Lopmon/Antylamon/Wendigomon/Cherubimon
Dec 20, 2015 23:53:51 GMT
Post by lopmon on Dec 20, 2015 23:53:51 GMT
Name: Name of current form, usually Antylamon once obtained
Default Form: Antylamon
Gender: Male
Alignment: Unresolved, strives for good. Mostly.
Skills/Talents: Practitioner of Digitsu, a meditative martial art intended to balance ones energies, mind and body. Lends some combat ability as his skill grows.
As a rabbit-like digimon, he is very agile and can jump and leap great distances.
Finds some interest and relaxation in singing; learned various hymns and chants at the monastery and since.
Has a taste for teas and learns new techniques and brews whenever possible, particularly medicinal brews.
Inventory: A simple woven leather satchel, looped around a shoulder
Personality: Lopmon is on a journey. He seeks enlightenment and inner peace to put his turmoil at rest. Though Lopmon genuinely wants to help the weak, injured and sick he struggles to live up to the pure ideals of his species. He can be quick to lose his temper, and knows he should be more ready to forgive than he is. He rarely settles in one place long, instead wandering place to place in search of that balance he strives for. He can be quite passionate, and works hard to maintain his calm lest his tumultuous emotions overtake him. He was born knowing in his heart that the most holy had the farthest to call and lives in fear he will not live up to his species' holy purpose. He rarely shares the depth of this struggle to others, though perceptive ones will see evidence of it in his behavior.
He has a passion for caring for others, enough so his various forms develop abilities as a healer as much as a warrior. He enjoys songs, tea and the sound of rain and waterfalls.
Personal History: Conomon's digitama hatched in the nursery of a small monastery in the Northern Prominence. There he and other young digimon were nurtured and taught, raised in the monks' lifestyle. They learned the rights and responsibilities of the Holy. Little Kokomon wasn apt, if maybe restless student and he was a little to free to argue. Though he continued to live and serve at the monastery after hitting rookie stage, Lopmon continued to chafe under the weight of the lifestyle. Though the rigidity disagreed with him, many of the skills did not. Lopmon was an inspired healer, for one. He delighted in easing the burdens of other digimon. After Brother Antylamon suggested it as a way to calm his inner voice, Lopmon studied Digitsu as well. The forms he learned were useful both as meditation techniques and, if necessary, combat techniques.
Unfortunately the Digitsu lessons were not enough to calm the troubled spirit. There was an altercation with another rookie at the monastery, and Lopmon 'volunteered' to go on a 'pilgrimage.' He left with a small pouch with some simple food and supplies looped over one shoulder, which he keeps as a pack to this day.
And somehow, these steps all seem familiar...

Fresh: Conomon
Attribute: None
Family/ies: None
Type: Slime
Attacks:
Pop Bubble: Spits an acid bubble to inconvenience a foe.
Digivolves To: Kokomon

In-Training: Kokomon
Attribute: None
Family/ies: Virus Busters
Type: Lesser
Attacks: [2 Attacks]
KoKo Headbutt: Charges forwards and bops a target with his three little horns. Moderately annoying.
Digivolves To: Lopmon

About the size of a small dog, with disproportionately long ears it manipulates like mildly prehensile hands. No good for lifting or grabbing. Can glide reasonably well on them.
Rookie: Lopmon
Attribute: Virus, Vaccine
Family/ies: Nightmare Soldiers
Type: Animal
Attacks: [3 Attacks]
Bunnyjitsu: Adopts a spinning combat stance and delivers 'pummeling' strikes with his odd, nearly-prehensile ears.
Soothing Song: Sings a lullaby, easing pain and encouraging rest and sleep. Duration when used offensively: 2 posts or until the sleeper is attacked. Cooldown: 3 posts
Bunny Ball: Hugs his limbs closely as he pulls his ears in around him, forming a brown and pink ball that bounces and rockets towards his target. Actually kind of painful when he manages to connect. Cooldown: 3
Digivolves To: Antylamon

