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Zeromon [WIP]
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Post by Zero on Apr 28, 2015 3:49:37 GMT
NAME: Unknown ALIAS: Zeromon SPECIES: Zeromon (Rookie) GENDER: Male HEIGHT: 6'0 WEIGHT: 150 lbs
ALIGNMENT: Lawful Evil BIRTHPLACE: Origin of Light
SKILLS:
- Battle strategy
- Extensive knowledge of the Digital World
- Indefinite brooding
GLOBAL PASSIVE ABILITIES:
- Elemental
Zeromon's forms have access to multiple elements in battle. As a result, he is more resistant to elemental moves (15% resistance).
- The Ancient
Zeromon's coding is complex and comprises multiple strings of ancient DNA. As a result, his chosen form affects his attribute, family, and abilities more than most Digimon. He is a conglomeration of recycled data, and this sometimes has an effect on his personality as well.
- Fallen Knight
As a former (although unofficial) member of the Royal Knights, Zeromon's powers are more volatile against Digimon of that order. Revenge is a dish best serve cold, after all.
PERSONALITY:
A shadow of his former knighthood, the lizard man is a cold and melancholic Digimon. He is stoic and aggressive, preferring to battle his way through life without thinking about the consequences. Zeromon's dedication to power and self-improvement is unwavering. His will is unshakeable. Despite all of this, he speaks formally and in a courteous manner, as if chivalric practices still have some minor effect on his being. His business is battle, though, and he does not hesitate to remind anyone about that.
While it's easy to call Zeromon cold, he is a deeply emotional being who prefers to compartmentalize his feelings rather than deal with them. His ejection from the ranks of the Royal Knights after countless years of training left him permanently embittered, forcing him to deal with the consequences of his actions longer than he ever imagined. As a result, it is not uncommon to see Zeromon snap.
At times, he displays aggressive tendencies and fierce devotion to his allies. Easily toyed with, however, his crumbling emotional state leaves him incredibly vulnerable to more sinister purposes. With his dream of becoming a hero completely shattered, he finds himself teetering somewhere between order and chaos.
Dark digivolution causes Zeromon to become somewhat hedonistic, relishing things his normal self wouldn't otherwise allow him to enjoy. Sadism also manifests itself in these evolutions, bringing about the more dangerous side of Zeromon's otherwise predictable personality.
APPEARANCE:
As a Digimon, Zeromon is roughly six feet tall. He has an astonishingly humanoid build and his gait is more ape-like than reptilian. Even then, he possesses a prehensile tail, digitigrade legs, and sharp, draconian features. His narrow face is accentuated with high cheekbones and it is accented with two grey horns and a pair of unusually tall ears. His neck is long but sturdy for his frame, allowing him to easily turn his head.
Zeromon's forearms and shins are wrapped with metal plates, granting him mild defensive capabilities. The metal casings on his legs are specially designed to allow for shock absorption if he is thrown off balance, giving his three-clawed feet extra balance. His arms are less remarkable, yet his human-like fingers allow him greater flexibility in melee combat.
His colour scheme is black and pale grey (on his underside). His limbs all contain reddish markings, the most noticeable of which encircle his fierce yellow eyes. Zeromon is often seen with a tattered blue-green scarf draped about his body. It appears as though it may have belonged to someone at some point.
ROOKIE (DEFAULT FORM)
Rookie: Zeromon Attribute: Vaccine Family/ies: Virus Busters Type: Dragon Man
Passive Ability: Blademaster Zeromon can summon steel weapons at will. In this form, he is only able to summon 2 blades at a time (should 1 be destroyed, he requires a 1 post cool-down before another can take its place). They float alongside him, manipulated by the influence of his mind.
Attacks:
- Zero Laser
Zeromon fires a 0-shaped laser at his foe. May be used to burn through inflammable obstacles.
- Blade Storm
Zeromon imbues any swords in possession with electricity and launches them at an enemy.
- Silver Wind
Using the power of his mind, Zeromon conjures a massive wind to tear apart his swords, allowing him to launch the fragments at an unwitting enemy. Blademaster is rendered ineffective for 2 posts.
