Akemi and Anzu
Oct 16, 2017 17:42:44 GMT
Post by Akemi & Anzu on Oct 16, 2017 17:42:44 GMT
Name: Amaya Akemi
Alias: Kemi, Mimi,xXKeptYouWaitingHuhXx, Kermit
Age: 19
Gender: Female
Height: 5'0
Weight: 105 lbs.
Alignment: Selfish Good (For all intents and purposes, this is chaotic good.)
Birth Date: 5/28
Western Horoscope: Gemini
Birth Place: Saitama, Japan
Skills/Talents: Better than Squidward: Akemi plays the clarinet. She's not subpar at it. Some dare say she might be able to lead the school band to victory at a concert. Who knows?
Vidya James: ...Does this...really need explaining...?
Bookish: She has some knowledge at her disposal. It's not disposed of in a good way.
Backpack Contents:
Artifacts:
Powerstone Shard [City Artifact]: A mysterious, fist-sized, yellow-colored, translucent gem. Energy swirls within it and seems to be attuned to The Great City's, but it's properties remain unknown.
Digivice:
Personality: Akemi is easily described as someone who oftentimes chooses to go easy but just as often opts not to. She is, however, profoundly lazy sometimes, often trying to figure an easy way out of her problems. It's relatively easy to see how this is sort of a problem, one that's very well-known and one her family's been trying to iron outta her. She does however possess an impressive amount of loyalty for the people she cares about, and it turns out she cares about quite a few people. When it comes to her friends, she ain't lazy. When it comes to her friends, she isn't about to give up.
She also has a soft spot for small and furry things. Like a friend to some animals! Given where we're heading, this works nicely. Something she also likes is video games and/or anything pertaining to electronic media. As such...She may or may not be one of -those- people. The kind that spout memes whenever they think it's appropriate to. The annoying folk.
Appearance: Akemi's opted for yet another change in appearance after some choice events within the Digital World that she may or may not be privy to disclosing to some parties that'd be willing to inquire about it for one reason or another. While her physical appearance hasn't changed all that much, she's taken to styling her hair in a particular way that leaves two tufts of it pointing upwards. She thinks it's pretty cute, in all honesty. Otherwise, her casual attire remains about as trendy and varied as it's always been, with tank tops and t-shirts still being some of the more common things you would catch her wearing on an otherwise informal occasion. Otherwise, for Digital World stuff, she's switched off to a nice little suit that she wears a blouse and a skirt over. It's...less strange in picture form. She also wears a royal purple coat, too. Otherwise, her eyes are still hazel in color, and there's a faded scar on her hand that...slightly resembles a code crown? Hm. Oh, and also her figure's gotten even more lithe as time has gone on. Nothing to write home about, though.
FaceClaim: Kantai Collection • Hatsuzuki • Akemi Amaya
Personal History: So, about fourteen whole years ago, some kid named Akemi was born in May. Specifically on the day we know OUTSIDE of Japan to be Memorial Day. So, that happened and so it turns out that the parents of this child were extraordinarily average!
No, really, life was -painfully average- on their ends. Yet as Akemi grew up she turned out to be a little smarter than most people her age. Which in turn played in well at school. If it didn't involve straining herself physically, it wasn't really difficult for her to do. When she was eight, she got a lil sister, who...well. It's a younger sibling. People tend to not get along very well with those.
Yeah, Akemi's rivalry with her little sister, while legendary in it's own way, it's not necessarily worth telling about right now. Also, somewhere along the way someone made the horrible mistake of introducing her to video games and the internet. She liked that. Boy, oh boy, did she like that a lot.
And when the phrase mistake is used, that wasn't meant to be an exaggeration. It was a mistake. Her grades are kind of stuttering thanks to this new-found addiction.
All of this leads to now. She's 15. She's just about ready to go to the next year of schooling.
In the words of Bubsy the Bobcat...What could possibly go wrong?
Digimon Name: Anzu
Default Form: Tsukaimon
Gender: Female
Alignment: Inapplicable, but for application purposes, chaotic good.
Skills/Talents:
Capable of sleeping for several hours on end.
Makes a really nice hat.
Floof.
Inventory: All Anzu carries is the regret of all her past lives, man.
Personality: Despite the clearly innocent appearance of what is otherwise a purple Patamon (which are generally known to be quite amicable, according to the words of some,) Tsukaimon is an all-around brat that enjoys picking on people. Seriously, she RELISHES doing that. But then again, Tsukaimon are more or less opposites of Patamon. Who wouldn't be a mean-spirited one if the other's a goodie two-shoes?
This Tsukaimon enjoys high places. She usually prefers the top of a building or a tree, as it's a lot more serene than the chaos that can sometimes be found down on the ground. That's not to say she doesn't like both. He just likes things that're more or less not boring in some dumb way or another. Excitement, if you would. However, like a lot of Tsukaimon, this one also loves brawls. She's not afraid to come to blows just for the sake of getting what she wants, too. And as one of her attacks can imply, she can be pretty foul-mouthed sometimes.
Tsukaimon -is- capable of showing respect to someone or something. But, nobody's ever really earned that respect. When it comes to her tamer, Anzu shows a strange amount of fidelity. Or protectiveness. Or both, really. Neither appear to know why.
Holosuit:
Faceclaim: Kantai Collection - Harusame - Anzu
Personal History:
Anzu likes to spin her tale quite a bit. She says she used to be some monarch of a small part of the Dark Area.
This is hilariously false.
Fresh
Species: Botamon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers
Type: Mammal
Fighting Style: Botamon has no style. Botamon has no grace. She'll blow a bubble right in your face.
Abilities: Acid Bubble: Botamon is the professional-est professional at blowing shampoo bubbles.
Digivolves To: Pagumon
In-Training
Species: Pagumon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Lesser
Fighting Style: Pagumon has evolved far past the meager restraints of being a Botamon. She has now mastered the art of...Bashing and blowing.
Abilities: Beam Bubbles: She blows bubbles. That's literally it.
Bash: Pagumon hurls her WEIGHT at an opponent. Given she's heavy enough to be easily carried by a 14 year old...Yeah. This don't hurt much.
Digivolves From: Botamon
Digivolves To: Tsukaimon
Rookie
Species: Tsukaimon
Appearance:
Attribute: Virus
Family/ies: Wind Guardians, Nightmare Soldiers
Type: Mammal
Fighting Style: Now that Tsukaimon, or Anzu as she refers to herself, is at a level that can effectively do combat, she fights with bashing, insults, and stale air. There's really not much else to it.
Abilities: [4 Abilities Max]
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Aerodynamic Ears: Anzu is capable of flight with her ears. She is a little faster in the air.
Bad Message: The signature attack. Anzu insults her opponent. Damage depends entirely on how bad the insult is. Bonus points if the opponent starts crying.
Body Blow: Anzu throws herself at her foe and starts bapping it with her little paws.
Black Breath: A virus-variant of Boom Bubble. Anzu inhales (no Kotemon were involved in this,) and fires out a spherical black shot. Contact with it infects the opponent with a minor poison (that causes a little bit of damage over time, and feels like a papercut. Lasts for two turns starting when it's inflicted) and some amount of damage. 2 post cooldown.
Digivolves From: Pagumon
Digivolves To:Devidramon Sangloupmon
Champion
Species: Sangloupmon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Demon Beast
Fighting Style: Anzu’s fighting style is based primarily upon relocation and precise attacks in this form. This is accomplished via using Black Mind to position herself ideally and then striking fast and hard.
Abilities: [6 Abilities Max]
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Phantom Blood: When under stealth of any sort, Anzu’s attacks gain an effect called Bloody Wounds, which makes them leave a residual bleed effect that lasts for two posts. It does not stack at all.
