Asher Callum
Nov 27, 2016 8:05:28 GMT
Post by Asher on Nov 27, 2016 8:05:28 GMT
Name: Asher Cyrus Callum
Alias: N/A
Age: 18
Gender: Male
Height: 5'11
Weight: 165 lbs
Alignment: Chaotic Good
Birth Date: July 23
Birth Place: Utqiaġvik (Also called Barrow), Alaska
Western Horoscope: Leo
Eastern Zodiac: Rat
Skills/Talents:
Acting: Asher was practically born into acting! He's great with a script, or improvising. Capable of taking on almost any role, the thespian does a fabulous job at deceiving, and captivating, his audience.
Reading the Room: Paying close attention to details (even when he doesn't seem to be), the boy is good at identifying how people are feeling around him. Whether he acts on that or not is another thing.
High Stamina: Needing to find a way to keep at least somewhat fit, Asher is a bit of a runner. Marathons aren't his thing, but if he had to, he could probably run one.
Personality:
Catering his personality to his audience, one can really only describe Asher as a person of many masks. While the teen would like to consider himself friendly to most people, he tends to unintentionally come across as selfish, or even predatory in nature. Often, the nicest descriptor for Asher is simply to call him overly friendly. He tends to radiate an aura of confidence, willing to pry at anyone's stubborn mood. With jokes, and an attitude that makes the teen appear to take nothing seriously, most people will find this boy either entertaining or seriously annoying.
While the redhead seems to have a clear sense of right and wrong in most situations, it doesn't mean that Asher pays morals much heed. After all, if doing something 'wrong' will make someone happy, why not? Even if that someone is himself! For the most part, Asher seems to care dearly for the people around him, attempting to even keep strangers happy and laughing. When all else fails, the teen may even joke at his own expense to try to get a smile out of someone else. Despite all of this, he still keeps people at an arm's length, intent on pushing them further away if they dare to get any closer.
In truth, the young man has a million insecurities and any emotional connection causes increasing distress. To avoid these instances, Asher resorts to lying, teasing, and feigning ignorance. The problem with this is that, deep down, the teen wants people to care about, despite the anxiety that's involved. Because of this, he ends up hurting himself with attachments that he intends on cutting off after a certain period of time.
This doesn't mean that the redhead lacks a bad temper, when given the chance. Some people test his patience, or try to take advantage of the teen's preference to try to be a comic-relief. Not necessarily enjoying his ego damaged, Asher has a bad tendency of trying to display dominance when pushed. Of course, reactions vary heavily on each instance, but rarely will a person test him a second time. The young adult has been known to threaten, taunt, and even physically restrain those that give him problems. At least he knows that he's far too old to be punching people without serious repurcussion!
With the way that the boy was raised, he's developed a need to appear absolutely perfect. An oblivious world is a much happier one! As such, he tends to try to stick to certain images, and can become literally sick to his stomach if he accidentally deviates from his intended character. Having too many mental scars to entirely cover, Asher tries to conceal his problems by oversleeping, forgetfulness, and refusing to answer his phone. He's quick to become jealous, regardless of if it's because a person is better at something than him, or if it's even a matter of one of his friends spending too much time with someone else. But, if he can avoid it, the teen won't let his envy show itself. Struggling to maintain certain images throughout his life, Asher can't even tell what his actual personality is, and only grasps for whatever role he feels he needs to fit at that point in time. While this, like much else in life, terrifies him, it seems that the teen accepts his lack of proper identity.
Appearance:
Raised to worry about his physique, Asher was lucky to grow to a moderate height, and have an easy-to-maintain weight. With frequent runs, it's little surprise that the teen has decent muscles in his legs, and tries to keep his upper body at least 'well maintained' enough to not look silly, despite the fact that he can appear fairly thin. Thick, red hair is often a mess atop his head, with bangs that fall to completely cover his forehead. With golden-yellow eyes to top off his appearance, it's annoyingly common to be asked if his hair or eyes were altered by dyes or contacts. Of course, don't expect a straight answer from him, and don't bother asking his father, because it seems that nobody is willing to properly answer the inquiry after all of these years. From the occasional offended responses that he may give, it is implied that at least his hair is natural, if not his eye color, somehow.
And, if Asher sports contacts all the time, it seems rather odd that he would wear a pair of glasses with them. With at least two pairs of glasses in his clothing rotation, it's most common to see the boy wearing square, thick-framed glasses with yellow and gray stripes. The second pair seems to just be a standard black, rectangular, thick-framed style, and often is only used as a back-up. As far as clothing goes, he often selects comfortable outfits that (he, at least, thinks) look nice. When it's not too warm, the young man prefers to wear a black jacket, accented with designs, but preferably no particular logos. Beneath it is either a red or green shirt, on most occasions, either as a t-shirt or long-sleeve, depending on the weather. If he's not wearing a hoodie, he often prefers long-sleeved shirts, pulled up to the elbow if he gets too warm. On particularly hot days, a black tank-top will suffice. Regardless, he is almost constantly wearing jeans and comfortable shoes.
Personal History: Born to live out his parent's dreams, Asher only spent the first year of his life in Alaska. With a mother that had always wanted to be an actress, and a father who was fond of the way that money talked, the small family moved to Los Angeles. Mrs. Callum never imagined the daunting process, trying to get a baby into movies. Or, any form of publicity, really! As it turned out, many families had the same idea, and each baby was just as 'special' as the other, making it hard for the child to stand out from the crowd. Being exposed to various weathers, and far too many strange people-covered-in-germs, Asher spent a good portion of his second and third year of life being sick. So sick, in fact, that his mother had to put his (her) dream on hold, until he was healthy enough to spend time in the outside world. That time seemed to be around five.
Everyone likes cute kids, and the child had gotten lucky with how 'adorable' he was. Getting into a movie, the boy held his debut on the big-screen just after his sixth birthday. People from the set gave him presents, and adults would actually recognize him on the street. It was exhilarating! But, having been a small part in a movie certainly wasn't good enough for his mom. She continued forcing the boy to audition for advertisements, movies, television series, or whatever she could find.
Every time he failed at his script, or horribly failed an audition, She would reprimand him. If speaking down to her child didn't seem to get the point across, his mother would occasionally slap him, or shake the boy by his shoulders. None of these repercussions being particularly great for the growth of a child, Asher quickly became distressed about the job that he never asked for. Even at such a young age, his grades were hardly considered acceptable in school, and he never maintained the same friend's group for a long period of time. It wasn't long until his parents decided to simply home-school him, instead of making him balance work and studies on such strict schedules.
During his ninth year of life, Asher received a frequently recurring role in a television series, much to his mother's delight. Sure, it wasn't some big-name movie, but a contract for several seasons on aired television was plenty for his Mom to feel successful. While being on the stage seemed natural for the child at this point, the stress of appeasing his mother was a heavy one. On occasion, he was still forced to audition for other roles elsewhere, but little came of these projects, and rejection seemed high. On-set felt more like a family than the boy had felt in his actual home. The older actors and actresses remained friendly with him, most of which treated him as a younger sibling. The child found it hard to return to his regular life most nights, but kept this from the cast that he worked with.
Not much further into the year, stress fell onto the entire family, as it threatened to break apart. Late in the night, the phone rang, and Asher woke up to answer. The other end of the line was a younger child. Before he could begin to talk to the stranger, his mother took the phone, and began to talk to the person on the line. After a few moments of trying to tell the kid that they had the wrong number, Asher's mom shuffled him off to bed. After the phone had been hung up, a screaming match began between the parents.
