Tamiko Inoue and Warren (WIP)
Feb 3, 2016 20:38:58 GMT
Post by tamikoinoue on Feb 3, 2016 20:38:58 GMT
Name:
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Backpack Contents:
Digivice:
Partner’s Name:
Default Form: [champion or lower]
Gender:
Alignment:
Skills/Talents:
Personality:DIGIMON'S INITIAL EVOLUTION LINE
Appearance:
Fresh: Botamon
Attribute: None
Family/ies: None
Type: Slime
Attacks:
Coal Smoker: Botaman belches a tiny cloud of smoke at the enemy. Overall, a fairly useless attack.
Digivolves To: Sunmon
Appearance:
In-Training: Sunmon
Attribute: None
Family/ies: None
Type: None
Attacks:
Bright Flash: Sunmon pulses a bright white, disorienting the vision of any nearby enemies. Duration: One Post. Cooldown: Two Posts.
Little Ember: Sunmon spins, small embers flicking off of its body in a circle. While a very weak attack, can cause great discomfort.
Digivolves To: Flamemon
Appearance:
Rookie: Flamemon
Attribute: Variable
Family/ies: Nature Spirits
Type: Demon Man
Passives:
Luminosity: Flamemon's fur is slightly luminescent, and intensifies based on how he feels at any given moment. Strong emotions like fear, joy, and rage tend to make his fur glow a very bright red, while sorrow or disappointment almost seem to dull it. While meant for intimidation, it generally tends to hamper Flamemon more than it helps.
Attacks: [3 attacks]
Baby Salamander: Flamemon creates a small dragon of flames between the palms of his hands. He can direct it slightly as it writhes and twists towards his opponents.
Rolling Kick: Flamemon leaps, twists, and curves to confuse his opponents, ending his acrobatic show with a vicious roundhouse kick.
Great Ape Fist: Flamemon unleashes a rapid series of palm strikes, softening up an enemy's guard before smashing them with a flaming haymaker. Cooldown: One Post.
Digivolves To: Apemon
Appearance:
Champion: Apemon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Beast Man
Passives:
Going Ape: Apemon doesn't take too kindly to being attacked. His constant state of frenzy intensifies every time he is hit, improving his strength and speed at the cost of defense and a deteriorating mental state.
Attacks:
Overquill: The quills on Apemon's wrists and hair on his back harden into vicious spines. The thin, flexible spines puncture enemies on attacks and often slip through guards. Duration: Three Posts. Cooldown: One Post.
Gilded Fist: Apemon's fist lights up in golden flames, matching the gold and red colors of his fur. The flame hurts Apemon slightly, but the pain motivates him to punch far harder.
Monkey Ball: Apemon pounces forward in a furious rolling strike, using each flip and pounce to build up momentum beforehand. Generally strongest when used to set up a headbutt.
Bonetrousled: Apemon's bone turns dense and metallic, making it hit far harder and more easily repel weapons. However, as it is hard to lift, Apemon rarely keeps this technique up for more than a split second. Cooldown: Two Posts.
Digivolves To: Gokuwmon
Appearance:
Ultimate: Gokuwmon
Attribute: Virus
Family/ies: Nature Spirits
Type: Beast Man
Passives:
Purity of Heart: The Nyoikinkobou and Kinto'un are holy relics, only responding to those with pure hearts. The Kinkoji that Gokuwmon wears, as well as a Holy Ring, are the only means of bypassing this restriction. To those without the proper purity or equipment, the Nyoikinkobou is far too heavy to lift, and the Kinto'un passes right through their touch.
Kinkoji: Gokuwmon is sealed by the Kinkoji on his head. It tightens if he attempts to use his powers for evil, harbors cruel thoughts, or curses. If removed Gokuwmon receives a large power boost, but also becomes tempted by vices previously denied to him. His behavior in this state ranges from juvenile to outright malicious, and it is almost impossible for Tamiko to control him until he tires himself out and de-digivolves.
Attacks:
Kinto'un: Gokuwmon summons his trusty flying cloud, sailing high above the battlefield. While it has no offensive capability of its own, it moves autonomously and travels at surprisingly fast speeds. Duration: Four Posts. Cooldown: One Post.
Break Staff: Gokuwmon snaps his Nyoikinkobou in half, using each half to fire bolts of lightning rapid-fire at enemies. For sheer show-off value, he tends to spin around while using this technique.
Monkey Ball Z: Gokuwmon curls into a ball and flips viciously into enemies, then uses the momentum from each hit to bounce off and target another foe. Up to three foes can be hit by this onslaught safely. Any more and Gokuwmon gets really dizzy.
Power Pole Extend: Gokuwmon uses the mystic powers of his Nyoikinkobou to extend it up to three times its normal length. Sometimes he uses this to greatly increase the range of his swings. Other times, he uses it to further drive his weapon into an already-jabbed opponent.
Shadow Arts: Gokuwmon throws a handful of his hairs onto the ground, forming four duplicates of himself. Their attacks are about a fifth of his actual power, and they dissipate after a single hit, but they are still troublesome distractions. Duration: Three Posts. Cooldown: Two Posts.