An eight or nine foot tall humanoid bunny with lanky, broad arms. Surprisingly light, he is quick and can leap great distances, almost seeming to float on the air.
Champion: Antylamon (Lesser)
Attribute: Virus, Vaccine
Family/ies: Virus Busters, Nightmare Soldiers, Wind Guardians
Type: Exalted Beast
Attacks: [4 Attacks]
Bunny Blades: Antylamon's hands form into twin-bladed axes, sharp and ready to rend his foes.
Usagi Cutter: Strikes rapidly with his hands in quick succession, targeting the foes' weak points. Especially damaging if Bunny Blades are summoned. Cooldown: 2 (3 if Bunny Blades)
Hand of Saint: Lays on Hands a single being, restoring much of their lost vitality and power at the cost of a small, proportional part of Antylamon's own. Cooldown: 1 (+1 per previous use until Meditation Song cast)
Meditation Song: Enters a tranceful state seeking balance, regenerating his spiritual energies and some vitality. Cooldown: 10 posts
Digivolves To: Wendigomon

A hulking brute lacking much of Antylamon's practiced restraint. Though heavier than his other forms, powerful legs still allow for great leaps.
Ultimate: Wendigomon (Greater)
Attribute: Virus, Data
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Animal
Attacks: [5 Attacks]
Cable Claws: Launches his forearms out on his whip-like arms to batter, claw or grab.
Hand of Saint: While Wendigomon retains the lay on hands ability, his lack of balance means he cannot use it as efficiently though he has more raw power to apply. Heals an Ultimate or lower to perfect health, but drains him significantly. Cooldown: 5
Holy Hide: When injured, the virus portions of Wendigomon's code begin to self-repair, neutralizing some of his wounds. Occurs automatically, but can be overwhelmed as it needs time to recharged. Cooldown: 3
Bunny Blades: Wendigomon's hands form into twin-bladed axes, sharp and ready to rend his foes.
Wendigo Kata: Spins his Cable Claws around his body, creating a pummeling, punishing whirlwind that is dangerous to everything in an area around him, even moreso if his Bunny Blades are summoned. Cooldown: 4
Digivolves To: Cherubimon

Keeping Wendigomon's size and much of Antyalmon's grace, Cherubimon has evolved such that his jumps are in fact short periods of levitation. His strong arms deliver punishing blows with the Bunny Blades, yet can be soft as down when they heal.
Mega: Cherubimon
Attribute: Virus, Vaccine
Family/ies: Nightmare Soldiers, Virus Busters
Type: Angel
Attacks: [6 Attacks]
Agony Wave: Senses and draws out the pain and injuries of up to three others nearby, leaving them invigorated and strong. Gathers the pain and hurt he extracted in a halo of energy, its power proportional to the number of individuals healed and the severity of their hurts. Cooldown: 5
Song of Retribution: Raises his voice in a powerful tone that strikes with the force of past crimes committed. Does substantially more damage if used to release the power gathered from Agony Wave. Cooldown: 2 (+4 if used w/ Agony Wave)
Hand of Saint: Still seeking balance, laying on hands will now heal up to two creatures a significant portion of their vitality at a small proportional cost to Cherubimon. Cooldown: 4
Bunny Blades: Cherubimon's hands form into twin-bladed axes, sharp and ready to rend his foes.
Halo of Light: Manifests a brightly glowing halo around Cherubimon's head, pulsing outwards with light that dampens Viruses and amps Vaccines. The light reaches out for forty or fifty feet, but is not cast straight down at its center, leaving Cherubimon outside its embrace. Duration: 4 Cooldown: 3
Halo of Dark: Manifests a dark purple glowing halo around Cherubimon's head, pulsing and drawing light inwards. This glow dampens Vaccines and amps Viruses. The light drains out for forty or fifty feet, but is not cast straight down at its center, leaving Cherubimon outside its embrace. Duration: 4 Cooldown: 3
Digivolves To: ArCherubimon



