August 22, 2009 make our two year anniversary for running this. We have been preparing for this for quite some time now. So we worked on a couple of things.
I'm just gonna say this.
Everyone, pick between the following.
20,000z One of the 3 Admin Gigas A NOISE PROGRAM
And you can pick on of these.
10,000z One of the 3 Admin Megas Mega Boost, Impact Cannon or Card Revive
"But wait Rage_Kill, that doesn't make any sense. Mega Boost and Impact Cannon are SF3 cards."
OF COURSE WE KNOW THAT THEY ARE STARFORCE 3 CARDS! That's why we prepared the updated Card Library including your FAVORITE SF3 cards! FOR QUICKER REFRENCE, HERE YOU GO!
Spoiler: click to toggle Card Name: Mega Boost Element: Neutral Sub-Element: Neutral Description: Grants invis piercing and Super Armor to close range attacks for 5 turns. Damage: None One use.
Card Name: Impact Cannon Element: Neutral Sub-Element: Neutral Description: Fire a super powered cannon at the opponent that spreads in a 10 foot square. Damage: Great. One use.
Card Name: Card Revive Element: Neutral Sub-Element: Neutral Description: Bring back a standard card used in a previous custom. Damage: None. One use.
"But wait Rage_Kill, I need some toilet paper. I shat bricks when you said a noise program!"
I DID TOO!!! We have been working on the Noise System AND WE THINK WE'VE GOT IT! Wanna have a peak at it?
Spoiler: click to toggle Thanks to the ever developing Wave Technologies in 220X, a device has already been made to harness the power of Noise radiation. The Noise Program, developed by WAXA, absorbs Noise data which is fused with the owner's strength to increase its power and appearance. In order to obtain the Noise Program, certain requirements are needed, each dependent on your profession. They can be found on the Mission Board and can be obtained once the mission is complete. Noise is collected when EM Bodies are engaged in battle. Stronger attacks cause more Noise Radiation, so the more damage you deal, the more Noise you gain. Noise is only gained if the attack is successful. That means you don't gain Noise from attacks that miss or are blocked. In combat, each fighter gives off Noise that can be absorbed when damage is dealt. Here is a chart to help you gauge how much Noise is gained through a successful attack. - Noise Radiation
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Pathetic: 5% Noise Increase
Low: 10 % Noise Increase
Moderate: 20% Noise Increase
Modest: 30% Noise Increase
High: 45% Noise Increase
Great: 65% Noise Increase
Immense: 100% Increase
Incredible: 150% Noise Increase
Outstanding: 200% Noise Increase
Once you acquire enough Noise, the Noise Program can fully harness its latent potential. The Noise Radiation that you gather changes your form, thus increasing your strength. It allows you to gain other individual's power rather than buffing yours up, giving you more abilities and a wider range of attack options. It also alters your look, combining attributes of the originator's form with your own. These are called "Noise Forms." Once you have the Noise Program, you must fill out a Noise Form template that describes what Noise you will give to others. The abilities and appearance do NOT affect your character, but those who obtain your Noise Form. At the beginning of your custom, you can activate the Noise Program to gather Noise throughout the fight. Once you receive 100% Noise Radiation from your opponent, you are eligible to obtain their Noise Form at the end of the fight. NOTE: Your opponent must also have the Noise Program, otherwise you will NOT get their Noise Form, since they won't have one. Once the fight is over and you have the requirements, you must role play your character obtaining the Noise Form. After that, congratulations! You've just got yourself a Noise Form! You can activate your Noise Form during the loading period of your first custom, giving you an edge at the very beginning of the battle. Noise Forms are separated into 2 different categories: Form Out and Color Out. Form Out will probably be your most used form when it comes to Noise Forms. Once you activate the Noise Program during the loading period of your first custom, you are automatically in Form Out. In this state, you gain certain abilities of the Noise you have equipped. Abilities are chosen by the Noise Form's originator on a 5 point scale. 5 points are distributed among different abilities. They are as follows: - Quote:
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1 Point First Barrier Undershirt <Any Element other than Null>+ (Pathetic Damage)
2 Points Reflect Float Shoes <Any Element other than Null>++ (Low Damage) Null+ (Pathetic Damage)
3 Points Super Armor Air Shoes Null++ (Low Damage)
4 Points Side Select Auto Lock On
5 Points First Aura Status Guard Kawarimi
Your appearance also changes, matching the form of the Noise Form's originator more closely. This won't have any other effect except for looks. Once you reach 50% Noise, you will automatically change to Color Out. Color Out grants the user one of the originator's weapons which is chosen by the originator and your Main Element gains the Noise Form's element regardless of its Tier. An ability is also granted that relates to the originator's Wave Form. This can either be a weapon or ability that the originator already has, or it can be made for the Noise Form. All abilities will need to be approved before they can be used in Noise Forms. Both Abilities and Weapons will still be restricted to the 4 weapons rule, meaning if you have more than 2 weapons you'll need to replace some of your own accordingly. With Color Out comes a special attack unique to your Noise Form's element. These attacks are called Noise Force Bangs (NFBs). They work much like a regular Battle Card, but they take up 3 of your slots and can only be slotted in if you are in Color Out during your loading period for your custom. Using this attack immediately sets your Noise to 0 and deactivates your Noise Form. Below is a list of NFBs. NOTE: If you're main element is not there, it is automatically Null. NFBs are not effected by add on cards such as Attack +10, Paralyze Plus, etc. - Quote:
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Meteorite Barrage Element: Null Effect: The user creates twenty-nine large meteors fly forward to batter the enemy, each one dealing Moderate damage. They target all around the enemy and can get hit up to three times. Invis piercing. 81 Square feet range(9 - 9) with target within the center.