During spring of the following year, Asher traveled to Oakland, California, to meet his half sister for the first time. As it had turned out, during trips for 'work conferences,' Asher's father had actually been visiting a woman that he had met online, and produced a daughter. With Asher's mother being far too preoccupied with keeping a three year old baby healthy enough to go to auditions, her husband had been in a relationship with another woman.
While Asher only kept in contact with his sister, via phone calls, video chats, and a few visits, they managed to form a close bond over the years. Somehow, Asher's parents had managed to work out their relationship. While his half-sister's mother maintained primary custody of the child, she still had opportunities to visit L.A. from time to time.
At twelve, Asher began to struggle with the 'growing up' aspect of acting. Luck kept him on the television series that he had auditioned for years prior, but finding new work was hard. As it turned out, someone that was almost a young teenager was less likely to be deemed 'cute' enough to work on most sets. This worked out fine for the boy, aside from his mother's backlashes, but he couldn't help but feel nervous from the lack of interest in his work.
By fourteen, the series that he had spent most of his acting career on was coming close to an end. Panic set in about what the young teen was to do once he no longer had a job. Any offers given to the boy either attempted to infringe on his last year of work with his current company, or simply wasn't anything to brag about. Finally, Asher's fifteenth birthday marked his final day on-set. It also became the final day that the teen was cast in any form of media, as he promptly ceased his career, much to his mother's dismay. This set the tone for the boy finally realizing that his mother was not a particularly remarkable woman. Not being in the show business, his mom wanted very little to do with him, and most conversations ended in arguments.
Finally fed up with how his wife was treating his son, Asher's father decided to leave her before the year had ended. Soon after, with a short custody battle, Asher ended up moving into his father's home. Leaving Los Angeles felt like a blessing, despite the circumstances. As things had turned out, Asher's dad had continued a loose relationship with the woman that he had a daughter with, and upon leaving Asher's mom, went to seek a proper romance with her. Asher resided in Oakland, California for two years, before his birth mother became too much. Despite giving up custody rather quickly, the woman continued to call, harassing her son about his life choices. On top of this, it seemed that she had begun stalking the family, and was making his parents concerned about him even going to the mailbox unattended.
One day, while the family had left the house, there was a break-in. Nothing was damaged, and only a few items belonging to his father were stolen. It was never established if his mother had anything to do with the break-in, but it had shaken his step-mother enough to decide that it was time to relocate. Always having some sort of interest in Japan, and her boyfriend having a branch of his job being located in Shibuya, the woman suggested trying to go overseas. Leaving his mother behind, almost entirely, Asher was quick to take the flight to Japan with his family, and has settled in quite well in comparison to how he felt about prior parts of his life.
Pocket Contents:
Artifacts:
Love Letter [Major Artifact]: An otherwise unassuming, even if intricately designed playing card. One face displays the queen of hearts, while the other displays the king of hearts. On use, the digimon is able to use an attack from the move list of another digimon within line of sight that has Love Letter in their inventory, as long as the latter consents. Attacks can be used this way even if they are on cooldown, and don't count towards the digimon's action for the turn. Only attacks with a base cooldown of less than three posts can be used this way. Once per thread.
Digivice:
A blue-bodied D-Scanner, with a burnt orange-red colored grip, and silver buttons.
Spirit Element: Nightmare
Appearance:
S-Hybrid Spirit: Renamon
Attribute: Data
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Beast Man
Non-Combat:
Shadow Step: Capable of blending in with shadows when outside of combat. While moving, a very faint, silvery outline may be noticable. Shadow Step is broken if someone initiates physical contact with Renamon.
Passive:
Fleet of Foot: If Renamon lands an attack twice in a row, it's speed is increased slightly for three turns. Afterward, a cooldown of one post is necessary before Fleet of Foot can be attempted again.
Abilities:
Diamond Storm: Unleashes a barrage of sharp leaves at a target.
Power Paw: Feet and hands ignite with blue flames, which Renamon then strikes the opponent with.
Rapid Kick: Delivers rapid, spinning kicks at an opponent.
Digivolves To: Kinkakumon
Appearance:
H-Hybrid Spirit: Kinkakumon
Attribute: Virus
Family/ies: Nightmare Soldier
Type: Oni
Passive:
Game-Logic Armor: Scantily clad as ever, Kinkakumon has mild resistance to most non-physical based attack. A magic blast won't do as much damage as a kick will, when fighting this Digimon!
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Plus
Abilities:
Explosive Funeral: Swings it's bat, dealing a small explosion to whatever it strikes, be it foe or just a tree.
Thump, Thump, Thwomp: Releases an electrical wave from it's body, dealing slight damage and slightly pushing back Champion level, or lower, within a short radius of Kinkakumon. One Post Cooldown.
Lightning Ogre Kick: Moves toward the target quickly, swinging a kick charged with electricity.
Batter Up: Swings it's bat with extreme force, attempting to knock the target off it's feet.
Ignite The Spark: Creates an orb of electricity in Kinkakumon's palm, which is then thrust at the target.
Hannya's Mask: Kinkakumon's helmet glows, creating a veil over the user. For a duration of Three Posts, Kinkakumon is capable of taking on the image and voice of someone else. This can be a friend or foe, or even a mirror of the opponent, as long as Kinkakumon has seen at least a glance of what it is taking form of. This may cause an opponent to hesitate on hurting someone that seems to be a loved one, or encourage reckless aggression. It is still limited to its own attacks, which might make the illusion to lose credibility if used. Cooldown of Three Posts.Ram Upgrade
Data Thief: Attempts to slash or stab the opponent with its claws. If the attack successfully causes any damage, Kinkakumon gains a small amount of health, relative to the damage given. A scratch will only recover enough to cure scrapes, while a direct strike may heal minor cuts. Cooldown: One Post. Ram Upgrade
Digivolves To: Antylamon
Appearance:
B-Hybrid Spirit: Antylamon
Attribute: Virus
Family/ies: Nightmare Soldiers, Wind Guardians
Type: Holy Beast
Non-Combat Passive:
Lighter Than a Feather: Antylamon is capable of levitating. Or, perhaps, it is just incapable of keeping it's feet solidly on the ground for extended periods of time.
Passive:
Ebb and Flow: Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant, Meditation Cure, Bloodlust, and Unswayed. Ebb and Flow takes up Antylamon's attack for its current turn, but not its target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish, and any ability with a duration exceeding two posts is dropped to this limit when transferred.
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Giga
Abilities:
Haze: A small black orb raises above Antylamon, before shattering and shooting shards at up to two targets. On top of moderate damage, if hit this ability, the target(s) will feel as if their mind is foggy, disabling them from thinking well enough to use a named move for One Post. Cooldown of Three.
Mantra Chant: Hardens it's skin significantly, to the point that it acts as a temporary armor. This protection halves damage taken over the span of two posts. Cooldown of two posts.
Meditation Cure: Pools energy to wounds to heal itself by about 30%. Cooldown of two posts.
Bunny Blades: Molds its hands into axes, then swings with enough power that it is capable of easily slicing through a shield of its level or below. Cooldown of Two.
Arm Bomber: Fires circular projectiles from it's arms, which explode upon impact.
Rabbit's Foot: Channeling explosive energy into it's feet, Antylamon delivers a rapid yet powerful kick.
