Post by Tiefy on Mar 9, 2017 22:56:29 GMT -8
(Last Modification: 1:00 PM on 04/02/18)
|Navi Description & RP Information|
Daemon Military Test Model, ZV-403 "Thrash"
{
--Appearance--
{
--Personality (Yes, this needed another compression spoiler)--
}Dedicated. Cold, yet playful. A professional demeanor holding back a vicious streak a mile wide. These are probably the most succinct descriptions one can give when talking about this digital weapon's persona on the job - above all other priorities, Thrash values efficiency in her mission. Whatever the Daemon's objective might be, it is followed through to the best of her abilities, with all other considerations being considered as secondary, or even as unwanted distractions if they prove too persistent. Unnecessary losses of resources, time, or friendly personnel are unacceptable - Thrash considers herself the most versatile and expendable piece on her own game board, and will handle a matter personally if she does not believe others are capable of doing so without considerable losses.
The more an operation begins to crack under pressure and unexpected snags, the more the Daemon's true nature begins to surface - once a mission is thrown into chaos, Thrash tosses aside the calm, collected act and wades into the fray with reckless abandon. After all, what better way to reset the game state than to throw the entire playing field into chaotic disarray? And indeed, what better way to vent her frustrations than by driving her claws straight into the source of her ire? Indeed, one could argue that this vicious temper is why Thrash approaches situations with the intent to handle them in a strictly controlled and orderly manner - because once the plan starts falling apart, nothing is safe. Once the ensuing carnage and mayhem settles, Thrash is slow to regain her cool; restraint is a trait that she had to learn the hard way, and often finds such behavior at odds with her more feral instinct to destroy anything and everything within sight not marked as a vital objective.
Off-duty, very little changes - while Thrash does have a sense of fun and humor, her very being is defined by dedication to whatever she has been told to do by her defined 'master'. Back in the day, this usually involved being dropped into a populated area with orders to cause as much destruction as possible. She rarely pays attention to the distracting antics of others, always being focused on either her most recent task, or otherwise mulling over her mysterious "Supreme Directive" - a final command from a master long dead, which she apparently still follows to this day. Whatever it may entail, Thrash apparently accomplishes it by merely continuing to exist and remain vigilant. She tends to spend her spare time keeping her human Operators in check, making sure her honorary 'little brother' doesn't cause trouble... come to think of it, she does a LOT of babysitting and keeping others out of harm's way. And quite consistently too, in spite of her otherwise cold demeanor.
The more an operation begins to crack under pressure and unexpected snags, the more the Daemon's true nature begins to surface - once a mission is thrown into chaos, Thrash tosses aside the calm, collected act and wades into the fray with reckless abandon. After all, what better way to reset the game state than to throw the entire playing field into chaotic disarray? And indeed, what better way to vent her frustrations than by driving her claws straight into the source of her ire? Indeed, one could argue that this vicious temper is why Thrash approaches situations with the intent to handle them in a strictly controlled and orderly manner - because once the plan starts falling apart, nothing is safe. Once the ensuing carnage and mayhem settles, Thrash is slow to regain her cool; restraint is a trait that she had to learn the hard way, and often finds such behavior at odds with her more feral instinct to destroy anything and everything within sight not marked as a vital objective.
Off-duty, very little changes - while Thrash does have a sense of fun and humor, her very being is defined by dedication to whatever she has been told to do by her defined 'master'. Back in the day, this usually involved being dropped into a populated area with orders to cause as much destruction as possible. She rarely pays attention to the distracting antics of others, always being focused on either her most recent task, or otherwise mulling over her mysterious "Supreme Directive" - a final command from a master long dead, which she apparently still follows to this day. Whatever it may entail, Thrash apparently accomplishes it by merely continuing to exist and remain vigilant. She tends to spend her spare time keeping her human Operators in check, making sure her honorary 'little brother' doesn't cause trouble... come to think of it, she does a LOT of babysitting and keeping others out of harm's way. And quite consistently too, in spite of her otherwise cold demeanor.
{
--Background--
}Once upon a time, in the still un-F**kenated land of Electopia, there lived a brilliant but troubled young man by the name of Dr. Wataru Daimyo Orochi. He was a researcher specializing in Digital Biology, examining the almost nature-like rhythms and routines adopted by the inhabitants of the modern Net. His pet project was none other than an entity designed to thrive and interact with the cyber-wilderness as if it were a wild animal adapting to its habitat... and upon the announcement of a new technology that would allow for digital entities to enter the physical world using a robotic shell, Dr. Orochi immediately set upon retooling his digital creature, now dubbed a 'Daemon', for compatibility with this revolutionary new hardware, in order to create a true artificial organism that could survive and flourish amidst nature itself AND in the network.
Unfortunately, like far too many ideas that seem good on paper, Dr. Orochi's submission was scorned for having no apparent applications, and was discarded out-of-hand by the scientific community. Furious that his years-long labor of passion had been for naught, the young man redoubled his efforts... this time, with the intention of making his Daemons the new dominant race on the planet. All it would take is a CopyBot army and a few perfectly-cultivated specimens... both things that required money and a long reach to obtain, two things now denied to him thanks to his expulsion from the scientific community. What he needed was a backer, a benefactor who would invest in his work...
Enter Sir L. Bearach Cambion, stage right. Hailing from the far-away Netopian province of Netsylvania, he was the last surviving member of a noble family in the region who had made their fortune for over six centuries by exploiting illicit trade practices, human- and weapon-trafficking, and all manner of ill deeds that they'd kept carefully swept under the rug. Until one fateful day, when a wide array of international police agencies, private military contractors, and out-and-out covert agents of numerous governments around the world decided to put a stop to it. Only a teenager at the time, the boy was the only one to escape the raid on his family's grand palace, fleeing aboard a cargo ship bound for a land that did not know his name or his blood. As the last survivor of the Cambion Clan, the burden of vengeance and rebuilding fell to him.
...And rebuilding is exactly what he did. With what little of his clan's riches he was able to squirrel away in his escape, young Sir Cambion (proper title of Duke, as per standard laws of succession in his homeland) was able to purchase a tiny property for himself, a failing vineyard and garden whose original owners were too old and feeble to maintain it. Over the years, the young man took it upon himself to rebuild the business - with the aid of mad inventor Alexander Vaner (who will never be mentioned again), Cambion renovated the humble farming plots into a sprawling marble garden, using a revolutionary system of canals and koi-like automated harvesting drones lurking in the waters, all beneath the facade of a royal statuary-courtyard. The vineyard soon began picking up attention as a tourist site, and the effectiveness of these unorthodox production techniques enabled the business to flourish and expand...
