Maia Quinn and Kuu
Jan 3, 2016 9:29:07 GMT
Post by Maia on Jan 3, 2016 9:29:07 GMT
Name: Maia Chessa Quinn
Alias: Mai
Age: 18
Gender: Female
Height: 5'3"
Weight: 102lbs
Alignment: Neutral
Birth Date: December 3rd
Birth Place: Schaumburg, Illinois
Western Horoscope: Sagittarius
Eastern Zodiac: Ox
Skills/Talents:
Arts: Maia has an interest in most things considered art, and has worked with this subject enough to be at least decent in both writing and drawing, particularly short stories and comics, along with singing.
Languages: She's been raised on English, with Japanese influence throughout her life, albeit she often forgets random chunks of either language if she gets too anxious or excited about something. She is also very formalized with American Sign Language and Japanese Sign Language.
Technology: Maia is an avid gamer, and may just be obsessed with technology like a good chunk of her (American) generation may be. She plays online occasionally, usually not competitive as it's just a hassle. She dabbles in coding/game creating, and likes to look up random facts on the internet to expand her knowledge. More or less, she just enjoys staying out of boring-old-reality.
Gambling: Maybe not a great skill or talent, but Maia is a bit of a gambler. She's good with card games, and has an eye to identify scams and social cues of lying because of it.
Personality:
Mai is something of a social recluse. Her friends mostly communicate with her via text or email, because she doesn't even answer phone calls unless she thinks it's urgent. Often, when forced into conversation with a stranger, she will try to pull the topic onto the other person, or any common-ground they may have, in an attempt to keep her walls up. This does not make her a pushover, however, if someone is to try to step on her toes. She'll step up to defend what she believes in a second, and hold that ground even if it crumbles around her. She works very hard to keep a stable mind, and can look confident in her judgement, even when she's having a meltdown inside -- which happens often. In fact, Maia is a stress-bug. If something can stress her out, chances are, it already is. But, most people don't notice it because she's too busy teasing herself and (mostly) others, while keeping her barriers up. On occasion, there are slip-ups in front of strangers, but only once the stress has piled up quite a bit, which tends to display itself as being more on-edge than anything else. Signs of over-exertion tend to be rubbing or scratching at her arms, covering or tapping her mouth, unknowingly using a word in a different language, or completely dropping speaking at all, and trying to communicate with sign language once panic sets in.
For the people that can find a way into even the smallest crack of her mental barrier, she can seem a completely different person. Indicators of where people stand with her are as simple as if she'll even eat in front of them, or throw them a bit of information about her life. Heck, she won't even get irritated when people comment on her obviously not Japanese accent, as long as she knows them for more than a few minutes. As long as someone she trusts is with her, though, she tends to be a little more at ease, but may come off a tad clingy. For gaining her trust, though, she'll offer at least a small sum of (horrible) puns, which she may laugh at if nobody else does, and a good amount of candies and snacks, provided she has some on her. Oh, and she may actually stop checking her phone for distractions if someone has captured her interest. Regardless of her interest in a person, she is not known to outright lie, though she may skirt around certain subjects.
She has an addictive personality, as well, latching onto a lot of things that cause her excitement or joy, as she rarely finds these things. Maia is truly a pessimist, trying to be an optimist, and will tell people that everything is fine even if she thinks it's going to blow up in her face in hopes that it will console others and in hopes that not everything will be awful. She doesn't like to think herself as a risk-taker, but she tends to be regardless, just out of the happiness brought from a success.
Appearance:
Maia takes most of her looks from her mom - pale skin, blonde hair, and fairly small. Her hair falls about waist-length, and occasionally becomes a bit messy considering it's hard to make long hair look perfect all the time. Her bangs sit fairly evenly on her forehead, stopping near the tops of her eyes, with a few long strands of hair on each side of them to frame her face. Her eyes seem to fluctuate heavily in appearance, due to some minor complications in recent years. While they've adopted an icy blue appearance the majority of the time, it seems that on occasion they flicker to the more familiar amber-red coloring that she was born with.
