The full SFRP v7 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, a new system for tracking progression and character growth, far more customizable options in all areas, and more concrete rulings on how to move about. A project started by the staff almost three years ago, it is finally completed! Be sure to check out our recruitment event in the news header below to get started in an amazing opportunity!
If you're new, feel free to look around the board. Make yourself known in the Hello & Goodbye Forum, or, if you have a Discord, follow the link provided and join our Discord Channel. Feel free to ask questions whenever you need help.
- - Overview - - Link Power and Indie Frags are opposite sides of the same coin. Link Power is the force of a character's connection with other characters, giving them literal wave energy that can be tracked and measured as a representation of their bond; through this bond and the increase of Link Power, characters can accomplish amazing feats. Characters that use Link Power believe in fighting for a cause with a unified purpose, for the gain of all. Indie Frags is instead the force of a character's personal will and strength, a power that they rely on no one person to gather. Characters that use Indie Frags believe in fighting for a cause using their own power, to stand on their own two feet, and further their own goals. Both use their respective systems to equip Ability Waves and potentially access advanced forms. Click here to view the rules for Link Power and Indie Frags.
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- - Link Power - - Link Power is a point-based system used to equip Ability Waves. Characters can choose to begin with 100 Link Power, but, if they do, they cannot also have Indie Frags. Link Power is increased by advancing in power by achieving versions and prestige, but can only be increased to a maximum of 800 without outside influences. For every Brotherband your character forms, your Link Power increases by 100. Characters can form a total of six brother bands, which must be formed in-story to gain a maximum of 1,400 Link Power without any other outside resources.
- - Indie Frags - - Indie Frags are a slot-based system used to equip Ability Waves. Characters can choose to begin with 1 Indie Frag, but, if they do, they cannot also have Link Power. Indie Frags can be increased by advancing in power by achieving versions and prestige, but can only be increased to a maximum of 8 without outside influences. For every Brotherband your character denies, or every Signature Attack Mega-Card your character refuses in-story, your number of Indie Frags increases by 1. Characters can reject a total of 6 brotherbands or mega-class cards to increase their total Indie Frags up to 14 without any other outside resources.
- - Brotherbands - - Brotherbands are bonds that you form with individuals in-story, and must be a mutual agreement between characters. Individuals using Indie Frags cannot also form Brotherbands with characters. After you form a Brotherband with a character, that character can slot your Brothercard into their library. By slotting the Brotherband into their library, they are able to access the Brothercard at any time in order to utilize one of their brother's Favorite Cards. Favorites are selected within a character's library as cards that they can grant their brothers access to at any time. A user gains 4 Favorite Cards of their choice. 2 of these 4 cards must be Standard-Class Cards, and no more than 1 of these selected cards can be Giga-Class Cards.
- - Overview - - Ability Waves are abilities that characters can equip using their respective systems of either Link Power or Indie Frags. Each resource limits the use of Ability Waves by how much of the resource the user has to spend on equipping the waves. You cannot equip Ability Waves in a way that causes your total Link Power or Indie Frag cost to be higher than your total Link Power or Indie Frags, but you do not have to use up all of your Link Power or Indie Frags at any given point.
Not all Ability and/or Indie Waves are available in the Wave Store. Click here to view a comprehensive list.
<Trait> Body Passive Ability Wave Effects: Upon purchase, select a single Trait. The user gains a Strength against that Trait, an Immunity to a Tier 1 Status effect associated with that Trait, and an immunity to the negative effects of any panel type associated with that trait. This ability wave can be equipped multiple times, with a different Trait chosen each time.
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[AM] <300LP|3IF> - Gain an immunity to Tier 1 and Tier 2 Status Effect associated with selected trait. Reduce the tier of a Tier 2 Status Effect associated with the Trait to Tier 1 when determining how to add it to attacks.
[FM] <400LP|4IF> - Gain an immunity to Tier 1, Tier 2, and Tier 3 Status Effect associated with selected trait. Reduce the tier of a Tier 3 Status Effect associated with the Trait to Tier 2 when determining how to add it to attacks.
Anti Damage Active Ability Wave Effects: The first time the user successfully parries an attack, they immediately warp in front of their opponent to deliver a counter attack dealing (High + (1 * V)) Damage with Auto-Hit This is a triggered ability that does not take up an action to activate.
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[TV]<200LP|2IF> - Anti-Damage activates each time the user successfully parries an attack, with a 3-Turn Cooldown between uses.
[XM] <600LP|6IF> - Anti-Damage activates each time the user successfully parries an attack.
Augmented Armor Passive Ability Wave Effects: The user's Defense is increased by a Moderate amount. This ability Wave can be equipped multiple times, and its effects stack.
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[TV] <300LP|3IF> - The user's Defense is increased by a High amount, increasing by a Pathetic amount per Version. This Ability Wave cannot be equipped multiple times.
[AM] <300LP|3IF> - The user reduces the damage of all incoming attacks by 1 Full Damage Level, to a minimum of Pathetic. This Ability Wave cannot be equipped multiple times.
[FM] <600LP|6IF> - The user reduces the damage of all incoming attacks by 2 Full Damage Levels, to a minimum of Non-Damaging. This Ability Wave cannot be equipped multiple times.
EM Shield Active Ability Wave Effects: The user creates a shield with HP equal to their Shield Baseline Base using a Defense Action. This ability wave has a 5-Turn CD between uses.
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[TV] <300LP|3IF> - The user's Shield reflects the Damage of any attack it takes, up to its current HP, back at its attacker. This is true damage with auto-hit.
[AM] <400LP|4IF> - The user's Shield is spawned with HP equal to their Shield Baseline + an Immense amount. This ability wave has a 5-Turn CD between uses.
[FM] <600LP|6IF> - The user's Shield is spawned with HP equal to their Shield Baseline Cap + an Overwhelming amount. using a Defense Action. This Shield can take up to two full attacks before it breaks. This ability wave has a 2-Turn CD between uses.
First Barrier Passive Ability Wave Effects: The user starts the battle with a Barrier that fully avoids the first attack aimed at the user that does not overcome it.
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[TV] <200LP|2IF> - The user's First Barrier is spawned with HP equal to their Barrier Baseline Base.
[AM] <300LP|3IF> - The user's First Barrier fully avoids the first full turn of attacks aimed at a user.
[FM] <400LP|4IF> - The user's First Barrier instead spawns at the start of each Custom. Multiple barriers can be active by this effect at once.
[XM] <600LP|6IF> - The user's First Barrier instead spawns at the start of each turn. Multiple barriers can be active by this effect at once.
Undershirt Passive Ability Wave Effects: The user survives an otherwise fatal attack, leaving them with Pathetic Health. Useable once per battle. The Undershirt is ignored by any attack that the user is weak to.
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[TV] <200LP|2IF> - The user's Undershirt protects them from an otherwise fatal turn of damage.
[AM] <300LP|3IF> - When the user's Undershirt activates, they immediately restore Immense Health and benefit from Tier 2 Restore.
[FM] <400LP|4IF> - The user's Undershirt can be activated once per custom.
[XM] <600LP|6IF> - The user's Undershirt protects them from an otherwise fatal turn of damage, and can only be ignored by their natural weaknesses, not acquired ones during battle.
Power Charge Passive Ability Wave Effects: Whenever the user's Basic Attack benefits from charge, it may inflict a single Tier 1 Status effect of choice, selected when this Ability Wave is equipped.
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[TV] <200LP|2IF> - Whenever the user's Basic Attack benefits from charge, it may select an Intermediate Defense Breaker of choice for its first use that turn.
[AM] <300LP|3IF> - Whenever the user's Basic Attack benefits from charge, it gains [Spread].
[FM] <400LP|4IF> - Whenever the user's Basic Attack benefits from charge, it gains [Powerful (X)], where X is the number of turns the Basic Attack's charge has been held.
[XM] <600LP|6IF> - Whenever the user's Basic Attack benefits from charge, it benefits from it for the entire turn.
Predation Active Ability Wave Effects: The user adds a Tier 1 Status effect to one attack, on use. Tier 1 Status effect chosen upon acquisition. 3-Turn CD between uses.
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[TV] <200LP|2IF> - The user may instead add any one Intermediate Breaker or one Tier 2 Status Effect to one attack, on use. Effects chosen upon acquisition.
[AM] <300LP|3IF> - The user may instead add any one Advanced Breaker or one Tier 3 Status Effect to one attack, on use. Effects chosen upon acquisition.
[FM] <400LP|4IF> - The user may instead add 1 Special Property or Roleplay effect to one attack, on use. Special Properties and Roleplay effects are added as though only one level of the effect was paid for. Does not include Auto-Hit, Avoid Separately, or Lock On. Effects chosen upon acquisition.
[XM] <600LP|6IF> - The user may instead add Bane to one attack, on use. This ability wave's cooldown becomes Mandatory Cooldown.
Attack Lock Active Ability Wave Effects: The user treats any attack as though it had the Lock-On Roleplay effect. 3-Turn CD between uses.
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[TV] <200LP|2IF> - The user's Lock-On Attack also gains [Spread].
[FM] <400LP|4IF> - The user's Lock-On Attack also gain +2 Damage Levels.
[XM] <600LP|6IF> - Effects changed to: Passive Ability Wave Effects: The user's Attacks with Lock-On gain [Spread] and an Intermediate Defense Breaker of choice when used to Lock-On to a target.
Health Plus Passive Ability Wave Effects: User gains +High Health. This ability wave can be equipped multiple times, even alongside other upgrades. Its effects stack.
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[TV] <200LP|2IF> - User gains +Immense Health, and restores an additional Pathetic amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack.
[AM] <300LP|3IF> - User gains +Incredible Health, and restores an additional Pitiful amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack.
[FM] <400LP|4IF> - User gains +Astounding Health, and restores an additional Low amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack.
[XM] <500LP|5IF> User gains +Outstanding Health, and restores an additional Moderate amount when restoring HP from any source. This ability wave can be equipped alongside other upgrades. Their effects stack.
Ability Specialist Passive Ability Wave Effects: The user adds +1 Multi-Use to a single Ability, or applies -1 CD to a single Ability Wave, to a minimum of 0-CD.
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[TV] <200LP|2IF> - The user adds +1 Multi-Use to all Abilities, or applies -1 Turn CD to all Ability Waves, to a minimum of 0-CD or their Mandatory CD, whichever is higher.
