WattMan.EXE

* Base
* Dragon Soul

## Stats

—Watt[src]

**Wattman.EXE** is a player character in the Megaman NetNavi RP campaign and one of the Navis entrusted to Allan Garnet. He is played by Hunter Red.

## Description

### Appearance

An Electric navi most notable for his appearance as a walking power bank. His outfit is mostly Yellow with red and blue wires that connect on his arms and his chest to the battery on his back. While originally part of his coding, the battery was replaced with a live battery that can potentially explode in the real world as it has done in the network before.

Watt bears some resemblance to Caine, whether or not it was intended by Able or not.

### Personality

Watt was President Able's Navi from Scilabs, and was tasked with convincing Allan to become the next President. Previously, he had been a generator for Scilabs. It is unknown how he was moved from generator to personal navi.

Watt seems positive and upbeat, but doesn't hesitate to be sassy when the situation calls for it.

He is more forgiving to Caine than the rest of the party, having not been around for most of his antagonism and also finding a kinship in how his father, President Able, ignores both of them.

## Powers and Abilities

### Skills

**Charge Tank -** The Navi's abilities run off of a Charge. They gain 2 charge per round and as long as they have 1 charge their basic attacks are considered ELEC and use Speed instead of Power for Melee attacks. ELECK chips and damage increases charge by 1 level. The user is able to sacrifice their remaining AP to add 1 charge for each AP. This ends the current turn.

Out of Combat they lose all charge, but this allows the user to use this ability to recharge up to half of the unused charges to restore uses of their allies abilities.

Upon getting hit with a WOOD element attack the user loses half their charge.

(Max charge: 11)

**Cyberstorm -** I dunno man, roll a D20 and let Brad take the wheel.

**Discharge-** Cost 2+ charge.

When striking with a Melee attack the user is able to discharge ELEC element around them. This will do one of three effects.

1: Increase the amount of damage from that attack by 3 for each additional charge used.
2: Attempt to STUN an opponent by rolling DATA Vs their SYNC.
3: Recharge 1 use of an allies abilities.

Next round roll SYNC DC 15. If the navi fails they do not gain charge passively that turn.

**Shine-** Cost 2 charge.

The user is able to send out an electrical charge to illuminate Cyberbodies within a 9 square area within 3 squares or light up dark areas. The targets may make a speed check DC17 to avoid the shine.

If illuminated by shine the target is revealed if invisible or camouflaged. The target is also slightly magnetized allowing all attacks against them to be made with advantage for the remainder of the round. This is not considered a negative effect unless the target is revealed from stealth.

### **Souls**

**Dragon Soul -** The Style and Elemental affinity of the current Navi is overwritten with the Style and Element of the creature inhabiting them.

While inhabiting the Navi, their Stats increase in the following ways.
Data is increased by 4. Defense is increased by 2. HP is decreased by 3.

While in this form the Navi may only use Elemental cards that match your current element. If the Navi attempts to use another element card they must first attempt a SYNC roll, if they fail they still use 1 AP. All Current element battlechips increase in power

The Navi's attacks become Ranged.

**Absorption -** The user absorbs an attack's' elemental properties, becoming that element for the remainder of the combat or until this ability is used again. All attacks do an extra 1d4 damage of the element's type and the user takes half damage from all future hits of that ype. If this ability is used again during the same combat, the user expends all elemental force inside them to revert back to their normal form. They then make a ranged attack, dealing 1d20 of that element's damage to a target. If over 10 damage is done, it stuns them for 1 round.

**Lightning Line -** The Navi sends out a bolt of lightning from their hands. This attack fires off in a line, only stopping when it reaches the end of a network tile path or if a Navi on a grass panel is hit. When attacking, the lightning hits all those in the line. Those hit must make a SPD check DC10+1 per charge and deals 1d4 of damage for every stack of Charge the Navi expends when casting this ability and half of that on a successful save. Once used, if the navi uses more than 5 Charges, then they must take 1d4 for each charge used after 5.

### 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.