Well, that's not the WHOLE story. Once he had a good crop going, Cambion set about using his business as a front for a renewed smuggling operation, crates of produce making an excellent means to smuggle microchips loaded with valuable (and illegal) data. With the considerable funds he obtained from these under-the-counter enterprises, he would buy out many of his own client businesses to expand both his portfolio and his reach across Electopia. The Cambion Vineyard and its numerous subsidiaries and child companies soon became something of a household name, at least in households that dealt in fresh fruit and hard liquor. And all the while, Cambion became more and more powerful and influential. He orchestrated the elimination of the remainder of his family who remained in police custody - they had failed the cause, after all. He was the new family patriarch, and had restored his clan's honor from naught but ashes. And yet, with all he had accomplished, he yearned for something more. He turned his considerable riches towards funding numerous criminal enterprises, forming a small Syndicate of loyal henchmen to serve him with their very lives. But it was never enough.
It doesn't take a good storyteller to figure out how these two souls wound up crossing paths. Wataru Orochi was desperate for someone to fund his highly-illegal scheme that would almost certainly spell the end of humanity were it to come to fruition, and Cambion was utterly irresponsible and bored out of his mind with the world in the palm of his hand. And so in what was one of the worst-conceived deals in the history of humanity, L. Bearach Cambion attached his finances to this crazy doomsday project... on the condition that a portion of the project be dedicated to harnessing Orochi's Daemons as weapons. After all, they would need a strong fighting force for this endeavor to stand any chance... and on the (very likely) off-chance that this hare-brained scheme failed, something of value would at least be salvageable from the wreckage. Of course, Orochi had never considered turning his creations into weapons - they were wild animals, and while some would inevitably become savage and ruthless hunters, the idea of causing mass destruction with them had somehow never occurred. But, a deal was a deal... and as a down payment on the loan, Cambion would be given the testbed prototype of the first successful Military Daemon strain.
That prototype was Zeta Variant #403, code-named "Thrash".
So the operation proceeded as planned over the course of several years. And yet, some folks may notice that humanity is still around to this very day, a fact contrary to the mission statement of this whole endeavor. Yeah, that whole "Eradicate Humanity and Establish a New World Order" thing never quite panned out. The newly-reborn Cambion Syndicate definitely gave it the old college try, making a name for themselves and no end of mortal enemies amongst law enforcement. And while the ONB certainly had their hands full with the "mysterious" leader of the syndicate and his deadly war Daemon enforcer, things never quite escalated to the endgame that they were hoping for. And whatever happened to all of it in the end is lost to history - today, no apparent trace remains of the mad Dr. Orochi or his Benefactor...
And yet, nearly five centuries later, tiny remnants of that old criminal empire persist to this day - in particular, the old harvest and brewery ventures that once served as the fronts to the Cambion Syndicate survived long after the disappearance of their shadowy supporting structure. The largest of these palace-like vineyard complexes still operates to this day, owned and maintained by the Garadi family, former shareholders and alleged henchmen of the original Syndicate. The new heads of the business, the crimson-haired firebrand Nina Garadi and her punkish teenage sister Minerva, continue to honor the traditions of both her homeland and company... and every day, uncover all manner of curious secrets from the business' past. Including, quite recently, the keys to unlocking the containment system of the mysterious "Master Unit", the ancient Navi who has been remotely operating the machinery of the Vineyard for nearly a hundred and fifty years. And it has had nothing but interesting things to pass on to the ones who released it from its slumber... in exchange, of course, for the opportunity to leave its confinement and see the world that it has missed for so long. And so, a covenant was forged between the two parties, with the sisters taking equal ownership of the Master Unit, completely unsuspecting of the Navi's true destructive nature...
Well, for about half a year or so anyway. Since then, Minerva's Net-Battling habits led to the sisters running afoul of an unhinged and obsessive private detective, who managed to track them down across international lines courtesy of his father's connections to Nebula Systems Dynamics. This meeting has complicated Thrash's once-cozy and quiet life considerably, between exposing her continued existence to the ONB, to accidentally having her propietary code copied and assimilated by Nightshade, the detective's Navi and now Pseudo-Daemon. The two of them have collectively caused an immense amount of trouble for Thrash, the Garadi sisters, and seemingly everyone they come into contact with... and yet, Thrash does not seem to be able to dispose of them, instead doing everything in her power to minimize the harm they threaten to cause to themselves. Doing so has turned out to be a full-time job, and has even gotten the Daemon caught in the middle of a literal war zone. And old habits are beginning to resurface as a result...
Unfortunately, like far too many ideas that seem good on paper, Dr. Orochi's submission was scorned for having no apparent applications, and was discarded out-of-hand by the scientific community. Furious that his years-long labor of passion had been for naught, the young man redoubled his efforts... this time, with the intention of making his Daemons the new dominant race on the planet. All it would take is a CopyBot army and a few perfectly-cultivated specimens... both things that required money and a long reach to obtain, two things now denied to him thanks to his expulsion from the scientific community. What he needed was a backer, a benefactor who would invest in his work...
Enter Sir L. Bearach Cambion, stage right. Hailing from the far-away Netopian province of Netsylvania, he was the last surviving member of a noble family in the region who had made their fortune for over six centuries by exploiting illicit trade practices, human- and weapon-trafficking, and all manner of ill deeds that they'd kept carefully swept under the rug. Until one fateful day, when a wide array of international police agencies, private military contractors, and out-and-out covert agents of numerous governments around the world decided to put a stop to it. Only a teenager at the time, the boy was the only one to escape the raid on his family's grand palace, fleeing aboard a cargo ship bound for a land that did not know his name or his blood. As the last survivor of the Cambion Clan, the burden of vengeance and rebuilding fell to him.
...And rebuilding is exactly what he did. With what little of his clan's riches he was able to squirrel away in his escape, young Sir Cambion (proper title of Duke, as per standard laws of succession in his homeland) was able to purchase a tiny property for himself, a failing vineyard and garden whose original owners were too old and feeble to maintain it. Over the years, the young man took it upon himself to rebuild the business - with the aid of mad inventor Alexander Vaner (who will never be mentioned again), Cambion renovated the humble farming plots into a sprawling marble garden, using a revolutionary system of canals and koi-like automated harvesting drones lurking in the waters, all beneath the facade of a royal statuary-courtyard. The vineyard soon began picking up attention as a tourist site, and the effectiveness of these unorthodox production techniques enabled the business to flourish and expand...
