KAMEK THE REF'S KODE OF BATTLE
INTRODUCTION:
WHAT IS BOTVGH ARENA?
PART
1: THE GOAL
PART
2: JOINING
PART
3: GETTING STARTED
PART
4: STATUS EFFECTS
PART
5: JOB CLASSES AND EXPERIENCE
PART
6: HAZARDS
PART
7: VARIOUS INFORMATION
PART 8:
MINI-EVENTS AND STORYLINES
PART 9: THE
END OF BATTLE/REF BOMBS
APPENDIX
1: NETNAVI CHIPS
APPENDIX
2: F.A.Q
APPENDIX
3: REMOTES
v20.0, last updated 4/16/06
RECENT UPDATES:
4/16/06: The NetNavi
chips have been upgraded in a big way. CT no longer resets when
KOed, though it does decrease slowly. The EWACS Mecha's
Reinforcements skill has been changed. A few items (notably the SSBM items)
and hazard sets have been upgraded as well, and Mega
Man X has been expanded/modified big time. Even the interruption
hazards are stronger overall. A good amount of new Bosses
History hazards, too. Dreamlanders can
no longer copy Travelers (and their MAtk is
lower), the Chemist's Health ability was
upgraded, Magikoopas in Training
got nerfed slightly, and there
are various other clarifications and such through Part
5.
2/13/06: The first update of '06 is a
long time in coming, then again, my system isn't quite what it used to
be. Regen and Poison have been tweaked again; they go off at 5-tick
intervals instead of randomly. Drain is no longer a basic skill; it is
exclusive to the undead classes (and Traveler,
of course). To accomodate this change, it works differently as well.
Made some miscellaneous updates to Part 3 and Part 7, tweaked Parts 4 and 5, and of course, more hazard updates... a few here
in MUGEN, Items, and Final Fantasy, a few there in Bosses
History, Donkey Kong and ATHF,
and a lot of them in Mega Man Weapons and Materia. Updated the FAQ.
10/22/05:
Lots of
new hazards:
Final
Fantasy, Other RPGs, Items,
BOTVGH, Flame of Recca, Donkey Kong, and Bosses History.
Geomancers
and their ilk have gotten a speed boost in exchange for Hazard Focus
effectiveness. Another new ??? status change
(Damage Split) is in. Arms Dealer and Afro Warrior have been unlocked by The Silent
Strider and Ashton, respectively. Expect a FAQ
update fairly soon (hopefully by year's end).
8/15/05: Arms
Dealer and Afro Warrior are now locked job
classes, since their original owners no longer visit the arena. There
are updates to Bosses History and a new Item, while the Other RPGs
set has been completely redone. Some new ???
status changes. Added "surge word" to definitions in Part
7. Regen and Poison now work differently, and are more effective.
INTRODUCTION: WHAT IS BOTVGH ARENA?
BOTVGH Bosses is a subdivision of BOTVGH Arena, which was originally a forum for #botvgh chatgoers to fight against each other in one-on-one matches. It was a turn-based battle system, based partially on strategy and partially on luck, and things were pretty freestyle. Two people would fight and one person (usually me or Diskmaster) would be the "referee", keeping track of HP and MP, whose turn it was, whether attacks hit or missed and how much damage they did, etc. Eventually, Neo-Kamek came along and had the idea for multiple people to fight against a common enemy or enemies, and thus BOTVGH Bosses was born. Since then, many advances have been made in the way BOTVGH Arena and BOTVGH Bosses are run. Turn-based became a CT system similar to Final Fantasy, job classes with special attributes and abilities were added, and so on. Hazards (outside forces that would affect the battle every so often) existed before Bosses was created, but when Bosses came along hazards were expanded and improved. For two years, boss battles were held in Neo-Kamek's #botvgh_bosses channel, until he left the community and briefly banned everyone from the channel. It has since become available again, but I like the classic #botvgh_arena and that's where I host my battles now.
As of late, I usually host weekly battles on Wednesday nights at 9:00 pm EST, and I sometimes host on Monday nights as well. New players are always welcome, though it's recommended that they sit and watch one battle first so they have an idea of what's going on. You can read the Kode, but there's no substitute for seeing the system in action.
Arena and Boss battles are held on IRC, in #botvgh_arena. I can't give the IRC server address here, because of general troll/lamer problems; if you want to know, ask me through e-mail or AIM (HCuz1). mIRC is strongly recommended, but any IRC client should work.
Other people run boss battles as well. As of this writing, Neo-Kamek is the only other official referee besides myself, and several people run their own battles on their own time in their own channels. Their battles run off the same basic premise as mine and usually have the same base rules, but things like job classes and hazards vary widely from ref to ref. Neo-Kamek has his own Kode, so I won't be discussing his system here. I may make some references to Neo-Kamek's systems (past and present; he's had a few over the years), which tend to be fairly well-known and often imitated (but never duplicated).
Those are the basics. The nitty-gritty stuff is listed in the rest of the Kode and in the F.A.Q.
PART 1: THE GOAL
90% of the time, your goal as a team is to defeat a boss enemy or enemies. A boss is defeated when its HP (Hit Points) goes to zero, if it becomes petrified, or if it becomes removed from battle (or "sneezed") by a hazard. If the heroes are defeated by any combination of those three effects, they lose. During a mini-event (see part 8), your objective may be different; in these cases, your goal will be clearly stated before battle. If a fighter (usually a hero) is using the "Leap" skill and hence MIA, s/he is considered Unable To Fight. Being MIA for other reasons, however, is okay.
You have a wide range of basic battle actions; it's pretty much freestyle, and you can use a long RP description of your attack or just say "I throw 18 MP at the boss". You can cause damage with physical attacks or magic attacks (which use Magic Points, or MP). You can cure yourself or allies by using magic, as well. You can even use magic to try and add status changes to yourself or someone else. (See Part 4.) If a teammate's HP goes to zero, and they are KO'ed, you can bring them back to life with magic. Basically, there's no shortage of actions available to you. And that doesn't even account for job class specialties, which will be explained further along. All job classes (except those without MP) have access to basic offensive, curative, and status-inducing magic, though some are more effective than others. In addition to magic, universally-usable actions include physical attacks, jump and dig attacks, charging attacks, meditating or osmosing for MP, and the rarely-used Hazard Strike.
Depending on your performance and results of the battle, you'll earn experience points. See Part 5 for specifics.
Depending on hazards and such, your goal (and possibly the reward) may change mid-battle. Read on for more info.
PART 2: JOINING
When the boss battle starts (usually around 9:00 pm EST) the referee will open entries. At this point, anyone who wishes may join by informing me that they're in.
In almost all boss battles, fighters will be asked to choose a job class. Different job classes have different HP and MP values, varying strengths and weaknesses, and most classes possess unique, special abilities and attributes. Once you choose a class, you are stuck with it for the remainder of the battle (unless it's changed by a hazard). The job classes you can use are determined by your experience points, or EXP; if you have a lot of EXP, you get a lot more options. For more information on EXP and job classes, see Part 5 of the Kode.
If a boss battle gets too large, problems inevitably arise. For this reason, I have put up a limit of no more than 10 heroes per boss battle. If there are more than 10, I will not start the battle until someone withdraws. If you're gracious enough to back out, you'll earn 2 EXP. (However, no EXP will be rewarded if you never intended to battle and are just trying for cheap EXP.) Ideally, I'd prefer for those with the MOST EXP to deign to those who have LESS EXP, but I won't usually enforce this.
Note that your Trance Gauge, unlike most stats, carries over from one battle to the next. If you ended your last battle with a nearly-full Trance gauge, select a class with good Trance abilities. (There's more info on Trance in Part 3.) Your trance info is saved on the name you usually use, so if you're going to fight as a different character, I'd advise you to NOT change your nick until AFTER you've been added to the battle.
Once you've picked a job class, the ref adds you to the battle and you are given voice. Once the ref has enough entries, he closes entries and the boss is introduced! Often, the boss's stats will be hidden. Your only clue to his stats will be that his HP and MP bars will change colors when he's running low on either one. Or, you may scan to view his stats.
If you're pathetic enough to have negative EXP, your job class choices will be limited to Red Mage and a series of useless "joke" job classes.
PART 3: GETTING STARTED
My system utilizes
a speed system like the one seen in most Final Fantasy games (and is
explained in detail in Final Fantasy Tactics).
When you join, you are given random starting CT (anywhere from 0 to 100
- it's now part of the character-adding protocol). This adds a bit of
randomness
to battle, and makes it so that multiple people with the same Speed
won't
always move at the same time. The battle advances in "ticks" (the
standard
arena time unit). Every tick, your CT increases depending on your
speed.
When it reaches 100 or higher, you get a turn. The higher your speed,
the
more often you get turns; speed can be increased or decreased in
mid-battle
by certain status effects (see Part
4). For a better explanation of CT, see Neo-Kamek's
Kode.
What is Trance,
exactly?
To quote from Final Fantasy IX: "Trance is induced by a surge of
emotion.
You could say that the origin of trance comes from hostility. The
hostile
energy of the enemy's attacks induces Trance. That's why being attacked
by your allies can't cause Trance."
You take damage from an ally's attack. (That is, friendly fire will not increase the gauge.) You block an attack with something like an Aura. The attack has to actually drop your HP to increase your trance gauge. The attack is indirect. (You can't achieve trance from things like poison damage.) The attack causes a status ailment but does not actually deal damage. As previously stated, an attack has to actually drop your HP to increase your trance gauge. You are KO'ed by an attack. (Trance doesn't do you much good if you're out cold on the floor.) Certain "???" status changes will prevent your trance gauge from increasing.
Multi-hit attacks and hazards increase the gauge by ONE. Using Multistrike won't cause the gauge to go up three times, and so on. If you're Metal, you won't even feel the impact of attacks, and hence the gauge will not increase. However, any attacks that ignore Metal will cause your trance gauge to increase normally. Likewise, attacks from Tiny fighters will not increase the gauge. If the damage can ultimately be traced back to an allied action, the trance gauge will not increase. For instance, counterattacks will not increase the trance gauge. You are already in trance.
PART 4: STATUS MODIFIERS
It's a good idea to know these. Some of these are not that severe and easy to remedy, but some status modifiers can really turn the tide.
(Status Ailments) (??? Status Ailments) (Status Boosts) (??? Status Boosts)
STATUS AILMENTS
These are the negative
status changes. Unless otherwise indicated, inflicting a status ailment
costs 7 MP (10 MP if you want to deal damage as well) and requires a
coin
flip unless, for some reason, you're using it on an ally. Also, all
status
ailments can be cured with a Remedy spell unless otherwise noted.
Status
ailments can usually be blocked with a Safeguard (see Status
Boosts).
??? STATUS AILMENTS
These status effects,
listed only as "???", is spawned chiefly by Boo Cuz and Ref's Choice
hazards.
Can be cured normally unless otherwise noted. Here are some of "???"'s
more common effects.
STATUS BOOSTERS
These are the positive
status changes. Unless otherwise indicated, giving someone a status
boost
costs 7 MP and does not require a coin flip unless you're using it on
an
enemy (there are times when you may want to do that). Also, all status
boosts can be nullified with Dispel unless otherwise noted.
??? STATUS BOOSTS
These status effects,
listed only as "???", are spawned chiefly by Boo Cuz and Ref's Choice
hazards.
Here are some of "???"'s more common effects. And no, the ref won't
tell
you what it is. They can be dispelled normally unless otherwise noted.
PART 5: EXPERIENCE AND JOB CLASSES
After each battle,
fighters
will be awarded EXP based on varying factors. As you gain EXP, you gain
levels, and as you gain levels, you gain access to more, stronger, job
classes.
After a new fighter has
fought in one battle, s/he may choose two Level 2 job classes and one
Level 3 job class. S/he then has access to all of these job classes at
any time; this enables new fighters to kick some ass right away without
fighting a bunch of fights first. You may change your job preferences
ONCE and ONCE ONLY. Make sure your choices will tide you over until you
hit the appropriate EXP level to use other job classes!
You earn:
Levels come as follows:
Now as for job classes, here they are.
(Skills in yellow are action skills, or standard turn actions. Skills in blue are attributes that are applied to your normal fighting technique. Skills in red are passive skills that activate automatically. Skills in green are interrupt skills; they may be performed out of turn, but you have to initiate them yourself.)
LEVEL 1 JOB CLASSES
(Black
Mage) (White
Mage) (Time
Mage) (Knight)
(Blue
Mage) (Gambler)
(Dragoon)
(Mimic)
(Zombie)
(Monk)
(Bard)
(Archer)
(Thief)
(Ninja)
(Geomancer)
(Rune
Knight) (Red
Mage) (Summoner)
(Witch
Doctor) (Barbarian)
(Mechanic)
(Engineer)
(NetNavi)
LEVEL 2 JOB CLASSES
(Black
Wizard) (White
Wizard) (Wild
Mage) (Time
Wizard) (Blue
Wizard) (Paladin)
(Berserker)
(Black
Belt) (Red
Wizard) (Lancer)
(Call
Scripter) (Elementalist)
(Robot
Master) (Chemist)
(Shinobi)
(Fireball
Thrower) (Hunter)
(Bandit)
(Moogle)
LEVEL 3 JOB CLASSES
(Assassin)
(MageNavi)
(Necromancer)
(Hammer
Brother) (Grappler)
(MagiTek
Knight) (MagiTek
Trooper) (MagiKoopa
in Training) (Captain)
(Dreamlander)
(Junior
Ref) (Cow)
(Judo
Warrior) (Sage)
(Offensive
Specialist) (Defensive
Specialist) (Pirate)
LEVEL 4 JOB CLASSES
(Outlaw)
(MagiKoopa)
(Sorcerer) (General)
(Cow
General) (Psycho
Veldt Kid) (V.
G. Fighter) (Street
Fighter)
LEVEL 5 JOB CLASSES
(Traveler) (Shapeshifter)
CUSTOM JOB CLASSES
(Arms
Dealer) (EWACS
Mecha) (Afro Warrior) (Prototype
Robot Master)
LEVEL 1 CLASS: Black
Mage
These little guys command
powerful magic to bring the opponent to his or her knees. Great if
you're
looking to deal a lot of damage in a little time, they have both
single-target and multi-target attacks.
STATS (35 HP) (75
MP) (35 Atk) (40 Def) (75 MAtk) (65 MDef) (45 Acc) (55 Evade) (10 Speed)
SKILLS (Damage-All
x2) (Break) (Doom) (Flare) (Mass Badstat)
TRANCE (Doublecast)
* Damage-All x2 -
Multi-target damage is not reduced.
* Break (10 MP)
has
a 50% chance of turning an opponent to stone. Becomes 100% if cast on
an ally.
* Doom (15 MP) has
a 50% chance of instantly reducing an opponent's HP to 0. Won't work on
some bosses.
* Flare (35 MP) is
a powerful single-target attack, dealing 100-200 damage.
* Mass Badstat (14 MP) allows
you to cast run-of-the-mill 7-MP status ailments
(such as Mute and Blindness) on all members of the enemy team. 50%
success rate per enemy.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 1 CLASS: White
Mage
While black
mages specialize in burning things and making big craters, white
mages
are defensive characters who keep the team fit and fighting.
STATS (45 HP) (70
MP) (30 Atk) (40 Def) (40 MAtk) (65 MDef) (35 Acc) (55 Evade) (10 Speed)
SKILLS (Cure
x2) (Life x2) (Mass Goodstat)
(Restore) (Life 3)
TRANCE (Doublecast)
* Cure x2 -
Doubles your efficiency when casting Cure spells.
* Life x2 - When
reviving allies, they recover HP equal to the MP cost of the spell.
This
is double the normal amount.
* Mass Goodstat (14
MP) allows you to cast run-of-the-mill 7-MP status
boosts (such as Regen and Vanish) on all members of the ally team.
50% success rate per ally.
* Restore (20 MP)
instantly restores the target to full HP, and can be used on both
living and KO'ed combatants. It also removes status
ailments. Has no effect on Undead fighters, however.
* Life 3 - White
Mages may cast this spell for 20 MP instead of the usual 50.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 1 CLASS: Time
Mage
With the addition of a
speed
system comes this class, the only Level 1 class (outside Witch
Doctor/Engineer)
which can add the Haste and Slow status (7 MP each, 50% for Slow).
STATS (50 HP) (70
MP) (40 Atk) (40 Def) (60 MAtk) (50 MDef) (40 Acc) (55 Evade) (10 Speed)
SKILLS (Haste)
(Slow)
(Comet) (Wormhole) (Time
Travel)
TRANCE (Doublecast)
* Comet (20 MP) is
a little something extra that Time Mages can do. It's like a
mini-Flare,
and deals 50-80 damage to the target.
* Wormhole (10 MP)
creates a wormhole which you can use to travel through time. If, later
in the battle, you find yourself in a dire situation, you can travel
through the Wormhole (see below), and the battle will revert to the way
it was when
the Wormhole was created. If it's
not used within 21 ticks, it will disappear. You may not create a
Wormhole if there's already one in play.
* Time Travel - Use a
Wormhole to travel back in time. You may only use this skill once per
Wormhole.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 1 CLASS: Knight
I like swords.
STATS (75 HP) (25
MP) (105 Atk) (80 Def) (30 MAtk) (60 MDef) (75 Acc) (40 Evade) (11
Speed)
SKILLS (Counter)
(Cover) (Slash) (Incision) (Laceration) (Impale) (Block)
TRANCE (Atk
x2)
* Counter - Like
Marth or Roy, you too can block incoming attacks and strike back with
double
the damage. However, beware: you can only block one attack per turn,
and
hazards cannot be countered.
* Cover - Defend
an ally from harm for one turn. Only works against physical and
single-target
magic attacks.
* Slash - Deals
physical
damage to the enemy, with a 50% chance to dispel good status. If the
attack
misses, so will the dispel. (Damage is 75% that of a normal attack.)
* Incision - Deals
half physical damage; however, you get two chances to hit. That is, if
the first accuracy roll fails, you get another one.
* Laceration - Deals
double physical damage, but has half accuracy. (That is, the attack has
roughly a 50% chance to hit AFTER the initial accuracy roll. Base
accuracy is not affected for the attack. The same applies to Impale,
below.)
* Impale - Deals 4x
physical damage, and has 25% accuracy.
* Block - If an enemy
attacks you physically, and you react within 5 seconds of the accuracy
roll, you have a 50% chance to defend against the hit and nullify all
damage. Blocking an
attack will also stop any secondary effects.
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
LEVEL 1 CLASS: Blue
Mage
One of the more popular
classes, blue mages can learn certain enemy spells for use in later
battles.
STATS (50 HP) (80
MP) (65 Atk) (35 Def) (40 MAtk) (35 MDef) (65 Acc) (50 Evade) (9 Speed)
SKILLS (Learn
Blue Magic) (Blue Magic)
TRANCE (Doublecast)
(Observation)
* Learn Blue Magic
- If you're hit with a certain spell, it's added to your blue magic
list.
* Blue Magic - Use
any spell in your blue magic list... provided you have the MP for it.
There
is a list
of blue magic further along in the Kode. Bear in mind that new
spells
are being discovered all the time...
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
* TRANCE ABILITY:
Observation
- When in trance, a blue mage merely has to SEE a spell to learn it.
LEVEL 1 CLASS:
Gambler
Feeling lucky? Give this
class a spin! Gamblers rely on luck to win.
STATS (50 HP) (50
MP) (??? Atk) (50 Def) (40 MAtk) (50 MDef) (50 Acc) (50 Evade) (11
Speed)
SKILLS (Slot) (EXP
Rain) (Stat Reroll)
TRANCE (Slot II)
(Atk x2)
* ??? Atk -
Gamblers
attack with dice. Damage is determined by rolling 4d6, rather than
using
Atk/Def.
* Slot - Each of
three windows can pop up a number one to five. If none of them match,
all three numbers are multiplied, and that amount of damage is dealt to
all enemies. If two numbers match, the three numbers are multiplied,
and that amount of HP is healed to all allies. If all three numbers
match, that many wild surges are spawned.
* EXP Rain - Uses
your EXP to damage one target. Damage dealt is 50-100 per EXP used, and
you can use up to 4. Also, there's a 50% chance of keeping your EXP and
getting the damage for free!
* Stat Reroll - Used
on yourself or an ally, this alters one stat of your choosing: Attack
power, Defense, Magic power, Magic Defense, Accuracy, or Evade. There's
a 50% chance of doubling the stat, but if that doesn't work, the stat
will decrease by 50% instead! This skill is stackable, for better or
worse.
* TRANCE
ABILITY: Slot
II - Works like the slot command, but the slot windows now range
from 0 to 8. It's potentially very powerful... but you could get
nothing at all!
* TRANCE ABILITY: Atk
x2 - Rolls 8d6, rather than 4d6, for a physical attack.
LEVEL 1 CLASS: Dragoon
Dragoons rule the skies
with their impressive jumping ability.
STATS (70 HP) (40
MP) (95 Atk) (70 Def) (30 MAtk) (40 MDef) (70 Acc) (40 Evade) (12 Speed)
SKILLS (Jump
dmg x1.5) (Multijump (first 2 hits))
(Dragon Might)
TRANCE (Power
Jump) (Dragon Sword)
* Multijump (first 2
hits) - Any class can use Multijump, but for a Dragoon, the first 2
hits are guaranteed. It still costs 5 MP though.
* Dragon Might (8 MP)
gives one target Attack Up and Magic Attack Up for 41 ticks, and one
other random status boost.
* TRANCE
ABILITY:
Power
Jump - Allows you to stay airborne until Trance expires. You toss
down
spears every 3 ticks, dealing jump damage to all enemies.
* TRANCE ABILITY:
Dragon
Sword - Attacks with 2x power. Drains HP and MP from the target.
LEVEL 1 CLASS: Mimic
Help me... I'm trapped in
an invisible box...
STATS (50 HP) (50
MP) (45 Atk) (45 Def) (45 MAtk) (45 MDef) (45 Acc) (45 Evade) (9 Speed)
SKILLS (Mime)
TRANCE (Mime 2)
* Mime - Lets you
mimic anything done during your allies' last five turns. If it's a
spell,
you can do it free of MP charge. However, damage/effects may not be the
same. (For instance, if an ally tried to mute the boss and failed, you
can attempt it free of charge.) You cannot mimic Passive and Interrupt
skills.
* TRANCE ABILITY: Mime
2 - Allows you to mimic ANY previous ally action, excluding your
own.
LEVEL 1 CLASS: Zombie
Braaaaaains... *shot by
Tom D*
STATS (120 HP) (75
MP) (85 Atk) (85 Def) (85 MAtk) (85 MDef) (85 Acc) (85 Evade) (13
Speed)
(Undead(*))
SKILLS (Drain) (Bypass Safeguard)
TRANCE (Atk
x1.5) (MAtk x1.5)
* Drain - A
variable-cost magic spell, that is, you choose the MP cost. You will
deal half magic damage (a 20 MP drain will deal 10 MP worth of damage),
and the damage will be absorbed as HP.
Since zombies can't be healed normally, this is the
most efficient way for them to recover lost health.
* Bypass Safeguard -
Allows you to inflict status ailments even if
the target is safeguarded. This only works with run of the mill 7-MP
ailments, such as Confusion and Silence. This also bypasses other,
less-common protection, such as Reflect and Shadow, but ONLY for status
ailments.
* TRANCE
ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x1.5 - Increases the damage of your magic attacks.
LEVEL 1 CLASS: Monk
Monks are fast and furious
fist-fighters.
STATS (60 HP) (40
MP) (60 Atk) (55 Def) (30 MAtk) (50 MDef) (50 Acc) (70 Evade) (12 Speed)
SKILLS (Multistrike)
(Strike-All)
TRANCE (Pummel)
(Bum
Rush)
* Multistrike -
Your physical attack throws three punches, allowing up to three hits
instead of just one.
* Strike-All -
Deals
a full-potency blow to all enemies.
* TRANCE ABILITY:
Pummel
- Performs a Multistrike on all targets.
* TRANCE ABILITY: Bum
Rush - Deals 5x physical damage to the target.
LEVEL 1 CLASS: Bard
Bards frighten easily and
they have poor stats, but they make an able support class.
STATS (50 HP) (50
MP) (30 Atk) (30 Def) (30 MAtk) (30 MDef) (30 Acc) (30 Evade) (10 Speed)
SKILLS (Distract)
(Encourage) (Hide)
(Tranquil Song) (Sing)
TRANCE (Melody)
(Lullaby)
* Distract -
Distracting
an enemy has a 50% chance of reducing its CT by 20, thus giving your
allies
more time to attack.
* Encourage -
Encouraging
an ally has a 50% chance of raising his/her CT by 20.
* Hide - If
there's
one thing bards have ALWAYS been good at, this it it! At any time, go
MIA for 11 ticks to avoid damage. When you return from MIA, you cannot
hide again until after you've had another turn. (In other words, no
chain-hiding.)
* Tranquil Song -
Don't let your emotions get the better of you. Playing this song for an
ally gives them High Tide, but costs you 12 MP.
* Sing - Has a 50%
chance of inducing one random badstat, ignoring safeguard. 10 MP.
* TRANCE SKILL: Melody
- Success rate of Sing goes to 100%, but MP cost goes to 15.
* TRANCE SKILL: Lullaby
- Puts all enemies to sleep, ignoring safeguards, at a 75% success rate.
LEVEL 1 CLASS: Archer
A trained archer can hit
any target.
STATS (50 HP) (50
MP) (80 Atk) (50 Def) (50 MAtk) (50 MDef) (70 Acc) (70 Evade) (10
Speed)
SKILLS (Aim) (Cripple) (Precise Shot)
TRANCE (Arrow Rain)
* Aim - This is an
attribute applied to all physical attacks, which gives them 100%
accuracy...
even if the opponent is in the air, etc. The only things that can stump
Aim are Blindness and Vanish; after all, you can't shoot what you can't
see. Aim
can
even be used to snipe MIA targets! Certain skills may even be Aimed;
however, skills with a flat hit-rate (such as Backstab) and skills that
penalize you for missing (such as Crush) are not among those.
* Cripple - Deals
half physical damage, and has a 20% chance of reducing the target's
speed by 2.
* Precise Shot -
Requires one charge. Deals 3x physical damage to one target.
* TRANCE ABILITY:
Arrow
Rain - Fires 3 to 5 arrows at full potency. Single target.
LEVEL 1 CLASS: Thief
Thieves steal from the
rich
and give to themselves. Or something like that.
STATS (50 HP) (50
MP) (65 Atk) (40 Def) (25 MAtk) (40 MDef) (50 Acc) (55 Evade) (13 Speed)
SKILLS (Steal)
(Steal
Item) (Steal Stat) (Grab Item) (Backstab)
TRANCE (Capture)
(Robbery)
* Steal - Like
stealing
in the FF games, this steals from the enemy even if they're not holding
any items. Has a 50% chance of success. The item stolen is random.
* Steal Item - Has
a 50% chance of stealing an item held by the enemy.
* Steal Stat -
Attempts to steal the target's Atk, Def, MAtk, MDef, Acc, or Evade. If
successful, the target loses 10% of that stat, and you may keep it or
give it to an ally. However, stat-stealing only has a 25% chance of
success.
* Grab
Item - You
can grab an item off the arena floor, and still take another turn.
* Backstab - A
physical
attack with a flat 50% hit rate. If it hits, it will deal critical
damage.
This skill is usable by some higher-level classes as well; it can NOT
be
used in conjunction with skills such as Multistrike or Aim, and it
ignores
Accuracy and Evade.
* TRANCE ABILITY:
Capture
- Allows you to attack while stealing. Can be used in conjunction with
Backstab, but if your attack misses, you won't steal.
* TRANCE ABILITY:
Robbery
- Steals 3 random items from the target. Items may be held or random.
LEVEL 1 CLASS: Ninja
The ninja lives in shadow
and is trained to kill with no remorse...
STATS (50 HP) (50
MP) (70 Atk) (50 Def) (55 MAtk) (40 MDef) (55 Acc) (70 Evade) (15
Speed) (ITEMS: Shuriken x4)
SKILLS (Auto-Counter)
(Dual Wield) (Throw Item)
TRANCE (Auto-Haste)
(Atk x1.5)
* Auto-Counter -
When attacked physically, there's a 75% chance that you'll
automatically strike back with a physical attack of your own.
* Dual
Wield -
Multistrike
it ain't, but with dual wield you can use two full-potency attacks in
one
move.
* Throw Item -
Discards a held item to deal heavy damage to the enemy. ANY
item may be thrown, even curative items like Potions. Damage dealt
depends on the item thrown.
* TRANCE ABILITY:
Auto-Haste
- Your speed increases.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
LEVEL 1 CLASS:
Geomancer
Geomancers manipulate
their
surroundings to help them win battles. In the case of BOTVGH Arena,
"surroundings"
refers to hazards.
STATS (50 HP) (50
MP) (50 Atk) (45 Def) (35 MAtk) (35 MDef) (40 Acc) (40 Evade) (10 Speed)
SKILLS (Hazard
Control)
(Hazard Focus) (Hazard Protect)
TRANCE (Free
Focus) (Hazard Change)
* Hazard Control
- Geomancers may freely fill or empty the hazard bar on their turn. If
filled, they may choose the hazard set, but the hazard will be
unfocused...
unless...
* Hazard Focus (15
MP) - Used with Hazard Control, this focuses the resulting hazard so it
works in your favor. For example, if a hazard causes damage,
focusing
it will cause damage to the enemies but not to you or your allies. Some
hazards cannot be focused (marked as (!F)); you can take the hazard as
is or reroll for a 5 MP fee. Note that the "Guest
Hazards" and "Ref Bomb" hazard sets CANNOT be controlled AT ALL,
and
the "Arena
Change", "Job
Class Change", and "Ref's Choice" hazard sets can be CONTROLLED but
not FOCUSED. Also, the ref is free to override any hazard that he
thinks would make the fight too easy, but if this is the case, you'll
get a free reroll.
* Hazard Protect (10
MP) - Grants the target immunity to hazards for 31 ticks. Be careful,
because hazard immunity applies to beneficial hazards too!
* TRANCE
ABILITY: Free
Focus - Focusing hazards costs no MP.
* TRANCE ABILITY:
Hazard
Change - Allows you to change the set of a randomly-spawned hazard.
You cannot focus it.
LEVEL 1 CLASS: Rune
Knight
Rune Knights possess the
ability to absorb spells into their swords. Celes in Final Fantasy 6 is
a prime example.
STATS (50 HP) (50
MP) (75 Atk) (55 Def) (60 MAtk) (35 MDef) (70 Acc) (50 Evade) (10 Speed)
SKILLS (Runic) (Magic Sword)
TRANCE (Atk
x1.5) (MAtk x1.5) (Runic)
* Runic - You can
use Runic when someone -- friend or foe -- tries to cast a spell. You
have a 40% chance to absorb the spell, in which case the MP goes into
your blade as a magic charge. You may only use Runic once between
turns, so use it wisely!
Also, to absorb a spell, you must use Runic within 10 seconds of
MP usage.
* Magic
Sword - Rune
Knights, Magitek
Knights, Captains, and Generals
may accumulate magic charges (from themselves or allies)
and use them for Magic Sword attacks.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x1.5 - Increases the damage of your magic attacks.
* TRANCE ABILITY:
Runic - Runic may be used as many times as you want.
LEVEL 1 CLASS: Red
Mage
Red Mages are jacks of all
trades and masters of none. This is the default class. IMPORTANT
NOTE: ALL "SKILLS" ARE AVAILABLE FOR BOSS BATTLES ONLY, AND MAY NOT BE
USED IN ONE ON ONE BATTLES.
STATS (50 HP) (50
MP) (50 Atk) (50 Def) (50 MAtk) (50 MDef) (50 Acc) (50 Evade) (10 Speed)
SKILLS (Barrier)
(Red Sword) (Sleep) (Cure
x1.5)
TRANCE (Atk
x1.5) (MAtk x1.5)
* Barrier (8 MP)
gives one target Defense Up and Magic Defense Up for 41 ticks, and one
other random status
boost.
* Red Sword -
IMMEDIATELY
charges to maximum and then throws a physical attack. However, after
using
this move, you must spend one turn recovering.
* Sleep costs 7 MP
for a Red Mage, rather than the usual 18.
* Cure x1.5
- Red Mages get a slight increase for their healing skills.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x1.5 - Increases the damage of your magic attacks.
LEVEL 1 CLASS:
Summoner
If there's a Level 1 class
more destructive than Black
Mage, this is it. Summoners can summon beings from the underworld
to
attack for them.
STATS (40 HP) (60
MP) (40 Atk) (40 Def) (65 MAtk) (65 MDef) (45 Acc) (40 Evade) (9 Speed)
SKILLS (Summon
Magic)
TRANCE (Esper)
* Summon Magic -
Allows you to summon powerful monsters from the underworld! Click
here for a list of summons.
* TRANCE ABILITY: Esper
- When you summon a monster, it remains in the battlefield until Trance
ends; every time your turn comes up, it performs its attack free of
charge.
The monster will attack even if the summoner is paralyzed or confused;
by the same token, it will not attack twice if you have Quick status.
LEVEL 1 CLASS: Witch
Doctor
With a decapitated chicken
and a pot full of severed limbs, the witch doctor specializes in adding
good status.
STATS (50 HP) (70
MP) (30 Atk) (30 Def) (30 MAtk) (30 MDef) (30 Acc) (30 Evade) (10 Speed)
SKILLS (Free
Goodstat) (Safeguard) (Tungsten Remedy) (Hide) (Life 3)
TRANCE (Voodoo
Dance)
* Free Goodstat -
Any status
boost that costs 7 MP can be inflicted FREE OF CHARGE. Anything
more
expensive can be used at half-cost unless otherwise specified.
* Safeguard (20 MP) -
Protects the target from bad status.
* Tungsten Remedy (10 MP) -
Cures Death Sentence.
* TRANCE
ABILITY:
Voodoo
Dance - All allies get three random status
boosts.
LEVEL 1 CLASS: Barbarian
ME CRUSH YOU RAR. This is
the best defensive class (at least on Level 1), and while its options
are limited, its power is great. It now has a special skill, Crush.
STATS (100 HP) (0
MP) (160 Atk) (100 Def) (0 MAtk) (80 MDef) (100 Acc) (50 Evade) (11
Speed)
SKILLS (Crush)
TRANCE (Atk
x2) (Auto-Haste)
* Crush - An
attack
that deals physical damage and, if it's a critical hit, resets the
target's
CT to 0. However, if it misses, you are Stopped for 5 ticks. This
skill
is usable by some higher-level classes as well; it can NOT be used in
conjunction
with skills such as Multistrike or Aim.
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
* TRANCE ABILITY:
Auto-Haste
- Your speed increases.
LEVEL 1 CLASS:
Mechanic
Hello Mega Man. My name
is Auto. Bring me bolts and I'll build items for you!
STATS (50 HP) (50
MP) (60 Atk) (50 Def) (50 MAtk) (50 MDef) (50 Acc) (50 Evade) (10 Speed)
SKILLS (Wrench)
(Build
Item) (Item Box) (Shuffle
Items)
TRANCE (Quick
Build) (Item Frenzy)
* Wrench - An
attack
that deals physical damage and, if it's a critical hit, makes the
target
unable to act on its next turn. However, if it misses, you are Stopped
for 5 ticks. This skill is usable by higher-level classes as well; it
can NOT be used in conjunction with skills such as Multistrike or Aim.
* Build Item - For
a mechanic, this takes 2 turns. Pick one of the item hazard sets (Items,
Megaman
weapons, Materia, script
items, SSBM
Items, Gourmet Race, or Paper Mario Badges) and you'll start
working. On your next turn, you'll receive
a random item from that set. It can be given to anyone.
* Item Box - A
Mechanic always holds 5 random items. When you use one or hand one off,
you'll automatically receive a new one from the magic Item Box! Note
that instant-use items (such as the Hammer) can be held normally
(they'll be marked [IU]), but if you choose to hand it off, it will go
off immediately. You also have to take a turn to use them yourself. You
may only use one [IU] item per turn, and you cannot [IU] an Item Box
item as soon as you draw it. Some items are (IU OK), which means they
CAN be used immediately, but don't HAVE to be.
* Shuffle Items - Exchanges
your items for new ones.
* TRANCE ABILITY:
Quick
Build - The Build Item skill takes only one turn.
* TRANCE ABILITY: Item Frenzy
- Enables the Mechanic to use two items per turn.
LEVEL 1 CLASS:
Engineer
Engineers CAN NOT ATTACK,
HEAL, OR HOLD ITEMS. With that said, this is the best assist class
there
is... on Level 1, anyway.
STATS (60 HP) (0
MP) (1 Atk) (65 Def) (0 MAtk) (55 MDef) (0 Acc) (70 Evade) (12 Speed)
SKILLS (Free
Goodstat) (Charge Goodstat) (Free Scan)
(Build Item 2)
TRANCE (Efficiency)
* Free Goodstat/Charge
Goodstat - Mostly the same as the witch
doctor's; however, engineers can charge this ability. With one
charge,
you may remedy Seizure or Stop or add Shadow status. Two charges enable
you to remedy Imp and Petrify, or give Life 3 status. Three charges
mean
you can bestow Quick or Metal status, or remove ??? stats. Charging
also
strengthens other goodstats (longer duration, stronger auras, etc.)
* Free Scan - If
an enemy's stats are hidden, you can view them without the usual 3 MP
cost.
* Build Item 2 -
Same as the mechanic's,
but only takes one turn.
* TRANCE ABILITY:
Efficiency
- Innate Quick status while in Trance. It stacks with actual Quick
status.
LEVEL 1 CLASS:
NetNavi
The cyber-warriors from
MegaMan Battle
Network
who fight using a variety of battle chips.
STATS (75 HP) (0
MP) (50 Atk) (40 Def) (0 MAtk) (40 MDef) (70 Acc) (70 Evade) (10 Speed)
SKILLS (Draw Chips)
(Battle Chip) (Dark Chip)
TRANCE (Program
Advance) (Full Synchro) (Shuffle)
* Draw Chips - A
NetNavi ALWAYS holds 5 battle chips. If you don't like the chips you've
been given, you can draw 5 random new ones. There is now a complete
list
of chips (and general Navi FAQ), please click
here to see it.
* Battle Chip -
Use
any battle chip you're holding. If in doubt, ask the ref for a
description.
When you use a chip, you'll get another one to take its place. If you
have
multiple chips with the same letter code (such as a Cannon B and a
Hi-Cannon
B), you can use them on the same turn. Although listed as items, Battle
Chips cannot be stolen or taken away by hazards (unless the hazard
specifies
NetNavi chips).
* Dark Chip - When a
Navi's HP drops to critical, a sixth chip will suddenly appear in his
hand. This is a very powerful chip called a "Dark Chip". If you use it,
your Trance gauge will go down by 5 (or if you're already in Trance, it
will end immediately). Using a Dark Chip also causes a wild surge, and
there are rumors that if you use a lot of Dark Chips, a "Dark Soul"
will be born within you...
* TRANCE ABILITY:
Program
Advance - Allows you to combine any two chips into a single
powerful
attack.
* TRANCE
ABILITY: Full Synchro - Allows you to use a battle chip at 2x
power. You cannot use this skill alongside Program Advance.
* TRANCE
ABILITY: Shuffle - Allows you to redraw some of your chips and hold
on to others. You can do this twice in one turn, or use it once without
using up the turn.
LEVEL 2 CLASS: Black
Wizard
The Black Wizard is an
upgrade
of the black
mage. He has all the skills of the mage, but his stats are higher
and
he can use the most powerful offensive technique there is.
STATS (45 HP) (100
MP) (35 Atk) (40 Def) (100 MAtk) (65 MDef) (45 Acc) (55 Evade) (10
Speed)
SKILLS (Damage-All
x2) (Break) (Doom) (Flare) (Mass Badstat) (Ultima)
TRANCE (Doublecast)
* Ultima (70 MP) -
This is
the ultimate magic spell. It deals very heavy
magic damage to all enemies, and it ignores Reflect. Its power does not
drop if used on
multiple targets.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 2 CLASS: White
Wizard
White Wizards are even
more
powerful healers than white
mages. They have some offense now, too.
STATS (55 HP) (90
MP) (30 Atk) (40 Def) (50 MAtk) (65 MDef) (35 Acc) (55 Evade) (10 Speed)
SKILLS (Cure x3) (Life
x3) (Mass
Goodstat) (Restore) (Life 3)
(Share MP) (Holy)
TRANCE (Doublecast)
* Cure x3 - Triples your efficiency when casting Cure spells.
* Life x3 - When
reviving allies, they recover HP equal to 1.5x the MP cost of the
spell.
This
is triple the normal amount.
* Share MP - Allows
the White Wizard to "give" his/her MP to another player.
* Holy (50 MP) -
Deals heavy magic damage to a single target.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 2 CLASS: Wild
Mage
Wild Mages get the basic
techniques of black,
white,
and time
mages, and they have the MAtk of a black
wizard, but they can have trouble controlling themselves
sometimes...
STATS (40 HP) (100
MP) (45 Atk) (45 Def) (100 MAtk) (65 MDef) (35 Acc) (55 Evade) (10
Speed)
(Wild)
SKILLS (Flare) (Cure
x2) (Haste)
TRANCE (Doublecast)
* Wild - Whenever
the Wild Mage casts a spell, there's a 25% chance of the spell Wild
Surging
and causing an additional effect. Effects range from "Target falls into
a vat of chocolate pudding"
to "Spell goes off, but caster sneezed". More on wild surges in Part
7 of the Kode.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 2 CLASS: Time
Wizard
Upgraded Time
Mage with abilities that can turn the tide, and some pretty good
offensive
magic too...
STATS (55 HP) (85
MP) (45 Atk) (40 Def) (60 MAtk) (50 MDef) (40 Acc) (55 Evade) (10 Speed)
SKILLS (Haste)
(Slow)
(Hastega) (Slowga) (Stop) (Comet) (Meteo) (X-Zone) (Wormhole) (Time Travel)
TRANCE (Doublecast)
* Hastega (30 MP)
hastes your whole team, enabling you to get a lot of turns!
* Slowga (20 MP)
slows the entire enemy team. (50% per enemy)
* Stop (14 MP)
does
just what it sounds like. As with all status changes, 50% chance of
success except on allies.
* X-Zone (35 MP)
attempts to remove the target from battle instantly. It has a 25%
chance of success, and may only be used once per battle. Against major
bosses, it won't remove them but it will reduce their HP by either 50%
or 75% (depending on whether they're alone or not).
* Meteo (70 MP) is
the OTHER ultimate magic (aside from Ultima). When this spell is used,
five consecutive Comet spells are unleashed on random enemies. This can
actually be more efficient than Ultima, if you're fighting a single
enemy and/or the enemy has good Magic Defense.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
LEVEL 2 CLASS: Blue
Wizard
A blue
mage with a boost to HP, MP, and offensive power.
STATS (70 HP) (120
MP) (75 Atk) (35 Def) (50 MAtk) (40 MDef) (65 Acc) (50 Evade) (10 Speed)
SKILLS (Learn
Blue Magic) (Blue Magic)
TRANCE (Doublecast)
(Observation)
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
* TRANCE ABILITY:
Observation
- When in trance, a blue wizard merely has to SEE a spell to learn it.
LEVEL 2 CLASS:
Paladin
His sword of light
increases
his physical power, and his armor reduces incoming damage. He's also
willing
and able to take a hit for a struggling ally. Upgrade of the Knight
class.
STATS (120 HP) (40
MP) (140 Atk) (85 Def) (30 MAtk) (70 MDef) (85 Acc) (40 Evade) (10
Speed)
SKILLS (Counter)
(Cover) (Auto-Cover) (Slash) (Incision) (Laceration)
(Impale) (Block) (Chivalry)
TRANCE (Atk
x2)
* Auto-Cover -
Automatically
takes a hit for someone who is in the critical range. Again, doesn't
work
on multi-target attacks. If the Paladin is critical himself, he can't
Auto-Cover.
* Chivalry - Recovers
10-20 HP per ally.
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
LEVEL 2 CLASS: Berserker
An enhanced barbarian.
His permanent Berserk status, coupled with his Attack power, gives him
a total of 320 Atk! Berserk also increases his speed to 12.
STATS (150 HP) (0
MP) (160 Atk) (120 Def) (100 MAtk) (100 MDef) (100 Acc) (50 Evade) (10
Speed)
(Berserk(*))
SKILLS (Crush)
TRANCE (Atk
x2) (Auto-Haste)
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
* TRANCE ABILITY:
Auto-Haste
- Your speed increases.
LEVEL 2 CLASS: Black
Belt
The monk
learns some new techniques, and gets some extra HP and Atk. Not much
else to say about him, really.
STATS (80 HP) (50
MP) (70 Atk) (55 Def) (30 MAtk) (50 MDef) (50 Acc) (70 Evade) (12 Speed)
SKILLS (Multistrike)
(Strike-All) (Chakra) (Carter's Ancient Technique of the East)
TRANCE (Pummel)
(Bum
Rush)
* Chakra -
Recovers HP and MP to one target. HP recovery is 1d(your Atk); MP
recovery is half of that.
* Carter's Ancient
Technique
of the East - This is a secret martial arts technique perfected by
Carter, so all credit goes to him for it. It has a 75% success rate and
crushes all defensive barriers (except Vanish/Shadow), no matter how
powerful.
Applies to auras, metal, defense and magic defense up, reflect, and
non-innate
safeguards. One target.
* TRANCE ABILITY:
Pummel
- Performs a Multistrike on all targets.
* TRANCE ABILITY: Bum
Rush - Deals 5x physical damage to the target.
LEVEL 2 CLASS: Red
Wizard
He's... a red wizard. He
gets boosted stats and a slight variant of Doublecast.
STATS (80 HP) (80
MP) (65 Atk) (65 Def) (65 MAtk) (65 MDef) (65 Acc) (65 Evade) (11 Speed)
SKILLS (Barrier)
(Red Sword) (Sleep) (Cure
x1.5)
(X-Magic)
TRANCE (Atk
x1.5) (MAtk x1.5)
* X-Magic - Allows
you to cast two consecutive spells. However, you must name BOTH spells
and their targets BEFORE either one goes off. This skill is usable by
some
higher-level classes as well; it can NOT be used in conjunction with
skills
such as Doublecast, nor can it be used with
job-class-specific magic such as Flare and blue magic.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x1.5 - Increases the damage of your magic attacks.
LEVEL 2 CLASS: Lancer
Pole-vaulting this ain't.
Lancer is the second-level Dragoon.
STATS (90 HP) (40
MP) (100 Atk) (75 Def) (30 MAtk) (45 MDef) (70 Acc) (40 Evade) (12
Speed)
SKILLS (Jump
dmg x2) (Free Multijump (first 2 hits))
(Dragon Might)
TRANCE (Power
Jump) (Dragon Sword)
* Free
Multijump (first 2
hits) - Just like the Dragoon's, but
without the 5 MP cost.
* TRANCE ABILITY:
Power
Jump - Allows you to stay airborne until Trance expires. You toss
down
spears every 3 ticks, dealing jump damage to all enemies.
* TRANCE ABILITY:
Dragon
Sword - Attacks with 2x power. Drains HP and MP from the target.
LEVEL 2 CLASS: Call
Scripter
Upgraded summoner
with a killer new ability.
STATS (60 HP) (100
MP) (45 Atk) (45 Def) (72 MAtk) (65 MDef) (45 Acc) (40 Evade) (10 Speed)
SKILLS (Summon
Magic)
(Call Script)
TRANCE (Esper)
* Call Script -
Summons
a random character from the ref's call script to attack for you. Costs
no MP, regardless of what the summoned character
does. It's a crap shoot; you could summon up Flying Shin Akuma On A
Pogo Stick or the ref himself... OR you could summon up a Freakachu or
Dr. Donez. Regardless, the summoned character will almost always do
something beneficial.
* TRANCE ABILITY: Esper
- When you summon a monster, it remains in the battlefield until Trance
ends; every time your turn comes up, it performs its attack free of
charge.
The monster will attack even if the scripter is paralyzed or confused;
by the same token, it will not attack twice if you have Quick status.
Only one summoned creature may be "in play" at a time, so subsequent
summons will replace existing ones.
LEVEL 2 CLASS:
Elementalist
An upgraded geomancer. They use hazards to try
and turn the match in their favor.
STATS (80 HP) (60
MP) (50 Atk) (45 Def) (35 MAtk) (35 MDef) (40 Acc) (40 Evade) (10 Speed)
SKILLS (Hazard
Control)
(Hazard Focus) (Hazard Protect)
TRANCE (Free
Focus) (Hazard Change)
* TRANCE ABILITY: Free
Focus - Focusing hazards costs no MP.
* TRANCE ABILITY:
Hazard
Change - Allows you to change the set of a randomly-spawned hazard.
You cannot focus it.
LEVEL 2 CLASS: Robot
Master
Basically, a NetNavi
with MP.
STATS (120 HP) (40
MP) (60 Atk) (40 Def) (30 MAtk) (40 MDef) (75 Acc) (75 Evade) (10 Speed)
SKILLS (Draw
Chips)
(Battle Chip) (Battle Chip Combo) (Dark
Chip)
TRANCE (Program
Advance) (Full Synchro) (Shuffle)
* Battle Chip Combo
- If you receive two chips with the same letter code, you can combine
them
into a single powerful attack. (Note that some chips don't combine very
well.)
* TRANCE ABILITY:
Program
Advance - Allows you to combine any two chips into a single
powerful
attack.
* TRANCE
ABILITY: Full Synchro - Allows you to use a battle chip at 2x
power. You cannot use this skill alongside Program Advance.
* TRANCE
ABILITY: Shuffle
- Allows you to redraw some of your chips and hold on to others. You
can do this twice in one turn, or use it once without using up the turn.
LEVEL 2 CLASS: Chemist
A mechanic
upgrade... sort of. With his ability to make items, the Chemist can
keep
the party in ship shape for a long time.
STATS (80 HP) (60
MP) (70 Atk) (55 Def) (55 MAtk) (55 MDef) (55 Acc) (55 Evade) (10 Speed)
SKILLS (Build Item
(2 turns)) (Wrench) (Make Potion) (Make Ether) (Mix Items) (Item Box) (Shuffle Items)
TRANCE (Quick
Build) (Health) (Revive) (Pray) (Item Frenzy)
* Make Potion/Ether
- Rather than building a random item, you can choose to create either
an
HP-restoring potion or an MP-replenishing Ether on your turn. As with
the
Build Item skill, it takes 2 turns and can be given to the ally of your
choice.
* Mix Items - Like
in FF5, you can mix items. Use this with the Item Box and see what
combinations you can come up with!
* TRANCE ABILITY:
Quick
Build - The Build Item skill takes only one turn.
* TRANCE ABILITY:
Health
- All allies recover one-fourth of their max HP.
* TRANCE ABILITY:
Revive
- All KO'ed allies are revived.
* TRANCE ABILITY: Pray
- All allies have bad status removed.
* TRANCE ABILITY: Item Frenzy
- Enables the Chemist to use two items per turn.
LEVEL 2 CLASS:
Shinobi
A more powerful ninja
with the ability to godmode once per battle. Also incredibly fast.
STATS (90 HP) (50
MP) (85 Atk) (50 Def) (55 MAtk) (40 MDef) (60 Acc) (70 Evade) (16
Speed)
(Evade Up(*)) (ITEMS: Shuriken x4)
SKILLS (Throw
Item)
(Auto-Counter) (Dual
Wield) (Substitute)
TRANCE (Auto-Haste)
(Atk x1.5) (Substitute)
* Substitute -
This
lets you avoid any attack or hazard by replacing yourself with a random
call script character. However, it can only be used once per battle.
* TRANCE ABILITY:
Auto-Haste
- Your speed increases.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
Substitute
- You may use this skill INFINITELY until Trance expires, making you
basically
invincible...
LEVEL 2 CLASS:
Fireball
Thrower
The fireball thrower...
throws fireballs. Swift attacks mostly, but also fire bursts and
fighting-game projectiles...
STATS (85 HP) (60
MP) (60 Atk) (50 Def) (50 MAtk) (50 MDef) (40 Acc) (40 Evade) (11 Speed)
SKILLS (Swift x5) (Flame Blast) (Hadouken)
TRANCE (Fire
Storm) (Shinkuu Hadouken)
* Swift x5 -
Swift
attacks (1 MP sure-hit attacks) deal 5x damage.
* Flame Blast (15 MP)
- A special magic spell. It deals 5 MP worth of damage, but it hits the
target 1d6 times. So there's only about 50% chance of getting your MP's
worth! However, each hit also has a 5% chance of burning the target.
* Hadouken - 10
MP.
The famous "fireball" technique used in fighting games. Deals 2.5x
magic
damage to one target.
* TRANCE ABILITY: Fire
Storm - Throws 3 to 5 fireballs when you use Swift (instead of 1).
* TRANCE
ABILITY: Shinkuu Hadouken - This works like Hadouken, except it
hits three times!
LEVEL 2 CLASS: Hunter
The archer
gets an upgrade. Where is dat wascawwy wabbit?
STATS (80 HP) (50
MP) (95 Atk) (50 Def) (50 MAtk) (50 MDef) (100 Acc) (70 Evade) (10
Speed)
SKILLS (Aim)
(Cripple) (Precise Shot)
(X-Fight) (Store Charges)
TRANCE (Full
Charge)
(XXX-Strike)
* X-Fight - This
throws four physical attacks! However, damage for each hit is cut in
half. Also, targets are
chosen
randomly, so this is more effective on single bosses.
* Store Charges -
By keeping bullets/arrows ready at all times, the Hunter can abort a
charge
and store it for later.
* TRANCE ABILITY: Full
Charge - Lets you reach maximum charge instantly.
* TRANCE ABILITY:
XXX-Strike
- Throws 8 to 12 attacks at random enemies... at full potency!
LEVEL 2 CLASS: Bandit
An upgraded thief.
Better at stealing, better at attacking, and also has a unique
counterattack.
STATS (90 HP) (55
MP) (70 Atk) (50 Def) (35 MAtk) (45 MDef) (50 Acc) (65 Evade) (14 Speed)
SKILLS (Steal
(75%))
(Steal Item (75%)) (Steal Stat) (Grab Item)
(Backstab) (Capture) (Return Magic)
TRANCE (X-Capture)
(X-Robbery)
* Capture
-
Attacks
while stealing. However, if you use Capture, the chances of stealing an
item go to 50%. If the attack misses, steal will fail. Can be used in
conjunction
with skills like Backstab... but if your attack misses, you won't steal.
* Return Magic -
When a Bandit is targeted with a magic spell, he has a 75% chance to
immediately
counterattack
by using that same spell on the enemy with no MP cost! This attack's
usefulness
is tempered by the fact that Bandits have horrible MAtk, but it can
come
in handy, especially against fixed-damage attacks like Flare.
Beneficial spells like cure cannot be Returned; neither can unfocused
spells like Double Wave and Crusader. Return Magic will go off even if
the initial spell doesn't connect.
* TRANCE ABILITY:
X-Capture
- Performs Capture 4 times on random targets.
* TRANCE ABILITY:
X-Robbery
- Steals 6 random items -- held or random -- from one target.
LEVEL 2 CLASS: Moogle
Sort of a cross between
Engineer
and Chemist.
Like engineers,
Moogles are incapable of direct attacking and healing. They can,
however,
hold and use items. Kupo!
STATS (70 HP) (0
MP) (1 Atk) (55 Def) (0 MAtk) (65 MDef) (0 Acc) (80 Evade) (13 Speed)
SKILLS (Free
Goodstat) (Free Scan) (Build Item
2)
(Smile) (Make Potion 2) (Make Ether)
TRANCE (Efficiency)
* Smile - Sets the
target's CT to 100 and makes their turn come sooner. Cannot be used on
oneself, and has a 50% chance of success.
* Make Potion 2 -
Like a chemist,
Moogles can make potions. Like an engineer,
it only takes one turn.
* TRANCE ABILITY:
Efficiency
- Innate Quick status while in Trance.
LEVEL 3 CLASS: Assassin
The third-level ninja
specializes in speed, stealth, and death. It's also the fastest class
available.
STATS (105 HP) (55
MP) (100 Atk) (55 Def) (60 MAtk) (40 MDef) (70 Acc) (80 Evade) (17
Speed)
(Evade Up(*)) (ITEMS: Shuriken x4)
SKILLS (Throw Item)
(Auto-Counter) (Dual
Wield) (Substitute) (Assassinate) (Initiative)
(Image) (Sneak)
TRANCE (Auto-Haste)
(Atk x1.5) (Substitute)
* Assassinate -
Strikes
an opponent's weak points to end their life. Roll for a physical
attack;
if it's a critical hit, the target's HP drops to 0. Otherwise, the
attack
misses and the assassin's CT is set to -50. Does not work against major
bosses.
* Initiative -
Enables
you to strike earlier than usual. +50 to starting CT, and in situations
where multiple fighters get turns on the same tick, a fighter with
Initiative
will get the first turn.
* Image - Free
Vanish
status on self.
* Sneak - Free
Shadow
status on self. Remember that Vanish and Shadow cannot be overlapped.
* TRANCE ABILITY:
Auto-Haste
- Your speed increases.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
Substitute
- You may use this skill INFINITELY until Trance expires, making you
basically
invincible...
LEVEL 3 CLASS: MageNavi
If Megaman Battle Network
met Final Fantasy, the result might be something like this.
STATS (75 HP) (0
MP) (50 Atk) (40 Def) (80 MAtk) (40 MDef) (70 Acc) (70 Evade) (10 Speed)
SKILLS (Draw
Spells)
(Magic Spell)
TRANCE (Doublecast)
(Shuffle)
* Draw/Use Magic Spells
- The MageNavi ALWAYS holds 5 random magic spells. The spells may be
black,
white, time, blue, or summon magic, and they can all be used free of
MP.
If you don't like the spells you've been given, you can draw 5 random
new
ones. As with the NetNavi's
chips, when a MageNavi uses a spell, it is instantly replaced. Note
that
while Magikoopas
and Travelers
may draw spells just like MageNavis, they are NOT automatically
replaced.
* TRANCE ABILITY:
Doublecast
- Allows you to use two spells on a single turn.
* TRANCE ABILITY:
Shuffle
- Allows you to redraw some of your spells and hold on to others. You
can do this twice in one turn, or use it once without using up the turn.
LEVEL 3 CLASS:
Necromancer
This class is unbelievably
powerful, and the second-fastest class in existence, but it's plagued
by
the same old weakness.
STATS (180 HP)
(150
MP) (145 Atk) (100 Def) (125 MAtk) (100 MDef) (125 Acc) (100 Evade) (16
Speed) (Undead(*))
SKILLS (Drain) (Bypass Safeguard) (Free
Revive) (Explode Corpse)
TRANCE (Atk
x1.5) (MAtk x1.5)
* Free Revive -
Self-explanatory.
However, you can only revive them with 20% HP.
* Explode Corpse
- If you've killed an enemy and don't want it brought back, use this
technique
to remove them for good.
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x1.5 - Increases the damage of your magic attacks.
LEVEL 3 CLASS:
Hammer
Brother
The Fireball
Thrower and Hunter
upgrade to this Level 3 class, which you should remember from the Super
Mario games. Hammer Brothers throw hammers to deal immense damage,
while
their shells protect them from enemies. They're a bit on the slow side,
though...
STATS (90 HP) (55
MP) (115 Atk) (70 Def) (25 MAtk) (60 MDef) (50 Acc) (30 Evade) (9
Speed)
(Safeguard)
SKILLS (Swift x5) (Aim)
(Cripple) (Crush)
(X-Fight) (Store
Charges) (Throw Item) (Wrench) (Sledge)
TRANCE (Hammer
Storm) (XXX-Strike)
* Sledge - Deals
physical damage to all enemies with a 50% chance of paralyze for each.
12 MP.
* TRANCE ABILITY:
Hammer
Storm - Throws 3 to 5 hammers when you use Swift (instead of 1).
* TRANCE ABILITY:
XXX-Strike-
Throws 8 to 12 attacks at random enemies... at full potency!
LEVEL 3 CLASS:
Grappler
Grapplers are built like
grizzlies. They specialize in bone-crushing attacks. Not much can slow
down a grappler once it's set on destroying something! Normally slow
and lumbering, they've been given a speed boost for the arena.
STATS (140 HP) (20
MP) (180 Atk) (90 Def) (30 MAtk) (40 MDef) (70 Acc) (50 Evade) (11
Speed)
SKILLS (Hyper
Slam)
(Smash-All) (Seismic Punch) (Crush)
TRANCE (Atk
x2) (Hyper Slam) (Smash-All)
* Hyper Slam - Has
a 50% chance of causing massive (3x physical) damage to one target. It
ignores defense, too; damage from Hyper Slam is calculated as if the
target has 50 Defense.
However,
if it fails, you're left wide open; you're Stopped AND receive Defense
Down for 3 ticks.
* Smash-All - This
requires at least one charge. Ref rolls 1d3; it deals (that number)x
physical
damage to all targets. Like any physical attack, it's prone to missing.
* Seismic Punch -
Deals damage to ALL combatants. Higher HP = more damage. Each fighter
may lose anywhere up to half of his current HP... underground fighters
may lose up to 99%! This ignores all status effects except for Tiny,
Airborne, Petrified, and MIA.
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
* TRANCE ABILITY:
Hyper
Slam - Success rate becomes 75%.
* TRANCE ABILITY:
Smash-All
- You can perform this technique without charging.
LEVEL 3 CLASS:
MagiTek
Knight
The Rune
Knight on steroids gets some substantial boosts in HP, MP, and
offensive capability.
STATS (120 HP) (80
MP) (85 Atk) (55 Def) (70 MAtk) (35 MDef) (70 Acc) (50 Evade) (10 Speed)
SKILLS (Runic) (Magic Sword)
TRANCE (Atk
x1.5) (MAtk x1.5) (Runic)
* TRANCE ABILITY: Atk
x1.5 - Increases the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x1.5 - Increases the damage of your magic attacks.
* TRANCE ABILITY:
Runic - Runic may be used as many times as you want.
LEVEL 3 CLASS:
MagiTek
Trooper
Good defense, but your
offensive
choices and your speed are limited as you walk around in imperial
MagiTek
armor. Luckily, Dr. Hikari has come to the rescue with his PET
technology!
