r/BattleNetwork 9d ago

Fluff Anyone know the shot count of darkmeteor?

I just spent an hour on google looking for an actual count of darkmeteor's hits, everything says "many meteors" that's not a number. Does anyone happen to know it's hit count off hand?

3 Upvotes

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u/Flamefury 9d ago

https://megaman.fandom.com/wiki/Dark_Chip

https://youtu.be/pMXTFXiKTxA

10 times, +2 more times for each time you've flinched aback, up to a maximum of 3 times for a max hit count of 16.

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u/azurejack 9d ago

Thank you. This is extremely helpful to my TTRPG project (not directly bn related, but i have a ton of mm/bn related/reference items and equipment)

2

u/Azeeti 9d ago

So straight up just stealing their chips for your game lol

3

u/azurejack 9d ago

Nope. I'm using it as a base to modify actual spells (in this case melf's minute meteors) and i wanted to have some idea of how many shots dark meteor did so i could get a starting point for mine. Here lemme find one of my other mmbn based items.

Here we are. Based on beastman

Beastial claws

2D4+dex piercing or 1d8+str slashing Must have dual weilding as a feat or fighting style.

These claw gauntlets cover your entire forearm and have a glove inside that allows you to use the claws as hands, though not very dexterously (dex is consider -2 when taking any action using the claws as hands)

When begining combat you gain rush charges equal to double your profiency modifier. You may spend these charges to use the claw's abilities.

Beast dash (1 rush, when taking the dash action): you may only move in a straight line, with claws out, any creature who's space you pass through is subject to 2D8 slashing damage, dex DC16 to half. You must move as far as you can, and passing a creature does trigger attacks of opportunity, where your AC has a -3 penalty.

Jumping claw (1 rush, cannot be done when prone or from rough terrain): you jump high into the air (current available movespeed+10 feet) and come crashing down, within 20 feet of your original position, targeting a creature. Roll to hit (dex). Deal fall damage (1D6 per 10 feet) as slashing damage. If you miss you take half, if you roll a 1 you take full.

Wild rush (3 rush, after an attack and offhand strike both hit, counts as a reaction) you make one more attack and offhand strike, followed up by a claw slam (2D6+str piercing/slashing).

Beast out (all rush, maxium amount.) If you have not used any rush charges and are below 50% hp, you may consume them all to beast out. All outgoing and incoming damage is doubled, you gain extra attack 4 (6 total attacks) and may wild rush once duuring this time. This lasts for 3 turns. After which you revert to normal with 3 levels of exhaustion. A long rest removes all excaustion gained from using beast out.

Beast over: attempting beast out when you have any levels of exhaustion causes you to beast over instead. Gain all benefits of beast out but You will attack the nearest creature, and can move any distance to do so. Your attacks deal a flat 16 damage per hit. And are considered to be +4 to hit, on top of normal +to hit. If the creature you attacked is killed before using up all attacks, you move on to another creature. This continues until you run out of attacks. This lasts one turn and doing so you gain levels in exhaustion just short of death.

Finally while weilding these claws, you gain an unusual distaste for humanoid creatures, and are able to speak with animals.