Megaman EXE RPG |
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| Battlechip List | |
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| Tweet Topic Started: Jan 4 2014, 04:58 PM (912 Views) | |
| J.G. | Jan 4 2014, 04:58 PM Post #1 |
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abba-zabba, you my only friend
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Credit goes to Tiefy and Co., this list has been copied and had minor edits made to bring it in line with the new ruleset.
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| J.G. | Jan 4 2014, 04:59 PM Post #2 |
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abba-zabba, you my only friend
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BattleChip Library B: Playing With Elements Click to reveal Library B IceTower Element: Aqua Usage: Both hands required, used up once activated, must be activated while grounded. Damage: High Description: The user slams both hands into the ground, causing a row of 4-meter tall icy spikes to jut up from the ground at 1-meter intervals. This spike row stretches up to 20 meters away; as each spike rises, the one behind it shatters and turns the ground beneath it into Ice. WoodTower Element: Wood Usage: Both hands required, used up once activated, must be activated while grounded. Damage: High Description: The user slams both hands into the ground, causing a row of 4-meter tall pointed tree trunks to sprout from the earth at 1-meter intervals. This spike row stretches up to 20 meters away; as each spike rises, the one behind it splinters and sinks into the ground, leaving a patch of Grass and flowers in its wake. FireTower Element: Fire Usage: Both hands required, used up once activated, must be activated while grounded. Damage: High Description: The user slams both hands into the ground, causing a row of 4-meter tall pillars of roaring fire to burst from the ground at 1-meter intervals. This inferno stretches up to 20 meters away; as each pillar explodes forth, the one behind it extinguishes, revealing that the ground it rose from has melted into Lava. ElecTower Element: Elec Usage: Both hands required, used up once activated. Damage: High Description: The user raises both hands to the sky, causing a row of storm clouds to form 4 meters above the ground, blasting everything beneath them with lightning! The clouds line up in a 20 meter row; as each bolt strikes, my butt behind it dissipates, and the ground underneath it becomes magnetized by the electrical build-up. FreezeBomb Element: Aqua Usage: One hand required, used up once thrown. Damage: Fair plus Freeze Description: The user throws a blue-tinted remote-detonated grenade, which explodes in a 5x5 meter sphere of bluish gas. Anything that touches this gas is Frozen for 1 turn: while Frozen, the victim cannot move or attack, and will double damage from the next Elec attack to hit (any attack shatters the ice). Any effect that causes further inability to move will be ignored if the victim is Frozen at the time it is inflicted. All terrain within the blast is frozen over, becoming Ice. As mentioned before, the bomb is remote-detonated: the user decides the exact moment in which it explodes, and can rig it to blow up on impact or in mid-air, or even have it wait on the field for a few seconds. SporeBomb Element: Wood Usage: One hand required, used up once thrown. Damage: Fair plus Moderate Sap Description: The user throws a green-tinted remote-detonated grenade, which explodes in a 5x5 meter shower of purple spores. Anything that is caught in my butt becomes covered with small mushrooms that sprout from the spores, and is thusly Sapped for 2 turns: while Sapped, the victim will take Moderate damage on any turn he/she moves outside of attacking. All terrain within the blast is overgrown with suddenly-sprouted plant life, becoming Grass. As mentioned before, the bomb is remote-detonated: the user decides the exact moment in which it explodes, and can rig it to blow up on impact or in mid-air, or even have it wait on the field for a few seconds. BrightBomb Element: Elec Usage: One hand required, used up once thrown. Damage: Fair plus Senseless Description: The user throws a yellow-tinted remote-detonated grenade, which explodes in a 5x5 meter mass of bright sparks and booming lightning. Anything caught in the electrical storm becomes Senseless for 2 turns: while Senseless, the user becomes unable to see or hear, severely hindering his/her ability to dodge/attack. All terrain within the blast is charged up with electrical energy, becoming Magnetic Flooring. As mentioned before, the bomb is remote-detonated: the user decides the exact moment in which it explodes, and can rig it to blow up on impact or in mid-air, or even have it wait on the field for a few seconds. MeltBomb Element: Fire Usage: One hand required, used up once thrown. Damage: Fair plus de-equip Description: The user throws a red-tinted remote-detonated grenade, which explodes in a 5x5 meter red-hot fireball! Any enemy caught in this inferno will lose any currently-equipped Multi-Use BattleChips, which will be literally melted and burned away by the heat! All terrain within the blast is melted as well, becoming Lava. As mentioned before, the bomb is remote-detonated: the user decides the exact moment in which it explodes, and can rig it to blow up on impact or in mid-air, or even have it wait on the