Post by Gaia on Aug 8, 2016 19:24:12 GMT -8
{
JunkMan.EXE
}
-Version / Experience:
--Version: 15
--Experience: 5855
-Funds:
--Zenny: 47,000z
--Bugfrags: 19
---MiniFrags: 4/5
--Level: 28
-- 1 RMD
--- 1 BMD
--- 1 GMD
*Font: faf255 jokerman
JunkMan.EXE
{
--Appearance--
JunkMan is a Navi comprised entirely out of junk data, and is little more than a pile of trash given form. His circular base, made from a series of stacked up, interlocking junk plates, has a single, all-terrain belt-wheel attached to the inside of it, which is his main source of mobility.
His breastplate is a well selected, rather sleek grey armor piece that breaks at the bottom center for an inset, light blue panel, where JunkMan's Navi Crest is pressed in.
His arms are large grab-arms, perfect for grabbing and manipulating trash, with extension belts built into the arms for extreme reach. The grabber arms can fold backwards and compress flat, turning into large trash presses fit for crushing vehicles! Red wires connect his arms to his back.
His face is well hidden within some sort of bisected metal mask, prongs dug into the bottom to act as his teeth. The metal helmet hides the majority of his true face from view, the only thing showing behind it being his glowing yellow eyes. Growing from the back of his head down to his back are many red wire-cables.
JunkMan's hunchback is protected by an armored shell of the best material ever - junk! Three metal spines jut out from either side of his spine, which can conduct an electrical current and support a magnetic field.
--Personality--
JunkMan is a good intended Navi, if not a little dull. Being constructed from people's junk data, he isn't the brightest of NetNavis, but, has a rather simple passion - his collection! A hoarder at heart, JunkMan loves to collect things and will protect whatever it is he has added to his collection with his life.
A lonely soul, JunkMan is used to being all by himself, and is pretty independent as far as being able to fend for himself goes. He often talks to himself or his collection when he has nothing better to do, and is quick to talk to others about whatever it is that has caught his interest.
Lonely as he is, he's quick to make friends of any type, and, thanks to his rather child-like mindset, is easy to get along with or put back on the right path. He gets easily confused, and, with a short attention span, is very easy to entertain.
Despite his lack of extreme intelligence, his years in space makes him quite knowledgeable on most any topic having to do with space, and, of course, knows his junk! He's quite the database for parts, pieces and models of just about anything, and is more than capable of putting things together from scratch - just think about the Castle he built, fully sustainable of human life and a work of architectural genius!
--Background--
JunkMan is a NetNavi that has been built from bits and pieces of junk data floating around the net. Upon creation, he was placed inside of a weather satellite and sent up into space in order to monitor the weather from above.
During his time in space, he grew bored and lonely, and started collecting any little bits of space trash that came his way. Becoming his only friends, he soon started building a castle out of all the trash he came across, utilizing his ability to produce a magnetic field. Unaware of the potential trouble this could cause, he accidentally pulled in a satellite with people on board - some understanding heroes came along and taught him what things he could bring in for his hoard, and what things he couldn't.
To this day, he is still up in his Satellite, collecting junk to his core's content. Disconnected as he is from the world, he doesn't really know much about what goes on. But, he was recently contacted by one of the newest scientists of the company that sent him up into space.
"JunkMan! We've finally completed collecting all of the Data from your satellite," the scientist had lied, even if JunkMan didn't know it. They'd just forgotten about the poor sod. "We're going to finally open a pathway back to our central computer, and you can rejoin the world again! You'll be free to do as you wish on the net, and you'll always be allowed back into our Network. What do you say?"
What did he say? What else could he say?! He was finally going home! JunkMan was ecstatic - the world was so different from in space! So many more things to collect, new places to explore, more space to build and store! "Of course I want to come back! But - I want that path to stay open! I can't just leave my wonderful collection! And I might just start to miss space . . ."
--RP Information--
}--Appearance--
JunkMan is a Navi comprised entirely out of junk data, and is little more than a pile of trash given form. His circular base, made from a series of stacked up, interlocking junk plates, has a single, all-terrain belt-wheel attached to the inside of it, which is his main source of mobility.
His breastplate is a well selected, rather sleek grey armor piece that breaks at the bottom center for an inset, light blue panel, where JunkMan's Navi Crest is pressed in.
