Colin James and the Meme Twins
Oct 27, 2016 1:57:56 GMT
Post by Colin, Luke & Bellamy on Oct 27, 2016 1:57:56 GMT
Name: Colin James
Alias: Colin
Age: 18
Gender: Male
Height: 6'2" / 188cm
Weight: 200lb / 90kg
Alignment: Neutral Good
Birth Date: 3rd March
Birth Place: Nebraska, USA
Western Horoscope: Pisces
Eastern Zodiac: Goat
Skills/Talents:
Athletic - Colin excels in sporting and physical activities.
Early Bloomer - Colin has superior size and strength for his age.
Hard Worker - Whatever the task is, Colin will do it to the best of his ability, even if it takes all day.
Personality: Colin is a fairly positive boy, usually with a smile on his face. While he does have a classic James family temper (possibly the strongest of his sister and brother), he's got a big heart and wants to do what he can to make things better for everyone. While not that smart, he's not that dumb either and knows when to back down and not be a stubborn hothead.
However, if things get really bad, he tends to lose his cool and can't fully function his mind properly, usually reliant on others to help him get through a crisis. That is something he would really like to try and improve with himself.
In regards to his partners, Colin usually is caught up in their shenanigans, but only as long as it stays fun. When things gets serious, he tries his best to pull them into line.
In new situations, Colin finds that he tends to rely on others a lot, not really that confident in his ability to solve problems. He appreciates it if his partners, friends or acquaintances help him cope in difficult situations. He enjoys the company of both other humans or friendly digimon, but if someone threatening comes along, his instinct is to move in the other direction rather than pick fights with them.
Appearance:

Colin is slightly larger than average for his age. He has lean muscles on his body that come from his activity in sports in junior high school.
He has black hair and dark eyes, usually with a somewhat innocent expression on them. Colin usually wears casual clothes like a t-shirt and shorts, and normally seen with bandaids or bandages somewhere on his body.
Colin normally assumes a relaxed posture in most situations, not too tense, but not overtly casual. With his school uniform, Colin often wears it as messily as possible without drawing the ire of teachers. Overall he's not really comfortable with stuffy conformity, and prefers practical clothes over specific fashions.
When running, Colin does it in a firm, professional manner, in line with how he was taught on the running track. When running in this way, Colin can reach a speed of 100 metres in 12 seconds. His walking is normally quite casual though, preferring to do it with as little strenuous activity as possible, especially if he's around friends that want to talk.
Personal History: Colin is the youngest sibling of the James family - the younger brother of Sophie and Riku. Born and raised in Omaha, Nebraska, he was much more active in sports than his sister, much enjoying games such as baseball, hockey and swimming. Most unfortunately, due to his weak immune system, Colin never made any of the school teams, since he was too often sick and usually missed out on matches.
However, possibly because of this tendency to be ill, he never really fell behind with his other work, taking his homework seriously when at home in bed to recover. Colin liked getting along with his elder siblings, both Sophie and Riku being quite nice to him, and he looks up to them as his elders.
Colin was part of the reason why his family moved to Japan, in that the closer proximity to the ocean may perhaps help clear his illnesses somewhat, as living in the middle of the land probably wasn't helping much back home in Omaha. And so Colin enthusiastically agreed to go there, although he wasn't as fluent in Japanese as the rest of his family so he took longer to get used to it there.
When in Japan, Colin began Junior High School, and was at once almost overwhelmed with the new place. At first, he struggled a little with the language, but his parents had sent him to a school specifically for native English speakers, so he gradually settled in and was able to do his work competently. He is gradually finding it easier to make new friends, but still doesn't have a BFF yet.
Backpack Contents:
- Cellphone: About a mid-priced cellphone with a pair of headphones. Nothing special. It does not have a charger however.
- Running Shoes: Colin was wearing a good pair of running shoes when he firsts enters the story, allowing him decent mobility over most terrain.
Digivice: D-3 digivice (Red grips with a blue base)
TWIN #1 - LUKE
Default Form: Rookie
Gender: Male
Alignment: Neutral Good
Skills/Talents:
Tinker - Luke has a handy knack of knowing how things work, especially electronics. He can often jury-rig up something nifty in his spare time (not immediately).
Musician - Despite having cumbersome paws, Luke is pretty good at getting instruments to work and churn out some nice tunes.
Personality: Luke is a kind, fair and intelligent digimon that always tries to be considerate around others. He can be a little shy around people he doesn't know, especially digimon of a higher level, but, once he comes out of his shell a little and knows more about them, he can usually speak to them in a familiar manner.
Luke is usually even-tempered, rarely raising his voice or turning to violence to solve disputes, but if violence is enacted or threatened to a family member or friend, he will turn something fierce - attacking ruthlessly until the enemy is no longer a threat to them. So much so that even Bellamy would admit that he'd rather chew glass than make Luke truly angry.
Even though his personality clashes a little with his brother's, Luke genuinely loves Bellamy and would do anything to help him out. While they do argue, it rarely gets to a point that they get angry with each other. At most it's usually playful teasing. As for Colin, well, Luke would protect him with his life. He adores his partner and would do anything for him too.
Luke's usually a little quiet about his interests, which are reading and practising music. His claws happen to be quite deft at playing guitars for instance.
DIGIMON'S INITIAL EVOLUTION LINE
Punimon > Wanyamon (Red) > Elecmon > Teslamon > Dynammon > Fulminomon > BanchouCherubimon
PUNIMON

Attribute: Free
Family: None
Type: Slime
Ability: Bubbles - Spits bubbles, nothing special.
Digivolves To: Wanyamon
WANYAMON


Appearance: Like a normal Wanyamon, only red.
Attribute: Free
Family: Nature Spirits
Type: Fuzzball
Abilities:
Fuzzy Spark - Builds up static electricity in his fur, then discharges it in a small, weak spark.
Om Nom Nom - Jumps up and bites the foe, latching himself on quite hard.
Digivolves To: Elecmon
ELECMON


Appearance: Covered with soft red and blue fur and white on his belly. Usually folds his tail-spikes up when in a normal situation, only unfurling them like a fan when attacking. Wears a pair of copper superconductive bracers on his forearms, and wears a blue scarf around his neck.
Attribute: Data
Family: Nature Spirits
Type: Beast
Abilities:
Fraternal Bond - If Luke's brother Bellamy is struck this turn, the power of Luke's next attack is increased by 30%.
Sparkling Thunder - Leans forward on all fours, unfurls his tail feathers, and discharges a bolt of lightning from the built up electricity at the target.
Livewire Tackle - Pumps his fur full of built up static electricity, then charges at the foe or alternatively punches them, discharging the electricity into them. Also raises a small forcefield around him that decreases the damage of incoming Rookie level projectile attacks by 50% for 1 turn. [Cooldown: 2 turns].
Ball Lightning - Raises one of his claws, charging a small ball of electrical energy on top of it. He then hurls it at the target as a projectile attack.
[RAM Upgrade] Ignition Burst - Luke clicks his claws to create a spark, which proceeds to light a fireball in his paw. He can hurl it at an enemy, in which it will explode upon contact with a 3m radius of fire. [Cooldown: 1 post]
Digivolves To: Teslamon
TESLAMON
Appearance:

(Picture credit to Yuukz)
Attribute: Data
Families: Nature Spirits, Metal Empire
Type: Beast Warrior
Abilities:
Combat Passive Ability - Pooka's Eye - If Bellamy has taken damage, Luke's left eye flashes blue with fury. The strength of his next attack increases by 30%.
Ark Lightning - Luke's coils spark with electricity, discharging to the spikes on his shoulders, then he directs the energy with a powerful thunderbolt.
Thunder Lance - Luke leaps high in the air, charging electricity in his coils. He directs the power to the tip of his spear, then brings it down as he lands on the foe.
Armature Flux - Luke overcharges his electric spikes, increasing the power of his electric attacks. The enemy risks electrocution if they make physical contact with him for 3 turns. [Cooldown: 2 Posts]
Alleviating Sparks - Luke sparks allies back into action with a channel of low current energy that soothes their pain and recovers them from shock. [Cooldown: 1 post]
Parabolic Charge - An arc of electricity connects Luke and his foe, where the energy of the opponent gets drawn toward him. Drains the stamina of the opponent, making them slightly slower and himself slightly faster for 3 turns. [Cooldown: 1 Post]
Digivolves To: Dynammon
Perfect Level - DYNAMMON
Appearance: Luke grows to a height of about 6'6". His overall theme is that he is to Elecmon what WarGrowlmon is to Guilmon. Luke bears some blue digizoid - steel alloy armor on his forearms, lower legs and chest. He also wears a metal helmet on his head with holes for his ears. He retains the lean, muscular form that he had as Teslamon; covered in red fur with white on his underbelly and blue stripes on his limbs and back. He also has blue eyes and a more adult-like face than his lower levels, resembling a Pooka more than a rabbit digimon. He also retains the sharp three claws on his paws and feet. Lastly, his electric spikes remain on his shoulders; his tail being a rabbit-like tuft as it was as Teslamon.
The main feature of Dynammon's attacking abilities come in the form of twin blasters that he holsters on a belt around his waist, where he can fire them either separately or attach them together for a charged attack. Also, on Luke's back is an array of six tesla coils arranged in a wheel. When charging for his ultimate attack - Storm Beam, this coil wheel spins around at high speed, gathering energy for his blasters.
Attribute: Data
Families: Nature Spirits, Metal Empire
Type: Beast Warrior
Abilities:
Combat Passive Ability: Turn of the Wheel - If Luke is struck by a lingering negative status that lasts 2 turns or more, his wheel turns in an effort to counteract it. It reduces the duration of the debuff by 1 turn.
Combat Passive Ability: Fraternal Bond - If Bellamy is damaged this turn, the power of Luke's attacks increase by 30% for one turn.
Thundercast - Luke fires his uncharged twin blasters at the opponent, casting beams of charged plasma at them. He can aim for one target fully with both shots, or aim for two different targets at half power.
Raijin Kick - Luke leaps high into the air, aiming his powerful legs in a kicking attack at the opponent, sparking with electricity. Will knock them down if they are the same level or lower. [Cooldown: 1 turn]
Gluon Gun - Luke combines his blasters together and fires them when uncharged. Creates a long-range rapid-fire arc-welding effect that delivers burns to his target (Has utility outside of battle for cutting through metal).
Defib Spark - Luke switches the mode of his blasters to the lowest setting and fires them at himself and/or an ally, delivering an alleviating shock that doesn't hurt them. The effect of this sparks them back into action, healing their pain, charging back their data and rendering them able to fight. Like his Thundercast attack, can concentrate the attack by aiming both at a target, or aiming at two different targets for half the effect. [Cooldown: 1 turn]
Storm Beam - Luke connects his blasters together and charges them with the dynamo wheel on his back. He then fires at his target with an immense charged particle beam at his target. The charge occurs instantaneously, but cannot be used in succession. Acts as Luke's finishing move. [Cooldown: 3 turns]
Luke's Mega level - FULMINOMON
Appearance: Fulminomon resembles a digimon that's themed to Elecmon in a similar way that Magnamon is themed to Veemon. He stands 7' tall, resembling the rabbit warrior he usually has been in his Champion and Perfect forms. Has a lean muscular form, covered with the usual red fur with a white underside and blue tips of his other forms.
Fulminomon is clad with a similar set of armor as Magnamon, only it is colored blue instead of gold. This includes a helmet that covers his face (except his blue eyes), with the back left bare for his long ears. Long shoulder guards protect his shoulders and upper arms, with blue bracers protecting his forearms. These guards hold his shoulder spikes as well, which provide the source of his electric attacks. He can direct the current into his hands to cast powerful lightning attacks at his opponent.
Luke's torso is protected with a chest plate that houses plasma cannons in the front, and jets in the rear that allow him to fly. His waist has a guard at the front and sides to protect that area too, and he wears blue digizoid boots to protect his feet.
Fulminomon has no weapons other than what is on his armor in this form, making his combat much faster and more free-flowing than it was as Dynammon.
Attribute: Data
Families: Nature Spirits, Metal Empire
Type: Beast Warrior
Abilities:
Passive Ability: Jet flight - Luke has the ability to fly at high speed.
Combat Passive Ability: Nanite Data Repair - If Luke is hit by an attack with additional debuffs, the length of duration of those debuffs are reduced by 1 turn.
Combat Passive Ability: Fraternal Bond - If Bellamy is hit by an attack this turn, the strength of Luke's next ability is increased by 30%.
Plasma Cast: Luke fires the cannons in his chest armor at rapid speed, sending burning bolts of plasma at his target.
Ion Missile: Luke's shoulder guards open and send a barrage of charged missiles that track toward his target. When they strike, they cause a pulse of electrical energy as well as general explosive damage. [Cooldown: 1 post]
Leyden Cross: Luke's fist sparks with electrical energy and he flies at high speed at his target, delivering a charged punch. If it hits an opponent that is at the same level as him, they're knocked down. Can also be used to counterattack. [Cooldown: 1 post]
Recharging Ray: Luke's shoulder guards open and send a channel of healing energy onto himself or an ally. Heals their wounds. [Cooldown: 1 post]
Flash Thunder: Luke raises a hand, then casts a very powerful bolt of lightning at them. This bolt can arc around corners. Hits instantly, and stuns the target for 1 post, rendering them unable to move, but they may still attack using projectiles. [Cooldown: 2 posts]
Armiture Beam: Luke's ultimate attack. Activates all of his weapon pods, gathers energy in his cupped hands, and launches them at the enemy in an immense beam of lightning. [Cooldown: 3 posts]
(somewhat resembles this at full power).
Luke's Super Mega level: BANCHO CHERUBIMON

