Ren Campbell [Ocean Totem Wielder]
Dec 10, 2015 7:08:27 GMT
Post by Ren Campbell on Dec 10, 2015 7:08:27 GMT
Name: Ren Campbell
Alias: "Captain" (Mostly used by others somewhat derisively)
Age: 20
Gender: Male
Height: 5’10”
Weight: 175lbs
Alignment: Good
Birth Date: July 4
Birth Place: Miami
Western Horoscope: Cancer
Eastern Zodiac: Rat
Skills/Talents: Ren is a sailor from a family of sailors. He learned from his father who learned from his grandfather, and so on. Having spent a great deal of time on boats of various sizes with his parents, he's adept at climbing and tying knots. His grandfather taught him to navigate by the stars. Like most people of his generation, Ren is reasonably comfortable with computers and technology. He speaks a little Japanese learned from his grandparents, though hears it much better than he speaks it. He is only barely literate in Kanji. He does however sew passably well.
Personality: Ren is often perceived as a slacker. It's not that he's unmotivated; he's unmotivated by worldly concerns like wealth or 'success.' His grandfather instilled in him a sense of adventure and young Ren has spent his life looking for that extraordinary adventure. Not satisfied with the idea of a 'normal' life, Ren's pursuits tend towards escapist hobbies that grant a sense of freedom- sailing, reading. He is fond of people and enjoys working together with a group or a crew towards a common goal though he has a tendency to run his mouth a little. He is not above bad puns and friendly sarcasm, traits shared with his father. He prizes honesty and despises being lied to. Ren believes in kindness and understanding yet has little tolerance for those traits being taken advantage of. He may offer someone a second chance but prove yourself undeserving and you'll not find much sympathy. Within his particular spheres of knowledge and passion, Ren can at times be a bit pushy regarding what he thinks is best. He's not afraid to disagree... sometimes loudly.
Appearance: Ren is average height with narrow shoulders, kept in shape by his long hours at sail. His skin is tanned and a bit ruddy from the sun and air. His dark hair is cut short and his eyes favor his quarter-Japanese ancestry, though his eyes favor a westerner's rounder shape. His high cheekbones resemble his mother's although he has his father's full cheeks. His fingers are slender and callused, his legs are long and lean with muscle. He favors long, loose khakis with plenty of pocket space and thin, grippy sneakers. He wears a faded brown leather bomber jacket (his grandfather's) over a square-cut sea blue tank top. He keeps a pair of thin sunglasses on hand for dealing with reflected sunlight. He also carries a black fatigue cap in his backpack when he's not wearing it for the same reason. His clothes are simple, sturdy materials comfortably worn in all the joints. Some show signs of his handiwork on the patches.
Personal History: Ren's grandfather was an American. He was a vet in The War and met his future wife while serving. After The War they settled near Miami, Florida and began their family. His grandfather passed his love of sailing and reverence for the sea to his son, whom passed it on to Ren. He loved his grandfather's tales of buccaneers and pirates with a desperate reverence. When Ren was nine his grandfather and grandmother moved back to Japan to spend their elder years in her homeland. Ren and his parents visited several times and Ren visited on his own several more. Grandfather stayed fit and sailed with his wife whenever possible. Joining them and sailing alone off the Japanese shores were some of Ren's favorite memories. He was sixteen the last time he visited.
Ren's passage through school was adequate yet unremarkable; he was reasonably smart yet disinterested. His head was in the clouds- or rather, the waves. He craved freedom and adventure, and found the closest to what he craved out on the seas, not in a career or a classroom. He spent a little time with an amateur sailboat racing crew, though he chafed somewhat at not captaining his own ship. He knew how to do it, damn it- and maybe mouthed a few too many well-meaning differences of opinion with the Captain.The one tournament they participated in they took third place, winning a modest prize that kept Ren somewhat comfortable as he sought steadier employment, eventually coming to work at a dockside boat shop for a while.
Fourteen months ago Ren's grandfather began to feel increasingly ill. Concerned for his grandfather's health and feeling guilty he'd not visited in so long, Ren quit his job and moved to his grandparents' home in Shibuya six months ago. A month ago, his grandfather passed in his sleep in his own bed, leaving almost everything to his wife.