His arms are large grab-arms, perfect for grabbing and manipulating trash, with extension belts built into the arms for extreme reach. The grabber arms can fold backwards and compress flat, turning into large trash presses fit for crushing vehicles! Red wires connect his arms to his back.
His face is well hidden within some sort of bisected metal mask, prongs dug into the bottom to act as his teeth. The metal helmet hides the majority of his true face from view, the only thing showing behind it being his glowing yellow eyes. Growing from the back of his head down to his back are many red wire-cables.
JunkMan's hunchback is protected by an armored shell of the best material ever - junk! Three metal spines jut out from either side of his spine, which can conduct an electrical current and support a magnetic field.
--Personality--
JunkMan is a good intended Navi, if not a little dull. Being constructed from people's junk data, he isn't the brightest of NetNavis, but, has a rather simple passion - his collection! A hoarder at heart, JunkMan loves to collect things and will protect whatever it is he has added to his collection with his life.
A lonely soul, JunkMan is used to being all by himself, and is pretty independent as far as being able to fend for himself goes. He often talks to himself or his collection when he has nothing better to do, and is quick to talk to others about whatever it is that has caught his interest.
Lonely as he is, he's quick to make friends of any type, and, thanks to his rather child-like mindset, is easy to get along with or put back on the right path. He gets easily confused, and, with a short attention span, is very easy to entertain.
Despite his lack of extreme intelligence, his years in space makes him quite knowledgeable on most any topic having to do with space, and, of course, knows his junk! He's quite the database for parts, pieces and models of just about anything, and is more than capable of putting things together from scratch - just think about the Castle he built, fully sustainable of human life and a work of architectural genius!
--Background--
JunkMan is a NetNavi that has been built from bits and pieces of junk data floating around the net. Upon creation, he was placed inside of a weather satellite and sent up into space in order to monitor the weather from above.
During his time in space, he grew bored and lonely, and started collecting any little bits of space trash that came his way. Becoming his only friends, he soon started building a castle out of all the trash he came across, utilizing his ability to produce a magnetic field. Unaware of the potential trouble this could cause, he accidentally pulled in a satellite with people on board - some understanding heroes came along and taught him what things he could bring in for his hoard, and what things he couldn't.
To this day, he is still up in his Satellite, collecting junk to his core's content. Disconnected as he is from the world, he doesn't really know much about what goes on. But, he was recently contacted by one of the newest scientists of the company that sent him up into space.
"JunkMan! We've finally completed collecting all of the Data from your satellite," the scientist had lied, even if JunkMan didn't know it. They'd just forgotten about the poor sod. "We're going to finally open a pathway back to our central computer, and you can rejoin the world again! You'll be free to do as you wish on the net, and you'll always be allowed back into our Network. What do you say?"
What did he say? What else could he say?! He was finally going home! JunkMan was ecstatic - the world was so different from in space! So many more things to collect, new places to explore, more space to build and store! "Of course I want to come back! But - I want that path to stay open! I can't just leave my wonderful collection! And I might just start to miss space . . ."
-Version / Experience:
--Version: 15
--Experience: 5855
-Funds:
--Zenny: 47,000
--Bugfrags: 19
---MiniFrags: 4/5
--Level: 28
-- 1 RMD
--- 1 BMD
--- 1 GMD
*Font: faf255 jokerman
{
-Type: Defense
-Karma: Neutral
-Elements: StoneLv5 IceLv3
--Strengths: Wind, Elec, Blade, Stone, Light, Aqua, Toxic2, Ice
--Weaknesses: Metal, Wood, Break2, Seeking, Fire, Sonic, Bug2
-Health: 3,700
-Armor: 340
- JunkMan takes 29% Damage.
-Regeneration: 185
-Natural Avoid: Status Heal // 5 Turn CD
--Statistical Information--
}-Type: Defense
{--Effects: (Click to view)}° +5 armor per version.
° Natural avoidance may become a shield at will.
° Immune to: Armor Reduction, DoT effects, Max HP Reduction, Mitigation Inversion
° Version 4: You may expend an additional skill use when using a Shield skill to make that use Unbreakable.
° Version 7: +1 use to Defense skills (Shields, objects, armor, Strength/Weaknesses, Status heal)
° Version 13: +20% armor.
° Natural avoidance may become a shield at will.
° Immune to: Armor Reduction, DoT effects, Max HP Reduction, Mitigation Inversion
° Version 4: You may expend an additional skill use when using a Shield skill to make that use Unbreakable.
