Keramon
Sept 26, 2019 20:46:13 GMT
Post by Deleted on Sept 26, 2019 20:46:13 GMT
Digimon Name: Keramon
Default Form: Keramon
Gender: N/A
Alignment: Neutral
Skills/Talents:
Fishing: Suffice to say the least, being born around a sea meant that this keramon was quick pick up the tips and tricks that would take others much longer. It tends to use it's own natural body in place of a line or 'hook', spearing catches on it's tentacles when they venture too close.
Phishing: Keramon is good at picking through information that people give them, as well as getting people to tell them things they need to know or don't particularly like telling others. Perhaps it's just the cheerful and playful demeanor that this mute has that gives people the desire to 'assist' it in it's endevours.
Body-Language: Being unable to talk was a problem for most of keramon's youth. After getting through to some of it's young friends it learned how to read body language of various mon's or humans pretty well. As well as being able to almost talk with it's own movements.
Inventory:
-A string necklace
-Some puzzles
-A jury rigged radio
Holosuit: Boku no hero Academy - Nejire Hado
Personality:
Playful: Keramon suffice to say is a rather playful sort, it likes partaking in activities that others would 'enjoy' as well as just bantering or even going so far as to play with people it doesn't know. It's quite a tease when it comes to games of tag as it can fly out of the reach of those that can't and will often more than not tickle at those that it learns are ticklish!
Friendly: Keramon is just hands down friendly, it likes people of various sorts and never has been wronged in it's life. It will approach just about anyone with the desire to make a new friend and have good memories of them!
'Quiet': Keramon isn't just quiet, they're a mute! Unable to talk due to some proccessing error in their core they tend to stick out when push comes to shove. Unable to really say much when people talk too quickly or the like it'll bashfully pull away, it's body language is good but it can't replicate talking to the exact science other mons have...
Charming: Keramon is for well lack of a better term, charming. It tries it's best to be nicec to those around them it tries to be as friendly as possible but the little spirited mon has a good set of teeth and an even better smile. It tends to help those it can, give a good smile, a gentle re-assurance and be off on it's way if it can't make a friend...
Curious: Keramon is delightfully curious, loving new things and new people. It wants to learn every little thing about every person or place it goes to. Voracious in it's appetite for knowledge this mon won't quit until it knows what something is about!
Personal History:
Keramon wasn't born in the village of beginnings like most of it's family. No they were born far away from the hub of civilization from a cracked egg on the beach. Some tussle with a stronger mon had left their parents dead and their egg damaged.
But it didn't know this, it in fact didn't know anything! Any thing that it did know was quickly forgotten, the beach, the sand and the wonderful sun in the sky were all it could remember for such a short life span. All it could know was this place and all it could do was wander from length to length of sand.
Eventually stumbling onto the secrets of fishing from a nearby boat, it'd watch as the mon's threw out some lines. Curious in their endevours it'd do the same but with a tentacle. Though it'd learn pain quickly too as a fish bit down on the sensitive appendage. A mute cry of pain and it'd pull it's tentacle back, fish and all. It had caught itself a lunch!
Curious again it'd figure out the best way to eat it. Raw was no good, it was too touch and the muscle slimey. The sun didn't help much, all it did was make the fish warm when it was done flopping... But putting the fish on some steamy rocks? It made that fish smell so good that the keramon didn't know what on earth it should do about that!
Some time later it stumbled across a group of kids much like itself, unable to really fend for themselves they were likely to get attacked by some predator for an easy meal. But keramon already knew how to fish! So it showed them how too, it learned how they talked and found that it couldn't talk. So it instead talked with it's body, unable to really put the point across of what they should be doing time and time again...
But later still? They eventually learned what it's motions meant, what the little frilly movements of it's tentacles as they wandered about truly indicated. The young keramon was lonely and they wanted a friend too!
