aidscat supreme
Aug 17, 2018 2:51:55 GMT
Post by Mae on Aug 17, 2018 2:51:55 GMT
Digimon Name: Mae!
Default Form: Keramon/Meicoomon
Gender: Female
Alignment: Lawful Good
Skills/Talents:
A great listener, truly!
Can also cook up a well-rounded breakfast! And smores!
A great ventriloquist, too!
And a surprisingly good liar. Nothing she’s very proud of.
Inventory:
Holosuit:
Faceclaim: Fate/Extella: The Umbral Star - Altera - Mae
Personality: BAHAHA! The entity that refers to itself as Mae is a very two-faced individual, but not quite in the way anyone would expect. What most people see from her is that she’s a very bubbly and happy creature that refuses to allow anything to bring her down, someone that tries their very hardest to be the best person they can be.
However. The word two-faced was used earlier. Do not judge a book by it’s cover. In actuality, Mae hates herself. She knows what she can become. She knows what her kind has done. She hates herself. She hates her kind. She hates that she hates these. That is something rather unfortunate that leaks into her everyday interactions with others. She can end up saying some awful things aimed at herself without even realizing, or even apologize for existing. Much of her actions stem from a desire to correct a wrong that isn’t even her own fault.
And that’s sad.
Personal History: For how benevolent she claims to be, and acts, not much is really known about Mae the Meicoomon. Tales of her origins range from trash data given form, to being the result of a demon lord being punished by angels, to the simple fact that life, ah...finds a way.
What nobody realizes is that this is a normal cat that just wants to do her best.
A perfectly normal Kuramon hatched out in the forest that was taken in by a wandering hermit.
A perfectly normal Keramon that was raised to be the best person she can be, before unexpected circumstances led to the separation of her and her caretaker, and a stress-induced digivolution into a Meicoomon.
A perfectly normal Meicoomon that was hunted by almost everything she met, simply for being who she was. That was annoying. Why was this?
A perfectly normal Meicoomon, hiding as a Keramon, because survival is important. Unfortunately, this meant she had a sort of...mental barrier preventing digivolving.
...I’m normal, right?
Fresh
Species: Kuramon
Appearance:
Attribute: Free
Family/ies: None
Type: Unknown
Fighting Style: It can’t fight. It’s helpless.
Abilities: [1 Ability Max]
Cry: Kuramon begins wailing for dear life. You monster.
Digivolves To: Tsumemon
In-Training
Species: Tsumemon
Appearance:
Attribute: Free
Family/ies: None
Type: Unknown
Fighting Style: Helpless and clingy.
Abilities: [2 Abilities Max]
Cry: Tsumemon wails pathetically. WHY.
Cry Some More: It keeps crying. STOP.
Digivolves From:
Digivolves To: Keramon
Rookie
Species: Keramon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers, Dark Area
Type: Unknown
Fighting Style: Keramon isn’t really much of a fighter. She mostly just tries to leech data off an opponent to make herself stronger before attempting to outrun the opponent.
Abilities: [4 Abilities Max]
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Debauchery: This mon heals herself every time she initiates an attack. It’s a 5% heal, though.
Dark Crusher: Keramon goes right for the slap, trying to crush the opponent (or part of them) in her hands! This attack deals more damage to Virus-types. Why? We just don’t know.
Crazy Giggle: Keramon opens it’s mouth to shoot a literal ball of light at a foe.
Inhaaaaaale: Keramon opens it’s mouth and, contrary to the attack’s name, creates a barrier around herself that blocks one move before it falls. 3 turn cooldown.
Digivolves From: Tsumemon
Digivolves To: Meicoomon
Champion
Species: Meicoomon
Appearance:
Attribute: Unknown
Family/ies: Nature Spirits
Type: Unknown
Fighting Style: Mae doesn’t necessarily fight like most Meicoomon do, namely because her moveset isn’t entirely her own. It comes from her progenitors--a Grademon and an Infermon. Needless to say, the tendrils that the Meicoomon has at her disposal are capable of combat at close and long range, as well as enabling her to move around the battlefield incredibly quickly.
Abilities: [6 Abilities Max]
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Plague: For every strike inflicted by the Meicoomon, she leeches data off of her enemy, causing her wounds to be healed by 5%.
Trichobezoar: Mae opens her mouth and fires a hairball. The hairball promptly explodes upon contact with anything. One turn cooldown.
Deathbound: Meicoomon takes a big leap to try raking a big chunk of data off of her target! While this is nothing like the other user of this move’s version (it can’t snare, for one) it still hurts, plus it leaves the target with bleeding if it connects. Two turn duration on the bleed. Two turn cooldown.
Spider Shooter: A Chrysalimon tendril emerges from Mae’s body before it begins firing gattling gun rounds from the end of it. Mae can do this with both her arms or one. One post cooldown.
Data Crusher: Mae fires forth Chrysalimon tendrils from both her hands at her opponent, the tendrils inflicting a virulent venom on whatever they hit in order to break down their data and soften them up. Basically? They leave a debuff that leaves a foe more susceptible to damage when they’re being hit. Two post duration on the debuff, two turn cooldown.
Vicious Trigger: A desperation move, of sorts. Using this incites a change in Meicoomon’s physical form, causing her to gain sharper claws, a more pronounced mane, and longer feelers. It amps up her capabilities, namely her speed and attack power, at the expense of her attacks now being ludicrously more difficult to control in certain aspects as well as giving Mae difficulties in telling friend from foe sometimes. In short, she not only gives into her anger, but succumbs to the ravenous hunger that some Meicoomon are infamous for. The attack power/speed buff lasts for three turns, and the physical change itself lasts until combat ends, and when combat does end, Meicoomon is hit with a gigantic wave of exhaustion. Fiiiiive turn cooldown!
Space Runaway [RAM Upgrade]: A lesser application of a move attained at a later stage, Meicoomon is capable of opening a literal tear in space and jumping through it, before opening an exit at another point up to 140 feet away. She can use another move immediately after this, but it has a turn of cooldown added to it, as well as a small reduction in it’s overall power. Three turn cooldown, normally. However, if Meicoomon uses another move after Space Runaway, Space Runaway’s cooldown goes up to 4.
Razor Cutter [RAM Upgrade]: Meicoomon brandishes a pair of razor-sharp claws that she attempts to use to slice her enemy up. One post cooldown.
Digivolves From: Keramon
Digivolves To: Meicrackmon
Ultimate
Species: Meicrackmon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Beast Man
Fighting Style: A very passive being, Meicrackmon doesn’t really enjoy fighting too much--she’d rather just be sitting out in a hot patch of sun. When provoked into conflict, however, it’s immediate response is to riddle the enemy with attacks before relocating itself.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Love Machine: Every three turns, Meicrackmon is capable of applying an effect on her attacks that grant them an explosive property. As in they actually explode like bombs. For attacks that are already explosive in nature, such as Felt Made, the explosion is actually BIGGER.
Golden Meteor of Debauchery: A descendent of a truly cursed and depraved individual, Meicrackmon is JUST AS resilient as this individual, taking a whooping 15% less damage from all sources.
