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Post by Katherine Jasso on Jun 1, 2018 3:11:10 GMT
I would like to edit Katherine's Digimon main line, changing it's champion from Blacktailmon to Cho-Hakkaimon as follows:Champion Appearance: Species: Cho-Hakkaimon
Attribute: Data
Family/ies: Wind Guardian
Type: Puppet
Fighting Style: Cho-Hakkaimon is the completely used to fighting form for Jazz. She's much more frontal and relentless than the previous stages, even though she still takes a moment to look for weak spots, she usually goes all out against the opponent, trying to crush it down completely very quick, using her Roketto Dingpá and her superhuman strength. Abilities: - Danger Love: No damage. Cho-Hakkaimon curses the enemy with a romance charm, making them take a slight amount of damage at the end of every turn, for the next 5 turns. 5 turns cooldown.
- This is the end!!!: Cho-Hakkaimon swings the Roketto Dingpa with full power, creating a whirlwind that's shot directly against the enemy. Normal damage on Champions. Double damage on Rookies and below. No damage on ultimates and above.
- Roast of the Pig: Cho-Hakkaimon embraces the opponent with her body and then bursts into flames due to her wrath, roasting the opponent in the process. This is an almost undodge-able attack. Normal damage below Megas. No damage on Mega.
- The wind drives me mad!: Cho-Hakkaimon swings the Roketto Dīngpá with its acceleration at full-throttle releasing an enormous wave of wind, blowing the opponent into distance, not doing much damage, but managing to gain some distance from it. Digivolves From: LopmonDigivolves To: ??
I also would like to add an Armor Champion to her Digimon's line: Armor Champion
Appearance:
Species: Moosemon Digimental (Armor): Digimental of support. Attribute: Data Family/ies: Wind Guardians Type: Ancient BeastFighting Style: In her Moosemon form, Jazz acquires a much more mature personality, getting the ancient knowledge and intelligence from the guardian deity spirit, this is completely reflected in her fighting style, where she has a much more calmed way to approach battle taking her time to study the opponent and their soft spots. Most of the time, Moosemon will avoid physical contact as much as possible, keeping her distance from the opponent using the weather changes she can produce to harm or confuse the opponent and all of her attacks that are capable of doing harm from far away. In very rare occasions, when she's angry, Moosemon will, without thinking, ramp relentlessly against her opponent.Abilities: -Hanging Twister: Moosemon calls for an enormous twister that goes against the opponent. The twister swirls around the opponent during the next 3 turns, dealing a little amount of damage at the end of each turn. 5 posts cooldown.
- Saint Roar: Moosemon lets go a roar that confuses the opponent, making it attack any allies it has around. For the next 2 turns, any attack the foe executes, will make 30% of it's full damage to up to three random enemy allies that are nearby Moosemon or the enemy itself, (it will still deal damage to Moosemon normally) if the enemy has no allies around, this damage will be made to itself. 4 posts cooldown.
- The forest is angry!: Moosemon makes a call for all of the nature spirits around the battle stage, gathering energy from them, this kind of energy is based on the kind of natural environment she is in: ocean, mountain, forest, dessert or others. The next turn, Moosemon will release a beam of energy from her mouth, based on the energy she gathered, this makes an enormous amount of damage, more than any other Moosemon attack, capable of immediately taking out an opponent if they're not prepared. The turn of this release, Moosemon can't perform other attack. 5 posts cooldown.
- Horn blade: Moosemon can cut through space with her giant antlers, dealing damage to the opponent occupying that space, regardless of how far they are.
- Angry Stampede: Moosemon gathers the power of the wind around her and ramps against the opponent with great speed, tackling them with an enormous strength. Normal damage on Champions. Double damage on Rookies and below. No damage on ultimates and above. Digivolves From: Lopmon Change log:
*Change Jazz's champion stage from BlackTailmon to Cho-Hakkaimon (with different abilities) *Add Moosemon: Armored Champion for Jazz
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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 Jun 2, 2018 1:34:34 GMT
Don't see anything wrong over here.
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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 23:27:47 GMT
2/2
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Post by Katherine Jasso on Aug 29, 2018 3:36:41 GMT
I would like to edit Katherine's profile by adding a mercenary: Boru the Psychemon and his Champion form: Gururumon. Digimon name: Boru
Default Form: Psychemon
Gender: Male
Alignment: Chaotic Good
Skills/talents: -Boru's lifestyle has helped him develop a keen sense for infiltration, being able to quickly spot a secret passage or opening in a matter of seconds.
-Even though rarely determined about something and with an easy going attitude on most occasions, when something bothers Boru to a point of angering him he can surpass his own stamina levels and go beyond his own physical boundaries. The few digimon that had seen this happened call this skill 'Mad Boru'.
Personality:
Boru is extremely clumsy and logy. He can get easily distracted by almost anything at any time, taking his focus out of whatever previously had it. He is also of very slow learning and sometimes has trouble performing the most simple tasks without breaking something or accidentally making a mess. It usually takes him a while to understand the most simple situations, and he tends to forget what he was going to do or say, as well as any action he had been ordered to perform; when this happens, he tends to improvise, using the little he remembers and usually making the situation worst. He is also very naive and easy to fool.
