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Itou Yuuki - Hikaru
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Post by yuuki on Jan 31, 2020 5:58:09 GMT
PERSONAL DATA
Name: Itou Yuuki Age: 18 Height: 181 cm Weight: 74 kg Bloodtype: A Birthdate: 21th Sept Birthplace: Nerima, Tokyo Japan Class: Partnered Human (Partnered to Hikaru the Dorumon) Alignment: Neutral Good Talent: Judo (currently as strong as 2nd Dan) Swimming Memorizing tales or important details told through stories Detailed handcrafts Skill: JSL knowledge (Shaky) English (Intermediate) Weakness: English (Still stuttering and very accent thick) Crest: Faith Digivice:
BACKGROUND
The captain of judo club on Shibuya High School... at least, that was how it was supposed to be. Nearing university entrance exam time, the brown haired boy has long since slowly takes the back seat on his club activities and focused on his studies. Now his path has set. He wished to be a historian like his father. Even so, while the future was already clear in front of him, the past kept bothered him. For some strange reason, he always felt one to two years of his life seems like a blank, that was his biggest concern. Not only that, he somehow unable to part with what he assumed to be old toy, a tamagotchi without any sort of color to it. The screen also was blank. There's no place to insert battery at all, which made it all the more mysterious. He tried to look for any clue of his past, yet he still haven't found any. Secretly, deep in his heart, he felt like he was meant to be with someone, someone that was close to him, someone that knew him and all of his secrets. Remembering him always felt like trying to find a missing piece that you can't grasp, even if it's in front of you. It only gets more and more annoying. Doubly so when he was fond of that person. Who was it, that person? He have no idea. Meanwhile, the gear of truth is moving...
APPEARANCE
Yuuki is a tall 18 years old with very trained body. He sports brown hair that slightly curves outward on the tips. His hair is now kept around back length, with the sideburns reaching his collarbone. His eyes are marine blue in color, or often referred by a video gaming geek (jokingly) as Mako Blue. That doesn't really bothered him though. He often carried himself with a rather unapproachable air, usually not caring about lot of thing. However, that doesn't meant that he's antsocial or asocial. He's merely an awkward guy that have hard time speaking up to people. As a leader however, he carries himself in professional air, amicable, approachable, and at times too serious. Generally, he wears double layered clothes. The inner layer is always something that clung tight to the skin, while the outer later usually some form of jacket. While the outer can be sleeveless and sleeved, the inner one is always sleeveless. Yuuki generally wear jeans for the lower wear. For shoes, he wears hard soled ones.
PERSONALITY
Snarky, no-nonsense guy who often speaks with monontone if he's unamused. Generally very sharp and critical to something, and hates to bend toward authorative figures that he deemed too tyrannical. Yuuki have a mentality of "don't bother someone if you don't want to be bothered" and "do something yourself if you can do it yourself. Don't pull someone to danger simply because they want to be part of it." He might sounds a bit mean if you're someone who just knew him, but he's quite a good guy once you know him. He just have a bit of awkward personality that sort of stemmed from not really knowing how to act in front of other people. He seem to have a soft spot for newbies. A thinker more than those who jumps toward action, he's often a calculative fighter who always try to think for the best of the situation. Despite he's a calculative one, his methods are often kind of out the book instead straight one, preferring to use situation instead of outright power or methodical struggle.
