Post by Dante on Dec 6, 2015 9:34:57 GMT
Name: Dante Palladino
Alias: The Fox
Age: 19
Gender: Male
Height: 6 Foot
Weight: 150 lbs
Alignment: Chaotic Neutral
Birth Date: March 7
Birth Place: Rome, Italy
Western Horoscope: Pisces
Eastern Zodiac: Dragon
Skills/Talents:
Taekwondo, Fencing
Video Games
Strategist
Personality: Dante is usually calm, cool and collected. He thinks before he makes any move. Whatever Dante does, he wants to learn how to be the best. His cocky nature goes well with the two distinct sides of his personality. Sometimes he goes out for a night on the town and he's the life of the party, but most of the time Dante likes to be alone. Partly because he feels people do not have enough in common with him. Dante usually conducts himself in a polite manner. He's willing to show anyone respect, until they cross a line in his mind.
Dante is overconfident in his abilities, but outside of battle Dante can be funny, angry, or just calm and quiet. Dante often looks down on others for going with the flow. He's got to do his own thing. One of the only things that will make Dante angry is when he feels somebody is overstepping their boundaries, or being disrespectful. Other than that Dante is most often quiet or smug. But around true friends he is joyful and fun.
Dante has a wide variety of hobbies and interests, including taekwondo, fencing, and video games. Dante is very cunning, and tries to use his intellect to win confrontations rather than brute force. While on paper Dante sounds like the prodigy he is, his overconfidence in his skills has repeatedly lead to disaster. With his martial arts background he is a capable fighter among most others, but no match for an experienced fighter, let alone a Digimon.
Appearance:
Dante has a slender build, long arms and legs. His hair is red, but has also been known to have blonde hair. Typically wears a lightweight black leather jacket, dark blue or black jeans, belt, and a red scarf. May wear a beanie. Blue eyes. Long face with a pointy chin. Some silver trim on clothes. Fair skin, slightly dark around the eyes. Sometimes smoking a cigarette.
Dante loves his bling. He has a silver earring and a gold chain. He likes designer clothing because of his high culture background. Despite this, he loves the rebel look. Dante loves his leather. Some might joke that when wearing black his skinny body and long arms and legs make him look like Devimon. When in winter, Dante bundles up with a leather and fur jacket, scarf, beanie, and furry boots. His casual look is a black t shirt with a long sleeve flannel shirt unbuttoned, and ripped jeans. He also has a custom made red and grey school uniform. He wears grey and gold fencing gear while fencing, and for Taekwondo he wears a white gi with red trim, a blackbelt with gold trim, tape around his wrists, and sometimes sparring gear.
Personal History: Dante is the son of a famous martial artist and a French pop star. Dante had to move around a lot growing up, having lived in America, France, Italy, and Japan early in life. Dante had a great relationship with his parents, when he got to see them. Both were very busy, and feeling neglected Dante grew to resent them over the years. He also resented all his training and classes. Now that he's out of high school, he is looking to start out on his own in his former childhood home in Yokohama. However, his life is changing too fast and he's not ready to let go of his inner child.
Dante now lives in Japan with his sister Judith. He's enrolled in college and makes money tutoring students in French. He spends most of his free time either online, in the forest, or hanging out downtown. He still sticks to a very strict psychical regiment to stay healthy. But Dante's life is about to change when he runs into a friend from his childhood.
Backpack Contents:
•Sleeping bag
•Small Laptop
•Lighter
Digivice:
Partner’s Name: Havokmon
Default Form: Wormmon
Gender: Ambiguous
Alignment: Chaotic Neutral
Skills/Talents: Gardening. Can climb up walls. Great at sneaking around.
Personality: Havokmon is much more independent than other rookie Digimon. They prefer to either be alone, or in a small group with like minded individuals. Havokmon doesn't take orders well, and their tamer must prove themselves in their eyes before they are willing to work as a team. This behavior mostly comes into play once Havokmon reaches rookie level. As Leafmon and Minomon, Havokmon is very shy, and needs a caring tamer if they are going to grow up healthy. Minomon eats lots of food.