So friends they were, for a few days at least. Up until the children vanished into the forest, some predator scaring them off from the keramon. But the keramon wasn't attacked, this predator itself was unable to fly and aside from the painful roaring the keramon wasn't really bothered by this predator.
Eventually they even left, leaving the keramon alone. Saddened.
Where did it's friends go?
It looked for what seemed like forever, always finding the tracks but never quite finding the children to go along with them. Sooner still did it learn that the boat it had been watching fish was actually trying to call for help for a long time. The movements of the sailors were something that it had misinterpreted as playful banter.
How did it find that out? Well from the older robots that came by! Using some language it understood but couldn't speak. Why couldn't it speak? It didn't know! But it did know that these robots might know where it's friends were... But they were faster than it! Went to some city... The keramon lost them too...
How does one lose themselves? Keramon didn't know, but there was a lot to learn about this place it now found itself in!
Fresh
Species: Kuramon
Appearance:
Attribute: Unknown
Family/ies: Unknown
Type: Unknown
Fighting Style: Run. Just run little one!
Abilities: [1 Ability Max]
Scatter-shot: This digimon is capable of shooting out a tiny array of irritating lasers from it's eye. Not capable of dealing any real damage but it is irritating and would itch fairly bad if it got in someone's eye!
Digivolves To: Tsuemon
In-Training
Species: Tsumemon
Appearance:
Attribute: Unknown
Family/ies: Unknown
Type: Unknown
Fighting Style: Okay a little better now, maybe we can fight? No? Running is still good? Good. Okay. Lets do that instead!
Abilities: [2 Abilities Max]
Scatter-Shot: This digimon is capable of shooting out a somewhat larger array of lasers from it's eye than the previous digivolution. Capable of small burns instead of just an irritation. Though it's not... really anything to write home about.
Flutter: This digimon is capable of passing through solid objects by fluttering it's body rapidly. Shifting it's data structure to allow it to pass through unhindered. While it's capable of doing this freely while outside of combat inside it may only do this every other post.
Digivolves From: Kuramon
Digivolves To: Keramon
Rookie
Species: Keramon
Appearance:
Attribute: Unknown
Family/ies: Unknown
Type: Unknown
Fighting Style: Unlike it's previous iterations keramon is much more suited for combat. As though it was... made for this sort of thing. In an actual serious fight this rookie is a bit too much; a little bit too coordinated in it's efforts...
Abilities: [4 Abilities Max]
Flight|Non-Combat-Passive: Keramon is capable of a multi-directional flight. By moving it's many tentacles it can leap into the air and keep itself aloft by 'clawing' at it in a fashion. Making it move in whatever direction it desires, if one at all! It's capable of flight on par with natural fliers of it's level.
Sustenance|Combat Passive: For each basic or named attack that connects with a target, Keramon can tear a small amount of data from the target digimon healing itself ever so slightly for 5% of it's total health.
Light-Grenade: Keramon may if it so desires throw a ball of condensed light at a target location. This ball of light detonates with a surprising concussive force that deals damage in a fifteen foot radius around where the grenade lands [within fifty feet of keramon]. This grenade may blind a target looking directly at it for a single post. Two post cooldown.
Light-Show: Keramon is capable of sheathing it's large hands in a sleeve of light. Allowing it to make empowered basic attacks at a range within ten feet of it. These sleeves lash out at a target, extending the keramon's body-parts to make the attacks 'work' in sorts. These attacks are capable of cutting clean through wood and unrefined metal.
Light-Bind: This digimon wraps it's many tentacles around a target, looking to immobilize them while dealing light but constant damage. Keramon may not make any other attack while using Light-bind nor may it move unless it wishes for the ability to end. Targets affected by light-bind can still make their own attacks. Maximum of three post duration with an equal cooldown to the duration light bind was used.
