Holly [Solo]
Oct 13, 2018 0:50:08 GMT
Post by Deleted on Oct 13, 2018 0:50:08 GMT
Digimon Name: Holly
Default Form: Meicoomon
Gender: Female
Alignment: Neutral
Skills/Talents:
Medical-know-how: Holly has this strange knack for medical stuff, while she's not particularly skilled in anything she has a good head on her shoulders and can pick up things like no ones business. She finds it a touch strange that she's good with the stuff as seeing someone hurt really makes her nervous in a really odd way...
Fishing: Even though she doesn't do it as often as she'd like Holly enjoy's fishing in creeks and rivers. She's not terribly skilled in it but it's more of the peace that she finds oddly... endearing.
Intelligent: Unsurprisingly Holly has a surprising amount of intelligence behind her somewhat otherwise ditzy nature. She's quick at assessing things and dealing with things that others can't. While she doesn't really use this to do what she should it's somewhat of a latent ability that only will grow over time as she does.
Faceclaim
Holosuit: Boku No hero Academy - Hawks
Inventory:
Personality:
Personal History:
Honestly Holly doesn't really remember much.
She remembers coming out of the egg that the Swanmon's were paying special attention to for some reason. She remembers that they were surprised to see just a simple botamon coming out of this egg and were even more surprised at the friendly nature she exhibited right away.
They told her that her parents were probably going to be here soon to pick her up. They hadn't figured her parents to have another child so soon but that was besides the point. They would come and she'd be taken care of by them but until then she'd have to wait in the safety of the village of beginnings while learning about the digital world.
She remembers the strange looks she got from the other children here, the weird whispers they had. But that was okay, she was the newest one and they weren't sure if she was going to be a rebirth or a brand new mon that had never been. If she had been a rebirth why would her parents be coming? Did it work that way?
She had hundreds of questions, thousands even as the days passed. Most of them were simple, others marginally less so. Things that she asked didn't always get answered either as the Swanmons were very busy taking care of all the kids. So she had to learn how to be patient; she had to learn how to talk slowly as she often got really into what she was asking and spoke a mile a minute.
But that was okay right? That just meant that she got to wait to hear the answers as they thought them over! But that didn't seem to matter as much as the days seemed to drag on and waiting was getting hard. She had to ask herself a few times if they were coming or not...
They would come right?
Well she hoped so. It'd be nice to know who her parents were after all...
In-Training
Species: Botamon
Appearance:
Attribute: N/A
Family/ies: N/A
Type: Slime
Fighting Style: To be honest she doesn't really have one. Not yet at least.
Abilities: [2 Abilities Max]
Bubble Blow Deluxe: Blows out a bunch of bubbles, deals light damage.
Candy Roll: Roll into a target in an attempt to trip them. Deals light damage.
Digivolves From: Botamon
Digivolves To: Meicoomon
Rookie
Species: Meicoomon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Beast
Fighting Style: Her grasp on fighting isn't very good, she doesn't like hurting people and will avoid it as she can.
Abilities: [4 Abilities Max]
Regeneration: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Lightning-Tendrils: Charging up her tendrils with lightning Holly can make an empowered melee attack to a target dealing medium damage to said target.
Flicker: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. While it's only a ten foot shift in her position it's often more than enough to get her out of trouble. Outside of combat there is no cool down while in combat there is a two post cool down.
Shadow-Stitches: On use a somewhat dark aura radiates around one of Holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals light corrosive damage. Duration of 3 posts, cooldown of 2 posts.
Digivolves From: Botamon
Digivolves To: Meicrackmon
Champion
Species: Meicrackmon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits
Type: God Beast
Fighting Style: Her grasp on fighting isn't very good, she doesn't like hurting people and will avoid it as she can.
Abilities: [6 Abilities Max]
Regeneration II: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Quasi: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things, even make basic attacks. These Quasi are capable of speech but will only say one line of whatever holly wanted them to at the time. They cannot use any of her moves. They only last for two posts and at the end these 'Quasi' vanish. Three post cool down.
Flicker II: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. Outside of combat there is no cool down while in combat there is a two post cool down. This more powerful version of Flicker gives her a twenty foot range.
Lightning Cross: Holly is capable of throwing bolts of lighting within thirty feet of herself. They're wild and somewhat unpredictable as she's not very good at controlling them. Deals high damage but has a low accuracy. Two post cool down.
Shadow-Stitches II: On use a somewhat dark aura radiates around one of Holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals medium corrosive damage. Duration of 3 posts, cooldown of 2 posts.
Unshackled: This ability allows Holly to bypass her limits for a short time. Allowing her to be both faster and stronger in a physical sense. Duration of 2 posts, Cool down of 3 posts. During the cool down segment of this Holly is sluggish and weak as her body tries to catch up with her. She can only use this twice per form.
Digivolves From: Meicoomon
Digivolves To: Unknown
Ultimate
Species: Meicrackmon Vicious mode
Appearance:
Credit for the edit to eizer!
Attribute: Vaccine
Family/ies: Nature Spirits
Type: God Beast
Fighting Style: At this point holly has resigned herself to her nature. That she is a fighter bred and born. That she can help those she cares for and that she can make a difference. So she puts her mind to every fight, she puts her body to every fight. She is graceful, she is powerful. She is unlearned but it doesn't matter. Spend too long fighting holly and she will find that space in your armor. Find that achilles heel. While she certainly thinks she takes after her father... She fights more like her mother than any one else.
Abilities: [7 Abilities Max]
Regeneration III: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Beast Dance|Inherited Move[RAM UPGRADE]: This digimon moves at unreasonable speeds; faster than it's cousins by a large margin this digimon is also largely frailer than it's cousins.
Quasi|Standard Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. Even make basic attacks. These quasi are capable of speech but only will say one line of whatever holly wanted them to at the time. They cannot use any of her moves and vanish when struck. They only last for two posts and at the end these 'Quasi' Vanish. Three post cool down. The standard variant cannot be used during other Quasi Variants active periods or cool down periods.
Quasi|Advanced Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of using any ability that she is except for other Quasi and once per thread abilities. Save for the fact that they are at 1/3 the strength that Holly's attacks would be. They only last for two posts and if they use an attack they vanish on the post that they would of used it on. At the end of those two posts these Quasi vanish. Three post cool down. The Advanced Variant cannot be used during other Quasi Variants active periods or cool down periods.
Flicker III: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. Outside of combat there is no cooldown while in combat there is a three post cool down. This is a more powerful version of flicker that gives her a forty foot range.
Shadow-Stitches III: On use a somewhat dark aura radiates around one of holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals high corrosive damage. Duration of 3 posts, cool down of 3 posts.
Unshackled II: This ability allows Holly to bypass her limits further for a short time. Allowing her to be faster and stronger, not only in a physical but in a mental sense as well. Duration of 2 posts, cool down of 3 posts. During the cool down segment of this holly is sluggish and weak as her body tries to catch up with her. She can only use this twice per form.
Lightning Cross II: Holly is capable of throwing lightning within two hundred feet of herself. They're surprisingly precise and punch through armor of enemies with ease. Deals high damage. Three post cool down.
Quasi|Scout Variation[RAM UPGRADE]: Holly can create up to four clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of advanced thought, speech and information gathering. Outside of combat they last until dismissed while in combat they only last for two. When struck these scouts vanish. They have no combative talents past scouting and are unable to make attacks on their own. Scout variants, when vanished share information that they learned with the host making them a valuable extension of ones self. Three post cool down. Scout Variants cannot be used during other Quasi Variants active periods or cool down periods.
Alternate Ultimate #1
Species: Meiphemon
Appearance:
Attribute: Vaccine
Family/ies: Virus buster
Type: Sloth
Fighting Style: Somewhat lazy, rather refined and minimalistic. This digimon uses the least amount of effort for things. Generally reducing it's movement speed or other inclinations in favor of... Well staying in one place for as long as they need to.
Abilities: [7 Abilities Max]
Float|Non-Combat-Passive: Meiphemon’s tail is more than just for show! If she reclined lazily upon it it can float and carry her through the air. It basically allows her to fly albeit at an incredibly reduced rate.
Forget me not|Combat Passive: Meiphemon’s body is a strange one, her core which normally on other forms rotates at an incredible pace gives many mons in holly’s lines regeneration. In this case the exact opposite seems to be true. That meiphemon’s core rotates so slowly that it takes time for it to register damage has been done to it. Rather than take damage or heal right away; Meiphemon’s body takes the damage or heals on the next posting round instead.
Rock Steady|Combat Passive: Meiphemon’s body is durable, to an extreme. Her body shrugs off blows that would normally blast many apart. Reducing her damage taken by a whopping 30% while reducing her speed by 25% and increasing Crowd control effects durations by 1 post.
Finger Guns: Meiphemon is capable of shooting out small pinpoint lasers from her pointer fingers. Dealing high precise damage to locales and bypassing shield or barrier type moves in a pinch. Deals high damage. 300 feet. 3 post cooldown.
Wire Lash: Meiphemon can create a set of energy wires between her hands for a moment before able to use them much like a whip. Lashing out to hit targets within 150 feet of herself. These lashes can slice through most materials save for the hardest [like digichrome or titanium for example] and last for 3 posts. 3 post cooldown. Deals high damage.
Second but third: Meiphemon can create a large orb of energy that she can cast out at a target. This target if struck by this orb doesn’t take damage right away but instead has the energy build up in their bodies. Attacks made during the two posts of charging add a chunk of their damage to this one. Upon the third post this orb detonates within their body dealing high to extreme levels of damage based on how much one attacked during it’s ‘charge’ phase. 2 post charge. Five post cooldown. 300 foot range
Rake: Meiphemon is capable of raking a target with her razor sharp claws. These claws apply a light bleed and deal medium damage normally. Two post duration. Three post cooldown.
Slam: Meiphemon’s tail sometimes likes to help out in a fight. By slamming itself against a target and launching them away from it’s host. Deals light damage initially but has incredible knockback; dealing increased damage based off of what the target slams into. Two post cooldown. 100 foot knockback.
