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Akari Takahashi
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Post by Zero on Jan 2, 2014 4:14:39 GMT
TAMER PROFILE Name: Akari Takahashi Alias: Akari, Famine (former), Despair (former), Queen of Hearts (former) Age: 24 Gender: FemaleHeight: 5'6 Weight: 125 lbs Alignment: Lawful EvilBirth Date: June 6th, 1989 Birth Place: Odaiba, Japan Western Horoscope: GeminiEastern Zodiac: Earth SnakeCharacter Theme: "This Kid's Not Alright" - AWOLNATIONMotto: "It's not my time to die"Skills/Talents:Personality:Coming a long way from her former self, Akari's dark past has given way to a new kind of evil. This evil, unlike that of the past, has grown to despise chaos...but it has also grown to despise tyranny and dictatorial rule. Somewhere between control and a lack thereof lies the place in which Akari's heart is now suspended. Finding a balance within herself was difficult and largely a result of Zeromon nearly putting her to death. She now strives for a sort of 'black justice' - one that dismantles the status quo by any means necessary. Akari is still allies with deceit, treachery and cruelty, but her inclination towards violence for the sake of violence has fallen. She is incredibly resilient, fighting for a cause that few others would pursue. Akari's new relationship with her partner has caused her to become more trusting and a considerably better ally, however she has no qualms changing sides when convenient. Unlike her previous self, Akari maintains a certain level of honesty. That is to say, she is done with masquerading as other people, but she is still welcome to manipulating those she sees as useful. She has become more upfront about who she is, unashamed to admit that she is a child of darkness. Her doomed fate also represents her conviction - one that cannot be easily shattered by those who fight for righteousness or for the sake of what is 'good' in the world. Appearance:Taking her role as the Hakainushi's 'Empress' somewhat literally, Akari has adopted a new, more regal attire. Her long lost blonde days have come back to her in the form of edgy highlights extending from the tips to her crown. Her hair is now much longer in the front as is cut somewhat roughly, giving her the allure of a rebel. Akari's incredibly pale skin appears whiter than it used to. With more time spent in the Dark Area and other gloomy places, she now possesses an ethereal quality to her appearance. Akari's makeup is typical: hard edge eyeliner, smoky eyeshadow and matching red lipstick. The premise of her garb leaves little to the imagination: she wears nothing except an ornate overcoat, black fingerless gloves, a few casually slung belts and a pair of thigh high socks. The coat is incredibly ornate, decorated with gold and crimson edges. Her Digivice is typically seen strapped to her thigh via an old gun holster. Her feet are kept relatively comfortable in a pair of black wedge heels. Occasionally she is seen around wielding a white and gold stuff, though it serves no purpose. Personal History:The past Akari endured is what one might call tumultuous, even heartbreaking. At a young age, Akari was a bright and inquiring mind. She loved letters and puzzles, but even more so, she loved to run. Adoring the feeling of freedom and the outside world, Akari dragged her parents every day to the park from their tiny, top-floor apartment in Odaiba. At this age she already displayed the power of persuasion, if not a bit of unabashed brattiness. Even so, her parents loved her and worked her to feed her inexhaustible need for attention. Unfortunately, the little girl's life would be sent into a tailspin after her parents' relationship began to wear thin. Seemingly unaware of her surroundings, it became the talk of the neighbourhood that Akari's parents weren't getting along. At night, she was told by her mother and father not to worry when they began to shout furiously at each other. Still naive, she believed them and managed to sleep through the night. The turning point came after her mother's apparent suicide. Awaking in the middle of the night, Akari spied a familiar silhouette on the balcony. Suddenly, it disappeared. Only 8, she had witnessed death for the first time. Shattered, Akari isolated herself and grew to hate her father. She refused to speak with him, even though recent documents had revealed a disturbing truth: Akari's mother had been a criminal. The nature of the crime was unknown, but her father's guilt over the incident quickly caught up with him, causing him to pledge that he would do anything to make Akari happy. By age 12, Akari had lost much of her innocence. She was distracted and did poorly in school. Her only respite was running, which she continued to due until her grades caused her to be kicked off the track and field team. By 14, she was running again, but made no time for friends or family. She hid most of the time behind this facade, holing herself up in strange places to keep from looking at her father again. By 21, Akari had accomplished very little. She drifted from apartment to apartment trying to flee her darkness. Unfortunately, it caught up to her eventually, and it was a short year after that she eventually fell into the clutches of the Digital World. Gaining a partner and unimaginable power had corrupted Akari beyond repair. She was not ready for a Digimon...or for a new world. Her demons had taken over, causing her behaviour to become increasingly erratic and violent. In her 24th year, a near-death incident forced Akari to change her perspective. Nearly dying at her partner's hand had chased many of her demons away, leaving a stronger tamer behind. Though her goals are mysterious and questionable, her conviction has never been stronger... Backpack Contents:Digivice:Digimon Cards in Possession:
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Post by Zero on Jan 2, 2014 4:15:16 GMT
DIGIMON PROFILE Partner’s Name: Zeromon Default Form: Rookie/Holosuit Gender: MaleAlignment: UnresolvedCharacter Theme: "Terrible Lie" - Nine Inch Nails Motto: “No matter the sacrifice” Skills/Talents:Additional Abilities:- Full Deck
Increased power for all non-physical attacks and physical attacks that make use of energy, e.g. an elemental punch (Hakainushi exclusive).
- Elemental Chameleon
Zeromon is not attached to a specific elemental type, allowing him access to multiple elements in battle (attack specific; he cannot summon elements at will).
- Avenger
A deeply imbedded trait in Zeromon's coding that ensures his natural evolution line only produces Digimon of the Virus Buster family. Therefore, Dark Digivolution has a much more volatile effect on his personality and appearance.
[/ul] Appearance:In his human (holosuit) form, Zeromon resembles a young man about 20 years old or so. He is roughly 5'11, putting him at a height roughly on par with his Digimon form. His typical garb is reminiscent of his natural body. Normally, he can be seen in a white tank top and blue jeans, accented by a belted overcoat (with an accentuated collar, of course) and a pair of black boots. He is fairly lithe for a human and his features are slight. The most notable and recognizable features of his Digimon origin are his yellow eyes and his sharp nose. His brown hair is typically jutting forward in a stylish flick. As a Digimon, Zeromon is about the same height as his holosuit appearance, if not slightly shorter. He has the build of a long and lean Digimon but his body is still accentuated by robust draconian features. His face is remarkably narrow for a reptile, accented with two grey horns and a pair of unusually tall ears. His neck is long but sturdy for his frame. Zeromon's forearms and shins are accented by metal plates, allowing him mild defensive capabilities. The metal casings on his legs are specially designed to allow for shock absorption if he is thrown off balance, giving his three-clawed feet extra balance. His arms are less remarkable, yet his human-like fingers allow him greater flexibility in melee combat. Rounding out his features, he has a short, sturdy tail to balance him out. His colour scheme is black and pale grey (on his underside). His limbs all contain reddish markings, the most noticeable of which encircle his fierce yellow eyes. Personality:Zeromon is a determined and rough and tumble kind of Digimon. After being rejected from the ranks of the Royal Knights after countless years of training and dedication, Zeromon was left stripped of his ability to digivolve and permanently embittered. His valiant code of chivalry is often offset by his dark and depressing view of the eroding world around him. At times, he displays aggressive tendencies and fierce devotion to his allies. Easily toyed with, however, his emotions often culminate in spikes, leaving him incredibly vulnerable to more sinister purposes. With his dream of becoming a hero completely shattered, he finds himself teetering somewhere between order and chaos. As such, his personality has manifested in two different ways: Nemesis and Infinity. Infinity earns his name from Zeromon’s Mega form, Infinimon, whose body represents this part of Zeromon’s soul. Infinity is learned and strategic but he is also valiant, chivalrous, and honourable. Though often drowned out by Zeromon’s darker half, he never surrenders and endeavours to saved what good left his host possesses. Infinity manifests fully in Zeromon’s natural evolution line. Nemesis, Infinity’s foil, is derived from Zeromon’s dark mega form, Nemesismon. Nemesis often goes by the moniker of ‘The Passionate Warrior’. As such, he is ruled by his desires, whether they are physical, spiritual, or other. He is incredibly rash, violent, and arrogant. Like his other side, he is incredibly stubborn in his bid for complete control. Nemesis manifests full in Zeromon’s dark evolutions. DIGIMON’S EVOLUTION LINE Appearance: Click HereFresh: Negamon Attribute: VaccineFamily/ies: Virus Busters Type: Slime Attacks:
- Null Bubbles
A harmless attack that sees Negamon expel small bubbles from his mouth. Description:Negamon is a tiny black Digimon. No larger than a soccer ball, his body resembles a soft and fleshy rubber toy. Completely helpless, Negamon possesses worm-like appendages and a small, harmless spike on his head. He has tiny yellow eyes and an accent of grey on his nose. Negamon can produce speech but his voice is very high-pitched and difficult to decipher. His name is derived from the word 'negative'. Digivolves To: SubZeromon Appearance: Click HereIn Training: SubZeromon Attribute: VaccineFamily/ies: Virus Busters Type: Lesser Attacks:
- Minus Burst
No stronger than a sparkler, SubZeromon fires tiny explosive bubbles from his mouth. Generates a plethora of colours.
