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Seriously? Even Mooooooore Gunnnnnnnnns? (Tadayoshi's edits)
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Post by Tadayoshi Teppei and Silence on Sept 17, 2018 18:00:36 GMT
Commandramon's inventory: add multicolored signal flares.
Reword Commandramon's ability Precision Shot for the purposes of more non-combat utility and Bullet Burst to use metal bullets instead of energy projectiles (because isn't that just more fun?):
-Precision Shot: The current sight or scope of this digimon's rifle disappears to be replaced by one more appropriate for the current range that automatically corrects aim for wind, distance, and target motion, and it even provides weak-point analysis. This digimon aims the scope or sight, then fires one highly precise energy bullet to deal damage. This attack's accuracy is boosted by 30%, and its damage is boosted by 25%. Outside of combat, this ability may be used at any time without triggering a cooldown to access various scope types like night vision, infrared, and long-range zoom. Cooldown: 2 post.
-Bullet Burst: This digimon raises his rifle and shoots metal bullets at the opponent with a high rate of fire to deal damage.
-Add additional forms Commandramon digivolves to: -Commandramon + Missimon Launcher (Missimon) -Tankmon (MetalKoromon) -Scorpmon (MetalKoromon, Renamon) -Armormon (Renamon, X3 Incomplete)
-Add additional forms Renamon digivolves to: -Armormon (Commandramon, X3 Incomplete) -Scorpmon (Commandramon, MetalKoromon)
-Add additional forms Hagurumon digivolves to: -Helomon (MetalKoromon, Missimon) -Blimomon (Commandramon, MetalKoromon)
Add new Xros partners and forms, as shown below (the remainder of this edit):
Fourth PartnerSpecies: Missimon (6) Appearance:Height: 1'0''
Attribute: None Family/ies: Metal Empire Type: Machine Fighting Style: These Missimon are so synchronized that they're practically one mind, much like a colony of ants or swarm bees. They may act individually, launching themselves at a foe with the next in line ready before the opponent an recover, or they may gang up all at once. In either case, their teamwork is impeccable. Abilities: [4 Abilities Max] -Missile Wheel: These digimon simultaneously fly up, then begin to circle around an opponent's circumference as they descend. This circle slowly closes until the Missimon all strike the opponent at a single point, at which point explosions happen with their bodies at the epicenter, though they are not damaged. These synchronized explosions increase the damage dealt by 15%. Cooldown: 1 post.
-Missile Barrage: These digimon attack an opponent one-by-one in sequence until all of them have attempted to tackle the enemy. On impact, the Missimon who hit explodes but is not itself damaged.
-Missile Lock: Anywhere between one and all of these digimon shoots and maintains a low-intensity laser from its eyes and keeps it pointed at a target, and once hit the laser remains locked onto that target for three posts. These lasers deal no damage, but the painted targets see their evasion decreased by 20% during this duration. Cooldown: 2 posts.
-Little Swarm (passive): Each of these Missimon are very small but simultaneously very quick, making it about 20% harder to target all of them. Digivolves To: -Commandramon + Missimon Launcher (Commandramon) -Helomon (Hagurumon, MetalKoromon
Partner Name: Bonnie, Connie, Tawny, Lonnie, Ronnie, and Sid. Gender: 3 males, 3 females Alignment: Chaotic Neutral Skills/Talents:
-Near-perfect sync with each other
-Blowing up at will -Extremely fast flight
Inventory: Empty Personality:These Missimon somehow manage to be adorable, fun-loving little digimon despite their highly destructive nature. They're insufferable pranksters, always looking for opportunity to send one of their number to sneak up on somebody and explode, followed by wild chuckling at the scare they probably got out of their poor victim. These best friends are nearly inseperable, absolutely refusing to do almost anything alone and become extremely anxious if made to. In fact, this group is so tight that, when they speak, they take turns saying each word of their thought, very rarely speaking individually and even less rarely needing to.
Personal History: This group of Missimon grew up together in Terminus. They were once street urchins who relied in thievery and trickery for their next meal, though this was a lifestyle none of them really had complaints about. Fifth PartnerSpecies: MetalKoromon (8) Appearance: Height: 0'6''Attribute: None Family/ies: Metal Empire, Nightmare Soldiers Type: Machine Fighting Style: MetalKoromon have two notable abilities: the ability to communicate with each other via microwaves and the ability to explode at will. Combining these things, the band of MetalKoromon can plan their attack strategy before their opponent can even say an entire word, at which point attach themselves to an opponent's weak point and detonate.
Abilities: [4 Abilities Max] -Magnet Stick: One of the MetalKoromon attaches itself to a surface or target and stubbornly clings. While they do, they broadcast their exact position to the other MetalKoromon through microwaves. In the heat of battle, a MetalKoromon can only cling for a maximum of three posts before it gets shaken off, but the cluster as a whole sees its accuracy increased by 20% when attacking a target one of their comrades is stuck to. Cooldown: 2 posts. -Parabomb: These digimon cling to a target and discharge an intense electrical pulse, which doesn't deal damage but does disrupt nervous/electrical communications within the target's body. This leaves the target with a little difficulty controlling their body, which manifests in occasional twitches and tics while voluntary movement may be harder or possibly even unresponsive. These effects last for 2 posts. Cooldown: 2 posts.
-Blast Bomb: These digimon cling to a target and then explode to deal damage. -Smart Bomb: These digimon cling to a target and explode with concussive force that does about half the damage of a usual MetalKoromon attack but leave the target very dazed for a post, much like if a bomb had exploded right next to their ear. Cooldown: 1 post.
Digivolves To: Tankmon (Commandramon), Helomon (Hagurumon, Missimon)
Partner Name: Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Gulf, and Hotel Gender: None Alignment: True Neutral Skills/Talents:-Broadcasting microwave signals. These can be used to communicate with each other over long ranges and broadcast their to other relevant devices that can pick up their frequencies, including Tadayoshi's Xros Loader.
-Sticking to even nonmetallic surfaces with the strength of their magnetism
-Levitation up to three inches above a surface for movement using magnetic force -Exploding at will
Inventory: Empty Personality: To outsiders and strangers, this cluster of MetalKoromon can be very hard to figure out. Their eyes - or, rather, visual sensors - are fixed in shape, meaning they are unable to make facial expressions of any sort. The only part of their bodies that moves is the antenna toward their backs, and that's purely out of function for a better signal. The only way to try and decipher how they're feeling is to learn their language of beep, boop, whizz, and other mechanical sounds that they use to communicate when their interpersonal microwave signals can't be picked up with their conversational partner (think R2-D2). Unfortunately, this beeping language is almost equally indecipherable. If one can learn to get to know the MetalKoromon cluster, however, one would find they are surprisingly friendly, social, and pleasant. Born to be team players, these MetalKoromon are efficient executors of orders from having lived together for a very long time. Personal History: The Black Army liked to use MetalKoromon as secret spies and discreet watchers, but they were also treated like worthless, inanimate objects because they couldn't communicate like most digimon can. They secretly longed to be acknowledged as live creatures with feelings and ideas, and they seek any chance to escape from their servitude. Xros Level X2Species: Commandramon + Missimon Launcher Appearance:
Height: 4'6''
Special notes: In addition to the camouflage capabilities of Commandramon, he starts wielding his assault rifle with one paw so that the other can handle a bulky missile launcher at the same time.