Black Tempest|RAM UPGRADE: Meiphemon is capable of forging a powerful swath of electricity between her hands into a strange spear. This spear can be thrown once to deal high single target damage. And upon the next post detonates into a pillar of electrical energy reaching out to fifty feet dealing high damage to anyone caught in the blast. Five post cooldown.
Lost in communication|RAM UPGRADE: Meiphemon is so slothful that sometimes she forgets things people say or do. It's somewhat annoying outside of combat but inside of combat it serves a deadly purpose. Once per thread they can outright forget an attack that has been made against them after the fact. Reversing all damage that the attack had made and any added effects it may have on their body or mind.
Digivolves from: Meicrackmon
Mega
Species: Clarimon_Minor
Appearance:
This digimon's form is simple as it is pure. Made completely out of light and energy this form is absolutely weightless. It's entire form holds no distinct marks, no overbearing weight that many super mega's have. It's simple and feminine in nature. It's body is shaped somewhat in the fashion of a human, but it's proportions are just too proper, too right. It's lush hair cascades down it's shoulders and drapes down it's back but may also be strung up into a ponytail if it so wishes. It's entire body is colored a somewhat gentle white that glows in the dark. Making it difficult for this form to hide without extinguishing itself completely. It's face has no distinct features, no mouth, no eyes. Just a simple curvature that would give a place for these things to properly exist if they did.
Attribute: Unknown
Family/ies: Unknown
Type: God
Fighting Style:
Abilities: [9 Abilities Max]
Digivolves From: Meicrackmon Vicious mode
Digivolves To: Clarimon_Major
|RAM UPGRADE GIGA| Jade orbs: A set of seven somewhat small orbs that change in size based on the host digimon's own size. They're made primarily out of jade but have several veins of other materials. It's far harder than any normal jade could hope to be and is about as durable if not more than it's host. Inside of the orbs lays a collective AI that is capable of learning and reasoning much like it's owner does. It is named after it's own coloration and it's voice is decidedly feminine. Outside of battle it simply gathers and catalogs information for it's owner's benefit while inside of battle it's devious ability is brought to light.
The jade orbs possess different formations. Three to be specific. Defensive, offensive and supportive. Each formation gives a small boost to the respective grouping. But only ever at 10%. Only one formation can be active at a time and there is a three post cool-down to switching between formations. Defensive provides a damage reduction, offensive increases damage output and supportive increases healing done.
Mega
Species: Ancient_Raguelmon
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: God Beast
Fighting Style: This digimon prefers to stay in the back lines, providing support to her allies. Having very little outside of her own physical capabilities this digimon needs a 'aggressor' in terms of allies. It's very much so a pure healer class.
Abilities: [9 Abilities Max]
Aetherflow|passive: This digimon radiates an aura of healing energy to a single ally within a radius of thirty feet of itself. This particular ally is healed by 5% per posting round. On rounds that a healing move is used on a target rather than that posting round healing them it instead boosts the healing move by the same percentage.
StoneSkin|Passive: This digimon's nature gives it a soft damage reduction of 30%. If allies are within one hundred feet of itself are present it's damage reduction is removed and provided to them. [30% for 1, 15% for 2, 10% for 3] [up to three targets].
Secret of Aether: For each healing or protective based move this digimon builds up a stack of Aether, though its limited to one stack gained per post. Upon three aether stacks this digimon may release a powerful single target heal on a target within one hundred feet of itself. If a target is at full health their next move's effectiveness is increased by a large amount. This move is equivalent to one with a cool down of five posts as it requires a build up to even function.
Cure: This digimon pushes out a healing orb into a target within 100 feet of itself. This ability simply provides a medium heal and stops bleeding. Three post cool down. It shares a cooldown timer with Medica.
Medica: This digimon uses three of it's orbs to produce a healing pulse in a thirty feet radius centered on itself, healing all friendly target [up to three] for a light amount. This move cannot remove status effects and is halted by damage over time effects. It shares a cooldown timer with cure.
Regen: This digimon pushes a single orb to follow a target for three posts, heavily healing them over the duration. If a damage over time status effect is present it is removed rather than providing healing for that posting rotation. Five post cool down.
Asylum: Using two of her orbs this digimon has them rapidly spin around a target location. Purifying the area and all allied targets within it [up to three] healing them for a medium amount. Five post cool down.
Rescue: This ability pulls a willing target to them, healing them lightly and moving them out of harms way. Up to 150 feet. Five post cool down. Additionally she may use this to pull herself to a friendly target in need of healing but at twice the effective range!
Largesse: This digimon empowers its next healing move, doubling it's effectiveness. This does not use a combat action. This may only be used three times per thread and has a cooldown of 3 posts between uses.
Digivolves From: Meicrackmon Vicious mode
Digivolves To: Baihumon
Super Mega
Species: Clarimon_Major
Appearance:
This digimon's form is simple as it is pure. Made completely out of light and energy this form is absolutely weightless. It's entire form holds no distinct marks, no overbearing weight that many super mega's have. It's simple and feminine in nature. It's body is shaped somewhat in the fashion of a human, but it's proportions are just too proper, too right. It's lush hair cascades down it's shoulders and drapes down it's back but may also be strung up into a ponytail if it so wishes. It's entire body is colored a somewhat gentle white that glows in the dark. Making it difficult for this form to hide without extinguishing itself completely. It's face has no distinct features, no mouth, no eyes. Just a simple curvature that would give a place for these things to properly exist if they did. The very last thing that this creature possess is multiple sets of wings; that span twice it's body in width. They aren't attached physically to the body and simply float a good foot or so away from the body. There are eight in total ranging in different positions and flap when needed.
Height 8 Feet.
Attribute: Unknown
Family/ies: Unknown
Type: God
Fighting Style: This digimon specializes in long range support and healing ventures. It would rather keep itself away from the physical nature of fights but it isn't against getting knee deep in the action if someone is in danger. It's overwhelming gentleness is something that is very jarring for something so powerful; something that shouldn't belong on the battlefield. When resolved to fight this digimon is an absolute menace, relying on massive firepower and quick strikes in order to give those it cares about victory.
Abilities: [10 Abilities Max]
Visage of the faceless one|Passive: This digimon is not affected by moves that would normally affect the senses or mind. In that effect she cannot be buffed in any sort of way even by her own power.
Guardian Oath|Passive: This digimon naturally excludes an aura that gives allies around her a large damage reduction. Fifty foot radius, maximum of three targets. For each individual that is within this buff range her own defense suffers by 10%. One willing target will receive a 30% damage reduction boost, Two willing targets will receive a 20% damage reduction boost, and Finally Three willing targets will receive a 10% damage reduction boost.
8 of 9: This digimon is capable of passing their wings off to others granting them a portion of this digimon's power as a result. Any defensive based move is increased in strength by 30% while any offensive move is lowered by the same degree. Flight speed is drastically increased. Three targets maximum, requires line of sight of the target. Three post duration, five post cool down. Requires target's consent.
Cradle of Purity: Clarimon can for the lack of better term extend out her energy to an ally. Wrapping and warping energy around it in a cocoon that gently pushes against the body of the wounded individual. Healing them for a high amount over the course of a single post. Three post cool down, hundred foot range.
Orchestra of the Fallen: This digimon plays a tune on a summoned instrument, or sings a song to those around it. Allies find themselves able to fight harder than before, dredging up energy from the depths they didn't know they even had. This boosts their combat prowess considerably for a short time, allowing them to overcome the flow of even the worst battle. One post channel, three post duration, five post cool down. Range of five hundred feet, maximum of five targets, 50% boost per person.
Shield of Faith: This digimon creates a perfect bubble shield around itself to block a single super mega tier attack. This shield if not shattered remains for two posts before vanishing. Cool down of three posts. This shield can be placed on others but increases the cool down to five posts if so. Attacks may be fired out of the shield but they are reduced by half in strength.
Angel's Needle: Clarimon waves it's hand and rotates it's wings in such a manner to collect energy in front of it. These pin point laser charges focus it's energy into a single point rearing up a massive swath of energy. Afterwards this digimon shoots out a large laser at a target intending to deal high damage to it. Three post cool down. One mile range, capable of punching through most metals to strike at a target.
Endless Expanse: This digimon calls down a beam of light from the sky attempting to smash into a target and drag it's form down to the ground. This beam is massive in size, carrying the weight of much more than just simple light particles. If the beam strikes a target, it carries it down to the ground and pins them there restricting movement for a post. Deals medium damage. Three post cool down. If already on the ground the damage is increased to high.
Fallen and Forgotten: This digimon draws a diagram in front of it. A simple twelve pointed diagram with many twists and turns. From within this diagram rears twelve heads of many different dragons, roaring and snapping harmlessly at any individual that comes near her. With a simple wave of her hand these twelve heads roar and shoot out a collective of beams at a single target dealing an incredible amount of damage. Their range is as immense as their bodies, allowing them for unrivaled dominance of the skies. It matters little if she cannot see you. This ability can be used consecutively but drains a incredible amount of energy and restricts Clarimon to the position she had drawn the diagram. If this weightless entity is knocked away from her diagram the dragon's fade. Maximum duration of three posts, cool down of three posts. For the entire cool down Clarimon's body is dull and faint. She cannot fly and her attacks are reduced by 75% as she struggles to recover.
Field of Tears|Ultimate: A move of absolute purity; this ability rains down light from the sky in the shape of snowflakes. Slowly and gently do they take to those that are allies. Healing them based on the amount of health they are missing. Those that have a large amount of health left are healed a little bit, while those near death find themselves re-invigorated and their bodies restored to peak condition. Up to five people within a thousand feet of Clarimon. Once per thread. This drains an incredible amount of energy from the digimon and reduces her abilities by a huge margin for the rest of the thread.
