Asher's Edits
Mar 10, 2017 6:16:35 GMT
Post by Asher on Mar 10, 2017 6:16:35 GMT
Making several profile edits (and more will surely come with time):
First, RAM Upgrade Plus, for all forms that it can apply to:
Unswayed: Stopping a NightmareSoldier is an awfully hard task. Abilities that would immobilize or hinder (sleep, binding, stun) this Digimon's movements are ineffective. If it does damage along with the status effect, the damage is still capable of being taken. In the case that someone is persistent, they do say that the third time's the charm. This passive ceases function for three posts if the user is hit with abilities of this kind twice. RAM Upgrade Plus
Antylamon will have two RAM Upgrades:
Bloodlust: Drawing up a more primal instinct, the user triggers the 'fight' part of Fight or Flight. Akin to the feeling of an adrenaline rush, they will gain a 30% attack boost, while their speed/reaction time increases slightly. The downfall of this is a 15% decrease to their defense, and an overall lack of logical thinking. This means that, once Bloodlust is activated, making plans for the fight is out the window, and allies run the risk of being mistaken as enemies if they get too close. The effects of this move may be ended early in the case that the user has enough control of themselves to stop it, or they have become immobilized. Unswayed cannot stack with Bloodlust and will deactivate while it is in use. Duration: Three Posts; Cooldown: Three Posts. Ram Upgrade.
Contrariwise: Creating a connection with another Digimon, Antylamon is capable of redirecting the damage that they are about to take, and places it upon itself. Duration: One Post; Cooldown: Two posts. Ram Upgrade.
And an alteration to Ebb and Flow's text:
Ebb and Flow: Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant, Meditation Cure, Bloodlust, Contrariwise, and Unswayed. Ebb and Flow takes up Antylamon's attack for its current turn, but not its target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish, and any ability with a duration exceeding two posts is dropped to this limit when transferred.
(Edits to this being a maximum duration, and the abilities that Ebb and Flow includes.)
Junomon Hysteric's completion:
Appearance:
Combat Passives:
Pollute: Unable to contain the darkness within its body upon digivolving, Junomon Hysteric will emit a widespread thick smog that is difficult to see through. Junomon, itself, seems to have no trouble seeing past the haze. Those that do not rely on eyesight, or have adapted in some way to poor lighting, should have little problem 'seeing' past this ability. Duration: Three posts. Will reactivate whenever digivolving or mode-shifting into this form.
Bypass Evil: Gods are too pure to be a virus. If an opponent, or their ability, would be affected by Junomon's attribute or family, it will not. Despite being a Virus and Nightmare Soldier, any ability or passive that may take this into account will treat Junomon as a Vaccine, instead. As Junomon feels a proper God Man Digimon should be. In turn, if the opponent is weak to Virus and Nightmare Soldier typing, it will see no further affect on it than if Junomon were, in fact, a Vaccine type.
Unrestricted: Junomon drops the chains on its body, significantly increasing its speed. During this time, it has no access to Judgment, while Annul's strength is halved. The chains automatically return to their host after three posts, and are incapable of being removed for three more.
Abilities:
Welcome Lost: Activating this as a counter to an attack, the user will reflect two-thirds of the damage it has just taken back onto its attacker. If struck by multiple targets, it may only select one to return to it's owner. Cooldown of Three Posts.
Punishment: The drills on its arms extend up to twice their average length, trying to impale its opponent.
Manifest: The user is capable of utilizing a move from one of its Ultimate or Mega level forms, and scales it to the Junomon's level for its duration. If the move's normal duration would exceed two posts, it is reduced to this limit. Cooldown of Four Posts.
Rejuvenate: Taking comfort in its own darkness, a shadow coats the user and heals them for 25% of their health. Three Post Cooldown.
Expunge: The lances on Junomon's arms launch from it's body, acting as missiles which will cause a moderate explosion upon impact. Cooldown of One Post.
Annul: Outstretching both arms, the user spins rapidly toward the opponent, slicing and ripping them with its spears and chains.
Purge: A beam of energy fires from the gem on each arm.
Judgement: Chains unravel from the user, stretching to wrap around an opponent and heavily slow their movements for one post. Three post cooldown. Ram Upgrade.
Haven: The user places a wall-like barrier in front of itself or a target. It can withstand one attack before dissipating. Two post cooldown. Ram Upgrade.
Finally, a personality edit. (Mostly just re-wordings.)
