Carlos Rey
Feb 15, 2018 7:40:29 GMT
Post by Carlos Rey on Feb 15, 2018 7:40:29 GMT
Name: Carlos Rey
Age: 22
Gender: Male
Height: 6’2
Weight: 180 lbs
Alignment: Neutral Good
Birth Date: 10th of July, 1995
Birth Place: New York, USA
Skills/Talents: Proficient guitar and bass player. Quick to learn new things. Good with computers (and anything video game related). Strong. Encyclopedic knowledge of every exploitation movie ever.
Backpack Contents:
Digivice: Blue and red D3 (Blue body, red buttons and grips)
Artifacts:
Personality: At first glance, you can tell that Carlos is a naturally easy going individual, someone that can keep calm and collected in the face of danger. Sarcastic to a fault, always ready to make a witty remark.
Dig a bit further and closer however, and you'll see that there’s more than meets the eye: not only is he surprisingly approachable and friendly person, but also a bit of a hopeless dork at heart, with an unabashed love for cheesy old movies, videogames, and 80’s metal. He's never above making fun of himself or others, always in good fun of course, and although he’s rather patient if you manage to do something that really ticks him off or annoys him too much he’ll be quick to (angrily) call you out on it.
He’s not a person that plans ahead too much, instead preferring to go with the flow, letting life take him along and make what he feels are the best choices on the fly. They might not always be thebest[/b] choices but…well, they’re choices, alright.
Appearance:
A tall and relatively well built man with dark brown eyes that are usually hidden by his rather large assortment of sunglasses. His bleached white hair (the end result of a dumb bet involving hair bleacher and actual bleach) stands out even more thanks to his naturally tan skin. Tends to wear leather jackets and jeans, regardless of weather or temperature. If not, most of his clothing consists of fairly simple hoodies and t-shirts, settling for whatever he finds more comfortable over what looks better.
FaceClaim: KING OF FIGHTERS • k’ • Carlos Rey
Personal History: Carlos is the only son of an Argentinean couple that had recently settled in New York looking for work. Since a very young age Carlos found himself interested in music, almost breaking his father’s cello in a futile attempt at playing it when he was six years old. After much begging their parents, they finally gave him a guitar for his tenth birthday. He took to it like a fish in water, and a couple years later he was not only playing his guitar but was also a pretty good bass player.
By the time he was 18 he had gathered a small group of music enthusiast students like him, which quickly became a band on the following months. While they enjoyed of a moderate success playing gigs for small bars and in one independent rock festival, they weren’t getting enough attention to make music a viable source of income for him, forcing him to work part time doing all sorts of odd jobs just to keep his band going. But deep down he knew that at this rate his dreams of fame and stardom wouldn’t become a reality, and if he didn’t hurry it wouldn’t be long until his band members decided to quit.
For the very first time in his life, Carlos decided to plan ahead and take both a big risk and a big step forward. Maybe his music wouldn’t be able to go far here but maybe, just maybe, it would go better somewhere else. After months of preparation by saving up money, convincing his band members and learning Japanese from his uncle in his spare time, they were ready to embark on the next plane to the land of the rising sun.
It’s been three months since Carlos arrived to Japan in search of fame, and while he’s not all that close of achieving his dream, somehow he can’t help but feel a big change is coming to his life.
He best be ready for it.
Digimon Name - Partner #1: Dio, or "simply" The Dark Lord Dio.
Default Form: Rookie
Gender: Male
Alignment: Chaotic Neutral/Chaotic Good
Skills/Talents: Deceptively strong for someone so small. Suicidal overconfidence.
Inventory: Holosuit
HunterXHunter • Killua Zoldyck • Dio
Personality: Brash. Cocky. Full of himself. Slightly megalomaniacal. All of these are perfect ways to refer to Impmon, close contender for the title of “Biggest Ego in Known History”.
Most of the time his ego is directly (or in his rookie form, inversely) proportional to his power. Sometimes said ego is even more bloated than that. Which is probably the reason he doesn’t like to give up, even on the face of unbeatable odds. He thinks he’s better than anyone, and will not hesitate to let everybody know that. Especially if it means he gets to make a grandiose speech boasting about his greatness, acting as if he were of royal descent (which isn't far from the truth) and everyone else was but a servant to him.
He’s a cynical creature at heart, always ready to expect the worst out of everything and everyone, which goes hand in hand with his “only the strongest survive” philosophy.
If he’s feeling friendly, he might simply choose to sarcastically belittle and make fun of you. If not, he will simply be very blunt and honest about his (usually negative) feelings towards everything. On a particularly bad day, he’s bound to try to burn something (or someone) over the slightest provocation. And heaven help you if he suspects you might be plotting something against him or his tamer. Things tend to get ugly in that case.
Despite all of this, even he has redeeming qualities, mostly in the form of a soft side that rears it's head every so often: for one, despite all his talk about the “survival of the fittest”, he can’t bring himself to take advantage of children or those significantly weaker than him, on rare occasions going as far as to try to protect them from harm. Plus if you actually manage to earn his respect and get on his good side, he will never betray you, even if it would be more beneficial for him to just leave you for dead. Deep down, he’s just wants for people to respect him, and more than anything have fun on his path to glory.
And god help you if you ever do something to his brother...
Personal History: Once a great Demon Lord of Sloth, Gio came about as an unintended side effect of Sloth’s untimely demise and resurrection, which caused the former demon lord to split into two smaller cores. The bigger core became the digimon now known as Dio, while the smaller, weaker one would become his brother Gio. They would spend the ensuing months after being hatched surviving on the wastelands of the Dark Area, content with being with eachother despite the hardship.
This would come to an eventual end however, as whoever had murdered the twins' original form had now taken control of the zone, and made the soldiers that once served the Demon of Sloth capture the young digimons, after which they were instructed to whipe their memories clean and separate them, so that they may never be reborn as the original incarnation of Sloth and come back to enact vengeance.
It was like this that Dio, now with his memory a jumbled mess was forced to wander the Dark Area on his own for what seemed like years, perhaps ages...until one day a portal opened, sending the confused Pagumon to a world inhabited not by digimon, but rather humans...where he would soon meet a man that would change the course of his life forever.
Fresh
Species: Kuramon
Appearance:
Attribute: Free
Family/ies: None
Type: Unknown
Fighting Style: As a small blob fresh out of the egg, he obviously has little in the way of self defense. In the face of danger he will (very valiantly I assure you) hide behind the nearest cover and either run away or let the threat sort itself out.
Abilities:
Glare: Focuses his eye on the enemy, causing anything from disorientation (on another fresh/in-training level digimon) to a mild headache (on anything else).
Digivolves To: Pagumon
In-Training
Species: Pagumon
Appearance:
Attribute: Virus
Family/ies: None
Type: Lesser
Fighting Style: Having grown up a bit from being a small cowardly jelly, his courage has also increased in size, not that it helps him any, as his fighting capabilities are still pretty much nonexistent.
Abilities:
Poison Bubble : Spits out a bubble filled with a corrosive substance.
Digivolves From: Kuramon
Digivolves To: Impmon
Rookie
Species: Impmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Small Devil
Fighting Style: Having attained enough power to hold his own in combat, he adopts a reckless and aggressive style, completely forgetting about any ranged options and preferring to get up close and personal to his enemy. He won’t pull any punches and will resort to anything to win, be it considered dirty or not.
Abilities:
Night of Fire: Imbues his right hand with flames, and either throws a small fire ball or enhances his next punch with fire
Night of Blizzard: Imbues his left hand with frost, and either throws a small ball of ice or enhances his following punch with ice.
Pillar of Fire: Punches the ground and either surrounds himself in a fiery pillar or creates a small wall of fire. Said fire can last up to one post. Two posts cool down.
Primordial Burst: Combines both fire and ice magic to launch a sphere of dark energy from his hands. It’s considerably stronger than his other attacks, and as such takes more energy to perform. Two post cooldown.
[RAM Upgrade] ChaineD: A more refined version of hisbootleg saberk D-Edge skill, Dio summons a frozen ice chain made out of purple energy. It can be extend up to 13ft, latch on to most surfaces with ease and can't be melted. If used against an enemy it will coil itself around them, causing medium damage and rooting anything below armor champion for one post. Three posts cooldown.
Digivolves From: Pagumon
Digivolves To: Devidramon
Champion
Species: Devidramon
Appearance:
Attribute: Virus
Family/ies: Dragon’s Roar, Nightmare Soldiers
Type: Evil Dragon
Fighting Style: Savage, almost feral attacks. Has very little on the way of defensive capabilities other than dodging, but once he starts his offensive he will not stop until either his enemy is down or Carlos orders him to stop…and sometimes he might not even stop then.
Abilities:
Divine Hatred: (Passive) His deep seething hate for everything holy makes his attack wilder in the presence of anything belonging to the "Virus Busters" family, causing his attacks to deal 10% more damage to them but also receive 10% more damage from their attacks.
[RAM Upgrade Giga] D-Spear: Focusing power through his body, Dio summons forth a sharp blade enveloping his tail’s metal tip. Despite having slightly better control over his power, it still has to be elemental (electrical) in nature in order to be maintained. The blade will disappear after either three successful attacks or a block, and can only be used for either attack or defense per activation (it can't used to block after doing one swing). Three post cooldown.
Dark Gale: Gathering power within his jaws, the draconic digimon spews forth a large stream of blackened lighting. Has a 60ft range and causes heavy damage. Obviously, it’s more damaging against wet targets. Three posts cooldown.
Red Eye: Gazes down upon his enemy with his many eyes, emanating a terrifying and commanding presence. This causes them to be immobilized by fear for one turn, taking no damage but leaving them open to attacks. Three posts cooldown.
Crimson Claws: His claws glow red with power, making them sturdier and sharper by giving them a 2x boost in strenght. Lasts for one turn. Two posts cooldown.
Skewer: Impales the enemy with the metallic tip of his tail and drags them closer to him, causing heavy damage in the process. Two post cooldown.
Digivolves From: Impmon
Digivolves To: Neo Devimon
Ultimate
Species: Neo Devimon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Artificial Fallen Angel
Fighting Style: A slight departure from his usual fighting style. While he still prefers to stick close to his target and keep on the offensive, but now instead of simply overwhelming his enemy he focuses on causing as much damage possible quickly or, if possible, cause as much pain as needed to tilt the match in his favor…something he might enjoy more than he ought to.
Abilities:
[RAM Upgrade Giga] D-Nail: Focusing power on either of his clawed hands, Dio summons forth a set of sharp needle like blades of pure, glowing purple energy enveloping his fingers. Having an advanced form now means he’s finally able to wield this power somewhat efficiently, no longer making it elemental. The blade will disappear after either three successful attacks or a block, and can only be used for either attack or defense per activation (it can't used to block after doing one swing). Three posts cooldown.
Bloody Claw Barrage: His claws glow red with energy as he charges forward, whilst slashing madly in front of him, leaving a small red mist on his wake. Each individual slash does relatively small damage, but the sheer amount of them in such a small time frame makes this a dangerous move. Said red mist will buff any ally that comes into contact with it, raising the damage of their next attack by 30%. Three posts cooldown.
Crimson Curse: Staying true to his barely suppressed virus nature, once his health is reduced by 50% this digimon can "toggle" a berserk like trance, allowing his lust for fighting to take control of him during a fight, forcing him to attack every turn if possible, but also buffing him to deal 40% increased damage while also taking 10% more damage from all sources. Additionally, his bloodlust is so great he has trouble differentiating friend from foe in the heat of combat, so he will not hesitate on attacking those that get in his way. He can however, with enough exertion of will power, stop himself from attacking for the turn. Doing this repeatedly has a slowly increasing risk of Neodevimon harming himself, however. Lasts until the end of the fight, can only be used once per thread.
Viral Infection: Punctures the enemy with his claws, injecting them with poison, causing great pain and mild damage over time. Poison lasts for a turn, and if the target is hit again by an attack before it wears off it takes 50% additional damage. Three posts cooldown.
Red Ray: Fires a long ranged (100ft) red energy beam from his visor. This attack is not particularly powerful damage wise, but can easily pierce through armor of its same level and below. Three posts cooldown.
Deep Incision: Slashes the enemy with a well placed cut to a vital point, severely slowing down their movements by 25%. Lasts for one turn and has a three posts cooldown.
System Shock: Charges up power within his arms, releasing a relatively short ranged (40ft) electrical arc from his hands. Deals heavy damage and lowers the enemy’s defense by 25% for two posts. Three post cooldown
Faustian Bargain: Slashes the enemy with dark energy, cutting deep into their very code causing medium damage and stealing a small bit of data on the process to heal himself by half of the damage caused. Three posts cooldown.
Digivolves From: Devidramon
Digivolves To:Belphemon Rage Mode
Mega
Species: Belphemon Rage Mode
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Demon Lord
Fighting Style: A deadly mixture of fast, accurate attacks with raw power. While not nearly as nimble or fast as his smaller forms, he has more than enough strength to compensate for it, and will not pull any punches when using it, collateral damage be damned.
Abilities: [9 Abilities Max]
[Passive] Mark of Sloth: This ability allows this digimon to set a target ablaze for two posts every time they deal damage with an ability. Instead of damaging the enemy however, the flames sap the energy from the digimon, slowing down their movements significantly. Can only proc every three posts after the mark has expired, and it may only affect one target at a time.
[Passive] Hell raised: This ability allows this digimon to be unburdened by fire damage. Instead of damaging this digimon fire heals it for half of the intended damage, but he also takes double damage from water based attacks.