Drastically different from Ken's Wormmon, Havokmon will backtalk their tamer. Havokmon is quick to make fun of others, and enjoys seeing others suffer. When frustrated, Havokmon is quick to speak their mind. Although they appear heartless, they deeply care about their tamer and close friends. Havokmon loves food, in particular meat, cheeseburgers, strawberries, plants, and soda. Havokmon also likes hanging out in the forest and sneaking around. With time, Wormmon may start to warm up to people, if his trainer is able to as well.
Being a Wormmon gives Havokmon a wide variety of abilities. Wormmon can create silk thread, crawl up walls, and hang from a thread. Wormmon has a fondness for plants, and likes to help out in the garden. As Stingmon, they can fly fast and high. Havokmon becomes more focused on training and battling in their Champion form. Even a veteran trainer would have difficulty trying to control Stingmon when the are determined to train, fly, or fight.
DIGIMON'S INITIAL EVOLUTION LINE
Appearance:
Fresh: Leafmon
Attribute: None
Family/ies: None
Type: Slime
Attacks:
Acid Bubbles: Blows bubbles of acid. Weak projectile attack to deal light damage or distract target.
Digivolves To:
Appearance:
In-Training: Minomon
Attribute: None
Family/ies: Jungle Troopers
Type: Larva
Attacks:
Chomp: Bites the target. Does light damage. Other Digimon do not like this attack.
Sharp Spikes: Negates an attack and deals half of damage back to attacker. 2 turn cooldown. Does not work against Rookie or higher.
Digivolves To:
Appearance:
Rookie: Wormmon
Attribute: Virus
Family/ies: Nature Spirits, Jungle Troopers
Type: Larva
Non-Combat Passives:
Able to create silk threads, used for tasks such as climbing or other times where a rope would come in handy.
Able to crawl up most surfaces, such as climbing up walls.
Combat Passive:
Insect Agility: Wormmon can jump, dive, and dodge very quickly. This gives them an advantage against large opponents, greatly increasing their chance to dodge melee attacks from Digimon larger than an average Rookie.
Attacks:
Sticky Net: Shoots a silk web at the target to slow them down. Target can not attack for 2 posts. 3 post cooldown. Does not work against Champion or higher.
Silk Thread: Shoots needle sharp threads at target to inflict damage. Deals double damage if target is stuck in Sticky Net.
Dark Seed: Launches a seed into the target. Drains target's health by 50% normal attack damage and transfers health to user every post for 3 posts. 2 post cooldown. Does not work against Ultimate or higher.
Digivolves To:
Appearance:
Champion: Stingmon
Attribute: Virus
Family/ies: Nightmare Soldiers, Jungle Troopers, Nature Spirits
Type: Insectoid
Non-Combat Passives:
Flight, able to ascend into the air from a stand still, execute breakneck turns, and hover in place.
Combat Passive:
Supersonic Antenna: Stingmon is able to detect movement with his antennas. Gives an enhanced sense of awareness, allowing Stingmon to respond faster in combat.
Attacks:
Spiking Strike: Lunges toward target and stabs them with spike.
Moon Cannon: Fires a long range medium damage ball of plasma energy. Deals normal damage plus 25%. 1 post cooldown.
Nightmare Armor: Can only be used on self. Havokmon channels dark energy into their armor. Reduces incoming damage by 25% for 6 posts. 3 post cooldown.
Infestation: Launches a seed into target. Seed drains target's health every post and transfers it to user. Lasts 5 posts. Cooldown 3 posts. Rookie and lower, 100% regular damage. Champion, 50% regular. Ultimate and higher, 25% regular damage.
Attacks: Plasma Ball: Stingmon channels energy into his cannon, and creates a dense ball of plasma energy. Stingmon throws the ball, and upon contact it unleashes a contained explosion, dealing severe damage to anything it hits. 4 post cooldown.