Catering his personality to his audience, one can really only describe Asher as a person of many masks. While the teen would like to consider himself friendly to most people, he tends to unintentionally come across as selfish, or even predatory in nature. Often, the nicest descriptor for Asher is simply to call him overly friendly. He tends to radiate an aura of confidence, willing to pry at anyone's stubborn mood. With jokes, and an attitude that makes the teen appear to take nothing seriously, most people will find this boy either entertaining or seriously annoying.
While the redhead seems to have a clear sense of right and wrong in most situations, it doesn't mean that Asher pays morals much heed. After all, if doing something 'wrong' will make someone happy, why not? Even if that someone is himself! For the most part, Asher seems to care dearly for the people around him, attempting to even keep strangers happy and laughing. When all else fails, the teen may even joke at his own expense to try to get a smile out of someone else. Despite all of this, he still keeps people at an arm's length, intent on pushing them further away if they dare to get any closer.
In truth, the young man has a million insecurities and any emotional connection causes increasing distress. To avoid these instances, Asher resorts to lying, teasing, and feigning ignorance. The problem with this is that, deep down, the teen wants people to care about, despite the anxiety that's involved. Because of this, he ends up hurting himself with attachments that he intends on cutting off after a certain period of time.
This doesn't mean that the redhead lacks a bad temper, when given the chance. Some people test his patience, or try to take advantage of the teen's preference to try to be a comic-relief. Not necessarily enjoying his ego damaged, Asher has a bad tendency of trying to display dominance when pushed. Of course, reactions vary heavily on each instance, but rarely will a person test him a second time. The young adult has been known to threaten, taunt, and even physically restrain those that give him problems. At least he knows that he's far too old to be punching people without serious repurcussion!
With the way that the boy was raised, he's developed a need to appear absolutely perfect. An oblivious world is a much happier one! As such, he tends to try to stick to certain images, and can become literally sick to his stomach if he accidentally deviates from his intended character. Having too many mental scars to entirely cover, Asher tries to conceal his problems by oversleeping, forgetfulness, and refusing to answer his phone. He's quick to become jealous, regardless of if it's because a person is better at something than him, or if it's even a matter of one of his friends spending too much time with someone else. But, if he can avoid it, the teen won't let his envy show itself. Struggling to maintain certain images throughout his life, Asher can't even tell what his actual personality is, and only grasps for whatever role he feels he needs to fit at that point in time. While this, like much else in life, terrifies him, it seems that the teen accepts his lack of proper identity.
First, RAM Upgrade Plus, for all forms that it can apply to:
Unswayed: Stopping a Nightmare
Antylamon will have two RAM Upgrades:
Bloodlust: Drawing up a more primal instinct, the user triggers the 'fight' part of Fight or Flight. Akin to the feeling of an adrenaline rush, they will gain a 30% attack boost, while their speed/reaction time increases slightly. The downfall of this is a 15% decrease to their defense, and an overall lack of logical thinking. This means that, once Bloodlust is activated, making plans for the fight is out the window, and allies run the risk of being mistaken as enemies if they get too close. The effects of this move may be ended early in the case that the user has enough control of themselves to stop it, or they have become immobilized. Unswayed cannot stack with Bloodlust and will deactivate while it is in use. Duration: Three Posts; Cooldown: Three Posts. Ram Upgrade.
Contrariwise: Creating a connection with another Digimon, Antylamon is capable of redirecting the damage that they are about to take, and places it upon itself. Duration: One Post; Cooldown: Two posts. Ram Upgrade.
And an alteration to Ebb and Flow's text:
Ebb and Flow: Antylamon is capable of activating and then transferring non-damaging affects from itself to another target, as long as it is not on cooldown. This includes Mantra Chant, Meditation Cure, Bloodlust, Contrariwise, and Unswayed. Ebb and Flow takes up Antylamon's attack for its current turn, but not its target's, and cannot be reactivated for three turns afterward. Strong minds are capable of rejecting the affects of the transfer if they so wish, and any ability with a duration exceeding two posts is dropped to this limit when transferred.
(Edits to this being a maximum duration, and the abilities that Ebb and Flow includes.)
Junomon Hysteric's completion:
Appearance:
Combat Passives:
Pollute: Unable to contain the darkness within its body upon digivolving, Junomon Hysteric will emit a widespread thick smog that is difficult to see through. Junomon, itself, seems to have no trouble seeing past the haze. Those that do not rely on eyesight, or have adapted in some way to poor lighting, should have little problem 'seeing' past this ability. Duration: Three posts. Will reactivate whenever digivolving or mode-shifting into this form.