Boru also happens to have a very kind and sensitive heart. He is very afraid of letting down the people he loves and tends to sympathize with people very quickly, specially digimon. He tends to be very grateful towards people that had helped him at any given moment, he never turns his back upon someone in need and tries to help however he can to those who need it. Boru is often very kind towards digimon and humans alike, trying to not bother anyone with his attitude. He usually speaks in a low tone and takes things calmly.
Boru loves sleeping and eating. He is fond of taking long naps after lunch at some quiet place where his sleep can't be disturbed. Boru cares little about whatever is done to him, being insults or even physical damage, but when people he loves (usually Jazz or his brothers) is in danger, he can get angered and will fight to the end to protect them or defending their ideals.
Personal History:
Boru's first memories are at the Village of the Beginnings, being a little Punimon. Since he can remember, he had been together with Roru and Koru, who were also tiny Punimons at the time and who had called each other 'brothers' since then. They were usually causing troubles around and to their carer, taking an extra milk bottle from the stash to share it or telling jokes to the other digimon when it was past bedtime. Boru was the last of the three brothers to evolve into a Tunomon, and once they had reached such form, they decided to seep themselves into a Trailmon and leave the village, wanting to know the world that was waiting for them. As long as they had each other, they were sure they would be fine.
Sadly, the life for 3 in-training digimon outside of a comfy bed in the Village of Beginnings wasn't so easy. They were having trouble to find food and couldn't afford a warm bed to sleep on, they also couldn't find jobs since nobody wanted to hire in-training digimon. Nevertheless, Boru always wanted to keep close to his brothers, and the other two felt the same since they were convinced they only had each other. Their trip took them to Rustport Town, when, completely desperate for food, they tried to steal some fruits from some other in training digimon behind a bar. Their objectives discovered the brother's plan and chaos broke loose. Around 10 in-training digimon began to attack the brothers while they tried to defend themselves as they could, losing the battle at the end. The three Tunomon ended up lying under the sun, sweating, beaten, starving and almost dehydrated. When he thought he was done for, Boru heard a voice telling him and his brothers to stand up; upon opening his eyes he saw a three-horned digimon with big ears, who had brought them some water and fruits. They happily ate and thanked the bunny digimon, who introduced herself as Jazz. "Don't be idiots, stealing from other poor digimon is not the answer. You must steal from the rich ones! Getting into houses by the windows or the back door and taking whatever you can, taking some fruits from the vendor when he's distracted on the phone, come on, it's easy!". That night, under Jazz's commands and with her help, they stole some meat from a local farmer when he wasn't looking. "Okay, now you're taking this to the digimon you tried to steal from earlier as a sign of peace." she said. The trio obeyed and peace reigned between the young street digimon from Rustport.
Not long after these events; Boru, Roru and Koru couldn't stop following Jazz everywhere and calling her 'boss'. Unable to get rid of them, Jazz decided to form 'The Jazz's bandits', a local band of thieves formed by her and the three Tunomon, who later evolved into three Psychemon, and were dedicated to stealing from local taverns, restaurants, and inns around Rustport whatever they could, never by assault, but sneaking and deceiving, without ever hurting anyone. If they happened to rob food, they would share it with any poor baby digimon around Rustport, while if they robbed some valuable item they would sell them to the traveling merchants that went around Rustport and used the money to buy food from other traveling merchants for the babies. Whatever was the case, they were always stealing to help the digimon in need. Jazz taught them to forge their own principles and not guiding themselves for what was supposed to be good or bad according to everyone, but for what they thought was good or bad, according to their own judging. "You can steal to survive, but you always have to give something back to those in need! That's what true freedom is about!" the bunny always told them. Even though Jazz was very strict and sometimes mean to them, Boru, Roru and Koru knew she loved them and they were a family, even though she wasn't the kind of digimon to express her feelings. That way, Jazz became their leader, her 4th sibling, and their only sister. Even though she forced them to call her 'Empress Jazz' they always forgot and ended up calling her 'Mrs', 'Boss' or even 'Sister'. As a family, they four continued to have great adventures, helping the baby street digimon of Rustport every time they could.
For Jazz's bandits, including Boru, everything changed when one day they found a human lying on the desert, they would later discover she was named Katherine Jasso, a girl that, by destiny or whatever reason, turned out to be Jazz's tamer. After a tough battle in which she saved their lives and a small adventure to help a friend, Jazz decided to follow her dream of knowing the Digital World, while she helped her tamer, Katherine, discover why had she been chosen to be Jazz's partner, while following an ancient legend to find the information they needed. Even though sad, Boru and his brothers understood this was what Jazz truly wanted, and accepted her decision. After Rustport chief of security sworn to help the baby digimon around the streets and not allow any other digimon to wander the streets alone, the three brothers felt like their job at Rustport was done, so they promised to help raise a new generation of digimon to form 'The Rescuing Brigade for Poor Digimon' (R. B. P.D) to help the Rustport sheriff with such task and once they were done they would also leave Rustport to look for Katherine and Jazz, so the four siblings could be reunited once again. The adventures of the trio of brothers continued, and once Boru found Jazz and Katherine, he would fight at their side, no matter what.
