Vulin and Fennel Edits
Jan 4, 2019 11:54:47 GMT
Post by Deleted on Jan 4, 2019 11:54:47 GMT
Whew; first time, uhhhh... Okay I have a handful of edits I'd like to make; thank you guys for your time ^^;;;;
Firstly, I'd like Vulin and Fennel's individual forms each put under spoilers, similarly to how I formatted Ophelia's profile [here] - and I'd like the abilities to be formatted the same, too, with the tags before the name of an attack or ability.
Bubble Blow, CHOMP, Sear Bite, Flame Burst, Horn Hop, and Zap Strike should be tagged as [ATTACK]
Electro Ball, and Call Weakness should be tagged as [ABILITY]
Keen Eye and Molten Dragon i'd like the [PASSIVE] tag to be moved to be behind the name.
Secondly, I'd like to replace Vulin's Intercept move as Vorvomon with the following move -
[ATTACK] Dragonbreath: Vulin spends a turn breathing in deeply and building up heat, during which he moves at half speed - though attackers that make direct contact take minor heat-based damage as well. After the turn, he breathes out a relatively short-ranged cone of fire- dealing heavy damage to a target, and anyone near said target - be it friend or foe. [1 Turn Cooldown]
Lastly, I'd like to add an armor champion form to both Vulin and Fennel. Could these forms be sorted inbetween the Rookie and Champion forms for each of them?
Vulin's form
Armor Champion
Fennel's form
Armor Champion
Thank you again for your time tho; I hope this all isn't too much trouble, <: D
Firstly, I'd like Vulin and Fennel's individual forms each put under spoilers, similarly to how I formatted Ophelia's profile [here] - and I'd like the abilities to be formatted the same, too, with the tags before the name of an attack or ability.
Bubble Blow, CHOMP, Sear Bite, Flame Burst, Horn Hop, and Zap Strike should be tagged as [ATTACK]
Electro Ball, and Call Weakness should be tagged as [ABILITY]
Keen Eye and Molten Dragon i'd like the [PASSIVE] tag to be moved to be behind the name.
Secondly, I'd like to replace Vulin's Intercept move as Vorvomon with the following move -
[ATTACK] Dragonbreath: Vulin spends a turn breathing in deeply and building up heat, during which he moves at half speed - though attackers that make direct contact take minor heat-based damage as well. After the turn, he breathes out a relatively short-ranged cone of fire- dealing heavy damage to a target, and anyone near said target - be it friend or foe. [1 Turn Cooldown]
Lastly, I'd like to add an armor champion form to both Vulin and Fennel. Could these forms be sorted inbetween the Rookie and Champion forms for each of them?
Vulin's form
Armor Champion
Species: Shadramon
Appearance:
Attribute: Virus
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Insect
Fighting Style: Matching Vulin's general passion and the fiery nature of his attacks as Shadramon, Vulin's fighting style in this form is flashy and bombastic to say the least. He's always on the move, either darting in for strikes with flaming fists, or backing off to do fiery blasts from afar, flitting about with his wings to try and stay just out of a landlocked enemy's reach. Overall though, he favors hand-to-hand, tanking hits with his thick carapace and keeping attention off of his brother while Fennel provides support and recon.
Abilities:
[NONCOMBAT PASSIVE] Delicate Wings: Vulin is able to fly for extended periods of time, though his wings cannot handle large weights. He is at the most able to carry a small Rookie, an in-training II digimon, or a small human child; but anything larger makes it increasingly difficult for him to fly.
[PASSIVE] Molten Insect: Vulin's hard carapace and fiery nature allow him to withstand extreme heats more easily, including other digimons' fire-based attacks. He, additionally, is a little more resilient to physical attacks than most Armor Champions. However, he has a harder time with water and ice/cold-based attacks.
