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Syre's Advancement Thread
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Post by Syre the BlackGatomon on Oct 23, 2018 4:13:07 GMT
Oh wait, she's already at ultimate level?! UltimateSpecies: Sistermon Noir Appearance: Attribute: Virys Family: Nightmare Soldier Type: Dark Angel Fighting Style: As Sistermon Noir, Syre tends to stick to the midrange and fight with her pistols - but she's not afraid to get up close and personal if necessary! Abilities:
From the pistol on her right hand, Syre can enchant her bullets to take on the element of fire, which can burn the target. Three post duration, shared with 'Ice on the left!', and three post cooldown. This is the duration per instance of a gun enhancement - meaning if she uses only one enhancement, the duration is infinite until interrupted, though firing the weapon uses her named attack for the turn.
From the pistol on her right hand, Syre can enchant her bullets to take on the element of ice, which can chill the target. Three post duration, shared with 'Fire in the right...', and three post cooldown. This is the duration per instance of a gun enhancement - meaning if she uses only one enhancement, the duration is infinite until interrupted, though firing the weapon uses her named attack for the turn.
Loading a special shot into either pistol, Syre lets out one impressively loud shot - one that deals heavy damage, and pierces through shields of the same level that have a cooldown of two or less posts without a reduction in damage, and through higher-power shields with a lower level of power. Three post cooldown.
Used at close range, Syre's eyes gain a dark color, and the Sistermon attempts to make eye contact with the enemy. If successful, they find themselves held stiff for a moment - just enough for Syre to either get a point-blank shot in, or give a heavy blow in retaliation. One post cooldown, if successful.
An advancement off of 'Cryogenic Scorcher', the attack now fires as a projectile, conjured from her palms, with a maximum range of a hundred feet, exploding around the point of contact. In addition to the opponent taking largely fire damage, those affected feel heightened pain, due to the senses of 'hot' and 'cold' being stressed at the same time.
Syre's ring, worn on the ring finger of her right hand, radiates a heavy black light, and casts its shine over the enemy. Those affected are unable to heal over the duration of the technique (reduced effect against mega and no effects against higher levels). Three post duration, three post cooldown.
Without using her 'attack' for the turn, Syre can fire a single bullet from either gun, provided it is not currently under the effect of 'Fire in the Right' or 'Ice on the Left'. (For example, she can use 'Fire on the Right' along with a normal shot). If a shot is fired with this passive, this passive cannot be applied in the next turn.
Digivolves From: BlackGatomon - Ring
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Amelie
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Post by Amelie on Oct 23, 2018 23:25:18 GMT
They grow so fast these days :'(
1/2
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Raspberly
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Post by Raspberly on Oct 27, 2018 21:15:42 GMT
2/2
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Post by Syre the BlackGatomon on Feb 27, 2019 2:34:17 GMT
They grow up way too fast. MegaSpecies: Kuzuhamon Appearance: Attribute: Data Family: Nightmare Soldier Type: Dark Spellcaster Fighting Style:
As Kuzuhamon, Syre has a split style, using her conjured avatar to attack from a distance and her staff as both a magical instrument and a direct weapon, making her a capable fighter at mid-range.
Abilities:
At all times, Kuzuhamon is accompanied by her spectral avatar, generally in the shape of a shadowy fox. The avatar is capable of simple tasks, such as picking up or retrieving objects, but serves no battle purpose unless empowered. Should Syre use an elemental attack, the Avatar becomes empowered, its color changing to match the same element that Syre just used. Once the spirit has absorbed an element, it can dash for a target to deal moderate damage as a remote projectile, though if it misses its 'dash', the element is lost and the Avatar returns to its basic state. [1 turn cooldown after an attack] Syre can fly freely in all directions without the input of wings.
