Post by Hiroyo Oda on Apr 2, 2017 3:35:15 GMT
Name: Hiroyo Oda
Alias: Hiro, 'Ryoko'
Weight: 136 lbs
Alignment: Chaotic Good
Birth Date: Tokyo, Japan
Birth Place: June 12th
Tiny but Mighty -- Hiroyo took up rock-climbing during her spree of trying different hobbies two years ago and has loved it ever since. She’s started working out to get better at her hobby and is surprisingly strong (and heavy) for someone her size.
Penmanship -- While Hiroyo didn't really enjoy being tutored in calligraphy at the time, she's come to enjoy when others express delight with her handwriting. She still thinks its kind of useless since she's only good at making words look pretty.
Papercrafts -- She’s good at making paper lanterns, paper umbrellas, and even origami. It was one of the things she had tutoring in that she truly enjoyed and was allowed to continue on as a hobby.
Make up Artist -- Whether it’s a scary face for a festival or just a quick application of eye shadow for a night on the town, Hiroyo is pretty good at painting faces. She use to get a lot of practice on her younger siblings.
Hiroyo is enthusiastic and stubborn about her hobbies. She's the type of person who is bad at listening to other people and her common sense. When she starts something she is thorough in its execution to the best of her abilities. When working with a group she's very team orientated, anyone outside that team had better stay out of her way though! She's ruthless when pursuing goals for other people.
Hiroyo tends to be quite cheerful. She enjoys helping others, and once she's agreed to do something for someone she won't quit until she gets it done. Being overly suspicious of others is a weak point in Hiroyo's eyes and she doesn't listen to her gut feeling. This can lead her into some trouble from time to time but mostly it just means she doesn't always keep the most stellar of company. She keeps quiet on her own troubles, both because she thinks she's handling them just fine and because she doesn't want to burden anyone else.
She already feels indebted to someone in a way she can't pay back, and guilty that they helped her at all. She doesn't need more people she dedicates a day to. She becomes resentful when people insist on paying her back anyways.
Hiroyo wanted to distance herself from her old life, and one of the easiest ways of doing that was by changing her appearance. Her hair has been cut short and dyed a bright vibrant orange. Hiroyo even went so far as to get purple contacts that she wears whenever she's not working! She's usually pretty light on the make-up for her day to day errands but love dressing up to the nines when going anywhere that could be remotely considered fancy!
Her wardrobe tends to be colorful, bright, and featuring 'cute' things. When she's working out her favorite outfit is a pair of black leggings with bright yellow and white ducklings at the bottom and a white tank top with a duckling on the back. Otherwise her typical outfit tends to be a nice blouse and either a skirt or shorts when the weather is nice. Nine times out of ten she will also be wearing a hat, with there being a high likely hood that the hat with either have flower, a ribbon, or both.
Hats are to Hiroyo what nuts are to squirrels, just without the hiding and eating part! She has hats for many occasions and is fond of all them.
Hiroyo was born to the wealthy businessman Goichi Oda and his then wife Natsume a mere year after their first child, her older brother Naomasa. Early childhood for Hiroyo meant being trained in the art of being a lady, or at least her father’s view of it. It helped that until she was seven those lessons were presented as a game, something fun her family did with her. She was always the princess when playing with her brother and while it did get really boring (and even frustrating) she went along with it.
It helped that at such a young age she was still easily bribed with candy.
When she was eight her parents divorced and her father turned bitter. As part of the settlement her older brother went with her mother and she was left with her father. The lessons stopped being games after that. They also stopped being family time as Goichi hired tutors more than spending time with his daughter. Her previous freedom was severely curtailed, and she wasn’t even allowed to speak her mother’s name.
Her junior high school brought with it many changes. When she was twelve her father remarried to a woman named Emiko, out of business rather than love. Hiroyo could not understand her stepmother nor fathom why anyone would go through with such a marriage. She thought of Emiko as distant and cold due to the latter’s reserved nature when Goichi introduced the two. It also marked the year her friends at school began smuggling her ‘contraband’.
Manga and anime were never options Hiroyo to enjoy, her father felt they were wastes of time and brainpower. He also felt that way about all contemporary fiction as well. To everyone who knew how obsessed he was about pre WWII culture it wasn’t a surprise. What would be a surprise was that in regards to his daughter, Goichi was right. Exposure to such stories struck a mortal blow to Hiroyo’s tolerance for her father’s iron fisted grip on her life.