Attribute: Virus Family/ies: Metal Empire Type: Cyborg Fighting Style: The addition of lethal explosives into Commandramon's armory makes him an even more dangerous foe. Opponents may discover that his battle style is more nuanced and clever than his appearance would suggest, relying both on lethal and nonlethal explosives to keep the enemy on the run while peppering them with bullets all the while. Abilities: [6 Abilities Max] -Bullet Blast: This digimon shoots his entire magazine of metal rounds at the enemy to deal metal piercing damage. -Mortar Hail: Commandramon launches a capsule full of Missimon high above the opponent. At the peak of the capsule's trajectory, it opens and releases all six Missimon inside of it. The Missimon then descend on the opponent while spaces evenly apart to deal impact and explosion damage. -Missile Lock: Commandramon launches one Missimon, and that Missimon uses its own power to fly and change direction in-flight. This move's accuracy is boostes by 33% above base Commandramon accuracy.
-Flashfire: Commandramon launches a Missimon holding a bangsmoke grenade. Missimon drops the grenade near the opponent, which Commandramon shoots before it hits the ground to detonate it. This unconventional method of detonation allows the bright light, deafening bang, and blinding smoke to last only long enough for momentary disorientation, but Commandramon then proceeds to pepper the opponent with metal bullets at the same time that the Missimon loops back around to hit the opponent and explode. This attack's damage is boosted by 50%. Cooldown: 2 posts.
-Missile Smoke: Commandramon shoots four Missimon out of his launcher, and each Missimon emerged holding one of Commandramon's bangsmoke grenades. As they fly by they throw the grenade they hold. Upon detonation, it creates a deafeningly loud crack, a blindingly bright flash of light, and a dark cloud of smoke, all of which extend to a 20-foot radius. Any digimon caught in the initial detonation are deafened and blinded for 1 post, and any enemy or ally either inside the smoke cloud or attempting to aim through it using natural sight or smell has their accuracy reduced by 30%. Any digimon using senses besides sight or smell, or with augmented sight/smell capabilities (such as this digimon's infared-enabled scopes), are immune to the accuracy reduction. The smoke lasts for 3 of the opponent's posts. Cooldown: 3 posts.
-Armed And Dangerous (passive): Commandramon + Missimon Launcher's armory is so high-end that his base damage is boosted by 15%. Xros Components: Commandramon, Missimon
Xros Level X2Species: Tankmon Appearance: Height: 13'3'' Attribute: Data Family/ies: Metal Empire Type: Cyborg
Fighting Style: Commandramon's armory fuses with MetalKoromon's raw metal to become this dangerous armored war machine. While slow, Tankmon hardly needs evasion when armor plating does the job for him. His cannons are loaded with big bullets and explosive shells that make him a digimon meant for destruction.
Abilities: [6 Abilities Max]
-Double Gun: This digimon shoots one tank shell out of one arm's main barrel, then another out of its other arm. The impacts of the shells and explosions deal damage. -Thunder Pummel: This digimon uses the heavy metal at the end of its arms as clubs to hit the opponent and deal damage.
-Triple Threat: This digimon fires explosive shells from all three of his main barrels around an opponent, using their explosions to deal damage. This attack's damage is boosted about 50%. Cooldown: 2 posts.
-Autocannon: The two smaller barrels on each of this digimon's arms begin to shoot .50 caliber bullets at a frighteningly high rate of fire. These guns continue to fire for four posts in up to two different directions at a time. While firing, they deal about 30% Tankmon damage per post in which they hit, encouraging opponents to keep moving maintain distance, and/or take cover. During the posts after the post in which this ability is activated, while it is active, this ability does not take up an action for the post. Cooldown: 3 posts.
-Auto Repair (passive): This digimon's internal systems are constantly repairing any damage done to it. Every post this digimon gains about 3% of his maximum health each of his posts. This ability stops working if Tankmon is at or above 100% health. If this digimon is struck by a named electric ability of any kind, the repair systems fail for one post.
-Armor plating (passive): This digimon is covered in hard metal armor. This reduces all damage taken by about 15%.
Xros Components: Commandramon, MetalKoromon
Xros Level X3Species: Scorpmon Appearance:Height: 5'10 Attribute: Virus Family/ies: Metal Empire, Nightmare Soldiers Type: Cyborg Fighting Style: Light armor donated by MetalKoromon meet with Renamon's natural stealth and Commandramon's arms to present the deadliest sniper in the digital world. Scorpmon is the digimon of choice for long-range recon, but his rifle is as deadly as his vision is sharp. Scorpmon will attempt to eliminate a threat before they even know he's nearby, and should he be discovered he will disappear as quickly as he appeared to find a new perch. Abilities: [7 Abilities Max] - Scorp Sting: This digimon fires a metal bullet out of his rifle to deal damage. - High-Velocity Penetrator: This digimon fires a single metal bullet at an opponent out of his rifle. This bullet is capable of shooting through several trees, buildings, some sheets of metal, and even multiple digimon with minimal change in velocity. The energy this round carries ups its destructive power by 50%. Cooldown: 2 posts.- Perfect Shot: This digimon has found its opponent's weakest point and sends a penetrator round straight at it. The impeccable accuracy behind the shot and immense energy carried by the metal round make this shot extremely lethal. Limit: Once per thread.- Silent Snipe: This digimon's rifle muzzle morphs into a suppressor. Then, he shoots at the opponent with a metal bullet to deal damage. While Digi-Ghillie is active: this ability does not take the post's action and does not disrupt the effect of Digi-Ghillie, but this ability gains a cooldown of 3 posts. -Digi-Ghillie: Like a chameleon, this digimon becomes almost completely invisible by blending into the environment for two posts. Using another named ability cancels this effect early, and moving faster than a casual walk makes Scorpmon easier to see the faster he moves. Cooldown: 1 post- Tracking Sight: This digimon keeps his right eye always watching one enemy, scouting their weak points and always being aware of their location. For three posts, this digimon's attacks against that opponent are 50% more accurate. Cooldown: 2 posts- Keep Your Distance! (passive): Whenever this digimon is targeted by an attack that misses him, he can quickly and stealthily flee the area to a new location on the battlefield, ideally giving him a chance to hide before he strikes again. This flight is so fast it's almost like teleportation. This ability cannot be used to travel further than 500 feet nor while Scorpmon is slowed down, restrained, immobilized, or otherwise suffering from difficulties affecting movement. In order to always be ready to strike, Scorpmon will only stop moving when he has a line of sight on an opponent. Cooldown: 1 post.