[XM] <600LP|6IF> - The user adds +2 Multi-Use to all Abilities, and applies -2 Turn CD to all Ability Waves, to a minimum of 0-CD.
Trait Advancement Passive Ability Wave Effects: User gains +1 Level in a Trait of choice. Cannot be used to advance a trait to Omega level. Can be equipped multiple times. Its effects stack.
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[AM] <300LP|3IF> - Additionally, the user may select another Passive ability from any one trait they possess. Can be equipped with the base Ability Wave multiple times, but not with itself.
[XM] <600LP|6IF> - The user advances a single Trait to Omega. This can no longer be equipped multiple times.
Custom Streaming Passive Ability Wave Effects: User skips the loading phase for all customs, allowing them to slot in and use cards on the same turn.
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[TV] <300LP|3IF> Side Select - The user may slot in two extra cards during each custom, as well.
[AM] <300LP|3IF> Quick Gauge - The user's custom is decreased by three turns, as well.
[FM] <400LP|4IF> Mega Card+ - In addition, the user may slot in up to three Mega Class Cards per custom. The user may hold 2 additional Mega Class Cards in their Library.
[XM] <600LP|6IF> Giga Card+ - In addition, the user may hold 1 additional Giga Class Card in their Library.
Card Finder Passive Ability Wave Effects: No Zenny is earned during any Virus Encounter or PC Wave Battle. You are instead guaranteed a card drop every wave. You always earn a valid opponent's Mega Class Card at the end of combat.
Zenny Eye Passive Ability Wave Effects: No Zenny is earned during any Virus Encounter or PC Wave Battle. You instead increase all Zenny earned from Virus Encounters and battles by 150%.
- - Overview - - Ability Waves are incredibly powerful tools, but not the only means of acquiring passive, powerful boons to your character's abilities. Access Cards are unique expansions that are installed into the Hunter V-G and function a lot like Ability Waves, but do not require Link Power or Indie Frags to equip; you simply must be able to acquire or otherwise purchase them and then equip them. Only 1 Data Access Card can be equipped at a time. Click here to view the list of available Access Cards.
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- Defensive Access Cards -
Access Card
Price
Power Armor Passive Access Card Effects: The user automatically Restores from any Status Effect or Stat Debuff 1 turn after being inflicted with it, regardless of its natural duration. The user is immune to the [Weaken] Special property.
30 Noise Frags
First Aura Passive Access Card Effects: At the start of each custom, the user spawns an Immense + (Moderate * Version)-Powered Aura that resists the [Cut] Breaker. Only one such Aura can exist at a time.
25 Noise Frags
Resilience Active Access Card Effects: Reduce the damage of a single attack to its unaugmented value, before any other Damage Mitigation effects apply. 0-CD between uses.
23 Noise Frags
Super Body Passive Access Card Effects: User reduces all incoming damage by 3 Full Damage Levels. The user suffers -1 Full Damage Level to all attacks.
22 Noise Frags
Limit Reset Passive Access Card Effects: The user survives an otherwise fatal turn of Damage with Pathetic health. If this is not the first Undershirt effect the user has activated this battle, the user instead survives an otherwise fatal source of damage with Pathetic health. Whenever the user recovers to half of their maximum health percentage, this Undershirt resets.
21 Noise Frags
- Offensive Access Cards -
Access Card
Price
Super Armor Passive Access Card Effects: The user's Attack Chains cannot be Interrupted. If an Attack during an attack chain is parried, the user can continue the attack chain as though it weren't.
30 Noise Frags
Power Bond Passive Access Card Effects: The user's stored charges are only dropped if they are struck by an attack that has been charged with more actions/turns than their greatest stored charge.
25 Noise Frags
Potency Active Access Card Effects: Increase the damage of a single attack to its inherent maximum. All static damage augments added to the attack are rounded up to the next highest damage level. 0-CD between uses.
23 Noise Frags
True Power Passive Access Card Effects: User's Damage increases by +3 Full Damage Levels. User takes +1 Full Damage Level from all attacks.
22 Noise Frags
Perfect Parry Active Access Card Effects: The user activates this ability wave using an Attack Action. It automatically parries any attack, regardless of damage, and reflects a parried Standard attack back onto the target when used. 3-Turn CD between uses.
20 Noise Frags
- Supportive Access Cards -
Access Card
Price
Double Shoes Passive Access Card Effects: The user may enter onto and use Hole Panels, and is immune to the negative effects of all Panel types. The user is immune to the [Grounding] Status Effect.
30 Noise Frags
Supernatural Regenerator Passive Access Card Effects: After responding to all attacks, if an attack that triggered the user's Natural Regen last turn successfully hit any targets, they benefit from their Natural Regen again. This does not count against their normal limits of triggering Natural Regen per turn.
25 Noise Frags
Rejuvenate Active Access Card Effects: The user restores Outstanding Health. 3-CD between uses.
23 Noise Frags
Arena Control Active Access Card Effects: The user changes their panel type, unlocks their current panels, or locks them in place. 0-CD between uses. Cannot select Guard Null, Gravity, or Holy panels.
22 Noise Frags
- Resourceful Access Cards -
Access Card
Price
Refresh Passive Access Card Effects: At the start of each turn, the user may progress the Cooldown of a single Ability or Attack by 1 turn, or grant a single Effect with cooldown [Multiuse (+1)] for the turn.
30 Noise Frags
Trait Boost Passive Access Card Effects: The user gains a second Main Trait, starting with 3 Levels. but does not acquire any of the Weaknesses associated with it. They may select an additional Passive ability from among their Traits.
25 Noise Frags
Copy Eye Active Access Card Effects: The user uses a copy of any card stored in any target's Custom, or uses a copy of any attack used against them this turn, gaining the same benefits applied. 1-CD between uses.
23 Noise Frags
Limit Removal Passive Access Card Effects: The user may equip an additional copy of an Ability Wave of choice, even if it could not normally be equipped alongside itself. Ability Waves costing <600 LP | 6 IF> do not apply.
22 Noise Frags
Duplicate Active Access Card Effects: The user creates an additional copy of target Summon or Support with HP. Has no effect on Summons or Supports created by Giga Advancements, Giga Class Cards, or Special Attacks.
20 Noise Frags
Signature Ability Passive Access Card Effects: The user gains an additional Signature Attack slot, but must place an Ability Baseline effect into that slot. This must be an Active Ability, although it does not require a 1-Turn Held Charge.
- - Overview - - Battle Cards exist as a means to supplement a Wave Warrior's arsenal, allowing a fighter to utilize a virtually endless supply of alternative options to supplement their own fighting styles. For the tactical masterminds, and those that want to come equipped to every situation with the proper tools, these are surely the only tools for the job - endlessly versatile and allowing for a character to build their own kit around the fact that they have more options, the battle card system is a must have for any wave warrior or virus buster to be. Click here to view thNoisee Battle Card Rules.
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- - Card Folder - - A Card Folder consists of a minimum of 36 Battle Cards and a maximum of 60 Battle Cards. Battle Cards are designed like attacks and abilities, but do not follow the same attack rules.
Veratility of a Standard Battle Card explains how often a battle card can be used. Versatility explains how often a battle card can be used. A One-Use Card is slotted into the Custom and can only be used once during that custom. A Multi-Use Card is slotted into the Custom and can be used up to once per turn during that custom. You can re-use Standard Cards throughout the battle, regardless of how many times you use them, but can only slot-in multiple copies in the same custom if you own that many copies.
- - Card Classes - - Battle Cards are separated into four classes: Standard, Mega, Giga, and Illegal.
- Standard Class Cards - The most common style of card is the Standard Class Card. Class Restriction: You may have any number of Standard Class Cards in your Folder, up to your maximum. Copy Restriction: You may have up to 5 copies of the same Standard Class Card in your Folder at once. Custom Restriction: Any number of Standard Class Cards can be slotted into your custom at once. Augment Restriction: Follows the normal rules for attack augments. Base Damage: Unless otherwise stated, Standard Class Cards deal Moderate + (Pathetic * V)
Click here to view the Standard Class Card Library.
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Standard Battle Cards
Area Eater Support Card || Single-Use Benefit: The user immediately Warps, gaining the benefit of up to 2 total Actions and/or Avoidances.
Divide Line Support Card || Single-Use Benefit: The user creates an area of hole panels around them. This does not change the user's panel type, but opponents must enter into Hole Panels to attack the target with melee range attacks rather than share their panel type. The panels revert after three turns. If the user cannot use hole panels, they cannot move or change panel types without warping.
Attack Plus Ability Card || Single-Use Benefit: The damage of a single Battle Card is increased by a Pathetic amount per hit, for one use.
Paralyze Plus Ability Card || Single-Use Benefit: The user adds Paralyze to a single attack used this turn.
Recovery Support Card || Single-Use Benefit: The user restores a Moderate amount of health to themselves or an ally. Improves by a Moderate amount per 100% maximum health the target has.
Barrier Defense Card || Single-Use Benefit: The user summons a Modest health barrier around themselves or an ally. This does not require an action to use.
Invisible Ability Card || Single-Use Benefit: The user sends themselves or an ally into Phase when responding to the first attack used against them this turn.
Guard Defense Card || Single-Use Benefit: The user summons a High health shield for themselves or an ally.
Command Stone Support Card || Single-Use Benefit: The user summons an Obstacle with Immense Health. Increase by an Immense amount per 100% of max health the user possesses.
Cannon || [Ranged] || Multi-Use Description: Cannon launches a single, powerful round with explosive force, albeit only hitting one target. [Alternate Use] - [1-Action Charge]. Gain 2 Full Damage Levels and 1 True Damage Level. Attack Effects: Gains a single [Basic Breaker] of choice on use.
