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Kenny O'Hara and Skadi's Thread Edits
Maia
Better Mod
Might Actually Be A Cat.
Posts: 627
OOC Name: Cheshire/Mai™
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Post by Maia on Dec 10, 2019 2:20:17 GMT
Let's begin!
Frozen Cloak: This does a bit too much. Have it either remove buffs or give immunity, but not both. Alternatively, if you'd rather, you can have it remove a single debuff and give immunity, but you'll have to axe the defense boost in this case.
Spearmaster: This isn't much of a non-combat move, but doesn't actually require a move slot at all, regardless. If you want to keep it, you can, but it might actually do better in your fighting style section if you feel like keeping it listed.
Relentless: Please remove the part where it's unable to be removed by debuffs, and cap it at 25%
Once More, With Feeling: We'd prefer to refrain from these sorts of moves. I'm sorry, but please change this to something else.
Frozen Cavalcade: Homing attacks aren't permitted. Please rework the aiming properties of this move.
Binds of Frost: Stuns aren't allowed. Please rework this move.
Summon Frost: This attack should affect everyone within its radius. The damage increase portion should only apply to active abilities, and only once for each individual ability, rather than every benefit given by an ability.
Oversurge: Please nerf the heal to 25%
Blizzard Neverending: Much like Binds of Frost, it can't have a stun.
Blizzard Calling: Please Increase the cooldown to 3.
And onto Miss Periperi...
Armour Guard: Please nix the part about pierce resistance.
Shield Toss: This can either have defensive or offensive properties. Please select which it can do, or split this into two separate moves.
Shield Guard: I'm sorry, but this move cannot be approved. Please remove it/change it to something else.
And, after that, we should be good!
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Post by Kenny O'Hara and Skadi on Dec 11, 2019 4:55:58 GMT
Alright. Made some changes.
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Maia
Better Mod
Might Actually Be A Cat.
Posts: 627
OOC Name: Cheshire/Mai™
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Post by Maia on Dec 12, 2019 5:02:19 GMT
1/2! Thank you!
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Dec 12, 2019 5:03:12 GMT
Approved.
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Post by Kenny O'Hara and Skadi on Dec 12, 2019 11:05:36 GMT
Sorry to throw another edit so soon, but this is more to help clean up the attack section for Skadi in this profile by fixing grammar errors, misspellings and other unsightly quirks I've spotted. Formatting below: Remember: No attacks have been changed, and were already approved. All I'm changing is the errors, typos and mistakes.MarkhormonAbilities: [7 Abilities Max] Mountaineer (Passive): Markhormon possesses a tough and well-rugged body that has survived even the harshest of winters. This in turn reduces damage from all Ice attacks by 50% and physical attacks by 30%. However, she takes 50% more damage from fire attacks.
Toxic Immunity (Passive): Markhormon’s immune system naturally prevents Skadi from suffering poison/corrosion from any attacks/passives, or suffering any ill effects from them (damage, paralysis etc). Likewise, her foamy saliva, if swallowed, or in some cases, rubbed into an affected area of a poison victim, will automatically heal the Digimon of any poison/corrosion effects they may suffer… if they’re willing to use it at all, obviously. If used on an ally, then they have up to 2 poison/corrosion effects lifted from them, and Skadi goes through a 3 turn cooldown period, where she will be no longer immune to effects from poison/corrosion until it finishes. If Skadi digivolves to this form while poisoned/corroding, then she will automatically be cured in the same post.
Frozen Cleaver: Skadi’s sword is encased in ice, in which she uses it to slice into the opponent with relative ease. This attack does ice damage, and physical damage to the enemy, however, it does not inflict direct contact. (1 post cooldown)
Spiral Earthquake: A even much more stronger version of Spiral Tremor, Skadi stomps the ground several times to cause a powerful tremor to summon up to 5 spires to attack the enemies (if there is one enemy, then this becomes one huge spire instead), reaching up to 20 meters per spire, or 50 meters for the super spire. While this attack lacks the defence piercing capabilities of Spiral Tremor, it makes up for it with sheer power alone, and a 150 meter radius that causes an earthquake, disorienting all grounded Digimon (allies and enemies) and leaving enemies open to attack. (3 post cooldown)
Blizzard Calling: Skadi’s sword is surrounded by a faint icy aura, before she swings it at a wide angle, summoning a powerful blast of icy wind for up to 50 meters, that cuts into and blasts back up to three opponents at once. Flying Digimon also take 20% more damage when hit, and can be forced onto the ground. While the wind blade is powerful enough on it’s own, due to the fact she’s swinging a heavy object, the sword still hurt if you make contact with it directly, great for driving back opponents that are too close to her. (3 post cooldown)
Glacial Crash: Markhormon summons a giant icicle, slightly larger than the opponent, from out of the sky, to crush the opponent with absolute ease. This attack bypasses shields, defensive buffs, and passives to deal the maximum damage possible to Digimon of equal or lower level to them. Digimon of the Mega level will instead incur 50% of the damage. (3 post cooldown)
Call of the Mountains: Skadi lets out a powerful, loud bleat at the opponent, dealing damage and potential disorientation. A much more powerful version of Wild Bleat, again, it can disorient flying Digimon and send them onto the ground, but it also has an added bonus of invigorating Skadi and increasing Skadi’s attack by 20% for the next 2 posts. (2 post cooldown)
Snowstorm Geyser (RAM Upgrade): Skadi rams her sword, coated in the familiar icy aura, into the ground. Underneath the opponent’s feet (in a 100m radius), a giant geyser of ice and snow erupts, inflicting powerful ice damage and potentially launching them into the air in the process from the pressure alone. This attack can also strike flying Digimon as well. (If there are more than one opponent, Skadi can select who gets hit by this attack, giving it a bit of an element of surprise). If Skadi rams her sword into the opponent instead, then they take the same full blast directly to their body, producing the same effect as before, but instead launching the in the direction opposite of where she strikes them. (2 post cooldown)
Stonewall Barricade (RAM Upgrade): Skadi stomps the ground, sending up a surrounding circular wall full of giant spires with spikes lined on the front to protect her and up to 2 allies near her (within a 50 meter radius) for a post. This can withstand up to 3 Ultimate attacks (that's around 6 Champion level attacks) before breaking, while Rookie and below do no damage and 1 Mega attack is enough break the wall, but have their damage slashed in half. Anyone making physical contact with the wall suffers 20% damage of what their attack would’ve inflicted. (3 post cooldown)
Frostcloak (RAM Upgrade GIGA): Skadi freezes over her body to create herself an additional set of armour, giving herself additional defence from her opponents. This ability automatically bumps up all her defences up by 30%, and prevents her from being affected from any debuffs from anything the opponent may have for 3 posts. (3 post cooldown)
HexeblaumonAbilities: [10 Abilities Max] All basic non-combat abilities: Airwalking, flight, standard resistance to extremely hostile cold conditions from the environment.