field for a few seconds. SnakeArrow Element: Wood Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Low x3, see below. Description: The user is armed with a hand-mounted crossbow, which sends forth three angry green snakes at the foe. These snakes will dive into any Hole they pass over in their trajectory; if they do, they may re-appear out of any OTHER Hole on the field and continue towards the enemy! BeeGrenade Element: Wood Usage: Requires one hand to use, used up once activated. Damage: Moderate or equal to damage received, BeeGrenade has Very High health Description: The user throws a round, sturdy beehive onto the field. Every time this beehive is struck by an attack, a swarm of angry bees (surprise, surprise) pours out and attacks anything within a 5-meter spherical area around it (the bees will chase their target if said target moves out of the 5-meter area). The bees' attack itself deals either Moderate damage or damage equal to the attack that provoked them, whichever is higher. The bees perform one attack of this sort for each hit of an attack that strikes the hive, and will also attack anyone who attempts to handle or touch the hive. If their nest is destroyed, the bees will perform one final attack as usual before leaving. BambooAmbush Element: Wood Usage: No hands required, used up once activated Damage: High x2 Description: Two large, leafy bushes pop out of thin air, each one about 3 meters wide, positioned according to the user's preference. With no delay between the bushes' appearance and the attack, several sharpened bamboo spikes stab from the bushes at the foe, adjusting their aim for position or fine movements! The bushes vanish without a trace after the attack finishes. BiteArm Element: Wood Usage: Requires one hand to use, can be used once per turn until swapped out Damage: Fair Description: The user is equipped with a... flowerpot? Yes, it's an arm cannon fashioned in the shape of a flowerpot, with the head of a KillPlant virus sticking out the end! This hungry flower extends and retracts at the user's command, stretching up to 10 meters forward and biting the foe! The plant clamps down on a successful hit, dealing damage every turn it remains attached. An enemy caught in this way cannot move, but can still attack. The user may command the KillPlant to pull the enemy towards him/herself, or to let go when needed. While clamped down, damage dealt to the KillPlant does not harm the user. MopLance Element: Wood Usage: Requires both hands, can be used repeatedly until swapped out. Damage: High Description: The user is granted a 3-meter long wooden spear that can be used to jab the enemy. The weapon is exceptionally adept for performing jabbing attacks, and will push victims to the far end of its attack range if used in this way. Overall, a good weapon for playing keep-away. CornBomb Element: Wood Usage: Takes up one arm, is used up once fired. Damage: Low, hits 5 times Description: The user throws a grenade fashioned in the shape of a cob of corn. Upon any sort of impact, the kernels of corn on the bomb rapidly explode, pelting a 3x3-meter area with superheated popped corn! What's worse, the ground beneath the affected area sprouts Grass instantly! TimeBomb Element: Fire Usage: No hands required, is used up after deployment. Damage: Very High, TimeBomb has Very High health Description: A large time bomb with a digital counter is placed on the field, with the counter starting at 3. At the end of each of the user's turns, including the turn it is placed, the bomb's counter ticks down by one. Once the timer reaches 0, the bomb explodes in a 6x6 meter blast and deals monstrous damage. The bomb has Very High health, and can be destroyed before detonation. FireHook Element: Fire Usage: Takes up one arm, can be used repeatedly until swapped out. Damage: High Description: The user swings a flaming fist at the enemy, shooting a spiraling ball of fire straight forward from his/her hand if no enemy is struck by the punch! FireArm Element: Fire Usage: Takes up one arm, can be used repeatedly until swapped out. Damage: Fair Description: The user is granted a powerful flamethrower that shoots a 3-meter long jet of crimson flames with which to scorch the enemy. Alternatively, the user can sweep the fire over a 3-meter wide, 1-meter long area. Magnum Element: Fire Usage: Requires both hands, can be used repeatedly until 3 shells have been fired. Damage: High, High x3 from midair Description: The user gains a three-barreled bazooka-like cannon, which fires heavy artillery shells at the enemy. One is fired at a time, though the Magnum holds 3 shells when first drawn. When fired from mid-air, the weapon will launch all of its shells at once. Either way, each shell detonates in a 1-meter spherical blast, and Cracks any terrain below the impact point. BlackBomb Element: Fire Usage: Requires one hand, used up once deployed Damage: Incredible, BlackBomb has Very High health Description: The user places a massive black bomb on the field that will not explode until struck with a Fire attack. If struck with a Fire attack, it will detonate in a 5x5 meter fireball to deal Incredible damage. It may be destroyed without detonating it if damaged sufficiently without using Fire attacks to do so. HeatBlast Element: Fire Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Fair Description: This arm cannon fires a straight-flying fireball