Xros Level X3 Species: Helomon Appearance:
Height: 15'9'' Length: 51'2'' Notes: The design for Helomon is essentially the King Raven from the Gears Of War game series. Helomon is completely autonomous, so there's no need for a cockpit. However, the cabin has room for six human-sized passengers to sit plus more standing room. He sees via cameras mounted on the exterior and speaks through speakers, lacking a mouth. Attribute: Data Family/ies: Metal Empire Type: Machine
Fighting Style: Raw material from MetalKoromon, the living missiles Missimon, and Hagurumon's machinery are what make this low-altitude support digimon what they are. Helomon prefers to hover above the battle and assist other fighters taking the flak, but if forced to fight alone Helomon will attempt to prioritize mobility to avoid getting pounded.
Abilities: [7 Abilities Max]
-Triple Chain: This digimon uses its chainguns to shoot metal rounds at an opponent with a fast rate of fire to deal damage. The guns on the sides may be operated by a passenger. -Chopper Saw: This digimon rams into an opponent with its blades still spinning, cutting the opponent to deal damage. -Laser Paint: Helomon uses a laser to designate up to four points in front of theirself. Then, they launch one Missimon for each point who fly at the point and explode on contact. This ability's accuracy and damage are both boosted by 25%. Cooldown: 2 posts. -Searing Flare: This digimon shines the search light mounted under the nose on an opponent, which blinds them for two posts. Cooldown: 3 posts. -Aerial Spotting: This digimon identifies an opponent's weak points and patterns, then begins pointing out what they think is the best place to strike with a laser beam and calling out attacks they see coming. His predictions give up to four allies a 20% bonus to accuracy and evasion for the four posts he spends spotting. Cooldown: 3 posts. -Emergency Rescue: With a magnetic pulse than can be felt but not seen, all negative effects such as debuffs, damage over time, and status problems afflicting up to four allies are neutralized, and those same allies see their accuracy, damage, speed, and evasion boosted by 40% for three posts. Limit: Once per thread -Dual Rotors (passive): This digimon's two front rotors provide excellent lift and stability. This makes Helomon impossible to bring to the ground unless they voluntarily land or sustain enough damage to be defeated.
Xros Components: Hagurumon, MetalKoromon, Missimon
Xros Level X3 Species: Blimpmon Appearance:
Length: 200 feet Height: 40 feet Attribute: Data Family/ies: Wind Guardians Type: Machine
Fighting Style: Hagurumon’s machinery keeps Blimpmon afloat, MetalKoromon keep him armored, and Commandramon makes him very, very dangerous. Blimpmon will attempt to fly very, very high over his opponents and pound them from above with heavy artillery shells. He can’t fly very fast, but given how thick his armor is he hardly needs to.
Abilities: [7 Abilities Max]
-Battery Assault: This digimon faces one side toward and opponent and uses its small and medium cannons to unleash an artillery salvo whose impacts and explosions deal damage. -Zeppelin Zip: This digimon puts on a sudden burst of speed and attempts to ram into the opponent with its nose spike. -Zeppelin Blast: This digimon’s two main cannons rotate to the right angle for shooting one mortal each high above an opponent. At the peak of the ark, the mortars split into twenty each that then proceed to rain down on an enemy and explode. This attack’s damage is boosted by 50%. Cooldown: 2 posts -Hellrain: Every one of this digimon’s cannons fires off and absolutely decimates a half-mile radius around itself. The damage from this ability is devastating. Limit: once per thread -Cannon Intercept: This digimon fires one shell at an incoming ability, and the force from its explosion neutralizes the attack as well as knocking back the attacker if the ability was a close-range attack. This ability deals no damage but also doesn’t take a post’s action. Cooldown: 3 posts. -Stun Blast: Similar to a flashbang grenade without the flash, this digimon fires a shell out of a cannon with enough of a loud bang and concussive force to deafen and severely disorient an opponent for two posts. Cooldown: 2 posts. -Slow And Steady: This digimon may be slow, but he’s also heavily armed and armored. His base speed is reduced by 20%, but base damage and endurance against damage are increased by the same amount.
Digivolves From: Commandramon, Hagurumon, MetalKoromon
Xros Level X3 - Incomplete Species: Assaultmon Appearance:
Height: 18’10’’ Attribute: Virus Family/ies: Metal Empire Type: Machine
Fighting Style: Commandramon’s equipment, Renamon’s speed and agility, and the attributes of some missing equine digimon are what make up the ultimate light assault unit. A mobile machine gun platform, Assaultmon will use perpetual fire to keep his opponents scrambling for cover along with supreme maneuverability to get around that same cover.
Abilities: [7 Abilities Max]
-Run And Gun: This digimon shoots metal bullets out of his two main arm guns at a fast rate of fire to deal damage. -Gunner Pummel: This digimon uses one of his arms as a club to hit the opponent and deal blunt force damage. -Boost Burst: This digimon gains a burst of speed that carries for three of an opponent’s posts, during which time he’s 50% faster and almost appears to be teleporting around the battlefield. Cooldown: 3 posts. -Cover Buster: This digimon throws the grenades on its hind legs by bucking. These six grenades explode with great force and throw shrapnel to deal damage boosted by 50% and is able to in many cases destroy what an enemy may be hiding behind such as a tree or wall. Cooldown: 2 posts -Suppressive Fire: This digimon uses every gun on its body to fire on up to three opponents. The amount of fire they take from this forces them either to spend their whole post evading without a chance to attack or take damage boosted by 50%. Cooldown: 3 posts. -Scatter Clone: This digimon moves so quickly that the afterimages he leaves look like up to four solid clones. These clones separately speak and can appear to use abilities but can’t actually use them. A clone disappears if it gets hit by a damaging ability, if the real Assaultmon gets hit by a damaging ability, or after three of the opponent’s posts. Cooldown: 3 posts. -Fleet Of Foot (passive): This digimon is too naturally quick and agile to suffer from speed reductions or immobilization.
Digivolves From: Commandramon, Renamon
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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 Oct 22, 2018 5:01:17 GMT
Just a couple of things!
—Scorpmon Keep Your Distance!: Scorpmon's final location after using this should be within line of sight in regards to the place where he avoided the attack. And this needs a cooldown of 1 post in between activations.
—Assaultmon: Cover Buster: And is able...?
EDIT: Good to go!
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 Oct 27, 2018 21:04:28 GMT
2/2
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Post by Tadayoshi Teppei and Silence on Dec 18, 2018 20:40:41 GMT
Add new Xros partner Angel (Xros Contract Alpha)
Add new X2 form Turuiemon
Add new X2 form BlackGargomon (Xros Contract Alpha) Add New X3 form BlackRapidmon Scorpmon's Xros components section is missing. It should look like this: Xros Components: Commandramon, Renamon, MetalKoromon
Sixth Partner (Xros Contract α)Species: BlackTerriermon Appearance: Attribute: Virus Family/ies: Nightmare Soldiers Type: Animal Fighting Style: This dark little beast enjoys a good fight to the death with an unhealthy amount of enthusiasm and joy. This virus type loves to soften the opponent up with hampering abilities before going in for the kill in the most literal sense. Abilities: [4 Abilities Max] -Terrier Tornado: This digimon rapidly spins around on the spot, producing a small tornado that she launches at the enemy without moving herself. If caught inside, an opponent will both be damaged by the attack and be forced to spin around extremely fast, making them very dizzy for two posts. Cooldown: 1 post.
