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It's Time For The Final Ascendance!
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Post by Cion on Jul 12, 2017 17:51:40 GMT
CyberSagitamon (same size as the others please) 5'10'' UltimateAttribute: Free Family/ies: Nature Spirits | Metal Empire Type: Ancient Beast Attacks: Passiv Ability: Data Arrow Storm - Whenever using an active ability that is not 'Cyber Arrow Storm' or 'Pulse Shock' and while not hindered by crowd control effects that prevent her from using ranged attacks, Cion may use her hookshot-belt to dash to a close or distant target location and fire a barrage of small, data arrows (one per enemy) at all enemies which lodge into their bodies, dealing low non-lethal damage and slightly reducing their speed and mobility with every lodged arrow. All data arrows cease after 3 turns of not applying 'Data Arrow Storm'. Cyber Arrow Storm - Cion charges data energies and fires a massive, energy-arrow towards the sky that splits into many shards which rain down on enemies, dealing significant non-lethal damage. Also snares enemies that have 3 or more 'Data Arrows' lodged into their system with light energies if Ultimate or lower level, rendering them unable to move/utilize any limbs in their next post. Can only be used when an enemy has 3 or more 'Data Arrows' lodged into their system, and consumes all 'Data Arrows' Pulse Shock - Cion draws her EMP-Pistol and fires a bullet of lightning at a target which shocks them and deals either lethal or non-lethal damage based on Cion's will. The shock and damage is very low against unharmed adversaries, but grows exponentially in strength against injured opponents. Seriously injured enemies have a chance to instantly collapse from shock. Translucent Maelstrom - Conjures a maelstrom of surging data around an enemy that traps them, dealing low non-lethal damage and causing them to float above the ground, stunning them for 1 turn. Other enemies are pulled towards the maelstrom, slowing them heavily and impedeing their movement. Champion digimons and lower pulled to the maelstorm are likely to be caught by it and stunned as well. Only deals damage to Megas and higher.[Cooldown: 3 Posts] Data Restoration - Enwraps herself and all allies in a stream of data, mending moderate wounds and significantly boosting their natural health regeneration over several hours. Heals severe wounds if all energy is channeled only into a single digimon. [Cooldown: 1 Post] Prismatic Firewall - Conjures a prismatic, semi-transparent, impenetrable 180° firewall in front of her that protects from three Ultimate level attacks or many more from lower digimons. Before use, allows Cion to dash in front of an ally. Mega level attacks or higher penetrate the firewall. [Cooldown: 3 Post] Nanomachine Zone - Cion plays a tune on her ocarina, conjuring microscopic data-constructs that highlight a circular, family home-sized area beneath her for 5 turns, causing it to glow blue. She and allies inside gain an aura of blue light, granting medium protection like an extra set of armor. Also steadily devitalizes Ultimate or lower adversaries within to significantly empower all forms of health regeneration for you and protected allies. Placing a new zone consumes the old. [Cooldown: 5 Posts] Digivolves To:
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Post by Bonetrousled? on Jul 14, 2017 16:45:33 GMT
Approved
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Post by Cion on Sept 4, 2017 16:44:58 GMT
CyberSagitamon Huntress Mode (same size as the others please)
5'11'' Appearance: Almost identical to a CyberSagitamon, but with a futuristic helmet that covers her entire head, almost completely hiding all of her physical features with the exception of her golden eyes. In this state, her bow transforms into a powerful 'Particle Beam Sniper Rifle'. MegaAttribute: Free Family/ies: Nature Spirits | Metal Empire Type: Synthetic Beast Type Attacks: Non-Combat Passive Ability: Jet Boots - While unable to fly, Cion can utilize her jet boots to hover over uneven terrain, liquids and other similar hindrances. Combined with her unmatched agility, she is able to perform impressive maneuvers at a great speed that require perfect body control. Combat Passive Ability: Adaptive Overheal - When Cion or her allies get healed over their maximum health through Cion's active and passive abilities, the excess healing is converted into a personal shield of equal strength. The shield lasts until either being destroyed or until the beginning of Cion's next post. Combat Passive Ability: Equalizing