Digivolves From: Clarimon_Minor
Super Mega Mode Change
Species: Clarimon_Ring_Mode
Appearance:
This digimon's form is simple as it is pure. Made completely out of light and energy this form is absolutely weightless. It's entire form holds no distinct marks, no overbearing weight that many super mega's have. It's simple and feminine in nature. It's body is shaped somewhat in the fashion of a human, but it's proportions are just too proper, too right. It's lush hair cascades down it's shoulders and drapes down it's back but may also be strung up into a ponytail if it so wishes. It's entire body is colored a somewhat gentle white that glows in the dark. Making it difficult for this form to hide without extinguishing itself completely. It's face has no distinct features, no mouth, no eyes. Just a simple curvature that would give a place for these things to properly exist if they did. The very last thing that this creature possess is multiple sets of wings. They aren't attached physically to the body and simply float a good foot or so away from the large ring that floats behind this digimon's body. They slowly rotate and shift in position based on her needs. They are much larger than the previous forms wings, stretching well over thirty feet each. Eight wings in total.
Height: 10 Feet
Attribute: Unknown
Family/ies: Unknown
Type: God
Fighting Style:
Abilities: [10 Abilities Max]
Digivolves From: Clarimon_Major
Alternate Super Mega #1
Species: Baihumon
Appearance:
Height At the Shoulder: 20 Feet
Attribute: Vaccine
Family/ies: Metal Empire/Unknown
Type: Holy Beast
Fighting Style: Unknown
Abilities: [10 Abilities Max]
Iron Lord|Combat Passive: If it is one thing, Baihumon is durable. It's fur being beyond that of natural limits is made purely out of a digizoid fiber of sorts. It's strong to the point of having a heavy resistance[30%] to all forms of damage. At the cost of moving much[30%] slower. Water attacks weaken the fur considerably and disable this passive for three posts upon successful contact.
Charged-Air|Combat Passive: This digimon is putting off a constant barrage of electrical currents into the air. Arcing off of it's fur, the orbs and metal that it's body may possess. This hyper charges the local area that the mon is in. Creating a field of sustained damage to those that come too close. Friendly individuals find that this field deals no damage to them. Deals light damage to any without electrical resistance. If struck by a water attack this negates the passive for three posts. Hundred foot range.
Hyper-Regeneration|Combat Passive|RAM UPGRADE: This digimon is capable of regenerating a medium amount of damage per posting round. Upon being struck with any enemy attacks it is boosted to a heavy amount of regeneration for three posts and then goes on a cooldown of Six posts afterwards. Healing abilities, status effects, defensive abilities or otherwise friendly/unfriendly abilities stall out this regeneration for the duration of effect.
Accelerated Flight|General Passive|RAM UPGRADE: This digimon is capable of super sonic flight outside of combat, breaking the sound barrier multiple times over. Inside of combat it's aerial prowess is what you would expect of an average mystical user. It can't compete with the best of them in terms of maneuverability but it's speed is something to behold.
Hyper-Nova-Cannon: This digimon concentrates it's energies into it's mouth, creating a localized ball of pure electrically based plasma. It chomps down onto this ball swallowing the energies to mix into it's bodies for a short time. This digimon then fires an impossibly powerful attack, dealing intense damage in a straight line up to five hundred feet. Capable of punching through defensive moves and bypassing resistances even to it's same typing. This move is considered an anti-defensive move. It's standard cooldown is three posts, when used against a defensive move this move's cooldown increases by the same amount as the defensive move used.
Ten-Billion-Volt-Cascade: This digimon takes all the energy that it would normally use for it's Charged air passive and kicks it into overdrive. This creates a localized super nova of electrical destruction. Dealing immense damage to all within two hundred feet of itself. This attack leaves Baihumon without it's Charged-Air passive for three posts. At the end of those three posts it may not use Ten-Billion Volt-Cascade for another Three posts. [Effectively a six post cool down]. Extending this cooldown by use of additional water is also a notable concern.
Thunder-Fang: This digimon charges it's jawline, fangs and claws to make a massive attack at a single target. Dealing high electrical and physical damage. This attack has an innate knockback of fifty feet. Three post cool down.
14 Orbs: This ability allows Baihumon to shoot a multitude of varying lightning bolts at a target dealing high damage to them within a range of three miles. This requires line of sight or knowledge of the target. These bolts of lightning are strong enough to punch through solid rock, various metals and even scar digizoid. Three post cool down.
Mountain of The Iron Lords: This digimon summons up a massive pillar of metal, quite close to the size of a small mountain in an attempt to slam down on an area of roughly a 100 feet in size. This mountain deals a heavy amount of damage and after being used remains in the area as long as Baihumon is the digivolution. Additionally electrical attacks may rebound or go through this metal. Five post duration, One post use, Five post cool down.
Shield of the Iron Lords: This digimon dictates an target other than itself to be protected by a heavy shield. This blocks a single attack of super mega level and cannot be broken without extreme effort from lower levels. Lasts for two posts, cool down of four posts. This shield is stylized in such a fashion to match the metal on Baihumon's head. This ability uses the orbs around it's body to quickly form the shield around the intended target within Fifty feet of itself.
Digizoid-Rain: This digimon creates a weather phenomenon known as Digizoid rain within it's centralized area of 500 feet. It deals high area of effect damage to all within it, save for it's self. This digizoid rain shear through most coverings and deals high damage. Three post duration. Once per thread. If used outside of combat this cannot be used inside of combat in the same thread.
Weaver: This move is allows it to heal a single digimon completely once per thread. If used outside of combat it cannot be used inside of combat in the same thread, however outside of combat this ability does not have a cooldown.
Digivolves From: Unknown
Armor Champion
Species: Nerfetimon x
Appearance:
Height At the Shoulder: 7 Feet
Attribute: Vaccine
Family/ies: Virus Buster
Type: Holy Beast
Fighting Style: A never ending trickster of the sea, a riddle holding mon is thee! My grace, my stance, my flighty dance. To and fro, afar and behind. Friends I support, till the friends and I dine! I seek out shelter, I seek out protection, never one to fight for perfection. My friends you battle oh so hard, till the end of the day make sure you are my guard~
Abilities: [6 Abilities Max]
Phoneix Kit: To those around it that it would deem friend. A never ending support this digimon shall lend. Those that step too close find their health imbalance restored! But those that step too far, find that their movement is reduced to tar! [Lightly heals allies within 30 feet, if accepting of this once they leave that 30 foot range their movement speed is reduced by a light amount for three posts]
Wings of Old: One may fly too close to the sun, but I ask you from that where is the fun? Those that bear this boon may fly as high as they wish! Until of course Kid Icarus' jealous eyes take away my gift~. [Provides the ability to fly swiftly for three posts, flying any higher than a hundred feet will terminate the ability. Two post cooldown.]
A Man by Day, a Fool by night: Isn't that quite a sight? To see the future in it's bed, to let you know what is ahead. A simple pattern it yields to me, yields to you until you cannot see! [Provides a single willing target with the ability to foresee an attack allowing it to dodge, after which they will have a single post of blindness. Three post cooldown]
Garden Unbound: Ah yes, the lovely Earth. It holds us dear, holds us close. What's that my love? Your feet find purchase too firm, too soft? What's this strangeness? What's this cost? Your limbs grow tired, your eyes grow soft. The firm ground will be your bed, no matter the cost. [Turns a small thirty foot area into quicksand reducing movement in it for three posts, heavy digimon will sink quicker while lighter digimon will have an easier time. Lasts for three posts, three post cooldown]
Riddle Me This: Riddle me that, I'll strike a deal, I'll strike a cord. I won't let you go, until I get bored. [This digimon tries to strike up a deal with a target, holding it's attention for a post. Willing digimon will find their wounds slowly healing over the post. Three post cool down]
No Fair: A cheat, a false god's notorious beat. You made a fool out of me, now I'll make you see why they chose me to guard the sand sea! [Shoots out a swath of sand in a cone in front of it. Dealing light damage within 30 feet of itself. Very irritating, very coarse!]
Digivolves From: Meicoomon
Armor Ultimate
Species: Dinotigermon
Appearance:
Credit for the Edit to Tsuki!Height At the Shoulder: 10 Feet
Attribute: Vaccine
Family/ies: Virus Buster/Unknown
Type: Holy Beast
Fighting Style: N/A
Abilities: [7 Abilities Max]
Golden Armor: This digimon is fitted with some rather durable armor. Protecting it and giving it 'natural' damage resistance. Allowing it to be far more durable than it's cousins. It enjoys a 30% increase to damage resistance but suffers by the same margin to it's speed.
Fierce Fang: This digimon is naturally more aggressive and it shows. Attacks it makes apply a bleeding effect that lasts for three posts, dealing light stacking damage. To end the bleed effect simply use a healing move to end it.
Electric whip: This digimon charges up it's long antennae and makes an melee attack against a single target dealing high damage and sends a target reeling backwards. Two post cooldown.
Reap-What-You-Sow: This digimon targets any individual with an active bleed stack. It then will attack them with the intent on taking whatever damage they are undergoing and heal themselves with it for an equal amount of the damage that had been dealt by the bleed stack. 3 post cool down.
Guardian Derision: This digimon protects an ally within 30 feet of itself. Substituting itself for the target and taking the damage intended for them at a reduced rate. Three post cool down.
Portals: This digimon can create localized portals to step through short distances away. Ranging from 10-50 feet each portal. It may fire attacks through these portals or step through them them-self. It may even send others through them if need be. Two post cool down.
Golden Missiles: This digimon shoots out a row of missiles at a target, intending to blast them apart. The missiles travel rather quickly but can be avoided. Two post cool down. Range of a hundred feet.
Digivolves From: Meicrackmon
Digimon Name: Gaius
Default Form: Hypheriomon
Gender: Male
Alignment: Lawful Good
Skills/Talents:
Soldier: Gaius has served a long time in the military and still is respected among those that serve in the luminas faction. He knows what it takes to be one and has the assorted skills you'd expect someone to have that's been in for the length of time he has. Given that he's still considered active; his knowledge of fighting situations is fairly unapparelled among his peers.
Tutor: Given his strict adherence to both his personal code and luminas'; it's not a surprise that he was picked for this. While he can be brutal in his training he is quite good at it. Knowing when to back off and when to push; when someone needs help and when they need to be knocked down a few pegs. He's seen a lot of different people in his lifetime in many different situations and draws his experience from time out in the field.
