Congratulations on your purchase of your new NetNavi. Now, before you go all willy-nilly on the internet, let's get some information down on you.

Firstly, distribute 50 points between these five stats. There is already 15 points put into each of the stats, so you put those 50 points on top of the 15s. You can maximally raise one stat to 35. You need at least 10 points in a stat, so you can take 5 from one and put it in another.
Strength: How burly you are.
Agility: How graceful in your step you are, and how good your hand-eye coordination is.
Perception: How well you can taste, smell, see, feel and hear stuff.
Resilience: How much of an IRL tough guy you are.

  • HP: Determined by adding your Strength and Resilience together. You die when you reach -100% of your HP worth of damage.

Intelligence: To symbolize how much you are capable of knowing.
Sympathy: How well you can Sync with your Navi.
Empathy: How well you can talk with people.

So, now that we've established your raw abilities, let's go over your skills. For your first level, you have 22 skill points to put into skills. These skills have three levels each. Dabbling, Intermediate and Expert. Each stage cost a number of skill points, with the cost increasing for the next stage. Dabbling stage costs 2 points, Intermediate another 2 points (4 total), and Expert 4 points (8 total). Distribute your 22 points among these skills:

Base Stat Skill
AGI Athletics Dodge Pickpocket
STR Physique Unarmed Combat Armed Combat
PER Ranged Combat Awareness Driving
RES Fortitude Outdoorsmanship Swimming
INT Mechanics Electronics Programming
SYM Hi-Jack Synchronize Data Mod
EMP Bartering Fast-Talking Friendship
Special Luck
  • Athletics (AGI) - Your ability to move swiftly, and perform agile maneuvers.

Examples: Participating in gym class, outrunning a criminal.

  • Dodge (AGI) - Your ability to get out of the way when attacked or otherwise endangered.

Examples: Getting out of the way of a falling object, contesting an opponent's Armed/Unarmed/Ranged Combat roll.

  • Pickpocket (AGI) - Your ability to acquire things that shouldn't belong to you. Victims can make a contested Awareness roll.

Examples: Taking candy from another student's desk, pilfering a high-ranking NetBattler's PET (NOT RECOMMENDED).

  • Physique (STR) - Your muscly figure.

Examples: Working out without pulling something, lifting heavy objects.

  • Unarmed Combat (STR) - Your ability to hold your own in a fight without any kind of weapon.
  • Armed Combat (STR) - Your trained skill with a melee weapon of some kind.
  • Ranged Combat (PER) - Your trained skill with firearms or other ranged weapons.
This will be a weapon chart at some point
  • Awareness (PER) - Your ability to notice things and… be aware.

Examples: Spotting jack-in ports, noticing things happening with peripheral vision.

  • Driving (PER) - Your ability to operate vehicles. Best if done with an actual license.

Examples: Driving a car, driving a motorcycle, driving a bus, driving a plane…

  • Fortitude (RES) - Your ability to not get knocked out by things by which other people usually would.

Examples: Holding your breath in a room filled with gas, staying conscious while intoxicated.

  • Outdoorsmanship (RES) - Your ability to survive in the great outdoors, with or without bringing your PET along.

Examples: Knowing which direction is North (without cheating!), collecting firewood, hunting for food.

  • Swimming (RES) - Your ability to tread through waters without sinking like a rock.

Examples: Swimming. Come on.

  • Mechanics (INT) - Your ability to operate complicated, heavy machinery.

Examples: Working machinery without a jack-in port, knowledge about pre-NetNavi equipment.

  • Electronics (INT) - Your ability to operate household and/or otherwise common electronics, such as laptops or phones.

Examples: Operating modern equipment without the necessity to jack in, knowledge about modern machines.

  • Programming (INT) - Your ability to write programs of your own, or to reprogram existing ones.

Examples: Writing programs to help a Navi in certain areas of the Net, rewriting existing programs.

  • Hi-Jack (SYM) - Your and your Navi's ability to take over electronic objects from the inside.

Examples: Controlling a vehicle or object from the inside to make it move without touching it, seizing control of objects infected by viruses.

  • Synchronize (SYM) - Your ability to get in touch with your Navi.

Examples: Recording your Navi's position on the Net, giving instructions.

  • Data Mod (SYM) - Your and your Navi's ability to rewrite data that can't be accessed from the outside.

Examples: Restoring an infected program to a usable state after virus busting it, using an Unlocker to access encrypted data.

  • Bartering (EMP) - Your ability to make or break business deals, with NetDealers or otherwise.