It started small at first, just using her mandatory after school study time for reading or watching shows instead. She started arriving late to her tutoring sessions or when getting home from school. She stopped showing the deference he had come to expect with they talked, and was more blunt about her opinions. When he discovered and burned a stack of books she had borrowed from friends is when Hiroyo’s rebellion and the war for control began to take off.
She started sneaking out of the house at night. He hired guards to patrol the grounds in shifts. She ordered clothes online he didn’t approve. He took away her computer, her credit card, and had the clothes burned. She ‘pretended’ clumsiness while helping with chores and broke a wide assortment of items from dishes to an expensive coffee table. He tightened and increased the extremely regimented schedule he had for her, erasing all of her free time in the process.
When Emiko gave birth to fraternal twins things changed. Both of the quarrelling parties were enchanted by the little ones and the strain of two newborns brought about a temporary peace in the household. Hiroyo was more than happy to help with caring for her new siblings and went about her daily tasks with the intent to finish with enough time to see them. Goichi seemed to thaw and relaxed the strangling schedule he had been holding Hiroyo to. Emiko and Hiroyo began the first cautious signs of a bond over the children and things were calm in the Oda household.
Things were still guarded between Goichi and his eldest daughter. The twins alone could not begin to cross the ravine between them. Only talking could, but the two exchanged very little beyond the barest of courtesies. Emiko tried to discreetly steer him to talk with Hiroyo while also urging Hiroyo to speak with him about what she wanted. But stubbornness ran deep in both sides and Emiko had her hands full with the two newest additions to the household. She could not usher their relationship into further reconciliation without pushing them harder. She sensed the current of anger slowly starting to rise again when the twins first began to crawl and despaired of when the dam would break again for surely it would.
Goichi’s announcement that after high school Hiroyo would be married to the son of a business partner had all the constructive effect of a bundle of dynamite tossed against that dam.
Hiroyo flew into a rage when she found out, upending the plate in front of her at the dinner table as she yelled at her father. Emiko quickly ushered the wide-eyed twins out of the room. She could not hear the fighting from the twins’ room but she could hear the yelling. By the time she had returned to the dining room both combatants were gone and all that were left was the flung plates and scattered food that had been so carefully placed on them.
Peaceful, but tense family dinners quickly became a thing of the past as the two argued with each other. Emiko looked on in dismay, knowing her interference would threaten her relationships with both of them. She wasn’t surprised when it was discovered that Hiroyo was sneaking out of the house again. She prayed that it wouldn’t end in sorrow.
Her wish wasn’t heard and late one night during Hiroyo’s final year of secondary schooling the household received a frightful call. There had been a drunk driver and, there was a badly wounded boy and a badly shaken Hiroyo. Emiko will always remember how much the look on Hiroyo’s face hurt her heart, and how she had immediately swept the girl up into her arms as a result. Goichi looked on for a moment then left room to speak with officers.
At some point they learned the boy who had saved Hiroyo was in critical care at the hospital. He didn’t survive past the third day but Hiroyo was able to make her apologies to the family. They attended the funeral and Goichi even footed the bill for most of it. He called it gratitude for their son’s sacrifice to his family. Emiko thought it smelled more like a bribe, an attempt at absolving his internally perceived guilt over the incident.
Hiryo spent the rest of the school year in a daze. She studied, fought, and otherwise went through life much as she had without really feeling into it. It took an encounter with the parents of the friend who had saved her to help spur her on to actually living.
”Take this. He wanted you to have it, and he wanted you to live on.” With that they dropped a peculiar gray and green electronic device into her hands. It was a blessing to her in the coming days, especially when her father announced that since she wouldn’t go through with the marriage then he was disowning her and kicking her out. She also wasn’t allowed to have any contact with the family, unless the wanted to share the same fate. It was a rather weak excuse, and those privy to the details of Hiroyo’s close call with a car knew that was a large unspoken part of the decision.
For a moment, Hiroyo felt her life was doomed. While she had graduated high school she suddenly realized she didn't know anything about actually being an adult, and now that her sink or swim moment had come she was going straight to the depths. She half-hoped her biological mom would sweep back in after a decade of silence with arms open and a comforting word. She didn’t quite get her wish.