Whittling: More of a hobby than anything, Gaius tends to whittle during his class while he directs people. It's one of the many ways one can find if he's having a good day or not. He's not particularly skilled in it, but it's soothing to him all the same...
Personality:
Straightforward: Gaius is the sort to tell you how it is; to your face and won't beat around the bush. He has no problems telling someone if they need to shape up and he honestly hates it when people try to cushion certain mediums. However He's exceedingly gentle when it comes to serious topics like death or the like.
Serious: All work and no play normally makes folks somewhat tense, but for gaius he loves the fact. It ties into how serious he takes his work and his students. It sort of bleeds into the other aspects of his life albeit in a less frustrating way...
Calm: It takes a lot to make Gaius angry, so much so it's almost next to impossible to find him raising his voice. He's very easy to work with because of this and tends to keep things leveled out for the people he trains. Though when it comes to fighting this calm surpasses the previous level and he seems to enter an almost zen like state...
Knowing: If it's happened Gaius likely has experienced it in some way or another; there's so much happened to him that he's able to take new things in stride and old things he can just easily accept. He's very quick to assess individuals and put them into their own brackets; able to figure out who or what needs to be done to help them well... progress!
Mega
Species: Hypheriomon
Appearance:
Attribute: Vaccine
Family/ies: Virus buster
Type: Divine Beast
Fighting Style: It should come to no surprise with such length of service and such consistency that Gaius is an all around fighter. While he is a caster type he knows close quarters quite well and makes good use of his long ranged abilities even while in the midst of battle. It's hard to catch him unawares or flat footed; making him an excellent rear or forward guard.
Abilities: [9 Abilities Max]
Flight|combat passive: unsurprisingly Gaius has the capability of flight, given that he has wings and is considered a natural flyer. He's fast in the air and is capable of outmaneuvering most with his rather sleek aerodynamic design. He can adjust his trajectory fairly easy with the combination of his wings, tail and long neck. Increasing his overall mobility by 10%.
Crown of Light|Combat passive: A powerful assortment of lights make up a crown above his head. Its innate power is holy in origin, burning and dealing increased damage against virus type digimon by 30% but reducing damage to holy type digimon by the same amount.
Light beyond Light|Combat passive: Gaius' light is extremely powerful, capable of slicing through natural armor and magical resistances with ease at his level. Up to 25% on passive abilities only.
Origin of Light: Gaius is capable of summoning a single crystal. This crystal is nearly the size of a baseball to him. Meaning that to a human it'd be nearly the size of a basketball. Using this crystal he is capable of shooting out a array of different beams or blasts. Each one of them striking in different ways. He can funnel the attack in a line or in a cone. Reaching up to a distance of a two hundred and fifty feet in a line. Striking all that would stand in it. Or a cone of one hundred feet. The crystal itself lasts for three posts and allows for him to make attacks with it as long as it is active. Five post cooldown.
Will of the Wisps: Gaius is surprisingly gentle when he wishes to be, summoning up an array of Wisps around him he may direct them to individuals that have received grievous wounds. healing them for a large portion of their health and giving them a small amount of regeneration for three posts. Three post cooldown.
Thorn of the Forgotten: Gaius takes one of the lengths of his crown, compressing it into a small thorn. Flicking this object at a target he is able to weight them down with such intense power that it overclocks their body when struck. Increasing their attack by 50% but reducing their defense by the same amount. two post duration. 3 post cooldown.
Brilliant Barrier: Gaius is capable of summoning a large dome around himself. Large enough to hold up to three allies within this dome. This dome lasts for three posts and may be fired out of but not fired into. It may take up to two mega attacks before shattering. Lasts for three posts. Four post cooldown. Gaius may not move while the barrier is up. The dome itself may only reach out to 65 feet in each direction.
Soulbound Utterance: Gaius is the holder of a single word of power, given to him by his father who was given by his father... and so on and so forth. None of them know where it had come from, just that it was in their data at the time of their creation. This powerful word when spoken increases Gauis' combat prowess by a whopping 25% all across the board for two posts. At the end of those two posts his body however is wracked with the fallout of the energy reducing his combat prowess by 25% for two posts. Three post cooldown.
Hyperion Manifold|ULTIMATE: Summoning up the primal energies of his clan Gaius is capable of creating a swath of powerful gates of light. Each of these gates unleashes a barrage of powerful energy beams made out of the stuff. Cutting a swath through the darkness and those that serve it. Were it to be used at night this brightens the area considerably till it's practically day. Deals a massive amount of damage up to three targets within a mile range. OPT.
Digimon Name: Myisha
Default Form: Hypheriomon-x
Gender: Female
Alignment: Chaotic Good
Skills/Talents:
Merc: While she had served in the military after her father, Myisha didn't feel like she belonged. She felt like her skills and personality was better put elsewhere. Eventually she'd 'retire' from the luminas military and walk her own path. Her own fighting style and assorted skills of travel coming into fruition from a long service to the mission guild. While she isn't as focused as her father her diversity both in and out of combat makes her for a very powerful ally. She's basically a jack of all trades and a master of none~
Personality:
Confident: Myisha believes whole heartedly in her skills, in her ambitions and power that she can't really see herself failing completely. She sees herself as a success but not so much in the way that others do; to the point of where she believes she simply is the best as she can be. While it hasn't hindered her growth too much; it certainly makes it difficult to deal with her on long term engagements.
Bold: From the front. That's where she'll go, if she isn't the one attacking you head on. Directly then you'd have to wonder where else she'd be. She refuses to play it on the down low believing that stealth and other venues don't do a warrior justice. Doesn't do HER justice. Because of this she's incredibly focused on the physical aspect of combat and development of her own self.
Smug: Graduating at the top of her class in both melee and studies didn't do much to help her blistering ego. One that has set her so high up on the proverbial food chain that it's often a surprise to her when someone can best her. Which she will more or less shrug off as them being either 'lucky' or 'born with it'. She's not mean about this so much as just matter of factually.
Zealous: Myisha won't stop. Period. If she takes a job she sees it to the end of either or it. If combat starts she will go all out; from the get go. There is nothing worth it. Nothing that she would rather have. She can't live if she can't give it her all. She won't stop until she is broken, she won't stop until they are broken. The only thing that she doesn't treat in this manner is training; knowing that she can't just break herself nonstop without some... problems.
Mega
Species: Hypheriomon-x
Appearance:
Attribute: Vaccine
Family/ies: Virus buster
Type: God Man
Fighting Style: Myisha is the varied sort of fighter that can attack from both afar and up close. Though she prefers the latter she doesn't mind resorting to the former. Utilizing a powerful great-sword that is affixed to her offhand via a long ever extending length of chain.
Abilities: [9 Abilities Max]
Armageddon|Combat Passive: The name of her now broken sword; Armageddon is a once massive great-sword that is affixed to her arm via a growing length of chain. She may use it to make attacks up close and at range [up to 100 feet away].
Passion|Combat passive: The name of her weapon arm, a length of armor that engulfs her entire primary hand and it's well... arm. It's capable of punching through passive defensive measures up to 30% and is the source of much of her strength. Allowing for her to lift a massive amount of weight. She's almost herculean in terms of strength...
Hard Light Step|Combat passive: Myisha is capable of flying by using her extreme power to treat the air as solid ground. It doesn't require much from her and she is capable of running at speeds that many would be jealous of in the air!
Passion or Armageddon: Myisha uses passion or Armageddon to make a single high powered strike against a target. Dealing either blunt or slashing damage based on which was used. Requires melee. No cooldown.
Shimmer Step: Myisha is capable of moving at great speeds; so fast in fact that she can close the distance between her an and opponent in a mere blink of the eye. She can use this to dodge or engage an attack. Tying into either a basic attack or named move increasing the move's cooldown by 1. Three post cooldown. Range of one hundred feet.
Passion Reborn: Myisha charges up her arm in such a manner that increases it's armor, it's size, it's durability and it's offensive nature for three posts by 25%. Allowing for her to make powerful but slow blows that are capable of sheering through all of the toughest of hides. Five post cooldown. Requires melee range.
Armageddon unleashed: Myisha is capable of launching waves of energy from the shattered blade of Armageddon. The energy is as sharp as her wit, capable of cutting through solid rock and metal without much resistance. Even digichrome is unable to escape it's bite. Deals high damage and is capable of hitting multiple targets. Increasing the cooldown of this attack up to 3 posts per combatant hit. Base cooldown of 1 post, with a max of 4 posts if 3 targets are hit. Range/Cone of 200 feet.
Barrier: Myisha is capable of creating a barrier surrounding her or a friendly target. Completely negating an attack that would damage them. To help an ally she simply snaps a finger and a small orb of energy launches at them with blinding speed. 300 foot range. 1 post duration. 3 post cooldown.
Divine Overture: Myisha combines Passion and Armageddon for one powerful if not over the top strike. Forming a simple but elegant version of both of her weapons. Putting her entire soul into a single attack; capable of blistering oceans into nothingness, shattering mountains into rubble and splitting the very skies in half. This abilities single moment of power is enough to crush anyone that gets into her way... By completely giving up passion and Armageddon for the rest of the fight. As long as she can see the target, she may strike at them. OPT.
Default Form: Meicoomon
Gender: Female
Alignment: Neutral
Skills/Talents:
Medical-know-how: Holly has this strange knack for medical stuff, while she's not particularly skilled in anything she has a good head on her shoulders and can pick up things like no ones business. She finds it a touch strange that she's good with the stuff as seeing someone hurt really makes her nervous in a really odd way...
Fishing: Even though she doesn't do it as often as she'd like Holly enjoy's fishing in creeks and rivers. She's not terribly skilled in it but it's more of the peace that she finds oddly... endearing.
Intelligent: Unsurprisingly Holly has a surprising amount of intelligence behind her somewhat otherwise ditzy nature. She's quick at assessing things and dealing with things that others can't. While she doesn't really use this to do what she should it's somewhat of a latent ability that only will grow over time as she does.