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Post by yuuki on Jan 31, 2020 5:59:16 GMT
PERSONAL DATA
Name: Hikaru Default Form: Dorumon (Subspecies) Difference from other Dorumon: I'm more fabulous than the rest! Oh, and my kilt is kind of 4D pocket. Alignment: Utterly Fabulous Skill: Bagpipe (Master) Cooking (Usually dessert only) Draconic Sense (Keener sight, smelling and hearing) Soft Fur Handling (Godly) Class: Partnered Digimon (Partnered to Itou Yuuki)
PERSONALITY
"Sure, you need to know me personally before painting me like one of your Terminus 'mon, huh? Ohonhonhon~ I got hubby and son though~ How sinful of you--Eh? Cut it out? Blah, you're no fun." A very very confident Digimon who insisted that he's always fabulous. He loves to fish for smiles all around and wishes that this silly antic of his at least would make people laugh. He understood that he could be obnoxious, but that doesn't mean that he couldn't at least have fun right? Hikaru is a foil to Yuuki. While Yuuki is more to introvert, Hikaru is definitely an extrovert all the way. He loves to greet new people and overall very friendly. If you got flirted, don't take it seriously. He got a husband and several children already. While his exterior is that of a friendly, rather humorously dramatic Dorumon, his inside might be deeper than deep web. Hikaru often hides his pain inside his heart and never tell anyone, a kind of a bad habit that he can't shed. He also hates when someone did not listen to him. It's different when someone listen and do what they want, but if they cannot listen and just do their own stuff without taking in mind about his experience, that, to him, is the biggest insult you can show to him. His bad habit is he tend to go on and on when explaining something. He also have no concept of personal space at times.
EVOLINE - BASE
Dodomon/Baby I/Slime/None/None Combat Passive: Skill: Iron Beads Attack: Spits iron beads in size of small pebbles in spreadshot manner
Dorimon/Baby II/Lesser/None/None Skills: Metal Charge: Run, then shoot metal pebbles at the enemy. Not Stopping!: Run then either body slam the enemy or bite them
Dorumon/Child/Beast Dragon/Vaccine/VB Passive: Flight Enhanced Audiovisual and Olfactory senses. Combat Passive: Mana Burst EX (RAM Upgrade GIGA) This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Under Same Banner (RAM Upgrade): Everytime Hikaru supported or get supported by allies (defended, buffed, or healed), Hikaru gains one token. Once three tokens are gathered, cuts all of his cooldown duration by one. Only can gain one stack per turn Active: Brightblast: Hikaru summoned several balls of light that he sends at his enemy. This skill can be charged for up to three turns, and Hikaru is immobile when charging, with increment of 75% per charge. This skill isn't particularly strong when uncharged, but makes up its deficiency in speed and accuracy. 1 turn cooldown. Protecta: Wall: Summons a wall type shield. This shield can blocks up to three child level attack, or cuts adult level attack by 50% before shattering, but only up for one turn. 3 turns cooldown. Frosty Trail: Hikaru sweeps his tail in a horizontal arc to conjure freezing beam. Upon hit: target opponent's next attack takes 50% penalty in speed and strength. Only do half of the effect to adult. 3 turns cooldown. Rousing Tune: Hikaru whips out his trusty bagpipe and plays a song, which also enchanted with magic to increase two allies' strength and speed by 50% for three turns. This skill only can affects Hikaru if he fights solo. 3 turns cooldown. Kingsglaive (RAM Upgrade): Hikaru's only close combat attack as Dorumon that's more to parry and counter rather than true attack. Hikaru summons a sword made out of light that parries enemy's close range attack, and counter it with his own attack. Deals more damage the stronger the parried attack is. 3 turns cooldown.
