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Post by mirror on Sept 13, 2006 17:04:58 GMT -8
(OOC: This is me wanting a challenge for MummyMan... not saying the navis he lost to weren't challenging. Know what? I just want to see how he fares against an admin navi for two reasons. 1: I've fought....X. Only admin navi fought. 2: ..... actually the first reason is the only reason) MummyMan floats, awaiting an opponent's arrival.
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Post by Raven8 on Sept 14, 2006 8:46:57 GMT -8
*From the shadows erupts a large explosion, rocking the area as an entire wall of the arena crumbles due to the massive force. as the fire begins to die down, two glowing eyes seem to break the light of the flames, moving into the arena. With the smoke and fire of the explosion as a backdrop, the form of NapalmMan becomes visable, his cannons still smoking from the blast*
NapalmMan (1900/1900): ......
Card Effect:
-: Warm up: User cannot attack 1st.
(OOC: Please note I'm using a beta version of NapalmMan's stats, so they're not yet shown on his stats page)
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Post by Ecks on Sept 14, 2006 9:35:24 GMT -8
(OOC: Watches and makes VERY carefull notes)
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Post by mirror on Sept 14, 2006 13:19:07 GMT -8
(OOC: wOOt can finally fight Raven) Hey. I'm MummyMan. Sand Stage
Warriors Spirit All damage done on your first turn is increased by 50
Dual Speed Owner of this program may attack one extra time on 3 seprate turns of their chosing.
Deserts Fury Speed move Aiming speed move, full turn. Also makes any existing defense breakers omni-break. Cannot have undodgable, breaks shields and cuts auras on the same attack. +1 attack on turn used. 1x use per battle.
Energy Charge Support all attacks 2x dmg for one full turn, +1 attack on said turn. 1x use per battle.
Storm of Sand S-Type Sand Sand whips up from around the arena to strike the enemy. Auto attack, 60220 dmg, cuts auras,breaks shields
Sand Storm S-Type Sand MummyMan causes sand to rise from the area, wearing away at the enemy with a constant barrage. 1/2 attack slot, 60320 dmg, cuts auras. +50 dmg when sand panels are active. Used 10 times
MummyMan HP: 1200/1200
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Post by Raven8 on Sept 14, 2006 13:59:06 GMT -8
*NapalmMan's eyes quickly clamp shut, and his cannons cross in front of himself as MummyMan's assult begins. Being thrown back slightly, andd totaly hidden from sight, the storm seems to totaly envelop the weapon-clad Navi from sight.... however, as the storm dies down, it's revealed that NapalmMan is till standing.... slowly lowering his now dull, nearly paintless cannons, a truly frightening thing becomes obvious.... NapalmMan's eyes.... are glowing bright red....*
NapalmMan (1/1900, Undershirt active): Correction.....
*NapalmMan raises a cannon, a dark red aura starting to form around him*
NapalmMan: ......you WERE MummyMan!!!
Card Effects:
+: Flames of War: S-Attacks deal +100 DMG.
+: Rage: On any turn where the user takes 3 or more attacks, all of his/her attacks deal +100 DMG (OR 50 PER HIT) and they may attack an additional time. This effect becomes permenet if user takes 300+ dmg the turn after.
-: Rage's loss: The turn after "Rage" effect is used, all enemy attacks deal an additional 50 DMG.
Lock-On Speed move NapalmMan locks onto the enemy to grant added accuracy. Aim type. Add two of the following: Breaks shields, cuts auras or undodgable. Ignores all current stats on an attack/over-writes +1 attack on turn used, all attacks deal +50 DMG (to final total). 2x 3x use per battle.
Chosen: All attacks cut uncuttable auras/fully undodgable
*With his energy output at frightening levels, NapalmMan raises a cannon to MummyMan's level, causing a large target to form around the Navi... NapalmMan is then encased in a golden flame, as he enters his hyper mode*
[glow=yellow,2,900]Giga NapalmMan[/glow][/u][/i]
-Omni-dodge/counter ALL S-Attacks for 50 DMG. -All attacks deal +100 DMG. (Final total) -Counter (not dodge) all C-Attacks for 50 DMG. -All enemy attacks deal -100 DMG to NapalmMan -+1 attack per turn -NapalmMan is immune to all fire-elemental attacks. Negated if enemy is only fire elemental. -All existing counters deal +50 DMG. -+1 use of all defense/speed moves, stays after cooldown if not used -All fire elemental attacks burn
-Lasts 2 3 turns (+1 from card)
*The Bunring Bomber stands before MummyMan, more than prepared to finish the battle already.... raising his cannon, and causing it to morph into something 1x it's normal size, NapalmMan's still glowing eyes pierce MummyMan....*
Giga NapalmMan: .....this battle is over.
Energy systems used:
Ammo System These attacks all take "Ammo". NapalmMan is allowed 100 ammo at the start of every battle, and may recover 25 by negating 1 attack slot on any given turn. NapalmMan also regenerates 10 ammo per turn automaticly.
Ammo: 110
Nuclear Core System Charging up energy within his core, NapalmMan is allowed to use these more powerful attacks using "NP" (Nuclear Points). NapalmMan generates 1 NP per turn, and 1 NP for hit that connects with him, or the enemy.