Faceclaim
Holosuit: Boku No hero Academy - Hawks
Inventory:
-Knick Knacks
Artifacts:
- Belphemon's Lethargy
A crystallized version of Belphemon's aura. On use, once per thread, you may use an ability with a remaining cooldown of 3 or less, as if it were not on cooldown. The user may not use a technique in the following turn.
- Curious: Holly is curious to a fault, she wants to know about everything that comes into her view. What something does and how it works. She isn't above taking something apart or learning about something the long and strenuous way. It's sometimes frustrating as this also makes her rather easy to distract.
- Friendly: Holly is a friendly sort, liking many different folks and just wanting to make friends. She has a habit of greeting people she doesn't know even if they want nothing to do with her at the given time. In larger cities it's easy to lose track of her as she will walk up to just about anyone.
- Kind: Holly enjoys helping people out in many different ways; she doesn't mind putting on a good smile and taking cheerful tones. She enjoys making people feel better even if they're hurting. She's not above helping people that need it or heck even those that don't!
- Open: Holly's the sort that you could easily read like a book, she's open about just about everything and tends not to keep very many secrets. Even if she had any she'd be the sort that would probably share them! Better way of making friends right?
- Pure: To say the least Holly doesn't have a bad bone in her body or a bad thought in her mind. She thinks the best of people, the world and everything in it. It's something that she's still coming to terms with and will likely take a long time for her to change her views about certain things.
Personal History:
Honestly Holly doesn't really remember much.
She remembers coming out of the egg that the Swanmon's were paying special attention to for some reason. She remembers that they were surprised to see just a simple botamon coming out of this egg and were even more surprised at the friendly nature she exhibited right away.
They told her that her parents were probably going to be here soon to pick her up. They hadn't figured her parents to have another child so soon but that was besides the point. They would come and she'd be taken care of by them but until then she'd have to wait in the safety of the village of beginnings while learning about the digital world.
She remembers the strange looks she got from the other children here, the weird whispers they had. But that was okay, she was the newest one and they weren't sure if she was going to be a rebirth or a brand new mon that had never been. If she had been a rebirth why would her parents be coming? Did it work that way?
She had hundreds of questions, thousands even as the days passed. Most of them were simple, others marginally less so. Things that she asked didn't always get answered either as the Swanmons were very busy taking care of all the kids. So she had to learn how to be patient; she had to learn how to talk slowly as she often got really into what she was asking and spoke a mile a minute.
But that was okay right? That just meant that she got to wait to hear the answers as they thought them over! But that didn't seem to matter as much as the days seemed to drag on and waiting was getting hard. She had to ask herself a few times if they were coming or not...
They would come right?
Well she hoped so. It'd be nice to know who her parents were after all...
DIGIMON'S INITIAL EVOLUTION LINE
In-Training
Species: Botamon
Appearance:
Attribute: N/A
Family/ies: N/A
Type: Slime
Fighting Style: To be honest she doesn't really have one. Not yet at least.
Abilities: [2 Abilities Max]
Bubble Blow Deluxe: Blows out a bunch of bubbles, deals light damage.
Candy Roll: Roll into a target in an attempt to trip them. Deals light damage.
Digivolves From: Botamon
Digivolves To: Meicoomon
Rookie
Species: Meicoomon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Beast
Fighting Style: Her grasp on fighting isn't very good, she doesn't like hurting people and will avoid it as she can.
Abilities: [4 Abilities Max]
Regeneration: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Lightning-Tendrils: Charging up her tendrils with lightning Holly can make an empowered melee attack to a target dealing medium damage to said target.
Flicker: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. While it's only a ten foot shift in her position it's often more than enough to get her out of trouble. Outside of combat there is no cool down while in combat there is a two post cool down.
Shadow-Stitches: On use a somewhat dark aura radiates around one of Holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals light corrosive damage. Duration of 3 posts, cooldown of 2 posts.
Digivolves From: Botamon
Digivolves To: Meicrackmon
Champion
Species: Meicrackmon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits
Type: God Beast
Fighting Style: Her grasp on fighting isn't very good, she doesn't like hurting people and will avoid it as she can.
Abilities: [6 Abilities Max]
Regeneration II: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Quasi: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things, even make basic attacks. These Quasi are capable of speech but will only say one line of whatever holly wanted them to at the time. They cannot use any of her moves. They only last for two posts and at the end these 'Quasi' vanish. Three post cool down.
Flicker II: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. Outside of combat there is no cool down while in combat there is a two post cool down. This more powerful version of Flicker gives her a twenty foot range.
Lightning Cross: Holly is capable of throwing bolts of lighting within thirty feet of herself. They're wild and somewhat unpredictable as she's not very good at controlling them. Deals high damage but has a low accuracy. Two post cool down.
Shadow-Stitches II: On use a somewhat dark aura radiates around one of Holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals medium corrosive damage. Duration of 3 posts, cooldown of 2 posts.
Unshackled: This ability allows Holly to bypass her limits for a short time. Allowing her to be both faster and stronger in a physical sense. Duration of 2 posts, Cool down of 3 posts. During the cool down segment of this Holly is sluggish and weak as her body tries to catch up with her. She can only use this twice per form.
Digivolves From: Meicoomon
Digivolves To: Unknown
Ultimate
Species: Meicrackmon Vicious mode
Appearance:
Credit for the edit to eizer!
Attribute: Vaccine
Family/ies: Nature Spirits
Type: God Beast
Fighting Style: At this point holly has resigned herself to her nature. That she is a fighter bred and born. That she can help those she cares for and that she can make a difference. So she puts her mind to every fight, she puts her body to every fight. She is graceful, she is powerful. She is unlearned but it doesn't matter. Spend too long fighting holly and she will find that space in your armor. Find that achilles heel. While she certainly thinks she takes after her father... She fights more like her mother than any one else.
Abilities: [7 Abilities Max]
Regeneration III: Every post rotation this digimon heals a light amount of damage. If afflicted by a status effect this regeneration stalls out until that effect is over with. Any healing ability that is used on her stalls out this regeneration effect as well.
Beast Dance|Inherited Move[RAM UPGRADE]: This digimon moves at unreasonable speeds; faster than it's cousins by a large margin this digimon is also largely frailer than it's cousins.
Quasi|Standard Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. Even make basic attacks. These quasi are capable of speech but only will say one line of whatever holly wanted them to at the time. They cannot use any of her moves and vanish when struck. They only last for two posts and at the end these 'Quasi' Vanish. Three post cool down. The standard variant cannot be used during other Quasi Variants active periods or cool down periods.
Quasi|Advanced Combat Variant: Holly can create three clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of using any ability that she is except for other Quasi and once per thread abilities. Save for the fact that they are at 1/3 the strength that Holly's attacks would be. They only last for two posts and if they use an attack they vanish on the post that they would of used it on. At the end of those two posts these Quasi vanish. Three post cool down. The Advanced Variant cannot be used during other Quasi Variants active periods or cool down periods.
Flicker III: Holly is capable of a short ranged teleport that bypasses most physical boundaries without issue. Outside of combat there is no cooldown while in combat there is a three post cool down. This is a more powerful version of flicker that gives her a forty foot range.
Shadow-Stitches III: On use a somewhat dark aura radiates around one of holly's paws. Striking a target with a dark patch of data to stick to their skin, spreading out into several dark needles to stab through the surface. Deals high corrosive damage. Duration of 3 posts, cool down of 3 posts.
Unshackled II: This ability allows Holly to bypass her limits further for a short time. Allowing her to be faster and stronger, not only in a physical but in a mental sense as well. Duration of 2 posts, cool down of 3 posts. During the cool down segment of this holly is sluggish and weak as her body tries to catch up with her. She can only use this twice per form.
Lightning Cross II: Holly is capable of throwing lightning within two hundred feet of herself. They're surprisingly precise and punch through armor of enemies with ease. Deals high damage. Three post cool down.
Quasi|Scout Variation[RAM UPGRADE]: Holly can create up to four clones of herself that can mimic her movements almost perfectly. They can move around and physically interact with things. They are capable of advanced thought, speech and information gathering. Outside of combat they last until dismissed while in combat they only last for two. When struck these scouts vanish. They have no combative talents past scouting and are unable to make attacks on their own. Scout variants, when vanished share information that they learned with the host making them a valuable extension of ones self. Three post cool down. Scout Variants cannot be used during other Quasi Variants active periods or cool down periods.
Digivolves From: Meicrackmon
Alternate Ultimate #1
Species: Meiphemon
Appearance:
Attribute: Vaccine
Family/ies: Virus buster
Type: Sloth
Fighting Style: Somewhat lazy, rather refined and minimalistic. This digimon uses the least amount of effort for things. Generally reducing it's movement speed or other inclinations in favor of... Well staying in one place for as long as they need to.
Abilities: [7 Abilities Max]
Float|Non-Combat-Passive: Meiphemon’s tail is more than just for show! If she reclined lazily upon it it can float and carry her through the air. It basically allows her to fly albeit at an incredibly reduced rate.
Forget me not|Combat Passive: Meiphemon’s body is a strange one, her core which normally on other forms rotates at an incredible pace gives many mons in holly’s lines regeneration. In this case the exact opposite seems to be true. That meiphemon’s core rotates so slowly that it takes time for it to register damage has been done to it. Rather than take damage or heal right away; Meiphemon’s body takes the damage or heals on the next posting round instead.
Rock Steady|Combat Passive: Meiphemon’s body is durable, to an extreme. Her body shrugs off blows that would normally blast many apart. Reducing her damage taken by a whopping 30% while reducing her speed by 25% and increasing Crowd control effects durations by 1 post.
Finger Guns: Meiphemon is capable of shooting out small pinpoint lasers from her pointer fingers. Dealing high precise damage to locales and bypassing shield or barrier type moves in a pinch. Deals high damage. 300 feet. 3 post cooldown.
Wire Lash: Meiphemon can create a set of energy wires between her hands for a moment before able to use them much like a whip. Lashing out to hit targets within 150 feet of herself. These lashes can slice through most materials save for the hardest [like digichrome or titanium for example] and last for 3 posts. 3 post cooldown. Deals high damage.