Appearance:
Ultimate: Archnemon
Attribute: Virus
Family/ies: Jungle Troopers, Nightmare Soldiers
Type: Demon Beast
Bio: At Ultimate, Stingmon digivolves into Archnemon. They love to make giant webs to entangle their prey. At this level, Willow becomes more cruel and vicious. Archnemon finds it hard to control herself, and acts very impulsive, often out of Greed, or Gluttony. They are fiercely loyal to Dante, most of the time, and obeys his command. However, Archnemon does not trust most Humans, and they would rather be alone with Dante instead of a group. Archnemon is not above feasting on low level Digimon that get caught in their web, and downloading their data to become stronger.
Non-Combat Passives:
Wall Climbing, able to jump high.
Combat Passives:
Exoskeleton: Archnemon has a tough outer shell increasing damage resistance, allowing her to stay in battle longer.
Attacks:
Spider Thread: Fires razor-sharp wires to cut through objects and tear into flesh.
Spider Bomb: Creates a large bomb that detonates when Archnemon desires. Sticks to surfaces such as walls. Can be placed directly down from the abdomen, or Archemon can stand on her hind legs and fire it as a projectile. Deals massive damage. 3 post cooldown.
Spider Queen: Creates a Dokugumon to fight along side in battle. The summoned Digimon is a weak Champion level, and can use basic attacks. Archnemon can manipulate them to block an incoming attack, or sacrifice them to restore health. Limit 2 at a time. 5 post cooldown.
Spider's Layer: Creates a large spider web. Archnemon gains increased agility while on the web. Opponents who touch the web are stuck in place for 2 posts. Web lasts for 6 posts. 3 post cooldown.
Insect Barrier: Creates a large barrier around Archnemon. Only bug type Digimon and Bug type attacks may enter the barrier. Lasts 4 posts. 3 post cooldown.
Venom Bite: Archnemon launches towards the target and bites them with her fangs. Deals regular damage, and decreases the target's vision significantly for 4 posts. 4 post cooldown (once the effect wears off.)
Digivolves To:
Appearance:
Mega: Lilithmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Lord
Bio: Archnemon reaches Mega form, becoming the enchanting Lilithmon. At this stage, Willow is at her most wicked. She's vain, evil, cruel, and loves to annihilate her enemies. Willow remains loyal to her close allies, fighting to further increase their power. Lilithmon is friendly to Dante, but demands to be treated like royalty, and have both humans and Digimon waiting on her, hand and foot. Whatever Lilithmon wants, she's going to take it. She spends a lot of time admiring her beauty in the mirror, and eating massive amounts of food.
Non-Combat Passives:
Levitate, a variety of magical spells such as changing someone's clothes.
Combat Passives:
Goddess Barrier: While in combat, Lilithmon utilizes her magic to maintain a spherical magic barrier around her. Reduces damage received from incoming attacks. Estimated amount of damage received: Champion and lower: 10%. Ultimate: 50%. Mega and higher: 80% So while an attack from a Mega is only slightly reduced, damage received from attacks from an Ultimate Digimon are cut in half, and attacks from Champions and lower are negated almost completely.
Attacks:
Darkness Love: Places a Digimon under a hypnotic spell, making them unable to attack Lilithmon for 4 turns. Can be used outside of battle to control 1 Digimon Ultimate or lower. 4 post cooldown.
Queen's Guard: Creates a portal to absorb an incoming attack. Lilithmon can fire the attack at a target of her choosing. 4 post cooldown.
Razor Nails: Lilithmon uses the claws on her right hand to corrode anything they touch. Outside of battle, this can be used for a multitude of purposes. In battle, it is a melee attack that deals moderate damage.
Empress Emblaze: Summons a large black hand made of demonic energy to annihilate the opponent. Deals massive damage. 6 post cooldown.
Soul Stealer: Lilithmon uses a spell to absorb health from the target and transfer it to Lilithmon. 3 post cooldown.
Deathdealer Form: Lilithmon transforms into a more agile form with less restrictive clothing. While in Deathdealer form, Lilithmon becomes better at hand to hand combat, and better at dodging attacks. Lilithmon cannot use Empress Emblaze while in this form. Last 4 turns. 3 turn cooldown.
