Mao Kita
Aug 4, 2018 3:18:24 GMT
Post by Ashikaga Mao on Aug 4, 2018 3:18:24 GMT
Name: Kita Mao
Alias: Four-Eyes
Age: 18
Gender: Female
Height: 5’7
Weight: 116 lbs
Alignment: True Neutral
Birth Date: 6-05
Birth Place: Kumagaya, Saitama
Skills/Talents:
IT Wizard - Exactly what it says on the tin, Mao's skillset mostly lies with messing with computers a lot. She's nothing special at it, though. It's just a growing hobby. Maaaybe someday, though!
She's also really good at watching TV for really long periods of time. That's a talent, right?
Digivice: A purple D-Tector with a red grip.
Personality:A bright and bubbly gal, Mao's nothing short of inquisitive and usually has a question in line for almost anything and everything. Why would someone studying in the IT field be so sociable, though? Probably because she was sheltered growing up, and rather than be daunted by something as new as socializing, Mao decided to just go with it. That's not to say she's dumb, though. After all, why else would the word 'bright' be used as one way to describe her? She's also surprisingly adaptable, and capable of reading a situation to save her life. When it comes to others, though, that may be a little more difficult. While capable of interacting with others like a normal person, Mao...isn't quite as skilled at befriending. Please bear with her on that. She's not rude, though. Not usually. That's usually reserved for when she's well and truly angered at something. Hopefully nothing comes to that, right?
Appearance:
While she's not quite the tallest, Mao is quite certain to stand out in a crowd. She's got a youthful face, and often wears a big round pair of glasses to help correct her god-awful eyesight. Her hair's a bright orange, why? Likely because she dyed it to distinguish herself from her younger sister. While possessing a good portion of femininity to her appearance, Mao isn't very physically intimidating. Yet she doesn't really look all too timid, either. Her attire consists of baggy pants, short shorts, tank tops or long-sleeved shirts, with an occasional jacket thrown over her clothes if the weather necessitates it.
FaceClaim: PERSONA 5 • futaba sakura • Mao Kita
Personal History:
Mao Kita's family was actually pretty large for some well-off schmucks smack dab in the middle of Japan. It was a family of five counting herself, an elder brother, and an eldest sister. The parents are important, too, be assured of that, but the siblings were more important. Mao was the youngest of the trio, and she had a rather lax and sheltered life, as well as education, growing up. Didn't quite stop her from attaining good grades in school and having at least a few friends, however. Eventually, though, that all came to an end with high school and the rigors brought on from that.
Mao's...er...attitude over studying meant she didn't really have much prospects when it came to higher education. What little she did have, she slacked off at. Muuuch to the chagrin of her older siblings, who had gone out and gotten jobs at this point. This in turn leads us to now. Mao's parents had decided to get their children out of the house at a certain point, and Mao was the only one with nowhere to go, so...well, she was allowed to stay for a time. Except that made her feel more than a little guilty. So her sister offered her a place to stay as long as she figured out a way to continue her education and do something with her life.
Spirit Element: Spirit of the Extraterrestrial
Sprite Spirit
Species: Vemmon
Appearance:
Attribute: Virus
Family/ies: Metal Empire, Nightmare Soldiers
Type: Alien
Fighting Style: The nascent form that the alien spirit takes, Mao finds herself having to resort to long range attacks and quick movement more oft than not in this form.
Abilities: [4 Abilities Max]
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Blink: Every three turns, Vemmon may reposition itself instantaneously to any point WITHIN IT'S VISION. It does have the option of using an ability after this, but the ability has an increased cooldown of a turn.
Mind Link: Vemmon links it's mind with a single ally. While this gives them a nice bonus to attack for two rounds, this also puts Vemmon at risk of feeling -any- pain that the ally feels. Three turn cooldown.
Plasma Bullet: Vemmon reveals that one of it's arms can turn into an...eye-cannon and fires a bolt of acidic plasma out of it. Yikes. 1 turn cooldown.
Sectoid Strike: Vemmon attempts to ram it's claws into it's target or any of it's extremities.
Digivolves From: Mao + S-Spirit of the Extraterrestrial
Digivolves To: Snatchmon (With H-Spirit of the Extraterrestrial)
Human Spirit
Species: Snatchmon
Appearance:
Attribute: Virus
Family/ies: Metal Empire, Nightmare Soldiers
Type: Alien
Fighting Style: A more matured version of Vemmon, Snatchmon is equivalently equipped to handle both close quarters and long ranged combat, as well as shift it’s parameters accordingly to suit the situation at hand.