Well, that's not the WHOLE story. Once he had a good crop going, Cambion set about using his business as a front for a renewed smuggling operation, crates of produce making an excellent means to smuggle microchips loaded with valuable (and illegal) data. With the considerable funds he obtained from these under-the-counter enterprises, he would buy out many of his own client businesses to expand both his portfolio and his reach across Electopia. The Cambion Vineyard and its numerous subsidiaries and child companies soon became something of a household name, at least in households that dealt in fresh fruit and hard liquor. And all the while, Cambion became more and more powerful and influential. He orchestrated the elimination of the remainder of his family who remained in police custody - they had failed the cause, after all. He was the new family patriarch, and had restored his clan's honor from naught but ashes. And yet, with all he had accomplished, he yearned for something more. He turned his considerable riches towards funding numerous criminal enterprises, forming a small Syndicate of loyal henchmen to serve him with their very lives. But it was never enough.
It doesn't take a good storyteller to figure out how these two souls wound up crossing paths. Wataru Orochi was desperate for someone to fund his highly-illegal scheme that would almost certainly spell the end of humanity were it to come to fruition, and Cambion was utterly irresponsible and bored out of his mind with the world in the palm of his hand. And so in what was one of the worst-conceived deals in the history of humanity, L. Bearach Cambion attached his finances to this crazy doomsday project... on the condition that a portion of the project be dedicated to harnessing Orochi's Daemons as weapons. After all, they would need a strong fighting force for this endeavor to stand any chance... and on the (very likely) off-chance that this hare-brained scheme failed, something of value would at least be salvageable from the wreckage. Of course, Orochi had never considered turning his creations into weapons - they were wild animals, and while some would inevitably become savage and ruthless hunters, the idea of causing mass destruction with them had somehow never occurred. But, a deal was a deal... and as a down payment on the loan, Cambion would be given the testbed prototype of the first successful Military Daemon strain.
That prototype was Zeta Variant #403, code-named "Thrash".
So the operation proceeded as planned over the course of several years. And yet, some folks may notice that humanity is still around to this very day, a fact contrary to the mission statement of this whole endeavor. Yeah, that whole "Eradicate Humanity and Establish a New World Order" thing never quite panned out. The newly-reborn Cambion Syndicate definitely gave it the old college try, making a name for themselves and no end of mortal enemies amongst law enforcement. And while the ONB certainly had their hands full with the "mysterious" leader of the syndicate and his deadly war Daemon enforcer, things never quite escalated to the endgame that they were hoping for. And whatever happened to all of it in the end is lost to history - today, no apparent trace remains of the mad Dr. Orochi or his Benefactor...
And yet, nearly five centuries later, tiny remnants of that old criminal empire persist to this day - in particular, the old harvest and brewery ventures that once served as the fronts to the Cambion Syndicate survived long after the disappearance of their shadowy supporting structure. The largest of these palace-like vineyard complexes still operates to this day, owned and maintained by the Garadi family, former shareholders and alleged henchmen of the original Syndicate. The new heads of the business, the crimson-haired firebrand Nina Garadi and her punkish teenage sister Minerva, continue to honor the traditions of both her homeland and company... and every day, uncover all manner of curious secrets from the business' past. Including, quite recently, the keys to unlocking the containment system of the mysterious "Master Unit", the ancient Navi who has been remotely operating the machinery of the Vineyard for nearly a hundred and fifty years. And it has had nothing but interesting things to pass on to the ones who released it from its slumber... in exchange, of course, for the opportunity to leave its confinement and see the world that it has missed for so long. And so, a covenant was forged between the two parties, with the sisters taking equal ownership of the Master Unit, completely unsuspecting of the Navi's true destructive nature...
Well, for about half a year or so anyway. Since then, Minerva's Net-Battling habits led to the sisters running afoul of an unhinged and obsessive private detective, who managed to track them down across international lines courtesy of his father's connections to Nebula Systems Dynamics. This meeting has complicated Thrash's once-cozy and quiet life considerably, between exposing her continued existence to the ONB, to accidentally having her propietary code copied and assimilated by Nightshade, the detective's Navi and now Pseudo-Daemon. The two of them have collectively caused an immense amount of trouble for Thrash, the Garadi sisters, and seemingly everyone they come into contact with... and yet, Thrash does not seem to be able to dispose of them, instead doing everything in her power to minimize the harm they threaten to cause to themselves. Doing so has turned out to be a full-time job, and has even gotten the Daemon caught in the middle of a literal war zone. And old habits are beginning to resurface as a result...
|Navi Stats and Combat Information|
{
--Experience and Wallet--
}-
Version / Experience:
--Version: 13 (+1 Birthday Bonus Version)
--Experience: 4424
-Funds:
--Zenny: 10471
--BugFrags: 10 (+3 MiniFrags)
--Z-License!
-Achievements:
--Achievement Level: 27
--Flash Silver
--Magnet Bronze
--Snake Bronze
--Quick Bronze
--Pharaoh Silver
--Number Bronze
Version / Experience:
--Version: 13 (+1 Birthday Bonus Version)
--Experience: 4424
-Funds:
--Zenny: 10471
--BugFrags: 10 (+3 MiniFrags)
--Z-License!
-Achievements:
--Achievement Level: 27
--Flash Silver
--Magnet Bronze
--Snake Bronze
--Quick Bronze
--Pharaoh Silver
--Number Bronze
{
--Navi Customizer--
}
Program Slots: 5/5 (+1 non-slot)
Hidden Program Installed
--[Regal Format] - Hidden Program
Takes up 1 Program Slot in addition to occupying the Hidden Program Slot. Provides the following effects:
° +1 turn of DarkSoul
° User may ignore 1 Aimed Attack per turn while in DarkSoul
° +2 DarkChip Uses per battle, +1 additional DarkChip Use while in DarkSoul
° +3 Initiative Levels
° Counters up to four attacks from each enemy per turn that hit the User, dealing 20 + (10 x Version) Unavoidable Damage.
Defensive Programs Installed:
--Undershirt Nu - Passive Program
User survives a fatal turn of damage with 1 HP. Does not take up a Program Slot.
Offensive Programs Installed:
--[Auto Charge Alpha] - Passive Program
Grants +1 Auto Charge per turn, also starts the battle with 1 Preemptive Charge.
Supportive Programs Installed:
[N/A]
Regenerative Programs Installed:
--[Life Force SP] - Passive Mega Program
Adds 2000 HP to Max HP Total.
--[Regenerator Omega] - Passive Program
Regenerate 5% of Max HP every turn.
Program Slots: 5/5 (+1 non-slot)
Hidden Program Installed
--[Regal Format] - Hidden Program
Takes up 1 Program Slot in addition to occupying the Hidden Program Slot. Provides the following effects:
° +1 turn of DarkSoul
° User may ignore 1 Aimed Attack per turn while in DarkSoul
° +2 DarkChip Uses per battle, +1 additional DarkChip Use while in DarkSoul
° +3 Initiative Levels
° Counters up to four attacks from each enemy per turn that hit the User, dealing 20 + (10 x Version) Unavoidable Damage.