Black Mind: Anzu disassembles her data to melt into shadows. This uses her attack on the turn up and it’s restricted to shadows. This is typically used on the opponent to hide under them for a round before striking. All attacks cancel it, and it has a three turn cooldown.
Sticker Blade: Anzu hurls a -hail- of razor sharp blades at her opponent. Ouch!
Rend: Anzu attempts to sink her fangs into her opponent’s flesh and tear it clean out to get at their data! This has a piercing effect added onto it. Two turn cooldown.
Mirror Image: Anzu disassembles her data to split into three copies of herself, causing huge amounts of confusion! These clones all fade away in one hit, while the real one is indistinguishable from the fake. They also all do their own thing, and the clones can only utilize basic attacks. Anzu is not exempt from this. Three turn cooldown and the clones fade away in two rounds if not destroyed.
Ocular Stake: This actually doesn’t involve the eyes at all. Anzu opens her mouth to fire forth a projectile that’s...shaped like a stake and almost exclusively aimed for the head of her foe. Another piercing effect. Two turn cooldown.
Digivolves From: Tsukaimon
Digivolves To: Mephistomon X
Ultimate
Species: Mephistomon X
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers, Unknown
Type: Fallen Angel
Fighting Style: Burn. Burn. BURN. BURN. BURN. BURN!
Abilities:
[LOADED PASSIVE] Brand - Mephistomon at the start of combat targets an individual, a glyph appearing on their body. Mephistomon gains a moderate amount of bonus movement speed while moving towards that target and her attacks burn them for additional light damage. Mephistomon however 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.
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Baphomet: An unholy entity, Mephistomon is healed by any unholy/dark attacks thrown her way. In exchange, holy things hurt her for double damage.
Recoiling Strike: Anzu gathers up all the pain she has been dealt in the past two turns, converts into literal energy focused into her claws, and dispenses it accordingly in an attack meant to cause lots of damage to her foe. This is generally meant as a melee attack, but can be fired as a shockwave of sorts by striking the ground. Three turn cooldown.
Black Sabbath: Anzu’s main mode of attack in this form. One prayer for a festival of death and she fires a colorful blast from her palm. The blast is searing hot and great for destroying the environment around Anzu. One post cooldown.
Burning Woman: Anzu empowers herself with a buttload of eldritch energy and coats herself in a black fire, increasing her damage and defense by 20% for four turns. This has a cooldown of four turns as a consequence. This also has the side effect of causing her hair to spike up a little.
Mob Rules: Anzu performs a gesture with her hand 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.
Southern Cross: Anzu 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.
Misfortunate Miasma: Mephistomon dissipates into a fine mist as an attack is headed for her and reposition herself accordingly. 30 feet range maximum. Attacks from Mega and Higher harm her even as she does this. Consequently, attacks of equivalent levels and below can't hurt her. Two turn cooldown.
Black Chain [RAM Upgrade]: Mephistomon 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.
Abyssal [RAM Upgrade]: Anzu 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 Mephistomon's height that fights on Anzu's behalf for three turns and can only use a basic attack endlessly. Three turn cooldown.
Digivolves From: Sangloupmon
Digivolves To: Panimon
Mega
Species: Panimon
Appearance:
As the image is from a panel of cut Digimon, Panimon’s appearance is as follows: It bears wings of black, it's arms are adorned with black metal at the shoulders, it retains Mephistomon's fur at the forearms, but the coloration of the fur has darkened from a dark purple to almost black. God, this is starting to sound like BlackBeelzemon or something. The chest and legs, thankfully, don't become black, but instead a bone-white, with her midsection turning maroon. In addition, Panimon loses Mephistomon's cloven hooves in exchange for a pair of clawed feet. Two at the front with a third at the heel! Oh, and she also retains the mane that she touted as Mephistomon. Annd her claws and fingers are both entirely metal now. Same color as those tubelike things on her arm--a dark purple.
Attribute: Virus
Family/ies: Nightmare Soldiers, Dark Area
Type: Baphomet
Fighting Style: An empowered Mephistomon--Panimon is considered Anzu's true primary Mega. Something that, while less uncontrollable than Gulfmon, is still a force to be reckoned with.
Abilities:
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
A Discrete Eye: Despite her overwhelming anger in combat, Panimon has enough restraint to will her magic to not target her allies. Friendly fire is an impossibility.
Infernal Constitution: While light-based attacks are particularly effective on this monster spewed from the depths of the Dark Area, darkness? Well, it eats darkness. It’s completely immune to that.
Brand of Sacrifice [RAM Upgrade - Passive]: An improved version of an ability loaded from a most unfortunate avian. At the beginning of combat, Panimon is able to brand an opponent for three turns. While she gains increased amounts of speed while moving towards her, as well as the ability to have her attacks inflict additional light damage atop whatever else they do, she’s only capable of focusing -on- that opponent for the duration of this move. Three turn cooldown. And yes, this is a Berserk reference.
Recoiling Strike [RAM Upgrade]: Another move left over from Mephistomon. Panimon is capable of taking all the pain she has been inflicted with over the past two turns and focusing it into her claws, as she moves in for a vicious strike. This can either be a melee attack or a ray of energy fired from the mouth/hands. Three turn cooldown.
Dead Scream: Panimon lets out a bloodcurdling scream that sounds akin to several suffering and long-dead Digimon screaming along with her. This attack is loud enough to deafen enemies for two turns. Three turn cooldown.
Douse The Guilty: Panimon hurls a globe of a viscous and sticky substance with properties similar to that of napalm. As such, the target of this blob will suffer an impediment to movement if struck, as well as take 20% more damage from all sources. The substance will also ignite if fire is applied. Two turn duration on the substance remaining on the opponent. Two turn cooldown.
Stygian Flame: Panimon fires forth several swathes of flame from her hands. These flames can fly at a foe in numerous ways. From above as a rain, below as jets of fire, the sides...The flames themselves are white-hot, too. One turn cooldown.
Demon Wall: Panimon puts a finger to the ground as an impossibly long line of black etches itself across the ground before a 30 feet long and a 30 feet high wall of digizoid is erected and proceeds to go in one direction. Forward. It will keep going forward until it shatters, which it will if enough force is applied. Namely, it can absorb one mega-level attack before it shatters. Three turn cooldown.
Enmity: The seal of Wrath appears on Panimon’s chest as she forsakes love for anger. Her attack power and defense increase by 20% for three turns, at the cost of her becoming focused on a single opponent to the point where she will purposefully injure herself just to get another shot at her foe. Three turn cooldown.
Black Hand: An ‘upgrade’ of sorts to Mephistomon’s Black Sabbath. Panimon throws her hand forward as she fires forth a lance of that same multicolored energy that Mephistomon made use of. One turn cooldown.
Demon’s Crystal: Panimon calls down a barrage of three crystals that aim to slam into an opponent or an area near an opponent. While this would count as an attack itself, the crystals aren’t the true threat. Upon contact with the target, the crystals shatter and release a shadowy mass. This mass then reforms itself into an apparition of a ultimate-level digimon that fights for Panimon, or two that fight at Champion levels of strength. The apparitions are limited to basic attacks, melee and ranged, and can sustain two hits before it’s forced to dissipate. This entity lasts for three turns otherwise, three turn cooldown.
Evolves to: Shrouded Daemon
[/strike]Biomerge
Species: Shrouded Daemon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Demon Lord
Fighting Style: While one would expect a biomerge involving a Digimon frequently regarded as Wrath incarnate to be...well, more overtly powerful, this robed entity isn’t quite serious yet...Furthermore, it seems like it’s holding back. The robe helps ensure this.
Abilities:
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Discretion [Passive]: None of Daemon’s moves can cause friendly fire.
Devilmon [Passive]: Taking after the common depiction of the devil in various media, Daemon is -completely- immune to fire. Not just her robes, but as a whole. However, holy water is something that is particularly painful to Daemon as a result
Autoimmune Erasure: Every three turns, Daemon is capable of making one of her attacks ignore any and all resistances/shields, dealing full damage.
