This page is probably going to be growing the fastest and will probably be splitting up into seperate pages very soon. By my calculations (lol@self for being a dork) I'll split it up into weapons and chips in like a week. Basic Parts:
Starting Options: Head (20 points) $50
Legs (20 points) $50
Arms (20 points) $50
Frame (20 points) $50
Armor (20 points) $50
Gem (20 points) $50 Weapons: All have 30 hp and 30 durability unless otherwise stated. Weapon names are only symbolic and the stats only a generalization. Obviously the style with which a weapon is used can change the bonuses. A scythe is technically a polearm but would most likely add 20 strength or perhaps even 30 strength and -10 agility like a two handed weapon. Also an axe could be substituted for "Long Sword", or two-handed sword for "Two-handed Axe". Something like tonfa or gauntlets could be weighted more heavily than normal, making them more difficult to use but have a more devastating blow (+10 agility would become +10 strength). Glossary of weapon abilities and terms: Weapon Crush- any attempt to block a weapon that has the weapon crush ability results in the attack becoming a "shattering blow" against the weapon used to block
Can Entangle- the weapon is capable of making the four kinds of entangling attacks which are detailed in "Abnormal Attacks" in the rules section.
Can Entangle Weapons- the weapon is capable of making the "weapon entangle" attack.
Automatic- weapon can fire short bursts, long bursts, or spray an area. short bursts use the normal attack power and use one shot. Long Bursts take two shots and do 50% more than the guns attack power. Spraying an area takes two shots, uses the normal attack power and the defender is -15 to avoid. Starting Options: Staff/Polearm- (+10 strength, +10 block) $50
Long Sword- (+20 strength) $50
Nunchaku/Paired weapons-(+10 strength, +10 agility, can entangle weapons)$50
Hand Blaster- (50 attack, long range, 10 shots)$50
Large Shield(50 hp)- (+20 defense) $50
Sword&Shield- (+10 strength, +10 defense)$50
Tonfa/Gauntlets- (+10 agility, +10 block) $50
Two-handed Axe- (+30 attack, -10 agility) $50
Tessen -(+20 block, can entangle weapons) $50
Buster Sword- (+40 attack, -10 agility, -10 reflexes) $50
Chain Whip- (+15 agility, can entangle) $50
Star Industries: Double Ended Spear -(+10 attack, +10 block, one spike can shoot off for a projectile attack with strength 40 and +10 to hit) $65
Double Sword - (+10 attack, +10 agility, +10 block) $80
Crystal Sword (sharp but fragile 20 hp, 20 durability) - (+30 strength) $60
Heavy Beam Cannon - (80 attack, long range, 4 shots) $70
Technomancy Inc.: Power Rod- (+20 magic) $60
Talisman- (+20 resistance) $60
Power Gauntlets- (power chips can be used an unlimited number of times) $75
Armagedon Unlimited: Razor Wire- (+15 attack, +15 agility, weapon crush) $85
Barbed Lash Whip- (+10 attack, +10 agility, can entangle) $70
Other Equipment: like weapons, these do not require slots to use. Most are small like pandants or bracelets. Technomancy Inc. Ward Amulets - a specially treated gem which absorbs one attack of it's opposing element. Afterwards it becomes a normal, innert rock. Only one may be worn at a time.
Ruby - (absorbs one water attack) $10
Aquamarine - (absorbs one fire attack) $10
Garnet - (absorbs one wind attack) $10
Emerald - (absorbs one earth attack) $10
Topaz - (absorbs one ice attack) $10
Saphire - (absorbs one lightning attack) $10
Pearl - (absorbs one dark attack) $10
Jet - (absorbs one light attack) $10 Elemental Power Chips: These grant certain elemental powers that can be used a few times a match. All damage is augmented by the user's affinity with that element. Elemental shields are twice and effective against opposing elements and only half against their own element. When hit by an element attack the damage is reduced by the defender's affinity to that element (yes this means a negative affinity will increase the damage). All 'a' level chips require 2 slots and may be activated six times per match.