Abilities: [6 Abilities Max]
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Blink: Every three turns, Snatchmon may reposition itself instantaneously to any point WITHIN IT'S VISION. It does have the option of using an ability after this, but the ability has an increased cooldown of a turn.
Recreate: Snatchmon passively heals any wounds it sustains by 5% every turn.
Psionic Armor: Snatchmon cannot link it's mind with others, but it can reinforce it's data-structure to be 50% more durable against attacks for two turns. Three turn cooldown.
Plasma Cannon: The same deal as with Vemmon's Plasma Bullet. However, a key difference lies in Snatchmon's. Snatchmon has the capability of charging this, adding 20% power with each charge, up to 40% more power, and also adding a round of cooldown for each charge. As such, 1 turn cooldown with a maximum of three.
Metal Ripper: Snatchmon attempts to drive it's claws into an enemy and rip them to shreds from there.
Assimilate: Snatchmon strikes the opponent and attempts to sap data from them and into itself. This isn't true loading, though. At most, this will simply heal Snatchmon for 15% if successful, as well as give them a little bit of information about them. Two turn cooldown.
Poison Spike [RAM Upgrade]: Snatchmon reconfigures its data before executing an attack that can essentially be described as several spikes shooting out of its body, equally venomous in nature. The spikes target the area around Snatchmon and if they pierce an opponent, they're left with a debuff that inflicts 20% damage over two turns. Three turn cooldown.
Digivolves From: Vemmon, Mao + H-Spirit of The Extraterrestrial
Digivolves To: Cyberdramon (With B-Spirit of the Extraterrestrial)
Beast Spirit
Species: Cyberdramon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers, Metal Empire
Type: Cyborg, Xenomorph
Fighting Style: An alien that can be considered a more bestial variant of Snatchmon….Kind of? It fights with a polearm, and while it can’t quite blink around like Snatchmon can, it’s still incredibly fast.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Rondo of Blood: Cyberdramon, unlike the rest of Vemmon’s forms, seeks nothing more than blood. It -enjoys- spilling data. For every bit of data that it spills, measured in stacks from one to three, it gains 10% more attacking power. For clarity's sake, spilling data is counted as hitting with attacks. The counter resets to 0 if Cyberdramon has gone a turn without attacking.
The Predator: Thanks to its constitution of both machinery and flesh, Cyberdramon is equipped with infrared vision, enabling it to track heat sources...and also tank blinding effects.
Symbiotic Nightmare: An alien who also happens to be partially a machine that operates off a different set of morals than most entities in the Digital World is incredibly unlikely to feel ‘fear’ or any primitive emotions such as that. No, fear-based effects only drive it to anger.
Eraser Claw: Cyberdramon’s hand(s) open up to reveal wicked sharp fangs and a seeming maw before
it attempts to clamp the handmouth shut around a part of the opponent, subsequently taking a chunk of data out if not stopped or hindered.
Cyber Blader: Cyberdramon plants its feet onto it’s tail as it begins to spin, before it attempts to slice it’s enemy up mid-rotation. The spinning increases the power behind the spear, and also allows Cyberdramon to move quickly at the conclusion of the attack thanks to the momentum. Two turn cooldown.
Death Divider: Cyberdramon attempts to plant its spear into the ground, not caring what’s between the spear and the ground, before it launches an attack with its tail in the form of spinning around the entrenched lance. Two turn cooldown.
Plasma Stake: The polearm that Cyberdramon wields is capable of emitting a high-powered plasma blast at either end. This attack involves Cyberdramon stabbing the spear in a direction before the blast is fired. One turn cooldown.
Glutton Fang [RAM Upgrade]: Cyberdramon extends its ribs in an attempt to skewer its opponent. This attack has piercing power, naturally, and is best paired with a grapple or used as a surprise attack. Two turn cooldown.
Impending End [RAM Upgrade]: Cyberdramon activates an optical camouflage component to become invisible for two rounds, being practically untraceable unless one possesses infrared vision. This ability increases the damage of the next attack used after it by 50%. Cyberdramon also still makes sound when under the effect of this ability. Three turn cooldown.