- Petit Metal
Description:SubZeromon represents a huge upgrade from his Fresh form. Now able to run on two legs and possessing arms, he resembles a mobile plush toy just under the size of a standard backpack. Like his previous evolution, he is black in colour. Additionally, he now has a greyish underbelly to add to his palette. His head is unusually large and somewhat cumbersome, garnished with large ears and small, draconic horns. His yellow eyes are vibrant and rather cute. Despite his new mobility, SubZeromon is still rather weak though his ability to communicate has greatly matured. His name is derived from 'subzero', as to denote something that is below zero (usually in reference to temperature, although in this case it refers to the numerical/integer value). Digivolves To: Zeromon Appearance: Click HereRookie: Zeromon Attribute: VaccineFamily/ies: Virus Busters Type: Dragon Man Field Ability: Sensory Resilience Zeromon is resilient to all attacks with secondary effects that target the senses. In most cases, his sight, sense of smell and sense of taste cannot easily be impeded. He is slightly more resistant to poisons and paralytics. His hearing is his best sense, however, allowing him to discern very specific noises and detect hidden enemies. Attacks:
- Zero Laser
Zeromon fires a 0-shaped laser at his foe. This attack is imbued with heat energy. May be used to burn through inflammable obstacles.
- Binary Storm
An electrical move that sees Zeromon jump in the air (while splaying his body) and unleashing a rain of 0’s and 1’s at the target.
- Blade Summon
Using this technique, Zeromon can summon a steely long sword for use in combat. Once per battle.
- Geokinesis (additional move)
This move allows Zeromon to levitate earth material (such as clay or rocks) and uses it offensively or defensively for 1 post. Zeromon can only employ this technique on a concentration of material no heavier than 100lbs. 1 post cool-down.
- Zero Shield (additional move)
Zeromon generates a shield from his palm capable of reducing damage for 1 post. Cannot be used in combination with any other move. Description:Now in a comfortable body, Zeromon is formidable for a Rookie-level Digimon. For one, he is sturdily built despite his lithe and speedy frame. Just under six feet, he is taller than many of his counterparts and noticeably more developed. Mostly reptilian, Zeromon has a narrow visage, short grey horns and long ears. His humanoid forearms and shins are accented with steel sleeves. Like his previous form, he is black with a grey underbelly. Adding to his image, however, are dashes of crimson, which rim his narrowed yellow eyes and dot his shoulders and tail with triangular shapes. These appear more purple and blue, however, when he is dominated by his darker half. Additionally, he possesses ring-like shapes on his limbs. For added dexterity, he is equipped with a sturdy tail, five-fingered hands and flat, 3-toed feet. Zeromon's name comes simply from the word 'zero'. Digivolves To: Thoumon or AntiThoumon, Armour Digivolution to Plusmon Appearance: Click HereChampion: Thoumon Attribute: VaccineFamily/ies: Virus Busters Type: Dragon Man Battle Cry: “Thoumon, master of one thousand blades!” Field Ability: Sensory Resilience Thoumon is resilient to all attacks with secondary effects that target the senses. In most cases, his sight, sense of smell and sense of taste cannot easily be impeded. He is slightly more resistant to poisons and paralytics. His hearing is his best sense, however, allowing him to discern very specific noises and detect hidden enemies. Attacks:
- Crucifix Blade
Thoumon employs the use of his blades to sear his enemies with light-energy. Aligned in a cross-like formation, the swords can be used in ranged combat (unleashing the energy) or in melee combat (keeping his weapons imbued). This move holds an edge over Virus-type Digimon.
- Gyro Slash
A steel-element attack that sees Thoumon encase himself in a lightweight metal and spinning like a battle top towards his opponent. With his blades unsheathed, this move can be especially punishing.
- Thousand Bolts
Thoumon calls upon his elemental power to expel electrical bolts at random from the centre of his body. The electricity creates a 10 meter radius of lightning around him.
- Torrent Sabre
Guiding both his swords in the direction of his foe, Thoumon expels a column of vicious, slicing water from each.
- Geo Fist (additional move)
Thoumon’s fists become encased in hard minerals and he unleashes a flurry of punches on the foe. His fists are only changed for the duration of the attack.
- Holy Possession (additional move)
Calling on the powers of good, Thoumon summons angelic strength to give him wings for 1 post. During this time, his speed and attack power are increased. 3 post cool-down. Description:Now at about 10 feet in height, Thoumon is perfectly equipped for combat. Armed with a longer neck and tail and improved sensory capabilities, he is truly remarkable. Coloured similarly to his Rookie level (black base, grey stomach, red triangles and rings), his body is fiercer, more angular and better armed. His face in particular is filled out at the Champion level and garnished with spines on the side of his cheeks. His horns are much longer and greatly resemble those of Veedramon. Even more notable are the clothing and armour upgrades on his body. Firstly, he possesses a charcoal scarf. Decorated with spiny red gems, this seemingly aesthetic item adds a small edge to Thoumon's Gyro Slash attack. His forearms are outfitted with mechanized bracers, which, on command, un-sheath energy blades from their respective gem cores. Thoumon's waist is decorated with a number of steely wraps coloured silver and gold and clasped by a gleaming red gem. Finally, his leg bracers have been upgraded to proper mechanical boots, which encasing the foot (except his claws), allow for greater shock absorption and spring action. Thoumon's name comes from the word 'thousand'. Digivolves To: Millimon Appearance: Click HereAlternate Champion: AntiThoumon Attribute: VirusFamily/ies: Dark Area Type: Ungodly Battle Cry: “AntiThoumon, shadow of the sword master!”
Field Ability: Gorgon's Eye Also known as the 'all-seeing eye', AntiThoumon's parasitic infection has seen that his entire body is littered with ocular implants, allowing him to see everything around him. In addition, these extra eyes are resistant to damage and/or blinding. Attacks:
- Lethal Venom
A move in which AntiThoumon spits acid from his mouth and/or scorpion tail. Capable of melting through most stagnant objects. Corrosive. Burns the flesh.