Second but third: Meiphemon can create a large orb of energy that she can cast out at a target. This target if struck by this orb doesn’t take damage right away but instead has the energy build up in their bodies. Attacks made during the two posts of charging add a chunk of their damage to this one. Upon the third post this orb detonates within their body dealing high to extreme levels of damage based on how much one attacked during it’s ‘charge’ phase. 2 post charge. Five post cooldown. 300 foot range
Rake: Meiphemon is capable of raking a target with her razor sharp claws. These claws apply a light bleed and deal medium damage normally. Two post duration. Three post cooldown.
Slam: Meiphemon’s tail sometimes likes to help out in a fight. By slamming itself against a target and launching them away from it’s host. Deals light damage initially but has incredible knockback; dealing increased damage based off of what the target slams into. Two post cooldown. 100 foot knockback.
Black Tempest|RAM UPGRADE: Meiphemon is capable of forging a powerful swath of electricity between her hands into a strange spear. This spear can be thrown once to deal high single target damage. And upon the next post detonates into a pillar of electrical energy reaching out to fifty feet dealing high damage to anyone caught in the blast. Five post cooldown.
Lost in communication|RAM UPGRADE: Meiphemon is so slothful that sometimes she forgets things people say or do. It's somewhat annoying outside of combat but inside of combat it serves a deadly purpose. Once per thread they can outright forget an attack that has been made against them after the fact. Reversing all damage that the attack had made and any added effects it may have on their body or mind.
Digivolves from: Meicrackmon
Mega
Species: Clarimon_Minor
Appearance:
This digimon's form is simple as it is pure. Made completely out of light and energy this form is absolutely weightless. It's entire form holds no distinct marks, no overbearing weight that many super mega's have. It's simple and feminine in nature. It's body is shaped somewhat in the fashion of a human, but it's proportions are just too proper, too right. It's lush hair cascades down it's shoulders and drapes down it's back but may also be strung up into a ponytail if it so wishes. It's entire body is colored a somewhat gentle white that glows in the dark. Making it difficult for this form to hide without extinguishing itself completely. It's face has no distinct features, no mouth, no eyes. Just a simple curvature that would give a place for these things to properly exist if they did.
Attribute: Unknown
Family/ies: Unknown
Type: God
Fighting Style:
Abilities: [9 Abilities Max]
Digivolves From: Meicrackmon Vicious mode
Digivolves To: Clarimon_Major
|RAM UPGRADE GIGA| Jade orbs: A set of seven somewhat small orbs that change in size based on the host digimon's own size. They're made primarily out of jade but have several veins of other materials. It's far harder than any normal jade could hope to be and is about as durable if not more than it's host. Inside of the orbs lays a collective AI that is capable of learning and reasoning much like it's owner does. It is named after it's own coloration and it's voice is decidedly feminine. Outside of battle it simply gathers and catalogs information for it's owner's benefit while inside of battle it's devious ability is brought to light.
The jade orbs possess different formations. Three to be specific. Defensive, offensive and supportive. Each formation gives a small boost to the respective grouping. But only ever at 10%. Only one formation can be active at a time and there is a three post cool-down to switching between formations. Defensive provides a damage reduction, offensive increases damage output and supportive increases healing done.
Mega
Species: Ancient_Raguelmon
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: God Beast
Fighting Style: This digimon prefers to stay in the back lines, providing support to her allies. Having very little outside of her own physical capabilities this digimon needs a 'aggressor' in terms of allies. It's very much so a pure healer class.
Abilities: [9 Abilities Max]
Aetherflow|passive: This digimon radiates an aura of healing energy to a single ally within a radius of thirty feet of itself. This particular ally is healed by 5% per posting round. On rounds that a healing move is used on a target rather than that posting round healing them it instead boosts the healing move by the same percentage.
StoneSkin|Passive: This digimon's nature gives it a soft damage reduction of 30%. If allies are within one hundred feet of itself are present it's damage reduction is removed and provided to them. [30% for 1, 15% for 2, 10% for 3] [up to three targets].
Secret of Aether: For each healing or protective based move this digimon builds up a stack of Aether, though its limited to one stack gained per post. Upon three aether stacks this digimon may release a powerful single target heal on a target within one hundred feet of itself. If a target is at full health their next move's effectiveness is increased by a large amount. This move is equivalent to one with a cool down of five posts as it requires a build up to even function.
Cure: This digimon pushes out a healing orb into a target within 100 feet of itself. This ability simply provides a medium heal and stops bleeding. Three post cool down. It shares a cooldown timer with Medica.
Medica: This digimon uses three of it's orbs to produce a healing pulse in a thirty feet radius centered on itself, healing all friendly target [up to three] for a light amount. This move cannot remove status effects and is halted by damage over time effects. It shares a cooldown timer with cure.
Regen: This digimon pushes a single orb to follow a target for three posts, heavily healing them over the duration. If a damage over time status effect is present it is removed rather than providing healing for that posting rotation. Five post cool down.
Asylum: Using two of her orbs this digimon has them rapidly spin around a target location. Purifying the area and all allied targets within it [up to three] healing them for a medium amount. Five post cool down.
Rescue: This ability pulls a willing target to them, healing them lightly and moving them out of harms way. Up to 150 feet. Five post cool down. Additionally she may use this to pull herself to a friendly target in need of healing but at twice the effective range!
Largesse: This digimon empowers its next healing move, doubling it's effectiveness. This does not use a combat action. This may only be used three times per thread and has a cooldown of 3 posts between uses.
Digivolves From: Meicrackmon Vicious mode
Digivolves To: Baihumon
Super Mega
Species: Clarimon_Major
Appearance:
This digimon's form is simple as it is pure. Made completely out of light and energy this form is absolutely weightless. It's entire form holds no distinct marks, no overbearing weight that many super mega's have. It's simple and feminine in nature. It's body is shaped somewhat in the fashion of a human, but it's proportions are just too proper, too right. It's lush hair cascades down it's shoulders and drapes down it's back but may also be strung up into a ponytail if it so wishes. It's entire body is colored a somewhat gentle white that glows in the dark. Making it difficult for this form to hide without extinguishing itself completely. It's face has no distinct features, no mouth, no eyes. Just a simple curvature that would give a place for these things to properly exist if they did. The very last thing that this creature possess is multiple sets of wings; that span twice it's body in width. They aren't attached physically to the body and simply float a good foot or so away from the body. There are eight in total ranging in different positions and flap when needed.
Height 8 Feet.
Attribute: Unknown
Family/ies: Unknown
Type: God
Fighting Style: This digimon specializes in long range support and healing ventures. It would rather keep itself away from the physical nature of fights but it isn't against getting knee deep in the action if someone is in danger. It's overwhelming gentleness is something that is very jarring for something so powerful; something that shouldn't belong on the battlefield. When resolved to fight this digimon is an absolute menace, relying on massive firepower and quick strikes in order to give those it cares about victory.
Abilities: [10 Abilities Max]
Visage of the faceless one|Passive: This digimon is not affected by moves that would normally affect the senses or mind. In that effect she cannot be buffed in any sort of way even by her own power.
Guardian Oath|Passive: This digimon naturally excludes an aura that gives allies around her a large damage reduction. Fifty foot radius, maximum of three targets. For each individual that is within this buff range her own defense suffers by 10%. One willing target will receive a 30% damage reduction boost, Two willing targets will receive a 20% damage reduction boost, and Finally Three willing targets will receive a 10% damage reduction boost.
8 of 9: This digimon is capable of passing their wings off to others granting them a portion of this digimon's power as a result. Any defensive based move is increased in strength by 30% while any offensive move is lowered by the same degree. Flight speed is drastically increased. Three targets maximum, requires line of sight of the target. Three post duration, five post cool down. Requires target's consent.
Cradle of Purity: Clarimon can for the lack of better term extend out her energy to an ally. Wrapping and warping energy around it in a cocoon that gently pushes against the body of the wounded individual. Healing them for a high amount over the course of a single post. Three post cool down, hundred foot range.
Orchestra of the Fallen: This digimon plays a tune on a summoned instrument, or sings a song to those around it. Allies find themselves able to fight harder than before, dredging up energy from the depths they didn't know they even had. This boosts their combat prowess considerably for a short time, allowing them to overcome the flow of even the worst battle. One post channel, three post duration, five post cool down. Range of five hundred feet, maximum of five targets, 50% boost per person.
Shield of Faith: This digimon creates a perfect bubble shield around itself to block a single super mega tier attack. This shield if not shattered remains for two posts before vanishing. Cool down of three posts. This shield can be placed on others but increases the cool down to five posts if so. Attacks may be fired out of the shield but they are reduced by half in strength.
Angel's Needle: Clarimon waves it's hand and rotates it's wings in such a manner to collect energy in front of it. These pin point laser charges focus it's energy into a single point rearing up a massive swath of energy. Afterwards this digimon shoots out a large laser at a target intending to deal high damage to it. Three post cool down. One mile range, capable of punching through most metals to strike at a target.
Endless Expanse: This digimon calls down a beam of light from the sky attempting to smash into a target and drag it's form down to the ground. This beam is massive in size, carrying the weight of much more than just simple light particles. If the beam strikes a target, it carries it down to the ground and pins them there restricting movement for a post. Deals medium damage. Three post cool down. If already on the ground the damage is increased to high.
Fallen and Forgotten: This digimon draws a diagram in front of it. A simple twelve pointed diagram with many twists and turns. From within this diagram rears twelve heads of many different dragons, roaring and snapping harmlessly at any individual that comes near her. With a simple wave of her hand these twelve heads roar and shoot out a collective of beams at a single target dealing an incredible amount of damage. Their range is as immense as their bodies, allowing them for unrivaled dominance of the skies. It matters little if she cannot see you. This ability can be used consecutively but drains a incredible amount of energy and restricts Clarimon to the position she had drawn the diagram. If this weightless entity is knocked away from her diagram the dragon's fade. Maximum duration of three posts, cool down of three posts. For the entire cool down Clarimon's body is dull and faint. She cannot fly and her attacks are reduced by 75% as she struggles to recover.