Modest Stun: Meicrackmon attempts to maneuver around/towards an opponent and restrain them with it’s scarflike appendages, preventing them from moving for one post if successful. This opens herself up for attacks, however, nor does it prevent the opponent from attacking. Two post cooldown
Felt Made: Meicrackmon creates two clones out of the lures surrounding it. They mainly serve as decoys...that explode upon being struck. They also act autonomously of Meicrackmon, too. They can make basic attacks but otherwise cannot use any of her moves. The clones last for a round after creation. Two turn cooldown.
Cocoon Guard: Meicrackmon uses her appendages as a shield, enabling her to block a single attack at her level! Two post cooldown
Spider Shooter: Meicrackmon’s hands turn into tendrils that in turn form twin gattling guns before she fires destructive energy bullets towards her foe. One post cooldown.
Debauchery: Meicrackmon is surrounded by a golden aura. Her defensive capabilities and speed are amped up by 10% each for three posts. Three post cooldown.
Spider Bomber: Meicrackmon fires a ball of energy from her mouth that explodes upon contact with anything! Two post cooldown.
Cosmic Tear [RAM Upgrade]: A variant of Space Runaway, Meicrackmon rips open a portal in the fabric of space that can be used to fire her ranged moves through to extend their range as well as give them an unconventional angle to move in from. As such, like Space Runaway, she can use another move immediately after this, with the stipulations coming from this being that the move is reduced in overall power by 25% and both the move and this one receive an additional turn of cooldown. Three turn cooldown, normally, four if a move is used after Cosmic Tear. And no, Meicrackmon can’t throw her clones through that.
Grade Slash [RAM Upgrade]: Meicrackmon brandishes her claws, and with the power of a Grademon backing her, strikes out for an enemy. The claws making contact actually hurt like hell, so this has a two post cooldown.
Digivolves From: Meicoomon
Digivolves To: Rasielmon, Raguelmon
Alt. Ultimate
Species: Meicrackmon Vicious Mode
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Pestilent Beast
Fighting Style: This particular Meicrackmon has allowed it’s primal rage and chaotic nature to take over, releasing pent up anger and becoming what is essentially a primal force of pestilence. This particular one specializes in acidic attacks and explosive attacks. The normally benign nature of this particular entity is replaced by a desire to harm people, as well as a sadistic glee derived from that.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Gotta Let it Out: Meicrackmon Vicious Mode fights with a blistering anger that builds up over time, gaining one each time she is struck or strikes someone. While this does dull a great many things, including morality, and the ability to tell from friend and foe past two stacks, this does increase her attack power by a good 10% for each stack. 4 stack limit. Mae loses a stack every turn she goes without hitting something or being struck by something.
Born In The Abyss: This passive allows Meicrackmon VM to heal 7.5% every time she lands with an attack. She has the option to increase a cooldown by 1 if the move it belongs to impacts an enemy, in exchange for an additional 2.5% heal.
Cast in Digizoid: You see those claws on Meicrackmon? They’re already really strong on their own, but what matters is they’re composed of Red Digizoid, and are laced with a venom that is most certainly the same type found in Meicoomon’s Data Crusher. Every three posts, Meicrackmon VM can ‘activate’ the claws and cause her next melee attack inflicted with the claws to be twice as powerful.
Cross Slash: Meicrackmon attempts to strike her foe with her claws, preferably both of them. The claws themselves corrode and burn away data much like acid would eat through metal, so getting hit by this would be mildly unpleasant. One turn cooldown.
Lead Stinger: Meicrackmon attempts to sting an enemy with the stinger located on her tail--if successful, the opponent is poisoned with the same venom from Meicoomon’s Data Crusher, and is left more suspectible to damage for three rounds. Three post cooldown.
Spider Shooter: Meicrackmon’s hands turn into tendrils that in turn form twin gattling guns before she fires destructive energy bullets towards her foe, yet these are strangely more caustic in nature than in her regular Meicrackmon form, eating away at the data structure of whatever they find purchase in. Two post cooldown.
Felt Made: Meicrackmon creates two clones out of the lures surrounding it. They mainly serve as decoys...that explode upon being struck. They also act autonomously of Meicrackmon, too. They can make basic attacks but otherwise cannot use any of her moves. The clones last for a round after creation. Two turn cooldown.
Loaded Move - Megaton Hammer Crush - A powerful attack involving shifting Meicrackmon's claw into a horrific approximation of Groundramon's tail (something that makes it like a chain flail in nature) in order to smash an area with earthshaking force and destroying the land around it. The mere shockwave of the attack can damage those caught nearby, significantly slowing them for 2 turns. A direct hit while won't slow, not much is going to be moving after THAT kinda attack. (Cooldown: 4 Turns)
Cocoon Barrier [RAM Upgrade]: Meicrackmon’s feelers whirl around and in front of the cat to shield herself from one attack of her level or higher, barring any piercing capabilities. As this will shield her from damage, she’ll lose a stack of Gotta Let It Out if she uses this. Three turn cooldown.
Inescapable Horror [RAM Upgrade]: Yet another variant of Space Runaway, Meicrackmon rips open a portal and hurls herself through it. She can’t use this to attack, but she can sure as hell get creative with where her exit portal is, as it can be anywhere within about five hundred feet of her. Even the air is a viable spot for Meicrackmon to pop out of. Three turn cooldown.
Digivolves From: Meicrackmon, Meicoomon
Digivolves To: Raguelmon
Mega
Species: Rasielmon
Appearance:
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ophan
Fighting Style: A digimon capable of divining the future, as well as the source of Mae's future-sight, Rasielmon is a holy seer armed with the power of several elemental connections it can weave into it's attacks, as well as an ability to rip open portals. It's also the least vile form at Mae's disposal, and draws more from the 'good' in her lineage.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Spatial Claw [Loaded Technique - Plot]: Through her view of fate, Rasielmon calls forth the power of a 'Raguelmon', her persona from another dimension. The bestial form appears briefly as a transparent image over her form, before shattering, leaving her with the devastatingly long claws of a Raguelmon. This greatly increases the power of her physical strikes, and grants them corrupting and slashing damage. Three post duration, Two post cooldown.
Elemental Connection: Every three turns, Mae can apply one of five elements to her attack, changing it’s properties and/or appearance to suit the opponent she’s facing. They go as follows: Fire, Water, Wind, Earth, Light.
Instinctual Supplement: Fatebreaker ties into this passive--Her foresight is amplified greatly in this form, enabling Mae to have above-average reaction times to a LOT of things. Basically, she’s greater at dodging and/or countering attacks than a good deal of her other forms.
Holy Bullet [RAM Upgrade]: A pulse of light emitted from Mae’s hands, this serves as a standard ranged attack that flies fast and hits with a good amount of oomph. One post cooldown.
Avenging Strike [RAM Upgrade]: Mae conjures a armament from the data in the circles located on her forearms before she strikes out for a foe with it. One post cooldown.