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Post by yuuki on Jan 31, 2020 6:18:23 GMT
EVOLINE - ALPHAMON PATH
Passive: Flight Enhanced Audiovisual and Olfactory Senses Combat Passive: Mana Burst EX (RAM Upgrade GIGA): This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Reassurance: If Hikaru's support (heal, buff, reflect, shield) is compromised (dispelled, cancelled, pierced, ignored), he can repeat the action, but with 50% potency of the compromised one, rounded up. Three turns cooldown per use.This technique only can be triggered on ability that has been active for no more than one turn, cannot be used on once per thread techniques. The technique affected will continue the duration of the original. Under Same Banner (RAM Upgrade): Everytime Hikaru supported or get supported by allies (defended, buffed, or healed), Hikaru gains one token. Once three tokens are gathered, cuts all of his cooldown duration by one. Only gain one token per turn.. Active: Protecta: Wall+: Summons a wall type shield. This shield can blocks up to three adult level attack, or cuts perfect level attack by 50% before shattering, but only up for one turn. 3 turns cooldown. Shining Bombardment: AoE on 25 meter radius area. Hikaru bombards the opponent with light bomb as he flies around them. The ability robs the opponent from their sight for two turns as side effect. Three turns cooldown. Quadra Light: Hikaru summons four light lasers out of thin air that strikes at the enemy and increase their active cooldowns by one. Three turns cooldown. Revitalize Heals one targets moderately. If the target are in critical health, this technique also raises barrier that blocks one attack from enemy before shattering after activation. Three turns cooldown. Glacia Cannon: Chargable for three turns, with increment of 75% per turn. Hikaru is immobile while charging. Hikaru breathes out freezing laser. If it hits the target, this technique reduces their strength and speed by half for their next turn. Three turns cooldown. Revive Call (RAM Upgrade): Charges for one turn, self stun when charging, greatly heals an ally while refreshing their cooldown by 3 turns. If the ally is incapacitated, also rouse them from such state. Once per battle
Dorugreymon/Perfect/Beast Dragon/Vaccine/VB Passive: Flight Enhanced Audiovisual and Olfactory Senses Combat Passive: Mana Burst EX (RAM Upgrade GIGA): This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Under Same Banner (RAM Upgrade): Everytime Hikaru supported or get supported by allies (defended, buffed, or healed), Hikaru gains one token. Once three tokens are gathered, cuts all of his cooldown duration by one. Limiter Release: Toggleable. Hikaru can imbue effect to his technique, making it less predictable. Three turns cooldown per activation. Reassurance: If Hikaru's support (heal, buff, reflect, shield) is compromised (dispelled, cancelled, pierced, ignored), he can repeat the action, but with 50% potency of the compromised one, rounded up. Three turns cooldown per use.This technique only can be triggered on ability that has been active for no more than one turn, cannot be used on once per thread techniques. The technique affected will continue the duration of the original. Actives: Lightstream: Chargable for three turns, charge at rate of 75% extra power per turn, and is immobile while charging. Hikaru shoot piercing laser that ignores all defensive measures from his mouth. Three turns cooldown. If Limiter Release is used in junction with this skill, it charges at rate of 125% for two turns. Protecta: Wall++: Summons a wall type shield around 25 meter wide and 15 meter tall. This shield can blocks up to three perfect level attack, or cuts ultimate level attack by 50% before shattering, but only up for one turn. 3 turns cooldown. If Limiter Release is used in conjunction with this skill, it changes into a bubble type shield and only work for one attack but protects two allies (humans counted as a set, but twins are not). Dragonsong: Hikaru releases shower of light along together with a roar. This AoE attack trades its small range (20m radius) for its accuracy. Three turns cooldown. If Limiter Release is used in conjunction with this skill, it gains chasing property, where if it's dodged, will be guided back to said target with 100% extra damage Revitalize+: Heals one targets moderately. If the target are in critical health, this technique also raises barrier that blocks one attack from enemy before shattering after activation. Three turns cooldown. If Limiter Release is used in conjunction with this skill, instead of block one attacks it reduces the target's active cooldowns by one turn. Royal Order (RAM Upgrade): Hikaru raises caster centric AoE (35 meter radius) which raises three allies' (Hikaru does not count) attack and defense by 50% for three turns as long as they're within the field. Four turns cooldown. If Limiter Release is used in conjunction with this skill, all opponent inside takes moderate DoT and 25% speed cut while they're inside. Revive Call: Charges for one turn, self stun when charging, greatly heals an ally while refreshing their cooldown by 3 turns. If the ally is incapacitated, also rouse them from such state. Once per battle
Alphamon/Ultimate/Holy Knight/Vaccine/VB Passive: Flight Air walk Combat Passive Mana Burst EX (RAM Upgrade GIGA): This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Under Same Banner (RAM Upgrade): Everytime Hikaru supported or get supported by allies (defended, buffed, or healed), Hikaru gains one token. Once three tokens are gathered, cuts all of his cooldown duration by one. Only can gain token once per turn. Reassurance: If Hikaru's support (heal, buff, reflect, shield) is compromised (dispelled, cancelled, pierced, ignored), he can repeat the action, but with 50% potency of the compromised one, rounded up. Three turns cooldown per use.This technique only can be triggered on ability that has been active for no more than one turn, cannot be used on once per thread techniques. The technique affected will continue the duration of the original. Magic Hour (RAM Upgrade): Hikaru gains one token every turn naturally, one if he supported an ally, and another if he get supported by his ally (two per turn at max). He can build up stack up to twelve. He can shift the nature of his techniques by sacrificing four stacks per activation, and only can use this nature changing passive once a turn. Actives: Alpha inForce: Allows Hikaru to use technique twice per turn for three turns. Three turns cooldown. Starcluster: Hikaru draws constellation of Pleiades on the sky and rain it down at the enemy. This attack hits seven times, and able to be split to several targets. These seven strikes deals double the damage if opponent have shield or defensive buff on, and ignore said effect. Three turns cooldown. If he uses Magic Hour, Starcluster deal dark damage rather than light damage.