Fire Power Chip a - Allows the use of two types of fire ability's +20 fire , -20 water $50
1) Fireball-Allows user to shoot a ball of fire from their fingers. (attack=magic+ fire affinity)
2) Flame Wall- Produces a wall of fire for one round to protect the user. (blocks damage=magic+fire affinity)
Water Power Chip a - Allows the use of two types of water Ability's +20 water , -20 fire $50
1)Hydro Wave- Sends a large wave of water at the enemy. (attack=magic+ water affinity)
2)Water Cascade-A decending colum of water covers the user giving them defense. (blocks damage=magic+water affinity)
Earth Power Chip a -Allows the use of two types of earth ability's +20 earth , -20 air $50
1)Needle Shower- Sends shards of rock at enemy. (attack=magic+ earth affinity)
2)Rising Earth- Ground rises up and covers user. (blocks damage=magic+ice affinity)
Wind Power Chip a -Allows the use of two types of earth ability's +20 Wind , -20 Earth $50
1)Air Blades-Produces two blades of wind that flys at the enemy (attack=magic+ wind affinity)
2)Wind Barrier- Wind surrounds the user deflecting attacks. (blocks damage=magic+wind affinity)
Thunder Power Chip a -Allows the use of two type of thunder abilities, +20 lightning, -20 ice $50
1) Zap Cannon - fires a bolt of electricity at enemy (attack=magic+ electricity affinity)
2) Electro Shield - creates a field of alternating polarity to disperse attacks. (blocks damage=magic+electricity affinity)
Ice Power Chip a -Allows the use of two types of ice abilities +20 ice, -20 lightning $50
1) Icicle Edge - sends a flurry of ice shards at enemy (attack=magic+ ice affinity)
2) Frozen Shell - a wall of ice forms over user (blocks damage=magic+ice affinity)
Light Power Chip a - Allows the use of two types of light abilities +20 light, -20 dark $50
1) Ion Pulse - sends a blast of energy at opponent (attack=magic+ light affinity)
2) Energy Field - creates a shield of energy (blocks damage=magic+light affinity)
Dark Power Chip a - Allows the use of two types of dark abilities +20 dark, -20 light $50
1) Shadow Snap - creates a blast of negative energy slamming into the opponent (attack=magic+ dark affinity)
2) Void Bind - a black hole negates attacks (blocks damage=magic+dark affinity)
(B level chips work much like A level. The differences being that the offensive abilities affect an area and are therefore much more difficult to avoid. The second ability is a defensive or counter attack. Both use the magic stat instead of agility to figure successfulness)
Fire Power Chip b - grants the use of two, mentally aimed fire attacks +20 fire, -20 water $80
1) Explosion Array - causes a large blast of intense heat and force in an area
2) Fire Trap - creates a small, focused explosion to throw an opponent off balance (interrupt)
Water Power Chip b - grants the use of two, mentally aimed Water attacks +20 water, -20 fire $80
1) Tsunami - sends a huge wave of water at the enemy
2) Undertow - countercurrents sweep the enemy's feet our from under them
Earth Power Chip b - grants the use of two, mentally aimed earth attacks +20 earth, -20 air $80
1) Meteor Swarm - rains boulder down on the enemy
2) Fissure - causes the ground under opponent feet to fail and make them lose their footing
Wind Power Chip b - grants the use of two, mentally aimed Wind attacks +20 air, -20 earth $80
1) Cyclone - powerful winds buffet and tear at the opponent
2) Sky Lance - a focused blast of air throws opponent off balance
Ice Power Chip b - grants the use of two, mentally aimed ice attacks +20 ice, -20 lightning $80
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Light Power Chip b - grants the use of two, mentally aimed light attacks +20 light, -20 Dark $80
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2) description blahblah you get the idea
Dark Power Chip b - grants the use of two, mentally aimed dark attacks +20 dark, -20 light $80
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2) description blahblah you get the idea Elemental Melee Chips: These allow the user to infuse his weapon with an element for one attack. All 'a' level chips require 1 slot and may be activated twice per match
Fire Melee Chip a - allows user to make fire element attacks +10 fire , -10 water $25
-Torch Strike - envelopes user's weapon in a shroud of fire (fire element attack with power equal to users strength with weapon bonuses)
Water Melee Chip a - allows user to make water element attacks +10 water , -10 fire $25
-Marine Blast - surrounds user's weapon with pulsing waves (water element attack with power equal to users strength with weapon bonuses)
Earth Melee Chip a - allows user to make earth element attacks +10 earth , -10 air $25
-Terra Smash - channels the strength of the earth into the user's weapon(earth element attack with power equal to users strength with weapon bonuses)