Lumina Constrict: Mae opens her palm as a ring of light forms around a target’s waist, before she clenches it closed and the ring constricts. The ring then explodes upon contact with the target. Two turn cooldown.
Chain of the Lawbringer: Rasielmon throws her hand to the side as several portals open around a foe and chains shoot out of them, in an attempt to immobilize them for a post. Two turn cooldown.
Knowledge Stream: Mae combines all five of the elements that she can use for her Elemental Connection passive to fire a beam that can best be described as pure, concentrated unmaking. As all five of the elements from that passive are present, this attack...has no element. It simply is. Three turn cooldown.
Holy Familiar: Mae waves a hand and summons two Rasielmon-like familiars. These are a tad smaller than she is, but they pack quite a punch. They last for two turns and supplement Mae’s attacks with their own, with the downsides of being able to be targeted. Their only attacks are miniature Knowledge Streams as well as basic attacks. The familiars are also only half as strong as she is, and also can sustain two attacks before they dissipate. Three turn cooldown.
Spatial Relocation: An ability that's best described as Mae opening a portal or two. One serves as an entry point and another as an exit. The purpose these portals serve is manyfold. Moving long distances in a brief period of time? Check. Extending the range (and placement) of your attacks by firing them through the portals? Check. This has a three turn cooldown, and while Mae is able to chain the following moves into this one (Namely Knowledge Stream, Holy Bullet, Divine Punishment and Sefer Raziel), they are given an additional turn of cooldown. This move's cooldown also goes up by a turn. The portals have a maximum range of 700 feet.
Divine Punishment: With another sweep of her arm, Mae sends forth several trails of light that attempt to cut through her opponent. If any of them hit, they’re faced not only with damage, but an additional two turns placed onto any cooldowns they may be facing. Three turn cooldown.
Sefer Raziel: With chanting of the ominous variety, Mae draws upon the power of miracles themselves to create an incredibly potent and potentially destructive orb of energy that’s partially drawn from -every- move used in the battle thus far. The power of this move depends entirely on how many rounds have gone by in the battle, as it draws from lingering data in the area. Each round adds 10% to the power of this move, up to a maximum of 5 for a 50% increase in power. Four turn cooldown.
Digivolves From: Meicrackmon, Meicrackmon Vicious Mode
Digivolves To: Rasielmon Preserver Mode
Alt. Mega
Species: Raguelmon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Fallen Angel
Fighting Style: She can't see the future as well as Rasielmon can, but Raguelmon is, to put it bluntly, a brutally effective juggernaut with an urge to rip her foes in twain.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Love Machine: Raguelmon, though angelic in nature, is a poisonous beast that blights ANYTHING she touches. All of her attacks have a corruptive property to them that can be amplified to double their damage every three turns.
Fate’s Executor: Raguelmon’s senses are heightened in this form, allowing for quicker reaction times and overall improved agility in combat.
Distortion Line: Raguelmon shifts her arm into a writhing, metallic mass of tentacles with eyes. They’re five in number, and the eyes on them fire a plethora of lasers that are capable of distorting whatever they come into contact with. This can translate into parts of an opponent being twisted, turned inside out, as well as burned. Two turn cooldown.
Form Taranis: Raguelmon’s main mode of attack, the angel rushes for it’s foe before it attempts to strike with its claws, spikes, or hands. This attack is delivered with extreme prejudice. One post cooldown.
Lead Stinger: Raguelmon attempts to attack a foe with her tail, and leech some data off of them, damaging them some and healing Raguelmon for 15%. Two turn cooldown.
Pahorus: Raguelmon fires laser bullets from the gemstones on it’s shoulders and chest. These have two settings, generally. They stay as one projectile, or they fragment in mid-air to pelt the enemy repeatedly. One turn cooldown.
Catastrophe Reactor: A combination of TWO attacks that generally do not belong to a Raguelmon, Raguelmon gathers energy from the atmosphere around her before she detonates it around her. This attack emanates enough power that the area around Mae is scorched black. Three turn cooldown.
Dimension Jumper: Raguelmon, much like Rasielmon, can open portals, though hers are for more...offensive purposes than attack redirection. She’s able to use these portals to fire her attacks from another angle or to reposition herself so that she’s attacking the foe from a different point than originally thought, at the cost of increasing that attack’s cooldown as well as this move’s cooldown by one. Three turn cooldown, normally.
Kikurin [RAM Upgrade]: Raguelmon converts her claws into a whiplike blade of energy reaching up to 90 feet in length. This whip is capable of slicing through just about everything including barriers. Two turn cooldown.
Cipher of the Ophan [RAM Upgrade]: Raguelmon uses what limited power over fate it has to call upon Rasielmon’s power. The other form appears as a specter over Raguelmon before it fades away, leaving only the elemental circles on it’s arms. From there, Raguelmon is capable of changing her attributes and properties to suit one of five elements: Fire, Water, Wind, Earth, Light. Her attacks are modified appropriately, too. Three turn cooldown.
[Loaded Move] Brave Blader: Raguelmon points at an area, a giant blade imbued with the power of darkness erupting from the ground to cleave at anyone unfortunate enough to be in its path. Deals additional damage as Raguelmon is injured. (Cooldown: 2 Turns)
Digivolves From: Meicrackmon, Meicrackmon VM
Digivolves To: Rasielmon - Preserver Mode
Super Mega
Species: Rasielmon - Preserver Mode
Appearance:
Attribute: Vaccine
Family/ies: Virus Busters
Type: Fatebreaker
Fighting Style: A form brought about by sorrow and determination. The ophanim has become even more determined to divert the stream of fate to a more favorable outcome for herself and her loved ones than all else.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Epitaph: This entity has heightened reflexes, thanks to her foresight being enhanced even further. As such, she’s able to think and move quicker in a fight, enabling her to operate at her fullest capacity.
Cipher of the Elements: Every three turns, Mae can apply one of ten elements to herself, changing both how her form looks (in terms of colors,) and how her attacks appear/work for three turns before she reverts to how she was previously. Oh, and her weaknesses change, too. They go as follows:
Fire, Water, Wind, Earth, Light, Metal, Darkness, Wood, Ice, Thunder.
Spatial Claw [Loaded Technique - Plot]: Through her view of fate, Rasielmon calls forth the power of a 'Raguelmon', her persona from another dimension. The bestial form appears briefly as a transparent image over her form, before shattering, leaving her with the devastatingly long claws of a Raguelmon. This greatly increases the power of her physical strikes, and grants them corrupting and slashing damage. Three post duration, Two post cooldown.
Silver Bullet: A single shot of blue energy that’s shaped like a sword. This works rather well for a standard, easily usable attack from a distance. One post cooldown.
Spatial Causeway [RAM Upgrade]: An ability that can be considered mastery over Rasielmon’s ability to open portals. This ability is much the same, with Rasielmon opening a window through space on one and, and an exit for that window at another place. While the actual size of the portals can vary, there lies a grand purpose for them, which is launching attacks through them to extend their range and have them strike from an angle. She’s capable of using another named move on the same turn this is used, but she’ll add a turn of cooldown to both this move and the one she used. Three turn cooldown, otherwise.