Backpack Contents: A canvas, watertight-resistant backpack. The straps look like they might float.
S-Hybrid Spirit: Crabmon
Attribute: Data
Family/ies: Deep Savers
Type: Crustacean
Attacks:
Crustacean Grappler: Crabmon grabs on with his temacious right claw, holding and immobilizing his opponent. Duration: 1 round, Cooldown: 1 round
Hydro Cutter: Slices and severs with his razor-sharp left claw. Cooldown: 2 rounds.
Surf Shot: Fires a burst of water in a concentrated projectile.
Digivolves To: CaptainHookmon
H-Hybrid Spirit: CaptainHookmon
Attribute: Vaccine
Family/ies: Deep Savers
Type: Sea Man
Attacks:
Captain's Shot: Fires a concentrated water bullet from his long-barreled pistol cane.
Hookanchor Pull: Fires the Hookanchor on a chain to grab an opponent or object and yank them violently towards him, or knock them away if they're close. Cooldown: 1 round
Broadsides Kick: A powerful kick delivered with with his cannon leg, firing between one and three of the shots stored in the cylinder. Ammo Limit: 3 per transformation
Flying Dutchman: Raises a swift diftwood schooner from the depths, fit for ocean or river travel for a small group.
Digivolves To: Tylomon
B-Hybrid Spirit: Tylomon
Attribute: Free, Vaccine
Family/ies: Deep Savers
Type: Sea Animal
Attacks:
Depth Charge Diver: Swims deep then blasts at the target, striking in a thunderous explosion with its warhead. Cooldown: 4
Wave Cutter: Slashes forward with the two blades on its back.
Wrath of Charybdis: Spins the waters into a great consuming whirlpool, immobilizing and knocking around those caught within with great force. Duration: 3, Cooldown: 5
Aqua Torpedo: Fires a torpedo of concentrated water at the target.
SteelJaws Striker: Grabs and tears with its powerful jaws, grappling and dragging down. Duration: 2, Cooldown: 1
Digivolves To: StorMeramon
Appearance: StorMermon is a rogueish, blue-white scaled pirate king. His body is sleek and strong, like his sharkish lower half. The long black coat hanging open around his torso blends seamlessly into a long dark-scaled shark tail as adept at carrying him through air as through water. StorMermon's tail stretches behind him like a serpent of the depths. Iron fins literally knife out the sides of the shark fin's tail. The back of the coat is emblazoned with an agumon skull jolly roger. A wide-brimmed tricorn hat shades all of StorMermon's face except his iron shark's tooth grin and single glowing blue eye. A green Parrotmon feather is tucked in the hatband. In his right hand StorMermon carries his Tridanchor, a polearm with a head like CaptainHookmon's Hookanchor. His left bicep blends into the barrel of the three-barreled long gun that is his left forearm.
A-Hybrid Spirit: StorMermon
Attribute: Vaccine
Family/ies: Deep Savers
Type: Aquatic Beast Man
Attacks:
Hunger of Charybdis' Fury: Calls the full force of Charybdis' hunger, opening up to three whirlpools to immobilize and batter his opponents. Duration: 5, Cooldown: 4per whirlpool
Thunderguns: Fires a thundershot from one of the cannons. Multiple barrels allow for quick firing (no more than 3 every 2 posts).
Stormfork Tridanchor: Thrusts the Tridanchor towards the sky, drawing a bolt of lightning to charge its next attack and summoning or dismissing a storm of rain, thunder and lightning as is desired. Cooldown: 1per encounter
Driftlock Pistol: A sidearm resembling a flintlock pistol carved of polished driftwood with iron fittings. Fires shot of concentrated water. Can be fired once every other post if in conjunction with Thunderguns.
Dutchman's Castle: Raises the largest form of the Dutchman, a great driftwood frigate with two rows of iron guns on either side. Fit for travel for a group, guns may fire once per side per encounter.
Captain's Order-Broadsider Barrage: Charges all his energy into one massive strike. Fires all three barrels of the Thunderguns, throws the Tridanchor (lightning-charged or not), draws and/or fires the Driftlock. If a storm is summoned wind and thunder batter the target. If the Dutchman's Castle is summoned, it fires its guns. Cooldown: 1 per encounter, devolve to H. Spirit or B. Spirit.
