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Xros Team Revamp
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Post by Deleted on Sept 14, 2014 22:31:37 GMT
NB ALL PERSONALITIES AND CHARACTERS ARE WIP BELOW. THE LEADER OF THE XROS TEAM AND LEAD DIGIMONHOPE
Name Hope Gender Female Attribute Vaccine Family/ies Nature Spirits Virus Busters Type Mammal
Skills/Talents
Queenly Presence 'Her legendary charisma on the field boosts her team's morale and causes them to have a higher resistance to damage as they can fight for longer. Once xrossed, this ability vanishes.'.
Oblivious Nature Due to her oblivious nature, illusion/mental based attacks do not work on Hope as she simply does not notice their effects.
Personality
Hope has the strongest sense of entitlement in the world. She sincerely believes that she is of Royal Blood and therefore everyone should be bowing down to her...except that they don't which makes her lose her temper. As a result, she tends to do and say things completely oblivious to the consequences or to the fact that she isn't allowed to do them. Rules are for other people, not Hope, and she will get what she wants. Hope is very proud and vain, considering herself to be an exemplar of a rookie. She is oblivious to sarcasm and takes things very literally unless explicitly insulted. *
Hope is over the top to a capital T in all she does, wanting the absolute best of everything even when she can't afford it. She is incredibly overdramatic and highly prone to swinging emotions. She can go from pleased to angry to sneaky in ten seconds flat. As the future ruler of the digital world, Hope does consider it her duty to make it better for her 'subjects'. As a result, she is always drawn into humanitarian work and will always help others, even if she normally ends up making it worse. She considers the welfare of her army and surrogate family the most important and will fiercely defend her minions if they come under attack. *
Hope isn't very sensible and is rather fearless in any fight, as she doesn't believe she can lose. This can make it rather dangerous as she could easily pick a fight with someone much more powerful than her, not seeing the risk until it's too late. Hope can also lack direction as she is very driven by her desires and can get distracted by small tasks and issues instead of focusing her eyes on the prize. *
Having said that, her motivation for making a xros team and ruling the digital world is pretty simple. She wants to make the digital world a safe place to live for all her 'subjects' and to do this she will take arms herself and march across the digital world with an army if she has to.
OBEY THE QUEEN Plotmon's eyes glow gold and she opens her mouth, releasing a high pitched howl. It is above human hearing, but causes all digimon 20ft in front of her (including her own team members) to become paralysed for two turns. Cooldown – 1 turn.
CROWN JEWELS A mass of gold energy spills out from Plotmon's collar and forms 8 balls of energy in front of her. Plotmon spins on her front paws and smacks the gold balls towards her opponents at high speed.
DIVINE JUDGEMENT Plotmon's small puppy claws extend into 3ft clawed blades. she slasshes out at the enemy and on contact, the gold coating on her blade claws leeches into the opponents body. For two turns, all digimon ranked rookie and below suffer wooziness and dizziness on top of the physical damage from the wound. However, if they are of evil alignment, the dizziness extends to four turns. One turn cooldown.
TRUE FORM
SUBMIT TO THE QUEEN
Angewomon's eyes glow gold and she releases a blast of gold energy in all directions . It causes all digimon and humans up to 50ft in front of her (including her own team to become paralysed for one turn. If Hope uses it consecutively, it stops working after two turns and will not work effectively for another two turns. It also creates the sensation of a huge weight on their backs, pushing them into a kneeling position (though this can be resisted). It is essentially a cease fire move.
CELESTIAL ARROW
Hope is able to summon three foot long golden arrows of pure holy energy which she can fire at the enemy using an bow of energy. The arrows are fast and Hope can easily shoot around five a post. They can travel through stone and metal, including digichrome, though obviously Hope's accuracy is greatly impaired if she cannot see the opponent. The way to dodge is to run.