at high speed. Upon impact, the fireball's afterblast spreads in a + shape centered on the target, hitting anything to the sides, front, or back of it. WideShot Element: Aqua Usage: Takes up one arm, can be used repeatedly until swapped out. Damage: Moderate Description: The user fires a crescent-like wave of water at the enemy at high speed. This wave is 3 meters wide, and is well suited to engaging enemies who are cornered on the ground. StickyRain Element: Aqua Usage: No hands required, used up once activated Damage: Low per hit, 4 hits per enemy Description: Freezing rain showers down upon each enemy from above, hitting 4 times. Airborne enemies struck by the rain are rendered incapable of disengaging from the ground for 2 turns. BubbleBurst Element: Aqua Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Fair Description: This arm cannon fires a straight-flying ball of compressed water at high speed. Upon impact, the ball explodes in a spray of pressurized bubbles in a + shape centered on the target, hitting anything to the sides, front, or back of it. IceCutter Element: Aqua Usage: Requires one hand to use, used up once activated. Damage: Moderate, three shots Description: The user throws a trio of sharp-edged icy discuses modeled to resemble large snowflakes. These blades can be thrown in virtually any pattern the user desires, though all three must be thrown at once. BatSpike Element: Aqua Usage: No hands required, used up once activated. Damage: Low per hit. Description: The user sends forth eight bats sculpted from ice. These bats flutter above the foe, folding their wings and turning into pointed icicles before plummeting onto the enemy to deal damage. Upon impact, be it with the enemy or the ground, a 3-meter wide circle surrounding the bat's impact point turns into Ice. PlasmaGun Element: Elec Usage: Takes up one arm, can be used once per turn until swapped out. Damage: Moderate, inflicts Paralyze Description: The user is equipped with an electrified coil that replaces their forearm for the duration of its usage. It shoots an extremely fast orb of electricity in a straight line, which inflicts Paralyze status upon the enemy for 1 turn on contact and strikes any adjacent targets within one meter of the impact zone with an arc of lightning (which also paralyzes on contact). Foes afflicted with Paralyze status cannot move or attack for the duration. Paralyzed enemies cannot be afflicted with an additional effect that prevents attacking/movement while paralyzed. ThunderBall Element: Elec Usage: Requires one hand, can be used once per turn until swapped out. Shots last 3 turns each. Damage: Fair, inflicts Paralyze; Homing Description: The user is able to send forth a swift-moving ball of electricity that follows the enemy until it connects. Struck enemies are Paralyzed for 1 turn; a Paralyzed enemy cannot move or attack, and further attempts to inflict statuses that prevent movement or attack will fail against the victim so long as the effect is still in play. ThunderBalls will chase an enemy for 3 turns before flickering out. (Having the Thunderball continue its homing requires the user to concentrate, preventing them from attacking effectively.) MagBolt Element: Elec Usage: Requires one hand, can be used repeatedly until swapped out. Damage: Fair Description: The user is equipped with a large U-shaped magnet. By pointing this magnet forward, the user can draw in any object or enemy directly in front of him/her, regardless of vertical orientation, at a rate of 10 meters per turn. If the target cannot be pulled for whatever reason, the user is drawn towards it instead. Touching the magnet will result in being zapped with a quick jolt of electricity! ZapArrow Element: Elec Usage: No hands required, usable once per turn until swapped out Damage: Moderate per hit Description: The user sends forth a pair of Elebee viruses, which dart at the foe stinger-first at high speed from an angle of the user's choice. A successful hit will Paralyze the victim for 1 turn; while paralyzed, the victim cannot move or attack. If a second attack would cause further inability to move while the victim is already paralyzed, the new effect is ignored. DollThunder Element: Elec Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: Fair Description: The user wields a lightning rod tipped with a glowing yellow ball. The rod can be used to directly strike the foe, or to fire a linear blast of lightning forward from its tip. While holding the lightning rod, the user may block an opponent's Elec-type projectile attack with it, and regain Fair health. Doing so destroys the rod, however. KillZap Element: Elec Usage: No hands required, used up once activated. Damage: High, KillerEye has Fair health Description: The user summons... a KillerEye virus! This cycloptic adversary floats a foot off of the ground, and is immune to all terrain effects. It levitates slowly around the field to move, though it is very fast at turning on either axis. To attack, it fires a lethal electric ray that passes through any object it hits, dealing High damage and Paralyzing any damageable target that is unlucky enough to be hit for 1 turn! While paralyzed, the victim cannot move or attack, and effects that would inflict further inability to move are ignored for the duration. The KillerEye cannot move and fire its beam at the same time. Edited by J.G., Jan 21 2014, 10:29 PM.