As far as clothing goes, it tends to differ from day-to-day. Being from a place that was often chilly, a lot of her wardrobe seems a little warm - scarves and mittens being ideal accessories to her, that she tries to pull out every time there's even a slight breeze that might be chilly, just because she wants to wear them. It's not out of the ordinary for her to wear a scarf even on a hot day. On that note, though, she also considers cold weather to be warm, and won't hesitate to wear a t-shirt out on a day that has dipped below freezing without a jacket. For the most part, she wears darker colored t-shirts with a complimenting jacket or hoodie and blue jeans. Boots or comfortable shoes are a must. Often, preferences are in striped scarves and mittens, and blues, grays, and purples in color options. Most light colored clothes are left to be comfy at-home clothes. Unfortunately, her closet has more than necessary of these, as she loves cute things, but for some reason doesn't wear them out of the house.
If spending a lot of time in front of a monitor, she's often found wearing tinted computer glasses to lower strain on her eyes. On occasion, she forgets they're on, and leaves the house with them. They are non-prescription, and useless in almost every other situation. In appearance, they are thick, rectangular, black frames, with a yellow tint on the lenses.
Personal History:
Maia was born and raised in Schaumburg, Illinois, which is about a forty minute drive from Chicago. Her mother was in college, at an art institute nearby, and her dad was a translator in many different languages, that worked nearby. While the area that they lived was not particularly dangerous, her mom was not from Illinois originally, and had only moved there permanently upon marrying her dad. She was terrified of the concept of raising a child so near Chicago, where she believed bad things happened often. This caused Maia to grow up mostly indoors, and had a very small social circle, aside from family members that often visited. This began her early life being influenced by art, video games and computers, as she couldn't do much outside, and playthings indoors were limited.
Around eight, her dad's sister moved to Japan, after marrying a man from Tokyo that she had met online. This caused a great strain on her father's close family, and he began teaching Maia and her mother Japanese, to be able to communicate with their extended family through video chats online. Maia took great interest in the language, but struggled learning it for quite some time. After a few years of conversations with her new uncle and family in Japan, she became confident in the language. Wanting to learn a new one, she struggled through trying various different ones that her father offered to help her learn, but ultimately couldn't seem to figure them out. As a final effort, her dad tried to teach her American Sign Language, which, not being a spoken language, she managed to pick up the motions fairly fast. The older she got, the more panicked she seemed to get in social situations, after being isolated from strangers most of her youth. Sign language gave her a means to communicate when the panic set in too much for her to comfortably speak, so her dad and her often ended up using it as a means to communicate, furthering her ability with the unspoken language.
Thirteen was the age that she first took a trip, with friends she had made at school, to Chicago. Her parents didn't know, and they utilized the train service to visit. This became a frequent thing, that the youths would do. They pretended to stay the night at one of the friends' homes, then took the train to the city. Being the age, they acted far too grown up for their own ages, and as years progressed, some even used forged ID's, once they began to look a bit older, to get what they wanted in the city. Chicago is where Maia learned her love of gambling, but upon realizing the waste of her hard-earned allowance, she began to pull away from the bad influences that her friends wanted to include her in. Most nights, she ended up staying home, drawing, or finding something to do on her computer. This was a relief to her mom, as shortly after, her friends group began experimenting in drinking, smoking, and similar subjects, but Maia kept to herself too much to even consider including herself in the acts.
Six months before her seventeenth birthday, her aunt from Japan announced that she was expecting a child. Her dad, being very excited and close to his sister, discussed the potential of moving to the area, in hopes to be with his family for such a great event. After much pestering, her mom finally caved in, and began job-searching. Her dad easily found a job, translating for a business that often worked with other places that were not as fluent in the language. As soon as one of the parent's jobs were established, they moved to the area. It took Maia some adjusting, and she's still working on it, but her mom seems more at ease allowing her out of the house now, with her aunt living not too far away.
Backpack Contents:
- Small Notepad
- Small Sketchpad
- Mechanical Pencils
- Cell Phone
- Container of Sweets
- Playing Cards
Digivice:PARTNER
Partner’s Name: "Kuu"
Default Form: Rookie
Gender: Uncertain, primarily uses Male pronouns.
Alignment: Lawful Neutral
Skills/Talents:
Adorable: Kudamon believes he can use his 'cutes' as a weapon of getting-what-he-wants. This works particularly well with food.