Examples: Getting a discount from a NetDealer, trading Chips with other virus busters.

  • Fast-Talking (EMP) - Your diplomatic ability to convince others to help or agree with you.

Examples: Requesting help from somebody, pleading somebody to do something (like homework) for you.

  • Friendship (EMP) - Your ability to get along with others.

Examples: Speaking in a polite, civilized manner, bringing an enemy to your side through genuine care and/or worry.

  • Luck (Special) - Your luck. Luck may only be raised to an Intermediate skill level, and always uses your highest stat value when rolling.

Examples: Those special moments like remembering not to leave things at home, or winning the lottery.

Each level in one of these skills lowers the roll by 5, with Expert lowering it by 10. (-5 for Dabbling, -10 for Intermediate, -20 for Expert.)

Now that skills are down, let's explain the dice system.
Here, you roll a 1d100. (Or 2d10, one representing the ones and the other the tens.) You roll this 1d100 to hit a number equal to, or under the relevant stat. The skills ease this up as explained earlier.


To start with, you have a Size 4 (Normal-sized) Navi, elementally typed to Null (No element) with a Buster Weapon elementally typed to Null. Alongside it, you have 50 points for creating your own personal Navi.
The start block for the navi is:
1 Integrity
1 Analysis
1 Processing

Before we get too into this, let us explain the stats for you.
Integrity: How resilient the program is, how much damage it before it becomes too corrupt and initiates self-deletion. Remember, backup is your friend!
HP: You get the amount to your Navi calculated by a formula like this:
You cannot lower Maximum HP to less than 100 through Integrity loss.
Analysis: Determines how well-equipped your Navi is at data examination, dodging attacks or, gods forbid, hacking.
Processing: How quick the Navi in question is, and how adept it is at dodging.
RAM: How many Battle Chips your Navi can use in a fight. Each Chip has its own RAM cost, and subtracts that much from your max RAM when using it. Navis recharge one point of RAM per round when the Custom Menu appears, and RAM is fully recharged between battles.
Stats cannot be lowered below 1, but if you have penalties that should have lowered it beyond 1, record it next to the stat, like so:
Analysis: 1 (-1)
This shows that there are penalties that should lower it to -1, meaning 2 Analysis is missing. If you ever come across a way to increase Analysis or any other stats with penalties next to them, you have to compensate for the missing points, meaning you would have to raise Analysis by 3 to get it up to 2 Analysis, but after the missing points have been compensated, it's just like any other stat without missing points. Temporary stats count towards this compensation, but only for however long the effect lingers.


For each size modifier away from 4, you add or subtract 1 point from either Integrity or Processing. Making it larger adds Integrity, but takes away Processing due to the amount of extra data that has to pass through the tubes. Making it smaller, however, reverses this by adding 1 to Processing, but takes 1 from Integrity. Each size modification takes 5 points. You can only reduce it to Size 2 or enlarge it to Size 6.
Tiny Size (2): +2 Processing, -2 Integrity
Small Size (3): +1 Processing, -1 Integrity
Medium Size (4): +0 Processing, +0 Integrity
Large Size (5): +1 Integrity, -1 Processing
Huge Size (6): +2 Integrity, -2 Processing


An elemental type can be attributed to your Navi, giving an edge against the enemy, or giving you an Achilles' heel. The damage bonus does not count towards Arm Weapons. Costs 10 points.
Null Element: Standard alignment. Nothing special.
Fire Element: Unaffected by fire and lava. Damage from Fire attacks are halved when being the target of them. x1.5 damage when using Fire attacks. Gets easily damaged by Water, damage from Water attacks are doubled when being the target of them.
Water Element: Unhindered by water and ice. Damage from Water attacks are halved when being the target of them. x1.5 damage when using Water attacks. Gets easily damaged by Electricity, damage from Electric attacks are doubled when being the target of them.
Electric Element: Unhindered by electricity and magnets. Damage from Electric attacks are halved when being the target of them. x1.5 damage when using Electric attacks. Gets easily damaged by Wood, damage from Wood attacks are doubled when being the target of them.
Wood Element: Unhindered by grass and rough. Damage from Wood attacks are halved when being the target of them. x1.5 damage when using Wood attacks. Gets easily damaged by Fire, damage from Fire attacks are doubled when being the target of them.


Increase stats, making your Navi even greater at what it does. Costs 5 points for 1 stat point. You can maximally put 4 points in any stat but RAM. RAM cannot be increased through this. The 4th point in any given stat costs 10 points as opposed to 5.


