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Zeromon [WIP]
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Post by Zero on Jan 22, 2015 3:58:16 GMT
NAME: ALIAS: Zeromon SPECIES: Zeromon (Rookie) GENDER: Male HEIGHT: 6'0 WEIGHT: 140 lbs
ALIGNMENT: Lawful Evil BIRTHPLACE: Origin of Light
SKILLS:
- Battle strategy
- Extensive knowledge of the Digital World
- Indefinite brooding
GLOBAL PASSIVE ABILITIES:
- Elemental
Zeromon's forms have access to multiple elements in battle. As a result, he is more resistant to elemental moves.
- The Ancient
Zeromon's coding is complex and comprises multiple strings of ancient DNA. As a result, his chosen form affects his attribute, family, and abilities more than most Digimon. He is a conglomeration of recycled data, and this sometimes has an effect on his personality as well.
- Fallen Knight
As a former (although unofficial) member of the Royal Knights, Zeromon's powers are more volatile against Digimon of that order. Revenge is a dish best serve cold, after all.
PERSONALITY:
A shadow of his former knighthood, the lizard man is a cold and melancholic Digimon. He is stoic and aggressive, preferring to battle his way through life without thinking about the consequences. Zeromon's dedication to power and self-improvement is unwavering. His will is unshakeable. Despite all of this, he speaks formally and in a courteous manner, as if chivalric practices still have some minor effect on his being. His business is battle, though, and he does not hesitate to remind anyone about that.
While it's easy to call Zeromon cold, he is a deeply emotional being who prefers to compartmentalize his feelings rather than deal with them. His ejection from the ranks of the Royal Knights after countless years of training left him permanently embittered, forcing him to deal with the consequences of his actions longer than he ever imagined. As a result, it is not uncommon to see Zeromon snap.
At times, he displays aggressive tendencies and fierce devotion to his allies. Easily toyed with, however, his crumbling emotional state leaves 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.
Dark digivolution causes Zeromon to become somewhat hedonistic, relishing things his normal self wouldn't otherwise allow him to enjoy. Sadism also manifests itself in these evolutions, bringing about the more dangerous side of Zeromon's otherwise predictable personality.
APPEARANCE:
As a Digimon, Zeromon is roughly six feet tall. He has an astonishingly humanoid build and his gait is more ape-like than reptilian. Even then, he possesses a prehensile tail, digitigrade legs, and sharp, draconian features. His narrow face is accentuated with high cheekbones and it is accented with two grey horns and a pair of unusually tall ears. His neck is long but sturdy for his frame, allowing him to easily turn his head.
Zeromon's forearms and shins are wrapped with metal plates, granting 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.
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. Zeromon is often seen with a tattered blue-green scarf draped about his body. It appears as though it may have belonged to someone at some point.
ROOKIE (DEFAULT FORM)
Rookie: Zeromon Attribute: Vaccine Family/ies: Virus Busters Type: Dragon Man
Passive Ability: Blademaster Zeromon can summon steel weapons at will. In this form, he is only able to summon 2 blades at a time (should 1 be destroyed, he requires a 1 post cool-down before another can take its place). They float alongside him, manipulated by the influence of his mind.
Attacks:
- Zero Laser
Zeromon fires a 0-shaped laser at his foe. May be used to burn through inflammable obstacles.
- Blade Storm
Zeromon imbues any swords in possession with electricity and launches them at an enemy.
- Silver Wind
Using the power of his mind, Zeromon conjures a massive wind to tear apart his swords, allowing him to launch the fragments at an unwitting enemy. Blademaster is rendered ineffective for 2 posts.
- Knight's Legacy (RAM upgrade)
A technique that allows Zeromon to share his passive ability with an ally, gaining them access to Blademaster for the duration of a battle (power is relative to ally's level).
- Zero Shield (RAM upgrade)
A purely defensive move in which Zeromon uses his blades to shield him from an attack. Cannot be combined with any other moves. 1 post cool-down.