Mind Charge [RAM Upgrade]: Rasielmon becomes inactive for a turn, leaving her open to attack as she gathers power. This doesn’t actually charge up power within her, but it does lower every cooldown she has active by two posts during the turn this is used rather than one. Three turn cooldown.
Divine Punishment: A number of projections in the shape of spears appear all around Rasielmon before they surge forth to impale a single target. As with the mega iteration of this move, the target, should they be hit with this, are stricken with an enervation that imposes an additional two turns of cooldown to their used moves. Three turn cooldown.
Ethos: The angel brings forth her sorrow in the form of a pulse of energy radiating outwards from her. The field in which battle is ensuing not only turns a dour blue, but her opponent is hit with what can best be described as a crushing amount of emotions, all of the depressive variety. The feelings themselves only last for a turn, but it hurts. Two turn cooldown.
Brave Blade: A projection of anger focused into a blade. That’s what this attack is. Rasielmon gains an armament that she can either wield herself or control from an incredibly short distance to execute a pretty quick melee attack. One post cooldown.
Broken Glass: Rasielmon raises a hand as a dome (or sphere, if this is utilized in the air) of what appears to be crystals rises up around her for a post, capable of withstanding an attack of equivalent level. The dome can also sustain two attacks from a level below. When the dome shatters, Rasielmon fires the shards for a single enemy with the power from whatever attack struck the dome behind them. Three turn cooldown.
Oversoul: Rasielmon turns even more blue than normal as what seems like the weight of the world comes upon her. For three turns, Rasielmon's attacks gain 20% increased power, and Rasielmon herself gains 30% increased speed. Three turn cooldown.
Knowledge Stream: Five became ten, and ten becomes one. Rasielmon unifies all ten of the elements she has access to within the ciphers on her arms in order to fire forth a surging beam of energy brought forth from this unification. It’s a severely powerful attack, so getting hit by this is ill-advised. Three turn cooldown.
Sefer Raziel: Imagine what powers have to be at work to create a miracle, a true and proper miracle. Now imagine a single entity taking figurative hold of those powers and using them to invoke one. Rasielmon gathers power from within, and all around her to create a sphere within her hands that is best described as a miracle given form, before she lets it loose. She draws power from every named ability, her own included, utilized within the battle to give this sphere both form and magnitude. As such, this technique’s power increases with every named move used within the past four turns, up to a maximum of a 75% increase in power. Of course, a miracle has a steep price. Rasielmon is only able to do this once per thread.
Digivolves From: Rasielmon, any prior form.
Alternate Super Mega
Species: Raguelmon - Ruin Mode
Appearance:
Attribute: Free
Family/ies: Unknown
Type: Unknown
Fighting Style: Aren't you tired of being nice? Don't you just wanna go wild? Raguelmon's answer to this question is yes. She does. She wants to rip and tear.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Beyond Good Or Evil [Passive]: This entity is rendered immune to any passives or active abilities that would have it take increased damage based upon alignment or attribute. Nature doesn't care about alignment. Why should I?
Hide of the Fallen [Passive]: To add even more insult to this creature’s defensive capabilities (or awe at the fact it even -has- any), it even takes 30% reduced damage from all sources unless they possess piercing properties.
Siphon: An evolution of Lead Stinger, Raguelmon attempts to plunge her tail endfirst into a foe, before she attempts to drain them dry of their data. This can be used to a lesser effect on the environment, but let’s be real, that’s already doomed anyways. If the opponent this is used on is already weak enough to be considered on their deathbed? Then this may as well put a final nail on the coffin. Raguelmon regains 20% of her vitality if she hits a foe with this, and only 15% if used on the environment. Three turn cooldown.
Impale: Raguelmon plunges her stinger into the ground before a large (as in ‘it’s as tall as Raguelmon), bright purple spike shoots out from below her opponent in an attempt to impale them and allow data to flow freely from the wound. This attack ignores passive resistances/immunities. This can also only really be used from the ground, too. Three turn cooldown.
Pahorus: A blast from the gems on Raguelmon’s shoulders, these pack quite a punch, and leave a burning sensation from wherever they may strike the target. It feels like you got hit with a ludicrously fast softball. One post cooldown.
Form Taranis Ω: In its final form, Form Taranis has become a display of how utterly finished Raguelmon is with any notion of restraint. She attempts to rip into her opponent with her claws, with zero care for collateral or friendly fire. One post cooldown.
Paradise Lost: A much more powerful iteration of Catastrophe Reactor, Raguelmon gathers a disgusting amount of power within her, before she releases it in a devastating explosion about a hundred meters around her, blowing up to three targets to a world of hurt. Three turn cooldown.
Infuriated Seer: Raguelmon is briefly overwhelmed by Fatebreaker, leaving her open for attack, but the combined agony and subsequent fury of seeing all these potentially hellish visions ends up reducing her cooldowns by two for this turn, rather than one. Three turn cooldown.
Rinkazan: Raguelmon’s entire body becomes the same kind of light utilized for its Kikurin attack at the previous stage, before she lashes out for an opponent in an attempt to deliver SEVERAL vicious blows (which she can direct to some amount), blows that will shred at the opponent’s form akin to a blade of obsidian splitting cells. The kicker is that this does what Divine Punishment does, in that being hit by this will cause an opponent to suffer from an additional two turns of cooldown upon all their active ones. Four turn cooldown.
Ain Soph Aur: Raguelmon essentially rips her chest open to expose her digicore, what’s normally a perilous move to execute in GENERAL becoming a death trap for any who’d take the obvious bait here. From her core, she amasses power akin to if she were about to loose Paradise Lost on someone, but instead, something far different occurs. A ball of negativity best described as the antithesis to the miracles that Rasielmon would bring about is fired for an opponent. Regardless of what it hits, a ring of blue orbs surrounds the intended target and swiftly attempts to erode them from this reality in chunks, represented by the orbs striking parts of the target for massive amounts of damage. This is no miracle in the slightest. This, is condemnation. Once per thread.
Spatial Pursuit [RAM Upgrade]: Raguelmon is a walking avatar of a lifetime of spite and anger, and if there’s one thing she loathes above all else, it’s her target making an escape. To circumvent this, Raguelmon rips open a portal through space and hurls herself through it. The range? Anywhere within her sight. What’s worse is that upon exiting the portal, she can use another move at the cost of diminished power as well as an additional turn of cooldown upon both the move and this one. Three turn cooldown normally, four with the above condition.
Rangda [Passive] [RAM Upgrade]: Every three turns, Raguelmon is capable of enhancing any single one of her non-Spatial Pursuit abilities to completely bypass active shields to deal full damage. This is represented by a sickly green glow around her form, or limbs being used to execute the attack in question.
Default Form: Keramon/Meicoomon
Gender: Female
Alignment: Lawful Good
Skills/Talents:
A great listener, truly!
Can also cook up a well-rounded breakfast! And smores!
A great ventriloquist, too!
And a surprisingly good liar. Nothing she’s very proud of.