Heat Uppercut || [Melee (Close)] || Single-Use Description: The user gains a flaming boxing glove, perfect for uppercuts. [Alternate Use] - [1-Turn Held Charge] Can be used as the last attack in an attack chain completed this turn. The user gains Super Armor when performing this attack chain. Attack Effects: Gains a single [Basic Breaker] of choice on use. [ Burn]
Ground Wave || [Ranged] || Single-Use Description: The user unleashes a wave that seeks after its targets along the ground. Attack Effects: Gains a single [Basic Breaker] of choice on use. Targets on hole panels are immune to this attack. [Homing] [Pierce]
Mu Tech || [Ranged] || Single-Use Description: The user gains a laser attack that fires dark runes, empowered by destruction. Damage: Deals +1 Full Damage level per turn a set of Hole Panels has been active (only if set, not passively present). Attack Effects: Gains a single [Basic Breaker] of choice on use. [ Ground] [Pierce]
Voltic Eye || [Arena Quarters] || Single-Use Description: A targeting reticle appears in a space selected by the user before it is charged with electrical energy, electrifying all targets within melee range of the primary target. Damage: Damage is evenly divided among 3 hits. Attack Effects: [1-Action Charge] [Precision] [Pierce] [Pinpoint]
Black Hole || [Arena Quarters] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pathetic + (1 * V) [True Damage] [Alternate Use] - [1-Turn Held Charge] Gains [Hits All]. Attack Effects: [Auto-Hit]
Terrain Carpet || [Ranged (Long)] || Single-Use Description: The user rolls out a carpet that deals damage as it rolls over an enemy. If the user's panel type isn't Null panels, their panels automatically Revert, and the Carpet changes the panel type of all enemies hit by the carpet to the type of panel the user had previously. Attack Effects: Gains a basic breaker of choice upon use. [Line]
Moai Fall || [Arena Quarters] || Single-Use Description: At the user's command, rocks fall from the air above their enemies' heads. Damage: Can split damage evenly into any number of hits, so long as each hit is targeted at a separate opponent. [Alternate Use] - [1-Turn Held Charge] Destroys a summon controlled by the user on use. Damage is instead determined by the health of the summon upon destruction, and can still be split as desired. Attack Effects: Gains a single [Basic Breaker] of choice on use. [Destroy] [Overcome]
Guardian Trigger Ability Card || Single-Use When slotted in, this card goes into Standby. Trigger: The user successfully parries an attack. Effects: The user's Counter Attack deals a minimum of (Moderate + 1 * V) Damage, regardless of the difference between their parrying attack and the attack they parried. The Counter Attack gains [Bane].
Buki || [Melee (Reach)] || Single-Use Description: The user summons a comically large hammer that smashes through defenses and creates a shockwave from the point of impact. Damage: [Multi-Baselne] Each target can only be struck by one mode from this attack, but target must still respond to all modes that they are valid targets for. Hammer hits a single target, Shockwave is targeted at all targets within melee range of the user on use. Attack Effects: Gains a single [Basic Breaker] of choice on use. Hammer has [Destroy] [ Ground]. Shockwave has [Break] and requires 2 avoidances to evade.
Snow Ball Support Card || Single-Use Benefit: Spawns a Snow Ball with Health equal to the user's Standard Card damage, and 1 Innate Attack Action. It must be directed to move. Each action used to move the Snow Ball heals it by a Moderate amount. Can overheal by an amount equal to half its total health. Innate Attack: ||[Melee (Close)] || Damage: Equal to Snow Ball's Health. Attack Effects: Gains a single [Basic Breaker] of choice on use. If hits, Snow Ball is destroyed. If used to attack a Summon or Obstacle, it is not destroyed, and gains +1 True Damage Level. Can gain 2 True Damage Levels max, this way.
Death Scythe || [Ranged (Long)] || Single-Use Description: The user tosses forward a scythe that spins around, harming enemies in a large area. Attack Effects: [1-Turn Held Charge] Gains a single [Basic Breaker] of choice on use. Gains 1 hit at full damage per action sacrificed. [Blow] [Spread].
Ghost Hat || [Ranged (Long)] || Single-Use Description: The user tosses forward a dancing hat that cuts through targets, even in phase. [Alternate Use] - [1-Turn Held Charge] Gains [Hits All] Attack Effects: Gains a single [Basic Breaker] of choice on use. [Pierce]. The following turn, user enters Phase for 1 of the opponents' attacks per target struck.
Elemental Grenade Trait chosen upon use. || [Ranged] || Single-Use Description: Lobs a grenade that explodes in elemental energy on impact, changing the panel types as appropriate. Attack Effects: Gains a single [Basic Breaker] of choice on use. Regardless of hit or avoid, changes target's panel type to a panel matching this attack's trait. [Spread]
Status Knuckle Trait chosen upon use. || [Melee (Close)] || Single-Use Description: A powerful knuckle that inflicts the target with a specified status effect. Attack Effects: Gains a single [Basic Breaker] of choice on use. Inflicts a status effect of choice dependent on the proficiency of the card chosen upon use.
Air Spread || [Ranged] || Multi-Use Description: Buster launches a single round that explodes on impact. Attack Effects: Gains a single [Basic Breaker] of choice on use. [Spread].
Gatling || [Ranged (Long)] || Multi-Use Description: Gatling gun launches a flurry of rounds with heavy piercing power. Damage: Evenly divide damage by 5 hits. Attack Effects: [Line]. Gains a single [Basic Breaker] of choice on use.
Synchro Hook || [Melee (Close)] || Single-Use Description: The user summons a large boxing glove that, when aimed, is automatically aimed at all targets sharing their target’s primary trait, regardless of range. Attack Effects: Gains a single [Basic Breaker] of choice upon use. [Lock On]. [1-Action Charge].
Mini Grenade || [Ranged] || Single-Use Description: The user throws a small grenade that explodes in rapid succession at the point of impact. Damage: Divide damage evenly between 3 hits. Attack Effects: If hits, resets the target’s Panel Type to Null. Gains a single [Basic Breaker] of choice on use.
Sword || [Melee] || Multi-Use Description: The user gains a sword on either arm that is light and easy to use. [Alternate Use] - [1-Turn Held Charge] Can be used repeatedly as part of an attack chain. Attack Effects: Gains a single [Basic Breaker] of choice on use. [Lock On].
Time Bomb || [Arena Quarters] || Single-Use Benefit: Low Health Immobile Summon named Time Bomb. Takes only 1% Damage from any attacks without [Powerful] or [Destroy] Innate Attack: One turn after being set, automatically uses its Innate Attack. Time Bomb Explodes. After use, Time Bomb is executed. [Hits All], [Destroys]
Typhoon Dance || [Melee (Close)] || Multi-Use Description: The user is surrounded by a gust of wind, emanating outward from their position. Damage: Split damage evenly between 5 hits. Attack Effects: Gains a single [Basic Breaker] of choice upon use. [Lock On]. [T1 Wind] push hit targets away. [Hits All] [1-Turn Held Charge].
Noise Pulse || [Ranged] || Single-Use Description: The user releases a pulsing wave into the air in front of them, scrambling waves and inflicting a status effect. [Alternate Use] - [1-Action Charge], the status effect benefits from [Empower]. Attack Effects: Gains a single [Basic Breaker] and a single [Status Effect] up to tier 2 of choice upon use. [Hits All].
Spirit Fury Trait chosen upon use || [Ranged] || Single-Use Description: The user brings up a well-spring of energy from the very environment, causing an eruption of power that grows stronger on the appropriate panels. Damage:Increases by 2 Full Damage Levels if the user is on a panel type matching this card’s trait. Attack Effects: Gains a single [Basic Breaker] of choice on use. If used on panel type matching this card’s trait, range becomes [Arena Quarters] and gains [Hits All].
Ink Spread Trait chosen upon use || [Ranged] || Single-Use Description: The user unleashes a spread of ink that coats the ground around its target. [Alternate Use] - [1-Action Charge] Changes the target's panel type to a type matching the proficiency chosen, as well. Attack Effects: Gains a single [Basic Breaker] of choice on use. Gains a single [Status Effect] matching the Trait chosen upon use. [Spread].
Windy Attack || [Melee | Arena Quarters] || Single-Use Description: The user summons a massive fan that, when swung, damages targets in melee range but unleashes a gale of wind that affects the whole battlefield. Damage: Can only damage targets within melee range. Attack Effects: Gains a single [Basic Breaker] of choice on use. [T1 Wind] pushes all enemies.
Drill Arm || [Melee (Reach)] || Single-Use Description: The user summons a massive drill that covers their arm, piercing through enemy defenses with ease. Attack Effects: Gains a single [Intermediate Breaker] on use. [Overcome] [Weaken]
Radar Missile || [Arena Quarters] || Single-Use Description: A barrage of missiles rains down onto the battlefield, targeting all enemies with a trait without any strengths or weaknesses. Attack Effects: Gains a single [Basic Breaker] of choice on use. [1-Turn Held Charge].
Plasma Gun || [Ranged] || [Multi-Use] Description: Gun launches a chain of electricity that paralyzes a target it hits. Attack Effects: Gains a single [Basic Breaker] of choice on use. Paralyze.
- Mega Class Cards - The intermediate level of cards are the Mega Class Cards. Class Restriction: You may have 5 Mega Class Cards in your folder. Copy Restriction: You may have 2 copies of the same mega class card in your folder. Custom Restriction: You may Slot-In 2 Mega Class Cards per custom. Augment Restriction: Can only be boosted 1 Damage Level and 1 Static Boost. Use Restriction: Only 1 copy of a Mega Class card can be used per turn. After use, Mega Class cards are expended. Base Damage: Unless otherwise stated, Mega Class Cards deal Great Damage + (Pitiful * V). All Mega Class cards require a 1-Action Charge before use.
Click here to view the Mega Class Card Library.
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Mega Class Cards
Destroyer Uppercut || [Melee (Close)] Description: A black boxing glove that strikes at an opponent. A single Passive Ability or Ability Wave on the target is permanently shut off if this attack hits, and two others are shut off for three turns. This lock can be cleansed. Attack Effects: [Destroy] [Overcome].
Jammer Support Card Benefit: Spawns an Incredible Health Jammer with 1 Innate Attack Action and 2 Actions to Move. After defending against all attacks, a Jammer restores Health equal to the amount of damage it inflicted to each opponent the previous turn. This summon cannot be augmented. Innate Attack (1): Jamming Gatling - ||[Range (Long)] || Damage: Divide user's Mega Class Damage by 5 hits. Attack Effects: [Pierce] [Powerful (Pathetic)] Can individually aim the hits at separate targets. Gains 1 Intermediate Breaker of choice. Innate Attack (2): Jamming Punch - ||[Close Quarters] || Damage: User's Mega Class Damage. Attack Effects: [Bypass] [Overcome] [Powerful (High)]
Double Eater Support Card Benefit: The user immediately Warps, entering melee with an opponent or changing panel types regardless of the required movement, or avoiding an attack regardless of the required number of avoidances.