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Post by Zero on Jan 22, 2015 5:05:42 GMT
CHAMPION
Champion: Kilomon Attribute: Vaccine Family/ies: Virus Busters Type: Dragon Man
Battle Cry: “Kilomon, master of one thousand blades!”
Passive Ability: Blademaster Kilomon can summon steel weapons at will. In this form, he is able to summon 1 blade every turn for a maximum of 4 at the end of 4 turns. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. They float alongside him, manipulated by the influence of his mind.
Attacks:
- Crucifixion
Thoumon's blades assemble in an 'x' pattern and sear an enemy with holy energy. This move holds an edge over Virus-type Digimon.
- Hurricane
A wind/steel attack that sees Kilomon hurl himself into a spin with his blades fully extended. For each Blademaster weapon attached, he deals an additional 12.5% damage for a maximum of 150% damage. All Blademaster weapon stacks disappear after this attack.
- Kilovolt
Kilomon 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, Kilomon expels a column of vicious of water from each.
- Sacred Fire (RAM upgrade)
Kilomon unleashes a powerful blast of fire at a target. For every hit the enemy has already taken from Sacred Fire, this move gains a 10% boost in power for a maximum of 150% damage.
- Knight's Contract (RAM upgrade)
Calling on the powers of good, Kilomon summons angelic strength to give him wings for 1 post. During this time, his speed and attack power are increased. 3 post cool-down.
ULTIMATE
Ultimate: Teramon Attribute: Vaccine Family/ies: Virus Busters Type: Cyborg
Battle Cry: “Teramon, the Royal sentinel!”
Passive Ability: Blademaster Teramon can summon steel weapons at will. In this form, he is able to summon 1 blade every turn for a maximum of 5 at the end of 5 turns. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. They float alongside him, manipulated by the influence of his mind.
Attacks:
- Iron Desire
Teramon engages his sword-cannon, causing all 5 Blademaster weapons to be generated at once. Usable 4 times per thread.
- Vengeance Cannon
A combo cannon that combines fire and light to obliterate a foe. This move possesses an advantage against Virus type Digimon.
- Tera Storm
A grand-scale version of Zeromon's Blade Storm. For every Blademaster weapon Teramon has in play, he is able to generate and direct a bolt of lightning at a target. For every Blademaster weapon in play, Teramon gains a 25% damage boost for a maximum of 200% damage. All Blademaster weapons fade after this attack.
- Celsius Hammer
Making full use of his cannon arm, Teramon encases it with ice and slashes his opponent. Used in succession with Teramon's Hyper Cannon/Magma Missile or in a hot environment, however, this becomes a water element attack.
- Bastion
Teramon pours his energy into 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 (RAM upgrade)
Adjusting his cannon, Teramon 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. 3 post cool-down.
MEGA
Mega: Infinimon Attribute: Vaccine Family/ies: Virus Busters Type: Holy Knight
Battle Cry: “Infinimon, the holy knight of everlasting power!”
Passive Ability: Blademancer Infinimon possesses the quality of a sound mind, immune to distractions, and is able to summon telekinetic blades at will. He can summon up to 6 blades, gaining 1 blade per turn. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. His giant companion sword, the Elephas, is not of a supernatural persuasion.
Attacks:
- Infinity Cannon
A vast upgrade to Teramon's Vengeance 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.
- Winds of Fortune
Upon activation, the Winds of Fortune causes a wind to blow behind Infinimon for the duration of 1 thread. This allows him to make use of the wing-like panels on his back and fly.
- 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
Infinimon's Blademancer weapons string themselves together in the shape of a dragon and maul whatever comes in their way for 3 posts, doubling Infinimon's standard damage output. All Blademancer weapons disappear following this 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 (RAM upgrade)
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.
- Vindication (RAM upgrade)
This special technique gives Infinimon new strength. Utilizing all Blademancer stacks in play, he shields himself in a cocoon of metal. With all 6 stacks in play, Infinimon defence is at 200% capacity. For every hit he takes, his defence is reduced by 25%. After 4 consecutive hits, his Blademancer stacks completely disappear and his defence returns to normal. Usable 3 times per thread.