Inventory:
Bag o’ Tools: Exactly what it says on the tin. It’s not an infini-store. It just holds all of Mae’s belongings. Most of which include camping tools.
Artifacts:
- 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.
Faceclaim: Fate/Extella: The Umbral Star - Altera - Mae
Personality: BAHAHA! The entity that refers to itself as Mae is a very two-faced individual, but not quite in the way anyone would expect. What most people see from her is that she’s a very bubbly and happy creature that refuses to allow anything to bring her down, someone that tries their very hardest to be the best person they can be.
However. The word two-faced was used earlier. Do not judge a book by it’s cover. In actuality, Mae hates herself. She knows what she can become. She knows what her kind has done. She hates herself. She hates her kind. She hates that she hates these. That is something rather unfortunate that leaks into her everyday interactions with others. She can end up saying some awful things aimed at herself without even realizing, or even apologize for existing. Much of her actions stem from a desire to correct a wrong that isn’t even her own fault.
And that’s sad.
Personal History: For how benevolent she claims to be, and acts, not much is really known about Mae the Meicoomon. Tales of her origins range from trash data given form, to being the result of a demon lord being punished by angels, to the simple fact that life, ah...finds a way.
What nobody realizes is that this is a normal cat that just wants to do her best.
A perfectly normal Kuramon hatched out in the forest that was taken in by a wandering hermit.
A perfectly normal Keramon that was raised to be the best person she can be, before unexpected circumstances led to the separation of her and her caretaker, and a stress-induced digivolution into a Meicoomon.
A perfectly normal Meicoomon that was hunted by almost everything she met, simply for being who she was. That was annoying. Why was this?
A perfectly normal Meicoomon, hiding as a Keramon, because survival is important. Unfortunately, this meant she had a sort of...mental barrier preventing digivolving.
...I’m normal, right?
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Kuramon
Appearance:
Attribute: Free
Family/ies: None
Type: Unknown
Fighting Style: It can’t fight. It’s helpless.
Abilities: [1 Ability Max]
Cry: Kuramon begins wailing for dear life. You monster.
Digivolves To: Tsumemon
In-Training
Species: Tsumemon
Appearance:
Attribute: Free
Family/ies: None
Type: Unknown
Fighting Style: Helpless and clingy.
Abilities: [2 Abilities Max]
Cry: Tsumemon wails pathetically. WHY.
Cry Some More: It keeps crying. STOP.
Digivolves From:
Digivolves To: Keramon
Rookie
Species: Keramon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers, Dark Area
Type: Unknown
Fighting Style: Keramon isn’t really much of a fighter. She mostly just tries to leech data off an opponent to make herself stronger before attempting to outrun the opponent.
Abilities: [4 Abilities Max]
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Debauchery: This mon heals herself every time she initiates an attack. It’s a 5% heal, though.
Dark Crusher: Keramon goes right for the slap, trying to crush the opponent (or part of them) in her hands! This attack deals more damage to Virus-types. Why? We just don’t know.
Crazy Giggle: Keramon opens it’s mouth to shoot a literal ball of light at a foe.
Inhaaaaaale: Keramon opens it’s mouth and, contrary to the attack’s name, creates a barrier around herself that blocks one move before it falls. 3 turn cooldown.
Digivolves From: Tsumemon
Digivolves To: Meicoomon
Champion
Species: Meicoomon
Appearance:
Attribute: Unknown
Family/ies: Nature Spirits
Type: Unknown
Fighting Style: Mae doesn’t necessarily fight like most Meicoomon do, namely because her moveset isn’t entirely her own. It comes from her progenitors--a Grademon and an Infermon. Needless to say, the tendrils that the Meicoomon has at her disposal are capable of combat at close and long range, as well as enabling her to move around the battlefield incredibly quickly.
Abilities: [6 Abilities Max]
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Plague: For every strike inflicted by the Meicoomon, she leeches data off of her enemy, causing her wounds to be healed by 5%.
Trichobezoar: Mae opens her mouth and fires a hairball. The hairball promptly explodes upon contact with anything. One turn cooldown.
Deathbound: Meicoomon takes a big leap to try raking a big chunk of data off of her target! While this is nothing like the other user of this move’s version (it can’t snare, for one) it still hurts, plus it leaves the target with bleeding if it connects. Two turn duration on the bleed. Two turn cooldown.
Spider Shooter: A Chrysalimon tendril emerges from Mae’s body before it begins firing gattling gun rounds from the end of it. Mae can do this with both her arms or one. One post cooldown.
Data Crusher: Mae fires forth Chrysalimon tendrils from both her hands at her opponent, the tendrils inflicting a virulent venom on whatever they hit in order to break down their data and soften them up. Basically? They leave a debuff that leaves a foe more susceptible to damage when they’re being hit. Two post duration on the debuff, two turn cooldown.
Vicious Trigger: A desperation move, of sorts. Using this incites a change in Meicoomon’s physical form, causing her to gain sharper claws, a more pronounced mane, and longer feelers. It amps up her capabilities, namely her speed and attack power, at the expense of her attacks now being ludicrously more difficult to control in certain aspects as well as giving Mae difficulties in telling friend from foe sometimes. In short, she not only gives into her anger, but succumbs to the ravenous hunger that some Meicoomon are infamous for. The attack power/speed buff lasts for three turns, and the physical change itself lasts until combat ends, and when combat does end, Meicoomon is hit with a gigantic wave of exhaustion. Fiiiiive turn cooldown!
Space Runaway [RAM Upgrade]: A lesser application of a move attained at a later stage, Meicoomon is capable of opening a literal tear in space and jumping through it, before opening an exit at another point up to 140 feet away. She can use another move immediately after this, but it has a turn of cooldown added to it, as well as a small reduction in it’s overall power. Three turn cooldown, normally. However, if Meicoomon uses another move after Space Runaway, Space Runaway’s cooldown goes up to 4.
Razor Cutter [RAM Upgrade]: Meicoomon brandishes a pair of razor-sharp claws that she attempts to use to slice her enemy up. One post cooldown.
Digivolves From: Keramon
Digivolves To: Meicrackmon
Ultimate
Species: Meicrackmon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Beast Man
Fighting Style: A very passive being, Meicrackmon doesn’t really enjoy fighting too much--she’d rather just be sitting out in a hot patch of sun. When provoked into conflict, however, it’s immediate response is to riddle the enemy with attacks before relocating itself.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Love Machine: Every three turns, Meicrackmon is capable of applying an effect on her attacks that grant them an explosive property. As in they actually explode like bombs. For attacks that are already explosive in nature, such as Felt Made, the explosion is actually BIGGER.
Golden Meteor of Debauchery: A descendent of a truly cursed and depraved individual, Meicrackmon is JUST AS resilient as this individual, taking a whooping 15% less damage from all sources.