-Bunny Charm: This digimon appears extremely adorable and as huggable as she can. Looking at her and being captivated by its cuteness may make an opponent unwilling or too distracted to attack for a post. Cooldown: 2 posts. -Unholy Hand Grenades: Before anything, this digimon spins and summons grenades out of thin air as she does. Second, this digimon shalt she take out the Unholy Pins as she spins. Then, she lobbest she her Unholy Hand Grenades towards her foe, who, being naughty in 25 feet of the explosion whose damage is boosted by 50%, shall snuff it and suffer burns that shalt reduce reduce speed by making movement painful for two posts. Three shalt be the number of the post cooldown, and the number of the cooldown shall be three. Four shalt it not cool, neither cool it two, excepting that it then proceed to three. Five is right out.
-Rush Horn: This digimon attempts to stab an opponent with her horn.
Digivolves To: BlackGaogamon (Commandramon), BlackRapidmon (Commandramon, Renamon) Partner Name: Angel Gender: Female Alignment: Chaotic Chaos Skills/Talents:
-Can spin extremely rapidly without getting dizzy -Quick, evasive, and agile
-Sneaky and quiet, hard to detect when hiding
Inventory: Empty Personality: Angel is fun-loving, sensitive to others feelings, and loves to laugh. The problem is her idea of fun is lobbing grenades and spinning enemies until they upchuck, her idea of of sensitivity to others' feelings is watching them groan and cry while covered in burns and shrapnel wounds, and her favorite thing to laugh at is the aforementioned others who are covered in burns and shrapnel wounds. Angel is rather a menace to civilized culture due to her sadistic tendencies and uncaring for others, but the pleasure she takes in striking down a foe makes her a perfect fit for Silence. Her natural propensity for violence and Silence’s structure work out to channel her urges into productive pursuits. They’re happy about the extra muscle, and she’s thrilled to be sanctioned to inflict maximum pain on certain targets, not to mention the power boost that comes from fusing. Because of her massive personality there is a high chance she will be the dominant of any fusion not involving the core partner. Personal History: Angel embraced her own violent urges to the point that inflicting pain on undeserving digimon was just her idea of spending her spare time. Naturally, this didn't sit well the majority of civilized digital society, which is how Angel ended up in prison before even evolving to an adult form (it didn't help that her hometown was the repressive city of Luminas). Good luck holding this wild child in a cage, though; she promptly escaped and continued her wave of thrill-seeking crime. She meets Silence when the resistance movement-turned-mercenary squad was very reluctantly called in to hunter her down. Xros Level X2 (Xros Contract α)Species: BlackGargomon Appearance: Height: 5'10'' Attribute: Virus Family/ies: Metal Empire, Nightmare Soldiers Type: Animal Fighting Style: It's a good thing Commandramon is the dominant personality in this fusion of his own arms and Angel's beastlike body plus supreme agility. BlackGargomon excels at pinning opponents down through suppressive fire and is extremely mobile, making it hard to do the same to him. Abilities: [6 Abilities Max] -Bunny Pummel: This digimon uses his heavy metallic hands like clubs and bashes opponents with them to deal blunt force damage. -Gargo Laser: This digimon's machine gun arms fire a hail of metal bullets to deal damage.
-Gargo Tornado: This digimon holds both arms out in opposite directions and spins quickly in place, firing metal bullets from his machine guns in all directions. This attack is 50% more accurate. Cooldown: 2 posts.
-Point Blank Barrage: This digimon grabs onto the opponent with his hands and holds on while firing his machine guns. This ability immobilizes its target opponent for one post. Cooldown: 3 posts. -Grenadier Gun: Instead of bullets, this digimon can launch a barrage of flashbang grenades that explode on contact. Opponents caught in the blast radius are deafened, blinded, and severely dazed for one post. Cooldown: 2 posts.
-Recharge, Reload (passive): This digimon's machine guns fire dizzyingly fast and occasionally need to take a moment in order to vent built-up heat. Any post in which this digimon does not used a named ability, all his remaining cooldowns are reduced by one additional post.
Xros Components: Commandramon, BlackTerriermon Xros Level X2 (Xros Contract α)Species: Turuiemon Appearance: Height: 6'1'' Attribute: Virus Family/ies: Nightmare Soldiers, Nature Spirits Type: Animal Fighting Style: Someone made the mistake of adding some of MetalKoromon's metal into Angel's arsenal, now making her as wild and unpredictable as she already was with the added bonus of metallic cutting weapons. Now she can leap further, dodge faster, and overall be an extreme nuisance to all but the most precise opponents. Abilities: [6 Abilities Max] -Cross Substitution: This digimon disappears in a puff of smoke, and so does one other digimon. When both digimon reappear, they'll have switched places in space. This ability may be used as a response to an incoming attack, and it can be used with another digimon, who is not willing, but it can only be used on a digimon on whom she has a line of sight. An unwilling target can attempt to resist through force of will. Cooldown: 3 Posts.
-Flicker Feint: This digimon appears to be slashing with her metal wrist claws from one direction, but just before impact she disappears and reappears and strikes from another direction to deal damage. She can disappear several times in quick succession in the same post until she feels confident she has the opening. This attack's accuracy and damage are both boosted 25%. Cooldown: 2 posts. -Wild Claw: This digimon slashes or stabs someone with her metal claws to deal damage. -Ninja's Nature (passive): This digimon moves so quickly and unpredictably partially due to natural characteristics and partially with the help of specialized gear. This digimon is naturally 30% more evasive than a usual champion. -Sticky Grip: This digimon's foot soles and glove fingertips are extremely sticky. This ability allows her to grab onto an opponent who cannot shake her off for three posts. During this time her accuracy is boosted by 80%, but the evasion boost from Ninja's Nature is nullified. Cooldown: 2 posts.
-Vital Slash: This digimon slashes at the right point deeply enough to cause an opponent to bleed data for three posts. This deals 150% of a normal attack's damage at a rate of 50% per post. Cooldown: 2 posts.
Xros Components: BlackTerriermon, MetalKoromon Xros Level X3Species: BlackRapidmon Appearance: Height: 19'0'' Attribute: Virus Family/ies: Metal Empire, Nightmare Soldiers Type: Fighting Style: Missimon's missiles and MetalKoromon's armor give the tiny terror Angel a lot more firepower to play with. This gun bunny's missiles cover the entire battlefield in explosions, so it's a good thing she's light enough on her feet to avoid her own blasts. Abilities: [7 Abilities Max] -Rapid Fire: This digimon shoots two unguided missiles from her hands to deal explosive damage. -Locked Shot: This digimon shoots two missiles that are locked onto an opponent and automatically adjust mid-flight to reach their target. Their damage is halved, but an opponent must dodge them twice in succession in order to avoid this attack. Cooldown: 3 posts.
