popped out of hiding, and started moving toward Sylk.... They stopped short as the small network platform rumbled, and the terrain shifted. Panels shuffled about, flipped over, of even slid aside to allow objects to fall away or rise into place. When it was over, a 12x12 quadrilaterally symmetrical arena had formed with a 2 rockcube high wall surrounding it on all sides. Each quadrant featured a 3x3 raised area of grass panels in the outer corner, and the surrounding inner area meeting to form a giant plus sign. The central 6x6 area was a checker pattern of grass and cracked panels with four big rocks at the center of each of the 3x3 areas it was composed of. The side areas were pairs of 3x3 panel zones centered made of radiator panels around a 5 rockcube tall radiator tower that stretched off into the sky above. There were 8 towers in all, four rocks in the middle, and four rocks on the raised grass platforms.

    The viruses had all panicked, and stood perfectly still while their little world had gone mad around them. Luckily, that had saved their little lives from being dropped into the abyss, crushed, launched into the sky, burned to death, or any one of a number of other things the massive terrain makeover had threatened to do to them... and failed to follow up on. They snapped out of it, and bolted for cover immediately.

    Sylk was, likewise, spared, if having your innards replaced with other things could be considered spared. Regardless, she found herself on one of the raised grass plateaus in a corner. The table was still nearby when all the shuffling about was over... it had ended up crushed under a boulder that had rolled over on it. That boulder now rested atop its mangled remains.

    --Battle Start!--

    Battle Summary
    --The Residents--
    Metool2-A: 100 HP [Active] (Grass, Next to a Rock, H7)
    Metool2-B: 100 HP [Guard] (Grass, Behind a Rock, J3)
    Metool2-C: 100 HP [Guard] (Radiator, E12)

    --The Spider--
    Sylk: 200 HP (Grass, raised area, B2)

    --The Obstacles--
    Rock-A: 200 HP (Grass, raised area, C3)
    Rock-B: 200 HP (Grass, raised area, I3)
    Rock-C: 200 HP (Grass, lower area, E5)
    Rock-D: 200 HP (Grass, lower area, H5)
    Rock-E: 200 HP (Grass, lower area, E8)
    Rock-F: 200 HP (Grass, lower area, H8)
    Rock-G: 200 HP (Grass, raised area, C10)
    Rock-H: 200 HP (Grass, raised area, I10)
    Radiator Tower-A: 400 HP (Radiator, lower area, E2)
    Radiator Tower-B: 400 HP (Radiator, lower area, H2)
    Radiator Tower-C: 400 HP (Radiator, lower area, B5)
    Radiator Tower-D: 400 HP (Radiator, lower area, B8)
    Radiator Tower-E: 400 HP (Radiator, lower area, K5)
    Radiator Tower-F: 400 HP (Radiator, lower area, K8)
    Radiator Tower-G: 400 HP (Radiator, lower area, E11)
    Radiator Tower-H: 400 HP (Radiator, lower area, H11)
    posted in Kotobuki Rogue Net •
    RE: The Sketchiest Link Ever
    Each file contained a batch executable, a tiny library file, and a ridiculously massive data file in a text format, along side a folder full of thirty script files of varying sizes. As the contents were compressed, opening the files to glean further details was impossible. The compressed packages were all identical, it seemed.
    posted in Kotobuki Rogue Net •
    RE: The Sketchiest Link Ever
    There were definitely sounds of life. Several somethings were out there amid the rocks and radiators... However, they seemed content to just hide and whisper amongst themselves, rather than come out and confront the increasingly agitated spider-ish Navi. At least, the noises might be whispers?

    Sylk's visual scan of her surroundings revealed a small table, one of the cheap plastic folding variety, with a white tablecloth draped over it. Rows of compressed data files were neatly arranged atop it, and a small sign hung from the front of the table with what looked like packing tape: [[b]TAKE ONE[/b]]
    posted in Kotobuki Rogue Net •
    The Sketchiest Link Ever
    In a quiet corner of KotoNet, amongst the heat and hum of someone's apartment heating unit control system, things scurry about in anticipation of visitors....
    posted in Kotobuki Rogue Net •
    RE: Arachnids_Lair@Yumland.org
    TO: Adrian & Sylk (Arachnids_Lair@yumland.org)
    FROM: Tobdayhctekseno (ArtisticMerchandizing@Electown.net)
    SUBJECT: FREE QUALITY CHIPS
    MESSAGE:
    ---------------------------------------------------------------------------------

    The Sketchiest Link Ever (You click this. You know you want to.)
    posted in E-Mail •
    Chip suggestions.
    The numbers can be changed. Oh, and more will appear here later. Have fun~♪

