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Lady Beverly and Ghost revision 7 repost
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:14:56 GMT
This is, yes, another revision of the Bev profile. I want to clean up some of the layout and what not. Also I want to make it easier to read, and I will cut out Bev's Baby-Rookie forms. This is not to imply she has none, just that she never uses those forms, and to save on space I'll not show them.
Also, laziness. Hey, I'm doing this all on a frikkin tablet.
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:15:53 GMT
BEVERLY BASIC INFO Name: Lady (or Miss) Beverly Default Form: Shoutmon ZX or Galaclivamon Gender: Female Alignment: Neutral-variable Skills/Talents: -Double jointed -She is a great singer, thanks to lots of practice. -Able to perform minor magical feats, like levatation, "parlor tricks", and what not. -Moderately skilled in telekinesis in all forms, but requires a bit of concentration to use, and the maximum weight is only slightly over her own current weight. Lower for struggling opponents, so not a good move for battle against enemies -Has mental connection with Ghost. -Is able to create food. Well... either tasteless, nutritionless, flavorless, lukewarm slop, or jerky. It's a skill she has no real desire to actually develop or use too often. -Beverly is a business owner, and knows her way around paperwork and the legalese of owning said business. Said skills can be applied to other things if necessary. -Has a knack for creating and maintaining various connections, largely with ones in Whitewater, but some in other places as well. ABSORBED SKILLS -Arm of SkullSatamon: Her Right arm is replaced with a red, skeletal bone arm. In her main forms it's usually covered, but her armor egg and alternate forms have actual digital flesh over them. The arm is quite hard and can be used for blocking, plus has a high natural fire defense. Still, even her bone arm can be injured. -Staff of SkullSatamon: Summons a red staff holding a yellow gem. This is merely an item she can summon and use with no additional benefit. -Ghast Familiar: Summons a blue flare that lights up the surrounding area. Usually summoned along with Ghost, if needed. Global Ability: Ghost Striker-If Ghost is within Bev, she can be briefly summoned to perform any of her attacks. This may even include combining certain attacks together. Inventory:Staff of SkullSatamon Cell Phone (used to call her workers) Business Cards for her NightClub, Caritas Personality: While recently reborn, she does retain shades of her former personality. She is fairly neutral now, no longer actively pursuing the life of a villain. While she may or may not do questionable acts, she has moral standards, like her abhorrance of killing digimon on a simple whim. Overall she prefers to just live, see sights, and whatnot. She is not aimless, though. She is quite honest, but tactful if necessary, and lies only when necessary. Those who respect her will gain her respect as well, and those who have her respect, she will readily aid. While a tad head strong, she knows her limits, provided her passion and resolve allows it. Or her occasional, if not too extreme, arrogant streak. She loves to sing and make music, and has quickly developed a fine musical talent, although she's a better singer than instrument player. She might even hum to herself at times. On the down side, Bev hates being alone. While she will do so if necessary, being alone causes her to get more jittery over time. She may also tend to bait fights out of other digimon. She knows to keep it in check, but she has a want for personal power to allow her to do whatever she wants, and her pride sometimes makes her bait a fight. But she will never pick one. Secretly, Bev does not consider herself the same Bev as before, exactly. She sees herself as a young girl using the old Bev as a template for her own personality, but not fully mimicking it. But even this she is not completely sure of. One certain thing remains, her love for her friends and Garm are truly genuine. Personal History:In the past she was a fairly powerful digimon. She was a Super Mega, she owned her own night club, gained some allies, etc. She had basically what she needed. However, her love, Garm, was possessed by a digimon. She at first believed to have killed Garm, but she heard that she was still alive. When Bev finally expelled it, it tried to get into her. It nearly succeeded, but Bev took her own life. This suicide was not a complete one, as Ghost was the only remnant of Beverly alive. Bev was thus "reborn" as a rookie digimon. But she had no memories of her past life. But Beverly is not a clean slate, as while her memories are lost, her feelings for certain things, and maybe vague past experiences, remain. While Ghost does remember Beverly's memories, it refuses to tell her, at least for now. It had felt Beverly's guilt and depression over Garm's "death", and with her memories gone Ghost felt it would be best to let her master be happy for a while, unburdened by recent events, Beverly, basically now once more a child, met up with another digimon, Mireille. The first digimon she saw after waking up with no memory, she considers Mir an older sister of sorts. In any case, trying to remember the past is frustrating... but so is the knowledge that she has no memories of her past. But not trying seemed to grant her some ease. Well, it was best to use this as a new beginning. As of now, Bev has recovered her memories. Old history: Click to hide Personal History: Beverly was part of a family of mercenaries in the Dark Area. However, she was unsatisfied with being someones lacky and, at a young age, left. Of course, her desires and vocal protests at being a mercenary made her the Black Sheep of the family.
So she went off on her own, wanting to build up her power. She eventually met the Gaomon, Garm, and the two aided each other. Their relationship went from master/servant to one of friendship, and eventually love. This did alter some of what Bev wanted out of life.