Recompense - When Cion or her allies deal damage to an enemy affected by Cion's soft crowd control (such as slows), they heal for a small percentage of the damage dealt. This is increased to a moderate percentage of the damage dealt against enemies affected by Cion's strong crowd control (such as snares & stuns). Combat Passive Ability: Particle Beam Storm - Whenever using an active ability that is not 'Accelerated Particle Storm' or 'Shock Blast' and while not hindered by crowd control effects that prevent her from using ranged attacks, Cion may use her jetpacks to dash to a close or distant target location and fire a barrage of small particle beams (one per enemy) at all enemies. Beams lodge into bodies of enemies and solidify, dealing low, stacking shock damage each turn and slightly reducing their speed and mobility with every lodged beam. All solidified beams cease after 3 turns of not applying 'Particle Beam Storm'. Accelerated Particle Storm - Cion activates the particle accelerator inside her PBSR and fires a massive blast towards the sky that splits into many shards which rain down on enemies, dealing high non-lethal damage. Also snares enemies that have 3 or more 'Particle Beams' lodged into their system with energetic webs if Mega or lower level, rendering them unable to move/utilize any limbs in their next post. The webs glare and impede vision of afflicted enemies. Can only be used when an enemy has 3 or more 'Particle Beams' lodged into their system, and consumes all 'Particle Beams' Shock Blast - Cion fires a beam of lightning with her PBSR at a target which shocks them and deals either lethal or non-lethal damage based on Cion's will. The shock and damage is low against unharmed adversaries, but grows exponentially in strength against injured opponents and with every 'Plasma Beam' lodged into her target's body. Seriously injured enemies have a chance to instantly collapse from shock. Translucent Singularity - Conjures a singularity of surging data around an enemy that traps them, dealing low non-lethal damage and causing them to float above the ground, stunning them for 1 turn. Other enemies are pulled towards the singularity, slowing them heavily and impedeing their movement. Ultimate digimons and lower pulled to the singularity are likely to be caught by it and stunned as well. Enemies stunned by the singularity suffer moderately increased damage from all sources while stunned. Only deals damage to Super Megas.[Cooldown: 3 Posts] Data Recreation - Enwraps herself and all allies in a stream of data, mending severe wounds and significantly boosting their natural health regeneration over several hours. Heals extreme wounds if all energy is channeled only into a single digimon. [Cooldown: 2 Post] Prismatic Force Field - Conjures a prismatic, semi-transparent, impenetrable 270° force field dome the size of a small garden in front of her that protects from three Mega level attacks or many more from lower digimons for 1 turn. Before use, allows Cion to dash in front of an ally. Super Mega level attacks or higher penetrate the force field. [Cooldown: 3 Post] Nanomachine Realm - Cion conjures microscopic data-constructs that highlight a circular, family home-sized area beneath her for 5 turns, causing it to glow blue. She and allies inside gain an aura of blue light, granting high protection like an extra set of heavy armor. Also quickly devitalizes Mega or lower adversaries within to significantly empower all forms of health regeneration for you and protected allies. Placing a new zone consumes the old. [Cooldown: 5 Posts] Digivolves To: Venatrixmon
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Post by Bonetrousled? on Sept 4, 2017 22:07:25 GMT
Nice job! I love the way you've been steadily developing Cion's abilities with each form. Just a few things before I can approve this edit.
A single 1 cooldown heal being able to cure severe wounds for many allies is a bit too much. Anything greater than a moderate wound I'd say would need at least two posts of cooldown, if only to prevent fights from majorly stalling out.
The previous variants of your shielding abilities are perfect as is due to enemies being able to play around shields and walls, but a full impenetrable dome should at least have a max duration of one post to prevent fights from stalling out.
Nanomachine Realm's duration is too long as is. 5 posts is about the upper limit I'd allow an ability like this to last for, especially with its effectiveness already being far higher than the previous two iterations in all regards.
Other than that, looks perfect to me!