Algol’s Flame: An incredibly potent fireball comprised of black flame is fired from Daemon’s palm. This move deals double damage if the target is under the effect of Dark Virus. Two turn cooldown.
Finger of Death [RAM Upgrade]: A power most foul gathers within Daemon’s hand as she reaches out, a bolt of red lightning surging forth from her finger. As simple an attack as this seems, it’s incredibly potent in power, striking through any active shields for a heavy amount of damage. If Autoimmune Erasure is utilized to enhance this move, it will double the amount of damage that Daemon causes with this move instead of conferring a piercing effect. Four turn cooldown.
Double Dust: Daemon attempts to strike a target twice with fists backed by an unholy strength. This move sends a target flying, typically, making it very useful for keeping foes away from the caster. One turn cooldown.
Encore of the Damned: Daemon invokes a wicked chant involving reaching into the vestiges of her and Akemi’s memories to bring forth shadowy apparitions of people they have known and fought with or alongside in the past. This ability is capable of summoning either one apparition that fights at the level of a Mega, or two that fight at the level of an Ultimate. Either are locked to basic, nonelemental attacks, and last for two rounds after creation, obeying Daemon’s whims. They can only sustain up to two hits before dissipating across either level. Three turn cooldown.
Rain of Terror: Daemon throws her hand up into the sky to fire up eight blasts of energy that promptly all split in half and rain down upon the area around her, and exploding for good measure. Yeah, it’s pretty destructive. Three turn cooldown.
Expediting Demise: A invocation that leaves Daemon vulnerable to attack for the turn, but in return, her cooldowns are reduced 2 turns rather than 1 for the turn this is used on. Three turn cooldown.
Death Grip: Daemon fires a tendril of energy meant to ensnare an enemy and pull it towards her, before she tries to wrap a hand around their throat...And crush it. Two turn cooldown.
Entropic Shift: Daemon snaps her fingers and is repositioned anywhere in her line of sight that also happens to be up to 300 feet from her. She’s capable of chaining another one of her moves after this, but that will add two turns to the cooldown of that skill. Three turn cooldown.
Hell's Rolling [RAM Upgrade]: Daemon raises her arms as she conjures a number of shadowy disks before she launches them at an opponent at a rather high speed. The disks will slice through whatever they make contact with like a buzzsaw. The cooldown of this move increases with every two discs. There can be a maximum of 6 discs, for a three turn cooldown, and a minimum of two for a one turn cooldown.
Digivolves from: Panimon
Mode Changes to: Daemon X
Super Mega - Mode Change
Species: Daemon X
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Lord
Fighting Style: A savage creature that no longer has her robes holding her back, Daemon is essentially a walking ball of fiery anger.
Abilities:
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Devilmon: Daemon is completely immune to fire in this form, and retains her weakness to the light, attacks of such a nature being three times as effective/painful against her.
Wrath: Daemon is capable of bolstering various attacks of hers to be able to deal double the amount of damage they’re capable of doing already once every three turns.
Sacrilege: Daemon is said to be capable of profaning even the most holy of things with how downright vile her Dark Virus ability is. Using this ability, she powers herself up to make that ‘said to be’ into a ‘most definitely.’ For three turns, all of Daemon’s attacks, basic and named, are capable of piercing through shields. Three turn cooldown.
Dark Spreader: Daemon fires a blast of energy from the gem on her midsection. If the enemy is under the effect of Dark Virus, this move deals an additional 50% damage. One post cooldown.
Algol’s Flame: Daemon shoots forth a fireball from her hands, or her mouth. The fireball explodes upon contact with anything, be it the enemy or the ground, and the fires comprising this are hot enough that not even ash is left behind. One post cooldown.
Savage Recompense: The final form of Mephistomon’s Recoiling Strike. Daemon focuses a great deal of power into either one of her hands before she unleashes a hideously powerful attack (a blast from the palm at ranged, or a strike, typically a jab or a punch) that’s fueled off of the damage/pain she has endured over the past two rounds. Three turn cooldown.
Flame Inferno: This attack is excruciatingly simple. Daemon gathers power, swiftly, before she jettisons it into a nova of shadows and flame. It travels far. About 80 feet outwards from Daemon. Two turn cooldown.
Inferno Burst: Daemon briefly transforms into a horrific cross between her current form and a blazing demon god by setting herself aflame. Apart from the obvious ramifications that touching someone who is currently lit aflame might bring, Daemon enjoys a 30% increase to her speed and offensive capabilities for three turns. Three turn cooldown.
Red Comet: Daemon quite literally surrounds herself in a ball of energy and flies at an insanely high speed at an opponent with the intent of slamming into them. With the energy included. Two turn cooldown.
Coffin of the End: Daemon surrounds herself and the opponent in a literal cage of energy blasts all fired from her hands, mouth, and the center of her body. These blasts will remain hanging ominously at the border of the cage for a turn, before they begin to home in, swiftly upon the target for another turn, before they finally all burst at the end of the third turn. All the while, Daemon is free to continue assaulting the opponent while the blasts do their work. Once per thread.
Seventh Graviton [RAM Upgrade]: Daemon fires a trio of supergravity lasers from her abdomen and the cannons upon her shoulders. The lasers fired by this are hot enough to be capable of reducing the unprepared to ash, so one should be on their guard against them. Two turn cooldown.
Seethe [RAM Upgrade - Passive]: Every turn, Daemon's sheer hate for almost everything around her prompts her to regenerate 5% of her overall health.
[/strike]
Armor Champion - Digimental of Resilience
Species: DexDorugamon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Undead
Fighting Style: Having somehow used a Digimental to become a undead monster with metal allover it, Anzu uses this form to take hits, mainly, and dish out severe damage as a response. As DexDorugamon is undead? Pain is not a worry.
Abilities: [6 Abilities Max]
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Thriller: DexDorugamon takes twice as much damage from anything remotely holy. However, physical attacks are only half as effective.
Skull Bash: A vicious headbutt delivered with Anzu’s metal noggin. Boink!
Power Metal: Anzu fires a black metal ball from her maw. The ball has a composition similar to a cannonball, and is fired at roughly the same velocity, so getting hit with this probably hurts a lot.
In Stitches: Anzu attempts to patch up any damage done to her in a jiffy. 25% heal with a three turn cooldown.
Necrotic Fury: Anzu lets out a roar as her very hide hardens, granting her a 20% damage reduction for three turns. Four turn cooldown.
Core Eater: Anzu attempts to tackle her opponent to the ground and utilize her maw to tear into their torso. This is usually a finishing move, hence the name, but it works wonders either way, usually. Three turn cooldown.
-[Passive ability] Crescendo. Vibrato: Minervamon's aura is named Crescendo. It is a green and black aura that's surrounding her at any time, working as a shield. When Minervamon is targeted by a physical attack, Vibrato activates, turning the whole shield green. Minervamon will take 30% less of the damage the physical attack should inflict.
Alias: Kemi, Mimi,
Age: 19
Gender: Female
Height: 5'0
Weight: 105 lbs.
Alignment: Selfish Good (For all intents and purposes, this is chaotic good.)
Birth Date: 5/28
Western Horoscope: Gemini
Birth Place: Saitama, Japan
Skills/Talents: Better than Squidward: Akemi plays the clarinet. She's not subpar at it. Some dare say she might be able to lead the school band to victory at a concert. Who knows?
Vidya James: ...Does this...really need explaining...?
Bookish: She has some knowledge at her disposal. It's not disposed of in a good way.
Backpack Contents:
- A notebook and a pen/pencil. For notes along the way. It's...notably devoid of anything useful.
- A phone.
- A pair of shoes and a change of clothes. One must be prepared.
- ...Sakuma drops.