Digivolves To:?
Appearance: The Dutchman's Castle rises from the sea, a driftwood and iron frigate constructed on the back of a massive squid-like kraken. The ship fits like a helmet over the sea creature swimming below, its blue eyes gleaming from deep, shadowy ports low on the ship's sides. Iron cannons bristle from the ship as well as the body of the kraken. Many of the it's tentacles are plated or replaced with iron appendages. Two tentacles are tipped with bladed anchors and turbines. Numerous cannon ports line its tentacles in place of suckers. In the water it is rare to see all of Charybdimon's body at once, as it will usually keep its body that isn't covered by the Dutchman submerged, with great tentacles rising behind and around it. With the kraken's might behind it, the Dutchman is the fastest ship on the ocean. When it wishes Charybdimon can be very subtle, appearing to be no more than another ship until one notices the dark shadows of its tentacles trailing behind under the water's surface. Then its crystalline blue eyes shine forth from dark ports just above the water line and its voice rumbles out in a bassy whale song below the water, matched by the cries of the CaptainHookmon it manifests on deck.
Z-Hybrid Spirit: Charybdimon
Family/ies: Deep Savers
Metal Empire
Type: Giant Mollusk
Attacks:
Broadsides Tsunami: Calls upon the power of the ocean and raises a tsunami to rush towards its foe, then fires its cannons and fills the tsunami with destructive shots, ready to detonate on anything caught in the flood for heavy damage. Cooldown: 4
Boarding Cannons: Several cannons of various size on Krakenmon bear hatches designed to allow smaller digimon entry. Upon climbing inside a digimon can be launched (mostly) safely towards a target for purposes of boarding or infiltration.
Depthcharge Cannons: Fires a salvo of shots from one of Charybdimon's many gun batteries. Inflicts massive damage to everything around Charybdimon if it fires every battery of guns, but imposes a 5-post cooldown.
Artillery Stormer: Fires a cannon into the clouds, which detonates into stormclouds controlled by the leviathan. A full barrage of these cannons can alter the weather in a local area to suit Charybdimon's purposes.
Hunger of Charybdis: Sinks below the waves, opening its maw and forming a massive whirlpool as it consumes everything in a maw full of teeth made from iron and broken ships. Charybdimon's tentacles raise from the edges of the whirlpool to pummel anything attempting to escape. The two combined do massive amounts of damage to all but the hardiest creatures. Duration: 4 posts. Cooldown: 6 posts.
Leviathan Pummeler: Brings the full force of its many tentacles to bear, attacking up to four targets nearby. Cooldown: 3 posts
Leviathan Submersion: Sinks to depths unreachable to any but the most hardy, propelled by Charybdimon's power to seek refuge in the darkest waters of the ocean's floor. Utilizing shortcuts known only to the most notorious hackers, Charybdimon surfaces great distances from where it sank beneath the waves, near-instantaneously. Cooldown: 6 posts
Human Fraction: Hookmon
Attribute: Vaccine
Family/ies: Deep Saver
Type: Mutant
Attacks:
Hydro Cannon: Fires a concentrated cannonball of water from his left arm.
Hook Slicer: Charges the golden hook on his right hand with energy and slashes.
MiniDutchman: Raises one driftwood sailboat to transport two or three.
Driftwood Blockade: Erects a shield of sturdy driftwood panels. Duration: 2, Cooldown: 1
Digivolves To: CaptainHookmon
Beast Fraction: Parrotmon
Attribute: Vaccine
Family/ies: WInd Guardians
Type: Bird
Attacks:
Tradewind Cruiser: Spreads his wings and soars up through the thermal trade winds for fast speeds and transport.
Rainfall Bomber: Opens his wings and releases a rain of water that detonates in bursts of energy.
Raketalon: Gets up close and slashes with his talons.
Headwind Song: Whistles a sonorous song and flaps his wings, generating a strong, favorable wind. Useful for blowing away dangerous clouds and clearing the air. Cooldown: 4
[When B. Spirit is unlocked]Divebomb Digivolver: Tucks his wings and dives for the water at high speed, slide-digivolving to Tylomon just before he hits the water.