NP: 11
Attack Set:[/u][/i]
Tera Cannon S-Attack Fire element NapalmMan releases a truly devastating energy blast from a massive cannon, destroying a large area with a single blast! 1 NP: 200 DMG. 2 NP: 250 DMG, breaks shields. 3 NP: 300 DMG, breaks shields. 4 NP: 400 DMG, breaks shields, cuts auras. 5 NP: 450 DMG, breaks shields, cuts auras, attacks all. 6 NP: 500 DMG, breaks shields, cuts auras, attacks all, burns. NP: 850 DMG, breaks shields, cuts auras, attacks all, burns, confuses, enemy cannot natural dodge for 5 turns. Ammo+50
(NP: 4, Ammo: 160)
Guided Finale S-Attack Fire element Napalmman launches a rocket that homes in on the enemy, and blasts downward with a powerful explosion! Used one turn without effect, attacks next turn automaticly. 700 DMG, undodgable, breaks shields, attacks all, burns, enemy cannot naturaly dodge for 5 turns if avoided. Requires 50 ammo NP+4 reguardless of sucess.
(NP: 8, Ammo: 110)
Flame-Blast Meteor S-Attack Fire element NapalmMan releases his energy into a massive fire ball, and throws it downward like a comet! 1 NP: 250 DMG. 2 NP: 300 DMG, breaks shields. 3 NP: 400 DMG, breaks shields, undodgable. 4 NP: 500 DMG, breaks shields, undodgable, attacks all. 5 NP: 550 DMG, breaks shields, undodgable, attacks all. 6 NP: 550 DMG, breaks shields, undodgable, attacks all, burns. 7 NP: 900 DMG, breaks shields, undodgable, attacks all, burns. Ammo+50
(NP: 1, Ammo: 160)
Break Cannon S-Attack Noamal element NapalmMan fires out a cannon ball with emense speed in order to disable enemy defense. 500 DMG, breaks shields, cuts auras, enemy cannot use defense moves next turn if avoided, confuses, inflicts berzerk. Requires 40 ammo. NP+6 reguardless of sucess.
(NP: 7, Ammo: 120)
Flame-Blast Meteor S-Attack Fire element NapalmMan releases his energy into a massive fire ball, and throws it downward like a comet! 1 NP: 250 DMG. 2 NP: 300 DMG, breaks shields. 3 NP: 400 DMG, breaks shields, undodgable. 4 NP: 500 DMG, breaks shields, undodgable, attacks all. 5 NP: 550 DMG, breaks shields, undodgable, attacks all. 6 NP: 550 DMG, breaks shields, undodgable, attacks all, burns. 7 NP: 900 DMG, breaks shields, undodgable, attacks all, burns. Amm+50
(NP: 0, Ammo: 170)
Dual Blast S-Attack Fire element NapalmMan launches twin rockets directly forward to deal heavy damage directly. 350 DMG, 2x, blocked/dodged sepratly, breaks shields, cuts auras, Requires 50 ammo. NP+5 reguardless of sucess.
(NP: 5, Ammo:120)
[/color]
Card Effects:[/b][/u][/i][/size]
+: Undershirt+: When activated, Undershirt may be used a 2nd time if the user heals.
+: Healing Fires: NapalmMan is allowed to take one single turn of damage, and fully heal the amount dealt to him.
NapalmMan: 1900/1900
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Post by wannabeholy on Sept 14, 2006 15:45:35 GMT -8
(OOC:O_O;;; WOW....
-selects all of Ravens post, Clicks Copy. Opens Words. Clicks Paste. starts trying to reverse constructing Napalm's stats-
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Post by mirror on Sept 14, 2006 16:54:47 GMT -8
(OOC:*in corner, rocking in fetal possition* no....more....napalm....no....more....napalm....no....more....napalm....) Holy crap. I'm not even going to try and dodge. Fighting a navi as strong as this...that's too much. Ah what the hell, I'll fight him till the end. MummyMan takes the attacks, and then his undershirt kicks in. MummyMan HP:1/1200 Hrm... if I recal correctly...burn...goes through undershirt. MummyMan HP: 0/1200 MummyMan's wraps burn, and fall to the ground as ash. As they are unraveling, NapalmMan can see that there is nothing inside those wraps but sand. Hrm... NapalmMan.... I can't beat you currently. But... I would like a rematch, someday, if you would be okay with that. You are.. what I'm going to aim for. When I can beat you.... I will set the bar higher yet. With those words said, MummyMan beams away, the only thing remaining is the field of sand, and the pile of sand and ash.
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Post by Raven8 on Sept 14, 2006 20:32:39 GMT -8
*Still standing there, cannons smoldering and still facing forward from the final attack, NapalmMan remains silent for a moment. Then, with the sound of a safety being put on, he raises one cannon to run paralel with his head, the othe held at his side*
(OOC: Think BN5 NapalmMan chip, only looking more to the side)
NapalmMan: .....hmm....
*Lowering one cannon, NapalmMan turns and walks out the same hole he had created moments before, just in time for the entire stadium to colapse in on it self as a massive burning ple of rubble....*
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Post by cloudxero on Sept 14, 2006 21:12:22 GMT -8
Inertia: PWN'D!!! Kekekeke!
<.<
>.>
*Disappears*
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