RookieAppearance:Species: Psychemon Attribute: DataFamily/ies: Nature SpiritsType: ReptileFighting Style: As a Psychemon, Boru usually goes all out against the opponent, trying to avoid committing as many errors as possible, which is usually very hard since his lack of concentration. He usually uses his claws to inflict damage into the opponent, but really doesn't have a defined tactic, just throwing different techniques at the opponent. Once into 'Mad Boru' mode, he will try to unleash one single powerful attack into the enemy to take them down using all of his energy and having no remorse about what might happen to his own body, ending up completely exhausted and unable to move after. Abilities: [Passive] Umm...what?: Before performing any technique, Boru has a medium random chance of getting distracted and forgetting what he was about to do during combat, losing his turn. If Boru is angered during combat he enters 'Mad Boru' mode where he can't get distracted anymore, leaving the former effect nullified and allowing him to use 'Super Psyche Shock'. -Colorful Spark: After getting into a fighting stance, electric shots of different colors begin to come out of Boru's body, dealing a small amount of damage to a maximum of three enemies around a 7ft radio. These enemies will be unable to move during the next turn after receiving this attack. No effect on champions or above. 3 posts cooldown. -Go, Hare!: Boru's horn is named Hare. He unleashes a frontal attack, jumping directly against the opponent, charging Hare with electric energy and dealing a medium amount of damage. -Super Psyche Shock!: This attack can only be used after entering 'Mad Boru' mode. Boru unleashes a powerful multicolor electric blast from his whole body: horn, pelt, and mouth, straight to the opponent. This is a lethal attack that deals a huge amount of damage to the opponent, taking out almost for sure any rookie and dealing a great amount of damage to champions. After such attack, Boru's HP is reduced to the minimum, enough for him to be barely on his two feet, with any attack he receives leaving him out of combat. Can only be used once per thread.Digivolves from: TunomonDigivolves to: GururumonChampionAppearance:
Species: GururumonAttribute: VirusFamily/ies : Nature Spirits Type: BeastFighting Style: Having evolved to Gururumon, left unguarded Boru's fighting style gets even more wild and relentless. Nevertheless, being not easily distracted anymore, he's capable of executing allies' orders in a better way, making him capable of adapting his battle manners and adapt his fighting style to different situations. Boru will often use his fangs and claws to inflict damage, as well as a combination of both fire and ice beams from his mouth, according to what can be more effective against the enemy. Abilities: -Chaos Fire: After taking a deep breath, Boru will spew flames out of his mouth, shot directly against the target, dealing a medium amount of damage. This technique will 'burn' the opponent, causing a small amount of damage to the opponent at the start of the next 2 turns. 3 turns cooldown. -Sub-zero Beam: Boru shots a beam of ice straight against the opponent, causing medium damage. If the opponent is a champion or below, he can't perform an attack next turn. 3 posts cooldown. -Killer Bite: Jumps straight against the enemy and bites them with great strength. -Healing Ice: Softly blows icy wind to an ally to work as an analgesic, healing the ally a 30% of the ally's HP. 3 posts cooldown. -The Dark Wolf is Crying: Boru howls into the air, rising the battle spirit of his allies and rising their attack power by 10% during 5 turns. 5 posts cooldown. -Super Psyche Shock!: Boru has been able to import this attack from his previous form, but this time he doesn't need to be in 'Mad Boru' mode. Boru unleashes a powerful multicolor electric blast from his whole body: pelt, and mouth, straight to the opponent. This is a lethal attack that deals a huge amount of damage to the opponent, taking out for sure any rookie and almost any champion. After such attack, Boru's HP is reduced to 0, leaving him out of combat. Can only be used once per thread.Digivolves from: PsychemonDigivolves to: ??
I would also like to add Jazz's holosuit
FaceClaim: Mine - Akame ga Kill - Jazz's holosuit. Change Log:-Added Boru the Psychemon as a mercenary, including his champion form: Gururumon. -Added Jazz's holosuit.
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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 Aug 30, 2018 20:37:15 GMT
Just some changes.
—Psychemon Colorful Spark: The duration of this one should be reduced to 1 post. Super Psyche Shock!: I think that this attack is strong enough without being nigh-unavoidable. Judging from its power, I think its cooldown should be once per thread rather than 3 posts.
—Garurumon Super Psyche Shock!: Same as the rookie version.
That's all!
EDIT: Everything looking good!
1/2
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Maia
Better Mod
Might Actually Be A Cat.
Posts: 627
OOC Name: Cheshire/Mai™
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Post by Maia on Sept 3, 2018 18:15:59 GMT
2/2 - Go Boru!