Digivolves From: Tsumemon
Digivolves To: Antylamon
Champion
Species: Antylamon
Height: 7 Feet
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Holy beast
Fighting Style: A physical powerhouse, Antylamon utilizes it's extraordinarily long limbs to create a circle around itself that often more than not people find a difficult time getting past. Many thing that the long arms and legs can't make strikes when people get into their 'guard'. They ill find ways to deal with the point blank attacks that it's capable of.
Abilities: [6 Abilities Max]
Ascend| Combat passive: This digimon is capable of using it's long powerful legs to kick off of the air. Allowing it to make single trajectory altering movements rather than the multi directional flight their previous form enjoyed. It's not a proper flier and can't compete with their maneuverability but the force and speed of their alterations often make up for that.
Chained|Combat passive: This digimon is capable of utilizing it's limbs in such a way that allows it's attacks to deal slightly more damage in exchange for lowering its speed. It's slow ponderous movements may be easier to dodge but they pack a whallop!
Tension: For each basic or named attack that Antylamon makes [up to 3] they build up energy within their body. At the cap of 3 this digimon may release a small fifteen foot energy wave/pulse centered on themselves that's highly damaging and capable of extreme knock-back. This uses the attack action of the post it's used.
Hammer: This digimon clasps it's hands together, focusing it's energies on their hands. This hardens the exterior of their hands allowing for them to make a single high powered close ranged attack. This attack is capable of punching through barriers, dealing medium damage to those behind it. Coolodwn of 2 posts, If used against a barrier ability it's increased by the moves coolown.
Leg sweep: this digimon uses it's long legs to sweep in a large circle around it. Opponents hit by this medium damaging leg sweep find the holy energies of antylamon sapping their strength, reducing movement by 25% for two posts. Three post cooldown.
Holy light: Holy light is a strange ranged attack that deals more damage the closer a target is to their owner. If one is at point blank range they find the damage to be rather high while if one would be thirty or more feet away they'll find that the soft beams of light don't deal much in the way of damage. One post cooldown.
Closer yet further [RAM UPGRADE]: This digimon uses it's long limbs to wail at a target, dealing a decent amount of damage while also chunking away at a target's armor. Individuals with defensive passives find that their defenses have been lowered by one step for two posts. Three post cooldown.
Digivolves From: Keramon
Digivolves To: Krolimon
Ultimate
Species: Krolimon
Height: 15 feet
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Holy beast
Fighting Style: A weakling such as antylamon is nothing to the force of nature that Krolimon is capable of. It's sheer raw destructive power in this form is something to be feared. It has little regard for it's personal safety or for collateral damage. It's entire existence is to fight and it's overwhelming capacity for battle is something that even the most venerable would worry about.
Abilities: [7 Abilities Max]
Footwork|Non combat passive: Krolimon's limbs are incredibly strong, so much so that it's capable of treating air as solid ground and may use this to fly. It sometimes gets overzealous in it's pursuit and will even 'break' through the ground making it difficult to fly every three posts.
Peerless|Combat passive: This digimon knows no equal; knows nothing about the capacity of defeat. In it's death this digimon merely failed only to return again. This digimon will not stop until it literally cannot move, is unconscious or blasted apart. Such a mindset increases it's defense by 5% per posting round that it suffers damage. But in a turn that it does not suffer damage this bonus is lost. This defensive buff caps out at 25%
Warmonger|Combat passive: For every blow that this digimon lands on a foe it increases all of it's damage capabilities by 5% capping out at 50%. If it misses this number decreases instead. If an attack is not made this number decreases. If this digimon is attacked and suffers damage from a foe this number increases by 5%.
Overwhelm|Combat passive: This digimon is capable of blasting through defensive passives of digimon up to it's level. It additionally refuses assistance from other sources save for healing which it will begrudgingly allows.
Wrath's Destruction: This digimon uses it's hands to condense a power of pure energy over one of them. Fitting form like a glove, this sheath of energy lasts for two posts. Basic attacks made with this glove explode outward in a 180 foot cone; dealing high damage to those caught in the cone. Three post cooldown.
