THE OGRELORDS
Mar 21, 2017 19:05:47 GMT
Post by theogrelords on Mar 21, 2017 19:05:47 GMT
Name: Ogremon, High Ogrelord of the Digital World (and His Boyz Hyogamon and Fugamon)
Default Form: Ogremon
Gender: Male
Alignment: Chaotic Neutral
Skills/Talents: Ogremon and both of his bros can deadlift their weight four times over, and also eat a comparable amount. In addition, each has their own strong suits. Ogremon can sleep for 23 hours in a day without getting fatigued and can whistle really, really poorly. Hyogamon can rub his head while patting his belly and do a full split. Fugamon can recite the alphabet backwards, or at least 75% of it, and knows the lyrics to all of their favorite songs by heart.
Inventory:
Personality: The Ogrelords are rather simple souls, all things considered. They like to fight, they like to eat, and they like buying big, flashy things. Preferably, they like to flex while doing all of this, because the Ogrelords are nothing if not huge showoffs. They are braggarts to a T, to the point of taking credit for things they haven't done just for the satisfaction of it all. However, the second people stop listening, they usually drop the act. Reactions, positive and negative alike, are their life's blood. Where's the fun in bragging in boasting if nobody's gonna have anything to say about it?
The Ogrelords are rarely content to stick with just bragging and boasting, however. Acting is way more fun! Whether stomping their way through the battlefield, playing the ultimate sport of beach volleyball, or living vicariously through it all via movies filled with explosions, the Ogrelords are always in search of their latest adrenaline fix. Sometimes this can be as simple as demanding a fight out of people smaller than them. At other times, they come up with overly complex scams and schemes for the sake of finding new and exciting fights. They may not be the sharpest tools in the shed, or even anywhere close to that, but with the proper motivation they can be surprisingly clever. Heck, if promised a big enough fight at the end, they can even be downright heroic. Their only true allegiances lie with each other and adrenaline. Alignments and factions are all just distractions along the way.
Extremes tend to be fixtures in the Ogrelord' life, with each experience they hunt for needing to be bigger and better than the last. They can't just eat; they have to feast. They can't just fight; they have to go wild. They can't just listen to music; they need to blast the damn roof off. For this reason, they can be exciting for brief periods of time but somewhat unbearable in large doses. These extremes are rarely carried out with any regard for anyone else around them, whether in public or in private, and tend to come paired with laughter or mockery when asked to stop. In their eyes, life's an experience, and if you aren't charging into it headfirst you're doing it wrong. It might be a decent philosophy, but they can be jerks about it.
Ogremon is the "eldest" of the three (by about 5 seconds), and he likes to fancy himself the leader. He makes the plans, splits the loot, and even organizes the movie nights. He's a major hothead, and while he claims he's the one responsible for keeping his brothers from fighting he often gets dragged into their squabbles twice as hard. Nevertheless, by slamming their heads together and telling them to knock it off, he tends to get them to stop one way or another. He tends to be a bit of a dreamer, and often chases after even the most absurd of ideas just because he wants to see what happens. Sometimes this goes really well for the trio, and sometimes it explodes in their faces. Nevertheless, these chases are usually done on the backs of his brothers. He's very lazy, and will often drift off to sleep while ordering the other two to handle it for him.
In contrast to his more short-fused brothers, Hyogamon is nearly unflappable. Any slight, no matter how major, is met with a pun. So is every compliment. In fact, any sort of emotion that isn't clowning around seems to be absent from Hyogamon's vocabulary. He is easily the more relaxed of the trio, and tends to decompress while the others are busy grandstanding and making chaos. Despite this, his refusal to back down from increasingly bad jokes tends to leave him picking more fights than the other two combined. He is somewhat vain, and tends to take advantage of his icy abilities to admire himself in their reflection. If you ask him, he easily has the most luxurious hair compared to his brothers. He rarely asks questions or pushes the envelope, preferring to follow rather than lead. After all, why bring the extra stress of making decisions into his life?
Finally, Fugamon is the contrarian of the trio. Above all else he is stubborn and steadfast, digging his heels into the ground over even the pettiest of arguments. When he has a problem with Ogremon's plans or Hyogamon's jokes he makes it abundantly clear, whether voicing an alternative or just calling them a bunch of stupid gits. He likes to fancy himself and intellectual, and tends to use big-sounding words with little to no consideration for what they actually mean. When called out on this, he simply responds with more misused words until his accuser gives up out of frustration. Of all the Ogrelords he is the one most willing to get his hands dirty, often tossing his staff aside for some good old fashioned fisticuffs. That said, if he feels his lazy brothers aren't doing their share, he'll whack them upside the head and tell them to get moving.
Personal History: The Ogrelords were three Digimon that hatched out of the same egg, brothers-in-arms since the day they awoke. Of course, their rivalries are every bit as old as they are. Even as Botamon they butted heads, figuratively and literally, over who got to hatch first. The one who would later be Ogremon was the first to make his way out of the egg, but it was one close race. Who knows what the Ogrelords could have been called otherwise? Naturally, the first thing they did when out of the egg was slap-fight each other, then the second thing they did was fall in a heap laughing about it. Since that day, they were inseparable.
The Village of Beginnings tended to be on the quiet end of things, but the Ogrelords didn't exactly have patience for that. Things like "bedtimes" and "being quiet" were so boring, and after a day or two of trying to be sleepy babies they gave up and started letting their true, more rambunctious colors show. It turned out that didn't exactly endear you to the rest of the Village's population. The younger Digimon tended to cry from the disturbance, and the older ones just got annoyed by their antics. Soon the Ogrelords were relatively friendless, having only each other to rely on. Then again, who else would they have relied on? They loved themselves way too much for that!
The second they were Rookie level, they told the rest of the Village that they were bailing. It wasn't anything personal, they promised. They just had far, far better things to do than sit around with a bunch of babies all day, and they needed to get out as soon as possible to get that journey underway. Their triumphant walk away from the village lasted for about five seconds before Goblimon turned to his two brothers, asking what the heck their plan was. It turned out none of the three had actually come up with anyt ideas, instead sitting around and bellowing at each other about how great they were going to be. They considered crawling back to the village with their tails between their legs so they could at least plan under a warm roof, but they were far too stubborn to stick with that.
With nothing else to do, the trio decided to hit the next Trailmon to Whitewater City to try and find their fortune. If fortune could be attained by lounging around the beach, napping, and blaring obnoxious music, the Ogrelords would have easily become millionaires. Instead, they just kind of gained a reputation as good-for-nothing beach bums. It was all well and good at first, but after a few days Goblimon became quite antsy. Sitting around was getting really boring, and he decided that the next person to talk wise about them was going to "get what they had coming." When a few tourists laughed during a particularly ugly nap, Goblimon finally snapped and called them out.
What did he demand? Why, beach volleyball, of course!
It turned out having clubs to smack around the ball with was a pretty big advantage. Being able to smack the ball into people was an even bigger advantage. The Ogrelords won their first game of volleyball handily, a victory by DQ when one of their opponents was KO'd by a ball to the head and the other two quit in protest. Nobody really played volleyball with the Ogrelords since then, but that was okay. They could just play with each other, setting up a triangular net so all three of them could smash each other in the face at once. The other beachgoers seemed to think this was some sort of strange performance art, and flocked eagerly to see the Ogrelords wallop each other in the world's most pointlessly intense games of "volleyball" imaginable. Seeing a potential business to be had, the Ogrelords began charging for admission and even holding wagers over which brother would end up winning. The original plan was to take a dive to maximize earnings, but the three were all too stubborn and too stupid to stick with it.
Later, the Ogrelords expanded this to paid challenges. Beat the Ogrelords, get all the money they'd raised that day. Get beaten down, and you've gotta foot the bill to double their winnings. To many, it seemed like an easy bet. The Ogrelords were small and stupid, after all, even if they had no idea how to properly play. However, it turned out while they were laughable on their own, the trio were really nasty working in unison. Challenger after challenger was battered into submission, losing by KO just as often as they lost by points. Things only got worse when they properly hit adulthood. Whereas before they were small, weak looking Goblimon, now they were towering Ogremon. Challengers started drying up, but the ones that stuck around were far bigger and stronger. Whereas before the Ogrelords relished in the easy money, now they were in it for the thrill of the fight.
Maybe that was why they were approached by a talent scout for Jurassic Deathmatch Wrestling. They were buff, violent, and were making a minor name for themselves over their shenanigans in Whitewater. For the low price of signing away their names and moving to the less-than-scenic Folder Desert, the Ogrelords would get their shot of being true champions. They accepted readily, and for the first time truly christened themselves as the Ogrelords. After all, what kind of tag team didn't have a proper name?
It turned out hiring the Ogrelords was a bit of mistake. At first they were more than willing to play by the rules, but as their star power grew they started seeing themselves as too good for the business. It started with just getting a little too rough with other performers in the ring. Then it became refusing to lose matches they felt were beneath them. By the end of their tenure at Jurassic Deathmatch it was to the point of intentionally injuring the others, both backstage and in the ring. To the crowd, it all looked like part of the show. Jurassic Deathmatch was known for a violent, heavy-impact style, and they had done plenty of "injuries" in the ring in the past. MasterTyrannomon, who ran the arena, tried to get the Ogrelords to stop, but they flouted him every time. After all, they were rising up to become some of the biggest stars Jurassic Deathmatch had! They were too important to lose, so it was their way or the highway.
Unfortunately, their shtick was starting to war thin on the audience. No amount of posing, flexing, and grievous bodily harm could change the fact that they were getting stale, but everyone who could challenge their position ended up "mysteriously" injured. Business was waning, and MasterTyrannomon was starting to get quite fed up with them. On the night of Rage in a Cage, Jurassic Deathmatch's biggest event, the Ogrelords learned the hard way that turnabout was fair play. As the Ogrelords confidently strutted to the ring, they were ambushed by a swarm of rookies (in business terms, not Digimon terms) and taken down in a vicious match. The Ogrelords tried everything they could to hold onto their gold. In desperation they even tried fusing, becoming Asuramon and wreaking havoc on the ring. However, a chair to the back of the head from MasterTyrannomon himself spelled their end. In one intense night, the canny promoter had set up a bunch of new arrivals and finally wiggled his company out from under their thumbs.
Needless to say, the Ogrelords were fired. And by fired, I mean they had the tar soundly beaten out of them and were kicked to the curb. The night seemed to wear on the Ogrelords heavily. Whether having burned themselves out with premature Digivolution or simply beaten too badly by their opponents, they found themselves incapable of taking any form higher than Goblimon by the time they woke up. Perhaps anyone else would've taken the time to re-evaluate their lives after such a tremendous change. The Ogrelords instead dismissed it as a setback. They may have lost everything, but that just meant they'd get to live through the chase again. They'd chase their fame, their fortune, and even their power again, and once they were back on top they'd rub it right in MasterTyrannomon's stupid face! Heads held high, they walked away from Jurassic Deathmatch.
Then they stopped short, turning to each other and asking what their new plan was. They say to this day, the Ogrelords are still trying to figure it out.
DIGIMON'S INITIAL EVOLUTION LINE
Appearance:
Fresh: Botamon
Attribute: Data
Family/ies: Metal Empire
Type: Slime
Abilities:
Bota Ball – Botamon inhales a ton of air, becoming buoyant enough to bounce and roll around. This is sometimes useful? Maybe?
Digivolves To: Pagumon (all 3)
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Appearance:
In-Training: Pagumon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Lesser
Abilities:
The Littlest Pose – Pagumon flexes its ears like a diminutive Hulk Hogan, trying to get itself hype for a battle. Its next attack becomes 5% stronger, thanks to how darn proud of itself it is.
Magnitude: 5% Attack Power Boost.
Duration: 1 Post.
Cooldown: 2 Posts.
Wind-‘em-up-Punch! – Pagumon swings its ear in large, exaggerated circles, building up momentum before hopping forward and punching with it. It hits with the force of a lightly lobbed tennis ball.
Digivolves To: Goblimon, SnowGoblimon (Merc 1), Shamamon (Merc 2)
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Appearance:
Rookie: Goblimon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Batter Up! – Goblimon creates a big ball of fire in his hand, flinging it into the air and whacking it with his club. Instead of whacking his own fireball, he can deflect one from SnowGoblimon or Shamamon to intensify its power. Each deflection doubles the fireball's power.
Fire Dance – More accurately known as Fire Tantrum. Goblimon jumps up and down, smashing the ground in front of him with his club. One post later it cracks open, exploding into flames where Goblimon started slamming.
Effect Size: Five-Foot Radius
Delay: One Post.
Cooldown: One Post.
Goblin Punch – The beauty of a misnamed move is that nobody sees it coming. Goblimon rushes forward, cruelly kicking an opponent in whatever area looks the most hurt or vulnerable. Does extra damage if a target is already wounded.
Gobli Pose: Muscle! – Goblimon flexes his muscles, letting them bulge out like a raging inferno. Goblimon’s attack and lifting strength increase while this move is in effect. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Attack Power and Lifting Strength Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Ogremon
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Appearance:
Mercenary Rookie #1: SnowGoblimon
Attribute: Virus
Family/ies: Nature Spirits
Type: Oni
Abilities:
Batter Up! – SnowGoblimon creates a big chunk of ice in his hand, flinging it into the air and whacking it with his club. Instead of whacking his own iceball, he can deflect one from Goblimon or Shamamon to intensify its power. Each deflection doubles the iceball's power.
Minty Fresh Breath – SnowGoblimon breathes on his opponents. Despite the name, it still smells as bad as most goblin breath. Any struck by the attack are chilled, their speed halved for one post.
Cooldown: One Post.
Pike Charge – SnowGoblimon charges his foe, using his spiked pickelhaube to try and skewer an opponent. Attacks rushed into head-on do slightly less damage, the force of impact dampened by the helmet.
Magnitude: 1.25x Defense Boost.
Cooldown: One Post.
Gobli Pose: Grace! – SnowGoblimon poses in a grandiose fashion, showing off his balance and dexterity. SnowGoblimon’s speed and agility increase while this move is in effect. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Speed and Agility Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Hyogamon
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Appearance:
Mercenary Rookie #2: Shamamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Batter Up! – Shamamon creates a big, hefty boulder in his hand, flinging it into the air and whacking it with his club. Instead of whacking his own boulder, he can deflect one from Goblimon or SnowGoblimon to intensify its power. Each deflection doubles the boulder's power.
Shamma Slamma – Shamamon summons a giant hand made of stone, shooting it forward by punching at the air. The sheer density of the fist makes it quite forceful, capable of knocking other Rookie-level Digimon away when hit.
Cooldown: One Post.
Bonemerang – Shamamon draws a bone from his belt, bending it before hurling it at an opponent. It’s far too unreliable to actually return to Shamamon, but it travels in tricky to predict arcs as it sails through the air.
Gobli Pose: Heavy! – Shamamon poses like a sumo wrestler, as unmovable as the earth itself. Shamamon’s defense and mass increase while this move is in effect. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Defense and Weight Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Fugamon
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Appearance:
Champion: Ogremon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Ogrelord – Ogremon is a natural commander. Okay, sure, his brothers challenge his authority all the time, but you’ll have to take my word for it. Instead of attacking, Ogremon can order one of his brothers to attack again instead. This may be used to apply a single buffing move to two different targets, but the move’s cooldown is doubled if used in such fashion.
Ogrereaction – Ogremon has a hair-trigger temper. He does not like being hit much. In fact, he doesn’t like it at all! The strength of his next attack is increased by half of the damage he has taken this post, within reasonable limit.
Magnitude: 50% Damage Taken (Cap 3x Attack Boost)
Ogrewhelm – Ogremon wreathes his club in flame, giving a pause for dramatic effect before bashing it with all of his might. A ponderous strike that cleanly crashes through shields.
Cooldown: One Post.
Flick of Disdain – Ogremon reaches forward, about to deck his opponent in the face, before changing his mind and flicking them in a fake-out. A demoralizing attack that hinders an opponent’s fighting spirit.
Duration: Three Posts.
Cooldown: One Post.
Oni’s Secret Sauce – Ogremon takes a big swig of a gourd left hidden on his person, belching out a quintent of fireballs after he finishes. They travel in a spread-like pattern, making the move most dangerous up close.
Ogre Pose: Raging Fire – Ogremon raises his club to the sky and flexes, letting his burning passion show in the intensity of his pose. His club catches fire, leaving behind painful burns on any he hits with it. If used in concert with another pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Asuramon
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Appearance:
Mercenary Champion #1: Hyogamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Ogrethinking – Hyogamon always has something on his mind. As the wannabe tactician of the group, it’s his job. If Hyogamon hasn’t attacked on his last post, he gains a substantial attack boost on his current post.
Magnitude: 2x Attack Boost.
Ogreflow – Hyogamon opens his mouth, spewing out inordinate amounts of water in his opponent’s general direction. He can keep at this for a surprisingly long amount of time before losing his breath, gushing out water for up to three posts.
Max Duration: 3 Posts (Can End Early).
Cooldown: One Post.
Ice Slick – Hyogamon points his club at the ground, sending a beam of frost at it. The stricken area expands into a super-slick patch of ice. Only ice Digimon can travel on it without slipping and sliding around.
Effect Size: 5-foot Radius.
Duration: Four Posts.
Cooldown: One Post.
Frost Knuckle – Hyogamon shakes his fist, crystals of ice protruding from the metal studs on his knuckles. He can deliver a quick jab before using another attack or put all his force into a wild haymaker.
Ogre Pose: Chill Out – Hyogamon poses, shaking ice crystals from his hair like he’s in a shampoo commercial. An aura of cold surrounds him, lightly damaging and slightly slowing any Digimon within arm’s reach of him. If used in concert with another pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Ogre Pose: Coursing River – Hyogamon bends in strangely acrobatic ways, equal parts flexible and muscular. His movement speed increases substantially, as well as his jumping height. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Speed and Jump Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Asuramon
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Appearance:
Mercenary Champion #2: Fugamon (TO BE PURCHASED)
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Ogreweight – Fugamon is the solid, reliable core of the trio, keeping the loudmouth and the brainiac in check with pure, stubborn force. He is very difficult to push around, standing firm against attacks that knock other Champions around.
Ogrecharge – Fugamon waves his shaman’s staff around, a mysterious light settling around a teammate of his choice. Their bodies are filled with the earth’s energy, preventing them from feeling fatigue for up to three posts. Using this on the same teammate twice in a row is . . . unwise.
Duration: Three Posts.
Cooldown: One Post (plus another two posts for the target to recover).
Diamond Dust – Fugamon kicks up a sandstorm with a few hefty swings of his club. While this attack doesn’t have much force or mass to it, it deals steady damage to anyone within its path.
Brofist – Fugamon punches the ground, sending a rumbling beneath the feet of his target. Within a few seconds a great stone fist bursts from the earth, sending them flying sky high if they are unfortunate enough to still stand there.
Ogre Pose: Pump Up – Fugamon poses in a daring fashion, pointing at his opponents threateningly. His already-stable defense becomes even more focused, making it almost impossible to interrupt him in mid-attack. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Defense Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Ogre Pose: Great Typhoon – Fugamon flexes, deadlifting his club as if it was weightless. The force behind his attacks increases strongly, allowing them to knock around other champions on a solid impact. If used in concert with another pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Asuramon
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Appearance:
Ultimate: Asuramon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: Demon Man
Abilities:
Five-Second Pose – Asuramon is an amalgamate of the three Ogremon brothers, manifested through the three faces surrounding Asuramon’s head; Ogremon for the red face of Wrath, Fugamon for the yellow face of Blessings, and Hyogamon for the blue face of Mercy. They can only fuse if in close radius of each other, and if an Ogremon is KO’d or their corresponding face is broken by a powerful attack Asuramon is weakened. It loses a third of the boosted awareness it gains for having three heads, and certain moves lose their effectiveness. In exchange for these drawbacks, Asuramon benefits from having literal eyes in the back of his head. He is very difficult to sneak up on or catch unaware, and he is capable of doing significant amounts of multitasking. It's almost as if these three pea-brains add up to one whole brain!
Storm, Earth, and Fire – Asuramon’s three faces each represent an element; Wrath represents fire, Blessings represents earth, and Mercy represents ice. By rotating which face currently sits at the centermost position, Asuramon can change which elemental affinity his attacks harness. Breaking one of Asuramon’s faces leaves its element unusable. Ex; without the face of Mercy, only fire and earth affinities can be switched between.
Tri-Formation – Asuramon splits into three copies of itself, each with only one face and elemental affinity. These Asuramon are three quarters the size and half the strength of the genuine article, but are capable of acting independently. Only intact faces can split into copies. Ex; if the face of Blessings is broken, only two Asuramon will come from the split.
Duration: Four Posts.
Cooldown: Two Posts.
Fist of the God-King – Asuramon punches a single spot repeatedly, trading pure power for speed and precision. Typically used to clobber an opponent’s vital areas or further damage an already-worn bodypart.
Asura Tornado – Asuramon waves his arms, sending a tornado laced with elemental power at his opponents. Depending on the currently active face, the tornado is either wreathed in flame, surrounded by a sandstorm, or filled with shards of ice.
Demon Pose: Armed – Aren’t Asura associated six arms? They are! Asuramon flexes with enough force to space out his arms, allowing a third pair made of pure elemental energy to adhere to the space left between. These arms are magma, stone, or ice, depending on the active face. If used in concert with any pose besides Armed, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Demon Pose: Dangerous – Asuramon poses as if lifting the earth upon his shoulders, the elements themselves rising up to protect him. A ring of flames, stone shards, or freezing winds, depending on the active face, swirls around Asuramon to lash out at any Digimon close to him. If used in concert with any other pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: AncientVolcamon
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Appearance:
Mega: AncientVolcamon
Attribute: Virus
Family/ies: Metal Empire
Type: Ancient Ore
Abilities:
Chip Away - AncientVolcamon’s shell is incredibly hard and resistant to damage, but successive hits chip away at the hardest outer layers and reveal more vulnerable ones beneath. As the fight rages on AncientVolcamon’s defenses go from far above average to soft and brittle.
Magnitude: 2x Defense Boost, lowers by 15% each hit.
Metamorphic Rock – AncientVolcamon’s huge shell is the perfect source of protection for a Digicore undergoing a shift in form. AncientVolcamon’s Digivolutions or de-Digivolutions occur within the safety of this armored shell, making the transformation less vulnerable. AncientVolcamon’s form can be held onto for up to three posts, at which point the shell falls apart and ejects whichever form AncientVolcamon chooses to take.
On A Roll – AncientVolcamon pulls all of its limbs into its stone body, rolling around the battlefield like a giant ball. Anyone in his way risks being crushed by a giant weight.
Nitro Boost – AncientVolcamon has a giant volcano on his back, and he isn’t afraid to use it. He can erupt the volcano in a quick puff in order to gain a massive, somewhat uncontrollable boost of speed. This move can also be paired with an attack, but this increases the cooldown by one post.
Cooldown: One Post, Two Posts (paired with another move)
Kraka-Tower – AncientVolcamon turns away from his opponent, tensing up every muscle in his body before firing a massive stream of lava at his opponents. The stream has a surprisingly far range but is very slow to fire, making it more like artillery than a close combat strike.
Earthen Limbs – AncientVolcamon slams his arms into the ground, penetrating them through the ground. His hands can emerge anywhere within a 50-foot radius of his current position, allowing him to make melee strikes from afar. If he can fit an object or Digimon in his clenched fist, it can follow him through the ground.
Effect Size: 50-foot Radius
Cooldown: One Post.
Big Splash – AncientVolcamon leaps surprisingly high into the air, falling spread-eagle on anyone unfortunate enough to be below him. This attack doesn’t need any explanation. He’s just damn huge.
Stone Groupies: Conduit - AncientVolcamon raises four statues from the ground, each topped with a giant crystal for a head. They strike a pose, energy arcing from their crystals to empower AncientVolcamon. AncientVolcamon’s strength and speed increase for each statue empowering it, but they can be shattered with a single hit to weaken the buff.
Magnitude: 50% Strength and Speed Boost Per Statue, Max 3x Strength and Speed Boost.
Duration: Five Posts.
Cooldown: Two Posts.
Stone Groupies: Mob ‘Em - AncientVolcamon raises four statues from the ground, each topped with a giant crystal for a head. Unlike the Conduit statues these are fighters, lashing out with the strength of a basic Ultimate attack at whoever last attacks AncientVolcamon. Much like the Conduit statues, a single, solid hit shatters them.
Duration: Five Posts.
Cooldown: Two Posts.
Digivolves To: Titamon
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Appearance:
Super Mega: Titamon
Attribute: Virus
Family/ies: Nature Spirits
Type: God Man
Abilities:
Clash of the Titas – Titamon loves a good clash of strength, and will take an opponent blocking him as a challenge to try harder next time. When an attack of Titamon’s is blocked or countered he gains a fairly strong boost to his next attack. Its only good for the very next attack, however, so he’d better make it count.
Magnitude: 33% Attack Boost.
Army of the Forsaken – Titamon’s hatred is so strong that it rouses the dead themselves to follow in his wake. The wraithlike spirits of forgotten Digimon follow him into battle, swarming at the last foe that Titamon attacks. They have the attacking strength of a basic Ultimate attack, and are dispersed in a single hit. Titamon starts with three ancestral spirits, and another regenerates each point until a maximum of 7 are reached.
Fist of the Godslayer – Titamon focuses his rage into a brutal punch, echoing that of Leomon’s Fist of the Beast King. A burst of energy in the shape of his face flies a short range from his hand. This move can be used on its own, or can follow up another move at the cost of gaining a cooldown.
Cooldown: One Post (if used for a followup.)
Titanic Stomp – Titamon’s feet are powerful enough to cause the earth itself to shift. After a heavy stomp a ring of jagged spikes emerges from the ground around Titamon, impaling any opponents too close to him.
Effect Range: 25 Feet.
Core Eradicator – Titamon’s Zanjintou is said to be so powerful that it can cleave through armor and bone alike, hitting an opponent right in their Digicore. He puts all of his energy into this strike to try and realize that legend. This moves smashes cleanly through any shield. If it goes unblocked and hits anyway, it strikes the target’s core for critical damage.
Cooldown: Two Posts.
World Breaker – Titamon’s sword is strong enough to cleave the gods. What chance does their creation have? He strikes the earth, creating a gash 15 feet wide by 100 feet long. A wall of flames erupts from the gash, shooting high into the sky. Upon the move’s finish the gash seals back up, leaving little more than a faint scar.
Effect Size: 100 Foot x 15 Foot Gash.
Duration: Four Posts.
Cooldown: Two Posts.
Rise From Your Graves – Titamon plants his sword into the ground, its corrupting energies causing more lost souls to emerge. Titamon immediately gains three spirits, and he now generates two per post instead of one. However, while this move is in use, he cannot use his sword without interrupting it.
Duration: Three Posts.
Cooldown: Two Posts.
God Pose: Valhalla – Titamon and his lost souls pose triumphantly, Titamon blowing a challenge on the horn of battle. Empower by the love of battle, he recovers a quarter of the damage he and his spirits deal as health.
Magnitude: 25% Damage Dealt.
Duration: Four Posts.
Cooldown: Three Posts.
God Pose: Ragnarok – Titamon and his lost souls pose sinisterly, their peaceful blue aura turning a menacing red. Titamon gains a large boost in attack power, and his spirits deal damage equivalent to basic Mega attacks rather than Ultimate ones.
Magnitude: 3x Attack Power.
Duration: Four Posts.
Cooldown: Three Posts.
Maw of Damned Souls – Titamon’s ultimate technique. Titamon slices open a path to the realm of the damned with his Zanjintou, fueled by the essence of every lost soul that has fallen in battle so far. The rift sucks opponents in, chewing them up and spitting them out for major damage. The move’s power is based on how many of Titamon’s spirits have fallen; it does very little damage at 1 soul, but does absolutely devastating damage at 25 souls.
Cooldown: Three Posts.
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Optional Digivolution: Digimental of Hype
Appearance:
Armor Champion: Tankmon
Attribute: Data
Family/ies: Metal Empire
Type: Cyborg
Abilities:
Driver's Seat – Tankmon may be self-aware, but he's still a badass ride to cruise around in first and foremost. For this reason, he is totally fine with giving a ride to any Digimon of Champion or lower. In addition to the perks the rider would get (namely, being able to take cover behind Tankmon's big, stupid face and not having to walk places on their own), Tankmon can copy their elemental affinity and use it to bolster his attacks.
I'm The Armory Now - Tankmon has an ammunition type for every occasion. Or, at the very least, a few occasions. By applying special ammunition to an attack, he increases its cooldown by 1 post. The ammo types are as follows;
Rapid Fire, increasing the firing speed of his bullets and turning his bombs and missiles into cluster bombs.
Explosive, making his bullets into explosive rounds and increasing the explosion radius of his bombs and missiles.
Incendiary, making his bullets deal residual fire damage for 1 post and having his bombs and missiles leave a pool of fire on impact for 1 post.
Beanbag, replacing all of his attacks with mostly harmless beanbags, tennis balls, and other junk.
Cooldown: +1 Post.
Dakka Dakka Dakka! – Tankmon fires the its hand cannons at full-auto, peppering foes in a hail of gunfire. The volume of fire is so intense that Tankmon can barely control it, but he likes it that way.
Lets Turn Up The Heat! – The jagged mouth on the underside of Tankmon's tank opens up, spewing flames haphazardly. Tankmon can hold onto this ability for up to three posts, but doing so will overheat him and cause quite a bit of pain.
Cooldown: One Post.
Bombs Away! - Tankmon spins out and opens the trunk of his tank, launching a trio of bombs at his opponents. They take one post to detonate, and are sturdy enough to survive impact from at least one Champion-level attack before detonating. SnowGoblimon and Shamamon can juggle these with Batter Up.
Cooldown: One Post.
It's The Big One! – Tankmon fires a massive missile from the cannon on his nose. It's big, it's fast, it's deadly, and it has a stupid Ogremon face drawn on the front. Easily Tankmon's most dangerous attack.
Cooldown: Two Posts.
Tank Pose: 'Ere We Go! – Tankmon does donuts in a circle while firing his hand cannons into the air, getting all fired up for his latest mission. Attack speed and movement speed drastically increase, but at the cost of losing almost all control over accuracy and movement handling. If used in concert with any other pose move, their effects are shared. Even if the recipient doesn't have a motor. The speed boost from this move overrides the boost from Grace! or Coursing River!
Magnitude: 3x Speed and Attack Speed Bonus.
Duration: Three Posts.
Cooldown: Two Posts.
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Optional Digivolution: Digimental of Obstinance
Appearance:
Armor Ultimate: Gigasmon
Attribute: Virus
Family/ies: Nature Spirits
Type: Mineral
Abilities:
Stonesmith - Gigasmon can manipulate the earth to become tools of his choice. Naturally, with Gigasmon having the imagination of a flea, this boils down to weapons and weapons alone. So long as the resulting "tool" is a melee weapon he can heft in one hand, Gigasmon is capable of crafting it from his surroundings. These weapons are as sturdy as their steel counterparts, yet turn to dust and dirt the second they leave Gigasmon's hand.
Rumble Fist - Gigasmon swings his fist back for a hefty haymaker, all while vibrating as if having his own personal earthquake. While it hits for explosive levels of force, the huge windup makes it tricky to land and it takes a while to recover from the force of the swing. A high-risk, high-reward strike.
Pocket Sand - Gigasmon, in a moment of frustration, flings a handful of sand and tiny rocks in his opponent's face. While very weak, it is badly uncomfortable and can leave an opponent blinded at a critical moment.
Duration: One Post.
Cooldown: Two Posts.
Catch and Release - Gigasmon catches an opponent's projectile attack between his freakishly large hands. He can either throw it back at them for a counter, or crush it between his grip in order to show off his strength and rippling muscles. Either way, he takes reduced (albeit still some) damage from the attack.
Magnitude: 50% Damage Reduction.
Cooldown: One Post.
Elbow Rush - Gigasmon springs forward at great speeds, aiming a jagged elbow right at his opponent's center of mass. Compared to his usual slow attacks, this one is almost startlingly quick. However, his short, stumpy legs mean he cannot advance very far when using this move.
Gigas Pose: Rock Solid - Gigasmon poses, drawing nearby rocks to cover his already-solid body. His limber profile becomes much bulkier as he surrounds himself in a shell of rocky armor. While he gains a substantial bonus to his defense, successive attacks from opponents will chip it away with ease. If used in concert with any other pose move, their effects are shared. The defense boost from this move overrides the boost from Heavy! or Pump Up.
Magnitude: 3x Defense Boost, lowers by 50% each hit.
Duration: Three Posts.
Cooldown: Two Posts.
Gigas Pose: Shale Spines - Gigasmon flexes so hard that the spines on his back, head, shoulders, and fists all start to protrude outward. With practically all of Gigasmon covered in these jagged spikes, approach becomes very difficult. Hitting Gigasmon with one's bare hands (or other bare body parts) deals damage right back to the aggressor. If used in concert with any other pose move, their effects are shared.
Magnitude: 33% Damage Returned.
Duration: Three Posts.
Cooldown: Two Posts.
Default Form: Ogremon
Gender: Male
Alignment: Chaotic Neutral
Skills/Talents: Ogremon and both of his bros can deadlift their weight four times over, and also eat a comparable amount. In addition, each has their own strong suits. Ogremon can sleep for 23 hours in a day without getting fatigued and can whistle really, really poorly. Hyogamon can rub his head while patting his belly and do a full split. Fugamon can recite the alphabet backwards, or at least 75% of it, and knows the lyrics to all of their favorite songs by heart.
Inventory:
- Championship Belts:
- An Obnoxious Boombox:
- Beach Volleyball in a Box:
- A Heart-Shaped Locket:
Personality: The Ogrelords are rather simple souls, all things considered. They like to fight, they like to eat, and they like buying big, flashy things. Preferably, they like to flex while doing all of this, because the Ogrelords are nothing if not huge showoffs. They are braggarts to a T, to the point of taking credit for things they haven't done just for the satisfaction of it all. However, the second people stop listening, they usually drop the act. Reactions, positive and negative alike, are their life's blood. Where's the fun in bragging in boasting if nobody's gonna have anything to say about it?
The Ogrelords are rarely content to stick with just bragging and boasting, however. Acting is way more fun! Whether stomping their way through the battlefield, playing the ultimate sport of beach volleyball, or living vicariously through it all via movies filled with explosions, the Ogrelords are always in search of their latest adrenaline fix. Sometimes this can be as simple as demanding a fight out of people smaller than them. At other times, they come up with overly complex scams and schemes for the sake of finding new and exciting fights. They may not be the sharpest tools in the shed, or even anywhere close to that, but with the proper motivation they can be surprisingly clever. Heck, if promised a big enough fight at the end, they can even be downright heroic. Their only true allegiances lie with each other and adrenaline. Alignments and factions are all just distractions along the way.
Extremes tend to be fixtures in the Ogrelord' life, with each experience they hunt for needing to be bigger and better than the last. They can't just eat; they have to feast. They can't just fight; they have to go wild. They can't just listen to music; they need to blast the damn roof off. For this reason, they can be exciting for brief periods of time but somewhat unbearable in large doses. These extremes are rarely carried out with any regard for anyone else around them, whether in public or in private, and tend to come paired with laughter or mockery when asked to stop. In their eyes, life's an experience, and if you aren't charging into it headfirst you're doing it wrong. It might be a decent philosophy, but they can be jerks about it.
Ogremon is the "eldest" of the three (by about 5 seconds), and he likes to fancy himself the leader. He makes the plans, splits the loot, and even organizes the movie nights. He's a major hothead, and while he claims he's the one responsible for keeping his brothers from fighting he often gets dragged into their squabbles twice as hard. Nevertheless, by slamming their heads together and telling them to knock it off, he tends to get them to stop one way or another. He tends to be a bit of a dreamer, and often chases after even the most absurd of ideas just because he wants to see what happens. Sometimes this goes really well for the trio, and sometimes it explodes in their faces. Nevertheless, these chases are usually done on the backs of his brothers. He's very lazy, and will often drift off to sleep while ordering the other two to handle it for him.
In contrast to his more short-fused brothers, Hyogamon is nearly unflappable. Any slight, no matter how major, is met with a pun. So is every compliment. In fact, any sort of emotion that isn't clowning around seems to be absent from Hyogamon's vocabulary. He is easily the more relaxed of the trio, and tends to decompress while the others are busy grandstanding and making chaos. Despite this, his refusal to back down from increasingly bad jokes tends to leave him picking more fights than the other two combined. He is somewhat vain, and tends to take advantage of his icy abilities to admire himself in their reflection. If you ask him, he easily has the most luxurious hair compared to his brothers. He rarely asks questions or pushes the envelope, preferring to follow rather than lead. After all, why bring the extra stress of making decisions into his life?
Finally, Fugamon is the contrarian of the trio. Above all else he is stubborn and steadfast, digging his heels into the ground over even the pettiest of arguments. When he has a problem with Ogremon's plans or Hyogamon's jokes he makes it abundantly clear, whether voicing an alternative or just calling them a bunch of stupid gits. He likes to fancy himself and intellectual, and tends to use big-sounding words with little to no consideration for what they actually mean. When called out on this, he simply responds with more misused words until his accuser gives up out of frustration. Of all the Ogrelords he is the one most willing to get his hands dirty, often tossing his staff aside for some good old fashioned fisticuffs. That said, if he feels his lazy brothers aren't doing their share, he'll whack them upside the head and tell them to get moving.
Personal History: The Ogrelords were three Digimon that hatched out of the same egg, brothers-in-arms since the day they awoke. Of course, their rivalries are every bit as old as they are. Even as Botamon they butted heads, figuratively and literally, over who got to hatch first. The one who would later be Ogremon was the first to make his way out of the egg, but it was one close race. Who knows what the Ogrelords could have been called otherwise? Naturally, the first thing they did when out of the egg was slap-fight each other, then the second thing they did was fall in a heap laughing about it. Since that day, they were inseparable.
The Village of Beginnings tended to be on the quiet end of things, but the Ogrelords didn't exactly have patience for that. Things like "bedtimes" and "being quiet" were so boring, and after a day or two of trying to be sleepy babies they gave up and started letting their true, more rambunctious colors show. It turned out that didn't exactly endear you to the rest of the Village's population. The younger Digimon tended to cry from the disturbance, and the older ones just got annoyed by their antics. Soon the Ogrelords were relatively friendless, having only each other to rely on. Then again, who else would they have relied on? They loved themselves way too much for that!
The second they were Rookie level, they told the rest of the Village that they were bailing. It wasn't anything personal, they promised. They just had far, far better things to do than sit around with a bunch of babies all day, and they needed to get out as soon as possible to get that journey underway. Their triumphant walk away from the village lasted for about five seconds before Goblimon turned to his two brothers, asking what the heck their plan was. It turned out none of the three had actually come up with anyt ideas, instead sitting around and bellowing at each other about how great they were going to be. They considered crawling back to the village with their tails between their legs so they could at least plan under a warm roof, but they were far too stubborn to stick with that.
With nothing else to do, the trio decided to hit the next Trailmon to Whitewater City to try and find their fortune. If fortune could be attained by lounging around the beach, napping, and blaring obnoxious music, the Ogrelords would have easily become millionaires. Instead, they just kind of gained a reputation as good-for-nothing beach bums. It was all well and good at first, but after a few days Goblimon became quite antsy. Sitting around was getting really boring, and he decided that the next person to talk wise about them was going to "get what they had coming." When a few tourists laughed during a particularly ugly nap, Goblimon finally snapped and called them out.
What did he demand? Why, beach volleyball, of course!
It turned out having clubs to smack around the ball with was a pretty big advantage. Being able to smack the ball into people was an even bigger advantage. The Ogrelords won their first game of volleyball handily, a victory by DQ when one of their opponents was KO'd by a ball to the head and the other two quit in protest. Nobody really played volleyball with the Ogrelords since then, but that was okay. They could just play with each other, setting up a triangular net so all three of them could smash each other in the face at once. The other beachgoers seemed to think this was some sort of strange performance art, and flocked eagerly to see the Ogrelords wallop each other in the world's most pointlessly intense games of "volleyball" imaginable. Seeing a potential business to be had, the Ogrelords began charging for admission and even holding wagers over which brother would end up winning. The original plan was to take a dive to maximize earnings, but the three were all too stubborn and too stupid to stick with it.
Later, the Ogrelords expanded this to paid challenges. Beat the Ogrelords, get all the money they'd raised that day. Get beaten down, and you've gotta foot the bill to double their winnings. To many, it seemed like an easy bet. The Ogrelords were small and stupid, after all, even if they had no idea how to properly play. However, it turned out while they were laughable on their own, the trio were really nasty working in unison. Challenger after challenger was battered into submission, losing by KO just as often as they lost by points. Things only got worse when they properly hit adulthood. Whereas before they were small, weak looking Goblimon, now they were towering Ogremon. Challengers started drying up, but the ones that stuck around were far bigger and stronger. Whereas before the Ogrelords relished in the easy money, now they were in it for the thrill of the fight.
Maybe that was why they were approached by a talent scout for Jurassic Deathmatch Wrestling. They were buff, violent, and were making a minor name for themselves over their shenanigans in Whitewater. For the low price of signing away their names and moving to the less-than-scenic Folder Desert, the Ogrelords would get their shot of being true champions. They accepted readily, and for the first time truly christened themselves as the Ogrelords. After all, what kind of tag team didn't have a proper name?
It turned out hiring the Ogrelords was a bit of mistake. At first they were more than willing to play by the rules, but as their star power grew they started seeing themselves as too good for the business. It started with just getting a little too rough with other performers in the ring. Then it became refusing to lose matches they felt were beneath them. By the end of their tenure at Jurassic Deathmatch it was to the point of intentionally injuring the others, both backstage and in the ring. To the crowd, it all looked like part of the show. Jurassic Deathmatch was known for a violent, heavy-impact style, and they had done plenty of "injuries" in the ring in the past. MasterTyrannomon, who ran the arena, tried to get the Ogrelords to stop, but they flouted him every time. After all, they were rising up to become some of the biggest stars Jurassic Deathmatch had! They were too important to lose, so it was their way or the highway.
Unfortunately, their shtick was starting to war thin on the audience. No amount of posing, flexing, and grievous bodily harm could change the fact that they were getting stale, but everyone who could challenge their position ended up "mysteriously" injured. Business was waning, and MasterTyrannomon was starting to get quite fed up with them. On the night of Rage in a Cage, Jurassic Deathmatch's biggest event, the Ogrelords learned the hard way that turnabout was fair play. As the Ogrelords confidently strutted to the ring, they were ambushed by a swarm of rookies (in business terms, not Digimon terms) and taken down in a vicious match. The Ogrelords tried everything they could to hold onto their gold. In desperation they even tried fusing, becoming Asuramon and wreaking havoc on the ring. However, a chair to the back of the head from MasterTyrannomon himself spelled their end. In one intense night, the canny promoter had set up a bunch of new arrivals and finally wiggled his company out from under their thumbs.
Needless to say, the Ogrelords were fired. And by fired, I mean they had the tar soundly beaten out of them and were kicked to the curb. The night seemed to wear on the Ogrelords heavily. Whether having burned themselves out with premature Digivolution or simply beaten too badly by their opponents, they found themselves incapable of taking any form higher than Goblimon by the time they woke up. Perhaps anyone else would've taken the time to re-evaluate their lives after such a tremendous change. The Ogrelords instead dismissed it as a setback. They may have lost everything, but that just meant they'd get to live through the chase again. They'd chase their fame, their fortune, and even their power again, and once they were back on top they'd rub it right in MasterTyrannomon's stupid face! Heads held high, they walked away from Jurassic Deathmatch.
Then they stopped short, turning to each other and asking what their new plan was. They say to this day, the Ogrelords are still trying to figure it out.
DIGIMON'S INITIAL EVOLUTION LINE
Appearance:
Fresh: Botamon
Attribute: Data
Family/ies: Metal Empire
Type: Slime
Abilities:
Bota Ball – Botamon inhales a ton of air, becoming buoyant enough to bounce and roll around. This is sometimes useful? Maybe?
Digivolves To: Pagumon (all 3)
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Appearance:
In-Training: Pagumon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Lesser
Abilities:
The Littlest Pose – Pagumon flexes its ears like a diminutive Hulk Hogan, trying to get itself hype for a battle. Its next attack becomes 5% stronger, thanks to how darn proud of itself it is.
Magnitude: 5% Attack Power Boost.
Duration: 1 Post.
Cooldown: 2 Posts.
Wind-‘em-up-Punch! – Pagumon swings its ear in large, exaggerated circles, building up momentum before hopping forward and punching with it. It hits with the force of a lightly lobbed tennis ball.
Digivolves To: Goblimon, SnowGoblimon (Merc 1), Shamamon (Merc 2)
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Appearance:
Rookie: Goblimon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Batter Up! – Goblimon creates a big ball of fire in his hand, flinging it into the air and whacking it with his club. Instead of whacking his own fireball, he can deflect one from SnowGoblimon or Shamamon to intensify its power. Each deflection doubles the fireball's power.
Fire Dance – More accurately known as Fire Tantrum. Goblimon jumps up and down, smashing the ground in front of him with his club. One post later it cracks open, exploding into flames where Goblimon started slamming.
Effect Size: Five-Foot Radius
Delay: One Post.
Cooldown: One Post.
Goblin Punch – The beauty of a misnamed move is that nobody sees it coming. Goblimon rushes forward, cruelly kicking an opponent in whatever area looks the most hurt or vulnerable. Does extra damage if a target is already wounded.
Gobli Pose: Muscle! – Goblimon flexes his muscles, letting them bulge out like a raging inferno. Goblimon’s attack and lifting strength increase while this move is in effect. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Attack Power and Lifting Strength Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Ogremon
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Appearance:
Mercenary Rookie #1: SnowGoblimon
Attribute: Virus
Family/ies: Nature Spirits
Type: Oni
Abilities:
Batter Up! – SnowGoblimon creates a big chunk of ice in his hand, flinging it into the air and whacking it with his club. Instead of whacking his own iceball, he can deflect one from Goblimon or Shamamon to intensify its power. Each deflection doubles the iceball's power.
Minty Fresh Breath – SnowGoblimon breathes on his opponents. Despite the name, it still smells as bad as most goblin breath. Any struck by the attack are chilled, their speed halved for one post.
Cooldown: One Post.
Pike Charge – SnowGoblimon charges his foe, using his spiked pickelhaube to try and skewer an opponent. Attacks rushed into head-on do slightly less damage, the force of impact dampened by the helmet.
Magnitude: 1.25x Defense Boost.
Cooldown: One Post.
Gobli Pose: Grace! – SnowGoblimon poses in a grandiose fashion, showing off his balance and dexterity. SnowGoblimon’s speed and agility increase while this move is in effect. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Speed and Agility Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Hyogamon
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Appearance:
Mercenary Rookie #2: Shamamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Batter Up! – Shamamon creates a big, hefty boulder in his hand, flinging it into the air and whacking it with his club. Instead of whacking his own boulder, he can deflect one from Goblimon or SnowGoblimon to intensify its power. Each deflection doubles the boulder's power.
Shamma Slamma – Shamamon summons a giant hand made of stone, shooting it forward by punching at the air. The sheer density of the fist makes it quite forceful, capable of knocking other Rookie-level Digimon away when hit.
Cooldown: One Post.
Bonemerang – Shamamon draws a bone from his belt, bending it before hurling it at an opponent. It’s far too unreliable to actually return to Shamamon, but it travels in tricky to predict arcs as it sails through the air.
Gobli Pose: Heavy! – Shamamon poses like a sumo wrestler, as unmovable as the earth itself. Shamamon’s defense and mass increase while this move is in effect. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Defense and Weight Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Fugamon
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Appearance:
Champion: Ogremon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Ogrelord – Ogremon is a natural commander. Okay, sure, his brothers challenge his authority all the time, but you’ll have to take my word for it. Instead of attacking, Ogremon can order one of his brothers to attack again instead. This may be used to apply a single buffing move to two different targets, but the move’s cooldown is doubled if used in such fashion.
Ogrereaction – Ogremon has a hair-trigger temper. He does not like being hit much. In fact, he doesn’t like it at all! The strength of his next attack is increased by half of the damage he has taken this post, within reasonable limit.
Magnitude: 50% Damage Taken (Cap 3x Attack Boost)
Ogrewhelm – Ogremon wreathes his club in flame, giving a pause for dramatic effect before bashing it with all of his might. A ponderous strike that cleanly crashes through shields.
Cooldown: One Post.
Flick of Disdain – Ogremon reaches forward, about to deck his opponent in the face, before changing his mind and flicking them in a fake-out. A demoralizing attack that hinders an opponent’s fighting spirit.
Duration: Three Posts.
Cooldown: One Post.
Oni’s Secret Sauce – Ogremon takes a big swig of a gourd left hidden on his person, belching out a quintent of fireballs after he finishes. They travel in a spread-like pattern, making the move most dangerous up close.
Ogre Pose: Raging Fire – Ogremon raises his club to the sky and flexes, letting his burning passion show in the intensity of his pose. His club catches fire, leaving behind painful burns on any he hits with it. If used in concert with another pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Asuramon
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Appearance:
Mercenary Champion #1: Hyogamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Ogrethinking – Hyogamon always has something on his mind. As the wannabe tactician of the group, it’s his job. If Hyogamon hasn’t attacked on his last post, he gains a substantial attack boost on his current post.
Magnitude: 2x Attack Boost.
Ogreflow – Hyogamon opens his mouth, spewing out inordinate amounts of water in his opponent’s general direction. He can keep at this for a surprisingly long amount of time before losing his breath, gushing out water for up to three posts.
Max Duration: 3 Posts (Can End Early).
Cooldown: One Post.
Ice Slick – Hyogamon points his club at the ground, sending a beam of frost at it. The stricken area expands into a super-slick patch of ice. Only ice Digimon can travel on it without slipping and sliding around.
Effect Size: 5-foot Radius.
Duration: Four Posts.
Cooldown: One Post.
Frost Knuckle – Hyogamon shakes his fist, crystals of ice protruding from the metal studs on his knuckles. He can deliver a quick jab before using another attack or put all his force into a wild haymaker.
Ogre Pose: Chill Out – Hyogamon poses, shaking ice crystals from his hair like he’s in a shampoo commercial. An aura of cold surrounds him, lightly damaging and slightly slowing any Digimon within arm’s reach of him. If used in concert with another pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Ogre Pose: Coursing River – Hyogamon bends in strangely acrobatic ways, equal parts flexible and muscular. His movement speed increases substantially, as well as his jumping height. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Speed and Jump Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Asuramon
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Appearance:
Mercenary Champion #2: Fugamon (TO BE PURCHASED)
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Oni
Abilities:
Ogreweight – Fugamon is the solid, reliable core of the trio, keeping the loudmouth and the brainiac in check with pure, stubborn force. He is very difficult to push around, standing firm against attacks that knock other Champions around.
Ogrecharge – Fugamon waves his shaman’s staff around, a mysterious light settling around a teammate of his choice. Their bodies are filled with the earth’s energy, preventing them from feeling fatigue for up to three posts. Using this on the same teammate twice in a row is . . . unwise.
Duration: Three Posts.
Cooldown: One Post (plus another two posts for the target to recover).
Diamond Dust – Fugamon kicks up a sandstorm with a few hefty swings of his club. While this attack doesn’t have much force or mass to it, it deals steady damage to anyone within its path.
Brofist – Fugamon punches the ground, sending a rumbling beneath the feet of his target. Within a few seconds a great stone fist bursts from the earth, sending them flying sky high if they are unfortunate enough to still stand there.
Ogre Pose: Pump Up – Fugamon poses in a daring fashion, pointing at his opponents threateningly. His already-stable defense becomes even more focused, making it almost impossible to interrupt him in mid-attack. If used in concert with another pose move, their effects are shared.
Magnitude: 2x Defense Boost.
Duration: Three Posts.
Cooldown: Two Posts.
Ogre Pose: Great Typhoon – Fugamon flexes, deadlifting his club as if it was weightless. The force behind his attacks increases strongly, allowing them to knock around other champions on a solid impact. If used in concert with another pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: Asuramon
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Appearance:
Ultimate: Asuramon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: Demon Man
Abilities:
Five-Second Pose – Asuramon is an amalgamate of the three Ogremon brothers, manifested through the three faces surrounding Asuramon’s head; Ogremon for the red face of Wrath, Fugamon for the yellow face of Blessings, and Hyogamon for the blue face of Mercy. They can only fuse if in close radius of each other, and if an Ogremon is KO’d or their corresponding face is broken by a powerful attack Asuramon is weakened. It loses a third of the boosted awareness it gains for having three heads, and certain moves lose their effectiveness. In exchange for these drawbacks, Asuramon benefits from having literal eyes in the back of his head. He is very difficult to sneak up on or catch unaware, and he is capable of doing significant amounts of multitasking. It's almost as if these three pea-brains add up to one whole brain!
Storm, Earth, and Fire – Asuramon’s three faces each represent an element; Wrath represents fire, Blessings represents earth, and Mercy represents ice. By rotating which face currently sits at the centermost position, Asuramon can change which elemental affinity his attacks harness. Breaking one of Asuramon’s faces leaves its element unusable. Ex; without the face of Mercy, only fire and earth affinities can be switched between.
Tri-Formation – Asuramon splits into three copies of itself, each with only one face and elemental affinity. These Asuramon are three quarters the size and half the strength of the genuine article, but are capable of acting independently. Only intact faces can split into copies. Ex; if the face of Blessings is broken, only two Asuramon will come from the split.
Duration: Four Posts.
Cooldown: Two Posts.
Fist of the God-King – Asuramon punches a single spot repeatedly, trading pure power for speed and precision. Typically used to clobber an opponent’s vital areas or further damage an already-worn bodypart.
Asura Tornado – Asuramon waves his arms, sending a tornado laced with elemental power at his opponents. Depending on the currently active face, the tornado is either wreathed in flame, surrounded by a sandstorm, or filled with shards of ice.
Demon Pose: Armed – Aren’t Asura associated six arms? They are! Asuramon flexes with enough force to space out his arms, allowing a third pair made of pure elemental energy to adhere to the space left between. These arms are magma, stone, or ice, depending on the active face. If used in concert with any pose besides Armed, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Demon Pose: Dangerous – Asuramon poses as if lifting the earth upon his shoulders, the elements themselves rising up to protect him. A ring of flames, stone shards, or freezing winds, depending on the active face, swirls around Asuramon to lash out at any Digimon close to him. If used in concert with any other pose move, their effects are shared.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: AncientVolcamon
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Appearance:
Mega: AncientVolcamon
Attribute: Virus
Family/ies: Metal Empire
Type: Ancient Ore
Abilities:
Chip Away - AncientVolcamon’s shell is incredibly hard and resistant to damage, but successive hits chip away at the hardest outer layers and reveal more vulnerable ones beneath. As the fight rages on AncientVolcamon’s defenses go from far above average to soft and brittle.
Magnitude: 2x Defense Boost, lowers by 15% each hit.
Metamorphic Rock – AncientVolcamon’s huge shell is the perfect source of protection for a Digicore undergoing a shift in form. AncientVolcamon’s Digivolutions or de-Digivolutions occur within the safety of this armored shell, making the transformation less vulnerable. AncientVolcamon’s form can be held onto for up to three posts, at which point the shell falls apart and ejects whichever form AncientVolcamon chooses to take.
On A Roll – AncientVolcamon pulls all of its limbs into its stone body, rolling around the battlefield like a giant ball. Anyone in his way risks being crushed by a giant weight.
Nitro Boost – AncientVolcamon has a giant volcano on his back, and he isn’t afraid to use it. He can erupt the volcano in a quick puff in order to gain a massive, somewhat uncontrollable boost of speed. This move can also be paired with an attack, but this increases the cooldown by one post.
Cooldown: One Post, Two Posts (paired with another move)
Kraka-Tower – AncientVolcamon turns away from his opponent, tensing up every muscle in his body before firing a massive stream of lava at his opponents. The stream has a surprisingly far range but is very slow to fire, making it more like artillery than a close combat strike.
Earthen Limbs – AncientVolcamon slams his arms into the ground, penetrating them through the ground. His hands can emerge anywhere within a 50-foot radius of his current position, allowing him to make melee strikes from afar. If he can fit an object or Digimon in his clenched fist, it can follow him through the ground.
Effect Size: 50-foot Radius
Cooldown: One Post.
Big Splash – AncientVolcamon leaps surprisingly high into the air, falling spread-eagle on anyone unfortunate enough to be below him. This attack doesn’t need any explanation. He’s just damn huge.
Stone Groupies: Conduit - AncientVolcamon raises four statues from the ground, each topped with a giant crystal for a head. They strike a pose, energy arcing from their crystals to empower AncientVolcamon. AncientVolcamon’s strength and speed increase for each statue empowering it, but they can be shattered with a single hit to weaken the buff.
Magnitude: 50% Strength and Speed Boost Per Statue, Max 3x Strength and Speed Boost.
Duration: Five Posts.
Cooldown: Two Posts.
Stone Groupies: Mob ‘Em - AncientVolcamon raises four statues from the ground, each topped with a giant crystal for a head. Unlike the Conduit statues these are fighters, lashing out with the strength of a basic Ultimate attack at whoever last attacks AncientVolcamon. Much like the Conduit statues, a single, solid hit shatters them.
Duration: Five Posts.
Cooldown: Two Posts.
Digivolves To: Titamon
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Appearance:
Super Mega: Titamon
Attribute: Virus
Family/ies: Nature Spirits
Type: God Man
Abilities:
Clash of the Titas – Titamon loves a good clash of strength, and will take an opponent blocking him as a challenge to try harder next time. When an attack of Titamon’s is blocked or countered he gains a fairly strong boost to his next attack. Its only good for the very next attack, however, so he’d better make it count.
Magnitude: 33% Attack Boost.
Army of the Forsaken – Titamon’s hatred is so strong that it rouses the dead themselves to follow in his wake. The wraithlike spirits of forgotten Digimon follow him into battle, swarming at the last foe that Titamon attacks. They have the attacking strength of a basic Ultimate attack, and are dispersed in a single hit. Titamon starts with three ancestral spirits, and another regenerates each point until a maximum of 7 are reached.
Fist of the Godslayer – Titamon focuses his rage into a brutal punch, echoing that of Leomon’s Fist of the Beast King. A burst of energy in the shape of his face flies a short range from his hand. This move can be used on its own, or can follow up another move at the cost of gaining a cooldown.
Cooldown: One Post (if used for a followup.)
Titanic Stomp – Titamon’s feet are powerful enough to cause the earth itself to shift. After a heavy stomp a ring of jagged spikes emerges from the ground around Titamon, impaling any opponents too close to him.
Effect Range: 25 Feet.
Core Eradicator – Titamon’s Zanjintou is said to be so powerful that it can cleave through armor and bone alike, hitting an opponent right in their Digicore. He puts all of his energy into this strike to try and realize that legend. This moves smashes cleanly through any shield. If it goes unblocked and hits anyway, it strikes the target’s core for critical damage.
Cooldown: Two Posts.
World Breaker – Titamon’s sword is strong enough to cleave the gods. What chance does their creation have? He strikes the earth, creating a gash 15 feet wide by 100 feet long. A wall of flames erupts from the gash, shooting high into the sky. Upon the move’s finish the gash seals back up, leaving little more than a faint scar.
Effect Size: 100 Foot x 15 Foot Gash.
Duration: Four Posts.
Cooldown: Two Posts.
Rise From Your Graves – Titamon plants his sword into the ground, its corrupting energies causing more lost souls to emerge. Titamon immediately gains three spirits, and he now generates two per post instead of one. However, while this move is in use, he cannot use his sword without interrupting it.
Duration: Three Posts.
Cooldown: Two Posts.
God Pose: Valhalla – Titamon and his lost souls pose triumphantly, Titamon blowing a challenge on the horn of battle. Empower by the love of battle, he recovers a quarter of the damage he and his spirits deal as health.
Magnitude: 25% Damage Dealt.
Duration: Four Posts.
Cooldown: Three Posts.
God Pose: Ragnarok – Titamon and his lost souls pose sinisterly, their peaceful blue aura turning a menacing red. Titamon gains a large boost in attack power, and his spirits deal damage equivalent to basic Mega attacks rather than Ultimate ones.
Magnitude: 3x Attack Power.
Duration: Four Posts.
Cooldown: Three Posts.
Maw of Damned Souls – Titamon’s ultimate technique. Titamon slices open a path to the realm of the damned with his Zanjintou, fueled by the essence of every lost soul that has fallen in battle so far. The rift sucks opponents in, chewing them up and spitting them out for major damage. The move’s power is based on how many of Titamon’s spirits have fallen; it does very little damage at 1 soul, but does absolutely devastating damage at 25 souls.
Cooldown: Three Posts.
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Optional Digivolution: Digimental of Hype
Appearance:
Armor Champion: Tankmon
Attribute: Data
Family/ies: Metal Empire
Type: Cyborg
Abilities:
Driver's Seat – Tankmon may be self-aware, but he's still a badass ride to cruise around in first and foremost. For this reason, he is totally fine with giving a ride to any Digimon of Champion or lower. In addition to the perks the rider would get (namely, being able to take cover behind Tankmon's big, stupid face and not having to walk places on their own), Tankmon can copy their elemental affinity and use it to bolster his attacks.
I'm The Armory Now - Tankmon has an ammunition type for every occasion. Or, at the very least, a few occasions. By applying special ammunition to an attack, he increases its cooldown by 1 post. The ammo types are as follows;
Rapid Fire, increasing the firing speed of his bullets and turning his bombs and missiles into cluster bombs.
Explosive, making his bullets into explosive rounds and increasing the explosion radius of his bombs and missiles.
Incendiary, making his bullets deal residual fire damage for 1 post and having his bombs and missiles leave a pool of fire on impact for 1 post.
Beanbag, replacing all of his attacks with mostly harmless beanbags, tennis balls, and other junk.
Cooldown: +1 Post.
Dakka Dakka Dakka! – Tankmon fires the its hand cannons at full-auto, peppering foes in a hail of gunfire. The volume of fire is so intense that Tankmon can barely control it, but he likes it that way.
Lets Turn Up The Heat! – The jagged mouth on the underside of Tankmon's tank opens up, spewing flames haphazardly. Tankmon can hold onto this ability for up to three posts, but doing so will overheat him and cause quite a bit of pain.
Cooldown: One Post.
Bombs Away! - Tankmon spins out and opens the trunk of his tank, launching a trio of bombs at his opponents. They take one post to detonate, and are sturdy enough to survive impact from at least one Champion-level attack before detonating. SnowGoblimon and Shamamon can juggle these with Batter Up.
Cooldown: One Post.
It's The Big One! – Tankmon fires a massive missile from the cannon on his nose. It's big, it's fast, it's deadly, and it has a stupid Ogremon face drawn on the front. Easily Tankmon's most dangerous attack.
Cooldown: Two Posts.
Tank Pose: 'Ere We Go! – Tankmon does donuts in a circle while firing his hand cannons into the air, getting all fired up for his latest mission. Attack speed and movement speed drastically increase, but at the cost of losing almost all control over accuracy and movement handling. If used in concert with any other pose move, their effects are shared. Even if the recipient doesn't have a motor. The speed boost from this move overrides the boost from Grace! or Coursing River!
Magnitude: 3x Speed and Attack Speed Bonus.
Duration: Three Posts.
Cooldown: Two Posts.
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Optional Digivolution: Digimental of Obstinance
Appearance:
Armor Ultimate: Gigasmon
Attribute: Virus
Family/ies: Nature Spirits
Type: Mineral
Abilities:
Stonesmith - Gigasmon can manipulate the earth to become tools of his choice. Naturally, with Gigasmon having the imagination of a flea, this boils down to weapons and weapons alone. So long as the resulting "tool" is a melee weapon he can heft in one hand, Gigasmon is capable of crafting it from his surroundings. These weapons are as sturdy as their steel counterparts, yet turn to dust and dirt the second they leave Gigasmon's hand.
Rumble Fist - Gigasmon swings his fist back for a hefty haymaker, all while vibrating as if having his own personal earthquake. While it hits for explosive levels of force, the huge windup makes it tricky to land and it takes a while to recover from the force of the swing. A high-risk, high-reward strike.
Pocket Sand - Gigasmon, in a moment of frustration, flings a handful of sand and tiny rocks in his opponent's face. While very weak, it is badly uncomfortable and can leave an opponent blinded at a critical moment.
Duration: One Post.
Cooldown: Two Posts.
Catch and Release - Gigasmon catches an opponent's projectile attack between his freakishly large hands. He can either throw it back at them for a counter, or crush it between his grip in order to show off his strength and rippling muscles. Either way, he takes reduced (albeit still some) damage from the attack.
Magnitude: 50% Damage Reduction.
Cooldown: One Post.
Elbow Rush - Gigasmon springs forward at great speeds, aiming a jagged elbow right at his opponent's center of mass. Compared to his usual slow attacks, this one is almost startlingly quick. However, his short, stumpy legs mean he cannot advance very far when using this move.
Gigas Pose: Rock Solid - Gigasmon poses, drawing nearby rocks to cover his already-solid body. His limber profile becomes much bulkier as he surrounds himself in a shell of rocky armor. While he gains a substantial bonus to his defense, successive attacks from opponents will chip it away with ease. If used in concert with any other pose move, their effects are shared. The defense boost from this move overrides the boost from Heavy! or Pump Up.
Magnitude: 3x Defense Boost, lowers by 50% each hit.
Duration: Three Posts.
Cooldown: Two Posts.
Gigas Pose: Shale Spines - Gigasmon flexes so hard that the spines on his back, head, shoulders, and fists all start to protrude outward. With practically all of Gigasmon covered in these jagged spikes, approach becomes very difficult. Hitting Gigasmon with one's bare hands (or other bare body parts) deals damage right back to the aggressor. If used in concert with any other pose move, their effects are shared.
Magnitude: 33% Damage Returned.
Duration: Three Posts.
Cooldown: Two Posts.