Digitize of Soul: Hikaru summons a huge glyph, shooting countless beam of light that damages the target. One turn cooldown. If he uses Magic Hour, this technique also reduces a buff duration by one, or a stack by one level of activation.
Gradalpha Reversal: Hikaru parries or bisected an attack and countered with his own through his trusted sword, Gradalpha. Three turns cooldown. This technique, if faced against once per thread technique will not be able to parry the attack, but the countering portion will be executed immediately. If he uses Magic Hour, damage is enhanced based on countered attack's cooldown, with increase of 25% per turn. Once per thread or once per battle caps it at 150% extra.
King's Shield: Teleports to an ally and immediately forms a wall type barrier that can blocks three same level attack, or cuts damage by 50% if it belonged to Super Ultimate. One turn duration, three turns cooldown. Magic Hour turns this technique into reflect
Lightbringer: Hikaru raises his sword and began charging. Three turns charging at max, each with 75% increment in power. Cannot be used without charging prior and is immobile while charging. Once done, Hikaru brings down his sword as a beam of light that cannot be reflected. If charged up to third turn, this also cannot be blocked by barrier. If Hikaru uses Magic Hour, this skill automatically charged by one turn so it can be used immediately
Royal Order: Hikaru grants three targets (not including himself) 50% buff to defense and strength for three turns. This technique only affects Hikaru if he fight alone. Three turns cooldown. If Hikaru uses Magic Hour, he can substitute one of the buff to speed.
Heavenward Prayer: Hikaru's once per thread. Only can be usable in response to other once per thread, or in critical situation. Hikaru summons a huge glyph which accompanied by visual effect of citadel appearing behind him. This is actually a secluded field, which regardless of anti-field effect, will still take effect. For three turns, cuts all incoming damage by 50%. Apply reduction to effectiveness of enemy's buff by 50% and the duration of debuff previously applied and currently applied while in duration of the effect by 50% (rounded down). After using this skill, Hikaru will be inflicted with stun (cannot act) for a turn.
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Post by yuuki on Jan 31, 2020 6:24:23 GMT
EVOLINE - PLUTOMON LINE
Sangloupmon/Adult/Demon Beast/Virus/NSo-DA Note: Sangloupmon is blind Combat Passive: Mana Burst EX (RAM Upgrade GIGA): This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Blood Hunt: Sangloupmon can pinpoint a Hunted debuffed enemy on 100 meter radius regardless of any skill or condition that might impair senses. This passive also allow him to deal 20% more damage on said target until the marking healed. Active: Mark of the Hunted: Sangloupmon slashes or bite at the opponent, giving them Hunted status effect. This also give them minor DoT for three turns. Three turns cooldown. The effect can be cut by 1 turn everytime the enemy heals themselves or is healed. Preying Shadow: Melts into shadow and appears directly near Blood Hunt marked target, provided that they're not beyond of its range and attack then with blast of red laser that extends a target's active cooldowns by 1. 3 turns cooldown, cannot be used on enemy without [Hunted] debuff. Doesn't work on enemies of higher level and just give pure damage instead. By the way, this move cannot be used to dodge an incoming attack. Plague: AoE. Sacrifice portion of health to deal massive dark damage on all target on 25m radius. 2 turns cooldown. Blood Feast: Drains 1/3 of damage dealt to enemy with this close range biting skill as heal. Three turns cooldown. If the enemy is [Hunted], then reduce the cooldown of this skill by 1. Sharpening Senses: 20% increase on both speed and attack for self for 3 turns. 3 turns cooldown. Predate (RAM UPGRADE): Upon biting the enemy with this skill and absorb a bit of their data, increases self's attack and speed by 50% for two turns (does not apply if misses). This skill stacks with other buffs. Three turns cooldown. If the enemy have [Hunted] status on them, this attack cooldown decreases by one turn. Pack of Bloodhound (RAM UPGRADE): For three turns, allow Sangloupmon to mark one target as "pack member". This person will be also aware of [Hunted] targets. If one of their attack have slash, bite or any element that also causes bleeding, applies [Hunted] debuff to the said target for three turns. The duration can be reduced by healing, as usual. Two turns cooldown.