Sneaky: Kudamon is small, and easy to go unnoticed. This makes him ideal for fitting into small places, or exploring places that larger beings cannot.
Sense of Smell: He is capable of smelling things pretty well, including from a decent distance away. No snacks are safe from him!
Compact: Kudamon can curl into his holy cartridge for traveling.
Personality:
In no way is Kudamon mentally built to help Mai's stress levels. He is small, and worse than a kitten when it comes to getting into things. He likes to ask too many questions, and sometimes it may seem he goes out of his way to annoy people. Kuu also likes to put his mouth on things. Sometimes it's a bite, other times it's just a mouthing. He just likes to taste everything that he can! Or, it's to try to discourage others from eating him. His methods can be a little questionable.
He is a sweetheart and snuggle-bug, though. He likes to sit at heights (such as people's heads and shoulders, when allowed) so that he can see everything, and enjoys being carried around. Kuu likes everyone around him to be happy, but values his tamer's happiness above all. He will stand by a friend's side, no matter what. His loyalty is undying, and may vocalize a concern, but wouldn't consider leaving someone if he felt they needed him. This applies both emotionally and in a physical situation.
Holosuit:
FaceClaim: YURI ON ICE • yuri plisetsky • KuuDIGIMON'S INITIAL EVOLUTION LINE
Appearance:
Fresh: Pafumon
Attribute: N/A
Family: N/A
Type: Spirit
Attacks:
Puff Balloon: Sucks in air, enabling it to swell up to three times it's original size. It expels the air to escape.
Digivolves To: Kyaromon
Appearance:
In-Training: Kyaromon
Attribute: N/A
Family/ies: N/A
Type: Lesser
Attacks:
Tail Swing: Puts it's strength into its tail, which is elastic, and strikes the enemy.
Body Bounce: Uses the elasticity of its body to act like a rubber ball and flings itself at it's target.
Digivolves To: Kudamon
Appearance:
Rookie: Kudamon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Beast
Attacks:
Bullet Whirlwind: Kudamon spins his body, striking the target with the entire cartridge that he is wrapped around.
Blinding Ray: Uses the energy it builds up in it's earring to emit a blinding light from it. Duration: One Post, Cooldown: One Post
Protect: Hides inside of cartridge, which absorbs damage. If the attacker is below his level, he can withstand two posts; if it is of rookie or higher, it can withstand one post. Cooldown of three posts.
Holy Shot: The pattern on Kudamon's body glows, before releasing a blast of light-based energy from his mouth. Cooldown: one Post
Digivolves To: Reppamon
Appearance:
Champion: Reppamon
Attribute: Vaccine
Family: Virus Busters
Type: Holy Beast
Passives:
Vishva: Wearing a mask greatly reduces Reppamon's ability to see. Because of this, it is capable of sensing vibrations in the air and earth to better 'see' what is happening. Sneak attacks effectiveness is notably reduced.
Attacks:
Spinning Slash: Spins in a forward somersaut, striking with his tail.
Lion Claw: Rips into an enemy, wildly, with his sharp claws.
Vacuum Razor Wind: Shakes his tail, which causes a blade of wind. Cannot be seen, but can be identified by sound and the current of the wind can be felt prior to it striking. Cooldown: One Post
Restoring Breeze: Kicks up a breeze that slightly heals those around him. Can cure scrapes and minor cuts, as well as reduce the severity of decent wounds. Duration: One Post; Cooldown: 2 Posts
Digivolves To: Kyukimon
Appearance:
Ultimate: Kyukimon
Attribute: Virus
Families: Nature Spirits, Nightmare Soldiers
Type: Bewitching Beast
Passives:
Taijasa: Digivolving to a Virus type has scrambled some of Kyukimon's senses. It is unable to feel the pain from wounds inflicted, and will continue to move and fight long after the pain should have made it stop. Or, at least, until the wounds are too severe to allow the Digimon's limbs to continue movement.
Attacks:
Blade Twister: Creates a gust of three wind blades by spinning rapidly.
Sanrensei: Quickly closes the space between it and the target, swiping furiously with the blades on its arms.