- Knight's Legacy (RAM upgrade)
A technique that allows Zeromon to share his passive ability with an ally, gaining them access to Blademaster for the duration of a battle (power is relative to ally's level).
- Zero Shield (RAM upgrade)
A purely defensive move in which Zeromon uses his blades to shield him from an attack. Cannot be combined with any other moves. 1 post cool-down.
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Post by Zero on Apr 28, 2015 3:50:17 GMT
CHAMPION
Champion: Kilomon Attribute: Vaccine Family/ies: Virus Busters Type: Dragon Man Element: Unknown
Battle Cry: “Kilomon, master of one thousand blades!”
Passive Ability: Blademaster Kilomon can summon steel weapons at will. In this form, he is able to summon 1 blade every turn for a maximum of 4 at the end of 4 turns. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. They float alongside him, manipulated by the influence of his mind.
Attacks:
- Crucifixion
Thoumon's blades assemble in an 'x' pattern and sear an enemy with holy energy. This move holds an edge over Virus-type Digimon.
- Hurricane
A wind/steel attack that sees Kilomon hurl himself into a spin with his blades fully extended. For each Blademaster weapon attached, he deals an additional 12.5% damage for a maximum of 150% damage. All Blademaster weapon stacks disappear after this attack.
- Kilovolt
Kilomon calls upon his elemental power to expel electrical bolts at random from the centre of his body. The electricity creates a 10 meter radius of lightning around him.
- Torrent Sabre
Guiding both his swords in the direction of his foe, Kilomon expels a column of vicious of water from each.
- Sacred Fire (RAM upgrade)
Kilomon unleashes a powerful blast of fire at a target. For every hit the enemy has already taken from Sacred Fire, this move gains a 10% boost in power for a maximum of 150% damage.
- Knight's Contract (RAM upgrade)
Calling on the powers of good, Kilomon summons angelic strength to give him wings for 1 post. During this time, his speed and attack power are increased by 50%. 3 post cool-down.
Description: Now at about 10 feet in height, Kilomon is perfectly equipped for combat. Armed with a longer neck and tail and improved sensory capabilities, he is truly remarkable. Coloured similarly to his Rookie level (black base, grey stomach, red triangles and rings), his body is fiercer, more angular and better armed. His face in particular is filled out at the Champion level and garnished with spines on the side of his cheeks. His horns are much longer and greatly resemble those of Veedramon. Even more notable are the clothing and armour upgrades on his body. Firstly, he possesses a charcoal scarf. Decorated with spiny red gems, this seemingly aesthetic item helps balance Kilomon's weight. His forearms are outfitted with mechanized bracers, which, on command, un-sheath energy blades from their respective gem cores. Kilomon's waist is decorated with a number of steely wraps coloured silver and gold and clasped by a gleaming red gem. Finally, his leg bracers have been upgraded to proper mechanical boots, which encasing the foot (except his claws), allow for greater shock absorption and spring action. Kilomon's name comes from the word 'kilo'm which means 'thousand'.
ULTIMATE
Ultimate: Teramon Attribute: Vaccine Family/ies: Virus Busters Type: Cyborg Element: Unknown
Battle Cry: “Teramon, the Royal sentinel!”
Passive Ability: Blademaster Teramon can summon steel weapons at will. In this form, he is able to summon 1 blade every turn for a maximum of 5 at the end of 5 turns. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. They float alongside him, manipulated by the influence of his mind.
Attacks:
- Iron Desire
Teramon engages his sword-cannon, causing all 5 Blademaster weapons to be generated at once. Usable 4 times per thread.
- Vengeance Cannon
A combo cannon that combines fire and light to obliterate a foe. This move possesses an advantage against Virus type Digimon.
- Tera Storm
A grand-scale version of Zeromon's Blade Storm. For every Blademaster weapon Teramon has in play, he is able to generate and direct a bolt of lightning at a target. For every Blademaster weapon in play, Teramon gains a 25% damage boost for a maximum of 200% damage. All Blademaster weapons fade after this attack.
- Celsius Hammer
Making full use of his cannon arm, Teramon encases it with ice and slashes his opponent. Used in succession with Teramon's Hyper Cannon/Magma Missile or in a hot environment, however, this becomes a water element attack.