Digivolves From: Snatchmon (With B-Spirit of the Extraterrestrial)
Digivolves To: UNKNOWN
Fused Spirit
Species: Darkdramon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Metal Empire
Type: Cyborg
Fighting Style: The fusion of a mechanical, esoteric predator and an extraterrestrial capable of teleportation yields a draconic monster said to be the final resort for something called the D-Brigade. This particular Darkdramon does not ascribe or belong to such downright stupid groups, however. It is it’s own entity. It’s fighting style normally would be a perfect mixture of Vemmon’s previous two forms, but the fact that one Mao Kita is at the helm of this form means that this creature fights incredibly recklessly, opting to rush her opponents down and slice them open with the Gigastick lance.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Moon Cancer [Passive]: A creature from space, Darkdramon isn’t quite...one to follow the laws of gravity. She has an immunity to being immobilized as a result. In fact, attempts to immobilize her speed her up by 10% for the turn.
Mechanical Will [Passive]: Mao Kita herself possesses an extraordinary amount of willpower that’s reflected quite particularly in this form. As such, Darkdramon is rather difficult to keep down, taking 30% less damage from all sources thanks to the fact that it’s a stubborn cyborg that will likely not back down unless it’s about to die.
Call of the Void [Passive]: Darkdramon is capable of infusing dark matter into her attacks every three turns. What this does is it makes her attacks capable of breaching active as well as passive resistances/moves when this passive is activated for that turn.
Vorpal Lance: Darkdramon attempts to run her opponent down with a vicious strike from her Gigastick Lance, something sharp enough to punch through steel with enough force. One post cooldown.
Eyes of the Unknown: Darkdramon holds her right arm forward, as the eyes on her gauntlet flash ominously before they fire two...darts. At least those look like darts. Should these connect, her opponent will end up feeling quite numb all over as a result of this flash, like they were just given a -lot- of anesthetics. That’s not the main part of this attack, though. The true effect is that for two turns, all of her opponent’s passives are disabled entirely. Three turn cooldown.
Blink V3: Remember how Vemmon and Snatchmon were capable of what was basically teleportation? Darkdramon retains that capability thanks to the fused totem. As such, it is capable of repositioning itself instantaneously at any point within it's vision. Much like the two forms capable of using this ability before it, Darkdramon -can- attack after blinking if she so chooses, but the attack will have an increased cooldown of a turn.
Dark Roar: Darkdramon lets out a rather fearsome bellow and fires a ball of dark matter at an enemy. Disregarding the implications of that, the ball will eat through a foe’s very data upon striking. One post cooldown.
Black Hole: Unlike most Digimon like it, Darkdramon’s left hand is not useless. It can use it to tear open a hole in space itself in order to feed a ranged attack launched by the enemy through it to launch it -back- at them. Should Call of the Void be applied to this attack, the attack launched back will have the properties of Call of the Void applied to it rather than Black Hole itself. Three turn cooldown.
Psionic Rift: Darkdramon infuses it’s lance with dark matter before it stabs it directly into the ground, a storm of what can best be described as sheer, unfiltered psionic fury proceeding to surround it for three turns. Anyone who dares to get close to the creature during this time will be subjected to heavy amounts of damage upon both their psyche and body. Three turn cooldown.
Digivolves From: Cyberdramon, Snatchmon
Digivolves To: Ragnamon
Also, as Mao’s birthday has passed, please update her age to 19!
Spirit Element: Spirit of the Undying
Human Spirit
Species: Arkadimon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Bewitching Beast
Fighting Style: While a little less mobile than Snatchmon, Arkadimon is capable of taking, as well as doling out an incredible amount of punishment, and boasts regeneration capabilities beyond that of Snatchmon.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Regenerator: Every turn sees Arkadimon passively regenerate 5% of it's health.
Parasitic Leech: Every three turns, Arkadimon can apply a debuff on an enemy that lasts for two turns. The debuff weakens their data constitution to allow for more potent hits from all sources. This toggleable debuff increases damage dealt by 15%.
Prison Fist: Arkadimon opens up a vortex from a raised palm. Now, normally this attack is relatively harmless, as it only serves to acquire loose data and potentially suck up any unlucky opponents of a diminutive stature. That is not the true purpose of this attack. Prison Fist is meant to suck up an enemy attack, and should the attack be of an equivalent level, then it gets off scot-free. Any higher and it takes some damage upon sucking the attack up. Three turn cooldown.