STATS (200 HP) (40
MP) (1 Atk) (90 Def) (50 MAtk) (90 MDef) (0 Acc) (20 Evade) (10 Speed)
SKILLS (MagiTek)
(Battle Chips Lite)
TRANCE (Double
Command) (Program Advance) (Full Synchro)
* MagiTek - Allows
you to use the MagiTek battle command. You may use Fire Beam, Ice Beam,
Bolt Beam, X-fer, Heal Force, Bio Blast, Confuser, and TekMissile. None
of these cost MP, but X-fer may only be used once per battle.
* Battle Chips Lite -
Unlike a NetNavi, a MagiTek Trooper does not
always hold 5 battle chips; he must use one turn to call them up, and
when he uses them, they don't auto-restock. He can, however, still
combine like-coded chips and redraw new ones. No Dark Chips here,
either.
* TRANCE
ABILITY:
Double
Command - Lets you input consecutive MagiTek commands.
* TRANCE ABILITY:
Program
Advance - Allows you to combine any two chips into a single
powerful
attack.
* TRANCE
ABILITY: Full Synchro - Allows you to use a battle chip at 2x
power. You cannot use this skill alongside Program Advance.
LEVEL 3 CLASS:
Magikoopa-in-Training
That's a lot of spells!
Magikoopas in training can use many kinds of magic, but because they
haven't
mastered their skills yet, they suffer from the same problem as wild
mages. This is the only job class with reliable access (albeit
limited access) to all five spell sets (black, white, time, blue, and
summon).
STATS (50 HP) (100
MP) (30 Atk) (30 Def) (80 MAtk) (70 MDef) (40 Acc) (60 Evade) (10
Speed)
(Wild)
SKILLS (Blue
Magic)
(Learn Blue Magic) (Summon
Magic) (Comet) (Flare) (Haste) (Slow) (Wormhole) (Time Travel) (Life
x2) (Cure x2)
(Doom) (Break) (Sleep)
(Barrier) (Mass Goodstat) (Mass Badstat) (Restore) (Damage-All x2) (Life 3)
TRANCE (Doublecast)
(Observation)
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells.
* TRANCE
ABILITY: Observation
- When in
trance, a Magikoopa-in-Training merely has to SEE a spell to learn it.
LEVEL 3 CLASS:
Captain
A knight
so powerful, he commands other knights. He does immense physical damage
and has a number of useful sword skills.
STATS (155 HP) (50
MP) (175 Atk) (90 Def) (40 MAtk) (75 MDef) (85 Acc) (40 Evade) (11
Speed)
SKILLS (Counter)
(Cover) (Incision) (Laceration) (Impale) (Block) (Chivalry) (Auto-Cover) (Slash) (Magic Sword) (Darkside)
(Minus Strike) (Power Break) (Armor Break) (Magic Break) (Mental Break)
(Speed Break)
TRANCE (Atk
x2)
* Darkside -
Expends
1/10 of your max HP to deal double physical damage. Cannot miss.
* Minus Strike -
10 MP. Deals damage equal to your max HP minus your remaining HP.
* Power/Armor/Magic/Mental/Speed
Break - Sword techniques that cost no MP. They deal half physical
damage, and they have a 50% chance to lower Atk by 10%, Def by 10%,
MAtk by 10%, MDef by
10%, and Speed by 1, respectively.
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
LEVEL 3 CLASS:
Dreamlander
Not Disk, not Inc, not
even
NK thought to make a job class out of this. XD (Well, NK did, but
ironically he copied mine.) You too can now be Kirby
for a day!
STATS (100 HP) (90
MP) (80 Atk) (60 Def) (55 MAtk) (55 MDef) (60 Acc) (60 Evade) (10 Speed)
SKILLS (Copy Power)
TRANCE (Copy DX)
* Copy Power -
Inhales
the boss and allows you to use its special abilities (if any). Some
bosses
will not have any powers to copy, and only Action abilities will be
copied. You may also copy allies, and discard
abilities at will. Copying powers does not use up your turn and does
not alter your stats, although if you're Quicked you can only copy
once. Some abilities -- and even some job classes, notably Traveler -- may not be copied.
* TRANCE ABILITY: Copy
DX
- When using Copy Power, copies Trance skills as well as regular skills.
LEVEL 3 CLASS:
Junior
Ref
No, you're not an actual
ref. But you do get to control hazards. This is another geomancer
upgrade.
STATS (90 HP) (70
MP) (50 Atk) (45 Def) (35 MAtk) (35 MDef) (40 Acc) (40 Evade) (10 Speed)
SKILLS (Hazard
Control)
(Hazard Focus) (Hazard Protect)
TRANCE (Free
Focus) (Hazard Change)
* TRANCE ABILITY: Free
Focus - Focusing hazards costs no MP.
* TRANCE ABILITY:
Hazard
Change - Allows you to change the set of a randomly-spawned hazard.
You cannot focus it.
LEVEL 3 CLASS: Cow
MOO! Become BOTVGH's
weapon
of choice with this job class.
STATS (100 HP) (70
MP) (150 Atk) (50 Def) (60 MAtk) (40 MDef) (65 Acc) (65 Evade) (12
Speed)
SKILLS (Jump
dmg x1.5) (Milk) (Crash Land)
TRANCE (Nuclear
Landing)
(Stampede!)
* Milk - Like a white
mage lite, this is a cure boost. Cure x1.5, to be precise.
* Crash Land -
When
landing from a jump, this expends some HP to deliver extra hurt to the
target. (1/10 your max HP, 3x damage including the jump modifier)
* TRANCE ABILITY:
Nuclear
Landing - Crash Land deals double damage to the target, for a total
of 6x damage!
* TRANCE ABILITY:
Stampede!
- Deals 1d150 HP damage to all targets.
LEVEL 3 CLASS: Judo
Warrior
The first class that can
successfully send opponents MIA. This is a third-level monk.
It also has solid Atk power to go with Multistrike.
STATS (99 HP) (50
MP) (80 Atk) (60 Def) (30 MAtk) (50 MDef) (55 Acc) (70 Evade) (12
Speed)
SKILLS (Multistrike)
(Strike-All) (Chakra) (Carter's Ancient Technique of the East) (Throw)
TRANCE (Pummel)
(Bum
Rush)
* Throw - Does
physical
damage, and has a 50% chance of sending the target MIA for 11 ticks.
* TRANCE ABILITY:
Pummel
- Performs a Multistrike on all targets.
* TRANCE ABILITY: Bum
Rush - Deals 5x physical damage to the target.
LEVEL 3 CLASS: Sage
This is basically Tellah
from FF4. Crap HP, but decent MAtk power and the ability to
recall
spells from memory... even if you don't know them. It's a high-risk
high-reward deal, though it also wields a mean Return Magic
counterattack.
STATS (40 HP) (120
MP) (40 Atk) (40 Def) (120 MAtk) (60 MDef) (30 Acc) (50 Evade) (11
Speed)
SKILLS (Return
Magic) (Recall Black Magic) (Recall White Magic) (Recall Time
Magic)
(Recall Blue Magic) (Recall Summon Magic)
TRANCE (Doublecast)
(Free Recall)
* Recall Black/White/Time/Blue/Summon
Magic - Ref brings up a random spell from the appropriate magic
script.
You then cast it, with a 25% chance of not using up any MP. If you fail
that roll and you don't have enough MP for the spell, the turn is lost.
Note that using Recall, you can use ANY spells, even
not-normally-castable
spells like Quake or Quarter, or blue magic you don't know.
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells. Doublecast may be used with
Recall, but NOT with Free Recall.
* TRANCE ABILITY: Free
Recall - All Recalled spells become free of charge.
LEVEL 3 CLASS:
Offensive
Specialist
The best offensive class
in existence. They blow things up GOOD, but they can't necessarily stop
the same from happening to them.
STATS (120 HP) (90
MP) (180 Atk) (20 Def) (150 MAtk) (20 MDef) (110 Acc) (10 Evade) (10
Speed)
SKILLS (Flare) (Ultima) (Red
Sword) (Hyper Slam) (Impale) (Assassinate) (Meteo) (Climhazzard)
(Darkside) (Damage-All x2)
(X-Fight) (Sledge) (Holy)
TRANCE (Atk
x2) (MAtk x2)
* Climhazzard -
Costs
30 MP. A powerful sword technique that deals 3x physical damage to all
enemies. (Cannot miss)
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
* TRANCE ABILITY:
M.Atk
x2 - Doubles the damage of your magic attacks.
LEVEL 3 CLASS:
Defensive
Specialist
The best defensive class
in existence. They can withstand anything, but couldn't hurt a fly.
STATS (120 HP) (90
MP) (20 Atk) (150 Def) (20 MAtk) (150 MDef) (10 Acc) (110 Evade) (10
Speed)
SKILLS (Auto-Cover) (Block) (Barrier) (Cure x3) (Life x2) (Free Goodstat) (Restore) (Mass
Goodstat) (Free Revive) (Hide) (Return
Magic) (Runic) (Substitute)
TRANCE (Def
x2) (MDef x2)
* TRANCE ABILITY: Def
x2 - Halves the damage of incoming physical attacks.
* TRANCE ABILITY:
M.Def
x2 - Halves the damage of incoming magic attacks.
LEVEL 3 CLASS: Pirate
The latest in the Thief
line is great for getting items en masse and using underhanded tactics.
However, a perpetual state of drunkenness hurts their accuracy and
evade
rate.
STATS (100 HP) (55
MP) (100 Atk) (60 Def) (35 MAtk) (50 MDef) (40 Acc) (40 Evade) (14
Speed)
SKILLS (Steal
(75%))
(Steal Item (75%)) (Steal Stat) (Grab Item)
(Backstab) (Capture) (Return Magic)
(Hostage)
(Plunder) (Loot) (Distribute)
TRANCE (X-Capture)
(X-Robbery) (Item Control)
* Hostage - Has a
50% chance of taking the target hostage, making them an involuntary
meat-shield
until your next turn. You can use this on allies and enemies alike;
bear
in mind that a hostage can still move on his/her turn, and cannot be a
meat-shield for his/her own attacks.
* Plunder - Allows
you to take items off the arena floor at any time during the battle,
whether
it's the instant the item appears, or moments before your enemy takes
it.
(This replaces the "Receive Items" skill used by the now-defunct Item
Delivery
Guy.) However, you may only take up to two items between turns.
* Loot - Sends you
MIA for 12 ticks, looking for items. You come back carrying 10 random
ones.
* Distribute -
Another
skill taken from the Item Delivery Guy. This allows you to hand up to
three
items to other players, without using up your turn. However, to prevent
excessive slowdown, you have a 60-second window in which to distribute.
* TRANCE ABILITY:
X-Capture
- Performs Capture 4 times on random targets.
* TRANCE ABILITY:
X-Robbery
- Steals 6 items -- held or random -- from one target.
* TRANCE ABILITY: Item
Control - A more limited version of the geomancer
line's Hazard Change; this lets you change a naturally spawned hazard
to
an item set of your choosing.
LEVEL 4 CLASS: Outlaw
This is where the Thief
and Ninja job class lines finally converge. While
not a perfect fusion of the Pirate and Assassin
-- the Outlaw lacks a few skills of each of these third-level classes
--
this is a job class that's very good at getting and throwing items,
with
an added bonus of stealth.
STATS (130 HP) (65
MP) (128 Atk) (70 Def) (50 MAtk) (50 MDef) (100 Acc) (80 Evade) (15
Speed) (ITEMS:
Shuriken x4)
SKILLS (Steal
(75%))
(Steal Item (75%)) (Steal Stat) (Grab Item)
(Backstab) (Capture) (Return Magic)
(Hostage)
(Plunder) (Loot) (Throw
Item) (Auto-Counter) (Dual
Wield) (Substitute) (Assassinate) (Initiative)
TRANCE (X-Capture)
(X-Robbery) (Item Control) (Auto-Haste)
(Substitute)
* TRANCE ABILITY:
X-Capture
- Performs Capture 4 times on random targets.
* TRANCE ABILITY:
X-Robbery
- Steals 6 items -- held or random -- from one target.
* TRANCE ABILITY: Item
Control - A more limited version of the geomancer
line's Hazard Change; this lets you change a naturally spawned hazard
to
an item set of your choosing.
* TRANCE
ABILITY:
Auto-Haste
- Your speed increases.
* TRANCE ABILITY:
Substitute
- You may use this skill INFINITELY until Trance expires, making you
basically
invincible...
LEVEL 4 CLASS: Magikoopa
Kamek 0wnz j00. The HP is
low, but the spell library is staggering. Magikoopas specialize in black, white, and time magic.
STATS (35 HP) (150
MP) (30 Atk) (30 Def) (140 MAtk) (90 MDef) (40 Acc) (75 Evade) (10
Speed)
SKILLS (Flare)
(Doom)
(Break) (Damage-All
x2) (Cure
x3) (Life x3) (Haste) (Slow)
(Hastega) (Slowga) (Stop) (Comet) (Draw Spells) (MageNavi Spell)
(Recall Black Magic)
(Recall
White Magic) (Recall Time Magic) (Ultima) (Holy) (Meteo) (X-Magic)
(Barrier) (Sleep) (Wormhole) (Time Travel) (X-Zone) (Mass
Goodstat) (Mass Badstat) (Restore) (Life 3)
TRANCE (Doublecast)
(Free
Recall)
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells. (This also works if
you're
holding MageNavi
spells.)
* TRANCE ABILITY: Free
Recall - All Recalled spells become free of charge.
LEVEL 4 CLASS:
Sorcerer
When Magikoopas became too
powerful for their own good, the ref came along and split them into two
separate job classes. Thus, the Sorcerer was born! It specializes in
blue magic and summons, which makes it very versatile and well-rounded.
But this kind of power comes at a cost...
STATS (55 HP) (110
MP) (30 Atk) (30 Def) (100 MAtk) (80 MDef) (40 Acc) (60 Evade) (10
Speed) (Wild)
SKILLS (Blue Magic) (Summon Magic) (Learn
Blue Magic) (Call Script) (Draw Spells) (MageNavi Spell)
(Recall Blue Magic) (Recall Summon Magic)
TRANCE (Doublecast)
(Free
Recall) (Observation)
* TRANCE ABILITY:
Doublecast
- Allows you to cast consecutive spells. (This also works if
you're
holding MageNavi
spells.)
* TRANCE ABILITY:
Observation
- When in trance, a Sorcerer merely has to SEE a spell to learn it.
* TRANCE ABILITY: Free
Recall - All Recalled spells become free of charge.
LEVEL 4 CLASS: General
While Magikoopa
and Sorcerer are the ultimate mage classes,
General is the top swordsperson available.
The highest Atk power of any class, great defense and HP, and a
crapload
of special abilities.
STATS (180 HP) (65
MP) (220 Atk) (90 Def) (40 MAtk) (80 MDef) (95 Acc) (40 Evade) (11
Speed)
SKILLS (Counter)
(Cover) (Auto-Cover) (Slash) (Incision)
(Laceration) (Impale) (Block)
(Chivalry) (Magic Sword) (Darkside)
(Minus Strike) (Power Break) (Armor Break) (Magic Break) (Mental Break)
(Speed Break) (Charge!) (Climhazzard) (Red Sword)
TRANCE (Atk
x2)
* Charge! - Costs
8 MP. When this is used, any allies whose HP are critical will attack
the
target.
* TRANCE ABILITY: Atk
x2 - Doubles the damage of your physical attacks.
LEVEL 4 CLASS: Cow
General
MOOOOOO!! An upgrade to
the cow
class. With power, durability, speed, and powerful skills, this is a
well-rounded job class.
STATS (150 HP)
(100
MP) (170 Atk) (70 Def) (60 MAtk) (55 MDef) (65 Acc) (65 Evade) (14
Speed)
SKILLS (Jump
dmg x1.5) (Crash Land) (Milk)
(Crush)
(Cow Drop) (Cow Cannon) (Ultra Cow) (Cow Rain)
TRANCE (Nuclear
Landing)
(Stampede!) (Cow Drop) (Cow
Cannon)
* Cow Drop -
Requires
one charge, a physical attack that does 3x damage to one target.
* Cow Cannon -
Requires
two charges. A physical attack that does 4x damage to multiple targets.
* Ultra Cow -
Using 70 MP, the Ultra Cow is dropped on all opponents for 100-200
damage each.
* Cowpocalypse -
Cows rain from the heavens! This is basically
Meteo. Using 70 MP, five cows fall on random enemies for 50-80 HP
damage
each.
* TRANCE ABILITY:
Nuclear
Landing - Crash Land deals double damage to the target, for a total
of 6x damage!
* TRANCE ABILITY:
Stampede!
- Deals 1d150 HP damage to all targets.
* TRANCE ABILITY: Cow
Drop/Cow Cannon - These techniques can be performed without
charging.
LEVEL 4 CLASS:
Psycho
Veldt Kid
Uwaaaooo! I'm Gau! I'm
your
friend! Let's travel together!!
STATS (100 HP) (80
MP) (120 Atk) (50 Def) (70 MAtk) (50 MDef) (80 Acc) (80 Evade) (12
Speed)
SKILLS (Leap)
(Rage)
(Sketch)
TRANCE (Quick Leap)
* Leap - Pick a
technique that's known by the current boss. You're
sent
MIA for 31 ticks, and that skill is added to your Rage list. While
you're MIA, you're considered sneezed... that is, if your allies die
while you're learning the technique, the battle ends. (You still keep
the technique, though.) You may have a maximum of 20 Rage skills; if
you have 20, and you choose to Leap, you must choose one skill to
discard and make room for the new technique. Some techniques cannot be
learned in this manner.
* Rage - Pick a
skill
from your rage list; there's a 50% chance of you performing it on the
boss (at no MP charge), and a 50% chance of throwing a physical attack
instead.
* Sketch - Attacks
the enemy with one of his own techniques (picked randomly). Costs no MP.
* TRANCE
ABILITY: Quick Leap
- Leap lasts 11 ticks instead of 31.
LEVEL 4 CLASS: V. G.
Fighter
A female-only class with
extremely high stats and lots of very powerful abilities. But, if
KO'ed, they
suffer
the ultimate embarrassment...
STATS (250 HP)
(150
MP) (200 Atk) (100 Def) (100 MAtk) (80 MDef) (110 Acc) (100 Evade) (15
Speed)
ATTRIBUTES (Female-Only)
(Embarrassed on KO)
SKILLS (Multistrike)
(Strike-All) (Throw) (Hyper Slam) (Smash-All) (Seismic Punch)
(Hadouken)
(Shouryuken) (Carter's Ancient Technique of the East)
TRANCE (Hyper Slam) (Smash-All)
(Pummel) (Shinkuu Hadouken) (Shouryureppa)
* Female-Only -
Only
female characters may use this class. (Note female CHARACTERS, not
female PLAYERS. If a male character fights as a female character, he
may use this job class.)
* Embarrassed on KO
- If KO'ed, a V. G. Fighter must do something humiliating (within
limits)
to the whims of whoever scored the KO. From that point on, they receive
the Embarrassed status. All special abilities become unusable and stats
go way down.
* Shouryuken
- 10
MP. Also known as the dragon punch, this is a powerful rising uppercut
designed to take down airborne opponents. Against a grounded foe, it
deals 2x physical damage; against an airborne foe, it will deal 4x
physical
damage, and it will knock them out of the sky.
* TRANCE ABILITY:
Hyper
Slam - Success rate becomes 75%.
* TRANCE ABILITY:
Smash-All
- You can perform this technique without charging.
* TRANCE ABILITY:
Pummel
- Performs a Multistrike on all targets.
* TRANCE ABILITY:
Shinkuu Hadouken - This works like Hadouken, except it hits three
times!
* TRANCE
ABILITY: Shouryureppa - This works like Shouryuken, except it hits
three times!
LEVEL 4 CLASS:
Street
Fighter
Similar to the V.G.
Fighter. This class can be used by anyone, and doesn't have a
penalty
tacked on for being KO'ed, but its stats are also lower.
STATS (100 HP) (70
MP) (125 Atk) (70 Def) (70 MAtk) (50 MDef) (70 Acc) (70 Evade) (11
Speed)
(High Tide)
SKILLS (Multistrike)
(Strike-All) (Throw) (Hyper Slam) (Smash-All) (Hadouken) (Shouryuken) (Carter's
Ancient
Technique of the East)
TRANCE (Hyper
Slam) (Smash-All)
(Pummel) (Shinkuu
Hadouken) (Shouryureppa)
* TRANCE
ABILITY:
Hyper
Slam - Success rate becomes 75%.
* TRANCE ABILITY:
Smash-All
- You can perform this technique without charging.
* TRANCE ABILITY:
Pummel
- Performs a Multistrike on all targets.
* TRANCE
ABILITY: Shinkuu Hadouken - This works like Hadouken, except it
hits three times!
* TRANCE
ABILITY: Shouryureppa - This works like Shouryuken, except it hits
three times!
LEVEL 5 CLASS:
Traveler
The ultimate class can use
any action skills, and most attributes, that are available to levels 1
through 4. Staggering, huh? (You might have to remind me on some
attributes. You DO NOT get innate status changes or stat
boosts/penalties,
nor the V. G. Fighter's Embarrassment handicap and female-only
limitation.) On the other hand, your stats are rather pedestrian,
especially on offense. The Traveler does not have as much offensive
clout as the Shapeshifter, below, but for
the most part it's more durable. NOTE:
The exception to the "no passive/interrupt skills" limitation is the
Time Travel ability. Since it goes hand-in-hand with the Wormhole
action skill, Travelers have access to it. ALSO NOTE: Travelers do not
get access to custom class-exclusive skills like Spin Punch.
STATS (100 HP)
(100
MP) (50 Atk) (70 Def) (50 MAtk) (70 MDef) (65 Acc) (65 Evade) (10 Speed)
SKILLS (All action
skills except for Job Change, almost all attributes) (Time Travel)
TRANCE (All job
class
trance action skills)
* TRANCE ABILITY: ???
- You get all other classes' trance abilities (or at least the action
abilities). See what kind of inane
combinations
you can come up with!
LEVEL 5 CLASS: Shapeshifter
While the Traveler can do everything
all at once, the Shapeshifter can change job classes at will. You don't
get to do anything at any time like the Traveler does... but often, you
can do it better.
Timing is the key with this job class.
STATS (50 HP) (1 MP) (50 Atk)
(50 Def) (50 MAtk) (50 MDef) (0 Acc) (50 Evade) (15 Speed)
SKILLS (Job Change)
TRANCE (None)
* Job Change - Change
to
any other job class listed above, with the exception of Traveler.
You'll get all the stats and skills
of the new job class (including Trance skills, if you have Trance), but
you'll also retain the Job Change skill. What
you decide to turn into, and why, is up to you. If a new ally is added
via hazard, you can also shapeshift into his/her job if you wish... but
only for that battle. Changing jobs does not use up your turn, but if you're
Quicked, you can only do this once. You may not
job-change into a custom job class, unless
that job class is in play.
CUSTOM JOB CLASS: Arms Dealer
Usable by The Silent Strider
only. Formerly
known the Mad Scientist, it lost several skills since then and is now
more of an item-supplier than anything else. Originally designed by
Klawkat.
STATS (105 HP) (50 MP) (65
Atk)
(50 Def) (30 MAtk) (50 MDef) (50 Acc) (80 Evade) (13 Speed)
SKILLS (Distribute) (Item Box) (Loot) (Maintenance) (Multiple
Uses) (Plunder) (Share Items) (Shuffle Items)
(Steal Chip) (Steal Item (75%)) (Throw Item)
TRANCE (Concoct) (Item Control)
* Maintenance - Items
cannot be stolen, destroyed, or otherwise lost through hazards, surges,
or enemies who can steal.
* Multiple Uses - If you hold
multiples of an item, or an item has multiple uses (such as a Fire
Flower), you may use the item multiple times in a single turn. Not
compatible with Throw Item or Mix.
* Share Items - Gives you
access to your allies' held items. You must get an ally's permission to
use their items. This ability is not compatible with Throw Item or Mix.
* Steal Chip - Unlike most
thieving types, an Arms Dealer can even acquire battle chips and
spells held by enemy Navis. Sadly, they lack the skills needed to USE
said chips/spells, but at least you can keep the enemy from using them.
* TRANCE ABILITY: Concoct -
Allows the Arms Dealer to try and build a specific item. You can
build any item as long as it's in one of the item hazard lists. Concoct
costs MP, and it's not foolproof; the more powerful the item, the more
MP you have to pay, and the less chance you have of success.
* TRANCE
ABILITY: Item
Control - A more limited version of the geomancer
line's Hazard Change; this lets you change a naturally spawned hazard
to
an item set of your choosing.
CUSTOM JOB CLASS: EWACS Mecha
Usable by MechaCrash only. The
EWACS Mecha is all about support.... sort of like a Defensive Specialist variant. It has a
lot of status-related skills, both good status
and bad, although it's not very good at
outright damage. Since some of the best status-adding moves are in the blue magic skillset, this class can now use (but
not learn) blue magic.
STATS (160 HP) (100 MP) (5
Atk)
(100 Def) (5 MAtk) (75 MDef) (55 Acc) (75 Evade) (12 Speed) (High Tide)
(Final Strike)
SKILLS (Armor Break) (Auto-Cover) (Blue Magic) (Bypass Safeguard) (Cure x2) (Life 3) (Magic Break)
(MagiTek) (Make Ether) (Mental Break) (Potential) (Power Break)
(Safeguard) (Speed Break) (X-Magic)
TRANCE (EMP Burst) (Hardened Electronics) (Recoinnaissance) (Reinforcements) (Break Combo)
* Potential - If your
HP drops below 50%, you receive Regen for 41 ticks. If your HP drops to
critical (below 20%), you get Haste for 41 ticks.
* TRANCE ABILITY: EMP Burst
- Attempts to disable one enemy skill for 21 ticks.
* TRANCE ABILITY: Hardened
Electronics - Gives you a Safeguard for the duration of your
Trance.
* TRANCE ABILITY: Recoinnassance
- All stats are un-hidden for the duration of your Trance.
* TRANCE ABILITY: Reinforcements
- Summons a level 1 class
of your choosing to fight alongside you. If it dies, you can spawn
another one (as long as you're still in trance).
* TRANCE ABILITY: Break Combo
- Deals half physical damage. Has a 50% chance each to lower Atk by
10%, Def by 10%, MAtk by 10%, MDef by 10%, and Speed by 1. Using this skill will end your Trance
immediately.
CUSTOM JOB CLASS: Afro Warrior
Usable by Ashton only. As
most anime fans know, wearing an afro can TOTALLY increase your
punching power! This is an offense-minded job class that fights using
its bare fists... OF JUSTICE! Originally designed by Dan.
STATS (120 HP) (50 MP) (120
Atk)
(50 Def) (50 MAtk) (50 MDef) (85 Acc) (80 Evade) (13 Speed)
SKILLS (Carter's Ancient
Technique of the East) (Cripple) (Crush) (Dragon Might) (Dual Wield) (Hadouken) (Hyper
Slam) (Initiative)
(Seismic Punch) (Smash-All) (Spin Punch) (Strike-All) (Throw)
TRANCE (Hyper Slam) (Shinkuu Hadouken)
(Smash-All) (Blind Rage)
* Spin Punch - Deals
3x physical damage to any enemy who used his previous turn to attack
you. This attack cannot miss.
* TRANCE
ABILITY:
Hyper
Slam - Success rate becomes 75%.
* TRANCE
ABILITY: Shinkuu Hadouken - This works like Hadouken, except it
hits three times!
* TRANCE ABILITY:
Smash-All
- You can perform this technique without charging.
* TRANCE ABILITY: Blind Rage
- Gives you Berserk, Attack Up, and Haste for 31 ticks, plus one more
random status boost. Using this
skill will end your Trance immediately.
CUSTOM JOB CLASS: Prototype Robot Master
Usable by UDX only. "Get
your NetNavi out of my Blue
Mage!" "Get your Blue Mage out of my NetNavi!" Two great tastes --
and two of the more popular job class lines -- converge.
STATS (100 HP) (150 MP) (60
Atk)
(40 Def) (60 MAtk) (50 MDef) (60 Acc) (50 Evade) (12 Speed)
SKILLS (Battle Chip) (Battle
Chip Combo) (Blue
Magic) (Dark Chip) (Draw Chips) (Learn Blue Magic)
TRANCE (Full Synchro) (Observation) (Program Advance)
(Shuffle) (Turbo MP) (Blue
Magic Scan)
* TRANCE
ABILITY: Full Synchro - Allows you to use a battle chip at 2x
power. You cannot use this skill alongside Program Advance.
* TRANCE
ABILITY:
Observation
- When in trance, a Prototype Robot Master merely has to SEE a spell to
learn it.
* TRANCE ABILITY:
Program
Advance - Allows you to combine any two chips into a single
powerful
attack.
* TRANCE
ABILITY: Shuffle
- Allows you to redraw some of your chips and hold on to others. You
can do this twice in one turn, or use it once without using up the turn.
* TRANCE ABILITY: Turbo MP -
Spells cost double the MP, but have double the effect.
* TRANCE ABILITY: Blue Magic Scan
- Checks the target for blue magic knowledge. If the target knows any
blue magic spells, you may pick up to three to learn instantly. Using this skill will end your Trance
immediately.
PART 6: HAZARDS
Most battles feature a hazard bar (or HZ) which increases after every action. When the bar reaches full, a hazard occurs!
Depending on the battle, the referee may use one specific hazard set, or he may just declare all hazards fair game, in which case he'll usually pick a hazard set at random, then a hazard. I have no less than 30 hazard sets and over 1500 hazards, and here they are...
SOME NOTES:
HAZARD SETS
(Yoshi's
Island) (M.U.G.E.N)
(Street
Fighter)
(Mega Man
X) (Final
Fantasy) (Other
RPGs) (Items)
(BOTVGH)
(Megaman
Weapons) (Espers)
(Materia) (Beer)
(WARGH)
(Change
Job Class) (Super
Special) (Item
Script) (Call
Script) (Guest
Hazard) (Master
List) (Megaman
Battle Network) (SSBM
Items) (RPG
World) (Flame
of Recca) (#BOTVGH_Bosses
History) (Donkey
Kong) (Aqua Teen Hunger Force) (Really
Evil) (Triple
Trouble) (Grab
Bag) (Arena
Change)
First Hazard Set:
Yoshi's
Island (3d6)
Kamek's minions are out
and causing havoc! The majority of these hazards cause status ailments,
but there are damage-dealing ones as well.
3
- Baby Bowser - Rushes the arena and nearly destroys it! Flip coin
for each fighter; if heads, HP reduced to 1.
4
- Hookbill the Koopa - Randomly jumps on one fighter and KO's
him/her.
5
- Magikoopa Magic - Random status
ailments for each fighter.
6 - Bigger Boo -
Reverses HP and MP of all fighters (except bosses).
7 - Marching Milde
- Falls on one fighter and explodes! (Assume 80 Atk) Double damage to
randomly-selected
central target, physical damage to all other fighters (!D)
8 - Potted Ghost
- Ooga booga? Flip coin for each fighter; paralyzed with fright for 31
ticks if heads.
9 - Salvo the Slime
- Eww! The stench! Flip coin for each fighter; poisoned for 41 ticks if
heads.
10 - Naval Piranha
- HEADBUTT! 20 HP damage to one fighter. (!J)
11 - Burt the Bashful
- Bouncing damage; 10 HP per hit. One target at a time, keep bouncing
until
Tails/Tails or after 5 hits.
12 - Sluggy the Unshaven
- Wraps fighters up in his squishy body in an attempt to suffocate
them.
Flip coin for each fighter; mute for 21 ticks if heads.
13 - Raphael the Raven
- Spins the arena around, making everyone dizzy! Flip coin for each
fighter;
confused for 41 ticks if heads.
14 - Tap Tap the Red
Nose - Bouncing damage; 20 HP per hit. One target at a time, keep
bouncing
until Tails.
15 - Prince Froggy
- One random fighter is shrunk by Kamek to bite-size for 41 ticks!
(Tiny
status)
16 - Gargantua Blargg
- Knocks one fighter up into the air and out of the arena. That fighter
is MIA for 36 ticks. (!J)
17 - Kamek's Toadies
- Kidnap one random fighter, removing him completely from battle.
18 - Ref's Choice
- You never know what the ref's gonna pull out if this comes up! Could
be an Incoming Chomp, a psycho Yoshi, or worse!!
Second Hazard Set:
M.U.G.E.N
(1d86)
Some of you may have
heard of the downloadable fighting game, M.U.G.E.N, which features
characters
from all kinds of games. They can heap on the damage, so they make
perfect
hazards. I now have hazards for ALL of my M.U.G.E.N characters.
1 - Ref's Choice
- This hazard is whatever the ref feels like using.
2 - Cammy - Spawn Street Fighter hazard 9 (Cammy joins).
3 - Crono - Crono
begins powering up for Luminaire. He has 75 HP, no MP, and 100 MAtk. If
you don't take him down before the next hazard, he'll use Luminaire.
Each
fighter will take damage as though it were a 50 MP attack.
4 - Donatello -
Pokes
a random fighter with his bo. Roll 1d10, multiply by 5, and deal damage
to a random fighter. (!J)
5 - Edgar -
AutoCrossbow. Physical
damage to all fighters. (70 Atk)
6 - Jigglypuff -
Jigglypuff sings a song! For each fighter, flip a coin. If heads, they
fall asleep.
7 - Sailor Jupiter
- Jupiter Double Axle. The last fighter to move takes 20 HP damage.
(!J)
(!D)
8 - Kain - Kain
doesn't
have the mad jumping skillz he had in FF4. Because of this, he gets mad
and whacks 3 random fighters with his lance for 18 damage apiece. (!D)
9 - Kamek (the small
one) - Troopa Rush! For each fighter, determine damage by rolling
1d(current
HP). (!J)
10 - Kamek (the large
one) - Roll 2d(current HP) for each hero and 2d75 for each boss,
and deal damage accordingly. Ignore the critical rule. (!J) (!D) (!F)
11 - Karin -
Smashes
the ground with her stick... thing. 20 damage to anyone on the ground,
40 damage to anyone underground. (!J)
12 - Kefka - The
shiny thing of doom! Roll 25d2; whatever comes up, that damage is done
to all fighters.
13 - Kung Fu Man
- Kicks one fighter for 10 damage. Yawn. (!D)
14 - King Ghidora
- Fires Gravity Bolts all over the arena! Roll 1d10, deal 8 HP damage
to
that many fighters.
15 - Kirby - Smacks
one fighter with his hammer for 30 HP damage. (!J) (!D)
16 - Knuckles -
Metal
Sonic runs into the arena. Flip a coin; if heads it joins the good
guys,
if tails it becomes a boss. Either way, it has 100 HP, 0 MP, 12 speed,
and auto-Berserk.
17 - General Leo
- Hyper Dash. Deals instant death to a random fighter. (!J) (!D)
18 - Leonardo -
Uses
a variety of nifty sword slashes to deal 22 HP damage to all fighters.
19 - Magus - Black
Hole. The last fighter to move and the next fighter to move both lose
75%
of their HP.
20 - Mai Shiranui
- Uses some incredibly cheap, AI-spawned combo to reduce one fighter's
HP to 10%.
21 - Mario - Add
a Blue Koopa Shell to the arena items. When thrown, it deals 48 damage
to an enemy. However, there is a 10% chance that it will get stuck
between
the enemy's legs, bouncing back and forth, causing 1200 damage and
ignoring
critical. (1 use)
22 - Marle - Stop.
Flip a coin for each fighter, stopped for 10d2 if heads.
23 - Sabin - Bum
Rush! Roll 1d1000, deal damage to one fighter, and ignore critical.
24 - Megaman - A
random fighter instantly gains 3 levels of charge.
25 - Ultimate Armor X
-
Novaaaa Striiiiiike! Pick a fighter and flip 3 coins. For each heads,
fighter
takes physical damage (assume 200 Atk, ignore all defensive modifiers).
26 - Sailor Mercury
- Does her rising spin kick, but glitches and disappears. 75% of all
fighters
go MIA for 31 ticks.
27 - MetaKnight -
Samurai Morph. He dashes across the arena in the blink of an eye, and
if
anyone gets in his way they'll take major damage. Flip a coin for each
fighter; if heads, reduce HP to 1. If immune to that, reduce HP by
one-third. (!J)
28 - Rainbow Mika
- Jumps into the air and starts kicking the bejeezus out of anyone
there.
All airborne fighters take 30 HP damage.
29 - Michaelangelo
- Drrrrragon Breath! Roll 2d6, pick that many combatants, and deal 5 HP
damage to each one.
30 - Morrigan Aensland
- Uses her succubus "charms" on a random male fighter. Treat like Bad
Breath
(see blue
magic).
31 - Mr. Game &
Watch
- Judgement. Pick a fighter and roll 1d9. If it's a 9, deal 100 damage;
if it's 7, heal 30 HP; otherwise, damage is 5x the amount rolled. (!J)
32 - Norimaro -
Tosses
items from his bag o' stuff. Spawn 3 item hazards (any item set).
33 - Peach - Peach
summons Toad, who tosses her a Warp Whistle. She then summons a Warp
Tornado
which blows one fighter out of battle. (!D)
34 - Raphael - Hits
two fighters with his sai daggers. 10 damage apiece. (!J) (!D)
35 - The Rock -
Rumbles
slowly toward one fighter. That fighter gets 20 seconds to move out of
the way, otherwise Rocky will... uh... run into him repeatedly for 100
damage. Ignore critical. (!J) (!D)
36 - Roll - Shoots
one fighter with her arm cannon repeatedly. 10 damage and Stop for 11
ticks.
(!J)
37 - Roomi - Meow!
One random fighter is turned into a catboy or catgirl. Their attack and
magic attack go up for the remainder of the battle, and speed goes up
by
2.
38 - Rydia -
Bahamut!
Spawn Esper
hazard 29, but with DOUBLE EFFECT.
39 - Super Sonic -
Glows with a powerful, DBZ-esque aura. Whoever goes next is tossed
around
for 40 damage.
40 - Super Mario
- Yow! Are his combos unstoppable or something?! One fighter learns a
little
something from watching Super Mario; that fighter receives Quick for a
whopping 51 ticks!
41 - Tails - Takes
one fighter airborne for 21 ticks, whether s/he likes it or not. (!J)
(!D)
42 - Sailor Venus
- Tee hee! She throws little hearts at one fighter for 20 damage and
confusion
for an indefinite time period. (!D)
43 - Washu
- Add Mecha Fist to arena items. This increases attack by 75 points.
([IU])
44 - Yuka Takeuchi
- Yuka joins the heroes as a V.
G. Fighter. (!F)
45 - Zero - Due to
a programming error, he can use supers even when he doesn't have the
energy
for them. The fighter with the least MP may now use magic even if they
don't have the necessary MP for it. This only lasts 2 turns, however.
46 - Ryu - Shinkuu
Hadouken! It's a beam attack now, instead of a fireball, so deal magic
damage (treat as 70 MAtk, 25 MP) to one team!
47 - Akuma - Spawn Street Fighter hazard 2 (Raging Demon).
48 - Chiho Masuda
- Any ninjas
in the arena receive 3 Kunai throwing daggers. If no ninjas are
present,
Chiho joins the battle as an Assassin.
Which side does she join? Whichever offers her the most!
49 - Tamao Mitsurugi
- Tamao BEEEEEEAM! Flip a coin. If heads, deal 24 HP damage to all
heroes;
if tails, 48 damage to all bosses.
50 - Reimi Jyahana
- Roll 1d5. If it's anything but a 1, Reimi hits a random fighter with
a Burning Rose fireball for 10 damage. If the roll is 1, she uses
Gryphon Nail on the last fighter to move, reducing HP by 75% (!J) (!D)!
51 - Satomi Yajima
- Kaenzan - One random combatant is thrown into the air by Satomi's
spinning
fiery Kaenzan. 30 HP damage, and they automatically go airborne for 6
ticks.
52 - Balrog - Me
big! Me strong. Me punch one fighter for 45 HP damage.
53 - Charlie -
Spawn
Street
Fighter hazard 11 (Sonic Blitz).
54 - Fei Long -
Spawn
Street
Fighter hazard 18 (Rekka Ken Re-Dizzy Combo).
55 - Guile - SpawnStreet
Fighter hazard 22 (Vengeance).
56 - Kung Fu Girl
- Goes psycho. The last two fighters to move are caught in a deadly
aura
and take 25d2 HP damage each.
57 - Sakura Kasugano
- Spawn Street
Fighter hazard 23 (Fangirl-ism).
58 - Terrorist KFM
- A sniper is added to the game. He's listed as a boss but is in
reality
his own team. Every time someone moves, he'll snipe a random fighter.
This
effect lasts until the next hazard. (!F)
59 - Yellow Devil
- Uh-oh! The infamous Megaman enemy joins the bosses with 400 HP, 0 MP,
and all Grappler
skills. Luckily, his Speed is a mere 8. (!F)
60 - Homer Simpson
- Meh... nothing real hazard-worthy about Homer. ;_; Spawn a new hazard.
61 - Psycho Shredder
- Interruptions Hazard! Psycho Shredder challenges all combatants. He
has
50000 HP and MP, and innate Metal and Regen. (Basically, the battle
becomes an
unbeatable
joker) The EXP penalty for running away is removed, so you may flee in
terror. (!F)
62 - Jun Kubota -
Uses the Flying Kubota Buster on a random combatant, causing 50-100 HP
damage. (!J) (!D)
63 - Ayako Yuuki
- Ayako uses the Final Tornado Illusion Crisis. Everyone has 20 seconds
to
move out of the way or suffer 40 HP damage.
64 - Eririn Goldsmith
- The blonde bunnygirl uses her flamethrower to douse the arena in
flame! Roll 2d3, multiply
by 10, and deal damage to all fighters.
65 - Dan Hibiki -
Shun Boku Satsu!! Dan uses what looks like the Raging Demon on a random
fighter. When the move is over, though, the target is unharmed and it's
Dan who's KO'ed. (!J)
66 - Ken Masters -
Spawn Street
Fighter hazard 5 (Shouryureppa).
67 - Zangief -
Spawn
Street
Fighter hazard 3 (Final Atomic Buster).
68 - Axl Low - Axl
Bomberrrrrr! 25 HP damage to anyone in the air (or if nobody is
airborne,
the last fighter to move).
69 - Chun-Li -
Seems
a tad... overpowered. O_o The fighter with the highest Atk power
has it doubled.
70 - Millia Rage
- She's cheaper than a ballpoint pen at a clearance sale. She grabs the
last hero to move and performs the Iron Maiden for an instant KO. (!J)
(!D) (!F)
71 - May - May's
anchor appears on the arena floor. It adds a whopping 100 points to
your
Atk score, but because of its size, it also causes Accuracy -20 and
Speed
-1. ([IU])
72 - Ky Kiske -
Flip a coin. If heads, Ky uses Ride the Lightning on a random boss,
dealing 50 HP damage. If tails, he uses Sacred Edge instead, which
deals five hits worth 10 damage each. (!F)
73 - Testament -
Instead of Zio, MUGEN Testament has Kliff's sword following him around.
Add the Dragonslayer to the bosses with 500 HP, 200 Atk, 10 Speed, and
auto-Berserk. (!F)
74 - Chipp Zanuff
- "Find me!" The last fighter to move recieves Vanish status for 41
ticks,
or until s/he is hit.
75 - Anji Mito - ISSEI OUGI
SAI, MUTHAFUGGA. 30 HP damage to one fighter, and drop CT by 20.
76 - Samus/Megaman.EXE - They
play so similarly, it made sense to have them share a hazard. Anyway,
they're utter projectile whores; pick ten random people (repeats
allowed), deal 10 damage to each one.
77 - Vega - Spawn Street Fighter hazard 19 (Vega's Claw). ([IU])
78 - Karin Kanzuki - Spawn Street Fighter hazard 24 (The Bitch-Laugh).
79 - Sodom - Spawn Street Fighter hazard 25 (Daikyou Burning).
80 - Juni - Juni joins the
bosses as a Street Fighter. No stat
boosts or anything; after all, she's not all that effective without
Juli backing her up... (!F)
81 - Queen Beryl - Can you say
overpowered? Beryl flicks a random fighter with her pinky; that fighter
loses half his/her maximum HP. (!J) (!D)
82 - Protoman - Someone edited
Megaman's MvC2 sprites to make a Protoman character. Anyway, Protoman
tosses his shield into the arena; spawn Mega Man
weapon hazard 81. ([IU])
83 - Cless Alvein - Cless uses
the Phoenix technique; he leaps into the air, then crashes to the
ground in a fiery blaze. Deal 20 HP damage to all fighters, and burn
one randomly. (!D)
84 - Donkey Kong - Spawn Donkey Kong hazard 1 (Giant Punch).
85 - Boggy B (Worm) - Flip a
coin. If heads, a Concrete Donkey lands on a random fighter, dealing
100 damage three times over ignoring critical (!D). If tails,
ARMAGEDDON!!!!1111 30 -- yes, 30 -- meteors rain from above and land on
random fighters for 25 damage apiece (!D) (!F)!!
86 - Blanka - Spawn Street Fighter hazard 21 (Electricity).
Third Hazard Set:
STREET
FIGHTER (1d27)
From the Shotokans to
the villains to the characters some people have probably never heard
of,
we got all the bases covered. Beware the "Master of Fists"...
1 - Shin Akuma -
Interruptions Hazard! Shin Akuma challenges ALL combatants with a
minimum
1800 HP and MP and 24 speed. He also instantly recovers from all bad
status.
Oh, and one more thing: Critical rule is disabled for the remainder of
the battle! (!F)
2 - Akuma - Raging
Demon. One fighter is instantly KO'ed. (!J)
3 - Zangief -
Final!
Atomic!! BUSTER!!! One fighter is slammed into the ground repeatedly,
and
reduced to 1 HP. If immune to that, deal 400 damage instead! (!J) (!D)
4 - Ryu - Shinkuu
Hadouken! Magic damage (treat as 70 MAtk, 25 MP, 3 times) to one
fighter. (!J) (!D)
5 - Ken -
Shouryureppa! Deal physical damage to one fighter... three times!
(Assume 250 Atk) If the fighter is airborne, knock them out of the sky
and double the damage!! (!D)
6 - Chun Li -
Whirlwind
Kick. 15 HP damage per hit; flip 2 coins after each hit. Attack ends
when
2 tails show, or after 5 hits. (!D)
7 - Sagat - Tiger
Genocide. Does 15 HP damage to all fighters. (!D)
8 - Balrog - All
bosses go MIA, and Balrog challenges the heroes as a Berserker
with double HP. The bosses remain MIA until Balrog is KO'ed. (Thanks to
Carter for the suggestion) (!F)
9 - Cammy - Cammy
joins the battle as a Street
Fighter, but with 12 speed. Flip a coin. If heads, it's the
amnesiac British
Special
Forces Cammy, and she joins the good guys. If tails, it's pre-amnesia
Shadowloo
Cammy, and she joins the bosses with double HP/MP!
10 - Dan Hibiki -
It's the taunting wonder! The next fighter to use 7 or more MP MUST use
it on a Super Taunt which will do nothing.
11 - Charlie -
Sonic
Blitz. Roll 1d5; Charlie throws that many Sonic Booms at a random
fighter.
They deal 15 HP damage apiece. (!J) (!D)
12 - E. Honda -
Hundred
Hand Slap. Pick a fighter, flip 2 coins, and roll 1d10. If both coins
are
heads, the fighter blocks the attack and takes damage equal to 1x the
number
rolled. Otherwise, 10x the number rolled.
13 - Character vs. Same
Character - A random character is cloned, but added to the opposing
side!
14 - M.Bison -
Psycho CRUSHAAAAA!! Everyone loses 50-75% of his HP.
15 - Rolento -
Grenade.
Rolento drops a grenade on the fighter with the lowest HP (KO'ed
combatants
included), exploding them (remove from battle). (Thanks to Carter for
the
idea.) (!J)
16 - Birdie - The
Birdie. Birdie headbutts three fighters with his mohawk, causing 20
damage
and indefinite Stop. If any of these fighters are not un-stopped before
the next hazard, Birdie will plow through them for 150 damage ignoring
critical. (!J) (!D)
17 - Gen - Zen'ai.
Gen rushes past a random fighter, and they receive ??? status. As their
next turn starts, they take 40 HP damage ignoring critical. (!J)
18 - Fei Long -
4-Hit
Rekka Ken Re-Dizzy Combo! All PARALYZED or CONFUSED fighters lose 28 HP
and have 40 ticks added to their paralysis/confusion timers. If nobody
is paralyzed/confused, one random combatant takes 28 HP damage and is
paralyzed
for 41 ticks.
19 - Vega - Oh nos!
Vega dropped his claw onto the arena floor. It gives +90 to attack
power,
but a solid hit can knock it off. ([IU])
20 - Dhalsim -
Dhalsim
can read minds. If the boss's stats are hidden, Dhalsim performs a
scan.
Otherwise, he dizzies one fighter with a Yoga Fire/Fierce Punch combo.
Physical damage (35 Atk) and stop for 21 ticks. (!J)
21 - Blanka - Sits
in the middle of the arena using Electricity. All physicals until the
next
hazard will not hit, instead hurting the attacker for 20 HP damage. (!F)
22 - Guile - Guile
is consumed with vengeance! The last combatant to KO someone finds
him/herself
on the wrong end of a Sonic Hurricane. 28 HP damage. (!J) (!D)
23 - Sakura Kasugano
- Sakura just loves fighting. But she loves Ryu even more. :P Flip a
coin;
if heads, Sakura joins the heroes as a Street
Fighter. If tails, spawn Street Fighter hazard 4 (Ryu, Shinkuu
Hadouken).
(!F)
24 - Karin Kanzuki - Karin
does... THE BITCH-LAUGH! All fighters are forced to cover their ears,
and no actions may be taken until the next hazard.
25 - Sodom - Daikyou Burning! Sodom grabs one fighter in his
jitte, and drags them along the ground for 1d6 x20 damage. (!J) (!D)
26 - Bison's "dolls"
- You are a threat to Bison's psycho power, and must be eliminated!
Juli
and Juni are added to the bosses as Street
Fighters (their Trance Gauge is shared). When their Trance Gauge is
full, they can pull a super team attack! (!F)
27 - Ref's Choice
- Completely random, but guaranteed to be nasty. >:)
Fourth Hazard Set:
MEGA
MAN X (1d35)
X, Zero, and lots of
assorted
Mavericks make up this hazard set, which was expanded in April 2006. It
used to be a pretty decent balance between
outright damage and status ailments, but now it's one of the meaner
hazard sets out there. The major characters -- such as X, Zero, Sigma,
Vile, etc. -- can be particularly nasty. Not to say it's ALL bad, but
hazard controllers should be wary.
1 - Ref's Choice
- This could be anything, not necessarily a Megaman X hazard either!
2 - Mega Man X - X blasts away
at a random fighter with a large array of X-Buster blasts. Deals 1d5x50
damage, and ignores critical.
3 - Zero - Zero attacks a
random fighter with his Beam Sabre! Flip two coins. If both are heads,
the target is cleaved in two (KO); otherwise, 1d3x60 damage ignoring
critical.
4 - Sigma - Sigma has lots of
all-powerful battle bodies and insane attacks, but nothing beats the
PURPLE BLOCKS OF DOOM from Mega Man X5. Two random fighters are smashed
by said blocks for instant KOs.
5 - Vile - Vile joins the
bosses as an X-Magitek Trooper. Here's
the kicker: you can't damage him AT ALL unless someone explodes on him
first. Defeating him is not required to win. (!F)
6 - Chill Penguin - Chill
Penguin attacks the last fighter to move with his icy breath, adding
freeze status. (!J)
7 - Storm Eagle - Storm
Tornado! A random fighter is blown right out of the arena. MIA for 21
ticks. (!J) (!D) If airborne or underground, Storm Eagle divebombs them
instead for 20 damage.
8 - Flame Mammoth - Spews oil
onto a random fighter. The next fire-elemental attack to hit that
fighter will deal double damage AND add Burn status! While "oil" is not
a defined status effect (and cannot be blocked by safeguard), it can
still be removed via Esuna.
9 - Armored Armadillo - Bash,
smash, crash! Armored Armadillo bounces through the arena and damages
all fighters for 30 HP.
10 - Sting Chameleon - He likes
to hide in the trees, and a random combatant decides to follow suit.
Add Shadow status for 21 ticks.
11 - Dr. Light's Capsules -
Flip a coin. If heads, Dr. Light upgrades your firepower (all heroes
get +20 Atk). If tails, he enhances your armor instead (all heroes get
+20 Def). (!F)
12 - Wheel Gator - Gator grabs
a random fighter and drags them into the water. 35 HP damage, and add
underground status for 11 ticks (cannot attack upon surfacing). (!J)
13 - Morph Moth - Morph Moth
zaps one fighter with his laser, dealing 10d10 damage.
14 - Magna Centipede - This guy
is a pain in the ass! He grabs one fighter and steals one
randomly-chosen ability, permanently disabling it. Also removes all status boosts.
15 - Overdrive Ostrich - Fires
some Sonic Slicers into the air, whereupon they rain down upon the
combatants for 65 Atk worth of damage.
16 - Violen - The largest of
the X-Hunters swings his giant mace around the arena, smashing four
random fighters for physical damage (120 Atk). (!D)
17 - "It seems you let him die and
he's not too happy about that!" - If any heroes are dead, Sigma
randomly picks one to add a (fully-healed) clone to the bosses. (!F)
18 - Toxic Seahorse - Acid
Burst! 15 damage, Poison and Seizure to a random fighter.
19 - Gravity Beetle - A random
fighter gets sucked into the Gravity Well and is removed from battle.
20 - Dr. Doppler - The bosses
get a weird green barrier thing until the next hazard. The barrier
absorbs all would-be damage and turns it into healing instead! (!F)
21 - Web Spider - Flip a coin
for each fighter; if heads, that fighter is ensnared in a Lightning Web
and paralyzed for 41 ticks.
22 - Storm Owl - Storm Owl gets
impatient with the battle and launches Double Cyclones in all
directions. Deals 1d100 damage to each fighter, double damage to
airborne combatants.
23 - Magma Dragoon - What kind
of Maverick uses Hadouken and Shouryuken? I know Capcom likes its
cross-promotion, but... anyway, Magma Dragoon joins the bosses with Street Fighter stats. (!F)
24 - Iris - Iris's giant mech
fires a huge purple energy beam through the arena, halving everyone's
HP and MP.
25 - Tidal Whale - Deja vu...
Capcom got lazy and, instead of giving Tidal Whale his own theme, they
reused Bubble Crab's music from Mega Man X2. Thus, instead of coming up
with a hazard here, respawn the previous hazard.
26 - Bolt Kraken - All fighters
get 20 seconds to jump to a wall. After 20 seconds, Kraken will cover
the ground with electricity, and anyone who hasn't jumped will take 40
damage. (!J)
27 - The Enigma - The giant
cannon Enigma appears in the arena. It cannot be picked up or used, but
if a ref bomb occurs randomly, the Enigma has a 50% chance to prevent
it.
28 - Spike Rosered - Spike
attacks a random fighter with his vines, dealing 25 damage and
paralysis. (!J) (!D)
29 - Zero Virus - The virus
attempts to infect all fighters! For each fighter, roll 1d20. If it's
below 10, the fighter is poisoned for 41 ticks... but if it's 1, they
become invincible for 11!
30 - Nightmares And Reploids -
A Reploid joins the heroes as a Red Mage who
will do nothing but cry "help". Meanwhile, two Nightmares join the
bosses with 140 HP and 11 speed. If either one gets a turn, they'll
possess the Reploid and it will join the bosses. If the Reploid is
still safe at the end of the battle, the heroes get 1 additional EXP.
(!F)
31 - Blaze Heatnix - A Red
Donut Robot From Hell shows up in the arena. Four "targets" join the
bosses (100 HP each), all with the same speed (14) and CT, and they
will always converge their attacks on a target. (!F)
32 - Blizzard Wolfang -
AVALANCHE!! Three random fighters take 25 damage and have their CT
reset.
33 - Rainy Turtloid - Insert
acid rain here. All fighters get seizures.
34 - Illumina - Background
potshot robot from hell. From now until the next hazard, on every turn,
Illumina will blast a random fighter for 35 damage.
35 - Infinity Mijinion - Yeah,
what the shit is a mijinion... anyway... Until the next hazard, if any
boss takes 100 damage or more, a clone of it will appear! Multiple
clones can be created in this manner, and the clones will stick around
even after the hazard ends, so beware! (!F)
Fifth Hazard Set:
FINAL
FANTASY (1d79)
Character hazards, job
class hazards, event hazards, even monster hazards! Based off the
ever-popular RPG series, this is among the
most
dangerous hazard sets... but it can also be among the most useful.
Hazard
11, Rydia, is the only hazard that allows people to join late.
1 - Kefka - Fallen
One. For each fighter, flip a coin. If heads, fighter's HP is reduced
to
1.
2 - Strago -
Roulette.
Instantly KO's a random fighter. (!F)
3 - Edward Chris von
Muir
- Sing. Edward plays his harp, causing random status
ailments to affect all fighters.
4 - Setzer Gabbiani
- Fixed
Dice. For each fighter, roll 5d10 and deal damage accordingly. (!J) (!D)
5 - Atmos - OK, now
this one is weird. If a fighter has 0 HP, s/he is removed from battle,
eliminating any chance for revival.
6 - Cyan Garamonde
- Quadra
Slam. Quadra Slam. Cyan hits four random fighters with his sword,
dealing
physical damage. (110 Atk) (!J) (!D)
7 - Cait Sith -
Roll the slots. The resulting damage/heal/surge(s) targets all fighters
unless focused. (Surges cannot be focused.)
8 - Yang Fang Leiden
- Flip a
coin; if heads, Yang kicks, dealing physical damage to all fighters. If
tails, he Multistrikes one fighter. (60 Atk) (!J) (!D)
9 - Rosa Farrell -
Each fighter recovers 30 HP and receives a random status boost,
courtesy of Rosa's white magic. (!J) (!D)
10 - Mog - Dances.
Flip 2 coins. If both heads, a random fighter is restored to full HP
and
MP by a Sun Bath. If both tails, a random fighter is removed from
battle completely via Snare. If one of each, each fighter receives two
status
changes (they may be positive or negative).
11 - Rydia of Mist - If
anyone
is watching and wishes to join, Rydia "summons" one person in. Add some
HP and MP to the boss's stats as well, for balance. If there are no
spectators, a random call script character is summoned to join the
heroes. (!F)
12 - Sabin Rene Figaro
-
Mantra.
Flip a coin for each fighter; if heads, fighter recovers 15 HP.
13 - Umaro - Me
big!
Me strong! Me SMASH! Deals physical damage to a random fighter (assume
250 Atk). (!J) (!D)
14 - Edgar Roni Figaro
-
Chainsaw.
Roll 1d50; whatever comes up, that damage is dealt to a random fighter.
This ignores the critical rule, and if the die comes up a multiple of
10,
the target is KO'ed instantly. (!J) (!D)
15 - Exdeath -
Casts
Flare, Holy, and Meteo on one hero for massive damage a la Galuf.
Ignores
critical rule. (!F)
16 - Ninja - One
random fighter gains the ability to hold 2 weapons! You may now slash
twice
without losing potency.
17 - Geomancer -
One random fighter becomes immune to hazards for the rest of the match.
18 - Neo Exdeath
- Can you say Algamest, boys and girls? All fighters take 30 damage and
receive Seizure status.
19 - Berserker -
One random person becomes -- YOU GUESSED IT -- Berserk. Will not wear
off,
must be dispelled.
20 - Chemist - A
random fighter may now mix items to form new, unique items. Also,
healing
items have double effect and Potions can be made at will.
21 - Dancing Knife
- For one random fighter, physical attacks have a 50% chance of coming
out as Dance. Dance may
drain HP (Jitterbug Duet), drain MP (Mystery Waltz), deal 3x phys
damage
(Sword Dance), or confuse the enemy (Tempting Tango).
22 - Black Mage -
Ref picks 5 black
magic spells, and casts them on random targets. (80 MAtk)
23 - White Mage -
Ref picks 5 white
magic spells, and casts them on random targets. (80 MAtk)
24 - Time Mage -
Ref picks 5 time
magic spells, and casts them on random targets.
25 - Blue Mage -
Pick a random blue
magic spell and cast it on someone. If they are a blue
mage they learn it. (80 MAtk)
26 - Summoner -
Pick
a random summon
spell and cast it on someone. (80 MAtk)
27 - Red Mage -
Takes
FOREVER to master! Can you say 1359 ABP? One fighter goes MIA for 51
ticks
trying to master Red Mage.
28 - Offering -
Random
person gains use of X-Fight, which throws 4 physical attacks per
turn...
but the targets are randomly chosen and the damage is lessened.
29 - Gilgamesh -
Enters the battle as a boss with 100 HP, 0 MP, and 10 speed. Runs away
when defeated. (!F)
30 - Mystic Knight
- Anyone who goes into Critical gets automatic, permanent Magic Defense
Up.
31 - Gau -
Uwaaooo!!
Gau joins the heroes with 80 HP, no MP, and 14 speed. He will Rage
whatever
the PREVIOUS boss was, using its attacks in battle. (!F)
32 - I Want To Be Your
Canary - One fighter's job class is changed to Actor. Their special
abilities are Poly, Pyro, and Medeo; these look spectacular but deal 0
damage.
33 - Trance -
Something
terrible happens, and one random fighter becomes so upset that s/he
goes
into Trance for 31 ticks! Battle power is raised and special abilities
change.
34 - Adelbert Steiner
-
Captain
Adelbert Steiner of the Pluto Knights joins the heroes (160 HP, 50 MP,
9 speed). If allies cast magic on his sword, he can use it to perform
powerful
Magic Sword attacks. He can also use all Knight
Captain abilities. (!F)
35 - Vivi Orunitia - Focus.
All fighters receive Magic Attack Up for the remainder of the battle.
Cannot
be dispelled, does not go away even if a K.O. occurs.
36 - Zidane Tribal - If
any females are fighting, Zidane hits on them, causing Confusion for 41
ticks. Otherwise, he steals one item from a random combatant. If nobody
has any items, he stabs someone for physical damage (90 Atk). (!J) (!D)
37 - Alleyway Jack
- Casually strolls through the arena, and steals 5 EXP from one hero.
(!J)
(!D) (!F)
38 - Queen Brahne and
the Bomb - Brahne fires a large Bomb into the arena. You have 60
ticks
to conclude the battle before it explodes and kills everyone. (The bomb
cannot be targeted or receive turns.) (!F)
39 - Black Waltz No.