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Post by Katherine Jasso on Sept 16, 2018 3:00:40 GMT
More edits incoming to Katherine's profile! this time I would like to add an Armor Ultimate to Jazz's line. Armor Ultimate Appearance:
Species: Hippogriffomon Digimental (Armor): Digimental of Brotherhood. Attribute: Data Family/ies: Wind Guardians Type: Mythical Beast
Fighting Style: Once evolved into her Hippogriffomon form, Jazz doesn't gain much more intelligence or strategic power than her previous forms, but she compensates this with a stunning speed. Her velocity arises greatly and her reaction times are much lower, having sharp reflexes and inexhaustible energy to throw multiple attacks in short spaces of time. Hippogriffomon has a relentless fighting style, engaging in physical combat when needed but usually maintaining her distance from the opponent. In this form, Jazz, being able to fly for the first time during her armor evolutive line, tends to exploit the physical advantage that flying gives to her over the enemy to throw different attacks at the opponent from a safe distance.
Abilities:
-Hanging Twister: Hippogriffomon calls for an enormous twister that goes against the opponent, dealing double damage on champions or below. The twister swirls around the opponent during the next 3 turns, dealing a little amount of damage at the end of each turn. 5 posts cooldown.
-Star Shower: Hipoogriffomon opens her wings widely, where a portion of the outer space can be seen. Upon waving them, star-shaped portions of energy are thrown straight against the opponent, exploding on contact. The star's shower continues for the next turn, where Hippogriffomon will keep shooting stars (unable to use another technique), doing twice as much damage. 2 posts cooldown.
-Dark World: Using its mythical energy, Hippogriffimon manages to immerse the opponent into the Dark World, an alternate dimension where only darkness is found. While this lasts, the opponent will be inside a sphere of darkness, big enough to engulf their whole body. The sphere of darkness will follow the opponent wherever he goes. This technique lasts for 2 turns, keeping the opponent from seeing anything during this time (He can still launch techniques or move, just completely blinded). The sphere of darkness is broken if the enemy receives any kind of damage. This technique can only be used once per thread.
-Light world: By waving its wings, flying, Hippogriffomon covers her whole environment in light, lighting up any dark areas and making everything completely visible, like it was plain daylight. This effect lasts for 3 turns. 3 posts cooldown.
-My allies, my friends: Hippogriffomon closes her eyes, trying to concentrate and listen to the voices of her allies: the digimon and humans who trust in her winning. This takes her a whole turn of concentrating. Hippogriffomon can now use Wind of the Ancients. 5 posts cooldown.
-Wind of the Ancients: Can only be used if My allies, my friends was used first. Hippogriffomon connects with her elder and much more powerful form: Griffimon, being able to acquire his form for the rest of the battle. She has the strength, speed, and resistance of a Mega level digimon. She can not use any of Griffimon's techniques, but her regular techniques double their damage. While this technique lasts, Hippogriffomon will be taking damage, due to her body being unable to hold the power of a mega digimon. Once the transformation is over, Jazz will be out of combat and will return to her Lopmon form, completely exhausted. This technique lasts for 3 turns. Can only be used once per thread.
Digivolves From: Lopmon
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Post by Katherine Jasso on Sept 27, 2018 19:52:09 GMT
I'm also adding Jazz's ultimate form: CefiroDarcmon.
Ultimate
Appearance:
(Thanks to my friend Eizer for the amazing recolor) Species: CéfiroDarcmonAttribute: Vaccine Family/ies: Wind Guardian Type: Angel Fighting Style: CefiroDarcmon is the purest, unmingled form of Jazz. Her fighting style diverges from Jazz’s previous forms, who are willing to do anything to win. In this form, Jazz will fight with honor, never cheating or trying to find the easy way through a fight. Jazz’s control of the wind gets maximized thanks to her staff, giving the digimon the ability to manipulate the wind at her will, to unleash powerful attacks over the enemy, maintain a distance from it and raise her speed. She also acquires the ability to fly for the first time in her main line, and for the first time controlling a humanoid digimon, so she’ll exploit this to dodge as many attacks from the enemy as she can, to then get closer to her adversary and slay them with her sword, Le Blanc Pucelle. A stronger form of Darcmon sword: La Pucelle.
Abilities:
[Passive #1] Cefiro's Aid: Aid by the power of the wind, a healing breeze surrounds CefiroDarcmon's body at all times, healing a 5% of her total health at the start of each of her turns.
[RAM UPGRADE # 1] [Passive #2] Cefiro's wrath: The wind surrounding CefiroDarcmon's body will also try to repel any enemy who tries to engage a physical attack on her, launching them back (without dealing damage). Ultimate level Digimon can withstand the wind without much trouble, but champions or below digimons who are around the size of CefiroDarcmon will have much trouble trying to harm her with physical techniques.
-Omen’s call: CefiroDarcmon’s staff, named Omen, releases strengthening wind, this raises the attack power and speed of CefiroDarcmon and up to three allies around her, in a 50 ft. radius by a 10%. This buff lasts for 5 turns and is not stackable. 5 posts cooldown.