Magician (Non-combat passive): Thanks to their magic abilities, Hexeblaumon can use their lance as a magic wand to manipulate the environment and pick up objects twenty times their size, including other Digimon (with OOC permission), objects, and so on. They can pick up to 5 large objects at once, but the maximum amount of weight this Digimon can carry at any time is 500,000kg.
Relentless (Passive): For every attack (named or otherwise) that Hexeblaumon is able to land onto the opponent, she gains a ‘stack’. Each stack gives her a boost of 5% attack and speed, for a total of 5 stacks, or +25% attack and speed. However, if if Hexeblaumon fails to land a hit two posts in a row, they lose a stack.
True Companions (Passive): Hexeblaumon's wrath only extends to their opponents and their opponents alone. Therefore, all recognised allies are spared from being hit by any of Hexeblaumon's attacks. This is represented by a light blue aura surrounding said allies' body, making them impervious to any damage from any of Hexeblaumon's attacks.
HexaCharge: Hexeblaumon empowers themselves and up to 3 other allies of their own choosing, represented by an ectoplasmic, light blue hexagon circling around their bodies. Not only they and their selected allies feel a lot more invigorated by this empowering boost, they also gain a +30% boost in attack and speed for 3 posts, along with all of their active cooldowns cut down by 1. (3 post cooldown)
Frostcloak (RAM Upgrade GIGA): Hexeblaumon freezes over their body to create herself an additional set of armour, giving themselves additional defence from their opponents. This ability automatically bumps up all her defences up by 30%, and prevents them from being affected from any debuffs from anything the opponent may have for 3 posts. (3 post cooldown)
Blizzard Forthcoming: With their ice lance glowing a bright white, Hexeblaumon lets out a mighty swing, hitting the opponent with a mix of sudden cold blasts and a mighty razor wind that cut into and blow back the opponent for up to 50 meters. This attack can be used as both a close range attack and a long range attack, depending on the circumstances (although for obvious reasons, going close range does more damage). (3 post cooldown)
Frozen Cavalcade: Hexeblaumon fires off all 8 of their icicles on their back (which a new set immediately regrows in their place, don't worry) that fire directly at the opponent. Depending on the circumstances, they can fire off at least one spike to hit at least one opponent, or she can aim all her spikes off at one opponent only. (2 post cooldown)
Absolute Blast: A charge attack coming from the dragon jaws on the left shoulder. It directs itself towards it's target and fires off a searing ice beam from it's mouth, to deal heavy damage to the opponent. Opponents struck by this attack suffer a penalty of all their current active cooldowns increased by 1. This attack can also be be charged up as well for up to 3 posts, increasing by +75% per post for a total of +225%, increasing not only the size of the beam, but the amount of posts used to charge this attack will also be added to the opponent's active cooldowns (up to 4). (3 post cooldown)
Summon Frost: A powerful AoE attack where Hexeblaumon fires off a powerful, deadly blast of cold frost within a range of 200 meters around them, hitting anyone foolish enough to come close to them. For every active buff that the opponent may have on them (for example, an ability that grants the user an buff that gives attack and speed boosts, for example, is counted as one buff), they take 25% more damage for up to 100%. (3 post cooldown)
White Mist: In the blink of an eye, Hexeblaumon vanishes from the opponent, leaving nothing but an afterimage that disappears into harmless white mist upon contact with any attack. They then reappear within 500 meters of where they vanished in wherever location they please. This ability can be used with any other non-OPT attacks and abilities Hexeblaumon has, at the cost of increasing both this and the attack/ability’s cooldown by 1 post. (3 post cooldown)
Hecto Edge Destruction: From the heavens, Hexeblaumon summons a giant icicle, larger than the opponent’s size, to rain down on them, skewer them and crush and pin them down into the ground… then as soon as that happens, another icicle, the same size as the first one, emerges from the ground, also skewering them as well, and potentially crushing them, and sending shards of ice everywhere for up to 20 meters. The primary part of this attack ignores/breaks shields, defensive passives and buffs to deal maximum damage, while the flying shards do not. (4 post cooldown)
Oversurge (RAM Upgrade): The tip of Hexeblaumon’s spear glows a bright white, and they go for a powerful thrust into the opponent's body, by rushing at them at blinding speeds. Upon contact, if the initial thrust wasn’t bad enough, the opponent suffers a sudden influx of energy inside of them, utterly overwhelming them and dealing crazy amounts of damage on their person as it heavily ruptures their insides without any mercy. And, just to rub salt in that gigantic wound, Hexablaumon heals up 25% of the damage this attack inflicted on their victim. (4 post cooldown)
Frozen Annihilation (RAM Upgrade): Hexeblaumon’s spear tip glows a bright white once more, but this time they fire out a powerful beam, much larger than the opponent's size, directly at the opponent of choice that can swallow them whole. Upon contact with anything, this triggers a powerful (and we do mean powerful) burst of ice energy for up to a 300 meter radius. And Yggdrasil forbid you end up actually directly hit by the business end of the beam itself, because by the time the smoke clears up from the carnage, the opponent will be inflicted with a magical seal that inflicts silence, preventing them from using an attack for a post. (5 post cooldown)
Eternal Winter (Ultimate): In the first post, Hexeblaumon charges up as much power as possible, as indicated by their ice spear starting to glow a bright brilliant white. Once they have finished up charging, Hexeblaumon then goes for a direct attack onto the opponent, as the spear suddenly grows in size and length by massive amounts as they get close enough and home in straight and true in blinding fast speeds, and plunges it directly into the opponent’s body, preferably the DigiCore, to deal massive, potentially bordering on fatal, amounts of damage into them, ignoring other non-OPT abilities that would otherwise reduce or prevent damage from this attack. Even if the opponent somehow survives this dangerous attack, they will suffer a 50% drop in attack, defence, and speed for the next 3 posts. (Once per thread)
WeatherdramonAbilities: [6 Abilities Max] Cloud Travel (Non-combat Passive): Skadi can float in mid-air in this form. Nothing special, except she can reasonably avoid earthquake and ground attacks.