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Post by Cion on Sept 5, 2017 15:24:16 GMT
Nice job! I love the way you've been steadily developing Cion's abilities with each form. Just a few things before I can approve this edit. A single 1 cooldown heal being able to cure severe wounds for many allies is a bit too much. Anything greater than a moderate wound I'd say would need at least two posts of cooldown, if only to prevent fights from majorly stalling out. The previous variants of your shielding abilities are perfect as is due to enemies being able to play around shields and walls, but a full impenetrable dome should at least have a max duration of one post to prevent fights from stalling out. Nanomachine Realm's duration is too long as is. 5 posts is about the upper limit I'd allow an ability like this to last for, especially with its effectiveness already being far higher than the previous two iterations in all regards. Other than that, looks perfect to me! Thanks for the feedback! First of all, Cion is supposed to be incredibly wearisome playing against (those combat passives), since she is one of the few semi-full supporters with intense crowd control in this forum instead of just pure power. Exchanging lots of direct high damage for the benefit of a whole team, medium sustained damage and playmaking-potential, hehe. 1) Alrighty, increased heal to 2 posts. 2) Uups! All shields were always supposed to last 1 turn (like Adaptive Healing)! Even played that way in the Metal Drive quest! Forgot to include that in her previous forms, and you can add those lines if you want, although they likely won't matter much. But you are right, I improved it to a 270° arc dome instead of a full spherical shield. Still an amazing improvement over a mere wall. 3) Sure, duration of 5 it is. Is intense enough, even though this powerful defensive ability this is rather situational, requiring both melee allies and enemies to be effective. Even then, everyone becomes susceptible to AoE Abilities, so gotta be careful with it. Anything else, bone-kun? : 3
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Post by Bonetrousled? on Sept 6, 2017 15:49:57 GMT
Approved!
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Post by Cion on Nov 18, 2017 20:03:12 GMT
Mercenary: Vertigo – AceJetmon Mach Mode 49'2'' MegaAttribute: Free Family/ies: Metal Empire Type: Machine Abilities: Non-Combat Passive Ability: Autonomous Airborne Ace - Barely any digimon in existence was, is or ever will be faster than this AAA AceJetmon Mach Mode. Vertigo's maneuverability even at top speed of mach 5 / hypersonic speed is unrivaled, as is his speed-up to reach such velocity in just a few seconds, even from standstill. At top speed, he is able to circle planet Earth in 6 1/2 hours. Non-Combat Passive Ability: Personal Air Transport - Vertigo has a cockpit with 3 seats, one of which is at the front while 2 others are behind the primary one. The seats can be folded together through the press of a button to gain access to a long, comfortable matress covering a huge part of the floor, as well as some pillows. This also reveals a small refrigerator at the end of the cockpit, allowing storage of simple food, snacks and beverages. The inside of the cockpit is always pleasantly warm and quiet. Passive Ability: Air Support – While able to participate in combat, Vertigo does almost always do so from several miles above everyone else. At best, to fighters on the ground, he is a speck in the sky, and at worst an unseen threat. He is practically untargetable from the ground, rendering him effectively invulnerable against almost all earthbound enemies' attacks. However, he can't assist with attacks and most abilities when Cion and her allies are inside intact structures or underground. If not in direct communication with Cion through radio, he acts to the best of his decision-making ability. Passive Ability: UAV Recon – From within the canopy, nothing escapes Vertigo's unmatched eye-sight and scanners. Vertigo grants 'data-vision' to himself, Cion and their allies. Everyone with 'data-vision' have living entities, especially hostile ones, highlighted in different colors. Green are allies, blue are neutral beings, and red are (potentially) hostile ones. This works even through darkness, fog and abilities that grant physical invisibility, and through up to 3 meter thick walls and ground. Passive Ability: DFM – When engaged in combat with airborne enemies, Vertigo may choose to enter Dogfight Mode against a single enemy. Vertigo perpetually remains at the target's tail, impeding their ability to retaliate. Target's can only successfully escape DFM by actively utilizing abilities that enable them to dodge or teleport. [Cooldown: 2 Posts if target escapes / is not taken down] Energy Gatling Barrage - Fires his 2 Ion Gatling Guns for as long as necessary with perfect accuracy. Both of them are on his front, but can be angled moderately to significantly improve