Bone WIP
Nov 30, 2018 3:49:18 GMT
Post by Momomiji Matsushima on Nov 30, 2018 3:49:18 GMT
Name: Momiji Matsushima
Alias: Momomiji, Momo, a variety of embarrassing "hacker-style" nicknames that absolutely do not need to be brought up. Alianthus
Age: 17
Gender: Female
Height: 5'8"
Weight: 130 lbs
Alignment: Neutral Good (attempted)
Birth Date: November 1st
Western Horoscope: (Optional)
Birth Place:
Skills/Talents:
Backpack Contents:
Digivice:
Personality:
Appearance:
FaceClaim: SERIES • character • Your Name Here
Personal History:
Digimon Name - Partner #1: Skree
Default Form: Arkadimon Baby
Gender: Genderless
Alignment: True Neutral
Skills/Talents:
Inventory: (Optional)
Personality:
Personal History: (Optional)
Digimon Name - Partner #2: Gigi
Default Form: Arkadimon Baby
Gender: Genderless
Alignment: True Neutral
Skills/Talents:
Inventory: (Optional)
Personality:
Personal History: (Optional)
Fresh
Species: Kuramon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Prying Eyes: Kuramon and its twin are innately connected, no matter what form they are in. So long as Kuramon can see something, its twin is also capable of seeing it.
Digivolves To: Arkadimon
In-Training
Species:
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Bewitching Beast
Fighting Style:
Abilities:
Non-Combat Passive - Our Utopia: There exists a strange empathetic connection between Arkadimon and those close to it, which it can toggle on and off at will. Anything within arm's reach of Arkadimon feels what Arkadimon feels. For the most part these are very base emotions, due to its size and seeming lack of sapience. However, occasionally something bigger glimmers through . . .
Consumption: The most unique thing about Arkadimon is its razor-sharp tail, which is capable of piercing through the Digicores of far more powerful Digimon. If given access to a Digicore, whether through willing sacrifice or by taking it from a Digimon in the process of dying, Arkadimon is able to impale it and drain what data remains from it. If Arkadimon does so, it heals proportionately to the level of the drained Digimon. It also gains a surge of energy, allowing it to Warp Digivolve up to that Digimon's level (but no higher!) next post without losing its attack.
This ability has a few caveats. The first is that the Digicore has to be cleanly available. Arkadimon cannot break skin on its own, so it cannot simply kill a sleeping or helpless Digimon. The core has to be fully exposed in such a way that the Digimon may as well already be dead. In addition, the Digicore needs to be fresh. If the target has been dead for longer than three turns, its core is left worthless to Arkadimon. Finally, if the drain is unsuccessful, Arkadimon is locked into this baby form until its cooldown period is over. This often ends in it being squashed like a bug.
Magnitude: Strong healing move of the devoured Digimon's level.
Cooldown: Three Posts
Sizzling Spittle: Arkadimon spits up a froth of grey, tar-like bubbles. This ability burns painfully to the touch, but leaves barely any permanent wounding. It is a deterrent more than anything.
Digivolves From: Kuramon
Digivolves To: Vemmon
Rookie
Species: Vemmon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Shooting Star: Vemmon can hover using a small rocket pack. It is far too weak to actually allow Vemmon to fly, but it at least lets it stay a few inches off of the ground and break its own fall.
Non-Combat Passive - Esper-Terrestrial: Vemmon has latent psychic abilities that allow it to lift small objects, about half the size of what it can lift with its bare hands. Too much weight, and the most Vemmon can do is make an object wobble.
Space Age Alloys: Vemmon's armor is made of a lightweight, pressure-resistant material. Attacks that primarily operate through heat or pressure (ex: explosions, fireballs, bludgeoning weapons) deal 30% less damage against Vemmon.
Magnitude: 30% damage reduction.
Attacks:
Roswell Rocker: Vemmon fires a crackling red energy ball from a blaster mounted on its wrist. A very fast-moving attack, but Vemmon must be standing still or hovering in order to aim it properly. This move can be fired up to three times in succession, but incurs a one-post cooldown if it does so.
Cooldown: One post (if rapid firing)
Close Encounter of the Tired Kid: Vemmon fires a blue pulse of energy from both of its hands, draining an opponent's very fighting energy. Adds one post to the cooldown of the last move that an opponent used, or adds a one-post cooldown if none is present.
Magnitude: Plus One to an enemy's cooldown.
Cooldown: Two Posts.
Experiment 51: Vemmon fires a sickly pink mist from its mouth. It corrupts the data of an opponent Rookie level or below and turns them into an Oinkmon:
Oinkmon are incapable of using any named abilities, Digivolving, or speaking, but they can still move and perform basic attacks. Champion level Digimon are of hardier code and more resistant to this ability; their shape will change, but they can still Digivolve, use all of their abilities and speak. Any Digimon of Ultimate or above aren't effected in the slightest. A single target can only be turned into Oinkmon once per thread; their code becomes resistant to having this trick pulled twice.
Duration: Two Posts.
Cooldown: Three Posts.
Digivolves From: Arkadimon
Digivolves To: Chrysalimon, Vademon (Digi-Egg of Integrity)
Champion
Species: Chrysalimon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Hide Away: Chrysalimon isn't much for moving, but the powerful stinger at its backside is able to easily churn the earth aside to help bury it. Chrysalimon can easily burrow through sand, mud, and dirt, helping it hide itself.
Non-Combat Passive - No Hands, No Problem: As Chrysalimon is completely without hands, it needs to tap into the latent power possessed by its previous form in order to properly manipulate objects. Chrysalimon can lift objects (and consenting Digimon) of up to its own weight telekinetically.
The Metamorphosis: Chrysalimon is not much of a fighter in its own right. Instead, it is more like a living crucible, testing and reinforcing Vemmon's data as it shifts into superior forms. When in battle, Chrysalimon's data begins undergoing a reformation process for three posts. When combat begins, each post that Skree spends as Chrysalimon adds a permanent 10% to its next Digivolution's strength, speed, and defense, as well as making it noticeably bigger. These bonuses only apply after Digivolution, not to Chrysalimon itself, and last until Skree Digivolves or degenerates again.
Mangitude: +10% to all abilities per post spent as Chrysalimon, capped at 30%.
Chitinous Clamp: Chrysalimon's entire body is covered in hard, almost metallic barbs, even the segmented plates of its body deceptively sharp to the touch. Hand-to-hand strikes against Chrysallimon are not recommended for this reason, as a Digimon at or below Chrysalimon's level will hurt itself in the process. Digimon above Chrysalimon's level are immune to this effect, and it has no impact on weapons, projectiles, or magic spells. Even brawler Digimon are able to throw Chrysalimon with impunity: only punches, kicks, and other martial strikes suffer this backlash.
Magnitude: Half the damage of a hand-to-hand technique is instead dealt to the opponent.
Attacks:
Harden: Chrysalimon's body takes on a metallic sheen as its already sturdy defenses tighten up. For the duration of the post, Chrysalimon takes less damage from all incoming attacks. However, due to even its fibrous arms turning rigid, Chrysalimon becomes even more incapable of movement than usual.
Magnitude: 50% damage reduction
Cooldown: One Post
String Shot: Chrysalimon launches up to two of its six cable-like tentacles, stretching them to three times their normal length in the process. A direct hit sinks into the target and stays lodged there for up to a single post. After this post, Chrysalimon can either disconnect the tentacle or retract it, which depending on size either pulls Chrysalimon towards its target or pulls the target towards Chrysalimon.
Duration: One Post
Cooldown: One Post
Telson Torpedo: Chrysalimon firmly plants all six of its tentacle-like legs into the ground, pulling back on them like a slingshot. It then retracts them one by one to launch its body like a missile. The attack is powerful, fast, and precise, but due to a lack of limbs can leave Chrysalimon in a very dangerous position if it misses.
Cooldown: Two Posts
Para-Strike: Chrysalimon lashes a tentacle into an opponent, greedily scooping away as much surface data as it can from the attack. While a weak attack, it is surprisingly energy-efficient: a growing Digimon like Chrysalimon wouldn't want to waste a single drop of data, now would it?
Magnitude: 100% of damage dealt is stolen as health.
Cooldown: Two Posts.
Digivolves From: Vemmon
Digivolves To: Grimmon, Digitamamon (Digi-Egg of Perfection)
Ultimate
Species: Grimmon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Devil Dragon
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Lightwing: Grimmon's wings allow it to flutter through the air like a dragonfly. Its movements are quick and precise, but the droning sound they make when beating makes it hard for Grimmon to get the drop on others.
Non-Combat Passive - Spectral Sight: As a Digimon steeped in death, Grimmon has a better sense than most of whether a Digimon is close to death or not. A grey haze seems to spread over them as they take more damage, until those who can barely stand seem more like silhouettes than actual Digimon. While this is helpful for gauging a Digimon's health, it can make it a lot harder to discern the specifics of their position.
At Death's Doors: Grimmon's hook hungers for data, and only when this hunger is satiated can it hit with its full force. Grimmon's attacks hit harder the less health that the opponent has, turning a weaker attacker by Ultimate standards into a threat to be reckoned with.
Magnitude: 15% stronger attacks when an opponent is between 75% and 50% health. 30% stronger when between 50% and 25%. 50% stronger when between 25% and defeated.
Chrono Breaker: Grimmon is surrounded by an aura of unstable viral energy at all times. This aura unpredictably lashes out at all Digimon within arm's reach, whether friend or foe, with the force of a weak attack.
Magnitude: 50% of a standard Champion attack per post.
Attacks:
Chrono Cannon: Grimmon fires a burst of energy at its opponent from the buster cannon on its right arm. A simple, standard energy attack, although the skull shape that the energy blasts take on is a nice touch.
Get Over Here: Grimmon lashes its hook out at an enemy. Upon a direct hit, he drags them over to its current location. If the enemy is too heavy or resistant to be pulled over, Grimmon may be pulled to them instead.
Cooldown: One Post.
Chrono Corrosion: Grimmon slashes at the ground with its hook, creating purple cracks where he had struck. Those who step on the cracks are sent into a 10-foot deep pitfall trap teeming with viral corruption. Every post spent in the pit deals damage to the occupant. After three posts, whether triggered or not, the trap disappears and enters a cooldown period of one post.
Magnitude: One standard Champion attack per post.
Duration: Three Posts.
Cooldown: One Post.
Chrono Craft: Grimmon is capable of converting its viral particles into functional shapes, such as birds, clouds, or dragonflies. Whichever shape Grimmon chooses to form, these viral particles fly as a small swarm under its control. The swarm can be dispelled if hit with three Champion level attacks, five Rookie level attacks, or one attack of anything stronger, but until then does its best to follow, attack, and pester Grimmon's target.
Duration: Three Posts
Cooldown: Two Posts
Your Eternal Reward: Grimmon swings its hook directly at where an opponent's Digicore would be, its hook turning translucent all the while. On a successful hit, Grimmon actually separates its target's soul from its body! The Digimon's soul takes 50% less damage from attacks, but also deals 50% less damage as a trade-off. The Digimon's body is invincible as well, but is otherwise completely helpless. Mere physical contact reunites the two, but for each post that the target spends separated from its body, it takes increasingly high damage. Once the move's full duration passes the target Digimon's soul snaps back to its body, but it takes incredibly high damage as a penalty.
Duration: Three Posts
Cooldown: Once Per Thread
Digivolves From: Chrysalimon
Digivolves To: Argomon Mega
Mega
Species: Argomon Mega
Appearance:
Attribute: Virus
Family/ies: Jungle Troopers
Type: Mutant
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Him Big: Argomon is really big, even by the standards of the towering Digimon that make up the ranks of most Mega-levels. It can't stack up to absolute titans like ElDoradimon, of course, but it easily stands tall enough to give even flying opponent's pause.
Earthly Tether: At any time, Argomon's legs can dissolve into a mass of vine-like cables. These cables pierce through the Earth, allowing Argomon to regularly siphon energy from it. Every post, Argomon heals the equivalent of one Mega-level attack. However, as a consequence, the tethers make Argomon incapable of moving or even dodging attacks.
Magnitude: Half of one standard Mega level attack healed per post.
Throne of Vainglory: Argomon has almost no will of its own, instead allowing whoever sits in its throne-like mouth to guide its actions and give it commands. This privilege normally goes to Momo, but it can be willingly ceded to an ally or even forcibly taken. Whoever sits in Argomon's throne gets a hefty boost to the power of their attacks, as well as feeling a rush of power that borders on megalomania. If the current occupant of Argomon's throne has not been approved by its tamer, they are ejected after one post of control. If they are approved, they can freely come and go.
Magnitude: 50% boost to attack power.
Attacks:
Unbreakable Force: Green energy glows in Argomon's palm, forming a powerful looking ball. Argomon leans back and smashes it right into an opponent. The sheer force of this attack crashes through any shields, guards, or attempts to overturn it. Due to the cables that make up Argomon's arms, this move has a surprisingly far reach.
Cooldown: Two Posts
Moment of Reflection: Argomon slams its hands together, kicking up a sonic boom with enough force to send even other Megas flying. While primarily used to knock other Digimon around and batter them with concussive force, it can also be used to deflect a single projectile if Argomon's reflexes are on the ball.
Magnitude: One projectile reflected.
Cooldown: One Post.
Discord: Argomon's elbow, shoulder and neck cables unfurl in every direction, surrounding the area near Argomon's more vulnerable upper body with a barrage of lashing attacks. Approaching Argomon while this attack is in use is not very recommended.
Third Eye's Clarity: Argomon fires beams of light from all of the eyes on its limbs, seemingly doing nothing. However, while the beams do no damage to Digimon, they do deal damage to the fabric between dimensions. The space in front of Argomon is left shimmering from the strike. Argomon's next attack, provided it passes through the shimmering area, will come through a dimensional rift that opens in an area within Argomon's field of vision.
Cooldown: Two Posts.
Weight of the World: Argomon jumps so high that it practically vanishes from the battlefield. For one post, Argomon disappears above the cloud cover. Only the highest-flying and furthest-shooting Digimon can hope to reach it. In the next post it lands, kicking up a powerful sonic boom from the force of impact. Being underneath Argomon is unwise. Cannot be used indoors.
Duration: One Post.
Cooldown: Two Posts.
False Nirvana: Argomon smashes the ground with an oversized foot, sending a long fissure snaking across the ground. For one post, this fissure does pretty much nothing. However, after this dormancy period a sprawling yet surprisingly beautiful mass of vine-like wires sprouts from the ground. These wires extend throughout the length of the chasm, and spread across half of its width. It may be tempting to seek shelter within, but any opponent within the wires' span is whipped, pierced, and slashed by them, taking damage until they can make it out safely.