Installs more RAM into your Navi, making it able to utilize more and more Battle, Mega, Giga and Dark Chips throughout its fights. 1 RAM costs 5 Points. You cannot increase your ram above 10.


Creates a standard weapon, known as a Buster. This decides the stats for the buster. Costs no points. All arm weapons deals unreducable damage.
Firstly, you have to decide on whether the buster is a melee or a ranged weapon, and then what type of weapon it is. This has vast differences. Note, however, that the normal Buster is still present, for the quick hit-and-run attacks. (Does as much unreducable damage as the Navi has points in Buster Power.)


Dagger: Short, quick stabs in a 1x1 line of panels ahead. When Charged, Daggers act as Thrown Weapons and move a number of panels equal to the Navi's Buster Speed.
Sword: Brutal swings at 1x2 line of panels ahead. When Charged, Swords hit a 1x3 panel instead.
Axe: Mighty swings at 3x1 line of panels in front.
Mace: Heavy smashes in a 1x1 line of panels ahead. Cracks panels upon being Dodged or otherwise hitting an empty panel. Breaks cracked panels.
Polearm: May hit foes exactly 3 panels away. It may hit closer foes by adding +2 to the foe's Dodge check per panel.
Unarmed: Can only hit adjacent foes, but can hit a foe a second time in a single Fire Action with +2 added to their Dodge check.
Shield: Reduces damage taken from Chips and/or Virus attacks by 10*Buster Power. A Shield may Charge to multiply the damage reduction by their Buster Charge level, but they lose all damage reduction until it is fully charged and may not make Move Actions or use Chips until they release the Charge. Even when Charged, a Shield's damage for attacking purposes will always be equal to the static Buster Power number.


Single Shot: The trusty, old, Buster Weapon type, can charge the weapon for a stronger impact.
Rapid Shot: A rapid-fire version of the Buster Weapon, it cannot charge its weapon, but it may fire a number of times in a Fire Action equal to the Navi's Buster Speed; each additional shot fired this way adds +3 to the foe's Dodge check.
Long Shot: Shoots from up to 5 panels away. It may hit closer foes by adding +1 to their Dodge check per panel. Shots can be Charged, and if so, the foe has 3 subtracted from their Dodge check. This stacks with any other bonuses and/or penalties.
Shotgun: Can only be used as a Charged attack, but shoots up to three panels away in a cone pattern, damaging panels in the way. Foes 4 panels away or further are unaffected, but otherwise damage is dealt normally to any panel in range.
Thrown Weapon: Whether rocks or shurikens, these weapons are lobbed in an arc, instead of the direct fire of other ranged weaponry, circumventing any cover they might have. They move a number of panels equal to the Navi's Buster Speed, though they can move one panel further or shorter with a penalty of having +2 added to the enemy's Dodge check.


Now that a weapon has been established, it can be changed to be of a certain type instead of Null. Costs 5 points.
Fire: x2 against Wood, x0.5 against Water
Water: x2 against Fire, x0.5 against Electricity
Electricity: x2 against Water, x0.5 against Wood
Wood: x2 against Electricity, x0.5 against Fire


Now that the element has been established (Or not at all), we have to get some stats down about the weapon. Buster Power determines how powerful its bite is, Buster Speed determines how hard it is to defend against or dodge, and Buster Charge determines whether or not you charge up fully the round you declare a Charge Up. Every point in any of the three stats costs 5 points.
You cannot increase Buster stats to more than 3.
Initial Buster Stats:
Buster Power: 1
Buster Speed: 1
Buster Charge: 1
The way they work are:
Buster Power is the amount of damage you do per Shot Action. It's static.
Buster Speed is added onto the enemy's dodge roll, to hinder the target from escaping. The number added is equal to your Buster Speed -1, however, as level 1 provides no bonuses.
Buster Charge is how focused your ability to Charge is, and works with the other two in different ways.