-Proximity Interceptors (passive): The missile launcher on this digimon's back is fully automated and works on a proximity censor. It will launch one missile per post at any digimon who gets within twenty feet of BlackRapidmon and deals about 30% of standard named ability damage. This missile can be evaded, and getting back outside of twenty feet will stop further attacks from this ability until that threshold is crossed again. -Blast Armor (passive): This digimon is meant to withstand the heat and force of her own massive explosions. She has good resistance to fire and heat-based damage and against non-elemental physical impact damage, but all other damage types do slightly increased damage.
-Panic Phase: In response to an attack, this digimon, though still visible, becomes completely intangible for the duration of the post. During this post, one attack will pass right through her as if she were a ghost, and the environment does not affect her in any way positive or negative. After one attack passes through, this ability is consumed, forcing her to become tangible again. In this digimon's next post, she cannot use any named abilities. Cooldown: 3 posts.
-Suppressive Salvo: This digimon shoots unguided explosive missiles one after another in very fast succession all over the battlefield. In their next post, opposing digimon must either refrain from attacking in order to focus on avoiding damage or take damage boosted by 50%. Cooldown: 2 posts.
-Angel Rain: This digimon launches an uncountably large number of missiles out of her hands and the launcher on her back in all directions while spinning in a circle, likely charring a lot of the battlefield and causing a lot of environmental damage in the process.. The noise, heat, and raw destructive power of this attack are extremely hazardous, and damage taken by those affected is absolutely devastating. Limit: Once per thread.
Xros Components: BlackTerriermon, Missimon, MetalKoromon,
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Post by Bonetrousled? on Dec 22, 2018 21:59:36 GMT
I don't actually see any of these edits, sorry. Is this still a WIP, or did you accidentally delete them?
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Post by Bonetrousled? on Jan 5, 2019 6:06:47 GMT
Approved! 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 Jan 7, 2019 6:19:38 GMT
Looks like Sophie's gonna have an enjoyable day vetting this digimon for AEGIS.
2/2 approved!
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Post by Tadayoshi Teppei and Silence on Jan 8, 2019 15:11:56 GMT
Primary Partner - Super Evolution Species: Tankdramon Appearance: Height: 14'11'' Attribute: Virus Family/ies: Metal Empire Type: Machine Fighting Style: Tankdramon is a big, slow, tough, all-range, all-terrain heavy tank. Whoever fights this digimon had better attack with overwhelming force, because his tough armor makes damage feel like a tickle, and at least one of his guns is always trained and firing on the enemy. Abilities: [7 Abilities Max] -Air Blaster: All of this digimon's guns aim upward and fire at once, and the chainguns fire nonstop while the main cannons fire guided anti-aircraft missiles. This ability can only be used on flying targets, but targets that are flying when this ability is used take double damage from this ability. This ability defines 'flying' as an altitude of fifty feet or more. Cooldown: 2 posts.
-Bullet Blade: This digimon’s two main machine guns all around shoot armor-piercing metal bullets at such a high rate of fire that it’s practically two solid blades made of bullets.
- Rolling Thunder: This digimon attempts to ram or run right over the enemy to deal damage. - Shell Shock: This digimon shoots a pair of high explosive shells from his main cannons to deal damage. This ability’s damage is boosted by 50% and is unaffected by other abilities meant to block it or reduce its damage. Cooldown: 2 posts.- Rain Of Fire: This digimon launches a hail of tank rounds from the two main cannons straight up into the air, initially hitting nothing. In the post after next, these shells finally fall low enough to strike the enemy and explode. - Wild Fire (passive): This digimon is packing dangerously heavy weapons, but they’re cumbersome and difficult to aim. Base damage is boosted by 40%, but base accuracy is reduced by 10%. - Thick Armor (passive): This digimon’s metal armor is extremely heavy, thick, and very hard to penetrate. Abilities without a cooldown deal no damage to this digimon if they are of Ultimate or lesser level, half damage from mega level, and full damage if super mega level. This does not apply to electric attacks, and electric attacks deal significantly more damage than other kinds of attacks. Digivolves From: Commandramon Seventh Partner
Species: Jetmon
Appearance:
Special notes: This Jetmon only has two feet like a normal bird instead of its canonical four feet.
Perching Height: 2'3'' Attribute: Data
Family/ies: Metal Empire, Wind Guardians
Type: Machine
Fighting Style: Jetmon is outfitted for reconnaissance more so than direct engagement. In a group battle situation she'd rather act as a spotter than a brawler, but if made to act alone this small, evasive fighter jet will attempt to confuse an enemy with speed and agility, both her own and her sentient missiles.
Abilities: [4 Abilities Max]
-Stealth Cloak: This digimon uses internal cloaking mechanisms to become completely transparent, perfectly invisible to the naked eye. This can last as long as three posts outside of combat or two posts in combat due to requiring more focus and energy to maintain. Taking damage or using another named ability cancels the effect early. Cooldown: 2 posts. -Smart Missile: Jetmon fires one missile per target at up to two different targets, who then deal damage by striking and exploding. These intelligent, thinking, talking missiles are so hard to evade that their targets must dodge them twice across two posts in order to avoid them. Cooldown: 2 posts. -Aid Drop: This digimon drops a small medkit from the air for up to four allies which heals about 20% of an average rookie's maximum endurance. Cooldown: 1 per targeted ally.
-Sonic Boom: This digimon puts on a very quick burst of speed, so fast that she breaks the sound barrier and creates a sonic boom, dealing sonic damage to digimon too close to the sound source.
Digivolves To: Pteramon X (Rocketmon, Hagurumon)
Partner Name: Jetmon
Gender: Female
Alignment: Neutral Good
Skills/Talents: -Cartography -Excellent air-to-ground vision -Incredibly precise flier, even in dense, crowded conditions like forests or close quarters Inventory:
-Two (2) smart missiles. These can be summoned from thin air at will when one launches and can even be used to intercept incoming attacks (purely as evasion flavor).
Personality: Silence rather ironically is lacking in cool heads and heroic intentions, but Jetmon brings that to the table. She finds camaraderie with Commandramon as the only other member of Silence with any sort of military or paramilitary experience, but she has a much more defined moral compass which points toward goodness much more accurately than most anyone else on the team. Jetmon, while not an optimist per se, will always be the last on her team to give up hope. She is able to work with and get along with most anybody, and in most situations she has the clearest head of anybody in the group. Despite being a soldier and even traveling armed 24/7, Jetmon is both very gentle and very highly conflict-averse, similar to Hagurumon. However, to her, the fight against evil is always a noble and righteous cause... provided no evil is committed in the process.
Personal History: Jetmon was very young when she was first forced to fight for others' lives; when the Black Army came looking to for child soldiers, the Village of Beginnings was a soft target. However she, the Swanmon and Elecmon, and her twin Rocketmon friends successfully fended off the attack and saved all of their comrades... almost. Determined never to let such a thing happen again, Jetmon convinced the twin Rocketmon to join the Village Guard and protect other helpless newborns. However, this did not give her the satisfaction she wanted. As much as she knew she was doing a service, she couldn't help thinking a more proactive approach was necessary to combat the world's more incurable evils.