Gauntlet of Tartarus: Belphemon channels energy to his enormous gauntlets, which allows him to fully block a single mega level or below attack, negating all it's damage. Three posts cooldown.
Dimension Cut: In a brutal display of power Belphemon slashes forward with his claws, after which a barrage of ethereal slashes cut the recently slashed area, dealing high damage. One post cooldown.
Chains of Torment: Wielding one of the many chains coiled around his body, Belphemon whips the flaming chain in a sweeping motion in front of him, causing medium damage up to three targets in front of him. Additionally, the afflicted targets will be rooted in place by spectral chains for one post. Four posts cooldown.
Lance of Erebus: After channeling dark flames into his hands Belphemon shapesthem into the form of a massive fiery spear that may be thrown up to 2000 feet, though it's accuracy drops with range. Deals heavy damage. Two posts cooldown.
Red Volt: An upgraded version of NeoDevimon's Red Ray. Gathering power from within and his surroundings Belphemon fires a massive red beam of destructive energy from his mouth, causing heavy damage and piercing through shields and armor. Three posts cooldown.
Hellgate: Belphemon gathers energy from his surrounding, before releasing it all in a powerful explosion of flames that devastate his surroundings (50 feet). If empowered by Dark Onslaught it will deal even more damage and cover a 150 feet area. Both versions of this attack are much more unstable than the rest however, and as such will also deal damage to any allies caught in the blast. Three posts cooldown.
Dark Onslaught: Belphemon inbues his body with the blue hued flames of Sloth, making his attacks deal double damage and reducing the damage taken by half, at the cost of some of his speed. Lasts for 2 posts and has a cool down of 5 posts.
Digivolves From: NeoDevimon
Digivolves To: Daemon Super Ultimate
Alternate – Mega (Dark Evolution)
Species: Furfumon (Custom Digimon)
Appearance: Standing over 20 ft tall when standing upright on his hind legs (around 18 ft when on all fours), the lumbering monstrosity known as FurFumon appears as a remainder of the dangers of the Dark Area and its inhabitants. It’s head looks not unlike the bare skull of a giant deer, except it has large canine like fangs and teeth far larger and sharper than those of a normal deer. A black putrid mist can be seen always coming out of every hole on its skull, which smells like an awful mixture between something burning, gasoline, and rot. Furthermore, besides large twisted antlers adorning the top of its skull it possesses horns similar to those of a ram curving down around the sides of its head. Its eye sockets are filled with nothing but pitch black darkness, two tiny flaming orbs floating inside them acting as the closest thing to eyes.
It’s large mangled and twisted looking body it’s fully covered with thick black fur except for its limbs, tail and the aforementioned head. Both front claws and its hind hooves are completely devoid of hair, almost as the tissue and fur covering it had been violently ripped out, being nothing but pale white skeletal claws sharp enough to tear both meat and metal apart with ease. Around the chest area the ribs can be seen poking out through the skin. The jagged vertebrae tearing through his back all the way down to its skeletal tail can sometimes be seen glowing with energy during some of Furfumon’s attacks, small arcs of electricity flashing between the bones when the beast uses some of its most powerful attacks.
Furfumon’s body seems to be surprisingly flexible despite it’s emaciated appearance, being able to twist and bend itself in unnatural ways to get through almost anywhere with ease and allowing it be able to change on the fly between running on all fours and walking and fighting on its two hind legs.
Attribute: Virus
Type: Demon Beast, Undead
Family: Nightmare Soldiers, Unknown
Fighting Style: Similar to that of his Devidramon form, expect largely more aggressive and seemingly more erratic, changing tactics on the fly with no apparent rhyme or reason to confuse it’s opponents. Oddly enough, if he’s not fighting alone his fighting strategy will change completely, attempting to defend and help out his allies by any means necessary, even willingly taking hits for them.
Abilities
Feel no Pain (passive): Furfumon is almost completely unable to feel any sort of physical pain, being able to shrug off and ignore most of the damage done to him. Obviously, because of this it also means his survival instincts are fairly reduced, causing him to ignore what could be fatal injuries until it’s too late. The only exception to this is any light/holy based attack of any kind, which will cause a disproportionate amount of pain against him regardless of the actual damage sustained.
Walking Wasteland (passive): When in combat Furfumon continuously exudes a dark poison mist that corrodes anything nearby, causing a small amount of damage over time to any enemy within melee range. Furthermore, being surrounded by it makes it naturally more resistant against poisonous attacks.
Smog Song: Spews a stream of corrosive acid from his mouth that sticks to the opponent and causes medium damage over time for a post. If they’re wearing armor (even chrome digizoid) their movements are slowed by half for the duration of the poison. Three posts cooldown.
Shock Value: After a moment of channeling summons a lightning bolt from the sky to strike himself, overloading his body with electricity, enhancing all of his normal attacks with electrical currents giving them a 1.5x boost in speed. The lightning must be charged for at least one post for a half charge, but can be charged for up to two posts for a full charge, enhancing its duration depending on the charge, as well as enhancing the damage and size of all his electrical based attacks by either 2x or 2.5x depending on the charge, as well as adding special properties to said attacks. Furfumon is completely open to attacks while channeling, and can be interrupted with a sufficiently powerful attack. Two/three posts duration depending on time spent channeling. Three posts cooldown, may only be used twice per thread, regardless if the channeling was successful or not.
Rider of the Storm: Shoots out a long ranged stream of lightning out of his mouth, causing heavy damage. If Furfumon is empowered by Shock Value the stream grows in size and is also able to paralyze his enemy for a turn if at half charge, two posts with a full charge. Three posts cooldown.
Lightning Satellite: Summons five orbs of lightning that orbit around him, causing medium damage if they collide against his enemy. If empowered by Shock Value, the orbs also create a small electrical arc around Furfumon, halving the damage done by projectiles. One post duration at half charge, two posts at full charge. Two posts cooldown.
Phlebotomizing Allocation: Furfumon tears into his own chest, wounding himself and splashing up to three allies with a black liquid that heals them by 30%. The healing is evenly split between all the targets, so it becomes more potent the less allies it heals (I.E.: 30% for one target, 15% for two targets, 10% for three). Two posts cooldown.
Night Crawler: Envelops himself with a black mist and sinks into the ground or wall, reemerging close to his enemies location one post later and either dragging them inside his black cloud or lunging at them if far away. Three posts cooldown.
Last Defiance (aka: “I Serve No One!”): Setting his body ablaze with flames of darkness Furfumon charges forward and attempts to lunge and pin down his enemy. If the attack connects it causes a massive and heavily damaging black explosion that increases in power the more damaged he is. Because it causes both heavy damage to him and his enemy, it’s strictly a last resort attack that if successful will revert him back down to either in training or rookie stage depending on the damage, and could potentially risk deletion of used improperly. Obviously, it can only be used once per thread if successful. Three post cooldown if it misses.
Super Mega
Species: Belphemon X
Appearance:
Art credit goes to Sora! ---> www.deviantart.com/pkingsora
Attribute: Virus
Family/ies: Dark Area
Type: Demon Lord
Fighting Style: Finally returned to it's absolute apex, Dio holds nothing back in showing the absolute heights of the Dark Lord's power, excelling in both the flair and the devastation that comes with reaching the strenght required for a Super Mega, and ready to decimate everything in it's wake with absolute power.
Abilities: [10 Abilities Max]
Fires of Sloth [Passive]: Every three posts Dio’s next attack becomes empowered by the power of Sloth and wrapped by blue flames. This doesn’t make the attacks any stronger, but if they land will slow the enemy down by half their normal speed for the next turn. Obviously has a 3 post cooldown.
Stubborn Resilience[Passive]: Having survived long enough to reach this level its quite plain to see that Dio is (probably) too proud to acknowledge pain. Or maybe just too egocentric to die. Regardless, he takes 30% reduced damage from all sources.
Chaos Zweihander : Dio opens a small, fiery portal and reaches his hand inside it, retrieving from within it t a large greatsword. The sword can either be used to slash at the enemy or fire a wave of flames from a distance. Both deal the same amount of heavy damage, and the sword will disappear after three attacks have been used. 5 posts cooldown.
Blood Moon: A sigil appears in front of Dio as his digicore begins to charge itself with energy, before firing a single beam of energy into the sigil. A moment later four similar looking sigils appear above the enemy before raining down a red beam of energy each. Deals heavy damage. 3 post cooldown.
Volcanic Fissure: Dio slashes at the enemy with his golden claws, giant marks being left on the ground in their wake, dealing heavy damage. A moment later columns of fire and lava fire out from the fissures, setting fire to their target and dealing small damage over time for two more posts. 4 posts cooldown.
Chthonic Embrace: A large, shadow like hand emerges from within Dio’s digicore, and attempts to clutch itself around a target. If successful it will deal medium damage and root them in place for a turn. 4 posts cooldown.
King of Sloth: True to his old title as Sloth, Dio uses a rather simple, perhaps even boring attack as he raises his hands at the enemy, before his claws extend to unreasonable lengths to try and stab them from a distance, before returning to their normal length. 2 posts cooldown.
The Terror of Death: For a turn Dio stays still, channeling energy and leaving himself open for attacks. The next turn however his gauntlets separate from his body, growing to a preposterously large size, before coming down on the enemy and each delivering a single massive swipe, strong enough to split the ground below and the clouds above. Obviously deals massive damage to the unfortunate target. 6 post cooldown.
Propagation: A black cloud of fog and smoke covers the sky, darkening the area significantly. While not making things any harder to see, it does makes both Dio and Gio become 20% faster and deal 20% more damage for the next three turns. 6 posts cooldown.
Twin Cataclysm: The two become glowing featureless figures of pure glowing data, before fusing into a singular amorphous sphere of pure energy. Said sphere begins to spin rapidly in place, the data surrounding it moving alongside it, a vortex of unstable energy coalescing into burning flames, dark clouds, lightning, primordial chaos. Deals massive damage in a large 40 feet area, utterly devastating anything that might have been close by. Can only be done once per thread, and after the move is done the twins must stay for a turn to recover their strength.
Digivolves From: Belphemon Rage Mode
OPTIONAL EVOLUTIONARY STAGES - ARMOR DIGIVOLUTION
Armor Champion
Species: Pantheramon (custom digimon)
Appearance:
Picture and original design credit to here
Attribute: Virus
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Demon Beast
Fighting Style: A mixture of sneaky and deceitful with agile and efficient movements, with the odd bombastic attack to remind everyone he’s still the same Dark Lord deep down. He will try to take his opponent by surprise and try to do as much damage as possible before they even know what hit them. If that fails he’s perfectly capable of standing his ground on a one on one fight, making use of his relatively small frame and agility to reach for the enemy’s weak points, though his smaller size compared most normal champions means he can’t nearly as much damage as he dishes out.
Abilities: [6 Abilities Max]
Agile Feet (Passive): While in combat Pantheramon is completely immune to any form of slows caused by Armor Champion digimon or below, and all other forms of immobilization of that level are only half as effective.
Night Prowler: Melds his body with shadows, turning completely invisible for up to two posts. Receiving damage or attacking will cancel out his invincibility, but if he breaks concealment by attacking his following ability will cause 2x more damage. Three posts cooldown.
Roar of Pride: Lets out a bellowing, mighty roar that shakes the surrounding area, boosting his attack by 30%, while lowering the defense of any enemies of level Champion or below by 20% within 25 feet. May knock down enemies. Has no effect on Ultimate or higher. Lasts for two posts, three posts cooldown.
Nightmare Vision: Envelops his body with black flames, charges forward and pounces on the opponent. Causes medium damage and may knock down enemies of the same size or smaller. May latch on to bigger opponents for a follow up attack. Three posts cooldown.
Vital Claw: His claws glow red with energy before quickly slashing at the enemy, causing heavy damage. Can also be used to climb otherwise unclimbable terrain.
St. Elmo’s Fire: Fires a stream of black flames from his mouth with a range of 50 feet. Causes heavy damage and sets flammable objects on fire. Two posts cooldown.
Digivolves From: Impmon (With Digimental of Pride)
Armor Ultimate
Species: Kaiser Leomon
Appearance:
Attribute: Virus
Family/ies: Nature Spirits
Type: Cyborg
Fighting Style: A complete departure from his stealthy ways as Pantheramon, the goes back to his known roots of pure, loud power, making it a foe impossible to ignore (in more ways than one). That said, while it still specializes in powerful attacks, he lives up to the Loyalty aspect of his Digimental, boasting some powerful defensive tools to keep hissubjects companions safe…something he will never let them forget afterwards. Naturally, his bigger frame and armored body means he can take more punishment, but he’s nowhere as agile as his previous form.
Abilities: [7 Abilities Max]
Unstoppable Force: His armor glows with dark power, making him completely impervious to any form of crowd control coming from digimon of equal level or below. One post duration, two post cooldown.
Immovable Object: Stands his ground and digs his claws onto the ground. Afterwards he creates an energy shield around him and any allies within a 25 ft range that blocks projectiles, incoming attacks and repels enemies. May last one post unless destroyed by receiving enough damage (5 rookie level attacks, 3 champion level attacks, or 1 armor ultimate level attack). Three posts cooldown.
Ebony Blast: Focuses fires off two spheres of darkness from his mounted shoulder guns. Has a range of 50 feet and causes heavy damage. Three posts cooldown.
Dark Overlord: Charges a large amount of powerful energy on his mouth and guns for a post, combining all three and shooting out a black beam twice his size with a range of 150 feet that causes massive damage on his next post. The beam can’t be cancelled or stopped once the charge begins, but he’s completely open to attacks during the charging period. Adittionally, while charging up he draws a bit of energy from his surrounding allies, increasing the power of the beam by 15% per ally, up to a maximun of 45%. Three posts cooldown after fired, can only be used twice per thread.