Elemental Cyclone Element: Wood Effect: The user creates a huge tornado of foliage, leaves tearing at the enemy for up to 10 hits of Low damage. All auras/barriers are removed on the field when used except the users.
Thunder Bolt Blade Element: Elec Effect: The user slashes thrice with a massive nine foot sword, each time dealing Modest damage. The first two slashes travel left to right and vice versa with the next hit being an overhead smash with the blade. Paralyzes.
Dynamic Wave Element: Aqua Effect: A enormous wave moves across the entire area, dealing two hits of High damage (The wall of water, and then the crash) to all foes caught in its path. All obstacles are destroyed if hit adding Low damage to the crash for each obstacle caught in its path, and this bubbles.
Atomic Blazer Element: Fire Effect: The user fires an extremely wide laser that breaks guards and deals Incredible damage.
Altar of the Blessed Element: Light Effect: A marble altar appears in the area, reducing all enemy damage by one level, and healing Low damage to the user per turn for a whole custom. Cannot be broken.
Pillar of the Damned Element: Dark Effect: A stone pillar appears in the area, raising all user damage by one level, and dealing pathetic damage to the user per turn for a whole custom. Cannot be broken.
Gaining Color Out also brings with it an important caution. If you're hit by an attack with the opposing element as your Noise Form, you COMPLETELY drop out of your Noise Form. You'll have to wait until your next loading period to reactivate your Noise Form. Here is a Template for Noise Forms. Have fun with the power of Noise! - Quote:
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Noise Form:
Name: (Your Wave Conversion's name followed by the word “Noise”)
Element: (Your Wave Conversion's Main Element goes here)
Description: (Describe what physical features are added when someone uses this Noise Form)
Form Out Abilities: (See above list. Remember, you have 5 points you get to use)
Color Out Ability: (Your very own ability for others to use. Can be an ability your Wave Form uses, or can be created for others to use)
Color Out Weapon: (Choose one of your weapons for others to gain.)
"Whoa man. That was pretty kick ass."
STFU! We invented ass kick. In fact, we made a couple of calls to some stars over at Echo Ridge and we were able to get YOUR FAVORITE STAR FORCE BOSSES OVER HERE. JUST SO WE CAN PRACTICE KICKING THEIR ASS!
Spoiler: click to toggle Name: Phantom Black Health: Element: Dark Sub Element: Wind Main Attack: Stick Sword Phantom Black will randomly warp to an enemy and slash at them, dealing Moderate Wind damage.
Second Attack: Phantom Claw A black hole appears in front of Phantom Black, sending out a massive arm that Pierces Invis and deals High Dark damage.
Third Attack (Health drops below half): Phantom Slash Phantom Black warps into the midst of his foes, before raising his cape and spinning four times, dealing Low Dark/Wind damage per hit.
Mega Card: Phantom Black appears, flourishing his cape and creating a black hole in front of himself. A large, demonic arm then reaches out, trying to grab the enemy, dealing High Dark damage and Piercing Invis.