Weatherlocked (Passive): In this form, Skadi takes less 20% less damage from non-Ice elemental attacks. However, her reptilian form means she takes 10% more damage from Ice attacks.
Lightning Rod (Passive): If any Digimon uses any non-physical electric attack, they get redirected at Skadi, whenever they were trying to aim at her or not. She then absorbs the attack, which changes the white cloud black and increases her attack by 30% for the next 3 turns. However, once active, she cannot absorb another electric attack outside of using Orb of Reflection.
Orb of Reflection: If being attacked by a ranged/energy attack, Skadi can instead opt to absorb that attack instead with her orb. She can then fire the attack back at the enemy with the same amount of damage the original attack was going to inflict, including any boosts or passives the opponent has active. If used against Ultimates, then the attack power will only be on par with an unboosted Champion level attack, and only 50% of the attack can be absorbed. This attack cannot be affected by the Lightning Rod passive. (3 post cooldown) This attack can also be used as a combo with an ally. Ally fires attack at Skadi, which she absorbs and fires at opponent for 25% more damage. The cooldown still applies.
Gale Barrier: Skadi summons an barrier with her orb to protect her and others within a 5m radius. This barrier deflects 1 Champion level attack, all Rookie (+ lower) attacks, and halves 1 Ultimate attack by 50%. Any ranged fire attacks that hit the shield will instead by dissipated by the winds, which will not break the shield. (3 post cooldown)
Divine Breath: Fires a stream of light blue energy from her mouth at the enemy. (No cooldown)
Panic Thunder: Skadi uses her orb to summon up to 5 thunderclouds to strike down the enemy. These thunderbolts are capable of targeting and homing in on enemies. She can choose to strike down one enemy for maximum damage, or attack up to 5 foes with each thundercloud, or designate which and how many of her active thunderclouds hit which enemy. (3 post cooldown)
Galestorm (RAM Upgrade): Skadi fires off a powerful tornado/windstorm at the opponent from her orb directly at the opponent, hitting them at full force. Does heavy wind damage, and can fling them back far or disorient them upon contact. A powerful pushback attack that can give Skadi a lot of distance. (3 post cooldown)
Frostcloak (RAM Upgrade GIGA): Skadi freezes over her body to create herself an additional set of armour, giving herself additional defence from her opponents. This ability automatically bumps up all her defences up by 30%, and prevents her from being affected from any debuffs from anything the opponent may have for 3 posts. (3 post cooldown)
SilverGrademon Abilities: [7 Abilities Max] Leaps and Bounds (Non-combat Passive): Skadi can leap very, very high. Meaning she can scale houses and buildings with a single leap. She is also capable of parkour in this form, and is generally a very fast, very flexible creature.
Ethereal Being (Non-combat Passive): In this form, Skadi can change her form from solid to ethereal. This can allow her to pass through walls, and other solid objects. However, this does not automatically give her immunity from attacks, and she takes damage like any other Digimon.
Buildup (Passive): For every post that Skadi does not directly attack the opponent with an ability, she gains a token. This token increases her attack by 10%, up to a total count of 4 tokens. These tokens cannot be taken off by the opponent, nor can these boosts be reduced by any attacks or passives from any opponent. (For example, simply using her swords to parry the opponent or merely swinging her sword to attack will not affect Buildup. Using Dual Striker or Sliver Breaker does)
Keen Eye (Passive): Being a skilled swordswoman has it’s benefits. So that means that she gets a 1.3x boost to accuracy. This also allows her to see perfectly fine where she otherwise wouldn’t, including fog, smoke, and other weather conditions.
Fouet Brillant (RAM Upgrade): Skadi summons a glowing, long range (up to 50m) light energy whip to constrict, strike at, and attack the opponent, allowing Skadi to grab and toss them with ease, trip them up, bind them or whatever. Grabbing onto the whip for opponents is impossible, as touching it will burn the opponents hands, inflicting a little bit more damage to them. Enemies hit by this whip lose 5% of their current stanima (+5% per token from the Buildup passive). (3 post cooldown)
Dual Striker: Skadi runs up to the opponent at high speeds with her swords expanding and glowing in pure energy, before slashing at the opponents with her swords with skill and grace. Does light-type damage and physical damage, but does not make direct contact. (1 post cooldown)
Sliver Breaker: Skadi combines her two swords into one new powerful sword, the 'Gradalpha Break', then swings it to strike down the opponent. This attack can bypass and break Ultimate level (and lower) shields, reflectors and defensive passives/buffs to deal full damage to the opponent. Megas suffer 50% of the damage while any of the above is applied. However, it cannot break their shields or reflectors. Does light-type damage and physical damage, but does not make direct contact. (3 post cooldown)
Illusion: Skadi summons 3 clones of herself. These clones possess the power of a normal Champion level. However, if hit, these clones will automatically die, exploding and dissipating into white smoke to obscure the opponents vision and do moderate damage up to a 5 meter radius each. These clones are capable of using Dual Striker and Silver Breaker as well, and also has access to the Buildup and Keen Eye passives (albeit only getting 1.2x accuracy boost instead). However, they can only gain one token from Buildup, and cannot use Reflective Shield, Illusion, Ethereal Chains, Fouet Brillant, or Shining Blast. Each clone also have a max. TTL of 3 posts if left undamaged. If they die this way, then they will still go up in smoke (in both cases, whenever hit or not, Skadi can decide whenever they explode or not, depending on certain situations), and clones can attack the post they were summoned. Since this attack does not involve directly hitting the opponent, only producing the clones, this does not interfere with the Buildup passive. A clone attacking the opponent with an ability will only affect their own Buildup passive effect. (3 post cooldown)
Reflective Shield: Skadi summons a clear circular shield that can protect her from 1 normal Ultimate attack (3 Champion level attacks). If a ranged attack hits this shield, then it will automatically be reflected back to the opponent with the damage equal to what it was going to hit Skadi with. If a physical attack hits this shield, then the opponent takes 30% of the damage from the intended attack. This attack does not interfere with the Buildup passive. (3 post cooldown)
Shining Blast: This attack relies on the use of the Buildup passive. Skadi forms an orb of light in her palms, in which she fires a powerful laser beam at the opponent, causing light/holy damage. The damage depends on how many tokens Skadi has built up during this time. Once used, the token counter resets to 0, and Skadi loses the boosts. However, next post, the Buildup passive starts again, and Skadi can resume building tokens as normal. (3 post cooldown)
Ethereal Chains (RAM Upgrade): Skadi summons 2 pairs of ghostly chains silently rising from the ground to coil around the opponents feet (4 if the opponent has 4 feet, for flavor purposes only). Once trapped, they are bound for one turn, unable to move from the spot or turn around, but are still free to attack, just as long as the attack doesn't involve using their feet. Flying/airborne opponents will be pulled to the ground by the chains. Does not interfere with the Buildup passive. (2 post cooldown)
Frostcloak (RAM Upgrade GIGA): Skadi freezes over her body to create herself an additional set of armour, giving herself additional defence from her opponents. This ability automatically bumps up all her defences up by 30%, and prevents her from being affected from any debuffs from anything the opponent may have for 3 posts. (3 post cooldown)
That is all. Thank you.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Dec 12, 2019 14:04:23 GMT
Approved.