Charge Time: One Post.
Magnitude: Half of a Mega level attack per post.
Duration: Three Posts.
Cooldown: Two Posts.
Transcendence: This attack can only be used after Argomon has siphoned the Earth's energy for three posts in a row. Argomon leans over, bracing itself with its arms before unleashing a relentless barrage of energy needles from its mouth. If not properly braced, the force of this move can send even Argomon falling on its back. After using this attack, Argomon cannot use it again until absorbing another three posts worth of energy.
Digivolves From: Grimmon
Digivolves To: Diaboromon (Biomerge), Arkadimon Super Mega (Twin DNA)
Biomerge
Species: Diaboromon
Appearance:
Attribute: Free
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Rush of Power: The feeling of perfection flowing through Diaboromon is too much. Any other sensation is dulled by comparison, most notably the sense of pain. While Diaboromon is still in fighting shape, it is completely incapable of feeling pain. This makes it very hard for attacks to distract Diaboromon, but also makes Diaboromon have no sense of its current vitality.
Corrupted Blood: Diaboromon is a creature so rotten that even its blood has taken on a toxic effect. Any contact with a wounded Diaboromon risks searing an unprepared opponent as its infested data interfaces with them. This extends to hand-to-hand attacks as well, making non weapon-based melee very risky. At times Diaboromon even exploits this, rending its own flesh to create more caustic spurts of data along its body.
Magnitude: Half of a Super Mega level attack per post spent in physical contact with Diaboromon.
Overclocking: Diaboromon, if given proper room to move, scuttles around disconcertingly fast. Its movements make it look like a blur, and Digimon below Mega level can have a hard time even seeing it as it travels. This speed also extends to climbing and even leaping, making the otherwise groundbound Diaboromon surprisingly threatening in the air. The downside is that Diaboromon must stop in order to properly attack, rather than peppering an opponent with shots while running circles around them.
Attacks:
Phishhook Vice: Diaboromon extends both arms forward while also stretching the spikes on its back outwards, aiming to bring them together like a vise grip. An intensely damaging move on a direct hit, but even a glancing blow barely hurts.
Cooldown: Two Posts
Delete Cannon: Diaboromon fires a surprisingly massive ball of energy from its chest, twice the size of Diaboromon itself. A powerful looking move whose size makes it very hard to dodge, but if properly blocked actually loses most of its power.
Delete Trojan: Diaboromon fires a surprisingly massive ball of energy from its chest, twice the size of Diaboromon itself. Unlike the Delete Cannon, it separates into a massive cluster of smaller balls after reaching the opponent. After separation, they hover around the opponent for a second before collapsing inwards. Attempting to block just gets the target surrounded, so dodging out of its effective radius instead is preferable.
Malware Bites: Diaboromon bites down on the opponent, infecting their body with a steadily-developing virus. The virus starts out very weak, but for each post it remains active does twice the damage that it did previously. Attacks that cure or shorten status conditions are very strong counters to this attack, as they prevent it from ever reaching its most dangerous point.
Magnitude: .25x standard attack -> .5x standard attack -> standard attack
Duration: Three Posts.
Cooldown: Two Posts.
Shareware: Diaboromon creates a data construct of one of its previous Digivolutions. The construct uses a copy of one of its moves, scaled up to Super Mega level, and then vanishes. If the move already has a cooldown, it is added onto this move's cooldown. However, it can only do this once per form (In-Training and Fresh excepted), for a maximum cap of four uses per thread.
Cooldown: Two Posts + Cooldown of previous form's move. Limit 4 uses per thread.
The Cloud: Diaboromon surrounds itself in a sphere of mirrored doppelgangers, softening the power of incoming blows. Every hit suffered destroys some of these doppelgangers, lowering the resulting defense boost. The doppelgangers cannot actually attack, but they will perform harmless mirror images of Diaboromon's attack whenever Diaboromon does. Diaboromon is immobile so long as it uses this move.
Magnitude: 3x Defense Boost, lowers by 50% for each hit.
Duration: Three Posts.
Cooldown: Two Posts.
S.O.S. Final - Reboot: Diaboromon floats into the air, curls its arms together, gathering energy for one post. After charging up he fires three massive pulses of green energy from his body. Anyone, friend or foe, begins spontaneously de-Digivolving as bit rot sets into their bodies. They go down one level per post, in the order of Mega, Ultimate, Champion, and finally Rookie. While Diaboromon seems to resist at first, it too succumbs to the same cycle, albeit at a one post delay. Even humans are impacted, seeming to de-age (albeit not mentally) throughout the four post cycle. Once the four posts are expired everything resets, humans returning to their normal age and Digimon getting a free Digivolution to their highest available level. Diaboromon is the exception, regressing all the way back to its egg.
Charge Time: One Post.
Duration: Four Posts.
Cooldown: Once per thread.
Digivolves From:
Armor Champion
Species: Vademon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Alien
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Un-Forgotten Objectivity: Vademon can remember most anything, even details it wasn't quite present for. Anything that Skree has seen in the past, whether as Vademon or as another of its forms, can be recalled with perfect clarity. Biomerge and DNA forms may muddle this somewhat, but even then Vademon's genius intellect wins out more often than not.
Uncomfortably Fluid Organs: Vademon's body, worryingly enough, is more nimble than water. Much like a cat or an octopus, it can squeeze its body through any gap it can snake one of its tentacles into. Even its bulging brain is able to fit through, much to the dismay of any onlookers. This makes Vademon a pro at dodging and infiltration, even if his combat ability leaves much to be desired.
Attacks:
Unremarkable Flare Orb: Vademon pulls out a small laser gun, firing a few simple blasts at an opponent. This can be optionally charged for an extra post of power, but is fairly weak by charge time standards.
Charge Time: One Post.
Unbreakable Force Orientation: Vademon stretches out a hand, a tractor beam extending forth towards a target of its choice. This allows Vademon to lift up objects the size of other Champion-level Digimon. This includes, fittingly enough, Champion-level Digimon. However, other Digimon are able to pull against this technique, making it more of a far-range grapple than anything.
Duration: One Post.
Cooldown: Two Posts.
Uplifted Friend Ooze: Vademon turns its gun on an ally, spraying them down with a toxic-looking goo. This goo causes their intelligence to skyrocket, and also makes their brain swell up like Vademon's. This gives the targeted Digimon very limited precognition, making it easier for them to see attacks coming and set their own plans into motion.
Magnitude: 30% Agility Boost.
Duration: Two Posts.
Cooldown: One Posts.
Unbearably Foul Octaves: Vademon cranks up a dial on its gun, causing it to emit a terrible whining sound. Any who can hear this sound find it hard to focus on their attacks, weakening the damage they deal. Each post the horrid noise intensifies, making the move's effect stronger and more difficult to ignore.
Magnitude: 10% Reduced Attack Damage per Post (caps at 30%)
Duration: Three Posts.
Cooldown: Three Posts.
Unstoppable Fighting Object: Vademon summons a small UFO around its body, encapsulating its body in glass and steel. The UFO serves as a net doubling to all of Vademon's stats, making up for its own mediocre fighting abilities. It also gives Vademon the ability to fly. However, if Vademon's UFO takes five cooldowns worth of damage in a single fight (even during nonconsecutive summons), the UFO is broken and cannot be used for the rest of the thread. Piercing moves count as double the cooldown for this effect, and 0 post attacks count as 1 post of cooldown.
Magnitude (Boost): x2 to attack, defense, and speed.
Magnitude (Hull Strength): 5 Cooldowns of Damage (permanent)
Duration: Three Posts.
Cooldown: Two Posts (Gone for the rest of the thread if destroyed).
Digivolves From: Vemmon (Digi-Egg of Integrity)
:
Armor Ultimate
Species: Digitamamon
Appearance:
Attribute: Data
Family/ies: Nightmare Soldiers
Type: Perfect
Fighting Style:
Abilities:
Passives:
Egg-cellent Defenses: Digitamamon's shell is smooth. Like, really, really smooth. So smooth that any attack reliant on a cutting edge (sword slashes, wind blades) is going to deal far less damage. Unfortunately, being an egg, it is also very fragile. Any attacks that primarily operate through blunt force (explosion, boulder smashes) deal far more damage. This passive stops functioning after Devil's Egg is used.
Magnitude: 75% reduced damage from slashing attacks, 2x damage taken from blunt attacks
Attacks:
The Scrambler: Digitamamon rockets forward like a missile, spinning to hit the opponent with as much force as possible. A shockingly powerful attack, but leaves Digitamamon dazed on a miss. If used from the air rather than the land, it likes to call this the Egg Drop instead.
The Sunny Side: Digitamamon's eyes glow brilliantly as it spits a small, sun-shaped fireball at its opponent. The projectile moves slowly, but makes up for this slowness by making a miniature explosion upon contact.
Soft Boil: Digitamamon spews boiling hot water from its mouth, searing an opponent in close range. Not only does it hurt, but it softens up an opponent's defenses for a few posts.
Magnitude: 50% defense reduction.
Duration: Three Posts.
Cooldown: Two Posts.
Egg Poaching: Digitamamon's core springs out of its body, devouring an incoming attack of Ultimate or lower whole. It can hold onto an attack for three posts before having to spit it up. This attack can be used to rip the weapon out of a Digimon's hands, but it cannot counter unarmed melee attacks.
Duration: Three Posts.
Cooldown: Two Posts.
Benedict Impulse: Digitamamon fires a dark pulse of energy at an opponent, whispering promises and trying to get in their heads. The targeted opponent has a sense of paranoia settle over them, making them fear that their allies are going to betray them. Betraying them first sure seems like a good idea, right? This ability can only target the same target once per thread. Fool me twice, shame on me.
Duration: Two Posts.
Cooldown: Three Posts.
Devil's Egg: Digitamamon gives itself over to the demon within, which dramatically hatches from its shell. Its attribute changes to Virus and its attack and speed drastically increase. However, Digitamamon cannot remain in this form for too long. After three posts it either regresses to In-Training form or faints, leaving combat.
Magnitude: 2.5x boost to attack power and speed.
Duration: Three Posts.
Cooldown: Once per thread.
Digivolves From: Chrysalimon (Digi-Egg of Perfection)
Fresh
Species: Kuramon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Prying Eyes: Kuramon and its twin are innately connected, no matter what form they are in. So long as Kuramon can see something, its twin is also capable of seeing it.
Digivolves To: Arkadimon
In-Training
Species:
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Bewitching Beast
Fighting Style:
Abilities:
Non-Combat Passive - Our Utopia: There exists a strange empathetic connection between Arkadimon and those close to it, which it can toggle on and off at will. Anything within arm's reach of Arkadimon feels what Arkadimon feels. For the most part these are very base emotions, due to its size and seeming lack of sapience. However, occasionally something bigger glimmers through . . .
Consumption: The most unique thing about Arkadimon is its razor-sharp tail, which is capable of piercing through the Digicores of far more powerful Digimon. If given access to a Digicore, whether through willing sacrifice or by taking it from a Digimon in the process of dying, Arkadimon is able to impale it and drain what data remains from it. If Arkadimon does so, it heals proportionately to the level of the drained Digimon. It also gains a surge of energy, allowing it to Warp Digivolve up to that Digimon's level (but no higher!) next post without losing its attack.
This ability has a few caveats. The first is that the Digicore has to be cleanly available. Arkadimon cannot break skin on its own, so it cannot simply kill a sleeping or helpless Digimon. The core has to be fully exposed in such a way that the Digimon may as well already be dead. In addition, the Digicore needs to be fresh. If the target has been dead for longer than three turns, its core is left worthless to Arkadimon. Finally, if the drain is unsuccessful, Arkadimon is locked into this baby form until its cooldown period is over. This often ends in it being squashed like a bug.
Magnitude: Strong healing move of the devoured Digimon's level.
Cooldown: Three Posts
Sizzling Spittle: Arkadimon spits up a froth of grey, tar-like bubbles. This ability burns painfully to the touch, but leaves barely any permanent wounding. It is a deterrent more than anything.
Digivolves From: Kuramon
Digivolves To: Gizumon
Rookie
Species: Gizumon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Gizucopter: By spinning his spindly, spider-like legs, Gizumon can fly a few feet off of the ground. Unfortunately, while doing this, Gizumon is unable to use any other techniques that require legs.
Non-Combat Passive - Omni-Scanner: Gizumon's telescopic eye changes between many configurations, each indicated by the color that Gizumon's eye is currently glowing. Its standard yellow eye is for normal vision. Its green eye allows it to imprecisely keep track of the vital signs of nearby Digimon. Its red eye provides thermal vision. Its blue eye provides X-Ray vision. These vision modes can only be maintained for a single post at a time before going on cooldown for a further three posts, making them of very questionable use in combat.
Plug and Play: The cable-like tentacles on Gizumon's body allow it to dock onto other mechanical Digimon. While docked like this, Gizumon's legs can output more power and its weapon systems are overclocked. This allows it to essentially function as a power up for another Digimon, albeit at the cost of its own autonomy.
Magnitude: 30% boost to Gizumon's attack power and speed while docked.
Attacks:
Beam Barrage: Gizumon's eye telescopes out, revealing that it is part of a small gun turret. It then rains small, weak laser blasts down on the opponent. At close range this attack is surprisingly powerful, but more often than not it serves as covering fire for more powerful techniques.
Fright Light: Gizumon's eye lights up brightly as it quakes in place, making a high-pitched ringing sound. In essence this ability functions like a flashbang grenade, leaving anyone directly looking at Gizumon blinded and deafened. This is followed by minor disorientation during the next post. If an opponent turns away, they are completely unaffected.
Magnitude: One post blindness and deafness. One post blurred vision and ringing ears.
Cooldown: Two posts.
Gizu Drill Breaker: Gizumon pulls its four legs together into a nasty, drill-like shape. It then launches heedlessly into anyone in its path, breaking through shield techniques in the process. This attack is very powerful by Rookie standards, but only on a direct hit. Even a glancing blow loses most of its power.
Cooldown: Two Posts.
Digivolves From: Arkadimon
Digivolves To: Gizumon XT, Datamon (Digi-Egg of Integrity)
Champion
Species: Gixumon XT
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Gizucopter Mk Helix: Unlike Gizumon's poorly-improvised "flying," Gizumon XT has helix-paneled wings that allow it to properly take flight. While its non-aerodynamic body makes it incapable of flying very fast, its unique body type lets it spin and dodge through the air with ease.