Defensive Programs Installed:
--Undershirt Nu - Passive Program
User survives a fatal turn of damage with 1 HP. Does not take up a Program Slot.
Offensive Programs Installed:
--[Auto Charge Alpha] - Passive Program
Grants +1 Auto Charge per turn, also starts the battle with 1 Preemptive Charge.
Supportive Programs Installed:
[N/A]
Regenerative Programs Installed:
--[Life Force SP] - Passive Mega Program
Adds 2000 HP to Max HP Total.
--[Regenerator Omega] - Passive Program
Regenerate 5% of Max HP every turn.
{
--Chip Folder--
}
Total Chips Usable per Battle: 5 +2 Dark Chip Uses
Mega Chips Usable per Battle: 3
Giga Chips Usable per Battle: 1
Standard Chips: 6
Mine
° This chip does not naturally deal damage
° Upon activation, choose an Attack Range and an Aiming Effect
° The first time an attack with those qualities is used before your next turn (by enemies or allies), the Mine triggers, dealing unavoidable damage to the target equal to twice the User's Base Standard Chip Damage
Gun Del Sol 2
# Light S-Damage
° Cuts Dark Soul
° User must sacrifice 1 Skill Use to activate this Chip
Fast Gauge
No Damage || Does not Cost an Attack Slot to use
° Upon Use, all participants (including enemies) have +1 Attack Slot for 1 Turn
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Dark Lance
# Wood/Dark S-Damage
° If Hits, Interrupts enemy charges
° User gains one Immediate Charge, (applied as desired; Max 1 per Attack per Turn), to one attack this turn per enemy charge interrupted by this attack
° Glitch: Charged Attacks gain +1 Required Charge each time they are used (Max: 5 Turn Charge)
Dark Scythe
# Blade/Dark C-Damage
° Deals no damage, but Executes victim if they are below 20% of their Maximum HP
° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented)
° Only one Dark Scythe can be used per turn
° Glitch: User has +1 CD add to all of their Attacks
Bug Fix
No Damage || Does not Cost an Attack Slot to use
° Removes 1 Negative Status from the user
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Mega Chips: 8
Jealousy
# Normal S-Damage
° This cheap deals half of the User's Base Mega Chip Damage, but unavoidably hits its target once for every Chip Use they've spent this battle
Average Guardian
° Upon Use, creates a Guardian (Non-Intercepting Object) with No HP
° When the Guardian sustains any form of damage, it deals unavoidable Elec S-Damage to the source of that damage equal to the User's Base Mega Chip Damage
° This Chip cannot be augmented in anyway
° This Chip counts as a Standard Chip
Prism
° Creates a Prism (Non-HP, Non-Intercepting Object) on the enemy's side of the field that lasts for 1 Turn
° Any damage dealt to the Prism is duplicated and redirected (as a single separate attack) to all entities on the side of the field that it belongs to
° Attacks marked "Destroys Objects" ignore Prism's effect and simply remove it from the field instead
° Enemies may intercept for the Prism, if able to
Dark Recovery
° User Restores 1000 HP
° Glitch: User loses 300 HP per turn
Ice Panels
Ice Element
° Elec Element and Ice Element attacks deal +50 damage
° Navis may natural dodge an extra time every even turn
° Ice and Aqua Element S-Attacks gain "Freeze"
° Lasts 2 turns
Grass Panels
Wood Element
° Wood Navis gain 150 HP/turn
° When a Fire Element attack is used it deals x1.5 damage and gains Hits all
° When a Fire Element attack is used the stage becomes Normal
° Lasts 3 turns
Giga Chips: 1
Bug Death Thunder
200 + (V*10) Bug/Elec S-Damage
° Inflicts Paralyze || Ignores Armor
° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits
° This Chip does not cost against the user's total number of Chip Uses per battle
° This Chip can be used multiple times per battle, regardless of restriction
° Each use of this chip requires a 1-Turn Charge
° This Attack cannot be augmented by any means
Advanced Dark Chips: 1
[DarkLaser]-[S-Attack]-[Dark/Laser]
RELENTLESS POWER.
1,000 damage, 2 hits, Can't be countered, Avoid separately, Cuts Undershirt, All hits of this attack require two avoids to successfully avoid.
Glitch: All activated programs are locked and their effects from this turn are lost, -1 use to all avoid skills.
Total Chips Usable per Battle: 5 +2 Dark Chip Uses
Mega Chips Usable per Battle: 3
Giga Chips Usable per Battle: 1
Standard Chips: 6
Mine
° This chip does not naturally deal damage
° Upon activation, choose an Attack Range and an Aiming Effect
° The first time an attack with those qualities is used before your next turn (by enemies or allies), the Mine triggers, dealing unavoidable damage to the target equal to twice the User's Base Standard Chip Damage
Gun Del Sol 2
# Light S-Damage
° Cuts Dark Soul
° User must sacrifice 1 Skill Use to activate this Chip
Fast Gauge
No Damage || Does not Cost an Attack Slot to use
° Upon Use, all participants (including enemies) have +1 Attack Slot for 1 Turn
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Dark Lance
# Wood/Dark S-Damage
° If Hits, Interrupts enemy charges
° User gains one Immediate Charge, (applied as desired; Max 1 per Attack per Turn), to one attack this turn per enemy charge interrupted by this attack
° Glitch: Charged Attacks gain +1 Required Charge each time they are used (Max: 5 Turn Charge)
Dark Scythe
# Blade/Dark C-Damage
° Deals no damage, but Executes victim if they are below 20% of their Maximum HP
° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented)
° Only one Dark Scythe can be used per turn
° Glitch: User has +1 CD add to all of their Attacks
Bug Fix
No Damage || Does not Cost an Attack Slot to use
° Removes 1 Negative Status from the user
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Mega Chips: 8
Jealousy
# Normal S-Damage
° This cheap deals half of the User's Base Mega Chip Damage, but unavoidably hits its target once for every Chip Use they've spent this battle
Average Guardian
° Upon Use, creates a Guardian (Non-Intercepting Object) with No HP
° When the Guardian sustains any form of damage, it deals unavoidable Elec S-Damage to the source of that damage equal to the User's Base Mega Chip Damage
° This Chip cannot be augmented in anyway
° This Chip counts as a Standard Chip
Prism
° Creates a Prism (Non-HP, Non-Intercepting Object) on the enemy's side of the field that lasts for 1 Turn
° Any damage dealt to the Prism is duplicated and redirected (as a single separate attack) to all entities on the side of the field that it belongs to
° Attacks marked "Destroys Objects" ignore Prism's effect and simply remove it from the field instead
° Enemies may intercept for the Prism, if able to
Dark Recovery
° User Restores 1000 HP
° Glitch: User loses 300 HP per turn
Ice Panels
Ice Element
° Elec Element and Ice Element attacks deal +50 damage
° Navis may natural dodge an extra time every even turn
° Ice and Aqua Element S-Attacks gain "Freeze"
° Lasts 2 turns
Grass Panels
Wood Element
° Wood Navis gain 150 HP/turn
° When a Fire Element attack is used it deals x1.5 damage and gains Hits all
° When a Fire Element attack is used the stage becomes Normal
° Lasts 3 turns
Giga Chips: 1
Bug Death Thunder
200 + (V*10) Bug/Elec S-Damage
° Inflicts Paralyze || Ignores Armor
° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits
° This Chip does not cost against the user's total number of Chip Uses per battle
° This Chip can be used multiple times per battle, regardless of restriction
° Each use of this chip requires a 1-Turn Charge
° This Attack cannot be augmented by any means
Advanced Dark Chips: 1
[DarkLaser]-[S-Attack]-[Dark/Laser]
RELENTLESS POWER.