Rules of Nature: His claws glow red with power, before slashing forward, damaging enemies in a wide arc in front of him while sending a red wave of energy that flies up to 45 feet away before dissipating. The slash and the wave on their own only do medium damage, but if an objective is struck with both it will take double the damage from both. Three posts cooldown.
Live, Insect!: With aberating encouraging roar he shakes his allies down to their very core, granting up to a maximum of three allies a shield that lasts for one post. Can protect them from up to one Armor Ultimate attack, or 3 Champion or lower level attacks. If the shield is destroyed within 30 feet of Kaiser Leomon, he gets a boost of 10% (per shattered shield, can stack) increased damage to his next attack. 4 posts cooldown.
Omen: Overcharges his whole being with dark energy, boosting his attack and defense by 75% for two posts as well as causing his armor to glow brightly. When the duration expires he has to stay still for a post to recover energy. Can only be done twice per thread. Three posts cooldown.
DNA Mega
Name: Kio
Species: Mephistomon
Height: 18 ft
Appearance:
Attribute: UNKNOWN
Family/ies: UNKNOWN
Type: UNKNOWN
Fighting Style: Being a fusion of K and Dio, this fighter is somewhat varied. Brutish, unrefined, but elegant and thoughtful. It's strange mish mash of style seems strange at first but yield a deadly absolute. It's devastatingly powerful in close ranged while also managing to keep medium and even distant enemies on their toes with their varied abilities. All shall fear their combined might.
Abilities: [10 Abilities Max]
Regeneration: This digimon regenerates a medium amount of health per posting round during combat. Outside of combat it's capable of regenerating at a much quicker pace but eats up energy much faster. Severed limbs are re-attachable or able to grow back in a short time. This regeneration can be stalled out by DOT effects or healing moves that are used on it.
Thick Hide: This digimon is fairly tougher than it's average cousin; suffering less damage from all sources but being far more ponderous in it's movements as a result.
Red Buster: This digimon fires a long ranged Red Energy beam from their eyes. This attack is fairly powerful, able to pierce through armor of it's same level and below. The beam is innately explosive and once it has pierced something will explode five feet behind it dealing medium damage in a twenty five foot radius. Three post cool down.
Wretched Energy: This digimon throws out a trio of waves, thirty feet wide and thirty feet tall that run along surfaces damaging them as they go. These Waves wrap around objects or people and upon doing so detonate with an explosive force dealing high damage to those caught within. Getting caught within multiple waves multiplies the damage. These waves travel up to a hundred feet away. Three post cool down.
Storm Claw: Charging their claws with varied energies this digimon dashes forward slashing in front of them leaving a small bit of energy behind with each slash. Each slash does medium damage and is capable of cutting through most metals with ease. If an enemy is struck by this attack, this energy bursts into data and flies toward an ally, increasing their damage by 50% for one turn. Three post cool down.
Mephisto's Key: Placing their two hands together this digimon draws energy from within and places them at their palms. Extending either hand outwards seven small orbs are summoned from the energy of the creature. These seven orbs when not in use rotate behind the host digimon. One orb can be drawn forward at a time and each orb must be fashioned into a weapon to be used. These weapons can shoot out a small energy projection from along it's length, usually in an arc following a slash or even a stabbing motion. While the distance of the arc is limited to just under 150 feet this still allows for limited use of projectiles. If the orbs are transformed into ranged weapons it double the distance of said arc.
The weapons are strong enough to cut through just about any metal; but if it meets something strong than it the blade shatters and that orb is lost. If all orbs are lost the ability must be cast again. Each orb can switch into a weapon that the wielder desires but in order to switch between them this digimon must take an attack action to do so. Deals medium damage and is a channeled effect.
Faustian Warp: This digimon blinks out of existence with a loud snap of energy. Outside of combat this digimon can teleport long distances [up to a mile] and within combat up to 1000 feet. Upon arrival this move releases an energy discharge slowing those within fifty feet of it for a medium amount for one post. Three post cool down.
Devil's Three: This move allows this digimon to grace allies around it [within 50 feet] with a portion of it's regenerative prowess. Healing them over the course of two posts. It's split directly between the members and removes this digimon's regenerative powers for the duration. Three post cool down. Limit of three allies.
Energy Barrier: This move summons up a wall of energy in front of the digimon fifty feet high and fifty feet wide, up to fifty feet away from it. Lasts up to one post and it can block one mega tier attack before shattering. Three post cool down.
Blackheart: This digimon lets out an enraging bellow, two allies within earshot [up to two hundred feet away] enjoy a sharp increase to their damage and speed but also lowers their defense for 3 posts. This ability also affects the host digimon but lowers it's defense further than it's allies. Cool down of three posts.
Digivolves From: Shutmon + NeoDevimon
Digimon Name - Parter #2: Gio
Default Form: Rookie
Gender: Male
Alignment: Neutral Good
Skills/Talents: Deceptively strong for someone so small, even more so than his brother, also possesses a keen sense of smell.
Inventory: Holosuit
Tales of Symphonia • Genis Sage • Gio
Personality: In stark contrast with his twin, Gio could be easily described as a very friendly airhead. He’s optimistic to a fault, polite, kind, and a firm believer that hugs can solve most if not all problems in life (except an empty stomach, much to his dismay).
This usually goes hand in hand with his knowledge (or lack thereof) of the outside world which could easily be seen as one of his biggest weaknesses.
Furthermore he has a rather poor attention span, and a big tendency to ignore crucial information if distracted by something else (to the point he literally has a tendency to fall out of places simply for not looking ahead), not to mention he’s quite gullible. Though it should also be mentioned that despite all this he is capable of moments of genuine cleverness and insight, though whether this is just a lucky coincidence or him (mostly) faking his quirkier traits is a mystery…though considering how rare said moments of lucidity are it’s fair to assume he’s not the brightest light bulb in the room.
Gio genuinely believes that there’s no such thing as pure evil, and will always try to rearch for everyone’s good side, though he still has his limits: if anyone were to harm or try to cause harm to either his brother or his tamer Gio’s personality does a complete 180 turn, becoming little more than a feral beast that will stop at nothing to eliminate any and all perceived threats in the vicinity unless subdued or somehow restrained long enough to regain his senses…though if you survive and prove yourself redeemable he’ll be the first one to help you back on your feet and offer you a pat in the back, as if nothing ever happened.
Personal History: Once a great Demon Lord of Sloth, Gio came about as an unintended side effect of Sloth’s untimely demise and resurrection, which caused the former demon lord to split into two smaller cores. Perhaps it was out of the culprit's desire to not leave any loose ends, perhaps just out of pettiness, but whatever the case it would seem Gio got the shorter end of the stick compared to his brother, as he was swiftly sold to a group of slavers, who a couple days later sold him yet again to a rich magistrate from the city of Luminas.
Most of the remainder of Gio’s life was spent in (admittedly accommodated) captivity, most of his days kept around as little more than a glorified pet guard dog of the magistrate’s property, the rest being harshly trained and sent to fight in underground digimon arenas for the entertainment and profit of his owner. Though he had grown more than accustomed and happy to his confinement (helped by the fact his so called “Mistress” had started treating him less like a pet and more like a surrogate son), it would not last for long, as his owner’s shady deals with the underground would finally catch up with her, leaving Gio alone once again until a certain person helped him reach the Village of Begginings, where he would spend the remainder of his days.
…or so he thought, until a chance meeting led him to find his twin…
Fresh
Species: Jyarimon
Appearance:
Attribute: None
Family/ies: Baby
Type: Slime
Fighting Style: None, though that doesn’t mean he won’t try his hardest.
Abilities:
Nibble: Amildly annoying terrifying attack, that causes an short lived unending pinch agony.
Digivolves To: Black Gigimon
In-Training
Species: Black Gigimon
Appearance:
Attribute: None
Family/ies: Baby II
Type: Lesser Dragon
Fighting Style: Still pretty much defenseless against anything but other in-trainings.
Abilities:
Death Nibble: Despite its name, it’s still nothing more than a slightly stronger bite. Might be good for opening tuna cans however.
Digivolves From: Jyarimon
Digivolves To: Black Guilmon
Rookie
Species: Black Guilmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Reptile
Fighting Style: Disorient the enemy, hit fast, retreat. Rinse and repeat.
Abilities:
[RAM Upgrade] (Passive) Gigantic Strenght: Strangely, it would seem Gio’s physical strength as a rookie is 50% more than that of a regular Rookie, though this doesn’t amount to much in practical combat, as it simply allows his basic attacks to be slightly stronger than the average rookie, as well as be able to lift things twice his size and weight with relative ease.
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Shade form: Gio turns his body into pure black smoke and disappears, before reappearing again at a desired location within 10 feet of distance. 2 post cooldown.
Exhaust Cloud: Gio breathes out hot smoke screen that obscures vision in a small area, while the small embers within it cause medium damage to any enemy standing inside the cloud. However, if the smoke is struck by any fire or plasma based attacks the embers within it will heat up significantly, increasing the damage done by the cloud significantly. Unless blown away by other attacks the smoke cloud lasts for two turns, and has a 3 turn cooldown.
Plasmic Release: Gio charges up his claws with volatile plasma, which makes his next punch or slash do increased damage. The plasma can strike a single target for medium damage, but if it misses the plasma will detonate and spread out in a small area in front of Gio, being able to strike up to two targets at once but doing reduced damage.
Gio Guard!: Gio stands his ground, his stance and muscles tensing up as pure force of will runs through him, allowing him to block an attack of his same level. 3 posts cooldown.
Digivolves From: Black Gigimon
Digivolves To: Black Growlmon
Champion
Species: Black Growlmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Dragon
Fighting Style: Rather similar to his fighting style as a rookie, but obviously scaled up and fairly more flashy.
Abilities:
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way: On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a passive 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged (10 feet at all levels) explosion around him, causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Smoking Hot Charge: Covers his entire body in a thick cloud of smoke, before lunging head first at the enemy, dealing medium damage on the process. 2 turn cooldown.
Cauterizing Slash: Slashes at the enemy with claws hot enough to melt rock, dealing heavy damage and lowering the enemies’ defense for 2 turns. 4 turn cooldown.
Mighty Toss: Attempts to grab a hold of the enemy with his claws, before throwing them up in the air, dealing medium damage. 2 turn cooldown.
Gio Guard EX!: Gio stands his ground, his stance tensing up as he focuses his entire being on defense, allowing him to block and shrug off an Champion level attack by sheer force of will alone, or take reduced damage from an Ultimate level move. 3 turn cooldown.
Smoke-Port!: Transforms his form into smoke and disappears into the ground, before attempting to burst from the ground and slash at the enemy. Deals medium damage and has a 3 turn cooldown.
Plasma Grenade: Spews forth a ball of volatile plasma from his mouth, which detonates in a small area and deals medium damage to up to three targets. 3 turn cooldown.
Digivolves From: Black Guilmon
Digivolves To: Black Wargrowlmon
Ultimate
Species: Black Wargrowlmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers/Metal Empire
Type: Cyborg
Fighting Style: Carrying enough firepower to put most modern tanks to shame, this form specializes in destroying things from a distance while offering support for his allies, though it can still pack a punch up close.
Abilities:
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Regenerative Field: Releases a small plasma pulse in a small area around him, regenerating the damaged data of up to three allies, healing them all for 20%. 5 turn cooldown.
Defense Matrix: Countless small plasma projectiles shot out of Gio’s back and intercept up to two ranged abilities/one melee aimed either at Gio or at an ally in his near vicinity, nullifying their damage and dealing minor damage if it’s a melee attack. 3 posts cooldown.
Ascalon Ray: Gathers power within the Ascalon Cannon in his chest and fires off a large beam of pure energy in a cone in front of him. It’s strong enough to pierce shields and ignore defensive buffs, but it’s inaccurate at long distances. 4 turns cooldown.
Plasmic Salvo: Fires off a salvo of missile shaped plasma projectiles out of his arms. Causes medium damage to a single target and lowers their defense by 30% for a turn. 3 Turn Cooldown.
Rending Blade: Slashes at the opponent using his Pendulum blades with blinding speed. Deals medium damage and has a 1 turn cooldown.
Volcanic Mist: Breathes out a dark cloud of burning hot smoke upon an enemy, obscuring their vision and the heat causing minor damage for its duration. Lasts two turns and has a 3 posts cooldown.
Molten Core: Gio’s very core heats up and generates far more energy than usual, causing his entire armor to overheat and kick into overdrive. During the next three turns he receives a power boost to all his named attacks, and his body becomes so hot any enemy attacking him from melee range receives minor damage from coming in contact with it. 4 turn cooldown.
Digivolves From: Black Growlmon
Digivolves To: Hadesmon
Mega
Species: Hadesmon
Appearance:
(huge thanks to Eizer for the recolor!)
Attribute: Virus
Family/ies: Nightmare Soldiers/Dragon’s Roar
Type: Cyber Demon
Fighting Style: Despite the blinding speeds Gio can reach on this form, he performs better when he can get his footing and deal with the enemy at a safe distance while his brother charges in, but as per usual he can hold his ground just fine if he finds himself threatened up close.
Abilities:
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
(Passive) Bound by Fate: Every three turns during combat Gio can enhance one of his basic attacks with the Fire of Sloth inherited from his brother, making his basic attack deal as much damage as a two turn named attack.