Eight Partner (Xros Contract β)Species: Rocketmon (2) Appearance: Height (Underbelly-to-back): 1'6'' Attribute: Vaccine Family/ies: Metal Empire Type: Machine Fighting Style: These two's style is very simple: launch, reload, repeat. Unlike the Missimon siblings' perfect synch, though, these two are highly erratic and independent, choosing unpredictability over teamwork. Abilities: [4 Abilities Max] -Rocket Ram: These digimon both put on sudden bursts of speed before ramming up to 2 targets to deal damage and knock them back.
-Bomber Pass: These digimon fly over their target and drop their bombs, whose explosive damage is boosted 40%. Cooldown: 1 post. -Bait And Switch: One of these digimon tries to keep an opponent's attention while the other sneaks around to ram them. After that, they switch roles and repeat this many times in rapid succession. This attack is 25% more damaging an 50% more accurate. Cooldown: 2 posts.
-Fire Flare: These digimon detonate their own bombs without launching them in rapid succession. The users are unharmed thanks to their armored bodies, but the fast sequence of loud sounds may attract an opponent's attention. If an opponent falls for this diversion, then in their next post their next attack can only target these digimon. The diversion is easier for champion level opponents to ignore, and ultimate level opponents or up are too powerful to be worried about it at all. Cooldown: 2 posts.
Digivolves To: Pteramon X (Jetmon, Hagurumon) Partner Name: Jekyll and Hyde Gender: Two males Alignment: Neutral Good Skills/Talents: -Uncannily fast flyers and agile flyers
Inventory: Two (2) air-drop bombs. These can be summoned back at will after launch. Personality: Jekyll and Hyde are both Rocketmon, and that's just about the beginning and end of their resemblance; the only similar data these twins seem to share is their species. Jekyll, while no coward, is calm, cool, gentle, and relaxed, highly contradicting what may be many's presumptions about Rocketmon as a species. Hyde, on the other hand, fits right in by being constantly riled up and raring to go. Jekyll is cautious while Hyde is a risk-taker. Jekyll is introverted and shy while Hyde is outspoken and sociable. And yet, despite all of their differences, these two brothers are completely inseparable. Rather than conflict, these polar opposites find a sort of harmony through their differences and appreciate them in each other. By extension, this makes both of them excellent and reliable team players that can fit into any squad. One of few things that Jekyll and Hyde have in common is that they’re both steadfast, loyal, and perhaps the most dependable members of the whole army. Personal History: Jekyll and Hyde have been inseparable since birth almost literally: they're twins out of the same egg. After evolution to Rocketmon, they joined up with Jetmon to form a squad in the Village Guard. She and they became quite close as comrades in this time, best friends by the time Silence sought to recruit them. Wherever she went, they would. Xros Level X3Species: WarPteramon Appearance: Standing Height: 15'5''
In-Flight Length: 60'8'' Wingspan: 53'0''
Attribute: Data Family/ies: Wind Guardians Type: Dinosaur Fighting Style: Rocketmon bombs and Jetmon's frame are augmented by Hagurumon's mechanics to form a stealth bomber to be feared. Unlike the non-antibody X2 variant fitted for light recon and close support, this mobile weapons platform is bearing an absurd amount of ordinance that he's ready to drop on a target at a moment's notice and various electronic systems to aid in targeting and hampering. Abilities: [7 Abilities Max] -[NON-COMBAT] Recon Sight: While out of combat, this digimon can access a vision mode that gives her both telescopic vision and the ability to see others' digital signatures, much like the sixth sense for other digimon's presence but with the range of her sight. This lets her zoom in and out with vision at high resolution as well as see digimon signatures even if they're hiding in thick foliage, tall structures, fairly deep underground, or other similar obstructions. The concentration this requires makes it too difficult to use in combat
-Bombing Run: This digimon attempts to fly over her target and drop a barrage of bombs from a hold in her middle which opens up to deal explosion damage. -Flare Blinder: This digimon begins to release a flares behind her as she flies that confuse the enemy to make ranged attacks 50% more likely to miss her for 3 posts. Cooldown: 2 posts.
-Recon Spot: While flying over the battlefield, this digimon scans it and uses internal computer systems to call out enemy locations and predict enemy movements. This makes her and up to three allies 50% more accurate with all their attacks for three posts. Cooldown: 3 posts.
-Delta Purge: This digimon uses advanced electronic systems to hack an ally's data and remove one debuff or harmful status condition (blindness, dizziness, bleeding, etc.) from up to four targets, among which this digimon may be one. Cooldown: 3 posts.
-Omicron Recharge: This digimon's electronic systems hack and alter the timestamp in other digimon of when an ability was last used to a slightly farther back time. This fools the target's data into reducing the cooldown time of one previously used ability (except this one) by one post on up to four targets, among which this digimon may be one. Cooldown: 1 post/target.
-Parcel Drop: This digimon drops up to three crates full of medical (or repair, in the case of machines) supplies from the hold in her body near allies to be picked up and used to restore about 25% of the average ultimate's maximum health each. These can be used immediately or saved for later. A digimon can only use one crate per time this ability is used. Cooldown: 4 posts -High-Altitude Flying (passive): This digimon flies at speeds and altitudes fast and high enough to make her very difficult to target. While airborne, this digimon gains a 30% evasion boost.
Xros Components: Jetmon, Rocketmon, Hagurumon
Xros Level X4 Species: BlackMegaGargomon Appearance: Attribute: Virus Family/ies: Type: Fighting Style: The wild child Angel is armed with missiles donated from Missimon, the power of flight thanks to Jetmon, and an athletic, mobile frame granted by Renamon. Oh, dear. Now she's faster, trickier, and hurling more explosives than ever before! Abilities: [9 Abilities Max]
-Gargo Tornado: This digimon rapidly spins around on the spot, producing a small tornado that she launches at the enemy without moving herself. If caught inside, an opponent will both be damaged by the attack and be forced to spin around extremely fast, making them very dizzy for two posts. Cooldown: 1 post. -Gargo Barrage: This digimon's machine gun arms fire a hail of lasers to deal laser damage. -Gargo Missile: This digimon fires one of its heat-seeking missiles at an enemy to deal explosive damage boosted by 50%. Cooldown: 2 posts.
-Jet Thrust: This digimon activates afterburners increase its speed by 50% for three posts. Cooldown: 3 posts.
-Thruster Punch: This digimon activates a thruster in her elbow just as she punches an opponent. This boosts the blunt force damage by 25% and knocks an opponent far away from her on hit. Cooldown: 1 post. -Wild Child (passive): This digimon is so strong-willed and, frankly, crazy that she is immune to all mental control, compulsions, or other effects working through the target's mind.
-Twin Missile: This digimon launches one of her missiles immediately at a target and a second missile in the next post (not taking an action). Each missile does half a mega attack's usual damage but must be separately dodged or otherwise defended against to avoid damage. Cooldown: 3 posts.