Emiko stepped up and argued her father into giving his only daughter seed funds to start her new life. Afterall, if she was found dead in a ditch that wouldn’t be good for the family name either! Emiko also instructed her personal assistant to dig up some likely looking housing options for the not-a-heir and had them quietly delivered to Hiroyo with a copy of the evening newspaper. A newspaper with some of the ads in the ‘help wanted’ section already marked out in highlighter. Hiroyo was grateful, and continues to be. The two meet in secret every so often, and HIroyo’s second phone has the number for a similar phone among Emiko’s possessions.
- Travel Makeup Kit -- Contains a basic assortment of makeup that Hiroyo uses on a daily basis. Because a girl never knows when she’ll need to make a good impression!
- Origami Kit -- A slim wooden box with multiple compartments. It has a section for origami paper and a small wooden ruler.
- Wall Climber's Kit -- Contains wraps for her hands and chalk dust.
- Cellphones -- Hiroyo has a stylish smartphone with cute stickers on the protective case. Her second phone is just a cheap, blue cellphone with prepaid minutes on it. She keeps it in a hidden pocket deep in her bag.
A memento of the teenager who saved her life. It’s mainly dark grey with dark green grips and a white ring around the screen. There’s various scuff marks and it looks like someone used it to block a stab judging by the damage on the back. It has a short black wrist strap that Hiroyo has attached a number of charms to. She usually has it bouncing along from in a clear plastic pouch she wears on strap on her wrist, her waist, or attached to her purse. It pretends to be dead, and hasn't done anything in a long, long time.
Partner’s Name: Morgan
Default Form: Fanbeemon (eventually)
Brother's Keeper -- After years of
enjoying spending timebeing forced to keep close proximity with Roger, Morgan has developed a sense for when his brother is about to be in, or is about to cause, serious trouble.
10,000 Hours on the Wing -- In every form of Morgan's that he can fly, he is very adept at aerial maneuvers and can stay aloft for a very long time.
The keywords for Morgan are ‘cautious’, ‘practical’ and ‘methodical’. He really does not care about concepts such as ‘honor’ and ‘pride’ when it comes to a fight. His goal at the end of the day is to keep breathing, and keep those he likes that way as well. Morgan likes to be subtle and plays his cards close to the heart in most matters of life. He is a sucker for money, it is the second most important thing in life right behind his old tamer and right before Roger! (At least that’s what he says.)
Morgan prefers teasing others with words, not actions. He’s not so quick on the comments these days, but when he does speak it is sometimes questionable whether he’s just teasing or actually being a jerk. His humor has gotten darker. While both twins have felt the absence of their tamer deeply, Morgan has taken it as almost a personal affront. He finds himself getting more easily annoyed and more likely to cause a fight. The tension of not knowing where their tamer for all these years has taken its toll on him.
Morgan doesn’t really care how violent others are. He has come to the conclusion that ‘Might makes Right’ in the Digital World. Despite this depressive outlook he still looks down on needless cruelty. Granted, it is more because he considers it a waste of resources and potential but still! He really looks down on those who just coast through life which is pretty hypocritical of him since that’s all he and Roger have really been doing since their first tamer disappeared.
Partner’s Name: Roger
Default Form: Kunemon (Eventually)
Alignment: Chaotic Neutral
Sticky Feet -- Roger is great at climbing in all his forms. He has the unnerving ability to cling to just a wide range of surfaces at various angles.
Electrifying Senses -- Roger can sense electricity around him. Everything from the tiny impulses's of nerves firing to the antenna-raising realization of 'Hey a lightning strike is gonna hit here'.
Roger acts like a battle hungry oaf because he is battle hungry. He's not as dumb as he'd like others to believe, and that notion tends to be quickly cured after spending an extended amount of time in his presence. He enjoys charging into battle and enjoys improvisation. Both in and out of battle he finds plans to be boring, where's the excitement if you don't know what's going to happen?
Roger enjoys pushing everyone's buttons. He loves teasing and getting a reaction out of people, especially those who see themselves as calm and collected. He doesn't know when to quit and more than one fight has started because he carelessly brought up a sensitive subject.
On his personal scale of 'what's important in life' Roger has 'be entertained' near the top and 'help others' near the bottom. He loves challenges of both the physical and mental kind, not only so that he can prove himself but also so that he isn't bored! A loss is something to be expected in life, and Roger accepts them rather easily. It'd be boring if he won all the time after all!