Non-Combat Passive - Omni-Scanner: Gizumon XT's telescopic eye changes between many configurations, each indicated by the color that Gizumon XT's eye is currently glowing. Its standard yellow eye is for normal vision. Its green eye allows it to imprecisely keep track of the vital signs of nearby Digimon. Its red eye provides thermal vision. Its blue eye provides X-Ray vision. These vision modes can only be maintained for a single post at a time before going on cooldown for a further three posts, making them of very questionable use in combat.
Options: Gizumon XT is capable of separating the two spheres that make up its lower body, turning them into a pair of autonomous drones. These Options hover around the shoulders of any friendly Digimon that Gizumon XT directs them to, mimicking their movements and attacks to the best of their ability. However, these attacks pale in comparison to the real thing, dealing a fraction of the damage and possessing no secondary effects. They can also be sent to harass enemy Digimon, but can do little more than beep and whirr at the opponent in an irritating fashion. If an Option is destroyed, it will take time for Gizumon XT to rebuild it and reincorporate it as part of its body. Otherwise, Gizumon XT can recall them at will.
Magnitude: Deals 20% of the target's attack damage (scaled down to Champion level).
Cooldown: Two Posts (before a broken Option is rebuilt)
Unnervingly Nimble: Gizumon XT's wire-like body resists any attempts at stopping it, wiggling around restraints with ease. Attacks that would slow Gizumon XT down have their effect reduced by half, and full root moves only slow it to a quarter of its speed instead.
Attacks:
Gizu Gizu Barrage: Gizumon XT's eye flashes dangerously as it snaps into action. However, rather than firing a laser as one might expect, instead it spins on its axis to hit its foe with a barrage of spinning kicks. The way that Gizumon XT's body corkscrews and bends with each strike makes predicting the attacks surprisingly difficult.
Zap Tap: Gizumon XT rubs its wiry hands together, sending static electricity sparking across them. It then touches an opponent with both ends to send a shock comparable to a live wire through their body. While a painful move, the real danger it poses is its ability to stop an opponent in their tracks. This both roots the opponent and interrupts any ongoing moves that are being charged or channeled.
Duration: One Post.
Cooldown: Two Posts.
Termination Beam: Gizumon XT fires a barrage of ten lasers at the opponent, similar to those used by its previous form. However, these lasers directly sear an opponent's data, starting to erode them away from the inside. While a very weak effect for the most part, it can deal a surprising amount of damage if all lasers make contact.
Magnitude: 5% of a basic Champion attack per laser dealt per turn.
Duration: Three Posts.
Cooldown: One Post.
New, Clear Energy: Gizumon XT spreads its wings out like solar panels, gathering data within them and channeling it into the lens atop its head. Once fully charged up, it is then expelled in a beam of pure overheated data. While capable of causing serious pain to any Digimon hit by it, this attack is also worryingly good at racking up collateral damage.
Charge Time: One Post.
Cooldown: Two Posts.
Digivolves From: Gizumon
Digivolves To: Sakkakumon, Rockmon (Digi-Egg of Perfection)
Ultimate
Species: Sakkakumon
Appearance:
Attribute: Variable
Family/ies: Metal Empire
Type: Mutant
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Dark Shuttle: Sakkakumon is capable of floating through the air. It moves at rather slow speeds (although slow is relative to its comparatively massive size), but has perfect air control and is capable of handling elevations above the cloud line. If this passive is somehow disabled, Sakkakumon is completely incapable of moving.
Non-Combat Passive - Keter - The Crown's Domain: Sakkakumon's Sephirot spheres can each hold a single character, whether Digimon or human. Character in this case is defined by "is a single application," so tamer duos and Xros teams can all stay within one sphere. The mouth sphere always belongs to Gigi and Momo, who may be present in any form besides Sakkakumon itself. Inside of these spheres they cannot attack or be attacked, and do not count as a part of combat even if Sakkakumon is on the offensive. Characters within the Sephirot have access to a personal "room" tailored to their liking. When an occupant wants to enter or exit, they can travel through a tractor beam from Sakkakumon's mouth. If Sakkakumon dedigivolves before they can leave, occupants are badly damaged and forcibly expelled.
The one character restriction can be lifted if Sakkakumon's occupants want to visit one another, or if an opponent wants to invade Sakkakumon for some one-on-one battles. When in doubt, I will always pick the option that leads to the coolest possible thread.
Da'at - The Divine Light - Sakkakumon's spheres shine with a divine light, serving almost as a purifying filter against harmful energy. This allows them to adapt to techniques after being hit, making them deal less damage if used in succession. After three posts, the adaptation wears away and Sakkakumon takes full damage once again.
Magnitude: 50% reduced damage taken from any attack that hit Sakkakumon in the last 3 posts.
Attacks:
Yesod - Foundations of Reality: Sakkakumon uses an exact copy of a move of Ultimate or lower that impacted it last post. If Sakkakumon was hit by multiple moves in the same post, it can pick from one of them. Yesod's duration and cooldown will be identical to that of the move it copies, plus one.
Tiferet - Ravages of Beauty: The Crest of Light on Sakkakumon's chest glows brilliantly, casting down a radiant spotlight. Whichever Digimon is in Sakkakumon's spotlight has their strength and defense increase, as well as an increase to self-worth that can potentially border on overconfidence. Sakkakumon can change the target whenever it pleases, the buff immediately fading from the prior target when it does so.
Magnitude: 50% increase to strength and defense.
Duration: Three Posts.
Cooldown: Two Posts.
Netzach/Hod - Eternal Splendor: Sakkakumon's many eyes focus on various target, firing rapid-fire barrages of lasers at whoever is unlucky enough to be in their way. They can split up among many enemies, or focus entirely on one.
Chesed/Gevurah - Severe Kindness: Sakkakumon fires beams of energy towards two targets, one a crackling red and one a misty green. The target hit by the red beam has their health and energy sapped away, promptly transferred to the target hit by the green beam.
Magnitude: Heals equal to half of the damage done to the opponent.
Cooldown: One Post.
Chochmah/Binah - Contemplation: Sakkakumon's eyes snap shut as it contemplates the universe around it, sheer mental fortitude helping it push through any incoming pain. For a single post Sakkakumon becomes far more resistant to damage. In addition, its meditative state helps it understand incoming attacks. Foundations of Reality becomes stronger if used next post. This move incurs a two post cooldown after the fact.
Magnitude: 2x increase to defense, 1.5x boost to Foundations of Reality.
Duration: One Post.
Cooldown: Two Posts.
Malchut - Kingdom Come: All of the attacks and damage that Sakkakumon has endured thus far build up within its bottom-most sphere, its eyes glowing an ominous red. After building up for one post it fires, a shimmering, multicolored beam of light, requiring a post to recharge afterwards. This attack's power and size are proportional to the damage that Sakkakumon has taken up to this point.
Magnitude: 0x damage relative to a standard chargeable Ultimate attack between full and 90% health. 1x damage between 90% and 75%. 2x damage between 75% and 50%. 3x damage between 50% and 25%. 4x damage between 25% and 5%. 5x damage when on its literal last legs.
Charge Time: One post.
Cooldown: One post.
Cooldown: Original Cooldown +1.
Digivolves From: Gizumon XT
Digivolves To: Parasimon
Mega
Species: Parasimon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Parasite
Fighting Style:
Abilities:
Passives:
Noncombat Passive - Voices: Unlike Gigi's other forms Parasimon can speak. However, it is only capable of doing so mimicking the voices of others. It can mimic any voice or sound it has heard recently, but only remembers the voices of those it has spent significant amounts of time around. This talent is perpetually active, and it can drop or start a mimicry whenever it wishes.
Noncombat Passive - Subterfuge: Parasimon is a natural master of disguise, its metallic carapace changing color and texture to hide it. So long as it remains perfectly still it can be very hard to detect. This means that on a still surface it is practically invisible, while on a mobile host it has to work hard to prevent this glamour from breaking.
Little Surprise: Parasimon, compared to your average Mega level Digimon, is pathetically weak. Enemy moves, whether status effects, debuffs, or even offensive moves, treat Parasimon as if it was a Rookie, and its direct attacks are similarly weak. However, being made of such weak, condensed data makes Parasimon more energy-efficient and stable than almost every other Mega. Gigi, even in weaker Ultimate or Champion forms, can "regress" to Parasimon instead of Vemmon after taking enough damage, and Parasimon is immune to forced de-Digivolution effects. Considering how weak Gigi's defenses are in this form, it probably doesn't help much at all.
Symbiotic Strength: When making contact with another Digimon, Parasimon siphons some of their strength to make up its own weaknesses. While Parasimon's normal defense is on the level of a Rookie, if Parasimon remains in physical contact with another Digimon for at least one post, its defenses are treated as the level of the target Digimon's instead. This caps out at Mega level, even if Parasimon is clinging to a Super Mega level Digimon.
Attacks:
Bloody Massacre: Parasimon launches a spray of blood-like projectiles from his eye. While this is a very weak attack, it is intimidating at best and just plain gross at worst. This move can be used while Parasimon is Assuming Direct Control.
Gigawatt Web: Parasimon launches a large purple web from its mouth, tangling it around opponents. It greatly hinders enemy movement while leaving them at the mercy of constant electrocutions.
Magnitude: Damage equivalent to .5 Mega attacks per post, 75% reduced movement speed.
Duration: One Post.
Cooldown: Two Posts.
Adrenaline Rush: Parasimon chomps down on an ally or enemy to give them a rush of adrenaline. Speed is greatly increased, but the target's ability to feel pain is completely dampened. This move can be used while Parasimon is Assuming Direct Control.
Magnitude: 2x Speed boost.
Duration: Three Posts.
Cooldown: Two Posts.
Corrosive Spittle: Parasimon chomps down on an enemy Digimon, the acid in his mouth corroding away at their defenses. Far more effective on metallic targets such as androids and knights.
Magnitude: 25% reduced defenses. 50% reduced defenses on metallic targets.
Duration: Three Posts.
Cooldown: Two Posts.
Maximum Hormone: Parasimon spits a cloud of red gas, improving the strength of up to four nearby Digimon that inhale it. While they become very powerful, they also become blindly aggressive, making it easy for them to lose control of a fight without proper guidance.
Magnitude: 2x attack boost.
Duration: Two Posts.
Cooldown: Three Posts.
Share the Burden: Parasimon bites into a Digimon, draining the sweet, sweet data from their body and pooling it together with its own. This ability adds up the damage that both Digimon have taken and splits it evenly, which can make it equally potent as a heal or an attack. However, only so much damage can be transferred at a time, capping out at the equivalent of three Mega-level attacks.
Magnitude: Up to three Mega-level attacks in transferred damage.
Cooldown: Three Posts.
Assuming Direct Control: Parasimon's signature ability. Parasimon latches onto any Digimon of human size or larger and bites into them, flooding their mind its own intrusive thoughts. Oftentimes these are commands to protect Parasimon's allies and attack its enemies, but Parasimon may transmit other wishes instead. Parasimon's move list is greatly reduced while using this, and he cannot move while adhered to a target. Willing Digimon have their power boosted by this attack, their hearts beating in sync with Parasimon's. Unwilling Digimon are weakened due to the mental struggle, forced to fend off Parasimon's thoughts or bow to his commands. This can only be done to a single unwilling target once per thread. Willing ones? Have a blast, you weird spider.
Magnitude: 2x attack power increase when attacking Parasimon's enemies, 50% attack power decrease when attacking Parasimon's allies.
Duration: Three Posts.
Cooldown: Three Posts.
Digivolves From: Sakkakumon
Digivolves To: Metamormon (Burst Mode), Arkadimon Super Mega (Twin DNA)
Burst Mode
Species: Metamormon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Mutant
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Resonance Shift - Zeta: Metamormon's body is malleable in every sense of the word. It can flawlessly assume the shape, size, color, and voice of any human or Digimon. It can change this appearance as it prefers, whether for dramatic effect, horrifying others, or combat usage. Resonance Shift - Zeta can be used for subterfuge and trickery, but just because it looks perfect doesn't mean it acts perfect. Metamormon will still need to act like the the target to ensure that such a well-crafted mask fits properly.
Resonance Shift - Alpha: Metamormon, at any time, can replace this passive slot with a move from another Digimon in the thread. It must have first observed the move being used in order to copy it, and part of its body must shift to reflect the Digimon which it copied its technique from. The move is identical in every way, including cooldowns and durations. Resonance Shift - Alpha can hold onto a move indefinitely, but if Metamormon wishes to switch moves after making its choice it must take an entire post to do so.
Resonance Shift - Beta: Metamormon, at any time, can replace this passive slot with a move from another Digimon in the thread. It must have first observed the move being used in order to copy it, and part of its body must shift to reflect the Digimon which it copied its technique from. The move is identical in every way, including cooldowns and durations. Resonance Shift - Beta can hold onto a move indefinitely, but if Metamormon wishes to switch moves after making its choice it must take an entire post to do so.
Resonance Shift - Omicron: Metamormon tears off one of its red pseudopods, reformatting it into a weapon of its choosing. This is normally a generic weapon, offering longer range on melee attacks. However, if the opponent has an attack or passive granting them a special weapon, Metamormon is capable of copying it and all of its special abilities. Resonance Shift - Omicron can take a weapon's shape indefinitely, but if Metamormon wishes to switch weapons after making its choice it must take an entire post to do so.
Resonance Shift - Gamma: Metamormon is capable of changing the elemental matrix of its body at will. It will adopt the element of whichever elemental attack is about to impact it, conferring resistance to that element in time to absorb the hit and making all of Metamormon's non-elemental moves use that element. If multiple elemental moves are about to impact Metamormon at once, it will have to pick one element to morph into and absorb. Resonance Shift - Gamma can hold onto an element indefinitely, but it cannot adopt another element until it has first relinquished its current one.
Magnitude: 75% resistance to chosen element.
Resonance Shift - Tau: Metamormon splinters into a cloud of particles, surrounding an ally and attempting to reform around them. In this form Metamormon encases its ally like a suit of armor, boosting both Metamormon and its ally's attributes. Both are capable of independently functioning and attacking still, although Metamormon cannot move independently. However, both Metamormon and its ally take damage from even single target attacks when fused like this.
Magnitude: All attributes increase by 30%.
Resonance Shift - Omega: Metamormon's ultimate technique. Whether to seize a number's advantage, or to even the odds against one, Metamormon is capable of breaking down into several independently-acting Metamormon for a temporary period of time. Each can have its own stored moves and mutations, making them look strikingly different. However, they are incapable of using Resonance Shift - Tau. Metamormon can divide in this fashion up to two times, each split making Metamormon weaker. If a Metamormon is KO'd during a split it cannot rejoin the collective, making the re-fused Metamormon weaker overall.