Name: Yeti Blizzard Health: Element: Aqua Sub Element: Breaking Main Attack: Big Stomp Yeti Blizzard jumps up, trying to land on an enemy, dealing High Aqua/Breaking damage. Yukidama Fall is also used when he lands, sending down a single Moderate Aqua damage boulder every time he lands.
Second Attack: Yukidama Rush Yeti Blizzard will jump up high, before landing and causing four boulders of ice to rain down among foes, dealing Moderate Aqua damage per boulder.
Third Attack (Health drops below half): Nadare Daiko Yeti Blizzard slams the ground with a double fist, before beating his chest triumphantly as a wave of snow rolls in to engulf the enemy, dealing Great damage, and Freezing them for a turn. Be wary, as he is able to Stomp you the moment you are Frozen.
Mega Card: Yeti Blizzard appears, grunting and growling before jumping up high and stomping hard on the ground. Six boulders of ice then rain down, each dealing Moderate Aqua damage.
Name: Brachio Wave Health: Element: Aqua Sub Element: Breaking Main Attack: Aqua Fang Brachio Wave dives under the field, before surfacing and attempting to take a bite out of an enemy, dealing High Aqua damage.
Second Attack: Thunder Breath Brachio Wave charges up, before unleashing bolts of lightning from its mouth, Stunning for one turn, and dealing Modest Elec damage.
Third Attack (Health drops below half): Gekiryuu Wave Brachio Wave slams the surface of the field, sending a large tsunami at his foes, dealing High Aqua damage, but if an Obstacle hits a foe, they are dealt with Great Aqua/Breaking damage.
Mega Card: Brachio Wave appears, roaring loudly before diving down below. He surfaces below a foe, attempting to take a bite of them, dealing High Aqua damage.
Name: Condor Geograph Health: Element: Wood Sub Element: Breaking Main Attack: Missile Bird Condor Geograph sends out a wave of six birds, and while two of the missiles, which are silver and indestructible, must be blocked or dodged, the others may also be shot down with Pathetic damage. Each bird deals Low damage.
Second Attack: Wing Laser Condor Geograph sends out a beam of green energy from its wings or mouth in an alternating fashion, up to three per turn, each dealing Moderate Wood/Breaking damage and Stunning for a turn.
Third Attack (Health drops below half): Flying Impact Condor Geograph dive bombs the enemy, dealing High Wood/Breaking damage. He may attempt to perform this move twice in a row, but is much slower on the next strike.
Mega Card: Condor Geograph appears, screeching like a hawk, before sending out six missile birds, each dealing Moderate damage. Only the two silver ones must be blocked or dodged, while the others can be shot down with low damage.
Name: Burai Health: Element: Sword Sub Element: Break Main Attack: Burai Arts Burai will warp in front of an enemy and launch a four attack barrage of fists and feet, dealing Low damage per hit, the final hit dealing Breaking damage. Burai can also use Burai Burst, swinging his arm to send out a large shock wave for Moderate damage, and Burai Knuckle, jabbing the air, and using six energy fists to clobber the opponent, dealing Low damage per hit.
Second Attack: Burai Sword Burai will warp in front of an enemy and slash three times, dealing Moderate Sword damage per hit. With his blade equipped, Burai can also perform Burai Slash, sending out a wide shock wave that deals Modest sword damage.
Third Attack (Health drops below half): Burai Break Burai jumps forward, before bringing down his sword in a two-handed strike, sending out a massive shock wave, dealing High Sword damage, while being hit by the blade itself is Great Sword/Breaking damage.
Mega Card: Burai appears, smirking at the inferior foe, before dashing forward and unleashing four kicks and punches, each one dealing Low damage, besides the last, which deals Moderate Breaking damage.
Name: Empty Health: Element: Elec Sub Element: Summon Main Attack: Summon Virus Empty summons a virus every turn, in addition to his own attack, if at all. The possible viruses are: -DabaDance: A DabaDance virus appears before using Dance Fire, dealing Moderate Fire damage. The virus has Low health. -Sawanigaa: A Sawanigaa virus appears before using Chain Bubble, dealing Moderate Aqua damage and Bubbling for one turn. The virus has Low Health. -Stealth: A Stealth virus appears before using Stealth Laser, dealing Low Elec damage per hit for three hits and Piercing Invis. The virus has Low health. -Kogarashimaru: A Kogarashimaru appears before using Squall, dealing Pathetic Wood damage per hit for six hits and removing Barriers and Auras. The virus has Low health.