Snatch Whip: Arkadimon attempts to grapple its opponent with one of, or both of its hands before trying to impale it with the tendrils located on its arms. If successful, it will leech data off of the opponent, healing it by 10%. Two turn cooldown.
Feral Scream: A horrific wail that's bound to leave the ears ringing at best. This screech affects both friend and foe, and leaves them deaf and disoriented for two rounds. Three turn cooldown.
Backhand: A vicious self-titled attack involving one of Arkadimon's grotesquely large and powerful hands. One turn cooldown.
Cursed Vision [RAM Upgrade]: Arkadimon fires a searing laser from its forehead. This attack is rather precise, and is capable of piercing through shields. Two turn cooldown.
Digivolves From: Kita Mao (With H-Spirit of the Undying)
Digivolves To: Arkadimon (With B-Spirit of the Undying)
Beast Spirit
Species: Arkadimon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Bewitching Beast
Fighting Style: The Undying is a fighter that relies on the cold inevitability of it outlasting its opponent. It does not care how it gets to this conclusion, be it via regenerating a large chunk of the damage accrued, or by poisoning its foe to death, or flat out flaying it alive.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Second Malfestation: Arkadimon passively regenerates 5% of its health each turn.
Decree of Arcadia: Every three turns, Arkadimon can mark a single foe. The foe takes 20% more damage from all sources for two turns. This passive has a three turn cooldown.
Euphoria Overload: Similar to its last stage, Arkadimon can tax its regenerative capabilities to their limits, briefly. But, atop of this, it is also capable of taxing its offensive capabilities at the same time. For three turns, Arkadimon regenerates 10% more health, and gains an increase of 10% offensive power. Three turn cooldown.
Dot Matrix: The move that all Arkadimon seem to know and possess. Arkadimon opens the mouth situated upon its chest and creates a vortex that converts data into 0s and 1s. While this is easy to avoid for most foes, that isn't the true purpose of this attack. Dot Matrix absorbs -all- data, including the data that comprises most attacks of the Ultimate level, enabling Arkadimon to effectively eat the opponent's attack if it's a ranged one. Three turn cooldown.
Freeze Tentacle: Arkadimon lashes out at its foe with several claw strikes, attempting to rend and flay pieces off the opponent.
Dot Matrix Beta: Arkadimon repeats Dot Matrix, except instead of eating attacks, this variant on the move is meant solely to trap targets in a cone in front of Arkadimon in a vortex that's essentially flaying data off of them. It's pretty painful, and Arkadimon is healed for 10% for each opponent caught. There's a maximum of three/30%. Three turn cooldown. Oh, and this variant can't eat attacks.
Psycho Javelin: Arkadimon throws its claws forward as they extend into pointed tendrils, all aimed at either one or three targets. The tendrils have piercing capabilities, and the cooldown increases per target. Normally 1 post at 1 target, 3 posts at 3 targets.
Necrotic Fever [RAM Upgrade]: A pale gray beam that corrodes and rots whatever it touches, fired from the hand of Arkadimon. Foes hit with this find that the area hit by the beam is a lot...harder to move, and looks rotted in nature. This debuff lasts for a turn, two turn cooldown.
Drain Hand [RAM Upgrade]: A move similar to Freeze Tentacle in that it involves lashing out with the claws. Upon contact, the foe finds themselves drained not of health, but of energy and stamina. 5% on that, though. One turn cooldown.
Digivolves From: Arkadimon (With H-Spirit)
Digivolves To: Probably Arkadimon, again.
Alias: Four-Eyes
Age: 18
Gender: Female
Height: 5’7
Weight: 116 lbs
Alignment: True Neutral
Birth Date: 6-05
Birth Place: Kumagaya, Saitama
Skills/Talents:
IT Wizard - Exactly what it says on the tin, Mao's skillset mostly lies with messing with computers a lot. She's nothing special at it, though. It's just a growing hobby. Maaaybe someday, though!
She's also really good at watching TV for really long periods of time. That's a talent, right?
Digivice: A purple D-Tector with a red grip.