Bloodlust: Drawing up a more primal instinct, the user triggers the 'fight' part of Fight or Flight. Akin to the feeling of an adrenaline rush, their attack is doubled, striking violently enough that if there are others close to the attack's target, they will receive a small amount of splash damage. The downfall of this is a 25% decrease to the user's defense, and an overall lack of logical thinking. This means that, once Bloodlust is activated, making plans for the fight is out the window, and allies run the risk of being mistaken as enemies if they get too close. The effects of this move may be ended early in the case that the user has enough control of themselves to stop it, or they have become immobilized. Unswayed cannot stack with Bloodlust and will deactivate while it is in use. Duration: Three Posts; Cooldown: Three Posts. Ram Upgrade.
Night Terrors: Antylamon's body darkens and diffuses, her appearance becoming barely recognizable. For three posts, her speed is doubled. Her attacks progressively drive her opponents to despair. With each blow, vivid images of their worst fears invade their minds. For three posts after being damaged by Antylamon, any sort of immunity to mind-altering effects is removed, and capability of naturally resisting such effects is drastically lowered. Additionally, the non-damaging components of their attacks are halved in effectiveness for the same duration. Further hits refresh persistent effect's duration. Once per fight. RAM Upgrade
Digivolves To: Mervamon
Appearance:
A-Hybrid Spirit: Mervamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Passives:
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Giga
Overflow: Medullia is both a powerful weapon, and a valuable resource. It constantly draws energy into its mouth to provide to its host, Mervamon. Due to this, Mervamon regenerates 5% of its total health every turn.
Warrior’s Blood: Mervamon is a natural-born fighter. She has +25% defense and attack power compared to other digimon of her type, at the cost of -20% evasion.
Second Skin: Having a snake arm has its perks. Every time Mervamon receives some form of healing, her body feels refreshed. Almost as if she were molting. Except not visibly because that’s terrifying! Healing of any sort is 30% more effective thanks to this, however.
Abilities:
Night Stalker: Extends the snake arm, Medullia. Reaches out, up to three times regular arm's length, attempting to clamp on to a target with it's fangs.
Devour: A black, circular portal forms near a target. Almost immediately, a large snake lashes out, aiming to rip into the foe with its fangs. If the monster succeeds in its strike, Mervamon will receive a moderate amount of health, in relation to how much damage was dealt. Three Post Cooldown.
Medusa's Dance: Swirls and spins about, captivating it's audience into complete stillness. Not necessarily by how amazing the dance is, but more from the stun gas that Medullia has released the entire time. Can snare up to two opponents at a time, locking their feet (or whatever equivalent) in place. This gas will also damage anyone subjected to it. Duration: One post, Cooldown: Four Posts.
Love Struck: A powerful blast fires from Medullia's mouth, easily eating through Mega-level shields and armor, to damage its target. Cooldown of Two.
Tribulation: Tapping into the negative energies of the world, Mervamon can bring them into reality. A thick haze pulses into the area, inflicting immense damage to anyone within 950 feet of Mervamon. The haze also causes a sense of dread to sink into the targets’ cores, making it difficult for them to focus. For the next 3 posts, the afflicted will find it impossible to use any attacks that have a cooldown higher than 2. Once Per Thread, or three posts if the move fails to connect with anyone.
Olympia’s Mirror: Olympia Kai, Mervamon’s sword, draws from the injuries its wielder has suffered. Mervamon strikes at a target, unleashing the pain and anger pent up within the weapon. This attack deals damage equal to the damage that Mervamon has received over the past two posts. Three post cooldown.
Exalted Blight: Mervamon channels energy into her sword while swinging it at an opponent. If it strikes, the target’s data is momentarily distorted. The next time the target is struck, they will take extra damage. One post cooldown. RAM Upgrade.
Feed The Beast: Medullia opens its mouth wide, literally consuming an incoming attack. If the incoming move is melee-based, it will simply be blocked by Medullia’s thick head. Two post cooldown. RAM Upgrade.
Digivolves To: Junomon Hysteric Mode
Appearance:
Z-Hybrid Spirit: Junomon Hysteric Mode
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Combat Passives:
Pollute: Unable to contain the darkness within its body upon digivolving, Junomon Hysteric will emit a widespread thick smog that is difficult to see through. Junomon, itself, seems to have no trouble seeing past the haze. Those that do not rely on eyesight, or have adapted in some way to poor lighting, should have little problem 'seeing' past this ability. Duration: Three posts. Will reactivate whenever digivolving or mode-shifting into this form.
Resentment: Rage builds in Junomon Hysteric's body over the course of battle, to the point that it is nearly impossible to contain. Due to the excess fury, Junomon Hysteric Mode is capable of attacking a second time after every two posts.
Unrestricted: Junomon: Hysteric becomes more energized with every strike it lands on an opponent. After its first strike, Junomon will gain a moderate boost to its speed. As long as Junomon continues to attack, the speed boost will remain in tact. If Junomon fails to damage an opponent for two posts, whether by missing or by using non-damaging moves, the buff fades out, and requires two more posts before it can reactivate.
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Giga
Abilities:
Welcome Lost: Activating this as a counter to an attack, the user will reflect two-thirds of the damage it has just taken back onto its attacker. If struck by multiple targets, it may only select one to return to it's owner. Cooldown of Three Posts.
Punishment: The drills on its arms extend up to twice their average length, trying to impale its opponent.
Manifest: The user is capable of utilizing a move from one of its Ultimate or Mega level forms, and scales it to the Junomon's level for its duration. If the move's normal duration would exceed two posts, it is reduced to this limit. Cooldown of Four Posts.
Rejuvenate: Taking comfort in its own darkness, a shadow coats the user and heals them for 25% of their health. Three Post Cooldown.
Expunge: The lances on Junomon's arms launch from it's body, acting as missiles which will cause a moderate explosion upon impact. Cooldown of One Post.
Annul: Outstretching both arms, the user spins rapidly toward the opponent, slicing and ripping them with its spears and chains.
Purge: A beam of energy fires from the gem on each arm.
Judgement: Chains unravel from the user, stretching to wrap around an opponent and heavily slow their movements for one post. Three post cooldown. Ram Upgrade.
Haven: The user places a wall-like barrier in front of itself or a target. It can withstand one attack before dissipating. Two post cooldown. Ram Upgrade.
Z-Hybrid Mode Change
Species: Junomon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldier
Type: God Man
Combat Passives:
Blessed Touch: When using an ability that covers a span of area, Junomon is capable of de-targeting up to three beings on the field, including itself. This way, it will avoid causing damage or distress to those it cares about.
Devoted: Effects created/caused by Junomon cannot be altered or modified by another Digimon's passive. This applies to beneficial passives, also.
Saccharine Scent: Junomon is constantly permeating a soothing and sweet scent from her form. Anyone who comes in contact with her, such as in a melee move, will find that the scent sticks to their skin. For the following post, the target will feel dazed and heavy, notably reducing their speed and ability to evade.
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Giga
Abilities:
Anti-Support: A golden glow spreads across the area, in a large radius around Junomon. Anyone who steps into this radius will be incapable of using non-damaging moves for two posts. Two post cooldown.
Grace Lance: Strikes at a foe, using its lance, with enough force to easily rip through a shield. If the target has regained health within the past two turns, they will suffer twice as much damage as they normally would. Two Post Cooldown.