Second Attack: Magic Thunder Empty casts a spell, sending down six bolts of lightning to attack foes, dealing Moderate Elec damage per bolt.
Third Attack (Health drops below half): Thunder Bazooka Empty casts a rune, charging up power before unleashing a great pillar of purple energy, dealing Great Elec damage, and Stunning for one turn.
Mega Card: Empty appears, shaking his head at the enemy, before unleashing six bolts of lightning, each dealing Moderate Elec damage, and laying Paralyze Panels where they strike.
Name: Apollon Flame Health: Element: Fire Sub Element: Wind Main Attack: Prominence Flare Apollon Flame sends out three tendrils of flame, each dealing Moderate Fire damage per tendril, though only one can hit a certain target each turn.
Second Attack: Tornado Flare Apollon Flame creates three superheated vortexes, before using them to attack foes, dealing Modest Fire/Wind damage per vortex, though only one can hit a certain target each turn.
Third Attack (Health drops below half): Sun Flare Apollon Flame creates a colossal fireball in his palm, before slamming it into the ground at his enemies, dealing Immense Fire damage.
Mega Card: Apollon Flame appears, laughing maniacally, before producing a large ball of fire and throwing at foes, dealing Great Fire damage.
Name: Auriga General Health: Element: Null Sub Element: Breaking Main Attack: Army Parade Auriga General sends out six soldiers with Low health each to attack the enemy, each dealing Moderate Breaking damage, though only two can hit a single target. Auriga General may also use Crazy Armies, sending out five differently colored soldiers, each one representing an element (White-Null, Green-Wood, Yellow-Elec, Blue-Aqua, Red-Fire), dealing Moderate (their element)/Breaking damage, though only two can hit a single target, and one if the soldier dealt double damage.
Second Attack: General Dash Auriga General dashes forward, trying to crush the enemy under his wheels. This is actually a pretty wide tackle, so be wary of how you dodge, as this deals Great Breaking damage.
Third Attack (Health drops below half): Hell’s Roller Auriga Generals soldiers quickly create a spiked steamroller attached to the Charioteer. He then slowly moves forward, trying to flatten the enemy, dealing Immense Breaking damage.
Mega Card: Auriga General appears, calling his troops to battle, before using a massive spiked steamroller to crush foes, dealing Great Breaking damage.
Name: Goat Kung-fu Health: Element: Wood Sub Element: Breaking Main Attack: Kung Fu Smash Goat Kung-Fu warps forward and strikes an enemy, dealing Moderate Wood damage, and Modest Wood/Breaking damage when in Giant form.*
Second Attack: Goat Kick Goat Kung-Fu utilizes his agility with Goat Kick, flying through the air to pulverize his foes, and dealing Modest Wood/Breaking damage. He can also charge forward with his horns with Goat Lance, crushing foes, but with a slight reduction in speed, dealing High Wood/Breaking damage. In his Giant form, he is unable to use Goat Kick, but Goat Lance does a powerful Great Wood/Breaking, but this time much slower.
Third Attack (Health drops below half): Shadow Smash Goat Kung-Fu fades out of sight, before reappearing directly in front of a foe, before creating Shadow Clones and smashing the enemy for up to four hits of Moderate Wood damage, and dealing Modest Wood damage per hit in Giant form.
Mega Card: Goat Kung-Fu appears, challenging the enemy, before warping forward, hitting the enemy once, before materializing his Shadow clones to strike thrice more, each hit dealing Moderate damage.
*When Goat Kung-Fu stands on a Grass Panel, he may absorb it, growing into his Giant form for powered up attacks for up to two turns. He is then unable to become Giant for at least four turns, as a cooldown.
Spade Magnes
Element: Elec Sub-Element: Sword
Attack 1. Mini Rockets: Shoots 2 rockets next to him towards the opponent. Does Moderate. Black Rockets create gravity effect.
Attack 2. Rocket Launcher: Magnes shapes in to become a rocket and launches himself at the enemy. If hit or miss, Magnes can curve and change is path to go into the ground and rise back up again underneath the opponent. Does High damage and breaks through guards.
Attack 3. Magnes Blade: Magnes gets in front of the opponent and creates a gravity field to stop the opponent in place, slashing both long and wide with his twin swords. Does Modest X2.
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Diamond Ice/ Dia IceBurn
Element: Aqua Sub-Element: Breaking
Attack 1. Ice Shards: Two 3 foot high chunk of ice move around her. Each have Immense health and can be manipulated however she pleases. She can send them towards you with Moderate damage for each. Or have them move at you from the side quickly to deal Modest damage each.