Personality:A bright and bubbly gal, Mao's nothing short of inquisitive and usually has a question in line for almost anything and everything. Why would someone studying in the IT field be so sociable, though? Probably because she was sheltered growing up, and rather than be daunted by something as new as socializing, Mao decided to just go with it. That's not to say she's dumb, though. After all, why else would the word 'bright' be used as one way to describe her? She's also surprisingly adaptable, and capable of reading a situation to save her life. When it comes to others, though, that may be a little more difficult. While capable of interacting with others like a normal person, Mao...isn't quite as skilled at befriending. Please bear with her on that. She's not rude, though. Not usually. That's usually reserved for when she's well and truly angered at something. Hopefully nothing comes to that, right?
Appearance:
While she's not quite the tallest, Mao is quite certain to stand out in a crowd. She's got a youthful face, and often wears a big round pair of glasses to help correct her god-awful eyesight. Her hair's a bright orange, why? Likely because she dyed it to distinguish herself from her younger sister. While possessing a good portion of femininity to her appearance, Mao isn't very physically intimidating. Yet she doesn't really look all too timid, either. Her attire consists of baggy pants, short shorts, tank tops or long-sleeved shirts, with an occasional jacket thrown over her clothes if the weather necessitates it.
FaceClaim: PERSONA 5 • futaba sakura • Mao Kita
Personal History:
Mao Kita's family was actually pretty large for some well-off schmucks smack dab in the middle of Japan. It was a family of five counting herself, an elder brother, and an eldest sister. The parents are important, too, be assured of that, but the siblings were more important. Mao was the youngest of the trio, and she had a rather lax and sheltered life, as well as education, growing up. Didn't quite stop her from attaining good grades in school and having at least a few friends, however. Eventually, though, that all came to an end with high school and the rigors brought on from that.
Mao's...er...attitude over studying meant she didn't really have much prospects when it came to higher education. What little she did have, she slacked off at. Muuuch to the chagrin of her older siblings, who had gone out and gotten jobs at this point. This in turn leads us to now. Mao's parents had decided to get their children out of the house at a certain point, and Mao was the only one with nowhere to go, so...well, she was allowed to stay for a time. Except that made her feel more than a little guilty. So her sister offered her a place to stay as long as she figured out a way to continue her education and do something with her life.
SPIRIT USER'S INITIAL EVOLUTION LINE
Spirit Element: Spirit of the Extraterrestrial
Sprite Spirit
Species: Vemmon
Appearance:
Attribute: Virus
Family/ies: Metal Empire, Nightmare Soldiers
Type: Alien
Fighting Style: The nascent form that the alien spirit takes, Mao finds herself having to resort to long range attacks and quick movement more oft than not in this form.
Abilities: [4 Abilities Max]
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Blink: Every three turns, Vemmon may reposition itself instantaneously to any point WITHIN IT'S VISION. It does have the option of using an ability after this, but the ability has an increased cooldown of a turn.
Mind Link: Vemmon links it's mind with a single ally. While this gives them a nice bonus to attack for two rounds, this also puts Vemmon at risk of feeling -any- pain that the ally feels. Three turn cooldown.
Plasma Bullet: Vemmon reveals that one of it's arms can turn into an...eye-cannon and fires a bolt of acidic plasma out of it. Yikes. 1 turn cooldown.
Sectoid Strike: Vemmon attempts to ram it's claws into it's target or any of it's extremities.
Digivolves From: Mao + S-Spirit of the Extraterrestrial
Digivolves To: Snatchmon (With H-Spirit of the Extraterrestrial)
Human Spirit
Species: Snatchmon
Appearance:
Attribute: Virus
Family/ies: Metal Empire, Nightmare Soldiers
Type: Alien
Fighting Style: A more matured version of Vemmon, Snatchmon is equivalently equipped to handle both close quarters and long ranged combat, as well as shift it’s parameters accordingly to suit the situation at hand.
Abilities: [6 Abilities Max]
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Blink: Every three turns, Snatchmon may reposition itself instantaneously to any point WITHIN IT'S VISION. It does have the option of using an ability after this, but the ability has an increased cooldown of a turn.
Recreate: Snatchmon passively heals any wounds it sustains by 5% every turn.
Psionic Armor: Snatchmon cannot link it's mind with others, but it can reinforce it's data-structure to be 50% more durable against attacks for two turns. Three turn cooldown.