-Blastback: This digimon punches or kicks a projectile attack at the digimon who used it at half its damage but with all its additional effects still applying. Durations more than one post are shortened to one post. Cooldown: 3 posts. -Twister Vortex: This digimon spins around so quickly that she can create an F5 tornado that sucks in everyone around it, spins them violently, and batters them against debris and/or other digimon dealing extreme damage. When the attack winds down, the bodies of those affected are hurled a mile away from this digimon. Limit: once per thread.
Xros Components: BlackTerriermon, Missimon, Jetmon, Renamon Xros Level X4 Species: Cannondramon Appearance: Attribute: Data Family/ies: Dragon's Roar, Metal Empire Type: Cyborg Fighting Style: MetalKoromon armor and weapons are mounted on Tankdramon's draconic frame which uses the explosiveness of Rocketmon to deal extreme damage. The end result is big, slow, tough, and a monster threat to any digimon unfortunate enough to get caught too far away from this walking long-range artillery battery. Abilities: [9 Abilities Max]
-Mobile Fortress (passive): Even though thick armor and giant cannons make this digimon a formidable threat, the downside to it all is a severe reduction in mobility that reduces this digimon's maximum speed to that of a brisk walk. The weight of the weapons and armor decreases this digimon's evasion chances by 30%, and the slow reload time of his giant guns means he can only use a named ability once every other post. However, his base damage (with named abilities only) is 250% a typical mega's damage.
-Air Barrier: A force field expands outward from this digimon with a 300-foot radius which gently but firmly forces all other humans and digimon away from this one and keeps them from getting back within the radius for two posts. Cooldown: 2 posts.
-Cluster Shell: This digimon fires explosive shells in up to three directions at a high arc. While in the air, each shell splits into many smaller shells that rain down together to deal damage. -Seismic Slam: This digimon rears up on his hind legs and slams them down onto the ground. The force of this slam fractures the ground around him. Enemies within a 200-foot radius take blunt force damage and knocked back outside this radius. Cooldown: 2 posts.
-Tail Sweeper: This digimon sweeps an opponent with his tail to deal blunt force damage. This ability is not affected by Mobile Fortress, meaning its damage is not boosted but can be used in consecutive posts.
-Main Laser: This digimon fires a dangerous laser beam out of his chest cannon. This laser is capable of burning through almost anything in its path including the thickest trees, strong structures, any even several digimon if they're all in the line of fire. This attack's damage is boosted 50%. Cooldown: 2 posts. -Dragon Jet: This digimon's thrusters mounted just behind each cannon engage, giving him enough of a short speed burst to dodge one incoming attack. Due to Cannondramon's bulk, this burst cannot be timed finely enough to help against homing or tracking attacks. Cooldown: 2 posts. -Scorch Flame: This digimon breathes fire out of his mouth in a conical shape in front of himself to deal fire damage.
-Falling Sky: This digimon fires an extended barrage of cluster shells high in the air, which split at the top of their arc into many smaller shells to deal explosive damage. The number of shells falling covers a radius of about 300 feet from the point he aims at as well as deal incalculable damage to that landscape and any digimon trapped inside it. Limit: Once per thread.
Xros Components: Tankdramon, Rocketmon, MetalKoromon
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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 Feb 3, 2019 17:31:12 GMT
Let's begin!
—Tankdramon: ✓.
—Jetmon Aid Drop: Increase the cooldown of this ability to 3 posts. Alternatively, you can give it a variable cooldown based on the number of kits dropped (1 per kit).
—Rocketmon: ✓.
—WarPteramon: Omicron Recharge: State that this ability can't reduce its own cooldown. Parcel Drop: Each individual character should only be able to benefit from a single instance of this effect per use.
—BlackMegaGargomon: Twister Vortex: Unless a passive ability or something akin to that is in effect, this attack should affect anyone nearby, not just enemies.
—Cannondramon Mobile Fortress: Should increase Cannondramon's damage by 50% at most.
Everything else is a-ok!
EDIT: We good!
1/2
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Post by Tadayoshi Teppei and Silence on Feb 7, 2019 2:49:37 GMT
Just wanna add a face claim here. The new post is just absolute proof that I couldn't have changed any of the abilities in the combat edit awaiting 2/2 after the first approval and without a second look.
FaceClaim:
Rainbow Nisha Rokubō no Shichinin • Mario Minakami
Approved.
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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 Feb 16, 2019 23:36:26 GMT
Tankdramon
Air Blaster - I think you'd probably need to specify a minimum altitude for classifying a digimon as "Flying". 50 feet above the ground should be fine.
Pteramon-X
Omicron Recharge - I think this tech can have a cooldown of 1 post per target, with a maximum of 4 [2 posts for 2 targets, 4 posts for 4, etc]
BlackMegaGargomon
Jet Thrust - I think 3 turns of cooldown for boosting a stat by 50% for 3 turns.
Blastback - I think it needs a condition that if the projectile attack had additional debuff effects, they're only effective for 1 turn.
Cannondramon
Dragon Jet - Considering his size, I think attacks that track or home toward a target would still have a chance to hit him.
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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 Feb 17, 2019 3:15:47 GMT
2/2 approved!
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Post by Tadayoshi Teppei and Silence on Mar 6, 2019 1:32:23 GMT
Add Rukamon + forms Ninth Partner (Xros Contract γ)Species: Rukamon Appearance: Length: 5'2'' (Nose-to-tail tip) Attribute: Vaccine Family/ies: Deep Savers Type: Aquatic Mammal Fighting Style: Rashi is built strong and sturdy, well-supporting his very straightforward battle style. His few tricks involve stealth and echolocation, but take those away and he's nothing but a common brawler. The biggest mistake opponents may make against him is mistaking simplicity for weakness. Abilities: [4 Abilities Max] -Spirit Pod: This digimon sends out a cry for assistance using ultra high-frequency soundwaves, which summons a spectral pod of several other Rukamon who linger long enough to charge and bite an opponent before fading away to wherever they came from. This attack's damage is boosted 50%. Cooldown: 2 post.
- Dread Dive: This digimon charges an opponent and slams right into them or bites with his jaws to deal damage. - Echo Lock (passive): Through use of echolocation, Rashi is always aware of everything in space around him as long as it has mass and is in a fifty-foot radius while undewater. This includes being able to "see" around blind corners and bends or through thin walls. Additionally, Rashi is immune to accuracy-reducing effects which affect his five senses except for hearing - Optical Camo (passive): This digimon can choose to become somewhat (but not completely) transparent or opaque again at will. Outside of combat this decreases the chances he will be seen when he doesn't want to. In combat, this will make him harder to follow with the naked eye, which may make it harder to aim at him quickly, react to his movements, or find him again after breaking line of sight. Digivolves To: JumboGamemon (Commandramon, MetalKoromon), GigaSeadramon (Tankdramon, MetalKoromon) Partner Name: Rashi Gender: Male Alignment: Lawful Good Skills/Talents:
-Echolocation while underwater -Balancing things on his nose
Inventory: Empty Personality: Rashi is an energetic, friendly, and fun-loving digimon much to the contrary of most of Silence's other members. Rashi would to spend his whole day playing games and goofing around if he could, which is part of what drew him to make his living with Elysium's exotic underwater circus. Rashi is still quite young and so tends to be quite childlike, which includes his rather black-and-white idea of ethics - good is good, evil is evil, fairness is mandatory, and transgression requires punishment. It's also the reason for very childlike speech patterns. As negative as that may sound, Rashi is also is very happy-go-lucky and slow to anger. If made to work as part of a unit like Silence, Rashi should be able to fit right in; he can unquestioningly take orders and put all his trust in a thoughtful leader. In fact, being told what to do would serve to keep him calmer; it's when Rashi might have to act completely independently and decide for himself on the fly that he may become anxious, which could negatively affect his operational capability.