3 - KtR's previous boss was never killed, and it joins the current
bosses! It went a little crazy after its defeat, and that affects its
battle
tactics. If KtR's previous boss won, reroll. (!F)
40 - Eiko Carol - Plays
her flute. Flip a coin; if heads, spawn a random white
magic spell. If tails, call forth a random summon.
Assume 65 MAtk.
41 - Quina Quen - Quina,
looking for "delicious food", barges into the arena and joins the
heroes
as a Qu Warrior. 150 HP, 150 MP, 11 speed, and some... unique
abilities.
(!F)
42 - Epitaph -
Casts
Mirror on a random hero. The target is KOed instantly, and an evil
clone
is added to the bosses with full HP/MP. (!F)
43 - Ozma - Ozma
casts Curse. All combatants take physical damage (assume 250 Atk), and
receive
Confuse/Slow/Blind/Tiny/Poison
status for 31 ticks. Luckily, each status change has a 50% chance of
being
added.
44 - Freya Crescent - Six
Dragons. Flip two coins for each hero (one for HP, one for MP). If
heads,
fully heal that stat; if tails, reduce to 1. (!F)
45 - Necron - Grand
Cross. Roll 1d3 for each fighter and apply that many status
ailments. If "Nothing Happens", treat it as an instant KO.
46 - Malboro - Bad
Breath, one random fighter. 'Nuff said. If it targets a blue
mage, s/he learns it.
47 - Movers -
Little
red balls of DEATH! Pick a random fighter and roll 1d3. If it's a 1 or
a 2, cast Firaga on that fighter (assume 100 MAtk and 18 MP). If a 3 is
rolled, it's Delta Ray and the target is Petrified.
48 - Cactuar - OMFG
100 NEEDLES. Deal 100 HP damage, ignoring status boosts, to one
fighter.
If it's a blue
mage, s/he learns it.
49 - Antlion -
Uh-oh,
it's the recurring boss monster of the series, and it's pissed off! It
uses Sandstorm on a random fighter. Drop HP to 1d9, and add Blindness
as
well. (!J)
50 - Veteran
- Everyone's favorite flying eyeball thing has popped into the arena
for
a visit. It casts Condemned on a random fighter, 75% chance of giving
them a Death
Sentence.
If the target is a blue
mage, s/he learns it.
51 - Tonberry - One
of the most dangerous non-boss creatures in Final Fantasy history. It
DOINKS
the last fighter to move for 9999 HP damage (do NOT ignore critical).
(!J)
52 - Ezel Berbier - Flip
a coin. If heads, Ezel casts Astra on one fighter, providing one-shot
status
protection. If tails, he casts Azoth. Flip for each fighter; add Sleep
if heads.
53 - Amarant Coral - Good news:
Amarant joins the heroes as an Outlaw. Bad news:
he doesn't give a flying shit about his teammates, and will only fight
for his own survival. (!F)
54 - Tifa
Lockheart - Say what you want about Tifa, but she's famed for two
things, and they're both just below her shoulders. Check the turn
order; if the next fighter to move is "into women", s/he loses that
turn ogling Tifa. (If the fighter is a gay male or straight female, the
hazard has no effect.)
55 - Ramza Beoulve - Ramza uses
Yell on a random combatant, and their speed goes up by 1 for the rest
of the fight.
56 - Mustadio Bunanza - If any
fighters are undead, Mustadio uses Seal Evil and petrifies one
instantly! (If there are multiple undeads, pick one randomly.)
Otherwise, he uses Arm Aim on the last fighter to move, paralyzing them
for 21 ticks.
57 - Rafa Galthana - Heaven
Thunder. Roll 1d6; that many lightning strikes occur in the
battlefield. Each one has only a 25% chance of success, and deals 10
damage to a random fighter. (!D)
58 - Agrias Oaks - "Heaven's
wish to destroy all minds... Holy Explosion!" Each fighter takes 25 HP
damage, and has a 25% chance of becoming confused as well. (!J)
59 - Queklain, the Impure King
- "On the verge of death... Nightmare!" Three random fighters (no
repeats) have a 50% chance of falling asleep, and a 50% chance of
receiving a Death Sentence. Blue mages, if
targetted, learn "Nightmare". (!J)
60 - Mediator - Invitation.
Roll 1d5. If the roll is 1, a random hero joins the bosses
immediately... otherwise, there's no effect. (!F)
61 - Squire - Throw Stone! The
last fighter to move takes 5 HP damage. (!J) (!D)
62 - Oracle - Flip a coin. If
heads, "Pray Faith" is cast on the fighter with the most MP, giving
Faith status for 21 ticks. If tails, it's "Doubt Faith" instead; add
Innocent status.
63 -
Cidolfas Orlandu - T.G. Cid uses Lightning Stab. Pick 1d3 random fighters (no
repeats) and deal 60 damage to each one. Also, each target has a 20%
chance of being silenced. (!D)
64 - Meliadoul Tingel - Meliadoul attacks the last fighter to move with a Mighty
Sword technique! Remove all status boosts, destroy all held items, and
deal 30 HP damage. If the target has no status boosts and no items,
s/he takes no damage.
65 - Beowulf Kadmus - Beowulf is FFT's king of status-rape. Pick one fighter and
give them three random badstats.
66 - FuSoYa - A top-of-the-line
Lunarian mage! Considering his arsenal, his "Spirit" skill is pretty
crappy, but he's using it anyway. Give Regen to all fighters for 31
ticks. (!J) (!D)
67 - Edge - The arrogant prince
of Eblan is also a skilled ninja! Spawn a random item; Edge throws it
at a random combatant (effects vary depending on the item), then the
item lands on the arena floor.
68 - Tellah - One random hero
is given the ability to cast Meteo... even if s/he doesn't have the MP
for it! However, once you cast the spell, you'll die (sneeze) from
overexerting yourself. (!F)
69 - Kain Highwind - Kain joins
the heroes as a Lancer!... but after ten ticks, Golbez will take
control of him, and he'll join the bosses. After another ten ticks,
he'll regain his senses and join the heroes. Repeat ad infinium. (!F)
70 - The Mysidian Twins - Palom
and Porom have a devastating combo spell... but it takes a long time to
charge. At the NEXT hazard, deal 80 damage to all combatants.
71 - Materia - lol materia.
It's all over the place in FF7, and it's all over the place here! Spawn
five Materia hazards.
72 - Aeris Gainsborough -
Everyone knows what fate eventually befalls her, but for now, the
flower girl uses Healing Wind on the heroes. Recover half of your
maximum HP. (!F)
73 - Yuffie Kisaragi - Yuffie
steals all materia in the arena... whether it's
equipped or not! (If she steals any equipped materia, make sure to undo
the status modifications.) She then joins the battle as an Outlaw; flip a coin. if heads she's a hero, if
tails she's a boss. She also auto-equips every materia she stole!
74 - Synthesis Shop - A Synth
Shop appears in the arena. It has the same effect as Mix, but takes an
extra turn. (!F)
75 - Banon - Banon joins the heroes!
He's a White Wizard, and he can use Health
(a-la the Chemist trance skill), but if he is
rendered unable to fight, you lose immediately, so make sure you keep
him in fighting shape. (!F)
76 - Ricard Highwind - Ricard
joins the heroes as a Dragoon. He doesn't have
the jump ability, but he does have double attack power. (!F)
77 - Zeromus - Flip a coin. If
heads, cast Big Bang on all fighters! Magic damage (32 MP, 70 MAtk) and
seizure. If tails, Black Hole cancels all status
boosts. (!J) (!D)
78 - Ultima Tome - An Ultima
Tome appears in the arena! Picking it up adds Ultima to your skillset,
or gives you one free casting. However, for anyone to get the Ultima
Tome, someone else must first break the seal... and doing so will
sneeze you. (!F)
79 -
Ref's Choice
- Who knows what might pop up...!
Sixth Hazard Set:
OTHER
RPGs (1d120)
This is all the hazards
from various RPGs other than Final
Fantasy and Mega Man Battle Network. After an
August 2005 revamp, this set is mostly comprised of hazards from the
various Mario RPGs, though it also has Chrono Trigger, Earthbound,
Tales of Phantasia, and even a couple from Pokémon and Lunar.
Some of these are pretty nasty, but some are quite good...
1 - Ref's Choice -
Heads up, this one is the ref's choice.
2 - Mario (SMRPG) - Mario
attacks a random fighter with his hammer for 20 damage. Flip a coin; if
heads, add another 20 damage. (!J) (!D)
3 - Mallow - Flip a coin. If
heads, Mallow casts HP Rain, restoring 40 HP to a random fighter (!J).
If tails, he uses Psychopath to scan the boss (!F).
4 - Geno - Geno Boost. A random
fighter receives Attack Up for 41 ticks. Flip a coin; if heads, fighter
gets Defense Up as well.
5 - Bowser - Poison Gas! Flip
two coins for each fighter. If either is heads, add Poison for 41 ticks.
6 - Peach (SMRPG) - Group Hug.
All fighters recover 35 HP and have their status
ailments removed. (!J) (!D)
7 - Garro The Sculptor - Garro
can sneak you into a secret room by disguising you as a statue! Pick a
random hero. If s/he accepts, add Petrification and MIA for 21 ticks.
If they come back from MIA before the battle ends, award 2 EXP. (!F)
8 - Lakitu - Chomp. Spawn a
random item and throw it at a random combatant (a-la Throw Item).
Damage and effects depend on the item thrown.
9 - Maple Syrup - All fighters
drink some Maple Syrup and recover half their maximum MP.
10 - Belome - Belome clones a
random hero and adds the clone to the bosses (!J)... then he steps on a
switch and floods the arena. All combatants go MIA for 21 ticks,
ignoring Safeguards and even MIA protection! (!F)
11 - Bowyer - Bowyer shoots an
arrow and disables some type of ability (physical attacks, healing,
etc.) for 31 ticks. (!F)
12 - Croco - Croco steals all
items from everyone... but he drops some. Add 1d3 random items to the
arena floor. (!J) (!D)
13 - Punchinello - Cue the
explosives! Roll 1d4. On a 1, four Micro-Bombs join the bosses (30 HP).
On a 2, four Bob-Ombs (50 HP). On a 3, spawn three Mezzo Bombs (200
HP). On a 4, spawn the King Bomb (300 HP)... which, by the way, is as
powerful as a ref bomb! Luckily it requires three charges to go off...
(!F)
14 - Booster & Co. - First,
each of Booster's three Snifits attacks a random combatant for 20
damage. Then, Booster himself uses the Loco Express and deals 50 damage
to a fourth random fighter! (!J)
15 - Bundt - Sand Storm! 10
damage to all fighters, add Attack Down and Defense Down.
16 - King Calamari - The last
fighter to move gets tossed into the air by one of Calamari's
tentacles. Add MIA for 11 ticks and Paralysis for 31. (!J)
17 - Johnny Jones - Get Tough!
Any bosses who are below half HP get Attack Up and Magic Attack Up. (!F)
18 - Yaridovich - If there is
only one major boss, it splits into two! One is real, and one is a
mirage. (!F) Otherwise, Yarid uses Willy Wisp and deals 70 damage to
one fighter.
19 - Jinx - BOMBS AWAY,
BITCHES. This targets a random combatant and is worth 5000 Atk ignoring
critical. If you can't Block this, consider yourself toast. (!J) (!D)
20 - Culex - Shredder. Hey,
what does that do, anyway? It removes all your status
boosts, that's what. (!J)
21 - Birdo - Birdo shoots 1d5
eggs at a random target. Each egg does 10 damage. (!J) (!D)
22 - Axem Rangers - The Axem
Rangers charge the Breaker Beam. At the next hazard, all fighters will
take 150 damage, ignoring Metal (but not Auras).
23 - Exor - He looked big and
bad, but he was susceptible to the old 9999-damage trick. If any bosses
are deathproof... well, not anymore they're not! (!F)
24 - Smelter - Smelter joins
the bosses! Its speed is low, but it will spawn pesky Shypers every
turn. (!F)
25 - Smithy - Magnum. Smithy
shoots a tank shell at the last fighter to move for an instant KO.
26 - Mario & Luigi - The
Mario Bros. team up for a mighty Bros. Attack, dealing 20d3 damage to
all fighters!
27 - Mario (M&L) - A random
combatant has his/her hindquarters set on fire by everyone's favorite
red-clad plumber. 10 HP damage, but also Haste for 21 ticks. (!J)
28 - Luigi - The younger Mario
Brother bashes a random fighter with his hammer. Tiny status for 31
ticks. (!J)
29 - Peach (M&L) - Peach
joins the heroes as a White Wizard. As a turn action, you may "keep an
eye on Peach". If nobody is watching her when her turn rolls around,
she's kidnapped (sneeze) and all heroes lose 2 EXP. If she's KO'ed, no
EXP is earned or lost. If she survives the battle, Mario & Luigi
give you 1 EXP! (!F)
30 - Peasley - Argh! That damn
flash of light Blinds all fighters for 11 ticks. Oh well, at least
Peasley attacks a random boss, dealing 140 Atk worth of damage (!F).
31 - Popple - Popple joins the
bosses as a Shadow Thief. He whores items: YOUR items! There's also a
75% chance of him having a random ally from the call script. (!F)
32 - Queen Bean - Queen Bean
SMAAAAAAHH!! A massive shockwave deals 20 HP damage to all fighters,
25% chance per fighter of Paralyze. (!J)
33 - The Joke's End Boss - A
large, ugly female Barbarian joins the
bosses... but the heroes get to choose her name. (!F)
34 - Psycho Kamek - Psycho
Kamek hypnotizes a random hero into thinking s/he is someone or
something else. Spawn a Job Class Change. (!F)
35 - Dr. Mario Viruses - Three
viruses, one of each color, join the bosses with 200 HP each. When hit,
they randomly change colors; if all three match, all three are
defeated. (!F)
36 - Tanoomba - If the battle
has lasted less than 20 ticks, YOU'RE NOT SUPPOSED TO BE HERE YET.
>:O Tanoomba smacks a random fighter for 100 HP damage. Otherwise,
10 HP damage. (!J)
37 - Beanstar - May only be
awakened by a beautiful voice. If a bard is in
play, s/he may awaken the Beanstar as a turn action. It will then grant
one wish before disappearing. (!F)
38 - Voice Theft - One
fighter's voice is stolen, and replaced with explosives! Mute for 21.
39 - Invincishroom - The last
fighter to move eats an Invincishroom, turns green, and goes into a
coma (treat as petrify). To cure him/her, one of his allies must go MIA
for 31 and retrieve the cure from Gufawhaw Ruins. If the person eating
the Invincishroom has no allies, s/he is immune to its ill effects;
give Life 3 and invincibility for 11 ticks.
40 - Multiple Coins - A "?"
block appears in the arena; fighters get 1 EXP for hitting the block.
It disappears at the next hazard. (!F)
41 - Barrel Shield - One-shot
magic blockage... if you can find a way inside! Hint: Aim low. (!F)
42 - First Strike - Flip a
coin. If heads, the heroes get a First Strike, and all their CT goes up
by 50! If tails, the bosses get the First Strike instead.
43 - Paper Mario - Paper Mario
himself joins the heroes as a Traveler... and
he comes equipped with five random badges! (!F)
44 - Goombario - Tattle.
Performs a full scan on an enemy, AND unhides their stats for the rest
of the match. If all enemies' stats are visible, reroll. (!F)
45 - Kooper - Dizzy Shell. A
random fighter becomes dizzied, and his/her next offensive action will
auto-miss. (!J)
46 - Bombette - BOOM. 40 damage
to one combatant. (!J)
47 - Parakarry - Special
delivery! Parakarry delivers one random item to each combatant.
48 - Bow - A random fighter is
smacked repeatedly with Bow's fan. Deal 5 damage, eight times.
49 - Watt - Mega Shock! Flip a
coin for each fighter, paralyze if heads. (!D)
50 - Sushie - Uh... Sushie
doesn't do all that much. <:O She will, however, remove Burn,
Freeze, and any other mystery status you may have... good or bad!
51 - Lakilester - Throws a
Spiny Egg at a random fighter. Deals 50 damage... if it hits (80%). (!D)
52 - Tutankoopa - Tutankoopa's
strongest weapon is his faithful Chain Chomp, and it joins the bosses
with auto-Berserk. (!F)
53 - General Guy - General Guy
sends out three Shy Guys to join the bosses and attack you. They have
random job classes. (!F)
54 - Lava Piranha - Bleck hyuck
hyuck yuck! A random fighter gets Burned.
55 - Crystal King - You know
what's really annoying? When the bosses get healed for 700 HP. (!F)
56 - Kammy Koopa - Kammy drops
a block on a random fighter for 5d8 damage. (!D)
57 - Tayce T./Zess T. - One's a
chef, and one's a chef with attitude! Spawn two random food items, and
mix them together. You might get a tasty treat... or you might just get
a Mistake.
58 - Gourmet Guy - This glutton
of a Shy Guy sits in the middle of the arena, and won't let you take
any items. However, if you feed him something yummy...
59 - Chet Rippo - Chet can
increase any stat for you... HP, MP, Atk, Def, MAtk, MDef, Acc, Evade,
or Speed. But at what cost?
60 - Twink - When you wish
upon a star... all dead fighters are fully revived! If nobody is KO'ed,
the fighter with the least HP gets restored to full health.
61 - Star Rod - The boss with
the most HP picks up the Star Rod, and becomes invincible! At the next
hazard, a Peach Beam will remove the invincibility, but you have to
bide your time until then. (!F)
62 - Goombella - Rally Wink.
The next fighter to move gets Quick for one turn.
63 - Koops - Shell Slam. Roll
1d4 for each combatant. If it's a 1, they take 27-33 HP damage;
otherwise, 15-21 damage. Ignore all defensive modifiers. (!J)
64 - Flurrie - Gale Force!
Flip a coin for each fighter. If heads, they get blown MIA for 21 ticks
by Flurrie's powerful breath. (!D)
65 - Yoshi - This little
firebrand throws three Mini-Eggs at random combatants! Each egg deals
15 damage and causes Tiny status. (!D)
66 - Vivian - Veil. The last
fighter to move is pulled into the shadows, and immune to all harm.
This lasts until the fighter's next turn, or the next hazard...
whichever comes first. (!J)
67 - Bobbery - Hold Fast.
Bobbery stands in front of a random combatant and acts as a mine, of
sorts. If someone tries to physically attack that fighter, Bobbery will
explode on the attacker, aborting the attack and dealing 35 damage.
68 - Ms. Mowz - The sly thief
steals all items from everyone! Before leaving, she uses Smooch on any
fighters who are critical, restoring 100 HP. (!J)
69 - The Crowd - Someone in the
crowd holds up a random item, and is looking at the next combatant to
move. That combatant can run out and attack the thrower, but is s/he
throwing the item AT you or TO you? (!F)
70 - Rogueport - You gotta
watch your back around here! A greedy bandit runs by and steals 2 EXP
from each hero! (!J) (!F)
71 - TEC - That lecherous
computer is at it again. It appears it installed a video camera in the
girls' locker room! Any females in play get angry, and go berserk after
hearing by this news. VG Fighters, however,
get Embarrassed instead.
72 - Charlieton - This guy is
selling badges! Four random ones, to be exact. Put them on the arena
floor, however, they cannot be yoinked. Regardless of job class and
skills, acquiring a badge requires a full turn. (!F)
73 - Crump - Crump attacks a
random fighter with a bodyslam, dealing 16 damage.
74 - Hooktail - The ravenous
dragon swoops down from the sky and eats a random combatant (sneeze).
(!D)
75 - Beldam - Beldam's got all
kinds of nasty magic. Each hero gets a random status
ailment, while each boss gets a random boost.
(!F)
76 - Marilyn - Keep flipping a
coin until tails. Marilyn starts at 120 Atk, but adds 40 for each
heads. She then attacks one fighter for physical damage. (!J) (!D)
77 - Rawk Hawk - Feel the
RAAAAAAWWWWWWK! Rawk Hawk jumps to the ceiling and drops items on
random fighters. Spawn five random items to drop; effects depend on the
items. When it's all over, the items are added to the arena floor. (!D)
78 - Macho Grubba - Now this
guy can statbuff. Roll 1d50, and add that amount to all bosses' Atk,
Def, MAtk, and MDef. (!F)
79 - Doopliss - Doopliss joins
the bosses as a Dreamlander. His HP is 250,
but other than that he has the same stats and abilities as a normal
Dreamlander. (!F)
80 - Cortez - Cortez has lots
of weapons and isn't afraid to use them! Pick four random fighters and
deal physical damage (80 Atk) to all of them. Also, poison the fourth
one for 41 ticks.
81 - Smorg - A bunch of Smorgs
start swarming the arena, and nobody can see their stats! All fighters'
stats become hidden. (!F)
82 - Gloomtail - Exhales
poisonous fumes on two random fighters, dealing 30 damage and Poison.
(!J) (!D)
83 - Grodus - Grodus spawns 1d4
Grodus Xs with 10 HP, 11 Speed, and 60 Atk. Not only are they annoying,
but each Grodus X will raise the other bosses' defense and magic
defense by 30! (!F)
84 - Shadow Queen - The Shadow
Queen possesses a random hero, and nothing good can come of that. Spawn
Neo-Kamek's Conversion hazard. (!F)
85 - Crono - Slash. Physical
damage to all fighters (75 Atk), and flip a coin for each fighter. If
heads, dispel status changes. If there's
nothing to dispel, double the damage instead. (!J)
86 - Marle - Cure 2! A random
fighter recovers 999 HP.
87 - Lucca - Flip a coin. If
heads, Lucca joins the heroes as a Chemist
(!F). If tails, she shoots a random fighter with the WonderShot,
dealing 1d120 damage.
88 - Robo - Uzzi Punch, motha
fugga! 45 damage to a random combatant, and reset CT.
89 - Frog - Frog joins the
heroes as a Paladin! (!F)
90 - Ayla - Now THIS girl can
outright hit people. Pick a random fighter and flip two coins. If both
are heads, deal 9999 damage. Otherwise, 50 damage.
91 - Magus - Dark Mist. 10 MP
attack to all fighters (70 MAtk), but ignores the critical rule.
92 - Nu - Pick a random fighter
and flip a coin. If heads, fighter loses all HP but 1; if tails,
fighter loses 1 HP. (!J) (!D)
93 - Lavos - Destruction rains
from the heavens! 200 HP damage to all fighters. (!D)
94 - Dalton - Iron Orb. All
fighters' HP is halved. (!D)
95 - GolemBoss - The GolemBoss
would totally kick your asses... but he's afraid of heights, so this
hazard does nothing.
96 - Queen Zeal - Hallation.
All heroes' HP is reduced to 1. (!F)
97 - Schala - If any Wormholes
are active, Schala seals them shut. Otherwise, reroll. (!F)
98 - Crono doll - A life-sized
doll falls into the arena. Whoever picks it up gets one use of
Substitution! ([IU], 1 use)
99 - Ozzie - Ozzie's feeling
generous! Who wants 10 EXP? :D (!F)
100 - Pit of 100 Trials - A
random hero is given the option to descend into the Pit. If they
accept, the ref keeps flipping a coin until it comes up tails
(coin-rigging abilities and such are nulled). The fighter is awarded
EXP equal to the number of heads, then KO'ed. (!F)
101 - Flea - "Beauty is power,
and I've got the power!" Pick a random status
ailment, and inflict it on all fighters.
102 - Spekkio - Obstacle. Magic
damage to all fighters (assume 60 MAtk and 10 MP). Flip a coin for each
fighter; if heads, fighter is confused for 41 ticks.
103 - Zombone - MP Buster. A
random fighter loses all his/her MP.
104 - Ness - PK Rockin. Deals
heavy magic damage to all, assume 40 MP and 60 MAtk.
105 - Paula - Paula prays for
the heroes' health! Flip a coin. If heads, the heroes recover 25 HP. If
tails, a wild surge goes off instead. (!F)
106 - Poo - PK Brainshock.
Random status ailments for all fighters.
107 - Jeff - He can turn a
broken harmonica into a beam weapon, so just think what he can do with
YOUR items! He'll upgrade one item per fighter. (Obviously, you must
have an item in order for Jeff to upgrade it.)
108 - Uncontrollable Sphere -
Now this thing can go out with a bang. A random fighter gets Final
Strike status. When this fighter's HP reaches 0, he gets one last turn
before dying. The turn may not be used to revive/cure/Auto-Life
yourself.
109 - Runaway Five - The
Runaway Five play awesome music, and everyone recovers 50 HP and MP.
110 - .edisnooM ot emocleW -
What the hell is with this place? All the hazards and surges are
reversed! (!F)
111 - Mr. Saturn - This hazard
doesn't do anything. Nonetheless, Mr. Saturn rocks your socks. BOING!
112 - Hurricane the Pidgeotto -
Whirlwind. Removes a random fighter from battle. (!D)
113 - Pokémon Trainer -
Sends out six Poké Balls! Spawn six random Pokémon and
attacks, and use them on random fighters.
114 - Cless - Cless attacks a
random boss for 30 damage. As a bonus, he whacks them so hard, they
miss their next turn. (!F)
115 - Mint - Flip a coin. If
heads, Mint casts Nurse on the heroes, restoring 70 HP. If tails, she
casts Hammer Head, paralyzing all bosses for 31 ticks. (!D) (!F)
116 - Chester - Chester shoots
an arrow at a random fighter. 25 damage.
117 - Arche - If any bosses are
vulnerable to instant death, Arche tries Distortion, which has a 50%
chance of KO. Otherwise, it's Indignation time! 70 MP, 70 MAtk, all
bosses! (!F)
118 - Klarth - Klarth casts a
random summon spell. If it's multitarget,
it's directed at all fighters; if single-target, pick a random fighter.
119 - Ghaleon - Ghaleon can
ubercheese by casting two spells at once. Roll a random magic spell and
cast it TWICE on a random combatant. If it's a target-all, hit
everybody!
120 - Amazee Dayzee - This
Paper Mario enemy is rare, easily scared, and loaded with EXP! One of
them joins the bosses with 200 HP, 20 Speed, Initiative, and immunity
to various status ailments. If it gets a turn, it will flee, but if you
kill it, everyone gets 3 EXP! (!F)
Seventh Hazard Set:
ITEMS!
(1d114)
These were originally
inspired by Neo-Kamek's SSB set. In most cases, these give the fighter
an item, which usually does good things. Items are listed with status
and
cannot be stolen except by a Thief
or a like class. This set was revamped in late November 2002. Items
marked [IU] are used immediately upon picking them up; if they appear
in someone's Item Box or from a Looting spree, they will go off upon
being handed off. Only one item may be IU-ed at a time, in these
situations. (IU OK) items may be used immediately, or held for later.
Some items, like the Power Shield, will go into effect when IU-ed, and
stay in effect until a certain amount of time elapses. Item Box Reroll
means the item must be rerolled if it appears in an Item Box. If no
usage is listed, assume infinite uses.
1 - Super Mushroom
- Whoever picks this up instantly gains three random status boosts.
([IU])
2 - Poison Mushroom
- A random fighter eats this and gets three random badstats. ([IU]) (!J)
3 - Fire Flower -
When used, roll 20d3 and deal damage accordingly. (4 uses)
4 - Box Monster -
Ack! If this comes up, you lose half your HP and MP. ([IU])
5 - Spellbook -
Casts
a random spell when used. Reusable.
6 - Potion - Heals
50 HP. (1 use, IU OK)
7 - Ether - Heals
50 MP. (1 use, IU OK)
8 - Ref Bomb - Ends
the battle instantly by spawning a Ref Bomb hazard. (1 use)
9 - Hazard Control
- Allows the holder to set the hazard bar to 0% or full. If s/he sets
it
to full, s/he may choose the hazard set of the resulting hazard. (2
uses)
10 - Hazard Focus
- Allows the holder to focus naturally-spawned hazards. (2 uses)
11 - Hazard Change
- Allows the holder to change the set of naturally-spawned hazards. (2
uses)
12 - Hazard Lock
- Forces all hazards to come from one set (user's choice) for the
remainder
of battle. This overrides everything, even Geomancers.
(1 use)
13 - 1-Up Mushroom
- Gives Life 3 to whomever picks it up. ([IU])
14 - Present - omfg
happy birthdey. (1 use)
15 - Feather Pillow
- Ahh, a feather pillow. When you use this, the target falls asleep but
gets indefinite Regen until Sleep expires. Also recovers 20 MP. (1 use)
16 - Boo Buddy -
Steals all of the target's items. No questions asked. (1 use)
17 - Boots of Mercury
- Target receives Haste and Quick for 31 ticks. Can be used
immediately. (1 use, IU OK)
18 - Vile Potion
- Force-feed this to an enemy to cause Poison (41 ticks) and Seizure.
(1 use)
19 - Laxative -
This
forces the target MIA for 15 ticks as s/he... well, you know what a
laxative
does. (1 use)
20 - Spy Lens -
Offers
a peek at the enemy's stats (free Scan). (Infinite use)
21 - "P" Switch -
Its effect is unknown... ([IU]) (!F)
22 - Paladin's Cape
- If someone in the critical range is hit with an attack, the wearer of
the cape can choose to take the damage for his ally, thus keeping the
ally
alive. ([IU], 2 uses)
23 - Power Shield
- If you're attacked while using this, the attacker
receives
half the damage dealt. ([IU], 41 ticks)
24 - Economizer -
Allows the holder to cast magic for 1 MP. ([IU], 21 ticks)
25 - Ninja Robe -
Allows the use of Substitution. ([IU], 1 use)
26 - Ref's Coin -
The holder may rig up to five coin flips. (5 uses)
27 - H Cuz's Bookbag
- Damn, this is heavy... the holder is Slowed indefinitely (even if
this comes up via Item Box), but you can
bash an enemy with this for 80 HP damage. (3 uses)
28 - Safety Ring
- Gives the holder a Safeguard and protects against instant death.
([IU])
29 - Bob-Omb -
Throw
this at an enemy for 75 HP damage ignoring critical. (1 use)
30 - Thwomp -
*SMASH*
Deals 30 HP damage and has a 25% chance of causing Tiny status. (1 use)
31 - Coin Box -
When
used, it heals HP determined by rolling 1d20. If the box is broken,
roll 5d20. (Can be used until broken)
32 - Slot Machine
- Allows the holder to use the Gambler's
Slot ability. ([IU])
33 - Crystal Chip
- Allows the holder to change to a random job class. (1 use)
34 - Peer Bomb -
Focuses #BOTVGH_Bosses
History hazard 256 on all enemies. (1 use)
35 - Forbidden Scroll
- Forces an Interruptions hazard. (1 use)
36 - Tungsten - Lan
needs it to live. :O It cures Death Sentence. (1 use, IU OK)
37 - Chemistry Book
- Read this to learn all Chemist
skills, including Make Potions and Mix Items. (You do not, however, get
the Item Box.) ([IU])
38 - Phoenix Down
- Revives a dead ally with 50% HP. (1 use)
39 - Quina's Fork
- Raises the holder's attack power by 30, and gives them High Tide.
([IU])
40 - Eiko's Flute
- Allows the holder to use Summon
magic, and doubles the effect of healing spells. ([IU])
41 - Vivi's Staff
- Doubles the holder's Magic Attack, at the cost of half his/her Attack
and Defense. ([IU])
42 - Steiner's Sword
- Doubles the holder's Attack power, at the cost of half his/her Magic
Attack. ([IU])
43 - Freya's Spear
- Triples the power of the holder's jump attacks. ([IU])
44 - Madougu - Grab
this to receive a random Flame of Recca weapon. Some of these are
absurdly
powerful. (Usage varies)
45 - Blood Sword
- Holder's Attack power is halved, but all physical damage is drained
from
the target. ([IU[)
46 - Timeout - A
break in the action! All combatants go MIA for 20 ticks, ignoring
Safeguards.
This can really alter the turn order. (1 use)
47 - Detestai's Glasses
- See RPG World hazard 10. ([IU], Item Box
Reroll)
48 - Neko Ears -
Meow! ^-^ These permanently raise Atk/MAtk by
35
points, and Speed by 5. ([IU])
49 - Sinrock's Waistband
- Raises Magic Attack by 100 points, but cuts Magic Defense by 30.
([IU])
50 - Dark Matter
- Can be used for combining. Alternatively, summoners
may use this to summon Odin free of MP. Yes, even though that summon no
longer exists. >.> (1 use)
51 - Yankees Cap
- Gives the target five status
boosts. (1 use, IU OK)
52 - Packers Cap
- Awards EXP based on Green Bay's current record. (1 EXP per win.) (1
use, IU OK, Item Box Reroll)
53 - Hammer -
Raises
Attack power by 50 points and causes Berserk status, both for 21 ticks.
Immediate use. ([IU])
54 - Weather Control
- Randomly changes the arena weather. (Infinite use)
55 - Bicycle Pump
- Cures Tiny status. Reusable. (IU OK)
56 - Worms weapon crate
- See #BOTVGH_Bosses
History hazard 298. ([IU], weapon usage varies)
57 - Thermometer
- Can be used to damage or heal. Damages/heals according to H Cuz's
current
temperature (Fahrenheit). (1 use)
58 - Stun Dart -
Deals physical damage, and has a 50% chance of setting the target's CT
to -50. (1 use)
59 - Kunai Dagger
- Add 5 damage to any physical attack. If thrown by a ninja
(or like classes), deal 2x critical damage +20. They must be used one
at a time. (3 uses)
60 - Geno Whirl -
Good for 3 uses. You can choose to use this with a physical attack. If
the physical attack is a critical hit, the target is KO'd instantly. (3
uses)
61 - Catapult -
Enables
the holder to use the Throw and Throw Item commands. ([IU])
62 - Blue Wand -
Enables the holder to learn TEH
BLOO MAJIK OMFG YEY ([IU])
63 - Ref's Choice
- Ref throws in any item he wants. :O (!F)
64 - Nintendo 64
- Deals 64 HP damage. (1 use)
65 - Surge-iken -
Must be thrown. Deals damage and causes a wild surge. (1 use)
66 - Amnesia Dust
- Has a 50% chance of causing confusion, but is notable because it can
*cure* Embarrassment. (1 use, IU OK)
67 - Gravity Bomb
- When used, roll 1d99. The targeted enemy loses that percentage of his
HP. (1 use)
68 - Wing Cap -
Allows
you to immediately send yourself airborne after landing from a jump.
Also
allows you to stay airborne as long as you want until the cap expires.
([IU], 31 ticks)
69 - Robots-B-Gone
- All combatants who are of a robotic nature (this includes Navis)
are exploded and KO'ed instantly. (1 use)
70 - Mario's Blue Koopa
Shell - See MUGEN
hazard 21. (1 use)
71 - Washu's Mecha Fist
- See MUGEN
hazard 43. ([IU])
72 - Vega's Claw
- See Street
Fighter hazard 19. ([IU])
73 - Infrared Goggles -
Allows you to see and hit Invisible and Shadowed fighters. ([IU])
74 - Talking Pig's Head
- (HC/TD In-Joke HZ 18) A talking pig's head is added to the arena
floor.
It taunts you and laughs at you, but you can pick it up and use it on
an
enemy for 50 HP damage and a random status
ailment. (1 use)
75 - Fire Rat - See
Megaman
Battle Network hazard 26. ([IU]) (!F)
76 - Oboro - See
Flame
of Recca hazard 21. ([IU])
77 - Tetsugan - See
Flame
of Recca hazard 26. (1 use, IU OK)
78 - Errie - See
#BOTVGH_Bosses
History hazard 80.
79 - Severed Head
- See #BOTVGH_Bosses
History hazard 199. ([IU])
80 - Bear Coin -
See #BOTVGH_Bosses
History hazard 219. (1 use)
81 - Ultima 64's Cheesy
Item - See #BOTVGH_Bosses
History hazard 251. (1 use)
82 - Princess Virgo's
Majik Spoon of DEATH - See #BOTVGH_Bosses
History hazard 269. (Usage varies)
83 - Nesshelper-in-a-Box
- See #BOTVGH_Bosses
History hazard 282. (1 use)
84 - Pharaohman EXE's
Big Blue Block - See #BOTVGH_Bosses
History hazard 358. (1 use)
85 - Pandora's Box
- See #BOTVGH_Bosses
History hazard 329. ([IU])
86 - May's Anchor
- See MUGEN
hazard 71. ([IU])
87 - Cranky's Potions
- See Donkey
Kong hazard 12. ([IU])
88 - TNT Barrel - See
Donkey
Kong hazard 15. (1 use)
89 - Shit - See #BOTVGH_Bosses
History hazard 453. (1 use, IU OK)
90 - Pizza - See
BOTVGH
hazard 53. (1 use, IU OK for recovery)
91 - Whip?
- See
#BOTVGH_Bosses
History hazard 461.
92 - Foreigner Belt - See #BOTVGH_Bosses
History
hazard 482. (3 uses)
93 - Sun-Dried Tomatoes From The
Broodwich - See #BOTVGH_Bosses
History
hazard 485. ([IU])
94 - Fairy in a Bottle -
Imported from Hyrule! When the holder of this item is KO'ed, the fairy
will instantly revive him/her... kind of like Life 3, except the fairy
will restore you to full health. Alternatively, you can call out the
fairy on your turn to grant a one-shot full HP heal to one person.
([IU], 1 use)
95 - Laser-Guided Sock - See Aqua Teen Hunger Force hazard 39. (1 use)
96 - Shuriken - Must be thrown.
Deals 2x critical damage. This is a pack of four.
97 - Devil Fruit - Eat this
enchanted fruit to gain special powers, but you'll never be able to
swim again. From One Piece. ([IU])
98 - Mountain Dew - See BOTVGH hazard 23. (1 use, IU OK)
99 - Peach's Kiss - Has the
same effect as the white magic "Restore".
(1 use, IU OK)
100 - Challenge Flag - Throw
this, and the ref will be forced to reroll the previous coin toss/dice
roll/accuracy roll/etc. Can be thrown out of turn, but must be used
before the next turn comes up. (1 use)
101 - Damage Split - When hit,
you get to call a coin flip. If you get it right, your
attacker will take half the damage dealt and you'll recover the same
amount. ([IU], 21 ticks)
102 - Dragon's Spirit - If you
take physical damage while holding this, you lose the item but have a
75% chance to gain Auto-Life. ([IU], 1 use)
103 - Lightning Bolt - A Mario
Kart favorite! When you use this, all enemies become Tiny for 31 ticks.
(1 use, IU OK)
104 - Shotgun - Kills zombies.
See #BOTVGH_Bosses History hazard 541.
105 - Evil Pie - See #BOTVGH_Bosses History hazard 579. [IU]
106 - Hyper Charge - Allows you
to reach maximum charge in a single turn. (2 uses)
107 - POW Block - An oldschool
favorite. Earthquake deals 15 damage to all enemies, resets their CT
AND causes them to miss their next turn. Misses jumpers, double damage
to diggers. (1 use, IU OK)
108 - Glitch - Use this on an
enemy, and his next action will glitch. (1 use)
109 - Strip of Cloth - It's
useless... or is it? You can tie it around an enemy's eyes to cause
Blindness, or around their mouth to cause Mute. (1 use)
110 - Popeye's Spinach - I'm
Popeye the sailor-man, toot toot. >:O Eating his spinach will bulk
you big time, tripling your Atk... but only for one turn. (1 use, IU OK)
111 - Broom - Talk about a pain
in the ass. See Aqua Teen Hunger Force hazard 58.
(1 use)
112 - Silver Apple - Not the
computer, this is something better. Whoever eats this will see his max
HP increase by 25. (1 use, IU OK)
113 - Golden Apple - An apple a
day keeps... yeah, you know. This adds 50 to your max HP! (1 use, IU OK)
114 - Soma Drop - What is a
soma, anyway? Whatever it is, this item increases your max MP by 15. (1
use, IU OK)
Eighth Hazard Set:
BOTVGH
(1d71)
Yes, I've (re)done it.
I took a mix of BOTVGH characters and chatgoers (past and present) and
made this hazard
set.
If you're not on here, ask me about a hazard. I'll try to give you one
that fits. Some hazards were retained from the original BOTVGH set. And
now, with hazards based on THE ACTUAL BOTVGH SITE, OMG WOW!!!!111
1 - H Cuz - I feel
like killing some stuff! :D :D :D But first, if the Packers won their
last game, give everyone 1 EXP. Anyway, flip
a coin. If heads, roll for a really
evil hazard. If tails, try a #BOTVGH_Bosses
History hazard.
2 - Canadian Yosheh
- CY LOOZE!!!111 Everyone ever gets "Coin Hates You" status until the
next hazard.
3 - Luigi Link -
Talks about scripts. All fighters are educated, yet bored out of their
wits. Each fighter gets one status
ailment and one status
boost. Any blue
mages on hand learn Script Blab.
4 - Diskmaster -
Has spent too much time dealing with his lazy co-workers at Wal-Mart,
and
is now pissed off, and goes on a dangerous rampage. Roll 1d(current HP)
for each fighter, and deal damage accordingly.
5 - Jes/Marril 7
- Jes walks into the arena wearing lingerie. He walks in and strikes a
"sexy" pose to the last combatant who said "XD"! That fighter is
disgusted
to the point of suicide. (Removed from battle) Jes is then killed off
messily
by arena security. If nobody has said XD, choose a random fighter.
6 - Dan - ALL
fighters with AIM must IM Dan (PandamanDan87) and make him a sammich.
If he's on IRC, you can PM him instead. If anyone doesn't make the
sammich, Fou-Lu will be added as a boss with 200 HP and MP, and 13
speed. If Dan isn't on AIM, reroll. (!F)
7 - WaRiOsHaDy -
Interruptions Hazard! You punks, he can take you all on!! All current
bosses
become allies, and WaRiOsHaDy becomes the new boss with 69 in all
stats, and Grappler skills. SPINNING SHADY
CHOKEHOLD OF DEATH!!!!11 (!F)
8 - Neo-Kamek - DDR
Obsession - Flip a coin. If heads, spawn one of Neo-Kamek's DDR hazards
with 3x effect. If tails, spawn three of Neo-Kamek's DDR hazards.
9 - Kai - Likes
swords. Spawn #BOTVGH_Bosses
History hazard 393.
10 - Aster -
Iiiiit's
yaoi time! Two random male fighters SHARE damage, healing, and status
changes
from now on. ALSO, spawn two Mega
Man X hazards.
11 - Kammy - KBans
the next fighter who drops either an F-bomb or an S-bomb. 33 damage and
MIA for 41 ticks.
12 - PrincessVirgo
- Heals ALL FIGHTERS for random 20-100 HP. Then goes off to take over
imaginary castles. (!J) (!D)
13 - Kafei - This
guy was a status-healing specialist who had a new nick every week.
Everyone
who changes his/her nick within 60 seconds gets bad status removed.
14 - Tom D - Has
been playing SOOOO much House of the Dead that three fighters become
undead
for the remainder of the battle.
15 - Goshi - Three
random heroes have their job class changed to ninja
(or shinobi/assassin/outlaw
if their level is high enough). (!F)
16 - UDX - Sics his
Mega Man 3 hack on everyone. Aw god, the horror! Sailor Hard Venus is
added
as a boss. (!F)
17 - Ultima 64 -
ALL FIGHTERS MUST TALK IN ALL CAPS UNTIL THE
NEXT HAZARD. IF
YOU FAIL TO DO SO, MEWTWO WILL KILL ALL THE DIGIMON AND HIT YOU FOR 40
HP DAMAGE *COUGH* HAHA I HAVE A DARK SECRET PAST *shot*
18 - Incardine -
Rigged Hazard. Flip two coins. If both heads, spawn another hazard,
rigged
to benefit the bosses; otherwise, it's rigged to benefit the heroes.
19 - Nesshelper -
YOU SUCK! - One random fighter is deemed a Moron. The Figaro Brothers,
Nesshelper, Mog, every character in Tales of Phantasia, and
Nesshelper's
mom attack that combatant. However, it's ineffective and deals no
damage.
First person to KO Nesshelper earns 4 EXP. Also, spawn a Nesshelper
quote for no reason at all. :)
20 - Martin -
Hasn't
been to the chat in... seems like years. One fighter goes MIA for
11-101
ticks, just like Martin.
21 - TIASIAN -
MIXFUN. Spawn two random items, mix them, and add the result to the
arena floor.
22 -
MeMyselfAndI/Landstander
Ryan - What a lamer. All fighters take 10 HP damage and receive 2 status
ailments.
23 - The Silent Strider
- Strider leaves a can of Mountain Dew on the arena floor. If you drink
it, your Speed goes up by 2. (1 use, IU OK)
24 - SSLRranma -
SSL leaves FOREVAR for ten years! A random hero goes MIA for 100 ticks,
and is considered defeated. If by some miracle s/he makes it back
before the fight ends, s/he gets 5 EXP! (!F)
25 - Carter -
ANCIENT TECHNIQUE OF THE EAST!! Bust all defensive barriers.
26 - Klawkat - Roll
for a Klawkat's Ultimate Hazard thing Hazard. (Note: This is not a
regularly-available
hazard set and hence is not listed in this Kode.)
27 - Flarebomb -
Sets mode +c. Next fighter to use colors receives 4 status
ailments!
28 - Mew007 -
Mistakes
one random combatant for his hand--er, g/f. He takes that combatant
into
a secluded area and you can guess what happens next. That combatant
receives
no less than SEVEN status
ailments.
29 - TarenWanderer
- TarenWanderer summons Madoka. Flip a coin; if heads, all heroes get
30-HP
auras. If tails, all bosses. (!J) (!D)
30 - Mario Mario
- Roll for a random NetNavi
chip, and use it on a random combatant.
31 - Tizzy - Tizzy
gets in the bath with a random combatant (MIA for 21 ticks). They get
squeaky
clean (full HP recovery) but also become Embarrassed. If Tizzy is in
battle,
he cannot be the hazard's target; instead, both he and the target go to
the tub.
32 - Dark Pen -
Roll
for a Dark Pen hazard. (Note: This is not a
regularly-available
hazard set and hence is not listed in this Kode.)
33 - TD Mak - Roll
for a "H Cuz and TD Mak in-joke" hazard. (Note: This is not a
regularly-available
hazard set and hence is not listed in this Kode.)
34 - Ben-San - Moogle power, kupo! Ben whips up a plethora of
items, and each combatant gets one. (Roll a random item for each
combatant.)
35 - Braki - Braki
is not enemies with anyone, no matter how stupid, idiotic, or malicious
they may be. Until the next hazard, nobody may use any attacks that
induce
damage or negative status. (!F)
36 - Kim - All
fighters
must change nicks; failure to do so results in indefinite Stop.
37 - Paranoid Cheese
Sandwich - PCS is BIGER tahn all of u! Maybe that's why all
fighters
become Tiny for 31 ticks.
38 - Sean Kelly -
The next fighter to move leaves... FOREVER!!!!!111.... Add MIA for
"forever" ticks.
39 - MechaCrash -
X-Fer, AKA the Black Hole Cannon. Pick a random combatant and roll
1d100. If it's 25 or lower, sneeze the combatant.
40 - Cyber Black Yoshi - Blue Whoring. From now until the next
hazard, all fighters can cast and whor--I mean learn BLOO MAJIX. And the bosses become invincible, so
don't get any ideas about using this time to "win the fight" or
anything silly like that. (!F)
41 - WaRiOsHaDy, Dan,
and Nesshelper - Flame war. Four words: RUN FOR YOUR LIFE, because
you can get caught in the crossfire. For each fighter, roll 1d100 and
deal
damage accordingly. Critical rule applies.
42 - Zero/Mina -
You're a little weirdo, short and stout! >:O Spawn one of
Incardine's Zero/Mina
hazards.
43 - Super Mario
- The star of BOTVGH joins the heroes as a Traveler.
(!F)
44 - Cranky Kong
- Flip a coin for each fighter. If heads, fighter falls asleep from
Cranky's
jabber. If tails, they take 10 damage from Cranky's cane.
45 - Mega Man -
Pick
a robot from the Robot Master script. Mega Man uses the resulting
robot's
weapon against the boss. (!F)
46 - Cow King -
MOOOO!
*whomp* Deal physical damage to all fighters (170 Atk). (!D)
47 - The Terrible Trio
- Divide and conquer!! Pick three random fighters and deal 25 HP damage
to each one. Ignore the critical rule.
48 - Link & Samus
- Oh look, Link is hitting on Samus yet again. She shoots at him, but
she
misses. One random fighter is hit by the errant blast for 40 HP damage.
(!D)
49 - Falcon & the
Wagon - Captain Falcon drives in in Martin's Station Wagon! The
wagon
promptly crashes, and Captain Falcon joins the heroes as an Offensive
Specialist. (!F)
50 - Wario - Oh
crap,
Wario's singing! The horror of it all sends three fighters into a
Berserk
rage.
51 - Ash Ketchum
- Ash says something stupid, whereupon a cow promptly falls on him. No
other effect.
52 - Kirby's Gone
Mental!
- Kirby joins the heroes as a Dreamlander,
but with permanent, incurable Confusion. (!F)
53 - Samurai Pizza Cats
- Who ordered a pizza with everything on it? The pizza goes to the
arena
floor. It provides full HP recovery when eaten (IU OK), or you can give
it to
the
ref as a bribe. (1 use)
54 - Full House Time - Ian Pugh
introduced Full House Time in Season 2... and spent most of Season 3
getting picked on for it. Pick a random fighter; until the next hazard,
ALL attacks must be directed at that fighter.
55 - "Happy Kong" - Cranky has
amnesia! "Happy Kong" heals the next fighter in line to have a turn.
That fighter recovers all HP, but is so shocked by Cranky's actions
that s/he misses that turn.
56 - BOTSGHAV - The Space Ghost
characters take over the arena. The battle moves to #botsghav_arena,
but there's no other effect. (!F)
57 - A Whole Lot Of Trouble In Time
- Someone pushes the button on the Time-Altering Device... !!!ZAP!!!
Flip a coin. If heads, a random hero gets to change to a job class one
level higher than his current level. If tails, he has to choose one a
level lower. (!F)
58 - BOTVGH Olympics - It's
time for the classic cow-dodging event! Drop five cows, each on a
random fighter. Each cow deals physical damage worth 170 Atk. (!D)
59 - BOTVGH Holiday Specials -
Santa Claus gets kidnapped... again. Three heroes must volunteer to go
MIA for 21 to rescue him; if they return before the battle ends,
they'll win 2 EXP. (!F)
60 -
Kamek the... Pokémon? - Kamek uses his special
Pokémon attack, "De-Evolve", on the hero with the most EXP. That
hero's job class reverts to a random Level 1 variant of his current job
class. (!F)
61 - Mad Mr. Mario's Magnificent Mind Melding Machine - Mad Mr.
Mario uses his mind-melding machine on two random battlers; they swap
bodies! Note that heroes can be swapped with bosses by this hazard.
62 - The Day Without Cows/The End Of An Era?! - All Cows
and Cow Generals are renamed to Horses and
Horse Generals. No other effect. (!F)
63 - The Quest To Save The Past - 4d2 random Robot Masters from
the script (3 to 48 ONLY) join the bosses as Barbarians.
(!F)
64 - The Worms Cometh - The Worms use an Indian Nuke Test. The
fighter with the least HP is KO'ed, and everyone else is Poisoned for
five ticks. Also, KO anyone who's underground.
65 - A BOTVGH Easter Holiday - A random combatant dyes.
66 - Dreyfus X - Dreyfus singlehandedly saves the day by throwing
all the bosses into outer space FOREVAR!! >:O... No he doesn't.
Reroll.
67 - Insanitaryism, Jerks, And People
Being Run Over - Three words: Free For All. (!F)
68 - Trust No One! - One of the
heroes turns evil! Spawn Neo-Kamek's "Conversion" hazard. To make
matters worse, another random hero is injected with Bomb
Microbes... if s/he doesn't do whatever the new boss says, BOOM! (!F)
69 - Do Whatever - The ref is
tired, and decides to take a break, so until the next hazard, you can
do... WHATEVER! (Remember, the battle cannot end during this time.) (!F)
70 - SUPER DISKCO
DANCINNG
TIME!!!11 - The pretty flashing lights give two fighters Seizures.
71 -
Ref's Choice
- Fun time! (For the ref anyway.) Who knows what to expect for this
hazard?
Ninth Hazard Set:
MEGAMAN
WEAPONS (1d81)
Megaman's had so many
handy weapons over the years, it'd be a shame not to have a hazard set
for them. These are picked up and used like items. The set was revamped
in July '04, and again in February '06.
1 - Ref's Choice - Ref
picks any weapon he damn well pleases. (!F)
2 - Rolling Cutter (MM1) - When
you use this, your physical attacks hit multiple times for increased
damage. Roll 1d4 to determine the number of hits. (3 uses)
3 - Thunder Beam (MM1) - Deals
15 damage, 1d10 times, to one enemy. All other enemies will be hit 1d3
times. (1 use)
4 - Ice Slasher (MM1) - Has a
50% chance of stopping one enemy for 16 ticks. (1 use)
5 - Fire Storm (MM1) - Throw a
fireball at one enemy for 30 damage. In addition, a whirling fireball
deals an additional 30 damage to anyone who attacked you on their
previous turn. (1 use)
6 - Hyper Bomb (MM1) - A
bouncing explosive which deals 100 damage to one enemy... after 6
ticks, that is. (1 use)
7 - Super Arm (MM1) - Allows
you to pick up and hurl items of any size. In other words, you get the
"Throw Item" command. ([IU])
8 - Metal Blade (MM2) - Slices
and dices all enemies for 25 damage. Cannot be evaded by any means,
including jump, dig, and MIA. Triple damage if thrown by a ninja. (3 uses)
9 - Bubble Lead (MM2) - An
innocent-looking bubble that weighs as much as lead. It deals 32 damage
to one enemy, ignoring defensive status like Metal. If the enemy is
underground, double the damage! (2 uses)
10 - Atomic Fire (MM2) - Your
next CHARGED magic attack will have its power doubled. If you put in
three charges, power will be quadrupled! ([IU], one use)
11 - Leaf Shield (MM2) -
One-shot defense. If you're attacked after using this, you'll recover
HP instead of losing it. (IU OK, one use)
12 - Air Shooter (MM2) -
Attacks all enemies with mini-tornadoes for 25 damage. Hits only once
normally, but against airborne fighters, hits 1d3 times. (2 uses)
13 - Crash Bomber (MM2) - This
handy weapon destroys walls and barriers! It also destroys defensive
status boosts like Reflect, Metal, Safeguard, Auras, and Defense and
M.Defense Up. (1 use)
14 - Time Stopper (MM2) - Stops
all combatants, except the holder, for 21 ticks. (1 use)
15 - Quick Boomerangs (MM2) -
Triples your number of physical attacks per action. (Basically
multistrike, although Monks and the like get nine attacks, while
shinobis get six.) ([IU])
16 - Top Spin (MM3) - Before
Mario could spin-jump, Mega Man had Top Spin. With this equipped, you
can pay 10 MP when using a jump attack; doing so will double your
damage! Stacks with Crash Land and jump multipliers. To use it with
Multijump, you need to pay 10 MP per hit.
17 - Shadow Blade (MM3) - A
ninja throwing star. Deals 25 damage to one enemy. If the user is
invisible, 35 damage. If Shadowed, 45 damage. If thrown by a ninja, triple the damage. (2 uses)
18 - Spark Shock (MM3) -
Paralyzes one enemy for 31 ticks. (3 uses)
19 - Magnet Missile (MM3) - Not
only does this deal 45 damage to an enemy, it can veer up or down to
hit jumpers and diggers. (2 uses)
20 - Hard Knuckle (MM3) - A
powerful attack which deals 60 damage... if it hits. (65%) (2 uses)
21 - Gemini Laser (MM3) -
Enables you to attack airborne, underground, and/or MIA fighters,
whether with physical or magic attacks. (2 uses)
22 - Needle Cannon (MM3) - Does
20 damage. However, you can shoot multiple needles at a time; if you do
this, each successive needle does 2 damage less than the previous one.
(20, 18, 16, etc.) (10 needles)
23 - Search Snake (MM3) - Here
at the arena, we've put the "Search" in Search Snakes... which couldn't
search for squat in MM3. These little beauties can be used to dig up
1d3 random items for you, retrieve allies from MIA, or just attack for
18 damage (can hit enemies who are MIA). (3 uses)
24 - Wire Adaptor (MM4) -
Allows you to hang from the ceiling. You stay airborne for as long as
you want and can land whenever you choose, but your landing will not
damage the enemy.
25 - Rain Flush (MM4) - Fwoosh!
Deals 12 damage to all enemies, and washes away all items from the
arena floor. (1 use)
26 - Flash Stopper (MM4) - A
watered-down Time Stopper. This stops everyone except the holder for 11
ticks... but the holder can choose two other fighters to be unaffected,
as well. (1 use)
27 - Pharaoh Shot (MM4) -
Allows you to attack with a charge, and still charge higher. ([IU])
28 - Ring Boomerang (MM4) -
Deals 16 damage, ignoring all barriers and the critical rule. Has a 50%
chance to hit twice. (3 uses)
29 - Dust Crusher (MM4) -
Launches a block of debris which does 30 damage to one enemy. The block
then breaks, scattering debris and dealing 10 damage to 1d4 more random
enemies (repeats OK). (2 uses)
30 - Skull Barrier (MM4) -
Gives you a 25-HP Aura. (1 use)
31 - Dive Missile (MM4) - 33 HP
damage. This is a homing torpedo, and a pretty good one at that, so it
can hit jumpers, diggers, and MIA fighters. (3 uses)
32 - Drill Bomb (MM4) - There
are two ways you can use this. If you attack with it directly, you'll
do 60 damage. You can also try to detonate it early; this deals 120
damage but has a 50% chance of missing. (1 use)
33 - Water Wave (MM5) - This
unimpressive-looking attack deals 20 damage to all enemies... and
cancels defensive barriers in the process! (1 use)
34 - Star Crash (MM5) - Some
say the best offense is a good defense, and this gives you the ability
to throw Auras at enemies! Damage will be equal to the strength of the
aura. As a free bonus, using this item gives you a 20-HP Aura to start
with. (IU OK)
35 - Gravity Hold (MM5) -
Reverses gravity, toggling Airborne status on all combatants. (1 use)
36 - Gyro Attack (MM5) - Rotors
aren't very fast or powerful, but they are quite maneuverable and
economical. 20 damage, can hit jumpers and diggers. (4 uses)
37 - Crystal Eye (MM5) - A
splitting, bouncing crystal. You can choose to deal 45 damage to one
enemy, or 20 damage each to three random enemies (repeats OK). (3 uses)
38 - Napalm Bomb (MM5) - These
bad boys roll along the ground for a few seconds and then... BOOM! Each
bomb does 40 damage, but be careful, because they have a 20% chance of
exploding on you instead! (3 uses)
39 - Power Stone (MM5) - This
is a strong attack, but it's quite unwieldy. Call a coin flip for each
enemy; for each one you get right, a boulder smacks them for 45 HP
damage. (2 uses)
40 - Charge Kick (MM5) - Who
knew? Mega Man's silly-looking slide makes a mean attack. This knocks
one enemy off his feet, resetting CT to 0. (1 use)
41 - Plant Barrier (MM6) -
One-shot defense, this can cancel out any attack. Alternatively, you
can use it as an attack to deal 50 damage, but there's a 50% chance
that you'll take 15 HP recoil damage. (1 use)
42 - Silver Tomahawk (MM6) -
When you fling this at an enemy, they'll take 80 HP damage... if it
hits (50%). If it misses, it will fly high into the sky, and if there's
anyone in the air, one of them will take the damage instead! (1 use)
43 - Yamato Spear (MM6) - It's
unimpressive, but it works. This deals 2x physical damage, ignoring
defense, and it also ignores defensive status. On top of all that, it
doesn't draw counterattacks! (3 uses)
44 - Knight Crusher (MM6) - A
mighty ball-and-chain which does 42 damage to one enemy. After hitting,
it has a 50% chance to return to the user, allowing you to use it
again! (??? uses)
45 - Centaur Flash (MM6) -
Deals 18 damage and paralysis to all enemies. (1 use)
46 - Wind Storm (MM6) - Has a
50% chance to send an enemy MIA for 15 ticks. If it fails for any
reason, it instead does 22 HP damage. (1 use)
47 - Flame Blast (MM6) - Allows
for free castings of Flame Blast (the Fireball
Thrower skill) and Flame Burst (the blue magic).
(3 uses)
48 - Blizzard Attack (MM6) -
Attacks 1d4 random enemies (repeats OK) for 30 damage per hit. (1 use)
49 - Beat Whistle - Summons the
robotic bird, Beat. Beat can attack one enemy for half their remaining
HP, or grant one ally a shield which neutralizes all damage for 19
ticks. (1 use)
50 - Freeze Cracker (MM7) - Ice
bullets deal 20 damage, with a 25% chance of freezing the target. (2
uses)
51 - Danger Wrap (MM7) - Trap
one enemy inside a bubble to Stop him for 21 ticks, or just drop a bomb
instead for 40 damage. (1 use)
52 - Thunder Bolt (MM7) - Does
20 damage and paralyzes mechanical fighters. Try mixing it with some
kind of machine... (4 uses)
53 - Junk Shield (MM7) - Once
used, punishes -- but does not stop -- direct attackers. 25 damage. (3
counters, IU OK)
54 - Scorch Wheel (MM7) - The
intense heat of this item will burn away all of the enemy's positive
status. (1 use)
55 - Slash Claw (MM7) - Does 80
damage to one enemy with a claw swipe. Can be blocked, evaded and
countered like a regular physical attack. (1 use)
56 - Wild Coil (MM7) - Launches
two bouncing springs, which hit two random enemies (repeats OK) for 30
damage. Can be charged for double damage. (1 use)
57 - Noise Crush (MM7) - This
nifty weapon allows Mega Man to bounce sound waves off of walls, then
catch them and amplify them! While using this, if you miss an attack,
you instantly achieve maximum charge. ([IU], 2 uses)
58 - Tornado Hold (MM8) -
Summons a tornado which launches the enemy MIA for 21 ticks. If they
cannot be sent MIA, they go airborne for 6 ticks instead, and cannot
attack upon landing. (1 use)
59 - Thunder Claw (MM8) - Deals
25 HP damage and paralysis, or you can use it to grab items
out-of-turn. (2 uses)
60 - Flash Bomb (MM8) -
Continuous damage! After exploding on all enemies for 40 damage, it
will deal an additional 10 damage -- 1d8 times -- to one enemy. (1 use)
61 - Ice Wave (MM8) - Shards of
ice grow from the ground and attack all enemies! 30 HP damage. (1 use)
62 - Water Balloon (MM8) - Not
one of the more fearsome weapons in the series, to be sure... this
deals 15 HP damage to one enemy, and... uh... gets them all wet. Add
Slow for 21 ticks. (2 uses)
63 - Flame Sword (MM8) - Free
30-MP magic charge! Hooray! ([IU])
64 - Homing Sniper (MM8) -
Places a targeting cursor on one enemy. For the next 11 ticks, ALL
attacks targeting that enemy will connect. This includes things like
Backstab, Doom, and badstats. (1 use)
65 - Astro Crush (MM8) - An
insanely powerful weapon. This strikes ALL enemies with a hail of
comets, dealing 50-80 damage per enemy. (1 use)
66 - Ice Wall (MM&B) - This
item can be used for either offense or defense. You can push it into an
enemy for 30 damage, or you can use it out of turn to block an attack.
