Cross.EXE

* Base
* Null Style
* Bird Soul
* Shimmer

## Stats

—Cross

**Cross.EXE** is a player character in the Megaman NetNavi RP campaign and one of Allan Garnett's Navis. She is played by **Thatdamncat789**.

## Description

### Appearance

Cross is a Healing Navi, known for her large Shield size. Her outfit is a mix of tactical armor as shown with the flexible skin tight bodysuit and medic infantry gear as shown by the metal plating on her shoulders, legs and combat helmet. Due to it being destroyed, Cross's helmet is not part of her coding anymore, but rather a Mettaur program taking the appearance of her helmet. The syringes on her waist seem to be cosmetic rather than part of her abilities.

Her Emblem is a purple plus symbol with a line running across it similar to a heartbeat monitor.

### Personality

Cross was a Nurse program. Due to this, she is shown to be wary of the health of navis and humans (Especially with Allan). She is a rather selfless navi, showing that she would jump in the line of fire to take damage in place of others. She is on point and attentive in terms the management of Allan PET and daily life. She is shown to be calculating (such as preparing recordings) and willing to get her hands dirty to slap some sense into people.

## Background

Cross.EXE originated from two different Navis: a nurse program of the same name, and a firewall program tasked with protecting a hospital in Dentech. The former had been tampered with by World 3 and was set to kill the chief of Police at the time, Aegis. After the original Cross.EXE produced the explosion that destroyed the Hospital, her and the firewall program were destroyed, and then merged into a single Navi at the beginning of Megaman Netnavi RP.

While the original Cross claims that the firewall had no sentience and therefore was never a part of them in the first place, there is no visible evidence in the RP that points to or otherwise.

## Powers and Abilities

### **Skills**

**Recover 1 -** The Navi is able to heal any cyber being, tile, or structure in the area. If the target is a structure it becomes unbreakable for 1 turn, making that structure take no damage from attacks. However the structure cannot be larger then 3 times the Navi's size. When used on a broken floor tile or broken structure then a Data roll must be used to determine if the area can be reformed. It can only be a success if there is enough data around on how the object was made or if the Navi understands its basic function.

Some functions may not be repaired

**Recover 2 -** The Navi is able to heal any cyber being, tile, or structure in the area. The user may attempt to heal 1 without a use of this ability as long as 1 use remains on a successful SYNC check [DC 15]. This ability can do anything Recover 1 can do as well.

**Bonus Heal -** When using a healing skill the user may use a use of this ability to increase the heal by 1d4. The user may also use this skill as a reaction to quickly heal an ally who has fallen to 0HP to 1HP. When the user is using a Recovery element Battlechip a use of this ability doubles the effectiveness of the heal or damage. This does not work on chips that don't actively require the Navi to do the ability themselves.

**GhostBypass -** When a databeing is deleted the user is able to revive them. This makes the databeing build itself back from any fragments or ghost data that it would have left behind while leaving any drops the creature may have left behind. They can be revived at either Base HP or at 1 HP. This does not take a reaction.

**Sense Vitals -** The Navi can sense the vital life signs of anything touching the PET. The Navi may also attempt to diagnose problems with programs or other forms of databeings they are in contact with on a successful DATA roll. The navi may also attempt to sense the weaknesses of hostile databeings they have attacked with basic attacks or blocked some of the damage from with their shield by using one charge of this ability and succeeding on a DATA roll.

**Axiom Drain -** The Navi is able to drain the HP of their opponent in order to create new data. Once used, any healing the user does for the rest of the combat or until they switch forms minuses HP from the target instead of healing them with a melee attack. After a successful drain, the HP taken is converted into Zenny or Consumables at the end of combat equal to how many times it was used. If a databeing affected by this drain is under the effects of a bug or negative effect, the databeing is cured of those effects.

### **Styles**

**Null 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 changed in the following ways:

Switch Defense and Speed, switch Sync with Scan, Add Power to Defense. Then make any AC or Health changes based on these new stats.

While in this Style the Navi may only use Null Element cards. 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 Non Element Battle Chips increase in power.

The Navi's attacks become Ranged.

* **Shield Toss -** The Navi tosses their shield in an area within their range with different effects depending on the target. If the target is an enemy the attack deals triple the damage it would do normally. If the target is an ally the shield will become translucent and grow to cover their ally provding them with a +2 to AC during their next turn. While this ability is used the user is unable to use any shield related until the shield returns. The shield returns at the start of the Navi's next turn.

**Neon 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 changed in the following ways:

Switch Speed with Defense, switch Sync with Dat and Link with Scan. Then make any AC or Health changes based on these new stats.

While in this Style the Navi may only use Invis Element cards. 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 Invis Element BattleChips have a chance to reload [DC 18].

The Navi's attacks become Ranged.

* **Neon Lights -** The user fires blazing beams of neon throughout the area in an attempt to disorient or distract their enemies or inspire their allies. If the target is an enemy they must roll Sync vs the users Link or be distracted, making them roll to use any move. If the target is an ally once per turn they can inspire them to dance or flourish themselves in a way that increases their attack adding 1d4 to their first basic attack in a round. While inspiring an ally any others inspired may use their Link instead of their own for rolls(All inspired can choose to use one of the other inspired's Sync on a roll rather then their own). While in use the user cannot use reactions.

### **Souls**

**Bird 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.

Power is increased by 4.
Link is increased by 2.
HP is increased by 3.

While in this form the Navi may only use Air Element cards. 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 Air BattleChips increase in power. Attacks become Melee and deal Air damage.

* **Air Spiral -** A spiral of Air that comes from the wings of the Navi. The spiral hits up to 3 enemies no matter the distance from the navi that are their size or smaller. A larger enemy may be hit but it must be the focus of the attack and no other targets may be attacked. This attack inflicts 4 damage to those it hits or "dizzys" them. While dizzy these navis have 2 less AC. The Navi may keep the dizzy on the targets each turn by removing 1 AP for each target. This attack can recharge on the Navi's turn by using 2 AP.

* **Aerial Burst -** The user may use the negative effects of their foes to disorient them and cause any attacks on them to hit with more force. This attack kicks up a cyberwind from all tiles in the area and any foe caught inside of it who are suffering from negative effects take an additional 3 damage from all damage sources as long as this ability is in use. This also causes ground tiles to trigger their effects again. This ability persists even if the user changes forms. While in use the user is unable to take reactions.

### **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.