ParadoxMan.EXE

* Base
* Flick Style

Paragon

Orion

## Stats

—ParadoxMan.EXE

**ParadoxMan.EXE** is a player character in the Megaman NetNavi RP campaign and is acting as one of Allan Garnett's navis. He is played by Paladin Black.

## Description

### Appearance

Paradox is a Hybrid or Amalgamation Navi comprised of two Navis (Paragon and Orion) after they were destroyed in the hospital bombing incident. He is most recognizable for having a cracked, wirework appearance. He sports a black and yellow pauldron on his right shoulder. As incomplete as he is, he has no face, but can still see, speak, and eat normally. If one were to gaze into his eyes, one would see nothing except the deep void as it stares back at you.

### Personality

ParadoxMan is a police Navi that was formerly under employ of the late police commissioner Aegis. Due to that, he has a deep sense of justice, but is not afraid of doing the right things even if it means breaking a few rules here and there. He knows that he can make his own judgements and decisions such as when a part of him was disgusted at the thought of mixing records with Flick, formerly a "criminal" in their eyes.

He likes to mention that he has a warrant to do as he wants, even though it is most likely a joke from the other police officers. This can also be shown in that he was given a private copybot instead of a defender model as most other officer navis do.

Paradox is known to be easily frustrated in certain cases where the party acts in questionable manners. Whether or not this is part of his character or the player itself is for debate.

## Skills and Abilities

**Paradox -** This Navi seems to contain the cores of multiple Navi's inside of it. Because of this the Navi is of multiple elements taking both their strengths and weaknesses.

If the Navi ever shifts to another element and is hit by an element is resistant to or weak to in it's main form roll a SYNC check to see if the resistances or weakness is applied to the new form as well that turn.

**Sap -** The user may as an action use this ability to sap the strength of an opponent and make all basic attacks done for the remainder of the turn to that opponent do 1d4 Wood Element damage.

This also makes all regular damage from basic attacks Wood element as well.

When afflicted by SAP the user chooses 1 ability score. That ability score on the target is Sapped and they must make all checks and saves with that ability with disadvantage.

Sap is a Negative effect.

**Skill Break -** If the navi is struck by a Special effect, Skill, or Battlechip and is able to nullify the attack it mat use a use of this ability and roll its DEFENSE against the opposing attacks main stat. If this roll is a success for the user it can BREAK that skill/special effect causing it to be unable to return to the navi until that navi beats the defense roll with a SYNC check.

The opponent can attempt this check by using 2 AP, this ends the opponent's turn no matter the result.

A battle chip affected by this ability cannot be reused until 1 full day has passed.

**Wood Stomp -** The Navi is able to take advantage of an opponent's 'flinching' to deliver an attack with more potency depending on the amount of negative effects on the target.

The user may expend a use of this ability and roll a POWER attack, on a success deal 4 damage to it's opponent.

For each negative effect on the opponent this damage increases by another 4.

While standing on CyberGrass the Navi regains a turn and increases its AC by 1 against all attacks other then Fire element.

**ShrapnelStorm -** The Navi is able to produce a swirling storm of broken data from around the area. This storm rages in an area for as long as the navi concentrates on it and gains power every time it does damage.

Once cast the target creature is surrounded by the storm, while inside they will take 1 damage +1 for each area of destroyed panels or junk data in the area. This continues every turn the navi uses their reaction to keep concentration on this ability. This ability doubles it's damage on each time it deals damage.

### Styles

**Flick Style -** The Style and Elemental affinity of the current Navi is overwritten with the new style and element.

While in this style the Navi's stats are the following.

Switch POW with DAT, Swirch DEF with SNC.

Then add SCN to SPD.

Then make any AC or Health Changes based on new Stats.

While in this Style the Navi may only use Plus Element Cards.

If The Navi attempts to use another element card you must first attempt a SNC roll, if you fail you still use 1 AP.

All Plus Element Battlechips increase in power.

The Navi's attacks become Ranged.

**Snack Time -** The user attacks with jets of Soda on Ranged basic attacks. These attacks deal +1 Increased damage and -1 AC from struck targets if they fail a DAT check against the users DAT. The AC loss can stack up too 3 times.
During the users turn or as a reaction to a COMBO attack they may also use up a turn to create a Popcorn Bomb.

When an Ally is reduced to 0 HP the user may use a use of this ability as a reaction to attempt a SNC check DC 18. If they pass they can feed the ally a snack, returning them to 1 HP.

### Combo attacks

**Concession Stand -** If a Popcorn Bomb is in play the party may give up one round each and one use of their abilities listed to attempt this attack.

They keep 1 AP each for reactions. A use of Discharge, Wood Stomp, or Pulse Wave check with a DC 15 launches the bomb into the range of Bug Cage. The Popcorn Bomb will bounce around inside the cage with the target collecting more and more bombs while Cross attempts to keep the cage from getting destroyed with any Recover ability DC 15.

Upon Bug Cage and 1 more ability succeeding this combo deals 15 damage. On all 3 succeeding this increases to 20 damage and the target is then under the effects of Bug Cage. This attack fails if the enemy is too large for Bug Cage.

**Shock Claw -** If a Smoke Claw is in play the party may give up one round each and one use of their abilities listed to attempt this attack. They keep 1 AP each for Reactions. Watt must use 5 Charge to push into the attack by connecting into the navi using the Smoke Claw. Then an attempt at either Scrap Jack, sense Vitals, or Bug Report must succeed a DC 18 check to limit the flow of electricity to vital areas of the charged Navi. On a failure this does 10 damage to the Navi with Smoke Claw before attack.

If the attack hits it does 10 damage and the user can attempt more Smoke Claw attacks with a +2 to hit. This "Shocks" a Navi hit by it for 2 rounds making them only able to use 1 AP.

## Trivia

* Paradox's "birthday" is April 20th