Wind Melee Chip a - allows user to make wind element attacks +10 Wind , -10 Earth $25
-Gust Rush - sends swirling winds around user's weapon (wind element attack with power equal to users strength with weapon bonuses)
Thunder Melee Chip a - allows user to make thunder element attacks +10 lightning, -10 ice. $25
-Electro Slayer - infuses user's weapon with a charge of lightning (thunder element attack with power equal to users strength with weapon bonuses)
Ice Melee Chip a - allows user to make ice element attacks +10 ice, -10 lightning. $25
-Blizzard Break - covers user's weapon in a frigid sheet of ice (ice element attack with power equal to users strength with weapon bonuses)
Light Melee Chip a - allows user to make light element attacks +10 light, -10 dark $25
-Brilliant Charge - sends waves of positive energy pulsing through user's weapon (light element attack with power equal to users strength with weapon bonuses)
Dark Melee Chip a - allows user to make dark element attacks +10 dark, -10 light $25
-Umbral Blow - empowers the user's weapon with terrible amounts of negative energy (dark element attack with power equal to users strength with weapon bonuses) Elemental Boost Chips: These allow the user to give his attributes a tremendous boost for one round. (note: boost chips have the same affinity modifiers as melee chips, I just didn't feel like writing them down again) All 'a' level boost chips require 1 slot and may be activated twice per match
Fire Boost Chip a - $25
-Blazing Assault - user gains an inferno's uncontrollable offense +40 to agility
Water Boost Chip a - $25
-Tidal Crush - user gains the pummeling force of a tsunami +40 to strength
Earth Boost Chip a - $25
-Mountain Defense - user becomes unyeilding as stone +40 to defense
Air Boost Chip a - $25
-Gale Dodge - grants user the blinding speed of wind +40 to reflexes
Lightning Boost Chip a- $25
-Power Jolt - user gains the relentless power of a thunderstorm +40 magic
Ice Boost Chip a- $25
-Glacial Pride - grants user the fortitude of ice +40 resistance
Light Boost Chip a - $25
-Energy Surge - gives user a large burst of energy +10 to all stats
Dark Boost Chip a - $25
-Nightmare Field - saps the opponent's strength and resolve -10 to all opponent's stats Angel Upgrades: These are non-chip enhancements that are hard wired directly into your Angel *thinking about changing this next part* Part Upgrades: There's a little math involved but other than that it's simple. The cost to increase a stat is equal to five times the tens place you are increasing to. Stats MUST be improved in increments of one...no skipping numbers to save cash. (I.E. Hiryu wants to give Blank an armor upgrade. His armor currently has a total of 20 points. If Hiryu wants to add 5 points to resistance it'll cost him a total of fifty bucks (armor has 20 points so each point he wants to raise it will cost 10). if he wanted to raise it another five it would cost him 55 because the final raise to 30 would cost him 15. A part may only be raised to 50% of it's original point value. If you want higher than that you're just going to have to get a new part . Extra Slots: Chips give your angel the biggest edge in battles (second maybe to special attacks) and so being able to have more is incredibly useful. As one might also expect, it gets more and more difficult to find places to add slots and fit in all the new wiring 3rd slot - $27
4th slot - $64
5th slot - $125
6th slot - $216
need I go on? Extra Limbs and the like: so ppl can have wings, tails, maybe extra arms, etc. I will most likely have them take up chip space or something like that. Wings - grants angel the ability to fly and look cool (unpriced)
Prehensile Tail - a very crafty and useful appendage. It can be used to entangle and pick things up. Especially useful with a built in weapon. Anything done with the tail is at +10 agility and -10 strength. (unpriced)
Striker Tail - very powerful for striking and lashing as an alligator. Good defense for if the enemy is behind you. Same stats as doll, the only tail which can have heavy weapons mounted on it. (unpriced)
Sniper Tail - like a scorpion's tail, it lashes out with tremendous speed and accuracy for a surprise attack, usually used with a piercing or hooked weapon. +10 to strike, counts as an abnormal attack for the sake of traits. (unpriced)
Built in Blades - blades are mounted in the forearm(s) or tail (cannot be disarmed, shattering blows will not result in becoming unbalanced add $20 to cost if retractable)
-Small - +5 attack $15
-Medium - +10 attack $30
-Large - +25 attack, -10 strike (cannot be mounted on prehensile or sniper tails) $50
Built in Blasters - like the blades, but energy projection cannons.
-Small - 30 attack, 5 shots, long range $15
-Medium - 10 shots, 40 attack, long range $50
-Large - 10 shots, 60 attack, long range (cannot be mounted on prehensile or sniper tails) $75 |