° Version 7: +1 use to Defense skills (Shields, objects, armor, Strength/Weaknesses, Status heal)
° Version 13: +20% armor.
-Karma: Neutral
{--Effects: (Click to view)}° Base: Gain a Hyper Attack
° v6: Gain a Hyper Attack
° v12: Gain a Hyper Attack
° v6: Gain a Hyper Attack
° v12: Gain a Hyper Attack
-Elements: StoneLv5 IceLv3
{--Effects: (Click to view)}° Stone Skin
° +1,000 HP. User can take 50% damage from one attack (0-CD)
° +60 Armor
° +1,000 HP. User can take 50% damage from one attack (0-CD)
° +60 Armor
--Strengths: Wind, Elec, Blade, Stone, Light, Aqua, Toxic2, Ice
--Weaknesses: Metal, Wood, Break2, Seeking, Fire, Sonic, Bug2
-Health: 3,700
-Armor: 340
- JunkMan takes 29% Damage.
-Regeneration: 185
-Natural Avoid: Status Heal // 5 Turn CD
{--Modifiers: (Click to view)}° Base HP (1000)
° +1400 HP (V-Up)
° +1000 HP (Stone Element)
° +200 HP (Navi Mark)
° +100 HP (Silver Signet)
° +75 Armor (Type)
° +60 Armor (Ice)
° 1.2x Armor (Type)
° +1400 HP (V-Up)
° +1000 HP (Stone Element)
° +200 HP (Navi Mark)
° +100 HP (Silver Signet)
° +75 Armor (Type)
° +60 Armor (Ice)
° 1.2x Armor (Type)
{
--Skill Pool--
}-Defense Skills:
1. [Reinforced Frame] [B-Tier, Armor+]
JunkMan's body is reinforced, granting him extra durability.
- JunkMan gains +150 Armor.
-- [Passive]
2. [Cushion] [S-Tier, Passive Mitigation]
JunkMan's defensive measures are legendary, his offensive measures paling in comparison.
- JunkMan mitigates all attack damage by 30%.
-- [Passive]
3. [Defensive Mastery] [C-Tier, Power Block]
JunkMan is capable of hardening his body beyond all limitations, strengthening his outer shell against the most deadly of attacks.
- Ignores all Temporary Damage Augments from 1 Avoidable Attack.
- [Active, 14/14 Uses]
4. [Magnetic Shift] [C+-Tier, Grit]
The ancient, trash-collecting Navi can utilize his control over magnetism to subtly shift his body about, forcing even the truest attacks against his defenses.
- Negates the Piercing and Triggering Effects of 1 Avoidable Attack.
- Alternatively, JunkMan and his Objects ignore any Targetting effects of 1 Avoidable Attack.
- [Active, 11/11 Uses]
5. [Material Management] [X-Tier, Elemental Levels]
JunkMan has compiled bits of random pieces from trash piles all around the Net to fortify his own body.
- JunkMan gains +4 Elemental Levels.
-- [Passive]
6. [Junk Cube] [A-Tier, Object]
His most trusted of all allies in battle is a pile of garbage that he compacts into the shape of a cube.
- Spawns a 630-HP Intercepting Object.
-- [Active, 6/6 Uses]
7. [Junk Shield] [Advanced]
The ultimate defense, as far as JunkMan is concerned, is an impenetrable wall of trash. His collection always rises up to protect him.
- All objects JunkMan spawns are Intercepting Objects, regardless of effects added to them. Inapplicable to objects spawned by chips that cannot be augmented.
- Against attacks that cannot be Intercepted, JunkMan can raise his Objects to reduce its damage by 25% and apply their total HP as Armor against the attack, before applying all other damage mitigations. This can be done before his objects take damage from Multi-Target attacks.
- Multiple Objects can be raised against attacks to stack these effects.
[-- Null-Absorb | Null-Dodge | Null-Block | Null-Survival
[-- Mitigation Cap: .00001%
-- [Passive]
8. [Reduce and Reuse] [S-Tier, Custom]
JunkMan knows how to apply the tools at his disposal to dismantle and repair his environment.
- When damaging Non-Navis, JunkMan's attack damage scales off of armor instead of any other Base.
- JunkMan can target objects under his control to heal them, instead.
[-- JunkMan's attacks cannot scale off of his armor for any other interaction.
-- [Passive]
9. [Differentiation] [A-Tier, Object Augment]
JunkMan installs spare bits of trash into his objects as he makes them, giving each of his Junk Cubes unique jobs and tasks.