Love Basket: Raising its staff into the air, a red halo appears above up to four of Junomon’s allies. Anyone targeted by this halo will regain their health, equivalent to one-third of the amount of damage that they deal on their next turn. Two Post Cooldown.
Stolen Heart: Junomon targets a foe, leaving them marked by a halo for three turns. During this time, if they were to receive a buff or healing effect, she will steal it and use it on herself. If no effect is transferred by the end of three posts, the halo will flash and then explode, dealing damage to the target. Two Post Cooldown.
Paradise: A soothing, blue glow flashes in a large radius around Junomon. Anyone within 150 meters will feel an aura wrap around them, as if it was trying to stop them from continuing their fight. Everyone in range will have their defenses reduced, to the extent that they will take double the usual damage from any attacks for three turns. Three post cooldown.
Needle Hive: The spears surrounding Junomon’s arms are fired off at up to two targets.
Admiration: They say imitation is the sincerest form of flattery. Junomon is capable of mimicking a move that she has seen an ally or foe use within the past two posts. She can keep this move in her artillery for three more posts, before losing it. The copied move is still subject to any cooldowns that it may normally have, along with Admiration itself having a cooldown of three posts. Cannot mimic once-per-thread moves.
Ambition: The mind is a terrible thing. Or a blessing. Only the targets feelings will get to decide this. Junomon will summon a creature that is meant to embody the way the target currently feels about themselves. Its frame is almost always based directly from the appearance of the target, morphed to better match their mindset. For instance, a confident character’s creature will be larger than its target, looking more powerful. Someone with little self esteem will create a smaller, distressed version of themselves. And, in the case that someone feels they are a villain, it may create a monstrous version of themselves. This creature is able to mimic a single move off of their target that closest matches with the trait that they have been built off of, with only 60% of the power that the attack would normally have. It can fight for two posts, and has a cooldown of two posts. RAM Upgrade
Ascend: An energizing tune rings from Junomon’s staff. Until the end of Junomon’s next turn, a single ally may use a once-per-thread move without incurring its cooldown. On Junomon’s turn, as long as Admiration is not on cooldown, it will be able to use this move to mimic a single once-per-thread move. Ascend, itself, is once-per-thread. RAM Upgrade
Digivolves From: Junomon Hysteric
Appearance:
Human Fraction: Baalmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Non-Combat Passives:
Amulet Step: Baalmon can loosen amulets from its body to utilize as stepping stones, allowing the user to walk and run on terrains (or lack thereof) that it normally could not. It is entirely possible to fall off of these, making climbing to extreme heights a poor life decision.
Passives:
Odapila: Carrying many totems of solutions and the Red Book of Appin, the combined knowledge of these items has created a literal source of protection for Baalmon. Physical attacks directed at Baalmon will find themselves slightly weakened by a constant aura that these items emanate.
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Giga
Abilities:
Kamiuchi: Pools energy into its Spiritual Whip, and then strikes the enemy with it. Vaccine and Holy type Digimon are slightly more damaged by this than others, feeling a slight burn of corruption. Cooldown of One Post.
Guiltish: Transforms five amulets on its body into bullets, which are then rapidly fired at the enemy.
Trinity: A circle forms beneath itself or a single target. The circle creates a barrier around the target, to protect it from a single attack. Cooldown of Two Posts.
Baltim: Fires the shotgun hidden within its sleeve. If the bullets impact with a target, they will release a small electrical shock.
Information Leak: Three amulets remove themselves from Baalmon's cape and release a pulse after nearing a target. If the target looks at one of the amulets, they will experience a memory (whether crafted by the target's imagination, or one that has actually happened) of one of their deepest fears. How the target reacts is up to them, be it persevering or freezing in terror. Duration: Two posts; Cooldown: Three Posts.
Appearance:
Beast Fraction: Yatagaramon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: Bewitching Bird
Passives:
You Should See The Other Guy: Each turn that Yatagaramon takes damage, he gains a buff of 10% to his attack power, maxing out at 40%. If he avoids being injured for a post, his buff is halved. Two posts of no damage resets the boost. Not that a buff does much good if he's too beaten to fight.
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Giga
Abilities:
Blackout: In a puff of feathers, a moderate area around Yatagaramon becomes shrouded in a black smog, leaving heavily reduced visibility for anyone without particularly great eyesight or other senses. Duration: Two Posts, unless a wind-based attack is used, which clears the area immediately. Cooldown: Three Posts
Fire Jewels: Shoots fireballs from the ornaments on it's wings.
Flaming Claw: Yatagaramon's claws heat to extreme temperatures, which it then strikes at a target with.
Defender: Puts up a barrier in front of a selected target, or itself, which will hold for one attack. Cooldown: Two posts
Sun Bird: Creates a moderate sized fireball in front of it, throwing it at a target. May slightly injure anyone within close proximity to the initial target. Cooldown: Two posts
Wing Blades: Beats it's wings to produce a blade of wind, which slices it's target.
Digivolves To: N/A
Mercenary
Appearance:
Rookie: Meicoomon
Attribute: Data
Family/ies: Nature Spirits
Type: Unknown
Non-Combat Passive:
Helicopter Scarf: Meicoomon can utilize it's ribbons in a spinning fashion to somehow fly around. It's best not to ask too much about how it learned this technique.
Combat Passive:
Self Extension: Meicoomon can use the 'ribbons' on it's neck as extra limbs. More appendages makes for higher attack speed, as it can attack with not only paws, but ribbons as well.
Abilities:
X-Scratch: Attempts to rapidly scratch the target with it's claws.
Armor Paw: A small barrier forms from the crystals on it's front paws. Can withstand one attack from Champion or lower level, while only barely reducing the damage for anything higher. Duration: One Post. Cooldown: Three Posts
Trichobezoar: Launches a ball of energy from it's mouth, which makes a small explosion upon impact. Cooldown of One Post.
Appearance:
Champion: Sistermon Noir
Attribute: Virus
Family/ies: Nature Spirits
Type: Puppet
Passive:
Big Sister: In the case that a Champion or higher level Digimon attacks either an allied human or a Digimon that is Rookie or lower in level, a barrier will automatically shield the target from an attack. If the attack originates from a Mega or Super Mega level Digimon, Sistermon will degenerate to Meicoomon after the shield is activated, and cannot regain form for two posts. After each use of the barrier, it requires three posts before it can activate again.
No Strings Attached: Sistermon refuses to become anyone's puppet. Moves that would cloud her judgement, including mind controls and illusions/hallucinations, will not affect her. If the attacker is Ultimate level, the duration is halved, and anything above that level will be unphased by this passive.
Abilities:
Bless Fire: Shoots both guns rapidly. Each bullet provides a tiny explosion upon impact.
Absolve: Blesses one ally with a prayer, to rejuvenate them. This reduces any active cooldown that the target may have by one post. Cooldown of Three Posts.
May He Protect You Through The Storm: Fires several bullets straight into the air. Almost immediately, the projectiles will rain down on targets within a small area. By some blessing, even if an ally is caught in the middle of this attack, the bullets will bend their course to avoid injuring them. Cooldown of One.
Exile: A glow emits from one of Sistermon's guns, before releasing a large blast of energy in the direction of a target.