Plasma Cannon: The same deal as with Vemmon's Plasma Bullet. However, a key difference lies in Snatchmon's. Snatchmon has the capability of charging this, adding 20% power with each charge, up to 40% more power, and also adding a round of cooldown for each charge. As such, 1 turn cooldown with a maximum of three.
Metal Ripper: Snatchmon attempts to drive it's claws into an enemy and rip them to shreds from there.
Assimilate: Snatchmon strikes the opponent and attempts to sap data from them and into itself. This isn't true loading, though. At most, this will simply heal Snatchmon for 15% if successful, as well as give them a little bit of information about them. Two turn cooldown.
Poison Spike [RAM Upgrade]: Snatchmon reconfigures its data before executing an attack that can essentially be described as several spikes shooting out of its body, equally venomous in nature. The spikes target the area around Snatchmon and if they pierce an opponent, they're left with a debuff that inflicts 20% damage over two turns. Three turn cooldown.
Photon Whip [RAM Upgrade]: Snatchmon makes as though it were going to fire it's plasma cannon before it instead reveals a whip made of plasma that's also about 7 feet in length. This is useful for long-ranged melee attacks as well as grappling onto things. Coincidentally, Snatchmon has control over how long the whip is. Two turn cooldown.
Digivolves From: Vemmon, Mao + H-Spirit of The Extraterrestrial
Digivolves To: Cyberdramon (With B-Spirit of the Extraterrestrial)
Beast Spirit
Species: Cyberdramon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers, Metal Empire
Type: Cyborg, Xenomorph
Fighting Style: An alien that can be considered a more bestial variant of Snatchmon….Kind of? It fights with a polearm, and while it can’t quite blink around like Snatchmon can, it’s still incredibly fast.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Rondo of Blood: Cyberdramon, unlike the rest of Vemmon’s forms, seeks nothing more than blood. It -enjoys- spilling data. For every bit of data that it spills, measured in stacks from one to three, it gains 10% more attacking power. For clarity's sake, spilling data is counted as hitting with attacks. The counter resets to 0 if Cyberdramon has gone a turn without attacking.
The Predator: Thanks to its constitution of both machinery and flesh, Cyberdramon is equipped with infrared vision, enabling it to track heat sources...and also tank blinding effects.
Symbiotic Nightmare: An alien who also happens to be partially a machine that operates off a different set of morals than most entities in the Digital World is incredibly unlikely to feel ‘fear’ or any primitive emotions such as that. No, fear-based effects only drive it to anger.
Eraser Claw: Cyberdramon’s hand(s) open up to reveal wicked sharp fangs and a seeming maw before
it attempts to clamp the handmouth shut around a part of the opponent, subsequently taking a chunk of data out if not stopped or hindered.
Cyber Blader: Cyberdramon plants its feet onto it’s tail as it begins to spin, before it attempts to slice it’s enemy up mid-rotation. The spinning increases the power behind the spear, and also allows Cyberdramon to move quickly at the conclusion of the attack thanks to the momentum. Two turn cooldown.
Death Divider: Cyberdramon attempts to plant its spear into the ground, not caring what’s between the spear and the ground, before it launches an attack with its tail in the form of spinning around the entrenched lance. Two turn cooldown.
Plasma Stake: The polearm that Cyberdramon wields is capable of emitting a high-powered plasma blast at either end. This attack involves Cyberdramon stabbing the spear in a direction before the blast is fired. One turn cooldown.
Glutton Fang [RAM Upgrade]: Cyberdramon extends its ribs in an attempt to skewer its opponent. This attack has piercing power, naturally, and is best paired with a grapple or used as a surprise attack. Two turn cooldown.
Impending End [RAM Upgrade]: Cyberdramon activates an optical camouflage component to become invisible for two rounds, being practically untraceable unless one possesses infrared vision. This ability increases the damage of the next attack used after it by 50%. Cyberdramon also still makes sound when under the effect of this ability. Three turn cooldown.