Bypass Evil: Gods are too pure to be a virus. If an opponent, or their ability, would be affected by Junomon's attribute or family, it will not. Despite being a Virus and Nightmare Soldier, any ability or passive that may take this into account will treat Junomon as a Vaccine, instead. As Junomon feels a proper God Man Digimon should be. In turn, if the opponent is weak to Virus and Nightmare Soldier typing, it will see no further affect on it than if Junomon were, in fact, a Vaccine type.
Unrestricted: Junomon drops the chains on its body, significantly increasing its speed. During this time, it has no access to Judgment, while Annul's strength is halved. The chains automatically return to their host after three posts, and are incapable of being removed for three more.
Abilities:
Welcome Lost: Activating this as a counter to an attack, the user will reflect two-thirds of the damage it has just taken back onto its attacker. If struck by multiple targets, it may only select one to return to it's owner. Cooldown of Three Posts.
Punishment: The drills on its arms extend up to twice their average length, trying to impale its opponent.
Manifest: The user is capable of utilizing a move from one of its Ultimate or Mega level forms, and scales it to the Junomon's level for its duration. If the move's normal duration would exceed two posts, it is reduced to this limit. Cooldown of Four Posts.
Rejuvenate: Taking comfort in its own darkness, a shadow coats the user and heals them for 25% of their health. Three Post Cooldown.
Expunge: The lances on Junomon's arms launch from it's body, acting as missiles which will cause a moderate explosion upon impact. Cooldown of One Post.
Annul: Outstretching both arms, the user spins rapidly toward the opponent, slicing and ripping them with its spears and chains.
Purge: A beam of energy fires from the gem on each arm.
Judgement: Chains unravel from the user, stretching to wrap around an opponent and heavily slow their movements for one post. Three post cooldown. Ram Upgrade.
Haven: The user places a wall-like barrier in front of itself or a target. It can withstand one attack before dissipating. Two post cooldown. Ram Upgrade.
Finally, a personality edit. (Mostly just re-wordings.)
Catering his personality to his audience, one can really only describe Asher as a person of many masks. While the teen would like to consider himself friendly to most people, he tends to unintentionally come across as selfish, or even predatory in nature. Often, the nicest descriptor for Asher is simply to call him overly friendly. He tends to radiate an aura of confidence, willing to pry at anyone's stubborn mood. With jokes, and an attitude that makes the teen appear to take nothing seriously, most people will find this boy either entertaining or seriously annoying.
While the redhead seems to have a clear sense of right and wrong in most situations, it doesn't mean that Asher pays morals much heed. After all, if doing something 'wrong' will make someone happy, why not? Even if that someone is himself! For the most part, Asher seems to care dearly for the people around him, attempting to even keep strangers happy and laughing. When all else fails, the teen may even joke at his own expense to try to get a smile out of someone else. Despite all of this, he still keeps people at an arm's length, intent on pushing them further away if they dare to get any closer.
In truth, the young man has a million insecurities and any emotional connection causes increasing distress. To avoid these instances, Asher resorts to lying, teasing, and feigning ignorance. The problem with this is that, deep down, the teen wants people to care about, despite the anxiety that's involved. Because of this, he ends up hurting himself with attachments that he intends on cutting off after a certain period of time.
This doesn't mean that the redhead lacks a bad temper, when given the chance. Some people test his patience, or try to take advantage of the teen's preference to try to be a comic-relief. Not necessarily enjoying his ego damaged, Asher has a bad tendency of trying to display dominance when pushed. Of course, reactions vary heavily on each instance, but rarely will a person test him a second time. The young adult has been known to threaten, taunt, and even physically restrain those that give him problems. At least he knows that he's far too old to be punching people without serious repurcussion!
With the way that the boy was raised, he's developed a need to appear absolutely perfect. An oblivious world is a much happier one! As such, he tends to try to stick to certain images, and can become literally sick to his stomach if he accidentally deviates from his intended character. Having too many mental scars to entirely cover, Asher tries to conceal his problems by oversleeping, forgetfulness, and refusing to answer his phone. He's quick to become jealous, regardless of if it's because a person is better at something than him, or if it's even a matter of one of his friends spending too much time with someone else. But, if he can avoid it, the teen won't let his envy show itself. Struggling to maintain certain images throughout his life, Asher can't even tell what his actual personality is, and only grasps for whatever role he feels he needs to fit at that point in time. While this, like much else in life, terrifies him, it seems that the teen accepts his lack of proper identity.