DM me when you want to edit those in.
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Post by Kenny O'Hara and Skadi on Dec 28, 2019 3:45:37 GMT
Hello again. First, here is more of a general clean up meant to fix up errors and typos for my profile for my already approved characters and forms. All that's being changed here is grammar and to help clean the profile up a little more. Hexeblaumon's moves (all moves already approved, only alteration is spelling errors and grammar errors)Abilities: [10 Abilities Max] All basic non-combat abilities: Air walking, flight, standard resistance to extremely hostile cold conditions from the environment.
Magician (Non-combat passive): Thanks to their magic abilities, Hexeblaumon can use their lance as a magic wand to manipulate the environment and pick up objects twenty times their size, up to and including other Digimon (with OOC permission), objects, and so on. They can pick up to 5 large objects at once, but the maximum amount of weight this Digimon can carry at any time is 500,000kg.
Relentless (Passive): For every attack (named or otherwise) that Hexeblaumon is able to land onto the opponent, she gains a ‘stack’. Each stack gives her a boost of 5% attack and speed, for a total of 5 stacks, or +25% attack and speed. However, if Hexeblaumon fails to land a hit two posts in a row, they lose a stack.
True Companions (Passive): Hexeblaumon's wrath only extends to their opponents and their opponents alone. Therefore, all recognised allies are spared from being hit by any of Hexeblaumon's attacks. This is represented by a light blue aura surrounding said allies' body, which serves as a sort of guard that gives them this aformentioned immunity.
HexaCharge: Hexeblaumon empowers themselves and up to 3 other allies of their own choosing, represented by an ectoplasmatic, light blue hexagon circling around their bodies. Not only they and their selected allies feel a lot more invigorated by this empowering boost, they also gain a +30% boost in attack and speed for 3 posts, along with all of their active cooldowns cut down by 1. (3 post cooldown)
Frostcloak (RAM Upgrade GIGA): Hexeblaumon freezes over their body to create herself an additional set of armour, giving themselves additional defence from their opponents. This ability automatically bumps up all her defences up by 30%, and prevents them from being affected from any debuffs from anything the opponent may have for 3 posts. (3 post cooldown)
Blizzard Forthcoming: With their ice lance glowing a bright white, Hexeblaumon lets out a mighty swing, hitting the opponent with a mix of sudden cold blasts and a mighty razor wind that cut into and blow back the opponent for up to 50 meters. This attack can be used as both a close range attack and a long range attack, depending on the circumstances (although for obvious reasons, going close range does more damage). (3 post cooldown)
Frozen Cavalcade: Hexeblaumon fires off all 8 of their icicles on their back (which a new set immediately regrows in their place, don't worry) that fire directly at the opponent. Depending on the circumstances, they can fire off at least one spike to hit at least one opponent, or they can aim all of their spikes off at one opponent only. (2 post cooldown)
Absolute Blast: A charge attack coming from the dragon jaws on the left shoulder. It directs itself towards it's target and fires off a searing ice beam from it's mouth, to deal heavy damage to the opponent. Opponents struck by this attack suffer a penalty of all their current active cooldowns increased by 1. This attack can also be be charged up as well for up to 3 posts, increasing by +75% more damage per post for a total of +225%, increasing not only the size of the beam as well, but the amount of posts used to charge this attack will also be added to the opponent's active cooldowns (up to a total of 4). (3 post cooldown)
Summon Frost: A powerful AoE attack where Hexeblaumon fires off a powerful, deadly blast of cold frost within a range of 200 meters around them, hitting anyone foolish enough to come close to them. For every active buff that the opponent may have on them (for example, an ability that grants the user an buff that gives attack and speed boosts, for example, is counted as one buff), they take 25% more damage for up to a total of 100%. (3 post cooldown)
White Mist: In the blink of an eye, Hexeblaumon vanishes from the opponent, leaving nothing but an afterimage that disappears into harmless white mist upon contact with any attack. They then reappear within 500 meters of where they vanished in wherever location they please. This ability can be used with any other non-OPT attacks and abilities Hexeblaumon has, at the cost of increasing both this and the attack/ability’s cooldown by 1 post. (3 post cooldown)
Hecto Edge Destruction: From the heavens, Hexeblaumon summons a giant icicle, larger than the opponent’s size, to rain down on them, skewer them and crush and pin them down into the ground… then as soon as that happens, another icicle, the same size as the first one, emerges from the ground, also skewering them as well, and potentially crushing them, and sending shards of ice everywhere for up to 20 meters. The primary part of this attack ignores/breaks shields, defensive passives and buffs to deal maximum damage, while the flying shards do not. (4 post cooldown)
Oversurge (RAM Upgrade): The tip of Hexeblaumon’s spear glows a bright white, and they go for a powerful thrust into the opponent's body, by rushing at them at blinding speeds. Upon contact, if the initial thrust wasn’t bad enough, the opponent suffers a sudden influx of energy inside of them, utterly overwhelming them and dealing crazy amounts of damage on their person as it heavily ruptures their insides without any mercy. And, just to rub salt in that gigantic wound, Hexablaumon heals up 25% of the damage this attack inflicted on their victim. (4 post cooldown)