Artifacts:
Powerstone Shard [City Artifact]: A mysterious, fist-sized, yellow-colored, translucent gem. Energy swirls within it and seems to be attuned to The Great City's, but it's properties remain unknown.
Digivice:
Personality: Akemi is easily described as someone who oftentimes chooses to go easy but just as often opts not to. She is, however, profoundly lazy sometimes, often trying to figure an easy way out of her problems. It's relatively easy to see how this is sort of a problem, one that's very well-known and one her family's been trying to iron outta her. She does however possess an impressive amount of loyalty for the people she cares about, and it turns out she cares about quite a few people. When it comes to her friends, she ain't lazy. When it comes to her friends, she isn't about to give up.
She also has a soft spot for small and furry things. Like a friend to some animals! Given where we're heading, this works nicely. Something she also likes is video games and/or anything pertaining to electronic media. As such...She may or may not be one of -those- people. The kind that spout memes whenever they think it's appropriate to. The annoying folk.
Appearance: Akemi's opted for yet another change in appearance after some choice events within the Digital World that she may or may not be privy to disclosing to some parties that'd be willing to inquire about it for one reason or another. While her physical appearance hasn't changed all that much, she's taken to styling her hair in a particular way that leaves two tufts of it pointing upwards. She thinks it's pretty cute, in all honesty. Otherwise, her casual attire remains about as trendy and varied as it's always been, with tank tops and t-shirts still being some of the more common things you would catch her wearing on an otherwise informal occasion. Otherwise, for Digital World stuff, she's switched off to a nice little suit that she wears a blouse and a skirt over. It's...less strange in picture form. She also wears a royal purple coat, too. Otherwise, her eyes are still hazel in color, and there's a faded scar on her hand that...slightly resembles a code crown? Hm. Oh, and also her figure's gotten even more lithe as time has gone on. Nothing to write home about, though.
FaceClaim: Kantai Collection • Hatsuzuki • Akemi Amaya
Personal History: So, about fourteen whole years ago, some kid named Akemi was born in May. Specifically on the day we know OUTSIDE of Japan to be Memorial Day. So, that happened and so it turns out that the parents of this child were extraordinarily average!
No, really, life was -painfully average- on their ends. Yet as Akemi grew up she turned out to be a little smarter than most people her age. Which in turn played in well at school. If it didn't involve straining herself physically, it wasn't really difficult for her to do. When she was eight, she got a lil sister, who...well. It's a younger sibling. People tend to not get along very well with those.
Yeah, Akemi's rivalry with her little sister, while legendary in it's own way, it's not necessarily worth telling about right now. Also, somewhere along the way someone made the horrible mistake of introducing her to video games and the internet. She liked that. Boy, oh boy, did she like that a lot.
And when the phrase mistake is used, that wasn't meant to be an exaggeration. It was a mistake. Her grades are kind of stuttering thanks to this new-found addiction.
All of this leads to now. She's 15. She's just about ready to go to the next year of schooling.
In the words of Bubsy the Bobcat...What could possibly go wrong?
Digimon Name: Anzu
Default Form: Tsukaimon
Gender: Female
Alignment: Inapplicable, but for application purposes, chaotic good.
Skills/Talents:
Capable of sleeping for several hours on end.
Makes a really nice hat.
Floof.
Inventory: All Anzu carries is the regret of all her past lives, man.
Personality: Despite the clearly innocent appearance of what is otherwise a purple Patamon (which are generally known to be quite amicable, according to the words of some,) Tsukaimon is an all-around brat that enjoys picking on people. Seriously, she RELISHES doing that. But then again, Tsukaimon are more or less opposites of Patamon. Who wouldn't be a mean-spirited one if the other's a goodie two-shoes?
This Tsukaimon enjoys high places. She usually prefers the top of a building or a tree, as it's a lot more serene than the chaos that can sometimes be found down on the ground. That's not to say she doesn't like both. He just likes things that're more or less not boring in some dumb way or another. Excitement, if you would. However, like a lot of Tsukaimon, this one also loves brawls. She's not afraid to come to blows just for the sake of getting what she wants, too. And as one of her attacks can imply, she can be pretty foul-mouthed sometimes.
Tsukaimon -is- capable of showing respect to someone or something. But, nobody's ever really earned that respect. When it comes to her tamer, Anzu shows a strange amount of fidelity. Or protectiveness. Or both, really. Neither appear to know why.
Holosuit:
Faceclaim: Kantai Collection - Harusame - Anzu
Personal History:
Anzu likes to spin her tale quite a bit. She says she used to be some monarch of a small part of the Dark Area.
This is hilariously false.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Botamon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers
Type: Mammal
Fighting Style: Botamon has no style. Botamon has no grace. She'll blow a bubble right in your face.
Abilities: Acid Bubble: Botamon is the professional-est professional at blowing shampoo bubbles.
Digivolves To: Pagumon
In-Training
Species: Pagumon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Lesser
Fighting Style: Pagumon has evolved far past the meager restraints of being a Botamon. She has now mastered the art of...Bashing and blowing.
Abilities: Beam Bubbles: She blows bubbles. That's literally it.
Bash: Pagumon hurls her WEIGHT at an opponent. Given she's heavy enough to be easily carried by a 14 year old...Yeah. This don't hurt much.
Digivolves From: Botamon
Digivolves To: Tsukaimon
Rookie
Species: Tsukaimon
Appearance:
Attribute: Virus
Family/ies: Wind Guardians, Nightmare Soldiers
Type: Mammal
Fighting Style: Now that Tsukaimon, or Anzu as she refers to herself, is at a level that can effectively do combat, she fights with bashing, insults, and stale air. There's really not much else to it.
Abilities: [4 Abilities Max]
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Aerodynamic Ears: Anzu is capable of flight with her ears. She is a little faster in the air.
Bad Message: The signature attack. Anzu insults her opponent. Damage depends entirely on how bad the insult is. Bonus points if the opponent starts crying.
Body Blow: Anzu throws herself at her foe and starts bapping it with her little paws.
Black Breath: A virus-variant of Boom Bubble. Anzu inhales (no Kotemon were involved in this,) and fires out a spherical black shot. Contact with it infects the opponent with a minor poison (that causes a little bit of damage over time, and feels like a papercut. Lasts for two turns starting when it's inflicted) and some amount of damage. 2 post cooldown.
Digivolves From: Pagumon
Digivolves To:
Champion
Species: Sangloupmon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Demon Beast
Fighting Style: Anzu’s fighting style is based primarily upon relocation and precise attacks in this form. This is accomplished via using Black Mind to position herself ideally and then striking fast and hard.
Abilities: [6 Abilities Max]
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Phantom Blood: When under stealth of any sort, Anzu’s attacks gain an effect called Bloody Wounds, which makes them leave a residual bleed effect that lasts for two posts. It does not stack at all.
Black Mind: Anzu disassembles her data to melt into shadows. This uses her attack on the turn up and it’s restricted to shadows. This is typically used on the opponent to hide under them for a round before striking. All attacks cancel it, and it has a three turn cooldown.
Sticker Blade: Anzu hurls a -hail- of razor sharp blades at her opponent. Ouch!
Rend: Anzu attempts to sink her fangs into her opponent’s flesh and tear it clean out to get at their data! This has a piercing effect added onto it. Two turn cooldown.
Mirror Image: Anzu disassembles her data to split into three copies of herself, causing huge amounts of confusion! These clones all fade away in one hit, while the real one is indistinguishable from the fake. They also all do their own thing, and the clones can only utilize basic attacks. Anzu is not exempt from this. Three turn cooldown and the clones fade away in two rounds if not destroyed.
Ocular Stake: This actually doesn’t involve the eyes at all. Anzu opens her mouth to fire forth a projectile that’s...shaped like a stake and almost exclusively aimed for the head of her foe. Another piercing effect. Two turn cooldown.
