Post by AFoxInTheWires on Jan 26, 2015 13:35:25 GMT -8
V1 Approved (Shast || 01-31-15)
|Navi & RP Information|
-Navi Name:
Geo Man
--Appearance:
Geo Man has the appearance of medium-height (5'7") old man. He wears a long, tattered brown cloak that obscures his eyes, showing a large hooked nose and a long white sage like full beard underneath. Under his cloak he is clad in fine robes of a shimmering emerald green with a golden rope tied around his waist as a belt. He carries a tall wooden staff thick at the top and curved into a half-moon shape and tapering to a sharp point at the bottom. Hovering in the middle of the curve at the top of his staff is a slowly spinning crystal that gleams with a soft light that changes colors depending on the stage set.
--Personality:
Geo Man is very stoic and has a strong sense of justice. He has a deep connection to nature and values the natural world above all things. This can sometimes cause him to disconnect from other Navis that don't share the intensity of his passion for nature, and will easily lose his temper if he feels like anyone is desecrating nature, willfully or not. He likes to give long drawn-out lectures about the natural world and the elements to anyone willing to listen, and sometimes even when they aren't. He likes to move at a medium pace, neither rushing nor ambling, which is reflective of his personality. He dislikes the hustle and bustle of the city and much prefers the calm tranquility of the countryside. In areas with great natural beauty, he is often known to drift into deep thought while contemplating the beauty of the world around him.
--Background:
Geo Man was designed by an environmental science organization to study and regulate different biomes and climates for the purpose of adapting people and crops to thrive in extreme conditions. Be designing him to take on the properties of the natural locations he finds himself in, he is better able to understand the nuances of those areas and figure out the best way to adapt. However, Geo Man is an old, first-generation program, and was eventually retired in favor of newer, more efficient methods based on the data he gathered. Now, he travels the Net seeking to share his knowledge with others and protect nature from being desecrated by those who do not appreciate its majesty.
-Version / Experience:
--Version: 1
--Experience: 500
-Funds:
--Zenny: 0
--Bugfrags: 0
|Statistical Information|
-Type: Intel
*25% XP from normal battles
*+1 total attack
*+1 Max CD ever even Version
*+2 Program Slots
*+1 Use to a single Hyper Attack or Dark Chip
*Variable Enhancement:
-Vs. Attack: +5 Armor per Version
-Vs. Defense/Support: +5 Damage per Version
-Vs. Recon: One attack becomes Unomnidodgeable (once per battle)
-Vs. Intel: Negate one Hyper Attack or Dark Chip
-Vs. Normal: XP gain increased to 150%
-Vs. Resource: +1 chip usable per battle
-Karma: +/- 0
+1 Skill
-Elements:
Normal Lv.3
*Neutrality: Remove one weakness from each element
*+300 HP
*+30 Damage
--Net Strengths: None
--Net Weaknesses: None
-HP: 1500 (1000 Base + 300 Normal Lv.3 + 200 Navi Mark)
-Armor: 0
-Regeneration: 0
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 130
-Attack Slots: 2
|Skills|
----------------------------------------------------------*Geo Sync*
Support | Active
Geo Man attunes with the elements at his feet, taking on the properties of panels placed on the battlefield.
Skill Effect:
When activated, if a non-Normal stage is in effect, Geo Man ignores all negative effects of that stage and gains the positive effects of that stage as if he were of that element. While active, all of his attacks gain the element associated with the current stage in addition to their own.
*Grass
Element: Wood
*Ocean
Element: Aqua
*Lava
Element: Fire
*Magnet
Element: Elec
*Ice
Element: Ice
*Sand
Element: Sand
*Metal
Element: Metal
*Broken:
Element: Break
*Poison:
Element: Toxic
*Dark:
Element: Dark
*Holy:
Element: Light
*Glitch:
Element: Bug
Duration: 1 Turn
Uses: 2 per battle (+1 every third version. Next additional use: V4)
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*Geo Shift: Magnet*
Speed | Active
Geo Man forms the land around him into an electrified expanse.
Skill Effect:
Sets Magnet Stage. When the stage is set, the user chooses C or S. Blade and Metal Element attacks of that range can't be used, other non-Elec attacks of that range lose one aimer (of the attacker's choice). Elec Navis have +1 attack slot. Lasts 2 turns.