Cerberumon X/Perfect/Demon Beast/Virus/NSO Combat Passive: Mana Burst EX (RAM Upgrade GIGA): This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Entrance to Hades: Everpresent field where the 50m radius area around Cerberumon X is now marked for Hades Field. In this sort of state, all target is within the area is always within Cerberumon X's watch. Thus, regardless of the skill enemies uses to hides themselves, or mask their presence, it's useless against him. Field of Hades cannot be eliminated, deactivated, or sealed. Active: Gate of Hades: Conical AoE, 50m range from the user. Cerberumon X charges this attack for at least one turn (Can be upped to three turns). During the entire charging, apply self stun. Open the gate of Hades, where wailing soul damage the target. 3 turns cooldown. Stygian Vow: Self restrictive Gea. Vows to hunt only one target in particular (twins is counted as a set). Gain 40% Speed and Strength increase for 3 turns. If forced to switch target or deliberately doing it, Cerberumon X is then stunned for a turn and the buff ends. 2 turns cooldown. Flame of Purgatory: Blast green flames from the three dog heads. Ends duration of 2 beneficial status effect on opponent, three turns cooldown. Only work on same level target. When the target is target of Stygian Vow, Flame of Purgatory also add the remaining duration of the purged skill into cooldown of the said skills. Drop of Lethe: Forces all of target opponent's on cooldown skills to be extended by a turn upon hit by this claw attack. If the target is affected by Stygian Vow, Drop of Lethe can forces an active skill to enter 3 turns cooldown instead. 3 turns cooldown. Dirge of Pain: Cerberumon X turns his tail into bladed whip and slashes at the opponent. On count of 2 or more enemies' move on cooldown, this attack gains 25% boost in strength each extra, capping at 100%. (example: 2 skills on cooldown gives 25% boost, 3 gives 50% and so on, until 5 gives 100% boost) One turn cooldown. No Escape: Materialize anywhere near a target as long they're within Hades Field, then attack them. One turn cooldown. This cannot be used to dodge an opponent's attack. Forced Rest (RAM UPGRADE) Jamming, yawn-like attack where Cerberumon X exhales mist that forces one of the opponent's skill to enter two turns cooldown. The damage, however, is almost next to none. It enters cooldown immediately after uses. Three turns cooldown. Call of the Dead (RAM UPGRADE): Paralyzing move. Binds the opponent with chains that seem to appear out of nowhere and restricts their movement for one turn. Three turns cooldown.