On the aforementioned personal scale, Roger ranks his tamer and his brother even higher than 'be entertained'. He'll drop his tendency to 'play' with opponents when needed and will attack furiously in an attempt to end things quickly.DIGIMON'S INITIAL EVOLUTION LINE
Appearance: A tiny ball of silvery slime with two tufts of blue feathers that sprout out the top like ears. He has big black eyes.
Toxic Bubbles -- Releases a stream of bright blue bubbles that pop noisily and easily.
Digivolves To: Puroromon
Appearance: A small yellow bug with two antenna, four feet and six silvery wings.
Family/ies: Wind Guardians
Bubble Screening -- Fires clumps of blue bubbles that stick together and distract the opponent.
Silver Wind -- Flaps his wings strongly to create a gust of wind full of silvery scales from his wings that damage the enemy.
Digivolves To: Fanbeemon
Family/ies: Wind Guardians
Abilities: [4 abilities]
Aero Shot - Morgan uses his tail knife to shape crescent ‘blades’ of wind that fly towards the enemy.
Hachi Hachi Call - summons a swarm of small bees to swarm the opponent’s face, blocking sight while doing little bits of damage. The bees will go back to whatever they were doing before after a short amount of time. The swarm can be remotely controlled by Morgan to block an attack instead of swarming the opponent.
TLDR: Bee swarm that interferes with sight by forming constantly blotches of black spots in the target's sight. + small damage. 2 turn duration for other rookies, 1 turn duration for Champions. No effect on Ultimates and up. OR is used to block 1 attack. Two turn cool down either way.
Pursuing Tiny Tornado -- Morgan summons a miniature tornado that he can manipulate to chase the enemy for a short while.
TLDR: Medium wind-based damage that moves according to Morgan's will. Lasts for a turn. Causes nearby ranged attacks to gain a 10% reduction in accuracy. 3 turn cool down.
Healing Pollen -- Morgan uses yellow pollen to heal injuries and lessen pains. It takes a while for him to generate enough pollen to have an effect.
TLDR: Heals a Rookie's attack's worth of damage and deadens pain. Two turn cool down.
Digivolves To: Waspmon
Family/ies: Wind Guardians/Metal Empire
Abilities: [6 abilities]
Electrical Overcharge -- An electrical attack directed against Morgan doesn't hurt him if they're from a Digimon of the same level or lower. Instead he receives a surge of energy that he uses to lessen the time between his attacks.
TLDR: Champion level electrical attacks do not damage him. Rookie and lower attacks instead allows him to drop the cool down on a skill by one turn.
Turbo Stinger -- Morgan fires three bursts from his tail cannon. He can either target one opponent with all three attacks or three different targets. If he's attempting to hit three different targets his accuracy and power all decrease.
TLDR: Moderate damage, three target attack with reduced accuracy or three high damage, high accuracy shots to one target. Two turns to recharge.
Flash Fusion -- Morgan aims the engines on his shoulders at the enemy and cranks up the output power. This envelops the enemy in a close-range blast of fiery death before the force shoves Morgan back at a high speed. The rapid change in temperature throws off the enemy's balance and causes extreme dizziness. Using this move in rapid succession would cause Morgan's engines to overheat so he must space it carefully.
TLDR: High heat and high damage close-range attack on a single enemy. Dizziness inflicted for 2 turns. Three turn cool down.
Targeted Aerial Cannon -- Morgan can opt to spend a turn building up power and calculating a firing solution for a powerful attack from his laser. He devotes his entire being to this which means he can't do anything else while focused. An attack will break his focus so he tries to use this move when Roger can give him cover or the enemy is otherwise distracted.
TLDR: Extremely high damage, high accuracy attack. Requires 1 turn to charge and 4 turns to use again. Being attacked while charging will negate Targeted Aerial Cannon but sets it to a 2 turn cooldown before Morgan can attempt it again.
Razor Cyclone Crash -- Morgan surrounds himself with a ball of sharp, razor-like wind and hurls himself into the enemy.
TLDR: Ramming attack with medium Windy damage. 1 turn cool down.
Laser Shot -- Morgan fires a quick shot from his cannon at the enemy. Its not very damaging.