Holo-Suit:
FaceClaim: FLCL PROGRESSIVE • Hidomi Hibajiri • Whiskers/Lottie
FaceClaim: MYSTIC MESSENGER • luciel choi / 707 • Asher Callum
Alias: N/A
Age: 18
Gender: Male
Height: 5'11
Weight: 165 lbs
Alignment: Chaotic Good
Birth Date: July 23
Birth Place: Utqiaġvik (Also called Barrow), Alaska
Western Horoscope: Leo
Eastern Zodiac: Rat
Skills/Talents:
Acting: Asher was practically born into acting! He's great with a script, or improvising. Capable of taking on almost any role, the thespian does a fabulous job at deceiving, and captivating, his audience.
Reading the Room: Paying close attention to details (even when he doesn't seem to be), the boy is good at identifying how people are feeling around him. Whether he acts on that or not is another thing.
High Stamina: Needing to find a way to keep at least somewhat fit, Asher is a bit of a runner. Marathons aren't his thing, but if he had to, he could probably run one.
Personality:
Catering his personality to his audience, one can really only describe Asher as a person of many masks. While the teen would like to consider himself friendly to most people, he tends to unintentionally come across as selfish, or even predatory in nature. Often, the nicest descriptor for Asher is simply to call him overly friendly. He tends to radiate an aura of confidence, willing to pry at anyone's stubborn mood. With jokes, and an attitude that makes the teen appear to take nothing seriously, most people will find this boy either entertaining or seriously annoying.
While the redhead seems to have a clear sense of right and wrong in most situations, it doesn't mean that Asher pays morals much heed. After all, if doing something 'wrong' will make someone happy, why not? Even if that someone is himself! For the most part, Asher seems to care dearly for the people around him, attempting to even keep strangers happy and laughing. When all else fails, the teen may even joke at his own expense to try to get a smile out of someone else. Despite all of this, he still keeps people at an arm's length, intent on pushing them further away if they dare to get any closer.
In truth, the young man has a million insecurities and any emotional connection causes increasing distress. To avoid these instances, Asher resorts to lying, teasing, and feigning ignorance. The problem with this is that, deep down, the teen wants people to care about, despite the anxiety that's involved. Because of this, he ends up hurting himself with attachments that he intends on cutting off after a certain period of time.
This doesn't mean that the redhead lacks a bad temper, when given the chance. Some people test his patience, or try to take advantage of the teen's preference to try to be a comic-relief. Not necessarily enjoying his ego damaged, Asher has a bad tendency of trying to display dominance when pushed. Of course, reactions vary heavily on each instance, but rarely will a person test him a second time. The young adult has been known to threaten, taunt, and even physically restrain those that give him problems. At least he knows that he's far too old to be punching people without serious repurcussion!
With the way that the boy was raised, he's developed a need to appear absolutely perfect. An oblivious world is a much happier one! As such, he tends to try to stick to certain images, and can become literally sick to his stomach if he accidentally deviates from his intended character. Having too many mental scars to entirely cover, Asher tries to conceal his problems by oversleeping, forgetfulness, and refusing to answer his phone. He's quick to become jealous, regardless of if it's because a person is better at something than him, or if it's even a matter of one of his friends spending too much time with someone else. But, if he can avoid it, the teen won't let his envy show itself. Struggling to maintain certain images throughout his life, Asher can't even tell what his actual personality is, and only grasps for whatever role he feels he needs to fit at that point in time. While this, like much else in life, terrifies him, it seems that the teen accepts his lack of proper identity.
Appearance:
Raised to worry about his physique, Asher was lucky to grow to a moderate height, and have an easy-to-maintain weight. With frequent runs, it's little surprise that the teen has decent muscles in his legs, and tries to keep his upper body at least 'well maintained' enough to not look silly, despite the fact that he can appear fairly thin. Thick, red hair is often a mess atop his head, with bangs that fall to completely cover his forehead. With golden-yellow eyes to top off his appearance, it's annoyingly common to be asked if his hair or eyes were altered by dyes or contacts. Of course, don't expect a straight answer from him, and don't bother asking his father, because it seems that nobody is willing to properly answer the inquiry after all of these years. From the occasional offended responses that he may give, it is implied that at least his hair is natural, if not his eye color, somehow.
And, if Asher sports contacts all the time, it seems rather odd that he would wear a pair of glasses with them. With at least two pairs of glasses in his clothing rotation, it's most common to see the boy wearing square, thick-framed glasses with yellow and gray stripes. The second pair seems to just be a standard black, rectangular, thick-framed style, and often is only used as a back-up. As far as clothing goes, he often selects comfortable outfits that (he, at least, thinks) look nice. When it's not too warm, the young man prefers to wear a black jacket, accented with designs, but preferably no particular logos. Beneath it is either a red or green shirt, on most occasions, either as a t-shirt or long-sleeve, depending on the weather. If he's not wearing a hoodie, he often prefers long-sleeved shirts, pulled up to the elbow if he gets too warm. On particularly hot days, a black tank-top will suffice. Regardless, he is almost constantly wearing jeans and comfortable shoes.
Personal History: Born to live out his parent's dreams, Asher only spent the first year of his life in Alaska. With a mother that had always wanted to be an actress, and a father who was fond of the way that money talked, the small family moved to Los Angeles. Mrs. Callum never imagined the daunting process, trying to get a baby into movies. Or, any form of publicity, really! As it turned out, many families had the same idea, and each baby was just as 'special' as the other, making it hard for the child to stand out from the crowd. Being exposed to various weathers, and far too many strange people-covered-in-germs, Asher spent a good portion of his second and third year of life being sick. So sick, in fact, that his mother had to put his (her) dream on hold, until he was healthy enough to spend time in the outside world. That time seemed to be around five.
Everyone likes cute kids, and the child had gotten lucky with how 'adorable' he was. Getting into a movie, the boy held his debut on the big-screen just after his sixth birthday. People from the set gave him presents, and adults would actually recognize him on the street. It was exhilarating! But, having been a small part in a movie certainly wasn't good enough for his mom. She continued forcing the boy to audition for advertisements, movies, television series, or whatever she could find.
Every time he failed at his script, or horribly failed an audition, She would reprimand him. If speaking down to her child didn't seem to get the point across, his mother would occasionally slap him, or shake the boy by his shoulders. None of these repercussions being particularly great for the growth of a child, Asher quickly became distressed about the job that he never asked for. Even at such a young age, his grades were hardly considered acceptable in school, and he never maintained the same friend's group for a long period of time. It wasn't long until his parents decided to simply home-school him, instead of making him balance work and studies on such strict schedules.
During his ninth year of life, Asher received a frequently recurring role in a television series, much to his mother's delight. Sure, it wasn't some big-name movie, but a contract for several seasons on aired television was plenty for his Mom to feel successful. While being on the stage seemed natural for the child at this point, the stress of appeasing his mother was a heavy one. On occasion, he was still forced to audition for other roles elsewhere, but little came of these projects, and rejection seemed high. On-set felt more like a family than the boy had felt in his actual home. The older actors and actresses remained friendly with him, most of which treated him as a younger sibling. The child found it hard to return to his regular life most nights, but kept this from the cast that he worked with.
Not much further into the year, stress fell onto the entire family, as it threatened to break apart. Late in the night, the phone rang, and Asher woke up to answer. The other end of the line was a younger child. Before he could begin to talk to the stranger, his mother took the phone, and began to talk to the person on the line. After a few moments of trying to tell the kid that they had the wrong number, Asher's mom shuffled him off to bed. After the phone had been hung up, a screaming match began between the parents.