Field of Tears|Ultimate: A move of absolute purity; this ability rains down light from the sky in the shape of snowflakes. Slowly and gently do they take to those that are allies. Healing them based on the amount of health they are missing. Those that have a large amount of health left are healed a little bit, while those near death find themselves re-invigorated and their bodies restored to peak condition. Up to five people within a thousand feet of Clarimon. Once per thread. This drains an incredible amount of energy from the digimon and reduces her abilities by a huge margin for the rest of the thread.
Digivolves From: Clarimon_Minor
Digivolves To: Clarimon_Ring_Mode
Super Mega Mode Change
Species: Clarimon_Ring_Mode
Appearance:
This digimon's form is simple as it is pure. Made completely out of light and energy this form is absolutely weightless. It's entire form holds no distinct marks, no overbearing weight that many super mega's have. It's simple and feminine in nature. It's body is shaped somewhat in the fashion of a human, but it's proportions are just too proper, too right. It's lush hair cascades down it's shoulders and drapes down it's back but may also be strung up into a ponytail if it so wishes. It's entire body is colored a somewhat gentle white that glows in the dark. Making it difficult for this form to hide without extinguishing itself completely. It's face has no distinct features, no mouth, no eyes. Just a simple curvature that would give a place for these things to properly exist if they did. The very last thing that this creature possess is multiple sets of wings. They aren't attached physically to the body and simply float a good foot or so away from the large ring that floats behind this digimon's body. They slowly rotate and shift in position based on her needs. They are much larger than the previous forms wings, stretching well over thirty feet each. Eight wings in total.
Height: 10 Feet
Attribute: Unknown
Family/ies: Unknown
Type: God
Fighting Style:
Abilities: [10 Abilities Max]
Digivolves From: Clarimon_Major
Alternate Super Mega #1
Species: Baihumon
Appearance:
Attribute: Vaccine
Family/ies: Metal Empire/Unknown
Type: Holy Beast
Fighting Style: Unknown
Abilities: [10 Abilities Max]
Iron Lord|Combat Passive: If it is one thing, Baihumon is durable. It's fur being beyond that of natural limits is made purely out of a digizoid fiber of sorts. It's strong to the point of having a heavy resistance[30%] to all forms of damage. At the cost of moving much[30%] slower. Water attacks weaken the fur considerably and disable this passive for three posts upon successful contact.
Charged-Air|Combat Passive: This digimon is putting off a constant barrage of electrical currents into the air. Arcing off of it's fur, the orbs and metal that it's body may possess. This hyper charges the local area that the mon is in. Creating a field of sustained damage to those that come too close. Friendly individuals find that this field deals no damage to them. Deals light damage to any without electrical resistance. If struck by a water attack this negates the passive for three posts. Hundred foot range.
Hyper-Regeneration|Combat Passive|RAM UPGRADE: This digimon is capable of regenerating a medium amount of damage per posting round. Upon being struck with any enemy attacks it is boosted to a heavy amount of regeneration for three posts and then goes on a cooldown of Six posts afterwards. Healing abilities, status effects, defensive abilities or otherwise friendly/unfriendly abilities stall out this regeneration for the duration of effect.
Accelerated Flight|General Passive|RAM UPGRADE: This digimon is capable of super sonic flight outside of combat, breaking the sound barrier multiple times over. Inside of combat it's aerial prowess is what you would expect of an average mystical user. It can't compete with the best of them in terms of maneuverability but it's speed is something to behold.
Hyper-Nova-Cannon: This digimon concentrates it's energies into it's mouth, creating a localized ball of pure electrically based plasma. It chomps down onto this ball swallowing the energies to mix into it's bodies for a short time. This digimon then fires an impossibly powerful attack, dealing intense damage in a straight line up to five hundred feet. Capable of punching through defensive moves and bypassing resistances even to it's same typing. This move is considered an anti-defensive move. It's standard cooldown is three posts, when used against a defensive move this move's cooldown increases by the same amount as the defensive move used.
Ten-Billion-Volt-Cascade: This digimon takes all the energy that it would normally use for it's Charged air passive and kicks it into overdrive. This creates a localized super nova of electrical destruction. Dealing immense damage to all within two hundred feet of itself. This attack leaves Baihumon without it's Charged-Air passive for three posts. At the end of those three posts it may not use Ten-Billion Volt-Cascade for another Three posts. [Effectively a six post cool down]. Extending this cooldown by use of additional water is also a notable concern.
Thunder-Fang: This digimon charges it's jawline, fangs and claws to make a massive attack at a single target. Dealing high electrical and physical damage. This attack has an innate knockback of fifty feet. Three post cool down.
14 Orbs: This ability allows Baihumon to shoot a multitude of varying lightning bolts at a target dealing high damage to them within a range of three miles. This requires line of sight or knowledge of the target. These bolts of lightning are strong enough to punch through solid rock, various metals and even scar digizoid. Three post cool down.
Mountain of The Iron Lords: This digimon summons up a massive pillar of metal, quite close to the size of a small mountain in an attempt to slam down on an area of roughly a 100 feet in size. This mountain deals a heavy amount of damage and after being used remains in the area as long as Baihumon is the digivolution. Additionally electrical attacks may rebound or go through this metal. Five post duration, One post use, Five post cool down.
Shield of the Iron Lords: This digimon dictates an target other than itself to be protected by a heavy shield. This blocks a single attack of super mega level and cannot be broken without extreme effort from lower levels. Lasts for two posts, cool down of four posts. This shield is stylized in such a fashion to match the metal on Baihumon's head. This ability uses the orbs around it's body to quickly form the shield around the intended target within Fifty feet of itself.
Digizoid-Rain: This digimon creates a weather phenomenon known as Digizoid rain within it's centralized area of 500 feet. It deals high area of effect damage to all within it, save for it's self. This digizoid rain shear through most coverings and deals high damage. Three post duration. Once per thread. If used outside of combat this cannot be used inside of combat in the same thread.
Weaver: This move is allows it to heal a single digimon completely once per thread. If used outside of combat it cannot be used inside of combat in the same thread, however outside of combat this ability does not have a cooldown.
Digivolves From: Unknown
OPTIONAL EVOLUTIONARY STAGES - ARMOR DIGIVOLUTION
Armor Champion
Species: Nerfetimon x
Appearance:
Height At the Shoulder: 7 Feet
Attribute: Vaccine
Family/ies: Virus Buster
Type: Holy Beast
Fighting Style: A never ending trickster of the sea, a riddle holding mon is thee! My grace, my stance, my flighty dance. To and fro, afar and behind. Friends I support, till the friends and I dine! I seek out shelter, I seek out protection, never one to fight for perfection. My friends you battle oh so hard, till the end of the day make sure you are my guard~
Abilities: [6 Abilities Max]
Phoneix Kit: To those around it that it would deem friend. A never ending support this digimon shall lend. Those that step too close find their health imbalance restored! But those that step too far, find that their movement is reduced to tar! [Lightly heals allies within 30 feet, if accepting of this once they leave that 30 foot range their movement speed is reduced by a light amount for three posts]
Wings of Old: One may fly too close to the sun, but I ask you from that where is the fun? Those that bear this boon may fly as high as they wish! Until of course Kid Icarus' jealous eyes take away my gift~. [Provides the ability to fly swiftly for three posts, flying any higher than a hundred feet will terminate the ability. Two post cooldown.]
A Man by Day, a Fool by night: Isn't that quite a sight? To see the future in it's bed, to let you know what is ahead. A simple pattern it yields to me, yields to you until you cannot see! [Provides a single willing target with the ability to foresee an attack allowing it to dodge, after which they will have a single post of blindness. Three post cooldown]
Garden Unbound: Ah yes, the lovely Earth. It holds us dear, holds us close. What's that my love? Your feet find purchase too firm, too soft? What's this strangeness? What's this cost? Your limbs grow tired, your eyes grow soft. The firm ground will be your bed, no matter the cost. [Turns a small thirty foot area into quicksand reducing movement in it for three posts, heavy digimon will sink quicker while lighter digimon will have an easier time. Lasts for three posts, three post cooldown]
Riddle Me This: Riddle me that, I'll strike a deal, I'll strike a cord. I won't let you go, until I get bored. [This digimon tries to strike up a deal with a target, holding it's attention for a post. Willing digimon will find their wounds slowly healing over the post. Three post cool down]
No Fair: A cheat, a false god's notorious beat. You made a fool out of me, now I'll make you see why they chose me to guard the sand sea! [Shoots out a swath of sand in a cone in front of it. Dealing light damage within 30 feet of itself. Very irritating, very coarse!]
Digivolves From: Meicoomon
Armor Ultimate
Species: Dinotigermon
Appearance:
Credit for the Edit to Tsuki!
Attribute: Vaccine
Family/ies: Virus Buster/Unknown
Type: Holy Beast
Fighting Style: N/A
Abilities: [7 Abilities Max]
Golden Armor: This digimon is fitted with some rather durable armor. Protecting it and giving it 'natural' damage resistance. Allowing it to be far more durable than it's cousins. It enjoys a 30% increase to damage resistance but suffers by the same margin to it's speed.
Fierce Fang: This digimon is naturally more aggressive and it shows. Attacks it makes apply a bleeding effect that lasts for three posts, dealing light stacking damage. To end the bleed effect simply use a healing move to end it.
Electric whip: This digimon charges up it's long antennae and makes an melee attack against a single target dealing high damage and sends a target reeling backwards. Two post cooldown.
Reap-What-You-Sow: This digimon targets any individual with an active bleed stack. It then will attack them with the intent on taking whatever damage they are undergoing and heal themselves with it for an equal amount of the damage that had been dealt by the bleed stack. 3 post cool down.
Guardian Derision: This digimon protects an ally within 30 feet of itself. Substituting itself for the target and taking the damage intended for them at a reduced rate. Three post cool down.
Portals: This digimon can create localized portals to step through short distances away. Ranging from 10-50 feet each portal. It may fire attacks through these portals or step through them them-self. It may even send others through them if need be. Two post cool down.
Golden Missiles: This digimon shoots out a row of missiles at a target, intending to blast them apart. The missiles travel rather quickly but can be avoided. Two post cool down. Range of a hundred feet.