- Sword Dancer
AntiThoumon summons the various blades lodged within his body and imbues them with dark energy before pelting them at his opponent.
- Black Tempest
Extending his swords, AntiThoumon whirls himself into a deadly tornado of vicious blades, slicing winds, and violent electricity.
- Deadly Gaze
In this astounding move, AntiThoumon unleashes the full potential of his ocular implants. Each eye collects power and unleashes multiple icy blasts upon an unwitting foe.
- Boneyard Tree (additional move)
A horrifying attack in which AntiThoumon summons a twisted vine from the earth to attack and strangulate his foe. The vine is easily dismissed by fire-element moves or a well-timed cut at its base.
- Demonic Possession (additional move)
Calling on the powers of evil, AntiThoumon summons the Underworld’s strength for 1 post. During this time, his speed and attack power are increased. 2 post cool-down. Description:AntiThoumon is the dark counterpart to Zeromon's normal Champion form, Thoumon. At about 10 feet (the same height as Thoumon), AntiThoumon exudes an aura of power all the while maintaining the flexibility of a smaller Digimon. His skin is black, accented with grafted purple armour and razor-like ivory spines. Similar to Thoumon, his forearms and shins are decorated with sturdy bracers as a means of defence. Additionally, the mutation of his digivolution has resulted in a number of demonic yellow eyes growing in strange parts of his body. His tail is reminiscent of a scorpion's sting and potentially as deadly. Moreover, his mastery of swordsmanship has manifested itself in his skin, allowing him to draw blades from his flesh. A small pair of wings adorns his back, giving him greater mobility and short-term flight in battle. Digivolves to: AntiMillimon Appearance: Click HereUltimate: Millimon Attribute: VaccineFamily/ies: Virus Busters Type: Cyborg Battle Cry: “Millimon, the millennium sentinel!”
Field Ability: Body Sensor Millimon can identify a Digimon's or weapon’s heat signature on the battlefield via infrared. As such, he is unaffected by illusion techniques and may operate in this mode should his sight be affected. Attacks:
- Iron Rend
Millimon engages his sword-cannon, causing the pincers on its side to rotate. Once achieving the desired speed, Millimon aims his now drill-like appendage in a devastating melee move.
- Hyper Cannon
A combo cannon that sees both the use of light energy to blow away a foe. Stored power is released in a straightforward firing beam. This move possesses an advantage against Virus type Digimon.
- Seismic Thunder
This is a devastating move in which Millimon combines earth and electricity for double the effectiveness of a single element. Commanding the powers of nature, he creates a violent wave of stalagmites followed by a searing electrical current.
- Celsius Blade
Making full use of the sword attached to his cannon, Millimon encases it with ice and slashes his opponent. Used in succession with Millimon's Hyper Cannon/Magma Missile or in a hot environment, however, this becomes a water element attack.
- Million Resistance
Millimon pours his energy into his sword-cannon for a defensive technique in which he generates a neutral energy field for one post. Used to reduce, if not block damage. This requires a full turn to use.
- Magma Missile (additional move)
Adjusting his cannon, Millimon unleashes a flurry of missiles that erupt on contact (5 are launched, non-homing).
- Synergy (additional move)
Tapping into his robotic installations, Millimon syncs his elemental powers for a temporary 2-post power boost. During this time, Millimon’s speed and attack are increased and he is granted the ability of electro-levitation (essentially flight). 3 post cool-down. Description:A hulking beast in comparison to Thoumon, Millimon tops off at about 25 feet. Unlike his predecessor, he is heavily armed and is best employed in long, strenuous battles of endurance. His head is decorated with an angular helm, which serves as his primary mode of protection. His ears tuck just behind his now encased horns, giving him a fiercer edge. His mouth too is concealed by silver, his jaw rimmed with golden spikes. Like other Ultimates, Millimon has a shock of hair behind his neck which is coloured bright red. Keeping his scarf from his previous form, it is now outlined by gigantic metal shoulders, the topmost of which is gold and the bottommost is silver. Millimon's left arm is guarded by a small steel plate garnished with three blades, concealing his hand beneath it. His right arm, on the other hand, is outfitted with an immense multi-use weapon he affectionately refers to as the Sword-Cannon (for lack of a better name). Decorated with a power gem and armed to the tee with gigantic golden pincers and an extendable sword/cannon, this weapon is Millimon's greatest asset. Similar to Thoumon, his waist is decorated with interlocked metal and his feet are covered by shock-absorbing metal boots. As a final touch, his tail is tipped with a small metal club, an essential piece of balance for his gigantic weapon. Millimon's name is derived from 'million'. Digivolves To: Infinimon Appearance: Click HereAlternate Ultimate: AntiMillimon Attribute: VirusFamily/ies: Dark Area Type: Ungodly Battle Cry: “AntiMillimon, the merchant of suffering and decay!”
Field Ability: Medusa’s Gift An adaptation of the 'all-seeing eye', AntiMillimon's parasitic infection has seen that his entire body is littered with advanced ocular implants, allowing him to see everything around him. These eyes are especially robust and can navigate the darkest of dungeons. Attacks:
- Sword Dancer II
A move in which AntiMillimon summons the various blades impaled within his body, imbues them with deathly energy, and pelts them at his opponent.
- Cerberus Cannon
AntiMillimon employs the use of his mutated sword-cannon to unleash an unlawful hellish blaze on his enemy. The combination of fire and ice in this attack leaves the foe neither frozen nor burned, placing them in a state of true agony. Often assumes the shape of its namesake, the three-headed dog.
- Diablos
A corrosive halberd of electrical energy forms at the precipice of AntiMillimon's cannon. It can be used as a projectile (like a throwing trident) or a melee weapon.
- Gravity Well
AntiMillimon gathers energy at the centre of his body. When ready, he unleashes a black dome that engulfs a large radius (50 metres) around him. Within the dome, darkness energy and lightning pours down as the earth quavers in the wake of its awesome power. The dome is not solid in nature; it is a manifestation of energy and therefore escapable.
- Gorgon Shield
Employing his many eyes, each implant generates an energy field that negates and/or reduces damage for one post. Takes one full turn to use. Cannot be used in combination with any other move.
- Atlas (additional move)
AntiMillimon digs his cannon into the earth and withdraws a massive amount of material to coat his pincers and provide a deadly melee strike. Once AntiMillimon attacks, the material (whether clay, rock, sand, or mineral) disperses.
- Hell Invocation (additional move)
AntiMillimon’s ace in the hole. Activating Hell Invocation causes him to be enveloped in a film of oozing magma which increases his attack and his reach for 2 posts. 3 post cool-down. Description:AntiMillimon fully illustrates Zeromon's fall from blossoming paladin to demonic beast. Covered in sturdy purple armour like his predecessor, AntiThoumon, he is an even bigger force to be reckoned with. He is armed with his signature hell-beast cannon, decorated with piercing eyes and capable of a dangerous variety of attacks. The armour on his shins and his free arm have received a defensive upgrade, allowing AntiMillimon to take more hits. His tail has been modified to contain swords at its tip. Coupled with the blades sheathed into his thighs, he still makes a formidable sword-master. AntiMillimon's six wings and devil-like horns are especially prominent features, giving him the appearance of a true monster. Digivolves to: Nemesismon Appearance: Click HereMega: Infinimon Attribute: VaccineFamily/ies: Virus Busters Type: Holy Knight Battle Cry: “Infinimon, the holy knight of everlasting power!”