SANCTUARY BIND
This move is designed to trap evil digimon. A glowing ball of light is released from Hope's hands and flies towards the opponent. As it does so, the ball expands in width and lngth until it becomes a large square of light (around 30ft squared). The two top corners loop over the opponent and the square seals around them to form a box which is large enough to hold up to three digimon inside (around 30ft high, 30ft across or ten metres by ten metres by ten metres). This box acts as a shield and reflects attacks from both inside and outside the box. It reflects three ultimate attacks, five champion or seven rookie before breaking. Fresh and intraining digimon cannot break out of this. The globe remains for four turns and has a three post (length-1) cooldown.
ON SWIFT WINGS
Hope draws back her wings and releases a wall of gold energy which moves towards the opponent. The wall is longer than her wings (so extends for about 100ft) and is around 30ft high. It causes severe pain and damage on contact and keeps moving until it dissipates (around 60ft from source).
HOLY AIRS
From beneath Hope's feet, a soft glowing mist spreads out and flows towards her opponents and allies. To those who view her as an ally, it is a healing touch. The mist soaks into their wounds. One turn causes minor wounds to heal up to three turns, where major wounds begin to seal up. The wound must be in contact with the mist, which is three feet high, and they must remain in it for the moves duration. To those who view her as an enemy (even if they call her an ally), the mist blisters and burns. After three turns, all exposed body parts will be covered in blistering, agonising burn wounds that melt into the skin. Same conditions apply. The mist has no effect on Hope herself and she cannot benefit from the healing. It lasts three turns and takes two to recharge.
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Post by Deleted on Sept 14, 2014 22:34:19 GMT
Name Konoha Gender Female Attribute Data Family/ies Nature Spirits Type Demon Man Personality: Konoha is a nice, upbeat, cheerful digimon. she's a hard worker, she always does her best and dreams of small things like cake and chocolate and a new pair of pants. Unfortunately, life has an issue with her. It watches her muddling along, trying to do her best with her tasks and thinks 'wouldn't it be funny if she tripped and fell down that drain?' Konoha is the type that always seems to have bad or odd things happening to her, growing progressively worse until a pile of chaos sits all around her. she is highly mistake prone anyway and is incredibly clumsy. she's also a bit slow sometimes when it comes to catching on and often has exaggerated reactions.
For some reason, Konoha tends to give off major victim vibes and seems to attract people who will bully her and push her around. Konoha normally resists at first but as she's too nice to say what she thinks to their face, she is normally forced to put up to it. Konoha will normally grumble and complain about the bullying but goes along with the tasks anyway, resigning herself to her role as pack mule. she is quite adaptable, so will normally come to terms with her role very rapidly, sometimes without even realising that she is doing so.
While Konoha is generally straight laced, she has a big weakness. Fire. Fire makes her go crazy. Even for a fire digimon, Konoha loves fire far too much and once one has started she feels a compulsive need to make it bigger and bigger and BIGGER until suddenly there is fire everywshere. she was normally snap out of it when the fire gets really dangerous, but by then it's far beyond her control. she is wanted for around 15 fires a week in Terminus of various sizes. she becomes manic and excitable in ther state, becoming blind except for the fire. Konoha fights best in ther state.Ability Infrared Vision - Konoha is able to see in infrared, if she chooses. Attacks Flame Tail Konoha is able to extend her tail to form a long whip coated with fire. This tail acts like a fifth limb. The fire is incredibly hot and causes anything it remains in contact with to catch a light, quickly resulting in blazing fires that spread across the battlefield. Contact with an opponent causes severe burns and blistering pain. Smog Konoha throws a number of fireballs at her opponents. Where these land, small fires break out. These produce thick plumes of black smoke that spread across the battle field and obscure the opponents vision. Fire Fist Konoha's fists and feet become enveloped in flames. The fire activates Konoha's beserker state and for three turns Konoha moves much faster, attacking the opponent in a frenzy, and experiences a temporary increased tolerance of pain. Her fire causes the opponent to experience severe burns where she makes contact. Effect moves do not work on Konoha while she is using this move.