- Bastion
Teramon pours his energy into a defensive technique in which he generates a neutral energy field for one post. Used to reduce, if not block damage. This requires a full turn to use.
- Magma Missile (RAM upgrade)
Adjusting his cannon, Teramon unleashes a flurry of missiles that erupt on contact (5 are launched, non-homing).
- Synergy (additional move)
Tapping into his robotic installations, Millimon syncs his elemental powers for a temporary 2 post power boost. During this time, Millimon’s speed and attack are increased by 50%. 3 post cool-down.
Description: A hulking beast in comparison to Kilomon, Teramon tops off at about 25 feet. Unlike his predecessor, he is heavily armed and is best employed in long, strenuous battles of endurance. His head is decorated with an angular helm, which serves as his primary mode of protection. His ears tuck just behind his now encased horns, giving him a fiercer edge. His mouth too is concealed by silver, his jaw rimmed with golden spikes. Like other Ultimates, Teramon has a shock of hair behind his neck which is coloured bright red. Keeping his scarf from his previous form, it is now outlined by gigantic metal shoulders, the topmost of which is gold and the bottommost is silver. Teramon's left arm is guarded by a small steel plate garnished with three blades, concealing his hand beneath it. His right arm, on the other hand, is outfitted with an immense multi-use weapon he affectionately refers to as the Sword-Cannon (for lack of a better name). Decorated with a power gem and armed to the tee with gigantic golden pincers and an extendable sword/cannon, this weapon is Teramon's greatest asset. Similar to Kilomon, his waist is decorated with interlocked metal and his feet are covered by shock-absorbing metal boots. As a final touch, his tail is tipped with a small metal club, an essential piece of balance for his gigantic weapon. Teramon's name is derived from 'terabyte'.
MEGA
Mega: Infinimon Attribute: Vaccine Family/ies: Virus Busters Type: Holy Knight Element: Unknown
Battle Cry: “Infinimon, the holy knight of everlasting power!”
Passive Ability: Blademancer Infinimon possesses the quality of a sound mind, immune to distractions, and is able to summon telekinetic blades at will. He can summon up to 6 blades, gaining 1 blade per turn. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. His giant companion sword, the Elephas, is not of a supernatural persuasion.
Attacks:
- Infinity Cannon
A vast upgrade to Teramon's Vengeance Cannon attack. With this, Infinimon collects heat energy and light energy into his palms or sword. When ready, he can unleash this power on his enemies. Especially effective against Virus type Digimon.
- Winds of Fortune
Upon activation, the Winds of Fortune causes a wind to blow behind Infinimon for the duration of 1 thread. This allows him to make use of the wing-like panels on his back and fly.
- Paradox Laser
Two beams are fired from Infinimon's chest core, one of which is imbued with the element of fire and the other of which is imbued with the element of ice.
- Call of the Ouroboros
Infinimon's Blademancer weapons string themselves together in the shape of a dragon and maul whatever comes in their way for 3 posts, doubling Infinimon's standard damage output. All Blademancer weapons disappear following this attack.
- Spring of Life
Raising his sword into the air, Infinimon uses his primary weapon as a precipice for a water element attack that sends crushing streams at the target.
- Infinity Force
Drawing on power from his chest core, Infinimon extends his arms and generates an elemental barrier in front of him. This barrier requires one full turn to use and serves as a means to minimize if not block damage from an opponent's incoming move.
- Yggdrasil’s Will (RAM upgrade)
Infinimon uses his mastery of the elements to call upon a gigantic tree. The trees limbs grow continuously and attempt to spear Infinimon’s enemies as it spurts from the ground. The tree is resilient and therefore takes 2 Mega level attacks to destroy (3 Ultimate level attacks, 4 Champion level attacks). 4 post cool-down. The tree is approx. 25 feet high and 10.5 feet wide at the base of its stump.
- Vindication (RAM upgrade)
This special technique gives Infinimon new strength. Utilizing all Blademancer stacks in play, he shields himself in a cocoon of metal. With all 6 stacks in play, Infinimon defence is at 200% capacity. For every hit he takes, his defence is reduced by 25%. After 4 consecutive hits, his Blademancer stacks completely disappear and his defence returns to normal. Usable 3 times per thread.