FIRE ELEMENT Calling back to her mother's roots, Syre empowers the staff she is holding with a vibrant blue flame. The shape of the energy can be adjusted using the staff as a base, allowing her to create weapons such as pikes or halberds. While in effect, she can utilize her 'attack' for the turn, giving full swing of this blade to send out a cutting 'arc' of energy to a range of about one hundred feet.
Three post cooldown, shared with Saberk of Ice, and three post cooldown. This is the duration per each instance of Saberk - meaning if she chooses one blade instead of drawing one, the duration is indefinite until broken, though using a projectile attack uses her named attack for the turn.
ICE ELEMENT Calling back to her mother's roots, Syre empowers the staff she is holding with a chilling white aura. The shape of the energy can be adjusted using the staff as a base, allowing her to create weapons such as pikes or halberds. While in effect, she can utilize her 'attack' for the turn, giving full swing of this blade to send out a cutting 'arc' of energy to a range of about one hundred feet. Three post cooldown, shared with Saberk of Ice, and three post cooldown. This is the duration per each instance of Saberk - meaning if she chooses one blade instead of drawing one, the duration is indefinite until broken, though using a projectile attack uses her named attack for the turn.
BLUE FLAME ELEMENT (Avatar - Fire damage and increased pain) An advancement off of 'Cyrogenic Burst', the attack still fires as a ball-shaped projectile. Flung from the edge of her spear, this can reach a maximum of two-hundred feet, exploding twenty feet around the point of contact. In addition to the opponent taking largely fire damage, those affected feel heightened pain, due to the senses of 'hot' and 'cold' being stressed at the same time.
DARK ELEMENT (Avatar - Advantage against Holy or Light) Syre's staff radiates a heavy black light, casting a dark shine in a twenty foot area around her. Those affected are unable to heal over the duration of the technique (reduced effect against Super Megas). Three post duration, three post cooldown. Cooldown does not apply unless the move succeeds.
LIGHT ELEMENT (Avatar - Advantage against Dark) If need be, Syre can raise her staff and create a panel-shaped shield, enough to cover her entire body and those directly behind her. Blocks or diverts one Mega level attack, depending on how the shield is angled. Two post cooldown
Instead of simply allowing her Avatar to passively siphon power off of her moves, Syre instead donates a portion of her energy to the Avatar itself, imbuing it heavily with the "Blue Flame" element. During this move's duration, the Avatar is unable to pick up another element, but is able to pursue a target within a range of five hundred meters, dealing direct slashing and 'blue fire' damage on successful strike. If significantly damaged, the Avatar must take a turn to reconstitute itself, via gathering its scattered flames back up into a single mass. Three Post Duration, Three Post Cooldown
- [Ultimate] Taizoukai Mandala
HOLY ELEMENT
Syre foregoes any pretense, grasping onto her spear as it gives off a blinding light. A powerful, holy burst of energy is sent off in all directions within a fifteen foot radius, and maintains for several seconds, dealing heavy damage to all within its range. Once per thread. Digivolves From: Sistermon Noir Digivolves To: TBD
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Amelie
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Post by Amelie on Feb 27, 2019 18:14:26 GMT
Holy Barrier shouldn't be able to completely block SM-tier attacks; partially at most.
Everything else is fine.
EDIT: Seems good!
1/2
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Raspberly
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Post by Raspberly on Mar 2, 2019 23:49:08 GMT
2/2
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Post by Syre the BlackGatomon on Feb 20, 2020 0:26:20 GMT
Shoot, its been a year since the last one? Well, time for Super Mega! Super MegaSpecies: Gallantmon Appearance: Attribute: Virus Family: Metal Empire Type: Warrior Fighting Style:
As could be expected of a lance user, Syre as a Gallantmon prefers to keep her stance square with the opponent, and rely on the length of her weapon and the durability of her shield to keep control of the fight.