Plasma bubble: Generates a large (50 feet) barrier of solidified around him and any allies within his range. Said barrier can stop up to three Mega level attacks or a single Super Mega attack. Lasts up to two turns, and has a 4 turn cooldown.
Dark Comet: After covering his whole body in pure blue energy Gio dashes at mach speed up to 100 feet away from his previous location. If he collides with any enemy it will stop Gio dead on his tracks, but deal medium damage to whoever he hit. 3 turn cooldown.
Yamato: Gio stabs his bladed tail deep into the ground and opens a large portal in the sky, from which a single sword of massive size (35ft) falls and attempts to crush the target. Due to its massive size it deals heavy damage in an area where it lands (affecting up to three targets), and deals massive damage to anyone unfortunate enough to be hit directly. Can only be used two times per thread, and Gio is completely rooted in place one turn after the summoning. 5 turn cooldown.
Dark Claw – Rend: Summons a giant energy claw that slashes in a downward motion upon the enemy, dealing heavy damage if it connects. Can be summoned anywhere within a range of 50 feet of Gio, but it must be done within his range of vision. 3 turn cooldown.
Dark Claw – Subdue: Summons from the beneath the enemy a giant claw of pure energy that attempts to grab on and restrain it’s target, keeping them in place and dealing minor damage for a turn, as well as making the afflicted target take more damage from any fire related attacks while they’re restrained. 4 turn cooldown.
Dark Claw – Barrier: Slashes the air in front of him with great velocity using both claws, which leave an energy trail behind and form a net like barrier. This barrier can block a Mega level move
Infernal Monsoon: The bladed quills from his wings become electrified with plasmic energy and shoot up to a distance of 100 feet, raining down upon the enemy and causing medium damage to up to two targets. 4 turn cooldown.
Digivolves From: Black WarGrowlmon
Super Mega
Species: Megidramon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Evil Dragon
Fighting Style: Finally returning to the power from his prime, Gio's mind however also becomes quite filled with intense feelings of pent up rage as a side effect, and this translates in a fighting style all about overwhelming the enemy with relentless and powerful attacks, taking perhaps a bit too much of a delight in the combat itself.
Abilities: [10 Abilities Max]
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Bloody Scales [Passive]: Gio’s usually toughness is only exacerbated by his increase in power, making him receive 20% reduced damage as well as dealing a small amount of damage back at whoever attacks him at close range.
Gungnir: Gio’s long tail becomes enveloped by a volatile coating of electricity, which grows in size and becomes the blade twice the size of Gio’s form, before bringing it down and slashing it downwards at the enemy. Due to its massive size it deals heavy damage in an area where it lands (affecting up to three targets), and deals massive damage to anyone unfortunate enough to be hit directly, and it can only be used twice per thread. 5 posts cooldown.
Red and Black: Pure rage boil within this digimon’s veins as he lets out a roar filled with malice and anger, his scales glowing with an intense red and black energy. Gio’s next attack will deal double the usual damage. 4 posts cooldown.
Dark Rend: Summons a giant energy claw that slashes in a downward motion upon the enemy, dealing heavy damage if it connects. Can be summoned anywhere within a range of 50 feet of Gio, but it must be done within his range of vision. 3 turn cooldown.
Dark Claw – Barrier: Slashes the air in front of him with great velocity using both claws, which leave an energy trail behind and form a net like barrier. This barrier can block a single Super Mega level move before breaking. 5 posts cooldown.
Storm: Gio fires off a massive volt of lightning from within his jaws and into the sky. After a brief moment said volt comes crashing down from above, dealing heavy damage to its target. 3 posts cooldown.
Serpent’s Infernal Rapture: With a crackle of lighting Gio’s entire body becomes a streak of electricity for a brief time as he charges head first into an enemy. Deals medium damage, 2 posts cooldown.
Avenger: Gio’s arm blades (and entire body, really) glow with power as he lunges at the enemy, becoming half way into a streak of lighting, before delivering a large number of slashes at the enemy, dealing heavy damage. 2 posts cooldown.
Rebirth: Death won’t stop them again. An uncannily bright light envelops both Gio and Dio, healing their wounds by 25% and removing any debuffs they had. 6 posts cooldown.
Twin Cataclysm: The two become glowing featureless figures of pure glowing data, before fusing into a singular amorphous sphere of pure energy. Said sphere begins to spin rapidly in place, the data surrounding it moving alongside it, a vortex of unstable energy coalescing into burning flames, dark clouds, lightning, primordial chaos. Deals massive damage in a large 40 feet area, utterly devastating anything that might have been close by. Can only be done once per thread, and after the move is done the twins must stay still for a turn to recover their strength.
Digivolves From: Hadesmon
DNA Super Mega
Species: Plutomon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Fighting Style: In short? Pure, unbridled power. The long version? After finally attaining the so desired Super Mega status, as well as a form more closely befitting that of his earlier incarnation, Plutomon is for lack of a better term on a power high, focusing on theatrics and vulgar displays of power over everything else, but most if not all of his attacks are focused on one thing only: showing his enemy how insignificant they are in front of the reawakened Dark Lord.
Abilities:
Gamma Ray: Charging up malignant energy within himself Plutomon fires off a massive beam of pure electrical energy at the enemy from the tip of his tail. Said beam has a range of up to 200 ft, deals heavy damage and ignores defensive buffs. 3 posts cooldown.
Rain of Brass Petals: The Dark Lord seemingly dissolves into hundreds of small razor sharp shards of metal and brass which are almost impervious to damage, said shards then travel up to 100 ft away before reforming back into Plutomon at the end of the turn. It also deals medium damage should it happen to charge through an enemy on the way. 4 posts cooldown.
The Fire of Hate: Covering himself in hell fire the Dark Lord rushes forward up to 100 ft, before delivering a mighty flaming kick in a rising motion. Deals severe damage and sends the afflicted target flying up into the skies. 4 posts cooldown.
Blood-soaked Fortress of Impalement: The ground surrounding Plutomon becomes darkened for a moment, before erupting into a sea of lances, spikes and spears of around 6-10 feet tall, all of them intent on impaling up to three unfortunate victims in the affected 100 feet wide area, dealing heavy damage. The spiked area remains if it misses, and will disappear as soon as it deals damage or after to two posts. 3 posts cooldown.
Cull the Weak: Dashing forward at blinding speed Plutomon punches an enemy with great strength, a blast of energy shooting out of his fist and blasting the enemy at point blank range, dealing heavy damage and marking them as “Weak.” “Weak” enemies take double damage from Plutomon’s attacks for the next two posts. 4 posts cooldown.
Goetia’s Crest: Plutomon’s many mouths open up, chains of blackened flames spewing forth from them and impaling the enemy, causing heavy damage and healing back the Dark Lord by 10%. 4 posts cooldown.
Wicked Edge: Plutomon summons forth a large flaming sword of hellfire, which he can use to either send a damaging wave of flames from afar, or slash at his enemy with it, both of which deal heavy damage. 3 posts cooldown.
Reawakened Hubris: You can’t kill evil itself! Plutomon surrounds himself with a nigh impenetrable barrier to shrug off his enemies’ feeble attacks. Said barrier can withstand up to two SM level moves, as long as it’s not a once per thread attack, in which case he’ll take reduced damage from it. Additionally, he can’t move or be moved while behind his shield until it’s broken or it expires naturally, though he can still attack. Lasts for two turns if unbroken. 5 posts cooldown.
Endless Despair: Feeding himself from his enemies’ suffering, the Dark Lord buffs himself tremendously, gaining a 50% increase in attack and speed, though at the cost of 50% of his defense for the duration of the buff. Lasts three posts, 5 post cooldown.
Nightmare’s End: The dream has gone on long enough. The Dark Lord tears open hundreds of thousands rifts on the digital code of the world, covering a large area. After a turn every single one of those rifts will fire off small energy projectiles upon the area below, blanket bombing everyone caught in the blast. Deals heavy damage to anyone caught in the blast (except Plutomon) every post, and the bombardment lasts for three posts. Can only be used once per thread.
Hope Crusher: With but a snap of his fingers Plutomon creates a gigantic sigil in the sky, which fires an enormous blast of energy down upon its target, dealing heavy damage. 2 posts cooldown.
[RAM Upgrade] Infallible Servitude: The Dark Lord treats his subjects well, and spares part of his power to heal an ally for up to 30%, as well as give them an increase in damage against whoever the Dark Lord is fighting at the moment. However, he can only heal the same target twice per thread, his heals are a privilege, not a right. Damage buff lasts for two posts, 3 posts cooldown.
Digivolves From: Hadesmon + Belphemon Rage Mode (DNA)
DNA Biomerge
Species: Charismon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: God Man
Fighting Style: What do you get when you mix the combined experiences, power and ego of two digimons and mix it with a human mind? One hell of a power high, to say the least. But since this form only comes under extreme circumstances (ideally), there is quite a bit of caution behind it's front of bravado and hubris. As such while Charismon fights with flair and decidedly amount of showmanship, most of it's attacks are quite pragmatic, and keep him relatively away from harm's way if at all possible.
Abilities:
Phantom Pain[Passive]: Upon the start of a fight, Charismon summons six digitized arms from his back that follow him closely at all times. Though they can change in size and lenght at will they're usually only as long as Charismon's height (around 8 ft). While mostly used for his named attacks, they also effectivelly increase his basic attack range up to a 10 feet distance, said basic attacks also do about as much damage as a 1 turn cooldown attack, though the extra power comes at the price of Charismon being rather vulnerable at point blank range, taking 20% extra damage from melee attacks, as well as making any of his basic attacks done with his actual limbs do half damage.
Data Drain: All six of Charismon's ghostly arms converge and transform into a translucent canon of pure solid data. After a moment absorbing raw data from its surroundings it fires off a single massive sphere of dark energy. Said sphere deals massive damage and absorbs part of the damage inflicted to heal Charismon back a bit. 6 posts cooldown.
Event Horizon: With a snap of Charismon's (actual) fingers a 20 ft. digital rift is formed, which will begin to absorb everything in its near vicinity not unlike a tiny tornado or black hole, slowing down every digimon that tries to move away from it while slowly dragging anything in the area towards it, though anything Super Mega in levels of strenght can resist it's pull with some conscious effort. If an enemy were to fall into it they will receive massive damage before being sent back out of the rift. Lasts for three turns, or until it absorbs one or more digimon in the same turn (including Charismon himself), after which it will simply banish without a trace. 7 posts cooldown.
Hexa-Edge: Each Phantom arm transforms into glowing swords of energy that launch themselves and attempt to slash at the enemy, leaving trails of damaging plasma in their wake. The slashes and plasma trail deal heavy damage to those affected by them. 2 posts cooldown.
Pummel: Two of Charismon's phantom limbs attempt to grab the enemy, if succesful they will pin said enemy down while the remaining limbs mercilessly punch the downed enemy near countless times, dealing heavy damage. 5 post cooldown.
Galactic Phantom: Charismon reels back as if winding up a punch while the six phantom limbs converge, merging and transforming into a singular but gigantic fist. If he so chooses, Charismon can spend an extra turn preparing the move to make it twice as powerful, but can't defend himself from any attacks while charging. Does heavy damage if uncharged, deals massive damage, can destroy shields and sends the enemy flying back a good distance if charged for an extra turn. 5 posts cooldown.
Meteoric Impact: Every phantom limb grows and stretches to insane proportions and reaches into the sky, before coming back and hurling down a meteor at the enemy. The impact deals massive damage and it's ensuing shockwave sends anyone in a 150 feet area flying back. 7 posts cooldown.
Prismatic Prison: Charismon's attempts to crush his opponent with a clap of his phantom hands. If successful will trap the opponent inside a small, spherical force field filled with lightning, restricting their movements for a single turn and dealing medium damage to the target trapped inside it, though they can still use attacks from within the prison. 4 posts cooldown.
Prismatic Protector: Three of Charismon's phantom hands separate from his body, morphing into a diamond shaped shield and encasing him and up to two allies for two turns, protecting them each from one SM level attack. 5 post cooldown.
Territory Creation: After a moment of deep concentration, using all of his power Charismon temporarily rewrites the code of the Digital World’s reality itself, changing a surrounding 100 ft area into a featureless, fractal looking purple field. Besides getting rid of any walls, inanimate objects and uneven terrain, all living organisms still within the field will find their defense lowered by half and any defensive buffs or shields they might have had will disappear (though they may recast any of those after the field is in place without any ill effect), as well as taking heavy damage. Field lasts for four turns before turning back into its former self, can only be used once per thread.
Catalyst Nullifier: One of Charismon's phantom limbs twists and turns in on itself, turning into spiralling spike as it launches itself into the enemy. If succesful it hits for heavy damage as well as scrambling the oponent's code, causing the enemy to be unable to use any ranged attacks for two posts. Four posts cooldown.
Age: 22
Gender: Male
Height: 6’2
Weight: 180 lbs
Alignment: Neutral Good
Birth Date: 10th of July, 1995
Birth Place: New York, USA
Skills/Talents: Proficient guitar and bass player. Quick to learn new things. Good with computers (and anything video game related). Strong. Encyclopedic knowledge of every exploitation movie ever.
Backpack Contents:
- Lighter
- Small cellphone, filled with 20 gigabytes worth of music.
- Spare pair of sunglasses
- Charger
- Water bottle
Digivice: Blue and red D3 (Blue body, red buttons and grips)
Artifacts:
Shadow Talisman
At the start of combat, your attacks gain 'Ethereal'. The first shield, per thread, that your attack comes into contact with is ignored, OR The first instance of your opponent's teleportation or intangibility is cancelled.