Digivolves To: Tylomon
CaptAngemon
Level: DNA Ultimate (CaptainHookmon + Angemon)
Type: Marine Angel
Attribute: Vaccine
Family: Deep Savers, Virus Busters
CaptAngemon is blessed with holy flight and combined with the Ocean Totem he may fly as easily below the sea as above.
Attacks: [5]
Holy Hydro Cannon: Fires a consecrated concentrated cannonball of water from his left arm. Depending on how densely he makes the cannonball, it can blast a single target on impact or detonate into a less damaging, concussive blast in a small area. Cooldown: 2 posts?
Grand Crossbones: CaptAngemon raises one hand and creates twenty super-heated spheres of holy water and energy, in the shape of a leering skull-and-crossbones, and then fires at an opponent.
Gate of the Deep: Draws a holy circle in the air with ExcalibArrr, forming a gold and iron door similar to MagnaAngemon’s Heaven’s Gate. The Gate of the Deep opens on the Ocean, drawing a swirling vortex of water and holy power through like an aquatic tentacle, pummeling and blasting his foes for heavy damage. Cooldown: 3
ExcalibArrr: The armor on his wrist opens its reservoir and forms a holy water cutlass, razor sharp and charged with holy energy.
Buccaneer’s Blessing: Conjures and throws up to two golden staves similar to what Angemon carried. Each plants into a surface and unfurls a large, spectral flag bearing a digimon-skull jolly roger along its length that will stop a single Ultimate-level attack or equivalent. Flag Duration: 3 posts or until destroyed. Cooldown: 2 per flag used
Digivolves to:
-------
MERCENARIES
Gender: Male
Alignment: Neutral
Skills/Talents:
[The Eyes Have Not] Earthwormmon has no eyes. He still has no trouble percieving the world around him. Don't ask what's under the bandanna.
[An Oddly Good Cook] How does he even do it with no hands?
["Reminds Me O' the Time..."] He's well traveled. If he hasn't seen it before, he's probably seen something like it.
["I'm An Earthworm, Jim"] He's still ultimately a big earthworm, and can quickly dig into dirt and earth, the tunnel sealing behind him. He's also an oddly good climber.
Personality:
EarthWormmon is the consummate salty sailor. He's a bit grumpy, but likes to talk and knows a heck of a lot. He's a damn fine chef and rules as master of the galley, rarely allowing anyone back in his space while he's working. He has a deep knowledge of a wide range of sea shanties. He seems strangely familiar with the Ocean Totem Spirits and the Flying Dutchmon. When it comes to the Ocean, it would be wise to heed his advice.
Personal History:
EarthWormmon has been sailing for longer than you've been alive. You should know, because he'll tell you all the time. It's unclear whether this is literal or exaggeration. Judging by the scars that run the length of EarthWormmon's body however, it is clear he has been at sea quite a long time. He has served many ships and captains in his years on the Macro Ocean. This experience lends him a story for every occasion. Some are ridiculous, some are pointless. Many contain hidden wisdom. Some don't. Though he won't say much about his earliest years, it is clear he used to be more powerful than he is. Perhaps the injuries that led to those scars weakened him? Speculation is common among the crew.
For some reason, he always refuses to talk about how he got the hook.
EarthWormmon used with permission from the artist, AwkwardKlutz.
Rookie: EarthWormmon
Attribute: Data
Family/ies: Jungle Troopers
Type: Larva
Attacks: [3 Attacks]
[Taste Tester] Being the Chef is an important job, which EarthWormmon takes seriously. He bites his target and clamps on with his jaws, testing for flavor and grappling, holding on to make subsequent attacks easier.
Duration: 2 posts, Cooldown: 2 posts
[HookFishing] Lashes out with the hook on his tail, slicing at his target. Also good for actual fishing.
[Earthworm Gym] Springs at an opponent and attempts to wrap his body around them, grappling and immobilizing them if possible.
