Post by Candescence on Apr 5, 2011 10:08:25 GMT -5
Item and Effect Programs
Note that these are completely separate from cards used in Digi-Modify.
These two types of programs are stored on SD Cards and downloaded to a person's Digi-Droid, and thus can be combined to form physical objects:
Item Programs - range from typical weapons such as swords, spears, and whips, to the most mundane crap imaginable. These can be formed into physical objects on their own without combining with Effect Programs.
Effect Programs - Effect Programs can be combined with Item Programs, but cannot form on their own. They come in three main types:
Each Item and Effect program can add a maximum of 4 stat points to any of the 4 stats. One card can give +1 stat point to each stat, or +4 stat points to one stat, or perhaps +2 to two stats.
A character can have only three items on their person at a time, each item in it's own 'slot':
Offense - Used for attacking. Adds Power/Mental and Speed bonuses.
Defense - Used for blocking attacks, adds Speed and Defense. Each item and effect in this slot increases the user's HP by 10. Adds Defense and Speed bonuses.
Support/Secondary - Can be used for both offense and defense, but also for other things such as healing. Consumable items in this slot can be consumed, and regenerate in 3 turns afterwards.
The following is a list of item and effect programs, which will inevitably be updated as time goes on.
List of Item Programs:
List of Effect Programs:
(Power/Mental bonuses are applied depending on the item combined with, power-based items get a power bonus, etc.)
Elemental Type
Material Type
Property Type
Restorative Type
Note that these are completely separate from cards used in Digi-Modify.
These two types of programs are stored on SD Cards and downloaded to a person's Digi-Droid, and thus can be combined to form physical objects:
Item Programs - range from typical weapons such as swords, spears, and whips, to the most mundane crap imaginable. These can be formed into physical objects on their own without combining with Effect Programs.
Effect Programs - Effect Programs can be combined with Item Programs, but cannot form on their own. They come in three main types:
- "Elemental" effects, such as fire, wind, water, plant, light, darkness, etc.
- "Material" effects, such as wood, metal, Chrome Digizoid, etc.
- "Property" effects, such as the "supersize", "multiply", and "harden" effects
- And the unique program "Alchemy". Without this program, only one effect can be combined with an Item. Extra effects can be applied with more Alchemy programs used.
Each Item and Effect program can add a maximum of 4 stat points to any of the 4 stats. One card can give +1 stat point to each stat, or +4 stat points to one stat, or perhaps +2 to two stats.
A character can have only three items on their person at a time, each item in it's own 'slot':
Offense - Used for attacking. Adds Power/Mental and Speed bonuses.
Defense - Used for blocking attacks, adds Speed and Defense. Each item and effect in this slot increases the user's HP by 10. Adds Defense and Speed bonuses.
Support/Secondary - Can be used for both offense and defense, but also for other things such as healing. Consumable items in this slot can be consumed, and regenerate in 3 turns afterwards.
The following is a list of item and effect programs, which will inevitably be updated as time goes on.
List of Item Programs:
- Short Sword - Power+2, Speed+2
- Long Sword - Power+3, Speed+1
- Claymore - Power+4
- Whip - Power+1, Speed+3
- Chain Whip - Power+2, Speed+2
- Mace - Power+3, Speed+1
- Spear - Power+1, Speed+3
- Bow - Mental+2, Speed+2
- Crossbow - Mental+4
- Lance - Power+3, Speed+1
- Greaves - Power+2, Speed+2
- Halberd - Power+1, Speed+3
- Naginata - Power+1, Speed+3
- Light Armor - Speed+2, Defense+2
- Chain Mail Armor - Speed+1, Defense+3
- Full Armor - Defense+4
- Small Circular Shield - Speed+2, Defense+2
- Knight's Shield - Speed+1, Defense+3
- Scutum (Roman) Shield - Defense+4
- Knife - Mental+2, Speed+2
- Boomerang - Mental+3, Speed+1
- Drill - Power+4
- Water Bottle - Mental+4, consumable
- Holy Water (RARE) - Mental+6, consumable, multiplies restorative effects by 1.5 times.
- Phoenix Feather (RARE) - Mental+6, healing effects can revive downed allies.
List of Effect Programs:
(Power/Mental bonuses are applied depending on the item combined with, power-based items get a power bonus, etc.)
Elemental Type
- Fire - Power+4/Mental+4
- Water - Power+4/Mental+4
- Wind - Power+4/Mental+4
- Earth - Power+4/Mental+4
- Light - Power+2/Mental+2, Speed+2
- Darkness - Power+4/Mental+4
- Plant - Power+2/Mental+2, Speed+2
- Electricty - Power+2/Mental+2, Speed+2
- Poison - Power+4/Mental+4
- Aether - Power+4/Mental+4
Material Type
- Wood - Speed+4
- Iron - Defense+2, Power+2/Mental+2, Speed+2
- Stone - Defense+6, Power+6/Mental+6, Speed-2
- Steel - Defense+6, Power+6/Mental+6, Speed-2
- Rubber - Speed+2, Defense+2, Power+1/Mental+1
- Titanium - Defense+4, Power+4/Mental+4
- Chrome Digizoid (RARE) - Defense+5
- Chrome Digizoid Blue (RARE) - Speed+6
- Chrome Digizoid Gold (RARE) - Power+3, Mental+3
- Chrome Digizoid Red (RARE) - Defense+6
- Chrome Digizoid Black (RARE) - Power+6
- Chrome Digizoid Obsidian (RARE) - Mental+6
Property Type
- Multiply - Mental+4
- Shrink - Speed+4
- Supersize - Power+4
- Harden - Defense+4
- Sharpened Edge - Power+4
Restorative Type
- Healing - Restores HP to the user or an ally - if item is consumed, HP restoration is equal to the item's Mental bonus plus mental bonuses from any other effects, times 2. Otherwise, it's equal to the user's Mental stat.