A dull gray stone on a metal string, said to originate from the Core of Darkness.
Burning Gauntlet
A silver bangle, adjusting to the size of a Digimon per form. On use, all attacks gain the 'Holy' element for three posts. Once per thread.
Belphemon's Lethargy
A crystallized version of Belphemon's aura. On use, once per thread, you may use an ability with a remaining cooldown of 3 or less, as if it were not on cooldown. The user may not use a technique in the following turn.
Ebonwumon's Grace
An impossibly sweet set of tea leaves grown in the ancient Digital World, held on a strong cord. On use, the user is healed by 10% over three posts (30% total) and attacks gain the nature element. Three post duration, once per thread.
Personality: At first glance, you can tell that Carlos is a naturally easy going individual, someone that can keep calm and collected in the face of danger. Sarcastic to a fault, always ready to make a witty remark.
Dig a bit further and closer however, and you'll see that there’s more than meets the eye: not only is he surprisingly approachable and friendly person, but also a bit of a hopeless dork at heart, with an unabashed love for cheesy old movies, videogames, and 80’s metal. He's never above making fun of himself or others, always in good fun of course, and although he’s rather patient if you manage to do something that really ticks him off or annoys him too much he’ll be quick to (angrily) call you out on it.
He’s not a person that plans ahead too much, instead preferring to go with the flow, letting life take him along and make what he feels are the best choices on the fly. They might not always be the
Appearance:
A tall and relatively well built man with dark brown eyes that are usually hidden by his rather large assortment of sunglasses. His bleached white hair (the end result of a dumb bet involving hair bleacher and actual bleach) stands out even more thanks to his naturally tan skin. Tends to wear leather jackets and jeans, regardless of weather or temperature. If not, most of his clothing consists of fairly simple hoodies and t-shirts, settling for whatever he finds more comfortable over what looks better.
FaceClaim: KING OF FIGHTERS • k’ • Carlos Rey
Personal History: Carlos is the only son of an Argentinean couple that had recently settled in New York looking for work. Since a very young age Carlos found himself interested in music, almost breaking his father’s cello in a futile attempt at playing it when he was six years old. After much begging their parents, they finally gave him a guitar for his tenth birthday. He took to it like a fish in water, and a couple years later he was not only playing his guitar but was also a pretty good bass player.
By the time he was 18 he had gathered a small group of music enthusiast students like him, which quickly became a band on the following months. While they enjoyed of a moderate success playing gigs for small bars and in one independent rock festival, they weren’t getting enough attention to make music a viable source of income for him, forcing him to work part time doing all sorts of odd jobs just to keep his band going. But deep down he knew that at this rate his dreams of fame and stardom wouldn’t become a reality, and if he didn’t hurry it wouldn’t be long until his band members decided to quit.
For the very first time in his life, Carlos decided to plan ahead and take both a big risk and a big step forward. Maybe his music wouldn’t be able to go far here but maybe, just maybe, it would go better somewhere else. After months of preparation by saving up money, convincing his band members and learning Japanese from his uncle in his spare time, they were ready to embark on the next plane to the land of the rising sun.
It’s been three months since Carlos arrived to Japan in search of fame, and while he’s not all that close of achieving his dream, somehow he can’t help but feel a big change is coming to his life.
He best be ready for it.
Digimon Name - Partner #1: Dio, or "simply" The Dark Lord Dio.
Default Form: Rookie
Gender: Male
Alignment: Chaotic Neutral/Chaotic Good
Skills/Talents: Deceptively strong for someone so small. Suicidal overconfidence.
Inventory: Holosuit
HunterXHunter • Killua Zoldyck • Dio
Personality: Brash. Cocky. Full of himself. Slightly megalomaniacal. All of these are perfect ways to refer to Impmon, close contender for the title of “Biggest Ego in Known History”.
Most of the time his ego is directly (or in his rookie form, inversely) proportional to his power. Sometimes said ego is even more bloated than that. Which is probably the reason he doesn’t like to give up, even on the face of unbeatable odds. He thinks he’s better than anyone, and will not hesitate to let everybody know that. Especially if it means he gets to make a grandiose speech boasting about his greatness, acting as if he were of royal descent (which isn't far from the truth) and everyone else was but a servant to him.
He’s a cynical creature at heart, always ready to expect the worst out of everything and everyone, which goes hand in hand with his “only the strongest survive” philosophy.
If he’s feeling friendly, he might simply choose to sarcastically belittle and make fun of you. If not, he will simply be very blunt and honest about his (usually negative) feelings towards everything. On a particularly bad day, he’s bound to try to burn something (or someone) over the slightest provocation. And heaven help you if he suspects you might be plotting something against him or his tamer. Things tend to get ugly in that case.
Despite all of this, even he has redeeming qualities, mostly in the form of a soft side that rears it's head every so often: for one, despite all his talk about the “survival of the fittest”, he can’t bring himself to take advantage of children or those significantly weaker than him, on rare occasions going as far as to try to protect them from harm. Plus if you actually manage to earn his respect and get on his good side, he will never betray you, even if it would be more beneficial for him to just leave you for dead. Deep down, he’s just wants for people to respect him, and more than anything have fun on his path to glory.
And god help you if you ever do something to his brother...
Personal History: Once a great Demon Lord of Sloth, Gio came about as an unintended side effect of Sloth’s untimely demise and resurrection, which caused the former demon lord to split into two smaller cores. The bigger core became the digimon now known as Dio, while the smaller, weaker one would become his brother Gio. They would spend the ensuing months after being hatched surviving on the wastelands of the Dark Area, content with being with eachother despite the hardship.
This would come to an eventual end however, as whoever had murdered the twins' original form had now taken control of the zone, and made the soldiers that once served the Demon of Sloth capture the young digimons, after which they were instructed to whipe their memories clean and separate them, so that they may never be reborn as the original incarnation of Sloth and come back to enact vengeance.
It was like this that Dio, now with his memory a jumbled mess was forced to wander the Dark Area on his own for what seemed like years, perhaps ages...until one day a portal opened, sending the confused Pagumon to a world inhabited not by digimon, but rather humans...where he would soon meet a man that would change the course of his life forever.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Kuramon
Appearance:
Attribute: Free
Family/ies: None
Type: Unknown
Fighting Style: As a small blob fresh out of the egg, he obviously has little in the way of self defense. In the face of danger he will (very valiantly I assure you) hide behind the nearest cover and either run away or let the threat sort itself out.
Abilities:
Glare: Focuses his eye on the enemy, causing anything from disorientation (on another fresh/in-training level digimon) to a mild headache (on anything else).
Digivolves To: Pagumon
In-Training
Species: Pagumon
Appearance:
Attribute: Virus
Family/ies: None
Type: Lesser
Fighting Style: Having grown up a bit from being a small cowardly jelly, his courage has also increased in size, not that it helps him any, as his fighting capabilities are still pretty much nonexistent.
Abilities:
Poison Bubble : Spits out a bubble filled with a corrosive substance.
Digivolves From: Kuramon
Digivolves To: Impmon
Rookie
Species: Impmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Small Devil
Fighting Style: Having attained enough power to hold his own in combat, he adopts a reckless and aggressive style, completely forgetting about any ranged options and preferring to get up close and personal to his enemy. He won’t pull any punches and will resort to anything to win, be it considered dirty or not.
Abilities:
[RAM Upgrade Giga] D-Edge: Focusing power on either of his arms, Dio summons forth an energy blade coming out from his forearm. Said blade is made of unrefined energy, so it has to be elemental in nature in order to be maintained. It takes the shape of a fire wreathed blade, but its damage is slightly higher than Dio's average fire based skills, being able to succesfully block a single target skill, or be used to attack, causing heavy damage. The blade will disappear after either three successful attacks or a block, and can only be used for either attack or defense per activation (it can't used to block after doing one swing). Three posts cooldown.
[RAM Upgrade Giga] Demon Lord's Heritage: By tapping into his inner most dark strenght, Dio is able to digivolve on his own, regardless of the distance between him and his tamer. Obviously it requires far more energy than a normal digivice assisted digivolution, so much so that Dio's unable to reach any level higher than Ultimate.
Night of Fire: Imbues his right hand with flames, and either throws a small fire ball or enhances his next punch with fire
Night of Blizzard: Imbues his left hand with frost, and either throws a small ball of ice or enhances his following punch with ice.
Pillar of Fire: Punches the ground and either surrounds himself in a fiery pillar or creates a small wall of fire. Said fire can last up to one post. Two posts cool down.
Primordial Burst: Combines both fire and ice magic to launch a sphere of dark energy from his hands. It’s considerably stronger than his other attacks, and as such takes more energy to perform. Two post cooldown.
[RAM Upgrade] ChaineD: A more refined version of his
Digivolves From: Pagumon
Digivolves To: Devidramon
Champion
Species: Devidramon
Appearance:
Attribute: Virus
Family/ies: Dragon’s Roar, Nightmare Soldiers
Type: Evil Dragon
Fighting Style: Savage, almost feral attacks. Has very little on the way of defensive capabilities other than dodging, but once he starts his offensive he will not stop until either his enemy is down or Carlos orders him to stop…and sometimes he might not even stop then.
Abilities:
Divine Hatred: (Passive) His deep seething hate for everything holy makes his attack wilder in the presence of anything belonging to the "Virus Busters" family, causing his attacks to deal 10% more damage to them but also receive 10% more damage from their attacks.
[RAM Upgrade Giga] D-Spear: Focusing power through his body, Dio summons forth a sharp blade enveloping his tail’s metal tip. Despite having slightly better control over his power, it still has to be elemental (electrical) in nature in order to be maintained. The blade will disappear after either three successful attacks or a block, and can only be used for either attack or defense per activation (it can't used to block after doing one swing). Three post cooldown.
Dark Gale: Gathering power within his jaws, the draconic digimon spews forth a large stream of blackened lighting. Has a 60ft range and causes heavy damage. Obviously, it’s more damaging against wet targets. Three posts cooldown.
Red Eye: Gazes down upon his enemy with his many eyes, emanating a terrifying and commanding presence. This causes them to be immobilized by fear for one turn, taking no damage but leaving them open to attacks. Three posts cooldown.
Crimson Claws: His claws glow red with power, making them sturdier and sharper by giving them a 2x boost in strenght. Lasts for one turn. Two posts cooldown.
Skewer: Impales the enemy with the metallic tip of his tail and drags them closer to him, causing heavy damage in the process. Two post cooldown.
Digivolves From: Impmon
Digivolves To: Neo Devimon
Ultimate
Species: Neo Devimon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Artificial Fallen Angel
Fighting Style: A slight departure from his usual fighting style. While he still prefers to stick close to his target and keep on the offensive, but now instead of simply overwhelming his enemy he focuses on causing as much damage possible quickly or, if possible, cause as much pain as needed to tilt the match in his favor…something he might enjoy more than he ought to.
Abilities:
[RAM Upgrade Giga] D-Nail: Focusing power on either of his clawed hands, Dio summons forth a set of sharp needle like blades of pure, glowing purple energy enveloping his fingers. Having an advanced form now means he’s finally able to wield this power somewhat efficiently, no longer making it elemental. The blade will disappear after either three successful attacks or a block, and can only be used for either attack or defense per activation (it can't used to block after doing one swing). Three posts cooldown.
Bloody Claw Barrage: His claws glow red with energy as he charges forward, whilst slashing madly in front of him, leaving a small red mist on his wake. Each individual slash does relatively small damage, but the sheer amount of them in such a small time frame makes this a dangerous move. Said red mist will buff any ally that comes into contact with it, raising the damage of their next attack by 30%. Three posts cooldown.
Crimson Curse: Staying true to his barely suppressed virus nature, once his health is reduced by 50% this digimon can "toggle" a berserk like trance, allowing his lust for fighting to take control of him during a fight, forcing him to attack every turn if possible, but also buffing him to deal 40% increased damage while also taking 10% more damage from all sources. Additionally, his bloodlust is so great he has trouble differentiating friend from foe in the heat of combat, so he will not hesitate on attacking those that get in his way. He can however, with enough exertion of will power, stop himself from attacking for the turn. Doing this repeatedly has a slowly increasing risk of Neodevimon harming himself, however. Lasts until the end of the fight, can only be used once per thread.
Viral Infection: Punctures the enemy with his claws, injecting them with poison, causing great pain and mild damage over time. Poison lasts for a turn, and if the target is hit again by an attack before it wears off it takes 50% additional damage. Three posts cooldown.
Red Ray: Fires a long ranged (100ft) red energy beam from his visor. This attack is not particularly powerful damage wise, but can easily pierce through armor of its same level and below. Three posts cooldown.
Deep Incision: Slashes the enemy with a well placed cut to a vital point, severely slowing down their movements by 25%. Lasts for one turn and has a three posts cooldown.
System Shock: Charges up power within his arms, releasing a relatively short ranged (40ft) electrical arc from his hands. Deals heavy damage and lowers the enemy’s defense by 25% for two posts. Three post cooldown
Faustian Bargain: Slashes the enemy with dark energy, cutting deep into their very code causing medium damage and stealing a small bit of data on the process to heal himself by half of the damage caused. Three posts cooldown.
Digivolves From: Devidramon
Digivolves To:Belphemon Rage Mode
Mega
Species: Belphemon Rage Mode
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers
Type: Demon Lord
Fighting Style: A deadly mixture of fast, accurate attacks with raw power. While not nearly as nimble or fast as his smaller forms, he has more than enough strength to compensate for it, and will not pull any punches when using it, collateral damage be damned.
