Steve finished winding his watch. "Okay, Druidman, you can move again." he said, slotting in a few chips. "I guess you can finish up, now."
"Uh... okay, dude." Druidman replied groggily, he had been lounging around like a slack-jawed yokel. He began to chant, feeling pure healing energy flow through his body, the aches and pains (and chills!) of the last few moments began to slip away from him, and Druidman pushed his hands on the ground and shouted "SANCTIFIED RECOVERY FORCE!!!" Draining vines began to burst from the ground, whipping around, searching for unwary prey.
Still stooped on the ground, Druidman's continued to chant, but this time, the cadence slowed down somewhat, and the sounds of the words began to sound more robust. Green energy channeled it's way through his arms and into the ground near him, extending a small piece of his own essence outwards. "RAMPANT GROWTH FORCE!!!"
"Druidman, I'm sending you something new. But, I think it's something you can work with." Steve said. "In fact, someone might get jealous of it?" he
Really
Anxiously
Intoned.
"Wha?" Druidman looked visibly confused, and looked towards his partner. "Sylk, I guess check this thing out?" he shrugged as he channeled the new chip. Nearby, there was a flicker of embers, and a heat haze forming from nothingness, and, as the shimmering faded, a Spikey virus came into being, like a strange reverse-mirage. "Uh, sic'em, boy?" he said, pointing at his remaining foes. "Protect her, dude!" he added, gesturing to his comrade-in-many-arms. The Spikey complied, leaping about and spouting flame around at the viral survivors.
Loading the remaining chip data, Druidman sent a pulse of electrical energy through his forearms, giving him a strange, numb sort of tingling sensation. The energy coalesced into several orbs, which Druidman flung about the area.
Still channeling electricity, Druidman drew his scimitar, and with a slight grunt, grabbed the tip of the blade and began to bend the weapon into a "U" shape, charged with electricity, the sword became like a magnet, eager to launch out his his grip. Druidman held it back long enough to wait for the perfect angle to strike at the circling plane virus, and then let his fingers slack, launching the magnetized metal skyward.
"Uh, this one is new too, huh, man?" he asked, as a strange sort of feeling spread through his body. Slight shifts in the air around him made it seem as it the very wind itself was shielding him from harm. If he squinted, he could almost swear he saw a shimmer of metal dancing around him, ready to intercept anything foolish enough to get close. "Sylk-Lady, the rest is up to you, dudette!"
*.)ShotMeteor attack to FighterBomberV4.
*.)Resolute Steel Force: Passive Hardbody
1.)Sanctified Recovery Force: 60Wood+Drain to Lunaroid2.
2.)Rampant Growth Force: Medium Grass Terrain.
3.)
Spikey3HP: 280
Damage: 75 Fire + Spread 2 (Line shape)
Accuracy: A
Description: Creates a Spikey3 virus to aid you. Attacks by firing a HeatSide.
Duration: Until defeated
Element: Fire
Special: Allied Virus: This virus has two actions 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: A: 280HP Virus: 75 + Spread 1 / 3 Action (Acc: A)
4.)
ClusterShot2Damage: 10 x 8 Shots + Variable Targeting
Accuracy: B
Description: Launches a volley of eight 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: C: 10 x 8 Shots + Variable Targeting (Acc: B) to Lunaroid2/FighterBomberV4.
5.)
MagBolt2Damage: 110 + 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: C: 110 + Stun + Magnetic Pull (Acc: B) to FighterBomberV4.
6.)
AntiDamageDamage: Trap((Negate Attack) Then (100 Slashing x 3 Shots)): Damaging Null Element Attack
Accuracy: B
Description: Negates one Non-Elemental attack and counters with 3 Shuriken.
Duration: One Attack
Element: Null
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
Trader Rank: B: Trap((Negate Attack) Then (100 Slashing x 3 Shots)): Damaging Null Element Attack (Acc: B) to DruidMan.
s1.)Attack Lunaroid2.
s2.)Attack FighterBomberV4.
s3.)Attack FighterBomberV4.