In fact, each stat works with another stat, meaning they don't really stand alone to begin with.
Buster Power + Buster Speed: The easiest one, this is the entirety of your basic Buster Attack. You declare an attack and the number to be added onto the enemy's dodge roll if they're able to dodge. If they fail the dodge or simply aren't able to, they take damage equal to your Buster Power with the addition or multiplication of any necessary modifiers while you're at it.
Buster Speed + Buster Charge: This is your Charge Speed. Declaring a Charge is a Miscellaneous Action (scroll down, bro), and no matter what will require at least that Action and then the Fire Action to shoot it off. However, it takes a number of actions equal to ten minus the sum of your Buster Charge and Buster Speed in order to be able to fire it; so, 10 - (BC + BS) = chrg. Those Actions can spend waiting in place or by making Move Actions, but you may not make Fire Actions while charging. Chips are fair game too. In addition, you can declare the end of your turn there and hold your Actions, beginning the next turn with the number of actions forfeited subtracted from your charging time.
Buster Power + Buster Charge: This is your Charge Power. After declaring a Charge and reaching a point where it's able to fire, the damage it does is equal to your Buster Power plus your Buster Charge multiplied by two. So, (BP + BC)*5 = dmg. A Buster Power of 2 and a Buster Charge of 2 would deal 20 damage, for instance.


This sets your Navi apart from others. You can take 2 free Qualities initially, and maximally 3 with Flaws included.

  • Medic: The Navi may use chips that only affect themselves on an adjacent Navi as if they were using it normally.
  • Kickback: After making a Buster attack, the Navi is pushed backward one panel without needing to expend a Move Action. If they would be pushed into a wall from this, the Navi deals 10 damage to themselves.
  • Alternating Fire: If the Navi has moved from the panel they began the turn on and returns to that panel using a Move Action, they are allowed an extra Action at the end of their turn; that Action may only be used for buster fire.
  • Flash Step: Once per turn, while making a Move Action, the Navi may move two panels instead of one.
  • Gambler: When the Navi analyzes a data cube, their Operator may make a check contesting their Luck skill; on success the Navi acquires double the amount of items and/or zenny they otherwise would, but on failure, the data in the cube is deleted and upon opening it they find nothing.
  • Janitor: By expending one Action, if the Navi is standing on a cracked panel, the panel is restored.
  • Landscaper: Once per turn, if the Navi has an elemental modifier, they may convert one panel they are standing on into a panel of their own elemental modifier. This lasts for a number of turns equal to the Navi's analysis score.
  • Data Mending: Whenever the Navi accesses the Custom Menu, they automatically regain 10 HP.
  • Hover Parts: The Navi may move over broken panels. If the Navi moves away from a cracked panel, it does not break. If the Navi moves over an elemental panel, they do not gain benefits or suffer penalties.
  • Friendly Fire Off: The Navi may fire their Buster through allied Navis, or otherwise have allied Navis in an attack's area of effect without dealing damage to them.
  • Pac-Man Mode: If the Navi moves off the edge of a battlefield, instead of treating it as a wall, they emerge on the panel directly across from the one they moved from. This may only be done once per turn.
  • Hustle: If the Navi doesn't select any Chips for a turn, the number of turns required for the Custom Menu to appear is halved.
  • Counter Attack: When the Navi is attacked on an enemy's turn, instead of Dodging they may immediately make a Fire Action which is able to hit the enemy before their Chip/Attack/etc takes place. However, if the enemy is not deleted after the attack, the counterattacking Navi must take the full damage as if they had failed to dodge. The enemy is still allowed to dodge, and may not cancel their attack.
  • Data Shield: When an adjacent Navi is attacked and fails to dodge, the Navi with Data Shield may spend a Move Action at any time, as though they were performing a Dodge, in order to take the damage instead of their ally. The Navi using this Quality may not attempt to Dodge themselves.
  • Precise Aim: Chips used by the Navi are counted as if they had +1 ChipSpeed.
  • Emergency Step: The Navi may Dodge without spending a Move Action, once per turn. After this Quality is used, the Navi may not make any more Move Actions that turn if they are able, though they may still make Fire Actions.
  • Immovable: When performing a successful Dodge, the Navi may remain in the same panel despite still expending a Move Action to do so. If the panel they were standing on would be broken by the Chip/Attack, this Quality may not apply.
  • No Respect: Once per turn, if the Navi ends their turn with Actions remaining they may choose to continue taking Actions during an opponent's turn until they either run out of Actions or choose to end their new turn. In the latter case, they may still Dodge as usual afterward. Additionally, the interrupt takes place after the Action of the opponent's it is declared on, meaning it cannot be used for free Dodges.
  • Good Rhythm: When the Navi performs a successful Dodge, they may move an additional space without consuming any Move Actions. This may be used to return to the same panel they were on before Dodging, provided it isn't broken or the target of a consistent damaging effect.
  • Power Saver: Once per battle, choose a Chip of which there are multiple copies in the Navi's folder. For one use, that Chip's RAM cost is 1. No other copies of that Chip may be used for the remainder of the battle.
  • Favorite: Choose a letter from A to Z. That letter is permanently the Navi's (and probably Operator's) favored Code. Once per battle, a Chip of any other Code may be treated as though they were the Navi's favored Code.