Frozen Annihilation (RAM Upgrade): Hexeblaumon’s spear tip glows a bright white once more, but this time they fire out a powerful beam, much larger than the opponent's size, directly at the opponent of choice that can swallow them whole. Upon contact with anything, this triggers a powerful (and we do mean powerful) burst of ice energy for up to a 300 meter radius. And Yggdrasil forbid you end up actually directly hit by the business end of the beam itself, because by the time the smoke clears up from the carnage, the opponent will be inflicted with a magical seal that inflicts silence, preventing them from using an attack for a post. (5 post cooldown)
Eternal Winter (Ultimate): In the first post, Hexeblaumon charges up as much power as possible, as indicated by their ice spear starting to glow a bright brilliant white. Once they have finished up charging, Hexeblaumon then goes for a direct attack onto the opponent, as the spear suddenly grows in size and length by massive amounts as they get close enough and home in straight and true in blinding fast speeds, and plunges it directly into the opponent’s body, preferably the DigiCore, to deal massive, potentially bordering on fatal, amounts of damage into them, ignoring other non-OPT abilities that would otherwise reduce or prevent damage from this attack. Even if the opponent somehow survives this dangerous attack, they will suffer a 50% drop in attack, defence, and speed for the next 3 posts. (Once per thread)
All Mercs being placed into the special post reserved for them only (same as Hexeblaumon's cleaned up moveset):
MERC #1:Digimon Name: Ramona Default Form: Rookie (Real World)/Either Champion or Ultimate (Digital World) Gender: Female Alignment: Lawful Good Skills/Talents: - Medicine: Inherited from the DNA Digivolution from her Biomon friend, Ramona knows a whole lot about medicine. Whenever you are sick or poisoned, she will do what she can to heal you. - Webbing Skills: She can craft clothes, weave webs, and do so much more with her webs. These webs, when used for those purposes, are soft and warm, great if you feel cold. - Practical thinker: She often uses what she has within the situation, for example, she can use her web to cover a wound after spreading healing powder over it. - Cooking with fruits, vegetables and herbs: She’s actually quite a good cook, often brewing healthy recipes to fill her ally’s stomachs or craft medicine to help her allies, as noted earlier..
Inventory: - Several packets of herbs and spices, mainly known for their health properties. - A lost phone she picked up from the Shibuya train station. It's cracked, and she needs to charge it.
Personality: A self-declared hard worker that lives up to her title, Ramona is a calm and collected individual who often takes a more realistic approach to situations. She tends to approach things logically, and prefers to talk things out to come to a more effective solution, while willing to rely on her practical skills to solve a problem, rather than jump into combat at the first opportunity.. A lot of the time, she’s polite, friendly, and respectful to the others around her, especially to her superiors, and will often listen to them when required to. However, if she doesn’t agree, it’s not uncommon to try and butt in to ensure that things go the way she wants it to go, claiming it’s ‘right’. She’s also not afraid to butt heads with those who disagree with her, especially when things are rough.
She serves as the team medic, thanks to her incredible know-how about medicine. Often It helps that ties into her nature as a pacifist, often wanting to stay out of conflict if necessary. If push comes to shove, she won’t take the conflict lying down, often willing to help out in combat. She hates killing other Digimon, as she’s sworn to the Hippocratic Oath, but if she must, just to keep everyone safe, she must. She also refuses (and in turn, hates) to load a Digimon, but mainly this comes from knowing Ramona was nearly fully loaded herself, and was only saved by intervention, now wanting to prevent others from succumbing to the same fate as she and he nearly did.
When not working with medicine, she tends to relax, a lot. She tends to take life easy, often preferring to soak up the sun or work on her own personal projects. She enjoys knitting silk in her spare time for her own personal use, or soaking up the sun's rays, or napping. She does like to try out new things as well, and it won’t take much convincing to get her to try it out… as long as she knows it’s safe to do so.
Personal History: In her past life, she was the assistant to a Biomon named Nikolay, a master doctor who was said that no matter the state of the Digimon, there was nothing he could heal. She, once a HerculesKabuterimon, looked up to him, and was taken under his wing to study medicine. Often, she would be sent out to seek out terminally sick Digimon to bring to him, since her speed was unparalleled.
However, the only reason she’s here is because of one action Nikolay did to save her. You see, one of Ramona’s rescue attempts was intervened by an aggressive Callismon hunting down it’s prey. While Nikolay tried to heal her, the Callismon pulled off a powerful sucker punch, leaving Nikolay to die. Callismon attempted to absorb her data to the point of permanent death, but one final blow from the 2 killed it off. While Nikolay still could be reborn, he lacked the energy to save Ramona normally. So he did the only thing he could do: DNA Digivolve with her to allow her to be reborn. Thus, he gave up his life to allow Ramona to be reborn herself.
Now reborn in the Village in Beginnings, she now seeks to continue his legacy. However, the DNA Digivolution has given her some potent healing abilities, which she’s still learning how to use. She’s now come to the real world, after hearing rumblings about medical advancements that has happened, willing to incorporate them into her medical expertise.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh Species: Leafmon Appearance:
Attribute: Vaccine Family/ies: None Type: Slime
Fighting Style: Yes.
Abilities: [1 Ability Max] Bubbles: Spits bubbles at the opponent that may or may not irritate the skin.
Digivolves To: Minomon
In-Training Species: Minomon Appearance:
Attribute: Vaccine Family/ies: None Type: Jungle Troopers
Fighting Style: Yes.
