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Chip suggestions.
Topic Started: Sep 21 2016, 03:40 AM (99 Views)
PaladinGC
Member Avatar
Technomancer
[ *  *  *  *  * ]
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

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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.

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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.

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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.
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