Digivolves To: CannonBeemonDIGIMON'S INITIAL EVOLUTION LINE
Appearance: Just your normal Leafmon.
Abilities: [1 ability]
Acid Bubbles -- fires light green bubbles at the opponent
Digivolves To: Minomon
Appearance: Has the same shape as other Minomon.
Family/ies: Jungle Troopers
Abilities: [2 abilities]
Worm Barrier -- Summons a tiny shield of ghostly worms
TLDR: Baby's first shield, 1 turn cool down.
Pinecone Toss -- Tosses a pinecone at the enemy.
Digivolves To: Kunemon
Family/ies: Nature Spirit
Abilities: [4 abilities]
Electric Thread -- Web from Roger’s body is surprisingly good at conducting electricity. Whether it is laid along the ground or strung between two trees, the strands can be used to deliver electricity to other digimon touching it. Its great for delivering what would normally be a close-range attack from a distance! Of course, while it can conduct electricity it isn’t very efficient at it nor can those using it pick to affect only certain people touching it. Not even a Rookie can use it this way indefinitely, sending electricity through its strands it burns away from the heat. Champions can send electricity through it for all of two turns and anything higher might as well consider it useless! (It just burns up immediately, going all crispy and black without any actual fire appearing).
TLDR: Left over threads from Roger’s Sticky Web attack can conduct electricity when its not debuffing the opponent (no longer sticky). Can be used this way by a Rookie for three turns, by a Champion for two, and not at all by an Ultimate or higher.
Sticky Net - Roger spews strands of sticky string. Its capable of slowing a rookie down a noticeable amount (25%). Champions level digimon find their top speed only slightly slower (5%) while Ultimates and above feel an itch. The net itself does no damage, it is the trailing thread one needs to worry about. Luckily the net is so sticky that it sticks to itself and all sorts of minor debris! Like a lint roller it loses all stickiness very rapidly (1 turn, debuff disappears), and can be completely removed with a roll on the ground or physical contact with any sort of solid, steady object. It takes a lot of thread which means Roger has to spend a while (2 turns) replenishing his supply. Once the stickiness wears off it because weirdly c
TLDR: Does no damage, reduces Rookie speed by 25%, Champions by 5% with no effect on forms higher than that. Debuff wears off after 1 turn or with physical object with non movable solid object (aka rolling on the ground, pressing an arm against a tree, etc). Needs 2 turns to recharge. Cannot be used to channel electricity while sticky.
Rage of Electricity - Roger generates electricity from his antenna and sends it dancing all along his body. His next physical attacks do damage of the electrical attack! The effect lasts for 2 turns and Roger can’t duplicate the effect for another 3 turns. Something about charges at different wavelengths interfering with each other? Bah! Who cares? Definitely not Roger!
TLDR: Grants Roger’s physical attacks an Electrical element to them for 2 turns, takes 3 turns before he can do it again.
Poison Sting - Ohohoho, did you think the stinger on Roger’s tail just for looks? Guess again! He uses it to strike the enemy and inject them with a toxin that doesn’t do much beyond making them feel like they’ve eaten something nasty. Takes a turn for Roger to build up enough toxin to have any kind effect.
TLDR: Deals moderate damage and makes the target reconsider putting Roger in their mouth, or interacting with him in anyway with their taste sense. 1 turn duration for Rookie or lower, 2 turn cool down.
Digivolves To: Flymon
Family/ies: Nature Spirits/Wind Guardians
Abilities: [6 abilities]
Shocking Snack -- Instead of being hurt by his fellow Champion-Level digimons electrical attacks, Roger just eats them. Okay maybe absorbs is a better word but either way he heals a little instead of being harmed by an electrical attack directed at him.A Rookie's attack will heal him instead of hurt while an Ultimate's does three quarters damage. Megas are mean and hit him for the full amount.
TLDR: Rookie-level electrical attacks heal him, small amount of healing from Champion-Level attacks, Ultimate-based electricity deal three-quarters damage instead. Megas deal full damage.
Poison Dust -- Roger’s wings are coated in fine scales that fall off easily upon contact or by him flapping them with extra force. They’re actually poisonous and upon contact with an enemy the dust cause the opponent’s movements to still for a rather short amount of time and deals small amounts of damage for a little while after. Using this move too many times can seriously harm Roger's flying ability so he doesn't use it often.