At some point, she managed to open up a Nightclub in Whitewater. She also hired others to aid her in not only the club, but personal assignments or whatnot. Her dream is to be a great villain, still, but her passion for singing and the support of her allies are also high on her list.[\spoiler]
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:16:33 GMT
BEVERLY 2 RAM UPGRADE GIGA- Sudden Thrust An attack where one or several dark maroon spears appear around Beverly. The spears thrust out quickly from dark whisps that appear around her, but they are not launched as projectiles. This is purely a melee ranged move and is mainly for aiding her defense from melee attackers. The spears aren't likely sharp enough to fully pierce through same-leveled digimon, but it'll hurt. Can be done while performing other moves, but their range is not too far. If she can touch you (or just barely), it can hit the opponent. DIGIMON'S INITIAL EVOLUTION LINE Appearance: Champion: Witchmon Attribute: Data Family/ies: Nightmare Soldiers Type: Demon Man Attacks: [/b]- Fires up to 5 burning arrows sequentially, at once, or all in one stronger bundle. Poison Blow (LVL 1) - Pressurized poisonous air appears under her foe on the ground before blasting upwards disorienting and causing an ill feeling for 3 turns. Two turn cooldown. Can launch an opponent into the air. Heavy Mist (LVL 1) - Produces a dark, heavy mist that either eminates around her or a stationary point and blinds opponents within for 2 turns. The mist is quite thick as well, mildly bscuring movement. This is mostly used as a means to escape or disorient, though, as she can't see through the mist herself, although is not affected by the mist's density. Two turn cool down. 20 foot range. Deep Pressure - Taking a moment to use her Telekinesis to condense nearby moisture, she traps her opponent in a highly pressurized sphere of water for 2 turns, allowing her to control the opponents position. Lasts up to 3 turns if near a suffecient source of water. 1 turn cool down. [/ul] Appearance: Ultimate: LadyDevimon Attribute: Virus Family/ies: Nightmare Soldiers Type: Evil Attacks: [/b] - Fires up to 10 burning arrows sequentially, at once, or all in two stronger bundles. Poison Blow (LVL 2) - Pressurized poisonous air appears near her foe before blasting into him/her, disorienting and causing an ill feeling for 3 turns. Two turn cooldown. Can launch an opponent into any direction the gas launches. Heavy Mist (LVL 2) - Produces a dark, heavy mist that either eminates around her or a stationary point and blinds opponents within for 2 turns. The mist is quite thick as well, obscuring movement. This is mostly used as a means to escape or disorient, though, as she can't see through the mist herself, although is not affected by the mist's density. Two turn cool down. 30 foot range. Dimensional Sword Ragna Blade - Charging for a turn, she forms a triangular blade formed solely of black, crackling and seemingly unstable dark energy that is always slightly shorter than the form she uses this attack in. Modified from a spell she learned about, this blade is made from a temporary pocket dimension, and can cut as well, or even better, than your run of the mill swords. Capable of absorbing projectiles, beams, energy, and barriers, this lowers the number of turns she can have this out. She can keep this weapon out for 10 turns provided she absorbs no attacks, and each attack takes away one turn on top of the turn used to keep this out. Cool down equals number of turns she has this out. Attacks two levels under the form she uses this in does not take turns. Note that it absorbs barrier energy to negate it, it does not break through them instantly. Hell's Rolling - Fires off 2 rolling, buzzsaw-like wheels of darkness. While they can only travel along the ground, blocking these can pin an opponent down momentarily as they fight against it. Bat Flare - Fires off large bat of fire that flies after an opponent for 2 turns. Should it reach an opponent, it will gnaw and burn them for a turn. One can be summoned at a time. Flare Force (Absorbed) - Slams her staff into the ground, creating an expanding radial wave of force up to 30 feet around her. It engulfs an opponent or a projectile, stopping their movement, and then flings them away from Beverly. Does only slight fire damage. 2 turn cooldown. [/ul] Appearance: Mega: Lilithmon Attribute: Virus Family/ies: Nightmare Soldiers Type:Demon Lord Attacks: [/b] - Fires up to 6 large burning arrows sequentially or at once. Poison Blow (LVL 3) - Creates two sets of pressurized poisonous air appears near her foe before blasting into him/her, disorienting and causing an ill feeling for 3 turns. Two turn cooldown. Can launch an opponent into any direction the gas launches. Multiple hits do not stack effects. Heavy Mist (LVL 3) - Produces a dark, heavy mist that either eminates around her or a stationary point and blinds opponents within for 2 turns. The mist is quite thick as well, considerably obscuring movement. This is mostly used as a means to escape or disorient, though, as she can't see through the mist herself, although is not affected by the mist's density. Two turn cool down. 40 foot range. Grand Dimensional Sword Ragna Blade - Charging for a turn, she forms a triangular blade formed solely of black, crackling and seemingly unstable dark energy that is always slightly shorter than the form she uses this attack in. Modified from a spell she learned about, this blade is made from a temporary pocket dimension, and can cut as well, or even better, than your run of the mill swords. Capable of absorbing projectiles, beams, energy, and barriers, this lowers the number of turns she can have this out. She can keep this weapon out for 10 turns provided she absorbs no attacks, and each attack takes away one turn on top of the turn used to keep this out. Cool down equals number of turns she has this out. Attacks two levels under the form she uses this in does not take turns. Note that it absorbs barrier energy to negate it, it does not break through them instantly. Chaos Fury - Summons around her a sphere of energy around herself, dealing heavy damage if you were right next to her. This attack can also block or deflect attacks. 3 turn cool down Creeping Fear - Dark ghostly tendrils spread from Bev's feet along the ground or any nearby surfaces, up to a surface area of 100 square feet. Once someone stands in it, the tendrils crawl up their legs, causing skin discoloration similar to blood. It will cause an increased heart rate and panic and, once it reaches the head, the person feels faint, and have a feeling similar to death before being knocked out for a brief moment. May induce screaming. Causes decent damage. 