1,000 damage, 2 hits, Can't be countered, Avoid separately, Cuts Undershirt, All hits of this attack require two avoids to successfully avoid.
Glitch: All activated programs are locked and their effects from this turn are lost, -1 use to all avoid skills.
{
--Accessories--
}
Accessory Slots: 2
Crest Slots: 3
Accessories: 3
Dagger of the Grim Heir
A dagger infused with the desires of a black heart that enables a greater extent of dark power....
° User's Dark Soul lasts +2 Turns
° Glitch: User cannot avoid incoming attacks and cannot be protected by allies
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Ring of the Dark Adviser
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: -50 damage to all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
NIA Device ~ Isolator
The device from the NIA, allowing one to communicate with each other and move to their headquarters. Designed specifically for each member.
° User can select HP, Damage, Armor, Regen, or Attack Slots in-stats.
° +500 HP if chosen, +50 Damage if chosen, +50 Armor if chosen, +5% Regen if chosen, +1 Attack Slot if chosen.
Gold Cross Signet
Is this even an Accessory? Where the hell does it even go?
° +20 Base Damage
° Does not count as equipment, and does not take up a slot
° Seriously, is this supposed to count as a Crest?
Crests: 1
Navi Crest - +20 DMG
Accessory Slots: 2
Crest Slots: 3
Accessories: 3
Dagger of the Grim Heir
A dagger infused with the desires of a black heart that enables a greater extent of dark power....
° User's Dark Soul lasts +2 Turns
° Glitch: User cannot avoid incoming attacks and cannot be protected by allies
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Ring of the Dark Adviser
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: -50 damage to all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
NIA Device ~ Isolator
The device from the NIA, allowing one to communicate with each other and move to their headquarters. Designed specifically for each member.
° User can select HP, Damage, Armor, Regen, or Attack Slots in-stats.
° +500 HP if chosen, +50 Damage if chosen, +50 Armor if chosen, +5% Regen if chosen, +1 Attack Slot if chosen.
Gold Cross Signet
Is this even an Accessory? Where the hell does it even go?
° +20 Base Damage
° Does not count as equipment, and does not take up a slot
° Seriously, is this supposed to count as a Crest?
Crests: 1
Navi Crest - +20 DMG
{
--Statistical Information--
}
-HP: 4620 (+1200 from Version Up, -200 exchanged for +40 Attack, +2000 from Life Force SP, +220 from Normal V13)
-Armor: 236 (rounded to 240) (30 from Ice Element Lv3, +65 from Normal Type-D, 130 from Eidolon Phalanx, +11 from Normal V13)
-Base Damage: 431 (rounded to 435) (+120 from Version Up, +40 exchanged for -200 HP, +20 from Crest, +130 from Daemon's Might, +10 from Gold Cross Signet, +21 from Normal V13)
-Base Attack Slots: 4 (+2 from Ring of the Dark Advisor if equipped)
-Regeneration: 231/Turn (rounded to 235) from Regenerator Omega, 231/Turn (rounded to 235) from Darklight Reforge
-Natural Avoid: N/A (See Black Barrier)
-Elements:
--Sand Lv5
° Change and Lock the Panels to Sand for 3 turns once per battle.
° Basic Attacks gain "Victim deals -10 Damage with attacks for 1 Turn"
° Attack Slot Reduction on Attack Creation now requires a Cooldown instead of a Charge.
° Access to "Slow" Special Property (EXECUTIVE DECISION BY KULARIAN: Effect Tier changed to B from A)
--Ice Lv3
° +30 Armor, enemy loses -1 Attack Slot on their first two turns.
° Access to Freeze
--Net Strengths: Light, Toxic, Metal, Sand (x2), Ice
--Net Weaknesses: Sonic, Dark, Wind, Plasma, Bug
--Neutralized Strengths/Weaknesses: Break, Seeking, Fire, Aqua
-Type: Normal
° Converting HP to Base Damage (or vice-versa) costs only 50% of the sacrificed stat than normal
° +1 Element Level
° -1 Cooldown to One Attack (x4 as of Version 13)
° Battle Chip Enhancement (Standard Battle Chips can be upgraded one level beyond Max.)
° Version 4: +5 Armor/Version (Taken from Defense Type)
° Version 7: +1 Use to Defense Skills (Taken from Defense Type)
° Version 13: +5% to HP, Base Damage, and Armor
-HP: 4620 (+1200 from Version Up, -200 exchanged for +40 Attack, +2000 from Life Force SP, +220 from Normal V13)
-Armor: 236 (rounded to 240) (30 from Ice Element Lv3, +65 from Normal Type-D, 130 from Eidolon Phalanx, +11 from Normal V13)
-Base Damage: 431 (rounded to 435) (+120 from Version Up, +40 exchanged for -200 HP, +20 from Crest, +130 from Daemon's Might, +10 from Gold Cross Signet, +21 from Normal V13)
-Base Attack Slots: 4 (+2 from Ring of the Dark Advisor if equipped)
-Regeneration: 231/Turn (rounded to 235) from Regenerator Omega, 231/Turn (rounded to 235) from Darklight Reforge
-Natural Avoid: N/A (See Black Barrier)
-Elements:
--Sand Lv5
° Change and Lock the Panels to Sand for 3 turns once per battle.
° Basic Attacks gain "Victim deals -10 Damage with attacks for 1 Turn"
° Attack Slot Reduction on Attack Creation now requires a Cooldown instead of a Charge.