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| J.G. | Jan 4 2014, 04:59 PM Post #3 |
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abba-zabba, you my only friend
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BattleChip Library C: Advanced Tactics Click to reveal Library C DivideLine Element: Breaking Usage: No hands required, used up once activated Damage: None Description: A 7-meter wide, 1 meter long chasm opens in front of the user. This chasm is treated as if it were composed of 7 Holes side by side. PanelFormat Element: Null Usage: No hands required, used up once activated Damage: None Description: The entire field reverts to the condition it was in at the topic's start, regardless of any other terrain types existing in play. GrassStage Element: Wood Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the user is transformed into Grass. IceStage Element: Aqua Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the user is transformed into Ice. Geddon Element: Breaking Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the user is transformed into Cracked ground. MagnetStage Element: Elec Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the user is transformed into Magnetic terrain. LavaStage Element: Fire Usage: No hands required, used up once activated Damage: Same as Panels Description: Upon activation of this chip, a 20-meter wide circle around the user is transformed into molten Lava. MetalStage Element: None Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, a 20-meter wide circle around the user is transformed into solid Metal flooring. HolyPanel Element: Null Usage: No hands required, used up once activated Damage: None Description: Upon activation of this chip, the ground beneath the user is transformed into a single Holy Panel; while standing atop the HolyPanel, the subject takes 1 damage level less from attacks, but also deals 1 level less with its own attacks. Recover Element: Recovery Usage: No hands required, used up once activated Damage: Heals High Description: The user or a selected target instantly recovers from High damage. Only one Battle Chip with 'Recover' in its name can be used per turn. Barrier Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Obstacle Usage: No hands required, used up once activated Damage: Blocks 1 hit Description: The user is surrounded by a spherical barrier which absorbs a single hit of any damage level before being disrupted. Aura Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Obstacle Usage: No hands required, used up once activated Damage: Blocks Fair or weaker attacks Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than Fair damage from having any effect. If an attack equal to or stronger than Fair connects, the Aura is disrupted and removed. The Aura will be removed by any attack with a 'knockback' effect, and will last 5 turns otherwise. FireAura Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Fire/Obstacle Usage: No hands required, used up once activated Damage: Blocks High or weaker attacks unless hit by Aqua Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than High damage from having any effect. If an attack equal to or stronger than High connects, the Aura is disrupted and removed. The Aura will be removed by any Aqua-type attack, and will last 5 turns otherwise. AquaAura Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Aqua/Obstacle Usage: No hands required, used up once activated Damage: Blocks High or weaker attacks unless hit by Elec Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than High damage from having any effect. If an attack equal to or stronger than Very High connects, the Aura is disrupted and removed. The Aura will be removed by any Elec-type attack, and will last 5 turns otherwise. ElecAura Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Elec/Obstacle Usage: No hands required, used up once activated Damage: Blocks High or weaker attacks unless hit by Wood Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than High damage from having any effect. If an attack equal to or stronger than High connects, the Aura is disrupted and removed. The Aura will be removed by any Wood-type attack, and will last 5 turns otherwise. WoodAura Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Wood/Obstacle Usage: No hands required, used up once activated Damage: Blocks High or weaker attacks unless hit by Fire Description: The user is surrounded by a wispy veil of energy which prevents any attacks dealing less than High damage from having any effect. If an attack equal to or stronger than High connects, the Aura is disrupted and removed. The Aura will be removed by any Fire-type attack, and will last 5 turns otherwise. ArachNitro Element: Fire Usage: No hands required, used up once deployed. Damage: High, ArachNitro has Fair health Description: The user deploys what appears to be a Spidy virus with a large black bomb for an abdomen. This spider will remain in place until struck with a Fire attack, at which point its fuse will light. When this happens, the Spidy will chase after the