- When summoning an object, JunkMan applies one of the following effects without reducing HP or losing the ability to intercept. Only one such effect can be active on a single object of the same name at once.
-- The object is spawned with 1.5x its normal health.
-- The object grants the user and all allies (including objects) +75 Armor while active.
-- [Passive]
1. [Reinforced Frame] [B-Tier, Armor+]
JunkMan's body is reinforced, granting him extra durability.
- JunkMan gains +150 Armor.
-- [Passive]
2. [Cushion] [S-Tier, Passive Mitigation]
JunkMan's defensive measures are legendary, his offensive measures paling in comparison.
- JunkMan mitigates all attack damage by 30%.
-- [Passive]
3. [Defensive Mastery] [C-Tier, Power Block]
JunkMan is capable of hardening his body beyond all limitations, strengthening his outer shell against the most deadly of attacks.
- Ignores all Temporary Damage Augments from 1 Avoidable Attack.
- [Active, 14/14 Uses]
4. [Magnetic Shift] [C+-Tier, Grit]
The ancient, trash-collecting Navi can utilize his control over magnetism to subtly shift his body about, forcing even the truest attacks against his defenses.
- Negates the Piercing and Triggering Effects of 1 Avoidable Attack.
- Alternatively, JunkMan and his Objects ignore any Targetting effects of 1 Avoidable Attack.
- [Active, 11/11 Uses]
5. [Material Management] [X-Tier, Elemental Levels]
JunkMan has compiled bits of random pieces from trash piles all around the Net to fortify his own body.
- JunkMan gains +4 Elemental Levels.
-- [Passive]
6. [Junk Cube] [A-Tier, Object]
His most trusted of all allies in battle is a pile of garbage that he compacts into the shape of a cube.
- Spawns a 630-HP Intercepting Object.
-- [Active, 6/6 Uses]
7. [Junk Shield] [Advanced]
The ultimate defense, as far as JunkMan is concerned, is an impenetrable wall of trash. His collection always rises up to protect him.
- All objects JunkMan spawns are Intercepting Objects, regardless of effects added to them. Inapplicable to objects spawned by chips that cannot be augmented.
- Against attacks that cannot be Intercepted, JunkMan can raise his Objects to reduce its damage by 25% and apply their total HP as Armor against the attack, before applying all other damage mitigations. This can be done before his objects take damage from Multi-Target attacks.
- Multiple Objects can be raised against attacks to stack these effects.
[-- Null-Absorb | Null-Dodge | Null-Block | Null-Survival
[-- Mitigation Cap: .00001%
-- [Passive]
8. [Reduce and Reuse] [S-Tier, Custom]
JunkMan knows how to apply the tools at his disposal to dismantle and repair his environment.
- When damaging Non-Navis, JunkMan's attack damage scales off of armor instead of any other Base.
- JunkMan can target objects under his control to heal them, instead.
[-- JunkMan's attacks cannot scale off of his armor for any other interaction.
-- [Passive]
9. [Differentiation] [A-Tier, Object Augment]
JunkMan installs spare bits of trash into his objects as he makes them, giving each of his Junk Cubes unique jobs and tasks.
- When summoning an object, JunkMan applies one of the following effects without reducing HP or losing the ability to intercept. Only one such effect can be active on a single object of the same name at once.
-- The object is spawned with 1.5x its normal health.
-- The object grants the user and all allies (including objects) +75 Armor while active.
-- [Passive]
{--Modifiers: (Click to view)}° +1 Use to Active Defense Skills
° +1 Use to All Active Skills
° +1 Use to All Active Skills
{
--Combat Information--
}Base Damage: 190
Attacks per Turn: 4
Total Attacks: 19/19
Attacks
1. [Bolt Missile]
His claw arms break away into a little buster, firing small bolts and screws that home in on their target.
[115] Stone S-Damage [60%]
::C:: Two aimers of choice chosen upon use. [-10%]
::C:: Can be optionally charged for up to three turns. [-30%]
::C:: Multiple instances of this attack can be manually charged at once. [-10%]
2. [Bolt Missile]
His claw arms break away into a little buster, firing small bolts and screws that home in on their target.