aim. The projectiles utilized are pure bolts of energy, and each gun fires 150 bolts per second. Mostly an air combat attack. Hypersonic Lance – Engulfed in pure heat, Vertigo bursts through a slow or stationary airborne target with top speed, inflicting tremendous damage without being harmed himself. Digimons of lower levels are often destroyed instantly upon impact. [Cooldown: 2 Posts] Fission Mortar - Charges 2 blasts of atomic energy and fires them at a location on the ground. In midair, they combine into one beam. Upon impact with a solid surface, the beam detonates like a tactical rocket, inflicting grievous bodily harm upon struck digimons in a 60 feet radius. Struck survivors are contaminated, significantly reducing all forms of healing they receive in their next 2 posts. Mostly an air to ground attack. [Cooldown: 2 Posts] Flare Barrier - Releases a white, hot energy field around himself for 1 post that renders Vertigo immune to abilities that currently home in on him, such as heat-seeking missiles. Additionally grants moderate damage reduction to non-homing attacks. Also briefly impedes vision, granting Vertigo the chance to reposition and counterattack. [Cooldown: 2 Posts] Sanctuary Ward - A device resembling a futuristic vending machine is launched at a target location. After a short delay upon impact, it creates a family home-sized zone for up to 5 turns and releases a green stream of data to all allies within, slowly healing small injuries each turn and granting a minor shield to all allies that refreshes each turn. Stabilizes dying beings but can't restore severely damaged body parts. The ward has a powerful shield around itself but can be removed by 2 attacks from digimons of the Mega-level, or many more lesser, exposing it. Destroys itself at the end of the duration [Cooldown: 2 Posts After Destruction] Terminal Velocity – For this and the next 2 posts, grants Vertigo top speed (mach 5) and immunity to slows, improving his ability to dodge and counterattack. Cion and 2 allies of his choice affected by 'UAV Recon' instead have their speed doubled for the same duration, with their senses hightened to properly utilize the increased mobility. [Once Per Fight] Digivolves To: /
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Nov 18, 2017 20:38:34 GMT
Let's begin!
—DFM: Can you please describe what constitutes a "general advantage"? As it stands, it's a bit vague.
—Hypersonic Lance: Raise the cooldown of this one to 2 posts.
—Fission Mortar: State the explosion's maximum radius, and the duration (in posts) of the fallout aftereffect.
—Flare Barrier: Raise the cooldown of this one to 2 posts.
—Sanctuary Ward: This needs a maximum duration.
—Terminal Velocity: I feel like this one is potent enough to warrant a once-per-fight cooldown, or to have some drawback when the effect ends. Your choice on this one.
Also, I think it should affect at maximum 3 targets besides Vertigo.
That's all I can think about at the moment! Hopefully it's fine.
EDIT: Thank you for going with the proposed changes!
1/2
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Spire
Better Mod
An In-Spire-ation to Us All
Posts: 17
OOC Name: Spiraga™
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Post by Spire on Nov 18, 2017 22:02:29 GMT
Alrighty, 2/2 approved!
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Post by Cion on Mar 4, 2018 16:47:44 GMT
Arniomon (same size as the others please) 2'6'' Super MegaAttribute: Free Family/ies: Unknown Type: God Beast Gender: None Attacks: Non-Combat Passivs Ability: Touch of Life - With its 'Source Arm', Arniomon can restore individual pieces of flora and non-digimon fauna back to life. Non-Combat Passivs Ability: Force of Will - Having perfected its ability to manipulate data, Arniomon can utilize telekinesis to move objects of up to 25 tons solely with its mind. The amount of objects it can carry at the same time is limited to a 25 meter radius. It may also conjure ethereal blades to be used as tools. Non-Combat Passivs Ability: Cosmic Voyager - Arniomon can conjure an aura around itself that enables perfect flight with rapid speed through void, aeriform and liquid environments without the need for external oxygen. Passive Ability: Adrasteia's Embrace - When Arniomon or its allies get healed over their maximum health through Arniomon's active and passive abilities, the excess healing is converted into a personal shield of equal strength. The shield lasts until either being destroyed or until the beginning of Arniomon's next post. Passive Ability: Numen Aeternum - Arniomon has less physical strength, but higher overall defenses, maximum health and tolerance for pain than other digimons of its level, and does not suffer impeding injuries until a greater threshold. The size of its cosmic pelt acts as an indicator of its current health. Passive Ability: Elysian Sanction - Whenever using an active ability that is not 'Elysian Ascension or Purge' or while neither is active, and while