nearest enemy at high speed, exploding in a 3x3 fireball either after 3 turns or when it successfully catches up. The Spidy is immune to damage from any and all defense-piercing/breaking attacks. Slasher Special: Counter Chip: may not be used the turn it is slotted in. Element: Sword/Cursor Usage: One hand required, can be used repeatedly until swapped out. Damage: Very High Description: The user wields a short, keen-edged knife-like blade perfectly suited to close range combat. If the enemy uses a teleport/speed boost/flash step ability to warp within 2 meters' range, the user is granted a FREE automatic hit on that enemy by using the Slasher to attack, which the enemy may not block or dodge! SearchGun Special: Counter Chip: may not be used the turn it is slotted in. Element: Cursor Usage: Both hand required, can be used repeatedly until swapped out. Damage: High Description: The user wields a long-barreled sniper rifle with incredible range, though its sheer size makes it unwieldy at point-blank range. If the enemy used a teleport/speed boost/flash step ability to warp beyond 20 meters' range, the user is granted a FREE automatic hit on that enemy using the SearchGun to attack, which the enemy may not block or dodge! GreenSeed Element: Wood Usage: Requires one hand, used up once fired. Damage: Fair Description: The user is equipped with a green-tinted grenade to be lobbed at the enemy. Upon contact with any object, the grenade burst explodes in a 3x3 meter blast, and the ground beneath the explosion is transformed into Grass. RedSeed Element: Fire Usage: Requires one hand, used up once fired. Damage: Fair Description: The user is equipped with a red-tinted grenade to be lobbed at the enemy. Upon contact with any object, the grenade burst explodes in a 3x3 meter blast, and the ground beneath the explosion is transformed into Lava. BlueSeed Element: Aqua Usage: Requires one hand, used up once fired. Damage: Fair Description: The user is equipped with a Blue-tinted grenade to be lobbed at the enemy. Upon contact with any object, the grenade burst explodes in a 3x3 meter blast, and the ground beneath the explosion is transformed into Deep Water. AtkPlus Element: Variable Usage: No hands required, used up once activated Damage: None Description: When used, the damage of the user's or target's next Single-Hit attack increases to the next tier (maximum of Incredible). Automatically hits if used on the enemy. AtkMinus Element: Variable Usage: No hands required, used up once activated Damage: None Description: When used, the damage of the user's or target's next Single-Hit attack decreases to the next lowest tier (maximum of Pitiful). Automatically hits if used on the enemy. MettPawn Element: Obstacle Usage: No hands required, used up once activated Damage: Moderate, MettPawn has Fair health Description: The user summons... a Mettaur virus? This diminutive (1 foot tall) fellow has a circular insignia on the front of his helmet, as opposed to the standard "+", denoting his rank. Once summoned, the Mettaur Pawn can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Pawn attacks with a small pickaxe, sending a small shockwave along the ground directly in front of it. A hit from either deals Moderate damage. -The Mettaur Pawn ducks under its helmet! While it remains underneath, all High or weaker attacks that hit it deal no damage, save for defense-piercing/breaking attacks, or anything that would hit it from underneath. It also sends forth a retaliatory shockwave along the ground in a 3-meter circle around itself when struck, dealing Moderate damage to its surroundings. Please note that neither of these abilities may be utilized if the Mettaur Pawn is removed from the ground. MettRook Element: Obstacle Usage: No hands required, used up once activated Damage: High, MettRook has High health Description: The user summons... a Mettaur virus? This 1-foot tall guardian wears a flat-topped helmet resembling the parapet of a castle tower, denoting its rank. Once summoned, the Mettaur Rook can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Rook charges straight forward at high speed, ramming the enemy with its helmet for High damage! -The Mettaur Rook ducks under its helmet! While it remains underneath, all attacks that hit it deal no damage, save for defense-piercing/breaking attacks, or anything that would hit it from underneath. While doing so, the Mettaur Rook can 'castle' - that is to say, instantly switch places with any other summoned object(eg: RockCube, other MettChess chips, etc.) controlled by the user. Please note that neither of these abilities may be utilized if the Mettaur Rook is removed from the ground. MettKnight Element: Obstacle Usage: No hands required, used up once activated Damage: Fair, MettKnight has Fair health Description: The user summons... a Mettaur virus? This chivalrous runt wears a metal knight's helmet, complete with face guard and a horse-shaped decorative crest atop it. Once summoned, the Mettaur Knight can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Knight leaps into