2 turn cool down. Repeated connects on an opponent within a thread strengthens the attack, but not overly so. Opponent is locked into place once the move connects. Washout - Creates a massive wave of water out of nowhere that washes away her enemies. The wave is 30 feet wide and 40 feet tall. Two turn cool down. Meltdown Wave - Fires a 15 foot beam that does minor actual damage, but lowers the physical defense of an enemy. [/ul] Appearance: Super Mega: Galaclivamon Attribute: Data Family/ies: Dragon's Roar Type: God Man Abilities: High physical strength-Due to her dragon data her physical strength is quite high. Overwhelming Force- Is easily able to use multiple skills in succession within a turn. Light Shield-Not a separate move, but her normal means of defense (meaning if she's blocking, she's using this.) Takes the form of a white barrier above the surface of her body. It works like any defensive position. Attacks: [/b]- Forms three energy spheres above her that rapidly fires off a mix of Flare Arrows, icicles, blades of wind, and lighting bolts (although which elements are fired is up to Bev). The sphere can fire omni-directionally as well as orbit around her. Best for mid range combat, providing pressure, or covering blind spots. Meltdown Flare - Breathes out a wide area flamethrower-style attack. Non-elemental, but lowers defenses and pain resistances somewhat for 2 turns, as well as deals a bit of extra damage to any with an *elemental* weakness. 1 turn cooldown. Wraith Ragna Blade - She forms a triangular blade formed solely of black, crackling and seemingly unstable dark energy that is always slightly shorter than her height, without the need of charging now as well. This blade is made from a temporary pocket dimension, and can cut as well, or even better, than your run of the mill swords. Capable of absorbing projectiles, beams, energy, and barriers with a 2 turn cooldown. Also incorporates B.Imperialdramon's Tearing Void skill. Creating portals takes a turn for cooldown, and can't be used while the attack absorption is on cooldown, however, but can be used within the same turn. Alternatively, she can also simply coat her Claws in similar energy for similar effect. Nega Poison Blow - Poisonous air gathers around and condenses before it blasts into opponents thrice (or in three different spots), disorienting and causing an ill feeling for 3 turns. Two turn cooldown. Can launch an opponent into the direction the air blasts to. Deals additional damage against certain types depending on what area of the digital world she is in. (Ice, Fire, Plant, Water, Null (Digital Core has no additional element), Dark, or Wind/Holy). For example, in the northern areas, her Nega Poison Blow does additional damage to ice types. 2 turn cooldown. Chaos Revolution - Summons around her a sphere of energy around herself, dealing heavy damage if you were right next to her as well as blocking or deflect attacks. This also creates five other spheres should she decide to create them, up to 30 feet in diameter, to spin around her. The spheres are not as strong, but they can be fired off in any direction away from her. 1 turn cool down, one turn attack duration. Seething Terror - Dark ghostly tendrils spread from any nearby surfaces Beverly is physically touching, up to a surface area of 200 square feet. Tendrils engulf her opponent should the move connects, causing skin discoloration similar to blood. It will cause an increased heart rate and panic and, once it reaches the head, the person feels faint, and the tendrils instead drag the opponent into a bubbling pool of darkness and seem to disappear, taken to somewhere unknown. When they reappear, they are seeped in dark energies, and any buff they had is gone. If the buff is a natural or team based one, it returns after 2 turns. 2 turn cool down. Repeated connects on an opponent within a thread strengthens the attack, but not overly so. Opponent is locked into place once the move connects. The tendrils can grab those 10 feet off the ground. Heavy Mist - Produces a dark, heavy mist that either emanates around her or a stationary point and blinds opponents within for 2 turns. The mist is quite thick as well. This is mostly used as a means to escape or disorient, though, as she can't see through the mist herself, but is not affected by the mist's density. Range is 90 feet with considerably restricted movement and, if she charges a turn, can throw a mist sphere that surrounds the opponent, blocking projectile use and heavily restricts movement, but the thick mist also protects whoever hit hit with it, greatly lowering damage. Blocking the charge attack still activates it. Imperial Laser - Beverly fires off a beam of destructive force at her opponents. Can be steered to a slight degree. Destructive power is enhanced if she charges for up to 2 turns, with the max charge being able to decimate large areas. Galactica Phantom - Delivers an explosive punch with enough force to send a digimon clean through a mountain or three. However, the attack requires a bit of a windup. [/ul]
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:17:27 GMT
BEVERLY 3 OPTIONAL EVOLUTIONARY STAGES Appearance: Armor Champion: Shoutmon ZX Attribute: Vaccine Family/ies: Dragon's Roar Type: Dragon Abilities: Air Jump: Instead of flight, Beverly can air jump indefinitely, forming pressurized air under her feet to jump off of. She can jump in any direction she chooses as well. Voice projection: She can project her voice up to a distance of a mile. Steadfast Step: Non-damaging environmental effects do not effect her, or has drastically reduced effect. She can run through water and snow as easily as she can out of it, strong winds do not blow her away easily, and she is highly resistant to slipping on slick surfaces. Attacks: Hard Rockin' Soul: Forms energy balls from her passion shaped like various notes before tossing them. Rowdy Rocker: Uses her mic and stand not unlike a bo-staff/blunt weapon. Chorus Echo: Does an action, and leaves an energy after image. On the next turn, the afterimage repeats the action. One lasts for 3 turns. A second can be made a turn after the first (starting from where the first was) but when the first one ends, the second one ends too. Can be destroyed. 