Abilities: [9 Abilities Max]
[Passive] Mark of Sloth: This ability allows this digimon to set a target ablaze for two posts every time they deal damage with an ability. Instead of damaging the enemy however, the flames sap the energy from the digimon, slowing down their movements significantly. Can only proc every three posts after the mark has expired, and it may only affect one target at a time.
[Passive] Hell raised: This ability allows this digimon to be unburdened by fire damage. Instead of damaging this digimon fire heals it for half of the intended damage, but he also takes double damage from water based attacks.
Gauntlet of Tartarus: Belphemon channels energy to his enormous gauntlets, which allows him to fully block a single mega level or below attack, negating all it's damage. Three posts cooldown.
Dimension Cut: In a brutal display of power Belphemon slashes forward with his claws, after which a barrage of ethereal slashes cut the recently slashed area, dealing high damage. One post cooldown.
Chains of Torment: Wielding one of the many chains coiled around his body, Belphemon whips the flaming chain in a sweeping motion in front of him, causing medium damage up to three targets in front of him. Additionally, the afflicted targets will be rooted in place by spectral chains for one post. Four posts cooldown.
Lance of Erebus: After channeling dark flames into his hands Belphemon shapesthem into the form of a massive fiery spear that may be thrown up to 2000 feet, though it's accuracy drops with range. Deals heavy damage. Two posts cooldown.
Red Volt: An upgraded version of NeoDevimon's Red Ray. Gathering power from within and his surroundings Belphemon fires a massive red beam of destructive energy from his mouth, causing heavy damage and piercing through shields and armor. Three posts cooldown.
Hellgate: Belphemon gathers energy from his surrounding, before releasing it all in a powerful explosion of flames that devastate his surroundings (50 feet). If empowered by Dark Onslaught it will deal even more damage and cover a 150 feet area. Both versions of this attack are much more unstable than the rest however, and as such will also deal damage to any allies caught in the blast. Three posts cooldown.
Dark Onslaught: Belphemon inbues his body with the blue hued flames of Sloth, making his attacks deal double damage and reducing the damage taken by half, at the cost of some of his speed. Lasts for 2 posts and has a cool down of 5 posts.
Digivolves From: NeoDevimon
Digivolves To: Daemon Super Ultimate
Alternate – Mega (Dark Evolution)
Species: Furfumon (Custom Digimon)
Appearance: Standing over 20 ft tall when standing upright on his hind legs (around 18 ft when on all fours), the lumbering monstrosity known as FurFumon appears as a remainder of the dangers of the Dark Area and its inhabitants. It’s head looks not unlike the bare skull of a giant deer, except it has large canine like fangs and teeth far larger and sharper than those of a normal deer. A black putrid mist can be seen always coming out of every hole on its skull, which smells like an awful mixture between something burning, gasoline, and rot. Furthermore, besides large twisted antlers adorning the top of its skull it possesses horns similar to those of a ram curving down around the sides of its head. Its eye sockets are filled with nothing but pitch black darkness, two tiny flaming orbs floating inside them acting as the closest thing to eyes.
It’s large mangled and twisted looking body it’s fully covered with thick black fur except for its limbs, tail and the aforementioned head. Both front claws and its hind hooves are completely devoid of hair, almost as the tissue and fur covering it had been violently ripped out, being nothing but pale white skeletal claws sharp enough to tear both meat and metal apart with ease. Around the chest area the ribs can be seen poking out through the skin. The jagged vertebrae tearing through his back all the way down to its skeletal tail can sometimes be seen glowing with energy during some of Furfumon’s attacks, small arcs of electricity flashing between the bones when the beast uses some of its most powerful attacks.
Furfumon’s body seems to be surprisingly flexible despite it’s emaciated appearance, being able to twist and bend itself in unnatural ways to get through almost anywhere with ease and allowing it be able to change on the fly between running on all fours and walking and fighting on its two hind legs.
Attribute: Virus
Type: Demon Beast, Undead
Family: Nightmare Soldiers, Unknown
Fighting Style: Similar to that of his Devidramon form, expect largely more aggressive and seemingly more erratic, changing tactics on the fly with no apparent rhyme or reason to confuse it’s opponents. Oddly enough, if he’s not fighting alone his fighting strategy will change completely, attempting to defend and help out his allies by any means necessary, even willingly taking hits for them.
Abilities
Feel no Pain (passive): Furfumon is almost completely unable to feel any sort of physical pain, being able to shrug off and ignore most of the damage done to him. Obviously, because of this it also means his survival instincts are fairly reduced, causing him to ignore what could be fatal injuries until it’s too late. The only exception to this is any light/holy based attack of any kind, which will cause a disproportionate amount of pain against him regardless of the actual damage sustained.
Walking Wasteland (passive): When in combat Furfumon continuously exudes a dark poison mist that corrodes anything nearby, causing a small amount of damage over time to any enemy within melee range. Furthermore, being surrounded by it makes it naturally more resistant against poisonous attacks.
Smog Song: Spews a stream of corrosive acid from his mouth that sticks to the opponent and causes medium damage over time for a post. If they’re wearing armor (even chrome digizoid) their movements are slowed by half for the duration of the poison. Three posts cooldown.
Shock Value: After a moment of channeling summons a lightning bolt from the sky to strike himself, overloading his body with electricity, enhancing all of his normal attacks with electrical currents giving them a 1.5x boost in speed. The lightning must be charged for at least one post for a half charge, but can be charged for up to two posts for a full charge, enhancing its duration depending on the charge, as well as enhancing the damage and size of all his electrical based attacks by either 2x or 2.5x depending on the charge, as well as adding special properties to said attacks. Furfumon is completely open to attacks while channeling, and can be interrupted with a sufficiently powerful attack. Two/three posts duration depending on time spent channeling. Three posts cooldown, may only be used twice per thread, regardless if the channeling was successful or not.
Rider of the Storm: Shoots out a long ranged stream of lightning out of his mouth, causing heavy damage. If Furfumon is empowered by Shock Value the stream grows in size and is also able to paralyze his enemy for a turn if at half charge, two posts with a full charge. Three posts cooldown.
Lightning Satellite: Summons five orbs of lightning that orbit around him, causing medium damage if they collide against his enemy. If empowered by Shock Value, the orbs also create a small electrical arc around Furfumon, halving the damage done by projectiles. One post duration at half charge, two posts at full charge. Two posts cooldown.
Phlebotomizing Allocation: Furfumon tears into his own chest, wounding himself and splashing up to three allies with a black liquid that heals them by 30%. The healing is evenly split between all the targets, so it becomes more potent the less allies it heals (I.E.: 30% for one target, 15% for two targets, 10% for three). Two posts cooldown.
Night Crawler: Envelops himself with a black mist and sinks into the ground or wall, reemerging close to his enemies location one post later and either dragging them inside his black cloud or lunging at them if far away. Three posts cooldown.
Last Defiance (aka: “I Serve No One!”): Setting his body ablaze with flames of darkness Furfumon charges forward and attempts to lunge and pin down his enemy. If the attack connects it causes a massive and heavily damaging black explosion that increases in power the more damaged he is. Because it causes both heavy damage to him and his enemy, it’s strictly a last resort attack that if successful will revert him back down to either in training or rookie stage depending on the damage, and could potentially risk deletion of used improperly. Obviously, it can only be used once per thread if successful. Three post cooldown if it misses.
Super Mega
Species: Belphemon X
Appearance:
Art credit goes to Sora! ---> www.deviantart.com/pkingsora
Attribute: Virus
Family/ies: Dark Area
Type: Demon Lord
Fighting Style: Finally returned to it's absolute apex, Dio holds nothing back in showing the absolute heights of the Dark Lord's power, excelling in both the flair and the devastation that comes with reaching the strenght required for a Super Mega, and ready to decimate everything in it's wake with absolute power.
Abilities: [10 Abilities Max]
Fires of Sloth [Passive]: Every three posts Dio’s next attack becomes empowered by the power of Sloth and wrapped by blue flames. This doesn’t make the attacks any stronger, but if they land will slow the enemy down by half their normal speed for the next turn. Obviously has a 3 post cooldown.
Stubborn Resilience[Passive]: Having survived long enough to reach this level its quite plain to see that Dio is (probably) too proud to acknowledge pain. Or maybe just too egocentric to die. Regardless, he takes 30% reduced damage from all sources.
Chaos Zweihander : Dio opens a small, fiery portal and reaches his hand inside it, retrieving from within it t a large greatsword. The sword can either be used to slash at the enemy or fire a wave of flames from a distance. Both deal the same amount of heavy damage, and the sword will disappear after three attacks have been used. 5 posts cooldown.
Blood Moon: A sigil appears in front of Dio as his digicore begins to charge itself with energy, before firing a single beam of energy into the sigil. A moment later four similar looking sigils appear above the enemy before raining down a red beam of energy each. Deals heavy damage. 3 post cooldown.
Volcanic Fissure: Dio slashes at the enemy with his golden claws, giant marks being left on the ground in their wake, dealing heavy damage. A moment later columns of fire and lava fire out from the fissures, setting fire to their target and dealing small damage over time for two more posts. 4 posts cooldown.
Chthonic Embrace: A large, shadow like hand emerges from within Dio’s digicore, and attempts to clutch itself around a target. If successful it will deal medium damage and root them in place for a turn. 4 posts cooldown.
King of Sloth: True to his old title as Sloth, Dio uses a rather simple, perhaps even boring attack as he raises his hands at the enemy, before his claws extend to unreasonable lengths to try and stab them from a distance, before returning to their normal length. 2 posts cooldown.
The Terror of Death: For a turn Dio stays still, channeling energy and leaving himself open for attacks. The next turn however his gauntlets separate from his body, growing to a preposterously large size, before coming down on the enemy and each delivering a single massive swipe, strong enough to split the ground below and the clouds above. Obviously deals massive damage to the unfortunate target. 6 post cooldown.
Propagation: A black cloud of fog and smoke covers the sky, darkening the area significantly. While not making things any harder to see, it does makes both Dio and Gio become 20% faster and deal 20% more damage for the next three turns. 6 posts cooldown.
Twin Cataclysm: The two become glowing featureless figures of pure glowing data, before fusing into a singular amorphous sphere of pure energy. Said sphere begins to spin rapidly in place, the data surrounding it moving alongside it, a vortex of unstable energy coalescing into burning flames, dark clouds, lightning, primordial chaos. Deals massive damage in a large 40 feet area, utterly devastating anything that might have been close by. Can only be done once per thread, and after the move is done the twins must stay for a turn to recover their strength.
Digivolves From: Belphemon Rage Mode
OPTIONAL EVOLUTIONARY STAGES - ARMOR DIGIVOLUTION
Armor Champion
Species: Pantheramon (custom digimon)
Appearance:
Picture and original design credit to here
Attribute: Virus
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Demon Beast
Fighting Style: A mixture of sneaky and deceitful with agile and efficient movements, with the odd bombastic attack to remind everyone he’s still the same Dark Lord deep down. He will try to take his opponent by surprise and try to do as much damage as possible before they even know what hit them. If that fails he’s perfectly capable of standing his ground on a one on one fight, making use of his relatively small frame and agility to reach for the enemy’s weak points, though his smaller size compared most normal champions means he can’t nearly as much damage as he dishes out.
Abilities: [6 Abilities Max]
Agile Feet (Passive): While in combat Pantheramon is completely immune to any form of slows caused by Armor Champion digimon or below, and all other forms of immobilization of that level are only half as effective.
Night Prowler: Melds his body with shadows, turning completely invisible for up to two posts. Receiving damage or attacking will cancel out his invincibility, but if he breaks concealment by attacking his following ability will cause 2x more damage. Three posts cooldown.
Roar of Pride: Lets out a bellowing, mighty roar that shakes the surrounding area, boosting his attack by 30%, while lowering the defense of any enemies of level Champion or below by 20% within 25 feet. May knock down enemies. Has no effect on Ultimate or higher. Lasts for two posts, three posts cooldown.
Nightmare Vision: Envelops his body with black flames, charges forward and pounces on the opponent. Causes medium damage and may knock down enemies of the same size or smaller. May latch on to bigger opponents for a follow up attack. Three posts cooldown.
Vital Claw: His claws glow red with energy before quickly slashing at the enemy, causing heavy damage. Can also be used to climb otherwise unclimbable terrain.
St. Elmo’s Fire: Fires a stream of black flames from his mouth with a range of 50 feet. Causes heavy damage and sets flammable objects on fire. Two posts cooldown.
Digivolves From: Impmon (With Digimental of Pride)
Armor Ultimate
Species: Kaiser Leomon
Appearance:
Attribute: Virus
Family/ies: Nature Spirits
Type: Cyborg
Fighting Style: A complete departure from his stealthy ways as Pantheramon, the goes back to his known roots of pure, loud power, making it a foe impossible to ignore (in more ways than one). That said, while it still specializes in powerful attacks, he lives up to the Loyalty aspect of his Digimental, boasting some powerful defensive tools to keep his
Abilities: [7 Abilities Max]
Unstoppable Force: His armor glows with dark power, making him completely impervious to any form of crowd control coming from digimon of equal level or below. One post duration, two post cooldown.
Immovable Object: Stands his ground and digs his claws onto the ground. Afterwards he creates an energy shield around him and any allies within a 25 ft range that blocks projectiles, incoming attacks and repels enemies. May last one post unless destroyed by receiving enough damage (5 rookie level attacks, 3 champion level attacks, or 1 armor ultimate level attack). Three posts cooldown.