Digivolves From: Meicrackmon
Mercenaries
Digimon Name: Gaius
Default Form: Hypheriomon
Gender: Male
Alignment: Lawful Good
Skills/Talents:
Soldier: Gaius has served a long time in the military and still is respected among those that serve in the luminas faction. He knows what it takes to be one and has the assorted skills you'd expect someone to have that's been in for the length of time he has. Given that he's still considered active; his knowledge of fighting situations is fairly unapparelled among his peers.
Tutor: Given his strict adherence to both his personal code and luminas'; it's not a surprise that he was picked for this. While he can be brutal in his training he is quite good at it. Knowing when to back off and when to push; when someone needs help and when they need to be knocked down a few pegs. He's seen a lot of different people in his lifetime in many different situations and draws his experience from time out in the field.
Whittling: More of a hobby than anything, Gaius tends to whittle during his class while he directs people. It's one of the many ways one can find if he's having a good day or not. He's not particularly skilled in it, but it's soothing to him all the same...
Personality:
Straightforward: Gaius is the sort to tell you how it is; to your face and won't beat around the bush. He has no problems telling someone if they need to shape up and he honestly hates it when people try to cushion certain mediums. However He's exceedingly gentle when it comes to serious topics like death or the like.
Serious: All work and no play normally makes folks somewhat tense, but for gaius he loves the fact. It ties into how serious he takes his work and his students. It sort of bleeds into the other aspects of his life albeit in a less frustrating way...
Calm: It takes a lot to make Gaius angry, so much so it's almost next to impossible to find him raising his voice. He's very easy to work with because of this and tends to keep things leveled out for the people he trains. Though when it comes to fighting this calm surpasses the previous level and he seems to enter an almost zen like state...
Knowing: If it's happened Gaius likely has experienced it in some way or another; there's so much happened to him that he's able to take new things in stride and old things he can just easily accept. He's very quick to assess individuals and put them into their own brackets; able to figure out who or what needs to be done to help them well... progress!
DIGIMON'S INITIAL EVOLUTION LINE
Mega
Species: Hypheriomon
Appearance:
Attribute: Vaccine
Family/ies: Virus buster
Type: Divine Beast
Fighting Style: It should come to no surprise with such length of service and such consistency that Gaius is an all around fighter. While he is a caster type he knows close quarters quite well and makes good use of his long ranged abilities even while in the midst of battle. It's hard to catch him unawares or flat footed; making him an excellent rear or forward guard.
Abilities: [9 Abilities Max]
Flight|combat passive: unsurprisingly Gaius has the capability of flight, given that he has wings and is considered a natural flyer. He's fast in the air and is capable of outmaneuvering most with his rather sleek aerodynamic design. He can adjust his trajectory fairly easy with the combination of his wings, tail and long neck. Increasing his overall mobility by 10%.
Crown of Light|Combat passive: A powerful assortment of lights make up a crown above his head. Its innate power is holy in origin, burning and dealing increased damage against virus type digimon by 30% but reducing damage to holy type digimon by the same amount.
Light beyond Light|Combat passive: Gaius' light is extremely powerful, capable of slicing through natural armor and magical resistances with ease at his level. Up to 25% on passive abilities only.
Origin of Light: Gaius is capable of summoning a single crystal. This crystal is nearly the size of a baseball to him. Meaning that to a human it'd be nearly the size of a basketball. Using this crystal he is capable of shooting out a array of different beams or blasts. Each one of them striking in different ways. He can funnel the attack in a line or in a cone. Reaching up to a distance of a two hundred and fifty feet in a line. Striking all that would stand in it. Or a cone of one hundred feet. The crystal itself lasts for three posts and allows for him to make attacks with it as long as it is active. Five post cooldown.
Will of the Wisps: Gaius is surprisingly gentle when he wishes to be, summoning up an array of Wisps around him he may direct them to individuals that have received grievous wounds. healing them for a large portion of their health and giving them a small amount of regeneration for three posts. Three post cooldown.
Thorn of the Forgotten: Gaius takes one of the lengths of his crown, compressing it into a small thorn. Flicking this object at a target he is able to weight them down with such intense power that it overclocks their body when struck. Increasing their attack by 50% but reducing their defense by the same amount. two post duration. 3 post cooldown.
Brilliant Barrier: Gaius is capable of summoning a large dome around himself. Large enough to hold up to three allies within this dome. This dome lasts for three posts and may be fired out of but not fired into. It may take up to two mega attacks before shattering. Lasts for three posts. Four post cooldown. Gaius may not move while the barrier is up. The dome itself may only reach out to 65 feet in each direction.
Soulbound Utterance: Gaius is the holder of a single word of power, given to him by his father who was given by his father... and so on and so forth. None of them know where it had come from, just that it was in their data at the time of their creation. This powerful word when spoken increases Gauis' combat prowess by a whopping 25% all across the board for two posts. At the end of those two posts his body however is wracked with the fallout of the energy reducing his combat prowess by 25% for two posts. Three post cooldown.
Hyperion Manifold|ULTIMATE: Summoning up the primal energies of his clan Gaius is capable of creating a swath of powerful gates of light. Each of these gates unleashes a barrage of powerful energy beams made out of the stuff. Cutting a swath through the darkness and those that serve it. Were it to be used at night this brightens the area considerably till it's practically day. Deals a massive amount of damage up to three targets within a mile range. OPT.
Digimon Name: Myisha
Default Form: Hypheriomon-x
Gender: Female
Alignment: Chaotic Good
Skills/Talents:
Merc: While she had served in the military after her father, Myisha didn't feel like she belonged. She felt like her skills and personality was better put elsewhere. Eventually she'd 'retire' from the luminas military and walk her own path. Her own fighting style and assorted skills of travel coming into fruition from a long service to the mission guild. While she isn't as focused as her father her diversity both in and out of combat makes her for a very powerful ally. She's basically a jack of all trades and a master of none~
Personality:
Confident: Myisha believes whole heartedly in her skills, in her ambitions and power that she can't really see herself failing completely. She sees herself as a success but not so much in the way that others do; to the point of where she believes she simply is the best as she can be. While it hasn't hindered her growth too much; it certainly makes it difficult to deal with her on long term engagements.
Bold: From the front. That's where she'll go, if she isn't the one attacking you head on. Directly then you'd have to wonder where else she'd be. She refuses to play it on the down low believing that stealth and other venues don't do a warrior justice. Doesn't do HER justice. Because of this she's incredibly focused on the physical aspect of combat and development of her own self.
Smug: Graduating at the top of her class in both melee and studies didn't do much to help her blistering ego. One that has set her so high up on the proverbial food chain that it's often a surprise to her when someone can best her. Which she will more or less shrug off as them being either 'lucky' or 'born with it'. She's not mean about this so much as just matter of factually.
Zealous: Myisha won't stop. Period. If she takes a job she sees it to the end of either or it. If combat starts she will go all out; from the get go. There is nothing worth it. Nothing that she would rather have. She can't live if she can't give it her all. She won't stop until she is broken, she won't stop until they are broken. The only thing that she doesn't treat in this manner is training; knowing that she can't just break herself nonstop without some... problems.
DIGIMON'S INITIAL EVOLUTION LINE
Mega
Species: Hypheriomon-x
Appearance:
Attribute: Vaccine
Family/ies: Virus buster
Type: God Man
Fighting Style: Myisha is the varied sort of fighter that can attack from both afar and up close. Though she prefers the latter she doesn't mind resorting to the former. Utilizing a powerful great-sword that is affixed to her offhand via a long ever extending length of chain.
Abilities: [9 Abilities Max]
Armageddon|Combat Passive: The name of her now broken sword; Armageddon is a once massive great-sword that is affixed to her arm via a growing length of chain. She may use it to make attacks up close and at range [up to 100 feet away].
Passion|Combat passive: The name of her weapon arm, a length of armor that engulfs her entire primary hand and it's well... arm. It's capable of punching through passive defensive measures up to 30% and is the source of much of her strength. Allowing for her to lift a massive amount of weight. She's almost herculean in terms of strength...
Hard Light Step|Combat passive: Myisha is capable of flying by using her extreme power to treat the air as solid ground. It doesn't require much from her and she is capable of running at speeds that many would be jealous of in the air!
Passion or Armageddon: Myisha uses passion or Armageddon to make a single high powered strike against a target. Dealing either blunt or slashing damage based on which was used. Requires melee. No cooldown.
Shimmer Step: Myisha is capable of moving at great speeds; so fast in fact that she can close the distance between her an and opponent in a mere blink of the eye. She can use this to dodge or engage an attack. Tying into either a basic attack or named move increasing the move's cooldown by 1. Three post cooldown. Range of one hundred feet.
Passion Reborn: Myisha charges up her arm in such a manner that increases it's armor, it's size, it's durability and it's offensive nature for three posts by 25%. Allowing for her to make powerful but slow blows that are capable of sheering through all of the toughest of hides. Five post cooldown. Requires melee range.
Armageddon unleashed: Myisha is capable of launching waves of energy from the shattered blade of Armageddon. The energy is as sharp as her wit, capable of cutting through solid rock and metal without much resistance. Even digichrome is unable to escape it's bite. Deals high damage and is capable of hitting multiple targets. Increasing the cooldown of this attack up to 3 posts per combatant hit. Base cooldown of 1 post, with a max of 4 posts if 3 targets are hit. Range/Cone of 200 feet.
Barrier: Myisha is capable of creating a barrier surrounding her or a friendly target. Completely negating an attack that would damage them. To help an ally she simply snaps a finger and a small orb of energy launches at them with blinding speed. 300 foot range. 1 post duration. 3 post cooldown.
Divine Overture: Myisha combines Passion and Armageddon for one powerful if not over the top strike. Forming a simple but elegant version of both of her weapons. Putting her entire soul into a single attack; capable of blistering oceans into nothingness, shattering mountains into rubble and splitting the very skies in half. This abilities single moment of power is enough to crush anyone that gets into her way... By completely giving up passion and Armageddon for the rest of the fight. As long as she can see the target, she may strike at them. OPT.