Field Ability: Advanced Sensor Infinimon can identify a Digimon's heat signature on the battlefield via infrared. Additionally, he is unaffected by illusion and sight/mind-impairing techniques. Attacks:
- Infinity Cannon
A vast upgrade to Millimon's Hyper Cannon attack. With this, Infinimon collects heat energy and light energy into his palms or sword. When ready, he can unleash this power on his enemies. Especially effective against Virus type Digimon.
- Magneto
Infinimon generates a magnetic field as a means of navigating his sword sans hands in a steel/electric element attack. Metal objects in the immediate vicinity will follow his direction for 1 post. Digimon with metal armour, etc. are not subject to control (he can control objects, not metal organisms).
- Paradox Laser
Two beams are fired from Infinimon's chest core, one of which is imbued with the element of fire and the other of which is imbued with the element of ice.
- Call of the Ouroboros
A ranged attack that sees an electric energy-dragon released from the Infinimon's body at the foe, dispersing on impact. May be channelled through Infinimon’s sword in a melee attack.
- Spring of Life
Raising his sword into the air, Infinimon uses his primary weapon as a precipice for a water element attack that sends crushing streams at the target.
- Infinity Force
Drawing on power from his chest core, Infinimon extends his arms and generates an elemental barrier in front of him. This barrier requires one full turn to use and serves as a means to minimize if not block damage from an opponent's incoming move.
- Yggdrasil’s Will (additional move)
Infinimon uses his mastery of the elements to call upon a gigantic tree. The trees limbs grow continuously and attempt to spear Infinimon’s enemies as it spurts from the ground. The tree is resilient and therefore takes 2 Mega level attacks to destroy (3 Ultimate level attacks, 4 Champion level attacks). 4 post cool-down.
- Meteor Satellite (additional move)
This special technique calls on the powers of the planet’s core to give Infinimon new strength. Once activated, a swarm of meteoric rock surrounds Infinimon, giving him the ability to levitate for 3 posts. During this time, his strength and defence are increased. 3 post cool-down. Description:At last reaching his Mega stage, Zeromon displays true strength as Infinimon. At a modest 10 feet, like his Champion stage, Infinimon seems at first a bit underwhelming. Upon closer inspection, however, it is clear that Infinimon is an incredibly well-armed Digimon despite his (comparatively) miniature stature. Infinimon is clad in ivory digizoid from head to toe. Portions left uncovered (namely his waist, biceps and behind his legs) are bonded with a thin, flexible metal that allows for optimized dexterity. Infinimon's head in particular is especially ornate. His natural horns from his previous forms have split in two and extended outwards. The outline of his jaw is decorated with a new set, as well as small gold ridges to accentuate his face. His chin is also outline with triangular divots, all of which are gold. At the centre of his forehead is an immense silver horn, somewhat reminiscent of Omnimon. Just below that are his striking red eyes, changing from their usual yellow colour into a more intense shade. His mouth is neatly encased in silver, similar to his fellow nights. At his neck, Infinimon is surrounded by a solid collar, allowing him the ability to swivel his head in any direction without sacrificing its protection. His shoulders are adorned with a pair of large white plates, each of which is accented with gold. His chest, at the centre of it all, possesses a large red gem which is typically recognized as the source of his power. Infinimon's waist tapers in significantly, leaving his triangular, gem-laded arms somewhat hulking in comparison. Infinimon's legs are covered with more white armour, all of which contours his body and ensures fluidity. His boots, supported by gold and silver plates, are noticeably draconic in nature and serve as a testament to Infinimon's earlier evolutions. Two silver panels grace his back, serving primarily to break falls. The final touch, of course, is Infinimon's gigantic sword. Imbued with elemental power, it provides great protection - and offense. Infinimon's name is derived from the word 'infinity'. Digivolves To: Infinimon Release Mode Appearance: Click HereAlternate Mega: Nemesismon Attribute: VirusFamily/ies: Dark Area Type: Opposing Force Battle Cry: “Nemesismon, antithesis of the white knight!” Field Ability: Dimensional Cognisance With his ocular implants granted with their final evolution, Nemesismon has gained the ability to see where his opponent is at all times (not to be confused with pre-cognisance). Field Ability: Doppelganger Nemesismon can assume the form of a humanoid Digimon or human by means of illusion. The transformation wears off after he is struck. Attacks:
- Sword Dancer III
The ultimate version of AntiThoumon’s Sword Dancer: Nemesismon rains down an unholy storm of cursed blades from the portals in his wings. Holds an edge over Vaccine Digimon.
- Hellmouth
Tapping into the power of his living poleaxe, Leviathan, Nemesismon sends a crippling stream of ice-fire from the creature’s gaping jaws. Holds an edge over Data Digimon.
- Niflheim
Nemesismon summons his darkest powers in a devastating shockwave attack. Multiple ripples expand from his body in various shapes. The first wave comes in a vicious, horizontal inferno. The second wave expands in a cross-like burst of electricity. The third arrives in a cutting, zig-zag wind. The fourth and final ripple arrives in an arc of ice. 1 post cool-down.
- Black Halo
A move in which Nemesismon seizes the two halos on his back and tosses them, boomerang-style, at the foe. This attack is a light-element move which accumulates power as the halos rotate, turning them into powerful weapons with a razor’s edge. May also be wielded as chakrams in a melee-type move. Holds an edge over Virus Digimon.
- Serpensortia
Favouring the segmented blade in his hand (aptly dubbed the Serpent), Nemesismon unfurls his weapon like a snake to strike or ensnare his foe. Like Infinimon’s Magneto move, this attack gives Nemesismon the opportunity to direct metal objects for 1 post.
- Black Hole
Nemesismon creates a black hole in front of him, drawing whatever attacks headed his way into its depths for one post. Used to negate if not block damage. Cannot be used in combination with any other technique.
- Antimatter Repair (additional move)
This move recovers one damaged section of Nemesismon’s body (be it his left arms/leg, right arms/leg, head or torso). 4 post cool-down.
- Dimension Stealer (additional move)
A support technique in which Nemesismon draws power from other dimensions to increase his strength and speed for 3 posts. 3 post cool-down. Description:Nemesismon is the dark incarnation of Zeromon’s anti-digivolution. Like Infinimon, he embodies all elements. Unlike his holy counterpart, however, he reaps the blackest powers of the Underworld. Nemesismon is roughly 8 feet tall. He is mostly humanoid and his skin appears pale and fleshy. Where he isn’t human, though, he is monstrous. From the sharp grey horns expanding from his skull to the mutated plates that comprise his armour, he is truly a sight to behold. At face-level, Nemesismon could be considered an attractive man. Gleaming ruby eyes and pointed ears aside, his golden-blonde hair is reminiscent of the angels of lore. Expanding from the base of his neck to his shoulders, however, is a grisly set of defences. Each shoulder is decorated with what appears to be a gaping mouth (split in half). Such a fixture is fused to an underlying layer of crystalline armour, which fans out in the front and the back like a flower. One smaller plate on either side of Nemesismon’s upper chest is decorated with a gaping yellow eye and what appears to be a tiny set of teeth. Beneath the Venus flytrap protecting his head are not two but four arms. Each is solidified by what appears to be purple scales and accented with eyes and metal ridges. Nemesismon’s lower half is largely made up of purple scales and intricate demonic armour. A large plate (with an eye, of course) adorns his waist and smaller ones make up the side. His legs curve slightly backward and are mutated in such a way that they appear to house boots. At the very centre of his body is a larger yellow eye – his most watchful, of course. In addition to his wondrous appearance, Nemesismon is outfitted with three types of weapons: chakrams (or ‘halos’ as he calls them, two of which sit on his back), a broadsword/chain whip and a draconic halberd. He also possesses an array of frightening green wings. His name is derived from the word ‘nemesis’, as to denote his nature as a foe and adversary (not the Greek goddess, but as vindictive as she). Digivolves To: Nemesismon Release Mode Appearance: Click HereMega Mode Change: Infinimon Release Mode Attribute: VaccineFamily/ies: Virus Busters Type: All-Encompassing Battle Cry: “Infinimon Release Mode, wielder of creation!” Field Ability: Planetary Link Infinimon Release Mode is linked with the natural world around him, allowing him to see through illusions, avert mind-control/affectations and detect hidden presences (like infrared, but with mystique). Field Ability: Pacification When activated, Infinimon Release Mode reduces the power of Passive/Field Abilities in play, including his own. Affected parties will feel more at ease in battle, however. Attacks:
- Blade of Reckoning
A terrifying attack that draws from the powers of darkness and death to channel them through the edge of his grand sword. Alternatively can be used in a ranged situation (in such a case, the dark energy will be expelled like a flurry of fire). Especially effective against Data type Digimon.