Plutomon / Ultimate / God Man / Virus / NSo Passive: Immaterial (can phase through solid objects) Air Walk Flight Combat Passive: Mana Burst EX (RAM Upgrade GIGA): This technique allows this Digimon to increase its power of its offensive technique as if it's one cooldown higher. Two turns cooldown per activation. Lord of Underworld: 50 meter area radius around Plutomon will be treated as his domain. All form of stealth and hiding is treated as null. Plutomon have complete awareness of his territory. While in this field, he may goes thru any sort of objects, provided it's not beyond his range. However, if he gone through any damaging component, he will be damaged. Memento Mori (RAM Upgrade) Imbues a technique with "chaser" skill. Allows it to homes back on its intended target if dodged (or in case of AoE, if it misses all target, uses it for the second time). Regardless of whether it chases or not, both this skill and its applied to skill will enter cooldown immediately. Four turns cooldown per activation Evening Bell's Toll If Promise Unforgotten is active, Hikaru's attack ignores defensive measures on his singled target. Merciful Death (RAM Upgrade) Prevents any allies or anything that is not meant to be the target of the attack to be harmed by his attack or takes effect from his skills. Active: Promise Unforgotten: Hikaru targets one opponent and one opponent only. All his technique must be mainly targeted at said person. While in effect: add additional effect to his skill for that one target only for three turns. Three turns cooldown. Sacrifice Strike: A simple, one turn cooldown fast strike aimed at an enemy. Hikaru can opt to sacrifice 10% of his HP to increase the damage as if it's 2 turns cooldown move, or 20% to increase it as if it's 3 turns cooldown move. If Promise Unforgotten is active, doubles the damage
Soul Eater: Hikaru sends torrent of blue flames at the opponent. If this attack misses, chase back and double the damage. Two turns cooldown. If Promise Unforgotten is active, 25% of the damage converted as self heal
Twilight Immolation: Hikaru glares at enemy before summoning a pillar of flame underneath their feet. This technique increase enemy's active cooldown by one turn, or forces one skill to enter cooldown for one turn (at random). Two turns cooldown. If the enemy is targeted by Promise Unforgotten, the cooldown extension becomes two turns
Cocytus: Simple AoE attack over range of 50 meter radius. Blasts the opponent with cold air that assaults them with painful cold. Three turns cooldown. If the enemy is targeted by Promise Unforgotten, freezes their movement for one turn.
Lost Souls: Plutomon spreads darkness in 50 meter radius around him that reduces the opponent's accuracy sharply. Additionally, for three turns of duration of this technique three unfortunate souls that caught caught in this technique, their speed and strength also drops gradually, first by 10%, then by 20%, and finally by 40%. Four turns cooldown. Aubade Oblivion: Once per thread, can be autotriggered when Hikaru's HP drops down to 50% or lower, but cannot be used above it. Hikaru creates a massive black hole that damages all enemy in 100 meter radius, cannot be reflected or defended with shield, and can only be mitigated in some form. Deals more damage the more enemy's skill on cooldown, with 25% increment per cooldowns, capping at 100%. Refreshes Promise Unforgotten if it's in cooldown.
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Post by yuuki on Jan 31, 2020 6:25:56 GMT
EVOLINE - [UNKNOWN] LINE
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Post by yuuki on Jan 31, 2020 6:26:29 GMT
EVOLINE - ARMOR LINE
-Currently Hunting-
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Post by yuuki on Jan 31, 2020 6:32:11 GMT
MERCENARY I
Name: Haku General Form: Samogaomon (White Gaomon) Uniqueness: Shorter claws, smaller paws, four digits of fingers (thumbs included), able to do detailed works. Type: Mercenary Partner
Skill: Bestial senses (increased audiovisual and smelling prowess) Healing Sharpshooting
Alignment: Lawful Good
FORMS Samo Gaomon / Child / Beast / Vaccine / NSp Samo Gaomon is a Gaomon with white, thicker fur, generally more Samoyed looking, with slightly smaller eyes and more friendly looking face. They're native to the colder places of the Digital World. Like most of other Gaomons, Samo Gaomon also wears headbands that covers their four star mark on their head. Their paws are smaller than their regular counterpart, without the elongated claws of the Gazimons which in turn made them weaker in their punching ability. Even then, Samo Gaomons are still quite talented in CQC. Instead of boxing, they prefers grapple, throws, or backhand punches with their hardened fingerless gloves. Samo Gaomons makes what they lack in their close quarter combats with long ranged weapons, usually guns or long reach weapons such as spears. However, even then their uses of weapons are usually pales in comparison with their true roles: Healer. They're fast acting medics with focus on healing their allies. Quick on their feet, they're trained medical assistants.
Techniques: Guns Blazing: Haku shot three rounds of suppressing rounds at the opponent, aiming to hinder them. If this hits, any skills the opponent use that executed in the same turn as this moves have its cooldown extended by 1. Two turns cooldown.