[ABILITY] Flare Aura: For the next 2 turns, Vulin coats himself in fire, hot enough to make the air around him shimmer. While this aura is active, if he makes contact with another enemy - either from them attacking him directly, or him attacking them directly - they take additional moderate damage as the flames burn at them. [3 Turn Cooldown]
[ABILITY] Firewall: Vulin raises a wall of flames in any given spot near him. Energy-based and otherwise nonflammable projectiles are able to pass thru it, but anyone who passes thru it takes heavy fire damage. This wall lasts 3 turns before fizzling out. [3 Turn Cooldown]
[ATTACK] Hellburst: A destructive attack, Vulin spends the first turn charging - during which intense heat is building up within him. He moves at half speed, but any attackers that make direct contact take minor heat-based damage as well. On the next turn, Vulin releases this heat in a fiery blaze around him, dealing damage to all digimon - friend or foe - within a short radius of him. [2 Turn Cooldown]
[ATTACK] Blaze Barrage: Vulin strikes the enemy with a devastating flurry of flaming punches! [1 Turn Cooldown]
[ATTACK] Sear Strike: Heating up his fists, Vulin makes a few quick jabs at the enemy.
Digivolves From: Vorvomon + Digimental of Passion
Appearance:
Attribute: Virus
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Insect
Fighting Style: Matching Vulin's general passion and the fiery nature of his attacks as Shadramon, Vulin's fighting style in this form is flashy and bombastic to say the least. He's always on the move, either darting in for strikes with flaming fists, or backing off to do fiery blasts from afar, flitting about with his wings to try and stay just out of a landlocked enemy's reach. Overall though, he favors hand-to-hand, tanking hits with his thick carapace and keeping attention off of his brother while Fennel provides support and recon.
Abilities:
[NONCOMBAT PASSIVE] Delicate Wings: Vulin is able to fly for extended periods of time, though his wings cannot handle large weights. He is at the most able to carry a small Rookie, an in-training II digimon, or a small human child; but anything larger makes it increasingly difficult for him to fly.
[PASSIVE] Molten Insect: Vulin's hard carapace and fiery nature allow him to withstand extreme heats more easily, including other digimons' fire-based attacks. He, additionally, is a little more resilient to physical attacks than most Armor Champions. However, he has a harder time with water and ice/cold-based attacks.
[ABILITY] Flare Aura: For the next 2 turns, Vulin coats himself in fire, hot enough to make the air around him shimmer. While this aura is active, if he makes contact with another enemy - either from them attacking him directly, or him attacking them directly - they take additional moderate damage as the flames burn at them. [3 Turn Cooldown]
[ABILITY] Firewall: Vulin raises a wall of flames in any given spot near him. Energy-based and otherwise nonflammable projectiles are able to pass thru it, but anyone who passes thru it takes heavy fire damage. This wall lasts 3 turns before fizzling out. [3 Turn Cooldown]
[ATTACK] Hellburst: A destructive attack, Vulin spends the first turn charging - during which intense heat is building up within him. He moves at half speed, but any attackers that make direct contact take minor heat-based damage as well. On the next turn, Vulin releases this heat in a fiery blaze around him, dealing damage to all digimon - friend or foe - within a short radius of him. [2 Turn Cooldown]
[ATTACK] Blaze Barrage: Vulin strikes the enemy with a devastating flurry of flaming punches! [1 Turn Cooldown]
[ATTACK] Sear Strike: Heating up his fists, Vulin makes a few quick jabs at the enemy.
Digivolves From: Vorvomon + Digimental of Passion
Fennel's form
Armor Champion
Species: Thunderbirmon
Appearance:
Attribute: Data
Family/ies: Metal Empire, Wind Guardians
Type: Giant Bird
Fighting Style: In this form, Fennel is able to take wing and be the eyes in the sky while his twin brother fights up-close. He plays a heavy support role, calling out warnings and weak points to his brother, as well as providing covering fire with ranged attacks, though he is able to dart in and tear at an enemy with his talons as well if need be. With his swift and flighty nature, he can be difficult to hit; but he's also more fragile than most digimon his level, much like in his Monodramon form.
Abilities:
[NONCOMBAT PASSIVE] Powerful Wings: Fennel's large size and strong wings allow him to fly for extended periods of time, as well as carry a passenger with minimal issue. He can carry a full grown man or an average-sized Rookie digimon on his back or in his claws, though anything heavier makes it increasingly difficult for him to fly.
[NONCOMBAT PASSIVE] Hawkeyes: In this form, Fennel's sharp gaze lets him see more detail and spot things from further away than most.
[PASSIVE] Keen Eye: Fennel is always watching the battlefield, keeping aware of his surroundings. He's more likely to notice if something is amiss, and is thus harder to surprise with a sudden attacks as a result - being overall 50% more likely to be able to dodge. However, he's not as good at blocking attacks if otherwise unable to dodge them, and thus takes 20% more damage from attacks that land.