Duration: 3 posts, Cooldown: 3 posts
Alias: "Captain" (Mostly used by others somewhat derisively)
Age: 20
Gender: Male
Height: 5’10”
Weight: 175lbs
Alignment: Good
Birth Date: July 4
Birth Place: Miami
Western Horoscope: Cancer
Eastern Zodiac: Rat
Skills/Talents: Ren is a sailor from a family of sailors. He learned from his father who learned from his grandfather, and so on. Having spent a great deal of time on boats of various sizes with his parents, he's adept at climbing and tying knots. His grandfather taught him to navigate by the stars. Like most people of his generation, Ren is reasonably comfortable with computers and technology. He speaks a little Japanese learned from his grandparents, though hears it much better than he speaks it. He is only barely literate in Kanji. He does however sew passably well.
Personality: Ren is often perceived as a slacker. It's not that he's unmotivated; he's unmotivated by worldly concerns like wealth or 'success.' His grandfather instilled in him a sense of adventure and young Ren has spent his life looking for that extraordinary adventure. Not satisfied with the idea of a 'normal' life, Ren's pursuits tend towards escapist hobbies that grant a sense of freedom- sailing, reading. He is fond of people and enjoys working together with a group or a crew towards a common goal though he has a tendency to run his mouth a little. He is not above bad puns and friendly sarcasm, traits shared with his father. He prizes honesty and despises being lied to. Ren believes in kindness and understanding yet has little tolerance for those traits being taken advantage of. He may offer someone a second chance but prove yourself undeserving and you'll not find much sympathy. Within his particular spheres of knowledge and passion, Ren can at times be a bit pushy regarding what he thinks is best. He's not afraid to disagree... sometimes loudly.
Appearance: Ren is average height with narrow shoulders, kept in shape by his long hours at sail. His skin is tanned and a bit ruddy from the sun and air. His dark hair is cut short and his eyes favor his quarter-Japanese ancestry, though his eyes favor a westerner's rounder shape. His high cheekbones resemble his mother's although he has his father's full cheeks. His fingers are slender and callused, his legs are long and lean with muscle. He favors long, loose khakis with plenty of pocket space and thin, grippy sneakers. He wears a faded brown leather bomber jacket (his grandfather's) over a square-cut sea blue tank top. He keeps a pair of thin sunglasses on hand for dealing with reflected sunlight. He also carries a black fatigue cap in his backpack when he's not wearing it for the same reason. His clothes are simple, sturdy materials comfortably worn in all the joints. Some show signs of his handiwork on the patches.
Personal History: Ren's grandfather was an American. He was a vet in The War and met his future wife while serving. After The War they settled near Miami, Florida and began their family. His grandfather passed his love of sailing and reverence for the sea to his son, whom passed it on to Ren. He loved his grandfather's tales of buccaneers and pirates with a desperate reverence. When Ren was nine his grandfather and grandmother moved back to Japan to spend their elder years in her homeland. Ren and his parents visited several times and Ren visited on his own several more. Grandfather stayed fit and sailed with his wife whenever possible. Joining them and sailing alone off the Japanese shores were some of Ren's favorite memories. He was sixteen the last time he visited.
Ren's passage through school was adequate yet unremarkable; he was reasonably smart yet disinterested. His head was in the clouds- or rather, the waves. He craved freedom and adventure, and found the closest to what he craved out on the seas, not in a career or a classroom. He spent a little time with an amateur sailboat racing crew, though he chafed somewhat at not captaining his own ship. He knew how to do it, damn it- and maybe mouthed a few too many well-meaning differences of opinion with the Captain.The one tournament they participated in they took third place, winning a modest prize that kept Ren somewhat comfortable as he sought steadier employment, eventually coming to work at a dockside boat shop for a while.
Fourteen months ago Ren's grandfather began to feel increasingly ill. Concerned for his grandfather's health and feeling guilty he'd not visited in so long, Ren quit his job and moved to his grandparents' home in Shibuya six months ago. A month ago, his grandfather passed in his sleep in his own bed, leaving almost everything to his wife.
Backpack Contents: A canvas, watertight-resistant backpack. The straps look like they might float.
- A small, carved and polished wooden chest made of stained driftwood. There are several locked compartments in its surface. Inherited from grandfather.
- A small, tarnished brass key. Inherited from grandfather.
- Rugged, waterproof smart phone.