Panel Format Support Card Benefit: Resets the panels of all combatants to Null panels. The Panels are locked for 1 Turn, and cannot be changed. This automatically grounds all targets using Hole panels.
Aura Support Card Benefit: User raises an Aura with power equal to the user's Standard Class Damage.
Great Axe || [Melee] Description: A monstrously large axe that cleaves into any melee range. Damage: 2 * Mega Class Damage. Attack Effects: [Destroy] [Hits All] [Requires 1 Additional Action to Use]
Sword Fighter || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: Up to 5 Hits of Full Damage. Attack Effects: May select a separate pair of [Basic Breakers] for each hit. [Lock On] [Avoid Separately] [Weaken]
Impact Hook || [Melee (Close)] Description: A comically large boxing glove with a star-like burst design on the fist. Landing a single hit with this boxing glove immediately inflicts its damage upon all other enemy combatants. Attack Effects: [Destroy] [Lock On] If Hits, [Auto-Hits] all other enemies the following turn.
Sonic Sword || [Melee] Description: A brilliant broadsword that shimmers with color. When slashed, it unleashes a tempest of strikes that hit three times in a single swing. Damage: 3 Hits at Full Damage. Attack Effects: May select a separate pair of [Basic Breakers] for each hit. [Lock On] [Avoid Separately] Performed in a single action.
Earth Thunder || [Arena Quarters] Benefit: Spawns 1 Mobile Summon named Earth Thunder that cannot be targeted by enemy effects per turn a single set of Hole panels have been active. Earth Thunders have 1 innate move action and can be directed to move. When they enter into melee range with a target, they execute themselves to perform their Innate Attack. Innate Attack: Half user's Mega Class Damage. Paralyze
Break Saber || [Melee (Reach)] Description: A large, drill-like sword with energy coiling over its length. Its incredible weight is unwieldy, but it delivers staggeringly powerful blows. Can be aimed at any three targets in melee simultaneously. Attack Effects: [Overcome] [Destroy] [Bane] [Requires 1 Additional Action to use]
Mega Boost Ability Card Benefit: While attacking using an attack with [Lock On], the user gains Super Armor when using the attack, and the attack can gain one [Basic Breaker] of choice for that use. This benefit lasts for 3 turns.
Card Revive Ability Card Benefit: Takes on the damage and effects of any Standard Class Battle Card used thus far, including all attack augments. [Alternate Use] - If Used on Holy Panels: Removes Holy Panels and revive any entity at High Health. The user cannot benefit from Holy panels for three turns.
Anti-Sword Trigger Ability Card When slotted in, this Card enters Standby mode. Trigger: A Melee Baseline Weapon, or a Sword-Skill Battle Card, is aimed at the user. Effect: Interrupts the attack. The user Counters for True Damage equal to the damage of the attack, with [Auto Hit].
Poison Apple Trigger Ability Card When slotted in, this Card enters Standby mode. Trigger: An enemy activates any healing effect. Effect: Interrupts the effect. The target instead takes damage equal to the amount of health they would have restored as True Damage.
Double Cross Trigger Ability Card When slotted in, this Card enters Standby mode. Trigger: An enemy activates any Mega Class Card. Effect: Interrupts the card. During the user's next turn, they may use a copy of the interrupted card without requiring charge.
Panic Cloud Ability Card Benefit: When activated, automatically inflicts all enemies sharing a Panel type with the user with a single Status Effect up to Tier 2 of the user's choice.
Bombalizer Ability Card Benefit: Automatically destroys all summoned entities. Inflicts True Damage to their owner equal to half the user's mega class damage per entity destroyed. Can be avoided as though it were a multi-target attack.
Slow Gauge Ability Card Benefit: Automatically active during any custom slotted in, without requiring actions to use. The user increases an enemy's custom by 5 turns for the custom active.
Fast Gauge Ability Card Benefit: Automatically active during any custom slotted in, without requiring actions to use. The user decreases their custom's length by 5 turns for the custom active.
Whistle Ability Card Benefit: Incredible winds drag all opponents into melee range with you, and can be attacked as though you had advanced towards them during your next turn. Takes effect at the end of each opponent's turn, activated preemptively.
Mega Crasher Support Card Benefit: Spawns an Obstacle with Health equal to user's Mega Class Damage. This obstacle is immune to multi-target attacks. While active, no Mega Class Cards can be activated by any participants.
- Illegal Class Cards - Powerful noise has irradiated the wave data of these battle cards, transforming them into more powerful versions. Class Restriction: Follows the rule of the base class of the card. Copy Restriction: Follows the rule of the base class of the card. Custom Restriction: Follows the rule of the base class of the card. Augment Restriction: Follows the rule of the class above the base class of the card. Use Restriction: You may only use 1 copy of an Illegal Class Battle Card per turn.
Click here to view the discovered Illegal Class Cards
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Illegal Class Cards
Big Grenade || [Ranged] || Standard-Class Illegal Description: A small, yet heavy grenade forms in the user's hand. When thrown, it detonates in a large area in rapid succession. Strikes all targets within melee range of one another. Damage: Deals 3 Hits at full Mega class damage. Attack Effects: Gains a single [Basic Breaker] and a single [Intermediate Breaker] of choice on use. Regardless of hit or avoid, resets the Panel Type to Null. Affected enemies cannot set new panels for two turns, but can move to new ones.
Death Scythe X || [Ranged (Long)] || Standard-Class Illegal Description: The user tosses forward a scythe that spins around, harming enemies in a large area. Attack Effects: [1-Turn Held Charge] Gains a single [Basic Breaker] of choice on use. Gains damage equal to half the amount of health restored by the user this turn. Gains 1 hit at full damage per action sacrificed. [Avoided Separately]. All hits are released as part of a single attack. [Blow] [Spread].
Giant Axe || [Melee (Reach)] || Standard-Class Illegal Description: An absolutely massive axe forms in the user's hands, with an incredibly heavy head for brutal swings. Can be swung at all targets within any melee range without penalty. Damage: Mega Class Damage. [Alternate Use] - [1-Turn Held Charge] Can be used repeatedly this turn as part of an attack chain. Attack Effects: Ignores HP defenses/supports/summons. [Lock On].
Impact Cannon || [Ranged] || Standard-Class Illegal Description: A hefty cannon that launches a single, powerful round with incredible explosive force, spreading on hit to strike all targets within melee range of the first. Damage: Mega Class Base. [Alternate Use] - [X-Action Charges] Gains +Mega Class Base Damage per charge applied. Attack Effects: [Pierce], gains a single [Basic Breaker] upon use.
Black Hole X || [Arena Quarters] || Standard-Class Illegal Description: The user rips open a hole in space that drains away the life of one enemy. Damage: High + (1 * V) [True Damage] [Alternate Use] - [1-Turn Held Charge] Gains [Hits All] and [Execute] - Enemies with Immense or less health. Attack Effects: [Auto-Hit]
Buki X || [Melee (Reach)] || Standard-Class Illegal Description: The user summons a comically large hammer that smashes through defenses and creates a shockwave from the point of impact. Damage: [Multi-Baseline] Each target can only be struck by one mode from this attack, but target must still respond to all modes that they are valid targets for. Hammer hits a single target, Shockwave is targeted at all targets within melee range of the user on use. Attack Effects: Gains a single [Basic Breaker] of choice on use. Hammer has [Destroy] [ Ground]. Shockwave has [Break] and requires 2 avoidances to evade. Sets Hole Panels. Changes all targets' panel type to Cracked.
Moai Fall X || [Arena Quarters] || Standard Class Illegal Description: At the user's command, rocks fall from the air above their enemies' heads. Damage: Hits a minimum of 3 times at full damage. Each hit must target a separate enemy. Can split damage of individual hits as desired to strike more enemies. [Alternate Use] - [1-Turn Held Charge] Destroys an HP-Defense or Summon controlled by the user on use. Damage is instead determined by the health of the summon upon destruction, and can still be split as desired. Per Immense damage a hit possesses, it requires 1 additional avoidance to prevent, to a max of +3 avoidances. Attack Effects: Gains a single [Basic Breaker] of choice on use. [Destroy] [Overcome]
Attack Plus X Ability Card || Standard Class Illegal Benefit: The base damage of a single battle card is doubled, and the number of enhancements of each kind that battle card can receive is increased by +2. This card can receive any number of action charges. Per additional charge, affects 1 additional battle card.
- Giga Class Cards - The upper echelon of cards are the Giga Class Cards. Class Restriction: You may have 1 Giga Class Card in your folder. Copy Restriction: You may never have duplicates of Giga Class Cards in your folder. Custom Restriction: You may Slot-In 1 Giga Class Card per custom. Use Restrictions: After use, Giga Class Cards are expended. Augment Restriction: Cannot be augmented. Require 1 Full Turn Charge before use.
Click here to view the Giga Class Card Library.
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Giga Class Cards
Dark Sword || [Melee (Reach)] Description: A menacing broad sword dripping with venom is summoned to the user's hand. Inflicts a Poison effect Empowered to Tier 3 with a Permanent Duration. Damage: Incredible + (Pitiful * Version). Has 2 True Damage Levels. Attack Effects: [Bypass] [Lock On] [Hits All]. User benefits from [Drain] each time Poison triggers, equal to the damage dealt. Poison. Can be re-used any number of times in the same battle.
Noise Cluster Support Card Benefit: User immediately acquires 150% Noise upon use of this card. For the remainder of battle, while at high noise percentages, the user is treated as though they were Resonating with that noise, and suffer no penalties for it. The user's Noise Gauge cannot fall below 75%.
Milli-Kick || [Melee (Close Quarters)] Description: The user starts an attack chain. If the attack chain is interrupted, or if the user misses, the effects of this card are not lost; they can continue the attack chain. Each hit that succeeds grants the benefits of landing a hit of an attack chain to all other hits, even if interrupted or non-consecutive. Can be used until the user lands 5 + 1 * V Hits. Damage: Low. Each successful hit increases all future hits by a Pathetic amount. Attack Effects: [Bypass] [Lock On] [Powerful (1)] [Weaken].