During spring of the following year, Asher traveled to Oakland, California, to meet his half sister for the first time. As it had turned out, during trips for 'work conferences,' Asher's father had actually been visiting a woman that he had met online, and produced a daughter. With Asher's mother being far too preoccupied with keeping a three year old baby healthy enough to go to auditions, her husband had been in a relationship with another woman.
While Asher only kept in contact with his sister, via phone calls, video chats, and a few visits, they managed to form a close bond over the years. Somehow, Asher's parents had managed to work out their relationship. While his half-sister's mother maintained primary custody of the child, she still had opportunities to visit L.A. from time to time.
At twelve, Asher began to struggle with the 'growing up' aspect of acting. Luck kept him on the television series that he had auditioned for years prior, but finding new work was hard. As it turned out, someone that was almost a young teenager was less likely to be deemed 'cute' enough to work on most sets. This worked out fine for the boy, aside from his mother's backlashes, but he couldn't help but feel nervous from the lack of interest in his work.
By fourteen, the series that he had spent most of his acting career on was coming close to an end. Panic set in about what the young teen was to do once he no longer had a job. Any offers given to the boy either attempted to infringe on his last year of work with his current company, or simply wasn't anything to brag about. Finally, Asher's fifteenth birthday marked his final day on-set. It also became the final day that the teen was cast in any form of media, as he promptly ceased his career, much to his mother's dismay. This set the tone for the boy finally realizing that his mother was not a particularly remarkable woman. Not being in the show business, his mom wanted very little to do with him, and most conversations ended in arguments.
Finally fed up with how his wife was treating his son, Asher's father decided to leave her before the year had ended. Soon after, with a short custody battle, Asher ended up moving into his father's home. Leaving Los Angeles felt like a blessing, despite the circumstances. As things had turned out, Asher's dad had continued a loose relationship with the woman that he had a daughter with, and upon leaving Asher's mom, went to seek a proper romance with her. Asher resided in Oakland, California for two years, before his birth mother became too much. Despite giving up custody rather quickly, the woman continued to call, harassing her son about his life choices. On top of this, it seemed that she had begun stalking the family, and was making his parents concerned about him even going to the mailbox unattended.
One day, while the family had left the house, there was a break-in. Nothing was damaged, and only a few items belonging to his father were stolen. It was never established if his mother had anything to do with the break-in, but it had shaken his step-mother enough to decide that it was time to relocate. Always having some sort of interest in Japan, and her boyfriend having a branch of his job being located in Shibuya, the woman suggested trying to go overseas. Leaving his mother behind, almost entirely, Asher was quick to take the flight to Japan with his family, and has settled in quite well in comparison to how he felt about prior parts of his life.
Pocket Contents:
- Contacts within a Contact Case
- Black Pen
- Chewing Gum
- Cell Phone
- Wallet
Artifacts:
Love Letter [Major Artifact]: An otherwise unassuming, even if intricately designed playing card. One face displays the queen of hearts, while the other displays the king of hearts. On use, the digimon is able to use an attack from the move list of another digimon within line of sight that has Love Letter in their inventory, as long as the latter consents. Attacks can be used this way even if they are on cooldown, and don't count towards the digimon's action for the turn. Only attacks with a base cooldown of less than three posts can be used this way. Once per thread.
Digivice:
A blue-bodied D-Scanner, with a burnt orange-red colored grip, and silver buttons.
SPIRIT EVOLUTION LINE
Spirit Element: Nightmare
Appearance:
S-Hybrid Spirit: Renamon
Attribute: Data
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Beast Man
Non-Combat:
Shadow Step: Capable of blending in with shadows when outside of combat. While moving, a very faint, silvery outline may be noticable. Shadow Step is broken if someone initiates physical contact with Renamon.
Passive:
Fleet of Foot: If Renamon lands an attack twice in a row, it's speed is increased slightly for three turns. Afterward, a cooldown of one post is necessary before Fleet of Foot can be attempted again.
Abilities:
Diamond Storm: Unleashes a barrage of sharp leaves at a target.
Power Paw: Feet and hands ignite with blue flames, which Renamon then strikes the opponent with.
Rapid Kick: Delivers rapid, spinning kicks at an opponent.
Digivolves To: Kinkakumon
Appearance:
H-Hybrid Spirit: Kinkakumon
Attribute: Virus
Family/ies: Nightmare Soldier
Type: Oni
Passive:
Game-Logic Armor: Scantily clad as ever, Kinkakumon has mild resistance to most non-physical based attack. A magic blast won't do as much damage as a kick will, when fighting this Digimon!
Unswayed: Stopping a Nightmare
Abilities:
Explosive Funeral: Swings it's bat, dealing a small explosion to whatever it strikes, be it foe or just a tree.
Thump, Thump, Thwomp: Releases an electrical wave from it's body, dealing slight damage and slightly pushing back Champion level, or lower, within a short radius of Kinkakumon. One Post Cooldown.
Lightning Ogre Kick: Moves toward the target quickly, swinging a kick charged with electricity.
Batter Up: Swings it's bat with extreme force, attempting to knock the target off it's feet.
Ignite The Spark: Creates an orb of electricity in Kinkakumon's palm, which is then thrust at the target.
Hannya's Mask: Kinkakumon's helmet glows, creating a veil over the user. For a duration of Three Posts, Kinkakumon is capable of taking on the image and voice of someone else. This can be a friend or foe, or even a mirror of the opponent, as long as Kinkakumon has seen at least a glance of what it is taking form of. This may cause an opponent to hesitate on hurting someone that seems to be a loved one, or encourage reckless aggression. It is still limited to its own attacks, which might make the illusion to lose credibility if used. Cooldown of Three Posts.Ram Upgrade
Data Thief: Attempts to slash or stab the opponent with its claws. If the attack successfully causes any damage, Kinkakumon gains a small amount of health, relative to the damage given. A scratch will only recover enough to cure scrapes, while a direct strike may heal minor cuts. Cooldown: One Post. Ram Upgrade
Digivolves To: Antylamon
Appearance:
B-Hybrid Spirit: Antylamon
Attribute: Virus
Family/ies: Nightmare Soldiers, Wind Guardians
Type: Holy Beast
Non-Combat Passive:
Lighter Than a Feather: Antylamon is capable of levitating. Or, perhaps, it is just incapable of keeping it's feet solidly on the ground for extended periods of time.
Passive:
Ebb and Flow: Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant, Meditation Cure, Bloodlust, and Unswayed. Ebb and Flow takes up Antylamon's attack for its current turn, but not its target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish, and any ability with a duration exceeding two posts is dropped to this limit when transferred.
Unswayed: Stopping a Nightmare
Abilities:
Haze: A small black orb raises above Antylamon, before shattering and shooting shards at up to two targets. On top of moderate damage, if hit this ability, the target(s) will feel as if their mind is foggy, disabling them from thinking well enough to use a named move for One Post. Cooldown of Three.
Mantra Chant: Hardens it's skin significantly, to the point that it acts as a temporary armor. This protection halves damage taken over the span of two posts. Cooldown of two posts.
Meditation Cure: Pools energy to wounds to heal itself by about 30%. Cooldown of two posts.
Bunny Blades: Molds its hands into axes, then swings with enough power that it is capable of easily slicing through a shield of its level or below. Cooldown of Two.
Arm Bomber: Fires circular projectiles from it's arms, which explode upon impact.
Rabbit's Foot: Channeling explosive energy into it's feet, Antylamon delivers a rapid yet powerful kick.