Description: At last reaching his Mega stage, Zeromon displays true strength as Infinimon. At a modest 10 feet, like his Champion stage, Infinimon seems at first a bit underwhelming. Upon closer inspection, however, it is clear that Infinimon is an incredibly well-armed Digimon despite his (comparatively) miniature stature. Infinimon is clad in ivory digizoid from head to toe. Portions left uncovered (namely his waist, biceps and behind his legs) are bonded with a thin, flexible metal that allows for optimized dexterity. Infinimon's head in particular is especially ornate. His natural horns from his previous forms have split in two and extended outwards. The outline of his jaw is decorated with a new set, as well as small gold ridges to accentuate his face. His chin is also outline with triangular divots, all of which are gold. At the centre of his forehead is an immense silver horn, somewhat reminiscent of Omnimon. Just below that are his striking red eyes, changing from their usual yellow colour into a more intense shade. His mouth is neatly encased in silver, similar to his fellow nights. At his neck, Infinimon is surrounded by a solid collar, allowing him the ability to swivel his head in any direction without sacrificing its protection. His shoulders are adorned with a pair of large white plates, each of which is accented with gold. His chest, at the centre of it all, possesses a large red gem which is typically recognized as the source of his power. Infinimon's waist tapers in significantly, leaving his triangular, gem-laded arms somewhat hulking in comparison. Infinimon's legs are covered with more white armour, all of which contours his body and ensures fluidity. His boots, supported by gold and silver plates, are noticeably draconic in nature and serve as a testament to Infinimon's earlier evolutions. Two silver panels grace his back, serving primarily to break falls. The final touch, of course, is Infinimon's gigantic sword. Imbued with elemental power, it provides great protection - and offense. Infinimon's name is derived from the word 'infinity'.
MEGA MODE CHANGE
Mega Mode Change: Infinimon Release Mode Attribute: Vaccine Family/ies: Virus Busters Type: All-Encompassing Element: Unknown EEl Battle Cry: “Infinimon Release Mode, wielder of creation!”
Passive Ability: Blademancer Infinimon possesses the quality of a sound mind, immune to distractions, and is able to summon telekinetic blades at will. He can summon up to 6 blades, gaining 1 blade per turn. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. His giant companion sword, the Elephas, is not of a supernatural persuasion.
Passive Ability: Banishment Infinimon Release Mode's defence receives a 50% boost against Digimon who identify as demons, fallen angels, or other dark beasts, whether by family or by type.
Attacks:
- Water Spout
Infinimon creates a tornado of water to engulf his foes, drowning those with a weak constitution.
- Call of the Ouroboros
Infinimon's Blademancer weapons string themselves together in the shape of a dragon and maul whatever comes in their way for 3 posts, doubling Infinimon's standard damage output. All Blademancer weapons disappear following this attack.
- Sacred Sphere
Drawing on the power from his chest core, Infinimon forms four orbs above his head representing the four key elements: earth, wind, water, and fire. All four are launchable at the opponent. Remaining orbs will be in his control until they are used. 2 post cool-down.
- Kiss of Death
Infinimon summons a vicious galestorm to subdue foes for 3 posts. During this time, the speed of his enemies is halved. 2 post cool-down.
- Holy Judgement
Calling on his divine powers, Infinimon summons a vortex above his head. On command, the vortex will rain beams of light down on his foe. Especially effective against Virus type Digimon.
- Blood and Steel
Infinimon imbues his Blademancer weapons with an element of his choosing and directs them å-la-rapid fire at a foe. For every Blademancer stack, this attack's power increases by 15% for a maximum of 200% damage. Blademancer stacks disappear after this attack.
- Infinity Force
Drawing on power from his chest core, Infinimon extends his arms and generates an elemental barrier in front of him. This barrier requires one full turn to use and serves as a means to minimize if not block damage from an opponent's incoming move.
- Yggdrasil's Blessing (RAM upgrade)
Infinimon uses his mastery of the elements to call upon a gigantic tree. Unlike its previous incarnation, this tree restores Infinimon's health (and his allies) as long as it remains intact. The tree is resilient and therefore takes 2 Mega level attacks to destroy (3 Ultimate level attacks, 4 Champion level attacks). 4 post cool-down.