Digivolves From: Snatchmon (With B-Spirit of the Extraterrestrial)
Digivolves To: UNKNOWN
Fused Spirit
Species: Darkdramon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Metal Empire
Type: Cyborg
Fighting Style: The fusion of a mechanical, esoteric predator and an extraterrestrial capable of teleportation yields a draconic monster said to be the final resort for something called the D-Brigade. This particular Darkdramon does not ascribe or belong to such downright stupid groups, however. It is it’s own entity. It’s fighting style normally would be a perfect mixture of Vemmon’s previous two forms, but the fact that one Mao Kita is at the helm of this form means that this creature fights incredibly recklessly, opting to rush her opponents down and slice them open with the Gigastick lance.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Moon Cancer [Passive]: A creature from space, Darkdramon isn’t quite...one to follow the laws of gravity. She has an immunity to being immobilized as a result. In fact, attempts to immobilize her speed her up by 10% for the turn.
Mechanical Will [Passive]: Mao Kita herself possesses an extraordinary amount of willpower that’s reflected quite particularly in this form. As such, Darkdramon is rather difficult to keep down, taking 30% less damage from all sources thanks to the fact that it’s a stubborn cyborg that will likely not back down unless it’s about to die.
Call of the Void [Passive]: Darkdramon is capable of infusing dark matter into her attacks every three turns. What this does is it makes her attacks capable of breaching active as well as passive resistances/moves when this passive is activated for that turn.
Vorpal Lance: Darkdramon attempts to run her opponent down with a vicious strike from her Gigastick Lance, something sharp enough to punch through steel with enough force. One post cooldown.
Eyes of the Unknown: Darkdramon holds her right arm forward, as the eyes on her gauntlet flash ominously before they fire two...darts. At least those look like darts. Should these connect, her opponent will end up feeling quite numb all over as a result of this flash, like they were just given a -lot- of anesthetics. That’s not the main part of this attack, though. The true effect is that for two turns, all of her opponent’s passives are disabled entirely. Three turn cooldown.
Blink V3: Remember how Vemmon and Snatchmon were capable of what was basically teleportation? Darkdramon retains that capability thanks to the fused totem. As such, it is capable of repositioning itself instantaneously at any point within it's vision. Much like the two forms capable of using this ability before it, Darkdramon -can- attack after blinking if she so chooses, but the attack will have an increased cooldown of a turn.
Dark Roar: Darkdramon lets out a rather fearsome bellow and fires a ball of dark matter at an enemy. Disregarding the implications of that, the ball will eat through a foe’s very data upon striking. One post cooldown.
Black Hole: Unlike most Digimon like it, Darkdramon’s left hand is not useless. It can use it to tear open a hole in space itself in order to feed a ranged attack launched by the enemy through it to launch it -back- at them. Should Call of the Void be applied to this attack, the attack launched back will have the properties of Call of the Void applied to it rather than Black Hole itself. Three turn cooldown.
Psionic Rift: Darkdramon infuses it’s lance with dark matter before it stabs it directly into the ground, a storm of what can best be described as sheer, unfiltered psionic fury proceeding to surround it for three turns. Anyone who dares to get close to the creature during this time will be subjected to heavy amounts of damage upon both their psyche and body. Three turn cooldown.
Digivolves From: Cyberdramon, Snatchmon
Digivolves To: Ragnamon
Also, as Mao’s birthday has passed, please update her age to 19!
SPIRIT USER'S ALTERNATE SPIRIT LINE
Spirit Element: Spirit of the Undying
Human Spirit
Species: Arkadimon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Bewitching Beast
Fighting Style: While a little less mobile than Snatchmon, Arkadimon is capable of taking, as well as doling out an incredible amount of punishment, and boasts regeneration capabilities beyond that of Snatchmon.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Regenerator: Every turn sees Arkadimon passively regenerate 5% of it's health.
Parasitic Leech: Every three turns, Arkadimon can apply a debuff on an enemy that lasts for two turns. The debuff weakens their data constitution to allow for more potent hits from all sources. This toggleable debuff increases damage dealt by 15%.
Prison Fist: Arkadimon opens up a vortex from a raised palm. Now, normally this attack is relatively harmless, as it only serves to acquire loose data and potentially suck up any unlucky opponents of a diminutive stature. That is not the true purpose of this attack. Prison Fist is meant to suck up an enemy attack, and should the attack be of an equivalent level, then it gets off scot-free. Any higher and it takes some damage upon sucking the attack up. Three turn cooldown.
Snatch Whip: Arkadimon attempts to grapple its opponent with one of, or both of its hands before trying to impale it with the tendrils located on its arms. If successful, it will leech data off of the opponent, healing it by 10%. Two turn cooldown.