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Post by Deleted on Sept 14, 2014 22:37:27 GMT
Probably will replace with female dark type? Name: Gum Gender: Male Alignment: Complicated. Probably closest to Lawful Evil Attribute Data Family/ies Dragon's Roar Type Mini Dragon Digimon Skills/Talents: Rubber - Gum is made entirely of rubber and can bounce using any part of his body. He also absorbs physical punches and blows well, but is quite weak to the cold. Acrobats Lock Picking Stealthy/silent footed Flexible Inventory: A collection of mistmached tools, rope and food, and a piece of red fabric in memory of a friend which he normally ties around his neck. Personality: Around those he is very close to, Gumdramon can be smiley and cheerful, brimming with energy. Towards everyone else, Gum is aggressive, hostile and prone to rudeness, tending to glare and scowl. He is relatively intelligent but a bit of a follower and tends to act like a loyal servant, taking any responsibilities given quite seriously. Gumdramon loves fighting and will often jump into battle, getting very agitated and annoyed if he misses out. Gumdramon actively enjoys being malicious towards other people partly due to his background.Perhaps the only reason he isn't actively violent most of the time is because his friends are against it and Gumdramon goes along with their wishes.
Gumdramon is very loyal but also quite possessive of his friends and prone to bouts of insecurity when he thinks they will abandon him. As a result, he's very clingy and suspicious of anyone who starts being “too” close to his friends and gets very upset and angry when forced to separate from them for even a short time. Rudeness to his friends is also not tolerated and will cause him to blow his fuse fairly rapidly. Gumdramon is especially protective of Haru, partly due to his given role as bodyguard, and is despite his friendliness very suspicious of people who take too much interest.
Gumdramon also doesn't like helping people much unless it seems like it is going to be fun or result in a fight. He begrudges doing work for strangers and in these situations, he will often be moody and sullen to anyone but his friends. He insults people in low utterances behind their backs and actively going out of his way to make it difficult for them, tripping them up and poking and prodding them. If his friends are around, he'll be smiley and bright and efficient once more. While he seems quite unpleasant to strangers, once he warms to people he can become quite sweet, happy to help in anyway he can and eager to please, seeking affection in return. I suppose he's a little bit tsundere in that respect. Gum is very emotive and does wear his heart on his sleeve, whether he means to or not. It's normally pretty obvious if he's upset or angry or happy and while he'll try to suppress any negative emotions towards others in the presence of people he likes (out of a fear they won't like him anymore), it's normally pretty obvious to everyone involved.
Part of the problem is due to Gum's background: Gum grew up in a very violent gang of Gumdramon who terrorised the plains outside Terminus, stealing off unwitting tamers. He was found by a conman Shoutmon after his gang abandoned him following a fight with a wild Boarmon. Gumdramon spent two years following Shoutmon and became very attached to him, until Shout was killed. As a result, he is used to being in very close knit groups that view the rest of the world as an enemy and hasn't learnt soft skills.Attacks Prickly Nature: Gum hits his tail against the ground as he moves, leaving a maximum of five round blobby balls in his wake. They respond to foreign data and if an unknown Digimon gets within 5 metres of them, they explode with a loud, disorientating bang. On bursting, saw like blades spin out from the centre in all directions, cutting anything in their path before exploding again after 20 metres causing further damage. While the xros party cannot trigger the bombs, they can be hurt just as easily by the blades. If after three turns the balls are still inactive, the balls will explode either way. Pinprick: Tiny spikes breakout all over Gum's hammer and when it makes contact with the opponent, they fire into the opponents body, causing intense pain. Not only that but the spikes are loaded with a crippling poison that causes the opponent to temporarily lost the ability to move the affected limb. This paralysis lasts for gour turns and it takes Gum one turn to regenerate enough poison to use the move again. He can still use the spikes during this time, but they will not release any poison. Fire vortex: Gumdramon rocks forward and lands on the palms of his hands. He then springs forward, landing on his tail and continues to bounce forward, speeding up into a high speed series of sumersaults. As he does so, flames are produced around the hamemr, turning him into a living firewheel. With one final bounce off his hands, he slams his hammer into the opponent, sending a fiery blaze racing down his tail. He can also whip his tail out, releasing the fire in the form of a whip towards a further away opponent.