Giga Mine Trigger Ability Card When slotted in, after its activation cost is paid, this Card goes into Standby. Trigger: An enemy uses a Giga Card, a Giga Expansion, or a Gamma Attack. Effect: Interrupts the attempt. Unleashes a gigantic explosion with [True Damage] [Bane] [Auto-Hit] that hits all enemy combatants. Deals Moderate + (Moderate * V) Damage.
Destroyer Missiles || [Arena Quarters] Description: After activation, the user can expend attack actions to summon a missile from the sky, aimed at any one target. Can be used throughout the Custom activated until the user has called down a total of 5 Missiles + (1 * V). Damage: Modest. Missiles are [Avoided Separately]. Attack Effects: [Precision] [Pinpoint]. [Spread]
Darkness Hole || [Arena Quarters] Description: The user rips a hole into the fabric of the Wave World, violently sucking in and destroying the environment. The incredible pull drains away the life of all those present. Damage: Immense + (Pitiful * V) [True Damage]. Increase by an Immense amount per 100% max-hp the target possesses. Attack Effects: [Auto Hit] [Hits All].
Dark Aura Support Card Benefit: Provides a Dark Aura, nullifying all attacks that deal Unaugmented Damage less than or equal to the user's Mega Class damage. The aura automatically absorbs any attack with [Cut], [Blow], or [Bypass], as well as any other effect that would destroy or ignore the aura, regardless of its damage or effects. Only attacks that deal more damage than the aura can nullify can break it.
Attack +50 Support Card Benefit: After paying its activation cost, all Standard Class Cards in the user's current custom gain damage equal to the user's Mega Class Damage, divided evenly between all hits. Overcaps the total number of applied static damage boosters an attack can possess.
Buster MAX Support Card Benefits: User's [Rate] and [Charge] are each raised by 5, but do not change if they are already higher. The user always benefit from Charge for the first basic attack used each turn. Basic Attack Damage is increased by a (1 * V) Amount, and they can be used as part of an attack chain.
Breaker Time Bomb || [Arena Quarters] Description: The user spawns an absolutely massive bomb with a readily visible counter from all sides. The bomb acts as an obstacle for the user. Three turns after it is summoned, the Breaker Time Bomb explodes, hitting all enemies. The Breaker Time Bomb has Outstanding Health, but only ever takes Pathetic Damage from any attack without [Powerful] or [Destroy]. It is not automatically destroyed by effects that would normally destroy objects. Damage: Outstanding Health Breaker Time Bomb, Outstanding + (Moderate * V) Damage Explosion. Has two true damage levels. Attack Effects: [Hits All], [Auto Hit], Destroys all Summoned Entities and Defenses/Supports with Health.
- Galaxy Advances - Ever since the crisis involving Meteor G, the Wave World has been rapidly evolving with more and more data being accessible through the massive stores of it in outer space. By using new technology, the Satella Police has made this new feature available to all Hunter V-Gs, not just ones with specialized programming as it was in the past.
By slotting in three specific cards in the same custom and expending a full-turn charging the three cards, they can be fused into a more powerful card within the data collected from the Satellite Server stored in Satella Police Databases. This process is called Galaxy Advance, and while many cards exist that can perform them, only a few are known to the general public. This system allows even the most novice of Virus Busters access to incredibly powerful offensive options.
The class of card being emulated by the Galaxy Advance is noted on each card. The Galaxy Advances follow all rules and guidelines associated with their given class of card, including additional use restrictions. They do not count against the number of cards in your library at once, or the number of times you may use a certain class of card per battle, though, as they are formed mid-battle. Below is the collection of all Galaxy Advances possible through currently available Battle Cards.
Big Grenade || [Ranged] || Standard-Class GA Description: A small, yet heavy grenade forms in the user's hand. When thrown, it detonates in a large area in rapid succession. Strikes all targets within melee range of one another. Damage: Deals 3 Hits at full Mega class damage. Attack Effects: Gains a single [Basic Breaker] and a single [Intermediate Breaker] of choice on use. Regardless of hit or avoid, resets the Panel Type to Null. Affected enemies cannot set new panels for two turns, but can move to new ones.
Giant Axe || [Melee (Reach)] || Standard-Class GA Description: An absolutely massive axe forms in the user's hands, with an incredibly heavy head for brutal swings. Can be swung at all targets within any melee range without penalty. Damage: Mega Class Damage. [Alternate Use] - [1-Turn Held Charge] Can be used repeatedly this turn as part of an attack chain. Attack Effects: Ignores HP defenses/supports/summons. [Lock On].
Impact Cannon || [Ranged] || Standard-Class GA Description: A hefty cannon that launches a single, powerful round with incredible explosive force, spreading on hit to strike all targets within melee range of the first. Damage: Mega Class Base. [Alternate Use] - [X-Action Charges] Gains +Mega Class Base Damage per charge applied. Attack Effects: [Pierce], gains a single [Basic Breaker] upon use.
Rocket Launch GA || [Ranged (Long)] || Mega-Class GA Aspect: User's body transforms into a massive red and blue rocket, propelling them forward at staggering speeds while a pair of smaller rockets follow them. Automatically Advance Towards target enemy, regardless of the number of required actions to do so. Damage: Smaller Rockets deal Standard Class Base. User's Rocket deals Mega Class Base and cannot be reduced by more than 2 Full Damage Levels. This is a [Powerful] effect. Attack Effects: Smaller Rockets inflict Heavy Gravity. All three hits have [Homing] [Pierce]. User's Rocket has [Advancing] and Paralyze. Status effects inflicted with this attack cannot be cleansed for 1 turn.
Breaker Time Bomb GA || [Arena Quarters] || Giga-Class GA Description: The user spawns an absolutely massive bomb with a readily visible counter from all sides. The bomb acts as an obstacle for the user. Three turns after it is summoned, the Breaker Time Bomb explodes, hitting all enemies. The Breaker Time Bomb has Outstanding Health, but only ever takes Pathetic Damage from any attack without [Powerful] or [Destroy]. It is not automatically destroyed by effects that would normally destroy objects. It can only be harmed by one attack per opponent per turn. Damage: Outstanding Breaker Time Bomb, Outstanding + (Moderate * V) Damage Explosion. [True Damage] Attack Effects: [Hits All], [Auto Hit], Destroys all Summoned Entities and Defenses/Supports with Health.
Darkness Hole GA || [Arena Quarters] Description: The user rips a hole into the fabric of the Wave World, violently sucking in and destroying the environment. The incredible pull drains away the life of all those present. Damage: Immense + (Pitiful * V) True Damage [True Damage] [Bane]. Increase by an Immense amount per 100% of max health the target possesses. Attack Effects: On the turn used, negates all sources of [True Damage] from the enemy. [Auto Hit] [Hits All].
- - Overview - - Ever since the rise of Dealer, Noise has done anything but decreases in its presence in day-to-day life. As Wave Technology has improved, Noise has only become more and more prevalent, causing Noise Waves, Noisms, and Noise Frags to be basically another layer of the Wave World accessible only by the brave or the foolish. Click here to view the rules for Noise.
To combat the continuous rise of Noise, the previously experimental and only technically classified Noise Programs have become normal functions as a part of every Hunter V-G, Wizard, and Matter Wave. While not completely removing the negative side effects of Noise, it greatly reduces the overall risk that high-density Noise creates, and allows for Wizards and Wave Warriors of all kinds to harmonize with Noise to gain great strength. Click here to view the rules for acquiring and using Noise.
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- - The Noise Guage - - All Hunter V-Gs, and by extension every Wizard, comes installed with a Noise Gauge that can accurately inform the individual using it how much Noise is suffused into the Wave World around them. Much like gauging humidity, the Noise Gauge tells its user what percentage of Noise is in the air relative to the amount of Non-Noised Waves. Noise is just Wave Matter interference, but it is still a form of Wave, and is thus easily detectable and even interacted with using technology.
The Noise Gauge typically begins a battle at 0% Noise, as Noise is created as a byproduct of EM Wave technology and interference. As stronger waves are suffused into an environment, those waves create Noise as a byproduct of their power and intensity. Noise proliferates, growing and multiplying in the environment over time.
In Battle, your Noise Gauge is displayed during your Post Summary, at the end of each post. You are in charge of tracking your Noise Gauge. Noise is tracked separately for each combatant.
- - Acquiring Noise - - You acquire Noise through a number of methods, all of which raise your Noise Gauge by a predetermined amount.
The easiest and most consistent way to acquire Noise in Battle is by attacking using Battle Cards. Because Battle Cards are a form of Wave Technology, their use naturally creates Noise. When they damage a Wave Being, they disrupt the flow of the Waves of your enemies, and these two events co-occurring create a lot of Noise.
Any time you use a Null-Element Standard-Class Battle Card, or a Battle Card with a Proficiency matching any of your own, you immediately gain Noise equal to the percentage of Damage the card would deal before any modifiers minus one Damage Level. If a Card deals Modest damage before any modifiers, you gain Moderate Noise. If the Card deals Great, because of the Empty Damage Level between Great and High, you still gain Great Noise. This only applies the first time you use a Multi-Use Battle Card in the same custom.
Any time you deal damage using a Null-Element Standard-Class Battle Card, or a Battle Card with a Proficiency matching any of your own, you gain additional Noise equal to half the total damage dealt, rounded down to the nearest Damage Category. This occurs each time you deal damage, even with Multi-Use cards.
Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.
Per Noise Card equipped, so long as the Noise Cards are not producing any Conflict, whenever you gain Noise in a turn, you can increase the total amount of Noise gained in that turn by a Pitiful amount.
- - Losing Noise - - Noise passively degrades over time, either condensing and crystallizing into Crimson, or just naturally spreading out and dispersing, reducing the overall Noise levels in the area as time goes by.
Once Noise starts rising, any turn that you fail to gain Noise, you will automatically lose a High amount of Noise. If you have 100% or more Noise, you lose an additional High amount of Noise per 75% of Noise in your Gauge. Noise does not naturally decrease if you have less than 75% Noise, and does not naturally degrade below 75% Noise from the above effect.
When you are damaged by an attack that that you are Weak to, you lose an amount of Noise equal to the total amount of damage taken.
Finally, Noise can be sacrificed to power certain effects, the most commonly known being Noise Cards.
- - Effects of Noise - - High levels of Noise creates a slew of dangerous effects on the field of battle. It causes the entire space to be filled with the static material, and the environment seems to be warped by it.