Digivolves From: Tsukaimon
Digivolves To: Mephistomon X
Species: Mephistomon X
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers, Unknown
Type: Fallen Angel
Fighting Style: Burn. Burn. BURN. BURN. BURN. BURN!
Abilities:
[LOADED PASSIVE] Brand - Mephistomon at the start of combat targets an individual, a glyph appearing on their body. Mephistomon gains a moderate amount of bonus movement speed while moving towards that target and her attacks burn them for additional light damage. Mephistomon however 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.
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Baphomet: An unholy entity, Mephistomon is healed by any unholy/dark attacks thrown her way. In exchange, holy things hurt her for double damage.
Recoiling Strike: Anzu gathers up all the pain she has been dealt in the past two turns, converts into literal energy focused into her claws, and dispenses it accordingly in an attack meant to cause lots of damage to her foe. This is generally meant as a melee attack, but can be fired as a shockwave of sorts by striking the ground. Three turn cooldown.
Black Sabbath: Anzu’s main mode of attack in this form. One prayer for a festival of death and she fires a colorful blast from her palm. The blast is searing hot and great for destroying the environment around Anzu. One post cooldown.
Burning Woman: Anzu empowers herself with a buttload of eldritch energy and coats herself in a black fire, increasing her damage and defense by 20% for four turns. This has a cooldown of four turns as a consequence. This also has the side effect of causing her hair to spike up a little.
Mob Rules: Anzu performs a gesture with her hand 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.
Southern Cross: Anzu 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.
Misfortunate Miasma: Mephistomon dissipates into a fine mist as an attack is headed for her and reposition herself accordingly. 30 feet range maximum. Attacks from Mega and Higher harm her even as she does this. Consequently, attacks of equivalent levels and below can't hurt her. Two turn cooldown.
Black Chain [RAM Upgrade]: Mephistomon 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.
Abyssal [RAM Upgrade]: Anzu 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 Mephistomon's height that fights on Anzu's behalf for three turns and can only use a basic attack endlessly. Three turn cooldown.
Digivolves From: Sangloupmon
Digivolves To: Panimon
Mega
Species: Panimon
Appearance:
As the image is from a panel of cut Digimon, Panimon’s appearance is as follows: It bears wings of black, it's arms are adorned with black metal at the shoulders, it retains Mephistomon's fur at the forearms, but the coloration of the fur has darkened from a dark purple to almost black. God, this is starting to sound like BlackBeelzemon or something. The chest and legs, thankfully, don't become black, but instead a bone-white, with her midsection turning maroon. In addition, Panimon loses Mephistomon's cloven hooves in exchange for a pair of clawed feet. Two at the front with a third at the heel! Oh, and she also retains the mane that she touted as Mephistomon. Annd her claws and fingers are both entirely metal now. Same color as those tubelike things on her arm--a dark purple.
Attribute: Virus
Family/ies: Nightmare Soldiers, Dark Area
Type: Baphomet
Fighting Style: An empowered Mephistomon--Panimon is considered Anzu's true primary Mega. Something that, while less uncontrollable than Gulfmon, is still a force to be reckoned with.
Abilities:
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
A Discrete Eye: Despite her overwhelming anger in combat, Panimon has enough restraint to will her magic to not target her allies. Friendly fire is an impossibility.
Infernal Constitution: While light-based attacks are particularly effective on this monster spewed from the depths of the Dark Area, darkness? Well, it eats darkness. It’s completely immune to that.
Brand of Sacrifice [RAM Upgrade - Passive]: An improved version of an ability loaded from a most unfortunate avian. At the beginning of combat, Panimon is able to brand an opponent for three turns. While she gains increased amounts of speed while moving towards her, as well as the ability to have her attacks inflict additional light damage atop whatever else they do, she’s only capable of focusing -on- that opponent for the duration of this move. Three turn cooldown. And yes, this is a Berserk reference.
Recoiling Strike [RAM Upgrade]: Another move left over from Mephistomon. Panimon is capable of taking all the pain she has been inflicted with over the past two turns and focusing it into her claws, as she moves in for a vicious strike. This can either be a melee attack or a ray of energy fired from the mouth/hands. Three turn cooldown.
Dead Scream: Panimon lets out a bloodcurdling scream that sounds akin to several suffering and long-dead Digimon screaming along with her. This attack is loud enough to deafen enemies for two turns. Three turn cooldown.
Douse The Guilty: Panimon hurls a globe of a viscous and sticky substance with properties similar to that of napalm. As such, the target of this blob will suffer an impediment to movement if struck, as well as take 20% more damage from all sources. The substance will also ignite if fire is applied. Two turn duration on the substance remaining on the opponent. Two turn cooldown.
Stygian Flame: Panimon fires forth several swathes of flame from her hands. These flames can fly at a foe in numerous ways. From above as a rain, below as jets of fire, the sides...The flames themselves are white-hot, too. One turn cooldown.
Demon Wall: Panimon puts a finger to the ground as an impossibly long line of black etches itself across the ground before a 30 feet long and a 30 feet high wall of digizoid is erected and proceeds to go in one direction. Forward. It will keep going forward until it shatters, which it will if enough force is applied. Namely, it can absorb one mega-level attack before it shatters. Three turn cooldown.
Enmity: The seal of Wrath appears on Panimon’s chest as she forsakes love for anger. Her attack power and defense increase by 20% for three turns, at the cost of her becoming focused on a single opponent to the point where she will purposefully injure herself just to get another shot at her foe. Three turn cooldown.
Black Hand: An ‘upgrade’ of sorts to Mephistomon’s Black Sabbath. Panimon throws her hand forward as she fires forth a lance of that same multicolored energy that Mephistomon made use of. One turn cooldown.
Demon’s Crystal: Panimon calls down a barrage of three crystals that aim to slam into an opponent or an area near an opponent. While this would count as an attack itself, the crystals aren’t the true threat. Upon contact with the target, the crystals shatter and release a shadowy mass. This mass then reforms itself into an apparition of a ultimate-level digimon that fights for Panimon, or two that fight at Champion levels of strength. The apparitions are limited to basic attacks, melee and ranged, and can sustain two hits before it’s forced to dissipate. This entity lasts for three turns otherwise, three turn cooldown.
Evolves to: Shrouded Daemon
[/strike]Biomerge
Species: Shrouded Daemon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Demon Lord
Fighting Style: While one would expect a biomerge involving a Digimon frequently regarded as Wrath incarnate to be...well, more overtly powerful, this robed entity isn’t quite serious yet...Furthermore, it seems like it’s holding back. The robe helps ensure this.
Abilities:
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Discretion [Passive]: None of Daemon’s moves can cause friendly fire.
Devilmon [Passive]: Taking after the common depiction of the devil in various media, Daemon is -completely- immune to fire. Not just her robes, but as a whole. However, holy water is something that is particularly painful to Daemon as a result
Autoimmune Erasure: Every three turns, Daemon is capable of making one of her attacks ignore any and all resistances/shields, dealing full damage.
Algol’s Flame: An incredibly potent fireball comprised of black flame is fired from Daemon’s palm. This move deals double damage if the target is under the effect of Dark Virus. Two turn cooldown.
Finger of Death [RAM Upgrade]: A power most foul gathers within Daemon’s hand as she reaches out, a bolt of red lightning surging forth from her finger. As simple an attack as this seems, it’s incredibly potent in power, striking through any active shields for a heavy amount of damage. If Autoimmune Erasure is utilized to enhance this move, it will double the amount of damage that Daemon causes with this move instead of conferring a piercing effect. Four turn cooldown.
Double Dust: Daemon attempts to strike a target twice with fists backed by an unholy strength. This move sends a target flying, typically, making it very useful for keeping foes away from the caster. One turn cooldown.