(Picture credit to Yuuki)
Appearance: Luke stands at a height of approximately 6'7". His fur retains the red and white appearance it usually had. In his hand is a long spear with a jagged golden tip in the shape of a lightning bolt. Has a cape on his back, held in place by the chain around his neck, complete with the blue stone. His ears are also pierced with Holy Rings.
Attribute: Vaccine
Families: Virus Busters, Nature Spirits
Type: Holy Beast
Abilities:
Passive Ability: Flight - Bancho Cherubimon has the ability to fly.
Combat Passive: Fraternal Bond - if Bellamy is damaged in that turn, the power of Luke's next attack is increased by 30%. If he is damaged again in the next turn, the power of Luke's attack after that is increased by 50%. Increased damage is capped at 50%, and resets if Bellamy is not hurt in a turn.
Combat Passive: Livewire Fur - The more active cooldowns that Luke has, the faster he is. His speed increases by 10% for each turn he is away from recovery (for instance if he has 1 attack at 1/3 cooldown, and another on 1/2, this puts the counter at '3' and he is 30% faster). Caps at 100% faster (double speed).
Indignation: Requires a 1 turn charging up time. Luke forms a spell circle above the battlefield, summoning holy thunderclouds. When he unleashes the attack, an immense burst of lightning falls down, ravaging the battlefield in a 50m radius. Deals heavy damage and can pierce through shields. [Cooldown: 3 posts]
Spear of Ezekiel: Luke's spear charges with divine lightning, and he rams it into his opponent, dealing damage. If it hits, the target becomes magically sealed in the region where he hit. (If he hits their legs, they cannot move. If he hits an arm, they cannot attack. This effect lasts for 1 turn. [Cooldown: 2 posts]
Loki's Charm: Luke enriches himself with a power of trickery for 3 turns. While this effect is active, attacks that target him that have additional effects will have those effects nullified. That means that the attacks simply do damage if they hit and do not activate any debuffs (works like Shield Dust from Pokemon). This includes area-of-effect attacks that incidentally would affect him. If an attack only has an effect with no damage, it will still affect Luke and bypass this defense. [Cooldown: 3 posts]
Thunder Hammer: Luke casts down a quick bolt of lightning, aiming to smack the foe down like a hammer. A basic S-M level attack with no cooldown.
Stream of Life: Luke raises his paw and delivers a stream of healing green energy to himself or allies. If it targets 1, heals an immense amount of health. If it targets 2, it heals moderately. If it heals 3 or more, the amount recovered is light. [Cooldown: 3 posts]
Over Soul: Luke waves his paw and sends a rush of divine wind at himself or an ally. When this wave hits, the cooldown for 1 attack is removed (as long as it is 3 turns or less). If the cooldown is more than 3 turns, then the cooldown is reduced by 3. [Cooldown: 3 posts].
Euclidean Laser: Luke summons down a powerful burst of energy from the sky with the force of a small satellite cannon. If used while Bellamy's Pathfinder Mortar is in the air, it deals double damage. [Cooldown: 1 post]
Default Form: Rookie
Gender: Male
Alignment: Chaotic Good
Skills/Talents:
Confident: Bellamy is quite confident about almost everything he does, even if he knows nothing about it. He doesn't show any signs of weakness (unless something is really, really wrong).
Silvertongue: Bellamy likes to think he can be very charming and amusing. He's not persuasive with everybody of course, but for example, he can usually get his tamer and brother to agree to his ideas.
Personality: Bellamy is an outgoing, friendly and streetwise digimon with something of an ego. He pretty much wears his feelings on his sleeve, he's not really good at hiding them. He's the type of digimon that's honest and blunt with others about what he's feeling, even if it means getting unpleasant sometimes, but he's never like that with those that are nice to him. Others that are stuck-up or snobbish really piss him off, and he hates those that are unfairly prejudicial.
Bellamy can be somewhat hot-tempered, it doesn't take much for him to start flinging fireballs if he's upset, but at the very least, he'd listen to Colin and Luke if they tell him to calm down. However, it's only if lives are threatened that he aims to kill.
While he's usually a nice, friendly digimon as an Impmon that likes making those around him happy, as he evolves, he can become considerably more ruthless as the virus within takes hold, and it's harder for him to control. For this reason, he rarely digivolves, especially to the high levels.
Bellamy's a digimon that was once bad, but after reconfigurations and being showered by love from his brother, his partner and his family, he has come to enjoy that, and so is usually really good to others. While he likes teasing Luke a little, the fraternal bond they share is something very strong and is a central part of his life. Even if Bellamy's usually the one to talk back to the bad guys, he'd turn to Luke when he really needs to know how to deal with something.
Kiimon > Yaamon > Impmon > Flawizarmon > Astamon > Beelzemon > AvengeKidmon
Attribute: Free
Family: Nightmare Soldiers
Type: Slime
Ability: Bubble: Shoots bubbles. Nothing special.
Digivolves To: Yaamon
Attribute: Free
Family: Nightmare Soldiers
Type: Bouncy
Abilities:
Ebony Bubbles - Spits out black corrosive bubbles at the target.
I Bite U - I am darkness. Jumps up and bites his target.
Digivolves To: Impmon
Appearance: Similar to a typical Impmon. Covered in thin, velvety purple fur other than white on his face (and belly since biomerging with Colin and Luke) and a smiley face on his chest (that sometimes changes expression depending on his mood). Has green eyes. Wears a red scarf and red gloves.
Bellamy is a spellcaster digimon so he prefers to move around unencumbered with equipment. However if he must wear clothing he usually goes for dapper outfits (eschewing pants).
Attribute: Virus
Family: Nightmare Soldiers
Type: Devil
Abilities:
Fraternal Bond - If Bellamy's brother Luke is struck by an attack this turn, the power of Bellamy's next attack is increased by 30%.
Baddaboom - (aka "Yeah, so what if I have a Brooklyn Accent?") Conjures a fireball in his hand, then throws it at his opponent.
Freeze Lancer - Summons a shower of ice crystals in front of him, then sends them flying at the target.
Semper Fire - Bellamy's "serious" attack. Stands sidelong to his opponent, raises his paw, then clicks his fingers, shooting a powerful fireball at the foe. Roughly 50% more powerful and accurate than a regular Rookie attack. (Cooldown: 1 Post)
[RAM Upgrade] Stormfinger - Bellamy charges up lightning energy in his paw, then points at a foe and casts a bolt of lightning in that direction. Strikes with high speed and power. [Cooldown: 2 posts]
Digivolves To: Flawizarmon
Appearance: Resembles an adult-sized Impmon wearing the outfit of Flawizarmon.
Attribute: Virus
Families: Nightmare Soldiers, Dragon's Roar
Type: Spellcaster
Abilities:
Combat Passive Ability: Ghost Fire Glove - If Luke has taken damage, Bellamy's hands glow with green flame that pass up his matchstick wands when he's attacking. The strength of his next attack increases by 30%.
Razing Prominence - Bellamy uses his red matchstick wand to fire a jet of flames at his opponent.
Aether Osmose - Bellamy uses his blue matchstick wand to draw out his opponent's energy in the appearance of blue fire. Targets the magical energy of the target, making their special-style attacks weaker and Bellamy's stronger for 2 posts. [Cooldown: 1 post]
Catherine Wheel - Bellamy attaches the ends of his matchstick wands together, and starts spinning them as they ignite. He then throws the spinning wands at his opponent, causing a fiery explosion (and the wands come flying back to him when done). Causes Area-of-effect damage. [Cooldown: 1 post]
Evergreen Flame - Bellamy aims his blue matchstick wand at an ally, creating a gentle spell of green sparks and embers that gather around their wounds, preventing data from bleeding out and healing them. [Cooldown: 1 post]
Gemfire Blazer - Bellamy aims both matchstick wands at his target, sending a spinning jet of red and blue fire at them, both physically burning them and mentally sapping their energy (essentially making their magical attacks weaker for 2 posts). Bellamy's powerful Finishing move. [Cooldown: 3 turns]
Digivolves To: Astamon
Appearance: Dressed like a normal Astamon with 2 differences - instead of the demon beast mask on normal Astamon, Bellamy would wear a shady and stylish mobster hat. Otherwise looks similar to a normal Astamon. Stands 7ft tall, with green eyes and blond hair.
Attribute: Virus
Family: Nightmare Soldiers
Type: Demon Man
Abilities:
Noncombat Passive Ability: Flight - Bellamy's wings enable him to fly.
Combat Passive Ability: Fraternal Bond - If Luke is damaged this turn, the power of Bellamy's attacks increase by 30% for one turn.
Hellfire - Bellamy raises his Oro Salmon gun and fires a stream of bullets at them.
Darklight - Bellamy clicks the fingers of his right hand and conjures a powerful blast of dark flames in a matching style of his Semper Fire attack as a Rookie level. A Dark elemental attack. Bellamy has the ability to control the flames that he conjures, allowing them to track a target and fly around corners for at least 30 meters. [Cooldown: 1 post]
Cloak-and-Dagger - Bellamy swoops in and attacks the target with a dagger. If the opponent is hit and they have a lingering positive effect active, the duration of that effect is reduced by 2 turns, and Bellamy can claim its effects for himself for 1 turn. [Cooldown: 2 posts]
Nightingale - Bellamy's wings glow with blue light, and he flaps them once. This provides himself or an ally with a stroke of luck that in effect mends their data in a healing technique, and reduces any active cooldowns by 1 post (except if he uses it on himself). [Cooldown: 2 posts].
Savage Nightmare- Bellamy's fists glow with grey fire and he shoots his Oro Salmon at the enemy, creating about 20 medium velocity dark energy spheres. These wander about the battlefield before finally falling under Bellamy's control and spiral in toward the eventual target, dealing increased dark damage with superior accuracy. [Cooldown: 3 posts]
Emanating Darkness - Bellamy takes a turn to charge his power. In his next turn, if he chooses to do so, his Hellfire, Darklight and Savage Nightmare attacks deal double damage. If he does not use any of those attacks, this effect is nullified. [Cooldown: 2 posts].