- Gates of Hell
An explosive technique in which Infinimon summons four spined columns of earthy magma from each of his limbs. The true power of this move lies in the centre of Infinimon's body, where he channels the Gates (each of the columns) at this opponent.
- Life Summoning
Drawing on the power from his chest core, Infinimon forms four orbs above his head representing the four key elements: earth, wind, water, and fire. All four are launchable at the opponent. Remaining orbs will be in his control until they are used. 2 post cool-down.
- God of Storms
Unveiling his immense wings, Infinimon calls on the power of water, the power of wind and the power of electricity to produce a powerful storm through his flighty extremities.
- Holy Judgement
Calling on his divine powers, Infinimon summons a vortex above his head. On command, the vortex will rain swords of light down on his foe. Especially effective against Virus type Digimon.
- Crest of the Ouroboros
Drawing his sword or using his palm, Infinimon inscribes a perfect circle in front of him. Once complete, the circle will take the shape of a golden Ouroboros, which, in its shield-like shape, will protect Infinimon from all damage for one attack. 2 post cool-down period.
- Genesis
This is Infinimon Release Mode's most powerful attack. To activate this technique, Infinimon must free his stores of elemental energy. Once drawn away from his body, he surrounds himself with spheres that represent each individual element. On command, the spheres will form two intersecting circles around him, at which point they will explode outwards. This move requires a 5-post resting period.
- Magneto II (additional move)
A devastating revised version of Infinimon’s Magneto, Magneto II allows Infinimon Release Mode to alter the shape of his blade in any way he wishes and control other metal objects in the vicinity for 1 post.
- Divine Spirit (additional move)
Infinimon Release Mode invokes the power of spirit to double his attack or his defence or his speed for 3 posts. 3 post cool-down. Description:Infinimon Release Mode represents Zeromon's completed form. With no holds barred, Infinimon Eternity Mode is an extremely powerful opponent with access to nearly limitless amounts of energy. Lending from his previous form, he retains his knightly armour and composition. Still no larger than 10 feet, he is initially unimpressive until he unveils his wings. Reaching near impossible lengths, Infinimon's wings are composed of elemental energy. As such, they are not concrete but resemble shards of crimson glass. Aside from his new ability to fly, Infinimon's body undergoes an edgy upgrade. Spiny plates now grace his elbows and ankles. Moreover, his sword achieves a new level of ferocity with added golden spines. The armour on his back is severely improved, the most notable addition being the sun-like golden crest above his shoulders. As a finishing touch, Infinimon Release Mode is graced by colourful elemental runes which fluctuate with his movement. Digivolves To: None Mega Mode Change: Nemesismon Release Mode Attribute: VirusFamily/ies: Dark Area Type: All-Negating Battle Cry: “Nemesismon Release Mode, wielder of death!”
Field Ability: Dimensional Cognisance With his ocular implants granted with their final evolution, Nemesismon Release Mode has gained the ability to know and see where his opponent is at all times (not to be confused with pre-cognisance). Field Ability: Doppelganger Nemesismon Release Mode can assume the form of a humanoid Digimon or human by means of illusion. The transformation wears off after he is struck. Field Ability: Amplify The energy Nemesismon Release Mode exudes causes the field abilities of Digimon to rise in power. The energy has adverse effects on an affected party’s morality, however, causing humans and Digimon alike to assume a darker, more cruel state of mind. Attacks:
- Hydra Dancer
Nemesismon Release Mode’s dragon heads release an unholy blast of cursed blades through their gaping jaws on a target. Especially effective against Vaccine type Digimon.
- Cocytus Revival
Using his spears, Nemesismon Release Mode etched the shape of a pentagram into the air. From it, a blast of icefire rains down on the foe. Especially effective against Data type Digimon.
- Final Storm
A move in which Nemesismon Release Mode unleashes his dragons and hurls himself into a spin. Weapons bared, he attempts to chew through an opponent like a tornado as his pets unleash unwitting blasts of electricity at their enemy.
- Metalmorphosis
Nemesismon Release Mode’s 3 weapons gather in the centre and take any shape he desires for 1 post. In the following post, they return to their original shape.
- Starseed
Like Nemesismon’s Black Halo technique, Nemesismon Release Mode employs the use of his Moon Sickle in a light-element attack that showers the foe with painful slashes. Especially effective against Virus type Digimon.
- Wrath of the Tiamat
The writing dragons upon Nemesismon Release Mode’s back are unleashed from his body and lead a vicious assault against a foe. Each of the ten released dragons represent a different element (light, darkness, fire, water, ice, wind, earth, metal, wood and electricity). The two remaining dragons keep Nemesismon Release Mode aloft. 2 post cool-down.
- Black Hole
Nemesismon Release Mode creates a black hole in front of him, drawing whatever attacks headed his way into its depths for one post. Used to negate if not block damage. Cannot be used in combination with any other technique.
- Antimatter Repair (additional move)
This move recovers one damaged section of Nemesismon Release Mode’s body (be it his left arms/leg, right arms/leg, head or torso). 4 post cool-down.