Abilities:
- [Passive] The Ultimate Shield
Gallantmon naturally boasts one of the strongest defense ratings among its type, in large part due to its impressive shield. Physical attacks that strike the shield itself does reduced damage, mostly converted to concussive damage against the left arm. The shield can be destroyed, with great effort, in which case the shield is lost for the remainder of the fight.
Syre can fly freely in all directions without the input of wings.
Calling back to her mother's roots, Syre empowers the lance that she is holding with a vibrant blue flame, giving her attacks the fire element. While in effect, she can utilize her 'attack' for the turn, giving full swing of this blade to send out a straight, piercing blast of energy of energy to a range of about 250 feet. Three post cooldown, shared with Saberk of Ice, and three post cooldown. This is the duration per each instance of Saberk - meaning if she chooses one blade instead of drawing one, the duration is indefinite until broken, though using a projectile attack uses her named attack for the turn.
Calling back to her mother's roots, Syre empowers the lance that she is holding with a chilling white aura, giving her attacks the ice element. While in effect, she can utilize her 'attack' for the turn, giving full swing of this blade to send out a straight, piercing blast of energy of energy to a range of about 250 feet. Three post cooldown, shared with Saberk of Fire, and three post cooldown. This is the duration per each instance of Saberk - meaning if she chooses one blade instead of drawing one, the duration is indefinite until broken, though using a projectile attack uses her named attack for the turn.
An advancement off of 'Cryogenic Blast', the attack still fires as a ball-shaped projectile. Thrown from her shield hand, this can reach a maximum of five hundred feet, exploding a hundred feet around the point of contact. In addition to the opponent taking largely fire damage, those affected feel heightened pain, due to the senses of 'hot' and 'cold' being stressed at the same time. Two Post Cooldown
Don't underestimate the giant metal circle. Syre charges the target and gives an empowered push, dealing heavy blunt damage at short range. The attack makes it relatively safe to use on approach, as its literally a charge with the shield forward. One post cooldown.
Syre's shield gives a massive glow, light surging through her own body. All active debuffs caused by techniques are removed, and all debuffs gained during the next post are ignored. Four Post Cooldown
Syre calls to her roots as a gunslinger, and several red-or-blue bullets appear around her, before being forced out in one direction in a heavy barrage. Deals ice and fire damage on hit, with increased pain due to the variance in temperature. Additionally, due to the opposing elements and the irregular nature in which the attack hits, this technique deals triple damage against conjured shields (but not active defenses]. Four Post Cooldown
A powerful attack, primed from a still position. Syre holds up her shield, the metal disc gaining a radiant glow, before letting out a massive beam of arcane energy in one direction. Massively destructive, even at extreme range, though it is limited to the direction the shield is facing - and the aim can't be changed once the attack starts. Three post cooldown.
On use, Syre releases her spear, the weapon turning to flame. The weapon's energy surges above Syre's head, forming a massive energy construct, in the shape of a large, jagged spear, which is then flung to the target. On impact, a massive explosion encompassing five hundred yards in diameter occurs. Damage is highest in the center, but at least high fire-type damage occurs in the entire range. Once Per Thread
Digivolves From:Kuzuhamon
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Mae
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I'm the oracle that's had enough.
Posts: 608
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Post by Mae on Feb 23, 2020 11:59:37 GMT
Hee hoo, grading time.
Saberk of Flame - Reduce the range here to 250 ft.
Saberk of Ice - See Saberk of Flame, as these are essentially the same move with differing elements.
Cryogenic Destroyer - This is far too strong an ability to pass without a cooldown. I'd advise 2 turns of cooldown.
Dragon Storm - Raise the cooldown to 4.
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Post by Syre the BlackGatomon on Feb 23, 2020 17:56:23 GMT
Updated!
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Mae
Official Grader
The Royal Shipper
I'm the oracle that's had enough.
Posts: 608
OOC Name: Bass
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Post by Mae on Feb 23, 2020 19:59:52 GMT
1/2.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Feb 25, 2020 19:57:28 GMT
Approved.
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