Personal History: The Sunken Elysium Circus can only perform underwater, and that didn't give Rashi a lot of opportunity for travel even if there were lots of other, smaller settlements beneath the waves, too. The Rukamon fell in with them at a young age because it just seemed like a natural fit: he loved making people happy. However, he soon started to think his world was too small for himself, and the circus started to go under. While still in business, it just wasn't the iconic source of entertainment that it used to be anymore. About to lose his job, Rashi starts his story on the verge of losing his career and his purpose in life - but perhaps this closing door will be followed by another opening.
Xros Level X3 (Xros Contract β)Species: JumboGamemon Appearance: Attribute: Data Family/ies: Deep Savers, Metal Empire Type: Cyborg Fighting Style: JumboGamemon is an omnidirectional mobile weapons platform thanks to Commandramon's guns and MetalKoromon's armor, but Rukamon is what makes a bulky weapons platform completely amphibious to boot. Combining both a tough shell and laser cannons, this digimon can both take heavy damage and dish it out. Abilities: [7 Abilities Max] [Noncombat] Deep Diver: JumboGamemon is built for extended time underwater, whose enhancements include an internal swim bladder for depth regulation, a heavy armor exterior that can withstand heavy water and gravitational pressure, and no need for oxygen. JumboGamemon is much quicker and more mobile underwater than he appears, can stand on the floor of almost any body of fluid with no pressure-related effects, and does not require breath while below. -Turtle Blast: This digimon fires lasers out of one of his barrels to deal damage. -Omniblast: This digimon rotates rapidly while the barrels in his shell rapidly shoot lasers in every single direction. Within a 200-foot radius there are no gaps between lasers large enough for an opponent to slip through, effectively making this an area of effect attack. Cooldown: 1 post. -Shell Shield: In response to an attack, this digimon withdraws his head, limbs, and tail into his shell. A single attack usable more than once per thread which hits JumboGamemon deals damage equal to a named ability with no cooldown regardless of any damage boosts that would normally apply. Once-per-thread abilities deal half damage. Cooldown: 2 posts. -Turtle Shell (Passive): This digimon's armor is highly resistant to all forms of physical, non-elemental damage such as stabs, slashes, blunt force, and the force of explosions.
-Laser Shower: This digimon shoots lasers out of several different barrels at once to deal damage boosted by 25%. Cooldown: 1 post. -Charge Beam: This digimon either charges his two main arm laser cannons without using another named ability or basic attack or fires them after at least one post of charging to deal damage. Each post spent charging increases this attack's potential damage by 125%. This attack can charge for a maximum of three posts. JumboGamemon will take all of the damage from this ability and lose all its charges if he uses another ability before firing this attack or if the attack is not fired after four posts. Cooldown: 1 per charged post. -Super Omniblast: This digimon rotates rapidly while every barrel on his body shoots lasers in every direction. Within a 200-foot radius there are no gaps between lasers large enough for an opponent to slip through, effectively making this an area of effect attack. The rate of fire and duration of this attack pushes JumboGamemon's cooling systems close to their limit but also deal absolutely inordinate amounts of damage to those caught in the effect zone. Limit: Once per thread.
Xros Components: Commandramon, Rukamon, MetalKoromon
Xros Level X4Species: GigaSeadramon Appearance: Attribute: Data Family/ies: Deep Savers, Metal Empire, Dragon's Roar Type: Cyborg Fighting Style: Tankdramon's weapons are mounted on an aquatic creature based on Rukamon and protected by armor from MetalKoromon metal. This hit-and-run expert is built to end a fight before it can really become a fight, and a wide variety of mounted armaments give him a plethora of options to do it. Abilities: [9 Abilities Max]
-Assault and Battery (Passive): This digimon stores energy for his named abilities in an internal energy storage unit. This "battery" can store up to five units of energy and starts with three at the beginning of combat. This battery gains one unit of energy for each post GigaSeadramon does not use a named ability and each time GigaSeadramon is hit by electricity besides his own or an ally’s. Additionally, GigaSeadramon is immune to damage from electricity.
-Recharge: This digimon draws in static electricity from the environment around himself. This gives him two units of energy for Assault and Battery (not letting it exceed five). Cooldown: 2 posts.
-Torrent Torpedo: This digimon launches homing torpedoes to deal explosive damage. This ability's accuracy is boosted by 25%. This ability requires consumption of one unit of energy from Assault and Battery. -Lightning Beam: This digimon shoots a solid electrical beam out of his mouth which deals electrical damage. This ability's damage is boosted by 25%. This ability requires consumption of one unit of energy from Assault and Battery.
-Overcharge: By overloading his internal circuits, this digimon can have two actions this post in addition to this ability's use. This ability requires consumption of two units of energy from Assault and Battery.
-Pierce Torp: This digimon launches one torpedo to deal explosive damage. This torpedo is so fast, accurate, and powerful that its damage is boosted by 25% and it is unaffected by the target's defensive abilities or any damage reduction effects on them. This ability requires consumption of two units of energy from Assault and Battery. -Shock Mine: This digimon leaves a floating mine behind as he swims about. If someone gets within a 50-foot radius of this mine after drop, it will detonate and deal electrical damage to everyone in a 100-foot radius.
-Oxy Shot: The cannons mounted near GigaSeadramon's front and rear pectorals all shoot a highly compressed ball of oxygen gas that travels like a bullet through the water but isn't as affected by water resistance. This ability's damage is boosted by 50% and accuracy by 25%. This ability requires consumption of three units of energy from Assault and Battery.
-Ultimate Shockwave: This digimon looses an electric blast in every direction in a 400-foot radius. This ability may consume any amount of available energy units from Assault and Battery and deals 100% of a typical named ability's damage for each unit consumed. Limit: Once per thread.
Xros Components: Tankdramon, Rukamon, MetalKoromon
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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 Apr 2, 2019 0:18:33 GMT
I'd reduce the starting energy on Assault and Battery to 3. As it is, at the start of combat, you can roll Overcharge to two other moves, essentially putting MetalSeadramon way ahead at the start of combat.
Otherwise, 1/2.
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 Apr 3, 2019 7:46:30 GMT
GigaSeadraboi shouldn't be able to gain Assault And Battery power by any allied sources, not just himself.
That's all!
EDIT: Approved.
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