TLDR: Immobilizes Champions for 1 turns, Ultimates suffer a 25% speed debuff, Megas a 5% speed debuff. Deals small amounts of damage for 3 turns. 4 turn cool down.
Hot Wired -- Roger delivers a jolt of bright purple electricity to an immobilized ally, giving them back full control of their body and some super wired reflexes to boot. It'll completely remove the immobilization caused by a Champion-Level attack or lower, halves the duration for an Ultimate-based move, and has no effect on a Mega based skill. The wired reflexes grant their owner an extra edge in dodging for the next two turns. Roger can only use this skill once in a long while. Since it uses the same kind of electricity as his healing move, using either one of these two skills while the other is on cool down significantly increases the cool down period.
TLDR: Removes immobilization/Stun debuff on a digimon and grants +25% dodge rate to that target for the next two turns. Cures Champion-Inflicted Stun, Halves Ultimate-based, and does nothing for Mega-based skills. If used while 3, 2, 1, CLEAR! is on cool down, adds 2 turns to that skill's cool down. 3-Turn cool down
3, 2, 1, CLEAR! -- Roger delivers a powerful jolt of purple electricity to a Digimon on its last legs, healing them a large amount. Since it uses the same kind of electricity as his anti-stun move, using either one of these two skills while the other is on cool down significantly increases the cool down period.
TLDR: Heals target a large amount. 3 turn cool down (base). If used while Hot Wired is on cool down, adds two to that skill's cool down.
Bug Buzz -- Roger creates an awful buzzing noise with his wings that damages a target and causes them to loose their balance and have a harder time aiming. He has to be close and personal with the target to use it, and requires a small break between uses.
TLDR: Moderate damage to target and lowers a Champion's accuracy by 50% for 1 turn. (25% for Ultimates and 10% for Megas). Two turn cool down.
Cleaving Spark -- Electricity sparks along Roger's front claws as he slashes at the enemy.
Digivolves To: Okuwamon
Appearance: Looks like a normal Okuwamon except for a tint of pink to the wings and stripes on his 'tusks' being dark blue like a Flymon's stripes.
Family/ies: Nature Spirits/Nightmare Soldiers
Abilities: [7 abilities]
Improved Senses (passive): Roger's mastery over reading and sensing electrical impulses has increased to the point he is able to accurately pinpoint and track his targets within a mile radius through this sense alone, once he's spent (two turns) in close contact with them. In combat this means his accuracy isn't lowered unless this ability is disabled.
Scissor Arms Omega - A crushing attack with the two giant claws on the front of Roger's face.
Beetle Horn Attack - Roger loses himself to the frenzy of battle, ripping through all who approach in melee. He gains a 50% boost to physical attack damage for three turns, three turn cool down.
Bolt from the Blue - Roger has kept his innate electrical abilities even in this form and indeed has improved his mastery of the element. He calls a lightning bolt from the sky so bright it leaves afterimages in its wake. The bolt deals severe damage to its target and leaves it blinking spots of white light from they're eyes which reduces accuracy by a third for two turns. Three turn cool down.
Shock of a Lifetime - By rubbing his wings together his body against itself Roger is able to generate enough static that it clings to him and lashes out when an opponent attacks, returning their strike with the same strength. Roger still takes damage, and the rush of electricity leaving his body leaves him rooted in place. It's obvious when this effect is in use, small blue sparks leave from claw tip to claw tip and from limb to limb. (Duration two turns, Four turn cool down once 'triggered' by an opponent's attack).
Mosquito's Kin - While in melee Roger can bite down on a foe and suck the life out of them, literally! He has to maintain the point of contact but while he's in melee he can deal Medium damage and heal himself for the same for up to two posts (three post cooldown).
Shed That Shell - Roger molts, shedding his outer exoskeleton and lowering his defense by half. This isn't all bad though! The soft shell underneath is pliable enough that Roger can get up to speed to make two attacks per turn for two turns. The lowered defense also lasts for three turns. Due to the exhaustive nature of this move it can only be used after a five post cool down.