- A small coil of a few feet of nylon rope.
- Sunglasses
- Hat
SPIRIT EVOLUTION LINE
Spirit Element: The Ocean TotemS-Hybrid Spirit: Crabmon
Attribute: Data
Family/ies: Deep Savers
Type: Crustacean
Attacks:
Crustacean Grappler: Crabmon grabs on with his temacious right claw, holding and immobilizing his opponent. Duration: 1 round, Cooldown: 1 round
Hydro Cutter: Slices and severs with his razor-sharp left claw. Cooldown: 2 rounds.
Surf Shot: Fires a burst of water in a concentrated projectile.
Digivolves To: CaptainHookmon
H-Hybrid Spirit: CaptainHookmon
Attribute: Vaccine
Family/ies: Deep Savers
Type: Sea Man
Attacks:
Captain's Shot: Fires a concentrated water bullet from his long-barreled pistol cane.
Hookanchor Pull: Fires the Hookanchor on a chain to grab an opponent or object and yank them violently towards him, or knock them away if they're close. Cooldown: 1 round
Broadsides Kick: A powerful kick delivered with with his cannon leg, firing between one and three of the shots stored in the cylinder. Ammo Limit: 3 per transformation
Flying Dutchman: Raises a swift diftwood schooner from the depths, fit for ocean or river travel for a small group.
Digivolves To: Tylomon
B-Hybrid Spirit: Tylomon
Attribute: Free, Vaccine
Family/ies: Deep Savers
Type: Sea Animal
Attacks:
Depth Charge Diver: Swims deep then blasts at the target, striking in a thunderous explosion with its warhead. Cooldown: 4
Wave Cutter: Slashes forward with the two blades on its back.
Wrath of Charybdis: Spins the waters into a great consuming whirlpool, immobilizing and knocking around those caught within with great force. Duration: 3, Cooldown: 5
Aqua Torpedo: Fires a torpedo of concentrated water at the target.
SteelJaws Striker: Grabs and tears with its powerful jaws, grappling and dragging down. Duration: 2, Cooldown: 1
Digivolves To: StorMeramon
Appearance: StorMermon is a rogueish, blue-white scaled pirate king. His body is sleek and strong, like his sharkish lower half. The long black coat hanging open around his torso blends seamlessly into a long dark-scaled shark tail as adept at carrying him through air as through water. StorMermon's tail stretches behind him like a serpent of the depths. Iron fins literally knife out the sides of the shark fin's tail. The back of the coat is emblazoned with an agumon skull jolly roger. A wide-brimmed tricorn hat shades all of StorMermon's face except his iron shark's tooth grin and single glowing blue eye. A green Parrotmon feather is tucked in the hatband. In his right hand StorMermon carries his Tridanchor, a polearm with a head like CaptainHookmon's Hookanchor. His left bicep blends into the barrel of the three-barreled long gun that is his left forearm.
A-Hybrid Spirit: StorMermon
Attribute: Vaccine
Family/ies: Deep Savers
Type: Aquatic Beast Man
Attacks:
Hunger of Charybdis' Fury: Calls the full force of Charybdis' hunger, opening up to three whirlpools to immobilize and batter his opponents. Duration: 5, Cooldown: 4per whirlpool
Thunderguns: Fires a thundershot from one of the cannons. Multiple barrels allow for quick firing (no more than 3 every 2 posts).
Stormfork Tridanchor: Thrusts the Tridanchor towards the sky, drawing a bolt of lightning to charge its next attack and summoning or dismissing a storm of rain, thunder and lightning as is desired. Cooldown: 1per encounter
Driftlock Pistol: A sidearm resembling a flintlock pistol carved of polished driftwood with iron fittings. Fires shot of concentrated water. Can be fired once every other post if in conjunction with Thunderguns.
Dutchman's Castle: Raises the largest form of the Dutchman, a great driftwood frigate with two rows of iron guns on either side. Fit for travel for a group, guns may fire once per side per encounter.
Captain's Order-Broadsider Barrage: Charges all his energy into one massive strike. Fires all three barrels of the Thunderguns, throws the Tridanchor (lightning-charged or not), draws and/or fires the Driftlock. If a storm is summoned wind and thunder batter the target. If the Dutchman's Castle is summoned, it fires its guns. Cooldown: 1 per encounter, devolve to H. Spirit or B. Spirit.