Feral Scream: A horrific wail that's bound to leave the ears ringing at best. This screech affects both friend and foe, and leaves them deaf and disoriented for two rounds. Three turn cooldown.
Backhand: A vicious self-titled attack involving one of Arkadimon's grotesquely large and powerful hands. One turn cooldown.
Cursed Vision [RAM Upgrade]: Arkadimon fires a searing laser from its forehead. This attack is rather precise, and is capable of piercing through shields. Two turn cooldown.
Undying Will [RAM Upgrade]: Arkadimon taxes its regeneration abilities to their limits for a brief amount of time. For three turns, it regenerates 15% of the damage it has accrued per turn, even being able to regrow limbs if left alone for a turn or two. Three turn cooldown.
[Loaded Move - Algomon]: Anti Polarize - Arkadimon creates a distorting pulse of data that messes with the kernel program of her opponent, causing them to function strangely. For two turns, all passives have their effects reversed. (Cooldown: 3 Turns)
Digivolves From: Kita Mao (With H-Spirit of the Undying)
Digivolves To: Arkadimon (With B-Spirit of the Undying)
Beast Spirit
Species: Arkadimon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Bewitching Beast
Fighting Style: The Undying is a fighter that relies on the cold inevitability of it outlasting its opponent. It does not care how it gets to this conclusion, be it via regenerating a large chunk of the damage accrued, or by poisoning its foe to death, or flat out flaying it alive.
Abilities:
Magnificence [RAM Upgrade Giga]: This Spirit Wielder has achieved a level of unity with her spirits that she is capable of manifesting characteristics of the opposite spirit line while in the form of one. This gives Mao the capability to utilize moves of an equivalent level from the unused line of spirits, and twisting her current form to be capable of accommodating the use of these attacks. She can only use one move at a time and once every three turns, and she cannot utilize passives, nor is she capable of utilizing moves that have a cooldown of once a thread. After the move is utilized, Mao cannot use Magnificence again for the move's cooldown, plus two more turns.
Second Malfestation: Arkadimon passively regenerates 5% of its health each turn.
Decree of Arcadia: Every three turns, Arkadimon can mark a single foe. The foe takes 20% more damage from all sources for two turns. This passive has a three turn cooldown.
Euphoria Overload: Similar to its last stage, Arkadimon can tax its regenerative capabilities to their limits, briefly. But, atop of this, it is also capable of taxing its offensive capabilities at the same time. For three turns, Arkadimon regenerates 10% more health, and gains an increase of 10% offensive power. Three turn cooldown.
Dot Matrix: The move that all Arkadimon seem to know and possess. Arkadimon opens the mouth situated upon its chest and creates a vortex that converts data into 0s and 1s. While this is easy to avoid for most foes, that isn't the true purpose of this attack. Dot Matrix absorbs -all- data, including the data that comprises most attacks of the Ultimate level, enabling Arkadimon to effectively eat the opponent's attack if it's a ranged one. Three turn cooldown.
Freeze Tentacle: Arkadimon lashes out at its foe with several claw strikes, attempting to rend and flay pieces off the opponent.
Dot Matrix Beta: Arkadimon repeats Dot Matrix, except instead of eating attacks, this variant on the move is meant solely to trap targets in a cone in front of Arkadimon in a vortex that's essentially flaying data off of them. It's pretty painful, and Arkadimon is healed for 10% for each opponent caught. There's a maximum of three/30%. Three turn cooldown. Oh, and this variant can't eat attacks.
Psycho Javelin: Arkadimon throws its claws forward as they extend into pointed tendrils, all aimed at either one or three targets. The tendrils have piercing capabilities, and the cooldown increases per target. Normally 1 post at 1 target, 3 posts at 3 targets.
Necrotic Fever [RAM Upgrade]: A pale gray beam that corrodes and rots whatever it touches, fired from the hand of Arkadimon. Foes hit with this find that the area hit by the beam is a lot...harder to move, and looks rotted in nature. This debuff lasts for a turn, two turn cooldown.
Drain Hand [RAM Upgrade]: A move similar to Freeze Tentacle in that it involves lashing out with the claws. Upon contact, the foe finds themselves drained not of health, but of energy and stamina. 5% on that, though. One turn cooldown.
Digivolves From: Arkadimon (With H-Spirit)
Digivolves To: Probably Arkadimon, again.