If you use it to block a direct attack, you'll deal the damage as well!
(1 use)
67 - Wave Burner (MM&B) -
This is a flame jet which deals continuous damage. When you use it,
you'll execute a free 5 MP attack on one enemy. You will continue to
use such attacks whenever anyone gets a turn, so you're constantly
spewing flame. There's no limit to this, but you cannot do anything
else while using the Wave Burner. (1 use)
68 - Remote Mine (MM&B) -
You can attack an enemy directly with this, or you can place it in
front of an ally to protect them from direct attacks. Either way, it
does 50 HP damage. (1 use)
69 - Spread Drill (MM&B) -
This is a really big drill which can be split into smaller, but less
potent, drills. The big one will deal 60 HP damage to one enemy. The
small ones hit all enemies, but only for 20 HP damage. (1 use)
70 - Tengu Blade (MM&B) -
This is like multiple weapons rolled into one! With this, you can
emulate the effect of the Charge Kick (hazard 40), the Silver Tomahawk
(hazard 42), or the Slash Claw (hazard 55). However, the effect will be
halved. (1 use)
71 - Magic Card (MM&B) -
Drain 20 HP and 10 MP from the target. (4 uses)
72 - Copy Vision (MM&B) -
Creates a holographic clone of the user. Until your next turn, all
incoming attacks have a 50% chance to miss you. (IU OK, 1 turn)
73 - Lightning Bolt (MM&B)
- WARE WA KAMINARI!... wait, no. This blasts all enemies with lightning
for 60 damage. (1 use)
74 - Energy Tank - Fully
refills your HP when used. (1 use)
75 - Weapon Tank - Fully
refills your MP when used. (1 use)
76 - Super Tank - Fully refills
both HP and MP when used. (1 use)
77 - Roll's Communicator -
Allows you to contact Roll at any time for a free scan. If the boss's
HP/MP are already visible, you can contact Roll for battle hints (kind
of like Toad). (IU OK)
78 - Flip-Top - The cybernetic
suitcase descends into the arena, and drops three random Mega Man
Weapons onto the floor! (IU OK, 1 use)
79 - Hyperbolt - This allows
item-creating job classes (Mechanic, Engineer, Chemist, Moogle) to work twice as fast! For instance, a
Moogle with this item may create an Ether in one turn, or build two
items. Engineers may hold this item, as well. (This is notable because
they cannot normally hold items.) ([IU])
80 - Auto's Bazooka - Lock and
load, mutha fugga! 100 HP damage. (1 use)
81 - Proto Shield - Allows you
to Block physical attacks, just like the Knight
line of job classes. ([IU])
Tenth Hazard Set:
DAN'S
ESPERS SET (3d10)
These are based on the
espers from Final Fantasy 6, and it's a pretty straightforward set...
mostly
either damage or status hazards. There are some exceptions though. I
assigned
each hazard to a number, but the hazards themselves were thought up by
Dan.
3 - Magicite -
Summons
the ref's choice of Esper.
4 - Raiden - True
Edge. KO's a random fighter.
5 - Phoenix -
Rebirth.
Revives all KO'ed fighters with full HP. If nobody is dead, deal magic
damage
(20 MP, assume 50 MAtk) to a random fighter.
6 - Palidor - Sonic
Dive. Flip a coin. If heads, good guys all go airborne; if tails, boss
or bosses go airborne. (!J)
7 - Tritoch -
Tri-Dazer.
For each fighter, roll 15d3 and deal damage accordingly.
8 - Unicorn - Heal
Horn. Remedies bad status for all fighters.
9 - Seraphim -
Reviver.
For each fighter, flip a coin. If heads, fighter recovers 25 HP.
10 - Carbunkle -
Ruby Light. For each fighter, flip a coin. If heads, fighter receives
Reflect
for 24 ticks.
11 - Ifrit -
Inferno.
One random fighter loses 15 HP; another random fighter receives 15 HP.
12 - Kirin - Life
Guard. For each fighter, flip a coin. If heads, fighter receives Regen
for 41 ticks.
13 - Zoneseek -
Wall.
Flip a coin for each fighter. If heads, fighter receives Magic Defense
Up for 41 ticks.
14 - Fenrir - Moon
Song. Random fighter receives Evade Up for 41 ticks.
15 - Bismark - Sea
Song. All fighters take 10 HP damage.
16 - Stray - Cat
Rain. Flip a coin for each fighter. If heads, fighter is confused for
41
ticks. (!J)
17 - Siren - Hope
Song. Mutes a random fighter for 21 ticks.
18 - Alexander -
Justice. For each fighter, flip a coin; if heads, fighter takes magic
damage
(35 MP, assume 60 MAtk).
19 - Shiva - Gem
Dust. Flip a coin for each fighter. If heads, fighter is asleep.
20 - Ragnarok -
Metamorph.
Causes an Item hazard to occur.
21 - Ramuh - Bolt
Fist. 10 HP damage to all fighters, flip a coin for each one. If heads,
fighter is paralyzed for 41 ticks.
22 - Starlet -
Group
Hug. For each fighter, flip a coin. If heads, fighter recovers 15 HP.
Any
fighters who are sleeping will wake up.
23 - Maduin - Chaos
Wing. For each fighter, flip a coin. If heads, fighter takes magic
damage
(20 MP, assume 60 MAtk).
24 - Terrato -
Earth
Aura. Deals 20 HP damage to anyone who is on the ground. (!J)
25 - Golem - Earth
Wall. When a physical attack is used, flip a coin; if heads, Golem
blocks
the attack. This effect lasts until the next hazard.
26 - Odin -
Zantetsuken.
For each fighter, flip a coin. If heads, fighter's HP is reduced to 1.
27 - Phantom -
Fader.
A random fighter receives Vanish for 31 ticks.
28 - Shoat - Demon
Eye. Petrifies a random fighter. (!J)
29 - Bahamut - Sun
Flare. All fighters take magic damage (50 MP, assume 50 MAtk), ignores
critical rule.
30 - Crusader -
Purifier.
All fighters take magic damage (75 MP, assume 50 MAtk). (!F)
Eleventh Hazard Set:
THE MATERIA SET (1d93)
Once upon a time, there
was a Mega Man X Enhancements hazard set. However, while it was useful
at first, it quickly become obsolete and even annoying as said
enhancements took up slots in people's Item Boxes. So the Enhancements
were
eventually taken out and replaced with a new hazard set: Materia. As in
Final Fantasy 7, equipping a Materia will give you new abilities and
such, but will usually alter your stats in some way. All Materia are
auto-IU, and no, most of these were NOT in FF7. :P Even if you won't
use the skill, you might want to take advantage of a materia's status
boosts. Note that some of the later materia (74-91) use special,
hazard/surge/rage-only skills that are not listed in the Kode, so if
you want to know what those skills do, ask the ref.
1 - Nuke materia - Allows the holder
to cast Flare (35 MP) and Holy (50 MP). MPx1.2, MaxMPx1.2, Atk-10,
Def-10, MAtk-20. ([IU])
2 - Assrape materia - Allows
the holder to cast Ultima (70 MP). MPx1.3, MaxMPx1.3, Atkx0.7, Defx0.7,
MAtkx0.8. ([IU])
3 - One-Shot materia - Allows
the holder to cast Doom (15 MP) and Break (10 MP). HP-20, MaxHP-20.
([IU])
4 - Restore materia - Allows
the holder to cast Restore (20 MP) and Free Revive. Atkx0.8, Accx0.5.
([IU])
5 - Status Whore materia -
Allows the holder to cast Mass Goodstat (14 MP) and Mass Badstat (14
MP). HP-10, MaxHP-10, MP-10, MaxMP-10. ([IU])
6 - Haste materia - Allows the
holder to cast Haste (7 MP) and Hastega (30 MP). MP+10, MaxMP+10,
Speed-1. ([IU])
7 - Slow materia - Allows the
holder to cast Slow (7 MP) and Slowga (20 MP). MP+10, MaxMP+10,
Speed-1. ([IU])
8 - Stop materia - Allows the
holder to cast Stop (14 MP). HP-5, MaxHP-5, Speed-1. ([IU])
9 - BFRFS materia - Allows the
holder to cast Comet (20 MP) and Meteo (70 MP). HPx0.8, MaxHPx0.8,
MPx1.3, MaxMPx1.3, Speed-2. ([IU])
10 - BL00 MAJIX materia -
Allows the holder to cast and learn blue magic
spells. MP+30, MaxMP+30, MAtk-30, MDef-15. ([IU])
11 - Summon materia - Allows
the holder to cast summon magic spells.
MPx1.5, MaxMPx1.5, MAtk-30, Speed-2. ([IU])
12 - Sword Skill materia -
Allows the holder to use Incision, Laceration, and Impale. Atkx1.2,
Accx1.2, MAtk-25. ([IU])
13 - Defense materia - Allows
the holder to use Block and Runic. Defx0.6, MDefx0.6. ([IU])
14 - Slot materia - Allows the
holder to use the Slots. Def-10, Evade+10. ([IU])
15 - Stat-Up materia - Allows
the holder to use Stat Reroll and Steal Stat. Atk-10, Acc+10. ([IU])
16 - Mimic materia - Allows the
holder to use Mimic and Copy Power. Atkx0.6, MAtkx0.6, Speed-1. ([IU])
17 - Target-All materia -
Allows the holder to use Strike-All, and gives Damage-All x2. Atk+10,
MAtk+10. ([IU])
18 - Combo materia - Allows the
holder to use X-Fight, and gives Multistrike. Accx0.8. ([IU])
19 - Boost materia - Allows the
holder to cast Dragon Might (8 MP) and Barrier (8 MP). MP-10, MaxMP-10,
Atk+15. ([IU])
20 - Rage materia - Allows the
holder to use Rages. Atkx0.7, MAtkx0.7, Evade+20. ([IU])
21 - Pyromania materia - Allows
the holder to cast Flame Blast (15 MP). MAtk+20. ([IU])
22 - Shotokan materia - Allows
the holder to use Hadouken (10 MP) and Shouryuken (10 MP). MP+20,
MaxMP+20, Atk-20, MAtk-20. ([IU])
23 - BRAINS materia - Gives the
holder Bypass Safeguard and Drain. MPx0.75, MaxMPx0.75, MAtkx.0.85.
([IU])
24 - Remove materia - Allows
the holder to use Explode Corpse. Speed+1. ([IU])
25 - NetNavi materia - Allows
the holder to use Draw Chips and Battle Chip. Def-20, MAtkx0.5,
MDef-20. ([IU])
26 - MageNavi materia - Allows
the holder to use Draw Spells and Magic Spell. Def-20, MAtk+10,
MDef-20. ([IU])
27 - Item Whore materia - Gives
the holder an Item Box. Atkx0.5, MAtkx0.5. ([IU])
28 - Combine materia - Allows
the holder to use Mix. No modifiers. ([IU])
29 - Script materia - Allows
the holder to use Call Script. Atk-20, MAtk-20. ([IU])
30 - Throw materia - Allows the
holder to use Throw and Throw Item. Atkx1.2, MAtkx0.8. ([IU])
31 - Kupo materia - Allows the
holder to use Smile. Evadex1.3, Speed+1. ([IU])
32 - Heal materia - Allows the
holder to use Chakra and Chivalry. Atk+30, Def+30, Evade-30. ([IU])
33 - Counter materia - Allows
the holder to use Auto-Counter and Return Magic. Atkx0.8, MAtkx0.6.
([IU])
34 - BATDODGE materia - Allows
the holder to use Substitution and Hide. Defx0.7, MDefx0.7, Evadex1.5.
([IU])
35 - Hammer Time materia -
Allows the holder to use Sledge (12 MP). HP+25, MaxHP+25, Atk-10,
Speed-1. ([IU])
36 - Swordrape materia - Allows
the holder to use Climhazzard (30 MP). MP+20, MaxMP+20, Atk-20. ([IU])
37 - Breaking Sword materia -
Allows the holder to use Power Break, Armor Break, Magic Break, Mental
Break, and Speed Break. HPx1.2, MaxHPx1.2, Atk+20, Acc-10. ([IU])
38 - Strong Sword materia -
Allows the holder to use Darkside and Red Sword. HPx1.3, MaxHPx1.3,
Atk-15. ([IU])
39 - Finesse Sword materia -
Allows the holder to use Slash and Minus Strike (10 MP). HPx1.3,
MaxHPx1.3. ([IU])
40 - Magic Sword materia -
Allows the holder to accumulate Magic Sword charges. MP+20, MaxMP+20,
Atk-25. ([IU])
41 - Super Support materia -
Allows the holder to use X-Magic and Free Goodstat. MPx1.5, MaxMPx1.5,
MAtk-30. ([IU])
42 - Bonebreaker materia -
Allows the holder to use Cripple, Crush, and Wrench. Atk-10, Acc+20.
([IU])
43 - Backbreaker materia -
Allows the holder to use Hyper Slam and Smash-All. HPx1.4, MaxHPx1.4,
Atkx0.85, MAtkx0.3. ([IU])
44 - Earthshaker materia -
Allows the holder to use Seismic Punch. No modifiers. ([IU])
45 - Treasure materia - Allows
the holder to use Loot and Share Items. Atkx0.5, MAtkx0.5, Speed+2.
([IU])
46 - Delivery materia - Allows
the holder to use Distribute and Plunder. Atkx0.5, MAtkx0.5, Speed+2.
([IU])
47 - Giant Robot materia -
Allows the holder to use MagiTek, and gives Potential. Defx1.5,
MDefx1.5, Speed-3. ([IU])
48 - Change materia - Allows
the holder to use Job Change. No modifiers. ([IU])
49 - Steal materia - Allows the
holder to use Steal 2, Steal Item 2, and Capture. Atkx0.7, Speed+1.
([IU])
50 - Musical materia - Allows
the holder to use Sing (10 MP) and Tranquil Song (12 MP). MP+15,
MaxMP+15. ([IU])
51 - Hazardeer materia - Allows
the holder to use Hazard Control and Hazard Focus (15 MP). Speed-2.
([IU])
52 - SPLAT! materia - Allows
the holder to use Crash Land and Ultra Cow (70 MP). HPx1.4, MaxHPx1.4,
MPx1.4, MaxMPx1.4. ([IU])
53 - Cow Assault materia -
Allows the holder to use Cow Drop and Cow Cannon. Atk-20. ([IU])
54 - Backstabber materia -
Allows the holder to use Assassinate and Backstab. Evadex2. ([IU])
55 - Recall materia - Allows
the holder to use the Recall skillset. HP-30, MaxHP-30, MP+30,
MaxMP+30, MAtk+10. ([IU])
56 - Afro Power materia -
Allows the holder to use Carter's Tech and Spin Punch. Atkx1.3. ([IU])
57 - Sniper materia - Allows
the holder to use Precise Shot, and gives Aim. Evade+20, Speed+1. ([IU])
58 - Antiwhore materia - Allows
the holder to use EXP Rain. No modifiers. ([IU])
59 - Protection materia -
Allows the holder to use Tungsten Remedy (10 MP), Hazard Protect (15
MP), and Safeguard (20 MP). HPx0.7, MaxHPx0.7, MP+30, MaxMP+30. ([IU])
60 - Concoct materia - Allows
the holder to use Make Ether and Make Potion 2. Speed+1. ([IU])
61 - Artist materia - Allows
the holder to use Sketch. Atk-20, MAtk-20. ([IU])
62 - Black Hole materia -
Allows the holder to cast X-Zone (35 MP), Wormhole (10 MP), and Time
Travel. HP-10, MaxHP-10, MP+10, MaxMP+10. ([IU])
63 - Dragoooooooon materia -
Allows the holder to use Free Multijump (first 2 hits). HP+20,
MaxHP+20, Atkx1.25. ([IU])
64 - Share materia - Allows the
holder to use Share MP. MPx1.3, MaxMPx1.3. ([IU])
65 - Hostage materia - Allows
the holder to use Hostage. Def-30, MDef-30. ([IU])
66 - Stealth materia - Allows
the holder to use Image and Sneak. Defx0.7, MDefx0.7, Evadex1.4. ([IU])
67 - Initiative materia - Moves
the holder to the top of fight.ini, causing him to get turns sooner.
CT+50. ([IU])
68 - Glitch materia - Causes
some of the holder's magic spells to glitch (call a flip for each
spell). MPx1.5, MaxMPx1.5, MAtkx1.5. ([IU])
69 - Wild materia - Causes some
of the holder's magic spells to wild surge. MPx1.5, MaxMPx1.5,
MAtkx1.5. ([IU])
70 - Variable Geo materia -
Holder becomes Embarrassed if KO'ed. HPx1.5, MaxHPx1.5, MPx1.5,
MaxMPx1.5, Atkx1.5, Defx1.5, MAtkx1.5, MDefx1.5, Accx1.5, Evadex1.5,
Speed+3. ([IU])
71 - EXP Up materia - Holder
receives 1 extra EXP post-battle. HPx0.5, MaxHPx0.5, MPx0.5, MaxMPx0.5,
Atkx0.5, Defx0.5, MAtkx0.5, MDefx0.5, Accx0.5, Evadex0.5, Speed-3.
([IU], Item Box Reroll)
72 - X-Hero materia - Holder
immediately joins the bosses. Bosses cannot use this. HPx2, MaxHPx2,
MPx2, MaxMPx2, Atkx1.5, Defx1.5, MAtkx1.5, MDefx1.5, Accx1.5,
Evadex1.5, Speed+1. ([IU])
73 - ??? materia - Ref rolls
1d3 random skills; that's what this materia gives you! (Roll 1d3 for
each skill; if 1, roll a random magic spell, if 2, roll a Kode skill,
if 3, roll a special skill. Skills may be rerolled at ref's fiat.) No
modifiers. ([IU])
74 - Bombardment materia -
Allows the holder to use Item Cannon and Windmill Arm. HP+20, MaxHP+20,
Speed+1. ([IU])
75 - Ignition materia - Allows
the holder to cast Long Bomb (20 MP) and Jet Breath (22 MP). MPx1.2,
MaxMPx1.2, MAtkx0.8. ([IU])
76 - Disable materia - Allows
the holder to use Power Down Laser: Disable and Law Card. Speed-2.
([IU])
77 - Skypiean Dial materia -
Allows the holder to use Jet Punch, Impact, Swamp Cloud Burger (30 MP),
and Trial Of Steel. HPx1.3, MaxHPx1.3, Atkx1.3, Accx1.2. ([IU])
78 - Draw Out materia - Allows
the holder to use Muramasa, Masamune, Murasame, Heaven's Cloud, and
Bizen Boat. MAtkx0.75. ([IU])
79 - Thunder God materia -
Allows the holder to use Crush Punch, Holy Explosion, Lightning Stab,
Night Sword, and Shellbust Stab. Atk+25, Speed-1. ([IU])
80 - Lamer materia - Allows the
holder to use Suck Magic (1 MP), Whine Like A Bitch, Crash, and Splash.
No modifiers. ([IU])
81 - Quarterback materia -
Allows the holder to use TD Pass (10 MP), Bullet Pass, Audible (10 MP),
and Rally (100 MP). MPx1.7, MaxMPx1.7, Atkx1.1, MAtkx0.6, Acc+15,
Speed-1. ([IU])
82 - Flame Karyu materia 1 -
Allows the holder to summon Saiha, Nadare (20 MP), Rui (24 MP), and
Kokuu (24 MP). MPx1.4, MaxMPx1.4, MAtk+20, MDefx0.75, Acc+25. ([IU])
83 - Flame Karyu materia 2 -
Allows the holder to summon Madoka (33 MP), Resshin (25 MP), Setsuna
(10 MP), and Homura. HP+20, MaxHP+20, Speed+1. ([IU])
84 - Paper Plumber materia 1 -
Allows the holder to use Sweet Treat (1 Tr), Sweet Feast (4 Tr), Clock
Out (2 Tr), and Power Lift (3 Tr). Def+30, MDef+30. ([IU])
85 - Paper Plumber materia 2 -
Allows the holder to use Showstopper (3 Tr), Earth Tremor (2 Tr), and
Supernova (4 Tr). Def+30, MDef+30. ([IU])
86 - CPU Node materia - Allows
the holder to use Maser and Restoration. HPx0.8, MaxHPx0.8, MPx0.6,
MaxMPx0.6. ([IU])
87 - Fuzzy materia - Allows the
holder to use Confu-Counter and Confuse 2. MP-10, MaxMP-10, Defx0.9.
([IU])
88 - MUGEN Kamek's Supers materia
- Allows the holder to use Troopa Rush (20 MP), Tri-Polygon Super (30
MP), Switchblock (25 MP), and Double Hyper Beam (50 MP). HPx0.7,
MaxHPx0.7, MPx1.6, MaxMPx1.6, Atk-20, MAtk-20. ([IU])
89 - MUGEN Kamek's Assists materia
- Allows the holder to use Dark Butterfree Striker (20 MP), Umbreon
Striker (7 MP), Espeon Striker (10 MP), and Bowser Striker (10 MP).
HPx0.7, MaxHPx0.7, MPx1.2, MaxMPx1.2, Atk-20, MAtk+20. ([IU])
90 - Whore materia - Allows the
holder to use Dance, Flirt, SeXX0r, Boobie Flash (or Ass Wiggle if
male), and Gun-Boobs (or Gun-Wang if male) (10 MP). HPx0.75,
MaxHPx0.75, MPx0.75, MaxMPx0.75, Speed+2. ([IU])
91 - WaRiOsHaDy materia -
Allows the holder to use SHADY CHOKEHOLD OF DEATH!!!1111. HP+69,
MaxHP+69, MP+69, MaxMP+69, Atkx0.69, Defx0.69, MAtkx0.69, MDefx0.69.
([IU])
92 - Counter Magic materia -
Allows the holder to use Counter Magic. MPx1.3, MAtkx0.7. ([IU])
93 - Game & Watch materia -
Allows the holder to use Taunt and Judgement (7 MP). Atk+15. ([IU])
Twelfth Hazard Set:
The
Beer Set (1d1)
If you've ever read the
OldSkooled cast page, you know about the giant beer. Imagine its
potency
if it were used as a weapon in a single-hazard set...!
1 - The Giant Beer From
OldSkooled. Lands on a random fighter, causing 50 HP damage. (!D)
Thirteenth Hazard
Set:
WARGH! (1d1)
We all love WARGH, the
vocabulary-challenged white mage of the Six Warriors. So she gets her
own
hazard set.
1 - WARGH. Flip a
coin. If heads, all fighters recover 1/3 of their max HP. If
tails,
one random fighter is Restored to full health!
Fourteenth Hazard
Set:
Change Job Class (1d69)
All this hazard does
is change one hero's job class. He retains any damage and status he had
before. This can be extremely deadly or extremely helpful, depending
upon
which fighter is picked and what job class comes up. (If your white
mage
becomes a zombie, you could be screwed.) Even if the fighter does not
have
the necessary EXP for the resulting job class, s/he can still use it,
so
this can be a good thing. You CANNOT receive hazard-only, boss-only, or
custom
job classes via
job class change; only the job classes from Levels 1 to 5 are available.
Fifteenth Hazard
Set:
Super Special Hazard Set (?d?)
This is usually a
fairly
small hazard set. This set can change at any time, so it'd be kinda
pointless
to post a list here. The current Super Special Hazard
Set is a special item set based on various badges from Paper Mario: The
Thousand-Year Door. This could likely become a regular hazard
set, joining the Materia as a replacement for the defunct Mega Man X
Enhancements.
Sixteenth Hazard
Set:
Item Script (?d?)
HC's item script
includes
items like Homing Bombs, Chain Chomps, and a Concrete Donkey, but it
also
has more subtle items like a slut machine (note the typo), a #2 pencil,
Diskmaster's Wal-Mart badge, and UDX's rear end (don't ask). These
items
have no set functions; the only way to find out what they do is to pick
'em up and let 'em rip! Some of these items (like Tungsten and A
Sorcerer
A Demon And Emeralds) are also in the mainstream hazard sets.
Seventeenth Hazard
Set:
Call Script (?d?)
HC's ever-growing call
script is also a hazard set! The character summoned will do something;
what exactly is up to the ref. It's basically up to the ref, but the
character
won't do anything outside his/her power. If s/he has a hazard in
another
set, you may want to expect that! The call script includes well-known
characters
like FF characters, Mega Man characters, and Nintendo characters, as
well
as some obscure creations like webcomic characters, my own creations,
and
GeoSatan (because GeoCities is evil!).
Eighteenth Hazard
Set:
Guest Hazards
Other people (notably
Canadian Yosheh, Neo-Kamek and Incardine) have hazards too. If this
comes
up, expect something from them. I have their hazards, so I can roll for
them even if they're not here.
Nineteenth Hazard
Set:
The Master List (1d1585)
This is all the hazards
(except the Super Special Set) crammed into one handy location. This is
the ultimate unpredictable set!
666 - Hazard #666 - A ref bomb is
spawned. No questions asked. (!F)
1000 - Player's Choice. Yay, hazard
#1000! Pick a random combatant; s/he gets to pick a SPECIFIC hazard (as
long as it's on the Master List somewhere). The hazard goes off
UNFOCUSED.
1337 - Hazard 1337 - All
fighters are l33t! Recover 13 HP and 37 MP.
Twentieth Hazard
Set:
Mega Man Battle Network (1d60)
In keeping with my Mega
Man obsession, I made a hazard set based on Mega Man Battle Network
(a.k.a
Rockman EXE). Some of these hazards are NetNavis, but some are standard
battle chips. I recently added hazards based off Battle Network 4.
1 - NumberMan -
Roll
1d6, deal 5x damage to all fighters.
2 - GutsMan -
Pounds
the ground with his hammer! All fighters take 10 HP damage, and if a
coin
flip yields heads, add paralysis for 21 ticks. (!J)
3 - Roll - Pummels
a random fighter for 20 HP damage, then heals another fighter by the
same
amount.
4 - WoodMan - Wood
Towers fill the arena! Everyone takes 15 HP damage. (!J)
5 - FireMan
- Flip two coins for each fighter. If either flip comes up heads, that
fighter is caught in the path of a flame jet for 20 HP damage. (!J) (!D)
6 - StoneMan - Pick
three random fighters three times. Each target gets hit by a boulder
worth
10 HP damage. (!D)
7 - SkullMan - A
giant skull lands on the fighter with the highest % HP! 30 HP damage.
(!D)
8 - BombMan - Roll
1d(the number of fighters), and pick that many fighters to be caught in
a bomb blast. Whoever is caught takes 18 HP damage.
9 - SharkMan -
Three
fins slice across the arena! All fighters take 25 HP damage. (!J)
10 - IceMan - Sends
ice towers through the arena. Deal 10 HP damage to all fighters, then
pick
a random fighter to become paralyzed for 41 ticks. (!J)
11 - ColorMan - Two
thirds of the fighters (picked randomly) take 20 HP damage. (!J)
12 - ElecMan -
Lightning
bolts strike all fighters, 12 HP damage. (!D)
13 - TriLance -
Pick
a random fighter and flip three coins. For each heads, that fighter
takes
10 HP damage. (!J) (!D)
14 - Recov50 - +50
HP to whoever has the lowest HP level.
15 - Anubis - Flip
a coin. If heads, all good guys receive seizures; if tails, all bosses.
Ignore safeguard.
16 - Mine3 - A
fighter
is picked at random. If that fighter is attacked, the attacker will
take
30 HP damage! This fighter is unknown to everyone except the ref.
17 - Aura - A
random
fighter receives an Aura. The aura's strength is determined by rolling
10d2.
18 - Popup -
Whoever
went last becomes completely invulnerable until the next hazard or
until
they next attack.
19 - M-Cannon (Mega-Cannon) -
Nothing
fancy about this. One random fighter takes 30 HP damage.
20 - MagicMan -
Magic
Fire = Instant Delete?! Roll 1d5 and pick a random fighter. If the roll
comes up 1, fighter is KO'd instantly; otherwise, deal 15 HP damage.
(!J)
(!D)
21 - Gater - Uh-oh!
Someone got their hands on a Wind G, Fan G and Summon GateMan G!
GateMan
sends 9 pieces of debris at random combatants. They deal a whopping 30
damage EACH!
22 - MagLine (Magnet
Line) - The center of the arena is lined with magnets, pulling
everyone
in and making maneuvering difficult. All fighters receive Evade Down
until
the next hazard.
23 - LavaStge (Lava
Stage)
- The arena floor becomes covered with magma! Until the next hazard,
each
fighter takes 12 HP damage at the start of his/her turn. (!F)
24 - GrasStge (Grass
Stage) - The arena floor becomes covered with grass. Until the next
hazard, each fighter recovers 5 HP at the start of his/her turn. (!F)
25 - Geddon3 - The
arena becomes a gaseous swamp! All fighters are poisoned until the next
hazard. (!F)
26 - FireRat - A
FireRat falls onto the arena floor. The first to use a fire attack on
it
(5 or more MP) will light it on fire and rocket it into a random enemy
for 5x magic damage. ([IU]) (!F)
27 - Spice3 - All
fighters with status boosts take 20 HP damage. If a fighter has Regen,
make it 35 HP damage.
28 - BlckHole (Black
Hole) - Pick a fighter and flip two coins. If they're both heads,
sneeze
the combatant. (!J)
29 - Meteor18 -
Flip
18 coins. For each heads, a fireball hits a random fighter for 15 HP
damage.
30 - Catcher - Pick
a random fighter. If that fighter has items, a UFO steals them away.
31 - Prism - Until
the next hazard, a crystal is placed in the center of the arena. All
magic
on the prism will affect the ENTIRE team with FULL potency. Works for
both
healing and attacking. (!F)
32 - Shadow3 - One
fighter receives Shadow status for 41 ticks.
33 - Invis3 - One
fighter receives Vanish status for 41 ticks.
34 - HolyPanl (Holy
Panel)
- The arena becomes holy until the next hazard! All attacks do half
damage
during this time, and healing is doubled. (!F)
35 - Jealousy - All
fighters take damage equivalent to their current MP. Critical rule
applies.
36 - Protecto -
Three "Protecto" viruses join the bosses with 150 HP, 0 MP, and 16
speed each, and the critical rule doesn't apply to them. They'll charge
three times then unleash powerful explosions, then repeat. To defeat
them, you must somehow one-hit KO them all at once... (!F)
37 - Bass - Blasts
all combatants repeatedly for a total of 50 HP damage each. (!J) (!D)
38 - ProtoMan -
Performs
Delta Ray Edge on a random combatant, causing 100 HP damage. (!J) (!D)
39 - PlantMan -
Entwines
one fighter in his vines. Though technically paralysis, it is treated
like
sleep; the target cannot move at all until calling a coin flip. S/he
will
also lose 10 HP for each lost turn.
40 - DesertMan -
Uses his mirage attack to try to blind all fighters (flip for each
fighter,
blind if heads).
41 - FlamMan [sic]
- Pick a random fighter and flip a coin. If heads, fighter gets Regen
for
41 ticks; if tails, invincible for 11 ticks.
42 - NrthWind (North
Wind) - Instantly removes all auras and barriers.
43 - KingMan -
KingMan's
loyal knight leaps around the battlefield and causes bouncing damage.
20
HP per hit, keep bouncing until a coin flip comes up tails.
44 - BowlMan -
Tosses
a bowling ball at one fighter for 35 HP damage. In the process, he also
sends bowling pins tumbling toward 2d3 fighters (repeats allowed) for
10
damage apiece.
45 - AirShot - Does
5 HP damage to a random fighter, and sets their CT to 0.
46 - PET-DOKEN! -
In an effort to aid the heroes, Lan picks up a nearby PET and throws it
at a random boss for 40 damage plus 11-tick Stop. However, if any Navis
are playing, one of them is also stopped for 11 ticks. (!J) (!F)
47 - SandStge (Sand
Stage)
- The arena floor becomes covered with sand, and mobility becomes
difficult.
Until the next hazard, all fighters are slowed, but all wind damage is
doubled. (!F)
48 - SLOT IN! - Attention all Navis! If you wish, you may now SLOT-IN. Doing so
will use a completely random chip/spell (and could get you out of a
pinch), but has a 50% chance to reset your CT to 0. (!F)
49 - N-O Beam - Check the arena
floor for items. If there's anything on the arena floor, deal 100 HP
damage to a random fighter. Otherwise, reroll.
50 -
ShadeMan - Wh-wh-wheeeee! ShadeMan uses a sound wave attack. Flip
a coin for each fighter; if heads, confuse, if tails, paralyze.
51 - KendoMan - It's time to
undergo your training! The last fighter to move goes MIA for 21 ticks,
whacking training dummies with a stick. S/he returns with double Attack
and Accuracy!
52 - VideoMan - Pick a random boss and roll 1d3. If 1, Fast
Forward (Haste). If 2, Rewind (Regen). If 3, Pause (Stop). (!F)
53 - SparkMan - SparkMan zaps a
random fighter with electricity, causing 20 HP damage and Blindness.
(!J)
54 - SerchMan [sic] - SearchMan targets a random fighter in his
crosshairs! That fighter must dodge within 10 seconds of being
targeted, or s/he will be sniped for 100 HP damage.
55 - ColdMan - Chillski turns the thermostat waaaaay down! One
fighter must go MIA for 21 ticks to fix the temperature... otherwise,
it will become too cold to fight, and the battle will be refbombed. (!F)
56 - Full Synchro - One random NetNavi or Robot Master
goes into Full Synchro, and his/her next chip attack deals double
damage. If no Navis are in play, reroll.
57 - Dark Soul - A random combatant receives Life 3. However,
when it kicks in, the fighter will lose all control of his actions,
attacking random enemies with random skills until s/he is KO'ed OR 21
ticks pass.
58 - "Gresply Nekrom!" - An old
man shows up in the arena and shouts "Gresply Nekrom". One random hero
gets a Death Sentence, a Seizure, and poison!! (!F)
59 - Pit Hockey - ZOMG PROGRAM ADVANCE. Three Air Hockey chips
with consecutive letter codes form into an attack called Pit Hockey! A
bouncing disc careens through the arena, dealing 25 HP damage to ten
random combatants. (!J) (!D)
60 -
Ref's Choice
- If the ref is feeling merciful, he won't send out the Life Virus,
Gospel, Alpha, and Duo as
an
interruptions hazard. :)
21st Hazard Set:
Super
Smash Bros. Melee Items (1d22)
Super Smash Bros.
Melee.
Some would consider it the flagship title of the GameCube.
Personally,
I love the game and I made a hazard set using its items.
1 - Crate - Does 35
damage when thrown, and releases 3 random items. (1 use)
2 - Barrel - Does
35 damage when thrown, and releases 2 items. (1 use)
3 - Capsule - Deals
25 damage when thrown, and releases another item. (1 use)
4 - Motion Sensor Bomb
- Once this appears, roll 1d10 on everyone's turn. When the roll comes
up 1, the bomb explodes on that person for 60 HP damage. ([IU]) (!F)
5 - Bobomb - Deals
a critical rule-ignoring 75 HP damage when thrown. (1 use)
6 - Beam Sword -
Attack power increases by 50% while held. ([IU], 4 turns)
7 - Home Run Bat
- When swung, it deals 1.5x physical damage for a regular
hit. If it's a critical hit, target is KOed instantly! (3 uses)
8 - Fire Flower -
Roll 20d3 to determine damage. (4 uses)
9 - Ray Gun - Deals
35 HP damage, ignore stat boosters. Critical
rule
applies. (3 uses)
10 - Koopa Shell
- Toss this at someone for an easy 48 HP damage. (1 use)
11 - Maxim Tomato
- Recover 50 HP. ([IU])
12 - Heart Container
- Recover 100 HP and 50 MP. ([IU])
13 - Freezie - When
thrown, this will encase an enemy in an ice block and stops them for 31
ticks. (1 use)
14 - Metal Box -
When picked up, you become metal for 31 ticks! All attacks on you do
only
1 HP damage. ([IU])
15 - Poison Mushroom
- A random fighter receives Tiny status for 31 ticks! ([IU]) (!J)
16 - Cloaking Device
- Receive Vanish for 31 ticks. ([IU])
17 - Warp Star -
As soon as it's grabbed, roll 30d2 and deal damage to the enemy. ([IU])
18 - Lip's Stick
- When you hit an enemy with this, deal 1.5x physical damage and flip a
coin. If
heads,
apply poison for 21 ticks. (2 uses)
19 - Poké Ball
MkII - An improved Poké Ball. When thrown, this summons a
random
character from H Cuz's call script. That character will use an attack,
but will not harm the user or his/her teammates. (1 use)
20 - Poké Ball
- When thrown, a random Pokémon appears and performs an attack.
(1 use)
21 - Bunny Hood -
Receive Haste for 41 ticks. ([IU])
22 - Hammer - See
Item
hazard 53. ([IU])
22nd Hazard Set: RPG
World
(1d11)
Like many people, I'm
a big fan of Ian J.'s triweekly webcomic. So I did what I do with
everything
else I like: I made a hazard set out of it. :P This set may or may not
be expanded to include webcomics in general.
1 - Ref's Choice.
.... BWAHAHAHAHAHAHAHHHH...HAHAHA...*hack* *cough*
2 - Hero. Slashes
one fighter for physical damage (assume 220 Atk).
3 - Cherry. Uses
a summon to assist whichever team moved last. Call in an esper
hazard, but it's focused in favor of whoever moved last.
4 - Diane. Diane
uses a random magic spell on whoever goes next. If it's a multi-target
attack, attack that person and all allies. If it's a summon, reroll.
Assume
80 MAtk.
5 - Eikre. Flirts
with a random female fighter. That fighter goes MIA for 31 ticks as she
gives Eikre a beat-down. If no females are fighting, Eikre uses his
special
technique to deal 25 HP damage to everyone fighting. (!J) (!D)
6 - Reka. Reka,
Podder-head, and Piddo each attack a fighter for 28 HP damage. (!J) (!D)
7 - TAT Guy. *sigh*
Times are tough, as all fighters go MIA trying to get TAT Guy to say
something
else. This lasts until their status effects wear off. (!F)
8 - Galgarion. Dark
Fire. Of course he wouldn't kill you, he just met you!!... But he'll
reduce all heroes' HP by 80%. (!F)
9 - Dragobo and Howard
Wigglebottom. Flip a coin. If heads, Dragobo POUNDS the last
fighter to move, cutting their HP by half. If tails, Howard hits them
for 1 HP damage. (!J) (!D)
10 - Detestai's Glasses.
Add Detestai's Glasses to the arena floor as an item. Whoever picks
them
up receives 5 EXP instantly... but at what cost? ([IU], Item Box Reroll)
11 - The Aeris-esque
Death Scene (Comic 400). One random hero is killed off.
(Story-style,
so they can't be revived. Treat like sneeze.) Another goes into Trance
immediately. (!F)
23rd Hazard Set:
Flame
of Recca (1d40)
I obsess about this
anime/manga
so much, it was inevitable I'd make a hazard set out of it. This is one
of my favorite sets, but hazard summoners had best stay clear of it;
this
one has several hazards which add to the boss team... including my
system's very first Interruption hazard!
1 - Hanabishi Recca.
Unleashes a huge burst of flame! All fighters take magic damage (assume
100 MAtk and 15 MP), ignore critical.
2 - Ishijima Domon.
It's a super, Dosei no Wa-powered punch! Physical damage (assume 180
Atk)
and MIA for 41 ticks. (!J) (!D)
3 - Kirisawa Fuko.
Kaze no Tsume! Three "wind shards" impale one fighter for a critical
rule-ignoring
35 HP damage.
4 - Mikagami Tokiya.
Hyomon Ken, Tsurara Mai (dancing icicles). Icicles hit all fighters for
15 damage and 25% chance of paralysis for 31 ticks. (!D)
5 - Koganei Kaoru.
With his elemental weapon, Kougon Anki, this kid is a jack of all
trades!
He joins the heroes with 80 HP, 50 MP, 13 speed, and a lot of powerful
attacks. Definitely a useful ally. (!F)
6 - Sakoshita Yanagi.
Yanagi has the ability to heal wounds with her touch. The fighter with
the least HP recovers 50. (!J)
7 - Kurei. The evil
villain of the series. He summons Kurenai, who uses Haen. For each
fighter,
flip a coin. If heads, it's an instant KO!
8 - Setsuna. Shun
En. All fighters get 20 seconds to close their eyes. After 20 seconds
is
up, the flame dragon Setsuna opens his eye. Anyone who hasn't closed
his/her
eyes takes 80 HP damage and receives permanent, incurable Blind. (!D)
9 - Madoka. Kekkai
En. This flame dragon controls an impenetrable flame barrier. One
fighter
receives
a 30-HP aura.
10 - Rui. Katanashi
no Rui (Rui the shapeless). The
illusion
flame dragon uses her powers to confuse and blind three fighters for 41
ticks.
11 - Mokuren. The
human freak show is on the loose. He attacks all female fighters for
physical
damage (assume 70 Atk) and paralysis for 41 ticks. If no females are
fighting,
he attacks everyone.
12 - Mori Kouran Hazard
1. "Immortality! I want it! Why must people die?! I want to live
forever!" In that spirit, one fighter receives Life 3.
13 - Mori Kouran Hazard
2. "The guests here want money, blood, and death... and I'm not
here to disappoint them." A laser net is erected... right where one
fighter is standing. O_o 40 damage and Seizure.
14 - Mori Kouran Hazard
3. Kouran kidnaps one fighter (MIA for 41 ticks). When s/he
returns,
joining him/her is a clone of that fighter which will fight for the
opposing
team.
15 - Neon. Fukyo
Waon. Neon joins the bosses with 200 HP, no MP, and 11 speed. She will
charge three times, then unleash Requiem, which has a 75% chance of
killing
off your whole team. (Captain Lou effect) You must defeat her before
she can unleash this
attack.
(!F)
16 - Genjuro Hazard 1.
Mugen. One fighter is shrunk to miniscule proportions for 31 ticks! All
attacks by that fighter do 1 damage.
17 - Genjuro Hazard 2.
Genjuro performs psychic surgery on the fighter with the most MP,
giving
them Morph status.
18 - Sekioh. Joins
the bosses as a Barbarian
with 200 HP and 7 speed. (!F)
19 - Fujimaru. As
if Mokuren wasn't enough, Fujimaru is perverted freak #2. He joins the
bosses with 120 HP, no MP, 25 speed, and inherent Quick status. He will
only attack female fighters (unless there are none to attack). (!F)
20 - Kukai.
Interruptions
Hazard! Incardine has Shabernigdu, Neo-Kamek has Giga Bowser, and now I
have Kukai. Previous bosses become allies against Kukai, who will have
at least 1800 HP and MP and at least 20 speed. His elemental weapon,
Oni,
is extremely powerful when activated. Can you defeat him?! (!F)
21 - Oboro.
Tsukishiro
left his elemental weapon lying in the arena. You can pick it up to
receive
Vanish for 41 ticks. ([IU])
22 - Kashamaru.
Kashamaru
joins the bosses as a Ninja/Mimic
hybrid with 100 HP and MP and 12 speed. (!F)
23 - Gashakura.
Uses
his elemental weapon, Magagumo (Spider)! Pick 6 fighters and deal
physical
damage to each one (assume 85 Atk).
24 - Magensha. Now
this one is nasty. Pick a random fighter and flip a coin. If heads,
fighter
is KO'd courtesy of Houmashin. If tails, fighter is sent to Magensha's
evil dimension, and never seen again...
25 - Noroi.
Possesses
one random KO'ed fighter. (If no one is KO'ed, pick a random fighter.)
That fighter joins the bosses as a Zombie
with 150 HP and 150 MP. (!F)
26 - Tetsugan.
Someone
left this elemental weapon lying around the arena... eat it to receive
Metal status for 31 ticks. (1 use, IU OK)
27 - Mikoto Hazard 1.
Takes a gun and shoots one fighter. Hey, that's cheating, but who's
counting?
The unlucky target takes 60 HP damage.
28 - Mikoto Hazard 2.
Doku Mashin. One fighter receives incurable Seizure status.
29 - Mikoto Hazard 3.
Mikoto tosses a dart at the referee, and he is unable to speak for 21
ticks! While the ref is mute, he cannot warn fighters if they are about
to do something stupid; also, the battle cannot end as long as the ref
is mute. (!F)
30 - Makiya. BEHOLD MAKIYA'S
INVINCIBLE MADOU--*slice*
Never mind. Kurei cuts Makiya in half, and the battle proceeds normally.
31 - Fumimaru. Fumimaru uses
"Kagenui" to nail down the shadow of the last person to move. That
person is stopped for 21 ticks. Also, anyone with Shadow status is
Stopped as long as the Shadow lasts. (!J)
32 - Kamui. And I thought
Fujimaru was creepy? Kamui calls on his mechanical "Ashura Arms" to
impale the youngest male fighter in play. 30 HP damage ignoring
critical.
33 - Mokuren Hazard 2. Mokuren
summons three "wood puppets" to attack the heroes! They join the bosses
with Barbarian stats and permanent Auto-Life.
You don't have to beat them to win the fight. (!F)
34 - Rasen. Rasen's madougu,
the Koukai Gyoku, can completely erase things from existence. Books,
mountains, and even people! One fighter is erased... sneeze that
combatant.
35 -
Marie. Marie the dominatrix picks a random male combatant. She has
a bulky ally restrain him, then whips him with the Sokubaku Benten and
names him John. 30 HP damage, Stop for 11 ticks, and change his name.
36 - Resshin. Resshin is the
leader of the flame dragons, and he has the most morbid skill. One
KO'ed fighter is sneezed; however, that fighter may be called up by Summoners for the remainder of the fight. (MP
cost depends on the fighter) (!F)
37 - Raiha. Roll 1d6. On a 2 or higher, Raiha throws 3
shurikens at random fighters (2x critical damage, 75 Atk). On a 1, look
out, because it's Raijin time. 80 damage to all heroes, double that to
all bosses.
38 - Joker. Joker's madougu, the Teishaku Kaiten, manipulates
gravity. Flip a coin. If heads, spawn Arena
Change 15 (Low-G Arena). If tails, spawn Arena Change 16 (High-G
Arena). (!F)
39 - Saichou. Due to a heart condition, Saichou can only fight for
fifteen minutes. And so can you!... Sort of. The last fighter to move
gets a Death Sentence for 25 ticks.
40 -
Tatsuko's Choice.
Since Tatsuko is a ref in Flame of Recca, you can probably guess what
this
is...
24th Hazard Set:
#BOTVGH_Bosses
History (1d667)
BOTVGH Bosses has been
around for over five years (the channel itself lasted just
about two
years
on the dot before we were forced to go to move to Arena). Some of these
hazards are based on classic boss battles. Some are just based on
things
that people said or did. Either way, it's the biggest hazard set around
and some of the hazards here are positively wacky...
1 - vs. Super Mario
- Add a 1-Up Mushroom, a Metal Cap, a Vanish Cap, and a Wing Cap to
arena
items.
2 - vs. Da Big Boo
- A chandelier falls on the hero with the most MP. 40 HP damage. (!D)
(!F)
3 - vs. Wrexsoul
- One random hero, known only to the ref, is selected. If that hero is
KOed, everyone receives 2 EXP. (!F)
4 - vs. Boo Cuz Hazard
1 - All fighters receive ??? status.
5 - vs. Boo Cuz Hazard
2 - One fighter becomes Charmed for a whopping 61 ticks!
6 - vs. Boo Cuz Hazard
3 - For each fighter, roll 1d(max HP). Set current HP to whatever
comes
up.
7 - vs. Missingno
- All fighters' stats become HIDDEN. (!F)
8 - vs. Magikarp
- Add a Magikarp to the bosses with 10 HP and 0 MP... (!F)
9 - vs. Hazard Man
- All hazards become Ref's Choice. (!F)
10 - vs. Winamp -
All hazards become based on whatever the ref's current music is. (!F)
11 - vs. Saichou
- If the battle is not over within 40 ticks, the boss becomes too weak
to fight; you win automatically. (!F)
12 - vs. Odin - If
the battle is not over within 40 ticks, Odin performs Zantetsuken on
the
heroes; you lose automatically. (!F)
13 - vs. Cow King
- Cow King joins the battle with Cow
General stats and abilities. Flip a coin; if heads, he joins the
heroes,
if tails he joins the bosses with double HP/MP and a safeguard.
14 - vs. Johnny Jones
- One of the wildest finishes in history... two fighters become destiny
bonded, but one receives Life 3.
15 - vs. Ruffian
- Add Ruffian to the bosses with 140 HP and 100 MP, Thief
skills, and the ability to summon lackeys. (!F)
16 - vs. Katashiro
Reiran
- Strings up one hero and manipulates him/her to her will. That fighter
is Charmed for the remainder of battle, unless you can cut Reiran's
strings... (!F)
17 - vs. Golbez -
Casts Hold Gas to try and paralyze the heroes, then summons a Shadow
Dragon to
aid the boss. 120 HP, 0 MP, 8 speed, and an instant-death attack every
turn. Blue
mages learn Hold Gas. (!J) (!F)
18 - vs. Team Gambler
- Ref spins Setzer's slots, Cait Sith's slots, and the Casino Night
Zone
slots, in that order.
19 - vs. Dr. Wily
Hazard
1 - Add two random Robot Masters to the bosses. (!F)
20 - Guest Boss -
Spawn Neo-Kamek's "Conversion" hazard. (!F)
21 - vs. Cyber Black
Yoshi - HYPER RASP!! EVERYONE loses ALL their MP.
22 - vs. Czar
Dragon/Zombone
- Boulder - All fighters take magic damage (assume 24 MP, 80 MAtk).
23 - vs. Masa & Mune
- If there are multiple bosses, they merge into a single superboss;
otherwise,
reroll. (!F)
24 - vs. CPU - Add
an Attacker and Defender to the bosses with 50 HP each, infinite MP,
and
12 speed. The defender heals the main boss for 30 HP every turn, the
attacker
hits all heroes for 15-20 HP each, and they revive within 20 ticks of
being
KO'ed. (!F)
25 - vs. Hyper Neo-Kamek
- HNK is added to the bosses with 200 HP, 500 MP, 10 speed, and all
kinds
of insane defense boosts (including Reflect, No-Dispel, and Safeguard).
(!F)
26 - vs. Yaridovich
- Mirage! A clone of the boss appears for 41 ticks. It's up to you to
figure
out which one is the real one. (!F)
27 - vs. Punchinello
- Spawn Neo-Kamek's Mario RPG hazard 10. (!F)
28 - vs. Wal-Mart Disk
- Spawn BOTVGH
Hazard 4.
29 - Late May 2001
- WaRiOsHaDy and Nesshelper are at each other's throats AGAIN! Spawn BOTVGH
hazard 41 (flame war).
30 - vs. The Sailor
Senshi
- If there are 3 or more bosses, the lead boss gets a Super Morph for
the
rest of the battle; otherwise reroll. (!F)
31 - vs. Smithy -
Add Smelter to the bosses; 200 HP, 0 MP, 7 speed. Every turn it gets,
add
a Shyper to the boss team (50 HP, 50 MP, 11 speed). (!F)
32 - vs. Hideously
Overpowered
Boss - Hits a random fighter for physical damage (assume 50 Atk).
OMFG HES HIDIUSLY OVERPOWERD LOLZ!!!!!11111111 (!J) (!D)
33 - vs. Magma Dragoon
- "You know, half my name is Dragoon!"...
but he went underground instead. Jump is prohibited for the rest of the
match; use dig instead. (!F)
34 - vs. Kirby -
Kirby joins the heroes with Dreamlander
stats. (!F)
35 - vs. Palom &
Porom - If a black
mage/wizard
and white
mage/wizard
are together on a team, they may use Twin Magic. It costs 15 MP for
both
fighters and requires at least one of them to charge, but deals massive
damage to all enemies.
36 - vs. Bowyer -
Bowyer locks a random ability for 41 ticks. Roll 1d5. If 1, it's
physical
attacks; if 2, it's offensive magic; if 3, healing magic; if 4,
abnormal
status; if 5, everything else, including items, charging, jumps, and
job
class abilities. (!F)
37 - vs. Speed-Oriented
Boss - The boss or bosses get 30 speed, but lose half their Atk
and
MAtk. (!F)
38 - vs. The Mage Team
- Pick three random fighters, and cast random black,
white,
and time
magic on them, respectively. (80 MAtk)
39 - vs. President Bush
- Drops a nuke on the arena. Why? Because it's there. Luckily, the
arena
barrier absorbs the brunt of the explosion... however, flip a coin for
each fighter. If heads, combatant receives both Seizure AND Poison from
the radiation.
40 - vs. The Final
Fantasy
Heroes - [20:37] <Rune_Knight_Celes> By the power of Greysku--
er, never
mind. - Celes raises her sword into the air, creating a Runic
effect
until the next hazard. (!F)
41 - vs. SSJ LUIGI007
OMFG!!!!!!!111111 - One random fighter overheats and dies.
42 - July 31, 2001
- In a bizarre twist of fate, Jes joins the HEROES as a
randomly-selected
job class. However, after 41 ticks he goes back to his old self, and
switches
to the bosses. (!F)
43 - Dr. Yoshi the Ref
- For the rest of the battle, when someone leaves or misses a turn, the
ref sets them to auto-battle instead of penalizing them.
44 - vs.
Cockatrices/Gafgarion
- Everyone, including the boss, accuses the ref of rigging coin flips.
This ticks off the ref, causing him to spawn 3 really
evil hazards AND one interruptions hazard. (!F)
45 - <Axem_Blue>
Question:
Who's Runic? - Everyone in the fight gains 1 EXP for not being this
stupid. (!F)
46 - vs. Byblos/Elidibs
- Aww, the original interruption boss makes its appearance! Spawn an
interruption
hazard! ^_^ (!F)
47 - vs. Snake and
Burner
Strike Back - Layered status effects ahoy! All fighters get THREE status
ailments.
48 - vs. Spekkio
- Only magic becomes valid for the remainder of battle. (!F)
49 - vs. Freakazoid
- In this fight, Canadian Yosheh was RPing and never took his turns.
One
random fighter becomes Stopped for 31 ticks.
50 - vs. Jigglypuff
- The only boss match that Klawkat's ever reffed... using too many MP
has
BIG consequences. (!F)
51 - vs. MagiMaster
- Casts Ultima, and everyone dies! :D *BLAM* Er... reroll the hazard.
52 - [23:31]
<Lord_Matt>
Who's the boss tomarrow? [23:31] <Tizzy557> Me! [23:31]
<Tizzy557>
Tizzy! [23:32] <H_Cuz> You wish [23:32] <H_Cuz> TIZ:
*explodes and
runs off, good guys win by default* - Tizzy557 joins the bosses
with
one move: Exploder. (!F)
53 - vs. ChanServ
- Healing spells' effectiveness is reduced drastically, AND the ref may
rig coin flips until the next hazard. (!F)
54 - Angel Light Red
(Deviot) Hazard 1 - Attempts to "bend" arena rules in a tourney
fight
with Incardine... confusing the ref, and hence everyone else, for 41
ticks.
55 - Angel Light Red
(Deviot) Hazard 2 - Deviot thinks that KOing someone when they're
at
1 HP is "cheap". So from now until the next hazard, no KOs are allowed.
56 - [17:30]
<Baby_Onix>
Oh, on a note, HCuz, you approved my tournament...so, could you put it
back up so I can get entries, please? [17:31] <H_Cuz> ... [17:31]
<H_Cuz>
I seriously don't remember approving it. [17:31] <Baby_Onix> you
did.-
KtR also doesn't remember increasing all fighters' Trance Gauges by 3.
But he did. Apparently...
57 - vs. Kamek's
Magikoopas
- Add Kamek to the bosses with DOUBLE Magikoopa
stats! (!F)
58 - Poyozo -
...WTF,
that's not a Poyozo. Spawn BOTVGH
hazard 5.
59 - [14:55] <HC>
-=- Winner gets a cookie! -=- - Or extra EXP.
60 - vs. the Summon
Script
- The boss gets to use the Call Script ability. (!F)
61 - [20:49]
<^Gogo^>
GOGO: *mimic Croco* That legal? ;p [20:49] <NKtR|Croco> Aw hell
no.
- If any mimics
are fighting, they may mimic the boss for the rest of the fight;
otherwise
reroll.
62 - vs. Hashmalum
- Canadian Yosheh is not green, he's red. One fighter gets his colors
changed
randomly. This may result in incurable Blindness.
63 - vs. Evil Pikachus
- Add a rabid Pikachu to the bosses with 100 HP, 50 MP, 12 speed, and
Seizure.
It can spread the Seizure by biting other combatants. (!F)
64 - vs. Sonic &
Knuckles - Nesshelper throws a book at you. OMFG. >:O Physical
damage
(assume 20 Atk). (!J) (!D)
65 - vs. Ash Ketchum
- Summon a random Pokémon and flip a coin. If heads, add it to
the
heroes, if tails, make it a boss.
66 - vs. Mega Man
- One random fighter spontaneously combusts, but scores 4 EXP.
67 - Professor_NumLock
- Thought you could fool me, eh? Spawn BOTVGH
hazard 5.
68 - Saint_Ajoras
- OH GNOS WHO CAN IT BE!!!!!!111111 Spawn BOTVGH
hazard 5.
69 - vs. The SSBM Cast
- Summon a random SSBM character and flip a coin. If heads, add it to
the
heroes, if tails, make it a boss.
70 - Cold Armor -
At every hazard from now on, Kraid rotates the arena and KOs one
fighter.
However, all fighters get Life 3. (!F)
71 - [21:14]
<[[Vash_the_Stampede]]>
Ummmm, uh, *flips a donut and it lands glazed down* tails I guess ^^
[21:15]
<Lina_Chan> *eats the donut* [21:15]
<[[Vash_the_Stampede]]> It landed
on a dusty floor [21:15] <KamektheRef> -=- Lina gets food
poisoning
for eating off the floor -=- - The last fighter to pick up an item
gets Poisoned for 41 ticks.
72 - [20:38]
<Canadian_Yosheh>
Joe, wanna take my place for a few minutes? :P [20:38]
<Jyouii-kun>
What? No, I'll screw up. [20:38] <Jyouii-kun> And kill you.
[20:38]
<Jyouii-kun> -On purpose, of course. - If a fighter misses a
turn
or leaves, the ref puts him on auto-battle instead of penalizing... but
blatantly sabotages his team's efforts. (!F)
73 - vs. Evil Santa
- Add Evil Santa to the bosses with 250 HP, 100 MP, and 10 speed. For
his
attacks, he pulls random items out of his bag and uses them to attack.
(!F)
74 - [14:52]
<Cless_Alvein>
Why have you been gone for 20 minutes? [14:55] <Cless_Alvein>
Well?
[15:03] <Cless_Alvein> That's it. I'm "changing your titles."
[15:12]
<Cless_Alvein> My hand slipped and now you're banned instead.
-
The next fighter to miss a turn is kickbanned, in addition to being
penalized.
75 - vs. Giga Bowser
- One random boss goes Giga! HP and MP multiplied by 10, Speed +25%,
all
other stats doubled, Safeguard added. (!F)
76 - Endurance Match
- Current match becomes endurance. Bosses keep coming until the heroes
are dead, but you earn EXP for each boss that's defeated. (!F)
77 - [20:59]
<U64_Summoner>
NO CRITICAL?!?!?! - That's riiiight! Critical rule is disabled for
the rest of the match. (!F)
78 - vs. NumberMan EXE
- Roll 1d50 three times. Three timebombs appear with those HP values
and
8 speed. If/When they get a turn, they explode for 10x normal explosion
damage. (!F)
79 - <SSLRranma>
hi ben <Neo-KamektheRef> /\/\/\ SSLRranma takes 68 HP damage
/\/\/\ <Ben-San> Yeah, that's what he gets for saying hi to me. -
The next combatant to greet someone pays for it to the tune of 68
HP damage.
80 - [20:52]
<Klawkat>
my Item set has one item. that's just an empty cardboard box name Errie
- Add Errie to arena items. o.o;
81 - [21:31]
<KamekTheRef>
ZANGIEF: BigRussianHairyMan.EXE, JACK IN!! - Spawn Street
Fighter
Hazard
3 (Zangief), but it affects all NetNavis,
MageNavis,
and Robot
Masters, and nobody else.
82 - vs. Megaman EXE,
Protoman EXE, and Bass EXE - All bosses get 5 NetNavi
chips and all Robot
Master skills... IN ADDITION to their usual tricks. (!F)
83 - vs. MagicMan EXE
- The boss gets two random call script characters as allies. (!F)
84 - vs. Team Magikoopa
- "Now I see why I shouldn't have taken my Rank V-ness for granted,
it's
impossible to gain EXP when teamed with you meatheads -_-" - The
next
person to do something blatantly stupid (like attacking an invincible
boss)
becomes a valid target for allies to vent frustration. (!F)
85 - Legendary
Pokémon
- Boss's HP is quadrupled, but all hazards become item drop ->
Poké
Ball. All Poké Balls contain legendary Pokémon. (!F)
86 - vs. Metal Bros.
- All bosses receive Metal for 31 ticks. (!F)
87 - Hillbilly Yoshi
- Hillbilly Yoshi shoots one random fighter and ties him to the back of
the truck, much to Baby Mario's dismay. 25 HP damage and MIA for 41
ticks.
(!J) (!D)
88 - Girl Power!
- ALL COMBATANTS become female.
89 - [22:23]
<Neo-Kamek>
••• WE INTERRUPT THIS BATTLE FOR AN IMPORTANT ANNOUNCEMENT. ••• [22:23]
<Neo-Kamek> ••• I can see you! ••• [22:23] <Neo-Kamek> •••
NOW BACK
TO OUR BATTLE. ••• [22:23] <Strago> -=- ....OK.... -=- - Not
anymore
you can't! All fighters become Blinded and Invisible, both for 41 ticks.
90 - [01:25]
<H_Cuz>
DID YOU JUST HANDLE THE NEO-PACKERS?! >:O [01:25] <Luigi_Link>
Yeah.