Appearance: Resembles Beelzemon's Xros Wars design, standing at 7' tall.
Attribute: Virus
Families: Nightmare Soldiers, Metal Empire
Type: Demon Man
Combat Passive: Withered Feather - If Bellamy is hit by an attack in battle, a black feather will fall from his wings. This feather turns to black energy, which he then absorbs. The effect of this will increase the power of his attacks by 5% for each feather absorbed for a maximum of 50%. If Bellamy is not attacked for more than 3 turns in a row, the effect of this ability is reset back to 0.
Combat Passive Ability: All-Seeing Eye - Bellamy's third eye allows him to see in darkness, when his eyesight is otherwise compromised, or when the opponent is trying to use illusions. Also allows him to be slightly more accurate and evasive.
Combat Passive Ability: Fraternal Bond - If Luke is hit this turn, Bellamy's next ability will be boosted by 30%.
Darkness Claw: Bellamy slashes or impales his opponent with his claws. If they have a current buffing effect active, the duration of that effect is reduced by 2 turns. In addition, Bellamy can gain that buff for 1 turn. [Cooldown: 2 posts]
Relentless Impact: Bellamy changes the mode of his Berenjena, revealing a mini-gatling gun beneath. He fires it at full speed at his targets, sending a storm of dark bullets at them.
Eclipse Pillar: Bellamy raises his full powered Berenjena, charging a surge of energy, then fires it at full strength. Has the additional effect of increasing any active cooldowns by 2 posts. [Cooldown: 2 posts]
Fallen Angel's Penance: Being a fallen angel type of digimon, Bellamy uses the kindness in his heart to his friends and family bring forth a surge of angelic power that can heal himself or his ally's wounds and reduce any active cooldowns by 1 turn. [Cooldown: 2 turns]
Ebony Flare: Bellamy channels forth a burst of dark fire from his hand. He can manipulate this fire to track toward for up to 50 metres. [Cooldown: 1 turn].
Savage Night Terror: Bellamy's fists glow with grey fire and he shoots his Berenjena at the enemy, creating about 30 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, turning into a shell of darkness, then blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Mega levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Attribute: Vaccine
Families: Virus Busters, Nature Spirits
Type: Holy Beast
Abilities:
Passive Ability: Flight - Bancho Cherubimon has the ability to fly.
Combat Passive: Fraternal Bond - if Bellamy is damaged in that turn, the power of Luke's next attack is increased by 30%. If he is damaged again in the next turn, the power of Luke's attack after that is increased by 50%. Increased damage is capped at 50%, and resets if Bellamy is not hurt in a turn.
Combat Passive: Livewire Fur - The more active cooldowns that Luke has, the faster he is. His speed increases by 10% for each turn he is away from recovery (for instance if he has 1 attack at 1/3 cooldown, and another on 1/2, this puts the counter at '3' and he is 30% faster). Caps at 100% faster (double speed).
Indignation: Requires a 1 turn charging up time. Luke forms a spell circle above the battlefield, summoning holy thunderclouds. When he unleashes the attack, an immense burst of lightning falls down, ravaging the battlefield in a 50m radius. Deals heavy damage and can pierce through shields. [Cooldown: 3 posts]
Spear of Ezekiel: Luke's spear charges with divine lightning, and he rams it into his opponent, dealing damage. If it hits, the target becomes magically sealed in the region where he hit. (If he hits their legs, they cannot move. If he hits an arm, they cannot attack. This effect lasts for 1 turn. [Cooldown: 2 posts]
Loki's Charm: Luke enriches himself with a power of trickery for 3 turns. While this effect is active, attacks that target him that have additional effects will have those effects nullified. That means that the attacks simply do damage if they hit and do not activate any debuffs (works like Shield Dust from Pokemon). This includes area-of-effect attacks that incidentally would affect him. If an attack only has an effect with no damage, it will still affect Luke and bypass this defense. [Cooldown: 3 posts]
Thunder Hammer: Luke casts down a quick bolt of lightning, aiming to smack the foe down like a hammer. A basic S-M level attack with no cooldown.
Stream of Life: Luke raises his paw and delivers a stream of healing green energy to himself or allies. If it targets 1, heals an immense amount of health. If it targets 2, it heals moderately. If it heals 3 or more, the amount recovered is light. [Cooldown: 3 posts]
Over Soul: Luke waves his paw and sends a rush of divine wind at himself or an ally. When this wave hits, the cooldown for 1 attack is removed (as long as it is 3 turns or less). If the cooldown is more than 3 turns, then the cooldown is reduced by 3. [Cooldown: 3 posts].
Euclidean Laser: Luke summons down a powerful burst of energy from the sky with the force of a small satellite cannon. If used while Bellamy's Pathfinder Mortar is in the air, it deals double damage. [Cooldown: 1 post]
TWIN #2 - BELLAMY
Default Form: Rookie
Gender: Male
Alignment: Chaotic Good
Skills/Talents:
Confident: Bellamy is quite confident about almost everything he does, even if he knows nothing about it. He doesn't show any signs of weakness (unless something is really, really wrong).
Silvertongue: Bellamy likes to think he can be very charming and amusing. He's not persuasive with everybody of course, but for example, he can usually get his tamer and brother to agree to his ideas.
Personality: Bellamy is an outgoing, friendly and streetwise digimon with something of an ego. He pretty much wears his feelings on his sleeve, he's not really good at hiding them. He's the type of digimon that's honest and blunt with others about what he's feeling, even if it means getting unpleasant sometimes, but he's never like that with those that are nice to him. Others that are stuck-up or snobbish really piss him off, and he hates those that are unfairly prejudicial.
Bellamy can be somewhat hot-tempered, it doesn't take much for him to start flinging fireballs if he's upset, but at the very least, he'd listen to Colin and Luke if they tell him to calm down. However, it's only if lives are threatened that he aims to kill.
While he's usually a nice, friendly digimon as an Impmon that likes making those around him happy, as he evolves, he can become considerably more ruthless as the virus within takes hold, and it's harder for him to control. For this reason, he rarely digivolves, especially to the high levels.
Bellamy's a digimon that was once bad, but after reconfigurations and being showered by love from his brother, his partner and his family, he has come to enjoy that, and so is usually really good to others. While he likes teasing Luke a little, the fraternal bond they share is something very strong and is a central part of his life. Even if Bellamy's usually the one to talk back to the bad guys, he'd turn to Luke when he really needs to know how to deal with something.
DIGIMON'S INITIAL EVOLUTION LINE
Kiimon > Yaamon > Impmon > Flawizarmon > Astamon > Beelzemon > AvengeKidmon
KIIMON


Attribute: Free
Family: Nightmare Soldiers
Type: Slime
Ability: Bubble: Shoots bubbles. Nothing special.
Digivolves To: Yaamon
YAAMON


Attribute: Free
Family: Nightmare Soldiers
Type: Bouncy
Abilities:
Ebony Bubbles - Spits out black corrosive bubbles at the target.
I Bite U - I am darkness. Jumps up and bites his target.
Digivolves To: Impmon
IMPMON

Picture credit to Yuukz.
Appearance: Similar to a typical Impmon. Covered in thin, velvety purple fur other than white on his face (and belly since biomerging with Colin and Luke) and a smiley face on his chest (that sometimes changes expression depending on his mood). Has green eyes. Wears a red scarf and red gloves.
Bellamy is a spellcaster digimon so he prefers to move around unencumbered with equipment. However if he must wear clothing he usually goes for dapper outfits (eschewing pants).
Attribute: Virus
Family: Nightmare Soldiers
Type: Devil
Abilities:
Fraternal Bond - If Bellamy's brother Luke is struck by an attack this turn, the power of Bellamy's next attack is increased by 30%.
Baddaboom - (aka "Yeah, so what if I have a Brooklyn Accent?") Conjures a fireball in his hand, then throws it at his opponent.
Freeze Lancer - Summons a shower of ice crystals in front of him, then sends them flying at the target.
Semper Fire - Bellamy's "serious" attack. Stands sidelong to his opponent, raises his paw, then clicks his fingers, shooting a powerful fireball at the foe. Roughly 50% more powerful and accurate than a regular Rookie attack. (Cooldown: 1 Post)
[RAM Upgrade] Stormfinger - Bellamy charges up lightning energy in his paw, then points at a foe and casts a bolt of lightning in that direction. Strikes with high speed and power. [Cooldown: 2 posts]
Digivolves To: Flawizarmon
FLAWIZARMON
Appearance: Resembles an adult-sized Impmon wearing the outfit of Flawizarmon.
Attribute: Virus
Families: Nightmare Soldiers, Dragon's Roar
Type: Spellcaster
Abilities:
Combat Passive Ability: Ghost Fire Glove - If Luke has taken damage, Bellamy's hands glow with green flame that pass up his matchstick wands when he's attacking. The strength of his next attack increases by 30%.
Razing Prominence - Bellamy uses his red matchstick wand to fire a jet of flames at his opponent.
Aether Osmose - Bellamy uses his blue matchstick wand to draw out his opponent's energy in the appearance of blue fire. Targets the magical energy of the target, making their special-style attacks weaker and Bellamy's stronger for 2 posts. [Cooldown: 1 post]
Catherine Wheel - Bellamy attaches the ends of his matchstick wands together, and starts spinning them as they ignite. He then throws the spinning wands at his opponent, causing a fiery explosion (and the wands come flying back to him when done). Causes Area-of-effect damage. [Cooldown: 1 post]
Evergreen Flame - Bellamy aims his blue matchstick wand at an ally, creating a gentle spell of green sparks and embers that gather around their wounds, preventing data from bleeding out and healing them. [Cooldown: 1 post]
Gemfire Blazer - Bellamy aims both matchstick wands at his target, sending a spinning jet of red and blue fire at them, both physically burning them and mentally sapping their energy (essentially making their magical attacks weaker for 2 posts). Bellamy's powerful Finishing move. [Cooldown: 3 turns]
Digivolves To: Astamon
Perfect level - ASTAMON
Appearance: Dressed like a normal Astamon with 2 differences - instead of the demon beast mask on normal Astamon, Bellamy would wear a shady and stylish mobster hat. Otherwise looks similar to a normal Astamon. Stands 7ft tall, with green eyes and blond hair.
Attribute: Virus
Family: Nightmare Soldiers
Type: Demon Man
Abilities:
Noncombat Passive Ability: Flight - Bellamy's wings enable him to fly.
Combat Passive Ability: Fraternal Bond - If Luke is damaged this turn, the power of Bellamy's attacks increase by 30% for one turn.
Hellfire - Bellamy raises his Oro Salmon gun and fires a stream of bullets at them.
Darklight - Bellamy clicks the fingers of his right hand and conjures a powerful blast of dark flames in a matching style of his Semper Fire attack as a Rookie level. A Dark elemental attack. Bellamy has the ability to control the flames that he conjures, allowing them to track a target and fly around corners for at least 30 meters. [Cooldown: 1 post]
Cloak-and-Dagger - Bellamy swoops in and attacks the target with a dagger. If the opponent is hit and they have a lingering positive effect active, the duration of that effect is reduced by 2 turns, and Bellamy can claim its effects for himself for 1 turn. [Cooldown: 2 posts]
Nightingale - Bellamy's wings glow with blue light, and he flaps them once. This provides himself or an ally with a stroke of luck that in effect mends their data in a healing technique, and reduces any active cooldowns by 1 post (except if he uses it on himself). [Cooldown: 2 posts].
Savage Nightmare- Bellamy's fists glow with grey fire and he shoots his Oro Salmon at the enemy, creating about 20 medium velocity dark energy spheres. These wander about the battlefield before finally falling under Bellamy's control and spiral in toward the eventual target, dealing increased dark damage with superior accuracy. [Cooldown: 3 posts]
Emanating Darkness - Bellamy takes a turn to charge his power. In his next turn, if he chooses to do so, his Hellfire, Darklight and Savage Nightmare attacks deal double damage. If he does not use any of those attacks, this effect is nullified. [Cooldown: 2 posts].
Bellamy's Mega Level: BEELZEMON