Magnitude: Split into two Metamormon, functioning as a pair of "armor" Super Megas. Split into four Metamormon, functioning as four Mega-level Digimon.
Attacks:
Resonance Shift - Sigma: Metamormon spontaneously mutates in response to an opponent's attack. Its body shifts as it copies the opponent's attack, firing it back 50% stronger. Metamormon can only use this in response to moves that successfully hit it, meaning that stronger moves take a lot more risk to properly utilize. Moves used by Resonance Shift - Sigma are too unstable to persist over a duration, but the cooldown is otherwise identical.
Magnitude: 1.5x the strength of the fired move.
Cooldown: Equal to the targeted move.
Resonance Shift - Epsilon: Metamormon suddenly breaks into a cloud of particle droplets. The cloud of droplets is impossible to hit with non area of effect moves and damages anyone it passes through, making it a surprisingly effective move for both dodging and countering an opponent's techniques. However, Metamormon can only transform in this fashion for a few seconds at a time, allowing it little time to do more than move from Point A to Point B.
Cooldown: Two Posts.
Resonance Shift - Mu: Metamormon splinters into a cloud of particles, surrounding an opponent and attempting to reform around them. An opponent trapped this way is immobilized, but can struggle against Metamormon in order to determine the direction of their temporary gestalt. An attack which harms Metamormon also harms its captive. The captive can freely attack Metamormon during this period, and an attack that either pierces armor or has a cooldown of two posts or more can rupture Metamormon to hit another target as well.
Duration: One Post.
Cooldown: Three Posts.
Resonance Shift - Psi: Metamormon collapses its body in on itself, going from loose and liquid to tightly packed and dense. In the process, it trades its size and speed for increased sturdiness and strength.
Magnitude: 2x boost to attack strength and defense, 50% speed reduction.
Duration: Three Posts.
Cooldown: One Post.
Digivolves From: Parasimon
Armor Champion
Species: Datamon
Appearance:
Attribute: Virus
Family/ies: Matal Empire
Type: Machine
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Data Uplink: If there's anything Gigi doesn't know in this form, all it has to do is tap into the power of its cybernetic brain in order to figure it out. Datamon pretty much has a personal internet hooked up to it, allowing it to learn most details if given some time to focus. This only applies to knowledge that could be reasonably accessed: Datamon won't be finding personal passwords, specific Digimon attacks, or any other thread-breaking details through this passive.
Analyzing . . . : Datamon is always taking information about its surroundings, even in the midst of combat. Any time Datamon targets another Digimon with an ability, it gains a stack of Understanding for that Digimon. Understanding increases the strength of Datamon's attacks and support abilities, but only for the targeted Digimon in question. Datamon, obviously enough, cannot gain Understanding of itself.
Magnitude: 20% boost to ability power per stack, caps at 5 stacks per Digimon.
Attacks:
Minimissile Barrage: Datamon fires a small barrage of missiles at an opponent. The missiles are quite weak, but the sheer distance that they cover can make this attack tricky to dodge.
Targeting Beacon: Datamon launches a small red missile at its opponent, the missile adhering into their side and glowing obnoxiously. While this targeting beacon is active, any ally targeting that Digimon gains half the benefit of Datamon's Understanding stacks. (For example, if Datamon has 3 stacks of Understanding for a Digimon, its allies gain a 30% boost for all abilities used against it.)
Magnitude: Half of Datamon's Understanding.
Duration: Two Posts.
Cooldown: Three Posts.
Nano Repair: Datamon shoots a cloud of nanomachines at a Digimon, swarming them and mending damage done to their data. The nanomachines heal the target, the effect of the heal stronger if Datamon has built up Understanding before usage.
Magnitude: 0.5 Champion level attacks worth of healing per stack of Understanding.
Cooldown: Two Posts.
Overclock: Datamon plugs its long limbs into the target, sacrificing its own energy to keep the target at the height of their potential. The target Digimon's offensive capabilities increase greatly, but Datamon cannot attack or move under its own power while adhered to the target. In essence, Datamon becomes a sitting duck, fully dependent on its chosen protector to keep it safe.
Magnitude: 1.5x attack strength.
Duration: Three Posts (can be ended early)
Cooldown: Three Posts.
Static Cling: Datamon, in a last-ditch effort at stopping the enemy in its tracks, breaks its glass dome and angles its cybernetic brain towards its target. Electricity launches from its brain, the resulting static causing their movements to slow down.
Magnitude: 30% Speed Reduction.
Duration: Two Posts.
Cooldown: One Post.
Digivolves From: Gizumon (Digi-Egg of Integrity)
:
Armor Ultimate
Species: Rockmon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Reboot Program: None of Rockmon's body parts actually mean anything, being made of little more than unstable code. The good news is that Rockmon can repair any structural damage to its body by reattaching its fallen portions. The bad news is that Rockmon's body is also incredibly fragile, and parts of it can easily be knocked off by an opponent's more powerful strikes. If a part of Rockmon's body is somehow lost or inaccessible, it can spend a post reabsorbing data from the nearby environment to recreate it instead of attacking.
Note that for a Digimon as unstable as Rockmon, repairing its body does not count as healing. Attacks taken will have still put strain on the core unless properly healed, even if the corresponding body part has been replaced several times over.
Attacks:
Reconfiguration A: Rockmon's limbs and head separate from its body, shaking violently as they rotate around its body like a tornado. If one of Rockmon's body parts had previously been separated, it rotates independently before returning to the main body.
Reconfiguration B: Rockmon's body distorts itself, shuddering before launching in a large, polygonal spike towards one direction. The spike is very sharp and can stretch out to three times Rockmon's height, making a direct hit with this move very painful.
Cooldown: Two Posts.
Noclip: Rockmon's body, or the body of one of its allies, becomes intangible. This allows it to phase through walls and freely float around. Unfortunately, this does not allow Rockmon to phase through enemy attacks as well.
Duration: One Post.
Cooldown: One Post.
Monitor Parameters: Rockmon summons a chart over the head of itself or another Digimon. The numbers and bars on the chart constantly fluctuate, and with it so do the target Digimon's parameters. Each post, one stat rises and another stat craters.
Magnitude: Varies by post. In order -
Post 1 - Strength doubled, Defense halved.
Post 2 - Speed doubled, strength halved.
Post 3 - Defense doubled, speed halved.
Duration: Three Posts.
Cooldown: Two Posts.
Liquidization: Rockmon undulates in a strange fashion, then launches a strange stream of pixels at an opponent. A stricken target of Ultimate level or lower is turned into an LCD sprite version of itself. While an LCD Sprite Digimon can still do everything a normal one can, its primitive medium of existence renders its stats lowered all around.
Magnitude: -25% to all stats.
Duration: Three Posts.
Cooldown: Two Posts.
DG Dimension: The area within 100 feet around Rockmon is broken down into a wireframe matrix. Giant, wireframe blocks float within the confines of this space, smashing into friend or foe without a care in the world. These blocks are slow moving yet hit hard, making them useful as both makeshift cover and makeshift weapons.
Duration: Four Posts.
Cooldown: Three Posts.
Digivolves From: Gizumon XT (Digi-Egg of Perfection)
Biomerge / Burst Mode
Species: Arkadimon Super Mega
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Bewitching Beast
Fighting Style:
Abilities:
Passives:
Implacable Dweller Outside Our Realm: Arkadimon Super Mega is absolutely immense, and is covered in chitin plates thick enough to match. Any exposed flesh left is surrounded by a myriad of strong, fibrous tentacles. The moral of the story here is that Arkadimon Super Mega is nearly impossible to hurt by conventional means, all normal attacks dealing drastically reduced damage. Fortunately, there are a few ways of passing Arkadimon Super Mega's defenses. The first is to attack Arkadimon Super Mega from the inside. The second is to destroy Arkadian Constructs, which will be detailed in another passive.
The final way is to just muster up all the power you can and break through Arkadimon's armor the old fashioned way. Arkadimon Super Mega's armor can weather up to 5 posts of cooldown from direct attacks. Moves with 0 cooldown count as having a cooldown of 1 for these purposes, while moves with a cooldown of Once per Thread count as the full 5. Any move with a charge time can add its charge time to its cooldown for determining its armor-breaking power. Any move that would normally pierce armor or ignore damage reduction, instead of having its normal effect, doubles its effectiveness against this cooldown limit. To be most effective, these attacks need to come all at once, as Arkadimon's armor heals half of the damage on it rounded up every post. If an armor break is successful, Arkadimon will take full damage during that post, its passives will be disabled, and it will be unable to attack. In essence, broken armor turns Arkadimon from an implacable force to a sitting duck. After one post of this stun effect, Arkadimon's armor regenerates and the fight resumes as usual.
Magnitude: 90% damage reduction, circumvented via above methods.
Our Very World, It Seeks To Overwhelm: Arkadimon Super Mega constantly secretes a field of corruption beneath it, turning the ground into a slurry of tentacles and chitin that resembles its physiology. This starts out small, a circle barely the size of Arkadimon's head. However, it stretches outwards in each post, turning what starts as an easily avoided spot into an infestation. Digimon who stand in the circle feel their energy drain, slowly but surely eroding away at their combat potential. Arkadian Constructs that stand in the circle instead feed off of it, growing larger and stronger. The debilitating effects of the corruption field pause if it is exited, and after two full posts outside of the circle fade away. While the corruption field continues to exist even on an armor break, it won't increase in size during said post. In fact, it will actually recede an equivalent distance!
Magnitude: -5% to all stats per post (Digimon), +10% to all stats per post (Arkadian constructs), caps at -50% for Digimon and +100% for Arkadian constructs.
"Cooldown": Two posts outside circle to reset duration.
Peer Not Into Its Mind, It Gazes Back: Arkadimon Super Mega's mind is impossible to comprehend, and bad things tend to happen to those who try. Mental effects, such as calms, fears, enrages, telepathy, and hallucinations, used on Arkadimon Super Mega also automatically effect their user, as the abyss gazes right back at them. The effect is then amplified to target all other Digimon in range, although unlike the technique's original user they have a chance to "dodge" by resisting the grasp on their minds. In essence, if a mind-altering technique is used on Arkadimon, it's also being used on every other participant of the battle.
And Leaves You Drowned, Within An Ichor Black: Any Digimon coming into direct contact with Arkadimon Super Mega allows its unstable data to directly intermingle with theirs. Non-Digimon objects (weapons, pieces of terrain, nonsapient Digital life) start to erode as Arkadimon's data begins intertwining between their own, while Digimon experience a nasty damage over time effect. This effect refreshes every post that physical contact is made, making prolonged contact with Arkadimon a very bad idea. Good thing it lacks any means of physically grabbing onto Digimon! This effect also applies instead of the normal effects of any draining-style move, such as a leech-based heal or stat-steal move. Incorporating an eldritch abomination's data into your own is very hazardous to your health!
Magnitude: Half of a Super Mega attack dealt every post.
Duration: Three Posts.
Within its Flesh, its Many Servants Teem: Arkadimon Super Mega is incapable of moving, and for the most part even attacking of its own volition. Instead, it creates constructs to enact its will, created from bits of tentacle and chitin that slough off of its body. These resemble Digimon currently on the battlefield, previous forms of Momo's partners, and significant Digimon previously encountered in their past, but in absence of any facial feature simply have Arkadimon's third eye. They are only capable of using basic attacks, and fight in the same fashion no matter which form they take, so any appearance differences are mostly cosmetic. Each Arkadian Construct has a part of Arkadimon's data stored within it, and for this reason destroying an Arkadian Construct will hurt Arkadimon.
An Arkadian Construct is generated every two posts or when the previous Arkadian Construct is destroyed, whichever occurs sooner.
At Any Cost, Prolonging Its Regime: When Arkadimon Super Mega's health is low it sinks down to the ground, too injured to even properly sustain flight. When it does this its tentacles sink into the ground like roots, draining the very essence of the Digital World to keep Arkadimon Super Mega alive. The siphon rapidly heals Arkadimon, eventually giving it the strength to take back into the skies. However, if Arkadimon's armor breaks at this threshold, it will lack the energy to regenerate it for the entire rest of the fight.
Magnitude: 1 Super Mega move worth of healing per post.
It Lies Awake, Within a Sleepless Dream: Arkadimon Super Mega, while titanic on the outside, is somehow even bigger on the inside. By passing through the massive eye-like slits on Arkadimon Super Mega's shoulders, a Digimon can reach the insides of Arkadimon's body. This is not a very safe place to be. Arkadimon's ability drain and contact damage passives always apply while inside of its innards, and Arkadian Constructs patrol there like living antibodies (approaching at an accelerated rate of one per post.) However, the increased danger comes with increased opportunity: Arkadimon's soft inner body is completely vulnerable, allowing every attack made against it to automatically hit for full damage. Anyone who enters Arkadimon is forcibly ejected after three posts, to they need to make the most of their time.
It is said that in Arkadimon's heart, Momo can be found. She rests so peacefully that she seems to be dreaming. Could waking her end the Biomerge, or would its effects be all the more disastrous?
Attacks:
??: Arkadimon Super Mega's mind reaches out to the minds of those around it, assailing them with barrage after barrage of force. You cannot comprehend the true form of this attack: each Digimon targeted seems to perceive it differently. While at first this attack deals far less damage than your average Super Mega move, it grows stronger with Arkadimon's pain. By the time Arkadimon is on its last legs, this attack is a good bit stronger than average, on par with most one-post cooldown moves.
!!!!!!!!: Arkadimon Super Mega tears its body apart, a black hole forming in the gaps between its writhing tentacles. For one post the black hole pulls relentlessly, sucking up any loose objects in the vicinity and threatening to inhale any Digimon that don't fight hard enough against its pull. Any Digimon sucked in take hefty damage, but worse still end up inside of Arkadimon.
Cooldown: Three Posts.
. . . . . : The low, droning hum that follows Arkadimon Super Mega at all times intensifies to a fever pitch. This sound is so bad that it destabilizes the data of nearby Digimon, shaking them to their very cores. Digimon who hear this move lose the ability to focus on moves being channeled or charged, interrupting them, and the cooldowns of all moves currently on cooldown increase by one.
Cooldown: Three Posts.