-Behold… the power of the wind!: A devastating storm is generated by Omen, engulfing the whole battle stage. The wind moves with great strength slowing down greatly everyone around the stage except for CefiroDarcmon, who can read perfectly how it moves. The storm lasts for 2 turns. 5 posts cooldown.
-Slash Beam: CefiroDarcmon moves Le Blanc Pucelle with all her might, piercing through the air, and even disrupting part of the code in the Digital World’s air. This crack releases a great amount of energy, shot straight against the opponent in a lethal beam of white color. If this technique hits the opponent directly, it may cause an immense amount of damage. 3 posts cooldown.
-Find forgiveness in my sword!: CefiroDarcmon yields her sword against the opponent launching a combo of quick slashes, trying to pierce the enemy’s defenses and slay them. If this technique is used while Omen’s call effect is active, it inflicts twice as damage, due to CefiroDarcmon being able to launch more slashes thanks to her gained speed. If CefiroDarcmon uses this technique while Omen's call is active, this technique has a 1 post cooldown.
-Omen’s Thunder: CefiroDarcmon disappears from the enemy’s sight, moving at enormous speed thanks to the power of the wind. She then appears in front of them, piercing them with Omen, which will proceed to release the energy stored in him in the form of an electric shock. This shock will continue for the next turn too, making both CefiroDarcmon or the enemy unable to take any distance from each other, Omen’s shock still inflicting damage. If CefiroDracmon receives any kind of damage from other digimon involved in the fight, this technique will be immediately canceled. 4 posts cooldown.
-Aura, la tormenta: Once again, the wind surrounds CefiroDarcmon’s body, this time at great speed, creating a tornado around her, protecting her from any attack from ultimate or below leveled digimon. The shield only reduces to a 50% the damage made by Mega leveled digimon and it doesn't work against Super Mega (or above) leveled digimon's attacks. Until the next turn, while she charges a dreadful attack, raising Le Blanc Pucelle into the sky. The next turn, CefiroDarcmon releases her charged up technique, she starts spinning inside her own tornado, flying at full throttle against the opponent, piercing right through them, dealing an enormous amount of damage. 6 posts cooldown.
Digivolves From: Cho-Hakkaimon.
Digivolves To: ??
I'm also adding an ultimate level mercenary to Katherine and Jazz's team: Arianna, ¡The Wind Warrior!
Digimon name: Arianna Nickname: The Wind Warrior. Default Form: Fairimon(Ultimate) Gender: Female Alignment: Lawful Good Skills/talents:
-Arianna sees all her abilities and her strength enhance when she is trying to help someone in need. While Arianna is trying to save others or assist them in any way, she gives her 110%.
-Even though from being trapped inside the Erin Zoid Gem for around 300 hundred years she missed much of the Digital World history, she possesses ancient knowledge about things that most of the digimon now days have forgotten or ignore.
-Having lived for over 300 years, Arianna has a high level of wisdom and maturity, ready to flourish when the team most needs it, letting her take the best decision in regards the benefit of her friends.
Personality: With a cheerful and youthful attitude, Arianna is always willing to encourage and try to cheer up everyone in her way, being close friends or simply acquaintances. She has the will to protect everything and everyone around the Digital World, especially the section of the forest where she was born at the Server Woods and her valuable friends. Arianna is always willing to lend a hand and help any digimon or human she encounters, she has the firm belief that a better Digital World will only come once everyone accepts each other and try to do their best to help the other digimon living in it.
Arianna is also capable of remaining calm in very distressful situations since she believes that’s the first step to keep everyone safe and get them out of trouble.
She will usually prioritize her partner’s safety over her own and usually considers her own wellbeing lastly, which may be very harmful to herself and, even when she does not consider it, her friends. Internally, Arianna is extremely afraid of not being enough for the people who trust in her protecting them or saving them, that is why she is always giving her all to aid everyone, ignoring this is something she cannot do if she doesn’t take care of herself first. Arianna uses ‘Nonoroku’, a made-up word, to refer to things she finds amazing or interesting. Even though sometimes she can use it to refer to pretty much anything, even as a verb.