Abilities: [2 Abilities Max] Sticky Antennae (Non-combat passive): She can use the long antennae on her head to stick onto the wall with the tip. She can also decide to detach without warning, and drop down on the enemy’s head.
Itchy Powder: Shoots out a load of itchy powder everywhere. Does no damage, but fleshy Digimon will itch heavily for the next 2 posts and will probably be so distracted, they won't bother attacking, great for making an escape. (1 post cooldown)
Pinecone: Pulls out a pinecone from hammerspace and throws it at the opponent. It may not do much damage to a Digimon, but it can easily throw them off guard if it hits them on the head. (No cooldown)
Digivolves From: Leafmon Digivolves To: Wormmon
Rookie Species: Wormmon Appearance:
Attribute: Vaccine Family/ies: Jungle Troopers Type: Larva
Fighting Style: She's not really keen on fighting in this form, but she makes up for it with a variety of special skills to help and hinder when needed.
Abilities: [4 Abilities Max] Nikolay's Legacy (Non-combat passive): Thanks to inheriting Biomon data from the DNA Digivolution, all of Ramona’s forms are Vaccine-type. This also has given her potent healing abilities that normal Digimon of her species would not have.
Utility Web (Non-combat passive): Her main talent. She can create webs from her mouth, which can allow her to climb up walls, buildings and trees with absolute ease. She also has the ability to climb up the web easily, without issue.
Sticky Net: Shoots a tough, adhesive net at her opponent. Should this hit a Rookie, they will be entrapped in the silk net, keeping them in place, and forcing them to struggle to get it off for the next 2 posts. This does not truly immobilise/stun them, nor prevent them from using any attacks. But it is very potent, and hard to get off, and enemies affected may be more than likely wasting a post or two to get it off. If on a Champion, then this will slow them down instead, giving Ramona and co. a very good opening to attack or escape. If used on a recognised ally, this instead can be used as a safety net, good for saving one Rookie-level (or one Rookie-sized Digimon, like Gatomon or MarineAngemon) from falling to the ground. In either case, Ramona can voluntary cut the nets and free them, as landing on the net will still get you stuck for the next 2 posts. However, Champions and higher can still break the nets with ease. (2 post cooldown)
Silk Thread: Shoots several strands of needle-like silk thread at the opponent. It’s very sharp. And pointy. And while individually it may not do much damage, she can shoot it consecutively, allowing for damage to build up. (No cooldown)
Web Cocoon: Ramona forms a potent web shield around herself or an ally. For the next two turns, she or the ally are stuck inside this cocoon, healing 10% of damage per turn, and having their defence upped by 100%. However, they cannot attack during this time. After 2 turns, the cocoon breaks. (3 post cooldown)
Healing Powder: Tapping into Biomon’s data, Ramona rubs her hands together, before releasing a specialised powder all over her allies. This heals 30% of damage from up to 2 allies (including herself) within a 5m vicinity towards her, and also removes one debuff of the affected ally's choice. For Champion and higher debuffs, this is reduced by 1 post instead. (3 post cooldown)
Digivolves From: Minomon Digivolves To: Kabuterimon
Champion Species: Kabuterimon Appearance:
Attribute: Vaccine Family/ies: Nature Spirits, Wind Guardians Type: Insect
Fighting Style: Now that is more like it. Ramona can now properly fight in this form, and while she can operate perfectly fine on the ground, she prefers the air.
Abilities: [6 Abilities Max] Flight (Non-combat passive): Duh.
Soundproof (passive): While in the sky, Ramona’s wings beat very loudly, allowing her to filter out any negative Champion-level or lower attacks and abilities that involves loud noises and/or soundwaves, and only takes 50% damage/has the effect last for a post shorter instead for Ultimates.
Electrification (passive): While in combat, Ramona is constantly building up charge in this form. Every three posts, Ramona can trigger this passive ability, which electrifies her entire body. For the next three posts, all of her electric attacks do 30% more damage, and she deals 10% of electric damage upon contact.
Electro Shocker: Fires a ball of electricity at the enemy. Does electricity damage, and for the next 2 posts, opponents suffer ‘electrocution’ for the next 2 posts. They take 10% of electricity damage per post (20% if it was used during the time Electrification is active), and their speed drops by 5% (10% if it was used during the time Electrification is active.) (2 post cooldown)
Beetle Horn: Attacks the opponent with her horn to cause heavy physical damage. She can either gore you, or fling you pretty far away. If hit during Electrocution, this attack’s damage is increased by 10%. (1 post cooldown)
Blink Thrust: Ramona fires several wind blades at the opponent with her wings. While they cannot home in on the enemy, they do not make a single sound when fired, making it perfect for sneak attacks. If used during Electrification, this attack becomes a wind and electric attack. This also gives them a faint sparking/buzzing sound instead. (1 post cooldown).
Healing Dust: Tapping into Biomon’s data, Ramona sprinkles healing dust on up to 3 allies (including herself). This heals them by 30% and removes all Champion-level and lower debuffs, like poison, attack drops, etc. For Ultimate and higher debuffs, this is reduced by 1 post instead. (4 post cooldown)
Digivolves From: Wormmon Digivolves To: Unknown
MERC #2
Digimon Name: Odin Default Form: Champion (Peckmon) Gender: Male Alignment: Chaotic Good Skills/Talents: Leg strength: A lot of it. It allows him to run for long amounts of time without getting tired.
Sneaking: He’s immensely good at sneaking around, allowing him to go through dangerous areas without getting caught, and he’s also good with sucker punches too.
Fishing: He can fish. He mainly eats them raw in order to survive. His stomach can handle it.
Great Eyesight: He can see clearly from far away, allowing him to warn others of threats, and spot things others otherwise wouldn’t.
Inventory: - His trusty satchel - The entire map of the Digital World - A compass with a crack on the glass - Some healthy snacks for the journey ahead, usually consisting of a few fresh fruits or vegetables - A fishing rod and bait
Personality: A warrior-in-training, Odin is rough, tough, and a little bit too brash for his own good. Basically, his personality is like a teenager with a little amount of self-control, but a lot of great potential ready to be harboured within him. He tends to act first and ask questions later, and has a bit of a bad habit of showing off, but while he may not be always doing the right thing, he always proposes to do what’s right by others.