Modest Stun: Meicrackmon attempts to maneuver around/towards an opponent and restrain them with it’s scarflike appendages, preventing them from moving for one post if successful. This opens herself up for attacks, however, nor does it prevent the opponent from attacking. Two post cooldown
Felt Made: Meicrackmon creates two clones out of the lures surrounding it. They mainly serve as decoys...that explode upon being struck. They also act autonomously of Meicrackmon, too. They can make basic attacks but otherwise cannot use any of her moves. The clones last for a round after creation. Two turn cooldown.
Cocoon Guard: Meicrackmon uses her appendages as a shield, enabling her to block a single attack at her level! Two post cooldown
Spider Shooter: Meicrackmon’s hands turn into tendrils that in turn form twin gattling guns before she fires destructive energy bullets towards her foe. One post cooldown.
Debauchery: Meicrackmon is surrounded by a golden aura. Her defensive capabilities and speed are amped up by 10% each for three posts. Three post cooldown.
Spider Bomber: Meicrackmon fires a ball of energy from her mouth that explodes upon contact with anything! Two post cooldown.
Cosmic Tear [RAM Upgrade]: A variant of Space Runaway, Meicrackmon rips open a portal in the fabric of space that can be used to fire her ranged moves through to extend their range as well as give them an unconventional angle to move in from. As such, like Space Runaway, she can use another move immediately after this, with the stipulations coming from this being that the move is reduced in overall power by 25% and both the move and this one receive an additional turn of cooldown. Three turn cooldown, normally, four if a move is used after Cosmic Tear. And no, Meicrackmon can’t throw her clones through that.
Grade Slash [RAM Upgrade]: Meicrackmon brandishes her claws, and with the power of a Grademon backing her, strikes out for an enemy. The claws making contact actually hurt like hell, so this has a two post cooldown.
Digivolves From: Meicoomon
Digivolves To: Rasielmon, Raguelmon
Alt. Ultimate
Species: Meicrackmon Vicious Mode
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Pestilent Beast
Fighting Style: This particular Meicrackmon has allowed it’s primal rage and chaotic nature to take over, releasing pent up anger and becoming what is essentially a primal force of pestilence. This particular one specializes in acidic attacks and explosive attacks. The normally benign nature of this particular entity is replaced by a desire to harm people, as well as a sadistic glee derived from that.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Gotta Let it Out: Meicrackmon Vicious Mode fights with a blistering anger that builds up over time, gaining one each time she is struck or strikes someone. While this does dull a great many things, including morality, and the ability to tell from friend and foe past two stacks, this does increase her attack power by a good 10% for each stack. 4 stack limit. Mae loses a stack every turn she goes without hitting something or being struck by something.
Born In The Abyss: This passive allows Meicrackmon VM to heal 7.5% every time she lands with an attack. She has the option to increase a cooldown by 1 if the move it belongs to impacts an enemy, in exchange for an additional 2.5% heal.
Cast in Digizoid: You see those claws on Meicrackmon? They’re already really strong on their own, but what matters is they’re composed of Red Digizoid, and are laced with a venom that is most certainly the same type found in Meicoomon’s Data Crusher. Every three posts, Meicrackmon VM can ‘activate’ the claws and cause her next melee attack inflicted with the claws to be twice as powerful.
Cross Slash: Meicrackmon attempts to strike her foe with her claws, preferably both of them. The claws themselves corrode and burn away data much like acid would eat through metal, so getting hit by this would be mildly unpleasant. One turn cooldown.
Lead Stinger: Meicrackmon attempts to sting an enemy with the stinger located on her tail--if successful, the opponent is poisoned with the same venom from Meicoomon’s Data Crusher, and is left more suspectible to damage for three rounds. Three post cooldown.
Spider Shooter: Meicrackmon’s hands turn into tendrils that in turn form twin gattling guns before she fires destructive energy bullets towards her foe, yet these are strangely more caustic in nature than in her regular Meicrackmon form, eating away at the data structure of whatever they find purchase in. Two post cooldown.
Felt Made: Meicrackmon creates two clones out of the lures surrounding it. They mainly serve as decoys...that explode upon being struck. They also act autonomously of Meicrackmon, too. They can make basic attacks but otherwise cannot use any of her moves. The clones last for a round after creation. Two turn cooldown.
Loaded Move - Megaton Hammer Crush - A powerful attack involving shifting Meicrackmon's claw into a horrific approximation of Groundramon's tail (something that makes it like a chain flail in nature) in order to smash an area with earthshaking force and destroying the land around it. The mere shockwave of the attack can damage those caught nearby, significantly slowing them for 2 turns. A direct hit while won't slow, not much is going to be moving after THAT kinda attack. (Cooldown: 4 Turns)
Cocoon Barrier [RAM Upgrade]: Meicrackmon’s feelers whirl around and in front of the cat to shield herself from one attack of her level or higher, barring any piercing capabilities. As this will shield her from damage, she’ll lose a stack of Gotta Let It Out if she uses this. Three turn cooldown.
Inescapable Horror [RAM Upgrade]: Yet another variant of Space Runaway, Meicrackmon rips open a portal and hurls herself through it. She can’t use this to attack, but she can sure as hell get creative with where her exit portal is, as it can be anywhere within about five hundred feet of her. Even the air is a viable spot for Meicrackmon to pop out of. Three turn cooldown.
Digivolves From: Meicrackmon, Meicoomon
Digivolves To: Raguelmon
Mega
Species: Rasielmon
Appearance:
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ophan
Fighting Style: A digimon capable of divining the future, as well as the source of Mae's future-sight, Rasielmon is a holy seer armed with the power of several elemental connections it can weave into it's attacks, as well as an ability to rip open portals. It's also the least vile form at Mae's disposal, and draws more from the 'good' in her lineage.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Spatial Claw [Loaded Technique - Plot]: Through her view of fate, Rasielmon calls forth the power of a 'Raguelmon', her persona from another dimension. The bestial form appears briefly as a transparent image over her form, before shattering, leaving her with the devastatingly long claws of a Raguelmon. This greatly increases the power of her physical strikes, and grants them corrupting and slashing damage. Three post duration, Two post cooldown.
Elemental Connection: Every three turns, Mae can apply one of five elements to her attack, changing it’s properties and/or appearance to suit the opponent she’s facing. They go as follows: Fire, Water, Wind, Earth, Light.
Instinctual Supplement: Fatebreaker ties into this passive--Her foresight is amplified greatly in this form, enabling Mae to have above-average reaction times to a LOT of things. Basically, she’s greater at dodging and/or countering attacks than a good deal of her other forms.
Holy Bullet [RAM Upgrade]: A pulse of light emitted from Mae’s hands, this serves as a standard ranged attack that flies fast and hits with a good amount of oomph. One post cooldown.
Avenging Strike [RAM Upgrade]: Mae conjures a armament from the data in the circles located on her forearms before she strikes out for a foe with it. One post cooldown.
Lumina Constrict: Mae opens her palm as a ring of light forms around a target’s waist, before she clenches it closed and the ring constricts. The ring then explodes upon contact with the target. Two turn cooldown.
Chain of the Lawbringer: Rasielmon throws her hand to the side as several portals open around a foe and chains shoot out of them, in an attempt to immobilize them for a post. Two turn cooldown.