Sprite credit to Nyanrose & Slrarthryng
A lanky, proud form around Antylamon's height though retaining Cherubimon's features and coloring. His torso is encased in dark armor bearing holy symbols, his head in a three-horned helmet to match. His right arm is bare and strong, while his left becomes a mechanical weapon bearing a holy torch. His tattered rabbit ears can be encased in the wide mechanical ones that spring from his head and shoulders, the tips of which emit a soft, feathery gold light when he leaps into the air and flies.
Super Mega: ArCherubimon
Attribute: Virus, Vaccine
Family/ies: Nightmare Soldiers, Virus Busters
Type: Angel
Attacks: [7 Attacks]
Bunny Blade: ArCherubimon's right hand forms into a twin-bladed axe, sharp and ready to rend his foes.
Arms Santia Torch: Lights the torch on ArCherubimon's left arm with golden holy fire, the light of which tends to have a dampening effect on his enemies' spirits.
Hand of Saint: Lays on Hands a single being, restoring Megas and below to full health and restoring Super Megas a significant portion of their health at the cost of a moderate, proportional part of ArCherubimon's own. Cooldown: 4
Burden of Pain: Raises the lit Arms Santia torch, drawing away the pain of his allies like moths to flame and leaving them feeling revitalized. Some of that pain is transferred to ArCherubimon, but much of it is stored in halos of energy that orbit the torch's flame, stored for use. Cooldown: 5
Light of the Torchbearer: Raises and aims the lit Arms Santia, the holy fire and any collected energy halos condensing into a pinpoint before thundering out in heavy golden blast with a small black core. Strong attack on its own with a great deal of power when used to channel the Burden of Pain. Cooldown: 3 (+4 with Burden Halos)
Cleansing Perdition: Expends the Arms Santia torch's flame to cleanse himself or an ally of harmful effects. Cooldown: 4
Eternal Regret: Usable when an ally or innocent is KO'd in his presence. Compresses his remaining energy into the Arms Santia torch and the Bunny Blade, degenerating to Champion form as he leaps forward to strike with the Blade while expending the torch to attempt to raise his fallen comrade. Cooldown: 1 per thread

A heavy prairie dog three or four feet tall on its haunches, with sharp metallic ears and metal claws that can dig through space itself. He's also just a really good tunneler, and enjoys naps.
Digimental of the Journey
Armor Champion: Prairiemon
Attribute: Free, Virus
Family/ies: Nature Spirits
Type: Animal
Attacks: [4 Attacks]
Shortcut Tunnel: Prairiemon can dig into the data of his environment, inserting a shortcut that manifests as a tunnel he instantly passes through to an exit point nearby, without actually crossing or tunneling through the intervening space. Cooldown: 1
Bunnyjitsu: Adopts a spinning combat stance and delivers cutting strikes with his ears and claws. Much more effective than in his Lopmon form.
Richter Scale: Vibrates his metal ears at a particular frequency to throw a sound field in front of him able to knock a foe over or cause a cave-in in some tunnels. Cooldown: 2
Drill Rockets: Fires the three claws off of one or both gauntlets, which each break open to reveal a drill-tipped rocket that fly at his targets. Cooldown: 1 (2 if both gauntlets fire)
Digivolves To: Antylamon
Default Form: Antylamon
Gender: Male
Alignment: Unresolved, strives for good. Mostly.
Skills/Talents: Practitioner of Digitsu, a meditative martial art intended to balance ones energies, mind and body. Lends some combat ability as his skill grows.
As a rabbit-like digimon, he is very agile and can jump and leap great distances.
Finds some interest and relaxation in singing; learned various hymns and chants at the monastery and since.
Has a taste for teas and learns new techniques and brews whenever possible, particularly medicinal brews.
Inventory: A simple woven leather satchel, looped around a shoulder
Personality: Lopmon is on a journey. He seeks enlightenment and inner peace to put his turmoil at rest. Though Lopmon genuinely wants to help the weak, injured and sick he struggles to live up to the pure ideals of his species. He can be quick to lose his temper, and knows he should be more ready to forgive than he is. He rarely settles in one place long, instead wandering place to place in search of that balance he strives for. He can be quite passionate, and works hard to maintain his calm lest his tumultuous emotions overtake him. He was born knowing in his heart that the most holy had the farthest to call and lives in fear he will not live up to his species' holy purpose. He rarely shares the depth of this struggle to others, though perceptive ones will see evidence of it in his behavior.
He has a passion for caring for others, enough so his various forms develop abilities as a healer as much as a warrior. He enjoys songs, tea and the sound of rain and waterfalls.
Personal History: Conomon's digitama hatched in the nursery of a small monastery in the Northern Prominence. There he and other young digimon were nurtured and taught, raised in the monks' lifestyle. They learned the rights and responsibilities of the Holy. Little Kokomon wasn apt, if maybe restless student and he was a little to free to argue. Though he continued to live and serve at the monastery after hitting rookie stage, Lopmon continued to chafe under the weight of the lifestyle. Though the rigidity disagreed with him, many of the skills did not. Lopmon was an inspired healer, for one. He delighted in easing the burdens of other digimon. After Brother Antylamon suggested it as a way to calm his inner voice, Lopmon studied Digitsu as well. The forms he learned were useful both as meditation techniques and, if necessary, combat techniques.
Unfortunately the Digitsu lessons were not enough to calm the troubled spirit. There was an altercation with another rookie at the monastery, and Lopmon 'volunteered' to go on a 'pilgrimage.' He left with a small pouch with some simple food and supplies looped over one shoulder, which he keeps as a pack to this day.
And somehow, these steps all seem familiar...
DIGIMON'S INITIAL EVOLUTION LINE