2 turn cool down for one, 3 for two copies. Soul Crush: Bev screams loudly into her mic for a turn. Afterwards, if she strikes you with her mic, You will get stunned as you body gets vibrated heavily to the point of losing bodily functions for a turn. The next turn, the opponent can recover, but will still have lowered balance. Appearance: Armor Ultimate: Shoutmon OX Attribute: Vaccine Family/ies: Dragon's Roar Type:Dragon Abilities:Voice projection: She can project her voice up to a distance of a mile. Steadfast Step: Non-damaging environmental effects do not effect her, or has drastically reduced effect. She can run through water and snow as easily as she can out of it, strong winds do not blow her away easily, and she is highly resistant to slipping on slick surfaces. Air skate: She can fly by means of "skating" on the air, or a similar fashion. Can be done in any direction. Can also stop in mid air. Attacks: Passionate Upper: Performs an uppercut, creating a raging energy tornado in front of her that blows enemies away as well as damages them. Height is 30 feet with a 10 foot radius. Crimson Cutter: Performs a swinging upward kick, creating an energy wave. Two can be done in a row instead of one, but has a one turn cool down if done this way as two kicks can daze an opponent slightly. Visionary Burst: Bev glows and remains stationary, and 2 energy clones comes out from Bev's position, heading towards an enemy and performs a single strike or action before fading. 1 turn cooldown. Alternatively, if she charges it for a turn, the next turn she can attack with the two clones. If she is attacked during charge, the clones take some of the damage meant for Bev. It still has a one turn cool down, though. Shine: For 2 turns, she starts to glow so brightly that most digimon wouldn't be able to look directly at her. 2 turn cooldown. Victorize Banking: Charging the V-shaped area of her head for a turn, she fires off a powerful V-shaped beam. Appearance: i43.photobucket.com/albums/e384/Wugzapanzermanathod/beverl10.jpg[\Img]Alternate Ultimate: Arukenimon w/Rifle Attribute: Virus Family/ies: Nightmare soldiers Type: Arachnid Abilities:Spider-Scout: She can create multiple familiars, up to 5. While they more or less have their own will, any surveillance with more than 2 requires more concentration. In other words, having 5 spider familiars out does not do anything to her, it's only when she is using them as scouts, taking in physic energy from them that she needs to concentrate. It's best used as a means to set ambushes or scouting, not direct attacking. The Familiars look like small spiders, and cannot harm anyone. Any damage on Beverly's part will cause all but one of the spiders to vanish. Hitting one causes it to vanish. It will reappear, but beside Beverly. Sharp Eye: More so than any other form, her vision is top notch. This makes her a great sniper. Attacks: Wire Thread: Launches a razor sharp web at an opponent, restraining and cutting them upon contact for a turn before dissolving. Not as tough as the impact webs, but it does more damage and she usually shoots out enough to cover her opponent, provided they aren't massive (i.e. VenomMyotismon? Massive) 2 turn cool down. Buster Rifle: Her gun has two modes of fire, one being semi-auto (3 shot bursts), the other being a single, high powered shot. The rapid fire has no charge or cool down, but the single shot (used for distance sniping) has a one turn cool down. She is a crack shot with this weapon, but she still requires aiming beforehand. Venomous strike: Her bites cause considerable swelling around the puncture wounds, as well as causing slight dizziness and some pain for 3 turns. 4 turn cool down. If done on Champion digimon, effects are longer by two turns. The swelling will remain, but go down over time in the thread. Spider-Sting: Punches and kicks her opponent mercilessly Impact Web: Fires up to five basketball sized balls of compressed webbing from her abdomen that, upon contact, expands rapidly to about 10 times the volume of the ball and trap the opponents. Barring the impact, does no damage. Tougher and stickier than her wire webbing, but each ball covers less before impact. Traps an opponent, or their limbs, for 2 turns, three turn cool down. The Brood: Releases thousands of spiders from her eggsac that she lays (which takes a turn). The spiders will swarm her opponents and bite, A single bite does very little, almost negligible effects, but hundreds of small spiders can cause drowsiness and slight panic. 3 turn cool down, length of effects will be dependent on the one affected. The spiders, once they bite, will latch on, but quickly die off. Any conventional method of taking care of spiders work on them too. Appearance: Alternate Mega: BlackImperialdramon Attribute: Virus Family/ies: Metal empire Type: Dragon Abilities: High speed flight: While not the most agile flier, she has very impressive flight speeds, able to break the sound barrier and hit Mach 2 at Max speed. Thick Hide: Is naturally able to withstand physical damage better. Attacks: Positron Laser: Fires its back mounted laser at opponent. While quite powerful, it can, at best, be used every other turn. Tearing void: Slashes, creating a portal that can be fired into or traveled through on the next turn. The range is up to 300 feet, but she must be able to see the point where the other end will appear. It would be prudent to not be in the portal when it closes. One portal used at a time. Elemental Rain: Charges for a turn, forming three energy spheres above her that, when finished, fires off a mix of Fireballs, icicles, blades of wind, and lighting bolts. The sphere can fire omnidirectionally as well as move around her. Slash Claw: Performs a rather quick slash with her claws. Grand Flare: Breathes out a wide area flamethrower-style attack. Bypasses all -elemental-weaknesses and does extra damage. Does lower damage on those without any elemental weaknesses. 1 turn cooldown. Shadow Form: Turning pitch black, her next move, barring Slash Claw and Tearing Void, will become much more powerful, as well as shadow element. While there is no charge time, it has a 4 turn cooldown. During this form, her body radiates dark, shadowy energy, and her movement speed is sped up somewhat (Flight Speed unaffected). Upon using this up, she will get tired out briefly. Lasts for up to 5 turns, although she will rarely wait that long. Appearance: DNA Super Mega: Lady of the Galaxy, NebulaLilithmon Attribute: Virus Family/ies: Celestial Combatants Type: Space Diva of Love and Power Passive Abilities: Double Jointed Astro Modules: Like Ryusei, NebulaLilithmon can wield modular gadget and weapons by summoning them at will or remotely via Ryoko's Digivice. Super Flight: NebulaLilithmon can fly at significant height and speed, as she wields two Rocket Modules on each hand and further reinforced by thrusters all over her armors and space shuttle-like wing. Head Camera Unit: NebulaLilithmon has extrasensory camera on his head, enabling hi-definition