Personal History: Arianna was born in an ancient time, over 300 hundred years ago. Her first memories are about her being already inside of the Server Woods, at the western part of the forest. Since she was only a child, she had the desire to protect every digimon around the forest, of helping others and preserve the beautiful woods where they lived. She there befriended an ancient spirit who had lived around the woods for years who she called Nonoroku, her favorite word. After some years of cruel battles against malicious digimon who wanted to damage the forest and its inhabitants, the other digimon started referring at her as ‘The Wind Warrior’, based on the rumors that 4 other digimon had risen too around the Digital World, willing to protect its different places. During years, Arianna protected a good portion of the Eastern Timberlands, as well as she could. Her life changed when a hatted digimon appeared at her forest, carrying a female digimon on his back. The story of this digimon moved Arianna: He had been traveling across the whole Digital World trying to gather the energy of every main zone, one inside an ancient gem each. He had crafted this gems himself using Chrome Digizoid, as objects to hold the energy needed on them and then offer them to The Drum Sanctuary, an ancient Sanctuary hidden somewhere inside the Digital World. Upon asking for the reason of this quest, the crafter explained to Arianna that he was trying to save the female digimon he had on his back, a nurse suffering from a terrible sickness, who was going to die in less of a year unless he offered this massive amount of energy to the sanctuary. Arianna could immediately tell he was deeply in love with this female digimon, named Fei, so she couldn’t turn her back on him. This crafter had already recruited two of the five warriors in charge of protecting the different main zones of the Digital World: The Ice Warrior and the Sand Warrior. After helping them to get to the core of the Eastern Timberlands to take the energy they needed (and fighting together a fierce battle against some digimon who didn’t consider them worthy), Arianna discovered this was an amazing digimon, with an undying will to succeed. She got to trust him, she had no doubt that he could accomplish even such a difficult task. Arianna knew she could learn a lot from him and even become stronger, so she would be able to protect the forest and all the digimon who counted on her. Thinking this, and due to her never-ending will to aid others, she decided to join the crafter to fill the gems that were left. Nevertheless, before leaving with her new friend, Arianna had to find someone else to protect the forest while she was absent. Then, with the help of Nonoroku, the ancient spirit living inside the forest, she gathered 4 digieggs and left them to the spirit’s cares, for him to raise them properly and prepare them to defend the forest if it was needed, even though Arianna planned on going back after the crafter’s journey was done.
During the trip to put the energy of the Southern Tropics and the Digital Core inside the two other gems, Arianna became great friends with the crafter, with Fei (who during the whole trip was on the crafter’s back) and with the rest of the warriors, including the ones who also joined from the two left main zones: The Water Warrior and the Metal Warrior. They turned into an unstoppable force who became widely known across the Digital World, as well as an inseparable team who cared for each other.
After having filled the 5 gems with the energy of the 5 main zones, the group of 7 made their way to the sanctuary to offer them to it and cure Fei. Sadly, a digimon named Mystic, the same digimon who had initially told the crafter about the power of the Sanctuary, was waiting for them there, ready to unleash a brutal ambush on them to snatch the 5 gems and keep such an amazing power to himself. He was stopped by the mighty group, but taking advantage of a small moment of distraction of everyone, with his last breath he launched an attack against Fei who, being already terribly sick, couldn’t withstand the blow, dying. Arianna, along with everyone else, cried her death, completely frustrated. The crafter then said he heard a voice, the sanctuary, the Drum Sanctuary was speaking to him, even though only he could hear it. The sanctuary was giving him an alternative, it said it could bring Fei back to life, but it needed an almost endless source of power. The sanctuary asked for the 5 gems to be offered, as it was initially planned, but this time, the 5 warriors had to offer their souls sealed inside the gems. And, on top of that, he was going to keep the soul of the crafter. At first, the crafter refused this alternative, but the 5 warriors, including Arianna, said they wanted to do it. They didn’t want for his trip to be in vain, they wanted her friend to be alive. Reviving Fei, the digimon the crafter loved, was the least they could do to help him now, since he had traveled the world helping many digimon in his journeys and also giving the warriors great memories and a friendship to share for life.
As the sanctuary asked, the 5 gems, containing the soul of a warrior each were offered. The sanctuary brought Fei back, sealed the crafter’s soul inside of itself and took a great amount of energy from the gems, including most of the warrior’s energy, who was vast, considering they were extremely strong digimon. Then, the sanctuary sent the gems flying, scattering them around the Digital World. All of this became a legend, the crafter was labeled as 'The Ancient Sage', due to the immense amount of knowledge he gathered from his trip around the world, and Fei was labeled as ‘The Traveler’, bound to travel the Digital World looking for the 5 gems again to take them to the sanctuary and her beloved one back.
Arianna then lived trapped inside the Erin Zoid Gem for over 300 hundred years. An evil digimon named Void found the gem after years of it being hidden and started using it for revenge and evil purposes. The gem still had some of its power left, being able to cause illusions and give false sensations of reality to its victims. Arianna could only observe from inside the gem while this happened since most of her powers had been taken by the sanctuary, she being only able to maintain her evolved form, completely trapped inside the stone. Even worse, Void was using the gem to harm the western section of the Server Woods. Then, Arianna realized Void was the reincarnation of a Digitamamon who worked in an old inn inside the forest when she lived there, now trying to destroy the forest where they once lived. He had even controlled two of the five digimon Arianna had left there to protect the forest when she left, making the siblings fight between them. Luckily, a human girl named Katherine Jasso managed to stop Void’s plans. From then on, Arianna felt a great admiration towards Katherine for helping the forest she once protected, and tried to help her even from inside the gem. She then discovered Katherine was gathering the gems to free the Ancient Sage from the Drum Sanctuary, following the old legend. Arianna just waited for the day where she could get free from that gem to help Katherine in her quest.