the air and attempts to fall upon the foe, striking with a pickaxe from on-high for Fair damage! It can jump up to 6 meters from its starting position, and can even turn in mid-air! -The Mettaur Knight hides within its helmet, slamming down the face guard for good measure! While it remains underneath, all High or weaker attacks that hit it deal no damage, save for defense-piercing/breaking attacks, or anything that would hit it from underneath. The Mettaur Knight is still able to see through the front of its helmet, however, and so can see what the enemy is doing while it hides. Please note that neither of these abilities may be utilized if the Mettaur Knight is removed from the ground. MettBishop Element: Obstacle Usage: No hands required, used up once activated Damage: Moderate, High upon impact, MettBishop has Fair health Description: The user summons... a Mettaur virus? This pious fellow wears an ovoid helmet with a pointed top, denoting its rank. Once summoned, the Mettaur Bishop can move around on its short legs freely, and perform one of two actions each turn: -The Mettaur Bishop shoots a trio of energy pellets from its mouth, in a 90-degree arc so as to cover the front and two diagonal directions. Each pellet deals Moderate damage. -The Mettaur Bishop hides beneath its helmet! While concealed in this way, the virus takes no damage from non-defense-piercing/breaking attacks dealing High or less... including those that would hit it from underneath. In addition, if it blocks an attack in this manner, the Mettaur Bishop will TELEPORT on its next turn, warping directly behind whoever launched the attack, and will fire a volley of SIX energy pellets, dealing Moderate damage each! Please note that neither of these abilities may be utilized if the Mettaur Bishop is removed from the ground. TwinGuard Element: Obstacle Usage: No hands required, used up once activated. Damage: None, has Very High health Description: The user summons... a Twin Virus. Just one? Well, without a partner on the field, the Twin will select a summoned object(eg: RockCube, a MettChess chip, etc.) controlled by the user to substitute. Once bonded, the Twin will automatically restore it to the field if it is destroyed by an enemy's attack, and will continue to do so until it is destroyed itself. If two Twins are in play, regardless of who activated them, they will instantly bond to each other, undoing any existing bonds. Once this happens, the two become immune to ANY non-damaging effects save for their own, and must be destroyed simultaneously in order to remove them from the field. |
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| J.G. | Jan 4 2014, 05:00 PM Post #4 |
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abba-zabba, you my only friend
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Battlechip Library D: Rare Chips Click to show Rare Chips LifeAura Special: Aura - only one 'Aura' BattleChip may be active at a time. Element: Null Usage: No hands required, used up once activated. Damage: Blocks Very High or weaker attacks Description: The user is surrounded by a translucent veil of shimmering energy. This veil will prevent any attacks dealing less than Very High damage from having any effect. If an attack equal to or stronger than Very High connects, the Aura is disrupted and removed. The Aura will last for 5 turns if not disrupted. Canopy Element: Wood Usage: No hands required, used up once activated. Damage: N/A Description: The entire surrounding area becomes shrouded by a dense forest canopy, which form a ceiling of branches and leaves 6 meters above the ground. While in place, the canopy blocks out light from above, reducing lighting to a dim shadow. Attacks that enter the field from above, such as meteors and the like, are completely unable to penetrate the canopy, and are thus rendered useless. Navis and Viruses who can reach the canopy can hang from or climb on it, though they cannot penetrate THROUGH it by any means. A Fire attack that strikes the canopy (except those that hit from above) will burn away a 10-meter wide hole; 3 such holes will cause the entire canopy to disintegrate. GhostFire Element: Fire Usage: Requires one hand to use, can be used repeatedly until swapped out. Damage: High Description: The user fires a slow-moving bluish fireball that homes in on a set target of the user's choice. While its trajectory is simple, the fireball will pass right through anything it hits, including Obstacles and Navis, while still dealing damage. HotBody Element: Fire/Wind Usage: No hands required, used up once activated. Damage: Very High Description: The user surrounds him/herself with a 3-meter wide pillar of whirling flames, extending about 6 meters into the air. Anything caught in this inferno except for the user is blown to the edge of the affected area, away from the user. MeteorStar Element: Fire Usage: No hands required, used up once activated. Damage: Moderate per hit Description: The user calls down a hail of 30 meteors to bombard the field. These meteors rain down in batches of 3 per