- Dimension Stealer (additional move)
A support technique in which Nemesismon Release Mode draws power from other dimensions to increase his strength and speed for 3 posts. 3 post cool-down. Description:Nemesismon reaches the apex of his power in his Release Mode. The virus attacking his somewhat human Mega form has completely taken over, dying his skin an awful shade of indigo. His body becomes scaled and jagged, more reminiscent of a mutant than a person. The portals in his wings give birth to 12 dragons which take residence upon Nemesismon Release Mode’s back. Eyes spring from his chest and a new set of horns appear on his head. In addition to his awful transformation, he gains the use of three new weapons. Two ethereal spears take place in his upper 2 arms while his lower 2 arms cradle the Moon Sickle, an object capable of both slashing and ensnaring a foe. Overall, Nemesismon Release Mode is a terrible sight to behold – a monster of the worst degree. Digivolves To: None Appearance: Click HereBiomerge: Evermon Attribute: VaccineFamily/ies: Virus Busters, Dark Area Type: Indefinite Battle Cry: “Evermon, the soul of chaos!” Field Ability: Space Lock This ability allows Evermon to anchor himself wherever and whenever he is situated (dimensional barriers do not interfere). As such, he is unaffected by illusions, mind techniques and changes in the weather. Consequently, this anchoring makes it impossible to conceal his position (ever) and it is characterized by a pale, bubble-like aura. Field Ability: Psychomachia Due to Evermon’s conflicting nature, his powers are directly affected by the emotions of surrounding people/Digimon. Three results are possible in a given encounter: a good result, an evil result and a neutral result. When encountering a ‘good’ (friendly) climate/opponent, Evermon will favour Zeromon’s heroic nature and his speed will increase at the cost of losing some of his defence stat. When encountering an ‘evil’ (hostile) climate/opponent, Evermon will favour Akari’s dark nature and his defence will increase the more hatred his foe(s) exhibit towards him (consequently, his speed will decrease as his defence increases). In a neutral climate, Evermon is suspended in chaos and will experience no change in the strength of his powers. Field Ability: Metamorphosis Reminiscent of Nemesismon’s Doppelganger power, Evermon can assume any shape. The transformation wears off when he is hit by any attack from a Mega level or above. His chosen form has no effect on his attacks. Attacks:
- Supercell
Evermon summons a storm from the heavens to ensnare his enemy. Supercell operates in such a way that it swirls around a given target (like a festering hurricane) and then gradually closes in, crushing whatever is in the middle with air pressure and water. Supercell takes 3 turns to damage a foe. In the first turn, the storm’s radius is approximately the width of a football stadium. In the next turn, it is halved. On the third turn, with a gigantic burst of lightning, the elements close in on the target and implode. 2 post cool-down.
- Dream Devourer
A unique skill that allows Evermon to adopt one of his opponent’s attacks for the duration of one thread. Dream Devourer may only be used once and Evermon can only copy a damaging move he has already seen a Digimon use. The attack’s restrictions/usage limits apply to him as well.
- Deathstar
A spectacular move in which blades of darkness and light rain from the sky like meteorites (reminiscent of Nemesismon’s Sword Dancer and Infinimon’s Holy Judgement). Effective against Vaccine types and Virus types.
- Annihilation
An awful move characterized by multiple slashes from Evermon’s sword, the Aether. Each cut is marked by a specific element that opposes the cut that follows it: fire (then ice), earth (then wind), water (then electricity), wood (then metal), light (then darkness).
- Deus Ex Machina
“The god in the machine” brings out the machine in the god: Evermon unfurls his outer shell to reveal a slew of cannons. Each cannon fires a continuous stream of anti-matter missiles that seek to destroy the opponent completely.
- Tesseract
A special defensive move in which Evermon creates a rip in the time-space continuum with his sword. The rip will draw all moves into its depths as per Evermon’s direction. It can absorb 2 attacks maximum. Once absorbed, the attacks may be fired back at the opponent through the portal. 3 post cool-down.
- Regenesis
A technique that works the opposite of Infinimon Release Mode’s Genesis. Evermon will draw in power from the elements surrounding him to heal 1/2 of his body. May be used on an ally Digimon however it cannot be combined with any other technique during the turn in which it is used. Usable once per thread (once for Evermon or once for an ally).
- Endgame (additional move)
Also known as the ‘game breaker’, this move allows Evermon to severely increase his attack, defence and speed for 4 posts. 3 post cool-down.
- Mattermorph (additional move)
Evermon can manipulate natural earth matter within 50 feet of his body. That is to say he can influence items such as dirt and sand. This move cannot be combined with any other. Description:Evermon marks the chaotic union of good and evil as Zeromon and Akari share a single form. Evermon is reminiscent of Infinimon in that he is clad from head to toe in thick sheets of armour. The first notable difference, however, is Evermon’s colour. He is of the deepest shade of black, runic markings flaring and fluctuating on his body like pulsing veins. At his centre, his shifting digicore is caged by golden claws. Gold spines accent most of his joints, including his neck, knees, wrists and spine. Like his predecessor, he is accented with a golden arc. Perhaps more reminiscent of his Nemesismon form, Evermon is gifted with many pairs of eyes and innumerable sets of metal/energy-composed wings. One could almost call him insectoid for he is garnished with many horns, plates and spines. Evermon’s sword, the Aether, is his primary and most devastating weapon. In addition to the above description, he is outfitted with glowing blue censors/beacons characteristic of an ‘x’ type Digimon. His name is derived from ‘ever’, a vague term that often refers to ‘of all time’. Digivolves To: None Alternate Biomerge: Iscarimon Attribute: Virus Family/ies: Unknown Type: Man of God
Battle Cry: "I am Death, the Voice of Treason!"
Field Ability: Weaponize Iscarimon can alter his body in any way he wishes, reshaping his limbs and other extremities at will. Unhardened, Iscarimon’s flesh takes on a rubbery, almost fluid texture.
Field Ability: Uber Virus Iscarimon is infected with a symbiotic viral strain that makes him incredibly resistant to melee, elemental and mind affectations. Under extreme threat, his body adjusts to absorb more damage, but slows his reflexes. Anyone who makes contact with Iscarimon directly will be attacked by the virus’ antibodies, causing corrosion of unprotected flesh.
Field Ability: Will of the Unknown Iscarimon’s personality is independent of Zeromon and Akari, operating on a different (although similar) set of traits. Digivices/scanners cannot identify his name, even if they unveil his type and level. Unless he tells you who he is, you’ll never know.
Attacks:
- Subjugation
Iscarimon creates a vacuum that siphons an enemy Digimon’s energy by absorbing an incoming attack. 2 post cool-down.
- Zero Hour
Iscarimon recovers some damage and adopts any upgrades/boosts currently in play. 4 times per thread.
- Oblivion
The uber virus momentarily takes control of Iscarimon, causing his body to mutate hideously. Tendrils up to 100 feet explode from his body at impeccable speed, spearing whatever is nearby. The tendrils’ poisonous touch sears bare flesh with ease.
- Crucifixion
Iscarimon charges with his weapon arm first, rapid firing cross-shaped blades at the foe. Upon making contact, each blade will explode.
- Wyrmhole
Iscarimon summons the path to hell and opens a vortex 50 feet across, drawing in whatever is near it. Demonic wyrms pour from the aforementioned portal, gnashing at anything that comes their way. Though they are tied to the vortex, their reach is dangerous and the hellfire they ignite is even more so. The Wyrmhole disappears by its own accord after 3 posts. 3 post cool-down.
- Hammer of God
Iscarimon opens several rifts below him, blasting foes upward with crushing beams of holy energy. He then strikes a smitten enemy with the full force of his weapon arm.
- Rekall
Iscarimon uncovers memories of his other forms. With this technique, he can adopt one attack (read: damaging move) from any other Digivolution in Zeromon’s roster for the duration of one thread.
- Contamination (additional move)
This move calls upon the power of Iscarimon’s uber virus. Data strains flow from his body and infect nearby objects. Affected items can be manipulated at will by Iscarimon and launched at opponents. Digimon coming into contact with the infection will find themselves sluggish and momentarily affected by Iscarimon’s thoughts and memories (they get to know how much of a jerk he is ☹). 1 post cool-down.
- Retribution (additional move)
Iscarimon emits a powerful shockwave 150 meters across, eliminating all active stat/ability boosts on the field. Affected Digimon will have their speed halved for 4 posts. 3 post cool-down.