- Divine Spirit (RAM upgrade)
Infinimon Release Mode invokes the power of spirit to double his attack or his defence or his speed for 3 posts. 3 post cool-down.
Description: Infinimon Release Mode represents Zeromon's completed form. With no holds barred, Infinimon Release Mode is an extremely powerful opponent with access to nearly limitless amounts of energy. Lending from his previous form, he retains his knightly armour and composition. Still no larger than 10 feet, he is initially unimpressive until he unveils his wings. Reaching near impossible lengths, Infinimon's wings are composed of elemental energy. As such, they are not concrete but resemble shards of crimson glass. Aside from his new ability to fly, Infinimon's body undergoes an edgy upgrade. Spiny plates now grace his elbows and ankles. Moreover, his sword achieves a new level of ferocity with added golden spines. The armour on his back is severely improved, the most notable addition being the sun-like golden crest above his shoulders. As a finishing touch, Infinimon Release Mode is graced by colourful elemental runes which fluctuate with his movement.
SUPER MEGA
Biomerge: Evermon Attribute: Vaccine Family/ies: Virus Busters, Dark Area Type: Indefinite Element: Unknown E Battle Cry: “Evermon, the soul of chaos!”
Passive Ability: Phase Lock Evermon is unaffected by illusions, mind techniques, and changes in the weather.
Passive Ability: Psychomachia Evermon's chaotic meld of data means he is directly affected by his surroundings. When activated, his inherent passives become null and he replicates his foe's attribute and passive abilities. Useable once per battle.
Passive Ability: Aether Unlike his previous forms, Evermon is unable to summon additional swords. Instead, he is able to manipulate his grand blade, the Aether, in any way he wishes, allowing it to take on any likeness.
Attacks:
- Supercell
Evermon summons a storm from the heavens to ensnare his enemy. Supercell operates in such a way that it swirls around a given target and then gradually closes in, crushing whatever is in the middle with air pressure and water. Supercell takes 3 turns to damage a foe. In the first turn, the storm’s radius is approximately the width of a football stadium. In the next turn, it is halved. On the third turn, with a gigantic burst of lightning, the elements close in on the target and implode. 2 post cool-down.
- Dream Devourer
A unique skill that allows Evermon to adopt one of his opponent’s attacks for the duration of one thread. Dream Devourer may only be used once and Evermon can only copy a damaging move he has already seen a Digimon use. The attack’s restrictions/usage limits apply to him as well.
- Deathstar
A spectacular move in which blades of darkness and light rain from the sky like meteorites (reminiscent of Nemesismon’s Sword Dancer and Infinimon’s Holy Judgement). Effective against Vaccine types and Virus types.
- Annihilation
An awful move characterized by multiple slashes from Evermon’s sword, the Aether. Each cut is marked by a specific element that opposes the cut that follows it: fire (then ice), earth (then wind), water (then electricity), wood (then metal), light (then darkness).
- Deus Ex Machina
“The god in the machine” brings out the machine in the god: Evermon unfurls his outer shell to reveal a slew of cannons. Each cannon fires a continuous stream of anti-matter missiles that seek to destroy the opponent completely.
- Tesseract
A special defensive move in which Evermon creates a rip in the time-space continuum with his sword. The rip will draw all moves into its depths as per Evermon’s direction. It can absorb 2 attacks maximum. Once absorbed, the attacks may be fired back at the opponent through the portal. 3 post cool-down.
- Regenesis
Evermon will draw in power from the elements surrounding him to heal 1/2 of his body. May be used on an ally Digimon however it cannot be combined with any other technique during the turn in which it is used. Usable once per thread (once for Evermon or once for an ally).
- Endgame (RAM upgrade)
Also known as the ‘game breaker’, this move allows Evermon to severely increase his attack, defence and speed for 4 posts. 3 post cool-down.
- Mattermorph (RAM upgrade)
Evermon can manipulate natural earth matter within 50 feet of his body. That is to say he can influence items such as dirt and sand. This move cannot be combined with any other.