MEGA MODE CHANGE
Mega Mode Change: Infinimon Release Mode Attribute: Vaccine Family/ies: Virus Busters Type: All-Encompassing
Battle Cry: “Infinimon Release Mode, wielder of creation!”
Passive Ability: Blademancer Infinimon possesses the quality of a sound mind, immune to distractions, and is able to summon telekinetic blades at will. He can summon up to 6 blades, gaining 1 blade per turn. Should 1 be destroyed, he requires a 1 post cool-down before another can take its place. His giant companion sword, the Elephas, is not of a supernatural persuasion.
Passive Ability: Banishment Infinimon Release Mode's defence receives a 50% boost against Digimon who identify as demons, fallen angels, or other dark beasts, whether by family or by type.
Attacks:
- Water Spout
Infinimon creates a tornado of water to engulf his foes, drowning those with a weak constitution.
- Call of the Ouroboros
Infinimon's Blademancer weapons string themselves together in the shape of a dragon and maul whatever comes in their way for 3 posts, doubling Infinimon's standard damage output. All Blademancer weapons disappear following this attack.
- Sacred Sphere
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.
- Kiss of Death
Infinimon summons a vicious galestorm to subdue foes for 3 posts. During this time, the speed of his enemies is halved. 2 post cool-down.
- Holy Judgement
Calling on his divine powers, Infinimon summons a vortex above his head. On command, the vortex will rain beams of light down on his foe. Especially effective against Virus type Digimon.
- Blood and Steel
Infinimon imbues his Blademancer weapons with an element of his choosing and directs them å-la-rapid fire at a foe. For every Blademancer stack, this attack's power increases by 15% for a maximum of 200% damage. Blademancer stacks disappear after this attack.
- 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 Blessing (RAM upgrade)
Infinimon uses his mastery of the elements to call upon a gigantic tree. Unlike its previous incarnation, this tree restores Infinimon's health (and his allies) as long as it remains intact. 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.
- Divine Spirit (RAM upgrade)
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.
SUPER MEGA
Biomerge: Evermon Attribute: Vaccine Family/ies: Virus Busters, Dark Area Type: Indefinite
Battle Cry: “Evermon, the soul of chaos!”
Passive Ability: Phase Lock Evermon is unaffected by illusions, mind techniques, and changes in the weather.
Passive Ability: Psychomachia Evermon's chaotic meld of data means he is directly affected by his surroundings. When activated, his inherent passives become null and he replicates his foe's attribute and passive abilities. Useable once per battle.
Passive Ability: Aether Unlike his previous forms, Evermon is unable to summon additional swords. Instead, he is able to manipulate his grand blade, the Aether, in any way he wishes, allowing it to take on any likeness.
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
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 (RAM upgrade)
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 (RAM upgrade)
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.
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Post by Zero on Jan 22, 2015 5:11:52 GMT
CHAMPION
Champion: Kilomon Attribute: Virus Family/ies: Virus Busters Type: Dragon Man
Battle Cry: “Thoumon, master of one thousand blades!”
Passive 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.
ULTIMATE
Ultimate: Millimon Attribute: Virus Family/ies: Virus Busters Type: Cyborg
Battle Cry: “Millimon, the millennium sentinel!”
Passive 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.
MEGA
Mega: Infinimon Attribute: Virus Family/ies: Virus Busters Type: Holy Knight
Battle Cry: “Infinimon, the holy knight of everlasting power!”
Passive 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.
MEGA MODE CHANGE
Mega Mode Change: Infinimon Release Mode Attribute: Vaccine Family/ies: Virus Busters Type: All-Encompassing
Battle Cry: “Infinimon Release Mode, wielder of creation!”
Passive 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).
Passive 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.
SUPER MEGA
Biomerge: Evermon Attribute: Virus Family/ies: Virus Busters, Dark Area Type: Indefinite
Battle Cry: “Evermon, the soul of chaos!”
Passive 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.
Passive 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.
Passive 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.
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