image record, project, and replay. Also, it enables Infra-Red Vision Mode to detect temperature on any living creatures, thus enabling her to locate them, even if the target is invisible to normal sight. Telekinesis: Has Beverly's Telekinesis, although it is greatly enhanced to lift things many times her weight. However, willful enemies can still easily break out. Is a bit of a ham Attacks: RAM UPGRADE GIGA- Sudden Thrust: An attack where one or several dark maroon spears appear around NebulaLilithmon. The spears thrust out quickly from dark whisps that appear around her, but they are not launched out as projectiles. This is purely a melee ranged move and is mainly for aiding her defense from melee attackers. The spears aren't likely sharp enough to fully pierce through same-leveled digimon, but it'll hurt. Can be done while performing other moves, but their range is usually not enough to directly strike any attacker who isn't more or less within arm's length of NebulaLilithmon. Solar Revolution: Surrounds herself with firey energy, almost becoming like a mini sun, and summons several miniature Planets (From 25 to up to 50 feet in diameter) to rotate around her, striking her opponent. Planets can also be launched. One turn cool down. Asteroid Barrage: Uses both the Gatling gun and Missile modules on her legs to fire upon the enemy. Boring Operation: Dashes into the opponent, using the Drill and Scissor ends of the rocket modules to damage a foe. The dash is only 20 feet, but N.Lilithmon cannot be hit out of the dash with most attacks. 1 turn cool down, does heavier damage against dragon types. Thor's Hammer: Brings her heel down with tremendous force onto an opponent, with lightning striking at the same time. Soul Shattering Fist: Punches the opponent once in the torso with near unmatched force, it can stop anyone in their tracks as they reel back in pain, feeling the impact throughout their body. The opponent will be too pained to do more than react to the attack for a turn. 1 turn cool down. Nebulous Dust: Summons a space-dust cloud 75 feet in diameter for 3 turns. The cloud is thick and movement is more difficult, as well as near impossible to see through. The density does not effect NebulaLilithmon, but she requires her Camera Unit to see through it, 2 turn cool down. Finisher-Spiraling Star Shatter Beat: She launches the opponent into the air, then follows up, attacking from multiple directions with kicks and rocket module attacks. She finally finishes off by using her drill leg module and rockets, and then with a burning, spinning drill kick from above that sends her through her opponent. Once she lands, she gives a one liner, and the opponent explodes. Appearance: DNA Super Mega: Ihadramon Attribute: Virus Family/ies: Nightmare Soldiers Type: Dragon's Roar Abilities: In terms of raw power and defense, Ihadramon surpasses Galaclivamon, at the expense of some versatility and inability to use the Ghost Striker ability (since Ghost is in control of Ihadramon) Her six hands can be used to propel her up to speeds of Mach 3 (like a rocket), aid in dodging when used in short bursts, or just slapping people three times with one motion. The hands can also move away from her, up to 50 feet. The hands are also durable enough to go against bladed weapons. Has Sudden Thrust attack due to Ram Upgrade Giga. Has Bev's Telekinesis, although the weight limitations remain the same. Attacks: [/b]: An attack where one or several dark maroon spears appear around Ihadramon. The spears thrust out quickly from dark whisps that appear around her, but they are not launched out as projectiles. This is purely a melee ranged move and is mainly for aiding her defense from melee attackers. The spears aren't likely sharp enough to fully pierce through same-leveled digimon, but it'll hurt. Can be done while performing other moves, but their range is usually not enough to directly strike any attacker who isn't within 10-12 feet of Ihadramon's body. Indignate Claw: Strikes with claws infused with explosive electrical energy. 7th Claw: Summons a 7th large hand from a portal that tries to grab an opponent. Once successful, it will produce phantom tentacles that bore into the opponents body, as well as cover them, and the victim's body will be wracked with pain and turn a spotty deep red color. The victim will then fall out the mass of phantom tentacles, and the tentacles will reform the 7th hand, now capable of performing one of the opponent's attacks for the rest of the battle. Can be done once per opponent per thread. Strength of the attack is dependent on condition of the opponent. A weak opponent will produce a weaker attack. Spiral Nemesis: Launches herself at her opponent while surrounded with flaming, spiraling energy. Deflects most projectiles. 1 turn cooldown Particle Beam: Fires a purple beam from her hand. The strength varies depending on number of hands used and if she decides to spend up to two turns charging. At its strongest it surpass the power of Galaclivamon's Imperial Laser. Mirror Match Ball: Throws a dark, Smokey sphere at an opponent. When it connects, a cloudy copy will be made. Thing is, the consciousness of the opponent will be in that copy, while the original body *will* attack the copy. Death is not possible, but the original body can still incur physical damage, and if the "cloud copy" is destroyed, the original body is rendered unconscious for some time until the move effect ends. One turn charge, one turn cool down, 3 turn effect. The attack cannot be physically blocked. Spacial Portal: Creates a dimensional portal she can move into. While the "range" is anywhere within the digital world she knows, in battle it's effective use is within 200 feet (longer distances require more energy/concentration). 2 turn cool down. The Worst Ball: Ihadramom throws a dark smokey sphere at the opponent. The effect is varied, and even she doesn't know what the ball will do. -The effect is decided by the user who is hit with the ball, not me. It can be a minor effect or major, but I will have no say in how the attack will react, how long it lasts, or the severity. Cannot be used again until effect ends. This is kind of a gag attack-[/ul]
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:18:13 GMT
GHOST 1
Name: Ghost'ess Wita Mostess. Ghost for short. Default Form: Shoutmon ZX Striker Form or HyldenImpmon Gender: Female Alignment: Beverly Skills/Talents: Ghost can take up an ethereal form, which cannot interact with any physical object. This form, vaguely looking like a whispy shadow-esque imp, this is her true form. Getting to this form is simple. Getting out of the takes concentration. Not a combat ability.