While at or above 150% Noise: Any Push/Pull Wind Effects and Gravity Effects are inverted. Knock Ups become Grounds and vice-versa. Attacks with Intermediate or higher Breakers automatically change their target's panel type to Cracked. Natural Regen is reduced by a High amount, plus a Low amount per additional 75% Noise over 150%. Not applicable while resonated with a Noise Form or other transformation. All attacks automatically Pierce, allowing them to ignore the Phasing effect.
While at or above 225% Noise: Hole Panels do not naturally revert back to Null panels. Characters lose a High amount of health each time Noise degrades. Not applicable while resonated with a Noise Form or other transformation.
- - Transformations - - As Noise becomes more and more prevalent, ways to harness Noise for larger spans of time have been created. The powers once granted to Earth's greatest hero, Warrock Man, have been loaded into the Noise Gauage. So long as all other requirements have been met, once a character has exceeded 75% Noise, so long as they have at least 1 Prestige, they can resonate with the Noise in the environment in order to enter what is called a Noise Form.
- - Noise Form - - A Noise Form in and of itself isn't incredibly powerful; at least, not in comparison to the powers granted by other Transformations. Reaching 75% Noise and having actions left after defending to resonate leaves a character infused with power over their norm.
Once you qualify, you can create and have your own custom Noise Form approved as a part of any other character creation process. A Noise Form has the following guidelines.
Form Name: Your Choice Form Design/Appearance: Your Choice Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants the user's attacks and battle cards matching their Main Proficiency +Pathetic Damage added per hit. -- Can choose to have above effect only apply to attacks with one hit, granting the attack +Moderate Damage instead. -- +1 Passive Ability Slot active during transformation. Can be customized as desired. -- Increases the user's Basic Attack Damage when benefitting from Charge by a (Pathetic * V) amount. Can customize Basic Attack when benefitting from Charge to grant it the benefits and customization options of a single attack baseline of choice, gaining the effects but retaining its usual damage. --- Indefinite Duration, but only active while the user remains at or above 75% Noise.
After resonating with Noise to enter their Noise Form, the user will continue to gain Noise. If the user can obtain 150% Noise and maintain it until the end of their next Defensive Phase, the user can resonate at 150% Noise, sacrificing all of their Noise to access a more powerful Advanced Form.
For many users, this will simply be an empowered version of their Noise Form, called a Vibrant Noise Form. If they have been selected in-story to hold other, more powerful transformation options, they can instead choose one of those forms.
A Vibrant Noise is more powerful than a Noise Form in every way.
Form Name: Your Choice Form Design/Appearance: Your Choice Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants the user's attacks and battle cards matching their Main Proficiency and each Sub Proficiency +Pitiful Damage added per hit. Stacks if multiple would apply. -- Can choose to have above effect only apply to attacks with one hit, granting the attack +High Damage instead. Stacks if multiple would apply. -- +2 Passive Ability Slots active during transformation. +1 Active Ability Slot active during transformation. -- Increases the user's Basic Attack Damage when benefitting from Charge by a (Pitiful * V) amount. Can customize Basic Attack when benefitting from Charge to grant it the benefits and customization options of a single attack baseline of choice, gaining the effects but retaining its usual damage. -- Grants access to Omega Benefit of user's Main Proficiency. All applicable effects of this benefit must be defined in-stats. -- The user may create an additional Giga Attack that is only useable during this transformation. The user can deduct 1 turn from the duration of this advanced form to instantly Cooldown and Fully Charge their Giga Attack, but only once during the Transformation. --- 5 Turn Duration. Ended prematurely if struck by an attack they are weak to.
- - Overview - - Since the infamous criminal organization known as Dealer discovered Meteor G and began utilizing its data storage for advances in wave technology, and the creation of the first Noise Programs, the Wave World has become more and more adapted to the presence of Noise, and powerful modifications to Wizard's systems have been released in the form of Noise Cards. Noise Cards are condensed pockets of Noise that are loaded into a Wizard's systems, and are found in the form of literal cards that sync up directly with the Hunter V-G, much like Battle Cards do.
Noise Cards are an expansion upon the normal abilities that a Wave Warrior has access to. Click here to view them.
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- - Noise Cards - - Noise Cards are equipped into a Wave Warrior's Noise Gear, alongside their Noise Program. Wave Warriors can equip up to 5 Noise Cards at once, giving them a Hand of cards that grant benefits.
Noise Cards are separated into 4 Suits, just like in a normal Deck of Cards, and include an additional suit of cards that act as a Joker, or a Wild Card. The same Noise Card cannot be equipped twice.
- - Suits - - The four suits are just like those of a typical deck of cards: Clubs, Diamonds, Hearts, and Spades. Each of the four suits have separate specializations that they gear towards, and each of the thirteen cards found in the suits have different effects.
When installing cards into your Hunter V-G, if you install cards that have a different Suit, you create conflicting Noise that can be harmful to your character. Noise overload is dependent on the number of Noise Cards you have installed that do not match a Suit. Whenever you generate Noise in a turn, for each card you have equipped that does not share a Suit, you lose a Pitiful amount of Health that cannot be restored on any turn that you generate Noise. Joker cards never create conflicting Noise.
- - Noise Hands - - By forming Noise Hands, you can create card combinations that nullify the effects of conflicting Noise, because cards can also resonate with one another if combined carefully. By holding combinations of certain Cards, you can generate a powerful effect from the Noise Resonance of different cards.
- 2 Pair: Formed by having two separate pairs; cards with the same value, but different suits. Gives no special benefits, but does nullify Conflicting Noise. - 3 of a Kind: Formed with three cards that have the same value, but different suits. Allows the user to slot-in one additional standard-class card, so long as it matches another card in their custom. - 4 of a Kind: Formed with four cards that have the same value, but different suits. Increases the number of Mega Class Cards a user can store in their library by two, and the number they can slot-in per custom by 1. - Full House: Formed with a 3 of a kind of one value and a pair of a separate value. Grants +Outstanding Health. - Straight: Formed with five cards forming a consecutive sequence. A low sequence (final card value less than or equal to 6) grants +2 Full Damage Levels to the user's Basic Attack when benefitting from Charge. A high sequence (starting card value greater than or equal to 7) allows the user to own and use one additional Giga-Class card in their library. - Flush: Formed with five cards of the same suit. -- ♥ Hearts grant Super Armor. -- ♦ Diamonds grant Double Shoes. -- ♠ Spades grant Refresh. -- ♣ Spades grant Power Armor. - Straight Flush: Formed with a "Straight" using a single suit. Grants the benefits of both a Straight and a Flush of the appropriate values. - Royal Straight Flush: Formed with five cards, all of the same suit, with the values of A, 10, J, Q, and K. Grants Noise Capacitor. - 5 of a Kind: Formed with five cards of the same value, requiring the presence of a Joker to complete. User's maximum Link Power | Indie Frags increases by 300 | 3. User may equip an additional copy of any one Ability Wave.
{♥ Hearts Hearts specialize in offensive abilities and sustained pressure, and are themed around Fire-Element Wave Warriors and even Net Navis from the age of the Net gone by. Click here to view the currently available Hearts cards.}
° Power Burner - When using an Attack that would inflict a status effect, the user can nullify that effect on use to increase the attack's damage by 2 Full Damage Levels. If the attack would already benefit from its total Damage Level buffs, reduce this effect to 1 Full Damage Level but bypass the limit of buffs allowed. This effect only applies once to a single attack. 1-Turn CD between uses.
° Attack Support - Whenever using a Battle Card's support function, you can always substitute its effects for Attack +10, instead. When using this effect, increase the buff provided by a pathetic amount per prestige.
° Heat Charge - When benefitting from Charge, the user's Basic Attack gains Burn and the Fire Element in addition to all other proficiencies. When used in this way, Burn ignores its Natural Cooldown.
° Fire Affinity - While at or above 75% Noise, the user benefits from the Fire Element as an additional Main Proficiency, at the same level as their own. If at or above 150% Noise, can gain the benefits of Fire Ω, instead. Full benefits of this effect must be outlined in-stats.
° Burning Passion - While at or above 150% Noise, the user's Natural Regen increases by a Moderate amount per prestige and can trigger one additional time per turn.
° Prominence - The user can full-turn charge any attack to release the attack dealing the full damage and effects of its highest damage augment throughout the battle. The user can sacrifice 150% Noise to perform a Full-Turn Charge without using actions.
{♦ Diamonds Diamonds specialize in defensive and panel abilities, and are themed around Aqua-Element Wave Warriors and even Net Navis from the age of the Net gone by. Click here to view the currently available Diamond cards.}
° Galaxy Advance Recycle - Three turns after using a Standard-Class Galaxy Advance, the user regains use of the card, so long as it was within the same custom. Only applicable once per Galaxy Advance used.
° Status Absorb - When the user successfully defends against an attack with a status effect, they can choose to gain an immunity to one status effect on that attack for the remainder of the battle. Only one immunity can be held per prestige at a time. 1-Turn CD between uses.
° Panel Hop - When changing Panel Types, user can do so by expending one fewer action than normal, and can choose to still benefit from their previous panel type for one turn instead of their new one.
° Defense Rush - By dropping charges from a single attack when defending against an attack, can decrease its incoming damage by 1 Full Damage Level per charge of the attack dropped. Does not apply if defending using an aura.
° Format Support - Whenever using a Battle Card's support function, you can always substitute its effects for Panel Format, instead. When using this effect, Panels cannot be changed for 1 turn per prestige.
° Charge Defense - Can optionally charge a Defense or Support when used in order to increase its HP by 2 Full Damage Levels. Defenses affected in this way can sustain against up to one additional total attack before being destroyed.
° Bubble Charge - When benefitting from Charge, the user's Basic Attack can be turned into a Barrier with HP equal to its total damage. Any target that strikes the Barrier in Melee Range is inflicted with Bubble during their next turn, ignoring its Natural Cooldown.
° Aqua Affinity - While at or above 75% Noise, the user benefits from the Aqua Element as an additional Main Proficiency, at the same level as their own. If at or above 150% Noise, can gain the benefits of Aqua Ω, instead. Full benefits of this effect must be outlined in-stats.
° Endless Flow - While at or above 75% Noise, the user can Parry any attack by using an attack with an equal or higher number of actions and/or held charges, as opposed to attacks using equal or higher damage.