Bloodlust: Drawing up a more primal instinct, the user triggers the 'fight' part of Fight or Flight. Akin to the feeling of an adrenaline rush, their attack is doubled, striking violently enough that if there are others close to the attack's target, they will receive a small amount of splash damage. The downfall of this is a 25% decrease to the user's defense, and an overall lack of logical thinking. This means that, once Bloodlust is activated, making plans for the fight is out the window, and allies run the risk of being mistaken as enemies if they get too close. The effects of this move may be ended early in the case that the user has enough control of themselves to stop it, or they have become immobilized. Unswayed cannot stack with Bloodlust and will deactivate while it is in use. Duration: Three Posts; Cooldown: Three Posts. Ram Upgrade.
Night Terrors: Antylamon's body darkens and diffuses, her appearance becoming barely recognizable. For three posts, her speed is doubled. Her attacks progressively drive her opponents to despair. With each blow, vivid images of their worst fears invade their minds. For three posts after being damaged by Antylamon, any sort of immunity to mind-altering effects is removed, and capability of naturally resisting such effects is drastically lowered. Additionally, the non-damaging components of their attacks are halved in effectiveness for the same duration. Further hits refresh persistent effect's duration. Once per fight. RAM Upgrade
Digivolves To: Mervamon
Appearance:
A-Hybrid Spirit: Mervamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Passives:
Unswayed: Stopping a Nightmare
Overflow: Medullia is both a powerful weapon, and a valuable resource. It constantly draws energy into its mouth to provide to its host, Mervamon. Due to this, Mervamon regenerates 5% of its total health every turn.
Warrior’s Blood: Mervamon is a natural-born fighter. She has +25% defense and attack power compared to other digimon of her type, at the cost of -20% evasion.
Second Skin: Having a snake arm has its perks. Every time Mervamon receives some form of healing, her body feels refreshed. Almost as if she were molting. Except not visibly because that’s terrifying! Healing of any sort is 30% more effective thanks to this, however.
Abilities:
Night Stalker: Extends the snake arm, Medullia. Reaches out, up to three times regular arm's length, attempting to clamp on to a target with it's fangs.
Devour: A black, circular portal forms near a target. Almost immediately, a large snake lashes out, aiming to rip into the foe with its fangs. If the monster succeeds in its strike, Mervamon will receive a moderate amount of health, in relation to how much damage was dealt. Three Post Cooldown.
Medusa's Dance: Swirls and spins about, captivating it's audience into complete stillness. Not necessarily by how amazing the dance is, but more from the stun gas that Medullia has released the entire time. Can snare up to two opponents at a time, locking their feet (or whatever equivalent) in place. This gas will also damage anyone subjected to it. Duration: One post, Cooldown: Four Posts.
Love Struck: A powerful blast fires from Medullia's mouth, easily eating through Mega-level shields and armor, to damage its target. Cooldown of Two.
Tribulation: Tapping into the negative energies of the world, Mervamon can bring them into reality. A thick haze pulses into the area, inflicting immense damage to anyone within 950 feet of Mervamon. The haze also causes a sense of dread to sink into the targets’ cores, making it difficult for them to focus. For the next 3 posts, the afflicted will find it impossible to use any attacks that have a cooldown higher than 2. Once Per Thread, or three posts if the move fails to connect with anyone.
Olympia’s Mirror: Olympia Kai, Mervamon’s sword, draws from the injuries its wielder has suffered. Mervamon strikes at a target, unleashing the pain and anger pent up within the weapon. This attack deals damage equal to the damage that Mervamon has received over the past two posts. Three post cooldown.
Exalted Blight: Mervamon channels energy into her sword while swinging it at an opponent. If it strikes, the target’s data is momentarily distorted. The next time the target is struck, they will take extra damage. One post cooldown. RAM Upgrade.
Feed The Beast: Medullia opens its mouth wide, literally consuming an incoming attack. If the incoming move is melee-based, it will simply be blocked by Medullia’s thick head. Two post cooldown. RAM Upgrade.
Digivolves To: Junomon Hysteric Mode
Appearance:
Z-Hybrid Spirit: Junomon Hysteric Mode
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Combat Passives:
Pollute: Unable to contain the darkness within its body upon digivolving, Junomon Hysteric will emit a widespread thick smog that is difficult to see through. Junomon, itself, seems to have no trouble seeing past the haze. Those that do not rely on eyesight, or have adapted in some way to poor lighting, should have little problem 'seeing' past this ability. Duration: Three posts. Will reactivate whenever digivolving or mode-shifting into this form.
Resentment: Rage builds in Junomon Hysteric's body over the course of battle, to the point that it is nearly impossible to contain. Due to the excess fury, Junomon Hysteric Mode is capable of attacking a second time after every two posts.
Unrestricted: Junomon: Hysteric becomes more energized with every strike it lands on an opponent. After its first strike, Junomon will gain a moderate boost to its speed. As long as Junomon continues to attack, the speed boost will remain in tact. If Junomon fails to damage an opponent for two posts, whether by missing or by using non-damaging moves, the buff fades out, and requires two more posts before it can reactivate.
Unswayed: Stopping a Nightmare
Abilities:
Welcome Lost: Activating this as a counter to an attack, the user will reflect two-thirds of the damage it has just taken back onto its attacker. If struck by multiple targets, it may only select one to return to it's owner. Cooldown of Three Posts.
Punishment: The drills on its arms extend up to twice their average length, trying to impale its opponent.
Manifest: The user is capable of utilizing a move from one of its Ultimate or Mega level forms, and scales it to the Junomon's level for its duration. If the move's normal duration would exceed two posts, it is reduced to this limit. Cooldown of Four Posts.
Rejuvenate: Taking comfort in its own darkness, a shadow coats the user and heals them for 25% of their health. Three Post Cooldown.
Expunge: The lances on Junomon's arms launch from it's body, acting as missiles which will cause a moderate explosion upon impact. Cooldown of One Post.
Annul: Outstretching both arms, the user spins rapidly toward the opponent, slicing and ripping them with its spears and chains.
Purge: A beam of energy fires from the gem on each arm.
Judgement: Chains unravel from the user, stretching to wrap around an opponent and heavily slow their movements for one post. Three post cooldown. Ram Upgrade.
Haven: The user places a wall-like barrier in front of itself or a target. It can withstand one attack before dissipating. Two post cooldown. Ram Upgrade.
Z-Hybrid Mode Change
Species: Junomon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldier
Type: God Man
Combat Passives:
Blessed Touch: When using an ability that covers a span of area, Junomon is capable of de-targeting up to three beings on the field, including itself. This way, it will avoid causing damage or distress to those it cares about.
Devoted: Effects created/caused by Junomon cannot be altered or modified by another Digimon's passive. This applies to beneficial passives, also.
Saccharine Scent: Junomon is constantly permeating a soothing and sweet scent from her form. Anyone who comes in contact with her, such as in a melee move, will find that the scent sticks to their skin. For the following post, the target will feel dazed and heavy, notably reducing their speed and ability to evade.
Unswayed: Stopping a Nightmare
Abilities:
Anti-Support: A golden glow spreads across the area, in a large radius around Junomon. Anyone who steps into this radius will be incapable of using non-damaging moves for two posts. Two post cooldown.
Grace Lance: Strikes at a foe, using its lance, with enough force to easily rip through a shield. If the target has regained health within the past two turns, they will suffer twice as much damage as they normally would. Two Post Cooldown.