Personality:
Despite being originally a mental projection of Bev in the form or a spirit creature, Ghost has her own personality. She is, however, a lot like a child, or at least quite youthful at heart. She like to play around and perform gags involving the physics breaking body she has.
But deep down she wanted to be able to truly play with others. Thankful of Bev for making her and allowing her development, Ghost still desires to be able to feel things. She, however, has mixed feelings for both ethereal and summoned forms. The form of HyldenImpmon is closer to what she desires. But those desires fuel her want to possess others. She doesn't truly want that (does she?) She will try to resist the urge, which she can usually do. Much to Sinclair's annoyance, Ghost will bodysnatch her every now and then. Or Bev, for that matter.
Still, given her progress she hopes one day she will have it without that desire to possess others. Or Bev lets her possess someone every now and then for a while. Or she can get her own body. Decisions decisions.
Personal History: Ghost was not always a digimon. In fact she was a spirit created by Beverly. Initially she was just an extension of Bev's thoughts, but over time she gained her own will. While unable to interact with the physical world, Ghost was a valued companion for her creator.
When Beverly died saving Garm from a body snatching entiry, Ghost was active. She retained much of the data Bev consisted of, while the rest reformed. Due to this, Ghost was not just a spirit being, but literally half of Beverly. After they reunited, Ghost returned the data she had, but if need be, Beverly and Ghost can share that pool of power.
Ghost had also taken the data of the body snatching digimon. As such, she gained the ability to possess others. Sometimes the desire to take over someone's body gets the better of her. Yes, she wants a physical body, and sometimes the possession ability really makes that tempation stronger. More than that... the feeling of controlling one with her will does have an allure to it.
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:18:57 GMT
GHOST 2 If Ghost is suffeciently weakened, she'll return to her etheral form, rendering her unable to fight until she rests within Beverly. Also, Ghost can imitate Bev's Baby-Rookie forms perfectly, among others. Appearance: Same as Bev's Armor champ Champion: Shoutmon ZX Striker Form Attribute: Vaccine Family/ies: Dragon's Roar Type: Dragon. abilities: Air Jump: Instead of flight, Ghost can air jump indefinitely, forming pressurized air under her feet to jump off of. She can jump in any direction she chooses as well. Voice projection: She can project her voice up to a distance of a mile. Steadfast Step: Non-damaging environmental effects do not effect her, or has drastically reduced effect. She can run through water and snow as easily as she can out of it, strong winds do not blow her away easily, and she is highly resistant to slipping on slick surfaces. Attacks: Pop Music: Throws a small grouping of red music note shaped projectiles at her opponent, causing popping cluster explosions. Rising Super Star: Bats opponent away with her mic stand, momentarily encasing the opponent in a yellow star before exploding. SkrillKill: Beats an opponent with her mic stand at a rate of 10 beats per second. This is aided by a series of shadows that attack as well. Revamp Chorus : Can only be done in tandom with Beverly's Chorus Echo attack for her armor champion. Does an action, and leaves an energy after image. On the next turn, the afterimage repeats the action. One lasts for 3 turns. A second can be made a turn after the first (starting from where the first was) but when the first one ends, the second one ends too. Can be destroyed. 2 turn cool down for one, 3 for two copies. Appearance: Same as Bev's Arukenimon, without the rifle Ultimate: Arukenimon Stand Striker Form Attribute: Virus Family/ies: Nightmare soldiers Type: Arachnid Abilities: Faster than Bev's Arukenimon form, but lacks the rifle Her eyesight is as good as Bev's Arukenimon form Attacks: Garrot Web: Creates a thin, ultra tough strand of web that can be used against opponents in some manner. It's also thin enough to dig into most digimon's skin. Can be held for 3 turns at most. No actual cool down, but if she's using one, she doesn't need or able to hold second wire. Venomous strike: Her bites cause considerable swelling around the puncture wounds, as well as causing slight dizziness and some pain for 3 turns. 4 turn cool down. If done on Champion digimon, effects are longer by two turns. The swelling will remain, but go down over time in the thread. Spider-Sting: Punches and kicks her opponent mercilessly. Impact Web: Fires up to five basketball sized balls of compressed webbing from her abdomen that, upon contact, expands rapidly to about 10 times the volume of the ball and trap the opponents. Barring the impact, does no damage. Tougher and stickier than her wire webbing, but each ball covers less before impact. Traps an opponent, or their limbs, for 2 turns, three turn cool down. Hell's Rolling: Fires off a single black bladed disc of darkness that rolls along the ground. Thunder Cable: (Absorbed by Beverly, given to Ghost) Attacks with extending, electrified metal cables from her arms. Appearance: Same as Bev's BlackImperialdramon Mega: BlackImperialdramon Shadow Stand Striker Form Attribute: Virus Family/ies: Metal Empire Type: Dragon Abilities: This form is faster and have stronger special attacks than Beverly's equivalent form. It also always produces afterimages. However, her defense is low for