Digivolves From: Argomon and Parasimon (Twin DNA) [/b]
Alias: Momomiji, Momo, a variety of embarrassing "hacker-style" nicknames that absolutely do not need to be brought up. Alianthus
Age: 17
Gender: Female
Height: 5'8"
Weight: 130 lbs
Alignment: Neutral Good (attempted)
Birth Date: November 1st
Western Horoscope: (Optional)
Birth Place:
Skills/Talents:
Backpack Contents:
Digivice:
Personality:
Appearance:
FaceClaim: SERIES • character • Your Name Here
Personal History:
Digimon Name - Partner #1: Skree
Default Form: Arkadimon Baby
Gender: Genderless
Alignment: True Neutral
Skills/Talents:
Inventory: (Optional)
Personality:
Personal History: (Optional)
Digimon Name - Partner #2: Gigi
Default Form: Arkadimon Baby
Gender: Genderless
Alignment: True Neutral
Skills/Talents:
Inventory: (Optional)
Personality:
Personal History: (Optional)
FIRST DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Kuramon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Prying Eyes: Kuramon and its twin are innately connected, no matter what form they are in. So long as Kuramon can see something, its twin is also capable of seeing it.
Digivolves To: Arkadimon
In-Training
Species:
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Bewitching Beast
Fighting Style:
Abilities:
Non-Combat Passive - Our Utopia: There exists a strange empathetic connection between Arkadimon and those close to it, which it can toggle on and off at will. Anything within arm's reach of Arkadimon feels what Arkadimon feels. For the most part these are very base emotions, due to its size and seeming lack of sapience. However, occasionally something bigger glimmers through . . .
Consumption: The most unique thing about Arkadimon is its razor-sharp tail, which is capable of piercing through the Digicores of far more powerful Digimon. If given access to a Digicore, whether through willing sacrifice or by taking it from a Digimon in the process of dying, Arkadimon is able to impale it and drain what data remains from it. If Arkadimon does so, it heals proportionately to the level of the drained Digimon. It also gains a surge of energy, allowing it to Warp Digivolve up to that Digimon's level (but no higher!) next post without losing its attack.
This ability has a few caveats. The first is that the Digicore has to be cleanly available. Arkadimon cannot break skin on its own, so it cannot simply kill a sleeping or helpless Digimon. The core has to be fully exposed in such a way that the Digimon may as well already be dead. In addition, the Digicore needs to be fresh. If the target has been dead for longer than three turns, its core is left worthless to Arkadimon. Finally, if the drain is unsuccessful, Arkadimon is locked into this baby form until its cooldown period is over. This often ends in it being squashed like a bug.
Magnitude: Strong healing move of the devoured Digimon's level.
Cooldown: Three Posts
Sizzling Spittle: Arkadimon spits up a froth of grey, tar-like bubbles. This ability burns painfully to the touch, but leaves barely any permanent wounding. It is a deterrent more than anything.
Digivolves From: Kuramon
Digivolves To: Vemmon
Rookie
Species: Vemmon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Shooting Star: Vemmon can hover using a small rocket pack. It is far too weak to actually allow Vemmon to fly, but it at least lets it stay a few inches off of the ground and break its own fall.
Non-Combat Passive - Esper-Terrestrial: Vemmon has latent psychic abilities that allow it to lift small objects, about half the size of what it can lift with its bare hands. Too much weight, and the most Vemmon can do is make an object wobble.
Space Age Alloys: Vemmon's armor is made of a lightweight, pressure-resistant material. Attacks that primarily operate through heat or pressure (ex: explosions, fireballs, bludgeoning weapons) deal 30% less damage against Vemmon.
Magnitude: 30% damage reduction.
Attacks:
Roswell Rocker: Vemmon fires a crackling red energy ball from a blaster mounted on its wrist. A very fast-moving attack, but Vemmon must be standing still or hovering in order to aim it properly. This move can be fired up to three times in succession, but incurs a one-post cooldown if it does so.
Cooldown: One post (if rapid firing)
Close Encounter of the Tired Kid: Vemmon fires a blue pulse of energy from both of its hands, draining an opponent's very fighting energy. Adds one post to the cooldown of the last move that an opponent used, or adds a one-post cooldown if none is present.
Magnitude: Plus One to an enemy's cooldown.
Cooldown: Two Posts.
Experiment 51: Vemmon fires a sickly pink mist from its mouth. It corrupts the data of an opponent Rookie level or below and turns them into an Oinkmon:
Oinkmon are incapable of using any named abilities, Digivolving, or speaking, but they can still move and perform basic attacks. Champion level Digimon are of hardier code and more resistant to this ability; their shape will change, but they can still Digivolve, use all of their abilities and speak. Any Digimon of Ultimate or above aren't effected in the slightest. A single target can only be turned into Oinkmon once per thread; their code becomes resistant to having this trick pulled twice.
Duration: Two Posts.
Cooldown: Three Posts.
Digivolves From: Arkadimon
Digivolves To: Chrysalimon, Vademon (Digi-Egg of Integrity)
Champion
Species: Chrysalimon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Hide Away: Chrysalimon isn't much for moving, but the powerful stinger at its backside is able to easily churn the earth aside to help bury it. Chrysalimon can easily burrow through sand, mud, and dirt, helping it hide itself.
Non-Combat Passive - No Hands, No Problem: As Chrysalimon is completely without hands, it needs to tap into the latent power possessed by its previous form in order to properly manipulate objects. Chrysalimon can lift objects (and consenting Digimon) of up to its own weight telekinetically.
The Metamorphosis: Chrysalimon is not much of a fighter in its own right. Instead, it is more like a living crucible, testing and reinforcing Vemmon's data as it shifts into superior forms. When in battle, Chrysalimon's data begins undergoing a reformation process for three posts. When combat begins, each post that Skree spends as Chrysalimon adds a permanent 10% to its next Digivolution's strength, speed, and defense, as well as making it noticeably bigger. These bonuses only apply after Digivolution, not to Chrysalimon itself, and last until Skree Digivolves or degenerates again.
Mangitude: +10% to all abilities per post spent as Chrysalimon, capped at 30%.
Chitinous Clamp: Chrysalimon's entire body is covered in hard, almost metallic barbs, even the segmented plates of its body deceptively sharp to the touch. Hand-to-hand strikes against Chrysallimon are not recommended for this reason, as a Digimon at or below Chrysalimon's level will hurt itself in the process. Digimon above Chrysalimon's level are immune to this effect, and it has no impact on weapons, projectiles, or magic spells. Even brawler Digimon are able to throw Chrysalimon with impunity: only punches, kicks, and other martial strikes suffer this backlash.
Magnitude: Half the damage of a hand-to-hand technique is instead dealt to the opponent.
Attacks:
Harden: Chrysalimon's body takes on a metallic sheen as its already sturdy defenses tighten up. For the duration of the post, Chrysalimon takes less damage from all incoming attacks. However, due to even its fibrous arms turning rigid, Chrysalimon becomes even more incapable of movement than usual.
Magnitude: 50% damage reduction
Cooldown: One Post
String Shot: Chrysalimon launches up to two of its six cable-like tentacles, stretching them to three times their normal length in the process. A direct hit sinks into the target and stays lodged there for up to a single post. After this post, Chrysalimon can either disconnect the tentacle or retract it, which depending on size either pulls Chrysalimon towards its target or pulls the target towards Chrysalimon.
Duration: One Post
Cooldown: One Post
Telson Torpedo: Chrysalimon firmly plants all six of its tentacle-like legs into the ground, pulling back on them like a slingshot. It then retracts them one by one to launch its body like a missile. The attack is powerful, fast, and precise, but due to a lack of limbs can leave Chrysalimon in a very dangerous position if it misses.
Cooldown: Two Posts
Para-Strike: Chrysalimon lashes a tentacle into an opponent, greedily scooping away as much surface data as it can from the attack. While a weak attack, it is surprisingly energy-efficient: a growing Digimon like Chrysalimon wouldn't want to waste a single drop of data, now would it?
Magnitude: 100% of damage dealt is stolen as health.
Cooldown: Two Posts.
Digivolves From: Vemmon
Digivolves To: Grimmon, Digitamamon (Digi-Egg of Perfection)
Ultimate
Species: Grimmon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Devil Dragon
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Lightwing: Grimmon's wings allow it to flutter through the air like a dragonfly. Its movements are quick and precise, but the droning sound they make when beating makes it hard for Grimmon to get the drop on others.
Non-Combat Passive - Spectral Sight: As a Digimon steeped in death, Grimmon has a better sense than most of whether a Digimon is close to death or not. A grey haze seems to spread over them as they take more damage, until those who can barely stand seem more like silhouettes than actual Digimon. While this is helpful for gauging a Digimon's health, it can make it a lot harder to discern the specifics of their position.
At Death's Doors: Grimmon's hook hungers for data, and only when this hunger is satiated can it hit with its full force. Grimmon's attacks hit harder the less health that the opponent has, turning a weaker attacker by Ultimate standards into a threat to be reckoned with.
Magnitude: 15% stronger attacks when an opponent is between 75% and 50% health. 30% stronger when between 50% and 25%. 50% stronger when between 25% and defeated.
Chrono Breaker: Grimmon is surrounded by an aura of unstable viral energy at all times. This aura unpredictably lashes out at all Digimon within arm's reach, whether friend or foe, with the force of a weak attack.
Magnitude: 50% of a standard Champion attack per post.
Attacks:
Chrono Cannon: Grimmon fires a burst of energy at its opponent from the buster cannon on its right arm. A simple, standard energy attack, although the skull shape that the energy blasts take on is a nice touch.
Get Over Here: Grimmon lashes its hook out at an enemy. Upon a direct hit, he drags them over to its current location. If the enemy is too heavy or resistant to be pulled over, Grimmon may be pulled to them instead.
Cooldown: One Post.
Chrono Corrosion: Grimmon slashes at the ground with its hook, creating purple cracks where he had struck. Those who step on the cracks are sent into a 10-foot deep pitfall trap teeming with viral corruption. Every post spent in the pit deals damage to the occupant. After three posts, whether triggered or not, the trap disappears and enters a cooldown period of one post.
Magnitude: One standard Champion attack per post.
Duration: Three Posts.
Cooldown: One Post.
Chrono Craft: Grimmon is capable of converting its viral particles into functional shapes, such as birds, clouds, or dragonflies. Whichever shape Grimmon chooses to form, these viral particles fly as a small swarm under its control. The swarm can be dispelled if hit with three Champion level attacks, five Rookie level attacks, or one attack of anything stronger, but until then does its best to follow, attack, and pester Grimmon's target.
Duration: Three Posts
Cooldown: Two Posts
Your Eternal Reward: Grimmon swings its hook directly at where an opponent's Digicore would be, its hook turning translucent all the while. On a successful hit, Grimmon actually separates its target's soul from its body! The Digimon's soul takes 50% less damage from attacks, but also deals 50% less damage as a trade-off. The Digimon's body is invincible as well, but is otherwise completely helpless. Mere physical contact reunites the two, but for each post that the target spends separated from its body, it takes increasingly high damage. Once the move's full duration passes the target Digimon's soul snaps back to its body, but it takes incredibly high damage as a penalty.
Duration: Three Posts
Cooldown: Once Per Thread
Digivolves From: Chrysalimon
Digivolves To: Argomon Mega
Mega
Species: Argomon Mega
Appearance:
Attribute: Virus
Family/ies: Jungle Troopers
Type: Mutant
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Him Big: Argomon is really big, even by the standards of the towering Digimon that make up the ranks of most Mega-levels. It can't stack up to absolute titans like ElDoradimon, of course, but it easily stands tall enough to give even flying opponent's pause.
Earthly Tether: At any time, Argomon's legs can dissolve into a mass of vine-like cables. These cables pierce through the Earth, allowing Argomon to regularly siphon energy from it. Every post, Argomon heals the equivalent of one Mega-level attack. However, as a consequence, the tethers make Argomon incapable of moving or even dodging attacks.
Magnitude: Half of one standard Mega level attack healed per post.
Throne of Vainglory: Argomon has almost no will of its own, instead allowing whoever sits in its throne-like mouth to guide its actions and give it commands. This privilege normally goes to Momo, but it can be willingly ceded to an ally or even forcibly taken. Whoever sits in Argomon's throne gets a hefty boost to the power of their attacks, as well as feeling a rush of power that borders on megalomania. If the current occupant of Argomon's throne has not been approved by its tamer, they are ejected after one post of control. If they are approved, they can freely come and go.
Magnitude: 50% boost to attack power.
Attacks:
Unbreakable Force: Green energy glows in Argomon's palm, forming a powerful looking ball. Argomon leans back and smashes it right into an opponent. The sheer force of this attack crashes through any shields, guards, or attempts to overturn it. Due to the cables that make up Argomon's arms, this move has a surprisingly far reach.
Cooldown: Two Posts
Moment of Reflection: Argomon slams its hands together, kicking up a sonic boom with enough force to send even other Megas flying. While primarily used to knock other Digimon around and batter them with concussive force, it can also be used to deflect a single projectile if Argomon's reflexes are on the ball.
Magnitude: One projectile reflected.
Cooldown: One Post.
Discord: Argomon's elbow, shoulder and neck cables unfurl in every direction, surrounding the area near Argomon's more vulnerable upper body with a barrage of lashing attacks. Approaching Argomon while this attack is in use is not very recommended.
Third Eye's Clarity: Argomon fires beams of light from all of the eyes on its limbs, seemingly doing nothing. However, while the beams do no damage to Digimon, they do deal damage to the fabric between dimensions. The space in front of Argomon is left shimmering from the strike. Argomon's next attack, provided it passes through the shimmering area, will come through a dimensional rift that opens in an area within Argomon's field of vision.
Cooldown: Two Posts.
Weight of the World: Argomon jumps so high that it practically vanishes from the battlefield. For one post, Argomon disappears above the cloud cover. Only the highest-flying and furthest-shooting Digimon can hope to reach it. In the next post it lands, kicking up a powerful sonic boom from the force of impact. Being underneath Argomon is unwise. Cannot be used indoors.
Duration: One Post.
Cooldown: Two Posts.
False Nirvana: Argomon smashes the ground with an oversized foot, sending a long fissure snaking across the ground. For one post, this fissure does pretty much nothing. However, after this dormancy period a sprawling yet surprisingly beautiful mass of vine-like wires sprouts from the ground. These wires extend throughout the length of the chasm, and spread across half of its width. It may be tempting to seek shelter within, but any opponent within the wires' span is whipped, pierced, and slashed by them, taking damage until they can make it out safely.
Charge Time: One Post.
Magnitude: Half of a Mega level attack per post.
Duration: Three Posts.
Cooldown: Two Posts.
