Post by Kman on Apr 24, 2017 21:35:26 GMT -8
|Navi & RP Information|
-Navi Name: Solarius.exe
--Appearance: A Navi of constantly shifting and changing body structure, Solarius himself rarely has anything that could be considered a 'standard' appearance. His hair color, length and style shift all at a moment's notice, and so too do the features on his face, his build, and the clothes that occupy him. On the rare times that he is able to keep a standard appearance for more than a few seconds, it is generally a nondescript man with shaggy brown hair, dark eyes and an athletic, though not overly muscular, build. This is basically a mirror of his NetOP, Isaac.
His outfits too, also tend to cycle and while his appearance generally stays masculine, there are times when it shifts to something less so for a brief moment before shifting back. As he gains more control over his rampant coding issues his own appearance may stay more steady, but at the moment it is difficult for him to keep his own code under control, and as such, he finds himself changing appearances far more often than he would care to deal with.
--Personality: Despite the rapidly changing exterior, his interior remains the same. He was originally designed with a singular goal- to become /the/ go-to Navi for any sort of situation. His code would allow him to adapt and change at a moment's notice, and allow him to fill any role that was necessary. He would be like the tradtiional NormalNavi, but even more effective as he could adjust himself to the role. To take advantage of something like that would require a calculating mindset and due to that, the mental faculties of Solarius are quite high, the Navi able to assimilate large amounts of data instantly to turn himself into something that could deal with it.
Due to this, he is virtually devoid of humor, only seeing things in 1s and 0s. Yes's and No's. He takes everything he sees, catalogues its usefulness, and files it away for later. 'Right' and 'Wrong' mean very little to him, as it falls into 'Effective' and 'Ineffective' with most things.
--Background: As stated, he was created as a sort of upgrade, or replacement, for the very popular NormalNavi. However, in his early tests, the potency of his code was something that proved too difficult for the processing unit that created him to control. The rapidity of the changing appearance as well as the flux of his data made the unit not at all desired by the masses and quickly fell out of favor. One such unit was purchased by Isaac Raine who had taken the algorithms and rather than try to power up the processing power, as many others did and ended up with an exploded PET, he simply constrained the ever-changing code and did his best to limit it. This brought the Navi somewhat under control.
Isaac has to perform regular maintenance on both the Navi and his PET, having to change out every six months or so given that Solarius' data often corrupts some of the other software, and then the hardware, of the PET simply from its virulence and proximity.
-Version / Experience:
--Version: 3
--Experience: 600/900
-Funds:
--Zenny: 0
--Bugfrags: 0
|Statistical Information|
-Type: Resourece
° +25% Zenny Gain from Normal Battles
° +2 Chips usable per battle
° +1 Program Slot
° +1 Accessory Slot
° +1 Element Level
° +1 More Element Level at Version 3
-Karma: Neutral
° +1 Hyper Attack
-Elements: Normal 5
--Net Strengths: None
--Net Weaknesses: None
-HP: 1600
° Base: 1000
° V-up: +200
° Normal 4: +400
-Armor: 0
-Regeneration: 0
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 160
° Base: 100
° V-Up: +20
° Normal 4: +40
-Attack Slots: 3
° Base: 2
° V2: +1
|Skills|
Omni-Skill
Name: Shifting Code
Tier: S
Description: Solarius' code can constantly be rearranged, giving him unparalleled adaptive capability in combat.
Effects: Solarius has a pool of 'Shift Points' every round that he can allocate at the beginning of each round, in the Setup Phase. Each of these effects only lasts for the turn it is used on, and disappears at the end of his turn. These 'Shift Points' may be spent in the following ways, with Solarius never exceeding half of his total pool on one particular 'Shift.' [Currently 77]
Defensive Shifts
(1): Solarius gains 1 Armor. This is capped at (5xVersion). [15]
(1): Solarius gains 1.5 Armor against 1 attack. Cumulative Cost.
(30): Solarius may 'Shield' 1 attack. Cumulative Cost.
(30): Solarius may restore 1 Negative Status. Cumulative Cost.
Speed Shifts
(30): Solarius may 'Dodge' 1 attack. Cumulative Cost.
(30): Solarius may gain +1 Attack Slot. Cumulative Cost.
(50): Solarius may reduce the cooldown on his Natural Aura by 1.
Support Shifts
(1): Solarius restores 3 HP. Cumulative Cost.
(1): Solarius restores 1 HP. This is capped at (10 + 10xVersion) [40]
(30): Solarius may 'Natural Aura' 1 attack. Cumulative Cost.