Nightmare Sword: Can only be used while 'Deathdealer Form' is active. Lilithmon summons a demon sword from the fade, and slashes the opponent. Inflicts moderate damage, and causes Paranoia. An opponent with the paranoia status effect will become very afraid, and they may even lose enough concentration to continue battling. Paranoia lasts for 4 posts. The sword only lasts for one attack. 6 post cooldown (Not counting the duration of Paranoia.)
Dominance Cuffs: Lilithmon summons drastically heavy weights that appear around one target and attach to their arms and legs. The cuffs look like black stone gauntlets with purple markings. While wearing the cuffs, one can only move very slowly, and with much effort, if they have the strength to move at all. The target must be within Lilithmon's line of sight. Dominance Cuffs can be avoided, and Digimon capable of magic stand a better chance of negating the spell. Dominance Cuffs lasts 3 posts. 4 post cooldown.
Digivolves To:
Appearance:
Biomerge: Chaos Piedmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Bio: Wormmon and Dante have combined to form a being of great magical power. With Dante's sense of justice and Wormmon's destructive tendencies, Chaos Piedmon's motives might surprise you. Always ready for a fight, or a show, C. Piedmon enjoys the thrill of battle, and uses his magic in both humorous and terrifying ways. Displaying no fear or remorse, C. Piedmon likes to have the psychological advantage in battle, and will often use mind games and trickery instead of brute force. Every bit as devastating as Piedmon, but Dante's morals will clash internally with Wormmon's wicked nature. Loves wine, song, and dance.
Non-Combat Passives:
Levitation, teleportation, use of basic magical spells
.
Combat Passives:
Energy Syphon: Slowly breaks down excess energy to restore health over time.
Masks Square: ChaosPiedmon can choose to hear all sounds within a 2 mile radius.
Attacks:
Scary Grenade: The user throws a grenade, causing a small explosion and dealing normal damage to everyone within a 5 yard radius.
Clown Trick: Throws a large white cloth at a single target, transforming it into a doll. The target is able to move around in doll form, but unable to use special attacks. The target must be in Chaos Piedmon's line of vision, and the chance to hit decreases the further away. In battle this effect lasts: Biomerge: 3, Mega: 4, Ultimate and lower: 5 posts. This effect is broken if the user takes significant damage. Clown Trick will not work on the same target twice within 10 posts of when the effect took place. While under the effects of Clown Trick, the Digimon cannot receive damage or fall in battle. 3 post cooldown.
Trump Sword: Launches 6 swords total at up to three different targets. Deals moderate damage to Megas and Biomerge, very high damage to Ultimates and lower. 2 post cooldown.
Cloak of Deception: The user assumes another form to disguise himself. Usually that of a clown or an old man. Using any offensive ability ends the disguise. 5 post cooldown.
Shadow Faze: Disappears into a dark fog, reappearing nearby 1-3 posts later. 5 post cooldown. Post cooldown kicks in once the user has reappeared.
Ending Snipe: Fires a large blast of electricity at a single target, dealing massive damage. This attack cannot be used during the first 3 posts. 5 post cooldown.
Wind Channel: ChaosPiedmon takes off his hat and absorbs incoming ranged attacks for one post. 5 post cooldown.
Shadow Regeneration: Restores the health of one selected target by up to 50% of their maximum health. 4 post cooldown.
Appearance:
DNA Ultimate: EvilGrademon
Attribute: Virus
Family: Nightmare Soldiers
Type: Dark Warrior
Non Combat Passives:
Combat Passives:
Seal of the Tyrant: All enemies within a 10 yard radius of EvilGrademon suffer a 15% penalty to damage dealt.
Dark Moon Style: A sword Style where whenever EvilGrademon lands a hit that isn’t blocked or damage reduced, the opponent drops dark purple spheres that float in the air. Whenever one grabs the orbs, they either heal the receiver by a small amount, or vanish, depending on EGmon’s choice. EGmon can grab these as well. A moderate amount of damage would yield approximately 3 orbs. The orbs are sent approximately 10 meters away from where the opponent is struck, in the direction of the sword slash, and then they hover in place until EGmon makes them disappear or they are grabbed by anyone. If an opponent is quick enough, they can grab the orbs if EGmon does not realize in time and restore some of their health.