Uses: Once per battle
----------------------------------------------------------
*Geo Shift: Ocean*
Speed | Active
Geo Man forms the land around him into a miniature ocean.
Skill Effect:
Sets Ocean Stage. Non-Aqua Navis have -1 attack slot and their first dodge each turn costs 2 skill uses (instead of 1). Fire Navis take 100 Aqua Element damage/turn. Lasts 3 turns.
Uses: Once per battle
----------------------------------------------------------
*Geo Shift: Lava*
Speed | Active
Geo Man forms the land around him into a bubbling pool of lava.
Skill Effect:
Sets Lava Stage. Non-Fire navis take 100 Fire Element damage/turn. Fire Element attacks deal x1.1 damage and Fire Element navis gain 100 HP/turn. Lasts 3 turns.
Uses: Once per battle
----------------------------------------------------------
*Geo Barrier*
Support | Active
Geo Man surrounds himself with a shimmering barrier that takes on the properties of the stage.
Skill Effect:
Sets a 220 HP (+20 HP per Version-Up) Barrier. If Geo Sync is active, the Barrier gains a strength against the element associated with the current stage.
Uses: Once per battle
|Attacks|
-Max Cooldown: 10/10
----------------------------------------------------------
*Geo Strike*
C-Range | Normal + Stage Element
Geo Man whacks his foe with the head of his staff imbued with the power of the elements.
Damage: 130
----------------------------------------------------------
*Geo Shot*
S-Range | Normal + Stage Element
Geo Man whacks fires an accurate elemental bullet from the crystal in his staff at his foe.
Damage: 160
Attack Effects:
Undodgeable
Cooldown: 2
----------------------------------------------------------
*Geo Hammer*
C-Range | Normal + Stage Element
Geo Man forms a hammer of elemental energy around the head of his staff and smashes his foe's physical defenses.
Damage: 160
Attack Effects:
Breaks Shields
Cooldown: 2
----------------------------------------------------------
*Geo Lance*
C-Range | Normal + Stage Element
Geo Man forms a spear of elemental energy around the sharp-tipped bottom of his staff and stabs his foe, piercing their energy defenses.
Damage: 160
Attack Effects:
Cuts Auras
Cooldown: 2
----------------------------------------------------------
*Geo Storm*
S-Range | Normal + Stage Element
Geo Man gathers power in the crystal in his staff, then unleashes a massive blast of elemental energy that decimates the battlefield.
Damage: 565
Attack Effects:
Undodgeable
Breaks Shields
Cannot be Intercepted
Ignores Armor
Hits All
If Avoided: Half Damage (282), at the time attack is avoided
Charge: 4
|Marks|
Geo Man's Mark
Navi Mark
+200 HP
|Chip Folder|
Total Chips Usable per Battle: 5
Mega Chips Usable per Battle: 3
Giga Chips Usable per Battle: 1
----------------------------------------------------------
Standard Chips: 1
*Panel Shot*
S-Range | Non-Element
Damage: 110 (100+(10*Version))
Aimer: Breaks Shields
Effect: Gains the Element of the panels and a Lv2 Status Damage associated with them if applicable.
*Fire
Status: Burn
Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns.
*Aqua
Status: Soak
Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns.
*Elec
Status: Shock
Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns.
*Ice
Status: Freeze
Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns.
*Toxic
Status: Poison
Effect: For 2 turns, the afflicted Navi takes 10 Damage/turn and has -10 Damage (final total). If they're hit by Poison again, they take 10 more Damage/turn, have -10 more Damage, and if it's the first time they've taken Poison in the turn the Damage/Damage reduction last +1 turn, to a max of 50 Damage/turn, -50 Damage, and 6 turns. If the Damage/Damage reduction are capped, the duration cannot be increased. If the Damage/Damage reduction is at 30 or more, they can't use Undershirt effects. Once ended, a Navi cannot be Poisoned for 2 turns.
*Glitch
Status: ???
Effect: Choose a non-hidden status damage. If the Glitching attack hits, you and the hit opponent are affected by that status. User's Immunities are ignored.
Mega Chips: 0
[N/A]
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Giga Chips: 0
[N/A]