Will O Wisp: Three orbs are formed, which begin to spin around a selected target. They start to brightly flash in rapid intervals, while eminating a wave of heat inwards, onto the target. The lights, combined with the heat, create a disorienting effect that adds one post of cooldown time onto the opponent's most recently used attack. Also inflicts heat-based damage. Duration of One post, Cooldown of Two.
Kamaitachi: Seemingly riding the wind, it circles the target with the blades on its body tucked into the middle of the figurative vortex, trying to cut the enemy.
Demon's Fireball: Five balls of fire form in the swirl in its tail, before shooting at a target. Cooldown: One Post
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: Sakuyamon
Appearance:
Mega: Sakuyamon
Attribute: Data
Families: Nature Spirits, Nightmare Soldiers, Wind Guardians
Type: God Man
Non-Combat Passive:
Gravity Defiant: Utilizing it's close ties to the elements, such as wind, Sakuyamon is capable of what can really only be considered flight.
Passives:
Prajna: As long as Sakuyamon is capable of maintaining an unburdened mental state, it's aura provides it with 35% reduced damage from any received attacks. Anything that throws Sakuyamon off it's game (stress/taking serious injury/allies becoming injured/abilities that affect her psyche) will immediately remove the ability. The aura cannot reform until either a minimum of three posts later or when it recomposes itself, whichever occurs last.
Attacks:
Dragon Helix: Summons four elemental pipe foxes (fire, water, wind, lightning), which shoot up from their residence on Sakuyamon's belt, then spin down on a target. Requires One Post to ready the move, and has a cooldown of two posts.
Thunder Kick: Falls from the sky at a high speed, delivering a heavy drop-kick.
Izuna: Summons the wind and lightning foxes from Sakuyamon's belt, which tumble together to shoot themselves at a target with a decent amount of speed.
Burning Blue: Encompasses itself in two rings of energy, which acts as blades to those who touch it. It spreads out a short distance before dissolving into cherry blossoms. Cooldown: One Post
Amethyst Mandala: Strikes the ground with its staff to create a barrier that pushes enemies back. Cooldown: One Post
Fox Card: Throws a sealing tag, which can deflect a ranged attack. When the attack connects with the tag, it will throw the move back at the opponent. Cooldown: Three Posts
Flame Fox Drive: Shoots off a blast of bright blue fire.
Kitsune's Scepter: Sakuyamon's staff is engulfed in flames, which she then slams down on a target.
Red Layer II (Mission Reward): An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'
Digivolves To: Sakuyamon Miko Mode
Appearance:
Biomerge: Sakuyamon Miko Mode
Attribute: Data
Family/ies: Nature Spirits
Type: God Man
Non-Combat Passive:
Dancing on Air: Much like Sakuyamon, it's Miko Mode is capable of utilizing it's close ties to the world and it's elements to dance in the skies. Or, as many may call it, fly.
Passive:
Turiya: At one with itself, Miko Mode is capable of absorbing and channeling a portion of damage that it has taken during its post, using it enhance its attack power by thirty five percent for that post. Can be used three times before requiring a three post cooldown.
Attacks:
Purifying Fox Dance: Blue flames lift up to engulf the enemy, causing damage and burns.
Crystal Sphere: A sphere of energy is created to protect anyone within it. Can hold up to three Digimon inside of it, for One Turn. Three Turn Cooldown.
Spirit Strike: Uses four spirit foxes, one of wind, fire, water, and lightning, to fight for her. Each can withstand a single blow on their own, and are too weak to be utilized for shielding purposes. Can only summon one per post, to a maximum of the four. Cooldown of two posts after all four are defeated.
Wind Instrument: Releases a flurry of purifying cherry blossoms. Heals about half of a nearby digimon's injuries. Four Post Cooldown.
Bewitching Moon Kick: Creates a sort of double-vision of Sakuyamon Miko Mode. Builds up energy into a powerful kick placed by the actual digimon, while the other disappears immediately after.
Sliding Flash: Charges the target to become close range before releasing a blast of fire.