Fresh: Conomon
Attribute: None
Family/ies: None
Type: Slime
Attacks:
Pop Bubble: Spits an acid bubble to inconvenience a foe.
Digivolves To: Kokomon

In-Training: Kokomon
Attribute: None
Family/ies: Virus Busters
Type: Lesser
Attacks: [2 Attacks]
KoKo Headbutt: Charges forwards and bops a target with his three little horns. Moderately annoying.
Digivolves To: Lopmon

About the size of a small dog, with disproportionately long ears it manipulates like mildly prehensile hands. No good for lifting or grabbing. Can glide reasonably well on them.
Rookie: Lopmon
Attribute: Virus, Vaccine
Family/ies: Nightmare Soldiers
Type: Animal
Attacks: [3 Attacks]
Bunnyjitsu: Adopts a spinning combat stance and delivers 'pummeling' strikes with his odd, nearly-prehensile ears.
Soothing Song: Sings a lullaby, easing pain and encouraging rest and sleep. Duration when used offensively: 2 posts or until the sleeper is attacked. Cooldown: 3 posts
Bunny Ball: Hugs his limbs closely as he pulls his ears in around him, forming a brown and pink ball that bounces and rockets towards his target. Actually kind of painful when he manages to connect. Cooldown: 3
Digivolves To: Antylamon

An eight or nine foot tall humanoid bunny with lanky, broad arms. Surprisingly light, he is quick and can leap great distances, almost seeming to float on the air.
Champion: Antylamon (Lesser)
Attribute: Virus, Vaccine
Family/ies: Virus Busters, Nightmare Soldiers, Wind Guardians
Type: Exalted Beast
Attacks: [4 Attacks]
Bunny Blades: Antylamon's hands form into twin-bladed axes, sharp and ready to rend his foes.
Usagi Cutter: Strikes rapidly with his hands in quick succession, targeting the foes' weak points. Especially damaging if Bunny Blades are summoned. Cooldown: 2 (3 if Bunny Blades)
Hand of Saint: Lays on Hands a single being, restoring much of their lost vitality and power at the cost of a small, proportional part of Antylamon's own. Cooldown: 1 (+1 per previous use until Meditation Song cast)
Meditation Song: Enters a tranceful state seeking balance, regenerating his spiritual energies and some vitality. Cooldown: 10 posts
Digivolves To: Wendigomon

A hulking brute lacking much of Antylamon's practiced restraint. Though heavier than his other forms, powerful legs still allow for great leaps.
Ultimate: Wendigomon (Greater)
Attribute: Virus, Data
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Animal
Attacks: [5 Attacks]
Cable Claws: Launches his forearms out on his whip-like arms to batter, claw or grab.
Hand of Saint: While Wendigomon retains the lay on hands ability, his lack of balance means he cannot use it as efficiently though he has more raw power to apply. Heals an Ultimate or lower to perfect health, but drains him significantly. Cooldown: 5
Holy Hide: When injured, the virus portions of Wendigomon's code begin to self-repair, neutralizing some of his wounds. Occurs automatically, but can be overwhelmed as it needs time to recharged. Cooldown: 3
Bunny Blades: Wendigomon's hands form into twin-bladed axes, sharp and ready to rend his foes.
Wendigo Kata: Spins his Cable Claws around his body, creating a pummeling, punishing whirlwind that is dangerous to everything in an area around him, even moreso if his Bunny Blades are summoned. Cooldown: 4
Digivolves To: Cherubimon