Appearance: Resembles Beelzemon's Xros Wars design, standing at 7' tall.
Attribute: Virus
Families: Nightmare Soldiers, Metal Empire
Type: Demon Man
Combat Passive: Withered Feather - If Bellamy is hit by an attack in battle, a black feather will fall from his wings. This feather turns to black energy, which he then absorbs. The effect of this will increase the power of his attacks by 5% for each feather absorbed for a maximum of 50%. If Bellamy is not attacked for more than 3 turns in a row, the effect of this ability is reset back to 0.
Combat Passive Ability: All-Seeing Eye - Bellamy's third eye allows him to see in darkness, when his eyesight is otherwise compromised, or when the opponent is trying to use illusions. Also allows him to be slightly more accurate and evasive.
Combat Passive Ability: Fraternal Bond - If Luke is hit this turn, Bellamy's next ability will be boosted by 30%.
Darkness Claw: Bellamy slashes or impales his opponent with his claws. If they have a current buffing effect active, the duration of that effect is reduced by 2 turns. In addition, Bellamy can gain that buff for 1 turn. [Cooldown: 2 posts]
Relentless Impact: Bellamy changes the mode of his Berenjena, revealing a mini-gatling gun beneath. He fires it at full speed at his targets, sending a storm of dark bullets at them.
Eclipse Pillar: Bellamy raises his full powered Berenjena, charging a surge of energy, then fires it at full strength. Has the additional effect of increasing any active cooldowns by 2 posts. [Cooldown: 2 posts]
Fallen Angel's Penance: Being a fallen angel type of digimon, Bellamy uses the kindness in his heart to his friends and family bring forth a surge of angelic power that can heal himself or his ally's wounds and reduce any active cooldowns by 1 turn. [Cooldown: 2 turns]
Ebony Flare: Bellamy channels forth a burst of dark fire from his hand. He can manipulate this fire to track toward for up to 50 metres. [Cooldown: 1 turn].
Savage Night Terror: Bellamy's fists glow with grey fire and he shoots his Berenjena at the enemy, creating about 30 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, turning into a shell of darkness, then blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Mega levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Bellamy's Super Mega level: AVENGE KIDMON



Appearance: Mostly as pictured, although he can shift the data on his legs so they can change between guns and ordinary feet. Stands 7' tall.
Attribute: Virus
Families: Nightmare Soldiers, Metal Empire
Type: Demon Man
Abilities:
Passive Ability: Flight - AvengeKidmon has the ability to fly in battle.
Combat Passive: Fraternal Bond - if Luke is damaged in that turn, the power of Bellamy's next attack is increased by 30%. If he is damaged again in the next turn, the power of Bellamy's attack after that is increased by 50%. Increased damage is capped at 50%, and resets if Luke is not hurt in a turn.
Combat Passive: Heat Ravager - If Bellamy targets an opponent with any active cooldowns, he deals 5% extra damage for every turn they are from recovery. (So if they have one attack at 1/3 cooldown, another at 2/3, and another at 0/2, that puts the counter at 5 and so he deals 25% extra damage). Caps at 100% (double damage).
Destruction Trigger: Bellamy aims a kick at his opponent, triggering a gunshot in his foot as he does so, dealing strong point-blank damage.
Misery Bullet Rain: Bellamy's guns glow with grey fire and he shoots all of his weapons at the enemy, creating about 50 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, turning into a shell of darkness, then blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Super Mega levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Hellfire Railgun: Bellamy unslings and unfolds a collapsible rifle that's stored on his back and fires a powerful railgun blast. Not only does this attack pierce through shields, it can damage targets that are standing in a line and hits through anyone standing behind them. [Cooldown: 2 posts]
Frontier Showdown: Bellamy infuses himself with a burst of adrenaline, making his attacks 50% faster and more damaging for 2 turns. [Cooldown: 3 posts]
One for the Road: Bellamy conjures a small flask of liquid that he can consume himself or pass to an ally. Drinking it will moderately replenish their health and reduce any active cooldowns by 1 turn. [Cooldown: 2 posts]
Pathfinder Mortar: Bellamy conjures a hand-cannon like weapon and fires it high above into the sky. On the next turn, a bomb (that can track toward his target, but does not home in on them) will land on the enemy, not only dealing moderate damage in a 10 meter radius, but acts as a beacon for Luke's Euclidean Laser attack. [Cooldown: 1 post]
Merciless Sniper: Bellamy conjures a sniper rifle and takes careful aim at a foe, then fires. If he has not been attacked this turn, damage is increased by 30% [Cooldown: 1 post]
Luke/Bellamy's DNA Super Mega: BLACK JUPITERMONAttribute: Virus
Families: Nightmare Soldiers, Metal Empire
Type: Demon Man
Abilities:
Passive Ability: Flight - AvengeKidmon has the ability to fly in battle.
Combat Passive: Fraternal Bond - if Luke is damaged in that turn, the power of Bellamy's next attack is increased by 30%. If he is damaged again in the next turn, the power of Bellamy's attack after that is increased by 50%. Increased damage is capped at 50%, and resets if Luke is not hurt in a turn.
Combat Passive: Heat Ravager - If Bellamy targets an opponent with any active cooldowns, he deals 5% extra damage for every turn they are from recovery. (So if they have one attack at 1/3 cooldown, another at 2/3, and another at 0/2, that puts the counter at 5 and so he deals 25% extra damage). Caps at 100% (double damage).
Destruction Trigger: Bellamy aims a kick at his opponent, triggering a gunshot in his foot as he does so, dealing strong point-blank damage.
Misery Bullet Rain: Bellamy's guns glow with grey fire and he shoots all of his weapons at the enemy, creating about 50 medium velocity dark energy spheres. If the enemy evades or defends against this attack, the cooldown is refunded and Bellamy can continue the attack manipulating the dark energy so they spin around his target, turning into a shell of darkness, then blasting them with double damage with enhanced accuracy. This makes it potentially fatal to other Super Mega levels. The cooldown would then apply after this turn. [Cooldown: 3 posts]
Hellfire Railgun: Bellamy unslings and unfolds a collapsible rifle that's stored on his back and fires a powerful railgun blast. Not only does this attack pierce through shields, it can damage targets that are standing in a line and hits through anyone standing behind them. [Cooldown: 2 posts]
Frontier Showdown: Bellamy infuses himself with a burst of adrenaline, making his attacks 50% faster and more damaging for 2 turns. [Cooldown: 3 posts]
One for the Road: Bellamy conjures a small flask of liquid that he can consume himself or pass to an ally. Drinking it will moderately replenish their health and reduce any active cooldowns by 1 turn. [Cooldown: 2 posts]
Pathfinder Mortar: Bellamy conjures a hand-cannon like weapon and fires it high above into the sky. On the next turn, a bomb (that can track toward his target, but does not home in on them) will land on the enemy, not only dealing moderate damage in a 10 meter radius, but acts as a beacon for Luke's Euclidean Laser attack. [Cooldown: 1 post]
Merciless Sniper: Bellamy conjures a sniper rifle and takes careful aim at a foe, then fires. If he has not been attacked this turn, damage is increased by 30% [Cooldown: 1 post]