Abilities:
Eclipse Cross Slash: Dashes forward, turning to shadow, before slashing cross-wise at incredible speeds, body turns incorporeal at approach, but turns back to normal as attack takes place, cooldown: 2 posts.
Darkness Slash: Leaps into the air and lands down with a powerful slash attack. Deals moderate damage, and causes a laceration, greatly reducing speed and defense for 2 posts. 3 post cooldown.
Penumbra Wave: EGmon fires a horizontal wave of dark energy from a sword slash, lowers the defense of those it hits by 20% for 2 turns. Cooldown: 2 posts.
Occultation Stance: Hunkers down and grips sword hilts, preparing for incoming attacks, anything that enters within a 5 meter radius will be slashed at blinding speeds, as EGmon draws his blades to counter, can be used to tear apart incoming projectiles, Cooldown: 3 posts
Armor of Obscurity: Generates a shadowy circle around self, causing temporary invisibility, location can be seen by the circle of shadow energy, and special attacks are disabled, (Only Basic Attacks can be used), duration: 2 posts, cooldown: 3 posts.
Digivolves To:
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Appearance:
DNA Mega:
TigerVespamon
Attribute: Virus
Family/ies: Wind Guardians, Metal Empire
Type: Cyborg
Non Combat Passives: Flight, radar
Combat Passives: Exoskeleton: TigerVespamon has a resilient armored outer shell, reducing all damage taken by roughly 10-20%. Attacks from Ultimate and lower are reduced further as well.
Abilities:
Mach Stinger V: Lunges towards one target and stabs them with his two royal energy swords. Deals moderate damage.
Tiger Blitz: TigerVespamon spins around with his blades out and spins around like a top, flying around and slashing at any and all targets in the area. Deals above moderate damage to all it hits, and can stack even higher if the target is hit multiple times and unable to block. 3 post cooldown.
Super Tiger Kick: Strikes one target with a quick and powerful kick. Deals above moderate damage and knocks the enemy down unless they can dodge or block. If this move hits a target that is in the air, it is knocked out of the sky and crashes into the ground. An enemy knocked out of the air in this manner cannot use any abilities that either raise or lower the stats of any target for 1 post. (No buffs/curses.) 2 post cooldown.
Royal Crescendo: Several flaps of armor open up on TigerVespamon to reveal stinger ballistics missiles. Launches a barrage of missiles at any and all targets in the area. Can be used continuously. If used 2 turns in a row, more missiles of greater damage are launched. On the 3rd time used in a row, dozens of high damaged missiles are launched. TigerVespamon cannot attack for 1 post after they last used Royal Crescendo. 5 post cooldown starting after last post used.
Tesla Net: TigerVespamon slashes the air with his royal blades, creating a large electric net. Fires the net at all targets within a 15 feet radius. If caught in the net, the target cannot move or use any abilities that target someone outside the net, or require enough room to perform. Net lasts 1 post. 4 post cooldown starting after first used. Place up to one Tesla counter on TigerVespamon.
Hive Mind: Summons 2 Cannonbeemon and 4 Waspmon to fight for TigerVespamon. Summoned mobs are fairly weak Champions and Ultimates that are either defeated or flee after sustaining significant damage. Mobs last up to 4 posts. Mobs can use basic attacks and projectiles but not abilities. 10 post cooldown beginning after triggered. Place up to one Hive counter on TigerVespamon.
Honeycomb Shield: TigerVespamon channels energy into his royal blades, creates a honeycomb style energy barrier to protect one target from one attack. Honeycomb Shield cannot be used on the same target twice within 10 posts of when triggered. Lasts up to 4 posts. 2 post cooldown. Place up to one Honeycomb Counter on TigerVespamon.