Transcendence: This attack can only be used after Argomon has siphoned the Earth's energy for three posts in a row. Argomon leans over, bracing itself with its arms before unleashing a relentless barrage of energy needles from its mouth. If not properly braced, the force of this move can send even Argomon falling on its back. After using this attack, Argomon cannot use it again until absorbing another three posts worth of energy.
Digivolves From: Grimmon
Digivolves To: Diaboromon (Biomerge), Arkadimon Super Mega (Twin DNA)
Biomerge
Species: Diaboromon
Appearance:
Attribute: Free
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Rush of Power: The feeling of perfection flowing through Diaboromon is too much. Any other sensation is dulled by comparison, most notably the sense of pain. While Diaboromon is still in fighting shape, it is completely incapable of feeling pain. This makes it very hard for attacks to distract Diaboromon, but also makes Diaboromon have no sense of its current vitality.
Corrupted Blood: Diaboromon is a creature so rotten that even its blood has taken on a toxic effect. Any contact with a wounded Diaboromon risks searing an unprepared opponent as its infested data interfaces with them. This extends to hand-to-hand attacks as well, making non weapon-based melee very risky. At times Diaboromon even exploits this, rending its own flesh to create more caustic spurts of data along its body.
Magnitude: Half of a Super Mega level attack per post spent in physical contact with Diaboromon.
Overclocking: Diaboromon, if given proper room to move, scuttles around disconcertingly fast. Its movements make it look like a blur, and Digimon below Mega level can have a hard time even seeing it as it travels. This speed also extends to climbing and even leaping, making the otherwise groundbound Diaboromon surprisingly threatening in the air. The downside is that Diaboromon must stop in order to properly attack, rather than peppering an opponent with shots while running circles around them.
Attacks:
Phishhook Vice: Diaboromon extends both arms forward while also stretching the spikes on its back outwards, aiming to bring them together like a vise grip. An intensely damaging move on a direct hit, but even a glancing blow barely hurts.
Cooldown: Two Posts
Delete Cannon: Diaboromon fires a surprisingly massive ball of energy from its chest, twice the size of Diaboromon itself. A powerful looking move whose size makes it very hard to dodge, but if properly blocked actually loses most of its power.
Delete Trojan: Diaboromon fires a surprisingly massive ball of energy from its chest, twice the size of Diaboromon itself. Unlike the Delete Cannon, it separates into a massive cluster of smaller balls after reaching the opponent. After separation, they hover around the opponent for a second before collapsing inwards. Attempting to block just gets the target surrounded, so dodging out of its effective radius instead is preferable.
Malware Bites: Diaboromon bites down on the opponent, infecting their body with a steadily-developing virus. The virus starts out very weak, but for each post it remains active does twice the damage that it did previously. Attacks that cure or shorten status conditions are very strong counters to this attack, as they prevent it from ever reaching its most dangerous point.
Magnitude: .25x standard attack -> .5x standard attack -> standard attack
Duration: Three Posts.
Cooldown: Two Posts.
Shareware: Diaboromon creates a data construct of one of its previous Digivolutions. The construct uses a copy of one of its moves, scaled up to Super Mega level, and then vanishes. If the move already has a cooldown, it is added onto this move's cooldown. However, it can only do this once per form (In-Training and Fresh excepted), for a maximum cap of four uses per thread.
Cooldown: Two Posts + Cooldown of previous form's move. Limit 4 uses per thread.
The Cloud: Diaboromon surrounds itself in a sphere of mirrored doppelgangers, softening the power of incoming blows. Every hit suffered destroys some of these doppelgangers, lowering the resulting defense boost. The doppelgangers cannot actually attack, but they will perform harmless mirror images of Diaboromon's attack whenever Diaboromon does. Diaboromon is immobile so long as it uses this move.
Magnitude: 3x Defense Boost, lowers by 50% for each hit.
Duration: Three Posts.
Cooldown: Two Posts.
S.O.S. Final - Reboot: Diaboromon floats into the air, curls its arms together, gathering energy for one post. After charging up he fires three massive pulses of green energy from his body. Anyone, friend or foe, begins spontaneously de-Digivolving as bit rot sets into their bodies. They go down one level per post, in the order of Mega, Ultimate, Champion, and finally Rookie. While Diaboromon seems to resist at first, it too succumbs to the same cycle, albeit at a one post delay. Even humans are impacted, seeming to de-age (albeit not mentally) throughout the four post cycle. Once the four posts are expired everything resets, humans returning to their normal age and Digimon getting a free Digivolution to their highest available level. Diaboromon is the exception, regressing all the way back to its egg.
Charge Time: One Post.
Duration: Four Posts.
Cooldown: Once per thread.
Digivolves From:
OPTIONAL EVOLUTIONARY STAGES - ARMOR DIGIVOLUTION
Armor Champion
Species: Vademon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Alien
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Un-Forgotten Objectivity: Vademon can remember most anything, even details it wasn't quite present for. Anything that Skree has seen in the past, whether as Vademon or as another of its forms, can be recalled with perfect clarity. Biomerge and DNA forms may muddle this somewhat, but even then Vademon's genius intellect wins out more often than not.
Uncomfortably Fluid Organs: Vademon's body, worryingly enough, is more nimble than water. Much like a cat or an octopus, it can squeeze its body through any gap it can snake one of its tentacles into. Even its bulging brain is able to fit through, much to the dismay of any onlookers. This makes Vademon a pro at dodging and infiltration, even if his combat ability leaves much to be desired.
Attacks:
Unremarkable Flare Orb: Vademon pulls out a small laser gun, firing a few simple blasts at an opponent. This can be optionally charged for an extra post of power, but is fairly weak by charge time standards.
Charge Time: One Post.
Unbreakable Force Orientation: Vademon stretches out a hand, a tractor beam extending forth towards a target of its choice. This allows Vademon to lift up objects the size of other Champion-level Digimon. This includes, fittingly enough, Champion-level Digimon. However, other Digimon are able to pull against this technique, making it more of a far-range grapple than anything.
Duration: One Post.
Cooldown: Two Posts.
Uplifted Friend Ooze: Vademon turns its gun on an ally, spraying them down with a toxic-looking goo. This goo causes their intelligence to skyrocket, and also makes their brain swell up like Vademon's. This gives the targeted Digimon very limited precognition, making it easier for them to see attacks coming and set their own plans into motion.
Magnitude: 30% Agility Boost.
Duration: Two Posts.
Cooldown: One Posts.
Unbearably Foul Octaves: Vademon cranks up a dial on its gun, causing it to emit a terrible whining sound. Any who can hear this sound find it hard to focus on their attacks, weakening the damage they deal. Each post the horrid noise intensifies, making the move's effect stronger and more difficult to ignore.
Magnitude: 10% Reduced Attack Damage per Post (caps at 30%)
Duration: Three Posts.
Cooldown: Three Posts.
Unstoppable Fighting Object: Vademon summons a small UFO around its body, encapsulating its body in glass and steel. The UFO serves as a net doubling to all of Vademon's stats, making up for its own mediocre fighting abilities. It also gives Vademon the ability to fly. However, if Vademon's UFO takes five cooldowns worth of damage in a single fight (even during nonconsecutive summons), the UFO is broken and cannot be used for the rest of the thread. Piercing moves count as double the cooldown for this effect, and 0 post attacks count as 1 post of cooldown.
Magnitude (Boost): x2 to attack, defense, and speed.
Magnitude (Hull Strength): 5 Cooldowns of Damage (permanent)
Duration: Three Posts.
Cooldown: Two Posts (Gone for the rest of the thread if destroyed).
Digivolves From: Vemmon (Digi-Egg of Integrity)
:
Armor Ultimate
Species: Digitamamon
Appearance:
Attribute: Data
Family/ies: Nightmare Soldiers
Type: Perfect
Fighting Style:
Abilities:
Passives:
Egg-cellent Defenses: Digitamamon's shell is smooth. Like, really, really smooth. So smooth that any attack reliant on a cutting edge (sword slashes, wind blades) is going to deal far less damage. Unfortunately, being an egg, it is also very fragile. Any attacks that primarily operate through blunt force (explosion, boulder smashes) deal far more damage. This passive stops functioning after Devil's Egg is used.
Magnitude: 75% reduced damage from slashing attacks, 2x damage taken from blunt attacks
Attacks:
The Scrambler: Digitamamon rockets forward like a missile, spinning to hit the opponent with as much force as possible. A shockingly powerful attack, but leaves Digitamamon dazed on a miss. If used from the air rather than the land, it likes to call this the Egg Drop instead.
The Sunny Side: Digitamamon's eyes glow brilliantly as it spits a small, sun-shaped fireball at its opponent. The projectile moves slowly, but makes up for this slowness by making a miniature explosion upon contact.
Soft Boil: Digitamamon spews boiling hot water from its mouth, searing an opponent in close range. Not only does it hurt, but it softens up an opponent's defenses for a few posts.
Magnitude: 50% defense reduction.
Duration: Three Posts.
Cooldown: Two Posts.
Egg Poaching: Digitamamon's core springs out of its body, devouring an incoming attack of Ultimate or lower whole. It can hold onto an attack for three posts before having to spit it up. This attack can be used to rip the weapon out of a Digimon's hands, but it cannot counter unarmed melee attacks.
Duration: Three Posts.
Cooldown: Two Posts.
Benedict Impulse: Digitamamon fires a dark pulse of energy at an opponent, whispering promises and trying to get in their heads. The targeted opponent has a sense of paranoia settle over them, making them fear that their allies are going to betray them. Betraying them first sure seems like a good idea, right? This ability can only target the same target once per thread. Fool me twice, shame on me.
Duration: Two Posts.
Cooldown: Three Posts.
Devil's Egg: Digitamamon gives itself over to the demon within, which dramatically hatches from its shell. Its attribute changes to Virus and its attack and speed drastically increase. However, Digitamamon cannot remain in this form for too long. After three posts it either regresses to In-Training form or faints, leaving combat.
Magnitude: 2.5x boost to attack power and speed.
Duration: Three Posts.
Cooldown: Once per thread.
Digivolves From: Chrysalimon (Digi-Egg of Perfection)
SECOND DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Kuramon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Prying Eyes: Kuramon and its twin are innately connected, no matter what form they are in. So long as Kuramon can see something, its twin is also capable of seeing it.
Digivolves To: Arkadimon
In-Training
Species:
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Bewitching Beast
Fighting Style:
Abilities:
Non-Combat Passive - Our Utopia: There exists a strange empathetic connection between Arkadimon and those close to it, which it can toggle on and off at will. Anything within arm's reach of Arkadimon feels what Arkadimon feels. For the most part these are very base emotions, due to its size and seeming lack of sapience. However, occasionally something bigger glimmers through . . .
Consumption: The most unique thing about Arkadimon is its razor-sharp tail, which is capable of piercing through the Digicores of far more powerful Digimon. If given access to a Digicore, whether through willing sacrifice or by taking it from a Digimon in the process of dying, Arkadimon is able to impale it and drain what data remains from it. If Arkadimon does so, it heals proportionately to the level of the drained Digimon. It also gains a surge of energy, allowing it to Warp Digivolve up to that Digimon's level (but no higher!) next post without losing its attack.
This ability has a few caveats. The first is that the Digicore has to be cleanly available. Arkadimon cannot break skin on its own, so it cannot simply kill a sleeping or helpless Digimon. The core has to be fully exposed in such a way that the Digimon may as well already be dead. In addition, the Digicore needs to be fresh. If the target has been dead for longer than three turns, its core is left worthless to Arkadimon. Finally, if the drain is unsuccessful, Arkadimon is locked into this baby form until its cooldown period is over. This often ends in it being squashed like a bug.
Magnitude: Strong healing move of the devoured Digimon's level.
Cooldown: Three Posts
Sizzling Spittle: Arkadimon spits up a froth of grey, tar-like bubbles. This ability burns painfully to the touch, but leaves barely any permanent wounding. It is a deterrent more than anything.
Digivolves From: Kuramon
Digivolves To: Gizumon
Rookie
Species: Gizumon
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Gizucopter: By spinning his spindly, spider-like legs, Gizumon can fly a few feet off of the ground. Unfortunately, while doing this, Gizumon is unable to use any other techniques that require legs.
Non-Combat Passive - Omni-Scanner: Gizumon's telescopic eye changes between many configurations, each indicated by the color that Gizumon's eye is currently glowing. Its standard yellow eye is for normal vision. Its green eye allows it to imprecisely keep track of the vital signs of nearby Digimon. Its red eye provides thermal vision. Its blue eye provides X-Ray vision. These vision modes can only be maintained for a single post at a time before going on cooldown for a further three posts, making them of very questionable use in combat.
Plug and Play: The cable-like tentacles on Gizumon's body allow it to dock onto other mechanical Digimon. While docked like this, Gizumon's legs can output more power and its weapon systems are overclocked. This allows it to essentially function as a power up for another Digimon, albeit at the cost of its own autonomy.
Magnitude: 30% boost to Gizumon's attack power and speed while docked.
Attacks:
Beam Barrage: Gizumon's eye telescopes out, revealing that it is part of a small gun turret. It then rains small, weak laser blasts down on the opponent. At close range this attack is surprisingly powerful, but more often than not it serves as covering fire for more powerful techniques.
Fright Light: Gizumon's eye lights up brightly as it quakes in place, making a high-pitched ringing sound. In essence this ability functions like a flashbang grenade, leaving anyone directly looking at Gizumon blinded and deafened. This is followed by minor disorientation during the next post. If an opponent turns away, they are completely unaffected.
Magnitude: One post blindness and deafness. One post blurred vision and ringing ears.
Cooldown: Two posts.
Gizu Drill Breaker: Gizumon pulls its four legs together into a nasty, drill-like shape. It then launches heedlessly into anyone in its path, breaking through shield techniques in the process. This attack is very powerful by Rookie standards, but only on a direct hit. Even a glancing blow loses most of its power.
Cooldown: Two Posts.
Digivolves From: Arkadimon
Digivolves To: Gizumon XT, Datamon (Digi-Egg of Integrity)
Champion
Species: Gixumon XT
Appearance:
Attribute: Variable
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Gizucopter Mk Helix: Unlike Gizumon's poorly-improvised "flying," Gizumon XT has helix-paneled wings that allow it to properly take flight. While its non-aerodynamic body makes it incapable of flying very fast, its unique body type lets it spin and dodge through the air with ease.