not hindered by crowd control effects that prevent it from using ranged attacks, Arniomon may rapidly dash to a close or distant target location and conjure ethereal javelins (one per enemy) which dash with high velocity towards enemies spear them. Javelins lodge into bodies of enemies and solidify, dealing low, stacking shock damage each turn and slightly reducing their speed and mobility with every lodged javelin. All solidified javelin cease after 3 turns of not applying 'Elysian Sanction'. Elysian Ascension - When at least a single enemy is affected by 3 javelins from 'Elysian Sanction', Arniomon can break through its physical form, ascending to become a being of pure data for this and the next turn. In this state, Arniomon irremovably binds itself to every hostile digimon, dealing a small amount of light damage to all affected enemies by draining their life force, individually increased slightly with every lodged ethereal javelin, and healing itself for all damage dealt. In the end of the second turn, 'Elysian Purge' may be used to end this ability's effects. Elysian Purge - This ability can only be utilized in the second turn of 'Elysian Ascension'. Arniomon erupts in an incandescent, cleansing flare, dealing the same damage it had dealt during 'Elysian Ascension' again as fire damage, removing positive status effects and blinding them for 1 turn. Each ally is instead healed for the same amount and gets cleansed of negative status effects & crowd control effects. This consumes all ethereal javelins. Natural Law Break - Contorts space-time and increases gravity in a medium area around a target, making it float above the ground and stunning it for 1 turn. Other enemies suffer great force upon them as to be pulled towards the distortion, slowing them heavily and impeding their movement. Mega digimons and lower pulled to the distortion are likely to be caught by it and stunned as well. Enemies stunned by the distortion suffer moderately increased damage from all sources while stunned [Cooldown: 3 Posts] Kismet Blessing - Enwraps itself and all allies in a stream of data, mending grave wounds and granting immunity to the next status effect or crowd control effect for 1 turn. [Cooldown: 2 Post] Empyreal Intervention - Conjures a prismatic, semi-transparent, physical 270° force field sphere the size of a small garden in front of itself that protects from three Super Mega level attacks or many more from lower digimons for 1 turn. Before use, allows Arniomon to teleport in front of an ally. Alternatively, Arniomon may shrink the shield in size to only fit around itself and only protect it, making the shield move and turn in accordance with its body which reduces chances to overcome it. [Cooldown: 3 Post] Garden of Eden - Arniomon infuses a circular, residence-sized area beneath it with its essence for 5 turns, causing the area to flourish. Arniomon and allies inside gain an aura of radiant data, granting high protection like an extra set of heavy armor and increased status effect & crowd control resistance. Also rapidly devitalizes all adversaries within to substantially empower all forms of health regeneration for you and protected allies. [Cooldown: 5 Posts] Digivolves To: /
With two purchased RAM UPGRADES, I'd also like to add the following abilities (beneath Garden of Eden please): Elemental Discreation - Blasts an enemy with several bolts of elemental chaos, dealing high damage consisting of all the fundamental elements - Fire, Water, Wind, Thunder, Light & Darkness. Fate Weaver - Arniomon rewinds time for a chosen ally or itself by 1 turn, undoing damage and effects (positive & negative) it had suffered in the very same turn. [Cooldown: 3 Posts]
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D-Reaper Scout
In-Training
Never The End
Posts: 0
OOC Name: NolChannel™
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Post by D-Reaper Scout on Mar 6, 2018 22:48:46 GMT
1/2
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Mar 8, 2018 18:46:36 GMT
2/2
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Post by Cion on May 31, 2018 6:06:43 GMT
Well okay... new rules with changes that gotta be made.
1) All instances of stun/stunning will have to be changed to snare/snaring. This goes from Sagitamon and upwards
2) Cooldown change of " Protective Glade , Nanomachine Zone , Nanomachine Realm, Garden of Eden " to [Cooldown: 3 Posts After Duration]
3) Please change the text beneath the Arniomon picture to " Normal Form: See Signature | Unleashed/Combat Form: See Here & Avatar "
Thank you ^3^
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on May 31, 2018 23:40:35 GMT
Nothing wrong over here.
1/2
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Raspberly
Rookie
Staffwork now only 4 payments of $19.99 w/ shipping
Posts: 12
OOC Name: Raspberly™
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Post by Raspberly on Jun 3, 2018 23:21:26 GMT
2/2
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