Encore of the Damned: Daemon invokes a wicked chant involving reaching into the vestiges of her and Akemi’s memories to bring forth shadowy apparitions of people they have known and fought with or alongside in the past. This ability is capable of summoning either one apparition that fights at the level of a Mega, or two that fight at the level of an Ultimate. Either are locked to basic, nonelemental attacks, and last for two rounds after creation, obeying Daemon’s whims. They can only sustain up to two hits before dissipating across either level. Three turn cooldown.
Rain of Terror: Daemon throws her hand up into the sky to fire up eight blasts of energy that promptly all split in half and rain down upon the area around her, and exploding for good measure. Yeah, it’s pretty destructive. Three turn cooldown.
Expediting Demise: A invocation that leaves Daemon vulnerable to attack for the turn, but in return, her cooldowns are reduced 2 turns rather than 1 for the turn this is used on. Three turn cooldown.
Death Grip: Daemon fires a tendril of energy meant to ensnare an enemy and pull it towards her, before she tries to wrap a hand around their throat...And crush it. Two turn cooldown.
Entropic Shift: Daemon snaps her fingers and is repositioned anywhere in her line of sight that also happens to be up to 300 feet from her. She’s capable of chaining another one of her moves after this, but that will add two turns to the cooldown of that skill. Three turn cooldown.
Hell's Rolling [RAM Upgrade]: Daemon raises her arms as she conjures a number of shadowy disks before she launches them at an opponent at a rather high speed. The disks will slice through whatever they make contact with like a buzzsaw. The cooldown of this move increases with every two discs. There can be a maximum of 6 discs, for a three turn cooldown, and a minimum of two for a one turn cooldown.
Digivolves from: Panimon
Mode Changes to: Daemon X
Super Mega - Mode Change
Species: Daemon X
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Lord
Fighting Style: A savage creature that no longer has her robes holding her back, Daemon is essentially a walking ball of fiery anger.
Abilities:
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Devilmon: Daemon is completely immune to fire in this form, and retains her weakness to the light, attacks of such a nature being three times as effective/painful against her.
Wrath: Daemon is capable of bolstering various attacks of hers to be able to deal double the amount of damage they’re capable of doing already once every three turns.
Sacrilege: Daemon is said to be capable of profaning even the most holy of things with how downright vile her Dark Virus ability is. Using this ability, she powers herself up to make that ‘said to be’ into a ‘most definitely.’ For three turns, all of Daemon’s attacks, basic and named, are capable of piercing through shields. Three turn cooldown.
Dark Spreader: Daemon fires a blast of energy from the gem on her midsection. If the enemy is under the effect of Dark Virus, this move deals an additional 50% damage. One post cooldown.
Algol’s Flame: Daemon shoots forth a fireball from her hands, or her mouth. The fireball explodes upon contact with anything, be it the enemy or the ground, and the fires comprising this are hot enough that not even ash is left behind. One post cooldown.
Savage Recompense: The final form of Mephistomon’s Recoiling Strike. Daemon focuses a great deal of power into either one of her hands before she unleashes a hideously powerful attack (a blast from the palm at ranged, or a strike, typically a jab or a punch) that’s fueled off of the damage/pain she has endured over the past two rounds. Three turn cooldown.
Flame Inferno: This attack is excruciatingly simple. Daemon gathers power, swiftly, before she jettisons it into a nova of shadows and flame. It travels far. About 80 feet outwards from Daemon. Two turn cooldown.
Inferno Burst: Daemon briefly transforms into a horrific cross between her current form and a blazing demon god by setting herself aflame. Apart from the obvious ramifications that touching someone who is currently lit aflame might bring, Daemon enjoys a 30% increase to her speed and offensive capabilities for three turns. Three turn cooldown.
Red Comet: Daemon quite literally surrounds herself in a ball of energy and flies at an insanely high speed at an opponent with the intent of slamming into them. With the energy included. Two turn cooldown.
Coffin of the End: Daemon surrounds herself and the opponent in a literal cage of energy blasts all fired from her hands, mouth, and the center of her body. These blasts will remain hanging ominously at the border of the cage for a turn, before they begin to home in, swiftly upon the target for another turn, before they finally all burst at the end of the third turn. All the while, Daemon is free to continue assaulting the opponent while the blasts do their work. Once per thread.
Seventh Graviton [RAM Upgrade]: Daemon fires a trio of supergravity lasers from her abdomen and the cannons upon her shoulders. The lasers fired by this are hot enough to be capable of reducing the unprepared to ash, so one should be on their guard against them. Two turn cooldown.
Seethe [RAM Upgrade - Passive]: Every turn, Daemon's sheer hate for almost everything around her prompts her to regenerate 5% of her overall health.
[/strike]
Armor Champion - Digimental of Resilience
Species: DexDorugamon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Undead
Fighting Style: Having somehow used a Digimental to become a undead monster with metal allover it, Anzu uses this form to take hits, mainly, and dish out severe damage as a response. As DexDorugamon is undead? Pain is not a worry.
Abilities: [6 Abilities Max]
Dark Virus [RAM Upgrade Giga]: An echo of an active ability far along the evolutionary line for Anzu. Dark Virus enables her to freely manipulate the feelings of any Digimon, at a few costs and stipulations. One, she will encounter difficulties utilizing this on Digimon higher than her current level, as they will be able to resist this easily, while digimon of an equivalent level have a slightly more difficult time resisting this. It goes to say that the higher Anzu's level of evolution, the more easily she can make use of Dark Virus. Two, she can only drive her target to one of two emotional extremes at a time, namely extreme anger, or peace. And three, she can only make use of Dark Virus once every three rounds. She -could- use it on herself, but that's...a very bad idea. All around. Four, she can only use this on one target at a time, and the target has to be at least within three yards of her. And five, the emotions instilled upon this only last for three rounds.
Thriller: DexDorugamon takes twice as much damage from anything remotely holy. However, physical attacks are only half as effective.
Skull Bash: A vicious headbutt delivered with Anzu’s metal noggin. Boink!
Power Metal: Anzu fires a black metal ball from her maw. The ball has a composition similar to a cannonball, and is fired at roughly the same velocity, so getting hit with this probably hurts a lot.
In Stitches: Anzu attempts to patch up any damage done to her in a jiffy. 25% heal with a three turn cooldown.
Necrotic Fury: Anzu lets out a roar as her very hide hardens, granting her a 20% damage reduction for three turns. Four turn cooldown.
Core Eater: Anzu attempts to tackle her opponent to the ground and utilize her maw to tear into their torso. This is usually a finishing move, hence the name, but it works wonders either way, usually. Three turn cooldown.
Digivolves From: Tsukaimon
Mercenary
Digimon Name: Priere
Default Form: Sistermon Noir
Gender: Female
Alignment: Chaotic Neutral
Personality: A strange and rather eccentric nun with a shady past and a tendency to point a gun at her problems before solving them. Priere, or Empress, as she is known to many, is a rather jaded individual, in the tired sense. She has seen a lot, and would definitely rather not have to keep being faced with problem after problem. She can be lethargic at times, too, something that often acts as a detriment to her and the people around her. Beneath this, however, lies an echo of the warrior she once was, and admittedly still is. For no matter how lazy Priere can be, she can always be relied on to get up, and inevitably figure out a solution to an issue.
She does take the idea of debts and promises very seriously. It's one of the few times anyone can see her not lounging around or standing in the background. In fact, her current position right now is because of a debt she feels she owes, too.
Personal History: Not much is known about Priere, really. At least, not much that hasn't come from the word of mouth. Records in Whitewater indicate that a BlackGatomon named Priere had run away from home a long time ago. Some say she fell in with a bad crowd.
Others say she went to the Dark Area to seek power and fortune.