Ebony Blast: Focuses fires off two spheres of darkness from his mounted shoulder guns. Has a range of 50 feet and causes heavy damage. Three posts cooldown.
Dark Overlord: Charges a large amount of powerful energy on his mouth and guns for a post, combining all three and shooting out a black beam twice his size with a range of 150 feet that causes massive damage on his next post. The beam can’t be cancelled or stopped once the charge begins, but he’s completely open to attacks during the charging period. Adittionally, while charging up he draws a bit of energy from his surrounding allies, increasing the power of the beam by 15% per ally, up to a maximun of 45%. Three posts cooldown after fired, can only be used twice per thread.
Rules of Nature: His claws glow red with power, before slashing forward, damaging enemies in a wide arc in front of him while sending a red wave of energy that flies up to 45 feet away before dissipating. The slash and the wave on their own only do medium damage, but if an objective is struck with both it will take double the damage from both. Three posts cooldown.
Live, Insect!: With a
Omen: Overcharges his whole being with dark energy, boosting his attack and defense by 75% for two posts as well as causing his armor to glow brightly. When the duration expires he has to stay still for a post to recover energy. Can only be done twice per thread. Three posts cooldown.
Digivolves From: Pantheramon (With Digimental of Loyalty)
DNA Mega
Name: Kio
Species: Mephistomon
Height: 18 ft
Appearance:
Attribute: UNKNOWN
Family/ies: UNKNOWN
Type: UNKNOWN
Fighting Style: Being a fusion of K and Dio, this fighter is somewhat varied. Brutish, unrefined, but elegant and thoughtful. It's strange mish mash of style seems strange at first but yield a deadly absolute. It's devastatingly powerful in close ranged while also managing to keep medium and even distant enemies on their toes with their varied abilities. All shall fear their combined might.
Abilities: [10 Abilities Max]
Regeneration: This digimon regenerates a medium amount of health per posting round during combat. Outside of combat it's capable of regenerating at a much quicker pace but eats up energy much faster. Severed limbs are re-attachable or able to grow back in a short time. This regeneration can be stalled out by DOT effects or healing moves that are used on it.
Thick Hide: This digimon is fairly tougher than it's average cousin; suffering less damage from all sources but being far more ponderous in it's movements as a result.
Red Buster: This digimon fires a long ranged Red Energy beam from their eyes. This attack is fairly powerful, able to pierce through armor of it's same level and below. The beam is innately explosive and once it has pierced something will explode five feet behind it dealing medium damage in a twenty five foot radius. Three post cool down.
Wretched Energy: This digimon throws out a trio of waves, thirty feet wide and thirty feet tall that run along surfaces damaging them as they go. These Waves wrap around objects or people and upon doing so detonate with an explosive force dealing high damage to those caught within. Getting caught within multiple waves multiplies the damage. These waves travel up to a hundred feet away. Three post cool down.
Storm Claw: Charging their claws with varied energies this digimon dashes forward slashing in front of them leaving a small bit of energy behind with each slash. Each slash does medium damage and is capable of cutting through most metals with ease. If an enemy is struck by this attack, this energy bursts into data and flies toward an ally, increasing their damage by 50% for one turn. Three post cool down.
Mephisto's Key: Placing their two hands together this digimon draws energy from within and places them at their palms. Extending either hand outwards seven small orbs are summoned from the energy of the creature. These seven orbs when not in use rotate behind the host digimon. One orb can be drawn forward at a time and each orb must be fashioned into a weapon to be used. These weapons can shoot out a small energy projection from along it's length, usually in an arc following a slash or even a stabbing motion. While the distance of the arc is limited to just under 150 feet this still allows for limited use of projectiles. If the orbs are transformed into ranged weapons it double the distance of said arc.
The weapons are strong enough to cut through just about any metal; but if it meets something strong than it the blade shatters and that orb is lost. If all orbs are lost the ability must be cast again. Each orb can switch into a weapon that the wielder desires but in order to switch between them this digimon must take an attack action to do so. Deals medium damage and is a channeled effect.
Faustian Warp: This digimon blinks out of existence with a loud snap of energy. Outside of combat this digimon can teleport long distances [up to a mile] and within combat up to 1000 feet. Upon arrival this move releases an energy discharge slowing those within fifty feet of it for a medium amount for one post. Three post cool down.
Devil's Three: This move allows this digimon to grace allies around it [within 50 feet] with a portion of it's regenerative prowess. Healing them over the course of two posts. It's split directly between the members and removes this digimon's regenerative powers for the duration. Three post cool down. Limit of three allies.
Energy Barrier: This move summons up a wall of energy in front of the digimon fifty feet high and fifty feet wide, up to fifty feet away from it. Lasts up to one post and it can block one mega tier attack before shattering. Three post cool down.
Blackheart: This digimon lets out an enraging bellow, two allies within earshot [up to two hundred feet away] enjoy a sharp increase to their damage and speed but also lowers their defense for 3 posts. This ability also affects the host digimon but lowers it's defense further than it's allies. Cool down of three posts.
Digivolves From: Shutmon + NeoDevimon
Digimon Name - Parter #2: Gio
Default Form: Rookie
Gender: Male
Alignment: Neutral Good
Skills/Talents: Deceptively strong for someone so small, even more so than his brother, also possesses a keen sense of smell.
Inventory: Holosuit
Tales of Symphonia • Genis Sage • Gio
Personality: In stark contrast with his twin, Gio could be easily described as a very friendly airhead. He’s optimistic to a fault, polite, kind, and a firm believer that hugs can solve most if not all problems in life (except an empty stomach, much to his dismay).
This usually goes hand in hand with his knowledge (or lack thereof) of the outside world which could easily be seen as one of his biggest weaknesses.
Furthermore he has a rather poor attention span, and a big tendency to ignore crucial information if distracted by something else (to the point he literally has a tendency to fall out of places simply for not looking ahead), not to mention he’s quite gullible. Though it should also be mentioned that despite all this he is capable of moments of genuine cleverness and insight, though whether this is just a lucky coincidence or him (mostly) faking his quirkier traits is a mystery…though considering how rare said moments of lucidity are it’s fair to assume he’s not the brightest light bulb in the room.
Gio genuinely believes that there’s no such thing as pure evil, and will always try to rearch for everyone’s good side, though he still has his limits: if anyone were to harm or try to cause harm to either his brother or his tamer Gio’s personality does a complete 180 turn, becoming little more than a feral beast that will stop at nothing to eliminate any and all perceived threats in the vicinity unless subdued or somehow restrained long enough to regain his senses…though if you survive and prove yourself redeemable he’ll be the first one to help you back on your feet and offer you a pat in the back, as if nothing ever happened.
Personal History: Once a great Demon Lord of Sloth, Gio came about as an unintended side effect of Sloth’s untimely demise and resurrection, which caused the former demon lord to split into two smaller cores. Perhaps it was out of the culprit's desire to not leave any loose ends, perhaps just out of pettiness, but whatever the case it would seem Gio got the shorter end of the stick compared to his brother, as he was swiftly sold to a group of slavers, who a couple days later sold him yet again to a rich magistrate from the city of Luminas.
Most of the remainder of Gio’s life was spent in (admittedly accommodated) captivity, most of his days kept around as little more than a glorified pet guard dog of the magistrate’s property, the rest being harshly trained and sent to fight in underground digimon arenas for the entertainment and profit of his owner. Though he had grown more than accustomed and happy to his confinement (helped by the fact his so called “Mistress” had started treating him less like a pet and more like a surrogate son), it would not last for long, as his owner’s shady deals with the underground would finally catch up with her, leaving Gio alone once again until a certain person helped him reach the Village of Begginings, where he would spend the remainder of his days.
…or so he thought, until a chance meeting led him to find his twin…
SECOND DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Jyarimon
Appearance:
Attribute: None
Family/ies: Baby
Type: Slime
Fighting Style: None, though that doesn’t mean he won’t try his hardest.
Abilities:
Nibble: A
Digivolves To: Black Gigimon
In-Training
Species: Black Gigimon
Appearance:
Attribute: None
Family/ies: Baby II
Type: Lesser Dragon
Fighting Style: Still pretty much defenseless against anything but other in-trainings.
Abilities:
Death Nibble: Despite its name, it’s still nothing more than a slightly stronger bite. Might be good for opening tuna cans however.
Digivolves From: Jyarimon
Digivolves To: Black Guilmon
Rookie
Species: Black Guilmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Reptile
Fighting Style: Disorient the enemy, hit fast, retreat. Rinse and repeat.
Abilities:
[RAM Upgrade] (Passive) Gigantic Strenght: Strangely, it would seem Gio’s physical strength as a rookie is 50% more than that of a regular Rookie, though this doesn’t amount to much in practical combat, as it simply allows his basic attacks to be slightly stronger than the average rookie, as well as be able to lift things twice his size and weight with relative ease.
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Shade form: Gio turns his body into pure black smoke and disappears, before reappearing again at a desired location within 10 feet of distance. 2 post cooldown.
Exhaust Cloud: Gio breathes out hot smoke screen that obscures vision in a small area, while the small embers within it cause medium damage to any enemy standing inside the cloud. However, if the smoke is struck by any fire or plasma based attacks the embers within it will heat up significantly, increasing the damage done by the cloud significantly. Unless blown away by other attacks the smoke cloud lasts for two turns, and has a 3 turn cooldown.
Plasmic Release: Gio charges up his claws with volatile plasma, which makes his next punch or slash do increased damage. The plasma can strike a single target for medium damage, but if it misses the plasma will detonate and spread out in a small area in front of Gio, being able to strike up to two targets at once but doing reduced damage.
Gio Guard!: Gio stands his ground, his stance and muscles tensing up as pure force of will runs through him, allowing him to block an attack of his same level. 3 posts cooldown.
Digivolves From: Black Gigimon
Digivolves To: Black Growlmon
Champion
Species: Black Growlmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Dragon
Fighting Style: Rather similar to his fighting style as a rookie, but obviously scaled up and fairly more flashy.
Abilities:
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way: On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a passive 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged (10 feet at all levels) explosion around him, causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Smoking Hot Charge: Covers his entire body in a thick cloud of smoke, before lunging head first at the enemy, dealing medium damage on the process. 2 turn cooldown.
Cauterizing Slash: Slashes at the enemy with claws hot enough to melt rock, dealing heavy damage and lowering the enemies’ defense for 2 turns. 4 turn cooldown.
Mighty Toss: Attempts to grab a hold of the enemy with his claws, before throwing them up in the air, dealing medium damage. 2 turn cooldown.
Gio Guard EX!: Gio stands his ground, his stance tensing up as he focuses his entire being on defense, allowing him to block and shrug off an Champion level attack by sheer force of will alone, or take reduced damage from an Ultimate level move. 3 turn cooldown.
Smoke-Port!: Transforms his form into smoke and disappears into the ground, before attempting to burst from the ground and slash at the enemy. Deals medium damage and has a 3 turn cooldown.
Plasma Grenade: Spews forth a ball of volatile plasma from his mouth, which detonates in a small area and deals medium damage to up to three targets. 3 turn cooldown.
Digivolves From: Black Guilmon
Digivolves To: Black Wargrowlmon
Ultimate
Species: Black Wargrowlmon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers/Metal Empire
Type: Cyborg
Fighting Style: Carrying enough firepower to put most modern tanks to shame, this form specializes in destroying things from a distance while offering support for his allies, though it can still pack a punch up close.
Abilities:
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Regenerative Field: Releases a small plasma pulse in a small area around him, regenerating the damaged data of up to three allies, healing them all for 20%. 5 turn cooldown.
Defense Matrix: Countless small plasma projectiles shot out of Gio’s back and intercept up to two ranged abilities/one melee aimed either at Gio or at an ally in his near vicinity, nullifying their damage and dealing minor damage if it’s a melee attack. 3 posts cooldown.
Ascalon Ray: Gathers power within the Ascalon Cannon in his chest and fires off a large beam of pure energy in a cone in front of him. It’s strong enough to pierce shields and ignore defensive buffs, but it’s inaccurate at long distances. 4 turns cooldown.
Plasmic Salvo: Fires off a salvo of missile shaped plasma projectiles out of his arms. Causes medium damage to a single target and lowers their defense by 30% for a turn. 3 Turn Cooldown.
Rending Blade: Slashes at the opponent using his Pendulum blades with blinding speed. Deals medium damage and has a 1 turn cooldown.
Volcanic Mist: Breathes out a dark cloud of burning hot smoke upon an enemy, obscuring their vision and the heat causing minor damage for its duration. Lasts two turns and has a 3 posts cooldown.
Molten Core: Gio’s very core heats up and generates far more energy than usual, causing his entire armor to overheat and kick into overdrive. During the next three turns he receives a power boost to all his named attacks, and his body becomes so hot any enemy attacking him from melee range receives minor damage from coming in contact with it. 4 turn cooldown.
Digivolves From: Black Growlmon
Digivolves To: Hadesmon
Mega
Species: Hadesmon
Appearance:
(huge thanks to Eizer for the recolor!)
Attribute: Virus
Family/ies: Nightmare Soldiers/Dragon’s Roar
Type: Cyber Demon
Fighting Style: Despite the blinding speeds Gio can reach on this form, he performs better when he can get his footing and deal with the enemy at a safe distance while his brother charges in, but as per usual he can hold his ground just fine if he finds himself threatened up close.
Abilities:
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
(Passive) Bound by Fate: Every three turns during combat Gio can enhance one of his basic attacks with the Fire of Sloth inherited from his brother, making his basic attack deal as much damage as a two turn named attack.