Finally, the day arrived: In Terminus City, during a fierce battle against an evil digimon who held the Saffron Zoid Gem Katherine needed, Arianna spotted how this evil warrior was about to kill Katherine and her digimon partner. Her undying will to help, the desire of protecting the girl who saved her forest and the frustration of not being able to do anything about it while they almost got killed, made Arianna break the seal of the gem, and appear in front of Katherine to help her. The Wind Warrior had joined Katherine’s team.
Ultimate
Appearance:
Species: Fairimon(Ultimate/Perfect) Attribute: Variable Family/ies: Nature Spirits Type: Fairy Fighting Style: Arianna has a very physical combat centered fighting style. She usually engages the opponent attacking them with multiple kicks, powered up by the energy of wind around every part of her body. She is a fast, slippery and hard to catch fighter, trying to debilitate the opponent with her multiple physical techniques to then end them with the Nonoroku Beam, a powerful burst of energy she fires from her gloves. Arianna will always avoid killing the enemy if it’s possible.
Abilities:
[Passive] You’re silly!: Every two attacks made by the opponent that attempts to inflict damage to Arianna, Arianna has an increased chance of distracting the enemy with her quick movements, making them lose focus and receiving only half the damage such attack would do on regular occasions.
-Beautiful, powerful and cute to boot!: Arianna strikes the opponent with a combo of multiple kicks, one after another one (Beautiful), she then touches the opponent with both hands, releasing wing from her gloves and sending them back (powerful). Then, she appears right behind them, hitting them with her bottom (cute to boot!). 2 posts cooldown.
-This is not a game: Arianna moves around the stage at maximum speed, managing to become barely impossible to see. She moves so quick and erratically the enemy falls into confusion. During the next 3 turns, the opponent will receive 20% of the damage they inflict to Arianna. Can only use this once per battle.
-Nonoroku Smash: Arianna gathers energy around her gloves, creating a small purple energy ball she's able to kick straight against the opponent. If this ball hits the opponent, they will get poisoned taking a small percent of their health as damage during the next 3 turns. They will take 5%, 10% and 15% each turn respectively. After the poison effects end, that opponent cannot get poisoned by this technique during the rest of the battle. 5 posts cooldown.
-It’s one of them!: Arianna can only use this technique if Griffimon, Hippogriffimon or CefiroDarcmon are fighting along her. Arianna and Griffimon, Hippogriffimon or CefiroDarcmon get a buff of 30% their attack power during 5 turns. Can only be used once per thread.
-The sole survival: Arianna focuses her will to help her allies and transforms that in healing energy for all of them. Up to three allies fighting alongside Arianna in a 50 ft. radius heal up 30% of their total HP. 4 posts cooldown.
-Nonoroku Beam: Arianna gathers the energy of the wind insider her two gloves, releasing it in a brutal shot of light green energy aimed to pierce the opponent. This is Arianna’s most powerful technique, capable of dealing a great amount of damage. 5 posts cooldown.
Digivolves from: ?? 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 Sept 28, 2018 0:13:17 GMT
Seems good.
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 Oct 6, 2018 5:28:34 GMT
Alrighty, looks fine now.
2/2 approved!
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Post by Katherine Jasso on Nov 11, 2018 17:55:48 GMT
DNA ULTIMATE
Species: Bishopchessmon (White). Attribute: Vaccine. Family/ies: Wind Guardians Type: Puppet Fighting Style: Even when Bishopchessmon will take their time looking for a weak spot in the enemy before attacking boldly, as Cho-Hakkaimon would do, they still go all out when it comes to striking the opponent. Saving energy is not a priority for them, combining Cho-Hakkaimon's impulsiveness and ClearLowemon's bravery they will try to crush the foe as soon as possible once their mind is set on how to perform their blow. During the battle, BishopChessmon will shout short prayers at the start of each turn, that give them certain bonus effects before performing an attack. BishopChessmon will use their mace: Roketto Überzeugung as a weapon for shooting blasts of energy or hitting the adversary equally. At the start of each turn, BishopChessmon will perform a prayer, each of them having different effects.
Abilities: -[Passive Ability] (Prayer) Murum Lux: This does not count as a technique being used. Upon uttering this prayer, Bishopchessmon will cast the next effect on self for the rest of that turn: Bishopchessmon's defense is increased by 30%. -[Passive Ability] (RAM Upgrade) (Prayer) Ictu Lux: This does not count as a technique being used. Upon uttering this prayer, Bishopchessmon will cast the next effect on self for the rest of that turn: Bishopchessmon's attack and speed are increased by 15%.
-[Passive Ability] (RAM Upgrade) (Prayer) Sanitatem Lux: This does not count as a technique being used. Upon uttering this prayer, Bishopchessmon will cast the next effect on self for the rest of that turn: If during this turn Bishopchessmon uses a technique that inflicts damage around an area, a shield will be cast on all allies, protecting them from the damage or negative effects of that technique, only for this turn.
-Cum Malleo Deorum: Bishopchessmon spins their mace with one hand before smashing his opponent down with it. The force of this impact is so strong, the few digimon who can stand up after a straight hit usually can't walk correctly for one turn. 3 posts cooldown.