[115] Stone S-Damage [60%]
::C:: Two aimers of choice chosen upon use. [-10%]
::C:: Can be optionally charged for up to three turns. [-30%]
::C:: Multiple instances of this attack can be manually charged at once. [-10%]
{--Modifiers: (Click to view)}° Base Damage (100)
° 140 (Version-Up)
° -20% Damage (Guardian Form)
° 140 (Version-Up)
° -20% Damage (Guardian Form)
Attacks per Turn: 4
Total Attacks: 19/19
Attacks
1. [Bolt Missile]
His claw arms break away into a little buster, firing small bolts and screws that home in on their target.
[115] Stone S-Damage [60%]
::C:: Two aimers of choice chosen upon use. [-10%]
::C:: Can be optionally charged for up to three turns. [-30%]
::C:: Multiple instances of this attack can be manually charged at once. [-10%]
2. [Bolt Missile]
His claw arms break away into a little buster, firing small bolts and screws that home in on their target.
[115] Stone S-Damage [60%]
::C:: Two aimers of choice chosen upon use. [-10%]
::C:: Can be optionally charged for up to three turns. [-30%]
::C:: Multiple instances of this attack can be manually charged at once. [-10%]
{
--Navi Customizer--
}--|Programs|--
Program Slots: 7/7
Defensive Programs
[⇪ Defense Up SP]
Passive Mega Program
User takes 80% Damage.
[Undershirt ⇪ Nu]
Active Program [1/1]
User survives a turn of deadly attacks with 1-HP. Does not take up a program slot.
Offensive Programs
[Break Charge ⇪ Beta]
Passive Program
Adds "Cannot be Intercepted" to charged attacks instead,
Supportive Programs
[Creator ⇪ Beta]
Passive Program
+10*V Health to user's Objects.
Regenerative Programs
[Firewall ⇪ Nu]
Active Program [2/2]
This program does not take up a program slot. Upon use, the user cleanses 1 Status Effect.
[Regenerate ⇪ Omega]
Passive Program
User regenerates 5% of their Max HP per turn instead.
[⇪ Skill Addition SP]
Passive Mega Program
Grants +1 Use to All Skills.
Hidden Programs
[Guardian Form]
Passive hidden program
Decreases damage taken by 30%, but also drops damage dealt by 20%.
--|Accessories|--
[Diamond Star of Purity]
A shining star forged of diamond, sparkles with an otherworldly power
° User takes -15% Damage from attacks
[Onyx Cross of Strength]
A shining cross of onyx, emanates a powerful force.
° Take 50% Damage from one incoming attack (0 Turn CD)
[Unequipped: Zircon Star]
--|Crests|--
[Silver Cross Signet]
Crest
A silver cross designed to enhance defensive capability.
° HP+100
Program Slots: 7/7
Defensive Programs
[⇪ Defense Up SP]
Passive Mega Program
User takes 80% Damage.
[Undershirt ⇪ Nu]
Active Program [1/1]
User survives a turn of deadly attacks with 1-HP. Does not take up a program slot.
Offensive Programs
[Break Charge ⇪ Beta]
Passive Program
Adds "Cannot be Intercepted" to charged attacks instead,
Supportive Programs
[Creator ⇪ Beta]
Passive Program
+10*V Health to user's Objects.
Regenerative Programs
[Firewall ⇪ Nu]
Active Program [2/2]
This program does not take up a program slot. Upon use, the user cleanses 1 Status Effect.
[Regenerate ⇪ Omega]
Passive Program
User regenerates 5% of their Max HP per turn instead.
[⇪ Skill Addition SP]
Passive Mega Program
Grants +1 Use to All Skills.
Hidden Programs
[Guardian Form]
Passive hidden program
Decreases damage taken by 30%, but also drops damage dealt by 20%.
--|Accessories|--
[Diamond Star of Purity]
A shining star forged of diamond, sparkles with an otherworldly power
° User takes -15% Damage from attacks
[Onyx Cross of Strength]
A shining cross of onyx, emanates a powerful force.
° Take 50% Damage from one incoming attack (0 Turn CD)
[Unequipped: Zircon Star]
--|Crests|--
[Silver Cross Signet]
Crest
A silver cross designed to enhance defensive capability.
° HP+100
{
--Hyper Attack--
[Reuse] Stone | Combat
Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection.
- 180 Damage [90%]
- Regardless of Success, JunkMan gains +3 Uses to skills, as desired.
- [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
--Hyper Repertoire--
}--Hyper Attack--
[Reuse] Stone | Combat
Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection.
- 180 Damage [90%]
- Regardless of Success, JunkMan gains +3 Uses to skills, as desired.
- [