Knowledge Stream: Mae combines all five of the elements that she can use for her Elemental Connection passive to fire a beam that can best be described as pure, concentrated unmaking. As all five of the elements from that passive are present, this attack...has no element. It simply is. Three turn cooldown.
Holy Familiar: Mae waves a hand and summons two Rasielmon-like familiars. These are a tad smaller than she is, but they pack quite a punch. They last for two turns and supplement Mae’s attacks with their own, with the downsides of being able to be targeted. Their only attacks are miniature Knowledge Streams as well as basic attacks. The familiars are also only half as strong as she is, and also can sustain two attacks before they dissipate. Three turn cooldown.
Spatial Relocation: An ability that's best described as Mae opening a portal or two. One serves as an entry point and another as an exit. The purpose these portals serve is manyfold. Moving long distances in a brief period of time? Check. Extending the range (and placement) of your attacks by firing them through the portals? Check. This has a three turn cooldown, and while Mae is able to chain the following moves into this one (Namely Knowledge Stream, Holy Bullet, Divine Punishment and Sefer Raziel), they are given an additional turn of cooldown. This move's cooldown also goes up by a turn. The portals have a maximum range of 700 feet.
Divine Punishment: With another sweep of her arm, Mae sends forth several trails of light that attempt to cut through her opponent. If any of them hit, they’re faced not only with damage, but an additional two turns placed onto any cooldowns they may be facing. Three turn cooldown.
Sefer Raziel: With chanting of the ominous variety, Mae draws upon the power of miracles themselves to create an incredibly potent and potentially destructive orb of energy that’s partially drawn from -every- move used in the battle thus far. The power of this move depends entirely on how many rounds have gone by in the battle, as it draws from lingering data in the area. Each round adds 10% to the power of this move, up to a maximum of 5 for a 50% increase in power. Four turn cooldown.
Digivolves From: Meicrackmon, Meicrackmon Vicious Mode
Digivolves To: Rasielmon Preserver Mode
Alt. Mega
Species: Raguelmon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Fallen Angel
Fighting Style: She can't see the future as well as Rasielmon can, but Raguelmon is, to put it bluntly, a brutally effective juggernaut with an urge to rip her foes in twain.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Love Machine: Raguelmon, though angelic in nature, is a poisonous beast that blights ANYTHING she touches. All of her attacks have a corruptive property to them that can be amplified to double their damage every three turns.
Fate’s Executor: Raguelmon’s senses are heightened in this form, allowing for quicker reaction times and overall improved agility in combat.
Distortion Line: Raguelmon shifts her arm into a writhing, metallic mass of tentacles with eyes. They’re five in number, and the eyes on them fire a plethora of lasers that are capable of distorting whatever they come into contact with. This can translate into parts of an opponent being twisted, turned inside out, as well as burned. Two turn cooldown.
Form Taranis: Raguelmon’s main mode of attack, the angel rushes for it’s foe before it attempts to strike with its claws, spikes, or hands. This attack is delivered with extreme prejudice. One post cooldown.
Lead Stinger: Raguelmon attempts to attack a foe with her tail, and leech some data off of them, damaging them some and healing Raguelmon for 15%. Two turn cooldown.
Pahorus: Raguelmon fires laser bullets from the gemstones on it’s shoulders and chest. These have two settings, generally. They stay as one projectile, or they fragment in mid-air to pelt the enemy repeatedly. One turn cooldown.
Catastrophe Reactor: A combination of TWO attacks that generally do not belong to a Raguelmon, Raguelmon gathers energy from the atmosphere around her before she detonates it around her. This attack emanates enough power that the area around Mae is scorched black. Three turn cooldown.
Dimension Jumper: Raguelmon, much like Rasielmon, can open portals, though hers are for more...offensive purposes than attack redirection. She’s able to use these portals to fire her attacks from another angle or to reposition herself so that she’s attacking the foe from a different point than originally thought, at the cost of increasing that attack’s cooldown as well as this move’s cooldown by one. Three turn cooldown, normally.
Kikurin [RAM Upgrade]: Raguelmon converts her claws into a whiplike blade of energy reaching up to 90 feet in length. This whip is capable of slicing through just about everything including barriers. Two turn cooldown.
Cipher of the Ophan [RAM Upgrade]: Raguelmon uses what limited power over fate it has to call upon Rasielmon’s power. The other form appears as a specter over Raguelmon before it fades away, leaving only the elemental circles on it’s arms. From there, Raguelmon is capable of changing her attributes and properties to suit one of five elements: Fire, Water, Wind, Earth, Light. Her attacks are modified appropriately, too. Three turn cooldown.
[Loaded Move] Brave Blader: Raguelmon points at an area, a giant blade imbued with the power of darkness erupting from the ground to cleave at anyone unfortunate enough to be in its path. Deals additional damage as Raguelmon is injured. (Cooldown: 2 Turns)
Digivolves From: Meicrackmon, Meicrackmon VM
Digivolves To: Rasielmon - Preserver Mode
Super Mega
Species: Rasielmon - Preserver Mode
Appearance:
Attribute: Vaccine
Family/ies: Virus Busters
Type: Fatebreaker
Fighting Style: A form brought about by sorrow and determination. The ophanim has become even more determined to divert the stream of fate to a more favorable outcome for herself and her loved ones than all else.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Epitaph: This entity has heightened reflexes, thanks to her foresight being enhanced even further. As such, she’s able to think and move quicker in a fight, enabling her to operate at her fullest capacity.
Cipher of the Elements: Every three turns, Mae can apply one of ten elements to herself, changing both how her form looks (in terms of colors,) and how her attacks appear/work for three turns before she reverts to how she was previously. Oh, and her weaknesses change, too. They go as follows:
Fire, Water, Wind, Earth, Light, Metal, Darkness, Wood, Ice, Thunder.
Spatial Claw [Loaded Technique - Plot]: Through her view of fate, Rasielmon calls forth the power of a 'Raguelmon', her persona from another dimension. The bestial form appears briefly as a transparent image over her form, before shattering, leaving her with the devastatingly long claws of a Raguelmon. This greatly increases the power of her physical strikes, and grants them corrupting and slashing damage. Three post duration, Two post cooldown.
Silver Bullet: A single shot of blue energy that’s shaped like a sword. This works rather well for a standard, easily usable attack from a distance. One post cooldown.
Spatial Causeway [RAM Upgrade]: An ability that can be considered mastery over Rasielmon’s ability to open portals. This ability is much the same, with Rasielmon opening a window through space on one and, and an exit for that window at another place. While the actual size of the portals can vary, there lies a grand purpose for them, which is launching attacks through them to extend their range and have them strike from an angle. She’s capable of using another named move on the same turn this is used, but she’ll add a turn of cooldown to both this move and the one she used. Three turn cooldown, otherwise.
Mind Charge [RAM Upgrade]: Rasielmon becomes inactive for a turn, leaving her open to attack as she gathers power. This doesn’t actually charge up power within her, but it does lower every cooldown she has active by two posts during the turn this is used rather than one. Three turn cooldown.