Non-Combat Passive - Omni-Scanner: Gizumon XT's telescopic eye changes between many configurations, each indicated by the color that Gizumon XT's eye is currently glowing. Its standard yellow eye is for normal vision. Its green eye allows it to imprecisely keep track of the vital signs of nearby Digimon. Its red eye provides thermal vision. Its blue eye provides X-Ray vision. These vision modes can only be maintained for a single post at a time before going on cooldown for a further three posts, making them of very questionable use in combat.
Options: Gizumon XT is capable of separating the two spheres that make up its lower body, turning them into a pair of autonomous drones. These Options hover around the shoulders of any friendly Digimon that Gizumon XT directs them to, mimicking their movements and attacks to the best of their ability. However, these attacks pale in comparison to the real thing, dealing a fraction of the damage and possessing no secondary effects. They can also be sent to harass enemy Digimon, but can do little more than beep and whirr at the opponent in an irritating fashion. If an Option is destroyed, it will take time for Gizumon XT to rebuild it and reincorporate it as part of its body. Otherwise, Gizumon XT can recall them at will.
Magnitude: Deals 20% of the target's attack damage (scaled down to Champion level).
Cooldown: Two Posts (before a broken Option is rebuilt)
Unnervingly Nimble: Gizumon XT's wire-like body resists any attempts at stopping it, wiggling around restraints with ease. Attacks that would slow Gizumon XT down have their effect reduced by half, and full root moves only slow it to a quarter of its speed instead.
Attacks:
Gizu Gizu Barrage: Gizumon XT's eye flashes dangerously as it snaps into action. However, rather than firing a laser as one might expect, instead it spins on its axis to hit its foe with a barrage of spinning kicks. The way that Gizumon XT's body corkscrews and bends with each strike makes predicting the attacks surprisingly difficult.
Zap Tap: Gizumon XT rubs its wiry hands together, sending static electricity sparking across them. It then touches an opponent with both ends to send a shock comparable to a live wire through their body. While a painful move, the real danger it poses is its ability to stop an opponent in their tracks. This both roots the opponent and interrupts any ongoing moves that are being charged or channeled.
Duration: One Post.
Cooldown: Two Posts.
Termination Beam: Gizumon XT fires a barrage of ten lasers at the opponent, similar to those used by its previous form. However, these lasers directly sear an opponent's data, starting to erode them away from the inside. While a very weak effect for the most part, it can deal a surprising amount of damage if all lasers make contact.
Magnitude: 5% of a basic Champion attack per laser dealt per turn.
Duration: Three Posts.
Cooldown: One Post.
New, Clear Energy: Gizumon XT spreads its wings out like solar panels, gathering data within them and channeling it into the lens atop its head. Once fully charged up, it is then expelled in a beam of pure overheated data. While capable of causing serious pain to any Digimon hit by it, this attack is also worryingly good at racking up collateral damage.
Charge Time: One Post.
Cooldown: Two Posts.
Digivolves From: Gizumon
Digivolves To: Sakkakumon, Rockmon (Digi-Egg of Perfection)
Ultimate
Species: Sakkakumon
Appearance:
Attribute: Variable
Family/ies: Metal Empire
Type: Mutant
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Dark Shuttle: Sakkakumon is capable of floating through the air. It moves at rather slow speeds (although slow is relative to its comparatively massive size), but has perfect air control and is capable of handling elevations above the cloud line. If this passive is somehow disabled, Sakkakumon is completely incapable of moving.
Non-Combat Passive - Keter - The Crown's Domain: Sakkakumon's Sephirot spheres can each hold a single character, whether Digimon or human. Character in this case is defined by "is a single application," so tamer duos and Xros teams can all stay within one sphere. The mouth sphere always belongs to Gigi and Momo, who may be present in any form besides Sakkakumon itself. Inside of these spheres they cannot attack or be attacked, and do not count as a part of combat even if Sakkakumon is on the offensive. Characters within the Sephirot have access to a personal "room" tailored to their liking. When an occupant wants to enter or exit, they can travel through a tractor beam from Sakkakumon's mouth. If Sakkakumon dedigivolves before they can leave, occupants are badly damaged and forcibly expelled.
The one character restriction can be lifted if Sakkakumon's occupants want to visit one another, or if an opponent wants to invade Sakkakumon for some one-on-one battles. When in doubt, I will always pick the option that leads to the coolest possible thread.
Da'at - The Divine Light - Sakkakumon's spheres shine with a divine light, serving almost as a purifying filter against harmful energy. This allows them to adapt to techniques after being hit, making them deal less damage if used in succession. After three posts, the adaptation wears away and Sakkakumon takes full damage once again.
Magnitude: 50% reduced damage taken from any attack that hit Sakkakumon in the last 3 posts.
Attacks:
Yesod - Foundations of Reality: Sakkakumon uses an exact copy of a move of Ultimate or lower that impacted it last post. If Sakkakumon was hit by multiple moves in the same post, it can pick from one of them. Yesod's duration and cooldown will be identical to that of the move it copies, plus one.
Tiferet - Ravages of Beauty: The Crest of Light on Sakkakumon's chest glows brilliantly, casting down a radiant spotlight. Whichever Digimon is in Sakkakumon's spotlight has their strength and defense increase, as well as an increase to self-worth that can potentially border on overconfidence. Sakkakumon can change the target whenever it pleases, the buff immediately fading from the prior target when it does so.
Magnitude: 50% increase to strength and defense.
Duration: Three Posts.
Cooldown: Two Posts.
Netzach/Hod - Eternal Splendor: Sakkakumon's many eyes focus on various target, firing rapid-fire barrages of lasers at whoever is unlucky enough to be in their way. They can split up among many enemies, or focus entirely on one.
Chesed/Gevurah - Severe Kindness: Sakkakumon fires beams of energy towards two targets, one a crackling red and one a misty green. The target hit by the red beam has their health and energy sapped away, promptly transferred to the target hit by the green beam.
Magnitude: Heals equal to half of the damage done to the opponent.
Cooldown: One Post.
Chochmah/Binah - Contemplation: Sakkakumon's eyes snap shut as it contemplates the universe around it, sheer mental fortitude helping it push through any incoming pain. For a single post Sakkakumon becomes far more resistant to damage. In addition, its meditative state helps it understand incoming attacks. Foundations of Reality becomes stronger if used next post. This move incurs a two post cooldown after the fact.
Magnitude: 2x increase to defense, 1.5x boost to Foundations of Reality.
Duration: One Post.
Cooldown: Two Posts.
Malchut - Kingdom Come: All of the attacks and damage that Sakkakumon has endured thus far build up within its bottom-most sphere, its eyes glowing an ominous red. After building up for one post it fires, a shimmering, multicolored beam of light, requiring a post to recharge afterwards. This attack's power and size are proportional to the damage that Sakkakumon has taken up to this point.
Magnitude: 0x damage relative to a standard chargeable Ultimate attack between full and 90% health. 1x damage between 90% and 75%. 2x damage between 75% and 50%. 3x damage between 50% and 25%. 4x damage between 25% and 5%. 5x damage when on its literal last legs.
Charge Time: One post.
Cooldown: One post.
Cooldown: Original Cooldown +1.
Digivolves From: Gizumon XT
Digivolves To: Parasimon
Mega
Species: Parasimon
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Parasite
Fighting Style:
Abilities:
Passives:
Noncombat Passive - Voices: Unlike Gigi's other forms Parasimon can speak. However, it is only capable of doing so mimicking the voices of others. It can mimic any voice or sound it has heard recently, but only remembers the voices of those it has spent significant amounts of time around. This talent is perpetually active, and it can drop or start a mimicry whenever it wishes.
Noncombat Passive - Subterfuge: Parasimon is a natural master of disguise, its metallic carapace changing color and texture to hide it. So long as it remains perfectly still it can be very hard to detect. This means that on a still surface it is practically invisible, while on a mobile host it has to work hard to prevent this glamour from breaking.
Little Surprise: Parasimon, compared to your average Mega level Digimon, is pathetically weak. Enemy moves, whether status effects, debuffs, or even offensive moves, treat Parasimon as if it was a Rookie, and its direct attacks are similarly weak. However, being made of such weak, condensed data makes Parasimon more energy-efficient and stable than almost every other Mega. Gigi, even in weaker Ultimate or Champion forms, can "regress" to Parasimon instead of Vemmon after taking enough damage, and Parasimon is immune to forced de-Digivolution effects. Considering how weak Gigi's defenses are in this form, it probably doesn't help much at all.
Symbiotic Strength: When making contact with another Digimon, Parasimon siphons some of their strength to make up its own weaknesses. While Parasimon's normal defense is on the level of a Rookie, if Parasimon remains in physical contact with another Digimon for at least one post, its defenses are treated as the level of the target Digimon's instead. This caps out at Mega level, even if Parasimon is clinging to a Super Mega level Digimon.
Attacks:
Bloody Massacre: Parasimon launches a spray of blood-like projectiles from his eye. While this is a very weak attack, it is intimidating at best and just plain gross at worst. This move can be used while Parasimon is Assuming Direct Control.
Gigawatt Web: Parasimon launches a large purple web from its mouth, tangling it around opponents. It greatly hinders enemy movement while leaving them at the mercy of constant electrocutions.
Magnitude: Damage equivalent to .5 Mega attacks per post, 75% reduced movement speed.
Duration: One Post.
Cooldown: Two Posts.
Adrenaline Rush: Parasimon chomps down on an ally or enemy to give them a rush of adrenaline. Speed is greatly increased, but the target's ability to feel pain is completely dampened. This move can be used while Parasimon is Assuming Direct Control.
Magnitude: 2x Speed boost.
Duration: Three Posts.
Cooldown: Two Posts.
Corrosive Spittle: Parasimon chomps down on an enemy Digimon, the acid in his mouth corroding away at their defenses. Far more effective on metallic targets such as androids and knights.
Magnitude: 25% reduced defenses. 50% reduced defenses on metallic targets.
Duration: Three Posts.
Cooldown: Two Posts.
Maximum Hormone: Parasimon spits a cloud of red gas, improving the strength of up to four nearby Digimon that inhale it. While they become very powerful, they also become blindly aggressive, making it easy for them to lose control of a fight without proper guidance.
Magnitude: 2x attack boost.
Duration: Two Posts.
Cooldown: Three Posts.
Share the Burden: Parasimon bites into a Digimon, draining the sweet, sweet data from their body and pooling it together with its own. This ability adds up the damage that both Digimon have taken and splits it evenly, which can make it equally potent as a heal or an attack. However, only so much damage can be transferred at a time, capping out at the equivalent of three Mega-level attacks.
Magnitude: Up to three Mega-level attacks in transferred damage.
Cooldown: Three Posts.
Assuming Direct Control: Parasimon's signature ability. Parasimon latches onto any Digimon of human size or larger and bites into them, flooding their mind its own intrusive thoughts. Oftentimes these are commands to protect Parasimon's allies and attack its enemies, but Parasimon may transmit other wishes instead. Parasimon's move list is greatly reduced while using this, and he cannot move while adhered to a target. Willing Digimon have their power boosted by this attack, their hearts beating in sync with Parasimon's. Unwilling Digimon are weakened due to the mental struggle, forced to fend off Parasimon's thoughts or bow to his commands. This can only be done to a single unwilling target once per thread. Willing ones? Have a blast, you weird spider.
Magnitude: 2x attack power increase when attacking Parasimon's enemies, 50% attack power decrease when attacking Parasimon's allies.
Duration: Three Posts.
Cooldown: Three Posts.
Digivolves From: Sakkakumon
Digivolves To: Metamormon (Burst Mode), Arkadimon Super Mega (Twin DNA)
Burst Mode
Species: Metamormon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Mutant
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Resonance Shift - Zeta: Metamormon's body is malleable in every sense of the word. It can flawlessly assume the shape, size, color, and voice of any human or Digimon. It can change this appearance as it prefers, whether for dramatic effect, horrifying others, or combat usage. Resonance Shift - Zeta can be used for subterfuge and trickery, but just because it looks perfect doesn't mean it acts perfect. Metamormon will still need to act like the the target to ensure that such a well-crafted mask fits properly.
Resonance Shift - Alpha: Metamormon, at any time, can replace this passive slot with a move from another Digimon in the thread. It must have first observed the move being used in order to copy it, and part of its body must shift to reflect the Digimon which it copied its technique from. The move is identical in every way, including cooldowns and durations. Resonance Shift - Alpha can hold onto a move indefinitely, but if Metamormon wishes to switch moves after making its choice it must take an entire post to do so.
Resonance Shift - Beta: Metamormon, at any time, can replace this passive slot with a move from another Digimon in the thread. It must have first observed the move being used in order to copy it, and part of its body must shift to reflect the Digimon which it copied its technique from. The move is identical in every way, including cooldowns and durations. Resonance Shift - Beta can hold onto a move indefinitely, but if Metamormon wishes to switch moves after making its choice it must take an entire post to do so.
Resonance Shift - Omicron: Metamormon tears off one of its red pseudopods, reformatting it into a weapon of its choosing. This is normally a generic weapon, offering longer range on melee attacks. However, if the opponent has an attack or passive granting them a special weapon, Metamormon is capable of copying it and all of its special abilities. Resonance Shift - Omicron can take a weapon's shape indefinitely, but if Metamormon wishes to switch weapons after making its choice it must take an entire post to do so.
Resonance Shift - Gamma: Metamormon is capable of changing the elemental matrix of its body at will. It will adopt the element of whichever elemental attack is about to impact it, conferring resistance to that element in time to absorb the hit and making all of Metamormon's non-elemental moves use that element. If multiple elemental moves are about to impact Metamormon at once, it will have to pick one element to morph into and absorb. Resonance Shift - Gamma can hold onto an element indefinitely, but it cannot adopt another element until it has first relinquished its current one.
Magnitude: 75% resistance to chosen element.
Resonance Shift - Tau: Metamormon splinters into a cloud of particles, surrounding an ally and attempting to reform around them. In this form Metamormon encases its ally like a suit of armor, boosting both Metamormon and its ally's attributes. Both are capable of independently functioning and attacking still, although Metamormon cannot move independently. However, both Metamormon and its ally take damage from even single target attacks when fused like this.
Magnitude: All attributes increase by 30%.
Resonance Shift - Omega: Metamormon's ultimate technique. Whether to seize a number's advantage, or to even the odds against one, Metamormon is capable of breaking down into several independently-acting Metamormon for a temporary period of time. Each can have its own stored moves and mutations, making them look strikingly different. However, they are incapable of using Resonance Shift - Tau. Metamormon can divide in this fashion up to two times, each split making Metamormon weaker. If a Metamormon is KO'd during a split it cannot rejoin the collective, making the re-fused Metamormon weaker overall.