Odin often likes to make himself sound more impressive than he really is, often overplaying himself and downplaying others when it comes to great victories. He often loves to taunt his enemies and often gets himself a little too caught up in the fight. However, if there’s one thing you should never do near Odin, well, it’s that you do not diss his close friends in front of him. Because he’s also extremely loyal to his close friends, and is more than happy to fuck your shit up the second you step out of line.
He makes his ends meet for now by working as a mailman in the Digital World, quickly rushing throughout to deliver packages and mail through even the harshest of environments. He will make sure your package is delivered, safe and sound, hell or highwater, his own safety be damned. It may or may not eventually cost him his life should a delivery go sour, but hey, as long as it puts food on the table.
Personal History: All he’ll let slip is that he’s been training under an eldery Karatenmon for a while… for now.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh Species: Puwamon Appearance:
Attribute: None Family/ies: None Type: Chick
Fighting Style: .. ..-. / -.-- --- ..- / -.-. .- -. / .-. . .- -.. / - .... .. ... --..-- / -.-. --- -. --. .-. .- - ..- .-.. .- - .. --- -. ... -.-.-- / -.-- --- ..- .----. .-. . / .- / -. . .-. -.. .-.-.-
Abilities: [1 Ability Max] Fuwa Feather: If you touch Odin’s tail, he’ll automatically give you an electric shock, and by ‘electric shock’, well… imagine touching metal, and you feel a small, painless, but irritating and distracting jolt. Yeah, that’s basically this ‘attack’.
Digivolves To: Pinamon
In-Training Species: Pinamon Appearance:
Attribute: None Family/ies: None Type: Chick
Fighting Style: He fast.
Abilities: [2 Abilities Max]
Piripirk Spark: Strikes the opponent with the Fuwa Feathers on his tails, hitting them with a painless, but irritating spark, just long enough to make an escape.
Mad Dash: Rams into the opponent at high speeds. Or runs away, whatever works.
Digivolves From: Puwamon Digivolves To: Peckmon (Warp)
Champion Species: Peckmon
Appearance:
Attribute: Vaccine Family/ies: Wind Guardians Type: Bird
Fighting Style: A crafty fellow in combat, Odin tends to mix it up with several techniques to catch the enemy off guard. Like Ramona before him, he carries a good mixture of both offensive and defensive techniques to both support his allies and be able to hold his own in combat.
Abilities: [6 Abilities Max] Never Skip Leg Day (non-combat abilities): He can fly and glide, but he’s much more effective fighting on land. It does help he has crazy good leg strength, allowing him to run for long amounts of time without getting exhausted. And it gives his basic kicks a little bit more ‘oomph’.
Silent Sneaker (non-combat passive): A technique learnt from his master, Odin is capable of sneaking, not making a single sound in his steps during so. While this cannot be used in direct combat, this is great for potential sneak attacks and sucker punches he can pull off when the opponent least expects it, especially while in hiding.
Speedster (passive): Odin is, naturally for his kind, very fast. Once every 3 posts, Odin can use 2 named active abilities in a turn instead of one.
Tailwind: Odin rapidly flaps his wings to summon a cool, and relaxing tailwind for him and up to 2 nearby allies. For the next 2 posts, their speed is increased by 20% and all of their air/wind attacks are boosted by 10%. (2 post cooldown)
Kunaibane: Flings a series of 20 sharpened feathers at the foe. A singular one won’t do much damage, but it’s a good thing he can throw multiple with this attack, and he can throw them consecutively to build up the damage, great for keeping the enemy at bay at long range. (No cooldown)
Spiral Claw: Leaps into the air and spins at high speed, drilling into foe with his talons. A powerful attack amplified by his tough legs and his sharp claws, where the higher he is in the air, the bigger the impact of the attack. (1 post cooldown)
Stun Dart: Odin tosses a very potent dart at the opponent. Once hit, the opponent will be immobilised for a post by the potent muscle-freezing poison in the dart, leaving them open to attack. It’s small, but is very effective on pricking fleshy Digimon and their fleshy bits. It won’t really do much (if anything) to machine/armoured Digimon (not Armour levels - Digimon actually wearing armour). If hitting an Ultimate, it instead puts them into a slightly drowsy state, reducing their speed by 10%. (3 post cooldown)
Firecracker Bomb: Odin pulls out up to 5 firecrackers from his bag, and tosses it at the enemy. Does fire damage, with an AoE of each firecracker ranging up to 5 meters each for a total of 25 meters. When a firecracker explodes, it releases a black smokescreen that obscures the opponent's vision. This attack is great for blinding opponents and for doing heavy damage. (3 post cooldown)
Digivolves From: Pinamon (Warp) Digivolves To: Unknown
MERC #3
Digimon Name: Periperi Default Form: Ludomon Gender: Female (She/Her) Alignment: Neutral Good Skills/Talents: - A keen eye: She can detect intricate details that would otherwise go unnoticed by others.
- Basic exploration skills: She still has a lot to learn, but she knows how to climb, set coordinates and do anything she can to tough out the environment. She also knows how to prepare beforehand as well.
- Endurance: She’s pretty tough for a Rookie level Digimon, able to handle a lot of things thrown her way thanks to her strong armour, be it other Digimon attacks or a harsh environment. But she knows her limits as well, and will often back down when needed to.
Personality: A plucky kid with a love of exploration and adventure embedded deep into her DigiCore, once Periperi starts going, it’s rather hard for her to stop. Like Skadi before her, she’s a really friendly Digimon once you get to know her, but unlike Skadi, she’s not exactly keen on fighting, rather opting to watch a good friendly fight herself. But that doesn’t mean she’ll just sit there and do nothing when her friends are hurt, and will do everything she can to help them however she can.
As she’s still a little young (as in, ‘this is literally her first cycle’ young), she still has a lot to learn about the world at large. But that doesn’t make her dumb, far from it. She knows when to take risks when appropriate, she tends to think before she leaps, and she tends to plan ahead in the long term. She’s always open for whatever suggestions you may have. She’s a bit of a dork, too, and often loves to collect weird, obscure things in her little knapsack/Infini-store. And she has quite a bit too.