Mega. As such she needs to avoid more attacks, which is usually possible despite the size. Has impressive flight speed, able to hit Mach 2 like Bev. However her slightly slower acceleration is made up for by her slightly better agility. Attacks: Positron Laser: Fires its back mounted laser at opponent. While quite powerful, it can, at best, be used every other turn. Tearing void: Slashes, creating a portal that can be fired into or traveled through on the next turn. The range is up to 300 feet, but she must be able to see the point where the other end will appear. It would be prudent to not be in the portal when it closes. One portal used at a time. Shadow Slash Claw: Performs a rather quick slash with her claws. Grand Flare: Breathes out a wide area flamethrower-style attack. Bypasses all -elemental-weaknesses and does extra damage. Does lower damage on those without any elemental weaknesses. 1 turn cooldown. Shades of Destiny: Ghost turns into a sphere and from her body creates several shadowy clones of Bev's Mercs. A PetitMamon will throw her staff at an opponent, a Lobomon will play a few tunes from a guitar, firing an arcing energy bolt, a DinoBeemon will launch several drilling missiles, and the MutantGaomon will fire a red beam from its mouth. This is all one single mega attack with multiple parts. 3 turn cooldown. Selfless: Ghost seems to try to tackle the opponent, but she fades away the second she makes physical contact. On the next turn, the opponent will begin to, painfully, transform into a BlackImperialdramon. During this time, the victim will quickly lose themselves, feeling a flood of negative emotions based on their personality, as they faint. After a few moments, the B.Imperialdramom will spit out the opponent (possibly at a reduced size, but once the attack ends, their size will return to normal). This causes considerable damage and disables all natural defenses (not those gained from moves or team abilities) for the rest of the thread. There is no charge or cooldown. Just two chances to connect in a thread, and one connected hit per thread. Appearance: Super Mega: HyldenImpmon, the Super Shadow Stand Striker Attribute: Whatever is Beverly's Family/ies: Nature Spirits Type: Imp Abilities: No physical attacks damage her, only stun her for part of a turn. Non-physical projectiles deal extra damage to her, though. Her Ball attacks are thrown at a fairly high speed. To aid her, most of her moves control enemy position and her small size makes her a hard target. But her speed is a above average (for a super mega) and her damage output is low save for 1-2 attacks. Ghost can pass through physical objects. (With permission) Ghost can possess most digimon. Gatchaw Ball: Ghost throws a dark smokey sphere at an opponent. It does nothing. Attacks: Here Come Ball: She throws a dark smokey sphere at an opponent, causing a fearful jolt in the opponent. It does some damage, but if it connects to an opponent, she will always teleport right in front of them. Down/Up There Ball: She throws a dark smokey sphere at the opponent, and either the opponent will reappear 30 feet in the air, disoriented and falling, or instantaneously fall onto the ground with such force that an imprint is left. If there is a ceiling, the launching version will send the opponent into it. Lunar Orbit Ball: She throws a dark smokey sphere at her opponent, which causes an opponent to orbit around the with gravitational forces. Afterwards, it explodes, dealing decent damage. Must be dodged, not blocked. Lasts a full turn, and can also attract most projectiles. 1 turn cooldowm. Fizzy Duzzy Ball: She throws a dark smokey sphere at an opponent, and it causes them to suffer extreme dizziness, stumbling, and trippy vision. Effect lasts at least a turn, and goes on as long as the opponent is dizzied (as in beyond the one turn the user decides if it's still in effect.) 1 turn cool down, repeated connects do nothing until the move wears off. Move has a 10 foot vapor blast radius. Slickest Ball: She throws a dark smokey sphere at her opponent, covering them with a shadowy film that effectively eliminates all friction with anything in contact with their body for two turns. It also triples any momentum the affected will normally have. One turn cooldown. Bomba Ball: Ghost throws a dark smokey sphere that is suddenly caught by a random beast digimon equal to the level and/or size her opponent is. In doing so, the digimon tackles the opponent. Afterwards it will leave, vanishing without a trace. The Worst Ball: Ghost throws a dark smokey sphere at the opponent. The effect is varied, and even Ghost doesn't know what the ball will do. -The effect is decided by the user who is hit with the ball, not me. It can be a minor effect or major, but I will have no say in how the attack will react, how long it lasts, or the severity. Cannot be used again until effect ends. This is kind of a gag attack- Black Arrow: Ghost stomps, causing a phantom black spire to appear from the ground or a nearby surface before disappearing. Several can be done in succession. Can be done within 50 feet of her. These can go through enemies, but leaves no puncture wounds; it simply does damage. The initial spike in a location will have black smoke appear at its point of entry. Does very good damage and is Ghost's only real damage dealing move. Spinny Claw: She strikes the opponent, causing them to spin in place and surrounded by shadowy vapors. A close range move, it does little damage on its own, but its only meant to be a close range setup for her Ball moves. If she connects with this, a Ball move will follow in the same turn.