Lightning Bolt: Summons, and fires, the lightning-element spirit fox, which releases an electrical shock in a small area surrounding it. Cooldown: One Post
Cleansing Rain: Summons a rain of cherry blossoms onto the field. This removes one post off of cooldowns, if any are in affect, in a short range of Miko Mode. This, of course, excludes Cleansing Rain's cooldown. Three post cooldown.
Harai: Purifies one nearby ally from a single debuff, and makes the effect become a positive. For instance, a 15% attack debuff would become a 15% attack boost, lasting the same duration as the original ailment would have. Cooldown of Two.SECONDARY LINE
Appearance:
Champion: Fangmon
Attribute: Data
Family/ies: Nightmare Soldiers
Type: Demon Beast
Non-Combat Passive:
Loyalty: Fangmon's tamer will always hold priority. Fangmon is capable of sensing his tamer's location, even at long distances, so that he can attempt to ensure her safety.
Passive:
Big Bad Wolf: Coming into too close of contact with a Nightmare Soldier is risky business. Anything with a touch less gentle than that of a human's will be met with a wave of heat radiating from Fangmon's fur. While brief contact will only create an uncomfortable sensation, if one continues to engage in physical contact beyond the first post, or another target immediately follows up with an attack of their own, the temperature eminating from Fangmon's fur will begin to raise to a point of legitimately burning opponents. The user will cool off entirely after a single post of not experiencing physical contact with an aggressor.
Umani: Every prey leaves a trail. If Fangmon comes in physical contact with a target, he is capable of sensing them for four posts afterward. While this can only be used on a single target at a time, it strongly lowers the chance of sneak attacks, and the target will have a significantly harder time hiding from Fangmon. Unfortunately, if the user chooses to keep tabs on a target that Umani has marked, Fangmon tends to fall into an almost daydream-like state, where his awareness of other enemies will be slightly decreased. Due to the disorienting nature of Umani, if it is utilized for its full duration, Fangmon needs to wait Two Posts before using it again.
Abilities:
Snipe Steal: Dashes at a target, swiping at them with its claws to cause damage. If the target is Ultimate or lower and carrying a weapon such as a blade or staff, Snipe Steal will knock the target's weapon down. Makes the target unable to use their weapon, including attacks directly associated with said weapon, for one turn afterward. Two post cooldown.
Blast Coffin: Fires off a blast of dark energy, from his mouth, at an opponent.
Reaper: Fangmon slashes its claws through the air, which creates a stream of fire in the direction of its opponent.
Kickback: Swipes its tail between itself and an opponent, creating a sudden blast of heat. The force of the literal heatwave is enough to push back other Digimon of Champion level or lower. If an enemy is in close proximity to the attack, they will also be dealt a small sum of damage from the burning temperatures. Cooldown of Two.
Wicked Void: Crunches teeth down on an opponent, while seeping sticky, residue-like saliva from his mouth. When Fangmon releases its bite, the residue will pulse, and promptly combust to deal mild damage. One Post Cooldown. Ram Upgrade
Digivolves To: Wendigomon
Appearance:
Ultimate: Wendigomon
Attribute: Virus
Families: Nightmare Soldiers, Dark Area, Nature Spirits
Type: Beast Man
Passive:
Aladani: Transitioning to a virus type has taken its toll, and caused Wendigomon's data to become slightly unstable. Once per thread, if this Digimon were to be attacked by something that would cause it to degenerate or die, Wendigomon will briefly disperse into formless data before re-manifesting, having only taken a portion of the actual damage. During this post, it cannot attack.
Abilities:
Destroyed Voice: Howls loudly, releasing vibrations into the air that cause physical pain to those within close range.
Cable Crusher: Extends arms up to twice their average length, to slam the enemy with its hands.
Thermal Remedy: A warm aura radiates from Wendigomon, healing a nearby ally by a moderate amount. Due to such a caring move conflicting with it's Virus nature, Wendigomon's defense is dropped slightly for the next post. Cooldown of Two.
Warp Space: A large, black orb is summoned above the battle, which bursts into a large wave across the field. Digimon in the vicinity will feel the air become heavy, causing levitation/flight/floating to become nearly impossible, leaving everyone ground-bound for three turns. Cooldown of Three.
Northern Wind: Exhales a gust of frigid air, laced with sharp fragments of ice, to slice into several nearby targets.