    HomeRun1
    Damage: (40 + Impact + Microburst) then (40 + Impact collission damage)
    Accuracy: B / B
    Description: Summons a baseball bat to strike a target with, and send them flying. If the struck target hits something, it and whatever it hits take damage. Can eject the target from battle if not careful.
    Duration: Once
    Element: Wood

    HomeRun2
    Damage: (60 + Impact + Microburst) then (60 + Impact collission damage)
    Accuracy: B / B
    Description: Summons a baseball bat to strike a target with, and send them flying. If the struck target hits something, it and whatever it hits take damage. Can eject the target from battle if not careful.
    Duration: Once
    Element: Wood

    HomeRun3
    Damage: (80 + Impact + Microburst) then (80 + Impact collission damage)
    Accuracy: B / B
    Description: Summons a baseball bat to strike a target with, and send them flying. If the struck target hits something, it and whatever it hits take damage. Can eject the target from battle if not careful.
    Duration: Once
    Element: Wood

    ------

    FlameLash1
    Damage: 20 + Slashing + Reach(3) + Burn(10) + Bind(3) / Throw: 20 + Impact
    Accuracy: B / B
    Description: A flaming whip with long reach and the ability to capture a foe with skilled use. Burns on contact, and for two turns after contact is broken. A captured target remains bound for 3 turns, until thrown, or the flamelash is destroyed by aqua or slashing. Can be dropped, and still function.
    Duration: 3 turns or until broken/dismissed.
    Element: Fire
    Special: Bind: A combination of Hold and Grapple.
    Special: Burn(10): Status effect. Deals 10 fire damage to target per turn for 3 turns. Can be doused or cured with status cure.
    Special: Has many applications.

    FlameLash2
    Damage: 30 + Slashing + Reach(3) + Burn(15) + Bind(3) / Throw: 40 + Impact
    Accuracy: B / B
    Description: A flaming whip with long reach and the ability to capture a foe with skilled use. Burns on contact, and for two turns after contact is broken. A captured target remains bound for 3 turns, until thrown, or the flamelash is destroyed by aqua or slashing. Can be dropped, and still function.
    Duration: 3 turns or until broken/dismissed.
    Element: Fire
    Special: Bind: A combination of Hold and Grapple.
    Special: Burn(15): Status effect. Deals 15 fire damage to target per turn for 3 turns. Can be doused or cured with status cure.
    Special: Has many applications.

    FlameLash3
    Damage: 40 + Slashing + Reach(3) + Burn(20) + Bind(3) / Throw: 60 + Impact
    Accuracy: B / B
    Description: A flaming whip with long reach and the ability to capture a foe with skilled use. Burns on contact, and for two turns after contact is broken. A captured target remains bound for 3 turns, until thrown, or the flamelash is destroyed by aqua or slashing. Can be dropped, and still function.
    Duration: 3 turns or until broken/dismissed.
    Element: Fire
    Special: Bind: A combination of Hold and Grapple.
    Special: Burn(20): Status effect. Deals 20 fire damage to target per turn for 3 turns. Can be doused or cured with status cure.
    Special: Has many applications.

    ------

    WebShot1
    Damage: 20 + Reach(3) + Snare / Throw: 50 + Impact
    Accuracy: B / B
    Description: Shoots a spidersilk net on the end of a spidersilk rope with the ability to capture a target. A snared target is held in the webbing for 3 turns or until the web is destroyed by fire, slashing, or flailing the target into something else. Can be dropped, and still function.
    Duration: 3 turns or until broken/dismissed.
    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.
    Special: Has many applications.

    WebShot2
    Damage: 30 + Reach(3) + Snare / Throw: 80 + Impact
    Accuracy: B / B
    Description: Shoots a spidersilk net on the end of a spidersilk rope with the ability to capture a target. A snared target is held in the webbing for 3 turns or until the web is destroyed by fire, slashing, or flailing the target into something else. Can be dropped, and still function.
    Duration: 3 turns or until broken/dismissed.
    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.
    Special: Has many applications.

    WebShot3
    Damage: 40 + Reach(3) + Snare / Throw: 110 + Impact
    Accuracy: B / B
    Description: Shoots a spidersilk net on the end of a spidersilk rope with the ability to capture a target. A snared target is held in the webbing for 3 turns or until the web is destroyed by fire, slashing, or flailing the target into something else. Can be dropped, and still function.
    Duration: 3 turns or until broken/dismissed.
    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.
    Special: Has many applications.