Keeping Wendigomon's size and much of Antyalmon's grace, Cherubimon has evolved such that his jumps are in fact short periods of levitation. His strong arms deliver punishing blows with the Bunny Blades, yet can be soft as down when they heal.
Mega: Cherubimon
Attribute: Virus, Vaccine
Family/ies: Nightmare Soldiers, Virus Busters
Type: Angel
Attacks: [6 Attacks]
Agony Wave: Senses and draws out the pain and injuries of up to three others nearby, leaving them invigorated and strong. Gathers the pain and hurt he extracted in a halo of energy, its power proportional to the number of individuals healed and the severity of their hurts. Cooldown: 5
Song of Retribution: Raises his voice in a powerful tone that strikes with the force of past crimes committed. Does substantially more damage if used to release the power gathered from Agony Wave. Cooldown: 2 (+4 if used w/ Agony Wave)
Hand of Saint: Still seeking balance, laying on hands will now heal up to two creatures a significant portion of their vitality at a small proportional cost to Cherubimon. Cooldown: 4
Bunny Blades: Cherubimon's hands form into twin-bladed axes, sharp and ready to rend his foes.
Halo of Light: Manifests a brightly glowing halo around Cherubimon's head, pulsing outwards with light that dampens Viruses and amps Vaccines. The light reaches out for forty or fifty feet, but is not cast straight down at its center, leaving Cherubimon outside its embrace. Duration: 4 Cooldown: 3
Halo of Dark: Manifests a dark purple glowing halo around Cherubimon's head, pulsing and drawing light inwards. This glow dampens Vaccines and amps Viruses. The light drains out for forty or fifty feet, but is not cast straight down at its center, leaving Cherubimon outside its embrace. Duration: 4 Cooldown: 3
Digivolves To: ArCherubimon



Sprite credit to Nyanrose & Slrarthryng
A lanky, proud form around Antylamon's height though retaining Cherubimon's features and coloring. His torso is encased in dark armor bearing holy symbols, his head in a three-horned helmet to match. His right arm is bare and strong, while his left becomes a mechanical weapon bearing a holy torch. His tattered rabbit ears can be encased in the wide mechanical ones that spring from his head and shoulders, the tips of which emit a soft, feathery gold light when he leaps into the air and flies.
Super Mega: ArCherubimon
Attribute: Virus, Vaccine
Family/ies: Nightmare Soldiers, Virus Busters
Type: Angel
Attacks: [7 Attacks]
Bunny Blade: ArCherubimon's right hand forms into a twin-bladed axe, sharp and ready to rend his foes.
Arms Santia Torch: Lights the torch on ArCherubimon's left arm with golden holy fire, the light of which tends to have a dampening effect on his enemies' spirits.
Hand of Saint: Lays on Hands a single being, restoring Megas and below to full health and restoring Super Megas a significant portion of their health at the cost of a moderate, proportional part of ArCherubimon's own. Cooldown: 4
Burden of Pain: Raises the lit Arms Santia torch, drawing away the pain of his allies like moths to flame and leaving them feeling revitalized. Some of that pain is transferred to ArCherubimon, but much of it is stored in halos of energy that orbit the torch's flame, stored for use. Cooldown: 5
Light of the Torchbearer: Raises and aims the lit Arms Santia, the holy fire and any collected energy halos condensing into a pinpoint before thundering out in heavy golden blast with a small black core. Strong attack on its own with a great deal of power when used to channel the Burden of Pain. Cooldown: 3 (+4 with Burden Halos)
Cleansing Perdition: Expends the Arms Santia torch's flame to cleanse himself or an ally of harmful effects. Cooldown: 4
Eternal Regret: Usable when an ally or innocent is KO'd in his presence. Compresses his remaining energy into the Arms Santia torch and the Bunny Blade, degenerating to Champion form as he leaps forward to strike with the Blade while expending the torch to attempt to raise his fallen comrade. Cooldown: 1 per thread
OPTIONAL EVOLUTIONARY STAGES

A heavy prairie dog three or four feet tall on its haunches, with sharp metallic ears and metal claws that can dig through space itself. He's also just a really good tunneler, and enjoys naps.
Digimental of the Journey
Armor Champion: Prairiemon
Attribute: Free, Virus
Family/ies: Nature Spirits
Type: Animal
Attacks: [4 Attacks]
Shortcut Tunnel: Prairiemon can dig into the data of his environment, inserting a shortcut that manifests as a tunnel he instantly passes through to an exit point nearby, without actually crossing or tunneling through the intervening space. Cooldown: 1
Bunnyjitsu: Adopts a spinning combat stance and delivers cutting strikes with his ears and claws. Much more effective than in his Lopmon form.
Richter Scale: Vibrates his metal ears at a particular frequency to throw a sound field in front of him able to knock a foe over or cause a cave-in in some tunnels. Cooldown: 2
Drill Rockets: Fires the three claws off of one or both gauntlets, which each break open to reveal a drill-tipped rocket that fly at his targets. Cooldown: 1 (2 if both gauntlets fire)
Digivolves To: Antylamon