These make your Navi probably worse than other Navis because that's just the way the world works. However, each Flaw you take allows you one extra quality, and initially you may take one of them. Whether it's worth it is your own decision to make, virus buster.

  • Unreliable Shot: At the beginning of every turn, roll 1d10. On a result of 10, the Navi's Buster is jammed and they cannot make Fire Actions that turn.
  • Absent-Minded: The Navi has one less total Action per turn than their Processing would normally allow; ie. having a Processing score of 3 would mean the Navi could only take 5 actions instead of 6.
  • Clumsy: At the beginning of every turn, roll 1d10. On a result of 10, the Navi is unable to make any Move Actions this turn. They may still dodge as usual and be moved by other means, however, and can still make Fire Actions.
  • Graviton: Whenever the Navi steps away from a panel, that panel becomes cracked. Graviton may not be taken with the Hover Parts Quality.
  • Allergies: Whenever the Navi steps onto an elemental panel or is damaged by an Attack/Chip of a specific elemental type, they may no longer take any Actions for the turn. A Navi with Hover Parts would still be affected by this Flaw.
  • Loading Screen: The Navi must spend an Action to use Chips. It is counted as a Miscellaneous Action.
  • Nervous: The Navi takes a -1 penalty when dodging melee Busters or Chips.
  • Projectilophobe: The Navi takes a -1 penalty when dodging ranged Busters or Chips.
  • Overheat: If the Navi uses a Chip that would bring their RAM to 0, they may not perform any Actions until their RAM is at least 1 or higher.
  • Poor Aim: When using a Thrown Buster or Chips that are thrown a certain number of spaces, the average range is reduced by 2 panels.



Before covering combat, there's a bit to know about the diceroll for the internet.
Everything on the 'net is governed by a single 1d10 roll. You have to roll equal to or under a Difficulty Number. A *Difficulty Number* is the product of how hard the task is, plus the stat used for the task. Let's say NormalMan.EXE, with his Analysis stat of 1, would try to hack into an encrypted datacube, the GM would decide what kind of difficulty level it'd be, which he decides to be 3. NormalMan would have to roll 4 or under due to the difficulty level and his stat getting added together. However, the limit to how easy a task can get is 8, so if a character with a stat of 4 does a task with difficulty level 5, it will not add up to being 9, but 8.


Combat in this system is meant to be easy, fun, and not bullshit.
It takes place on a grid which can be any size depending on the location and the opponents, often 6x3 but 9x9 has been becoming infinitely more popular lately.
The two opposing sides begin the battle facing opposite sides; typically on a 1v1 battle each combatant begins on a panel that would be the center panel in the assumption that the arena were divided in half between the two sides, but in larger groups Navis may decide amongst themselves where to begin battle, as may viruses.


Each Navi begins their turn in combat by looking at their Processing score and contesting that number with other combatants. Navis on the same side with the same initiative may choose between a contested roll-off against one another or simply having one let the other go first. In the case of a virus tying, viruses will always act after NetNavis.
When a Navi's turn begins, their Processing score is also used to determine how many Actions they have— they may effectively perform a number of Actions equivalent to their total Processing score doubled.


Each Navi has a total pool of Actions which fall under the categories of Move, Fire, and Miscellaneous.
Move Actions consist of moving from one panel to another, and as such, when a Navi leaves the panel they are on to move to an adjacent one they spend one Move Action. Certain Qualities may allow modified types of movement, so be aware.
Fire Actions consist of a single use of the Navi's Buster. Their Buster Type determines how and when they are able to make Fire Actions, as do other modifiers; as long as those conditions are met, they may fire once with the expenditure of one Action, applying additional modifiers if necessary. An entire turn CAN be spend firing from one spot, but it's usually not recommended.
Miscellaneous Actions, as the name implies, consist of doing anything that wouldn't fall under either of the other two categories. Contrary to probable belief, using Chips doesn't consume an Action, so this Action type is usually reserved for using certain Qualities, such as Janitor.