-Solis Juramento: Bishopchessmon infuses their Roketto Überzeungung with holy energy to then shoot a massive beam of light. (30% more damage for viruses or nightmare soldiers). 2 posts cooldown.
-Not this time!: Bishopchessmon lifts the Roketto Überzeungung with both hands. The weapon releases a beam of light that covers the whole environment, dispelling any darkness and making everything very much visible in a 200-meter radius. This heals up to three allies in that area by a 20% and raises their defense by a 30%. 3 posts duration on the defense boost. 3 posts cooldown.
-Divina Poena: Bishopchessmon raises the Roketto Uberzeugung to call for a thunder coming from the sky, which explodes upon impacting their body and extending throughout a 30-meter radius, inflicting massive damage to up to 3 beings inside that area. 2 post cooldown.
-Estuans Venti: Just like Cho-Hakkaimon would do, Bishopchessmon spins their weapon to call for a strong whirlwind over a 50 meters radius' surface. However, this time the wind is charged with ClearLowemon's blue electricity. Bishopchessmon can use this technique to draw enemies or substance around the environment close or push them away. This won't work on enemies that are heavier or bigger than a Greymon. Every being that remains in this area will take a slight amount of damage each turn and will have their speed reduced by 50% while they remain in the zone. 3 posts duration. 5 posts cooldown.
-Sanctus Clypeus: Bishopchessmon makes the Roketto Überzeungung spin once in a swift movement to deploy a field of energy that works as a shield, protecting them from any kind of projectiles, reducing their damage in 80% and boosting Bishopchessmon's attack power by 20% for each shooting projectiles' technique used against them while the shield is deployed. 1 posts duration on the shield. 3 posts duration on the attack boost. 3 posts cooldown.
-Unforgivable!: This is a two steps technique performed across two turns.
*Turn 1 (Charging): As soon as this technique is performed, Bishopchessmon disappears, turning into a beam of energy that fades into the sky. They can't be damaged or targeted in the opponent's next attack. *Turn 2 (Releasing): Bishopchessmon can't perform another technique during this turn. A massive beam, coming from the skies, strikes the opponent in an almost-impossible-to-dodge blast, dealing a huge amount of damage to the enemy. After this blast strikes and for the next three turns, Bishopchessmon's defense and maximum HP are halved and their attack and speed are doubled. Can only be used once per thread.
Digivolves From: Jazz the Chohakkaimon + Royland the Clearlowemon
This is a DNA with Kazuya's Royland, so it would need to be added to his profile after being approved. Kazuya and Royland
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Post by Katherine Jasso on Nov 11, 2018 21:46:35 GMT
I also would like to add two moves more to Jazz's Chohakkaimon form.
-Full Drive!: Chohakkaimon can only use this technique if her health is below 20%. Chohakkaimon drops the Roketto Dingpa and focuses all of her energy in making herself extremely light, activating Full Drive! for three turns. Full Drive! is a transformation with the following effects: -Chohakkaimon gets a 200% boost of speed, making her extremely hard to hit. -Chohakkaimon gets a 30% boost of attack power. -Chohakkaimon cannot attack with any other technique or use her Roketto Dingpa or she will cancel Full Drive! along with all of its effects. This means, in order to keep this transformation on, she can only use physical attacks (Punches, kicks, headbutts...)
Full Drive! can only be used once per thread. 3 posts duration.
-CRUSH!!!: Chohakkaimon gathers all of her energy in her Roketto Dingpa to then slam the opponent with all of her might. As simple as that. The skies roar, the ground breaks, the earth trembles. This is Chohakkaimon's strongest technique. 5 posts cooldown.
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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 11, 2018 23:10:50 GMT
Let's begin.
—The blessings of the light: This passive does too many different things. You can either split it up or remove some effects, but it can't be approved in its current form.
—Not this time!: The secondary effects of this attack don't have a stated duration to them.
—Divina Poena: This needs a cooldown of at least 1 post.
—Estuans Venti: Harmful area of effect abilities can't benefit from smart targeting (that is, them being able to discern between allies and enemies regarding on who gets affected by them) innately. If you want for these two to have that property, a passive ability or something along those lines must be involved.
—Sanctus Clypeus: This one can't last more than 1 post. The secondary effect doesn't have a listed duration to it.
Should be all.
EDIT: Everything has been taken care of!
1/2
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Post by Bonetrousled? on Nov 25, 2018 7:56:57 GMT
This is gonna be a stupid question, but are the Prayers basically just passive effects of which only one can be active at a time?
ChoHakkaimoin's new moves are 2/2, approved!
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Post by Katherine Jasso on Nov 25, 2018 14:02:47 GMT
This is gonna be a stupid question, but are the Prayers basically just passive effects of which only one can be active at a time? ChoHakkaimoin's new moves are 2/2, approved!Yes, that's basically it. At the start of each turn, they perform only one of these prayers, activating that effect for the rest of the turn.
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