    -----

    TornadoHold1
    HP: 100
    Properties: Mobile, Tamper Guard, Floatshoes, Shadowshoes.
    Object Damage: 10 Null + Slashing x 3 hits
    Damage Method: Touch, Telekinesis
    Attack Damage: Airlift + Northwind + Hold / Fall: (30 Null x # of turns held) + Impact
    Accuracy: C
    Description: Throws a metal tengu fan that turns into a giant turbine that blows things into the sky as it slowly spins forward at a rate of one panel per turn. Anything too heavy for it to lift gets brutally shredded instead as it moves past. Targets launched into the air take fall damage proportional to the height they were raised to before falling.
    Duration: 3 turns or until destroyed.
    Element: Null
    Special: Airlift: Lifts non-ancored, non-heavy objects and mediuem or lighter weight entities into the air above.
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Special: Tamper Guard: This object is naturally resistant to being directly tampered with. Other, more indirect methods of dealing with it will need to be explored.

    TornadoHold2
    HP: 150
    Properties: Mobile, Tamper Guard, Floatshoes, Shadowshoes.
    Object Damage: 10 Null + Slashing x 5 hits
    Damage Method: Touch, Telekinesis
    Attack Damage: Airlift + Northwind + Hold / Fall: (50 Null x # of turns held) + Impact
    Accuracy: C
    Description: Throws a metal tengu fan that turns into a giant turbine that blows things into the sky as it slowly spins forward at a rate of one panel per turn. Anything too heavy for it to lift gets brutally shredded instead as it moves past. Targets launched into the air take fall damage proportional to the height they were raised to before falling.
    Duration: 3 turns or until destroyed.
    Element: Null
    Special: Airlift: Lifts non-ancored, non-heavy objects and mediuem or lighter weight entities into the air above.
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Special: Tamper Guard: This object is naturally resistant to being directly tampered with. Other, more indirect methods of dealing with it will need to be explored.

    TornadoHold3
    HP: 200
    Properties: Mobile, Tamper Guard, Floatshoes, Shadowshoes.
    Object Damage: 10 Null + Slashing x 7 hits
    Damage Method: Touch, Telekinesis
    Attack Damage: Airlift + Northwind + Hold / Fall: (70 Null x # of turns held) + Impact
    Accuracy: C
    Description: Throws a metal tengu fan that turns into a giant turbine that blows things into the sky as it slowly spins forward at a rate of one panel per turn. Anything too heavy for it to lift gets brutally shredded instead as it moves past. Targets launched into the air take fall damage proportional to the height they were raised to before falling.
    Duration: 3 turns or until destroyed.
    Element: Null
    Special: Airlift: Lifts non-ancored, non-heavy objects and mediuem or lighter weight entities into the air above.
    Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
    Special: Tamper Guard: This object is naturally resistant to being directly tampered with. Other, more indirect methods of dealing with it will need to be explored.
    posted in Suggestions and Questions •
    RE: The Shrew taming the Beast.
    Winter came to a stop near the pool of water in the center of the arena, and with a slightly calmer state of mind now that she was a decent distance from Varunavalry. She glanced around at her surroundings from her new vantage point, and quickly realized she was not going to accomplish much by staying in this room. Her adversary could fly, and this expansive arena gave it plenty of room to avoid capture. If she stayed here, should would be forced to delete her foe, if it didn't turn her into a messy wall graphic first, that is. And judging by the horrific level of destruction this supervirus had wrought upon Sharo's network environment, it was perfectly capable of doing so... with ease. She needed to lure it out of this room somehow.

    With no time to plan, Winter decided to wing it based on past experience. She concentrated for a moment on chanting a spell, but delayed uttering the last words until she had gathered enough power to do the things she was about to do. As soon as she felt ready, Winter darted towards the tunnel, sent a copy of herself running to the left towards the wall on the other side of Varunavalry, and fired off an AquaWhirl1 with the last of her chant.

    The two Winters sprinted ahead, each chasing a fast moving water tornado towards either side of Varunavalry. They darted and dodged as they went, ducking and even jumping as needed... whatever it took to make themselves difficult targets for the supervirus during their approach. Once the sorceresses were halfway to their destinations, the two gestured at Varunavalry, and a large mass of extremely dense cold air formed over the flaming hot supervirus. The difference in temperature and air pressure did the rest, and a great gale pulled the AquaWhirl tornadoes towards the flaming metavirus as high speed.

    From here, all Winter needed to do was make it into the tunnel, and she focused all her efforts on achieving that goal.