[ABILITY] Call Weakness: By spending a turn observing the opponent instead of attacking, Fennel is able to discern a weak point of some form - either in their stance, or their physiology. Fennel can then choose to give himself 75% increased damage next turn, or to call it out and give an ally 50% increased damage - the decreased damage being from the enemy overhearing and having a chance to prepare themselves [2 Turn Cooldown]
[ABILITY] Electric Squall: With a swing of the horn on his head, Fennel sends out waves of electricity at the enemy. Though this wave does no damage, the electricity locks up the enemy's muscles - making them 50% slower for 2 turns. [2 Turn Cooldown]
[ATTACK] Feather Storm: With a powerful flap of his wings, Fennel rains electrified feathers down upon the enemy from afar. This attack does minor damage - but the quills embed themselves and stick to the foe on impact, and continue to inflict minor damage once a turn for an additional 2 turns thereafter - after which the feathers lose their electricity and fall off. [2 Turn Cooldown]
[ATTACK] Thundercall: Fennel spends a turn charging electricity in his horn, during which he focuses intensely and is vulnerable to attacks. After the turn, he fires a devastating bolt of lightning down upon a single enemy, dealing heavy damage. [1 Turn Cooldown]
[ATTACK] Shock Talons: Diving down into close combat, Fennel tears at the enemy with electrified talons.
Digivolves From: Monodramon + Digimental of Spirit
Appearance:
Attribute: Data
Family/ies: Metal Empire, Wind Guardians
Type: Giant Bird
Fighting Style: In this form, Fennel is able to take wing and be the eyes in the sky while his twin brother fights up-close. He plays a heavy support role, calling out warnings and weak points to his brother, as well as providing covering fire with ranged attacks, though he is able to dart in and tear at an enemy with his talons as well if need be. With his swift and flighty nature, he can be difficult to hit; but he's also more fragile than most digimon his level, much like in his Monodramon form.
Abilities:
[NONCOMBAT PASSIVE] Powerful Wings: Fennel's large size and strong wings allow him to fly for extended periods of time, as well as carry a passenger with minimal issue. He can carry a full grown man or an average-sized Rookie digimon on his back or in his claws, though anything heavier makes it increasingly difficult for him to fly.
[NONCOMBAT PASSIVE] Hawkeyes: In this form, Fennel's sharp gaze lets him see more detail and spot things from further away than most.
[PASSIVE] Keen Eye: Fennel is always watching the battlefield, keeping aware of his surroundings. He's more likely to notice if something is amiss, and is thus harder to surprise with a sudden attacks as a result - being overall 50% more likely to be able to dodge. However, he's not as good at blocking attacks if otherwise unable to dodge them, and thus takes 20% more damage from attacks that land.
[ABILITY] Call Weakness: By spending a turn observing the opponent instead of attacking, Fennel is able to discern a weak point of some form - either in their stance, or their physiology. Fennel can then choose to give himself 75% increased damage next turn, or to call it out and give an ally 50% increased damage - the decreased damage being from the enemy overhearing and having a chance to prepare themselves [2 Turn Cooldown]
[ABILITY] Electric Squall: With a swing of the horn on his head, Fennel sends out waves of electricity at the enemy. Though this wave does no damage, the electricity locks up the enemy's muscles - making them 50% slower for 2 turns. [2 Turn Cooldown]
[ATTACK] Feather Storm: With a powerful flap of his wings, Fennel rains electrified feathers down upon the enemy from afar. This attack does minor damage - but the quills embed themselves and stick to the foe on impact, and continue to inflict minor damage once a turn for an additional 2 turns thereafter - after which the feathers lose their electricity and fall off. [2 Turn Cooldown]
[ATTACK] Thundercall: Fennel spends a turn charging electricity in his horn, during which he focuses intensely and is vulnerable to attacks. After the turn, he fires a devastating bolt of lightning down upon a single enemy, dealing heavy damage. [1 Turn Cooldown]
[ATTACK] Shock Talons: Diving down into close combat, Fennel tears at the enemy with electrified talons.
Digivolves From: Monodramon + Digimental of Spirit
Thank you again for your time tho; I hope this all isn't too much trouble, <: D