Digivolves To: GrandisKuwagamonOPTIONAL EVOLUTIONARY STAGES - DNA DIGIVOLUTION
Appearance: This specimen shares a normal Metallifekuwagamon's general build in body but has a number of cosmetic changes that range from boringly mundane to worrisome. Black stripes spiral up the lower legs and arms, ending at the knee and elbow joints respectable. These are not smoothly sides stripes either, they are reminiscent of the jagged lightning bolts found in Roger's forms. The blue gems positioned across the body have all turned red, either to mimic Morgan's eyes in a previous form or because of more worrying things. The lasers it fires are, as to be expected, a pale reddish color as well. The purple stripes on its shoulder have turned a dark green, matching the color of the digivice the twins were reliant upon.
Family/ies: Nature Spirits
Fighting Style: Born from the combination of Morgan and Roger, this fighter has a mix of their fighting styles.Its offensive based style makes use of moves from various ranges. It has the ability to temporarily alter it's moves.
Laser Flight [Non Combat] [Passive] : Flies like Iron Man by emitting thrust from its hands and the hidden gems on the bottom of its feet.
Abilities: [8 Abilities Max]
Tailwind [Passive] - This digimon is followed by the wind as if the air itself was a loyal pet. It’s faster than your average Ultimate as a result.
HotWire - MetallifeKuwagamon has the ability to overload its circuits to alter an attack, it takes a full turn to enact the alterations. This effect last until the HotWired move is used. HotWire shares the HotWired Cooldown of the attack it was used on.
HotWired cannot be used on a move twice in a row.
Turn 1: HotWire used, Turn 2: HotWired Attack used, Turn 3: Both moves begin cooldown, Attack returns to original
Gatling Laser - Fires a barrage of weak lasers from its fingertips. They might be individually weak but there are a dozen of them.
[HotWired] - Gatling Laser packs a little more of a punch and now fires two dozen blasts, a veritable wall of firepower. It takes time to gather the energy to attack so rapidly: one turn cooldown.
Sparking Style - This entity emits electrical energy from its joints as it uses melee attacks against the foe. Looks pretty but is pretty simple at the core.
[HotWired] - The electricity can be released as a short (less than two meters) blast like a character from a popular Fighting game! One turn cooldown, regardless of manner it is used.
Thunder Clap - MetallifeKuwagamon creates a great booming noise that disorientates the opponent for a turn. Two turn cool down.
[HotWired] - That booming noise really rings the ears! Not just mentally but physically shakes the opponent to cause the disorientation. The effect lasts for two turns and has a three turn cooldown.
Emit Blade - A special field is shaped around his right hand that directs the energy from his finger lasers into a 6 meter long blade of laser-powered cutting. The field lasts for three turns, thus so does the blade. Due to being made of lasers the blade sears or cauterizes what it cuts, great for toasting that loaf of homemade bread as you slice it the first time!
Three turn duration for laser blade, two turn cooldown after blade is dismissed even if blade is dismissed early.
[HotWired] - The blade summoned gains something in the shock and awe department by adding a build up of electricity that gradually builds as the blade is swung. At the last moment(turn) of its existence the blade releases the electrical build up to hamper the opponent’s movement by interfering directly with their data. [Three turn duration, four turn cooldown, movement stun fires on the 3rd Turn of the Blade’s existence and does a 1-turn mobility stun]
Parallax Blast - Some people would claim its not possible to bend a laser, or even redirect a ‘shot’ from a laser gun without a mirror. Those people aren’t digimon and don’t possess Roger’s disregard for what physics says he can do. This powerful attack can be redirected to shoot around an edged shield. Three turn cooldown.
[HotWired] - This attack phases through obstacles (including shields) to strike a target beyond them. Four turn cooldown. Can only be HotWired three times a thread.
Vacuum Blast - MetallifeKuwagamon slaps his hands together to focus his lasers on a massive, singular attack. Instead of firing as laser ‘bullets’ he fires all of his lasers in a continuous manner, the kind of sustained beam you would expect from a laser. This beam is a twenty feet in circumference can reach targets a half mile away. It deals massive damage to those in the blast and temporarily displaces the air that was in its path. Upon the end of this move the air rushes back into the Vacuum, causing turbulent winds and decreasing the agility of all fliers by a small amount for the following turn. Four turn cooldown
[HotWired] - Now under the effects of HotWired this blast reaches a full mile out and adds two turns to the cooldown. This move can only be HotWired twice a thread.
Digivolves From: Morgan - Waspmon and Roger - Flymon
FaceClaim: DARKER THAN BLACK • shinoda chiaki • Hiroyo Oda