Some say she fell in with a cult--and later departed it, only to return to put a bullet in the head of the leader. Others say she became a wandering gun-for-hire. One way or another, however, the Sistermon found herself in the human world, hiding and grievously wounded. Add a twelve year old with the gall to lie when it suits her to the mix, and...
Rookie
Species: BlackGatomon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Beast
Fighting Style: A rarely seen form, often used for stealth purposes. Cool as a cat and all.
Abilities:
Cat's Eye: A hypnotic ability radiated from the eyes of the cat. BlackTailmon usually uses this to induce drowsiness in a foe to make them a little more sluggish for two turns. Three turn cooldown.
Danger Love: BlackGatomon puts on a cute face as she attempts to charm the enemy for a turn. This removes attention garnered by BlackGatomon for the duration of that, allowing her to vacate if needed. Two post cooldown
Neko PAWNCH!: A startlingly fast blow that's aimed for the face or below the belt. One post cooldown.
Cat Laser: A snap of the fingers, and BlackGatomon fires a laser from her fingers. Shockingly, it's capable of breaking the laws of physics by -curving.- One turn cooldown.
Digivolves To: Sistermon Noir
Champion
Species: Sistermon Noir
Appearance:
Attribute: Virus
Family/ies: Nature Spirits
Type: Puppet
Fighting Style: A unique kind of long-ranged combatant, Sistermon Noir, while cripplingly overspecialized in range, is capable of altering the trajectory of her attacks, which leads to some rather ludicrous amounts of lead bouncing around the arena.
Abilities:
Arcana Number Three: This Sistermon is capable of controlling and adjusting the trajectory of the bullets she fires from her guns. While this in no way guarantees a hit, it’s good for firing around corners and the like, firing for a certain spot, and tricking out the opponent.
Bless Fire: Sistermon fires two straight shots from her guns, the bullets having a holy sheen to them despite being...well, not holy. Rather, they're white-hot to the touch. One post cooldown.
Mickey Bullet: Sistermon twirls around and fires her guns in rapid succession, a hail of bullets ripping through the air around her! Two post cooldown.
Long Range Blessing: Sistermon combines her guns into one long-range, cross shaped rifle with a lot of stopping power. She then fires a single bullet from this. This attack strikes at 170% power. Two post cooldown.
Shotgun Anthony: Sistermon creates a shotgun out of her Anthony, and fires a salvo of close-ranged hell. One post cooldown.
Marked For Death: Sistermon Noir’s eyes gain a sinister, yellow glow to them as her attacks all gain the piercing property for two turns, consequently ignoring defenses. Three turn cooldown.
Digivolves From: BlackGatomon
Digivolves To: Awakened Sistermon
Digimon Name: Priere
Default Form: Sistermon Noir
Gender: Female
Alignment: Chaotic Neutral
Personality: A strange and rather eccentric nun with a shady past and a tendency to point a gun at her problems before solving them. Priere, or Empress, as she is known to many, is a rather jaded individual, in the tired sense. She has seen a lot, and would definitely rather not have to keep being faced with problem after problem. She can be lethargic at times, too, something that often acts as a detriment to her and the people around her. Beneath this, however, lies an echo of the warrior she once was, and admittedly still is. For no matter how lazy Priere can be, she can always be relied on to get up, and inevitably figure out a solution to an issue.
She does take the idea of debts and promises very seriously. It's one of the few times anyone can see her not lounging around or standing in the background. In fact, her current position right now is because of a debt she feels she owes, too.
Personal History: Not much is known about Priere, really. At least, not much that hasn't come from the word of mouth. Records in Whitewater indicate that a BlackGatomon named Priere had run away from home a long time ago. Some say she fell in with a bad crowd.
Others say she went to the Dark Area to seek power and fortune.
Some say she fell in with a cult--and later departed it, only to return to put a bullet in the head of the leader. Others say she became a wandering gun-for-hire. One way or another, however, the Sistermon found herself in the human world, hiding and grievously wounded. Add a twelve year old with the gall to lie when it suits her to the mix, and...
Rookie
Species: BlackGatomon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Beast
Fighting Style: A rarely seen form, often used for stealth purposes. Cool as a cat and all.
Abilities:
Cat's Eye: A hypnotic ability radiated from the eyes of the cat. BlackTailmon usually uses this to induce drowsiness in a foe to make them a little more sluggish for two turns. Three turn cooldown.
Danger Love: BlackGatomon puts on a cute face as she attempts to charm the enemy for a turn. This removes attention garnered by BlackGatomon for the duration of that, allowing her to vacate if needed. Two post cooldown
Neko PAWNCH!: A startlingly fast blow that's aimed for the face or below the belt. One post cooldown.
Cat Laser: A snap of the fingers, and BlackGatomon fires a laser from her fingers. Shockingly, it's capable of breaking the laws of physics by -curving.- One turn cooldown.
Digivolves To: Sistermon Noir
Champion
Species: Sistermon Noir
Appearance:
Attribute: Virus
Family/ies: Nature Spirits
Type: Puppet
Fighting Style: A unique kind of long-ranged combatant, Sistermon Noir, while cripplingly overspecialized in range, is capable of altering the trajectory of her attacks, which leads to some rather ludicrous amounts of lead bouncing around the arena.
Abilities:
Arcana Number Three: This Sistermon is capable of controlling and adjusting the trajectory of the bullets she fires from her guns. While this in no way guarantees a hit, it’s good for firing around corners and the like, firing for a certain spot, and tricking out the opponent.
Bless Fire: Sistermon fires two straight shots from her guns, the bullets having a holy sheen to them despite being...well, not holy. Rather, they're white-hot to the touch. One post cooldown.
Mickey Bullet: Sistermon twirls around and fires her guns in rapid succession, a hail of bullets ripping through the air around her! Two post cooldown.
Long Range Blessing: Sistermon combines her guns into one long-range, cross shaped rifle with a lot of stopping power. She then fires a single bullet from this. This attack strikes at 170% power. Two post cooldown.
Shotgun Anthony: Sistermon creates a shotgun out of her Anthony, and fires a salvo of close-ranged hell. One post cooldown.
Marked For Death: Sistermon Noir’s eyes gain a sinister, yellow glow to them as her attacks all gain the piercing property for two turns, consequently ignoring defenses. Three turn cooldown.
Digivolves From: BlackGatomon
Digivolves To: Awakened Sistermon
DNA MEGA
Species:
Minervamon.
Attribute:
Virus
Family/ies:
Nightmare Soldiers
Type:
God Woman
Fighting Style:
Minervamon will constantly mock her opponent, boasting and showing an over-confident attitude during combat. She'll even do things as stopping mid-combat to throw random jokes most people can't even understand and techniques just to scare off the enemy, just to prove her superiority over them over and over again. When things get serious and she's met with a worthy opponent, fire will start surrounding her body and the thrive for combat will take over her. She enjoys a good battle to its fullest, even if its exhausting or life-risking.
When she's fighting seriously, Minervamon is an all-out fighter. She is virtually unable to think of strategies or workarounds regarding combat so, basically, the only fighting style she knows is throwing all of her offensive power at the opponent with everything she's got. The outcomes of this strategy are not important. She believes giving her all to end an opponent will always work.
When she's fighting seriously, Minervamon is an all-out fighter. She is virtually unable to think of strategies or workarounds regarding combat so, basically, the only fighting style she knows is throwing all of her offensive power at the opponent with everything she's got. The outcomes of this strategy are not important. She believes giving her all to end an opponent will always work.
Abilities:
-[Non-Combat Passive] Minerva: Minervamon's humanity can be completely encapsulated in a single form. Much like a holosuit, she can, at will, transform into a human woman with regular human features. Almost as if there wasn't a crazy digimon goddess beneath that disguise! If she uses any combat ability (Passive or Active) she'll immediately transform into the digimon we all loveor not. A nice advantage is that she can modify her outfit at will.