Magnitude: Split into two Metamormon, functioning as a pair of "armor" Super Megas. Split into four Metamormon, functioning as four Mega-level Digimon.
Attacks:
Resonance Shift - Sigma: Metamormon spontaneously mutates in response to an opponent's attack. Its body shifts as it copies the opponent's attack, firing it back 50% stronger. Metamormon can only use this in response to moves that successfully hit it, meaning that stronger moves take a lot more risk to properly utilize. Moves used by Resonance Shift - Sigma are too unstable to persist over a duration, but the cooldown is otherwise identical.
Magnitude: 1.5x the strength of the fired move.
Cooldown: Equal to the targeted move.
Resonance Shift - Epsilon: Metamormon suddenly breaks into a cloud of particle droplets. The cloud of droplets is impossible to hit with non area of effect moves and damages anyone it passes through, making it a surprisingly effective move for both dodging and countering an opponent's techniques. However, Metamormon can only transform in this fashion for a few seconds at a time, allowing it little time to do more than move from Point A to Point B.
Cooldown: Two Posts.
Resonance Shift - Mu: Metamormon splinters into a cloud of particles, surrounding an opponent and attempting to reform around them. An opponent trapped this way is immobilized, but can struggle against Metamormon in order to determine the direction of their temporary gestalt. An attack which harms Metamormon also harms its captive. The captive can freely attack Metamormon during this period, and an attack that either pierces armor or has a cooldown of two posts or more can rupture Metamormon to hit another target as well.
Duration: One Post.
Cooldown: Three Posts.
Resonance Shift - Psi: Metamormon collapses its body in on itself, going from loose and liquid to tightly packed and dense. In the process, it trades its size and speed for increased sturdiness and strength.
Magnitude: 2x boost to attack strength and defense, 50% speed reduction.
Duration: Three Posts.
Cooldown: One Post.
Digivolves From: Parasimon
OPTIONAL EVOLUTIONARY STAGES - ARMOR DIGIVOLUTION
Armor Champion
Species: Datamon
Appearance:
Attribute: Virus
Family/ies: Matal Empire
Type: Machine
Fighting Style:
Abilities:
Passives:
Non-Combat Passive - Data Uplink: If there's anything Gigi doesn't know in this form, all it has to do is tap into the power of its cybernetic brain in order to figure it out. Datamon pretty much has a personal internet hooked up to it, allowing it to learn most details if given some time to focus. This only applies to knowledge that could be reasonably accessed: Datamon won't be finding personal passwords, specific Digimon attacks, or any other thread-breaking details through this passive.
Analyzing . . . : Datamon is always taking information about its surroundings, even in the midst of combat. Any time Datamon targets another Digimon with an ability, it gains a stack of Understanding for that Digimon. Understanding increases the strength of Datamon's attacks and support abilities, but only for the targeted Digimon in question. Datamon, obviously enough, cannot gain Understanding of itself.
Magnitude: 20% boost to ability power per stack, caps at 5 stacks per Digimon.
Attacks:
Minimissile Barrage: Datamon fires a small barrage of missiles at an opponent. The missiles are quite weak, but the sheer distance that they cover can make this attack tricky to dodge.
Targeting Beacon: Datamon launches a small red missile at its opponent, the missile adhering into their side and glowing obnoxiously. While this targeting beacon is active, any ally targeting that Digimon gains half the benefit of Datamon's Understanding stacks. (For example, if Datamon has 3 stacks of Understanding for a Digimon, its allies gain a 30% boost for all abilities used against it.)
Magnitude: Half of Datamon's Understanding.
Duration: Two Posts.
Cooldown: Three Posts.
Nano Repair: Datamon shoots a cloud of nanomachines at a Digimon, swarming them and mending damage done to their data. The nanomachines heal the target, the effect of the heal stronger if Datamon has built up Understanding before usage.
Magnitude: 0.5 Champion level attacks worth of healing per stack of Understanding.
Cooldown: Two Posts.
Overclock: Datamon plugs its long limbs into the target, sacrificing its own energy to keep the target at the height of their potential. The target Digimon's offensive capabilities increase greatly, but Datamon cannot attack or move under its own power while adhered to the target. In essence, Datamon becomes a sitting duck, fully dependent on its chosen protector to keep it safe.
Magnitude: 1.5x attack strength.
Duration: Three Posts (can be ended early)
Cooldown: Three Posts.
Static Cling: Datamon, in a last-ditch effort at stopping the enemy in its tracks, breaks its glass dome and angles its cybernetic brain towards its target. Electricity launches from its brain, the resulting static causing their movements to slow down.
Magnitude: 30% Speed Reduction.
Duration: Two Posts.
Cooldown: One Post.
Digivolves From: Gizumon (Digi-Egg of Integrity)
:
Armor Ultimate
Species: Rockmon
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Unknown
Fighting Style:
Abilities:
Passives:
Reboot Program: None of Rockmon's body parts actually mean anything, being made of little more than unstable code. The good news is that Rockmon can repair any structural damage to its body by reattaching its fallen portions. The bad news is that Rockmon's body is also incredibly fragile, and parts of it can easily be knocked off by an opponent's more powerful strikes. If a part of Rockmon's body is somehow lost or inaccessible, it can spend a post reabsorbing data from the nearby environment to recreate it instead of attacking.
Note that for a Digimon as unstable as Rockmon, repairing its body does not count as healing. Attacks taken will have still put strain on the core unless properly healed, even if the corresponding body part has been replaced several times over.
Attacks:
Reconfiguration A: Rockmon's limbs and head separate from its body, shaking violently as they rotate around its body like a tornado. If one of Rockmon's body parts had previously been separated, it rotates independently before returning to the main body.
Reconfiguration B: Rockmon's body distorts itself, shuddering before launching in a large, polygonal spike towards one direction. The spike is very sharp and can stretch out to three times Rockmon's height, making a direct hit with this move very painful.
Cooldown: Two Posts.
Noclip: Rockmon's body, or the body of one of its allies, becomes intangible. This allows it to phase through walls and freely float around. Unfortunately, this does not allow Rockmon to phase through enemy attacks as well.
Duration: One Post.
Cooldown: One Post.
Monitor Parameters: Rockmon summons a chart over the head of itself or another Digimon. The numbers and bars on the chart constantly fluctuate, and with it so do the target Digimon's parameters. Each post, one stat rises and another stat craters.
Magnitude: Varies by post. In order -
Post 1 - Strength doubled, Defense halved.
Post 2 - Speed doubled, strength halved.
Post 3 - Defense doubled, speed halved.
Duration: Three Posts.
Cooldown: Two Posts.
Liquidization: Rockmon undulates in a strange fashion, then launches a strange stream of pixels at an opponent. A stricken target of Ultimate level or lower is turned into an LCD sprite version of itself. While an LCD Sprite Digimon can still do everything a normal one can, its primitive medium of existence renders its stats lowered all around.
Magnitude: -25% to all stats.
Duration: Three Posts.
Cooldown: Two Posts.
DG Dimension: The area within 100 feet around Rockmon is broken down into a wireframe matrix. Giant, wireframe blocks float within the confines of this space, smashing into friend or foe without a care in the world. These blocks are slow moving yet hit hard, making them useful as both makeshift cover and makeshift weapons.
Duration: Four Posts.
Cooldown: Three Posts.
Digivolves From: Gizumon XT (Digi-Egg of Perfection)
TWIN DNA DIGIVOLUTION LINE
Biomerge / Burst Mode
Species: Arkadimon Super Mega
Appearance:
Attribute: Virus
Family/ies: Dark Area
Type: Bewitching Beast
Fighting Style:
Abilities:
Passives:
Implacable Dweller Outside Our Realm: Arkadimon Super Mega is absolutely immense, and is covered in chitin plates thick enough to match. Any exposed flesh left is surrounded by a myriad of strong, fibrous tentacles. The moral of the story here is that Arkadimon Super Mega is nearly impossible to hurt by conventional means, all normal attacks dealing drastically reduced damage. Fortunately, there are a few ways of passing Arkadimon Super Mega's defenses. The first is to attack Arkadimon Super Mega from the inside. The second is to destroy Arkadian Constructs, which will be detailed in another passive.
The final way is to just muster up all the power you can and break through Arkadimon's armor the old fashioned way. Arkadimon Super Mega's armor can weather up to 5 posts of cooldown from direct attacks. Moves with 0 cooldown count as having a cooldown of 1 for these purposes, while moves with a cooldown of Once per Thread count as the full 5. Any move with a charge time can add its charge time to its cooldown for determining its armor-breaking power. Any move that would normally pierce armor or ignore damage reduction, instead of having its normal effect, doubles its effectiveness against this cooldown limit. To be most effective, these attacks need to come all at once, as Arkadimon's armor heals half of the damage on it rounded up every post. If an armor break is successful, Arkadimon will take full damage during that post, its passives will be disabled, and it will be unable to attack. In essence, broken armor turns Arkadimon from an implacable force to a sitting duck. After one post of this stun effect, Arkadimon's armor regenerates and the fight resumes as usual.
Magnitude: 90% damage reduction, circumvented via above methods.
Our Very World, It Seeks To Overwhelm: Arkadimon Super Mega constantly secretes a field of corruption beneath it, turning the ground into a slurry of tentacles and chitin that resembles its physiology. This starts out small, a circle barely the size of Arkadimon's head. However, it stretches outwards in each post, turning what starts as an easily avoided spot into an infestation. Digimon who stand in the circle feel their energy drain, slowly but surely eroding away at their combat potential. Arkadian Constructs that stand in the circle instead feed off of it, growing larger and stronger. The debilitating effects of the corruption field pause if it is exited, and after two full posts outside of the circle fade away. While the corruption field continues to exist even on an armor break, it won't increase in size during said post. In fact, it will actually recede an equivalent distance!
Magnitude: -5% to all stats per post (Digimon), +10% to all stats per post (Arkadian constructs), caps at -50% for Digimon and +100% for Arkadian constructs.
"Cooldown": Two posts outside circle to reset duration.
Peer Not Into Its Mind, It Gazes Back: Arkadimon Super Mega's mind is impossible to comprehend, and bad things tend to happen to those who try. Mental effects, such as calms, fears, enrages, telepathy, and hallucinations, used on Arkadimon Super Mega also automatically effect their user, as the abyss gazes right back at them. The effect is then amplified to target all other Digimon in range, although unlike the technique's original user they have a chance to "dodge" by resisting the grasp on their minds. In essence, if a mind-altering technique is used on Arkadimon, it's also being used on every other participant of the battle.
And Leaves You Drowned, Within An Ichor Black: Any Digimon coming into direct contact with Arkadimon Super Mega allows its unstable data to directly intermingle with theirs. Non-Digimon objects (weapons, pieces of terrain, nonsapient Digital life) start to erode as Arkadimon's data begins intertwining between their own, while Digimon experience a nasty damage over time effect. This effect refreshes every post that physical contact is made, making prolonged contact with Arkadimon a very bad idea. Good thing it lacks any means of physically grabbing onto Digimon! This effect also applies instead of the normal effects of any draining-style move, such as a leech-based heal or stat-steal move. Incorporating an eldritch abomination's data into your own is very hazardous to your health!
Magnitude: Half of a Super Mega attack dealt every post.
Duration: Three Posts.
Within its Flesh, its Many Servants Teem: Arkadimon Super Mega is incapable of moving, and for the most part even attacking of its own volition. Instead, it creates constructs to enact its will, created from bits of tentacle and chitin that slough off of its body. These resemble Digimon currently on the battlefield, previous forms of Momo's partners, and significant Digimon previously encountered in their past, but in absence of any facial feature simply have Arkadimon's third eye. They are only capable of using basic attacks, and fight in the same fashion no matter which form they take, so any appearance differences are mostly cosmetic. Each Arkadian Construct has a part of Arkadimon's data stored within it, and for this reason destroying an Arkadian Construct will hurt Arkadimon.
An Arkadian Construct is generated every two posts or when the previous Arkadian Construct is destroyed, whichever occurs sooner.
At Any Cost, Prolonging Its Regime: When Arkadimon Super Mega's health is low it sinks down to the ground, too injured to even properly sustain flight. When it does this its tentacles sink into the ground like roots, draining the very essence of the Digital World to keep Arkadimon Super Mega alive. The siphon rapidly heals Arkadimon, eventually giving it the strength to take back into the skies. However, if Arkadimon's armor breaks at this threshold, it will lack the energy to regenerate it for the entire rest of the fight.
Magnitude: 1 Super Mega move worth of healing per post.
It Lies Awake, Within a Sleepless Dream: Arkadimon Super Mega, while titanic on the outside, is somehow even bigger on the inside. By passing through the massive eye-like slits on Arkadimon Super Mega's shoulders, a Digimon can reach the insides of Arkadimon's body. This is not a very safe place to be. Arkadimon's ability drain and contact damage passives always apply while inside of its innards, and Arkadian Constructs patrol there like living antibodies (approaching at an accelerated rate of one per post.) However, the increased danger comes with increased opportunity: Arkadimon's soft inner body is completely vulnerable, allowing every attack made against it to automatically hit for full damage. Anyone who enters Arkadimon is forcibly ejected after three posts, to they need to make the most of their time.
It is said that in Arkadimon's heart, Momo can be found. She rests so peacefully that she seems to be dreaming. Could waking her end the Biomerge, or would its effects be all the more disastrous?
Attacks:
??: Arkadimon Super Mega's mind reaches out to the minds of those around it, assailing them with barrage after barrage of force. You cannot comprehend the true form of this attack: each Digimon targeted seems to perceive it differently. While at first this attack deals far less damage than your average Super Mega move, it grows stronger with Arkadimon's pain. By the time Arkadimon is on its last legs, this attack is a good bit stronger than average, on par with most one-post cooldown moves.
!!!!!!!!: Arkadimon Super Mega tears its body apart, a black hole forming in the gaps between its writhing tentacles. For one post the black hole pulls relentlessly, sucking up any loose objects in the vicinity and threatening to inhale any Digimon that don't fight hard enough against its pull. Any Digimon sucked in take hefty damage, but worse still end up inside of Arkadimon.
Cooldown: Three Posts.
. . . . . : The low, droning hum that follows Arkadimon Super Mega at all times intensifies to a fever pitch. This sound is so bad that it destabilizes the data of nearby Digimon, shaking them to their very cores. Digimon who hear this move lose the ability to focus on moves being channeled or charged, interrupting them, and the cooldowns of all moves currently on cooldown increase by one.
Cooldown: Three Posts.
Digivolves From: Argomon and Parasimon (Twin DNA) [/b]