° Environmental Advantage - While at or above 150% Noise, Attacks with a proficiency matching the user's panel type increase by 2 full damage levels, regardless of damage buff limits.
° Holy Regalia - The user constantly benefits from the effects of Holy Panels alongside any other panel type they benefit from. If their panel type is changed by an enemy, they lose the benefits of this effect. The user can sacrifice 150% Noise to regain the benefits of this effect.
{♠ Spades Spades specialize in speed and maneuverability, and are themed around Elec-Element Wave Warriors and even Net Navis from the age of the Net gone by. Click here to view the currently available Spades cards.}
° Galaxy Advance Refund - If a Galaxy Advance card is successfully used and deals damage, the cards used to create the Galaxy Advance are re-added to your custom, but cannot be used to Galaxy Advance again.
° Royal Decree - At the end of each turn, you can cooldown one attack by an additional turn, or apply -1-Turn CD to 1 attack used next turn. Affect 1 additional attack per 3 prestige.
° Power Boost - After responding to all actions made against you, you can fully cooldown 1 Status Effect of Tier 1 or lower. Affect Tier 2 at Prestige 3, and Tier 3 and Prestige 7.
° Paralyze Support - Whenever using a Battle Card's support function, you can always substitute its effects for Paralyze Plus, instead. When using this effect, Paralyze ignores its Natural Cooldown.
° Store Charge - When the user's basic attack is benefitting from Charge, the user can "store" that charge for later use. Can store a number of charges per prestige. Can expend Basic Attack Charges at any time for effects reliant on them, or to unleash their Basic Attack benefitting from Charge.
° Elec Affinity - While at or above 75% Noise, the user benefits from the Elec Element as an additional Main Proficiency, at the same level as their own. If at or above 150% Noise, can gain the benefits of Elec Ω, instead. Full benefits of this effect must be outlined in-stats.
° Untapped Fury - While at or above 75% Noise, one charged attack per turn with multiple hits gains an additional hit at its highest damage. This attack gains Avoid Separately if it didn't already have it. All hits of this attack are released as a single action.
° Ethereal Waltz - While at or above 150% Noise, once per turn, the user can expend one action to avoid any attack that could be avoided with a warp, regardless of how many avoidances it may require.
° Double Trouble - The user has an Undershirt that prevents them from being dropped below 50% of their Maximum HP from any attack. The user can sacrifice 150% Noise to regain this Undershirt, after its been broken.
{♣ Clubs Clubs specialize in sustain and durability, and are themed around Wood-Element Wave Warriors and even Net Navis from the age of the Net gone by. Click here to view the currently available Clubs cards.}
° Galaxy Advance Cost Down - By charging a Galaxy Advance for one additional action, the user can ignore one of the card requirements in the Galaxy Advance. The other two card requirements must still be met.
° Barbed Armor - When the user takes damage from Melee ranged attacks, they automatically inflict True Damage equal to their Basic Attack's base damage. This can trigger once per turn, +1 trigger per 2 Prestige.
° Recovery Support - When using a Battle Card's support function, you can always substitute its effects for Recovery, instead. When using this effect, the user restores 1% additional health per prestige.
° Charge Drain - Can optionally charge a Recovery effect as a single action alongside any offensive effect to attach the Recovery as a [Drain] effect of the affected attack. If done in this way, the user restores two full damage levels more than the listed amount on a successful hit.
° Wood Affinity - While at or above 75% Noise, the user benefits from the Wood Element as an additional Main Proficiency, at the same level as their own. If at or above 150% Noise, can gain the benefits of Wood Ω, instead. Full benefits for this effect must be outlined in-stats.
° Shadow Double - While at or above 75% Noise, whenever the user successfully Parries an attack, they can Warp as if using [Lock On] before performing a counter attack. The user does not have to automatically warp back to their starting location afterwards.
° Air Glide - While at or above 150% Noise, user ignores the negative effects of any panel they use. User can unavoidably inflict [Knock Up] to all enemies within melee range, once per turn.
° Aerial Mastery - While at or above 150% Noise, user may enter into Hole Panels without penalty, and may do so without expending any actions required to change panel types.
° Toxic Support - When taking True Damage from Status Effects, and from no other source, the user instead restores an amount of Health equal to their Natural Regen. Multiple stacks of a single status effect increase this amount. This does not make them immune to any other effect of the Status Effect. User can sacrifice 150% Noise to inflict themselves with 5 Stacks of Poison.
{✰ Jokers Jokers are the most powerful of the bunch, and also the rarest. They imbue the user with power acquired from Noise generated by the most powerful beings the Wave World, and even the Net, have ever known. Click here to view the currently available Joker cards your character may find.}
° Negative Force - While at or above 225% Noise, any time the user successfully deals damage, they gain Noise equal to the amount inflicted. Regardless of Noise, if dealt damage that would defeat them, user can sacrifice Noise equal to the damage dealt to instead take no damage.
° Creator's Splendor - While at or above 225% Noise, all summoning effects summon an additional time. Regardless of Noise, when summoning entities, user can sacrifice Noise in increments of 75% to summon one additional entity of that kind, ignoring limits.
° Legendary Fortitude - While at or above 225% Noise, user automatically reduces any damage greater than Immense by half. Regardless of Noise, user increases their Maximum Health by an [Overwhelming] amount.
° Absolute Might - While at or above 225% Noise, user's attacks cannot have their damage reduced or mitigated by any effect. Gamma Waves still overcome this effect. Regardless of Noise, user can apply up to two additional damage buffs of either type to their attacks.
° Corrupted World - While at or above 225% Noise, opponents always treat the user's attacks as though they were weak to them. Regardless of Noise, the user inflicts Pitiful True Damage to all enemies per High Noise they have accrued.
° Mass Absorption - While at or above 225% Noise, the user benefits from all Recovery or healing effects from all combatants at half percentage. Regardless of Noise, the user's Natural Regen can trigger up to two additional times per turn.
° Life Aura - While at or above 225% Noise, the user's auras and barriers sustain against attacks that would cut/blow them, and sustain against two attacks that would destroy them before breaking. Regardless of Noise, the user gains +3 Tiers of Charge.
° Holy Prominence - While at or above 225% Noise, the user benefits from the positive effects of Holy Panels in addition to their other panel type. Regardless of Noise, the user's Parries can inflict damage equal to their Basic Attack's Charge once per turn.
- - Overview - - Incredibly dense pockets of waves and noise coalesce into powerful, unique programs that connect directly to Meteor G or the data collected from the Black Hole Server. These direct connections allow for incredibly potent features to be unlocked within individuals, increasing the frequency of their wavelength and, by its very nature, its energy output. Gamma Waves flood a wave being's systems with incredibly potent and efficiently scattered waves, and are incredibly rare; they cannot be purchased, they cannot be stolen, they cannot be randomly found by looking around legendary locations. They are only obtainable from special events, or when facing a powerful enough EM being that such powerful waves are created as a byproduct.
Gamma Waves are the ultimate expansion of a Wave Being's capabilities, and are described in detail, below.
}
- - Gamma Waves - - Only 1 Gamma Wave can be equipped by a single character. Whenever you gain a Gamma Wave, you may gain access to a specific, unique one obtainable only from the entity you were fighting, or you may choose any one Gamma Wave from this list. If you would gain the opportunity to select a Gamma Wave, you instead get a free reselection from the list. Otherwise, Gamma Waves cost 15 Noise Frags to reconfigure.
On top of their normal benefits, a Gamma Wave increases the wielder's effect Prestige by 3 when determining the benefits they receive from all effects and progression. This increase is calculated into the user's average prestige when determining rewards in battles, as well, but Gamma Wave increases to prestige does not affect Link Power or Indie Frag gain.
Prestigious Infinitely morphic potential, held within a limited vessel . . . ° Does not grant +3 Prestige. ° Instead, doubles the user's effective prestige, to a minimum of +3. ° Abilities gain an additional advancement at Prestige 14.
Energy Well Profound energy that wells from the very foundations of the world . . . ° +5 Trait Levels ° Doubles 1 effect granted from each Main Trait. The user may select any number of passive abilities from Traits. ° User may select any number of Traits from the same Family as their Main Trait. ° User's Weaknesses are negated.
Noise Capacitor Proliferation of Noise at an impossible and yet unseen rate . . . ° User begins battle with 150% Noise. ° User generates Immense Noise every turn. User's Noise Gauge does not decrease, except when they Transform. ° User suffers no negative effects from high Noise. ° Each turn, user may apply a High amount to their Defense, Natural Regen, or Damage for a single interaction per 100% Noise they possess.
Status Guard The ultimate failsafe, impervious to imperfection . . . ° Immunity to all negative Status Effects and Stat Augments. ° Opposing trigger effects reliant on the user do not trigger. ° The user cannot gain Weaknesses. ° These immunities cannot be bypassed or ignored by any effect, and function even on effects that cannot be cleansed.
Auto Lock-On Impeccable accuracy and astounding speed eliminates any target . . . ° All single-target attacks gain [Lock On] without paying for its cost. ° Lock On effects do not require actions to prepare in advance. Lock On does not have any Natural Cooldown for the user. ° User's Lock On attacks require an additional action to Dodge, and ignore Phase.
Omnishoes Perfected maneuverability; absolute freedom . . . ° Immunity to all negative panel effects. ° Immunity to all negative effects that forcefully move the user or change their panel type. ° Benefit from all positive panel effects, regardless of user's Traits. Can use hole panels. ° User can freely change their panels twice per turn, regardless of panel locks. ° User can never be chased after when they change panel types.
Gamma Attack A specialized and unique method of annihilation . . . ° The user may create an additional Giga Attack. This must use an Attack Baseline. ° The damage of this attack is increased to the inherent cap of a Giga Attack of its baseline. ° Has a Mandatory 0-Turn CD between uses. Cannot have Multi-Use. ° When adding effects to this attack, any cost of Full Turn Charge is reduced to Held Charge. Held Charge and Action Charges are ignored. Normal effects added to this attack do not have to pay for Damage Levels or Cooldown. Effects attached to this attack ignore Natural Cooldown. When designing, effects cannot be added that would reduce the attack below Non-Damaging.