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Post by Deleted on Sept 14, 2014 22:38:16 GMT
Name Alice Gender Female Alignment Chaotic-Neutral Type: Beastman Family Deep Savers, Nightmare Soldiers Attribute Data Abilities: Nocturnal: She becomes significantly faster at night and is able to see perfectly clear even in pitch-black.
Sticker Shooter: Mounted to her wrists are small flat guns that look almost like peashooters. They shoot small circular stickers which act as a propulsion system for Alice. The mechanism is driven by the plate she wears on her chest, which responds to the positioning of the stickers. The two stickers that make up the system are as follows: · Full Moon Stickers “Propulsion” – Pale yellow circle with smiley face. They determine her gravity position. Whatever she sticks them on becomes ‘ground for her’ e.g a wall, a tree, and she will ‘fall’ towards them’. Using multiple stickers allows her to change direction and move on the basis of vectors. Applying a crescent moon sticker to her opponent causes them to become ground, allowing her to ‘fall’ towards them at high speed. She can only use two crescent moon stickers at a time and the use of a third causes the first sticker placed to disintegrate. · Crescent/Waxing Moon stickers “Acceleration” -Crescent moon stickers have a sleepy face and a nightcap on the point of the crescent moon. They decelerate her if applied to the 'ground'. Waxing moon stickers have goggles and a toothy grin. They cause her to rapidly “accelerate” towards the “ground” or away (in the case of dark moon stickers). Both stickers work in conjunction with Full/Dark moon Stickers by affecting the strength of these stickers and they allow her to regulate herself to prevent injury if 'falling' great distances. · Dark Moon Stickers “Repulsion” – Black circle with an angry face. These act in reverse of the full moon stickers. Anything they are attached to will repel her and she is unable to come within ten metres of them and if she applies them to objects very close to her, the force of repulsion causes her to rapidly move in the opposite direction. She cannot apply this sticker to herself as it disintegrates instantly. She can only use one dark moon sticker at a time. Applying a darkmoon sticker to the ground will cause her to float above it. ·N.b. Stickers have no effect on anyone but Alice and act purely as a movement function, similar to how another Digimon might utilise flight. Therefore they are classed as an ability and not an attack. Personality: Polite in manner and soft in speech, Alice is very good at getting lost in a crowd and prefers it that way, choosing to analyse and absorb the information being exchanged around her. Alice is a mature, serious and thoughtful digimon, who is analytically minded. She has very good emotional control and doesn't tend to get flustered or worked up in most situations. It can therefore make it very hard to get a visible rise out of her, especially as she tends to become silent and still when angry or upset, rather like a tiger about to pounce.
Prior to joining the team, Alice worked as a mercenary for hire. Most of her jobs revolved around theft of some kind and Alice has become rather proficient at stealth. She has a strong disregard for rules and a very low sense of morality. This isn't to say that she will go around killing people or stealing, but rather that if she has to, she doesn't think twice about it to get the job done. FOr her, there is no right or wrong action, just whatever will get her to the position she needs to be in. As a result, she is very efficient and independent, which can make it difficult for others to connect and work with her. Alice is intelligent and a lateral thinker, able to look outside the box for strategies to use. She has developed her skill set purposefully to suit this.
Even to people she cares about, Alice can be quite distant and appears emotionally stunted. She doesn't always hold back on the punches in her speech so can seem like she's being hostile when she is actually worrying about the other person. She tends to show affection and care through action rather than words and will on rare occasions show a smile if she is particularly happy.