[/ul] Description: Iscarimon is the alternate Biomerge union of Akari and Zeromon. Though an amalgamation of the two beings, he operates through an independent personality, one that was buried deep within the vestiges of Zeromon's mind. He is cruel and brutal and dwarfs Nemesismon's dark nature. His actual composition is bizarre: his body is somewhat fluid, often retaining a rubbery texture rather than a solid one. His body represents the full manifestation of the uber virus, dyeing him a glimmering shade of white. Blue and gold marks line his extremities. His form, when rigid, is filled with sharp points, ranging from his jutting shoulders to the armoured skirt draped about his hips. He typically employs his left arm as a sort of weapon arm, changing its shape to suit his needs ('TRAITOR' is etched into the flesh of this arm when it is active). It returns to a semi-normal state when out of use, however, retaining only its stripes and a single gleaming red eye. Perhaps Iscarimon's most defining features are the single eye upon his chest and his ornate but menacing helmet, decorated with gold spines and a silver halo. He has semi translucent wings upon his back which retain a multicoloured hue when activated. Out of battle, Iscarimon appears thusly. Iscarimon is about 7 feet tall (8 feet with his helmet on), making him very small for a Super Mega Digimon.
Digivolves To: None [/div] OPTIONAL EVOLUTIONARY STAGES Appearance: Click HereArmor I: Plusmon Attribute: VaccineFamily/ies: Virus Busters, Metal Empire, Wind Guardians Type: Lucky Dragon Battle Cry: “Plusmon, the sturdy heart of Perseverance!”Digimental: Perserverance
Field Ability: Positive When accompanied by allies, each of Plusmon's teammates receives a melee attack boost. Additionally, their morale will increase. Attacks:
- Wing Sabre
Plusmon uses the sharpened edges of his wings like swords, attempting to slice and dice his enemies.
- Plus Hammer
When employing this technique, Plusmon's tail mace begins to spin rapidly. This forms an x-shaped field of electricity directly around the centre of rotation, creating a charged sphere of energy. Once ready, Plusmon unleashes his hammer on the foe. This attack may be used in a ranged circumstance (releasing the energy) but performs best as a melee move.
- Tempest Wind
Plusmon fires a concentrated blast of wind from his mouth capable of cutting through most obstacles. In a battle setting, this move is standard wind element fare.
- Festival of Light
Engulfing his body in a blinding coat of light, Plusmon unleashes a storm of brightly coloured arrows from his body. Description:Roughly the size of a standard horse, Plusmon is a great Digimon to use for transport. He is incredibly sturdy and covered in thick plates of golden digizoid. As the embodiment of Perseverance, he is a shining beacon for hard work and dedication. Through Armour evolution, Zeromon becomes this quadrupedal beast. His greatest resemblance is that of a griffon: he has a pointed, beak-like helm (somewhat reminiscent of Horus, the ancient Egyptian God), bird-like claws and a pair of gigantic metallic wings. Each of his extremities are encased in clever golden boots accented with +-shaped embellishments. His most notable trait is the gigantic, circular mace at the edge of his tail. A large '+' rotates constantly upon it, allowing Plusmon to maintain balance. His named is derived simply from 'plus' (as in mathematics). Digivolves To: None
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Post by Zero on Jan 2, 2014 4:16:02 GMT
DNA FORMSAppearance: Click Here DNA Super Mega: Yorokomon (Nemesismon x Adamon) Attribute: VirusFamily/ies: Dark Area Type: Demon Field Ability: Pact with the Devil This Digimon is immortal; if deleted, the rookies "Zeromon" and "Usagimon" will form out of the creature's dying flesh. Field Ability: Ghastly Visage Yorokomon is immune to all poisons. Further, its breath naturally exudes a vapour that cause rookie level Digimon to faint, and disorient Ultimate level Digimon and below. Attacks:
- Roar of Leviathan
Derived from Nemesismon's 'Hellmouth', Yorokomon takes in a large breath, before exuding out a massive ice-fire storm, expanding in a rapid fireball from the point of impact. The two conflicting elements make the area a complete painful hell to stand in. It is stronger near the centre of the blast, and does additional damage to Data Digimon.
- Rise of Venomous Serpents
Derived from Nemisismon's 'Serpensortia', Yorokomon punches the ground with a massive fist. From this hole, a black portal forms, where several black snakes (read: Roughly twenty-five) slither out from. Each has a three-inch purple horn atop their head, as well as dangerous purple fangs inside their mouths. These horns and fangs have the power to piece through Digizoid; the fangs themselves have a potent venom, killing rookies within ten minutes, champions in a half hour, and ultimates in two hours. Megas and Super Megas may also receive lethal doses if enough damage is applied (by the discretion of the one taking damage). The characteristic of this poison causes paralysis at the area bitten, expanding quickly in the lower Digivolution forms. The times half each time poison is applied from a different snake. The snakes exist for 3 posts; the move has a nine post cool-down.
- Absolution Cannon
Derived from Valeria's explosive gems, Yorokomon charges up a coloured mouth blast. Unleashing it forward, the attack carries in a straight line until it contacts something. At the point of impact, whatever normal matter (read: Non-Digimon) is within thirty-five meters of the blast will be 'defined as zero', instantly transforming the set area into a pile of 'zeroes' in a flash of immense light. To a Digimon, this is similar to an effect of corroding the data on impact, in addition to the 'explosive' nature of the attack. Naturally, this attack can only be used 4 times per thread.
- Rending Spikes
Yorokomon flexes for a moment, cradling into a sort of fetal position, exposing its back upwards. In the next instant, its back spikes sharpen, and fire out in the direction willed by Yorokomon. Each spike is roughly four feet long and five inches thick at the base, and is fired at considerable speed. Yorokomon can fire up to ten spikes at once. Additionally, Yorokomon can break spikes off of his back and use them as daggers or thrown weapons.
Yorokomon's back consists of 30 spikes, and each spike takes 3 posts to regrow if used for a move. This generally gives him a constant supply of ammo.
- Immortality Drug
Usable once per thread, Yorokomon goes into the 'fetal' position, defensively covering its head and stomach. For a full post, Yorokomon's body is surrounded by a dark energy, healing all but the most devastating wounds in a matter of seconds. Further, all non-instantly-mortal-damage taken during 'immortality drug' is completely healed off, and Yorokomon's spike count increases back to its full thirty. This move takes a full post to use.
- Damning Reflect Mirror
Yorokomon aims its palm directly towards an energy-based attack, focusing on the event before itself. When the attack hits the claw, it is pulled into the base of its palm, into a small black void that can absorb one entire attack. In the next post or the post after, Yorokomon can unleash that attack from any claw in a straight line. Damning Reflect Mirror can only 'hold' one attack at a time, and after using the attack, it cannot be used for 2 posts.
- Death Ball
A simple yet effective move, Yorokomon charges dark energy from its very Digicore for 1 post, glowing a faint purple colour indicative of the attack. In the next post, it emits a radial blast in all directions. Its effective range is roughly nine meters in all directions. 1 post cool-down.
Description: Yorokomon is the unholy DNA fusion of an Adamon and a Nemesismon through the use of excessive dark Digisoul. Upon the completion of the fusion, a massive claw tears through the earth, dragging out this massive, sixty foot tall Digimon, as characterized by the above appearance. Its skin is like a hardened carapace, comparable in strength to an immensely strong Digizoid alloy. Primarily black, the tip of its horns and claws exude a dark, yet brilliant, purple color, its eyes giving a constant stream of narrow red light. From its Nemesismon state, it retains four arms, in the form of two hands and two five-fingered claws. Its torso is comprised of an armor-like carapace in the front, its back covered in thirty spikes that give it a heavy defensive shell. The creature also retains Adamon's wings; however, any flight it can muster is slow and gives the creature little room to dodge. Below the torso, Yorokomon develops a rather millipede like body. Serpentine and extending for several meters, it provides slow locomotion for the creature, at least giving it enough flexibility to near-entirely turn around on its body: in fact, supporting itself upon this ligament, it can do exactly that... though the maneuver forfeits its footing.