Hurricane Spin: Whirls toward an opponent, with arms stretched outward, to claw at them with its nails.
Digivolves To: Cerberumon: Werewolf Mode
Appearance:
Mega: Cerberumon: Werewolf Mode
Attribute: Vaccine
Family/ies: Dark Area
Type: Demon Man
Non-Combat Passive:
Jetpack: A panel of Cerberumon’s armor can open on his back, allowing for a jetpack to emerge. Flight is less than graceful, but it seems there is not a limit to how long Cerberumon Werewolf Mode can stay in the air.
Passives:
Samadhi: To ensure the safety of itself and others, Cerberumon needs to maintain focus on the present, rather than the past. When targeting this Digimon, attacks and abilities that would persist beyond one post (prolonged status effects or damage over time) will wear off within half the time, rather than their entire duration. This ability does not discriminate on if it is actually beneficial for Cerberumon or not, which means that an ally giving Cerberumon a status boost will only affect it for half the anticipated duration. If the duration is an odd number, it will be rounded up.
Reset: Each time a non-damaging move is used by an opponent, one of Cerberumon's moves will have one post removed from its current cooldown. Does not apply if there are no cooldowns active during this turn.
Hellhound's Fury: Cerberumon's basic attacks strike with the same strength as a named attack that has no cooldown.
Attacks:
Cerberus Erase: Kicks at the opponent with the blades on its feet. If Cerberumon: Werewolf Mode successfully scratches the target, it will cause a numbing effect on that limb. This moderately slows the movement of the afflicted area for One Post. Two post cooldown.
Egress: Using both of the cannons on his arms, Cerberumon can create two tears in reality that connect. Anyone is capable of entering through one of the tears and immediately exiting through the other until the end of Cerberumon’s next turn. For obvious reasons, Cerberumon needs to be able to see where he is aiming to place one of the rips in reality, even though he’s able to place them essentially anywhere, including on things as random as clouds. If for some reason, someone is halfway through one of the portals when they close, they will suffer minor damage, as it ejects them through the tear in which they initially entered. Cooldown of Two Posts.
Hellfire: A stream of flames pour from one of Cerberumon's cannons. If the target has used any non-damaging moves within the past two turns, the flames become more intense upon connecting with the opponent, causing an additional 50% damage. Cooldown of One.
Canto VI: Cerberumon unleashes a massive torrent of shadowy flames from both its cannons. This deals equals part fire and darkness damage and increases the damage the target(s) would receive from both elements by 100%. If the target(s) have any kind of resistance or immunity to shadow and/or fire damage, those resistances are rendered null while the effect of this ability lasts. Duration: Three Posts, Cooldown of Three.
Shadow Divide: Kicking into the air, three inky blades slice through the air toward an opponent, with enough power to pierce through any defenses that get in the way. If this move pierces a shield, it temporarily corrupts the foe, negating the next attempt to either have a shield or a healing ability used upon this target. Cooldown of Three.
Warden's Roar: Cerberumon lets out a mighty roar, as inky dagger-like shards shoot out in front of him to pierce a foe. If the target is Angel, Demon Man, Ghost, God Man, Holy Beast or Undead, this attack will deal bonus damage. Cooldown of One.
Engulf: Cerberumon slams both mouth cannons into the ground, breaking into the earth. It pours fire from the cannons, which travels beneath the ground toward a target, before erupting upward in a massive tower of flames. RAM Upgrade.
Wolf's Bane: A sludgy, acidic liquid jettisons from Cerberumon's cannons, aiming to coat a target in the disgusting substance. Whether it's from the acid burning into the foe and corrupting its data, or just sheer disgust of whatever has just landed on them, the target is unable to use named moves for one turn. Deals damage. Three Post Cooldown. RAM UpgradeOPTIONAL EVOLUTIONARY STAGES
Appearance:
Armor Champion: Quetzalmon
Attribute: Vaccine/Free
Family/ies: Wind Guardians, Nature Spirits
Type: Mythical Animal
Passives:
By Whom We Live: During his posting turn, if Quetzalmon has taken damage, one nearby ally regains a minor amount of their health. If multiple allies are nearby, By Whom We Live will target who Quetzalmon perceives as the most injured ally nearby. Quetzalmon, itself, gains no boost from this. In fact, it kind of hurts!