Attacks: Moon Candy: Silvery blue balls of sugar that are stored in her arm braces. Temporarily makes her skin and body become coated in a silvery, translucent metallic substance acting as a skin tight shield which blocks physical attacks. Effects of the candy last three turns before wearing off. When this move is active, the moons on her body glow bright white. They begin to flash when the candy is wearing off, warning Alice. She can share the candy with other people, but the braces only produce two balls at a time with a one turn cool down between uses. Lunacy: The curved tubes on her back disconnect and divide, forming 20 bows that hang in mid-air in front of her, forming an arced wall of bows. Simultaneously, they all fire silver arrows and she conducts them, controlling ten bows with the movements of one arm and ten bows with the movements of the other arm. Alice is able to affect the tempo of the firing and using her fingers she can make even more precise aim, dividing each group of ten down further into groups of two. Each arrow is formed of celestial energy. If she so chooses, the arrows can become coated in dark energy, where a successful hit will cause the opponents to suffer temporary hallucinations, turning the world into a crazy, disjointed and colourful madhouse temporarily for them. There is a two turn cool down between uses of these arrows and it takes three turns for the effect to wear off. The actual bows continue to function as long as she wishes and she can put them away by clapping her hands together, causing them to combine and slide back into place on her back. It should be noted that while she uses her arms, hands and fingers to direct the arrows, they are actually controlled psychically and cutting off her hand will not prevent her from being able to fire them. The movements are used as key concentration anchors, particularly when finer control is required. Without the use of her hands, she would only be able to control them as a group or individually as she would find it too difficult to keep the 10 different sets separate in her mind. Mochi Crusher: The moons on her leg brace and hand gloves turn white and rings of energy surround her fists, greatly increasing the strength of her blows. Her blows become strong enough that hitting into the ground will cause a minor earthquake. One hit is enough to break the bones/armour of whoever she is attacking if they are of the same level. The name comes from an Asian idea that the moon looks like a bunny pounding mochi Solar Eclipse: The moon on Alice's chest turns black and a black ring expands outwards to form a huge dome that covers the battle field. Inside the dome, it is pitch black and light is unable to enter or leave, making it impossible to see in from the outside. The dome is semi-permeable, allowing entry but not exit until the move is finished. While it is possible to create light inside the dome, the darkness smothers it and makes it impossible to see more than three or four feet away. The total dome may extend up to 30ft radius. If used inside a building, the darkness penetrates walls and rooms, filling all rooms/corridors within its radius effect with darkness.
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Post by Deleted on Sept 14, 2014 22:40:33 GMT
Fifth Partner
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Post by Deleted on Sept 14, 2014 22:40:58 GMT
Sixth partner
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Post by Deleted on Sept 14, 2014 22:41:10 GMT
Seventh Partner
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Post by Deleted on Sept 14, 2014 22:41:53 GMT
XROS LEVEL 1 KYUBIMON Partners involved: Flamemon and Salamon Type: Bewitching Beast Attribute: Data Family: Nightmare Soldiers Nature Spirits Wind Guardians Virus Busters Attacks: HEAVEN'S SEAL Seven amulets form a ring around her opponent. For three turns, the amulets circle around the opponent and each fires a ball of fox fire at the centre of the ring. To avoid this attack, the amulets can be destroyed or the balls of fire can be dodged by moving quickly. ( Lasts three turns, two turn cool down) DOUBLE BLUFF Produces three illusions of Kyubimon. All the illusions perform the same actions as Kyubimon simultaneously and the illusion includes any attacks performed by Kyubimon, making it hard to tell where the real blow is coming from. The illusion lasts three turns and takes another two to recharge. The illusions can be easily destroyed by Ultimate or higher, but lower levels