But wait! You may think it's a great idea to stand on the starting panel and peg that mettaur as many times with your arm-cannon as you can, but then what will you do when it fires a shockwave?
This system uses a simple d10 combat system, meaning attacking and dodging both require a roll of 1d10 against a number decided by certain conditions. You may only dodge an attack from a Virus (or perhaps an opposing Navi) if you ended your last turn with actions still remaining, meaning moving or firing a lot is usually hardly a wise choice at all.
If you meet this condition, upon being attacked, you may roll 1d10 versus a static number which is your Analysis score + (or -) the enemy's ChipSpeed or VirusSpeed. For example, a Navi with an Analysis of 3 being attacked by a ShockWave, with a ChipSpeed of +1, would have to roll 4 or lower in order to successfully dodge.
Dodging is too hard, you say? Well, you could always take Qualities to make yourself impossible to hit if that's the road you want to take, but on the bright side, failure to dodge doesn't expend any actions! If you have any actions left over at the end of a turn, you may take them immediately before the turn ends.


Hey, hey, now! Even a Virus can dodge your Buster, though. Make sure to look at your BusterSpeed before firing, because if it's too slow they may have no trouble getting out of the way. Fortunately for you, even a Virus has a limited number of Actions, as do enemy Navi, so if they've run themselves dry before you attack you'll have no trouble getting a shot in.
Similarly, even if you're unlucky enough to miss, they'll have one less action when their next turn comes around, so working together with your fellow Navis to take down those quick types is always a good plan to have in mind.
Chips, much like Busters, have their own speed that may make them easier or harder to dodge as well, but they're a little different.


At the beginning of battle, NetNavis may select chips from their Folder; this is called the Custom Menu.
Chips may be selected according to their Chip Code, and each use of them subtracts from the Navi's total RAM— the Navi may not use Chips that would lower their current RAM below 0.
USING them, you say? Well, much unlike Move, Fire, or even Misc. actions, using a chip can be done at any point during the turn, in what most systems would call a 'free action.' Chips have their own ChipSpeed which, exactly like busters, can add or subtract from the dodge roll from the opponent, meaning they easily CAN be dodged, but when used right they can be formidable. Make sure to watch your actions in battle!
Each Chip has its own attack pattern that reaches a certain amount of panels, fires in a certain direction, does something special, et cetera, so make sure to actually read a chip's description before using it lest you end up doing something incredibly stupid without meaning to. If you place a block in front of a friendly Navi trying to fire on an enemy, they may not be too happy.


The Custom Menu appears at the beginning of a turn, sure, but it doesn't fill up instantly; in some cases, it doesn't fill up quickly at all, leaving Navis forced to make intelligent use of their Chips.
Instead of relying on the Navi themselves, the Custom Menu appears in a number of turns equivalent to 5 minus the Operator's Sympathy score divided by ten (rounded down if necessary). Or in other words, 5 - (SYM/10) = Custom is the formula to determine how long is required before the Operator can give their Navi another chip.
For example, a very sympathetic Operator with a SYM score of 35 would take 2 turns to communicate with their Navi, while those less in-sync with a score of 10 or so would take twice as long - four whole turns, to be exact!
While it's not impossible to reach a point of only taking one turn to send new chips, one would expect the Operator to be a supercomputer in a case like that. And that's why they tell you to be virus-wary.


When a Navi or a Virus takes damage that would bring their HP to 0, they are Deleted.
No really, that's it.


This may need clarified a little more, so just in case: When you end your turn, you are only unable to act for the entire rest of the turn if you have no Actions or Chips left. If you end your turn with Actions still ready, in between anybody else's turns or at the end of every other combatant's turn as long as you still have enough Actions to do so. By default, Actions do not carry over into the next turn (though Qualities may change this), so every combatant with Actions stores is allowed to act at the end of the turn if able. Forfeiting Actions that would be granted this way may, however, count toward charging time and Chips with time restrictions.
Additionally, when a Navi or a Virus successfully dodges an attack, they don't do this by staying in place; the dodger must choose a direction to move in after their dodge and remain in the new panel until they are allowed to make more Actions if able. Be careful, because a bad move after dodging this way could just cause you to get hit again!
Finally, when acquiring a new Chip, roll 1d5 (or 1d10 when using actual dice, using values such as 1-2, 3-4, etc) and refer to the Chip's Codes in the Battle Chips list, in order. That permanently becomes that Chip's Code. Chips of the same letter-code may be chosen together in the same round, though their usage must go in order of their choosing. Up to four Chips of the same Code may be stacked like this per round.
Program Advances can happen when the writers aren't lazy as fuck. That time isn't now.

Battle Chips

Battle Chips
Have fun.


NetNavi BBS