Plasma bubble: Generates a large (50 feet) barrier of solidified around him and any allies within his range. Said barrier can stop up to three Mega level attacks or a single Super Mega attack. Lasts up to two turns, and has a 4 turn cooldown.
Dark Comet: After covering his whole body in pure blue energy Gio dashes at mach speed up to 100 feet away from his previous location. If he collides with any enemy it will stop Gio dead on his tracks, but deal medium damage to whoever he hit. 3 turn cooldown.
Yamato: Gio stabs his bladed tail deep into the ground and opens a large portal in the sky, from which a single sword of massive size (35ft) falls and attempts to crush the target. Due to its massive size it deals heavy damage in an area where it lands (affecting up to three targets), and deals massive damage to anyone unfortunate enough to be hit directly. Can only be used two times per thread, and Gio is completely rooted in place one turn after the summoning. 5 turn cooldown.
Dark Claw – Rend: Summons a giant energy claw that slashes in a downward motion upon the enemy, dealing heavy damage if it connects. Can be summoned anywhere within a range of 50 feet of Gio, but it must be done within his range of vision. 3 turn cooldown.
Dark Claw – Subdue: Summons from the beneath the enemy a giant claw of pure energy that attempts to grab on and restrain it’s target, keeping them in place and dealing minor damage for a turn, as well as making the afflicted target take more damage from any fire related attacks while they’re restrained. 4 turn cooldown.
Dark Claw – Barrier: Slashes the air in front of him with great velocity using both claws, which leave an energy trail behind and form a net like barrier. This barrier can block a Mega level move
Infernal Monsoon: The bladed quills from his wings become electrified with plasmic energy and shoot up to a distance of 100 feet, raining down upon the enemy and causing medium damage to up to two targets. 4 turn cooldown.
Digivolves From: Black WarGrowlmon
Digivolves To: Megidramon
Super Mega
Species: Megidramon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Evil Dragon
Fighting Style: Finally returning to the power from his prime, Gio's mind however also becomes quite filled with intense feelings of pent up rage as a side effect, and this translates in a fighting style all about overwhelming the enemy with relentless and powerful attacks, taking perhaps a bit too much of a delight in the combat itself.
Abilities: [10 Abilities Max]
[RAM Upgrade Giga] Axon Charge: Due to Gio’s rather odd upbringing and traces of his old demon lord data, his body and very core react to physical trauma in an different way. On top of an increased tolerance to pain, every time Gio receives damage from a named move he stores a part of the attack’s energy within him, giving him a charge. He can store up to five of these charges. Every charge gives him a 5% increase in damage to all of his named moves, though he loses a charge for every two turns without receiving damage. Furthermore he can spend all five charges to create a medium ranged explosion around him causing heavy damage to up to two targets, but can’t gain charges for the next two turns.
Bloody Scales [Passive]: Gio’s usually toughness is only exacerbated by his increase in power, making him receive 20% reduced damage as well as dealing a small amount of damage back at whoever attacks him at close range.
Gungnir: Gio’s long tail becomes enveloped by a volatile coating of electricity, which grows in size and becomes the blade twice the size of Gio’s form, before bringing it down and slashing it downwards at the enemy. Due to its massive size it deals heavy damage in an area where it lands (affecting up to three targets), and deals massive damage to anyone unfortunate enough to be hit directly, and it can only be used twice per thread. 5 posts cooldown.
Red and Black: Pure rage boil within this digimon’s veins as he lets out a roar filled with malice and anger, his scales glowing with an intense red and black energy. Gio’s next attack will deal double the usual damage. 4 posts cooldown.
Dark Rend: Summons a giant energy claw that slashes in a downward motion upon the enemy, dealing heavy damage if it connects. Can be summoned anywhere within a range of 50 feet of Gio, but it must be done within his range of vision. 3 turn cooldown.
Dark Claw – Barrier: Slashes the air in front of him with great velocity using both claws, which leave an energy trail behind and form a net like barrier. This barrier can block a single Super Mega level move before breaking. 5 posts cooldown.
Storm: Gio fires off a massive volt of lightning from within his jaws and into the sky. After a brief moment said volt comes crashing down from above, dealing heavy damage to its target. 3 posts cooldown.
Serpent’s Infernal Rapture: With a crackle of lighting Gio’s entire body becomes a streak of electricity for a brief time as he charges head first into an enemy. Deals medium damage, 2 posts cooldown.
Avenger: Gio’s arm blades (and entire body, really) glow with power as he lunges at the enemy, becoming half way into a streak of lighting, before delivering a large number of slashes at the enemy, dealing heavy damage. 2 posts cooldown.
Rebirth: Death won’t stop them again. An uncannily bright light envelops both Gio and Dio, healing their wounds by 25% and removing any debuffs they had. 6 posts cooldown.
Twin Cataclysm: The two become glowing featureless figures of pure glowing data, before fusing into a singular amorphous sphere of pure energy. Said sphere begins to spin rapidly in place, the data surrounding it moving alongside it, a vortex of unstable energy coalescing into burning flames, dark clouds, lightning, primordial chaos. Deals massive damage in a large 40 feet area, utterly devastating anything that might have been close by. Can only be done once per thread, and after the move is done the twins must stay still for a turn to recover their strength.
Digivolves From: Hadesmon
OPTIONAL EVOLUTIONARY STAGES - DNA DIGIVOLUTION
DNA Super Mega
Species: Plutomon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Fighting Style: In short? Pure, unbridled power. The long version? After finally attaining the so desired Super Mega status, as well as a form more closely befitting that of his earlier incarnation, Plutomon is for lack of a better term on a power high, focusing on theatrics and vulgar displays of power over everything else, but most if not all of his attacks are focused on one thing only: showing his enemy how insignificant they are in front of the reawakened Dark Lord.
Abilities:
Gamma Ray: Charging up malignant energy within himself Plutomon fires off a massive beam of pure electrical energy at the enemy from the tip of his tail. Said beam has a range of up to 200 ft, deals heavy damage and ignores defensive buffs. 3 posts cooldown.
Rain of Brass Petals: The Dark Lord seemingly dissolves into hundreds of small razor sharp shards of metal and brass which are almost impervious to damage, said shards then travel up to 100 ft away before reforming back into Plutomon at the end of the turn. It also deals medium damage should it happen to charge through an enemy on the way. 4 posts cooldown.
The Fire of Hate: Covering himself in hell fire the Dark Lord rushes forward up to 100 ft, before delivering a mighty flaming kick in a rising motion. Deals severe damage and sends the afflicted target flying up into the skies. 4 posts cooldown.
Blood-soaked Fortress of Impalement: The ground surrounding Plutomon becomes darkened for a moment, before erupting into a sea of lances, spikes and spears of around 6-10 feet tall, all of them intent on impaling up to three unfortunate victims in the affected 100 feet wide area, dealing heavy damage. The spiked area remains if it misses, and will disappear as soon as it deals damage or after to two posts. 3 posts cooldown.
Cull the Weak: Dashing forward at blinding speed Plutomon punches an enemy with great strength, a blast of energy shooting out of his fist and blasting the enemy at point blank range, dealing heavy damage and marking them as “Weak.” “Weak” enemies take double damage from Plutomon’s attacks for the next two posts. 4 posts cooldown.
Goetia’s Crest: Plutomon’s many mouths open up, chains of blackened flames spewing forth from them and impaling the enemy, causing heavy damage and healing back the Dark Lord by 10%. 4 posts cooldown.
Wicked Edge: Plutomon summons forth a large flaming sword of hellfire, which he can use to either send a damaging wave of flames from afar, or slash at his enemy with it, both of which deal heavy damage. 3 posts cooldown.
Reawakened Hubris: You can’t kill evil itself! Plutomon surrounds himself with a nigh impenetrable barrier to shrug off his enemies’ feeble attacks. Said barrier can withstand up to two SM level moves, as long as it’s not a once per thread attack, in which case he’ll take reduced damage from it. Additionally, he can’t move or be moved while behind his shield until it’s broken or it expires naturally, though he can still attack. Lasts for two turns if unbroken. 5 posts cooldown.
Endless Despair: Feeding himself from his enemies’ suffering, the Dark Lord buffs himself tremendously, gaining a 50% increase in attack and speed, though at the cost of 50% of his defense for the duration of the buff. Lasts three posts, 5 post cooldown.
Nightmare’s End: The dream has gone on long enough. The Dark Lord tears open hundreds of thousands rifts on the digital code of the world, covering a large area. After a turn every single one of those rifts will fire off small energy projectiles upon the area below, blanket bombing everyone caught in the blast. Deals heavy damage to anyone caught in the blast (except Plutomon) every post, and the bombardment lasts for three posts. Can only be used once per thread.
Hope Crusher: With but a snap of his fingers Plutomon creates a gigantic sigil in the sky, which fires an enormous blast of energy down upon its target, dealing heavy damage. 2 posts cooldown.
[RAM Upgrade] Infallible Servitude: The Dark Lord treats his subjects well, and spares part of his power to heal an ally for up to 30%, as well as give them an increase in damage against whoever the Dark Lord is fighting at the moment. However, he can only heal the same target twice per thread, his heals are a privilege, not a right. Damage buff lasts for two posts, 3 posts cooldown.
Digivolves From: Hadesmon + Belphemon Rage Mode (DNA)
DNA Biomerge
Species: Charismon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: God Man
Fighting Style: What do you get when you mix the combined experiences, power and ego of two digimons and mix it with a human mind? One hell of a power high, to say the least. But since this form only comes under extreme circumstances (ideally), there is quite a bit of caution behind it's front of bravado and hubris. As such while Charismon fights with flair and decidedly amount of showmanship, most of it's attacks are quite pragmatic, and keep him relatively away from harm's way if at all possible.
Abilities:
Phantom Pain[Passive]: Upon the start of a fight, Charismon summons six digitized arms from his back that follow him closely at all times. Though they can change in size and lenght at will they're usually only as long as Charismon's height (around 8 ft). While mostly used for his named attacks, they also effectivelly increase his basic attack range up to a 10 feet distance, said basic attacks also do about as much damage as a 1 turn cooldown attack, though the extra power comes at the price of Charismon being rather vulnerable at point blank range, taking 20% extra damage from melee attacks, as well as making any of his basic attacks done with his actual limbs do half damage.
Data Drain: All six of Charismon's ghostly arms converge and transform into a translucent canon of pure solid data. After a moment absorbing raw data from its surroundings it fires off a single massive sphere of dark energy. Said sphere deals massive damage and absorbs part of the damage inflicted to heal Charismon back a bit. 6 posts cooldown.
Event Horizon: With a snap of Charismon's (actual) fingers a 20 ft. digital rift is formed, which will begin to absorb everything in its near vicinity not unlike a tiny tornado or black hole, slowing down every digimon that tries to move away from it while slowly dragging anything in the area towards it, though anything Super Mega in levels of strenght can resist it's pull with some conscious effort. If an enemy were to fall into it they will receive massive damage before being sent back out of the rift. Lasts for three turns, or until it absorbs one or more digimon in the same turn (including Charismon himself), after which it will simply banish without a trace. 7 posts cooldown.
Hexa-Edge: Each Phantom arm transforms into glowing swords of energy that launch themselves and attempt to slash at the enemy, leaving trails of damaging plasma in their wake. The slashes and plasma trail deal heavy damage to those affected by them. 2 posts cooldown.
Pummel: Two of Charismon's phantom limbs attempt to grab the enemy, if succesful they will pin said enemy down while the remaining limbs mercilessly punch the downed enemy near countless times, dealing heavy damage. 5 post cooldown.
Galactic Phantom: Charismon reels back as if winding up a punch while the six phantom limbs converge, merging and transforming into a singular but gigantic fist. If he so chooses, Charismon can spend an extra turn preparing the move to make it twice as powerful, but can't defend himself from any attacks while charging. Does heavy damage if uncharged, deals massive damage, can destroy shields and sends the enemy flying back a good distance if charged for an extra turn. 5 posts cooldown.
Meteoric Impact: Every phantom limb grows and stretches to insane proportions and reaches into the sky, before coming back and hurling down a meteor at the enemy. The impact deals massive damage and it's ensuing shockwave sends anyone in a 150 feet area flying back. 7 posts cooldown.
Prismatic Prison: Charismon's attempts to crush his opponent with a clap of his phantom hands. If successful will trap the opponent inside a small, spherical force field filled with lightning, restricting their movements for a single turn and dealing medium damage to the target trapped inside it, though they can still use attacks from within the prison. 4 posts cooldown.
Prismatic Protector: Three of Charismon's phantom hands separate from his body, morphing into a diamond shaped shield and encasing him and up to two allies for two turns, protecting them each from one SM level attack. 5 post cooldown.
Territory Creation: After a moment of deep concentration, using all of his power Charismon temporarily rewrites the code of the Digital World’s reality itself, changing a surrounding 100 ft area into a featureless, fractal looking purple field. Besides getting rid of any walls, inanimate objects and uneven terrain, all living organisms still within the field will find their defense lowered by half and any defensive buffs or shields they might have had will disappear (though they may recast any of those after the field is in place without any ill effect), as well as taking heavy damage. Field lasts for four turns before turning back into its former self, can only be used once per thread.
Catalyst Nullifier: One of Charismon's phantom limbs twists and turns in on itself, turning into spiralling spike as it launches itself into the enemy. If succesful it hits for heavy damage as well as scrambling the oponent's code, causing the enemy to be unable to use any ranged attacks for two posts. Four posts cooldown.