Description: Evermon marks the chaotic union of good and evil in a Super Mega form. Evermon is reminiscent of Infinimon in that he is clad from head to toe in thick sheets of armour. The first notable difference, however, is Evermon’s colour. He is of the deepest shade of black, runic markings flaring and fluctuating on his body like pulsing veins. At his centre, his shifting digicore is caged by golden claws. Gold spines accent most of his joints, including his neck, knees, wrists and spine. Like his predecessor, he is accented with a golden arc. Evermon is gifted with many pairs of eyes and innumerable sets of metal/energy-composed wings. One could almost call him insectoid for he is garnished with many horns, plates and spines. Evermon’s sword, the Aether, is his primary and most devastating weapon. In addition to the above description, he is outfitted with glowing blue censors/beacons characteristic of an ‘x’ type Digimon. His name is derived from ‘ever’, a vague term that often refers to ‘of all time’.
SUPER MEGA (ALT)
Biomerge: Iscarimon Attribute: Virus Family/ies: Virus Busters, Dark Area Type: Disciple Element: Unknown
Battle Cry: “I am Forgotten, the Voice of Treason!”
Passive Ability: Hangman's Curse Iscarimon cannot be scanned or absorbed. His data is corrupt beyond repair. If he utters his own name, he is cursed to die.
Passive Ability: Quicksilver Iscarimon can manipulate his body in any way he wishes and weaponize his appendages. His shape is fluid, allowing him to shift from a solid state to a liquid state.
Passive Ability: Sword Dancer Iscarimon can summon 1 blade per turn for a maximum of 10. Each additional blade gives him a 10% power boost. 1 Ultimate attack (or equivalent) is required to destroy a blade, which will result in the removal of the power buff.
Attacks:
- Subjugation
Iscarimon creates a vacuum that siphons an enemy Digimon’s energy by absorbing an incoming attack. 2 post cool-down.
- Zero Hour
Iscarimon recovers some damage and adopts any upgrades/boosts currently in play. 4 times per thread.
- Crucifixion
Iscarimon freezes an opponent by pinning him/her with any Sword Dancer blades he's accrued. For every 3 blades Iscarimon employs, the opponent is frozen for 2 posts. Under 3 blades will merely freeze the opponent for 1 post. After use, all Sword Dancer stacks disappear and Iscarimon must wait 1 full turn before reactivating the ability.
- Wyrmhole
Iscarimon summons the path to hell and opens a vortex 50 feet across, drawing in whatever is near it. Demonic wyrms pour from the aforementioned portal, gnashing at anything that comes their way. Though they are tied to the vortex, their reach is dangerous and the hellfire they ignite is even more so. The Wyrmhole disappears by its own accord after 3 posts. 3 post cool-down.
- Hammer of God
Iscarimon opens several rifts below him, blasting foes upward with crushing beams of holy energy. He then strikes a smitten enemy with the full force of his weapon arm.
- Rekall
Iscarimon uncovers memories of his other forms. With this technique, he can adopt one attack (read: damaging move) from any other Digivolution in Zeromon’s roster for the duration of one thread.
- Contamination
This move calls upon the power of Iscarimon’s Quicksilver. Data strains flow from his body and infect nearby objects. Affected items can be manipulated at will by Iscarimon and launched at opponents. Digimon coming into contact with the infection will find themselves sluggish and momentarily affected by Iscarimon’s thoughts and memories. 1 post cool-down.
- Retribution (RAM upgrade)
Usable once per thread. When activated, Iscarimon becomes immune to stat buffs, status conditions, and illusions. Upon activation, however, Iscarimon's own buffs become null and unusable for the remainder of the thread.
- Subversion (RAM upgrade)
Iscarimon creates a chain reaction of explosions at the centre of his Digicore, causing a devastating shockwave with the potential to affect a 300m radius. 1 post cool-down.
Description: Iscarimon is Zeromon's alternate Super Mega form. His composition is bizarre: his body is somewhat fluid, often retaining a rubbery texture rather than a solid one. His body represents the full manifestation of the uber virus, dyeing him a glimmering shade of white. Blue and gold marks line his extremities. His form, when rigid, is filled with sharp points, ranging from his jutting shoulders to the armoured skirt draped about his hips. He typically employs his left arm as a sort of weapon arm, changing its shape to suit his needs ('TRAITOR' is etched into the flesh of this arm when it is active). It returns to a semi-normal state when out of use, however, retaining only its stripes and a single gleaming red eye. Perhaps Iscarimon's most defining features are the single eye upon his chest and his ornate but menacing helmet, decorated with gold spines and a silver halo. He has semi translucent wings upon his back which retain a multicoloured hue when activated. Iscarimon is about 7 feet tall (8 feet with his helmet on), making him very small for a Super Mega Digimon.