Love Basket: Raising its staff into the air, a red halo appears above up to four of Junomon’s allies. Anyone targeted by this halo will regain their health, equivalent to one-third of the amount of damage that they deal on their next turn. Two Post Cooldown.
Stolen Heart: Junomon targets a foe, leaving them marked by a halo for three turns. During this time, if they were to receive a buff or healing effect, she will steal it and use it on herself. If no effect is transferred by the end of three posts, the halo will flash and then explode, dealing damage to the target. Two Post Cooldown.
Paradise: A soothing, blue glow flashes in a large radius around Junomon. Anyone within 150 meters will feel an aura wrap around them, as if it was trying to stop them from continuing their fight. Everyone in range will have their defenses reduced, to the extent that they will take double the usual damage from any attacks for three turns. Three post cooldown.
Needle Hive: The spears surrounding Junomon’s arms are fired off at up to two targets.
Admiration: They say imitation is the sincerest form of flattery. Junomon is capable of mimicking a move that she has seen an ally or foe use within the past two posts. She can keep this move in her artillery for three more posts, before losing it. The copied move is still subject to any cooldowns that it may normally have, along with Admiration itself having a cooldown of three posts. Cannot mimic once-per-thread moves.
Ambition: The mind is a terrible thing. Or a blessing. Only the targets feelings will get to decide this. Junomon will summon a creature that is meant to embody the way the target currently feels about themselves. Its frame is almost always based directly from the appearance of the target, morphed to better match their mindset. For instance, a confident character’s creature will be larger than its target, looking more powerful. Someone with little self esteem will create a smaller, distressed version of themselves. And, in the case that someone feels they are a villain, it may create a monstrous version of themselves. This creature is able to mimic a single move off of their target that closest matches with the trait that they have been built off of, with only 60% of the power that the attack would normally have. It can fight for two posts, and has a cooldown of two posts. RAM Upgrade
Ascend: An energizing tune rings from Junomon’s staff. Until the end of Junomon’s next turn, a single ally may use a once-per-thread move without incurring its cooldown. On Junomon’s turn, as long as Admiration is not on cooldown, it will be able to use this move to mimic a single once-per-thread move. Ascend, itself, is once-per-thread. RAM Upgrade
Digivolves From: Junomon Hysteric
Appearance:
Human Fraction: Baalmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Non-Combat Passives:
Amulet Step: Baalmon can loosen amulets from its body to utilize as stepping stones, allowing the user to walk and run on terrains (or lack thereof) that it normally could not. It is entirely possible to fall off of these, making climbing to extreme heights a poor life decision.
Passives:
Odapila: Carrying many totems of solutions and the Red Book of Appin, the combined knowledge of these items has created a literal source of protection for Baalmon. Physical attacks directed at Baalmon will find themselves slightly weakened by a constant aura that these items emanate.
Unswayed: Stopping a Nightmare
Abilities:
Kamiuchi: Pools energy into its Spiritual Whip, and then strikes the enemy with it. Vaccine and Holy type Digimon are slightly more damaged by this than others, feeling a slight burn of corruption. Cooldown of One Post.
Guiltish: Transforms five amulets on its body into bullets, which are then rapidly fired at the enemy.
Trinity: A circle forms beneath itself or a single target. The circle creates a barrier around the target, to protect it from a single attack. Cooldown of Two Posts.
Baltim: Fires the shotgun hidden within its sleeve. If the bullets impact with a target, they will release a small electrical shock.
Information Leak: Three amulets remove themselves from Baalmon's cape and release a pulse after nearing a target. If the target looks at one of the amulets, they will experience a memory (whether crafted by the target's imagination, or one that has actually happened) of one of their deepest fears. How the target reacts is up to them, be it persevering or freezing in terror. Duration: Two posts; Cooldown: Three Posts.
Appearance:
Beast Fraction: Yatagaramon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: Bewitching Bird
Passives:
You Should See The Other Guy: Each turn that Yatagaramon takes damage, he gains a buff of 10% to his attack power, maxing out at 40%. If he avoids being injured for a post, his buff is halved. Two posts of no damage resets the boost. Not that a buff does much good if he's too beaten to fight.
Unswayed: Stopping a Nightmare
Abilities:
Blackout: In a puff of feathers, a moderate area around Yatagaramon becomes shrouded in a black smog, leaving heavily reduced visibility for anyone without particularly great eyesight or other senses. Duration: Two Posts, unless a wind-based attack is used, which clears the area immediately. Cooldown: Three Posts
Fire Jewels: Shoots fireballs from the ornaments on it's wings.
Flaming Claw: Yatagaramon's claws heat to extreme temperatures, which it then strikes at a target with.
Defender: Puts up a barrier in front of a selected target, or itself, which will hold for one attack. Cooldown: Two posts
Sun Bird: Creates a moderate sized fireball in front of it, throwing it at a target. May slightly injure anyone within close proximity to the initial target. Cooldown: Two posts
Wing Blades: Beats it's wings to produce a blade of wind, which slices it's target.
Digivolves To: N/A
Mercenary
Appearance:
Rookie: Meicoomon
Attribute: Data
Family/ies: Nature Spirits
Type: Unknown
Non-Combat Passive:
Helicopter Scarf: Meicoomon can utilize it's ribbons in a spinning fashion to somehow fly around. It's best not to ask too much about how it learned this technique.
Combat Passive:
Self Extension: Meicoomon can use the 'ribbons' on it's neck as extra limbs. More appendages makes for higher attack speed, as it can attack with not only paws, but ribbons as well.
Abilities:
X-Scratch: Attempts to rapidly scratch the target with it's claws.
Armor Paw: A small barrier forms from the crystals on it's front paws. Can withstand one attack from Champion or lower level, while only barely reducing the damage for anything higher. Duration: One Post. Cooldown: Three Posts
Trichobezoar: Launches a ball of energy from it's mouth, which makes a small explosion upon impact. Cooldown of One Post.
Appearance:
Champion: Sistermon Noir
Attribute: Virus
Family/ies: Nature Spirits
Type: Puppet
Passive:
Big Sister: In the case that a Champion or higher level Digimon attacks either an allied human or a Digimon that is Rookie or lower in level, a barrier will automatically shield the target from an attack. If the attack originates from a Mega or Super Mega level Digimon, Sistermon will degenerate to Meicoomon after the shield is activated, and cannot regain form for two posts. After each use of the barrier, it requires three posts before it can activate again.
No Strings Attached: Sistermon refuses to become anyone's puppet. Moves that would cloud her judgement, including mind controls and illusions/hallucinations, will not affect her. If the attacker is Ultimate level, the duration is halved, and anything above that level will be unphased by this passive.
Abilities:
Bless Fire: Shoots both guns rapidly. Each bullet provides a tiny explosion upon impact.
Absolve: Blesses one ally with a prayer, to rejuvenate them. This reduces any active cooldown that the target may have by one post. Cooldown of Three Posts.
May He Protect You Through The Storm: Fires several bullets straight into the air. Almost immediately, the projectiles will rain down on targets within a small area. By some blessing, even if an ally is caught in the middle of this attack, the bullets will bend their course to avoid injuring them. Cooldown of One.
Exile: A glow emits from one of Sistermon's guns, before releasing a large blast of energy in the direction of a target.
Holo-Suit:
FaceClaim: FLCL PROGRESSIVE • Hidomi Hibajiri • Whiskers/Lottie
FaceClaim: MYSTIC MESSENGER • luciel choi / 707 • Asher Callum