Got a problem with it? [01:25] <H_Cuz> LINK: *files a
sexual-harassment
suit* [01:26] <H_Cuz> RYDIA, ZELDA, WARGH: *follow suit* -
Next
combatant to make an off-color remark is sued, and sneezed.
91 - [00:52]
<H_Cuz>
So now with the energy from these Kari-o's, I will do what I do EVERY
MORNING!
>:O [00:52] * H_Cuz drops off to sleep [00:52] <H_Cuz>
Zzzzzz....
- One fighter receives Attack Up for 41 ticks, but falls asleep.
92 - YOU SUCK WORSE
THAN
A DANCER'S STATS!!!!!1111 - The last fighter to move becomes
Embarrassed.
93 - [02:30]
<H_Cuz>
(HC jumps out, and the crowd goes wild!) [02:30] <H_Cuz> CROWD:
Zzzzzzzzz....
[02:30] <H_Cuz> (I SAID, THE CROWD GOES WILD >:O ) [02:31]
<H_Cuz>
CROWD: *monotone* Yay. - How do we make the battle exciting? How
about
Hasting 3 random combatants?
94 - vs. OmniKnight and
OmniMage - Since I don't have Omni-classes, add a General
and a Magikoopa
to the bosses. (!F)
95 - vs. Peer Hazard
1 - Any fighter who exits IRC in mid-battle takes 30 damage and
gets
two status
ailments. If their connection was "reset by peer", the effect is
halved.
96 - vs. Peer Hazard
2 - Add Peer to the bosses with 300 HP, 0 MP, and 12 speed. It will
charge five (yes, five) times, then... (!F)
97 - [19:15] ***
UDX_EXE
[udx@=Jfuhed65-336.znet.net] is on IRC (MEWTWO WILL KILL ALL THE
DIGIMON)
- D'oh! HC's notify list applied Ultima's message to UDX... and the ref
applies three random players' stats to each other. (That is, replace 1
with 2, 2 with 3, and 3 with 1.) (!F)
98 - [21:22] * [[Roll]]
is listening to dir.txt (0 kb, length unknown) powered by the USS
Dwight
D. Eisenhower's nuclear reactor. - The ref loads an incompatible
file
into the ref script, causing glitches galore. Roll 3d3, spawn that many
Wild Surges (random casters and targets). (!F)
99 - vs. Dr. Wily
Hazard
2 - Air Man fires a super tornado at the fighter with the most MP.
Flip a coin. If heads, the fighter is sent swirling into the sunset and
sneezed. If tails, they merely go MIA for 41 ticks. (!D)
100 - vs. Tricker
- Add Tricker (from FF4) to the bosses. 150 HP, 9999 MP, and 12 speed.
Things are not as they seem... (!F)
101 - vs. Pink Puffs
- Until the next hazard, all fighters must call a coin flip for their
turns.
If they call wrong, they automatically use a physical attack with 3x
potency.
102 - [22:20] *
Diskmaster
revives to punch Mr. Pokey, and dies. - Punching a cactus != smart.
Add Cactuar to the bosses with 300 HP, 9999 MP, 9 speed, and a single
attack...
(!F)
103 - [20:40]
<Neo-Kamek>
PICHU: Cha ha ha! [20:40] * H_Cuz mutes the TV. "Shut up, Pichu." -
The fighter deemed "cutest" by the ref -- or a random combatant --
becomes
Mute for 41 ticks!
104 -
<Doctor_Mario>
Aw. It's a cute little... AGH. IT'S HORRIBLE! - Add Baby Jes to the
bosses with 75 HP, 75 MP, and 7 speed. (!F)
105 - [16:06]
<Sir_Carter>
-=- OH MY GOODNESS LADIES AND GENTELMEN!!! IN THIS GAME OF REPITITION,
I HAVE NEVER EVER SEEN A FAGGOT THIS BIG!!!!! -=- - Spawn BOTVGH
hazard 19.
106 - [16:58] *
Doctor_Mario
tosses H an undead pill. [16:58] <Doctor_Mario> HAVE FUN WITH MY
DRUGS
[16:59]
<Tom_D> DRUGS ARE BAD. [16:59] <Neo-Kamek> -=- H Cuz is no
longer
undead. -=- [16:59] * H_Cuz eats it and sees llamas in pajamas.
- From here on out, all status heals get wild surges added on! (!F)
107 - vs. Ogopogo
- Casts the blue
magic spell, Double Wave. Any blue
mages on hand learn it. (!F)
108 - Call Script War!
"Let's go illegally download some tomatoes" - The last fighter to
move
goes to do just that. MIA for 31 ticks, but recover 20 HP and MP.
109 - vs. Jes &
Nesshelper
- Whenever a fighter misses a turn, they receive ??? status for 11
ticks.
When it runs out, Jes appears and drops his flab on the fighter,
shattering
them to bits (sneeze). If the fighter unidles, ??? status is cleared.
(!F)
110 - [22:17]
<Ultima_64>
H do you live in a dorm? [22:17] <H_Cuz> No, I live at home.
[22:17]
<Ultima_64> cuz if you do... I'M MOVING IN WITH YOU! - Truly,
a
fate worse than death... spawn BOTVGH
hazard 17.
111 - vs. The Entire
Cast of FF6 Including Kefka and Zombie Leo - An already-frustrated
ref floods off while performing /allstats. If there are more than 8
fighters,
sneeze one. If there are more than 10, sneeze two. Otherwise reroll.
(!F)
112 - |Suikoden|
- Guess who? Spawn BOTVGH
hazard 5.
113 - vs. Team Rocket
- One random player receives ??? status (Neo-Kamek's "IT") and will be
KO'ed at the next hazard unless s/he can pass it off to someone else.
114 - vs. the Coin
- Ref may now rig coin tosses however he sees fit. (!F)
115 - vs. the Dice
- Ref may now rig dice rolls however he sees fit. This does not include
hazard rolls or rand(1,5)-type numbers. (!F)
116 - vs. the Hazard
Bar - The hazard bar is added as a boss with 200 HP and 0 speed.
Every
time it's hit, the hazard set changes; otherwise, all hazards come from
the same set. Start on the Master
List. If Haz is KOed, there are no more hazards. (!F)
117 - vs. Kamek and
Bowser
- [20:36] <KamekTheRef|Kamek> -=- Congratulations, your black
mage has
just blown away all his MP! What are you gonna do now? -=- - The
hero
with the most MP loses it all. (!F)
118 - vs. Gogo -
Until the next hazard, EVERY attack thrown will be mimicked by Gogo,
hurting
the attacker for 1.5x the damage dealt.
119 - vs. Reznor
- The Reznors breathe fire onto random fighters. Four combatants take
20
damage each.
120 - vs. M. Bison
- All the bosses go MIA for 41 ticks to push shopping carts at
Wal-Mart.
The heroes must bide their time (and survive the hazards) in the
meantime...
(!F)
121 - [20:14]
<H_Cuz>
Virg gets a lot of Fire Flowers. [20:14] <Buster_Bunny> She's got
a
firey thumb. :O [20:14] <PrincessVirgo> A pyromaniac cleric.
- All
white
mages/wizards
receive the Fire Flower item!
122 - [19:06]
<DreadMasters>
I wanna be the queer crossdressing pink mage. - One player gets
their
job class changed to... just that. 50 HP, 50 MP, 10 speed, and one
special
skill: Flirt. (!F)
123 - Blue Magic
Session!
- Bosses are sneezed, all heroes become blue
mages/wizards,
and the match becomes a blue
magic session! If he wants, the ref may add a new boss who may
throw
in some new spells. But beware: all combatants become Wild as well.
(!F)
124 - *** GoodGirl-21
has joined #BOTVGH_Bosses <GoodGirl-21> See tapes girfriends and
wives
made for their lovers. HARDCORE SEX WITH REAL PEOPLE. JOIN NOW: *URL
removed
by HC* *** GoodGirl-21 has left #BOTVGH_Bosses [01:04] <H_Cuz> I
THOUGHT
I END--WHAT THE BLOODY HELL? - The last player to move gets
seXX0red!!...
But by whom?!
125 - vs. Pimp Daddy
Wiegraf - Two random /girls script characters join the bosses; two
more join the heroes.
126 - ••• Your Average
Cid's items were destroyed! ••• - Which left him literally useless.
All NetNavis
and like classes LOSE their battle chips and may not redraw, leaving
them with only
physical
attacks. And be thankful that you can attack at ALL; Cid couldn't.
127 - [22:07]
<HC|FinalFantasy5>
[TD Mak] You, there! Pay toll!!!!!!!!!!!!! Or else the killer pelicans
will drop blank propoganda on you!! >:O - Spawn HC/TD In-Joke
hazard
7.
128 - [00:25]
<HC|FF5>
EWW! [00:25] <HC|FF5> Something used Mucus on me >_O
<Tizzy557> Mucus?
<HC|FF5> Mucus = Snot <HC|FF5> Something SHOT ITS #@*$#^*$
SNOT AT
ME - Last fighter to move gets... Mucused. Slow for 41 ticks and
Seizure.
129 - Hazard Hell
- The bosses are sneezed, hazard mania commences, and the objective
becomes
to survive as long as possible. The longer you last, the more EXP you
score!
(!F)
130 - fuzzbubbles
- This isn't even FUNNY anymore... spawn BOTVGH
hazard 5, you know the drill. :P
131 - vs. Paper Mario
- All HP and all damage is divided by 10. Fractional damage is rounded
down. (!F)
132 - vs. Team Game
&
Watch - Interruptions hazard! All bosses become allies! You'll
fight
no less than 20 Mr. Game & Watches; 180 HP, 80 MP, 12 speed, 5 at a
time.
This could be a while... (!F)
133 - vs. Calbrena
- For 31 ticks, the boss splits into SIX miniature versions of itself,
each with about a third of the main boss's HP and MP. If you KO three
of
them, the main boss will re-form. (!F)
134 - vs. NickServ
- NickServ forces you off your nick! All fighters must change nicks;
failure
to do so results in indefinite Stop.
135 - vs. Mack -
Roll 1d5, add that many Shysters to the bosses. 50 HP and 50 MP each,
12
speed. (!F)
136 - vs. Mega Mage
- One fighter becomes a Mega Mage, and receives all Magikoopa
and Sorcerer skills!
137 - vs. Altima
- Before the Guest Hazards debacle; NK hosted, I did the hazards. All
hazards
become Guest
Hazards; "Someone Else" means I use my own hazards. (!F)
138 - vs. Orlandu
- My character added a wild surge to a spell and lost all blue magic as
a result. One random fighter suffers this same fate, but learns/retains
Added Wild Surge. (!F)
139 - vs. the Tribbles
- Add a Tribble to the bosses, 75 HP, 75 MP, 11 speed. Every turn it
gets,
it creates copies of itself... kill it quick! (!F)
140 -
<Edgar_Figaro>
Hey, if we confuse Relm and she paints herself, does it glitch up the
battle
and end it? :D <Neo-Kamek> Edgar: Yes, it glitches, but the
glitch causes
everyone's EXP to be erased. <Edgar_Figaro> But that didn't
happen in
the game :( - Any confused fighters' actions will now be glitched!
(!F)
141 - vs. Agahnim
- The boss becomes immune to direct attacks. It's up to you to figure
out
a way to damage him. (!F)
142 - <Ultima_64>
I will summon H Cuz <KamekTheRef> -=- Summoning H Cuz could
backfire
spectacularly. Go through with this anyway? -=- <Ultima_64> Yes
<Ultima_64>
I Summon H Cuz <KamekTheRef> -=- Summoned H Cuz -=-
<KamekTheRef>
-=- H Cuz used Flare on Ultima 64! -=- - H Cuz casts Flare on the
last
fighter to move. 100-200 damage. (!J) (!D)
143 - vs. Xeboc Hazard
1 - All bosses get Dimensional Armor. This halves incoming damage,
but can be stolen by a thief.
(!F)
144 - vs. Xeboc Hazard
2 - Xeboc uses the Tank Cannon and KO's three random combatants.
145 - KamekTheRef vs.
Ultima 64 - KamekTheRef casts Meteo. 5 random fighters take 50-80
HP
damage each. (!J) (!D)
146 - vs. Team Mario
- Interruptions hazard! All bosses become allies against Mario, Dr.
Mario,
Baby Mario, Paper Mario, Metal Mario, and Evil Mario. Can you
neutralize Dr. Mario's healing, Baby Mario's items, Metal Mario's
defense, and the others' all-around power?! (!F)
147 - vs. the F-Zero
Racers Hazard 1 - Pico casts Bad Breath (see blue
magic) on the last hero to move; if he's a blue
mage he learns it. (!F)
148 - vs. the F-Zero
Racers Hazard 2 - Falcon PUNCH!! Magic damage (assume 150 MAtk and
20 MP) to the fighter with the most HP. (!J) (!D)
149 - vs. the Four
Fiends
- "Fight with all your might!" Rubicant cures a random fighter,
recovering
9999 HP and MP.
150 - vs. Neo-Kamek's
boss - MMCS Malbon sends the fighter with the least HP to medical.
Heal all bad status and recover all HP, but add MIA for 19 ticks.
151 - Tizzy wants a
battle;
KtR doesn't - Flip a coin. If heads, KtR ignores Tizzy and rerolls
the hazard. If tails, KtR gives in and adds 5 (random call script
character)s
to the bosses. Wuss penalty is removed. (!F)
152 - vs. Chibot
- Ref casts Super Nova. All fighters take magic damage (assume 50 MP,
80
MAtk) and get one random status
ailment.
153 - vs. Dodo and
Valentina
- Dodo takes away the hero with the most HP for a one-on-one. All other
fighters go MIA and are stopped until that battle ends; the victor
rejoins the
main
fight. If it's the hero, he earns extra EXP. (!F)
154 - vs. Kamek from
ChUB - Kamek uses Hyper Shield. A random boss gets Haste, Attack
Up,
Defense Up, M.Attack Up, M.Defense Up, Regen, and the critical rule is
disabled. (!F)
155 - vs. Rydia -
Random call script character joins the bosses. (Could you tell I'm
running
out of ideas?) (!F)
156 - vs. Wobbuffet
Hazard
1 - A Wobbuffet (1000 HP, 0 MP, 0 speed) sits in the middle of the
arena until the next hazard. At the next hazard, it uses Bide on ALL
fighters
and then disappears. The first person to tell me Wobbuffet doesn't have
Bide loses EXP, so shaddup. :P (!F)
157 - vs. Wobbuffet
Hazard
2 - The heroes give up on the bosses and decide to attack each
other
to learn BLUE
MAJIK OMG!!!!!!!!111111111 Until the next hazard, the boss becomes
invincible, and all heroes may cast and learn blue magic. (!F)
158 - Free For All!
- The boss is sneezed and a free-for-all commences. Heroes may change
job
classes if they wish, and receive infinite Life 3. The winner is the
fighter
with the most KOs. (!F)
159 - vs. Beavis and
Butthead - A wild surge changes Beavis to a female; add both "her"
and
Butthead as bosses with 200 HP, no MP, and 6 speed. You must KO one of
them before they can get a turn, or... *shudder* (!F)
160 - vs. Smithy Part
II - ERROR: The ref is never wrong. Any ref mistakes from now on,
no
matter how small, will result in Really
Evil hazards. This counts double if someone has to point it out.
(The
mistake, not the hazard.) (!F)
161 - vs. Axem Rangers
& Koopa Bros./vs. ProtoMan.EXE - Everyone blames one fighter
for screwing up the
BB. That fighter receives Slow, M.Attack Down, and Seizure. Also, roll
1d10. If 1, the fighter is sneezed and earns no EXP.
162 - [20:42] * Faris^
mana drains from YOUR MOM. - The fighter with the least MP Mana
Drains
from YOUR MOM. Recover all MP, but take damage equivalent to half the
amount
of MP recovered.
163 - vs. Giga Axem
Ninjakoopa
- Giga Axem Ninjakoopa tries to pick up its axe, but instead drops it
on
a random fighter's foot for 250 (yes, 250) damage. (!J)
164 - vs. AIM Guy
- All fighters' inboxes fill up with spam!! Nobody may hold items (if
any
item hazards occur, reroll).
165 - vs. Final Lavos
- Active Life FULLY REVIVES all dead combatants.
166 - [20:26]
<Wombling_Pikachu>
H still has the old revive [20:26] <Wombling_Pikachu> lol -
You
wanna see OLD? The battle becomes old-school! All fighters' speed set
to
10, Haste/Slow/Stop invalid. If he feels up to it, the ref may even ref
without the script. (!F)
167 -
<KtR|Demitel>
<Demitel> Let's see what this is... <KtR|Demitel>
<Demitel> *presses
the red button of death* <Neo-Kamek> ••• OH NO MR. BILL! :o •••
<KtR|Demitel>
-=- WARNING! Rydia is rampaging through the arena and she has PMS! -=-
<KtR|Demitel> <Demitel> ...Oops. - Rydia has PMS, and
she casts
Bahamut on all combatants (assume 65 MAtk)
168 - vs. Demitel
- Demitel had the boss battle won, when Cless ran in and killed him in
one swipe. Add Cless to the heroes, Paladin
stats. (!F)
169 - <Kamek>
-MemoServ-
hello... u r welcome to #digimania ... u want xs?? msg me ok?? enjoy ur
self!! <Kamek> u want xs?? <Kamek> ...WTF.
<Jyouii-kun> u want
xs?????? <PrincessVirgo> xs? <Kamek> Either xs is a really
bad typo
of sex, or I don't even wanna know. - And thus an in-joke was born.
One random fighters gets xs omfg yey!!!!!!!!111111
170 - STATUS BLASTER
:O:O:O:O - Spawn Neo-Kamek's Combined Item #39.
171 - vs. Safer
Sephiroth
- Casts Branimaniacs Nova on all combatants! Pick three status
ailments; all fighters receive them.
172 - Disk vs. UDX
NetBattle
- Two random fighters get Life Auras (50 HP Aura), but they only last
until
the next hazard.
173 - [19:22] *
KamekTheRef
hands Disk a backup tape of Ben.exe that he found lying around. -
One
random NetNavi/Robot
Master/MageNavi
gets his/her data backed up. Treat like Life 3.
174 - vs. Jailhouse
Blues
Hazard 1 - Nasty Toilet Man spews crap at all fighters for 18 HP
damage
and one random status
ailment.
175 - vs. Jailhouse
Blues
Hazard 2 - Moogle Charm charms all heroes for 31 ticks! Now would
be
a good time to beg the ref for mercy. :O (!F)
176 - [18:39] *
Neo-Kamek
fakes a hazard set. Result: All Bosses K.O. [18:39]
<MrGameAndWatch>
My favorite hazard set. - Hahahaha... YOU WISH. XD Reroll.
177 - [00:16]
<Incardine>
NK, have you ever PLAYED Dance Dance Revolution. :P [00:16]
<Neo-Kamek>
Inc: I did, once, and failed miserably [00:16] <Incardine> X.X
[00:17]
<Neo-Kamek> ••• Neo-Kamek Job Class: Non-Dancer ••• [00:17]
<H_Cuz>
YOU SUCK WORSE THAN A DANCER >:O - THIS used to be NK?! Reverse
all
hazards from here on. (!F)
178 - vs. YOUR MOM
- (Yes, this was an actual match. Goshi hosted it.) Your mom sends you
to your room with no dessert! >:O MIA for 31 ticks and Seizure.
179 - vs. Afro Batman
and Robo-Jesus Hazard 1 - Fire Flower + Atomic Fire = Atomic
Fireball! When launched from Robo-Jesus's item cannon, it deals 666 HP
damage to one fighter.
180 - vs. 850 Life Man-
One fighter may fight one-on-one with 850 HP Man after the match. If
you
win, you earn 10 EXP. (!F)
181 - vs. UDX's Senshi
Clones Hazard 1 - Sailor Spark Jupiter takes a random combatant
behind
a curtain and... CENSORED. They come out with Paralysis, Confusion, and
Seizure (the former two for 41 ticks).
182 - vs. Sailor Hard
Venus - Eats the last combatant to move. MIA for 31 ticks; if a blue
mage, they learn Lunch Time.
183 - vs. UDX's Senshi
Clones Hazard 2 - Mercy! The boss has mercy on the heroes, and
casts
Phoenix. All downed allies are revived with half HP. (!F)
184 - vs. Vile MkIII
- The boss gets a huge mech. The mech can absorb 120 HP worth of
damage,
and it has infinite MP, but cannot be healed. It also gets innate Final
Strike. (!F)
185 - vs. Neo-Kamek's
Angels - All bosses become female, but receive all Traveler
skills! Also, if there are less than 4 bosses, add random bosses from
the
/girls script until there are 4. If you're lucky, you may be able to
force
me to ref bomb before you get slaughtered. :D (!F)
186 - <H_Cuz>
What
if you use vitalsawhiteboy on Tiz? <:O <H_Cuz> Tiz isn't a
white
boy <:O <Neo-Kamek> Then Kammy suffers a #-1 fatal exception
and
mkicks the channel. <Neo-Kamek> Then she goes ballistic on
ChanServ.
<H_Cuz> Woo! :D - Kammy goes ballistic on the channel,
damaging
all combatants for 10-60 HP each.
187 - EXP whores! You
will get nothing from me! >:O - The two fighters with the most
EXP
lose five. (!F)
188 - vs. Surge -
For the remainder of the battle, everything anyone does gets a wild
surge
tacked on. (!F)
189 -
<Knight_Gem>
Is it safe? - Flip a coin for each fighter; if heads, they go
insane
as Dan repeats this line over and over again. Permanent, incurable
confusion
ensues!
190 - vs. Max300
- The last fighter to move takes 300 damage, ignoring critical.
191 - vs. Ifrit &
Shiva Hazard 1 - Ifrit attacks the bosses; Shiva attacks the heroes
(assume 50 MAtk for each).
192 - vs. Ifrit &
Shiva Hazard 2 - SSLRranma makes fun of the bosses for being
"useless
without magic". The ref decides to prove him wrong. Any fighters who
are
mute or have no MP get +300 attack and defense.
193 - vs. Grim the
Necromancer
- Grim fully revives all dead fighters. ... As bosses. (!F)
194 - [22:43]
<Cyan_Garamonde>
Help me. :( [22:43] <Cyan_Garamonde> I'm delicious and nutritious.
- Spawn Neo-Kamek's Wayside School Hazard 2.
195 - vs. the Hazard
Scripts - Spawn one of HC's hazards, one of Neo-Kamek's, and one of
Incardine's. Unlike most guest hazards, they DO NOT roll their own.
196 - vs. Duke -
All fighters take .33 HP damage.
197 - vs. the VGMax
Cast
- [21:10] <KamekTheRef> -=- We are NOT using a "Loser strips"
rule >:O
-=- - Next combatant to get KO'ed becomes Embarrassed.
198 - [19:24]
<Vanjii>
*tackles H to the ground* [19:25] * H_Cuz dodges and Vanjii flies into
a blender. - The next fighter to miss an attack flies into a
blender.
100 damage ignoring critical.
199 - Chaos Blade +
Your
Mom = ??? - The severed head of YOUR MOM is added to the arena
items.
If a hero grabs it, and any bosses have hidden stats, they become
un-hidden. ([IU])
200 - vs. Landstander
Ryan - Spawn BOTVGH
hazard 22.
201 - [19:10] * H_Cuz
ponders making a Jes class... but decides against it. - The last
fighter
to move has his/her class changed to JES. Indefinite Slow, but
increased
attack power and accuracy and the "hump man-pigs" ability; otherwise,
stay
with current stats/abilities.
202 - [20:31]
<Neo-Kamek>
••• Neo-Kamek status: Errors: 10 ••• [20:31] <Tamao_Mitsurugi> If
you
reach 15 do we get to tar and feather you? :O - A Ref Error Counter
is implemented. If it reaches 15, the ref is tarred and feathered. This
causes various glitches and script errors. (!F)
203 - vs. the FF5 Team
- Interruptions hazard! All bosses become allies against Butz, Lenna,
Faris,
and Galuf, all of whom have 999 HP, 250 MP, 13 speed, and all Traveler
skills. (!F)
204 - vs. Team VGMax
- Fighters kept attacking MIA/Airborne/otherwise unhittable fighters.
In
a crappy attempt to replicate that effect, the ref no longer shows
status
changes; only he knows who has what status. Also, status is measured in
turns instead of ticks. (!F)
205 - vs. Yuka/Chiho/Jun
- The guest hazards debacle... no guest
hazards may be spawned for the rest of the match. (!F)
206 - vs. Mikoto &
Mokuren - Tempers flare, egos inflate, and the hazard bar becomes a
ref bomb bar. Initialize at 666, increase by 10d10. (!F)
207 - vs. Too Many
Kameks
- Spawn three of Neo-Kamek's DDR hazards.
208 - [22:16]
<Neo-Kamek>
Confuser: poison to all [22:16] <Tatsuko> Confuser doesn't
poison. >:O
- Or does it? All status effects become random for the rest of the
battle.
(!F)
209 - vs. the Robot
Masters,
Endurance-style - One random fighter's job class becomes "Cow? o.o"
S/he gains the Crash Land ability, but retains original stats and
abilities.
210 - vs. the Robot
Masters
Hazard 2 - In his/her confusion, Wombling Pikachu casts X-Zone
(yes,
THAT X-Zone) on a random fighter. 25% chance of sneeze.
211 - vs. the Ura Buto
Satsujin refs - ...Oh hell no, I am SO not starting with this.
Reroll
the hazard, unless the ref feels like causing a lot of pain in a short
period of time.
212 - vs. the Sphinx
- EXP whores rejoice! On someone's turn, they may attempt to answer a
trivia
question from the Sphinx. Answer the question correctly, and you score
big EXP; answer wrong, though, and you take 50 damage ignoring
critical.
The questions WILL BE HARD. (!F)
213 - <H_Cuz> So
can
I call you Gay_Butthole for short? :O - One random combatant is
/replace-d
by Gay_Butthole. You may change nicks if you want.
214 - vs. Fuzzy -
The thing from Yoshi's Island. Add it to the bosses with 200 HP, 0 MP,
and 10 speed. It confuses people on its turn with 100% accuracy, and
also
confuses anyone who touches it. (!F)
215 - Ansem -
........
RAR ANGST SPAWN BOTVGH
HAZARD 5
216 - <Neo-Kamek>
(Genie) YOU HAVE DESECRATED THE SPIRIT OF THE LAMP <Neo-Kamek>
(Genie)
NOW PREPARE TO FACE THE CONSEQUENCES - Marril7 assrapes the majik
genie,
and the genie blasts M7 away with a lightning bolt. Everyone rejoices,
and recovers 30 HP.
217 - Flying Shin Akuma
:O - No matter where you go, you can't escape from Shin Akuma!
>:O
Critical rule off, bosses become allies, 2000 HP and MP, 21 speed,
Auto-Haste
and Lancer Multijump. (That last bit was WP's idea. Flame him, not me.)
(!F)
218 - vs. Belcha
- A Knik-Knak joins the bosses (50 HP, 50 MP). When you KO it, it's
added
to arena items; you can then throw it at an enemy for 150 HP damage.
(!F)
219 - [22:37]
<KamekTheRef>
-=- YOU GOT A BEAR COIN -=- [22:37] <KamekTheRef> -=- YOU CAN
BUY...
UM... SOMETHING WITH THIS -=- - One random fighter gets a Bear
Coin,
which s/he can use to bribe the ref ONCE or buy three random items. (1
use)
220 - vs. Giga Baby
Bowser
- Add Giga Baby Bowser to the bosses. 1000 HP, 0 MP, and 8 speed. It
will
charge three times then destroy the arena floor, instantly KO'ing all
heroes.
If you deal 40 or more damage in one hit, you can halt his charge and
force
him to start over. (!F)
221 - vs. Revenge of
the Hazards - MUGEN Kamek (whose hazard beat Shin Akuma; stats
150/2000/11)
and Nu (whose hazard beat Sailor Hard Venus; stats 500/0/9) join the
bosses!
>:D (!F)
222 - The Op Debacle
- WP used MAD OP SKILLZ to avoid bans, and got deopped as a result. Any
fighters with ops take 30 HP damage. This includes ref-controlled
bosses.
223 - [21:47]
<Goshi>
NEXT BATTLE WE SHOULD CUMMON YOUR MOM. - Not touchin' that one with
a ten foot pole. Reroll.
224 - vs. Surge: Rematch
- The ref picks a word, and does not tell anyone what it is. Whenever
anyone
says that word, a wild surge occurs! (!F)
225 - vs. Neo-Kamek's
Berserkers - A Berserker Mage is added to the fight (flip a coin,
if
heads it's a hero, if tails it's a boss). Every turn it gets, it casts
a random black/white/blue/time/summon
magic spell. Their spells are prone to surging. (Berserker
stats.)
226 - [20:22]
<KamekTheRef>
-=- From now on, accusing a boss, battle, enemy, or foe of being a
joker
is punishable by EXP loss -=-
- 'Nuff said. (!F)
227 - vs. Drecker,
Dubya,
Robo, Gyro Man, and Bomberman - All combatants become Wild. (!F)
228 - [11:52] *
The_Silent_Strider
dreams of Zelda as a 90 year old naked chick - Now that's just
wrong...
three fighters start getting mental images and go into Seizures.
229 - [04:43]
<Diskmaster>
(Mayor) I do. You need to retrieve the Red stone of Fire from the Cave
of stupid goombas that bite your groins. - The last combatant to
move
is bitten in the groin by a Goomba, causing physical damage (120 Atk)
and
Paralysis (41 ticks). (!J) (!D)
230 - [18:40]
<Diskmaster>
Diskmaster WRATH OF HCUZ OPTION AVAILABLE. - One fighter gains the
ability to summon one Ref's Choice hazard, out of turn, by typing
!wrath.
I advise against it if you're already winning, though.
231 - [23:47]
<H_Cuz>
[[Madougu Master Dan]] joins the battle! [23:47] <H_Cuz> HP: 1
[23:47]
<H_Cuz> MP: 0 [23:47] <H_Cuz> Job Class: Cannon fodder
<:O
- Late entries permitted; new entries get 6 HP, 0 MP, and 0 speed. (!F)
232 - [14:31]
<H_Cuz>
<H Cuz> Zzz... Turn... who was the bosses again? [14:31]
<H_Cuz>
<Jes> Your mom XD [14:31] <H_Cuz> <H Cuz> Right...
turn, your
mom... [14:31] <H_Cuz> <Combatants> o.o;;; - The ref is
tired,
and the boss's name is changed to YOUR MOM. (!F)
233 - Turnout Theft
- HC needs a gimmick to get more turnout! Count up all the heroes (do
not
count ref-controlled characters, or heroes who left), and award that
much
EXP to all fighters. (!F)
234 - [20:52]
<H_Cuz>
<H Cuz> OK, I'm hosting at 8 on Tuesday. [20:52] <H_Cuz>
-=- TUESDAY...
-=- [20:52] <H_Cuz> <H Cuz> I need a nap, BRB. [20:52]
<H_Cuz>
<CY> NK HOST >:O [20:52] <H_Cuz> <WP> NK HOST
>:O [20:52] <H_Cuz>
<NK> OK :O *big boss battle* - One unlucky fighter loses 5 to
10
EXP. (!F)
235 - vs. the Girls in
Green - Roll 1d3. If 1, add Rydia to the bosses (250/600/9,
Caller);
if 2, add Cammy (400/SuperMeter/12, Street Fighter); if 3, add
Kero-Chan
(400/0/6, NetNavi operator) (!F)
236 - vs. Green Devil
- The boss receives a 3-HP Aura. It goes down by 1 each time it's hit,
but recovers 1 each time the boss gets a turn. Once broken, it
regenerates
after 31 ticks. (!F)
237 - vs. Jes/Marril
7 - The last fighter to move is kickbanned by Jes! 15 HP damage,
MIA
for 31 ticks, and yes, you are actually banned from the channel until
MIA
wears off. :P
238 - WE SHOULD BAN
CASUAL
CONVERSATION IN BOSSES!!!11 - Ref sets mode +m for the rest of the
match. All quiet in the peanut gallery! (!F)
239 - vs. the Oppositio
Senshi - Spawn three of CY's Sailor Moon hazards.
240 - [20:50]
<KtR|Cloaker>
-=- The_Silent_Strider attempted to use three status ailments at once!
-=- [20:50] <KtR|Cloaker> -=- The_Silent_Strider imploded on
himself!
-=- [20:51] <Neo-Kamek> ••• I wouldn't try that again, woman
>:O •••
- One fighter implodes and is sneezed, but a random enemy gets three random
ailments. (!F)
241 - *** Attempting
to rejoin... *** Rejoined channel #BOTVGH_Bosses <Kammy> (H_Cuz)
Hi
everyone it's me U64, I'me going to go forever, my parents would take
me
away forever so I'm going on my own terms bye, also I took 30
aspirins...
forget me... <H_Cuz> ....WTF * H_Cuz slaughters U64 - Ultima
64
changes one hero's autogreet, and his/her job class. (!F)
242 - [14:00] * Tom_D
shoots a NON MOVING OBJECT >:O [14:00] <H_Cuz> <Non-Moving
Object>
*dodge* - All Stopped fighters become Invincible until Stop wears
off.
243 - ***
Princess_Pikachu
is now known as Pruncuss_Pukuchu - It's Klawkat's World of Ruin all
over again as a Pikachu vomits on all combatants for three random status
ailments each!
244 - [23:03]
<CY|SSBM>
YOU TWO LOVBIRDS TAKE IT TO #KATTANDDISKSEX [23:04] <CY|SSBM> OK?!
- Everyone go to #Kattanddisksex for free EXP! If Katt and Disk are
already
in there, making "use" of the channel, ref retires and opens up a
skating
rink in hell. :) (!F)
245 - WP and his
idleness
- The hero with the most idle time receives incurable Slow. (!F)
246 - vs. Meta-Ridley
- The boss bitches at the ref on IM. In response, the ref casts
Meteo
on all bosses. (!F)
247 - [14:16]
<Tom_D>
PRESS 5 IF YOU LIKE NATE :O [14:18] <Kirby003> PRESS 5 IF YOU
THINK
TOM AND ALL YOU OTHER PEOPLE SHOULD GO SCREW YOURSELVES!!!!! :O [14:18]
<Kirby003> 5 [14:18] <Kirby003> 5 [14:18] <Kirby003>
5 [14:18]
*** Kirby003 was kicked by H_Cuz (omg 5 lolzor) - The next player
to
input a 5 is humped by lamers.
248 - [18:58] * H_Cuz
shuts up [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58] *
H_Cuz
shuts up [18:58] * H_Cuz shuts up [18:58] * H_Cuz shuts up [18:58]
<TarenWanderer>
H takes a long time shutting up. O.o - Mute is invalid for the rest
of the match. (!F)
249 - vs. Kenshin Himura
- Turnout was 5 people: 3 NetNavis,
1 Geomancer,
and 1 black
mage. Flip a coin for each hero; if heads, his/her class is changed
to NetNavi.
No questions asked. (!F)
250 - [20:07]
<TarenWanderer>
gee... I wonder whose side H is on... [20:08] <TarenWanderer>
could
it be *gasp* not ours? [20:08] <KamekTheRef> -=- WARNING --
Accusing
the ref of rigging a match could result in the ref being added as a
boss.
Proceed? -=- - You heard the Magikoopa! >:O (!F)
251 - [20:49]
<Ultima_64>
only cheeeeeeeesssssssssseeeeeeeeee can help us now - A big block
of
rancid month-old cheddar lands on the arena floor. Until the next
hazard,
any combatant who speaks out loud gets a random status
ailment. If you wish, you can pick up the cheese and attempt to use
it as a weapon. (1 use)
252 - [20:42]
<Tamao-chan>
So do we have a chance in hell? :O - Why not ask the arena guru....
TOAD. Toad will give you a rundown of how well you're doing, and he may
divulge some information on how to beat the boss. (!F)
253 - vs. Mynd -
Chadling explodes, taking the heroes' HP to 1, the bosses' HP/MP to
full,
and setting the bosses' CT to 9999. :D.... On second thought, reroll.
254 - [16:41]
<Ultima_64>
OP me Kammy [16:41] *** Ultima_64 was kicked by Kammy (Congratulations,
you are kick #1000! <No op begging allowed -- don't make me come
over
there>) (#1000) - Hurray for kick number 1000! As celebration,
the
last combatant to take damage learns 100 Needles (see blue
magic).
255 - <H_Cuz>
Neo-Neko
got fisted. *is stared at* What? <Canadian_Yosheh>
.....................
<Canadian_Yosheh> You scare me sometimes. - OMFG dirty joke.
A large
CENSORED sign lands on all combatants, 20 HP damage. (!D)
256 - [20:31]
<TarenWanderer>
.............p33r me. >:D [20:32] <H_Cuz> <Peer> *r3s3ts
T4r3n's
c0nn3cti0n* - Oh, I'll p33r you all right. The ref casts Peer Bomb!
For each fighter, roll 1d10. If the roll is 1, sneeze the combatant; if
it's otherwise below 5, add MIA for 31 ticks.
257 - [22:52]
<Tailsrush>
Shuriken! [22:53] <Canadian_Yosheh> You don't have any. [22:53]
<H_Cuz>
-=- No shurikens on hand. Attempt to throw YOUR MOM? -=- - Ninjas
etc. may now throw YOUR MOM free of MP cost. However, the effect of
this
attack has not been verified...
258 - WaRiOsHaDy's
BOTVGH
Championship Belt - One random hero gets the aforementioned belt.
If
he is attacked by another hero, the attacker has a 50% chance of
receiving
the belt. At the end of the match, win or lose, whoever holds the belt
scores 5 EXP. Bosses may not hold the belt. (!F)
259 - [20:20]
<Ultima_64>
is there a cheap cheat way to get MP? [20:20] <H_Cuz> Ulty -
Press Alt+F4
:O - Press Alt+F4 to recover 50 MP.
260 - * Diskmaster is
calling in the NPA <H_Cuz> ....GAHAHAHAH! <H_Cuz> PERFECT
<Diskmaster>
H knows about the NPA? <H_Cuz> I know they're infamous spammers
and
that Vap and Pink are heavy hitters somewhere in there. - Disk
calls
in three random NPA members! Flip a coin; heads, heroes, tails, bosses.
261 - [03:30]
<WaRiOsHaDy>
H is playing mega man, don't bother him, he'll blow your head off -
Flip a coin. If heads, spawn a Megaman
X hazard; if tails, make it Megaman
Battle Network. Either way its effect is doubled.
262 - Disk's RPG: vs.
Zemos - Because of Disk's accuracy system, it's nearly impossible
to
hit with physical attacks. All accuracy becomes 20. Knights,
Monks
and the like may want to beg for a Ref's Choice job change. (!F)
263 - [10:22]
<JoeyIndeed>
o.o H, should Hazard Man look like a MegaMan villain or something?
[10:23]
<H_Cuz> Sure. [10:23] <H_Cuz> <Dr. Light> You got
Hazard Control!
And Rush Jet! [10:23] <H_Cuz> <Megaman> o.o - The last
fighter
to move gets Hazard Control!.... And Rush Jet!
264 - [13:53]
<Goshi>
O.o [13:53] <Goshi> o.O [13:53] * JoeyIndeed pops Goshi's eyes.
[13:53]
<Goshi> AHH! [13:53] <Goshi> MY EYES! [13:53] <H_Cuz>
<Goshi's
Eyes> *deflate*
- The next combatant to use o.o or any variation thereof has his/her
eyes
popped for incurable Blindness.
265 - vs. Life Virus
- The boss gets a 50-HP Aura. If destroyed, it regenerates after 31
ticks.
(!F)
266 - vs. Quale -
Spawn BOTVGH
hazard 29, but the critical rule is disabled.
267 - Slot Flood!
- Everyone's rolling the slots, and Kammy floods off. Neo-Kamek then
gets
pissed off, so spawn one of his Really Evil hazards. (!F)
268 - vs. the F-Zero
GX Villains - If there are multiple bosses, the one with the most
HP
becomes immortal (infinite Life 3), and will fully revive UNLESS he is
the last boss killed. If there's only one boss, reroll. (!F)
269 - [19:10]
<PrincessVirgo>
KESERA. *pokes H with a spoon* [19:11] * H_Cuz dies. - A spoon
lands
on the arena floor. Is it a mystic spoon with SECRET POWERS?!?!?!... or
just an ordinary spoon. Only the ref knows for sure. (Usage varies)
270 - [19:54]
<Neo-Kamek>
~sluts [19:54] <Kammy> Neo-Kamek pulls the slut machine... It
explodes
in a huge fireball! [19:54] <Neo-Kamek> ......... - Oops. All
fighters
take 30 HP damage from the explosion, ignoring critical.
271 - vs. Strago Hazard
1 - One random fighter gets the ultimate FF6 relic combo: Gem Box
and
Economizer!
272 - vs. Strago Hazard
2 - All combatants get permanent, incurable Mute (ignoring
Safeguard). Sucks to be you!
XD (!F)
273 - *
[[Panda_Genma_Saotome]]
holds up a sign. "Reraise ME!! :D" - A random spectator gets Life
3.
O_o (!F)
274 - [19:16]
<Dr_Destroyo>
There should be a sasquatch class [19:17] <Neo-Kamek> There
should be
a YOURMOM class [19:17] <Dr_Destroyo> :( - Flip a coin. If
heads,
the last fighter to move has his/her job changed to Sasquatch (Berserker
stats). If tails, it's changed to YOURMOM (no effect on
stats/abilities).
(!F)
275 - vs. the Deadline
V2 - The Silent Strider is added to the heroes as a Geomancer.
No matter how you beg or plead, he'll do nothing but summon Triple
Trouble
(the first two focused). (!F)
276 - vs. Hazardman:
Revenge of 2001 Style - The ref has the option of sending Shin
Akuma
into battle at any point in battle, if he so desires. (!F)
277 - <Neo-Kamek>
i.e., Sonic Wave F, Ring-Zap 2 U, Snake Egg 2 C, Muramasa K, and Lock
On
R <Sir_Carter> FUCKR >:O <KtR|HazardMan> -=- PROGRAM
ADVANCE: ANAL
RAPE -=- - Jes gets those very chips, and anally rapes a random
combatant
for 50 damage and two status
ailments. OH GNOS :O
278 - [20:17]
<Neo-KamektheRef>
••• *BLEEP* *BLEEP* *BLEEP* *BLEEP* *BLEEP* *BLEEP* *BLEEP* ••• [20:17]
<Neo-KamektheRef> ••• OMG NK IS SWEARING COVER YOUR VIRGIN EARS.
•••
- All fighters get 20 seconds to cover their virgin ears. Failure to do
so results in Embarrassment.
279 - <H_Cuz> One
of these days I'm going to host against Omega and Shinryuu. XD
<H_Cuz>
Well... Maybe not AND. That'd be sadistic. - Three guesses where
this
is going. Omega and Shinryuu join the bosses as Unbeatable Jokers with
thousands of HP and MP. (!F)
280 - *
Wombling_Pikachu
shoots Joey. >:O <JoeyIndeed> YOU CAN'T KILL ME YOU MORON
<JoeyIndeed>
YOU'RE HARSH <Wombling_Pikachu> YOU HAVE BEEN NEGLECTFUL YOU MUST
DIE
* H_Cuz says YOU ARE BOTH LESS DECENT THAN A DANCER'S STATS
<JoeyIndeed>
<fontsize=50>SHUT UP !</fontsize> - Spawn BOTVGH
hazard 19.
281 - [14:12]
<Cless>
fg.fadkg *makes a note to kill Inc...nicely* - Aster kills one
combatant.
Nicely.
282 - [17:56]
<JoeyIndeed>
I'd buy Nesshelper in a box just to listen to him and watch him be an
idiot.
- "Nesshelper-in-a-box" is added to the arena floor. Believe it or not,
it can be a useful item. It all depends on how you use it. (1 use)
283 - [18:23]
<Sir_Carter>
(Mog) I am the king of DDR! ::buuilding explodes:: - Mog + DDR =
5d2
wild surges, each with random casters and targets. (!F)
284 - [11:01]
<H_Cuz>
One of these days I'm going to play FF5, make everyone a black mage,
and
kick people's asses. :D - Up until the next hazard, all fighters
may
use all black
wizard skills.
285 - [15:56] * H_Cuz
looks over his list of things to do today. Ooh... nap. BBL. - The
last
fighter to move falls asleep.
286 - [17:09]
<Tizzy>
You don't think mines do that? [17:10] <H_Cuz> Mines explode :O
[17:10]
<H_Cuz> Especially land mines :O - Tiz made a stupid typo,
and YOU
have to suffer for it. :O Spawn SSBM
item hazard 4.
287 - [20:01] *
The_Silent_Strider
deletes the moron who thought of 8-bit. - Hey, 8BT rocks. Spawn
three
consecutive hazards from Neo-Kamek's 8-Bit Theater set.
288 - [17:37]
<Dark_Pen>
AHH! MY HALITOS! YES! - OMFG stolen joke. Badly done, too. Dark Pen
joins the bosses as a Mimic,
but his Mimic has a 50% chance of failing. (!F)
289 - <Dark_Pen>
can
i PLEASE be unbanned now? <H_Cuz> -=- Dark_Pen attempted to
remedy "Banned"
status! -=- <H_Cuz> -=- Dark Pen used 7 MP -=- <H_Cuz> -=-
Call H/T
-=- <Dark_Pen> heads * H_Cuz flips a coin. TAILS <H_Cuz>
-=- Failed
-=- - What a loser. Spawn a Dark Pen hazard.
290 - vs. Plant Brain
- A random call script character is held hostage by the boss/bosses! If
s/he is KO'ed, the heroes instantly lose. Flip a coin. If heads s/he
may
take turns despite being imprisoned; if tails, set their speed to zero.
They're listed as bosses, but fight on your side.
(!F)
291 - *** Ic3_J35
(fuckyou@=0co7.csystems.net)
has joined #botvgh_bosses *** ChanServ sets mode: +b *!*@*.csystems.net
*** Ic3_J35 was kicked by ChanServ (You are banned from #botvgh_bosses:
Jes walks in the door, and his tremendous weight causes him to crash
through
the floor. Oh dear.) - Spawn BOTVGH
Ha-- *CRASH* never mind.
292 - vs. Johnny Jones
and Instant Pirate - Add 3d3 pirates to the bosses. 25 HP, no MP,
12
speed. (!F)
293 -
<Canadian_Yosheh>
NK's no longer obsessed with DDR. :O <H_Cuz> ...Is he obsessed
with
Worms now? <:O <Wombling_Pikachu> yes. >:O <H_Cuz>
W00T <Wombling_Pikachu>
...that's not good. O.o <H_Cuz> Yes it is >:O - Each
fighter gets
a random Worms weapon. Flip a coin, if heads it's from my Worms 2
script,
if tails it's one of NK's World Party items.
294 - Disk's RM2K-style
BOTVGH RPG - Diskmaster uses DiskFlash. 30 HP damage to all
combatants,
25% chance each of blindness and confusion.
295 -
<Neo-KamektheRef>
••• *smack* ••• <Neo-KamektheRef> ••• Charlie Nash takes 20 HP
damage
••• <Neo-KamektheRef> ••• Charlie Nash is in serious need of
medical
attention. ••• <Charlie_Nash> Ow. * Charlie_Nash TRANCE!!!!111...
oh
wait, wrong game - Or is it? The last fighter to take damage
achieves
Trance immediately!
296 - vs. Wild Hazardman
- Spawn Sailor Moon K hazard 15. However, shell damage ignores critical
and increases by 5 on each turn. (!F)
297 - *
The_Silent_Strider
ponders Twins and using it ;) <Neo-Kamek> TSS: Twins doesn't
summon
the Mysidian twins, you pedophile. - Or does it? Palom and Porom
join
the heroes! (!F)
298 - vs. the Worms
- A crate lands on the arena floor. When collected, roll 1d5. If 1, the
crate explodes for 25 HP damage, otherwise the person collecting it
gets
a random Worms 2 weapon. ([IU], usage varies)
299 - [20:27] * Shady1
mimics electman [20:28] <KamekTheRef|Worms> -=- Electman -- no
such
hero. Mimic Kai^? -=- [20:28] <Kai^> ELECTMAN: *Elecman Clone!*
[20:28]
<Kai^> ELECTMAN: *Throws ballots* - Electman throws ballots
at all
fighters! Spawn a cheap clone of Megaman
Battle Network hazard 12.
300 - [16:57]
<H_Cuz>
I once dreamt I was being attacked by a DDR machine. Then I woke up and
NK and Inc were hitting me with baseball bats. <:O - If
Incardine or NK
is playing, they receive Home Run Bats (SSBM
Item 7). (!F)
301 - <Tizzy>
Canni
kick my clone in the air? <KamekTheRef> Tiz - You can try, but
that
means you don't focus on the landing and you will get broken into tiny
pieces <Tizzy> ... <Tizzy> I'll take my risk.
<KamekTheRef> -=-
Tizzy missed the arena floor and goes falling into abyss. -=- - All
airborne fighters spiral off into the abyss (sneeze).
302 - [15:37]
<H_Cuz>
....AAAAGGGGGHHHH [15:38] <H_Cuz> TSS is trying to bribe me to
make
him official X_x - Well, I won't make you official, but if you can
offer me something good (like an MP3 or a script), you might get EXP in
return. The bribery session lasts five minutes. (!F)
303 - [17:51]
<Rnbw{away}>
there should be a 'flame master' class XD [17:51] <Rnbw{away}>
<FlameMaster>
:o SETSUNA! [17:51] <H_Cuz> <Recca> *KILL* [17:51]
<H_Cuz> <Enemies>
*DIE* - Hanabishi Recca joins the heroes as a Hokage Flame Master
with
100 HP, 100 MP, and 15 speed. (!F)
304 - [19:17] ***
WaRiOsHaDy
was kicked by Diskmaster (STABBITY STABBITY STABBITY ALL THE LIVE LONG
FRAG , 108 Frags) - Enter, Diskmaster. He stabs 6 random fighters,
physical damage (assume 65 Atk). (!J) (!D)
305 - vs. YYY - [20:31]
<Neo-Kamek> ••• NO MORE ANALSECHS OR SAKURASECHS OR CHOCOSECHS •••
- The last fighter to make a perverted remark is blasted by Sakura's
Shinkuu
Hadouken for magic damage (70 MAtk, 25 MP, 3 hits). Yes, I realize the
Sakura in question was
the
CCS Sakura, so shaddup. (!J) (!D)
306 - vs. KamektheRef
- All hazards from here on out summon extra bosses into the battle.
Interruptions
hazards don't count. (!F)
307 - vs. the Packers
and Bears - Brett Favre joins the heroes as an All-Pro Quarterback
with 160 HP, 100 MP, and 11 speed. :O (!F)
308 - That damn
Bowser's
Castle surge - Every time someone moves, a Thwomp lands on a random
fighter. 30 HP damage and a 25% chance of Tiny. (!F)
309 - [20:15]
<Tizzy>
Who wants to fight me? For real? [20:16] <H_Cuz> <Nobody>
Me. <:O
[20:16] <H_Cuz> omfg Nobody wants to fight you :O - Uh...
Nobody
joins the bosses. <:O And Everybody joins the heroes. :O (Random job
classes)
310 - [23:10]
<Tizzy>
I need some items.. ._. [23:10] <H_Cuz> Here, have an anvil.
[23:10]
<H_Cuz> -=- *CLANG* -=- [23:10] <Tizzy> *Dies* [23:10]
<H_Cuz>
(Laugh track plays) - A random item-less fighter is hit by an
anvil.
If they survive, they get it as an item.
311 - vs. Shin Akuma,
Neo-Kamek style - Level 3 Hyper Combo, Tenma Gou Zankuu! All heroes
take 80 HP damage ignoring critical!! (!D) (!F)
312 - vs. HazardGirl
- Spawn DDR hazard 41. With 5x effect. OMFG TEH HORER... or is that
WHORER?
(!F)
313 - [21:13]
<H_Cuz>
Hell, just make it a combination Nightmare World/Strider's Mind match
and
be done with it. [21:13] <H_Cuz> (Hazard Mania, all hazards triple
trouble/really
evil, all spells get wild surges)
- <All Combatants> NOOOO... (!F)
314 - [22:38]
<KamekTheRef>
-=- Kai-Aqualis's speed set to 2.5 -=- [22:39] <Kai-Aqualis> 2.5.
XD
[22:39] <KamekTheRef> <Snail> *runs circles around Kai* :D
[22:39]
<KamekTheRef> <Kai-Aqualis> *Still faster than Windows*
- One
fighter's speed is set to 2.5, but they're still faster than Windows.
315 - Joke RPGs -
The Rock Monster attacks you with the Excalipur. Spawn MUGEN
hazard 59, but modify damage accordingly. (!F)
316 - [19:34]
<Sir_Carter>
Today in Science class I kept throwing paper airplanes and in a fake
Japanese
accent kept saying: [19:34] <Sir_Carter> "KAMIKAZE!! BOMB-A DA
HARBOR!
PEARL HARBOR!" - Carter throws a paper airplane at you for physical
damage (20 Atk). (!D)
317 - The /sfa3 script
- If time and/or availability allows, HC uses the /sfa3 script and then
attempts it on the PSX. When he returns, he spawns a ref's choice
hazard
based on his experience.
318 - vs. the X-Heroes,
NK-style - [20:08] <The_Silent_Strider> Wait... [20:08]
<The_Silent_Strider>
ONE more coming [20:08] <The_Silent_Strider> A friend of mine...
- It was like that for half an hour. This causes the ref to lose what
little
sanity he has left. Brace yourself. (!F)
319 - !spaminacan
- Goshi's infamous command caused him to flood off many times. ALL
fighters
must turn remotes off. If I find out that someone didn't, they are
penalized
twice.
320 - vs. Hideously
Overpowered
Boss v2 - TSS casts a random blue
magic with an added wild surge on a random combatant. (65 MAtk) If
the target is a blue
mage, they learn Added Wild Surge and whatever the spell was.
321 - [15:44] *
The_Silent_Strider
's been to a site where they sell women... [15:44] <H_Cuz> o_o
[15:44]
<TarenWanderer> O.o [15:44] <H_Cuz> Somehow I don't think
we'll be
seeing that on EBay anytime soon - Ref uses the /girls script.
Result
is added to the arena floor as an item. O_o;;;
322 - [16:17]
<H_Cuz>
I took chemistry. I know what happens when you put two lamers in a test
tube together. X_x - And you're about to find out... :O (!F)
323 - 9/25/2002 -
Disk's
21st Birthday Party - Everyone who is also in #botvgh earns 2 EXP.
(!F)
324 - Wild Surge Battle
- Anyone who has wild surges rolls one. Spectators included. (!F)
325 - HC's Birthday
Present
- The ref gives a package to the last combatant to move. The package is
ticking.
326 - [01:46] * H_Cuz
should make FF9-based Frozen and Burned ailments... but that might be
too
cruel. <:O - Like that's ever stopped me before. One fighter
becomes
Burned, another becomes frozen. If you don't know what these do,
prepare
to find out.
327 - vs. Akki/Kiei -
<[[Mouko_Kiei]]> I don't wanna touch the scary box ;-; -
Strange items... spawn three
item
script item hazards.
328 - Call Script War
2, Electric Boogaloo - Hard Man punches a hole in the arena wall.
For
the rest of the battle, any fighters may run through the hole and go
MIA
for up to 50 ticks.
329 - vs. Pandora's Box
- Pandora's Box lands on the arena floor as an item. Open it up to
spawn
a wild surge on the target of your choice. It's reusable, but cannot be
picked up. ([IU]) (!F)
330 - The EXP Wager
- Two fighters are picked at random. After the match, they are given
the
option of wagering EXP in a one-on-one. You could win or lose big! (!F)
331 - vs. The Early Bird
- A random fighter is targetted (??? status for 11 ticks). When 11
ticks
expires, that fighter is pooped on for 100 damage ignoring critical.
(!D)
332 - Zameor - OMG
not again. Spawn BOTVGH
hazard 5-- wait, it's not Jes? Spawn BOTVGH
hazard 31 instead.
333 - vs. the Son of
Sun - The boss becomes invincible, and five flames appear. If you
hit
the wrong flame, it will cast Firaga in retaliation. If you hit the
right
one, all five flames will disappear and the battle will proceed
normally.
(!F)
334 - <H_Cuz>
<Wombling
Pikachu> *dies* <H_Cuz> <KtR> CUT! Someone bring out the
Auto-Wombling_Pikachu
maker! >:O <H_Cuz> -=- Poof. -=- <H_Cuz> <Wombling
Pikachu> I
LIVE :O - The last combatant to be KOed is brought back by the
AUTO-COMBATANT
MAKER. If nobody is KO'ed, it affects the next person to be KO'ed.
335 - [17:05] *
Diskmaster
considers making a Hentai hazard set. [17:06] <Wombling_Pikachu>
do
it :O [17:06] <Diskmaster> Everyone WTF? *shoots Disk* [17:06]
<H_Cuz>
<Jes> I'll help XD [17:06] <Diskmaster> Diskmaster ... STFU
-
Disk spawns a hentai hazard, blinding all combatants for 31 ticks.
336 - [20:47]
<KtR|SuperMario>
-=- *Warning* Arguing with the ref is unwise, proceed? -=- [20:47]
<Diskmaster>
- *Warning* Disk isn't in the battle. - [20:47] <KtR|SuperMario>
-=-
*Warning* That doesn't mean I can't nuke your EXP -=- - Yup. (!F)
337 - vs. Super Mario,
Round 3 - The battle goes to hell in a handbasket, and the hazard
bar
is shortened by 25%. (!F)
338 - [22:05]
<Tizzy>
Got a MAGE class for Me? [22:05] <H_Cuz> Yes, Suck Mage :O
[22:05] <H_Cuz>
1 in all stats :O - The fighter with the fewest EXP becomes a Suck
Mage. Sucks to be you. (!F)
339 - vs. NekoThief
- NekoThief steals the pants of the last combatant to move, causing
Embarrassment.
(!J) (!D)
340 - Incardine*RPG,
10/09/02 - Disk can make a bad sex joke out of ANY hazard, or so he
says. Ref spawns a random hazard. The first combatant to make a
half-decent
sex joke out of it recovers half his/her HP and MP and scores 2 EXP.
341 - The Server Split
- All MIA fighters are stranded on Linkline and sneezed.
342 - vs. Ultros
- One random hero is taken hostage (indefinite Stop). All attacks on
the
enemy have a 50% chance of hitting the hostage instead. The player is
released
on the boss's next turn. (!F)
343 - [01:41]
<H_Cuz>
I have girls coming to my house all the time :O [01:41] <H_Cuz>
<Mr.
Reality> ...*thwacks HC with an anime mallet of d00m* - One
fighter
is thwacked with an anime mallet of d00m, and HP/MP is cut in half. (!J)
344 - [21:03]
<H_Cuz>
<Lari-Chan> Oh, WP, I thought about you today. <-- *keeps that
as
blackmail* :O [21:03] <Wombling_Pikachu> :O [21:03] <H_Cuz>
(j/k)
- The ref gets some incriminating documents against a random combatant.
Bribery ensues. (!F)
345 - [01:11] *
Setzer_The_Gambler
lays the phoenix esper over HCes heart [01:11]
<Setzer_The_Gambler>
YOUR REVIVED! [01:11] <H_Cuz> Yay! [01:12] * H_Cuz is revived for
5
minutes so he can give a dying speech a la Rachel. :O - One random
dead fighter is revived, but only for 15 ticks.
346 - vs. Stephen and
Dawn - One fighter is blasted with a Demerit Beam for magic damage
ignoring critical (assume 15 MP, 70 MAtk).
347 - the Reversal Wild
Surge - The effects of all hazards and wild surges are reversed.
(!F)
348 - Incardine's RPG
- vs. GutsMan - One random boss falls asleep, and Agent Geronimo
joins
the heroes as a Geomancer.
(!F)
349 - [20:25]
<Dr_Yosheh>
Does bugging the ref cause a wild surge? :O [20:26] <H_Cuz>
Bugging
the ref causes an instant KO and 500 EXP loss [20:26] <Neo-Kamek>
what
H said. - No comment needed, ne? (!F)
350 - vs. Surge: Hazard
Fest - The next player to be sneezed is brought back with full
HP/MP,
and may even change job classes. (Essentially, instant rejoin.)
351 - [15:19]
<Tom_D>
UDX is too stupid to die. - One random fighter becomes too stupid
to
die, and cannot be KOed. However, s/he can still be defeated via sneeze
or Petrify.
352 - vs. Team FF9
- Air Shoyru raped a corpse and Kim stole the clothes off of Dagger
post-KO.
All fighters get incurable Blindness, and the last fighter to move gets
three status
ailments.
353 - vs. Team Uruha
Kurenai - SSLRranma's nick changing caused major script glitches.
Any
combatant who changes nicks gets penalized.
354 - #markiors didn't
like Hazard 244 - Disk sees hazard 244 and threatens to delete
BOTVGH.
In response, the ref spawns FIVE really
evil hazards, all focused on one unlucky combatant. (!F)
355 - Free Vaporeon
Hentai
- If this hazard comes up, Nintendo Castle Josh is an idiot. If not,
he's
still an idiot.
356 - [21:17]
<KamekTheRef>
-=- Warning: Having multiple geomancers could cause bosses to have
previously-unheard
of HP/MP values -=- - Tweedledum and Tweedledumber join the heroes
as Geomancers,
but the boss's HP and MP increases to insanely high levels. (!F)
357 - [16:32]
<JoeyIndeed>
Disk steals toys, food, and lollipops. - And either a random item,
or 20 MP from the fighter with the most MP.
358 - [18:20] * H_Cuz
uses the PharaohMan chip. PharaohMan drops a big blue block into the
arena.
Great. -_- - Just that happens. You might be able to kick the block
into an enemy for 30 damage and Stop for 11 ticks, though. (1 use)
359 -
<The_Silent_Strider>
Hey, gotta have the iron in my diet! It certainly was a... STEEL! *
The_Silent_Strider
shot. Repeatedly. <H_Cuz> <Robot Masters> HA HA HA HA HA HA
HA HA
HA <H_Cuz> <Quickman> (I don't even think that one was
supposed to
be funny...) - OMFG bad joke. Mr. Big Shoe lands on all fighters,
20
HP damage. (!D)
360 - * H_Cuz drops a
very large ASS ARMOR on Tom <Tom_D> OH GOD THE PAIN <H_Cuz>
...And
it's used ass armor. <H_Cuz> Jes used it :O <Tom_D> OH GOD
THE SME--
*die* - Some ass armor falls on a random fighter for 15 HP damage.