Appearance: The DNA bio-merge of Colin, Luke and Bellamy. Looks as pictured, standing 8' tall.
Attribute: Data
Families: Virus Busters, Wind Guardians
Type: God Man
Abilities:
Combat Passive: Unbreakable Alliance - The effect of BlackJupitermon's area-of-effect attacks do not harm those that he counts as allies in battle. When he uses one such attack, those fighting on his side gain transparent blue shields that protect them from damage and negative effects that BlackJupitermon uses.
Combat Passive: Ixion Cloud - Whenever BlackJupitermon successfully lands an attack, a small energetic lightning cloud will hover around the battlefield and linger there. Is maxed out at 5 clouds. For each cloud that is active, BlackJupiter receives 5% less damage from Projectile attacks.
Combat Passive: Imperial Wrath - If BlackJupitermon is hit by 2 or more attacks in 1 turn, any active cooldowns are reduced by 1 post.
Black Plasment: BlackJupitermon converts his body to a state of dark plasma for up to 1-3 turns. In this state, any melee attacks that hit him will hurt the attacker for a light amount of damage. He also becomes 30% faster. [Cooldown = the amount of turns that it was active].
Callisto Hammer: BlackJupiter swings his hammer at the target, aiming to deal melee damage. Even if it misses, it will still produce 1 Ixion Cloud. [Cooldown: 1 post]
Geyser of Io: BlackJupiter calls forth a burst of plasma from the ground underneath his target, which reaches a height of around 25m at its height. Deals strong damage over a 25m radius, but if his opponent is flying higher than that, it won't affect them. [Cooldown: 1 post]
Light of Europa: BlackJupiter enriches himself or an ally with a divine blue energy, healing for a moderate amount, and reduces any active cooldowns by 1. [Cooldown: 2 posts]
Fall Ganymede: BlackJupitermon casts a powerful bolt of lightning on his opponent. For every Ixion Cloud that is present on the battlefield, damage is increased by 20%.
Ion Storm: BlackJupitermon conjures a thunderstorm that lasts 3 turns. While it is active, any digimon in the sky that is not a Wind Guardian family digimon will receive damage each turn. Also, any grounded target has their speed reduced by 30% as the storm hampers their movements. Furthermore, all lightning element attacks used in battle are increased by 30% in damage intensity. Produces 1 Ixion Cloud for each turn that this is active. [Cooldown: 3 posts]
Ultima Protos: BlackJupiter's 'finishing' attack. Fires an immense beam of lightning with the aim of simply dealing as much damage as possible. Can pierce through shields and ignores any defenses. [Cooldown: 3 posts]
Attribute: Data
Families: Virus Busters, Wind Guardians
Type: God Man
Abilities:
Combat Passive: Unbreakable Alliance - The effect of BlackJupitermon's area-of-effect attacks do not harm those that he counts as allies in battle. When he uses one such attack, those fighting on his side gain transparent blue shields that protect them from damage and negative effects that BlackJupitermon uses.
Combat Passive: Ixion Cloud - Whenever BlackJupitermon successfully lands an attack, a small energetic lightning cloud will hover around the battlefield and linger there. Is maxed out at 5 clouds. For each cloud that is active, BlackJupiter receives 5% less damage from Projectile attacks.
Combat Passive: Imperial Wrath - If BlackJupitermon is hit by 2 or more attacks in 1 turn, any active cooldowns are reduced by 1 post.
Black Plasment: BlackJupitermon converts his body to a state of dark plasma for up to 1-3 turns. In this state, any melee attacks that hit him will hurt the attacker for a light amount of damage. He also becomes 30% faster. [Cooldown = the amount of turns that it was active].
Callisto Hammer: BlackJupiter swings his hammer at the target, aiming to deal melee damage. Even if it misses, it will still produce 1 Ixion Cloud. [Cooldown: 1 post]
Geyser of Io: BlackJupiter calls forth a burst of plasma from the ground underneath his target, which reaches a height of around 25m at its height. Deals strong damage over a 25m radius, but if his opponent is flying higher than that, it won't affect them. [Cooldown: 1 post]
Light of Europa: BlackJupiter enriches himself or an ally with a divine blue energy, healing for a moderate amount, and reduces any active cooldowns by 1. [Cooldown: 2 posts]
Fall Ganymede: BlackJupitermon casts a powerful bolt of lightning on his opponent. For every Ixion Cloud that is present on the battlefield, damage is increased by 20%.
Ion Storm: BlackJupitermon conjures a thunderstorm that lasts 3 turns. While it is active, any digimon in the sky that is not a Wind Guardian family digimon will receive damage each turn. Also, any grounded target has their speed reduced by 30% as the storm hampers their movements. Furthermore, all lightning element attacks used in battle are increased by 30% in damage intensity. Produces 1 Ixion Cloud for each turn that this is active. [Cooldown: 3 posts]
Ultima Protos: BlackJupiter's 'finishing' attack. Fires an immense beam of lightning with the aim of simply dealing as much damage as possible. Can pierce through shields and ignores any defenses. [Cooldown: 3 posts]
OPTIONAL LINES - LUKE
Level: Armor Champion
Species: RedLekismon
Appearance: Like a normal Lekismon, only with the red and white colouring of Elecmon. Also retains his blue scarf.
Attribute: Data
Family/ies: Nature Spirits, Deep Savers
Type: Beast
Crest: Compassion
Abilities:
Passive Ability: Fraternal Bond. When Luke's brother Bellamy is struck by an attack, the power of Luke's next attack is increased by 30%.
Moon Night Kick - Leaps into the air and strikes his foe with a powerful kicking attack.
Rain Lance - Raises his paw into the air and gathers water from the air, then hurls it at his opponent.
Saturation - Focuses the humidity of the air around his opponent to saturation point, coating them with water and giving them the effect of being soaked. In effect, it increases the damage they would receive from electric attacks for 3 turns. [Cooldown: 1 post]
Thunderbolt - Focuses his ribbons so that they form an electric discharge, then fires a bolt of electricity at his target.
Leyden Punch - Focuses electricity into his clenched fist, then runs at the opponent and punches them, creating an electric discharge if it connects.
Level: Armor Ultimate
Species: RedWeregarurumon
Appearance:

Like a normal WereGarurumon, only with the red and white colouring of Elecmon. Stands 7ft tall.
Attribute: Data
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Beast
Crest: Compassion
Abilities:
Passive Ability: Fraternal Bond - If Bellamy is struck by an attack this turn, Luke's next attack is boosted in power by 30%.
Passive Ability: Mythril Fur - Luke's fur is very strong indeed. It reduces all damage he receives by 30%, unless they are fire elemental, in which case he gets no defensive advantage.
Kaiser Nail: Aims to rake his sharp claws at an enemy.
Flaming Thunder: Inhales, then roars out a blast of supercharged air, charged with fire and lightning. Range of 50 meters.
Volt Kicker: Launches a kicking attack with his foot electrified. If it strikes, it immobilizes the opponent for 1 turn. [Cooldown: 3 turns]
Moonshine: Luke gives a howl to the skies, which sends a wave of energy through the battlefield. Those he sees as his allies gain a 15% boost to their attack for 3 turns [Maximum: himself + 3 targets], those he sees as his enemies get a 15% decrease in their attack strength for 3 turns [Maximum: 3 targets]. If used under clear skies at night, the 15% becomes 30%. [Cooldown: 3 turns]
Luna Life: Luke focuses inward, then conjures a healing light. He can cast it upon one ally to heal moderate damage, or across all of his allies for minor damage. [Cooldown: 3 turns]
OPTIONAL LINES - BELLAMY
Level: Armor Champion
Species: BlackTailmon
Appearance: Like a normal BlackTailmon. Retains his red scarf and gloves that he had as Impmon.
Attribute: Virus
Family/ies: Nightmare Soldiers, Nature Spirits
Type: Beast
Crest: Tenacity
Abilities:
Passive Ability: Fraternal Bond. If Bellamy's brother Luke is struck by an attack, the power of Bellamy's next attack is increased by 30%.
Lightning Paw - Lunges at his opponent with his claw at high speed, aiming a powerful punch at them.
Cat's Eye Hypnosis - Stares at his opponent with his glowing green eyes, slowing their movements for 2 posts [Cooldown: 1 post]
Homing Fire - Conjures three fireballs that spin around his body momentarily - then are launched outwards. The fireballs home in on their target, exploding with a burst of heat when they connect. [Cooldown: 1 post]
Alleviate Pain - His tail ring glows with golden light, and he holds his paws over a his wounded companion, aiming to restore their data and heal their pain. [Cooldown: 1 post]
Shadow Slash - Transfixes his opponent's eyes, then launches forward with a high speed slashing attack. In the blink of an eye, he aims to slash them with his claw. Very difficult to dodge [Cooldown: 1 post]
Level: Armor Ultimate
Species: Satellamon
Appearance:

Like a normal Satellamon, pretty much, just with green eyes. Stands 5'5" tall
Attribute: Data
Family/ies: Nightmare Soldiers, Metal Empire
Type: Navi
Crest: Tenacity
Abilities:
Non-Combat Passive Ability: Flight - Bellamy has the power of flight in this form.
Combat Passive Ability: Fraternal Bond - If Luke is struck by an attack this turn, Bellamy's next attack is boosted in power by 30%.
Combat Passive Ability: GPS Triangulation - If the enemy is using illusions, stealth or any other type of evasive technique, Bellamy can track their movements and make a lock on them, allowing him to target them normally.
Cosmic Raider: Bellamy raises his guns and fires one or two homing lasers at the opponent. These can track toward the target, but don't necessarily auto-hit. Can aim both at one target, or one each at up to two targets. [Cooldown: 1 turn]
Ion Cannon: Bellamy flies directly over the target, charging both weapons for one turn, then fires an immense blast of energy directly downward An immensely powerful attack twice as strong as a typical Ultimate level strike. [Cooldown: 1 turn]
Aurora Fire: Bellamy raises his guns and fires small blasts of energy at a rapid speed (around the rate of a machine gun). These blasts do not home in.
Prism Downfall: Bellamy combines both of his blasters into a single weapon, combining their power into one. He then charges a huge amount of energy into the attack, firing directly downward, homing into a target (but not a guaranteed auto-hit]. Because of the energy expended, this attack has a cooldown of 2 turns after use.
Firestorm Defense: Bellamy can activate a deflector shield of energy that can absorb 1 ultimate level attack. Lasts for 1 turn. [Cooldown: 2 turns]
Mega level Merc: HELIODRAMON
Appearance: The final form of Blimpmon, Heliodramon has the appearance of a sleek metallic airship in the rough shape of a dragon. He is much smaller than AirVessemon, having an overall length of 30 metres from front to back. Is colored red on his back and white underneath.
Unlike his previous forms, Heliodramon has a head attached to his front, with blue eyes and a mouth, but no snout. He can move this head around to aim. Within his mouth is an energy autocannon, which is used for standard forward attacks. Under his head, also facing forward, is a more powerful charged particle cannon, which is used to fire his more powerful attacks. Heliodramon has four rocket launchers on either side (total of 8).
Instead of legs and a tail, Heliodramon instead has four powerful rocket thrusters that allow him to fly at very high speeds. In regards to his cabin, it is now slightly smaller, but still has comfortable amenities for up to 12 humans and rookie level digimon to travel within. This cabin is located on his back rather than his undercarriage.
Lastly, Heliodramon does have a pair of arms that he can use to latch on to surfaces and also carry things. He doesn't normally use them in ordinary flight, however.
Attribute: Data
Families: Wind Guardians, Metal Empire
Type: Machine
Passive Ability: First Class Air Transport - Heliodramon has state-of-the-art amenities and provisions to provide for up to 12 humans and rookie level digimon within his cabin, complete with a galley, lounge, and 6 bedrooms. Conditions aboard are shielded and conditioned for comfort.
Passive Ability: Flight Sensors - Heliodramon is able to detect heat signatures from other digimon and attacks within a 2-mile radius, allowing him to monitor the battle situation at all times.
Combat Passive Ability: Deflector Shield - Heliodramon is equipped with a blue energy barrier around his hull. The effect of this barrier means that it can block 2 attacks from Mega levels or lower as long as that attack has no attached cooldown. If the attack has a cooldown, Heliodramon is hit with 3 of these attacks, or he is hit by any Super Mega equivalent attack, the deflector shield is breached for 3 turns before it can recharge.
Combat Passive Ability: Auto-Repair - is able to carry out limited onboard repairs if minor damage is sustained in battle. Major damage such as engines being blown off cannot be repaired in this way.
Photon Cannon - Heliodramon opens his mouth and fires the main cannon. The projectiles are powerful rapid-fire blasts of energy, fired at a rate of 300 rpm.
Ion Beam - Heliodramon charges his main cannon with energy, then fires an immense blast forward. This attack can pierce through defenses the enemy may have raised, and also deals immense damage. Its power is increased by 50% if it is used the turn after the Stealth Shield is activated (which will also cancel the Stealth Shield's effect). [Cooldown: 2 turns].
Missile Destroyer - Heliodramon fires a salvo of 8 missiles that are able to track toward the target. [Cooldown: 1 turn].
Jet Fire - If an enemy is chasing Heliodramon from behind, he is able to release a huge blast of fire from his jets, which not only propels him forward for a turbo boost in speed, but severely burns whoever is behind him.
Stealth Shield - Heliodramon has the capability of activating a camoflage shield that makes him invisible from sight. While in stealth mode, he cannot be seen, but the heat and sound signature from his jets may still be detectable. The stealth shield lasts for 2 turns and has a cooldown of 2 turns. The use of his Ion Beam attack will cancel its effect.
Mercenary #2
Digimon Name: Gaz
Default Form: Rookie
Gender: Female
Personal History: Gaz is the daughter of Bellamy and Coronamon. The shared data of her parents ended up being infused into passing data that was on its way to the village of beginnings, where it coalesced into an egg and then hatched. Gaz evolved quickly at the village, her mind filled with memories of both Bellamy and Coronamon - their history, what they went through, and now wishes to seek them out and be a part of their lives.
Gaz is somewhat of a punk, and requires a bit of discipline to get into proper ladylike behaviour. Unlike her brother Finn, Gaz will spend most of her time with Bellamy, but of course be delighted to spend time with Coronamon's side of the family when necessary. Needless to say, she also speaks with Bellamy's Brooklyn accent.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Zurumon
Appearance:

Attribute: Free
Family: None
Type: Slime
Fighting Style: N/A
Ability:
Bubbles - Spits out bubbles laced with irritant to ward off enemies.
Digivolves To: Pagumon
In-Training
Species: Pagumon
Appearance:

Attribute: Free
Family: None
Type: Lesser
Fighting Style: N/A
Abilities:
Hop Attack - Bounces hard on an opponent, aiming for their head in particular.
Bubbles - Shoots corrosive bubbles from her mouth at the enemy.
Digivolves From: Zurumon
Digivolves To: Gazimon
Rookie
Species: Gazimon
Appearance:

Gaz stands 2 inches taller than Bellamy in height, much to his annoyance. Otherwise looks like a regular Gazimon.
Attribute: Virus
Families: Nightmare Soldier, Nature Spirits
Type: Beast
Fighting Style: Gaz tends to have a bark worse than her bite, usually resorting to taunting and insulting a hostile opponent. However, if the situation calls for it, or if a member of her family is threatened (extended family too, so her dads' partners and her uncle), she will support them in any way she can.
Gaz can either attack with the ranged Badda-Zing, or the melee Infernal Slash. If the enemy is particularly dangerous, she'll attempt to trap them in a Pitfall so that they can be more easily targeted or prevented from escaping for 1 turn.
Abilities:
Combat Passive Ability: Data thicker than Water - If a member of Gaz's family is attacked, the power of her next attack is increased by 30%.
Badda-Zing: A refined version of the standard Gazimon's Electric Stun Blast. She charges a ball of lightning on her paw and hurls it at the enemy, dealing small electric damage. Inherited from Bellamy.
Infernal Slash: Roaring bright flames dance along her claws as she aims a powerful slash at the foe. If it hits, it will weaken the power of the enemy's next attack by 1 level. This effect does not apply if the enemy is Champion level or higher. Inherited from Coronamon. [Cooldown: 1 turn]
Pitfall: Gaz slams her claws into the ground, then moments later, the ground beneath her target will collapse, aiming to trap them in a pit that is 10ft / 3m deep. The walls of the pit are not particularly difficult to climb out of, so they can free themselves in 1 turn. Obviously has no effect on flying opponents. [Cooldown: 2 turns]
Champion
Species: Sangloupmon
Appearance:

Resembles a regular Sangloupmon pretty much. Just with darker fur and green eyes.
Fighting Style: Gaz is considerably more wild in this form, although a little less precise. She fights as a savage beast, aiming to use any weapon on her body to deal damage to her opponent. Can be a little reckless in just how much damage she's prepared to do to both herself and the enemy.
Abilities:
Combat Passive Ability: Data thicker than Water - If a member of Gaz's family is attacked, the power of her next attack is increased by 30%.
Sticker Blade: Gaz rears up on her hind legs for a moment then slashes forward with her claws, sending a shower of razor sharp blades at a target and others standing within 5m of them. [Cooldown: 1 turn]
Umbral Convergence: Gaz seems to melt down into black data that appears as a shadow on the ground for 1 turn, moving toward the shadow of another digimon. In this state, Gaz cannot interact with the battle for 1 turn, and cannot be damaged by attacks that are not Light, Fire or Lightning elemental. At the start of her next turn, she will reappear in the shadow of the digimon she has chosen. [Cooldown: 2 turns]
Demon Shredder: Gaz launches a rapid flurry of slashes with the blades on her feet. Does 30% more damage if used on the turn where she emerges from Umbral Convergence.
Obsidian Blaster: Gaz opens her mouth and fires a blast of dark energy at the opponent.
Crisis Ravager: Gaz launches a devastating combination attack where first she lunges at the enemy, sidesteps, slashes with her claws three times until she's standing behind them, then charges through them, partially phasing herself out of solid form using part of her Umbral Convergence technique, which launches the enemy into the air, then as they land, she howls and a flurry of razor blades fly upward from the ground underneath. [Cooldown: 3 turns]
Ultimate
Species: JaegerDorulumon
Appearance:

Looks like a regular JaegerDorulumon, only the orange fur and fabric is now purple, and the drill spear a violet.
Fighting Style: In this form, Gaz takes after Flaremon more than Astamon, using strength and endurance like her lion father, more than her devil father's usual techniques of magic and swiftness. She will use both her drill spear and her clawed shield to attack and defend, and aims to get up close to the enemy to keep them occupied and focused on her, while Bellamy and Luke can position themselves for ideal ranged attacks.
Abilities
Combat Passive Ability: Data thicker than Water - If a member of Gaz's family is attacked, the power of her next attack is increased by 30%.
Combat Passive Ability: Jaeger Armor - Gaz's armor in this form does its part in giving her protection. Decreases the damage she takes from all attacks by 30%.
Vacuum Surge Spear: Gaz aims her drill spear at the opponent, then spins it at full speed, firing a blast of wind at them. If they are the same level or lower, aims to knock them down. [Cooldown: 1 turn]
Ebony Bolster: Gaz raises her shield in front of herself, which will nullify incoming damage for the current turn. Effective only on opponents at the Ultimate level or lower. If attempted against a Mega level, will only cut damage in half. Ineffective against Super Mega levels. [Cooldown: 2 turns]
Spiral Lancer: Gaz readies her drill spear, spins it at high speed, then aims a powerful thrust at the opponent. This attack is capable of piercing through armor, barriers and other means of blocking. [Cooldown: 2 turns]
Life Halation: Gaz raises her spear, making it spin and glow with light, then sends forth waves of multicolored light over herself and allies. Restores a minor amount of health received from damage. [Cooldown: 2 turns]
Quake: Gaz buries her drill spear in the ground and makes it spin. The ground in front of her will be thrown into chaos, cracking and then rising and falling several feet in a chaotic motion. Has a range of 50 meters. All opponents that are connected with the ground will fall down and receive major damage, but flying digimon won't be affected. [Cooldown: 2 turns]
Mega
Species: Raijinmon
Appearance:
A variant of the usual Raijinmon. As well as having green eyes instead of blue, Gaz has less of a machine form and more of a beast form. Her helmet doesn't cover her face and also has holes in it for her ears. Overall her head resembles something of a Gazimon once more. She retains the four lightning launchers on her shoulders as well as the large breastplate, but her lower torso is exposed, having the same grey and white fur she had as a rookie. She also has a Gazimon-like tail instead of the usual wires.
Instead of giant metal gauntlets, she instead leaves her arms exposed, which end in sharp beast-like claws. And as for her lower body armor, it more resembles that of Magnamon's, with her waist and upper legs covered.
In this form, Gaz stands 8 feet in height.
Fighting Style: In this form, Gaz embraces both of her parents' fighting styles - attacking hard. While not as heavy a defender as she was in her previous form, her gold digizoid armor still has uses for defense, even gaining an advantage in the elemental sense. But still, her main focus is all-out attacking, as well as debuffing the enemy to help weaken them before defeating them.
Abilities
Passive Ability: Flight - Gaz is able to fly thanks to electro-levitation.
Combat Passive Ability: Data thicker than Water - If a member of Gaz's family is attacked, the power of her next attack is increased by 30%.
Combat Passive Ability: Raijin Armor - Gaz's gold digizoid armor gives her a good defense. It decreases all melee damage by 30%, and is able to nullify all Lightning damage (Mega and lower). If hit with a Super-Mega lightning attack, damage is instead reduced by 50%. However, if struck by a water elemental attack that is Ultimate level or greater, Gaz's armor short-circuits and reduces the power of her next lightning attack by 50% (Anode and Cathode and Storm Cell excepted).
Combat Passive Ability: Power Surge - If Gaz is hit with a debuff that lasts 2 turns or longer, its duration is reduced by 1 turn.
Storm Cannon: Gaz's shoulder cannons charge with lightning and fire four electrified projectiles at up to four targets. Each projectile is 1/4 of the power of a single Mega attack.
Amper Slash: Gaz charges up her claws with electricity and aims to tear the opponent with them. If the attack connects, it immobilizes them for 1 turn. [Cooldown: 3 turns].
Anode and Cathode: A two stage attack. Gaz first fires an electric homing projectile at one target in one turn, which will do no damage and have no effect other than to designate the target as the Anode. Then she launches a second homing projectile at the second target, which again does nothing but designates them as the Cathode. For the rest of the battle, if the Anode and Cathode designated digimon enter into any kind of physical contact with each other, both will receive immense electric damage. Damage only happens once per round. [Can only be used once per thread]. Gaz does not have to launch the Cathode immediately after the Anode, she can launch it at any moment afterward of her own choosing. If the enemy dodges or blocks the Anode or Cathode, Gaz can try launching it again after 1 turn of cooldown. Cannot be used on allies.
Data Recharge: Gaz switches her cannons to healing mode, where she can heal either herself or one ally moderately for any battle damage they have received. Furthermore, she can reduce any active cooldowns they may currently have by 1 turn. [Cooldown: 3 turns]
Thunderclap: Gaz clenches her fist and launches a punch at a target, discharging lightning as she does so. The resulting shockwave would launch the target around 20 feet backward. [Cooldown: 1 turn].
Storm Cell: Gaz charges for 1 turn, making the skies above grow black with storm clouds. Then, she unleashes an all out assault of rain, hail, wind and lightning in a localized area with a radius of 100 meters. Effectively, those within it are struck by lightning, ravaged by an F3 strength tornado, battered with hail the size of baseballs, and soaked through, making them take 30% more damage from electric attacks for 2 turns. [Charge 1 turn, Cooldown 3 turns].
FaceClaim: SENYU • ross • Colin James