° Access to "Slow" Special Property (EXECUTIVE DECISION BY KULARIAN: Effect Tier changed to B from A)
--Ice Lv3
° +30 Armor, enemy loses -1 Attack Slot on their first two turns.
° Access to Freeze
--Net Strengths: Light, Toxic, Metal, Sand (x2), Ice
--Net Weaknesses: Sonic, Dark, Wind, Plasma, Bug
--Neutralized Strengths/Weaknesses: Break, Seeking, Fire, Aqua
-Type: Normal
° Converting HP to Base Damage (or vice-versa) costs only 50% of the sacrificed stat than normal
° +1 Element Level
° -1 Cooldown to One Attack (x4 as of Version 13)
° Battle Chip Enhancement (Standard Battle Chips can be upgraded one level beyond Max.)
° Version 4: +5 Armor/Version (Taken from Defense Type)
° Version 7: +1 Use to Defense Skills (Taken from Defense Type)
° Version 13: +5% to HP, Base Damage, and Armor
|Dark Karma: Alt Form Information|
V1: DarkSoul Unlocked
V6: Hyper Attack Unlocked
V12: Dark Chip Expansion Lv1 Unlocked
{
Dark Soul
}As is the case with any product of the Daemon Project, Thrash's core program is derived from the original Dark Soul, the life labor of Dr. Regal to digitize and amplify the evil of the human soul. This was not a terribly major feat back in the day - after all, fragments of the Dark Soul were being distributed on an industrial scale in the form of Nebula's infamous Dark Chips, making Regal's data easy to access for those who knew what they were doing. And while Dr. Orochi would've preferred a less corrupt source for his organic soul, he was not fortunate enough to have a recently-deceased 11-year old to digitize and tinker with. So, as a result of convenient programming shortcuts, Thrash was born and activated with an intact DarkSoul, innately possessing primal instinct and emotion along with a powerful desire for self-preservation.
In modern days, the average Darkloid tends to be driven completely berserk by the power of the Dark Soul, corrupted by the influence until they become literal shadows of their former selves. On top of this, DarkChips just aren't what they used to be following the fall of Nebula - something in the way of quality and purity was lost once their manufacture shifted to other sources still wishing to replicate their immense power. At least, this elitist view is what Thrash believes insofar as 'lesser' Darkloids are concerned. Being born with a pure strain of the DarkSoul, as well as having centuries to grow and develop around it, has given Thrash a certain degree of finesse and control over the Dark Power. The liquid mass that forms the majority of the Daemon's body under the armored shell is comprised of condensed DarkPower, regulated and manipulated as any Navi would move their hands or feet. It is difficult to tell when the limiters holding the DarkSoul back are even removed - Thrash demonstrates no change in behavior when the Darkness is unleashed, and is already a feral beast in the heat of battle to begin with. The only sign that something is amiss is a sudden spike in local DarkPower readings to those capable of detecting them, as well as the fact that a blow that should have been fatal has not finished off the monster. And, of course, the eyes; when Thrash's inner Darkness is fully unleashed, the red cores upon the Daemon's body suddenly split open across the middle, revealing a sinister yellow-glowing eye within each of them, their horrific glare locking onto the enemy and never glancing away for even a second...
° Upon deletion, Thrash immediately revives with 1 HP unless the deleting attack has the Cuts DarkSoul property.
° Upon revival, any current statuses, buffs, and remaining Skill Uses remain intact, but any held Charges are dropped.
° While Dark Soul is active, Thrash is invulnerable to all forms of damage or HP loss, except for that caused by Attacks modified using Aiming Skills (except on the turn that DarkSoul is activated) or possessing the Cuts DarkSoul property.
° While Dark Soul is active, Thrash gains +1 Attack Slot.
° While Dark Soul is active, Thrash may negate 1 Aimed Attack per turn. (Regal Format)
° While Dark Soul is active, Thrash gains +1 Dark Chip Use this battle. (Regal Format)
(2-Turn 3-Turn Duration (Regal Format))
In modern days, the average Darkloid tends to be driven completely berserk by the power of the Dark Soul, corrupted by the influence until they become literal shadows of their former selves. On top of this, DarkChips just aren't what they used to be following the fall of Nebula - something in the way of quality and purity was lost once their manufacture shifted to other sources still wishing to replicate their immense power. At least, this elitist view is what Thrash believes insofar as 'lesser' Darkloids are concerned. Being born with a pure strain of the DarkSoul, as well as having centuries to grow and develop around it, has given Thrash a certain degree of finesse and control over the Dark Power. The liquid mass that forms the majority of the Daemon's body under the armored shell is comprised of condensed DarkPower, regulated and manipulated as any Navi would move their hands or feet. It is difficult to tell when the limiters holding the DarkSoul back are even removed - Thrash demonstrates no change in behavior when the Darkness is unleashed, and is already a feral beast in the heat of battle to begin with. The only sign that something is amiss is a sudden spike in local DarkPower readings to those capable of detecting them, as well as the fact that a blow that should have been fatal has not finished off the monster. And, of course, the eyes; when Thrash's inner Darkness is fully unleashed, the red cores upon the Daemon's body suddenly split open across the middle, revealing a sinister yellow-glowing eye within each of them, their horrific glare locking onto the enemy and never glancing away for even a second...
° Upon deletion, Thrash immediately revives with 1 HP unless the deleting attack has the Cuts DarkSoul property.
° Upon revival, any current statuses, buffs, and remaining Skill Uses remain intact, but any held Charges are dropped.
° While Dark Soul is active, Thrash is invulnerable to all forms of damage or HP loss, except for that caused by Attacks modified using Aiming Skills (except on the turn that DarkSoul is activated) or possessing the Cuts DarkSoul property.
° While Dark Soul is active, Thrash gains +1 Attack Slot.
° While Dark Soul is active, Thrash may negate 1 Aimed Attack per turn. (Regal Format)
° While Dark Soul is active, Thrash gains +1 Dark Chip Use this battle. (Regal Format)
(
|Skills|
{
-- Black Barrier - Advanced Barrier Avoid --
}The immortal Black Barrier, an infamous technique of darkness, confined to the depths of Black Earth... or so it was once thought. When the spark of Darklight absorbed by Thrash began to sear and crystalize the Dark Matter comprising her body, the energy signature generated by the resulting 'glass scabs' began to congeal into a powerful shroud of thick darkness. Testing by the NIA's laboratories has revealed that this crystal mass bears similarities to data retrieved from Black Earth back during the now-infamous Nebula Occupation incident - perhaps it is the material itself that produces the Black Barrier's power, hence why it was only natively found in those darkest depths...?