-[Non-Combat Passive] Beyond the Fourth Wall: Minervamon seems to have knowledge of another plain, a further dimension where she and everyone around her are controlled by humans writing on electronic devices. Or maybe she's just... completely delusional. In any case, this makes her throw some very weird comments, making constant references to this other world. As some might say... breaking the fourth wall. No one seems to understand these jokes in this plain, but they probably would be pretty amusing if these people existed and were reading what she said.
-[Non-Combat Passive] Minerva: Minervamon's humanity can be completely encapsulated in a single form. Much like a holosuit, she can, at will, transform into a human woman with regular human features. Almost as if there wasn't a crazy digimon goddess beneath that disguise! If she uses any combat ability (Passive or Active) she'll immediately transform into the digimon we all love
-[Non-Combat Passive] Beyond the Fourth Wall: Minervamon seems to have knowledge of another plain, a further dimension where she and everyone around her are controlled by humans writing on electronic devices. Or maybe she's just... completely delusional. In any case, this makes her throw some very weird comments, making constant references to this other world. As some might say... breaking the fourth wall. No one seems to understand these jokes in this plain, but they probably would be pretty amusing if these people existed and were reading what she said.
-[Non-Combat Passive] Fly: Her magic powers allow Minervamon to ignore the gravitational effects on her (or whatever that makes things stick to the ground inside the Digital World, at that) when she wishes to. Minervamon can fly up to great heights and levitate around the battle stage.
-[Ram Upgrade] [Passive-ability] Unavoidable!: If Minervamon performs a damaging ability this turn, such ability cannot be affected, avoided or hindered by any non-damaging ability. Cooldown: 2 turns.
-[Ram Upgrade] [Passive-ability] Unavoidable!: If Minervamon performs a damaging ability this turn, such ability cannot be affected, avoided or hindered by any non-damaging ability. Cooldown: 2 turns.
-[Passive ability] Crescendo. Vibrato: Minervamon's aura is named Crescendo. It is a green and black aura that's surrounding her at any time, working as a shield. When Minervamon is targeted by a physical attack, Vibrato activates, turning the whole shield green. Minervamon will take 30% less of the damage the physical attack should inflict.
-[Passive ability] Crescendo. Tremolo: Minervamon's aura is named Crescendo. It is a green and black aura that's surrounding her at any time, working as a shield. When Minervamon is targeted by a darkness type kind of attack, Tremolo activates, turning the whole shield black. The shield deployed will reduce the damage that technique should inflict by 50%. As a consequence, if Minervamon is targeted by a holy-type attack, she'll take 125% of the damage it should normally inflict.
-Shielderang!: Minervamon rears back and chucks her shield with a great amount of force behind it. The shield itself has the potentiality to damage several targets by bouncing between them (up to three enemies!) before the shield makes a return trip. If she's able to catch it, then the cooldown of this move is a single post. But, normally, the cooldown is at 2 when she can't catch the shield.
-Ohohohohoho!: Can only be used if Minervamon has used at least one other technique during this combat first. Minervamon licks the tip of her sword, tasting the sweet aftermath of the battle she has taken part of until now and gaining motivation to keep going. She laughs frenetically and rams against the opponent, trying to slice them by throwing multiple slashes of her sword repeatedly at them. While she performs this technique, Minervamon gets a boost of 30% movement speed and the wounds she has sustained during this battle seem to hurt a lot less. 2 post duration, 2 posts cooldown.
-Black Wind: Minervamon swings her sword once, in a manner so fierce that the very wind from the slash threatens to carve an opponent to shreds!
-I’ll SPLIT YOU IN TWO!: Minervamon rushes an opponent down in an attempt to bring her sword 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!
-Wind Miasma: If she's being targeted by a damaging attack, Minervamon's body dissipates into a fine mist before taking the damage. While she's in this form, she takes 50% less damage from enemy or allies' attacks and she gains a 15% movement speed. Duration: 2 posts. Cooldown: 4 posts.
-Bassilandra: Minervamon transforms into Bassilandra, her ancient snake form, gaining a 20% attack power boost. Bassilandra is around 25 ft. long and has a thick skin. She can't speak, but she can mentally communicate with her tamers. She also can't perform any other techniques. As Bassilandra, Minervamon will mainly attempt to crunch on her opponents with her huge fangs, slam her serpent body and spit venom. None of these has any different effect from each other, so they can be considered Bassilandra's basic attacks. Duration: 2 posts. Cooldown: 5 posts.
-Minerva's anger: Minervamon shouts with all of her might at the opponent. This creates a sonic disruption that produces waves of energy coming out of Minervamon's body that will damage up to three digimon around a 50 ft radius. This shouting does not affect humans. The disruptive energy waves cause great damages to those digimon it reaches, since they disturb their digital structure. Besides, these waves destroy structures built around Minervamon, causing more chaos. The words she shouts basically depend on her current mood, but it probably won't be anything nice. Cooldown: 1 post.
-[Ram Upgrade] Abyssal Storm: Minervamon lifts her sword aloft as the blade expands into a much larger and longer form, before a burst of dark energies erupts along the sword. A powerful whirlwind is formed along Minervamon to keep other enemies away, except for the one she's attempting to hurt. She leaps into the air before she descends upon one foe! Whatever her blade makes contact with, it's likely that the enemy will end up being severely damaged, along with whatever's around it and on the ground. This is Minervamon's most destructive and powerful move, as it will probably cause massive damage to both the enemy and the landscape around her. Cooldown: 3 posts.
-Black Wind: Minervamon swings her sword once, in a manner so fierce that the very wind from the slash threatens to carve an opponent to shreds!
-I’ll SPLIT YOU IN TWO!: Minervamon rushes an opponent down in an attempt to bring her sword 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!
-Wind Miasma: If she's being targeted by a damaging attack, Minervamon's body dissipates into a fine mist before taking the damage. While she's in this form, she takes 50% less damage from enemy or allies' attacks and she gains a 15% movement speed. Duration: 2 posts. Cooldown: 4 posts.
-Bassilandra: Minervamon transforms into Bassilandra, her ancient snake form, gaining a 20% attack power boost. Bassilandra is around 25 ft. long and has a thick skin. She can't speak, but she can mentally communicate with her tamers. She also can't perform any other techniques. As Bassilandra, Minervamon will mainly attempt to crunch on her opponents with her huge fangs, slam her serpent body and spit venom. None of these has any different effect from each other, so they can be considered Bassilandra's basic attacks. Duration: 2 posts. Cooldown: 5 posts.
-Minerva's anger: Minervamon shouts with all of her might at the opponent. This creates a sonic disruption that produces waves of energy coming out of Minervamon's body that will damage up to three digimon around a 50 ft radius. This shouting does not affect humans. The disruptive energy waves cause great damages to those digimon it reaches, since they disturb their digital structure. Besides, these waves destroy structures built around Minervamon, causing more chaos. The words she shouts basically depend on her current mood, but it probably won't be anything nice. Cooldown: 1 post.
-[Ram Upgrade] Abyssal Storm: Minervamon lifts her sword aloft as the blade expands into a much larger and longer form, before a burst of dark energies erupts along the sword. A powerful whirlwind is formed along Minervamon to keep other enemies away, except for the one she's attempting to hurt. She leaps into the air before she descends upon one foe! Whatever her blade makes contact with, it's likely that the enemy will end up being severely damaged, along with whatever's around it and on the ground. This is Minervamon's most destructive and powerful move, as it will probably cause massive damage to both the enemy and the landscape around her. Cooldown: 3 posts.
Digivolves From: Jazz the CefiroDarcmon + Anzu the Mephistomon
'Holosuit':
KANTAI COLLECTION • Musashi • Minervamon [Holosuit]
'Holosuit':
KANTAI COLLECTION • Musashi • Minervamon [Holosuit]