enemy per turn, lasting until all 30 meteors have landed. WhirlWave Element: Aqua/Wind Usage: No hands required, used up once activated. Damage: Very High Description: The user surrounds him/herself with a 3-meter wide storm of whirling water, extending about 6 meters into the air. Anything caught in this torrent except for the user is pulled towards the center of the storm. FlickerKick Element: Elec Usage: User cannot use any other attack on the turn this is used, can be used repeatedly until swapped out. Damage: Moderate per hit, 3 hits, inflicts Blind Description: The user rapidly kicks the enemy 3 times in succession. The third kick unleashes a flash of light that Blinds the foe for 2 turns; Blind targets cannot see, and cannot use targeting or homing attacks. ThunderHead Element: Elec Usage: No hands required, used up once deployed. Damage: Very High, ThunderHead has High health Description: A tall electric dragon virus is summoned onto the field, and remains there for 1 turn. On the turn after being summoned, it will cause a single spot on the field (of the user's choice) to be struck with a powerful bolt of lighting. The lightning bolt immediately spreads outwards after impact, striking a 3x3 meter area around the spot where it strikes. The ground where it hits is broken, transformed into a Hole. After the lightning strikes, the dragon vanishes. Invisible Element: Stealth Usage: No hands required, used up once activated, lasts 3 turns. Damage: N/A Description: The user becomes intangible - but not actually invisible, more like translucent - and completely free of substance to the touch. All Melee-oriented attacks will no longer affect the user while he/she remains in this state. Similarly, ALL defense-piercing attacks targeting the user will be ineffective, even those that would otherwise connect. Shadow Element: Stealth Usage: No hands required, used up once activated, lasts 3 turns Damage: N/A Description: The user's body turns pitch-black and completely insubstantial to the touch. While in this state, the user becomes immune to any non-Melee attacks, as well as any and all defense-piercing attacks. MettQueen Element: Obstacle Usage: No hands required, used up once activated. Damage: High, MettQueen has Very High health Description: The user summons... a Mettaur Virus! This Mettaur sports a tall, regal-looking crown in place of its usual helmet, and is also noticeably female... well, at least to other Mettaurs. Despite its short stature and stubby feet, the Queen is incredibly agile, able to run and jump like an average NetNavi. Once per turn, it may perform one of the following actions: -The Mettaur Queen strikes with a jarring... kick!? Either jumping to perform it, or just giving a mean shot to the shin, the Queen is capable of dealing High damage with its feet. Beware! -The Mettaur Queen hides beneath its crown, sheltering itself from harm. While it remains underneath, all Very High or weaker attacks that hit it deal no damage, save for defense-piercing/breaking attacks, or anything that would hit it from underneath. If an attack is taken in this way without destroying it, the Mettaur Queen retaliates by stomping the ground, causing a glowing 4-meter tall pillar of energy to erupt from directly underneath the foe, dealing High damage. -The Mettaur Queen calls all other Mettaur Viruses controlled by the user to itself! By doing so, all Mettaurs called in this way are healed of any injuries sustained, and become impervious to defense-piercing/breaking attacks on the turn the call is given. The Queen does not defend itself while performing this action. MettKing Element: Obstacle Usage: No hands required, used up once activated. Damage: Very High x2, MettKing has Inconceivable health Description: The user summons a gigantic Mettaur Virus, the King of all Mettaurs! Standing at 3 meters tall, sporting a bushy white mustache and beard, and crowned with a bull-horned helmet with a cross-shaped crest poking from the top, this imposing Virus easily makes his presence known upon the battlefield. It is rather heavy, and so moves at a lumbering gait upon its massive boots. Once per turn, it may perform one of the following actions: -The Mettaur King produces a pair of gigantic silver hammers, and slams them into the earth! Each one is a mighty enough weapon in its own right, but upon striking the ground, each will send forth a mighty shockwave that causes the ground to erupt and roll forward like a wave, dealing damage equal to that of the hammer's strike! -The Mettaur King shields itself beneath its mighty helmet! Only Very High or stronger attacks can penetrate it; Defense-piercing/breaking attacks will merely ignore the defense, their destructive properties completely negated against this mightiest of Viruses. |
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| J.G. | Jan 4 2014, 05:01 PM Post #5 |
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abba-zabba, you my only friend