Attack 2. Ice Blizzard: Send an Ice Blizzard with High damage. Causes freeze effect.
Attack 3. Ice HammerB: Diamond comes at you with a giant hammer and hits you with it. Does Great damage. Immense if frozen.
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Club Strong
Element: Wood Sub-Element:Wind
Attack 1. Wood tower: Strong lands on the ground to bring out wood towers heading towards the opponent. Does Moderate damage. Wood panel is created under him.
Attack 2. Strong Swing: Strong comes in front of the opponent and swings his club at the opponent. Does High per hit. Or, he gets in front of the opponent and swings his club at his area multiple times. Does Moderate X8 with low accuracy. Note: The X8 is counted for every swing he makes.
Attack 3.Strong Tornado: He sends out 3 tornados at the opponent. Each deals Moderate Damage. If used on a grass panel, the damage is increased to High, as well as its speed.
Attack 4.Club Seeds: He sends out seeds that take about low HP if they catch the opponent. Strong recovers from that amount.
Special Ability: Super Armor
REWORKED ABILITY WAVES!
Spoiler: click to toggle Reflect: The user is granted a shield which can reflect any nonbreaking projectile attack (i.e. Cannons, FireBazooka, plasmagun, other shooting chips) shooting a small laser blast back at the attacker as a counter doing the same amount of damage. Used Twice Per Custom LP Cost: 180 Zenny Cost: 5000
UnderShirt: The user can knock one attack down 1 level per custom. Minimum damage that can be knocked down is to Pitiful. LP Cost: 50 Zenny Cost: 2000
Fst Barr: The user begins the battle with a Barrier. A Barrier blocks all attacks in their entirety until it takes high-end Pitiful damage, then fades. You can not have this equipped if you have FirstAura equipped. LP Cost: 50 Zenny Cost: 2000
FirstAura: The user begins battle with an Aura. An Aura blocks all attacks in their entirety. The Aura breaks immediately after blocking a single blow that deals Moderate or higher damage. The Aura lasts for 10 turns. If broken before then, it reappears after 4 turns and lasts one more turn, unless it would normal have worn off by then anyway. You cannot equipt First Barrier if you have this equipped. LP Cost: 500 Zenny Cost: 9000
Super Armor: The user is granted superior strength that prevents them from flinching when hit by attacks. LP Cost: 250 Zenny Cost: 5000
Side Select: The user can slot in an additional two cards per custom. LP Cost: 350 Zenny Cost: 7000
Deck Shuffle: The user can swap one slotted and unused card for another unused card that is in their possession five times per battle. LP Cost: 300 Zenny Cost: 7500
Auto Lock-On: Twice per custom, when using a battle card, the user may pop up infront of their opponent to use an attack. Also, increases chances of hitting your opponent by 25%. LP Cost: 300 Zenny cost: 6000
Floatshoes: The user ignores all negative panel effects. LP Cost: 150 Zenny cost: 2500
AirShoes: The user is granted the ability to fly for five turns a custom. Also grants the same effects as Floatshoes. LP Cost: 250 Zenny Cost: 5000z
QuickGuage: The user's custom is reduced by two turns, meaning they can slot in new cards two turns earlier. LP Cost: 500 Zenny Cost: 10000
_____ Panel: Either wood, ice, fire, other element. Three times per battle the user may change the stage to the element panel that they bought. LP Cost: 250 Zenny Cost: 7000
AntiDamage: Three times throughout the battle the user may disappear to avoid damage and counter by throwing a modest damaging shuriken at the foe. Cannot be used against sniping attacks. LP Cost: 300 Zenny Cost: 8000
Para Body: User is uneffected by paralysis. LP Cost: 600 Zenny Cost: 12,000z
Freeze Body: User is uneffected by freeze. LP Cost: 600 Zenny Cost: 12,000z
Bubble Body: User is uneffected by bubble. LP Cost: 600 Zenny Cost: 12,000z
Gravity Body: User is uneffected by gravity or attacks that push or pull. LP Cost: 500 Zenny Cost: 10,000z
Flash Body: User is uneffeced by blind and confuse. LP Cost: 300 Zenny Cost: 8,000z
For the most part, that's it. Some of this stuff is still being worked on though. If staff has a problem with anything I've posted, THEY CAN EDIT THIS.
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