Effect:
° At the start of battle, Thrash gains a 400-HP Barrier. This Barrier will survive with 1 HP if it would be reduced to 0 from any value higher than 1, but will be destroyed by the next attack to strike it afterward, regardless of that attack's damage or the Black Barrier's current HP.
° The Black Barrier has Armor equal to Thrash's own at all times; Attacks that Cut Auras will have their damage reduced by the Barrier's Armor before hitting Thrash, whose own Armor will then apply.
° If destroyed or broken, the Black Barrier will resummon itself once every even-numbered turn. Thrash may resummon it early at any time, by sacrificing 400 HP.
° Thrash may not use any other form of Avoid Skill or Natural Avoid (except for those provided by environmental conditions/terrain). Only one Black Barrier may be active at a time.
(Passive)
{
-- Barrier Rotation - Natural Ability --
}While the Black Barrier is potent as a defensive screen on its own, Thrash is capable of channeling its energy to improve its efficiency against specialized forms of offense - this can involve concentrating the Black Barrier into a smaller, but thicker screen that moves along with the Daemon's will and deflects precision blows aimed at weak points, or using the Barrier's energy to move Thrash's body out of the way of incoming strikes. This technique is not limitless in its application, but it grants an undeniable degree of versatility.
Effect:
° Upon activation, select one Aimer Type (Undodgeable, Breaks Shields, Cuts Auras); from this point onward, a Black Barrier used by Thrash may only be Cut by an Attack using the specified Aimer, overwriting any previous weaknesses. This alteration applies to any currently-active Black Barrier, as well as any others created afterwards, until changed again by this Ability.
° A Black Barrier that is active when this Ability is activated becomes treated as a Natural Avoid for purposes of all interactions, and can be Cut by Attacks with the Cannot Be Naturally Avoided property.
(2-Turn Cooldown as of V13)
{
-- Mechanize - Element Levels --
}Much more sophisticated and complex than the Eidolon-8, the Delphyne Unit nonetheless fills many of the same functions as the original armorsuit, and in fact re-uses many of the same materials. It is no surprise, therefore, that it possesses many of the same Elemental properties as the bulkier Medusa model.
Effect:
° Grants 3 additional Element Levels as of V11.
(Passive)
{
-- Darklight Reforge - S-Tier Percentile Regeneration --
}While not quite as freakishly durable as the Eidolon-8's heavy frame, the Delphyne Unit possesses a vastly more aggessive and efficient self-repair mechanism, quickly sealing off any damage to the outer hull while working in tandem with Thrash's own rapid crystalization reaction to reinforce damaged segments. This process is also what produces the necessary energy matrix to form a Black Barrier - it stands to reason, therefore, that those energies can be directly channeled into reinforcing it.
Effect:
° Thrash regenerates 5% of her Max HP every turn.
° During the Support Phase, Thrash may opt to have all Regenerated HP that turn from all applicable sources be added to the current HP of an active Black Barrier instead of her own HP, at a 50% exchange rate.
(Passive)
{
-- GlassBody - S-Tier Armor Boost / Attack Slot Gain --
}As a result of a bizarre network anomaly in Netopia, as well as her exposure to Darklight energy, Thrash's liquid body now solidifies and hardens into a sturdy crystal shell upon sustained contact with standard atmospheric conditions. As a result, the air-tight, fast-repairing Delphyne Unit was designed to create a flexible outer 'skin' to enable maximum mobility while keeping Thrash sheltered from the environment outside. However, the Daemon's condition does not come without benefits - in a pinch, Thrash can induce the crystallization reaction manually by 'bleeding' Dark Matter out onto the Delphyne Unit's surface, encasing herself in a nigh-impenetrable shell that can weather immensely powerful attacks while sustaining minimal damage. Doing so completely restricts Thrash's movement as long as the shell is intact... but while sealed within this glass coccoon, the Daemon bides her time and begins building up excess power to break free later, using the remainder of that energy afterwards to redouble her offensive pressure against the enemy!
Effect:
° Upon activation, sacrifice all available Attack Slots, and skip Thrash's Attack Phase this turn. All currently-held Charges are dropped at this time, if any.
° This turn: Gain 15 + (15 x Version) Armor against All Attacks.
° Next turn: Gain a number of Attack Slots equal to the number sacrificed to activate this Skill plus one. Thrash may not Charge during this turn.
(3 Uses)
{
-- Action Reload - A-Tier Triggered Cooldown Reduction --
}One of the most welcome features of the Delphyne Unit is the addition of a dynamic weapon recharge system - when time is more valuable than laying down a steady curtain of suppressing fire, Thrash can stop to manually adjust a weapon's recharge/cooling cycle, reloading and readying the most powerful tools in her arsenal for repeat use in a short span of time.
Effect:
° Up to 4 times per turn, Thrash may sacrifice 1 Attack Slot to reduce one instance of an Attack, Special Property, or Natural Ability's Cooldown by 1 Turn.
(Passive)
{
-- Daemon's Might - C-Tier, Base Power --
}Oddly enough, despite being lighter and less heavily armed than the Eidolon-8, the Delphyne Unit possesses identical force behind its attacks. Thrash still hits like a truck, no matter the range...
Effect:
° Increases Thrash's Base Damage by (10 x Version).
(Passive)
{
-- Delphyne Phalanx - C-Tier, Passive Armor --
}The Delphyne Unit is significantly more compact and streamlined than the Eidolon-8, lacking much of the abalative plating and stabilizers that defined Thrash's ability to weather devastating onslaughts with minimal harm. It compensates for this lack of raw beefiness with aggressive regenerative systems, energy shielding, and Thrash's own crystallizing epidermis to reinforce the otherwise flimsy carapace. Only time will tell whether or not the results will surpass the durability of its predecessor...
Effect:
° Increases Thrash's Base Armor by (10 x Version)
(Passive)
|Attacks|
{
-- Crystal Cleavers - C-Range, Ice-Element--
}Crude, jagged glass blades formed from Dark Matter seeping through strategically-placed ports in the Delphyne Unit's surface, particularly on the hands and feet. These nasty serrated spines will easily gouge and tear through metal, ripping softer materials apart while splintering and shattering inside any wound that they create! And after they do, a new set grows to take the place of the broken ones mere seconds later!
Damage Properties:
° 90% Damage (360)
° Breaks Shields, Cuts Auras
° If Hits: Victim's attacks deal -10 less damage for 1 turn (Sand)
(No Cooldown)
{
-- Lacerate - S-Range, Sand-Element --
}Thrash's lethal claws aren't the only weapon her body is capable of producing - those same crystal spikes can be coaxed to shatter into a mass of needle-like shards and abrasive particles, and then commanded mentally to swarm a victim and shred them into ribbons!