Quick Patch: Heals an ally with strength of two child stage attack. Three turns cooldown.
Energizing Jolt: Haku tosses a ball of light that reduces one target's active cooldown of up to three active skills by one. Four turns cooldown.
Backhand Counter: If Haku is attacked during him healing a target, whether with Quick Patch or Energizing Jolt, this attack can be automatically triggered and will not enter cooldown. Haku shot or punches the enemy, dealing piercing damage against them. Three turns cooldown if used normally.
Saint Gaogamon / Adult / Beast / Vaccine / NSp A form of Gaogamon that taken by Samogaomon upon noticing its calling as the medic. These Gaogamons are burlier than their main species, almost could be mistaken as bear if not for their obviously canine physiology. In the cold region of Digital World, they're called as 'the stealthy savior'. They're white in coloration and bear red cross mark upon their head, a mark that brings hope to people stranded due to natural disaster. They generally carries a lot of medical packs on their body. On their neck is a barrel holding special brew of potion that could heal internal bleeding and hasten regeneration. While their natural calling is those of a medic, they're not shy from battles however. To heal someone, it's essential to remove source of dangers. For this reason, they need to able to eliminate threats that might endanger the harmed individuals. Saint Gaogamons are equipped with heavy duty laser knife, "Azoth" to help them fight. On top of that they have long range cannons on their back, 'ADAMAS'
BATTLE PASSIVES:
Emergency Heal: Allow Haku to use one of his medipack skill without it entering cooldown on a target that is heavily wounded or worse. It however must not be on cooldown for it to be usable. Four turns cooldown per activation.
Techniques: Medipack: Panacea: Injects the target with mixture of vaccines and immune strengthening brew. Heals one negative status effect and raises the target's immunity to negative status for two turns after the healing. Three turns cooldown.
Medipack: Gummis Heals the target with two adult level strength. If they're affected by one of continuous damages such as bleeding or poisoning or burn or freeze, heal it also. Three turns cooldown.
Medipack: Energizer: Energize the target, cut the cooldown of up to 3 active moves cooldowns by 1. This skill is ineffective against Perfect above. Three turns cooldown.
ADAMAS Blast: Blast back an opponent. If the said enemy attacked a moderately injured target or worse, this technique is twice as strong. Three turns cooldown.
Punisher Fang: With Azoth, attacks the opponent. If the opponent attacked the ally this turn, upon hit, applies 50% attack lowered on opponent for the next attack. Three turns cooldown.
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Post by yuuki on Jan 31, 2020 6:34:00 GMT
MERCENARY II
Name: Jiltis "Jill" Default Form: Strabimon Uniqueness: Tail, generally more feminine look, with jacket and longer mane, almost Shutmon-like Type: Mercenary Partner Skill: Bestial senses Secretary works knife throwing Alignment: Lawful Neutral
FORMS
Strabimon / Child / Beast Man / Vaccine / NSp Noncombat Passive: Bestial senses Actives: Nocturnal Light: Jill tosses her throwing knives, glinting in the darkness and might be shocking while used in the dark. No cooldown. Assault Bombardment: Jill unravel content of her suitcase and reveals a missile shooting drone. At the end of her turn, the drone shoots missiles at maximum three targets. The attack can be dodged, but if it his, it deals moderate damage and staggers the opponent (makes them less likely to successfully dodge the next incoming attack). Three turns cooldown, three turns duration. Kagenui: Paralyzing technique, where Jill aims for the opponent's body, or shadow. They'll be unable to move for a turn. Three turns cooldown. Eclair: Jill's most devastating technique. Call forth bolt of light that deals mixture of lightning and light damage against one target. Can be charged, but Jill is static while charging. Power increment is 75% per turn, capping at 225% extra power for three turns charge. Three turns cooldown.
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Maia
Better Mod
Might Actually Be A Cat.
Posts: 627
OOC Name: Cheshire/Mai™
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Post by Maia on Jan 31, 2020 6:44:49 GMT
As this is just a reformat, and no information in this has been altered since the last approval:
Approved!
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