Digivolves To: Jijimon
Appearance:
Mega: Jijimon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient
Passives:
Harmonious Repose: While powerful, Jijimon often prefers to stay away from fights. Those who take advantage of this passivity often come to regret it. When not currently engaged in or prepared for combat, he gains very strong damage reduction. This peaceful state can be broken in two ways. If broken by an enemy attack, he gains a bonus in power to anyone who attacked him before his first attack. If broken by Jijimon willingly entering combat, he gets no such bonus.
Energy Sense: Jijimon can sense the energy of those around him, often using it to detect the presence and strength of other Digimon in the area. Super Megas leave the biggest energy signature, making them easiest to detect, while Rookies and below barely register to him. The radius that he can detect is around half of his hearing range when unfocused, and slightly greater than hearing radius if he is focused.
Attacks:
Merciful Fist: Jijimon punches slightly in front of an opponent, letting extremely pressurized air do the impacting for him. While one of Jijimon's strongest attacks, it is incapable of actually knocking an opponent out.
Cat Catcher: Jijimon whips out his staff, the end extending in length as he swings. The cat's paw at the end grabs at any nearby enemies, attempting to drag them over to Jijimon as the pole recedes.
Shine Barrage: A cluster of light grenades builds up in the palm of Jijimon's staff. With a flick of his wrist, the balls fly out in a cone-shaped pattern. This ability is strongest up close.
Harmonious Meditation: Jijimon sits down and meditates, gaining energy from the earth around him. For each post he manages to hold onto his meditative stance for, he heals a small portion of his wounds. Duration: Five Posts. Cooldown: Two Posts.
Shin Kinto'un: Jijimon summons a dark grey stormcloud beneath his feet. It fires bolts of lightning at nearby targets on command, and while a bit slower than the regular Kinto'un can handle much more punishment in a fight. Duration: Five Posts. Cooldown: One Post.
Furinkazan: First Jijimon knocks the enemy away with a powerful palm strike. Then, he teleports behind them. Then, he teleports behind them and incinerates them with a powerful blast of light from his staff. A powerful, two-hit combo generally used to finish off foes beyond mercy. Cooldown: Two Posts.
Digivolves To: Jijimon Burst Mode
Appearance:
Burst Mode: GrandmasterJijimon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient
Passives:
Power Overwhelming: GrandmasterJijimon is in a constantly energized state. His golden aura crackles and sparks as it dances around him. The aura lashes out at any who approach GrandmasterJijimon, zapping them and pushing them back. This effect intensifies the longer an enemy is in close proximity to GrandmasterJijimon, reaching maximum levels of damage after five consecutive posts. It resets after a single post spent away from GrandmasterJijimon.
Advanced Energy Sense: GrandmasterJijimon far greater energy sensing capabilities than Jijimon normally does. He can more accurately pinpoint a foe's location, discern their elemental affinity, and keep tabs on how much energy they have expended during a fight. In addition, the range he can sense energy at is doubled.
Attacks:
Flux Ball: GrandmasterJijimon creates a ball of energy in the palm of his staff, which he flings at an enemy. He can control this ball at will, often using it to repeatedly strike at a single enemy.
Hundredfold Fist: GrandmasterJijimon rapidly punches at an opponent. While each punch is at a fraction of their usual strength, he seems to attack almost a hundred times in the blink of an eye.
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Moment of Calm: GrandmasterJijimon begins to meditate, creating a calming bubble around him. Allies within his radius of protection are healed, but if an enemy breaks the bubble (3 solid hits do this) or breaks GrandmasterJijimon's focus the attack ends early. Duration: Seven Posts. Cooldown: Two Posts.
Warp Shinestorm: GrandmasterJijimon begins charging up a massive beam of energy within his staff. As he charges he rapidly teleports around the enemy, hoping to confuse them before unleashing the attack. Cooldown: One Post.
Wrath of the Ancients: The aura around GrandmasterJijimon morphs in shape to resemble that of a great Apemon, with GrandmasterJijimon floating up to the aura's "chest" level. He enters a berserk rage, losing use of any other attack but commanding the aura's powerful punches and kicks. Duration: Six Posts. Cooldown: Two Posts.OPTIONAL EVOLUTIONARY STAGES
Appearance:
Armor Champion: Sepikmon
Attribute: Data
Family/ies: Nightmare Soldiers
Type: Wizard
Attacks: [4 attacks]
Digivolves To: Gorillamon
Appearance:
Armor Ultimate: Gorillamon
Attribute: Data
Family/ies: Nature Spirits
Type: Data
Passives:
King of Kongs: Much like Apemon, Gorillamon's rage mounts as he takes attacks. Unlike Apemon, cybernetic augments physically cause Gorillamon to grow with each strike against him. His strength and defense increase with size, at the cost of speed and presence of mind. At three times his natural size, Gorillamon finally stops growing.
Attacks: [5 attacks]
Digivolves To: