Amy's Eldritch Corner
Oct 8, 2017 1:26:57 GMT
Post by Amelie on Oct 8, 2017 1:26:57 GMT
For further reference, I'll list here the moves Amy's currently attained forms have learned for the purposes of various of their abilities.
General Database:
—Passive Abilities
——Blood Drive [Adult/Champion level]: Each hit into a target gives this digimon more energy. If this Digimon hits a target two posts in a row, it is capable of using a second attack, at half-strength, on its next turn. It then requires a Single Post Cooldown before Blood Drive will be able to begin again.
——Brand [Perfect/Ultimate level]: At the start of combat, this digimon targets an individual, a glyph appearing on their body. This digimon gains a moderate amount of bonus movement speed while moving towards that target and her attacks burn them for additional light damage. However, this digimon is only able to focus on the target and is incapable of targeting others unless they are in the way. She can reassign the Brand at a 4 post cooldown OR if the target is defeated/dies.
——ExD Nature: Poison [Perfect/Ultimate level]: All of this Digimon’s skills become poison based, poisoning the enemy when they strike. Just by holding this passive, and while it's in their moveset the user will also remain poisoned, its health being drained a minor amount per turn. All poison based attacks are 20% more damaging. If the opponent uses a copy type move, the move is automatically forced to copy ExD Nature: Poison and the enemy will hold it for three turns after using the copy type move. If the enemy uses a copy type move after having ExD Nature: Poison already between their passives, the countdown for the turns they will be forced to hold ExD Nature: Poison gets reset each time they try to copy.
——Permafrost [Perfect/Ultimate level]: Enemies that come in contact with this digimon or any of her abilities have their speed and reflexes reduced by 30%.
——Quid Pro Quo [Perfect/Ultimate level]: If any this digimon’s abilities would fail to hit its intended target, it may choose to allot that ability’s cooldown period to any of the attacks she has access to.
——Clockspin [Ultimate/Mega level]: Once every three posts, this digimon can reduce the cooldown of one of its abilities or of the abilities of somebody at melee range by one post.
——New Perspectives [Ultimate/Mega level]: Once every three posts, this digimon can vanish briefly, then reappear at a nearby location, almost as if space itself had folded to its whims. This can be used to set up attacks or get out of harm's way more efficiently.
—Active Abilities
—Child/Rookie Level
General Database:
—Passive Abilities
——Blood Drive [Adult/Champion level]: Each hit into a target gives this digimon more energy. If this Digimon hits a target two posts in a row, it is capable of using a second attack, at half-strength, on its next turn. It then requires a Single Post Cooldown before Blood Drive will be able to begin again.
——Brand [Perfect/Ultimate level]: At the start of combat, this digimon targets an individual, a glyph appearing on their body. This digimon gains a moderate amount of bonus movement speed while moving towards that target and her attacks burn them for additional light damage. However, this digimon is only able to focus on the target and is incapable of targeting others unless they are in the way. She can reassign the Brand at a 4 post cooldown OR if the target is defeated/dies.
——ExD Nature: Poison [Perfect/Ultimate level]: All of this Digimon’s skills become poison based, poisoning the enemy when they strike. Just by holding this passive, and while it's in their moveset the user will also remain poisoned, its health being drained a minor amount per turn. All poison based attacks are 20% more damaging. If the opponent uses a copy type move, the move is automatically forced to copy ExD Nature: Poison and the enemy will hold it for three turns after using the copy type move. If the enemy uses a copy type move after having ExD Nature: Poison already between their passives, the countdown for the turns they will be forced to hold ExD Nature: Poison gets reset each time they try to copy.
——Permafrost [Perfect/Ultimate level]: Enemies that come in contact with this digimon or any of her abilities have their speed and reflexes reduced by 30%.
——Quid Pro Quo [Perfect/Ultimate level]: If any this digimon’s abilities would fail to hit its intended target, it may choose to allot that ability’s cooldown period to any of the attacks she has access to.
——Clockspin [Ultimate/Mega level]: Once every three posts, this digimon can reduce the cooldown of one of its abilities or of the abilities of somebody at melee range by one post.
——New Perspectives [Ultimate/Mega level]: Once every three posts, this digimon can vanish briefly, then reappear at a nearby location, almost as if space itself had folded to its whims. This can be used to set up attacks or get out of harm's way more efficiently.
—Active Abilities
—Child/Rookie Level
——Bellow Blaster: A limb adopts a mic-like shape, charges with energy, and then strikes the opponent.
——Lazy Switch: Forms a ball of static, which it lobs at an enemy. This will give off a small, unpleasant electrical pulse upon impact with anything.
——Patch: The digimon finds a target, then zaps it with a red-hot energy beam.
——Singeing Shock: Generates an electrical current, and attacks the foe with a shock of up to 500V. Inflicts an electrical burn. [effect lasts for 2 posts] [1 post cool-down]
——Strange Hack: A section of the digimon glows brightly, before firing a blast of energy at a foe.
—Adult/Champion Level——Lazy Switch: Forms a ball of static, which it lobs at an enemy. This will give off a small, unpleasant electrical pulse upon impact with anything.
——Patch: The digimon finds a target, then zaps it with a red-hot energy beam.
——Singeing Shock: Generates an electrical current, and attacks the foe with a shock of up to 500V. Inflicts an electrical burn. [effect lasts for 2 posts] [1 post cool-down]
——Strange Hack: A section of the digimon glows brightly, before firing a blast of energy at a foe.
——Blaze Blast: Shoots a stream of fire at a target, aiming to damage them and those standing close to them for an AoE range of 5m.
——Earthlin Shards: Fragments of rock are conjured, then launched at an enemy with intent to slice or impale them.
——Pillar Pound: Takes in a sizable chunk of solid material, compressing it into a pillar-shape, before firing it, or wielding it like a broad weapon. The weapon's durability varies based on the material. Duration: 2 posts, Cooldown: 3 posts.
——Seismic Sledge: Summons a roughly hammer-shaped piece of rock called the 'Grotte Hammer' and uses it as an effective bludgeoning tool. Strong, but the tool is subject to shattering on hitting a hard surface.
——Slam Jam: Pounces at the opponent with the intent to knock them back or over, the attacker doesn't care which one. This doesn't actually inflict anything. It's just a really brutal slam.
——Spiked Flail: Siftermon forms an improvised flail. Her limb becomes surprisingly durable, and the ball surprisingly dense and heavy for its size: this is capable of knocking the wind out of champion-level Digimon!
——Thousand Arrows: The digimon creates several rapiers hidden in between its limbs, which are then launched at a target.
——Volemic Ignition: Electricity courses through the digimon, ready to be discharged through 'hot spots' on its body. The charge burns so hot that unfortunate victims will begin to feel their blood boiling, dealing immense amounts of pain. Possesses short-range capabilities if the electricity arcs, otherwise it may be used in a direct attack.
—Perfect/Ultimate Level——Earthlin Shards: Fragments of rock are conjured, then launched at an enemy with intent to slice or impale them.
——Pillar Pound: Takes in a sizable chunk of solid material, compressing it into a pillar-shape, before firing it, or wielding it like a broad weapon. The weapon's durability varies based on the material. Duration: 2 posts, Cooldown: 3 posts.
——Seismic Sledge: Summons a roughly hammer-shaped piece of rock called the 'Grotte Hammer' and uses it as an effective bludgeoning tool. Strong, but the tool is subject to shattering on hitting a hard surface.
——Slam Jam: Pounces at the opponent with the intent to knock them back or over, the attacker doesn't care which one. This doesn't actually inflict anything. It's just a really brutal slam.
——Spiked Flail: Siftermon forms an improvised flail. Her limb becomes surprisingly durable, and the ball surprisingly dense and heavy for its size: this is capable of knocking the wind out of champion-level Digimon!
——Thousand Arrows: The digimon creates several rapiers hidden in between its limbs, which are then launched at a target.
——Volemic Ignition: Electricity courses through the digimon, ready to be discharged through 'hot spots' on its body. The charge burns so hot that unfortunate victims will begin to feel their blood boiling, dealing immense amounts of pain. Possesses short-range capabilities if the electricity arcs, otherwise it may be used in a direct attack.
——Abyssal: This digimon points one of her eldritch invocations skywards and calls down a meteor. The meteor, while something to be scared of on it's own, is actually very paltry compared to what it entails. Upon contact with the ground, the meteor reveals a flaming rock golem about a Mephistomon's height that fights on this digimon's behalf for three turns and can only use a basic attack endlessly. Three turn cooldown.
——Aurora Execution: This digimon harnesses the coldest energy within its tendrils before letting out a devastating attack, capable of freezing anything it touches on the spot. Deals a very high amount of damage to anyone in its wake and stuns them for a post. Cooldown: Once per thread.
——Black Chain: This digimon traces a symbol in the air before firing a black chain that aims to coil around an enemy's limb. The chain causes exhaustion in the enemy for two turns and is searing hot to the touch. Three turn cooldown.
——Double the Toxin: This digimon attacks the opponent repeatedly, infecting them with a program that lowers their resistance to poison by 50%. For every extra succesful (3 max.) attack, this technique doubles its damage. Finally, if the enemy is poisoned, this skill will double its damage once again. The initial component of this attack has a duration of 3 posts. Cooldown: 3 posts.
——Glacier: A mighty icy wall is erected in front of this digimon. It's capable of surrounding it and any nearby allies if necessary. It can withstand every attack thrown at it for a single post before crumbling/thawing away. Cooldown: 3 posts.
——Hell Squeeze: The very air in an medium-sized area is constricted with icy force, dealing damage and immobilizing every digimon in that area for 1 post. Cooldown: 3 posts.
——Light World: By waving its limbs, this digimon covers her whole environment in light, lighting up any dark areas and making everything completely visible, like it was plain daylight. This effect lasts for 3 turns. 3 posts cooldown.
——Mind Freeze: Mauls an enemy fiercely, freezing their very data in the process. Adds 2 posts to the cooldown of a single attack of their opponent’s kit, given this digimon has seen it before. Cooldown: 3 posts.
——Mob Rules: This digimon performs a gesture with its limb as an area of her choosing is blanketed with a dark cloud, a horrid irritant for her enemies and a buffer for her friends. For the former, it's like the worst tear gas/pepper spray in the world for them. Three turn cooldown.
——Nature Infuse: By 'licking' the enemy with one of his arms, this digimon injects ExD Nature: Poison to an enemy, replacing one of their passive with said skill for three turns. If the enemy has no passive, the passive will temporarily replace their lowest cooldown active ability instead. Three turns cooldown.
——Noxious Field: This digimon shots out an ink field of a 100-meter radius. By conducting electricity, this field inflicts a small amount of damage to any digimon inside of it every turn while also lowering their speed by 50%. The user is not affected by this ink field in any way. Three turns cooldown. Three turns duration.
——Southern Cross: This digimon marks an area around her opponent. A circle, specifically. A pillar of black flames erupts upwards from this circle, threatening to engulf her foe in flames that seem to burn at their very soul/core, leaving their defenses lowered for two turns. Three turn cooldown.
——Star Shower: This digimon extends its limbs, where a portion of the outer space can be seen. Upon waving them, star-shaped portions of energy are thrown straight against the opponent, exploding on contact. The star's shower continues for the next turn, where this digimon will keep shooting stars (unable to use another technique), doing twice as much damage. 2 posts cooldown.
—Ultimate/Mega Level——Aurora Execution: This digimon harnesses the coldest energy within its tendrils before letting out a devastating attack, capable of freezing anything it touches on the spot. Deals a very high amount of damage to anyone in its wake and stuns them for a post. Cooldown: Once per thread.
——Black Chain: This digimon traces a symbol in the air before firing a black chain that aims to coil around an enemy's limb. The chain causes exhaustion in the enemy for two turns and is searing hot to the touch. Three turn cooldown.
——Double the Toxin: This digimon attacks the opponent repeatedly, infecting them with a program that lowers their resistance to poison by 50%. For every extra succesful (3 max.) attack, this technique doubles its damage. Finally, if the enemy is poisoned, this skill will double its damage once again. The initial component of this attack has a duration of 3 posts. Cooldown: 3 posts.
——Glacier: A mighty icy wall is erected in front of this digimon. It's capable of surrounding it and any nearby allies if necessary. It can withstand every attack thrown at it for a single post before crumbling/thawing away. Cooldown: 3 posts.
——Hell Squeeze: The very air in an medium-sized area is constricted with icy force, dealing damage and immobilizing every digimon in that area for 1 post. Cooldown: 3 posts.
——Light World: By waving its limbs, this digimon covers her whole environment in light, lighting up any dark areas and making everything completely visible, like it was plain daylight. This effect lasts for 3 turns. 3 posts cooldown.
——Mind Freeze: Mauls an enemy fiercely, freezing their very data in the process. Adds 2 posts to the cooldown of a single attack of their opponent’s kit, given this digimon has seen it before. Cooldown: 3 posts.
——Mob Rules: This digimon performs a gesture with its limb as an area of her choosing is blanketed with a dark cloud, a horrid irritant for her enemies and a buffer for her friends. For the former, it's like the worst tear gas/pepper spray in the world for them. Three turn cooldown.
——Nature Infuse: By 'licking' the enemy with one of his arms, this digimon injects ExD Nature: Poison to an enemy, replacing one of their passive with said skill for three turns. If the enemy has no passive, the passive will temporarily replace their lowest cooldown active ability instead. Three turns cooldown.
——Noxious Field: This digimon shots out an ink field of a 100-meter radius. By conducting electricity, this field inflicts a small amount of damage to any digimon inside of it every turn while also lowering their speed by 50%. The user is not affected by this ink field in any way. Three turns cooldown. Three turns duration.
——Southern Cross: This digimon marks an area around her opponent. A circle, specifically. A pillar of black flames erupts upwards from this circle, threatening to engulf her foe in flames that seem to burn at their very soul/core, leaving their defenses lowered for two turns. Three turn cooldown.
——Star Shower: This digimon extends its limbs, where a portion of the outer space can be seen. Upon waving them, star-shaped portions of energy are thrown straight against the opponent, exploding on contact. The star's shower continues for the next turn, where this digimon will keep shooting stars (unable to use another technique), doing twice as much damage. 2 posts cooldown.
——Black Wind This digimon swings a limb once, in a manner so fierce that the very wind from the gesture threatens to carve an opponent to shreds!
——Crawling Chaos: A crude, yet arguably effective ability. A combination of energy from this digimon's tendrils combined with the residual goo from her body amass into a bombardment of foreign matter divided across a large area, or concentrated into a smaller one. This attack deals a significantly higher amount of damage to any good-aligned enemies. Cooldown: 2 posts.
——Hideous Laughter: Directly from this digimon's psyche, a wave of energy booms outward, disorientating anyone hit by it. A disoriented takes a moderate amount of damage per post, enemy moves notably more sluggishly and finds it harder to react to impending threats. If they possess any form of D-Arc/D-MR, its usage is disabled while this ability lasts. Duration: 3 posts. Cooldown: 3 posts.
——I’ll SPLIT YOU IN TWO!: This digimon rushes an opponent down in an attempt to bring one of its tendrils down upon them! It doesn’t actually have the risk of splitting someone in half, but it still hurts to be struck by this technique!
——Ohohohohoho!: Can only be used if this digimon has used at least one other technique during this combat first. This digimon savors the tip of one of its limbs, tasting the sweet aftermath of the battle it has taken part of until now and gaining motivation to keep going. It wheezes frenetically and rams against the opponent, trying to repeatedly maul. While it performs this technique, this digimon gets a boost of 30% movement speed and the wounds it has sustained during this battle seem to hurt a lot less. 2 post duration, 2 posts cooldown.
——Rend and Tear: While at plain sight, this attack looks like this digimon's tendrils senselessly thrashing about, there's much more to it than that. While a terrifying attack on its own right due to its sheer brutality, the main purpose isn't to damage. Whoever gets hit by it has their data makeup temporarily corrupted; for its duration, subjects take a moderate amount of damage per post, and become insensitive to any kind of ally-based abilities (shields, healing, temporary boosts and pretty much any kind of ability whose intent is to benefit themselves or allies, rather than to bring the pain to enemies. None of these abilities has any effect on the target for this attack's duration). Due to its nature, this attack gets through shields and other defensive measures with next to no effort. Duration: 3 posts. Cooldown: 3 posts.
——The Queen in Purple: Almost as if it were divine providence, the sky above splits to make way to a spark of pure, unadulterated power. It descends in the blink of an eye, causing nothing short of catastrophic damage in a small area. Anyone afflicted by this ability is driven temporarily insane, either injuring themselves or their closest ally with an ability of this digimon's choice and ignoring its cooldown, as long as she has knowledge of it (random otherwise). She can't manipulate anyone into using once per thread abilities. Duration: 1 post. Cooldown: once per thread. 3 posts if it fails to damage any digimon or human.
——Warp and Bend: Eldritch energy accumulates within this digimon's tendrils, concentrating into a wave directed at an enemy. Deals a significant amount of damage if hits, then deals a moderate amount of damage per post, and nullifies any and all flight and/or swim-related abilities of the target (in other words, the target is not able to move through the air and/or water in any way while this effect lasts). Overland abilities are unaffected. Duration: 3 posts. Cooldown: 2 posts.
——Crawling Chaos: A crude, yet arguably effective ability. A combination of energy from this digimon's tendrils combined with the residual goo from her body amass into a bombardment of foreign matter divided across a large area, or concentrated into a smaller one. This attack deals a significantly higher amount of damage to any good-aligned enemies. Cooldown: 2 posts.
——Hideous Laughter: Directly from this digimon's psyche, a wave of energy booms outward, disorientating anyone hit by it. A disoriented takes a moderate amount of damage per post, enemy moves notably more sluggishly and finds it harder to react to impending threats. If they possess any form of D-Arc/D-MR, its usage is disabled while this ability lasts. Duration: 3 posts. Cooldown: 3 posts.
——I’ll SPLIT YOU IN TWO!: This digimon rushes an opponent down in an attempt to bring one of its tendrils down upon them! It doesn’t actually have the risk of splitting someone in half, but it still hurts to be struck by this technique!
——Ohohohohoho!: Can only be used if this digimon has used at least one other technique during this combat first. This digimon savors the tip of one of its limbs, tasting the sweet aftermath of the battle it has taken part of until now and gaining motivation to keep going. It wheezes frenetically and rams against the opponent, trying to repeatedly maul. While it performs this technique, this digimon gets a boost of 30% movement speed and the wounds it has sustained during this battle seem to hurt a lot less. 2 post duration, 2 posts cooldown.
——Rend and Tear: While at plain sight, this attack looks like this digimon's tendrils senselessly thrashing about, there's much more to it than that. While a terrifying attack on its own right due to its sheer brutality, the main purpose isn't to damage. Whoever gets hit by it has their data makeup temporarily corrupted; for its duration, subjects take a moderate amount of damage per post, and become insensitive to any kind of ally-based abilities (shields, healing, temporary boosts and pretty much any kind of ability whose intent is to benefit themselves or allies, rather than to bring the pain to enemies. None of these abilities has any effect on the target for this attack's duration). Due to its nature, this attack gets through shields and other defensive measures with next to no effort. Duration: 3 posts. Cooldown: 3 posts.
——The Queen in Purple: Almost as if it were divine providence, the sky above splits to make way to a spark of pure, unadulterated power. It descends in the blink of an eye, causing nothing short of catastrophic damage in a small area. Anyone afflicted by this ability is driven temporarily insane, either injuring themselves or their closest ally with an ability of this digimon's choice and ignoring its cooldown, as long as she has knowledge of it (random otherwise). She can't manipulate anyone into using once per thread abilities. Duration: 1 post. Cooldown: once per thread. 3 posts if it fails to damage any digimon or human.
——Warp and Bend: Eldritch energy accumulates within this digimon's tendrils, concentrating into a wave directed at an enemy. Deals a significant amount of damage if hits, then deals a moderate amount of damage per post, and nullifies any and all flight and/or swim-related abilities of the target (in other words, the target is not able to move through the air and/or water in any way while this effect lasts). Overland abilities are unaffected. Duration: 3 posts. Cooldown: 2 posts.