Someday, she hopes to follow in the footsteps of Hikaru and become a great leader herself, focusing on exploring every single nook and cranny that the Digital World has to offer… and possibly the real world too. While it’s gonna take a good long while until she becomes true leader material, don’t count her out just yet. This plucky teddy is ready to take on the world ahead of her.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh Species: Cotsucomon Appearance:
Attribute: Free Family/ies: Metal Empiire Type: Armour
Fighting Style: hahahahahahaha what
Abilities: [1 Ability Max] Knock Knock: Bumps into the opponent with her hat. It’s unblockable, undodgeable and kills the opponent in one hit.
Digivolves To: Kakkinmon
In-Training Species: Kakkinmon Appearance:
Attribute: Free Family/ies: Metal Empire Type: Armour
Fighting Style: Fighting style? What's that? Some kind of dance move?
Abilities: [2 Abilities Max] Clang Clang: Scratches at the opponent with the sharp corners of her head-shield. It’s also unblockable, undodgeable and kills the opponent in one hit.
Nom Nom: Bites the opponent until she decides she wants to let go (read: never), or until the opponent pulls her off and tosses her away (read: 99% of the time).
Digivolves From: Cotsucomon Digivolves To: Ludomon
Rookie Species: Ludomon Appearance:
(Combat form)
(Non-combat form)
Attribute: Data Family/ies: Metal Empire Type: Armour
Fighting Style: She’s not really suited for fighting, honestly. But she has a variety of abilities meant to tank opponents attacks, and retaliate as hard as she possibly can.
Abilities: [4 Abilities Max] Summon Armour (Non-combat passive): Periperi can summon her armour to directly attach onto her body instantly as needed, and when combat is finished, she can make the armour vanish back into small packets of data, returning her to her cute, cuddly self. It’s what allows her to change between forms with ease. She can also attack the same post she summons her armour, just to help avoid her sitting outside of combat (Normal evolution rules still apply if she ever does evolve in combat).
Armour Guard (Passive): Thanks to her armour, Periperi has a flat 30% resistance to all attacks directed onto her, allowing her to tank a lot of Rookie attacks with ease.
Wall Rake: Viciously scratches at the opponent with her shield claws on her hands. Opponents part of the Metal Empire family of Digimon take 20% more damage from this attack. (1 post cooldown)
Shield Toss: Flings the 2 shields on her arms at her enemies within a 50 meter radius in front of her, before returning back to her like a boomerang. She can hit up to 2 enemies with this attack, but she can also hit one enemy to deal maximum damage to them. (2 post cooldown)
Metal Clang: Periperi bangs her shields loudly, creating shockwaves that heavily damages and disorients enemies within a 25 meter radius in front of her. All opponents hit by this move will have all their active cooldowns increased by 1. (3 post cooldown)
Digivolves From: Kakkinmon Digivolves To: RaijiLudomon (Warp)
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Post by Bonetrousled? on Dec 28, 2019 4:06:48 GMT
Approved!
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Post by Kenny O'Hara and Skadi on Jan 29, 2020 9:02:26 GMT
Alright, time for some more move edits to fix some things up:
Valaismon: Replace Flurry Fury with:
Fluffy Bulk (Passive): Skadi's thick coat is, well, really thick for a Rookie level. She takes -30% less damage from all physical attacks thrown her way.
SilverGrademon: Replace Illusion with:
Shadowclone: Skadi summons up 3 clones of herself. These clones possess the power of a normal Champion level, able to attack the post they were summoned and sharing all of her passives except Buildup, although when hit with any attack, whenever a standard attack or a named attack, these clones ‘die’ and leave a giant, harmless, but extremely thick white, and blinding smokescreen in their place that lasts for a post, only able to be blown away by wind attacks with a 3 post cooldown or higher, and/or any attack/ability that can clear off any AoE abilities like this. Each clone is treated as one individual Digimon, and will still be affected by any non-damaging buffs/debuffs they may be affected by. Once a total of 3 posts have passed, all still-active clones will automatically ‘die’ and generate their respective smokescreens at the end of the post. (3 post cooldown)
Hexeblaumon: Replace True Companions with:
Shield Destroyer (toggleable passive): If this passive is triggered, any attack used on it will possess the ability to bypass defensive passives and defensive buffs the opponent(s) may have on them, as well as bypassing and destroying any active shields they may have on them. Each ability will have a minor cosmetic change to them to indicate whenever this ability is triggered. If used on an attack which can already bypass defensive buffs and destroy shields, that attack’s damage is doubled by x2. (3 post cooldown)
Edit Frozen Annihilation's description to this:
Frozen Annihilation (RAM Upgrade): Hexeblaumon’s spear tip glows a bright white, firing out a powerful beam, much larger than the opponent's size, directly at the opponent of choice that can swallow them whole. Upon contact with anything, this triggers a powerful (and we do mean powerful) burst of ice energy for up to a 300 meter radius, in which Hexeblaumon themselves will be able to control the size of to their whim. Any opponents caught within the attack will be inflicted with a debuffl that inflicts a 50% speed drop for the next 2 posts. (5 post cooldown)
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Feb 12, 2020 22:44:29 GMT
—Shadowclone: Illusion was fine as it is. This is pushing the ability way too far.
—Shield Destroyer: The interaction with White Mist is unneeded. Get rid of it.
—Frozen Annihilation: What does "in which Hexeblaumon themselves will be able to control to their whim" mean exactly? Does this have any mechanical applications? Please clarify.
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Post by Kenny O'Hara and Skadi on Feb 13, 2020 1:12:23 GMT
Shadowclone has now been nerfed.
Shield Destroyer's text has been fixed.
Frozen Annihilation has been updated to clarify that Hexeblaumon can control the size of the AoE attack's range.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Feb 25, 2020 20:55:14 GMT
Shadowclone wasn't properly edited. They're still Armor Ultimate level.
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Post by Kenny O'Hara and Skadi on Feb 25, 2020 23:49:31 GMT
Fixed (again)!
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Feb 27, 2020 14:17:07 GMT
1/2
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Maia
Better Mod
Might Actually Be A Cat.
Posts: 627
OOC Name: Cheshire/Mai™
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Post by Maia on Mar 13, 2020 21:39:06 GMT
2/2
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