Divine Punishment: A number of projections in the shape of spears appear all around Rasielmon before they surge forth to impale a single target. As with the mega iteration of this move, the target, should they be hit with this, are stricken with an enervation that imposes an additional two turns of cooldown to their used moves. Three turn cooldown.
Ethos: The angel brings forth her sorrow in the form of a pulse of energy radiating outwards from her. The field in which battle is ensuing not only turns a dour blue, but her opponent is hit with what can best be described as a crushing amount of emotions, all of the depressive variety. The feelings themselves only last for a turn, but it hurts. Two turn cooldown.
Brave Blade: A projection of anger focused into a blade. That’s what this attack is. Rasielmon gains an armament that she can either wield herself or control from an incredibly short distance to execute a pretty quick melee attack. One post cooldown.
Broken Glass: Rasielmon raises a hand as a dome (or sphere, if this is utilized in the air) of what appears to be crystals rises up around her for a post, capable of withstanding an attack of equivalent level. The dome can also sustain two attacks from a level below. When the dome shatters, Rasielmon fires the shards for a single enemy with the power from whatever attack struck the dome behind them. Three turn cooldown.
Oversoul: Rasielmon turns even more blue than normal as what seems like the weight of the world comes upon her. For three turns, Rasielmon's attacks gain 20% increased power, and Rasielmon herself gains 30% increased speed. Three turn cooldown.
Knowledge Stream: Five became ten, and ten becomes one. Rasielmon unifies all ten of the elements she has access to within the ciphers on her arms in order to fire forth a surging beam of energy brought forth from this unification. It’s a severely powerful attack, so getting hit by this is ill-advised. Three turn cooldown.
Sefer Raziel: Imagine what powers have to be at work to create a miracle, a true and proper miracle. Now imagine a single entity taking figurative hold of those powers and using them to invoke one. Rasielmon gathers power from within, and all around her to create a sphere within her hands that is best described as a miracle given form, before she lets it loose. She draws power from every named ability, her own included, utilized within the battle to give this sphere both form and magnitude. As such, this technique’s power increases with every named move used within the past four turns, up to a maximum of a 75% increase in power. Of course, a miracle has a steep price. Rasielmon is only able to do this once per thread.
Digivolves From: Rasielmon, any prior form.
Alternate Super Mega
Species: Raguelmon - Ruin Mode
Appearance:
Attribute: Free
Family/ies: Unknown
Type: Unknown
Fighting Style: Aren't you tired of being nice? Don't you just wanna go wild? Raguelmon's answer to this question is yes. She does. She wants to rip and tear.
Abilities:
Fatebreaker [RAM Upgrade Giga]: This entity has the same mysterious foresight that a Rasielmon would possess. As such, Mae has the ability to divine a potentially infinite number of futures, depending on the level she's at. There are, however, limits to her foresight. For one, the lower the level, the more muddied, limited, and opaque the visions will be. The higher, the clearer. Furthermore, in combat, this is only really applicable as a way to warn herself and others of various attacks. Whether she can dodge them or not even with this is entirely on her. Should she successfully dodge an attack she had a vision of, the chances she can dodge the next one are lower. Basically she can’t spam this unless she wants the hurt.
Beyond Good Or Evil [Passive]: This entity is rendered immune to any passives or active abilities that would have it take increased damage based upon alignment or attribute. Nature doesn't care about alignment. Why should I?
Hide of the Fallen [Passive]: To add even more insult to this creature’s defensive capabilities (or awe at the fact it even -has- any), it even takes 30% reduced damage from all sources unless they possess piercing properties.
Siphon: An evolution of Lead Stinger, Raguelmon attempts to plunge her tail endfirst into a foe, before she attempts to drain them dry of their data. This can be used to a lesser effect on the environment, but let’s be real, that’s already doomed anyways. If the opponent this is used on is already weak enough to be considered on their deathbed? Then this may as well put a final nail on the coffin. Raguelmon regains 20% of her vitality if she hits a foe with this, and only 15% if used on the environment. Three turn cooldown.
Impale: Raguelmon plunges her stinger into the ground before a large (as in ‘it’s as tall as Raguelmon), bright purple spike shoots out from below her opponent in an attempt to impale them and allow data to flow freely from the wound. This attack ignores passive resistances/immunities. This can also only really be used from the ground, too. Three turn cooldown.
Pahorus: A blast from the gems on Raguelmon’s shoulders, these pack quite a punch, and leave a burning sensation from wherever they may strike the target. It feels like you got hit with a ludicrously fast softball. One post cooldown.
Form Taranis Ω: In its final form, Form Taranis has become a display of how utterly finished Raguelmon is with any notion of restraint. She attempts to rip into her opponent with her claws, with zero care for collateral or friendly fire. One post cooldown.
Paradise Lost: A much more powerful iteration of Catastrophe Reactor, Raguelmon gathers a disgusting amount of power within her, before she releases it in a devastating explosion about a hundred meters around her, blowing up to three targets to a world of hurt. Three turn cooldown.
Infuriated Seer: Raguelmon is briefly overwhelmed by Fatebreaker, leaving her open for attack, but the combined agony and subsequent fury of seeing all these potentially hellish visions ends up reducing her cooldowns by two for this turn, rather than one. Three turn cooldown.
Rinkazan: Raguelmon’s entire body becomes the same kind of light utilized for its Kikurin attack at the previous stage, before she lashes out for an opponent in an attempt to deliver SEVERAL vicious blows (which she can direct to some amount), blows that will shred at the opponent’s form akin to a blade of obsidian splitting cells. The kicker is that this does what Divine Punishment does, in that being hit by this will cause an opponent to suffer from an additional two turns of cooldown upon all their active ones. Four turn cooldown.
Ain Soph Aur: Raguelmon essentially rips her chest open to expose her digicore, what’s normally a perilous move to execute in GENERAL becoming a death trap for any who’d take the obvious bait here. From her core, she amasses power akin to if she were about to loose Paradise Lost on someone, but instead, something far different occurs. A ball of negativity best described as the antithesis to the miracles that Rasielmon would bring about is fired for an opponent. Regardless of what it hits, a ring of blue orbs surrounds the intended target and swiftly attempts to erode them from this reality in chunks, represented by the orbs striking parts of the target for massive amounts of damage. This is no miracle in the slightest. This, is condemnation. Once per thread.
Spatial Pursuit [RAM Upgrade]: Raguelmon is a walking avatar of a lifetime of spite and anger, and if there’s one thing she loathes above all else, it’s her target making an escape. To circumvent this, Raguelmon rips open a portal through space and hurls herself through it. The range? Anywhere within her sight. What’s worse is that upon exiting the portal, she can use another move at the cost of diminished power as well as an additional turn of cooldown upon both the move and this one. Three turn cooldown normally, four with the above condition.
Rangda [Passive] [RAM Upgrade]: Every three turns, Raguelmon is capable of enhancing any single one of her non-Spatial Pursuit abilities to completely bypass active shields to deal full damage. This is represented by a sickly green glow around her form, or limbs being used to execute the attack in question.