{° Can gain Special effects. The first two special effects are added without cost. Every special effect added beyond the second cost +1-CD and -1 Full Damage Level. Click to view the special effects.}° If Hits: Executes ° Indefinite duration Status Effects or Stat Augments ° Status Effects that cannot be cleansed ° Pierces immunities, including those provided by Gamma Waves ° If Hits: Preemptively Cuts a Survival Effect (turns it off even if it wouldn't have been triggered) ° Target is treated as Weak to this attack, bypassing Gamma Waves ° Cannot be Mitigated, bypassing Perfect Body ° Locks transformations, bypassing Finalize ° Interrupts all charges, bypassing Paradox Core ° Destroys: All (Any non-character entity) ° Multi-Tap (Like doubletap, but can be placed on the attack more than once) ° Alternative attack chain rules (Can chain by itself, can chain ignoring interruptions, etc) ° Alternative avoidance rules (Auto-Hit unless . . .) ° Alternative mitigation rules (True Damage unless . . .) ° If Hits: Sends all applicable abilities, powers, and attacks the target has on CD. ° If Hits: Restores the user's health OR refreshes all CD OR charges all other attacks (not full-turn). ° Other custom effects, as approved by staff.
Finalize Ascendancy made manifest; Power given form . . . ° At any point after resonating with Noise at or above 150% Noise and transforming, the user can consume 300% Noise to Finalize. Can be reused with a minimum 3-Turn Unaugmentable CD between uses. ° The user can finalize regardless of available actions. They restore an Outstanding amount of health, cleanse themselves of all status effects, cooldown all effects, fully charge all attacks, and refresh all actions. ° All attack damage is increased to the maximum damage for its baseline and then overcapped by two full damage levels. Battle Cards have their base damage increased by 4 full damage levels. Attacks with Full-Turn Charge automatically gain Doubletap. ° At the end of this turn, the user reverts back to their previous transformation.
Satellite Folder Access to the ultimate server, granting endless versatility . . . ° Standard Class attack cards become Multi-Use. The user may use Standard Class cards in their Folder without slotting them into their custom. ° Mega Class Cards do not have restrictions for adding to the user's Folder or for slotting them into their Custom. Mega Class Cards can be re-used during battle, acquiring a 1-Turn CD between uses. ° User can hold 5 Giga Class Cards in their Folder at once. Giga Class Cards require a 1-Turn Held Charge to use. By charging a Giga Class card for a full turn before use, the card is not expended. ° Damage Level and Percentile augments to Standard Class cards are twice as effective. All other cards can be augmented as though they were one class lower.
Perfect Body The perfect defense; stability and infallibility exemplified . . . ° Double the user's maximum health percentage. ° The user gains a Strength against any attack that has not been charged. ° Damage Level mitigations are always treated as Full Damage Levels. User's Defense applies twice. ° User's mitigation applies once at half value to sources of damage that would bypass it, including True Damage.
Pure Power The perfect offense; destruction and conquest exemplified . . . ° Double the user's base Damage. ° All charged attacks automatically gain [Bane]. ° Damage Level buffs are always treated as Full Damage Levels. ° Mitigation effects are only half as effective.
Paradox Core To create energy from nothing and to store it without ceasing . . . ° Immune to Charge Interruptions. ° All chargeable attacks are freely charged at the start of the Offensive Phase. Attacks can still be charged normally. ° Once completed, charges can be held indefinitely. ° Attacks with completed charge can be charged again. Each stored instance of the attack can be released as desired. ° Attacks benefit from the effects of their level of charge twice as much.
Potentiality A vessel that simply acts as a catalyst for the user's own latent power . . . ° +2 Passive Ability Slots. ° +5 Active Ability Slots.
Wave Command Code A blank vessel, simply offering opportunity . . . ° +500 LP | +5 IF ° +2 Equippable Acces Cards. ° LP | IF Costs of Ability Waves are cut in half, except for 50 | 0. ° User can equip up to two copies of any Ability Wave.
- - Overview - - Ancient and powerful waves of Noise build up inside of a wielder of Indie Frags over time, creating a unique resonance of Noise that connects them back to the ancient power of the Indie Proof, the ultimate show of one's own strength. While not as concentrated as the power of the original user of this incredible artifact, the Noise of this power, the Rogue Noise, allows a user to resonate with that built-up energy to unlock a state of power that exemplifies their own strength.
The Rogue Form is the pinnacle of strength accomplished by an individual that believes in their own power, pulling from the well of untapped potential inside of them.
}
- - The Indie Proof - - The Indie Proof is the key to the Rogue Form. Manifesting in a character after they obtain 6 Indie Frags, any character may claim access to a Rogue Form so long as they are able to claim a Noise Form. A symbol of your independent power, your Indie Proof is incredibly customizable and designed to benefit the wielder first and foremost.
In order to activate the Indie Proof, you must already be in your Noise Form, and have 150% Noise to expend to resonate with Noise, much like you would to access a Vibrant Noise Form. Whenever you could resonate to access Vibrant Noise, you may instead access the Rogue Form.
- - The Rogue Form - - Owning a Rogue For prevents a wielder from utilizing PC Signature Mega-Class Cards in their card folder. No other Mega Class cards are affected simply by owning a Rogue Form.
Below are the benefits of the Rogue Form, once you enter into the form.
Form Name: Rogue Form Form Design/Appearance: Your choice. The Rogue Form changes a character's color scheme to dominant colors of blacks, reds, purples, and silvers. Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Does not take any actions to activate. -- Mega-Class Cards cannot be slotted in. Any currently slotted in Mega-Class Cards can be traded out for any Battle Card matching the user's traits. -- The Murian Rejection Barrier completely nullifies 1 Attack that would otherwise hit them per custom of the user's choice. -- All cards that have one of the user's Elements gain a Modest Damage Buff to the first hit, or a Low Damage Buff applied to each hit if the attack has multiple hits. -- Benefits of additional Indie Ability Waves totaling half your total Indie Frags. +1 Link Indie Ability Wave. -- Gain Dark Omega as an additional Main Proficiency. -- Gain access to the Rogue Sword Weapon, or apply +1 Multi-Use and +2 Full Damage Levels to all attacks of a single Weapon you possess. --- Indefinite Duration. Can be ended by using the Darkness Breaker Giga Attack without requiring any charge.
{- - Indie Waves - - A user in Rogue Form gains access to an additional number of Indie Ability Waves with slots equal to half their total Indie Fragments. This allows them to select new Ability Waves without having to pay their Zenny cost, which can be from the list of normally accessible Ability Waves, or from the list of unique ability waves below. They may select 1 Indie 'Link' ability from the list below for free, except for Link Counter. Click here to view the additional ability waves the user gains access to.}
- Link Ability Waves -
Ability Wave
Indie Frag Slots
Link Cancel Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom disables 1 Ability Wave they have equipped per Brother Card or Mega-Class Card slotted into their custom. Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Curse Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom takes Low True Damage each turn. This amount increases by a Low amount per 100% of max health that target possesses. Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Debilitation Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom deals one full damage level less with each attack they make per Brother Card or Mega-Class card slotted into their Custom, to a minimum of Pathetic damage.Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Limitation Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom has all Multi-Use battle cards become One-Use for that custom. Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Slowdown Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom increases the duration of their Custom by 5 turns. Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Suppression Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom cannot use Mega or Giga class abilities that custom. Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Vulnerability Passive Ability Wave Effects: An opponent who has a Brother Card or a Mega-Class Card slotted into their Custom takes one damage level higher from all attacks that custom per Brother or Mega-Class card slotted in. Only one 'Link' Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custom.
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Link Counter Passive Ability Wave Effects: Each custom, the first Brother Card or Mega-Class Card used by an opponent is negated. Only one "Link" Ability Wave can be active per Brother Card or Mega-Class Card slotted into an opponent's custo.
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- Isolation Ability Waves -
Ability Wave
Indie Frag Slots
Wave Prediction Active Ability Wave Effects: The affected attack gains +1 Hit at its full damage. This can affect an attack with avoided separately. If all hits of an avoided separately attack modified this way are avoided, it can be freely used the following turn as if it had Rebound. 1-CD between uses.
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Darklight Harvester Active Ability Wave Effects: The affected attack gains +1 Charge of any charge less than a Full Turn Charge, even if it has already been charged this turn. If this would complete the charge, the Attack can be used this turn. When used, the attack also releases a ranged attack at full damage with [Hits All]. 1-CD between uses.
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Wave Ride Booster Active Ability Wave Effects: The affected avoidance or defensive ability gains an additional instance of multi-use for this turn, and affects two attacks when used. This ability does not trigger any opposing Triggered effects. 1-CD between uses.
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Indie Darkness Passive Ability Wave Effects: All numerical values of a single effect granted by one of the user's Main Proficiencies improves by 50%. Charged attacks with this element gain 1 True Damage Level per charge applied.
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Proof of Isolation Passive Ability Wave Effects: The Murian Rejection Barrier also nullifies up to 1 additional C-Range attack that would otherwise hit the user of their choice each custom, and up to 1 additional attack with Lock-On that would otherwise hit the user each custom.
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Weapon 1 | 3 Attacks
Weapon Name: Rogue Sword Weapon Description: A two-meter long blade crafted from an ancient metal, with markings etched into either side of the blade. The weapon is deceptively light, with a crimson hilt and a powerful cross-guard.
1. Attack Name: Murian Sword Play Baseline: Melee - Blade Trait || Range: Sword || [Melee] Description: A simple string of attacks from the Rogue Sword. Damage: Base Damage. Effects: Selects 2 basic breakers upon use. [Multi Use (3)] [Combo]. Combos using this attack cannot be interrupted.
2. Attack Name: Sword Burst Baseline: Ranged - Basic Artillery Trait || Range: Sword/Dark || [Range] Description: A single swing of the legendary blade cleaves off a burst of energy that attempts to cleave through anything. Damage: Base Damage. Effects: [1-Turn Held Charge] [3-CD] [Hits All] [Pierce] Can be charged for any number of turns. Per turn of charge applied, gains +1 [Multi-Tap].
3. Attack Name: Darkness Breaker Baseline: Melee - Emanation Trait || Range: Sword/Dark || [Melee (Reach)] Description: A devastating display of force, the Murian Sword unleashes a burst of darkness on all sides. Damage: 150% of Base Damage. Effects: [1-Full Turn Charge] [5-Turn CD] [Hits All] [Bane] Benefits from Proficiencies and abilities twice as much, and can benefit from them regardless of trait restrictions. Requires 5 full interactions of any type to prevent. Destroys: All.
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