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Program Advance List Click to see Program Advances GigaCannon: Cannon (x3) Type: Null Description: The user materializes a dark green cannon which envelopes their arms, and the use is able to fire a fused blast of energy from 3 Cannon Chips. The cannon requires both hands to squeeze the trigger, releasing a powerful blast of energy. This blast continues on after it hits, but loses one damage level for each Navi or object it passes through. Usage: One use only Damage: Truly Incredible GigaGuts: GutsPunch (x3) Type: Breaking Description: The user's arm is enveloped by a far larger than normal GutsFist, which is fired forward by punching. The fist damages opponents it hits, and obstacles will be flung forward, dealing damage to those they hit equal to their health. Usage: One use only. Damage: Incredible Great Yo-Yo: Yo-Yo (x3) Type: Sword Description: Launches 3 Yo-Yos simultaneously at enemies. Each must be aimed at a separate target, and each hits three times. Usage: One use only Damage: Very High per hit InfiniteVulcan: Vulcan (x3) Type: Null Description: The user materializes a silver Gatling Gun on their arm, which fires a total of 30 bullets each doing pitiful damage. Whatever these bullets hit, they also deal damage to any Navi or obstacle standing up to one meter behind. Usage: One use only. Damage: Pitiful per bullet LifeSword: Sword, Widesword, Longsword OR Firesword, Icesword, Elecsword OR Fireblade, Iceblade, Elecblade Type: Sword Description: The user fuses all three sword chips, creating a glowing two handed sword, and strikes with their combined power and range in an attack so strong the sword falls apart after one swing. Usage: One use only Damage: Massive ElementSword: Firesword, Aquasword, Elecsword, Bamboosword OR Fireblade, Aquablade, Elecblade, Bambooblade Type: Fire, Aqua, Elec, Wood, Sword Description: The user fuses all four elemental blades into a large, two handed sword swirling with color. Once swung, its color becomes solid, and it takes on the Fire element. On each consecutive swing, it changes element (Fire, Aqua, Elec, Wood) until all elements have been used, at which point it vanishes, its power spent. Usage: Four attacks. Damage: Very High per Hit, before elemental weaknesses. Lifetower: Firetower, Icetower, Woodtower Type: Null Description: The user slams their hand on the ground, summoning a tower of energy in front of them that covers a 3 meter by 3 meter area, sending all those hit by it flying into the air. Usage: One use only Damage: Incredible KiloBurst: Spreader (x3) Type: Null Description: The user fuses three Spreader chips, creating a large, multibarrelled buster held in both hands. The buster fires five blasts that are so close together as to be indistinguishable, and wherever they hit, 5 concentric waves of force spread out over a three meter by three meter area, hitting those adjacent to the target. Usage: One use only Damage: Moderate per hit GigaBurst: Spreader (x5) Type: Null Description: As above, but the buster fires ten shots instead of five, and creates ten rings of force. Usage: Null Damage: Moderate per hit SuperShot: Wideshot (x3) Type: Aqua Description: The users fuses the power of three Wideshot chips, and fires five consecutive waves of pressurized water that cover a three meter wide area. Any navi hit with one of the waves, will be knocked back and hit with all subsequent waves. Usage: One use only Damage: Fair per wave Timebomb+: Timebomb, Timebomb, Blackbomb Type: Obstacle, Breaking Description: The user summons a bomb to the field. It has a three turn timer that decrements by one every time the user takes a turn after they summon it, and detonates when it reaches 0, exploding in a 10x10 radius and cracking all panels (and breaking already cracked panels) in the blast radius. The bomb has Very High health. Usage: One use only Damage: Truly Incredible GreatBomb: FreezeBomb, SporeBomb, BrightBomb, MeltBomb Type: Recovery (?!) Description: The elemental bombs are fused into a single sphere made of swirling colors, which the user activates by throwing at the ground. Motes of color explode from it, and rush out at all other Navis, creating status effects depending on what kind of panel they're standing on.
In addition, all panels in the battle area become Null panels. Usage: One use only Damage: N/A BlazeArm: FireArm, FireArm, FireHook, FireHook Type: Fire Description: The user punches the ground in front of them, and a three meter by three meter area in front of them erupts into flame, dealing damage to all those within and changing the panels to firepanels. Usage: One use only Damage: Truly Incredible LightningBall: ThunderBall (x3) Type: Elec Description: The user releases three Thunderballs, which follow the enemy until they connect. Struck enemies are paralyzed for their entire turn, and cannot move or attack. These Thunderballs will chase their target for three turns, or until they connect, but act independently of their user, and do not require direction. Usage: One use only Damage: High per hit Edited by J.G., Feb 9 2014, 03:12 PM.
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9:33 AM Jul 11