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:19:54 GMT
Name: Sinclair the PetitMamon
Type: Mini Devil Attribute: Virus Family: Nightmare soldiers
Abilities:
Immune to any artificial means of blinding her. This includes artificially made fog/light dampener as part of an attack, a move that blinds on contact, or illusions. However, natural darkness, high quantities of light, or hiding will still be as effective.
Hey eyes can easily track faster targets or attacks, but Sinclair herself is of moderate speed.
Attacks
PetitNightmare- She throws her staff at the feet of her foe, causing an explosion that launches one into the air. The radius is about 3 feet. With a one turn charge, there is a second explosion that rebounds the foe into the ground. Her staff reforms in her hand after the attack.
PetitCurse- Fires a sickly green smoke ball that, upon contact, halves the foe's movement ability completely. Lasts 2 turns, one turn cool down.
PetitCrackdown- Throws three P.Mamon Dolls of different colors at her foes. Yellow simply stuns for a turn with a tazer, Purple pulls out a pistol and fires 6 cork bullets, Brown uses a bat to thwack the opponent in the shins. 2 turn cool down.
Name: Saibot the Lobomon
Type: Warrior Attribute: Data Family: Nature
Abilities: Is able to turn all black, able to hide in the shadows more easily.
Superb hearing and distinction. He can pick out a voice in most crowds with some concentration, for example.
Can play several instruments, but he is by far the best on the guitar.
Instead of beam swords, Saibot weilds a Gitaroo, a special type of electronic guitar.
It can mimic various instrumental sounds (like a keyboard in guitar form), but it is also a good weapon.
Attacks: Shadow Flash: An extremely fast advancing knee attack that leads into a flash kick, leaving behind a black trail of afterimages.
Scarf Smash: His scarf lengthens and grabs an opponent to smash them into the ground.
Gitaroo: The ends glow with energy, and the neck of the guitar lengthens a bit, allowing it to be used as a melee weapon, much like an axe. It can also fire from it electrical bolts as he plays it. The bolts arc in whatever way Saibot wills it as well.
Fishy the DinoBeemon
However, Fishy, being female, has a feminine figure. She is also chubby, a bit wide overall, and for some reason still has her Digmon drill nose. On one of her arms is a gold, fairly durable gold bangle, which is her wedding band. Type: Mutant Attribute: Vaccine Family: Jungle Troopers
Abilities:
Has twitch reflexes.
Great Fisher
Knowledgeable in demolitions.
Quite good on the drumset.
Attacks:
Drill Stinger: Fires off several large drilling missiles.
Quaker Cracker: Drills into the ground, causing a fissure to form and the earth to quake. It's range is roughly 30 feet from Fishy's position.
Marching Fishes: Summons a number of multi-colored fish. Somehow.
Remote Bomb: Sets 3 strong sticky bombs before detonating them on the next turn. She could plant 6 as well, 3 per turn, before detonating them. While they stick to surfaces quite well, they can be taken off easily.
Wave Motion Drill: Forms a large energy drill before firing it at the enemy.
Name: Garm the "MutantGaomon"
Type: Mutant Family: Nature spirits Attribute : Data
Ability
What he lacks in physical power for a Mega, he makes up for it with good physical defense and excellent speed, as well as his ability to crawl on most surfaces.
Attacks:
Blade Wolf Claw: Performs a quick series of cutting wind slashes. Wind Elemental
Savage Mistral: Jumps in the air and rotates and spins, slashing so quickly wind blades slash out all around him at once. Range of 30 feet, while moving forward up to 15 feet before landing. Wind/Water Elemental.
Blinding Monsoon: Charging for a turn, he strikes at the opponent at multiple angles with great speed with stunning slashes. Stun lasts one turn. Wind/Thunder elemental.
Sundowner Defend: He defends and charges energy into his arms. Physical attacks are met with an explosive counter attack, while projectiles are blasted back to the sender. 1 turn cool down. Wind/Fire elemental
Jetstream Blast: Charging for a turn, he fires off a red laser from his mouth. Even a few feet surrounding the beam is surrounded by cutting wind energy. Wind/light elemental
Strong Arm Smash: His fist hardens, becoming grey and extremely dense, as he delivers a heavy damage punch. Avoiding or deflecting the punch will be better to counter this, as the fist is not stopped by blocking, barriers, or armor. Recoil of one turn as he recovers.
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Post by *Lady* Beverly and Ghost on Oct 29, 2014 15:20:46 GMT
Misc. info
Beverly Form Height Chart: Shoutmon ZX: 5' Witchmon: 5'7" Shoutmon OX: 15' LadyDevimon: 13'7 Arukenimon w/rifle: 15'2" Lilithmon: 6'7" BlackImperialdramon: 20' by 30', including tail. Galaclivamon: 6'5" or 30'. Usually is in a smaller form for convenience sake. Ghost's forms match Bev's in height where applicable. Ethereal form: 2'5" HyldenImpmon is 5'2" Ihadramon: 20' Merc Heights Sinclair: 2'10" Saibot: 7'4" Fishy: 10'3" Garm: 8'3"
Holosuits Beverly (Made by a friend in Soul Calibur 4's Create a character mode): Garm has a Holosuit as well. It is simply a Gaomon holosuit.
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Post by Darian Soten on Oct 29, 2014 18:03:24 GMT
Approved
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