may struggle. The illusions can't do any damage themselves. DRAGON WHEEL Kyubimon breaks into a rapid spin, causing the flames on her body to erupt into a fiery inferno of blue fox fire. A she reaches maximum speed, she releases the flame and a huge ball of fire rushes towards the opponent. On contact, it breaks into seven smaller balls which could hit any other enemies in the viscinity. WILL OF THE WISP Kyubimon's blue flames disconnect from her body and float around her opponent. Immediately, a wall of flame spreads betwen them, forming a cage of fire around her opponent. The walls converge on the opponent, moving towards them until they are engulfed in the fire. The walls last for two turns and there is a one turn cooldown. FLAMEDRAMON Partners involved: Flamemon and Gumdramon Type: Dragon Man Attribute: Data Family: Nature Spirits Dragon's Roar Attacks: FIRE ROCKET Flamedramon coats himself in a pillar of flames and charges the opponent. The increased energy from the flames increases his speed and he performs close combat moves, trying to overwhelm the opponent with force. Every blow that connects will burn the opponent and cause sharp pain. POISON BRAWL Gold energy forms around Flamedramon's claws and he lashes out at his opponents. As well as cutting the opponent, the energy festers underneath the opponents skin and spreads through the body, poisoning the opponent. This causes the opponent to experience hallucinations of multiple flamedramon for two turns. Cooldown – 1 turn. GOD BEATING Flamedramon produces balls of fire in his palm and fires them at his opponents. They explode on whatever they hit, with small fire balls shooting out from the point of explosion. STAMPEDE Flamedramon slams the tips of his claws into the ground and a small earthquake spreads outwards from the tip, causing the earth to shake up to 50 metres from the source. Earthquake lasts three turns and takes two to use the move again.
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Post by Deleted on Sept 14, 2014 22:42:23 GMT
XROS LEVEL 2 ZEPHYRMON Partners: Gumdramon, Flamemon, Lekismon Type: Bird man Family Wind Guardians Attribute Data Abilities: Echolocation: While Zephyrmon has good sight, its primary method of sight is echolocation. This allows Zephyrmon to see even in pitch black conditions. Prehensile scarf: Zephyrmon's scarf attached to her neck is prehensile and Zephyrmon can use it as an extra limb when fighting. Attacks: Aura Seal- She throws daggers at the opponent. The daggers appear pitch black and the air around them ripples like a heat haze. If they hit, they temporarily disable the opponents ability to use non-physical moves by releasing poison that blocks the digimon’s access to their power reserves. Any attempts to use powers will result in strong bursts of pain but the opponent is able to continue physical attacks (kicks, punches, weapon based attacks). Lasts three turns. One turn cooldown. Shadow Steal – It causes the shadows of her opponents to detach and become solid, physical opponents. These attack the owner of their shadow (and only the owner), lasting for three turns in physical form. They are capable of attacking and taking damage but are weaker due to their nature as a shadow. However, any damage done to the shadow is applied to the opponent once the move is ended. Wind of Pain: With a flap of her wings, she releases thousands of glowing pink energy towards her opponents which billow into a tornado and shoot towards the opponent. The energy is capable of cutting through armour and bone, lacerating the opponent in deep cuts. For three turns, the pink energy will chase the opponent before finally exploding, making it difficult (though not impossible) to avoid. The pink energy targets its opponent based on Zephyrmon’s intent, so she can re-programme them to chase a different person if necessary. Guardian – Zephyrmon’s eyes glow white and her skin becomes pitch black, letting off black smoke that boils to the ground and burns any opponents that touch it.. After a few moments, the black smoke dissipates and any wounds afflicted to her allies are transferred to her, healing her allies but causing herself to take on the full brunt of the damage. Soul Link – Zephyrmon shoots balls of black energy at her opponent. They cause damage on hitting but their main effect, however, is to cause the opponent to hallucinate the pain of any wounds inflicted to herself or her allies over the next three turns.
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