Flip a coin; if heads, it's USED ass armor, and the combatant suffers a
random status
ailment as well. (!D)
361 - <H_Cuz> I
wanna
dress as Quina and go trick-or-treating. <H_Cuz> It'd be great.
<H_Cuz>
*knock knock* <H_Cuz> <H Cuz as Quina> You give tasty
tasties :D
<PCS|PagerOn> XD <Air_Shoyru> yay tasties
- HC as Quina demands tasty tasties! Failure to comply will result in
"Quina"
casting random
blue
magic on you.
362 - vs. Jerk-O-Lantern
- Jerk-O-Lantern joins the bosses with 999999 HP, no MP, 13 speed, all
stats way up, and innate Safeguard and ??? status. If you were here on
10/31/02 you know what to do. If not... well... heh. (!F)
363 - <H_Cuz>
<Everyone>
*is already a Robot Master :OOO* <H_Cuz> <KtR> SYGJSDJFSW
<H_Cuz>
<KtR> *changes all your job classes to Robot Master Bates* >:O
<H_Cuz>
<WS> OMG MASTURBATES XD XD XD XD - All Robot
Masters have their jobs changed to Robot Master Bates. If
WaRiOsHaDy
is around, he's thwacked in the head. (!F)
364 - [00:38]
<H_Cuz>
ANYTHING can be reflected by... [00:38] <H_Cuz> -=- THE REF
BARRIER
(patent pending) -=- - All combatants get permanent Reflect. A ref
barrier it ain't, but it'll do.
365 - [00:46] * Ebil`
calls forth a random hazard! "Tehehe!" It's: 7. Naruto - Naruto - Harem
No Jutsu - Arena filled with naked sexy girls. O_o [00:46]
<H_Cuz> <All
Male Fighters> Yay! *explode* - Yup. If there are NO females
around
to survive this hazard, reroll.
366 - vs. Shit -
Crud Vapors! A random fighter gets four status
ailments.
367 - [02:36] *
Sailor_Jupiter
heal ball. :O [02:36] <Neo-KamektheRef> ••• HEAL BALL -- 0 MP --
a baseball
whacks you in the head for misspelling BELL. 50 damage ••• - Just
that
happens.
368 - [10:30]
<Sir_Carter>
I am starting petition [10:30] <Sir_Carter> The petition to smash
NH's
head with a sledgehammer and urinate on his computer. - The first
fighter
to sign the petition gets 3 EXP, three status
boosts and three random items.
369 - vs. Wild
Hazardman
(November edition) - Hazards are replaced with wild surges, and
vice
versa. (!F)
370 - vs. Diskmaster
(November 2002, Disk*RPG) - Diskmaster uses a Scape Doll on a
random
boss, giving them infinite Life 3. You'll need to defeat them some
other
way. (!F)
371 - [19:34]
<KammytheRef>
Turn order: Tom_D Tom_D Tom_D Tom_D Tom_D - The last fighter to
move
has his/her CT set to 500. This enables multiple consecutive turns, and
also fucks with the turn order script. :D
372 - vs. Paranoia
Survivor
- The boss's speed increases by 1d3 every turn it gets. (!F)
373 - vs. Tantarian
- The ref messes up, causing Hilgagars the ogre-on-crack to appear, and
devour one fighter.
374 - vs. KamekTheRef's
Pet - A Grand Dragon appears and casts Thundaga on the fighter with
the most HP (200 MAtk).
375 - vs. EZBoard
- EZboard joins the bosses with indefinite Slow. Luckily for you, it
will
rarely if ever get turns, and if it does get to move, it will probably
crash anyway. (!F)
376 - The Whoring Arena
- KamekTheProfessor (alias KtP) joins the heroes as a Blue
Magic Professor, and Jes joins the bosses as an Idiot with infinite
Life3 (you can kill him repeatedly for 1 EXP per KO). A Portable Hole
also
appears in the arena (Neo-Kamek's Really Cool Hazard 10). (!F)
377 - The !useap flood
- The last fighter to move gets +20 to all stats except speed, and +2
to
speed, but takes 35 HP damage, gets two status
ailments, and is kicked out of the channel.
378 - [20:21]
<Lari-Chan>
OH NO. I JUST REALIZED THIS IS A BB. - Upon realizing this, Lari
flees
the channel, but not before taking all the items from the arena floor.
(!F)
379 - [20:29]
<Diskmaster>
Wombling Pikachu I'm FUCKING FAST. [20:29] <H_Cuz> No, he's
FUCKING
YOUR MOM. [20:29] <Wombling_Pikachu> don't you dare. <:O
[20:29]
<H_Cuz> OOOOHHH. [20:29] <Wombling_Pikachu> SHUT UP H -
One random
fighter becomes fucking fast. Set speed to 20.
380 - vs. Tantarian,
Rematch - Pick 5 random fighters (repeats allowed) and give all of
them Death Sentences.
381 - vs. Evil Blah
- Spawn NK's Demented Cartoon Movie hazard 1, and add three henchblahs
to the bosses (random job classes). Lucky for you, Super Blah joins the
heroes as a Traveler.
:O (!F)
382 - [20:47]
<Super_Blah>
Man, you need to think these battles out before you start 'em >:O
[20:47]
<Neo-KamektheRef> I did. [20:48] <Neo-KamektheRef> However
[20:48]
<Neo-KamektheRef> I forgot how you're supposed to win :/ [20:48]
<Super_Blah>
... - <Insert unbeatable joker here> (!F)
383 - vs. Midas Man
- KtR ignored Neo-Kamek's warnings about this guy, and now Midas Man
has
turned the ref into gold! If you want any hope of winning, you'll have
to cure KtR or find another character to replace him. In the meantime,
the Ref Control Panel is added to the arena items. Other people MAY
attempt to use the RCP. (!F)
384 - [23:04]
<H_Cuz>
-=- WARNING: Using skills you don't know is grounds for your head
exploding
-=- - I LIKE PIE. (!F)
385 - Fun with the Ref
Control Panel - H Cuz tips over the Ref Control Panel, damaging it.
The battle is about to get very weird very fast... (!F)
386 - [03:07]
<Kai^>
You should make a Team Rocket class. >:O [03:08] <H_Cuz> -=-
TEAM ROCKET.
Special Skills: Hole Driller, Hole Driller Attack, Mighty Hole Driller
Guard, Hole Driller Item Yoink -=- - One fighter has his/her job
class
changed to Team Rocket.
387 - Canadian Yosheh
vs. 850 Life Man - The arena barrier goes down, and H Cuz runs into
the arena. He's pretty harmless, but every now and then he might decide
to hit someone. He especially likes hitting people with 1 HP left. :O
(!F)
388 - vs. ??? - One
random fighter receives ??? status. Every time s/he is hit, a wild
surge
will be spawned, focused on that fighter. (!F)
389 - The FF6 Glitch
Goes Arena
- Thanks to one of NK's surges, a random hero sketches Gau and has
infinite
Dirks added to his/her inventory. If the target can throw/combine items
this is
useful, otherwise... -=- TOO BAD!!!!111 LOLxz -=-
(!F)
390 - vs. the Ref
Control
Panel - A tranced witch
doctor uses Voodoo Dance, and all fighters get three status
boosts!
391 - vs. the Dentist
- Up until the next hazard, all successful physical attacks will also
induce
Seizures.
392 -
<NekoIncardine> ~secondary White Stuff. <Ghalzilla> ...Ew.
- Insert Buck Cake joke here. NekoIncardine uses... White Stuff...
to cure a random fighter. Recover 35 HP, but add Embarrassment. (!J)
(!D)
393 - vs. Meta-Knight
- A sword appears on the arena floor! The first fighter to pick it up
has
his/her job class changed to General.
394 - vs.
Carbon/Diamond
Dog - One boss receives a power shield for 41 ticks. If s/he takes
physical damage, s/he will retaliate immediately for half the damage
taken.
(!F)
395 - vs. Yaridovich,
Mack, and Hammer Brother - Talk about overpowered. Yaridovich joins
the bosses with 2000 HP and MP, 200 to all stats, 18 speed, and
Safeguard.
Also, all Interruptions hazards become 10x as powerful, so they can't
save
you. (!F)
396 - <UDX>
Technically,
I'd rather battle Dark Falz <H_Cuz> UDX - OK, but since I have no
idea
who that is, he'll have 99999 in every stat - Ref adds Dark Falz to
the bosses. He has 99999 in every stat. Wuss penalty removed. (!F)
397 - vs. Master Hand
& Crazy Hand - Late entries open, but if anyone joins, a clone
of the boss appears and is fully healed to boot.
398 - Soapdish -
It's that time again! Time to spawn BOTVGH
hazard 5!
399 - vs. Ozma -
If the battle has lasted at least one hour real-time, the ref speeds
things
up by spawning BOTVGH
hazard 7. Otherwise, Ozma casts Curse (Final
Fantasy hazard 43).
400 - Neo-Kamek's Final
Challenge - Interruptions hazard! Kamek challenges all combatants
as
a Final Challenge with 2000 HP, 5000 MP, massive MAtk, a Safeguard, and
immunity to instant death. Also, remove the hazard gauge. (!F)
401 - vs. Six Generic
Villains - CY tranced, but was dragged AFK immediately. If anyone
is
in Trance, send them MIA until it expires, otherwise reroll.
402 - vs. Kishal Hazard
1 - The last fighter to move has his/her Atk, Def, MAtk, MDef, Acc,
Evade, and Speed all set to fluctuate between half and double their
original
value. (!F)
403 - vs. Kishal Hazard
2 - A random fighter receives Float and A-Fire. You're beefed up
now!
:O
404 - [17:55]
<H_Cuz> You know a site really sucks when it gives you "Page Not
Found" and still spawns a shitload of popup ads. - 404 HAZARD NOT
FOUND... but spawn ATHF hazard 14.
405 - vs. Haz2 -
Roll for another hazard. If it's based off a character, add that
character
to the bosses. If it's an item, a random boss receives it. Otherwise,
carry
it out as normal. (!F)
406 - vs. Kuroki Kaze
- Some of the heroes took too long to take their turns. That, among
other
things, led to a ref bomb. From now on, all fighters have 60 seconds to
take their turns. (!F)
407 - vs. Necron
- Spawn Final
Fantasy hazard 45 (Grand Cross).
408 -
<The_Silent_Strider>
And if I saw someone do that, I'd boost HP to constipate.
<Ben-San>
.."boost HP to constipate" is the greatest BB strategy EVAR.
<Ben-San>
"The dragon swallows you whole!" "I'll increase my HP to block its
digestive
tract!" - A random boss recovers 100 HP or 20% of its max
(whichever
is less), but becomes constipated. (!F)
409 - vs. Robo-Ky(s)
- A random boss becomes immune to everything but either physical
attacks
or magic. Flip a coin; if heads, phys, if tails, magic. The effect
lasts
21 ticks. (!F)
410 - vs. Zombie Jesus
- The fighter with the highest Atk power is automatically equipped with
Boots of Mercury and a Hammer (item
hazards 17 and 53) for much destructive power!
411 - vs. Megaman.EXE
- The ref brings up his MMBN2 chip folder and rolls 1d30 to pick one,
then
uses it on a random combatant at full damage.
412 - vs. the Navis of
MMBN2's WWW - The combatants changed names so many times, one
person
was sneezed in the confusion. Result: pissed ref. ANY fighters who have
changed nicks are sneezed.
413 - vs. Boss I-No
- I-No uses Megalomania on the last fighter to move. Drop HP to 1
(ignore
metal status) and if the fighter has an Aura, break it as well.
414 - vs. Team FF5 II
- The heroes got insanely lucky with chip draws, hazards, and the like.
A random hero is credited with one free casting of Meteo. (!F)
415 - vs. Megaman EXE,
Protoman EXE, and Bass EXE, the Rematch - The NetNavi/Robot
Master trance skill changes to HubStyle for the remainder of the
battle.
All battle chip effects are tripled, but HP and max HP are halved. (!F)
416 - vs. Strider the
SuperNavi - Flare + DynaWave = FlareWave! Pick one fighter, drop
any
auras they may have, then thwack them with Flare for 100-200 damage. If
they had no aura, make it 150-250. (!J)
417 - vs. Knife Guy
&
Grate Guy, the Rematch - White
Mages/Wizards
become mute indefinitely. However, unless the ref is feeling
particularly
mean, they will be allowed to change job class. (If no white
mages are playing, reroll.)
418 - vs. Gold Dizzy
- A wild surge added a Sealion to the bosses, which completely changed
the nature of the battle. Cast Aqua Breath on all combatants (32 MP,
assume
70 MAtk); blue
mages learn the spell.
419 - Dig Mans -
Yes, straight from Ben's arcade, it's the Dig Mans machine (which was
originally
BOMB HAT SHOOT until Tom fucked it up). Flip a coin. If heads, the last
player to move FALLS IN LAND MANES for 25 HP damage. If tails, s/he
gets
the MONEYS and 2 EXP.
420 - BOMB HAT SHOOT
<omo> <omo> <omo> - ALL BOMB HATS ARE SHOOT AND
YOU ARE BRAVER
HERO! All heroes score 5 EXP. (!F)
421 - July 29, 2003
- OMG NEO-KAMEK CAME BACK!!!!!!1111one Bring all MIA fighters back to
the
battlefield, and even sneezed fighters get a chance to rejoin.
422 - [Wed Jul 30 2003]
[09:48:59] <Ben-San> I can be female! ^_~ - And so can YOU!
One
random male has his job class changed to V.G.
Fighter.
423 - vs. Dezolis
Penguin
(Incardine*BB) - The Dezolis Penguin appears. Aww, it's so cuuute--*RAGING
DEMON!* One fighter takes 100 HP damage, not to ignore critical.
(!J)
424 - vs. KingMan.EXE
- This fight never happened. Trust me. Reroll. Or else the ref explodes
again.
425 - vs. Melfice
- The Horn of Valmar takes possession of the last hero to cause damage,
making him/her a boss. (!F)
426 - vs. Master Carter
- Automatically busted any Auras the heroes erected. From now on, no
Auras
may be put up, and any existing auras are SMAAAAAAHHHHed.
427 - vs. FlamMan.EXE
- HAPPY BIRTHDAY VIRGO!! If it's anyone's birthday, a random boss is
squashed
by the BIGGEST CAKE EVAR for 9999 HP damage ignoring critical.
Otherwise,
nothing happens. (!F)
428 - vs. Virgo's
Original
Characters - DIGLETT SODOMY BOMB!!!!!111 Roll 1d5. If 1, kill off
everyone
except for two heroes and one boss; otherwise reroll. (!J) (!F)
429 - [12:24:54]
<Tizzy>
What's a Tifa? - See Bosses
History hazard 45.
430 - vs. Serenade
- Serenade flashes a random male fighter, causing Charm for 41 ticks.
431 - vs. Skeith Hazard
1 - OMFG data drain. One unlucky fighter gets hit with almost every
bad
status in the book.
432 - vs. Skeith Hazard
2 - A control panel glitch removes the Ref Barrier, and KtR is Data
Drained. The RCP generates a random call script character to become the
new ref. (!F)
433 - vs. Ghaleon
- All hazards are replaced with wild surges. Blame Tizzy, and let the
flame
war begin. (!F)
434 - vs. LOOPAWN!
- Lupin the III, master thief, enters the arena and steals all items
held
by anyone (as well as all items on the arena floor). He even steals
chips/spells
from Navis,
which must be replaced. Bypass Maintenance; Lupin is THAT GOOD. (!J)
435 - vs. Zorn &
Thorn - Pick a random fighter. If male, he gets a woody (Clow Card
"The Wood", NK's system). If female, a woody and two balls (SSBM
Items 19 and 20).
436 - vs. Kirby
Minibosses
Rumble! - Chef Kawasaki tosses delicious treats into the arena!
Spawn
five Gourmet Race hazards!
437 - vs. Street
Fighter
Endurance - M. Bison uses his powers of BWAHA. The fighter with the
least MDef takes magic damage (Assume 80 MAtk and 15 MP). (!J) (!D)
438 - vs. Doppelganger
Man - Hee hee hee! The boss gets to choose one hero, and s/he may
use
that fighter's skills for the remainder of battle. (!F)
439 - vs. Atmos -
Until the next hazard, the ref flips a coin after every turn. On heads,
cast Comet on a random fighter for 50-80 HP damage. (!F)
440 - vs. Millenia
- Despite warnings from the ref, Sean Kelly uses a massive nuke. 50 MP,
50 MAtk, all fighters. (!F)
441 - vs. DJ Croft
- MechaCrash spawns 15 wild surges. The original spell is picked
randomly
and the boss is the target. (!F)
442 - vs. Kamek
Halloween-style
- Kamek summons up a Stalfos from the dead. It joins the bosses with Necromancer
stats. (!F)
443 - vs. Judgemaster
Cid Hazard 1 - The ref rolls 1d4 and spawns that many "laws" to be
put into effect. Violate any law once, and you'll receive a Yellow Card
(meaning your post-fight EXP is reduced). Repeat violations will result
in a Red Card and an ejection. (!F)
444 - vs. Judgemaster
Cid Hazard 2 - SSLRranma combines the Forbidden Scroll with a Beam
Sword, and chaos ensues. Spawn two Interruptions Hazards, combine them,
and unleash the result on the arena. (!F)
445 - vs. Clan SuparKlan
- The bosses get a lot more aggressive and a lot more dangerous! No
holds
barred, now. If the boss has 999 or more MP, you might want to rasp
them
FAST! (If it's a guest boss, reroll.) (!F)
446 - vs. Agrias - Power
outage occurs. Ref blows a fuse. Hazard Bar maximum is set to half of
its
initial value. (!F)
447 - vs. Wild Turkey
- A wild surge forces a switch; one random hero and one random
boss
swap places! (!F)
448 - [09:20]
<Wombling_Pikachu>
gotta love the threepeating. - All fighters must now announce their
moves THREE times for there to be any effect. This lasts until the next
hazard.
449 - vs. Agrias Retry
- Stasis Sword. A random fighter takes physical damage (assume 220 Atk)
and a coin is flipped. If heads, add Stop for 21 ticks.
450 - vs. Ragemaster
Hazard 1 - OMFG TENMA GOU ZANKUU!!!111 Spawn Bosses
History 311.
451 - vs. Ragemaster
Hazard 2 - The ref forgot to add the boss's safeguard! If any
bosses
have innate safeguards, get rid of them, but restore them at the next
natural
hazard. (!F)
452 - vs. Choco and
Vanil
- The summoner
line's Trance changes; Esper now only has a 30% chance of activation.
However,
the Moogle's
Smile success rate goes to 100%. If neither of those classes is
playing,
reroll. (!F)
453 - [10:37:07]
<H_Cuz>
Hurray for the healing powers of shit. <:D - Some shit appears
on
the arena floor. You can eat it to recover 21 HP... if you really want
to eat shit. <:O (1 use, IU OK)
454 - vs. Ragemaster:
Retry - OMFG HAMTARO. Drunken Kamek (CY's hazards) shows up and
summons
the demonspawn, whose OMFG CUTE-ness gives ALL fighters permanent,
incurable,
confusion.
455 - [09:04]
<NekoIncardine>
There's enough targets for me to pull out my BIG weapon :D - Inc
pulls
out his BIG weapon. All combatants are blinded for 21 ticks.
456 - Surge Battle
12/18/03
- The battle becomes NC-17 rated (the reverse of the PG-rated battles).
As naked chicks swear gratuitously and hack each other apart with
chainsaws,
all fighters under the age of 17 are sneezed but get 3 EXP
compensation.
Also, Embarrassment becomes invalid. (!F)
457 - vs. Wily's
X-Heroes
Hazard 1 - A number of summoners
call up Odin. Odin uses Zantetsuken. Flip a coin for each fighter; if
heads,
knock 'em out!
458 - vs. Wily's
X-Heroes
Hazard 2 - Interruptions hazard! The X-Heroes, with the Yellow
Devil
in tow, become the new bosses! Previous bosses, of course, become your
allies. Can you defeat yourself? (!F)
459 - vs. Boo Cuz
FF6-style
- If ANY boss has 50% HP or lower, it receives Atk/Def/MAtk/MDef Up,
Haste,
Reflect (all for 41 ticks), and two other random goodstats.
(!F)
460 - [07:03]
<H_Cuz>
HEY LOOK, A DEAD HORSE, HAND ME THE WHIP GOSHI :O - A whip lands
on
the arena floor. Sadly, it may only be used on combatants who are
already
KO'ed, and it doesn't seem to have any effect. :/
461 - vs. Llednar Twem
- The fortune law activates, and one random boss becomes
COMPLETELY
INVINCIBLE until the next hazard. At that time, Judgemaster Cid
nullifies
the fortune law. (!F)
462 -
<Canadian_Yosheh>
Everytime I see [Firaga] I think it says Viagra. <KamekTheRef>
<Vivi>
*casts VIRAGA* <KamekTheRef> <Vivi> *Attack Power didn't
rise, but
something else did* - A
random fighter's Atk doesn't rise, but something else does. (Roll 1d7
for
a random stat to increase, if it's Atk, reroll.)
463 - [23:11:44]
<Sooper_Caffiene_Cuz>
I was bitten by a radioactive coffee bean. :/ - A random fighter
is
bitten by a radioactive coffee bean, and becomes a CAFFIENE-FUELED
SUPERHERO!
Haste and Quick, both for 31 ticks.
464 - vs. Cackletta -
The next fighter to move is KO'ed, then revived, then KO'ed again.
465 -
vs. Trash Golem
- OMG XYBERSURGE x2. Spawn Bosses History
hazard
441, but make it 40 surges!
466
- [22:16] <Neo-KamektheRef> There's something that cures petrify
but i forgot what it was. [22:16] <Neo-KamektheRef> Remedy item
[22:16] <Neo-KamektheRef> wait a minute, there is no remedy item
[22:16] <Neo-KamektheRef> wtf - A random combatant is
Petrified, and the means to cure it doesn't exist.
467
- * Tizzy moves right twice. <H_Cuz> It's either 2,2 or 2,4
<Neo-KamektheRef> T move from (1,3) to (3,3)
<Neo-KamektheRef> (((((( Distance to exit from (3,3) = 1.414214
)))))) <H_Cuz> ... <H_Cuz> -_-; <H_Cuz> It's still
either 2,2 or 2,4 - See Bosses
History hazard 45.
468
- vs. the Bob-Omb Brigade - All fighters are KO'ed. Then, the
ref activates /hpmp2, and everyone's HP and MP are swapped. (!J) (!D)
(!F)
469
- vs. Tutankoopa - A Chomp joins the bosses. It has insane
Attack AND Auto-Berserk. (!F)
470
- vs. Wario - Wario throws three Bob-Ombs at random combatants!
Each one deals 30 damage ignoring critical.
471
- vs. Son of Surge - Spawn Bosses
History hazard 333. However, instead of Firaga,
flames spawn wild surges in retaliation for attacks.
472
- vs. Birdo & The Big Boo - Palidor sent everyone airborne,
and everyone landed on Birdo. Pick a random fighter, and hit him/her
with eight physical attacks (each worth 50 Atk). (!J) (!D)
473
- Bowser's Kastle Mini-Event Hazard 1 - It's time to play "good
luck, bad luck"! Spawn two hazards. Focus the first one for the bosses,
and the second for the heroes. (If they can't be focused, don't
reroll.) (!F)
474
- Bowser's Kastle Mini-Event Hazard 2 - One word... BLOOPER!!
(!F)
475
- vs. Kamek and Kammy - The fighter with the highest MAtk goes
Berserk for 31 ticks.
476
- vs. Bowser - A random call script character casts Double Wave.
Twice. All fighters lose half their maximum HP. (!J) (!F)
477
- vs. THE 8 GR8 EVALS - Sissy Aquaman uses his BUBBLE RAY OF
DEATH! Except... it's not death, it's LIFE! Revive one random hero with
half HP. (!F)
478
- vs. the Many Faces Of Megaman, Hazard 1 - Look at that Dragoon
go! In this match, three of EchoAlbarn's multijumps dealt five or more
hits. So for the dragoon line of classes,
minimum multijumps goes from two to five! (If no dragoons are playing,
reroll.) (!F)
479
- vs. the Many Faces Of Megaman, Hazard 2 - Megaman Volnutt uses
the SHINING LASER! 9999 HP damage to the last fighter to move, ignoring
critical.
480
- vs. Cow King Round 2 - Cow King gets in a milk truck and runs
over the heroes. However, Relm sketches Cow King and mimes the same
attack to damage the bosses! Deal 40 damage to all combatants. (!J)
(!D) (!F)
481
- vs. the Plutonians and the Mooninites - Sneeze one random
combatant, then add him/her back into battle at the next hazard. (S/he
cannot change job classes.) (!F)
482
- vs. Mooninites Revenge - Add the Foreigner Belt to the arena
items. Its powers are linked to the '70s "supergroup", Foreigner. Songs
may not be repeated, and the belt disappears after three songs. (3 uses)
483
- vs. the Universal Remote - It's the triumphant return of Morph
status! The fighter with the highest MP maximum gets a full refill and
Morph status.
484
- vs. Team Outlaw - Add five outlaws to
the bosses. (!F)
485
- vs. Monday-Tuesday-Wednesday-Thursday-Friday-Saturday-Sunday -
The Sun-Dried Tomatoes From The Broodwich are added to the arena items.
Hint: Don't touch them. ([IU]) (!F)
486
- vs.... uh... Falco - The grand debut of the Magic Sword skill!
Pick a random fighter and roll 20d2. That fighter gets a Magic Sword
charge worth that much MP, and they can use it for a Magic Sword attack
regardless of job class. (However, the charge cannot be enhanced unless
the target knows Magic Sword.)
487
- vs. Dr. Wily's Big Honking Ship - Spawn an interruptions
hazard. However, if the interruption is defeated, the previous boss
reclaims his post as an enemy, and the battle continues! (!F)
488
- vs. Golbez and Summons - Spawn a random summon.
The resulting creature joins the bosses with 300 HP, 100 MAtk, and 15
speed. Every turn it gets, it uses its attack. (!F)
489
- vs. Giant Mecha Killer Bee - 3-D Attack. Pick a random boss
and roll 1d100. If it's 30 or below, that boss gets paralyzed,
silenced, and turned into an imp. (!F)
490 - Protect
Peach! Mini-Event - Three
people join the bosses as random job classes, but they're all Paralyzed
and Confused indefinitely. (!F)
491 - Timer
Mini-Event - Hey, paisanos!
It's time for an ass-whipping, Mario style! Evil Mario joins the
bosses. (!F)
492 - vs. the
Turks - This fight ended way
earlier than the ref would have liked, so he sent in Team Tonberry to
fuck the heroes up! Spawn Final Fantasy hazard 51.
493
- Job Class Chaos Mini-Event - Spawn Really
Evil Hazard #34. (!F)
494
- Status Change Chaos Mini-Event - Until the next hazard, all
actions will add a random status effect (good
or bad) to the target. (!F)
495
- [20:08:54] <Rumpelstiltzkoopa> There should be a bad stat
called Auto-Death [20:09:02] <Rumpelstiltzkoopa> Where if you die
and someone tries to revive you, you die again :D - A random
combatant gets Auto-Death. O_o
496
- <sslrranma> usualy, i kept putz as a knight, then White Mage
for a while, then magic knight, then ranger - Putz joins the
heroes as a Knight. (!F)
497
- vs. Magus - Oh dammit! I set the boss's HP too low! :( Cut all
bosses' Defense and Magic Defense in half, but double their HP. (!F)
498
- [21:19:10] * NekoIncardine could use Energy. >_> [21:19:19]
<KamekTheRef|EvilMarios> Inc - Good luck with that. :D -
One fighter gets Energy status... OH WAIT, IT DOESN'T EXIST IN THIS
SYSTEM! TOO BAD, LOLXH. Oh well, s/he recovers 5 MP.
499
- Progressive Match - Carter the Interruption casts Flare on all
heroes. 100-200 HP damage each. Ignore critical. Commence disbelief.
(!F)
500 - <Tizzy> Hi, my loving
family. :O <H_Cuz> ...That's enough to make me want to tear out
screaming - Tizzy shows up, and a random hero tears out
screaming (sneeze). (!F)
501 - vs. Anti-Whore Hazard 1 - Cast
a random blue magic spell on a random
combatant (or combatants). If any
blue mages are on hand, they learn it... but if
they already know the
spell, they lose it!
502
- vs. Anti-Whore Hazard 2 - It's a hail of Kirbys on Warp Stars!
Beckoned by the smiling Friendly Missile, 5d2 Kirbys crash into random
combatants, each dealing 15d2 damage.
503
- [22:01] <Ben-San> HOLY FUCK IT IS MY TURN WHAT DID I DO TO
DESERVE THIS IS IT SECRET CHRISTMAS?!?! - YES! IT IS! A random
hero receives a Secret Christmas present. (!F)
504 - vs. FlameMan v2 - Pick a
random combatant, and roll a random NetNavi
chip. If it's fire-elemental, use it on that combatant (and his
allies, if applicable). Otherwise, cast Flame Blast on the fighter
(assume 100 MAtk). (!J)
505 - vs. the Dentist, Round 2
- This match was marked by low dice rolls across the board. The next
time a dice roll is called for, it's rigged to 1. (If a hazard requires
multiple dice rolls, rig them all.) No questions asked. (!F)
506 - vs. Team Boom-Boom -
*insert Super Mario Bros. 3 boss theme* Three Boom-Booms join the
bosses. (!F)
507
- <H_Cuz> YOU HATE THE ARENA AND WANT IT TO DIE <H_Cuz> BUT
I SHALL DEFEND IT! HENSHIIIIIIIIIIIIN! <Tizzy> I never said that
* H_Cuz is now known as SOOPER_CAFFIENE_CUZ <SOOPER_CAFFIENE_CUZ>
>:( - Sooper Caffiene Cuz joins the heroes as a random job
class with double speed. (!F)
508
- vs. Ozma: Rematch - For swearing repeatedly in the PG-rated
arena, KtR has to put on a dunce cap, go to the penalty box, and suffer
the sound of Karin Kanzuki's horrendous laughing. That makes him mad!
Flip a coin. If heads, spawn a Really Evil
hazard.
509 - vs. Iris - SSL left for
three months because he had trouble calling coin flips. The next
fighter to miss a coin flip is sneezed with no EXP compensation.
510 - vs. Team Chrono Trigger -
A random player is job changed by Psycho Kamek... to his current job
class.
511 - Heroes vs. Heroes - The
coin just loved one of the teams. For the next five turns, all coin
flips will be rigged in favor of whoever is calling it.
512 - vs. ShadeMan and LaserMan
- Ooh, fun with Dark Chips! All NetNavis and Robot Masters in play get
a Dark Chip. Using it will not trigger the usual -5 Trance penalty. If
there are no Navis playing, reroll.
513 - vs. Kamek (1/5/05) -
Chiho uses insane class customization to launch a super stabbity combo!
Launch 10d2 attacks against a random boss, each worth 95 Atk. (!F)
514 - vs. Bass SP - Good thing
MechaCrash -- as a VG Fighter -- was able to Trance, and totally PWN
the formidable Bass. The hero with the most EXP trances immediately.
(!F)
515 - Mini-Event: Find SearchMan!
- You know what's annoying? Ratty viruses. 1d3 of them join the bosses
with 130 HP, 120 Atk, 120 Evade, 16 Spd, and the Aim attribute. (!F)
516 - Mini-Event: The Glitz Pit
- Batman refuses to pay the bank robbers, so those robbers join the
bosses as Bandits. However, Batman joins the
heroes as a chemist. (!F)
517 - vs. MegaMan and ProtoMan SP...
er, Alpha - Three words. MASS STATUS HAXX0R!
518 - vs. the Red Sox -
Wouldn't you know it? In the match where critical hits were essential
to the gimmick, the bosses barely got any. So, no more critical hits
for the rest of the match.
519 - vs. M. Bison ('05 edition)
Hazard 1 - Klawkat builds a souped-up Bob-Omb, and orders it to
attack Mario. If the plumber is in battle, he takes 75 HP damage
ignoring critical. (Variants like Evil Mario count; people like Luigi
and Wario do not.) Otherwise, the Bob-Omb leaves the arena and goes to
the Mushroom Kingdom. (!J) (!F)
520 - vs. M. Bison ('05 edition)
Hazard 2 - Suicidal Whoring! KO the last combatant to move, but
s/he also learns one random blue magic spell.
521 - vs. (Flying) Shin Akuma -
Spawn a Ref's Choice hazard, but it must be beneficial to the heroes.
(!F)
522 - vs. Minotaur and Omniscient
- The game's next five coin flips are rigged against whoever is calling
them. (You cannot sidestep this by calling for a dice roll or the
like.) (!F)
523 - vs. Zombie Jesus and Ghost of
the Easter Bunny - Noise Stop! All combatants are hit with a
lethal sound wave, dealing 100 damage.
524 - Job Class Chaos II -
Sometimes a match is hard because the heroes MAKE it hard. Insert L.3
Flare here. (!F)
525 - vs. Superbard - A "P"
Switch goes off! Now just pray that its effects aren't anything like
what happened in the Superbard fight. (!F)
526 - vs. Afro Batman and Robo-Jesus
Hazard 2 - Don't you hate it when you Trance... and then can't
use your trance because you're changed into an Imp? All tranced
fighters suffer this cruel fate! Esunas, anyone? (!F)
527 - vs. Groggy Monsters Hazard 1
- One random hero and one random boss are both declared "ballmen".
Whichever team's ballman is KO'ed first, loses! (!F)
528 - vs. Groggy Monsters Hazard 2
- Foxy fires the Noro Noro Beam at a random combatant, stopping them
for 30 seconds... which, coincidentally, comes out to 21 ticks in
arena-time.
529 - Four Fiends Endurance -
Oh snap three Necromancers join the bosses. :O (!F)
530 - <H_Cuz> So attacks do MP
damage? <H_Cuz> And to damage HP, you have to CUT THEM IN HALF
WITH A RUSTY HACKSAW? <H_Cuz> Which requires a Rusty Hacksaw item
- A rusty hacksaw item appears in the arena, and is the only way to
physically deal damage for the next 15 ticks.
531 - vs. Miranda, Round 2 -
All bosses go MIA until the next hazard, ignoring safeguard. Meanwhile,
Material joins the bosses as a V. G. Fighter.
(!F)
532 - Four Fiends Endurance Rematch
- Tiamat uses Jet Breath. Each fighter takes 10 damage with a 10%
chance of Burn. (!J) (!D)
533 - vs. Ener and his Priests
- Ohm uses the Trial of Steel, and barbed wire surrounds the arena. Any
fighters going MIA (or returning from it) will take 35 damage.
534 - vs. the Specialist Squad
- Until the next hazard, any magic spells must get through five Runic
attempts to succeed!
535 - vs. Elmdor and his assassins
- Stop Bracelet. Stop Breath. Last Breath. Whatever. Elmdor's assassins
deal instant death to the last fighter to move. (!J) (!D)
536 - Nelveska Temple Battle -
Worker 7 is a robot, unaffected by magic. The boss with the most HP
becomes Innocent for 11 ticks. (!F)
537 - [00:58] * The_Silent_Strider
smashes H's head with a hammer. Get to bed, you, if you have a headache
:P - TSS smashes a random fighter in the head with a hammer.
Reduce HP by 75%. (!J) (!D)
538 - [13:28] <Goshi> The trance
was a good idea (all though it annoys me like hell getting the trance
meter finally filled only for the battle to have ended. - For
this battle, there will be no compensation for wasted trances. Beware!
539 - [15:42] <H_Cuz> As we
speak, I've sent a team of elite spies to NK's house to bring me a copy
of his Combine Spreadsheet >:D - Three call script characters
all join the heroes as thiev--er, Elite Spies.
(!F)
540 - <[Your_Mom]> ...Does all
abilities mean I can use BM from my own system? :O * Neo-KamektheRef
shoots H. <[Your_Mom]> I wanted to use Death Claw ._. Or Flash
Video ._. Or something ._. - If Neo-Kamek is around,
blue magic users may now use any NK*blue spells they know.
541 - <Carterman> Only shotguns
can kill zombies. >:O <Carterman> Everyone knows that -
A shotgun appears on the arena floor. It can be used to kill undead
fighters.
542 - [01:33] <H_Cuz>
<Rydia> I am Sailor Rydia :O <Edge> I'm Tuxedo Edge :D
<Everyone> ...*falls over laughing* - Sailor Rydia joins
the heroes as a Summoner, Tuxedo Edge joins as
a Ninja, and everyone falls over laughing. (!F)
543 - [15:32] <Tom_D> I CARE
ABOUT NINJAS WITH BIG ASS GUNS WITH BLACK MAGIC :O [15:33]
<H_Cuz> What happened, did Goshi and Carter and Tiz get together
and spawn a child or something? - Two ninjas
with big-ass guns and black magic join the bosses. (!F)
544 - vs. the Specialist Squad Hazard 2
- Interruptions hazard! All bosses become allies as you face off
against five Offensive Specialists and five Defensive Specialists. (!F)
545 - <H_Cuz> Disable usually
works for me. But always on the stupid moves that they don't need
anyway. <H_Cuz> -=- CATERPIE's STRING SHOT was disabled!! -=-
<H_Cuz> <Me> ...Yay? - Pick a random fighter. The
ref decides his most useless technique, and disables it for 41 ticks.
546 - [19:35] <H_Cuz> <Me>
Well, time to fight Guy and beat the game... *sees the Shin Akuma
dialogue* Oh fucking shit. - Spawn Street
Fighter hazard 1. "Oh fucking shit" indeed. (!F)
547 - [20:18] <KamekTheRef> -=-
WARNING -=- [20:18] <KamekTheRef> -=- NetNavi chip-generator is
out of order. Change class or fight with your buster? -=- - The
Navi chip/spell generators and the Item Box malfunction. People who
have these skills may switch job classes if they wish. (!F)
548 - [15:25] <Tom_D> Do you
really think NK would leave forever.. ? [15:25] <H_Cuz> No.
Nobody does. NK himself downgraded it to a "sabbatical". :P -
Anything that would sneeze a combatant, from now on, is downgraded to a
15-tick Sabbatical (MIA).
549 - <Paranoid_Cheese_Sandwich>
*scrolls up* Purim == the lost Mysidian twin. Cut from the US
version because they tought having the hermaphrodite Purim alongside
Polom and Parom would be to disturbing. - Spawn Bosses History Hazard 297, but throw in Purim as a Time Mage. (!F)
550 - [18:30] <Goshi> You should
add for my mind every char gets poisoned with depression >:O
- Spawn Arena Change #11, but poison all
fighters. With depression. Cheer up, emo kid. <:( (!F)
551 - [21:44] <H_Cuz> Because
whoring is illegal in 49 states. :O - Since we're not in Nevada,
Rage, Learn Blue Magic, and other such whore-related skills are
disabled for the rest of the fight.
552 - [23:42] <H_Cuz>
<KtR> I'm a ref, I can ignore the arena barrier. [23:42]
<H_Cuz> <KtR> Or teleport through it. [23:42] <H_Cuz>
<KtR> Or open and close it. - Any official refs NOT
ALREADY IN PLAY may now ignore the arena barrier to join the fight (or
just harass the players). (!F)
553 - [19:27] <Tizzy> (4:13PM)
-H_Cuz- If you miss your turn, you're the WORST MAGE EVER. >:O
[19:27] <Tizzy> That scared me. - The next person to miss
a turn -- regardless of reason -- becomes the WORST MAGE EVER. Lose all
MP and set MAtk to 20.
554 - [20:28] <H_Cuz> I try to
avoid using Pray except in the final battle. [20:28] <H_Cuz> 90%
of the time it screws me over. - Hey, what else does that remind
you of? Paula prays for the heroes, but a wild surge goes off instead.
(!F)
555 - [20:42] <Sonic-Arti> Do I
have a BOTVGH Hazard? :O [20:43] * H_Cuz rolled (1d42) for a BOTVGH
hazard! Result was: 69 - Sonic-Arti - Faps on all fighters. -
Just... no. Reroll.
556 - [17:29] <Sir_Carter>
There's nothing your woman likes more than a good beating. [17:29]
<Sir_Carter> Nothing tells her "I love you" than a concussion
inducing blow to the head with a baseball bat - Carter smashes a
random female fighter with a baseball bat, dealing 35 damage. If no
females are fighting, this hazard does nothing. (!J) (!D)
557 - [20:12] <Tizzy> I can't
wait till I drive :O [20:12] <Tizzy> I'm gonna run everyone over.
- Tiz runs everyone over for 28 damage. (!J)
558 - [17:18] <H_Cuz>
BFMusashiPSX (5:17:49 PM): *thought of a weird boss idea* Meta Knight,
and all the heroes would have to be knights :O I'm not serious about
it, but it is funny - All heroes become Knights.
I'm not serious about this, but it's funny. <:O (!F)
559 - [20:38] <UDX_EXE> I hate
Space Pirates [20:38] <Sir_Carter> I hate robots [20:38]
<Sir_Carter> They suck - Carter hates robots, so he uses
Robots-B-Gone. KO anyone who would normally be affected by that item.
560 - [12:38] <SSLRranma> HC, if
i get that captain class im changing my nick to lou :O - Captain
Lou joins the heroes... as a Captain. (!F)
561 - [18:03] * Neo-Kamek wonders
where his cursed spring hazard set is that he never finished. -
KtR stole it, that's where! And he rolls one up!
562 - [21:11] * Diskmaster stab you.
[21:11] * SSLRranma stabs disk [21:11] * TarenWanderer stabs SSL
[21:11] * H_Cuz stabs Taren. - All fighters stab each other,
taking 10 damage. (!J) (!D)
563 - [21:58] <Neo-KamektheRef>
(Rydia) How'd I become an engineer >.> [21:58] <H_Cuz>
<Cid> You borrowed my hammer [21:58] <H_Cuz> <Cid>
BUT LITTLE DID YOU KNOW IT WAS A MAJIK HAMMER - The last hero to
move gets Cid's MAJIK HAMMER and his/her job becomes Engineer. (!F)
564 - [02:23] * Neo-Kamek (Neo-Kamek)
casts "Kill Annoying Fuckheads" on Nesshelper (150 MP) - NK
casts Kill Annoying Fuckheads on a random fighter. 150 MP, 140 MAtk.
(!J) (!D)
565 - [01:13] <Neo-Kamek> So
before you fucking call me a thief again, go look at Inc's system. K?
- Inc pretty much stole NK's entire battle system, so if he's in
battle, change his job class to Thief. If not,
reroll. (!F)
566 - [01:40] <SSLRranma> or
give CY a limit where he does 10 damage per item in the game and call
it Whore rush :O - Just that happens. For every item you hold,
take 10 damage. For every arena floor item, a random fighter is
targeted.
567 - [02:08] <H_Cuz> -=-
Finished working -=- [02:08] <Tizzy> Am I still working? [02:08]
<[[Meta_Knight]]> There are no stupid questions, just stupid
people - See Bosses History hazard 45.
568 - vs. Miranda, Round 3 -
SSL's evil female clone, SSL-chan, joins the bosses as a Cow General! She starts with one charge, 9
Trance, and (non-innate) Haste for 41 ticks. (!F)
569 - [19:05] <Goshi> OMG A
HACKER NAMED NICKSERV CHANGED MY NICK!1111111 [19:05] <H_Cuz> OMG
A HACKER NAMED NICKSERV IS ASKING FOR MY PASSWORD - NickServ
joins the bosses with the same stats as the EZBoard job class. (!F)
570 - vs. Ener and the Priests Round 2
- The ref picks a random hero. If that hero changes his nick to the
ref's whim (i.e. Jesus_Freak) for the rest of the match, something good
will happen! (!F)
571 - vs. the Worms ('05 edition)
- Canadian Yosheh leaves the battle and costs the heroes a victory.
This pisses off three random heroes to the point of instant Trance! (!F)
572 - vs. Magus ('05 edition) -
Script-rape deluxe! For the rest of the battle, fighters who would
normally have to call a coin flip (paralyzed/confused fighters, for
example) now have to roll 1d10. If it's a 1, they can move, if not... -=-
TOO BAD!!!!!!!!111111111111 LOLhx -=-
573 - <Canadian_Yosheh> In that
case, I'm going to take a leak. <H_Cuz> CY IS LEAKING, SOMEONE
PATCH HIM UP - A random combatant starts leaking. Leaking HP.
Add Seizure status. If Mario or Luigi is in play, they can fix the leak
at no MP charge.
574 - vs. Wart - Klawkat rolls
three random heroes into a katamari (sneeze), then tries to roll the
boss with the most HP. If that boss is Tiny, it is sneezed as well,
ignoring death protection. If not, it takes 10 damage. (!J) (!F)
575 - <Carter> I thought
bob-ombs threw up in your hands. - Ewww. If anyone is holding a
Bob-Omb item, it throws up in their hands, inflicting two status
ailments (ignore Safeguard). If nobody has a Bob-Omb, reroll.
576 - [01:43:56] <UDX> What does
Fight do? [01:44:00] <H_Cuz> Fights - See Bosses History hazard 45.
577 - vs. the Supreme Court -
The Supreme Court spawns some laws to be put into effect for 21 ticks.
See Bosses History hazard 443.
578 - <Neo-Kamek> I did a Shin
Akuma match? <H_Cuz> Yes <Neo-Kamek> I've never even SEEN
Shin Akuma. <Wombling_Pikachu> You did it yourself, no guest
<Neo-Kamek> OK WHATEVER :O - Neither NK nor KtR remembers
adding Shin Akuma to the bosses. But he got there SOMEhow... <:O (!F)
579 - [21:11] * TarenWanderer eats the
EVIL PIE to regain mp - An evil pie appears on the arena floor;
eat it to recover all your MP. But this does not come without a cost.
After all, the pie IS evil... [IU]
580 - [01:09] <NK|working>
~hammer [01:09] <Kammy> NK|working takes a hammer and smashes the
slot machine to bits, rendering it useless! - If anyone has the
Slot ability, it's rendered useless. Otherwise, reroll.
581 - <Neo-Kamek> I should make
a Carter job class <Neo-Kamek> It'd have two skills
<Neo-Kamek> "Carter's Tech" <Neo-Kamek> and
<Neo-Kamek> "Gaybo Refbomb" - A random hero is changed to
the Carter job class, and gains the aforementioned two skills. (!F)
582 - <Canadian_Yosheh>
<Nesshelper> *equips a Killer Bow and shoots arrows from it,
killing various morons from BOTVGH* <H_Cuz> Luckily I BLOXXORED
TEH ARROS WITH MY SHEELD OF ARRO-BLOXXORING. - The last fighter
to move gets a SHEELD OF ARRO-BLOXXORING. It blocks arrows from Archers and Hunters. If
neither of these jobs is in play, too bad. >:O
583 - [09:51:59] <H_Cuz> Every
time you use "XD", god kills a kitten :( - Add three kittens to
the heroes as Travelers. However, every time
one of the heroes uses "XD".... (!F)
584 - [19:46] <H_Cuz> Know what
sucks? [19:46] <TarenWanderer> What does, H? [19:46]
<H_Cuz> Fighting multiple Cactuars at once. - Three
Cactuars join the bosses. (!F)
585 - [20:18]
<Goooooo_Freakachu> <Brick> *thinks* [20:18]
<Goooooo_Freakachu> <Brick> *thinks* [20:18]
<Goooooo_Freakachu> <Brick> *thinks* [20:18]
<Goooooo_Freakachu> <Brick> *head explodes* - Don't
think too much, OK? All fighters now have two minutes to take their
turns. Any longer, and your head will explode (KO) from thinking too
hard.
586 - [21:10] * Canadian_Yosheh was
the fatest.. [21:10] <Canadian_Yosheh> ... Fastest. [21:10]
<Canadian_Yosheh> I'm not fat. >:O - Whoever is fast
(Hasted) now becomes fat (Slow) instead. Ignore safeguard.
587 - [04:36:42] <H_Cuz>
<Supreme Court> THWOMPS ARE OUTLAWS DAMMIT :( [04:36:52]
<H_Cuz> ...Outlawed rather - A Thwomp joins the battle as
an Outlaw. Flip a coin; if heads it joins the
heroes, if tails it joins the bosses. It also gets the Crash Land skill.
588 - <H_Cuz> TIME'S UP
<Protoman-X> is not <H_Cuz> Yes it is <H_Cuz> Time
warped while you weren't looking - Time warps, and all timed
status effects expire immediately.
589 - <TarenWanderer> And you
can't cast- Fucking Incardine. :( - A random call script
character fucks Incardine. All combatants have 20 seconds to turn their
heads, or suffer the horror. :O
590 - <H_Cuz> -=- Baby Mario has
item(s): Bah. -=- - A random fighter's items are now "Bah."
Ignore Maintenance. This is not an actual item and doesn't do anything.
591 - Interrupt Tournament: Specialist
Squad vs. Team FF5 - The Slot command is rigged to 3-4-5 for the
rest of the battle... but all Rage coin flips are rigged against
whoever is calling them.
592 - vs. the Whiny Politician
- Until the next hazard, a random boss receives infinite Challenge
Flags! (See Item Hazard 100) (!F)
593 -
<CY_The_Sissy_WP_Replacement> speaking of Odie...
<CY_The_Sissy_WP_Replacement> He came up the other day while you
weren't here. <Robo-Ky> Odie? <CY_The_Sissy_WP_Replacement>
Yes. <CY_The_Sissy_WP_Replacement> Odie. - Odie appears
and uses Zantetsuken to kill a random fighter. >:O (!J) (!D)
594 - <Neo-Kamek> (Leo) I can't,
I don't use gaybo magic. >:O - Leo doesn't, but you do! A
random fighter gets the Gaybo Magic skill: it costs 20 MP and does
absolutely NOTHING! >:O
595 - vs. the Night Owl - A
large Energy Vat appears on the arena floor. It cannot be picked up,
but fighters may drink from it to fully recover their HP. It can be
used up to five times. When a fighter dies, he has a 40% chance to land
in the Vat and be fully restored by it! (!F)
596 - 7/27/05 - FREEDOM LOL -
Do you want to be safe, or do you want to be free? The last fighter to
move is given the option to be safe or to be free. If you choose to be
safe, nothing happens. If you choose to be free, you gain access to all
Kode skills... but at what cost?
597 - vs. Dark Bahamut - Dark
Bahamut tries to reflect Flare off a random boss! But, even if that
boss HAS Reflect, it fails. Either way, he takes 100-200 damage. (!J)
(!D) (!F)
598 - vs. Surge ('05 edition) -
If the ref wishes to rig a wild surge, he may do so now (but may not
rig the target). (!F)
599 - vs. Kent C. and the Koopa Krew
- Shell Slam! Roll 1d4 for each combatant. If it's a 1, they take 54-66
HP damage; otherwise, 30-42 damage. (!J)
600 - Wild Magic Arena Fight -
The arena becomes a wild magic zone until the next hazard. Add Wild
status to all combatants. (!F)
601 - vs. Dalton - Iron Orb!
Spawn Other RPGs Hazard 94.
602 - vs. GolemTrio - A surge
word is activated! However, if anyone uses it, UDX goes ballistic at
them and chases them out of the battle (sneeze). (!F)
603 - [21:01:14] <Tizzy> I
wonder if I can be a white belt. :O - A random hero's job
changes to White Belt. It has the same stats and abilities as the Black Belt, but only 20 Atk. (!F)
604 - vs. Evil Genius Belichick
- LOL WHORE TIME! All Psycho Veldt Kids
in play get Cook as a trance skill! The hardcore whores also decide to
revive any dead bosses with half HP. Too bad the bosses got access to
the RCP... (!F)
605 - <sslrranma> H - maybe make
a "Navi chips are replaced with item bad: materia" ? <Neo-Kamek>
Bad Materia <Neo-Kamek> HAZARD: BAD MATERIA. Any materia on the
floor go bad, and reduce your stats like crazy if you grab them.
- Just that happens. >:O (!F)
606 - vs. Team SOLDIER - <H_Cuz>
I'm not around for two minutes and you guys go and jokerize the fight
on me. >:O - The ref goes AFK for a minute or two. When he
gets back, SOMEONE has accidentally given all of the bosses infinite
Auto-Life. >.> (!F)
607 - vs. Grodus - Everyone
gets a gajillion badstats, some interruptions are spawned, about 20
different items land on the floor, someone loses dozens of EXP.........
or better yet, just reroll. <:O
608 - vs. the Anti-Whore V2 -
Roll 1d3. If 1, cast EXP Punish on the fighters (1 damage per 4 EXP).
If 2, cast Blue Punish (5 damage per blue spell
known). If 3, cast Stat Punish (Mass Status Haxx0r).
609 - Chemist Endurance -
Anyone with an item box gets stuck with the same items over and over
again. When you use an item, flip a coin. If heads, the same item will
show up to replace it. If tails, it's a Gravity Hold (Mega
Man weapon 35).
610 - <UDX> Something tells me
I'm gonna start collecting Disney and Warner Bros shorts * KamekTheRef
hits UDX with the Hardhead's mouth, too. For good measure. <UDX>
What, you no like classic cartoons? <KamekTheRef> No, I just like
hitting people with the Hardhead's mouth - KtR hits a random
fighter with a Hardhead's mouth for 15 damage.
611 - <Cyber_Black_Yoshi> My
Blue Magic skills are so legendary... I have people learning ME as a
Blue Magic... - Pick a random hero, and add Cyber Black Yoshi to
that hero's blue magic list for the remainder
of the battle. It's uncastable, so don't bother trying. (!F)
612 - vs. the Hideously Overpowered
Frank '05 - TSS wonders "what could possibly go wrong" for the
team that's currently winning. As if on cue, a Really
Evil hazard is focused against that team.
613 - [23:10:34] <Misty> Oh, I
see [23:10:41] <H_Cuz> NO YOU DON'T. - Insert blindness
here. Random combatant.
614 - vs. Ranger Death Squad -
As soon as the bosses die, Arena Change
hazard 33 (Hard Mode) is immediately activated, as is Surge Mania mode.
(!F)
615 - vs. Sleep - <Insert
Night (see blue magic) here> (!F)
616 - vs. Robo-Ky '05 - HAZARD
EMPTY FOR THE WIN. The next person to use Hazard Control to empty the
hazard bar wins 1 EXP. (!F)
617 - Katamari Survival - A
random fighter gets rolled up in a katamari, and becomes Stopped
indefinitely. If anyone does more than 150 damage, though, the shock of
the attack will knock that fighter free. Also, a random hero gets bored
and LEAVES FOREVAR (!F).
618 - <H_Cuz> There should be a
Ranjer Deth Squid class, which is actually a Blooper with hazard
control. - A Blooper joins the bosses with the Hazard Control
and Hazard Focus skills. (!F)
619 - vs. Duke the Fraction Satan '05
- From now on, gravity (percentage-based) skills will be based on Max
HP instead of current HP! (!F)
620 - vs. Team Dumb Luck, et. al.
- One Robot Master, one MageNavi,
one Chemist, one Gambler,
one Sage, and one Junior Ref
all join the bosses. :O (!F)
621 - <Comadore> Hey guys
<Comadore> I have cancer <Comadore> so I have to leave
- Pick a random fighter. If they have any status
ailments, they come down with cancer and have to leave.
622 - <Saburo> Remember Sonic,
if someone touches you in a way or place that makes you feel
uncomfortable, that's no good. - The last fighter to move gets
touched in a way or place that makes them feel uncomfortable. And
that's no good. :( Add Embarrassment status.
623 - vs. Zombie Jesus & Fallen
Angels - Three Necromancers join the
bosses. They all have Block, Auto-Counter, Return Magic, and infinite
Auto-Life. Have fun. :D (You don't need to kill them to win the fight.)
(!F)
624 - vs. Batdodge Man - LOL
STATBUFF. A random fighter gets five random status
boosts... but then immediately gets hit by Status HaXX0r. Sucks to
be you. :O
625 - vs. Calculator Death Squad
- In this battle, everyone ever tranced due to wild surge. Flip a coin
for each hero. If heads, they trance immediately. (!F)
626 - vs. Ash & Pikachu -
Ash uses Counter Pokémon. Spawn a random Pokémon skill
from the /pkmn script, and use it against the last fighter to deal
damage.
627 - vs. R/S Pokémon Team
- Someone pulls the arena fire alarm, just to be a dick. >:O As a
result, the fighters must move to a different
arena. (!F)
628 - vs. Summon Monster Endurance
- See Bosses History hazard 488. (!F)
629 - vs. Kuja - LOL IPSEN'S
CASTLE GIMMICK. But unlike the arena change
hazard, this one doesn't affect the hazards or surges. Instead, it
affects the damage of certain skills. Stronger attacks deal far less
damage than usual; weak attacks deal far more. This only applies to
physical attacks. (!F)
630 - vs. MUGEN Kamek - Kamek
drops a switchblock on a random fighter. Fatality. (!D)
631 - vs. RAPPS - Don Corneo
joins the bosses with the same stats as the WaRiOsHaDy joker
interruption. (!F)
632 - vs. Gi Nattak - The boss
with the most HP gets blasted by Holy. (50 MP, 150 MAtk) (!F)
633 - X-Heroes vs. Kamek & Kefka
(12/13/05) - Hey, nobody told you guys, but all the bosses have
Mass Status HaXX0r in their skillsets. It costs 48 MP, and IT HAS
ALWAYS BEEN THERE. SHUT UP. (!F)
634 - vs. Schizo - The heroes
all get eight status boosts!... but the ref
casts Mass Status HaXX0r, so the heroes get eight ailments
instead (plus more if they already have stat boosts). (!F)
635 - vs. Godo - Spawn another
hazard. However, if it damages any bosses, those bosses counter with
Restore, fully replenishing their HP (assuming they have the MP)! (!F)
636 - vs. the Hideously Overpowered
Frank '05 (Round 3) - Spawn Bosses History hazard 506, but also
spawn a Wormhole. This is a special wormhole that can be activated by
the ref as well as the players. (!F)
637 - ??? Status Chaos Mini-Event
- Pick three random fighters and give them all random ??? status changes!
638 - vs. Count Down - Oh noes!
In exactly five minutes real-time, Count Down will cast Mass Status
HaXX0r on the heroes! :O (!F)
639 - vs. Laharl, Etna, and Flonne
- The next person to swear gets yellow carded, and as a result, all
their actions have added surges for the rest of the fight!
640 - vs. HC's Bosses - The
bosses hire an X-Hero clone of the hero with the most EXP! (!F)
641 - vs. Cupid and the Drama Queen
- The ref loses his ability to influence things for the next 31 ticks!
That means no rigging, no rerolling nasty surges, and no ref's choice
hazards. (!F)
642 - vs. Thardus - The boss
with the most max HP becomes invincible! In order to damage him, you
must first scan the boss. The boss will then become vulnerable until he
loses 20% of his max HP, at which point he must be scanned again. (!F)
643 - *** H_Cuz changes topic to 'I
CLAIM THIS CHAT IN THE NAME OF SPAIN' * H_Cuz sticks a flag in Kim's
foot. - H Cuz CLAIMS THIS CHAT IN THE NAME OF SPAIN, and sticks
a flag in a random fighter's foot for 15 damage. (!J)
644 - <Tom_D> !join INFINITY HP
AND MP MAN <H_Cuz> Name: Tom D HP: Infinity/Infinity MP:
Infinity/Infinity CT: 0/100 TRANCE: 0/10 Job Class: InfinityMan Status:
[K.O.] [MP Gone] <H_Cuz> ...KO <:O <Tom_D> YAAAYY -- WHAT
- Tom D joins the heroes as an InfinityMan!... too bad he's auto-KO'ed.
:O (!F)
645 - <Tizzy_The_Paladin> I'll
just holy on all. <KamekTheRef> -=- *WARNING* -=-
<KamekTheRef> -=- Holy is a single-target attack. Multitargetting
it will cost you 200 EXP and all your blue magic. Proceed? -=- -
Holy can now be multitargeted! :D... for the aforementioned cost. (!F)
646 - <Giygas> *kills the ref*
<KamekTheRef> -=- OH NOS -=- <KamekTheRef> -=- REF BARRIER
-=- <KamekTheRef> -=- KILL BACKFIRED -=- <Giygas> darn.
<KamekTheRef> -=- One-hit KO! -=- <KamekTheRef> -=- Giygas
is outta here! -=- <Giygas> ...WTF - The ref joins the
bosses. His speed is set to 0, but he still has his ref barrier, so
beware! (!F)
647 - * H_Cuz confiscates
Princess_Pikachu's tampons. >:O * H_Cuz also confiscates
Princess_Pikachu's lipstick and nail polish. * H_Cuz shoots
Princess_Pikachu since he has nothing else to steal.
<Princess_Pikachu> H is a meanie - HC steals all of a
random fighter's items, then shoots them for 35 damage.
648 - * H_Cuz grins and is surrounded
by an unholy blue aura. <H_Cuz> GWAHAHAHAHA... ha...
<PrincessVirgo> ...... O_o * H_Cuz sees everyone staring * H_Cuz
turns off the unholy aura - Oh my, what could H Cuz have
planned? He certainly wouldn't spawn three Really
Evil hazards, would he?
649 - <Tom_D> No one likes NH,
apart from UDX, I think. <H_Cuz> Kario likes him :O <Tom_D>
I tbought they divorced. :O <H_Cuz> They were gonna, but Bush
said "Think of the Children <:O" And they got back together <:O
- Dubya implores you to think of the children, and anyone who has
switched sides mid-battle returns to his/her original team. (!F)
650 - <H_Cuz> I wanna take Cammy
into battle against Shin Akuma. I kick ass with her. :O <H_Cuz>
He'd probably Dragon Punch every one of my attacks, but oh well. <:O
- Spawn Street Fighter hazards 9 (Cammy) and 1
(Shin Akuma), in that order. (!F)
651 - <H_Cuz> <Shin Akuma in
a Tutu> *Uses the RAGING PIROUETTE* - Just that happens. It
may look really silly, but it's still an instant KO to one random
fighter. (Unlike the Raging Demon, the Raging Pirouette does NOT ignore
deathproof status.) (!J)
652 - <KamekTheRef>
<Cammy> You send in Shin Akuma and I will personally kick your
ass. -_- <KamekTheRef> <KtR> You're no fun. :( - The
next time an interruption hazard is called for, the ref has to null it,
or else Cammy will kick his ass. (!F)
653 - * Canadian_Yosheh cranks up
Tatanga's theme. ..... Hey, that's not a bad boss idea.. :O
<H_Cuz> Yeah it is. :O <H_Cuz> All Tatanga does is shoot
fireballs. >:O - Tatanga shoots fireballs at all fighters for
30 damage. (!D)
654 - * NekoIncardine adds Custer's
Revenge Hazard ala NK's "Saban's Sailor Moon" hazard - Insert
Custer's Revenge here. It has the exact same effects as Really Evil hazard #100.