Damage Properties:
° 90% Damage (360)
° Undodgeable, Breaks Shields
° If Hits: Victim's attacks deal -10 less damage for 1 turn (Sand)
(No Cooldown)
{
-- NSD GG-1 Riot Buster - S-Range, Laser-Element --
}A standard arm-cannon weapon, mounted into the core-lens of Thrash's arms. Fires concentrated energy beams straight towards a target to deal damage with pinpoint accuracy and superior penetrating force. A very basic-but-reliable weapon, and an industry standard.
Damage Properties:
° Deals damage equal to 7% of Target's Max HP
° Undodgeable, Breaks Shields, Ignores Armor
(
{
-- Crystalysis - S-Range, Ice-Elemental --
}The toxins produced by Thrash's body cool and harden at a rapid rate when released into the air in vaporous form, a mechanism that the Daemon uses to flash-freeze enemies in their tracks by rapidly building up and releasing a cloud of dense crystalline fog. Victims of the beast's breath are quickly encased in a glass-like shell that restricts movement, left completely helpless when the fog clears...
Damage Properties:
° Deals damage equal to 7% of Target's Max HP
° Undodgeable, Cuts Auras, Ignores Armor
° Inflicts Freeze
(
{
-- Stun Pulse - C-Range, Ice-Element --
}The core-lenses located on the knuckle-plate of Thrash's hands are capable of producing a powerful burst of intense light at short range. A victim exposed to a face-full of this intense burst is quickly robbed of their senses and motor function, on top of the severe flash burns from the energy blast itself. Doing so will overheat the lenses on both arms, meaning this technique must be used sparingly.
Damage Properties:
° Deals damage equal to 6% of Target's Max HP
° Cuts Auras, Breaks Shields, Ignores Armor
° If Hits: Inflicts Blind, Freeze
(2-Turn Cooldown)
{
-- Gamma Strobe - S-Range, Sand-Elemental --
}Outside of just shredding enemies with jagged glass, Thrash's cores are capable of releasing intense pulses of directed radiation at a target through the lenses arranged on the Delphyne Unit's surface. Appearing simply as a rapid flash of pale light and a soul-deep chilling sensation, a victim will often not know that they've been struck by an attack... until seconds later, when the build-up of DarkPower in their systems begins rending their code apart from within!
Damage Properties:
° Deals 0 Damage; Inflicts a 2-Turn DoT Effect dealing 36 + (9 x Version) Damage (145) per turn.
° Each proc of the DoT damage is treated as an Unaimed Basic Attack instead of Unavoidable Damage, and carries all applicable properties (such as those granted to Basic Attacks by Elemental benefits).
° Undodgeable, Cannot be Countered
(No Cooldown)
{
-- Jammer Shell - S-Range, Ice-Element--
}Concealed within Thrash's thick arm is a compact anti-personnel grenade launcher, designed to fire a short-range shell at a single target. Upon impact, this glass-veiled projectile explodes in a spray of dark vapor that hardens around and chills the victim's body, while glass shrapnel digs in and causes intense pain upon the slightest movement. The launcher's reloading mechanism is awkwardly built thanks to being compressed into such a small space, resulting in a brief pause between shots.
Damage Properties:
° 80% Damage (280)
° Breaks Shields, Cuts Auras
° If Hits: Victim loses 1 Attack Slot on their next turn.
(
{
-- Gorgon Star - S-Range, Ice-Element --
}An invention of Nebula System Dynamics, modelled after Nightshade's own Soul Shatter throwing stars, albeit a fair bit bigger and coated in a layer of purple-tinted glass. Upon impact with any surface, the Gorgon Star will explode violently and scatter a field of chilling DarkPower around the blast zone. Should the intended victim be the point of impact, the DarkPower will quickly crystalize around the target and suck the heat out of their body... and should it miss, anything caught in the blast field will still feel the chilling effects sap away their strength and agility. Perfect for when the enemy just won't hold still and take their beating like a man...
Damage Properties:
° 40% Damage (160)
° Undodgeable, Cuts Auras, hits 3 targets
° If Hits: Inflicts Freeze
° If Avoided: Victim cannot use Avoid Skills for 1 Turn
(
{
-- Magnify - Power Up --
}Thrash only wishes that this function could be called 'unique' by any stretch - it is, in fact, a standard feature on many combat Navis, designed to bypass the influx of Dark Power that gives a Darkloid nigh invulnerability in times of duress. Thrash does it in a more traditional way - focusing her own supply of DarkPower through a modified core lens to empower a single attack with a dose of deadly radiation that disrupts the flow of dark energy that keeps the victim animated. It must be used sparingly, however, as Thrash needs to save some of that DarkPower for her own function.
Damage Properties:
° Upon Use, adds 100% Damage and Cuts DarkSoul to One Attack this turn.
(2-Turn Charge, 2 Uses - 1 Total Attack per Use.)
{
-- Gatecrasher - Power Up --
}A deadly Darklight warhead held within Thrash's ammo reservoir, designed to complement Darklight weaponry, though it can be fitted onto other munitions. In a pinch, Thrash can even fasten it to her claws in order to deliver a crushing explosive slam! Due to the volatility of these munitions, Thrash only carries a small stock of them at any given time.
Damage Properties:
° Upon Use, adds 100% Damage, Destroys Barriers and Destroys Auras to One Attack this turn.
(2-Turn Charge, 2 Uses - 2 Total Attacks per Use.)
{
-- HYPER ATTACK: - Omega Twin-Blazers "Supremacy V" - S-Range, Fire-Elemental --
}Being caught between two Operators, Thrash often finds itself subjected to wild rehauls in its arsenal due to differences in opinion when it comes to design philosophy. One particular addition that has survived through multiple rearmaments is a weapon constructed as a homage to an infamous Darkloid hunter, the Ultimate Impact Cannon "V" that has stood as a staple in the Daemon's repetoire ever since its conception. And now that Thrash has obtained a degree of personal freedom, it has decided to up the ante on the weapon's firepower - adding a second barrel and building the weapon into its central core, the newly-dubbed "Supremacy V" is an improvement over the original in both firepower and overall reliability.
Damage Properties:
° At any time during the battle, sacrifice any number of Attack Slots and keep track of the total number.
° This attack 100% Damage x (Total AS sacrificed up to this point), split between Two Hits of equal power which must be Avoided Separately. Reset the Sacrificed AS Counter after each use.
° Can be Optionally Charged up to 3 Turns
° Fully Undodgeable, Breaks Unbreakable Shields
(3-Turn Optional Charge, 5-Turn Cooldown)