Offensive Shifts
(1): Solarius gains +1 damage to all attacks. This is capped at (5xVersion). [15]
(1): Solarius gains +1 damage to one attack. Cumulative Cost.
(10): Solarius may add 1 basic Aimer to 1 attack. That attack is not considered 'aimed.'
(30): Solarius gains 1 Omni-Aimer to add to any attack. That attack is considered 'aimed.' Cumulative Cost.
Solarius has a pool of [25 x 5(Total Skills involved) + 10 x 3(Version)] = 155 Points. Any Shift indicated with a 'Cumulative Cost' would cost that amount on the first use, 2x that cost the next, 3x that cost the next, etc. These may put some Shifts out of Solarius' ability to use after a few uses. (i.e. Solarius shields 1 attack for 30 Shift Points on turn 2. On turn 4, if he wishes to use that Shift again to Shield an attack, it would cost him 60 points on this use.)
Due to the unpredictability of his code, Solarius may not add aimers to his attacks naturally, only through the 'Shifting Code' skill.
|Attacks|
Name: Adaptive Code
Range: Shot
Element: Normal
Description: Solarius' code is an entity all its own, whirling around him and adjusting based on his foe's attacks.
Effects: 100% | 160 damage. Gains 1 aimer based on one avoid used last turn by his target.
Name: Data Theft
Range: Combat
Element: Normal
Description: The data making up his enemies is just as much his as it is theirs.
Effects: 100% | 160 damage. If hits, depending on the enemy Navi type, Solarius gains (5xVersion)= 15 Shift points that can only be spent in their category.
Attack: Offensive
Defense: Defensive
Support: Support
Recon: Speed
Normal: 5 Shift Points in any 3 Categories without overlap.
Resource: 10 Shift Points in one Category and 5 in another without overlap.
Intel: Solarius may choose.
Cooldown: 1
Name: Vampiric Code
Range: Shot
Element: Normal
Description: The virulent code working itself around Solarius lashes out at a foe, seeking to draw strength from them.
Effects: 100% | 160 Damage. If hits, Solarius gains +(10xVersion) = 30 Shift points next turn.
Charge: 1 turn
Name: Dual Boot
Range: Combat
Type: Normal
Description: A swift double kick, aimed at multiple foes.
Effects: 90% | 145 Damage. Hits one additional target. If both targets are of the same Navi (Navi, object, clone, virus, etc), Solarius gains (5xVersion) Shift points to use on his next turn.
Cooldown: 1 turn.
Name: Distilled Destruction
Range: Shot
Element: Normal
Description: The Navi breaks apart what stand before him, scattering their data to the winds.
Effects: 70% | 115 damage. Cuts Undershirts. Cuts Darksoul. If avoided: The next use of Recursive Data gains the following based on his foe:
For each Darksoul effect: +10% Base Damage
For each Hyper Attack Effect: Cooldown is reduced by 1.
For every 2 Hypermode Effects: Charge is reduced by 1.
Charge: 1
Uses per battle: 1
Name: Piercing Strike
Range: Combat
Element: Normal
Description: The code surrounds Solarius' fist, before his hand lashes out, the code hacking through any armor the other might possess.
Effects: 90% | 145 Damage, Ignores Armor. If the opponent has 50 or more Armor, Solarius gains (5xVersion) Shift points next turn.
Cooldown: 1 Turn
|Navigator Hyper Repertoire|
Hyper Attack:
Name: Recursive Data
Range: Special
Element: Special
Description: More than anything, Solarius' code is incredibly adaptive, allowing him to adjust things that should not be.
Effects: Upon Use, this Hyper Attack's Damage and Effects can be switched with that of another Regular Attack's Damage and Effects in the User's Arsenal for the rest of the battle.
° Copied Attack becomes locked for the rest of battle
Cooldown: 1 Turn CD
|Navi Customizer|
Program Slots: 0/5
Defensive Programs Installed:
[N/A]
Offensive Programs Installed:
[N/A]
Supportive Programs Installed:
[N/A]
Regenerative Programs Installed:
[N/A]
|Equipment|
Accessory Slots: 2
Crest Slots: 3
Accessories: 0/2
[N/A]
Crests: 0/3
[N/A]
|Chip Folder|
Total Chips Usable per Battle: 5
Mega Chips Usable per Battle: 3
Giga Chips Usable per Battle: 1
Standard Chips: 0
[N/A]
Mega Chips: 0
[N/A]
Giga Chips: 0
[N/A]