655 - <Princess_Pikachu> I WOULD
LIKE TO MAKE AN ANNOUNCEMENT. >:O <Princess_Pikachu> My name
is now Jenny. <ArtboardJoey> .... <H_Cuz> No it's not
<:O <Princess_Pikachu> I like the name Jenny - A random
fighter is renamed Jenny.
656 - * CY|Disgaea watches the shit
fly. <H_Cuz> Ew :( - Shit flies all over the arena! All
fighters receive two random status ailments.
657 - <Klawkat> ya know, you
should make the slots skill appear in other Higher level classes... I
don't see anything unreasonable it should appear in the outlaw's list.
<Klawkat> Think about it. Slot machines are usually called one
armed bandits. Yeah. ::Nods:: - From now on, the entire thief line can use the gambler's
Slot ability!
658 - vs. Omega Pirate - A
random fighter gains the Phazon Surge ability; it works like Added Wild
Surge, except it costs 14 MP, doubles the action's power, and can be
used with any action (not just magic).
659 - Neo-Kamek's Pokémon
Trainer Script - He finally finished it. >:O If NK is
available, he spawns five Pokémon attacks, and Poké Balls
containing those Pokémon fall to the floor. If focused, you can
control who gets two of the Poké Balls, but the other three will
still fall to the floor. If NK's not available, reroll.
660 - vs. Hoggmeiser - A Geo
Symbol appears. It's Attacks+1, and the bosses are in its target area
(thus, all of the bosses' actions will go off twice)! The Geo Symbol
joins the bosses with Red Mage stats (but 0
speed), and if you don't kill it fast, you'll be sorry! (!F)
661 - vs. Anti-Whore (NK*System)
- TIASIAN dances some Strange Steps, and the boss's next action will
glitch. (!F)
662 - vs. Auto-Generic Maker Hazard 1
- Until the next hazard, the bosses have a 50% chance to reflect
incoming magic at will! And when they do take damage, they have a 50%
chance to counter with Thundaga. (!F)
663 - vs. Auto-Generic Maker Hazard 2
- A guest hazard pits a random hero against Aps in single combat!...
but since I'm too lazy to make an Aps job, spawn Bosses
History Hazard 153 instead. Hey, a 1-on-1 is a 1-on-1. (!F)
664 - vs. Zeromus - The ref
starts a ten-minute timer. When it runs out, spawn Final
Fantasy hazard 77 (assume a flip of heads). (!F)
665 - vs. the Lunar Summons -
From now on, Firaga/Blizzaga/Thundaga cost 60 MP instead of 40, and
damage increases as well.
666 - SATAN HAS PWNED THE HAZARD SCRIPT
AHAHAHAHA... or not. This hazard will be filled in later.
For now, reroll.
667 - <NekoIncardine> I'm going
to make the Elementalist class (one of the Mage higher-levels in my
system) have insane PATK <NekoIncardine> Just as a gag.
<H_Cuz> Imbalance is funny :D - All bosses get +1000 Atk
and MAtk. It's funny, laugh. :D (!F)
25th Hazard Set:
Donkey
Kong (1d41)
The big ape is one of
the more underappreciated video game heroes of all time, but now he and
his friends and foes have their own hazard set. Since Cranky is such a
big part of BOTVGH canon, he gets two hazards.
1 - Donkey Kong - The
leader of the bunch, you know him well, yadda yadda. DK charges for the
Giant Punch; at the next hazard, he uses it on a random fighter for 45
HP damage. That fighter also misses his/her next turn.
2 - Diddy Kong -
Fly-by shooting! Diddy flies through the arena in a jetbarrel and fires
his popguns at one team. Flip a coin; if heads, he showers the bosses
with
peanuts for 30 HP damage apiece. If tails, he hits the heroes, but for
just 20 damage. (!D)
3 - Dixie Kong -
Dixie and Diddy team-up. Flip a coin. If heads, Dixie throws Diddy at a
random combatant for physical damage (assume 120 Atk). If tails, she
throws
him onto a high ledge, and from there he tosses down three items he's
found.
4 - Kiddy Kong -
He appeared in just one game, but he's power on a stick. He picks up
the
last hero to move, and throws him/her into a random boss. Physical
damage
(assume 200 Atk) to the hero, triple that to the boss. (!F)
5 - Tiny Kong - One
fighter becomes Tiny (natch) for 31 ticks. However, while Tiny, s/he
has
the option of going MIA for 11 ticks to recover all HP/MP in a hidden
bonus
room. The target may also cancel the Tiny status at will.
6 - Lanky Kong -
One of Cranky's potions allows Lanky to move super fast, but it costs
him
Crystal Coconuts. One fighter gets both Haste and Morph; the Haste
lasts
until Morph is disengaged or runs out.
7 - Chunky Kong -
Primate Punch. 100 damage to one fighter, but because of its long
charge
time, it has a 75% chance of success. (!J) (!D)
8 - Classic Arcade
Donkey
Kong - DK drops a barrel on the fighter with the highest CT. Ouch.
10 damage, and reset CT to 0.
9 - Funky Kong -
Given some time and some coins, Funky can build just about anything,
from
transportation (DKC3) to weaponry (DK64). Funky joins the heroes as an
Engineer
with double speed. (!F)
10 - Wrinkly Kong
- Wrinkly sure knows a lot. She'll offer up one battle tactic (no
scan).
(!F)
11 - Cranky Kong
- What's a Donkey Kong hazard set in BOTVGH Arena without the BOTVGH
co-star
and original DK? Back in his day, there was no CT system, none of this
script nonsense, none of that! The battle goes oldskool, and KtR MUST
discard
the script. (!F)
12 - Cranky's Lab
- Say what you will about Cranky, but he makes useful potions. One of
Cranky's
potions is placed in the arena; it randomly raises stats. The ref rolls
for a potion effect when it's picked up. All of them are helpful, but
all
of them taste terrible. ([IU])
13 - Swanky Kong
- It's time for Swanky's Bonus Bonanza! Three questions are asked. In
each
case, whoever comes up with the correct answer first wins 2 EXP. Each
fighter
is allowed one guess per question.
14 - "DK" Barrel
- ONE sneezed fighter is brought back into the arena, with full stats.
Alternatively, one spectator may join late. If nobody has been ejected
and nobody wants to join, this hazard does nothing.
15 - TNT Barrel -
A TNT Barrel is added to the arena items. When picked up and thrown, it
deals 30 HP damage, ignoring any and all barriers. (The explosion
destroys
auras as a bonus.) However, there's a 25% chance that the barrel will
have
a Kremling inside; it will then explode on whoever tried to pick it up.
(1 use)
16 - Rambi the Rhino
- Not much gets in Rambi's way and lives to tell the tale. Rambi joins
the heroes with Berserker
stats. (!F)
17 - Parry the Parallel
Bird - Not very useful on his own, but he gave great stuff if he
lived
to the "No Parry" sign. Parry joins the heroes as a Red Mage, and
whenever
an ally takes damage, Parry will also take half that amount. If he
survives
the whole battle, all heroes earn 1 extra EXP. (!F)
18 - Squawks the Parrot
- Spits eggs at all fighters. 15 HP damage.
19 - Zingers -
These
wasplike patrols pop up in the most inconvenient places. All airborne
fighters
take 15 HP damage and are knocked out of the sky; the same thing
happens
to anyone else attempting jumping. The Dragoon
line can attempt to spear the Zingers, but this requires a coin flip.
20 - Dumb Drum -
This DKC1 boss sent deputies to do most of its dirty work. It spawns
two
random call script characters to be added to the boss team. (!F)
21 - King K. Rool
- The archnemesis of the Kong Klan cues the cannons, which shoot at all
the heroes for 25 HP damage apiece. (!D) (!F)
22 - Kaptain K. Rool
- K. Rool comes out in his DKC2 digs, complete with blunderbuss. He
shoots
a strange purple substance at one fighter, reversing their controls and
causing Confusion. (!D)
23 - Baron K.
Roolenstein
- K. Rool, in his DKC3 mad scientist garb, pushes the red button of
D00M.
Nothing happens. He tries several more times; nothing happens. After he
leaves the arena in disgust, three wild surges go off (each focused on
one fighter). (!F)
24 - Bear Coin -
See Bosses
History hazard 219. (1 use)
25 - "K" "O" "N" "G"
- Four gold tiles, one with each of these four letters on it, appear on
the arena floor. If a single player can collect all four, s/he gets
Life
3. The letters are not transferrable. ([IU])
26 - Army Dillo -
Shoots four fireballs. Each fireball hits a random hero, and is assumed
to be worth 55 MAtk and 10 MP. (!D) (!F)
27 - Dogadon - The
fiery DK64 boss slams the arena, causing it to sink into a
conveniently-placed
lava pit. You have 40 ticks to finish the battle, otherwise Ref Bomb #4
(A Nice Hot Bath) is spawned. (!F)
28 - Classic DK - The
Hammer - The classic item from the classic arcade hit. Spawn Item
Hazard #53. ([IU])
29 - Krusha -
Krusha,
the big hulking Kremling, joins the bosses as a Barbarian.
Because of his tough hide, you'll need really strong attacks to dent
him;
if an attack does less than 30 damage, he won't be harmed. If it does
30
or more, he'll take half the damage. (!F)
30 - Klubba -
That's
a mighty big club! The last fighter to move is smacked so hard, s/he's
sent right out of the arena (Sneeze). However, s/he may choose to stay
in the game by bribing Klubba with 2 EXP. (!J) (!F)
31 - The End...?
- In classic DKC1 fashion, your foe will revive just when you think
you've
won! One random boss gets Life 3. (!F)
32 - Candy Kong -
So you're the last player to move? Come a little closer, and she'll
show
you how to use your instrument. ;D... *cough* She'll also enable you to
hold two extra melons! :3... *ahem* She'll also fully recover your MP.
33 - Nibbla - At
the start of each turn, Nibbla will bite one random player. Damage
starts
at 15, but changes depending on who's bitten. If a target has more MP
than
HP (or the same amount), Nibbla likes the food, and his damage count
goes
up by 3. Otherwise, he dislikes it, and damage count drops by 2. Nibbla
disappears at the next hazard. (!J) (!F)
34 - Krack-Shot Kroc
- The ref picks a random fighter, and the Krack-Shot shoots a fireball
at them for 35 HP damage ignoring critical. It's easy to dodge -- all
you
have to do is say/do something to show you're not idle -- but you have
to do so within 5 seconds of your name being picked.
35 - Booty Bird -
This big ol' bird has a prize for you! You have to smack it with an
item
to defeat it (any damaging item, or a thrown item, will do), but when
you
do, you get 2 EXP. (!F)
36 - Hideout Helm - Guess
whaaaaat? REAL-TIME REFBOMB TIMER! You have thirty minutes to finish
the battle before K. Rool and the Blast-O-Matic finish it for you. (!F)
37 - Funky's Totally Kickass
(Literally) Gun - Funky walks into the arena with a gun, fully
loaded with... hey, is that a boot? ***BOOM!*** 75 HP damage to one
random fighter, AND s/he is ejected from the channel.
38 - Ripsaw Rage - Oh god I
hate this level so much. Spawn Arena Change
18. (!F)
39 -
Low-G Labyrinth - The fighters enter the Low-G Labyrinth from
DKC3. Spawn Arena Change 15, but also add
Slow (*) to everyone. Ignore safeguard and the like. (!F)
40 - Koin - This Kremling is
guarding a valuable DK Coin... but his shield will stop any direct
attacks. Can you find some other way to knock him out of the picture?
One hit is all you need, and the DK Coin is worth 1 EXP to all
heroes... (!F)
41 -
Ref's Choice
- More fun than a barrel of... you know.
26th Hazard Set:
Aqua Teen Hunger Force (1d58)
Dancing is forbidden!
Aqua Teen Hunger Force is one of my personal favorite TV shows. Since
almost all hazard sets are based on characters, I decided to try
something different and base the hazards off of the actual episodes of
the show. Note how the main characters themselves are not mentioned in
any of the hazards, but they're here in spirit. :D
1 - Rabbot - The Rabbot appears!
Pick a random fighter and flip a coin. If heads, that fighter is
covered in hair, but nothing else happens. If tails, Rabbot stomps them
flat. 100 damage. (!J)
2 - Escape from Leprachaunopolis - A rainbow takes away one
random fighter (MIA for 21). S/he comes back with all items gone. (!D)
3 - Bus of the Undead - Mothmonsterman enters the arena. He
seeks light, and the next combatant to move MUST provide him with some!
Otherwise, that combatant will be strung up (Stopped).
4 - Mayhem of the Mooninites - No one can defeat the Quad
Laser! 9999 HP
damage to all combatants... but it goes off three hours after the
battle ends.
5 - Balloonenstein - One random combatant gets majik electric
powers! Free Thundaga and the Bolt Beam skill! Meanwhile, the last
combatant to move gets sucked into a vortex (MIA for 31) and comes back
with one random stat altered.
6 - Space Conflict From Beyond Pluto - Oglethorpe attempts to
MELT a random hero... so he can LAUGH, ON INTO THE NIGHT!! Roll 1d10.
If it's a 1, that fighter is melted (KO). Otherwise, balloons and
confetti rain from the ceiling. (!F)
7 - Ol' Drippy - Drippy joins the heroes as a white wizard, and a totally selfless one at
that. In an emergency, fighters may nibble on Drippy's head to restore
all HP, MP, and status... but don't get greedy, because after three
bites, Drippy's gone. (!F)
8 - Revenge of the Mooninites - A random combatant wins the
Foreigner
Belt, which grants all the superpowers from the '70s supergroup,
Foreigner. Songs may not be repeated, and the belt disappears after
three songs. (3 uses)
9 - MC Pee Pants - I want candy! After listening to MC Pee
Pants, all combatants crave candy! So they eat a ton. And now they
can't fall asleep. No really. Sleep status is invalid for the rest of
the match. (!F)
10 - Circus - The last combatant to move is sold to Randy the
Astonishing. They wind up as part of the circus... MIA for 41, but they
get women's underwear and 1 EXP thrown at them.
11 - Dumber Days - The last combatant to move receives a new,
more powerful brain! Double MAtk and MDef.
12 - Love Mummy - A mummy joins the heroes. You'd best do what
it demands, or it'll cast a CURRRRRSE on you! >:O (!F)
13 - Dumber Dolls - A random combatant jumps off a cliff,
hoping to become a Highlander. But the Highlander was just a movie, so
the poor fool takes 30 damage. Flip a coin, if heads, his eyes get hurt
in the fall and he has to get hard plastic replacements... permanent
Blindness. (!D)
14 - Interfection - Three popup ads join the bosses. Oh god,
they replicate...! It's popup hell all over again! (!F)
15 - Bad Replicant - Clone a random hero. The clone joins the
bosses, but doesn't do much. (!F)
16 - PDA - "I scared them off with my nudity... does that
arouse anyone down there?" TSS the Boat Captain arrives in the arena,
so we're getting the hell out of here. Arena
Change time. (!F)
17 - Mail Order Bride - A Chechnyan prostitute named Svetlana
joins the heroes as a traveler. She doesn't
know how it all works, so she needs allies to help suggest moves. But
if she gets multiple suggestions at once, you'll scare her off! She'll
flee the battlefield, and take 2 EXP from each hero. (!F)
18 - Cybernetic Ghost - The arena fills with blood, and the
Cybernetic Ghost Of Christmas Past From The Future shows up to tell us
why. The explanation takes 50 ticks; Stop all combatants for that long.
Ignore safeguards and status protection.
(!F)
19 - Super Computer - Magic Ball help Oog live long time! Oog
joins as a Berserker. Flip a coin, if heads
he's a hero, if tails he's a boss.
20 - Super Birthday Snake - All KO'ed combatants are revived...
however, they may only attack the person who killed them. (If they were
KO'ed by a hazard, don't revive them.)
21 - Super Bowl - One random hero wins Super Bowl tickets! It
works like WaRiOsHaDy's Championship Belt (Bosses
History hazard 258); the tickets are redeemable
for 5 EXP at the end of the battle. However, other heroes can try to
snatch it by attacking whoever holds the tickets. (!F)
22 - Super Hero - OH NO! AN ACCIDENT! One random fighter
"accidentally" pours toxic waste on himself, in hopes of gaining super
powers. But all he gets for his trouble is three wild surges.
23 - Super Model - The hero with the most HP goes MIA for 31,
on a "mission trip" to Guatemala... well, not really. S/he has cheap
surgery done, which makes him/her look really bizarre but has no other
effect. (!F)
24 - Super Spore - Travis of the Cosmos punctures a random
combatant's skull and speaks through them. For 31 ticks, that fighter's
actions are controlled by the ref. (If it's already a ref-controlled
character, roll for someone else.) (!D)
25 - Super Sirloin - Wow! Look at all the food at 612 Wharf
Avenue... spawn 5 Gourmet Race items. But it's disgusting in here,
there's flies all over the place! All five food items will poison
whoever eats them (in addition to the usual effect).
26 - Super Squatter - The power goes out. Spawn NK*SSBM hazard
31 (Nightshade). (!F)
27 - Super Trivia - Wayne "The Main Brain" McClane does not
join the heroes as a Sage. Because he's superior
to you in all ways, and he has no time for the likes of you. Too bad.
(!F)
28 - Broodwich - The Broodwich cannot be taken apart... well,
apparently it can, because all that's left of it are Sun-Dried
Tomatoes. Spawn Bosses History hazard 485. ([IU])
29 - Meatzone - One random fighter receives the ability to
predict the future! You'll be able to see all damage calculations
before actually using an attack. Well, until the next hazard.
30 - Universal Remonster - A random combatant is cloned. The
clone is given a mohawk and a wheelchair so that you can tell them
apart. (The clone fights on the same team.)
31 - Total Re-Carl - The hero with the least EXP loses his body
in a horrific toilet accident. S/he gets a new body... which also comes
with a new job class. (!J) (!F)
32 - Revenge Of The Trees - Everyone eats and enjoys a deep
fried cow, recovering 40 HP and 20 MP! But the last fighter to move
takes the rap for dumping the oil in the forest, and goes to tree jail!
(MIA for 21, and reduce HP to 1.)
33 - Frat Aliens - DP and Skeeter crash their car into the
arena, causing 30 damage to all. They then drunkenly hit on a random
combatant.
34 - Spirit Journey Formation Anniversary - Zakk Wilde is
pissed off! He attacks one boss with his axe for 55 damage. (!J) (!D)
(!F)
35 - Kidney Car - One random combatant has one of his items
totally demolished... whereupon it's given to a random ally.
36 - The Cubing - The Wisdom Cube appears, and shares its
wisdom with you all! Will its advice help you defeat the boss?!... Or
is it just going to make prank phone calls to random people? (!F)
37 - The Shaving - A random un-scary looking monster totally
gibs the shit out of one random combatant. That's an instant KO, and a
messy one too.
38 - The Clowning - The hero with the most EXP is given a wig.
His job class becomes Mimic. (!F)
39 - The Dressing - A DEADLY WEAPON FALLS TO THE ARENA FLOOR!
It's... a laser-guided sock! (1 use)
40 - THE - Conjunctivitis. So much Conjunctivitis... Blind all
combatants for 41 ticks.
41 - The Cloning - A cloner appears on the arena floor. You can
use it to duplicate items any number of times, but be careful... (!F)
42 - The Last One - Some old foes from the past get together
and plot revenge! Roll three Bosses History
hazards, and focus them all against the heroes. (!F)
43 - Video Ouija - BillyWitchDoctor joins the heroes as a Witch Doctor. He can try to bring back people
from the dead... if by "people" you mean "chickens". (!F)
44 - Unremarkable Voyage - Hey, a shrink ray. What does this
button do? *beep* Oops. Tiny status, three random combatants.
45 - Mooninites 3: Remooned - A
bill for 1 EXP appears in the arena. If nobody pays the bill, it will
become radioactive, causing incurable, safeguard-ignoring Poison and
Seizure to all heroes. (!F)
46 - Gee Whiz - Ted Nugent shoots
1d5 flaming arrows at a random combatant. Each arrow deals 10 damage
and has a 10% chance of burning the target.
47 - eDork - The last fighter
to move gets an eHelmet. It has all sorts of functions... email, text
messaging, photography, MP3 player... it can even perform certain RCP
functions. The downside? It's so cumbersome, the wearer's Speed is set
to 1. It will explode if hit with water, KOing the wearer.
48 - Little Brittle - A vampire
bites the last combatant to move. Reduce them to 1 HP, but they become
immortal! Just stay out of the sunlight...
49 - Robositter - A random
combatant is put in the freezer, which is then taped shut. MIA for 21
ticks, and they come back frozen for 11.
50 - Moon Master - A random
hero is declared the Moon Master, and decked out in official Moon
Master gear, complete with plastic equipment (Atk and Def +5). However,
Gorgotron joins the bosses. (!F)
51 - Diet - Time for an
old-fashioned wager. Who can lose the most weight-- er, HP-- between
now and the next hazard? Whichever loses the most HP in that period
wins 3 EXP. You can damage yourself if you're greedy, but if you're
KO'ed, you're ineligible. (!F)
52 - Dusty Gozongas - Dusty
Gozongas joins as a V.G. Fighter carrying a
wrench. Be warned, she's not the smartest person around; you'll be
lucky if she even fights at all. Flip a coin, if heads she's a hero, if
tails she's a boss.
53 - T-Shirt of the Living Dead
- Giant, fire-breathing Easter eggs in love trample the arena. Flip a
coin for each fighter, if heads, reduce HP by half, if tails, reduce MP
by half.
54 - Hypno-Germ - Sniper Tulip
joins the bosses as a Sniper, and Zombie Poncho joins the bosses as a Zombie. (!F)
55 - Carl - The last two
fighters to move have their skin torn off. Reduce HP by 75%.
56 - Dirt Foot - ZOMG DIRT FOOT
IS GAY! Pick a random male fighter and flip a coin. If heads, Dirt Foot
sodomizes you and causes seven random status ailments. If tails, he
just kicks your ass (literally) for 80 damage.
57 - Boost Mobile - How far
does YOUR cellphone reception go? Does it go ALL THE WAY TO THE CENTER
OF THE EARTH?! Spawn MMBN hazard 23 (Lava Stage).
Soooo... WHERE YOU AT?! (!F)
58 - ATHF Christmas - A broom
appears on the arena floor. You can shove it up an enemy's... uh...
rear orifices to paralyze them indefinitely, ignoring safeguard.
27th Hazard Set: The
Really Evil Hazard Set (1d389)
This is basically a
collection
of the most powerful hazards in the other sets, as well as my personal
favorites.
1 - Ref's Choice.
.... BWAHAHAHAHAHAHAHHHH!!!! Ph33r!!
2 - Sabin (MUGEN)
3 - Lavos (Other
RPGs)
4 - WaRiOsHaDy, Dan,
and Nesshelper (BOTVGH)
5 - MetaKnight (MUGEN)
6 - Odin (Espers)
7 - Edgar Roni Figaro (Final
Fantasy)
8 - Hurricane the
Pidgeotto
(Other
RPGs)
9 - 1-up Mushroom (Items)
10 - Bobomb (Items)
11 - Magna Centipede
(Megaman
X)
12 - Iris (Megaman
X)
13 - Setzer Gabbiani (Final
Fantasy)
14 -
The Server Split (Bosses History)
15 - Time Stopper (Megaman
weapons)
16 - Nu (Other
RPGs)
17 - Poison Mushroom (Items)
18 - Rydia (MUGEN)
19 - M. Bison (Final
Fantasy)
20 - Tritoch (Espers)
21 - Poo (Other
RPGs)
22 - Dalton (Other
RPGs)
23 - The Giant Beer
From
OldSkooled (Beer)
24 - Zangief (Street
Fighter)
25 - The Terrible Trio
(BOTVGH)
26 - Bahamut (Espers)
27 - Shoat (Espers)
28 - Crusader (Espers)
29 - Golem (Espers)
30 - Kefka (Final
Fantasy)
31 - Astro Crush (Megaman
weapons)
32 - Zero (Megaman
X)
33 - Raiden (Espers)
34 - The Crystal Shards
from FF5 (Original) - Grant everyone their power! All fighters have
their job class changed!
35 - Final Fantasy 5
MASTER!!!!!!1111111 (Original) - A random fighter's job class
becomes
Traveler
(100 HP, 100 MP, 13 speed). That fighter can now use ALL of the job
class
special abilities!
36 - Neo Exdeath (Final
Fantasy)
37 - Black Mage (Final
Fantasy)
38 - White Mage (Final
Fantasy)
39 - Time Mage (Final
Fantasy)
40 - Blue Mage (Final
Fantasy)
41 - Summoner (Final
Fantasy)
42 - Offering (Final
Fantasy)
43 - Galgarion (RPG
World)
44 - Hanabishi Recca
(Flame of
Recca)
45 - Ishijima Domon (Flame
of Recca)
46 - Kirisawa Fuko (Flame
of Recca)
47 - Kurei (Flame
of Recca)
48 - Rui (Flame
of Recca)
49 - Mokuren (Flame
of Recca)
50 - Mori Kouran Hazard
2 (Flame
of Recca)
51 - Neon (Flame
of Recca)
52 - Genjuro Hazard 1
(Flame of
Recca)
53 - Kukai (Flame
of Recca)
54 - Magensha (Flame
of Recca)
55 - Noroi (Flame
of Recca)
56 - Mikoto Hazard 1
(Flame of
Recca)
57 - Mikoto Hazard 2
(Flame of
Recca)
58 - Kamek (the large
one) (MUGEN)
59 - Magus (MUGEN)
60 - Mai Shiranui (MUGEN)
61 - Sailor Mercury (MUGEN)
62 - Morrigan Aensland
(MUGEN)
63 - The Rock (MUGEN)
64 - Washu (MUGEN)
65 - Zero (MUGEN)
66 - Dan (BOTVGH)
67 - Aster (BOTVGH)
68 - Tom D (BOTVGH)
69 - Goshi (BOTVGH)
70 - Ultima 64 (BOTVGH)
71 - Martin (BOTVGH)
72 - Landstander
Ryan/MeMyselfAndI
(BOTVGH)
73 - Flarebomb (BOTVGH)
74 - vs. Surge (Bosses
History)
75 - Dan Hibiki (Street
Fighter)
76 - Rolento (Street
Fighter)
77 - Shin Akuma (Street
Fighter)
78 - Fei Long (Street
Fighter)
79 - Blanka (Street
Fighter)
80 - Mew007 (BOTVGH)
81 - Yellow Devil (MUGEN)
82 - Trust No One! (BOTVGH)
83 - Gater (Megaman
Battle Network)
84 - Anubis (Megaman
Battle Network)
85 - MagicMan (Megaman
Battle Network)
86 - LavaStge (Lava
Stage)
(Megaman
Battle
Network)
87 - Geddon3 (Megaman
Battle Network)
88 - Spice3 (Megaman
Battle Network)
89 - BlckHole (Black
Hole) (Megaman
Battle Network)
90 - Meteor18 (Megaman
Battle Network)
91 - Prism (Megaman
Battle Network)
92 - HolyPanl (Holy
Panel)
(Megaman
Battle
Network)
93 - Jealousy (Megaman
Battle Network)
94 - Psycho Shredder
(MUGEN)
95 - Mikoto Hazard 3
(Flame of
Recca)
96 - Bison's "Dolls"
(Street
Fighter)
97 - vs. Wrexsoul (Bosses
History)
98 - vs. Odin (Bosses
History)
99 - vs. Katashiro
Reiran
(Bosses
History)
100 - "A Sorcerer, A
Demon, And Emeralds" (Original). The worst Sonic the Hedgehog 'fic
ever is displayed on the arena's Jumbotron. All combatants take 75
damage,
lose all positive status effects, and get two random bad
status effects. Also, flip a coin for each fighter; if heads,
fighter
becomes Embarrassed (in addition to the other two status ailments).
101 - Guest Boss (Bosses
History)
102 -
vs. Cyber Black
Yoshi (Bosses
History)
103 - vs. CPU (Bosses
History)
104 - vs. Smithy (Bosses
History)
105 - vs. Bowyer (Bosses
History)
106 - vs.
Cockatrices/Gafgarion
(Bosses
History)
107 - vs. Snake and
Burner
Strike Back (Bosses
History)
108 - Angel Light Red
(Deviot) Hazard 2 (Bosses
History)
109 - vs. Kamek's
Magikoopas
(Bosses
History)
110 - vs. the Summon
Script (Bosses
History)
111 - vs. Evil Pikachus
(Bosses
History)
112 - Cold Armor (Bosses
History)
113 - Intentional
Sabotage
(Bosses
History)
114 - vs. Giga Bowser
(Bosses
History)
115 - NO
CRITICAL?!?!?!?!
(Bosses
History)
116 - vs. Numberman EXE
(Bosses
History)
117 - vs. Megaman EXE,
Protoman EXE, and Bass EXE (Bosses
History)
118 - vs. Metal Bros.
(Bosses
History)
119 - You Can't Handle
the Neo-Packers (Bosses
History)
120 - YOU SUCK WORSE
THAN A DANCER'S STATS!!!!!1111 (Bosses
History)
121 - vs. OmniKnight
and OmniMage (Bosses
History)
122 - Listening to
dir.txt
(Bosses
History)
123 - vs. Dr. Wily
Hazard
2 (Bosses
History)
124 - Punch the Cactus
(Bosses
History)
125 - vs. Team Rocket
(Bosses
History)
126 - vs. the Coin (Bosses
History)
127 - vs. the Dice (Bosses
History)
128 - vs. Gogo (Bosses
History)
129 - vs. M. Bison (Bosses
History)
130 - Cid's Items
Destroyed!
(Bosses
History)
131 - vs. Team Game
&
Watch (Bosses
History)
132 - vs. NickServ (Bosses
History)
133 - vs. Orlandu (Bosses
History)
134 - vs. the Tribbles
(Bosses
History)
135 - SUMMON: H Cuz (Bosses
History)
136 - vs. Xeboc Hazard
1 (Bosses
History)
137 - vs. Xeboc Hazard
2 (Bosses
History)
138 - vs. Team Mario
(Bosses
History)
139 - Boss Battle
Begging
(Bosses
History)
140 - vs. Chibot (Bosses
History)
141 - vs. Kamek from
ChUB (Bosses
History)
142 - vs. Wobbuffet
Hazard
1 (Bosses
History)
143 - vs. Smithy Part
II (Bosses
History)
144 - vs. Giga Axem
Ninjakoopa
(Bosses
History)
145 - vs. YOUR MOM (Bosses
History)
146 - vs. Vile MkIII
(Bosses
History)
147 - vs. Neo-Kamek's
Angels (Bosses
History)
148 - EXP whores! (Bosses
History)
149 -
<Knight_Gem>
Is it safe? (Bosses
History)
150 - vs. Max300 (Bosses
History)
151 - vs. Grim the
Necromancer
(Bosses
History)
152 - Fun With Blenders
(Bosses
History)
153 - vs. the FF5 Team
(Bosses
History)
154 - vs. Team VGMax
(Bosses
History)
155 - vs. Mikoto &
Mokuren (Bosses
History)
156 - vs. the Sphinx
(Bosses
History)
157 - Flying Shin Akuma
:O (Bosses
History)
158 - vs. Giga Baby
Bowser
(Bosses
History)
159 - vs. Surge:
Rematch
(Bosses
History)
160 - The Girls in
Green
Debacle (Bosses
History)
161 - vs. the Girls in
Green (Bosses
History)
162 - vs. Green Devil
(Bosses
History)
163 - vs. Jes/Marril
7 (Bosses
History)
164 - The Silent
Strider
imploded on himself (Bosses
History)
165 - Pruncuss_Pukuchu
(Bosses
History)
166 - WP and his
idleness
(Bosses
History)
167 - Press 5 if you
like Nate (Bosses
History)
168 - vs. Kenshin
Himura
(Bosses
History)
169 - Smile and Say
Cheese
(Bosses
History)
170 - p33r me. >:D (Bosses
History)
171 - WaRiOsHaDy's
BOTVGH
Championship Belt (Bosses
History)
172 - Disk's RPG: vs.
Zemos (Bosses
History)
173 - Pop go the
eyeballs
(Bosses
History)
174 - vs. Life Virus
(Bosses
History)
175 - Slot Flood (Bosses
History)
176 - vs. Strago Hazard
1 (Bosses
History)
177 - vs. Strago Hazard
2 (Bosses
History)
178 - vs. the Deadline
V2 (Bosses
History)
179 - vs. Hazardman:
Revenge of 2001 Style (Bosses
History)
180 - Omega and
Shinryuu
(Bosses
History)
181 - Mog is the king
of DDR (Bosses
History)
182 - Black Mages are
fun (Bosses
History)
183 - Protecto (Megaman
Battle Network)
184 - 8-Bit Theater
rocks
(Bosses
History)
185 - vs. Plant Brain
(Bosses
History)
186 - Disk's RM2K-style
BOTVGH RPG (Bosses
History)
187 -
TRANCE!!!!!!!!!111111
(Bosses
History)
188 - vs. Wild
Hazardman
(Bosses
History)
189 - You missed the
arena floor, dummy (Bosses
History)
190 - vs. KamektheRef
(Bosses
History)
191 - That damn
Bowser's
Castle surge (Bosses
History)
192 - vs. Shin Akuma,
Neo-Kamek style (Bosses
History)
193 - vs. HazardGirl
(Bosses
History)
194 - Nightmare World
+ The Silent Strider's Mind = Pain (Bosses
History)
195 - 2.5 speed is
still
faster than Windows (Bosses
History)
196 - The /sfa3 script
(Bosses
History)
197 - vs. the X-Heroes,
NK-style (Bosses
History)
198 - Lamer Chemistry
(Bosses
History)
199 - Burn and Freeze
(Bosses
History)
200 - Call Script War
2, Electric Boogaloo (Bosses
History)
201 - vs. The Early
Bird
(Bosses
History)
202 - vs. the Son of
Sun (Bosses
History)
203 - vs. Super Mario,
Round 3 (Bosses
History)
204 - Suck Mage (Bosses
History)
205 - vs. NekoThief (Bosses
History)
206 - vs. Stephen and
Dawn (Bosses
History)
207 - the Reversal Wild
Surge (Bosses
History)
208 - Too Stupid to Die
(Bosses
History)
209 - vs. Team FF9 (Bosses
History)
210 - The #markiors
controversy
(Bosses
History)
211 - Multiple
Geomancers
(Bosses
History)
212 - THE REF BARRIER
(Bosses
History)
213 - Harem No Jutsu
(Bosses
History)
214 - vs. Shit (Bosses
History)
215 - vs. Diskmaster
(November 2002, Disk*RPG) (Bosses
History)
216 - Fun with Turn
Order
(Bosses
History)
217 - vs. Paranoia
Survivor
(Bosses
History)
218 - Epitaph (Final Fantasy)
219 - The !useap flood
(Bosses
History)
220 - vs. Tantarian,
Rematch (Bosses
History)
221 - "I forgot how
you're
supposed to win" (Bosses
History)
222 - vs. Midas Man (Bosses
History)
223 - Fun with the Ref
Control Panel (Bosses
History)
224 - vs. the Ref
Control
Panel (Bosses
History)
225 - vs. Yaridovich,
Mack, and Hammer Brother (Bosses
History)
226 - Ozma (Final
Fantasy)
227 - Freya Crescent (Final
Fantasy)
228 - vs. Master Hand
& Crazy Hand (Bosses
History)
229 - Neo-Kamek's Final
Challenge (Bosses
History)
230 - vs. Six Generic
Villains (Bosses
History)
231 - Millia Rage (MUGEN)
232 - Necron (Final
Fantasy)
233 - vs. Robo-Ky(s)
(Bosses
History)
234 - Bass.EXE (Megaman
Battle Network)
235 - vs. the Navis of
the WWW (Bosses
History)
236 - vs. Boss I-No (Bosses
History)
237 - vs. SuperNavi
Strider
(Bosses
History)
238 - vs. Melfice (Bosses
History)
239 - vs. Virgo's
Original
Characters (Bosses
History)
240 - Comic 400 (RPG
World)
241 - vs. Skeith Hazard
1 (Bosses
History)
242 - vs. the F-Zero
GX Villains (Bosses
History)
243 - vs. Doppelganger
Man (Bosses
History)
244 - vs. Millennia (Bosses
History)
245 - vs. DJ Croft (Bosses
History)
246 - Klubba (Donkey
Kong)
247 - The End...? (Donkey
Kong)
248 - The Jagds (Arena
Change)
249 - vs. Judgemaster
Cid Hazard 1 (Bosses
History)
250 - vs. Judgemaster
Cid Hazard 2 (Bosses
History)
251 - vs. Clan
SuparKlan
(Bosses
History)
252 - Wild Surge Mania
(Original) - ALL SPELLS until the next hazard get added wild
surges.
(!F)
253 - vs. Agrias (Bosses
History)
254 - vs. Wild Turkey
(Bosses
History)
255 - vs. Ragemaster:
Retry (Bosses
History)
256 - Antlion (Final
Fantasy)
257 - Tonberry (Final
Fantasy)
258 - vs. Dr. Wily's
X-Heroes Hazard 1 (Bosses
History)
259 - vs. Dr. Wily's
X-Heroes Hazard 2 (Bosses
History)
260 - vs. Boo Cuz,
FF6-style
(Bosses
History)
261 - vs. Llednar Twem
(Bosses
History)
262 - vs. Trash Golem (Bosses
History)
263 - vs. the Bob-Omb
Brigade (Bosses
History)
264 - vs. Tutankoopa (Bosses
History)
265 - Karin Kanzuki (Street Fighter)
266 - Hideout Helm (Donkey Kong)
267 - vs. Wario (Bosses
History)
268 - vs. Bowser (Bosses
History)
269 - vs. the Many
Faces Of Megaman, Hazard 2 (Bosses
History)
270 - vs. the Universal
Remote (Bosses
History)
271 - vs. Team Outlaw (Bosses
History)
272 - vs. Dr. Wily's
Big Honking Ship (Bosses
History)
273 - vs. Golbez and
Summons (Bosses
History)
274 - Timer Mini-Event (Bosses
History)
275 - Atomic Fire (Megaman
weapons)
276 -
Gravity Hold (Megaman
weapons)
277 -
Auto's Bazooka (Megaman
weapons)
278 - Status Change
Chaos Mini-Event (Bosses
History)
279 - Gresply Nekrom (Megaman
Battle Network)
280 - Interfection (Aqua Teen Hunger Force)
281 - Mail Order Bride (Aqua
Teen Hunger Force)
282 - The Last One (Aqua
Teen Hunger Force)
283 - Progressive Match
(Bosses
History)
284 - Mooninites 3:
Remooned (Aqua
Teen Hunger Force)
285 - vs. Anti-Whore
Hazard 1 (Bosses History)
286 - Pit Hockey (MegaMan Battle Network)
287 - Ryu (Street Fighter)
288 - Ken (Street Fighter)
289 - Ryu (MUGEN)
290 - vs. Team Boom-Boom (Bosses History)
291 - Diet (Aqua Teen Hunger Force)
292 - Mokuren Hazard 2 (Flame of Recca)
293 -
vs. Iris (Bosses History)
294 - Resshin (Flame of Recca)
295 - Kamek the... Pokémon? (BOTVGH)
296 - The Quest to Save the Past (BOTVGH)
297 - Heroes vs. Heroes (Bosses History)
298 - Mini-Event: Find SearchMan! (Bosses History)
299 - Mini-Event: The Glitz Pit (Bosses History)
300 -
vs. MegaMan and ProtoMan SP... er, Alpha (Bosses
History)
301 - Queklain (Final Fantasy)
302 - Mediator (Final Fantasy)
303 - Challenge Flag (Items)
304 - vs. Minotaur and Omniscient (Bosses History)
305 - vs. Zombie Jesus and Ghost of the Easter Bunny (Bosses
History)
306 - vs. Afro Batman and Robo-Jesus Hazard 1 (Bosses
History)
307 - vs. Afro Batman and Robo-Jesus Hazard 2 (Bosses
History)
308 - Cidolfas Orlandu (Final Fantasy)
309 - Meliadoul Tingel (Final Fantasy)
310 - vs. Groggy Monsters Hazard 1 (Bosses History)
311 - Four Fiends Endurance (Bosses History)
312 - Rusty Hacksaw (Bosses History)
313 - vs. the Specialist Squad (Bosses History)
314 - Nelveska Temple Battle (Bosses History)
315 - Wasted Trances (Bosses History)
316 - vs. the Specialist Squad Hazard 2 (Bosses
History)
317 - vs. Miranda, Round 3 (Bosses History)
318 - Hard Mode Arena (Arena Change)
319 - vs. Magus ('05 edition) (Bosses History)
320 - vs. Wart (Bosses History)
321 - The Mysidian Twins (Final Fantasy)
322 - Evil Pie (Bosses History)
323 - Cactuar Brigade (Bosses History)
324 - Brick Thinks (Bosses History)
325 - vs. the Whiny Politician (Bosses History)
326 - Glitch materia (Materia)
327 - Wild materia (Materia)
328 - X-Hero materia (Materia)
329 - vs. Surge ('05 edition) (Bosses History)
330 - vs. GolemTrio (Bosses History)
331 - vs. Evil Genius Belichick (Bosses History)
332 - Belome (Other RPGs)
333 - Bowyer (Other RPGs)
334 - Punchinello (Other RPGs)
335 - Yaridovich (Other RPGs)
336 - Jinx (Other RPGs)
337 - Culex (Other RPGs)
338 - Axem Rangers (Other RPGs)
339 - Popple (Other RPGs)
340 - Invincishroom (Other RPGs)
341 - Crystal King (Other RPGs)
342 - Chet Rippo (Other RPGs)
343 - Star Rod (Other RPGs)
344 - Flurrie (Other RPGs)
345 - Rogueport (Other RPGs)
346 - TEC (Other RPGs)
347 - Beldam (Other RPGs)
348 - Macho Grubba (Other RPGs)
349 - Doopliss (Other RPGs)
350 - Smorg (Other RPGs)
351 - Grodus (Other RPGs)
352 - Ayla (Other RPGs)
353 - Queen Zeal (Other RPGs)
354 - Ozzie (Other RPGs)
355 - Pit of 100 Trials (Other RPGs)
356 - Flea (Other RPGs)
357 - Ness (Other RPGs)
358 - Shadow Queen (Other RPGs)
359 -
vs. Team SOLDIER (Bosses History)
360 - Inc's White Stuff (Bosses History)
361 - vs. the Anti-Whore V2 (Bosses History)
362 - Chemist Endurance (Bosses History)
363 - Yuffie Kisaragi (Final Fantasy)
364 - vs. Ranger Death Squad (Bosses History)
365 -
Ranger Deth Squid (Bosses History)
366 -
vs. Team Dumb Luck, et. al. (Bosses History)
367 -
vs. Zombie Jesus & Fallen Angels (Bosses History)
368 -
Boggy B (MUGEN)
369 -
X-Heroes vs. Kamek & Kefka (Bosses History)
370 -
Zeromus (Final
Fantasy)
371 -
vs. Godo (Bosses History)
372 -
vs. Count Down (Bosses History)
373 -
Homing Sniper (Megaman weapons)
374 -
Wave Burner (Megaman weapons)
375 -
Lightning Bolt (Megaman weapons)
376 -
Confusion Means Glitchfun (Bosses History)
377 - Giygas kills the Ref... or not (Bosses History)
378 - Unholy Blue Aura (Bosses History)
379 - Shin Akuma in a Tutu (Bosses History)
380 - vs. Hoggmeiser (Bosses History)
381 - vs. Auto Generic Maker Hazard 1 (Bosses History)
382 - Imbalance is funny (Bosses History)
383 -
Mega Man X (Megaman X)
384 - Sigma (Megaman X)
385 -
Vile (Megaman X)
386 -
Dr. Doppler (Megaman X)
387 -
Blaze Heatnix (Megaman X)
388 -
Infinity Mijinion (Megaman X)
389 - Weapons Center (Arena Change)
28th Hazard Set:
Triple
Trouble! (3d1585)
Spawns THREE hazards
from the Master
List. If this is summoned and focused by a Geomancer
or similar class, they may pick ONE of the resulting hazards to focus,
but may not focus all three.
29th Hazard Set: Grab
Bag (1d24)
The ref has his own
favorite
hazard sets... both his own sets, and other people's.
1 - Ref's Choice.
Yeah, like you're surprised. (!F)
2 - My
Really Evil set.
The worst hazards H Cuz/KamekTheRef has to offer.
3 - Neo-Kamek's Really
Evil set v2.0. The worst of the bunch. Neo-Kamek style. (!F)
4 - Incardine's Really
Evil set v2.0. Mostly ripoffs of Neo-Kamek's, but there's some
original
stuff here too.
5 - Flame
of Recca.
KtR's "other" evil set.
6 - #BOTVGH_Bosses
History. 600+ hazards and counting!
7 - Interruptions
Hazard.
Yup. (!F)
8 - Dance Dance
Revolution
(Neo-Kamek's). I'm the only official ref who doesn't play DDR.
Gotta
love the hazards, though.
9 - Zero/Mina
(Incardine's).
I've created a monster. Incardine made the Zero/Mina series (written by
Dan, Carter and me) into a hazard set.
10 - Demented Cartoon
Movie (Neo-Kamek's). Instant KOs, ref bombs, downright strange
stuff,
and of course, the ZEEKY WORDS!
11 - Triple
Trouble.
Pray. Now.
12 - Street
Fighter.
Shin Akuma is the heavy hitter in here, but don't underestimate the
other
fighters.
13 - Megaman
Battle Network.
Damn good game series from Capcom. The hazards ain't too bad either.
14 - Final
Fantasy (mine, not NK's).
Believe it or not, this set is more benign than most. Relatively
speaking,
anyway...
15 - Guilty Gear XX
(Darkheart's
and mine). Darkheart was nice enough to send these along. Well,
nice
for me, but not necessarily for you! XD
16 - 8-Bit Theater
(Neo-Kamek's).
Best spritecomic EVAR. 'Nuff said.
17 - Quotable
(Neo-Kamek's).
Flip a coin. If heads, roll for a Kammy's Quotes hazard; if tails, What
You Say!
18 - Sailor Moon
(Canadian
Yosheh's). CY's hazard set... MOON SPIRAL KICK-YOUR-ASS-DOKEN!!
19 - HC/TD In-Jokes.
Defunct? Not on my watch.
20 - Winamp. And
unlike NK and Incardine, this will almost never bring up a DDR-themed
hazard.
(This brings up a hazard based off the ref's current music.)
21 - Items
(HC's).
I
didn't like this set much until the November '02 revamp. Now, here it
is
in the Grab Bag.
22 - Arena
Change (HC's).
Will it be a good arena? Or a bad one? Or an outrageously strange one?
(!F)
23 - Donkey
Kong.
From the arcade game all the way through the SNES trilogy and the N64
game,
we've got all the bases covered.
24 - One Piece (/onepiece). Carter's
One Piece hazards! Are YOU going to become the King of Pirates?!
30th Hazard Set:
Arena
Change (1d34)
New combatants, new
rules,
new hazards... this hazard set is wacky.
1 - The Silent
Strider's
Mind - All hazards Triple
Trouble, all spells have added wild surges. (!F)
2 - The ARENA OF EVIL
(aka Nightmare World) - Hazard Mania mode, all hazards Really
Evil. (!F)
3 - Bowser's Castle
- Thwomps come down after every move (30 damage, 15% chance of Tiny),
25%
of all items land in the lava and cannot be recovered. (!F)
4 - The Storehouse
- Every time a hazard occurs, 1d5 items land on the arena floor. (!F)
5 - The Whoring Arena
- See #BOTVGH_Bosses
History 376. (!F)
6 - Training Dojo
- Each fighter gets the skills of his level's fist-fighting class (so
Level 1 fighters get Multistrike and Strike-All). All Monks
etc. get indefinite Attack Up and Accuracy Up. (!F)
7 - Switch Palace
- The weirdest arena of them all... infinite P Switches appear on the
floor, for fighters to hit or not as they please. (!F)
8 - Race Track -
All fighters get indefinite Haste. (!F)
9 - The Endless Arena
- There are no boundaries here. The MP limit and critical rule are
waived,
and any fighters may charge up to Level 5. (!F)
10 - Shoujo Arena
- See #BOTVGH_Bosses
History 185. (!F)
11 - Goshi's Mind
- All combatants get Dual Wield and the Throw Item ability. All ninjas/shinobis/assassins/outlaws
get indefinite Haste and Quick. (!F)
12 - Tom D's Mind
- Roll 1d10 at the start of each player's turn. For every 1, a zombie
wanders into battle and joins that player's team. (!F)
13 - The Government's
Top-Secret Lamer-Manufacturing Facility - DEAR GOD NO. (!F)
14 - The Arena of
Drowned
MagiKoopa - The hazards are changed to KtR's super-secret
Jyuusenkyou
Springs set!! (!F)
15 - Low-G Arena
- Jumps last 6 ticks instead of 3, and all physical attacks are only
half as effective due to low gravity. (!F)
16 - High-G Arena
- Jumps last just 1 tick instead of 3, and all physical attacks are
twice as effective due to heavy gravity! However, all Accuracy drops by
30%. (!F)
17 - Gaseous Swamp
- All fighters are poisoned indefinitely and get seizures. (!F)
18 - Mekanos Forest - A
giant ripsaw is tearing into the arena, so you'd best be on your toes!
If you take more than 2 minutes for your turn, the ripsaw deals 50 HP
damage and your turn is lost. (!F)
19 - BOTVGH Arena
- The default arena. If you're already in this arena, spawn a climate
change.
(Climate changes are not listed in the Kode; most of them either drop a
certain stat by 15 points, or force everyone to jump/dig on their next
turn.) (!F)
20 - Qu Marsh - 20
frogs hop around, and if you wish you can try to catch them (60% odds).
If you (as a team) catch 5 you'll be rewarded! Also, spawn Final
Fantasy hazard 41. (!F)
21 - OldSkooled -
All hazards are of the Giant
Beer variety. (!F)
22 - The Internet
- NetNavi chip effects are doubled, and all hazards are Megaman
Battle Network. (!F)
23 - Dream Land -
Kirby joins the heroes as a Dreamlander,
Meta Knight joins the bosses as a General,
and five Warp Stars appear. (!F)
24 - Rune Arena -
All spells have a 40% chance of being absorbed by Runic. (!F)
25 - Gangplank Galleon
- Heroes beware: King K. Rool is out to kick your asses! At every
hazard, spawn Donkey Kong hazard 21 (in addition
to the usual random hazard). (!F)
26 - Classic Arena
- All CT set to zero, all speed set to 10, Haste/Stop/Slow invalid. (!F)
27 - Bowser's Doom Ship
- Mario and Luigi join the heroes as Travelers,
Bowser joins the bosses as an X-X-Traveler with three Koopa henchmen,
and hazards
alternate
between Items
and SSBM
Items. (!F)
28 - PG-Rated Arena
- Swearing, off-color remarks and the like are forbidden. (!F)
29 - Cave Magnes
- All Metal status is accompanied by Stop. Also, everyone EXCEPT the monk line of job classes (which fights barefisted)
gets Atk and
MAtk Down as they're forced to use weaker equipment, and EVERYONE gets
Def and MDef Down. All of this ignores safeguard.. (!F)
30 - Ipsen's Castle
- Everything here is topsy-turvy! While in this arena, reverse the
effects
of all hazards and wild surges. (!F)
31 - The Jagds - In
the Jagds, lawlessness reigns and nothing can prevent true death. In
this
arena, anyone who is KO'ed is sneezed immediately and earns no EXP. (!F)
32 - Easy Mode Arena - All
bosses lose half their HP and MP, and all heroes (including KO'ed ones)
are fully restored. However, the EXP reward decreases by one! (!F)
33 - Hard Mode Arena - All
heroes lose half their HP and MP, and all bosses (including KO'ed ones)
are fully restored. However, the EXP reward doubles! (!F)
34 - Weapons Center - Infinity
Mijinion's stage from Mega Man X6, featuring... Illumina! Spawn Megaman X hazards 34 and 35, with permanent effect.
(!F)
666 -
Guest Hazard Arena
- Ref bomb is spawned immediately. (!F)
PART 7: VARIOUS INFORMATION
Links
(The
Lingo) (Strategy)
(Black
Magic) (White
Magic) (Time
Magic) (Blue
Magic) (Summon
Magic) (Skills
List)
The Lingo
All sports have their
own unique terms, jargon, and verbiage, almost like another language.
The
arena is no different.
Rasp - The most
efficient
way to damage enemy MP. Usually, you cause 1 MP damage for every MP
used.
The term originated in Final Fantasy 6, where it was a magic spell used
to attack enemies' MP.
Osmose - A
technique
that damages enemy MP and recovers your own. The more MP the caster is
missing, the more MP this spell drains. The term originated in Final
Fantasy
6, where it was a magic spell. Also known as Psych.
Meditate - A
technique
that recovers 10% of your MP max. I'm not sure where the term
originated,
but Diskmaster was the first to use it in the arena.
Explosion - Removes
you from battle, using all your HP and MP to damage the target. Used to
be extremely powerful, but has been severely toned down.
Sacrifice - Removes
you from battle, using all your HP and MP to heal the target.
Scan - A magic
spell
that shows the HP, MP, and other status of the target.
Swift - Named after
the Pokémon move, this attack costs 1 MP and deals half physical
damage to the
target. It's notable because it NEVER misses, unless the caster
is blinded.
Basic Skills - The skillset
that all fighters have, regardless of job class. Basic skills include
things like basic physical and magical attacks, healing, picking up and
using items, that sort of thing. However, few people realize that the
basic skillset is a broad one which also includes things like status
effects and revival. The term "Basic Skill" is derived from Final
Fantasy Tactics, where it was the name of the Squire's skillset.
Fight - The most basic of basic skills. "Fight" usually refers
to a standard physical attack.
Turn Cycle - The
time it takes for everyone to get a turn, usually about 10 ticks.
Tick - The standard
arena time unit.
Turnout - The
number
of heroes who show up and join when the battle starts. If turnout is
too
low, the ref will cancel the battle; if turnout is too high, things get
chaotic. Ideal turnout is 6 or 7 heroes, my absolute minimum is 3, and
maximum is 10.
Guest Boss -
Usually
the boss is controlled by the referee; if someone else is playing the
boss,
it's a "Guest Boss". As a whole, guest bosses are tougher to beat than
ref-controlled bosses. After some clashing egos and disasters, guest
bosses no longer occur in my system.
Dan Boss - A type
of guest boss. Because of a variety of reasons (general incompetence,
hazards,
inflated stats, heroes leaving early), Dan (the shorts guy) has racked
up over 20 wins as a guest boss, losing only once. Dan Bosses have had
a
reputation
for being incredibly tough to take down, often having multiple attack
phases.
Joker - There are
two types of jokers: the unbeatable jokers who are impossible to
defeat,
and the unloseable jokers who are impossible to lose against. An
unbeatable
joker might have an attack that deals 9999 damage to all fighters,
ignoring
critical; an unloseable joker would be a Goomba. If a boss is a joker,
the ref will tell you so before the fight starts. Accusing normal
bosses
of being unbeatable jokers is an easy way to get the ref angry at you.
Also known as "OMG
BOOS JOKAR"
Arena Barrier - An
impenetrable barrier that separates the combatants from everyone else.
This prevents late joins, crowd intervention, and the like.
Ref Barrier - An
impenetrable barrier that protects the referee from anything and
everything.
For this reason, attacking the ref is strongly discouraged.
Learn/Teach Magic
- Refers to the acquisition of blue
magic.
Blue Magic Session
- A battle where all combatants use job classes that can learn blue
magic. The players don't necessarily try to beat the boss; instead,
the objective is to learn as many spells as possible.
Rare/Unique Rages - Special
"gimmicky" techniques that are only used by a certain boss. If you want
the Rage, you'll only get one shot at it, unless there's a rematch
against that boss later on.
Ref
Assistance -
Indicates that the referee had a huge stake in the battle's outcome,
often
by blatantly rigging coin flips and/or hazards.
Sneeze - Removal
from battle. The term originated in Final Fantasy 6, where Chupon used
this technique.
Piercing
damage - Damage that ignores defensive status, like Auras and
Metal. An example is the blue magic spell
"Goblin Punch".
MP Limit - To keep
the players' power in check, there's a cap on the amount of MP you can
use to attack. In my battles, the limit is 20 MP; using any more will
usually
backfire horribly. There are exceptions (Flare, Ultima, Hastega, blue/summon
magic, etc.), and the limit does not apply to healing magic.
Random Effect -
Usually
refers to one or more wild surges (see below).
Wild Surge - A
random
effect. It generally appears along with a magic spell,
so many of these specify a caster and/or a target. Wild surges may
cause
extreme damage or healing; good
or bad
status; it may spawn new combatants or hazards, or affect someone's EXP
or blue magic; it may not even affect the battle at all. Wild surges
usually occur if a wild
mage, Magikoopa-in-training,
or Sorcerer has trouble getting a spell off. I
recently found out that wild surges are
used
in games like AD&D, so I'm assuming that's where Neo-Kamek (the
first
ref to use wild surges) got the concept. As wild surges are supposed to
be random, I don't have them listed anywhere, but let's just say there
are over 1400 of them (and counting).
Absolute-Target Wild Surge - There
are two kinds of wild surges. One of them always works the same; it
affects the same person or people each time. Some examples include:
"Three random hazards spawned", "Caster and target destiny-bonded",
"Critical rule toggled", "Bananas in pajamas stampede through the
arena", and "Spell is casted repeatedly until caster runs out of MP or
ref gets bored".
Random-Target
Wild Surge - The second kind of wild surge specifies its
target... but that target is different each time. Examples include
"[Caster]'s speed halved", "[All heroes] falls into a vat of chocolate
pudding", "[The fighter(s) with the least MP] Safeguarded", "[A random
boss]'s speed becomes negative", and "[Anyone with P in their name]
gains the ability to juggle spoons with his/her toes". You can tell
these kinds of surges, because the randomly-selected target is shown in
brackets. Possible targets of these surges include: [Caster], [Target],
[Caster & Target], [A random hero], [A random boss], [All heroes],
[All bosses], [All combatants], [The ref], a random call script
character, [A random spectator], [YOUR MOM], [Anyone with (random
letter) in their name], [The fighter(s) with the most
HP/MP/CT/EXP/Trance value], and [The fighter(s) with the least
HP/MP/CT/EXP/Trance value]
Xybersurge - An ungodly high
number of wild surges thrown all at once. (For instance, a blue mage using Osmose with 15 added surges.) A
Xybersurge will usually screw up a battle in unimaginable ways, and
there's potential for people to gain/lose massive EXP and such... but
damn, it's fun to do. Added Wild Surge now works differently than it
used to, so it's impossible to throw a Xybersurge at will. They can
still occur randomly, though...
Wild Surge Battle - A special kind of battle, in which
combatants can do nothing but spawn wild surges. There are special
rules for wild surge battles: for example, other people may use their
own surges, and changes to EXP/blue magic/etc. are not permanent. Wild
surge battles are strictly for fun and no EXP is earned from them.
Surge Word - Sometimes, a hazard, a summon or a boss will set a
"surge word". Whenever this word is said by a combatant, a wild surge
occurs with that fighter as both caster and target. Usually it's a
fairly commonly-uttered word like "turn" or "hazard" or "attack".
Non-combatants who abuse the surge word will be ignored at best, and
sometimes kicked out. As is usually the case with wild surges, it's
generally a good idea to avoid using the surge word unless you're in
really bad shape and can't get boned much worse. Since surge words lead
to refbombs 90% of the time, there are usually certain measures taken
to keep things from getting out of hand.
Glitches and Glitched Abilities - If you look in the blue magic list, you may notice a couple spells
have "?" on the end. That means that the skills are glitched, and might
not go off as planned. Possible glitches include: "Spell canceled",
"spell effect reversed", "targeting reversed", "spell canceled and wild
surges spawned", "spell canceled and interruption hazard spawned", and
"spell canceled and ref bomb spawned". The chance of the spell going
off normally are just 30%.
Interruptions
Hazard
- These are hazards that add a new boss character; a character so
powerful,
all previous bosses become your allies. The big Interruptions Hazard in
my system is Shin Akuma (Street
Fighter hazard 1), but there are many others. NOTE:
If an interruptions boss is already in play, and another
interruption hazard comes up, the new enemy will replace the old one.
The old interruption doesn't join you.
Rejected Hazard -
If the ref doesn't like a hazard, he can reroll it. There are a few
possible
reasons for this. It might drag out the battle too long, or end it
prematurely.
It may have already been used earlier in the battle. (When you have
1400+
to choose from, repeat hazards are annoying.) It might be a guest
hazard that's incompatible. And yes, the ref IS allowed to reject Geomancer-borne
hazards. Wild surges can be rejected, but they cannot be rerolled
unless otherwise specified.
Guest Hazard -
Anyone
else's hazards, usually Neo-Kamek's, Incardine's, or Canadian Yosheh's.
Hazard Mania -
Indicates
a hazard after every turn. Used often for sudden death situations.
Wild Surge Mania
- Indicates a wild surge tacked onto every spell or action.
Hazard Slash - A rarely-used
technique; this is a basic physical attack, but if it hits, it causes
the hazard bar to increase more than usual. If you desperately need the
hazard bar to fill up for some reason, this is the next best thing to
having a Geomancer or something similar on
board.
Class
Lines - A
group
or series of job classes with the same abilities. For instance, the
Ninja
class line includes Ninja,
Shinobi,
Assassin,
and Outlaw. All of these classes specialize in
throwing
items and evading attacks.
Ref Control Panel (RCP)
- A strange device which allows the ref to run battles. Each
official
referee has his own RCP, with its own commands and features. The
Control
Panel, like the ref himself, is shielded and hence immune to damage.
Only
KtR has the knowledge necessary to operate his Control Panel properly.
The RCP is key to maintaining order in a fight, and if it were to fall
over or something, screwy things could happen. The RCP is also a
euphemism
for the IRC script that I use; if "the RCP can't handle" something,
such
as a fighter with 0 Defense or Magic Defense, that means it's not
supported
by the script. The RCP also generates the Arena Barrier and the Ref
Barrier.