Digivolves to: None
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Post by Zero on Jan 2, 2014 4:16:50 GMT
HIRED MERCENARY DIGIMON
Appearance: Click Here Champion-level Mercenary: BladeKuwagamon Given Name:: Calibur Sex: Male Attribute: Virus Family/ies: Nature Spirits Type: Machine
Mercenary File: Calibur is a quiet Digimon and rarely communicates aloud. He is usually seen nestled on Akari’s shoulder or back, preferring the company of his Master. He is fiercely loyal but his personality is primarily logic-based (and muted, arguably) because of his cybernetic body. Though usually in Akari’s company, he is known to assist Zeromon in battle.
Field Ability: Object Calibur has the ability to equip himself to either Akari or Zeromon. In Akari’s case, he is used to tow her around with his wings (think jetpack). He may be used similarly with Thoumon for flight capability or he can anchor himself to Thoumon’s wrist to provide an extra blade. Consequently, if he is hit, he will disengage.
Attacks:
- Air Knife
Calibur hurtles at his opponent and slices them with random, albeit high-power slashes of wind. Especially lethal in melee combat.
- Steel Pulse
An irritating move in which Calibur’s wings expand and beat quickly to create an awful screeching noise. The metallic shockwaves produced by this attack slice at flesh and may disorient a Digimon who is sensitive to noise.
- Spark Blade
Calibur creates two prongs of electricity that he unleashes on his opponent.
- Sound Shield
A defensive technique in which Calibur produces a high frequency noise that creates a barrier capable of blocking if not reducing damage for 1 post. May not be use in combination with any other move; takes one turn to use.
[/font][/ul] Description:. Calibur is a very small Digimon, especially for a Champion level. He is roughly 3-4 feet long and only about 1 foot tall. He is composed of a lightweight ivory metal that lends itself to his impressive speed. He more or less resembles a horned beetle, although his horn takes the shape of a sharpened cutlass. His shell is decorated with a bright ruby gem which lies between two panels on his back. When the panels open, he reveals a pair of wings which he can use to fly with considerable velocity. Strangely, his wings are generated by electricity, giving them the appearance of crackling lightning bolts when in use. Calibur has small yellow eyes and tiny black feet with which he can cling to most surfaces.
Appearance: Click Here Ultimate-level Mercenary: Loptrmon Given Name:: Loki Sex: Male Attribute: Virus Family/ies: Nightmare Soldiers, Nature Spirits Type: Viral
Mercenary File: Loki is exactly what you would expect of his name: he is a master of mischief, deceit and treachery. He specializes in fooling his enemies and acts somewhat independently of Akari’s main corps, coming and going as he pleases. He is devious, but he is also easily angered. His ego compliments his allies at times, however it can also be a liability.
Field Ability: Elemental Resistance Loki is more resistant to moves that employ elemental energy.
Field Ability: Sorcerer Loki is a well practiced magician and can employ techniques such as levitation.
Attacks:
- Duplicate
Loki can appear in many places at a time (up to 10). Each ghostly ‘clone’ looks and sounds real, though they are merely illusions and cannot perform any real attacks. Opponents’ moves sail right through them. Digimon that are above the Ultimate level and/or well versed in magic or illusion will be able to tell the difference between the real Loki and a clone. Cool-down is relative to the amount of clones divided by two (ie. 10 clones require a 5 post cool-down, 4 clones require a 2 post cool-down, etc.).
- Soul Stealer
Upon touching a foe with his staff, Loki can bind him/her for a number of posts. An Ultimate Digimon will be bound for 1 post; a Champion Digimon will be bound for 2 posts; a Rookie Digimon will be bound for 3 posts. Mega Digimon may experience some discomfort but are generally unaffected. In this sense, binding means to freeze an enemy’s body, making them unable to move freely. 2 post cool-down.
- Psionic Wave
Loki employs his magic and releases a psychic explosion from his palm. This attack is not elemental but feels akin to being burned or electrocuted, causing shuddering pains throughout the body.
- Summon: Fenrir
A move that calls upon the strength of the legendary wolf. 5 wolf-like phantoms charge at the target, bursting with elemental energy upon impact.
- Summon: Jormungandr
A move that calls upon the strength of the legendary serpent. Loki waves his cape and unleashes a slew of fang-like knives.
Description: Description: Loki is a humanoid Digimon. Standing at about 6 feet tall, he is neither large nor intimidating. He wears a flowing black robe and accompanying coat trimmed in gold. Silver and gold pauldrons decorate his shoulders, his arms well protected by gold plates and metal gauntlets. He is typically seen with a long, emerald green cape. Perhaps Loki’s most notable feature is his golden helm, which possesses a pair of horns akin to an antelope – or a demon. He brings with him a long golden staff. The staff is laden with dark magic, a glowing blue core and its heart.
Appearance: Click HereMega-level Mercenary: Akromon Given Name: Dreadnought Sex: Male (presumed) Attribute: Data Family/ies: Wind Guardians Type: Airship Mercenary File:After receiving a considerable upgrade, Akari’s GigaSeadramon is now known as Akromon. Through the changes to his circuitry, he has become more machinelike and more powerful than ever before. He possesses the computing ability of a super computer and the precision of a thoughtless, emotionless weapon. His personality has been diluted by this new upgrade, making him a 'Mon of few words. His loyalty to Akari is absolute. Field Ability: Transport Vessel Digimon and people may enter Akromon through the cockpit on his head. Being absolutely gargantuan, he hosts a variety of rooms within him, each clad with iron walls. As a Seadramon variant, he is also compatible beneath the surface of water and can pressurize his cabin if need be. Field Ability: Active Mode This is Akromon’s default mode in which all of his attack systems are fully operational. In this mode, he possesses targeting and infrared vision as well as immunities to poison and mind affectations. He can rotate his torso at will and change the orientation of his turrets. Unsurprisingly, his defence is much higher than most Digimon, but his size makes him slow and impossible to conceal from smaller targets. Field Ability: Sleeper Mode Upon activation, Sleeper Mode deactivates all of Akromon’s primary weapons and his energy is concentrated into his armour. During this time, he takes 50% less damage from Super Mega Digimon. Attacks from the Mega level or below will have no effect on him. Once switching to ‘Active Mode’, the amount of turns he took in ‘Sleeper Mode’ will be required to reactivate his battle system (ie. 5 turns in ‘Sleeper Mode’ means 5 turns recharging in ‘Active Mode’ to regain weapons). Attacks:- Air Raid
- Artillery Barrage
- Air Support
- Spitfire
- The Ants Come Marching
- Field Barrier
Description:Akromon is one of the biggest monstrosities to roam the Digital World. Clocking it at over 350 meters long and weighing over 100,000 tonnes, he is impossible to miss. His gargantuan form is painted military green and is accented with grey, black and dark green stripes. The base of his neck and lower back are marked with x-shaped wings, each possessing an unholy amount of cannons. He possesses a pair of larger, fin-like wings, each of which extend about half the length of his body. His tail is long and whip-like, resembling the tail of a plane. Reactors within his torso power his complex command system. His inside is accessible through a cockpit on his head, revealing a detailed, almost prison-like interior. Several rooms, clad with iron walls, line a long hallway that ends in what looks like a large ballroom. In the lower parts of Akromon’s body, he houses additional weaponry and a multitude of drones.
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Post by Jun on Jan 2, 2014 4:43:53 GMT
Doppleganger seems fine, everything else is the same, so...
APPROVED 1/2
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 3, 2014 3:17:42 GMT
2/2
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