Perpetual Motion Generator: Remove 1 Tesla, Hive, and Honeycomb counter from TigerVespamon. TVmon may only have one of each counter at the same time. Electricity surrounds TigerVespamon, removing up to two debuffs on TVmon and restores their health to maximum. Negates all damage received for 1 post. TigerVespamon cannot use Royal Crescendo for 1 post. PMG can only be used once per thread.
Digivolves To:
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Appearance:
DNA Super Mega:
BoltBoutamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Non Combat Passives:
Combat Passives:
Duelmaster: Highly resistant to piercing attacks and entirely immune to damage from own attacks.
Performance: Any time Boltboutamon's side is outnumbered by 2 or more enemies, all damage Boltboutamon receives is reduced by 35%.
Abilities:
Pernicious Waltz: Raises rapier and creates a circle or blades in the sky. Points his sword forward and launches a devastating barrage of sharp blades. Deals above moderate damage to all targets hit, must be within range. The further away, the chance to hit goes down. Cooldown: 2 posts.
Curtain Call: Boltboutamon flicks his fingers towards an attack to counter with a shockwave, can rebound energy attacks or counter physical attacks, cooldown: 2 posts.
Swift Progression: Surrounds allies with a dark magic circle that notably increases their speed, duration: 3 posts, cooldown: 2 posts.
Baleful Draw: Draws firearm and launches a condensed ball of dark magic at opponent, dealing decent damage. If used while Shock and Tragedy is active, BoltBoutamon has the option to negate a buff on the target and transfer the effect to BoltBoutamon for the remaining duration. 0 post cooldown, 2 post cooldown if buff is stolen.
Shock and Tragedy: Pierces self with rapiers, does not damage self, but does hurt self, translating pain to anger to largely increase own attack power, duration: 2 posts, cooldown: 2 posts.
Dark Rostrum: Uses gun to fire a magic circle at the ground beneath an opponent to generate a tornado, moderate damage, cooldown: 1 post.
Chaos Gaieties: Dashes forward and attempts to impale opponent with rapiers, decent damage, if used while Shock and Tragedy is active, damage is increased and restores a decent amount of health to BoltBoutamon, no cooldown, if used with shock and tragedy, cooldown: 2 posts.
Final Act: Generates magic portals next to all four arms, as well as massive portals surrounding a small area, approximately 10 meters, Sticks arms into portals, as massive versions emerge from the larger portals, wishing to crush opponents, massive damage. Can be used to clash with massive opponents, cooldown: 4 posts.
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Other Evolutions:
Armor Champion
Species: Mothmon
Appearance:
Attribute: Free
Family/ies: Wind Guardians
Type: Insect
Fighting Style: Aerial Support
Non-Combat Passives: Flight
Combat Passives: Wingman: Increases speed of self and up to 4 ally Digimon within 25 yards by 10% for every Mothmon on team. (30% maximum increase.)
Abilities:
Gatling Blaster: Fires a spray of gunfire from the gun on its tail.
Gunpowder Smokescreen: Releases a cloud of gunpowder from its wings. Blinds one target Rookie or lower for 2 posts, or one Champion/Armor Champion for 1 post. Does not work on Ultimate or higher. Duration +3 post cooldown.
Calling for Backup: Calls upon two weaker, less awesome Mothmon to join the fray for up to 3 turns. Summoned Mothmon deal 50% regular damage and are defeated after 2 successful average Rookie attacks or 1 successful average Champion attack. Summoned Mothmon cannot use any other abilities or passives besides Flight and Gatling Blaster. Duration +3 post cooldown. Cooldown kicks in after 3 posts or once both summoned Mothmon have been destroyed. Cannot be used during the first post of combat.
Emergency Rations: Mothmon shares food with one ally, restoring both of their health by roughly 25%, Champion or lower. A mid battle snack break. 3 post cooldown.
Deadeye Round: Shoots a highly accurate round at one target. Deals double damage to inorganic material. Cannot be used within the first 3 posts of the battle. 4 post cooldown.
Digivolves From: Wormmon
With Digimental of Determination