Wasted Trance - Players will
talk about "wasting their trance" all the time... a blue
mage who trances but doesn't learn any new magic, for example. For
arena purposes, your trance is "wasted" IF AND ONLY IF you do not
receive ANY turns while in Trance. If your Trance is wasted, you can be
compensated by either getting 1 EXP, or having your trance gauge saved
at 8 (instead of 0). The definition of Wasted Trance is the same,
REGARDLESS of what kinds of trance skills you have.
Half-Wasted Trance - If you get a turn while in trance, but
lose it to a status effect (Paralysis, Confusion, Berserk, etc.), you
are compensated by having your trance gauge saved at 6. Beware, this
only applies if you can't act. If you're using a magic-using class, and
you lose your Trance to silence, you're out of luck as far as
compensation goes! The same applies if you're turned into an imp,
embarrassed, or whatnot.
Wasted Battle - A battle in which you receive no turns at
all... either the battle ends really quickly, or you get KOed really
early. If your battle is "wasted", you're compensated with 3 EXP.
Half-Wasted Battle - Same as the Wasted Battle... except you
get turns, but lose them to status effects like Paralysis. This is
compensated with 2 EXP. As with the Half-Wasted Trance, silence, imp,
and the like don't count.
Deathproof - To keep the battles challenging, most major bosses
cannot be killed in one shot. They are immune to one-hit kill attacks
and hazards; they cannot be sneezed; and they're immune to Petrify and
Death Sentence. Such bosses are referred to as "Deathproof bosses".
Complete
Immunity - Most major bosses are Safeguarded. However, Safeguards
still have a small chance of failure, and some moves can penetrate
Safeguards. Some bosses will be completely immune to certain status
effects, even if Safeguard fails; for instance, a boss who relies
heavily on magic will be completely immune to Silence, and thus, cannot
be Muted by ANY means. Most major bosses are completely immune to
Sleep, Stop, Imp, Embarrassment, MIA, Death Sentence, and Petrification.
Ref Bomb - The
battle
ends instantly without a result; see Part
9.
Strategy
Tips from the ref
himself.
If I battled as a hero in my own system, this is what I would do. :P
Scan. Just knowing
the enemy's HP/MP levels is useful to know what kinds of techniques you
should use against him. You can also find out hidden weaknesses and the
like.
The X-Factor. Even
the most carefully-planned strategy can go up in smoke if you don't
account
for the hazards. Keep an eye on the HZ gauge.
Conserve your power.
Classes like Black
Mage and Summoner
are big on damage, but they tend to squander MP early. Save your Flares
and your Bahamuts, you never know when you might need one late. This
holds especially true if the boss has no MP, since Osmose is rather
vital for keeping your MP up.
Luck of the Draw
Depending on the chips you draw, NetNavis
and Robot
Masters can be absurdly powerful or exceedingly weak. I'd advise
you
to limit yourself to one (maaaybe two) Navis on a team. Any more, and
you
open yourself up for disaster.
Forces of Nature?
Hazards and wild surges can be your best friend or your worst enemy.
The
geomancer's
ability to focus hazards makes it, potentially, one of the most
powerful
classes in existence.
Seizures. Get rid
of them ASAP. Otherwise, it's too easy for an enemy to knock you to 1
HP,
then let the seizure finish you off. Poison is a bit more random, but
also
dangerous if left alone.
Pay Attention! I
can't stress this enough. I've seen so many people do stupid things
(casting
Flare on a boss with Reflect, attacking enemies who are KO'ed or
airborne
or MIA, healing people who don't need it, etc.). There are also ploys
for
catching people off guard... hazards that penalize you for saying/doing
certain things, hazards based on idle time. Making critical mistakes is
grounds for EXP loss. This is especially important if you have
interrupt skills such as Block or Runic.
Ultimate Magic The
ultimate magic spells are Ultima and Meteo. They both cost 70 MP.
Remember,
Ultima punishes large groups; Meteo is a multi-hit attack, and works
best
against a single enemy. Also, Ultima is based on MAtk/MDef, while Meteo
deals fixed damage.
Trance Your trance
gauge carries over from battle to battle. If you start a fight near
Trance,
use a job class with good trance commands. (Shinobi
and Geomancer,
for instance, are two classes that become positively NASTY when in
trance.)
Item Distribution
Items don't come up often. Chemists
can make good use of items by combining, but they already have an Item
Box... Ninjas, however, don't have a built-in
item supply. The item-throwing jobs tend to be at their best when
they're throwing things, so try
to get them the items when they do appear. This is especially true of
big hurty-looking items (like pianos).
The Ref's Ruling
Never, EVER argue with the referee.
Interruptions Hazards
AAAAHHH!! WE'RE DOOMED!! Not quite. Those bosses that become allies are
crucial to victory. Help them out. Haste, Regen, Life 3, stat boosters,
Metal, whatever you got. Even Shin Akuma is outmatched against a
pumped-up
boss.
Keep Your Cool Keep
your tempers in check and leave your ego outside. I've had to ref bomb
more than once because of flame wars and the like. Oh, and no whining.
I can't stand whining.
Hazard Focus As a
geomancer,
it's tempting to focus the Really
Evil set, Flame
of Recca set, and the like. However, those sets contain a lot of
hazards
that are in no way beneficial. Rerolls cost MP. Stick to more standard
hazard sets (the Esper
set is good for focusing). And never, EVER summon a Really
Evil hazard without focusing it. Oh yeah, ref's choice can't be
focused.
Auras Auras are
almost never a bad idea. Even if a powerful boss can break them easily,
at least it's a turn where the auras are taking the damage and not you!
Surges 'N' Such Wild surges are
a totally random factor, and as such, they benefit the underdog. The
bosses, who are outnumbered and usually out-strategized, are generally
the underdogs. Save your surges for desperate situations. Opening-round
wild surges are a bad idea; a friend of mine did the
math. Even though Added Wild Surge has a practical use now
(boosting spell power), the surges are as unpredictable and as
dangerous as ever... if you plan to throw them around, you'd better
check with your allies first.
Targeting If the boss has a
plan and you're a threat to that plan, chances are you're going to eat
a lot of attacks early on. For instance, if the boss wants to become
Metal, and you have Status HaXX0r or Carter's Technique, you'd better
have someone healing you. All other things being equal, bosses will
usually go after the soft squishy types -- like mages -- first.
Finish The Job If everything
is going your way and the boss is in deep shit with no foreseeable way
out, don't drag out the battle by fucking around. If the boss thinks
you're not taking it seriously anymore, it will trance immediately, and
you'll wish you'd killed it when you had the chance.
Bad Status Sure, most bosses
worth their weight will be Safeguarded. But some job classes can bypass
safeguard and inflict badstats anyway. Adding Confusion or Paralysis
can buy you some time, especially if a boss has little or no support.
When to Leap Once you have
access to Psycho Veldt Kid, it's usually
pretty poor to Leap off the bat; 31 ticks is a long time to be MIA. If
you're going to Leap, try to do it near the end of the fight. That way,
you can pull your own weight in the battle itself. If you seek multiple
Rages from one battle, and thus have to Leap early, let your teammates
know that they're basically going to be down a man for the fight. If
you're the last one left, and you have no chance to save your team from
the jaws of defeat, you might as well salvage what you can and get a
Rage for use in the future.
Rages to Get Don't go for a
Rage unless you plan to use it... remember, you can only have 20 at a
time! Remember that just because a Rage is rare, doesn't necessarily
mean it's useful. In fact, some of the most useful Rages are Kode
skills (Ultima, Phoenix, Haste 2, etc.) and are frequently available.
THE MAGIC LIST
Note that these are
just
the spells in my various scripts. You can cast other magic as well.
Some
of these are not normally castable.
Black Magic
Most of these deal
damage
or harmful status effects.
Fire. Deals fire
damage to one or more targets (10 MP)
Fira/Fire 2. Deals
moderate fire damage to one or more targets (25 MP; not normally
castable)
Firaga/Fire 3.
Deals
heavy fire damage to one or more targets (40 MP; not normally castable)
Blizzard/Ice. Deals
ice damage to one or more targets (10 MP)
Blizzara/Ice 2.
Deals
moderate ice damage to one or more targets (25 MP; not normally castable)
Blizzaga/Ice 3.
Deals
heavy ice damage to one or more targets (40 MP; not normally castable)
Thunder/Bolt. Deals
electrical damage to one or more targets (10 MP)
Thundara/Bolt 2.
Deals moderate electrical damage to one or more targets (25 MP; not normally castable)
Thundaga/Bolt 3.
Deals heavy electrical damage to one or more targets (40 MP; not normally castable)
Poison. May add
poison to one or more targets (7 MP)
Flare. Deals
100-200
HP non-elemental damage to one target (35 MP; only castable by certain
job classes)
Ultima. Ultimate
magic; deals insane non-elemental damage to all targets and cannot be
Reflected. (70 MP;
only
castable by certain job classes).
Bio. Deals moderate
non-elemental damage and may give the target(s) a seizure (18 MP; not
normally
castable)
Doom. Has a chance
of instantly reducing the target's HP to 0 (15 MP; only castable by
certain
job classes)
Break. Has a chance
of instantly petrifying the target (10 MP; only castable by certain job
classes)
Drain. Caster
absorbs
HP from the target. Works in reverse on undead targets. (5+ MP; only
castable by certain job classes)
Osmose. Caster
absorbs
MP from the target. Take the caster's max MP minus their current MP,
divide
by 2, and roll 1d(that number) to determine the MP drained. Works in
reverse
on undead targets. (1 MP)
Quake. Deals heavy
earth damage to all combatants (30 MP)
Sleep. May put the
target to sleep (18 MP)
Rasp. Attacks the
target's MP (1+ MP)
Merton. Causes insane
fire-elemental damage to all combatants (52 MP)
White Magic
Defensive magic. Many
of these are used for healing.
Cure. Recovers the
HP of the target(s)/damages the undead (8 MP)
Cura/Cure 2.
Recovers
the HP of the target(s)/damages the undead (18 MP)
Curaga/Cure 3.
Recovers
the HP of the target(s)/damages the undead (36 MP)
Cure 4. Recovers
the HP of the target(s)/damages the undead (55 MP)
Life. Revives a
dead
target with a few HP. Unlike in Final Fantasy, you CANNOT use Life to
instantly
KO an undead combatant. (10+ MP)
Full-Life/Life 2.
Revives a dead target with full HP (MP cost varies, but is generally
too
high to be cast normally)
Auto-Life/Life 3.
Target instantly recovers from KO (50 MP for most classes)
Mute. Target(s) may
become mute (7 MP)
Protect/Safe.
Target's
physical
defense increases (7 MP)
Shell.
Target's
magic
defense increases (7 MP)
Esuna/Remedy.
Target's
abnormal status is healed (usually 7 MP)
Holy. Deals heavy
holy damage to one target (50 MP; only castable by certain job classes)
Scan. Reveals
target's
HP/MP/etc. (3 MP)
A-Fire. Protects
your team from fire attacks (10 MP; not normally castable)
A-Ice. Protects
your
team from ice attacks (10 MP; not normally castable)
A-Bolt. Protects
your team from electrical attacks (10 MP; not normally castable)
Mini/Size. If
successful,
target receives (or is cured of) "Tiny" status (24 MP)
Blind. If
successful,
target becomes blinded (7 MP)
Bserk. Target goes
into a blind, uncontrollable rage; power increases (7 MP)
Restore. Full HP and status
recovery to one target. Works on both living and KO'ed combatants, but
not on the undead. (20 MP; only castable by certain job classes)
Dispel. May remove
good status from the target (usually 7 MP)
Time Magic
Mostly speed-based
magic,
with a few status effects and offensive techniques thrown in.
Haste. Target's
speed
increases by 50% (7 MP; only castable by certain job classes)
Slow. If
successful,
target's speed decreases by 30% (7 MP; only castable by certain job
classes)
Hastega/Haste 2.
Targets'
speed increases by 30% (30 MP; only castable by certain job classes)
Slowga/Slow 2. If
successful,
targets' speed decreases by 50% (20 MP; only castable by certain job
classes)
Stop. Target's ATB
stops (14 MP; only castable by certain job classes)
Rflect.
All magic
directed at the target is reflected (7 MP)
Quick. Target may
take consecutive turns (30 MP)
Regen. Target
gradually
recovers HP (7 MP)
Vanish. Target
becomes
invisible and hence immune to physical attacks (7 MP)
Float. Target
becomes
immune to earth-element attacks (10 MP; not normally castable)
Comet. Target takes
50-80 HP non-elemental damage (20 MP; only castable by certain job
classes)
Meteo. Five Comet
spells strike random enemies (70 MP; only castable by certain job
classes)
Wormhole. Creates a wormhole
that can be used for time traveling. (10 MP; only castable by certain job
classes)
X-Zone. May send
target to another dimension. If target cannot be removed from battle,
acts like either Demi or Quarter (35 MP; only castable by certain job
classes)
Demi. Has a chance
of reducing the target's HP by 50% (22 MP; not normally castable)
Quarter. Has a
chance
of reducing the target's HP by 75% (32 MP; not normally castable)
Blue Magic
These are specialized
enemy techniques, but they can be learned (and used) by certain job
classes.
There's offensive and defensive magic in here.
Script Blab. Target
receives one status
boost and one status
ailment. (20 MP)
Flash Video. Up to
three combatants recover 100 HP but receive two status
ailments. (30 MP per target)
Forest Waltz.
Target
receives a random status
boost. (12 MP)
Acid. Target
receives
a random status
ailment. (12 MP)
Death Claw. Causes
random damage (up to 500 HP) based on the target's max HP. 25% chance
of
adding paralysis. (54 MP)
Moon Flute. All
allies
or all enemies (your choice) go Berserk. 50% chance of success. (18 MP)
Hyper Boost. Target
receives Defense Up, Magic Defense Up, and Haste. (20 MP)
Dischord. Target
receives Defense Down, Magic Defense Down, and Slow. (20 MP)
Reflect??? Any
combatants
with Reflect take magic damage and receive two random status
ailments. (16 MP)
100
Needles.
Deals 100 HP damage, ignores everything but the critical rule. (50 MP)
Stone Toss.
Target(s)
take 15 HP damage, with a 50% chance of confusion for each one. (10 MP
per target)
Exploder. You
remove
yourself from battle; damage dealt to the target is (CurrentHP +
Current
MP).
Aero. Deals wind
damage to all targets, does as much damage as if it was single-target.
(20 MP)
Timber!. Deals wood
damage to a single target by dropping a giant tree trunk. (40 MP)
Hold Gas. Has a 75%
chance of paralyzing each enemy. (20 MP)
Magic Hammer.
Halves
target MP. (3 MP)
CPU Spin. Has a 75%
chance of confusing each enemy. (20 MP)
Lunch Time. Sends
the target MIA and heals your HP at the same time. MP used = HP
recovered.
(1+ MP)
White
Wind. All allies recover an HP amount equal to the caster's current
HP. (23 MP)
Hurricane Kick.
Works
like a multijump performed from the ground. First two hits are
guaranteed.
(8 MP)
L.3 Flare. Casts
Flare on any combatants with EXP divisible by 3. For bosses, roll 1d100
to determine its EXP. (16 MP)
L.4 Quarter.
Quarters
the HP of any combatants with EXP divisible by 4. For bosses, roll
1d100
to determine its EXP. (18 MP)
L.5 Doom. Instantly
kills any combatants with EXP divisible by 5. For bosses, roll 1d100 to
determine its EXP. (16 MP)
Added Wild Surge.
Increases spell's power by 25%, but adds a wild surge. Works with any
kind of magic. Cannot be
stacked. (+8 MP)
CT Mine. Damages
one enemy according to the target's current CT. (33 MP)
Time Bomb. Damages
one enemy according to the length of the battle (in ticks) thus far.
(10 MP)
Pumpkin Head.
Damages one enemy according to how many HP you're missing. (17 MP)
Bad Breath. Target
receives Confuse, Blind, Poison, Paralysis, and Silence, all for 31
ticks. (45
MP)
Double Wave. All
combatants lose a quarter of their current HP, not to ignore critical.
Ignore Auras, Metal, and the like. (26
MP)
Mighty Guard. All
allies receive Defense Up, Magic Defense Up, and one other random status
boost. (64 MP)
Dragon Force. All
allies receive Attack Up, Magic Attack Up, and one other random status
boost. (64 MP)
Condemned. Target
gets a Death Sentence. 75% chance of success. (30 MP)
Night.
ALL
COMBATANTS
fall asleep. Does not ignore safeguards. (16 MP)
Aqua Breath. Deals
heavy water-elemental damage to all targets. This attack does as
much
damage as if it were single-target. (32 MP)
Goblin Punch. A
physical
attack that ignores all status effects, including Metal, Tiny, Defense
Up, etc. (1 MP)
Flame Burst. Deals
magic damage (as if 5 MP) 1d10 times to one target. (25 MP)
Aura. Target
receives
a 20-HP aura. (10 MP)
Dream Eater. Deals
double magic damage to all sleeping combatants; caster recovers HP
equal
to half the total damage dealt. (20 MP)
Blood Suck. The
target
has a 50% chance of becoming Undead, and a 50% chance of getting a
Seizure.
(18 MP)
Nightmare. The target has a 50%
chance of getting a Death Sentence, and a 50% chance of falling asleep.
(18 MP)
Status HaXX0R!.
Each
status
boost the target has is removed, and replaced with a random status
ailment (ignore Safeguards). Does not affect innate Safeguards. (33
MP)
Iron Fist. Deals
single-target damage. If the target's physical defense is lower than
his
magic defense, PHYSICAL defense is compared to the caster's MAtk when
calculating
damage. (15 MP)
Richter Rumble. Deals
earth-elemental damage to all targets. This attack does as much damage
as if it were single-target. 1d4 is rolled; if 1, the spell does double
damage, if 4, it does half damage. (30 MP)
Neoflare. Deals non-elemental
damage to one target. Ignores magic defense. (35 MP)
Limit Globe. Damages one
target. Does 5x damage if the caster is at 1 HP, or when used as a
Final Strike. (20 MP)
Lights Out. Has a 75% chance of
blinding each enemy. (20 MP)
Pumpkin Head?. Damages
according to how many HP you're
missing... if it works properly. (dsk32t3ff.m,jh;mpm.fu8y8 MP) This is a rare
spell and cannot be learned/taught normally.
White Wind?. All allies recover an
HP amount equal to the caster's current HP... if it works properly.
(wwwwwwwwDOTHEMARIO MP) This is a rare
spell and cannot be learned/taught normally.
Brain
Fart. Casts a random blue magic. Target chosen after magic is
rolled. (MP varies) This is a rare
spell and cannot be learned/taught normally.
Summon Magic
Summoners and like
classes
can use Summon Magic to call up monsters from the underworld. Summon
magic
is costly, but effective... especially against multiple enemies.
Chocobo Chocobo
Kick.
Target takes 3x physical damage. Has a 10% chance to summon the Chubby
Chocobo, and deal 15x physical damage! (7 MP)
Sylph Deals
wind-elemental damage to target; half the damage is absorbed as HP by
all party members.
(12 MP)
Toad Hyper Scan.
Toad scans all bosses, and hints at possible weaknesses. (8 MP)
Surge Tri-Surge.
Three wild surges are spawned, and the caster chooses which one goes
off. (15 MP)
The Silent Strider
Triple Trouble. Spawns three master
list hazards; caster may focus one. (18 MP)
Madoka Kekkai En.
All allies receive 30-HP auras. (33 MP)
Siren Hope Song.
75% chance of silencing the target. (10 MP)
Stray Cat Rain. 75%
chance of confusing the target. (10 MP)
Goblin Goblin
Punch.
See Blue
Magic spell #33. (1 MP)
Bomb Self Destruct.
Deals magic damage that ignores the critical rule. Single target. (15
MP)
Ifrit Hellfire.
Deals
fire damage to all targets. (24 MP)
Shiva Gem Dust.
Deals
ice damage to all targets, 25% chance per target of adding sleep. (18
MP)
Ramuh Bolt Fist.
Deals electrical damage to all targets, 10% chance per target of
paralysis.
(30 MP)
Carbunkle Ruby
Light.
Adds Reflect and Defense Up status to all allies. (17 MP)
Unicorn Heal Horn.
Heals all allies' bad status. (18 MP)
Golem Earth Wall.
Blocks 100 HP worth of incoming physical damage. (30 MP)
Alexander Justice.
Deals holy damage to all targets. (35 MP)
Phoenix
Resurrection.
Deals 10 MP worth of fire damage to all targets, and revives all downed
allies with 80% HP. (52 MP)
Atmos G-Force 199.
Tremendous gravitational force causes all enemies to lose 20% of their
HP. However, the attack has a 25% chance of failure. (35 MP)
Crusader Purifier.
Deals 60 MP worth of damage to all targets; all allies take 20 MP worth
of recoil damage. (35 MP)
Zeromus Big Bang.
Deals non-elemental damage to all targets, and adds Seizure status. For
any given target, damage cannot exceed 80% of current HP. (32
MP)
Bahamut Mega Nuke.
Deals non-elemental damage to all targets. Ignores magic defense (treat
all targets as though they have 50 MDef) (42 MP)
Bass.EXE Air
Burst.
Has a Meteo effect (50-80 damage five times, randomly selected
enemies),
but cannot be used unless a Navi has used the Black Hole chip.
(50
MP)
MegaMan.EXE Battle
Chip. The ref selects one chip apiece from MMBN1, MMBN2, and MMBN3, and
the summoner chooses one. (Bass's MMBN1 chip, chips 251-266 in MMBN2,
and
the Giga class chips in MMBN3 are not included.) MegaMan.EXE appears
and
uses that chip on the targeted enemy/ally for FULL damage/recovery/etc.
(no scaling). (30 MP)
Captain Lou ALL
ENEMIES
DIE >:O (999 MP) (This spell
cannot come up as a random summon magic)
SKILLS LIST
There are four kinds of
skills.
An Attribute
enhances
certain abilities' effectiveness, and is automatic.
An Action skill is
the most common kind of skill. These are performed on your turn.
An Interrupt skill
is done out of turn, but you must actively use it. If you are confused,
berserk, or paralyzed, you must call a coin flip to use the move. You
cannot use these skills if you are asleep, MIA, petrified, stopped,
imped, or embarrassed.
A Passive skill is
automatically performed out of turn, though I might have to be reminded.
Skills are listed alphabetically. Trance skills aren't listed yet, but look for them in a future Kode update.
Aim - Gives
pinpoint
accuracy on physical attacks, ignores status effects like Airborne and
MIA. Attribute
Usable by: Archer,
Hunter,
Hammer
Brother, Traveler, get from Sniper materia
Armor Break -
Deals half damage, and has a 50% chance of lowering the target's
Defense by 10%. Action skill
Usable by: Captain,
General,
Traveler, EWACS Mecha, get from Breaking Sword materia
Assassinate - Attempts
to kill the enemy instantly by striking a weak point. Roll for a
physical
attack; if it's a critical hit, the attack succeeds, otherwise it fails
and the attacker's CT goes to -50. Won't work on some bosses. Action
skill
Usable by: Assassin,
Offensive Specialist, Outlaw,
Traveler, get from Backstabber materia
Auto-Counter -
When
hit by an enemy, automatically attempts to hit them with a physical
attack. Has a 75% success rate. You can't use it under any
circumstances that would prevent use
of an Interrupt skill.
Passive
skill
Usable by: Ninja,
Shinobi,
Assassin,
Outlaw, get from Counter materia
Auto-Cover -
Automatically
takes a hit in place of an ally with critical HP. Cannot be used
against
multiple-target attacks or if the user is critical himself. You can't use it under any
circumstances that would prevent use of an Interrupt skill. Passive
skill
Usable by: Paladin,
Captain,
Defensive Specialist, General, EWACS Mecha
Backstab - Has a
50%
chance of causing critical damage, but will miss completely if it
fails.
Action
Skill
Usable by: Thief,
Bandit,
Pirate,
Outlaw,
Traveler, get from Backstabber materia
Barrier -
Defense
Up and Magic Defense Up for 41 ticks, plus one other random status
boost.
One target. (8 MP) Action skill
Usable by: Red
Mage, Red Wizard, Magikoopa-in-Training,
Defensive Specialist, Magikoopa,
Traveler, get from Boost materia
Battle Chip -
Allows
you to use Battle Chips you hold. If letter codes match, you can use
multiple
chips in one turn. For NetNavi and Robot Master only, chips used are
automatically
replaced by new random ones. Action skill
Usable by: NetNavi,
Robot
Master, MagiTek Trooper, Traveler, Prototype
Robot Master, get from NetNavi materia
Battle Chip Combo
- If you hold like-coded Battle Chips, you may combine them into a
single
powerful attack. For Robot Master only, chips used are automatically
replaced
by new random ones. Note that some chips combine better than others. Action
skill
Usable by: Robot
Master, MagiTek Trooper, Traveler, Prototype
Robot Master
Block - Allows
you to block physical attacks with a shield. You must react quickly --
within 5 seconds of the accuracy roll -- but if you succeed, you can
completely nullify the attack. (If an attack has a secondary effect,
such as Cripple or Capture, blocking the attack will also prevent the
side effect.) Critical hits will deal half damage if
blocked. Interrupt skill
Usable by: Knight, Paladin, Captain, Defensive
Specialist, General, Afro
Warrior,
get from Defense materia
Blue Magic -
Allows
you to cast Blue Magic. Action skill
Usable by: Blue
Mage, Blue
Wizard, Magikoopa-in-Training,
Sorcerer,
Traveler, Prototype
Robot Master, EWACS Mecha, get from BL00 MAJIX materia
Break - 50%
chance
of petrifying the target, won't work on some bosses. 100% success rate
if used on a teammate. (10 MP) Action skill
Usable by: Black
Mage, Black
Wizard, Magikoopa-in-Training,
Magikoopa,
Traveler, get from One-Shot materia
Build Item -
Begins
working on an item from the item hazard set of choice. On the next
turn,
the item is chosen randomly and can be given to the ally of your
choosing.
Action
skill
Usable by: Mechanic,
Chemist
Build Item 2 -
Builds
a random item from the item hazard set of choice. The item can be given
to the ally of your choosing. Action skill
Usable by: Engineer,
Moogle,
Traveler
Bypass Safeguard - Allows
you to inflict status ailments, even on
safeguarded targets. This also bypasses other, less-common protection, such as
Reflect. You
can only use this with normally-castable, 7 MP
badstats. Attribute
Usable by: Zombie, Necromancer, Traveler, EWACS Mecha, get from BRAINS materia
Call Script -
Summons
a random character from the ref's call script to attack. The
character's
action is decided by the ref, but it's almost always beneficial. Action
skill
Usable by: Call
Scripter, Sorcerer, Traveler, get from Script materia
Capture - Causes
physical
damage, and has a 50% of stealing a random item OR a held item from the
enemy. Action skill
Usable by: Bandit,
Pirate,
Outlaw,
Traveler, get from Steal materia
Carter's Ancient
Technique
of the East - Has a 75% chance to instantly remove one target's
defensive
barriers: Auras, Metal, Defense and Magic Defense Up, Reflect, and
non-innate
Safeguards are all subject to Carter's Technique. Action skill
Usable by: Black
Belt, Judo
Warrior, V.G. Fighter, Street
Fighter, Traveler, Afro
Warrior,
get from Afro Power materia
Chakra - The
target
recovers HP and MP based on your Atk. HP recovered is a random number
between 1 and your Atk; MP recovery is half that. Action skill
Usable by: Black
Belt, Judo
Warrior, Traveler, get from Heal materia
Charge! - Any
allies
who have critical HP cause physical damage to the target. (8 MP) Action
skill
Usable by: General,
Traveler
Charge Goodstat - An
addendum to the Free Goodstat skill. This enables more powerful status
to be applied or removed, and it also increases the effectiveness of
standard
Free Goodstat (10 ticks/points per charge). One charge can remove
Seizure
and Stop, or apply Shadow; two charges removes Imp and Petrify or
applies
Life 3; three charges add Quick or Metal status, or remove ???. Action
skill
Usable by: Engineer,
Moogle,
Traveler
Chivalry - A
free but low-level heal. All allies recover 10 to 20 HP. Action skill
Usable by: Paladin, Captain, General, Traveler, get from Heal materia
Climhazzard -
Causes
3x physical damage to all enemies. Cannot miss. (30 MP) Action skill
Usable by: Offensive Specialist, General,
Traveler, get from Swordrape materia
Comet - Deals
50-80
HP damage to one target. (20 MP) Action skill
Usable by: Time
Mage, Time
Wizard, Magikoopa-in-Training,
Magikoopa,
Traveler, get from BFRFS materia
Copy Power -
Allows
you to use the target's special abilities (if any). You can only have
one
set of abilities at a time, and only Action abilities are copied. This
skill does not use up your turn, but you can only use it once even if
you're Quicked. Action
skill
Usable by: Dreamlander,
Traveler, get from Mimic materia
Counter - Blocks
an
incoming attack and strikes back for double the damage. Can only block
one attack per turn; hazards cannot be countered. Action skill
Usable by: Knight,
Paladin,
Captain,
General,
Traveler
Cover - Takes
damage
in place of the target until your next turn. Can only be used for
single-target
attacks. Action skill
Usable by: Knight,
Paladin,
Captain,
General,
Traveler
Cow Cannon -
Deals 4x physical damage to all enemies, requires two charges. Action
skill
Usable by: Cow
General, Traveler, get from Cow Assault materia
Cow Drop - Deals
3x physical damage to one enemy, requires one charge. Action
skill
Usable by: Cow
General, Traveler, get from Cow Assault materia
Cowpocalypse -
Deals
50-80
HP damage each to five random targets, repeats allowed. (70 MP) Action
skill
Usable by: Cow
General, Traveler
Crash Land -
When
landing from a jump, this expends 1/10 of your max HP to deliver extra
(3x) hurt to the
target. Action skill
Usable by: Cow,
Cow
General, Traveler, get from SPLAT! materia
Cripple - Deals
half physical damage, and has a 20% chance of permanently lowering the
target's Speed by 2. Action skill
Usable by: Archer, Hunter, Hammer Brother, Traveler, Afro
Warrior,
get from Bonebreaker materia
Crush - Deals
physical
damage. On a critical hit, resets the target's CT to 0; on a miss,
stops
the user for 5 ticks. If you score the critical hit and the target
moves on the same tick, they'll lose that turn. You cannot use Crush on
someone whose CT is negative. Action skill
Usable by: Barbarian,
Berserker,
Hammer
Brother, Grappler,
Cow
General, Traveler, Afro
Warrior,
get from Bonebreaker materia
Cure x1.5 -
Increases healing ability by 50%. Attribute
Usable by: Red Mage, Red
Wizard
Cure x2 -
Increases healing ability by 100%. Attribute
Usable by: White
Mage, Wild
Mage, Magikoopa-in-Training, EWACS Mecha
Cure x3 -
Increases healing ability by 200%. Attribute
Usable by: White Wizard, Defensive
Specialist, Magikoopa, Traveler
Damage-All x2 - Magic
spells don't have their power reduced when casted on multiple targets. Attribute
Usable by: Black Mage, Black Wizard,
Magikoopa-in-Training, Offensive Specialist, Magikoopa, Traveler, get from Target-All materia
Dark Chip - Causes
a "dark" battle chip to appear in your hand when your HP becomes
critical. These chips are extremely powerful, but using them results in
a wild surge and causes your Trance gauge to drop significantly. Passive skill
Usable by: NetNavi, Robot Master, Prototype
Robot Master
Darkside - Uses
1/10
of your max HP to deal double physical damage. Cannot miss. Action
skill
Usable by: Captain,
Offensive Specialist, General,
Traveler, get from Strong Sword materia
Distract - Has
a 50%
chance of reducing an enemy's CT by 20 (thus delaying its turn). Action
skill
Usably by: Bard,
Traveler
Distribute -
Allows
you to hand up to three items to other fighters without using your
turn. This skill has a one-minute time limit on it.
Attribute
Usable by: Pirate,
Traveler, Arms Dealer, get from Delivery materia
Doom - 50%
chance
of instantly reducing the target's HP to 0, won't work on some bosses.
(15 MP) Action skill
Usable by: Black
Mage, Black
Wizard, Magikoopa-in-Training,
Magikoopa,
Traveler, get from One-Shot materia
Dragon Might -
Attack
Up and Magic Attack Up for 41 ticks, plus one other random status
boost. One target. (8 MP) Action skill
Usable by: Dragoon, Lancer, Traveler, Afro Warrior, get from Boost materia
Drain - A magic
spell which deals half damage; caster absorbs the damage as HP. (MP
cost varies). Action skill
Usable by: Zombie, Necromancer, Traveler, get from BRAINS materia
Draw Chips -
Discards
current Battle Chips, and draws five random new ones. Action skill
Usable by: NetNavi,
Robot
Master, MagiTek Trooper, Traveler, Prototype
Robot Master, get from NetNavi materia
Draw Spells -
Discards
current Magic Spells, and draws five random new ones. Action skill
Usable by: MageNavi,
Magikoopa, Sorcerer,
Traveler, get from MageNavi materia
Dual Wield -
Enhances
your physical attack. Two attacks, one target, full potency. Attribute
Usable by: Ninja, Shinobi,
Assassin,
Outlaw, Afro Warrior
Encourage - Has
a
50% chance of raising an ally's CT by 20 (thus hastening his/her turn).
Action
skill
Usably by: Bard,
Traveler
EXP Rain - Uses
your
EXP to damage one target. One to four EXP per use, deals 50 to 100
damage per EXP. There is a 50% chance of keeping your EXP, so it's a
gamble... hence why it's a Gambler skill! :P Action
skill
Usable by: Gambler,
Traveler, get from Anti-Whore materia
Explode Corpse -
Removes
a KOed character from battle and prevents them from being revived. Action
skill
Usable by: Necromancer,
Traveler, get from Remove materia
Flame Blast - A
multi-hitting magic attack. It hits 1d6 times; each hit deals 5 MP
worth of damage and has a 5% chance to burn the target. (15 MP) Action skill
Usable by: Fireball Thrower, Traveler, get from Pyromania materia
Flare - Deals
100-200
HP damage to one target. (35 MP) Action skill
Usable by: Black
Mage, Black
Wizard, Wild
Mage, Magikoopa-in-Training,
Offensive Specialist, Magikoopa,
Traveler, get from Nuke materia
Free Goodstat -
Adds
7-MP status boosts for free, and anything more expensive at half-cost.
Attribute
Usable by: Witch
Doctor, Engineer,
Moogle,
Defensive Specialist, Traveler, get from Super Support materia
Free Multijump -
Allows
a multijump at no MP cost. Attribute
Usable by: Lancer,
Traveler, get from Dragoooooooon materia
Free Revive -
Revives
a fallen target with 20% max HP. Attribute
Usable by: Necromancer, Defensive Specialist,
Traveler, get from Restore materia
Free Scan -
Reveals
an enemy's HP, MP, stats, and thoughts at no MP cost. Attribute
Usable by: Engineer,
Moogle,
Traveler
Grab Item -
Allows
you to take one item from the arena floor without using your turn. Attribute
Usable by: Thief,
Bandit,
Pirate,
Outlaw,
Traveler
Hadouken - Deals
2.5x
magic damage to one target. (10 MP) Action skill
Usable by: Fireball Thrower, V.
G. Fighter, Street
Fighter, Traveler, Afro
Warrior,
get from Shotokan materia
Haste - Gives
the
target Haste status for 41 ticks. (7 MP) Action skill
Usable by: Time
Mage, Time
Wizard, Wild
Mage, Magikoopa-in-Training,
Magikoopa,
Traveler, get from Haste materia
Hastega/Haste 2
- Gives
each
ally Haste status for 41 ticks. (30 MP) Action skill
Usable by: Time
Wizard, Magikoopa,
Traveler, get from Haste materia
Hazard Control -
Sets
the hazard bar to full or empty (controller's choice). Allows you to
choose
the hazard set if you set it to full. Action skill
Usable by: Geomancer,
Elementalist,
Junior
Ref, Traveler, get from Hazardeer materia
Hazard Focus -
Must
be used with Hazard Control. Tries to make your team the
beneficiary
of a controlled hazard. (For example, damage-dealing hazards will only
affect your enemies.) If a hazard cannot be focused, the user may
reroll for a 5
MP fee. (15 MP) Action skill
Usable by: Geomancer, Elementalist, Junior
Ref, Traveler, get from Hazardeer materia
Hazard Protect - Makes
one target completely immune to hazards for 31 ticks. Careful, ALL
hazards will bounce off, even the helpful ones. (10 MP) Action skill
Usable by: Geomancer,
Elementalist,
Junior
Ref, Traveler, get from Protection materia
Hide - Sends you
MIA
for 11 ticks. When you come back to the battlefield, you may not Hide
again until after your next turn. Interrupt
skill
Usable by: Bard,
Witch
Doctor, Defensive Specialist, get from BATDODGE materia
Holy - Deals
heavy magic damage to a single target. (50 MP) Action skill
Usable by: White Wizard, Offensive
Specialist, Magikoopa,
Traveler, get from Nuke materia
Hostage - Forces
the
target to take damage for you. (An involuntary Paladin,
of sorts.) Can be used on allies or enemies; has a 50% chance of
success.
Action skill
Usable by: Pirate,
Outlaw, Traveler, get from Hostage materia
Hyper Slam -
Causes 3x physical damage to one target. Ignores defense; damage is
calculated as if the target has 50 Defense, and it also ignores status
effects like Metal and Auras. Has a 50% chance of success;
if it
misses,
you are Stopped and have Defense Down for 3 ticks. Action skill
Usable by: Grappler,
Offensive Specialist, V.
G. Fighter, Street
Fighter, Traveler, Afro
Warrior,
get from Backbreaker materia
Image - Gives
you
Vanish status for 41 ticks. Attribute
Usable by: Assassin,
Traveler, get from Stealth materia
Impale - An
attack which deals quadruple physical damage but has one-quarter
accuracy. There are two rolls: the base accuracy roll, and then the 25%
roll. It's not treated as "one quarter of your Accuracy stat". Action skill
Usable by: Knight, Paladin, Captain, Offensive
Specialist, General, Traveler, get from Sword Skill materia
Incision - An
attack which deals half physical damage but has double accuracy. If
your first accuracy roll fails, you get a second one. Action skill
Usable by: Knight, Paladin, Captain, General, Traveler, get from Sword Skill materia
Initiative - +50
to
starting CT, and gives you top priority in situations where multiple
fighters
move on the same tick. Attribute
Usable by: Assassin,
Outlaw, Afro Warrior, get from Initiative materia
Item Box -
Always hold five items. Items used are
automatically
replaced by new random ones. Some items are immediate-use (marked
"[IU]"); they will be used immediately if you try to hand them off.
Items marked "IU OK" can be used immediately but don't have to be. For
further details on IU items, check the item hazard
set description. Action skill
Usable by: Mechanic, Chemist, Arms Dealer, get from Item Whore materia
Job Change - Allows
you to change into any job class from Level 1 to 4, or the job class of
any hazard- or surge-added ally. Changing jobs does not use up your
turn, but you can only use it once even when Quicked. You obtain all of
the new job's stats and skills, including
Trance skills, and you retain Job Change. You can job-change into a
custom class, but only if that job class is already in play. Action skill
Usable by: Shapeshifter, get from Change materia
Laceration - An
attack which deals double physical damage but has half accuracy. There are two rolls: the base
accuracy roll, and then the 50% roll. It's not treated as "one half of
your Accuracy stat". Action skill
Usable by: Knight, Paladin, Captain, General, Traveler, get from Sword Skill materia
Leap - Removes
you
from the battlefield for a while (31 ticks), but enables you to use one
of the
enemy's Rage techniques in future battles. If all of your teammates are
defeated while you're MIA, the battle ends. If you have 20 rages, you
must discard one to make room for the new one.
Action skill
Usable by: Psycho
Veldt Kid, Traveler
Learn Blue Magic
-
Allows you to learn Blue Magic if you are hit and affected by it. Passive
skill
Usable by: Blue
Mage, Blue
Wizard, Magikoopa-in-Training, Sorcerer, Prototype
Robot Master, get from BL00 MAJIX materia
Life 3 - Costs
20 MP instead of 50. Attribute
Usable by: White Mage, Witch Doctor,
White Wizard,
Magikoopa-in-Training, Magikoopa, Traveler, EWACS Mecha
Life x2 - When
reviving
allies, they recover HP equal to the MP cost of the spell. Attribute
Usable by: White
Mage, Magikoopa-in-Training, Defensive Specialist
Life x3 - When
reviving
allies, they recover HP equal to 1.5x the MP cost of the spell. Attribute
Usable by: White
Wizard, Magikoopa,
Traveler
Loot - Sends you
MIA
gathering items from a secret stash. You return 12 ticks later, with 10
random items. Action skill
Usable by: Pirate,
Outlaw, Traveler, Arms Dealer, get from Treasure materia
Magic Break - Deals half damage, and has a
50% chance of lowering the target's Magic Attack by 10%. Action skill
Usable by: Captain,
General,
Traveler, EWACS Mecha, get from Breaking Sword materia
Magic Spell -
Allows
you to use a Magic Spell you hold. For MageNavi only, spells used are
automatically
replaced by new random ones. Action skill
Usable by: MageNavi,
Magikoopa,
Sorcerer, Traveler, get from MageNavi materia
Magic Sword - Allows
you to acquire (and use) magic charges from yourself or your allies. Up
to 20 MP at a time may be added to a magic charge, but said charge has
no upper limit. A magic charge may be held and used at will, and it
enhances your physical attack by using the formula for magic attacks. Action skill
Usable by: Rune
Knight, MagiTek Knight, Captain,
General, Traveler, get from Magic Sword materia
MagiTek - Allows
you
to use Fire Beam (50 fire damage, one target), Ice Beam (50 ice damage,
one
target), Bolt Beam (50 electric damage, one target), X-fer (see X-Zone,
below), Heal Force (50 HP recovery, one target),
Bio Blast (30 damage plus a chance of poison, one target, ignore
safeguard), Confuser
(30 damage and a chance of confusion, one target, ignore safeguard),
and TekMissile
(120
damage, 75% chance of success, one target). Action skill
Usable by: MagiTek
Trooper, Traveler, EWACS Mecha, get from Giant Robot materia
Maintenance - Prevents
item loss. Items cannot be stolen, replaced, or destroyed by hazards,
enemies, or even wild surges. Passive
skill
Usable by: Arms
Dealer
Make Ether -
Begins
working on an Ether (heals 50 MP when used). On the next turn, the
Ether
can be given to the ally of your choosing. Action skill
Usable by: Chemist,
Moogle,
Traveler, EWACS Mecha, get from Concoct materia
Make Potion -
Begins
working on a Potion (heals 50 HP when used). On the next turn, the
Potion
can be given to the ally of your choosing. Action skill
Usable by: Chemist
Make Potion 2 -
Makes
a Potion (heals 50 HP when used). The Potion can be given to the ally
of
your choosing. Action skill
Usable by: Moogle,
Traveler, get from Concoct materia
Mass Badstat - Allows
you to cast status ailments on multiple
targets. Any status ailment that costs 7 MP and is normally castable is
fair game. Chance of success is 50% per enemy. (14 MP) Action
skill
Usable by: Black Mage, Black Wizard,
Magikoopa-in-Training, Magikoopa, Traveler, get from Status Whore materia
Mass Goodstat - Allows
you to cast status boosts on multiple targets.
Any status boost that costs 7 MP and is normally castable is fair game.
Chance of
success is 50% per ally. (14 MP) Action skill
Usable by: White Mage, White Wizard,
Magikoopa-in-Training, Defensive Specialist, Magikoopa, Traveler, get from Status Whore materia
Mental Break - Deals half damage, and has a
50% chance of lowering the target's Magic Defense by 10%. Action skill
Usable by: Captain,
General,
Traveler, EWACS Mecha, get from Breaking Sword materia
Meteo - Deals
50-80
HP damage each to five random targets, repeats allowed. (70 MP) Action
skill
Usable by: Time
Wizard, Offensive Specialist, Magikoopa,
Traveler, get from BFRFS materia
Milk - All cure
magic is boosted by 50%. Attribute
Usable by: Cow,
Cow
General
Mime - Repeats
any
of the previous five ally actions free of MP (cannot mimic interrupt
skills or
passive skills). Effects may not be the same though. Action skill
Usable by: Mimic,
Traveler, get from Mimic materia
Minus Strike -
Deals
damage equal to the number of HP you're missing. (10 MP) Action
skill
Usable by: Captain,
General,
Traveler, get from Finesse Sword materia
Mix Items - If
the
user holds two items, he may attempt to combine them. Such combinations
might be extremely powerful and greater than the sum of their parts...
but on the other hand, they might backfire horribly!
Action
skill
Usable by: Chemist,
Traveler, get from Combine materia
Multijump (first 2
hits)
- Guarantees the first two hits on a multijump. Attribute
Usable by: Dragoon,
Lancer,
Traveler, get from Dragoooooooon materia
Multiple Uses - If
you have multiple uses of a particular item (like a Fire Flower), or
you have multiples of the same item (say, two Potions), you can use it
multiple times in one turn. Attribute
Usable by: Arms
Dealer
Multistrike -
Enhances
your physical attack. Three attacks, one target, full potency. Attribute
Usable by: Monk,
Black
Belt, Judo
Warrior, V.
G. Fighter, Street
Fighter, Traveler, get from Combo materia
Plunder - Allows
you
to pick up items out of turn. You may only pick up one item at a time
in this manner, and only two between turns. Interrupt skill
Usable by: Pirate,
Outlaw, Arms Dealer, get from Delivery materia
Potential - Gives you Regen for 41
ticks when your HP drops to 50%, and Haste for 41 ticks when it drops
to 20%. Passive skill
Usable
by: EWACS Mecha, get from Giant Robot materia
Power Break - Deals half damage, and has a
50% chance of lowering the target's Attack by 10%. Action skill
Usable by: Captain,
General,
Traveler, EWACS Mecha, get from Breaking Sword materia
Precise Shot - A
physical attack, albeit 3x as powerful. Requires at least one charge. Attribute
Usable by: Archer, Hunter, Traveler, get from Sniper materia
Rage - Allows
you to use attacks from your Rage list, free of MP charge. However,
there's a 50% chance of using a physical attack instead. Action
skill
Usable by: Psycho
Veldt Kid, Traveler, get from Rage materia
Recall Black Magic
- Casts a random black magic spell, with a 25% chance of not using any
MP for it. If you fail that roll and don't have MP for the spell, the
turn
is lost. Action skill
Usable by: Sage,
Magikoopa,
Traveler, get from Recall materia
Recall Blue Magic
- Casts a random blue magic spell, with a 25% chance of not using any
MP
for it. If you fail that roll and don't have MP for the spell, the turn
is lost. Action skill
Usable by: Sage,
Sorcerer,
Traveler, get from Recall materia
Recall Summon Magic
- Casts a random summon magic spell, with a 25% chance of not using any
MP for it. If you fail that roll and don't have MP for the spell, the
turn
is lost. Action skill
Usable by: Sage, Sorcerer,
Traveler, get from Recall materia
Recall Time Magic
- Casts a random time magic spell, with a 25% chance of not using any
MP
for it. If you fail that roll and don't have MP for the spell, the turn
is lost. Action skill
Usable by: Sage,
Magikoopa,
Traveler, get from Recall materia
Recall White Magic
- Casts a random white magic spell, with a 25% chance of not using any
MP for it. If you fail that roll and don't have MP for the spell, the
turn
is lost. Action skill
Usable by: Sage,
Magikoopa,
Traveler, get from Recall materia
Red Sword - Charges
to maximum and strikes with a physical attack. This attack requires no
preparation, but after using it, you lose one turn recovering. Action
skill
Usable by: Red
Mage, Red Wizard,
Offensive Specialist, General,
Traveler, get from Strong Sword materia
Restore - A
special healing spell. It fully restores the target's HP and removes
all status ailments. You may use it to restore living or KO'ed
combatants. (20 MP) Action skill
Usable by: White Mage, White Wizard,
Magikoopa-in-Training, Defensive Specialist, Magikoopa, Traveler, get from Restore materia
Return Magic -
When
hit with an enemy's magic spell, immediately uses the same spell on
that
enemy at no MP cost. Has a 75% chance of success. You can't use it under any
circumstances that would prevent
use of an Interrupt skill. Passive skill
Usable by: Bandit,
Sage,
Defensive Specialist, Pirate, Outlaw, get from Counter materia
Runic - Has a
40%
chance of absorbing someone else's magic spell. Absorbed
spells are converted to Magic Sword charge. To absorb
a spell, you must react to it within 10 seconds of the MP usage. You
can only attempt Runic once between each of your turns, so Runic
wisely! Interrupt skill
Usable by: Rune
Knight, MagiTek Knight, Defensive Specialist, get from Defense materia
Safeguard - Gives
the target Safeguard status. (20 MP) Action
skill
Usable by: Witch Doctor, Traveler, EWACS Mecha, get from Protection materia
Seismic Punch -
Deals
damage to all combatants, but those with the most HP will usually take
more
damage. Damage for each combatant is random, and may be anywhere
between 1% and 50% of their current HP... digging fighters may lose up
to 99%! Fighters who are airborne, MIA, or petrified are unaffected,
but all other status effects are ignored. Action skill
Usable by: Grappler,
V.
G. Fighter, Traveler, Afro
Warrior,
get from Earthshaker materia
Share Items - Gives
you access to your teammates' held items... although you can't use
someone else's item without his permission. This skill is compatible
with Multiple Uses, but not with Throw Item. Action skill
Usable by: Arms
Dealer, get from Treasure materia
Share MP - Gives
any amount of MP to an ally. Action
skill
Usable by: White Wizard, Magikoopa,
Traveler, get from Share materia
Shouryuken (Dragon
Punch)
-
Deals 2x physical damage to one target. If the target is airborne, it's
4x damage and it knocks them out of the sky. (10 MP) Action skill
Usable by: V.
G. Fighter, Street
Fighter, Traveler, get from Shotokan materia
Shuffle Items -
Discards
current Item Box items, and draws five random new ones. Action skill
Usable by: Mechanic, Chemist, Traveler, Arms Dealer
Sing - Has a
50% chance
of inflicting one random status ailment on an enemy, ignoring
safeguard.
(10 MP) Action skill
Usable by: Bard,
Traveler, get from Musical materia
Sketch - Draws
a likeness of the enemy... which then attacks that very enemy with one
of his own attacks! Action skill
Usable by: Psycho Veldt Kid, Traveler, get from Artist materia
Slash - Deals
3/4
physical damage, with a 50% chance of dispelling good status. Action
skill
Usable by: Knight,
Paladin,
Captain,
General,
Traveler, get from Finesse Sword materia
Sledge - Deals
physical
damage to all enemies, with a 50% chance of paralysis per enemy. (12
MP)
Action
skill
Usable by: Hammer
Brother, Offensive Specialist, Traveler, get from Hammer Time materia
Sleep - Costs 7
MP
instead of 18. Attribute
Usable by: Red
Mage, Red Wizard, Magikoopa-in-Training,
Magikoopa,
Traveler
Slot - Allows
you
to spin a slot machine. If you don't match any numbers, you'll deal
damage to the enemies; if you match two numbers, you and your allies
will recover HP; if you match all three numbers, one or more wild
surges will go off. The amount of damage/healing/surges depends on the
numbers that come up. Action skill
Usable by: Gambler,
Traveler, get from Slot materia
Slow - Gives the
target
Slow status for 41 ticks. 50% chance of success if used on an enemy. (7
MP) Action skill
Usable by: Time
Mage, Time
Wizard, Magikoopa-in-Training,
Magikoopa,
Traveler, get from Slow materia
Slowga/Slow 2 -
Has a
50%
chance per enemy of applying Slow status for 41 ticks. (20 MP) Action
skill
Usable by: Time
Wizard, Magikoopa,
Traveler, get from Slow materia
Smash-All -
Deals
physical damage, multiplied by 1d3, to all enemies. Requires at least
one
charge. Action skill
Usable by: Grappler,
V.
G. Fighter, Street
Fighter, Traveler, Afro
Warrior,
get from Backbreaker materia
Smile - Sets
the target's
CT to 100. 50% success rate. Action skill
Usable by: Moogle,
Traveler, get from Kupo materia
Sneak - Gives
you
Shadow status for 31 ticks. Attribute
Usable by: Assassin,
Traveler, get from Stealth materia
Speed Break - Deals half damage, and has a
50% chance of lowering the target's Speed by 1. Action skill
Usable by: Captain,
General,
Traveler, EWACS Mecha, get from Breaking Sword materia
Spin Punch - If
you were attacked by any enemy on its previous turn, this attack deals
payback to the tune of 3x physical damage. Action skill
Usable by: Afro
Warrior,
get from Afro Power materia
Stat Reroll - Can
be used on yourself or an ally; choose Attack, Defense, Magic Attack,
Magic Defense, Accuracy, or Evade. Call a coin toss; if you call
correctly, the stat will be doubled, otherwise, it will be halved. Action skill
Usable
by: Gambler,
Traveler, get from Stat-Up materia
Steal - Has a
50%
chance of stealing a random item from the enemy. Action skill
Usable by: Thief
Steal 2 - Has a
75%
chance of stealing a random item from the enemy. Action skill
Usable by: Bandit,
Pirate,
Outlaw,
Traveler, get from Steal materia
Steal Chip - Allows
you to steal NetNavis' chips and MageNavis' spells. Has a 50% chance of success. Action skill
Usable by: Arms
Dealer
Steal Item - Has
a
50% chance of stealing an item held by an enemy. Action skill
Usable by: Thief
Steal Item 2 -
Has
a 75% chance of stealing an item held by an enemy. Action skill
Usable by: Bandit,
Pirate,
Outlaw,
Traveler, Arms Dealer, get from Steal materia
Steal Stat - Has
a 25% chance to steal 10% of one enemy's Atk, Def, MAtk, MDef, Acc, or
Evade. If successful, you may keep the stolen power for yourself or
give it to an ally. Action skill
Usable by: Thief, Bandit, Pirate, Outlaw, Traveler, get from Stat-Up materia
Stop - Gives the
target
Stop status for 21 ticks. 50% chance of success if used on an enemy.
(14
MP) Action skill
Usable by: Time
Wizard, Magikoopa,
Traveler, get from Stop materia
Store Charges -
Allows
you to abort a charge and store it for later. The stored charge is
listed
with items and takes a turn to reactivate. Action skill
Usable by: Hunter,
Hammer
Brother, Traveler
Strike-All -
Throws
a physical attack at each enemy target, at full potency. Action
skill
Usable by: Monk,
Black
Belt, Judo
Warrior, V.
G. Fighter, Street
Fighter, Traveler, Afro
Warrior,
get from Target-All materia
Substitute -
Summons
a random call script character for use as a "kawarimi" dummy. The
character
will take damage in your place, but this can only be used once per
battle.
Interrupt
skill
Usable by: Shinobi,
Assassin,
Defensive Specialist, Outlaw, get from BATDODGE materia
Summon Magic -
Allows
you to cast Summon Magic. Action skill
Usable by: Summoner,
Call
Scripter, Magikoopa-in-Training,
Sorcerer,
Traveler, get from Summon materia
Throw - Deals
physical
damage with a 50% chance of sending the target MIA for 11 ticks as they
sail out of the arena. Action skill
Usable by: Judo
Warrior, V.
G. Fighter, Street
Fighter, Traveler, Afro
Warrior,
get from Throw materia
Throw Item -
Throws
a held item at the enemy. Throwing an item usually increases its
effectiveness.
Action
skill
Usable by: Ninja,
Shinobi,
Assassin,
Hammer
Brother, Outlaw,
Traveler, Arms Dealer, get from Throw materia
Time Travel - Travels
back in time to where there's an active Wormhole (see the Wormhole
skill). All players' stats, the hazard bar value, etc., are restored to
what they were when the Wormhole was created. Once you use Time Travel,
the Wormhole disappears. Interrupt
skill
Usable by: Time Mage, Time Wizard,
Magikoopa-in-Training, Magikoopa, Traveler, get from Black Hole materia
Tranquil Song - Induces
High Tide on one fighter. (12 MP) Action skill
Usable by: Bard,
Traveler, get from Musical materia
Tungsten Remedy - Cures
Death Sentence. (10 MP) Action skill
Usable by: Witch Doctor, Traveler, get from Protection materia
Ultima - Deals
extremely heavy magic damage to all targets. (70 MP) Action skill
Usable by: Black
Wizard, Offensive Specialist, Magikoopa,
Traveler, get from Assrape materia
Ultra Cow -
Deals
100-200 HP damage to all targets. (70 MP) Action skill
Usable by: Cow
General, Traveler, get from SPLAT! materia
Wormhole - Creates
a Wormhole which can be used for time traveling. A wormhole will
disappear if not used within 21 ticks, and only one wormhole may be out
at a time. (10 MP) Action skill
Usable by: Time Mage, Time Wizard,
Magikoopa-in-Training, Magikoopa, Traveler, get from Black Hole materia
Wrench - Deals
physical
damage. On a critical hit, stuns the target and forces them to miss one
turn; on a miss, stops the user for 5 ticks. Action skill
Usable by: Mechanic,
Chemist,
Hammer
Brother, Traveler, get from Bonebreaker materia
X-Fight - Throws
four half-potency physical attacks at random enemy targets. Action
skill
Usable by: Hunter,
Hammer
Brother, Offensive Specialist, Street
Fighter, Traveler, get from Combo materia
X-Magic - Allows
you
to cast two consecutive spells. However, you must name both spells and
their targets before either one goes off. X-Magic may not be used with
job-class-specific skills such as blue magic, Flare, and so on. Action
skill
Usable by: Red
Wizard, Magikoopa,
Traveler, EWACS Mecha, get from Super Support materia
X-Zone - Has a 25% chance of
removing the target from battle. You may only cast this once
per battle. Some enemies can't be removed by X-Zone; instead, their HP
will be reduced by 50% or 75%, depending on whether the enemy is
fighting solo. (35 MP) Action skill
Usable by: Time Wizard, Magikoopa,
Traveler, get from Black Hole materia
PART 8: MINI-EVENTS AND STORYLINES
Lately, I've
expanded beyond just straight-out slugfest boss battles. Sometimes I
want to throw out a curve, force the heroes to think a little more.
When this happens, I host a mini-event.
In a mini-event,
you still receive turns, select job classes, and so on. However, the
objective is different. Instead of just "defeat the boss", you might be
asked to clear a series of battles against minor enemies. You might
have to protect someone for a certain time period. You might be forced
to examine your surroundings so that you can solve a puzzle. There
might be a time limit -- either real-time or in ticks. I'll usually
drop hints and such for a while before hosting a mini-event, then spill
the beans a day or two before. Since mini-events require a bit more
thought than a straight-up boss battle, the rewards are usually higher.
This is not to be confused with an actual RP session... whatever your
objective is, you'll accomplish it within the turn-based arena system.
So think creatively, and pick a job class that's suited to the task.
A storyline is a
series of battles with a common theme. Often, these battles are more
challenging than run-of-the-mill bosses, because I put a lot of
planning into them. There usually IS a storyline binding the battles,
and it unfolds in my
journal. A full storyline usually lasts a month or so. For
instance, a storyline might involve the storied conflict between Bowser
and the Mario Bros.; you can expect to face Mario-related enemies for
the duration of the storyline. Most storylines will have at least one
mini-event, to keep things interesting. (In the aforementioned Mario
storyline, there might be a mini-event wherein you climb up several
floors of Koopa Kastle.) Also, due to the sheer number of battles
involved, there's often a reward for any players who participate in
EVERY battle of a storyline, in addition to all the EXP and such you
rack up from the battles themselves. (However, this has recently led to
turnout-related problems, so I'm gonna look into changes to that.)
Due to the nature
of mini-events and storyline battles, some things work a little
differently. Ref bombs will almost never occur in a storyline battle,
and interruption hazards will usually be rerolled during mini-events.
PART 9: THE END OF BATTLE/REF BOMB
90% of the time, I'll stick with a battle to the end. The battle ends when either all the bosses or all the heroes have been defeated. (As stated in Part 1, a fighter is "defeated" if his/her HP reaches 0, if s/he becomes petrified, if s/he is sneezed from battle, or if s/he is MIA acquiring a Rage.) When this happens, the ref clears the battle data and gives out EXP as described in Part 5. If I think you won too easily or too quickly, or both, I may bring in a second boss to provide some challenge. Note that every so often, I host a battle that's an unbeatable or unloseable joker -- these battles tend to be very short. No EXP is earned from these, and they are usually followed by a standard boss.
However, there are a few times when a battle simply cannot be played to the end. Whether there's too much infighting, too many people leaving, I run out of time (this is rare -- I stay up very late -- but I do have to do other things sometimes), etc. In these situations, I use my last resort, better known as the "ref bomb". The ref bomb is, basically, a hazard set that ends the battle instantly without a result.
I call it a hazard set
because
that's technically what it is. However, it won't come up randomly
during
a battle and Geomancers/Elementalists/Junior
Refs/Travelers
may not summon from it. It's set up like a hazard set; several possible
outcomes, the ref picks one randomly. All the outcomes have the same
final
result.
Situation 1: I have to get off the computer for whatever reason. Usually not by my own will. Every so often I'll be hosting a battle and mom will remind me of something I promised to do, or I'll have an errand to run, or whatnot. Sometimes it'll be totally unexpected; if my Internet crashes and I'm stranded offline, obviously, the battle can't continue unless I can get back on within about 5 minutes. I'll usually be in a rush, so EXP will not be administered right away. However, if you remind me the next time you see me, I'll try and give you 1 or 2 experience points. (If you were winning soundly, I'll give you 3.)
Situation 2: If too many people leave, and I'm left with only 2 or 3 people, I'll probably nuke the battle. If you're one of those 2 or 3 people, you will earn full EXP depending on how the battle was going. If you were one of the early departures, you won't earn anything. This also applies if too many people aren't paying attention to the battle. That drags things out a LOT and sometimes I just don't feel like dealing with it.
Situation 3: Tempers flare, flames fly, the heroes are flaming the boss and the boss is flaming back (that typically only happens with guest bosses), or the heroes are just flaming each other. I host these battles because it's fun. Hopefully you participate for the same reason. If the battle turns into a massive flame war, I'll ref bomb it. No EXP will be earned; the biggest offenders may lose EXP.
Situation 4: If a ref bomb is not initiated by the ref (the ref bomb item, master list hazard 666, etc.), 2 EXP will usually be awarded.
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