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Post by Zero on Apr 28, 2015 3:51:34 GMT
MEGA MERCENARY
Mega: Acromon Attribute: Vaccine Family/ies: Wind Guardians, Metal Empire Type: Airship Element: Steel/Fire/Wind
Battle Cry: “Acromon, the Machine of War!”
Passive Ability: Vessel Digimon and people may enter Acromon through the cockpit on his head. Being absolutely gargantuan, he hosts a variety of rooms within him, each clad with iron walls. As a Seadramon variant, he is also compatible beneath the surface of water and can pressurize his cabin if need be.
Field Ability: Active Mode This is Acromon’s default mode in which all of his attack systems are fully operational. In this mode, he possesses targeting and infrared vision as well as immunities to poison and mind affectations. He can rotate his torso at will and change the orientation of his turrets. Unsurprisingly, his defence is much higher than most Digimon, but his size makes him slow and impossible to conceal from smaller targets.
Field Ability: Sleeper Mode Upon activation, Sleeper Mode deactivates all of Acromon’s primary weapons and his energy is concentrated into his armour. During this time, he takes 50% less damage from Super Mega Digimon. Attacks from the Mega level or below will have no effect on him. Once switching to ‘Active Mode’, the amount of turns he took in ‘Sleeper Mode’ will be required to reactivate his battle system (ie. 5 turns in ‘Sleeper Mode’ means 5 turns recharging in ‘Active Mode’ to regain weapons).
Attacks:
- InfAir Raid
A devastating attack signaled by the sound of a deafening siren, Akromon strafes the land below him and unloads a string of deadly bombs. Each bomb has enough explosive power to topple a small building. For every 10 bombs that are released, Akromon requires a cool-down of 1 post.
- Artillery Barrage
Akromon adjusts the turrets on his body and launches a stream of high caliber shells at a foe. At a high altitude, the shells self-detonate. Digimon in the air at the time of this attack are dealt 100% more damage (because flak is rude).
- Spitfire
The name of this attack is exactly as it suggests: opening all of the canons on his body, Akromon douses foes in napalm. In the following second, his head cannon lights the fuel on fire. Digimon affected by this attack will have to get themselves cleansed/doused, otherwise their burn wounds will badger them the rest of the battle. 2 post cool-down.
- The Ants Come Marching
Akromon unloads his cargo hold, unveiling a horde of surface drones. Drones are equipped with blasters and possess the strength of a Champion Digimon. Akromon can release 20 at a time. Each is programmed to detonate in 3 turns (unless destroyed normally by a Champion attack or above). 2 post cool-down.
- Field Barrier
Akromon releases a triad of barrier drones, which prop up a semi-transparent shield capable of negating damage. The barrier runs roughly 150 meters across, allowing allies to take cover. The barrier stays up as long as the drones are operational; destroying one interrupts the shield and it deactivates for 2 turns until a replacement is made. Enemies will receive no protection in the event that they find themselves within the barrier walls.
Description: Acromon is one of the biggest monstrosities to roam the Digital World. Clocking it at over 350 meters long and weighing over 100,000 tonnes, he is impossible to miss. His gargantuan form is painted military green and is accented with grey, black and dark green stripes. The base of his neck and lower back are marked with x-shaped wings, each possessing an unholy amount of cannons. He possesses a pair of larger, fin-like wings, each of which extend about half the length of his body. His tail is long and whip-like, resembling the tail of a plane. Reactors within his torso power his complex command system. His inside is accessible through a cockpit on his head, revealing a detailed, almost prison-like interior. Several rooms, clad with iron walls, line a long hallway that ends in what looks like a large ballroom. In the lower parts of Acromon’s body, he houses additional weaponry and a multitude of drones.
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Post by Zero on Apr 29, 2015 3:21:44 GMT
CREDITS:
Al, Template Lord (TM)
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