Digivolves To:?
Appearance: The Dutchman's Castle rises from the sea, a driftwood and iron frigate constructed on the back of a massive squid-like kraken. The ship fits like a helmet over the sea creature swimming below, its blue eyes gleaming from deep, shadowy ports low on the ship's sides. Iron cannons bristle from the ship as well as the body of the kraken. Many of the it's tentacles are plated or replaced with iron appendages. Two tentacles are tipped with bladed anchors and turbines. Numerous cannon ports line its tentacles in place of suckers. In the water it is rare to see all of Charybdimon's body at once, as it will usually keep its body that isn't covered by the Dutchman submerged, with great tentacles rising behind and around it. With the kraken's might behind it, the Dutchman is the fastest ship on the ocean. When it wishes Charybdimon can be very subtle, appearing to be no more than another ship until one notices the dark shadows of its tentacles trailing behind under the water's surface. Then its crystalline blue eyes shine forth from dark ports just above the water line and its voice rumbles out in a bassy whale song below the water, matched by the cries of the CaptainHookmon it manifests on deck.
Z-Hybrid Spirit: Charybdimon
Family/ies: Deep Savers
Metal Empire
Type: Giant Mollusk
Attacks:
Broadsides Tsunami: Calls upon the power of the ocean and raises a tsunami to rush towards its foe, then fires its cannons and fills the tsunami with destructive shots, ready to detonate on anything caught in the flood for heavy damage. Cooldown: 4
Boarding Cannons: Several cannons of various size on Krakenmon bear hatches designed to allow smaller digimon entry. Upon climbing inside a digimon can be launched (mostly) safely towards a target for purposes of boarding or infiltration.
Depthcharge Cannons: Fires a salvo of shots from one of Charybdimon's many gun batteries. Inflicts massive damage to everything around Charybdimon if it fires every battery of guns, but imposes a 5-post cooldown.
Artillery Stormer: Fires a cannon into the clouds, which detonates into stormclouds controlled by the leviathan. A full barrage of these cannons can alter the weather in a local area to suit Charybdimon's purposes.
Hunger of Charybdis: Sinks below the waves, opening its maw and forming a massive whirlpool as it consumes everything in a maw full of teeth made from iron and broken ships. Charybdimon's tentacles raise from the edges of the whirlpool to pummel anything attempting to escape. The two combined do massive amounts of damage to all but the hardiest creatures. Duration: 4 posts. Cooldown: 6 posts.
Leviathan Pummeler: Brings the full force of its many tentacles to bear, attacking up to four targets nearby. Cooldown: 3 posts
Leviathan Submersion: Sinks to depths unreachable to any but the most hardy, propelled by Charybdimon's power to seek refuge in the darkest waters of the ocean's floor. Utilizing shortcuts known only to the most notorious hackers, Charybdimon surfaces great distances from where it sank beneath the waves, near-instantaneously. Cooldown: 6 posts
OPTIONAL EVOLUTIONARY STAGES
Human Fraction: Hookmon
Attribute: Vaccine
Family/ies: Deep Saver
Type: Mutant
Attacks:
Hydro Cannon: Fires a concentrated cannonball of water from his left arm.
Hook Slicer: Charges the golden hook on his right hand with energy and slashes.
MiniDutchman: Raises one driftwood sailboat to transport two or three.
Driftwood Blockade: Erects a shield of sturdy driftwood panels. Duration: 2, Cooldown: 1
Digivolves To: CaptainHookmon
Beast Fraction: Parrotmon
Attribute: Vaccine
Family/ies: WInd Guardians
Type: Bird
Attacks:
Tradewind Cruiser: Spreads his wings and soars up through the thermal trade winds for fast speeds and transport.
Rainfall Bomber: Opens his wings and releases a rain of water that detonates in bursts of energy.
Raketalon: Gets up close and slashes with his talons.
Headwind Song: Whistles a sonorous song and flaps his wings, generating a strong, favorable wind. Useful for blowing away dangerous clouds and clearing the air. Cooldown: 4
[When B. Spirit is unlocked]Divebomb Digivolver: Tucks his wings and dives for the water at high speed, slide-digivolving to Tylomon just before he hits the water.