    Summary
    x: Cold Aura (5 Aqua x 4 Attacks)
    x: Arctic Mirror ((Decoy) + (5 Aqua, Delayed))
    1: AquaWhirl1 @ Varunavalry (70 Aqua + Aqua Panel Change (on-hit) + Gust Guided; C)
    x: Gust guide AquaWhirl1 (Pull to Varunavalry)
    x: Antarctic Wind guide AquaWhirl1 (Pull to Varunavalry)
    x: Prep Arctic Wind to push Winter out of harm's way.
    2: Dodge
    x: Run towards tunnel w/ Swift Strider (Movement)
    3: Dodge
    4: Run into tunnel (Movement)
    x: Prepped Improved Novice's Healing (Passive: Recover 15 HP/turn)
    posted in Sharo Net •
    RE: The Shrew taming the Beast.
    Winter panicked as the gladiator virus burst into flames, and flew right at her. She hesitated for a brief moment, and then scrambled out of the way in a less than dignified manner. She didn't even turn around to look at her adversary as she regained her footing, and bolted to the right, back towards the center of the room, while a copy of her continued running along her previous path. Once the two had split up, Winter's survival instincts kicked in, and she turned to watch the terrifying flaming... thing... and started evasive maneuvers while opening the distance as much as possible.

    Summary
    x: Arctic Mirror : ((Decoy) + (5 Aqua, Delayed))
    x: Swift Strider (Movement)
    2: Dodge
    3: Dodge
    4: Dodge
    posted in Sharo Net •
    RE: Winter's Chip Trader
    That sounds like a fair deal for both of us. -- Winter

    [[Attached: TwinFang1]]
    posted in Chip-Trader BBS •
    RE: Winter's Chip Trader
    As long as terms are negotiable, I accept. -- Winter
    posted in Chip-Trader BBS •
    RE: Winter's Chip Trader
    Yes, please. -- Winter

    [[Attached: MistConvergence1]]
    posted in Chip-Trader BBS •
    RE: Winter's Chip Trader
    Deal. -- Winter

    [[Attached: Aqua+20, Bubblestar1]]
    posted in Chip-Trader BBS •
    RE: Harke's Chip Exchange
    I'm in a pinch, and need some ice. I'll give you two Bubblers for it. -- Winter

    [[Attached: Bubbler x2]]
    posted in Chip-Trader BBS •
    RE: Shield/Barrier/Casing Purge
    These would all be better as customizer programs... just saying.
    posted in Suggestions and Questions •
    BroadsideCross Trials
    Mod: PaladinGC

    This is a set of four trials to attain higher levels of Broadside Cross. It is open to any who wish to participate, however, they must meet the following requirements:

    - Navi must possess a level 1 Broadside Cross.
    - The Cross must be registered, including Sigs.
    - The Navi must be active.

    The focus of the event will be getting to know Broadside better... in a way. The event takes place in various locations after the player receives an E-mail and accepts the challenge. They will receive further instruction and everything else they may require to complete the event upon arrival. Players should expect combat, and a higher than normal degree of difficulty. Players are also advised to keep an open mind... this could get weird: Avecia is the test giver.

    Rewards:

    - +1 level of Broadside Cross for each segment completed.
    - Battlechips (Performance Bonus)
    - Zenny (Performance Bonus)
    - Bugfrags are only obtainable after part 1.
    - FXP is only obtainable in part 4.

    Players may opt to take each of the four sections in their own time, however once a section has been started, they may not leave until they succeed or fail.
    posted in Subplot Registration •
    RE: A long night in Toronto....
    Kale frowned, turned around, and then poked his head out into the hallway to look in the direction of the entrance. "That's coming out of someone's paycheck..." he muttered to himself as he spotted the collapsed covered walk blocking the entrance. He held a hand up to his ear, and listened for a minute. He was able to discern that there was still a firefight going on outside, and made a note of the fact that it did not involve him presently. He turned around, and moved back into the room just in time to hear speculation about the attack, and a bit of grumbling. "Well, whoever it is after us, they seem to have a difference of opinion amongst themselves, and no problem sorting it out with guns." He pulled out a police radio, and mumbled grumpily "Count your blessings," before putting the radio to his ear and frowning again. "Well, that's a loss. Nothing but static."

    ----

    Mneme, meanwhile, discovered that the local network was off the grid, and doing a search on the helicopter was currently not possible. The external security cameras near where the action was taking place worked fine, but none of them could see the helicopter, nor could they pivot up far enough to try catching a glimpse of it. What they did see, however, was the collapsed entrance, and a scattering of people in the parking lot shooting at what was presumably the helicopter from behind what cover they could find amongst the vehicles parked outside. Not that that seemed to be helping them much against their aerial foe, as a couple of them near a DHL van crumpled to the ground after a trio of small fire-cracker-like explosions went off just behind them, and the side of the van suddenly looked like swiss-cheese.
    posted in User-Created RPs •
    RE: A long night in Toronto....
    "O....K.... Breathe, Mr. Shields," Kale responded as he moved back into the room with the two... refugees. He did not want to draw the obvious conclusion from what he just heard. Can I not have the bad day this sounds like I'm having, please? So... Kale waited for the man to catch his breath, then asked him: "Now, what's going on out there?"
    posted in User-Created RPs •