Abilities:
Freezing Wave: Unleashes a small, bitter-cold wave of wind by flapping it's wings. Shards of ice can be found in the frozen gust, cutting into it's target.
Toltecan Wind: Unleashes a wind upwards, which creates a barrier in front of itself, or a single target. Capable of withstanding one attack from champion-level attacks or higher, or two from Rookie or lower. Cooldown: Two posts
Dead or Alive: Quetzalmon's skin literally crawls with electrical current. Anything that touches it will be electrocuted. Duration: Two posts, Cooldown: Two posts
Holy Lock: Fires a ray of light-based energy from the ornament on it's tail.
Fossil Wave: Releases a decaying energy. Upon hitting a target with this, they find their bodies stiff and harder to move, slowing them by about 30% for two posts. Cooldown: Two posts.
Appearance:
Armor Ultimate: Nefertimon
Attribute: Vaccine, Free
Families: Virus Busters, Nature Spirits
Type: Holy Beast
Passive:
One Lives By You: If Nefertimon does not attack for one turn, it grants a 35% defense boost to one ally for two turns. Requires a three post cooldown before being able to re-activate.
Abilities:
Beam of Isis: Fires a light-based beam from it's headpiece.
Rosetta Stone: Forms a large, stone tablet out of light, which is then fired at a target.
Nile Jewelry: Shoots the jewels out of the armor on it's legs, which causes a mild explosion on impact. Cooldown: One post.
Hot Foot: Pools energy to it's feet to slam them down on an enemy, with literal fire in it's step.
Cartouche: A large plate forms a shield in front of a target for up to two turns. It may withstand two attacks from Rookies, and one from Champion or Ultimate. Mega and Super-Mega attacks have the damage reduces to half. Cooldown: Three posts.
Aten's Will: Forms a small blast of extreme heat and fire, outward from it's entire body. Cooldown: One postMERCENARY
Name: Ela
Default Form: Rookie
Gender: Female
Alignment: Chaotic Good
Personality:
Ela is, for the most part, as sweet as sweet can be! After all, have you seen her coat? Nobody could be mean while wearing a cute coat like that! But, it also means she's an assistant! Which, she takes this fate very seriously. The Terriermon isnot solow-key obsessive about assisting as much as possible in as many situations as possible! Is she good at it? Not always. But, it's all about heart! And Ela certainly has a large heart! Or, at least, she seems to.
One of her primary loves is science, and learning anything new. Which, frankly, can get her into some deep trouble sometimes. But, it all seems to be done with pure innocence and curiosity! It's hard to get Ela's mood truly down, and she rarely seems aggravated by any person or digimon. Random objects that aren't working, however? Entirely different matter, which can only be solved with some cheerful violence! But, overall, she can be considered pretty harmless!
Holosuit:
Faceclaim: KANTAI COLLECTION • Minegumo • ElaDIGIMON'S INITIAL EVOLUTION LINE
Rookie
Species: Terriermon Joshu
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast
Non-Combat Passive:
When Terriermons Can Fly...: Terriermon has big ears, and plenty of creativity. As such, Ela can use her ears to propel herself into the sky, glide around, and navigate in-air pretty easily by flapping those Dumbo-ears of hers.
Combat Passive:
Resonance: If an opponent struck by an attack from Ela has any passive that creates a resistance to an element or attack type, the resistance is nullified for two turns, having been replaced with a lovely case of Tinnitus. This only affects Digimon at the same level of Ela, and has a two post cooldown before it can bother someone else.
Abilities:
Iron Catastrophe: Inhaling deeply, Terriermon fires off a surprisingly powerful blast of magma at its opponent. Cooldown of One.
Petit Twister: Whirls its ears rapidly to create a tiny typhoon, which then shoots off at a target.
Static Shock: Channeling excess energy to its ears, Terriermon slaps the opponent with them. The energy channeled creates an electrical shock upon impact with a target.
FaceClaim: FATE SERIES • Reines El-Melloi Archisorte • Maia Quinn