Digivolves To: Tylomon
CaptAngemon
Level: DNA Ultimate (CaptainHookmon + Angemon)
Type: Marine Angel
Attribute: Vaccine
Family: Deep Savers, Virus Busters
CaptAngemon is blessed with holy flight and combined with the Ocean Totem he may fly as easily below the sea as above.
Attacks: [5]
Holy Hydro Cannon: Fires a consecrated concentrated cannonball of water from his left arm. Depending on how densely he makes the cannonball, it can blast a single target on impact or detonate into a less damaging, concussive blast in a small area. Cooldown: 2 posts?
Grand Crossbones: CaptAngemon raises one hand and creates twenty super-heated spheres of holy water and energy, in the shape of a leering skull-and-crossbones, and then fires at an opponent.
Gate of the Deep: Draws a holy circle in the air with ExcalibArrr, forming a gold and iron door similar to MagnaAngemon’s Heaven’s Gate. The Gate of the Deep opens on the Ocean, drawing a swirling vortex of water and holy power through like an aquatic tentacle, pummeling and blasting his foes for heavy damage. Cooldown: 3
ExcalibArrr: The armor on his wrist opens its reservoir and forms a holy water cutlass, razor sharp and charged with holy energy.
Buccaneer’s Blessing: Conjures and throws up to two golden staves similar to what Angemon carried. Each plants into a surface and unfurls a large, spectral flag bearing a digimon-skull jolly roger along its length that will stop a single Ultimate-level attack or equivalent. Flag Duration: 3 posts or until destroyed. Cooldown: 2 per flag used
Digivolves to:
-------
MERCENARIES
Mercenary Digimon
Name: EarthWormmon or "Chef"Gender: Male
Alignment: Neutral
Skills/Talents:
[The Eyes Have Not] Earthwormmon has no eyes. He still has no trouble percieving the world around him. Don't ask what's under the bandanna.
[An Oddly Good Cook] How does he even do it with no hands?
["Reminds Me O' the Time..."] He's well traveled. If he hasn't seen it before, he's probably seen something like it.
["I'm An Earthworm, Jim"] He's still ultimately a big earthworm, and can quickly dig into dirt and earth, the tunnel sealing behind him. He's also an oddly good climber.
Personality:
EarthWormmon is the consummate salty sailor. He's a bit grumpy, but likes to talk and knows a heck of a lot. He's a damn fine chef and rules as master of the galley, rarely allowing anyone back in his space while he's working. He has a deep knowledge of a wide range of sea shanties. He seems strangely familiar with the Ocean Totem Spirits and the Flying Dutchmon. When it comes to the Ocean, it would be wise to heed his advice.
Personal History:
EarthWormmon has been sailing for longer than you've been alive. You should know, because he'll tell you all the time. It's unclear whether this is literal or exaggeration. Judging by the scars that run the length of EarthWormmon's body however, it is clear he has been at sea quite a long time. He has served many ships and captains in his years on the Macro Ocean. This experience lends him a story for every occasion. Some are ridiculous, some are pointless. Many contain hidden wisdom. Some don't. Though he won't say much about his earliest years, it is clear he used to be more powerful than he is. Perhaps the injuries that led to those scars weakened him? Speculation is common among the crew.
For some reason, he always refuses to talk about how he got the hook.
EarthWormmon used with permission from the artist, AwkwardKlutz.
Rookie: EarthWormmon
Attribute: Data
Family/ies: Jungle Troopers
Type: Larva
Attacks: [3 Attacks]
[Taste Tester] Being the Chef is an important job, which EarthWormmon takes seriously. He bites his target and clamps on with his jaws, testing for flavor and grappling, holding on to make subsequent attacks easier.
Duration: 2 posts, Cooldown: 2 posts
[HookFishing] Lashes out with the hook on his tail, slicing at his target. Also good for actual fishing.
[Earthworm Gym] Springs at an opponent and attempts to wrap his body around them, grappling and immobilizing them if possible.
Duration: 3 posts, Cooldown: 3 posts