Gluttony's Obliterate: A kin to Wrath's Destruction, Obliterate is the single ranged ability that Krolimon possess. This energy beam is capable of being fired extreme distances up to a mile away. Defensive moves are destroyed by this move, blowing through them and dealing reduced damage to those behind it. Cooldown of 2 posts base, Plus the cooldown of the defensive move used if one was used.
Sloth's Endurance: Krolimon is one thing. Durable. and rightfully so! For every attack that it suffers it stores a bit of it's energy within itself. At three attacks Krolimon may detonate the force of the attacks around itself dealing the damage that it was dealt to those around it within a hundred feet. This does not differentiate between friend or foe. One post cooldown.
Digivolves From: Antylamon
Digivolves To: Cherubimon Virtue
Mega
Species: Cherubimon Virtue
Height: 25 feet
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Holy beast
Fighting Style: An absolute destructive force on the battlefield. Cherubimon Virtue keeps itself aloof from the mediocrity that is close quarters combat unless it's forced to. It's abilities are harsh and unforgiving as well as it's desire to use them against those that have turned their mind, body or soul away from that of the goodness in the world.
Abilities: [9 Abilities Max]
Virtue nor Vice|Non combat passive: This digimon's power is it's own reward. It need not ingest food, breathe or even sleep.
Flight|Non-Combat-Passive: Cherubimon is capable of multi directional flight with it's magical prowess; Allowing it to travel at speeds a natural flier would be jealous of! Though it's handling at extreme speeds suffers greatly...
Fractured|Combat Passsive: Cherubimon exists in such a way that makes it difficult for it's entire capacity to exist on a single defined plane. While it's body is on the physical realm, it's mind is very much so elsewhere. Making it impossible to affect it with techniques in both negative or positive fashions.
Clarity: Taking it's hands, this digimon may extend out a pair of buzz saw shaped energy discs in either hand after completing a circular motion with them or it's fingers. The size of these discs can range from large [5 foot] to small [2 foot]. It entirely depends on whether or not Cherubimon used their fingers or their hands to do so. The power of the disc does not change on the size and the range of the throw discs doesn't change either. Cherubimon can throw these discs up to a maximum of three hundred feet, punching through solid objects in the way and cutting apart anything weaker than the strongest metals. High base damage.
Beyond the rapture: Cherubimon's power in it's own is vast, gently so. It's capable of creating and maintaining a space separate to that of our own realm. Outside of combat Cherubimon can use this place to live and relax as it sees fit; or even invite friends into the lush fields of it's ilk. Within combat this power is far less stable, allowing for a very brief excursion of itself or a single ally for a posting round. During this posting round whomever Cherubimon sent to this place are healed greatly but during this post the willing target cannot interact with the current combat round what-so-ever. Five post cooldown
Ring of roses: Cherubimon takes their choker and engorges it on the energies of creation. Whispering to it the vast mysteries of what it is to be, what it is to become, and what the simple fact of virtue is. This power is gentle, soft and weighs heavy. After a moment the cherubimon throws the large metal choker and throws it at a target. If hit by it they are bound by the same virtue that the cherubimon was, slowing them down by 50% for 3 posts. 5 post cooldown. Three hundred foot range.
Pleasure to pain: Cherubimon throws a single small needle at a target digimon. If they're hit by this needle they suffer a minor light affliction for three posts, steadily damaging them. At the end of these three posts the needled detonates within the body damaging their body immensely and spreading the effect to enemies within 20 feet of the initial target. Five post cooldown. The duration refreshes if it hits another target and does not start the cooldown until all the durations are finished. This cannot chain more than twice.
Breathless are we: Cherubimon summons a ring of spears around it, these spears are slim in design and when thrown at a single target weigh the energies of the target down; making it harder for them to use their abilities. Increasing the cooldown of their next move by 1. Three post cooldown.
Gentle Reminder: For all of it's grace, all of it's power. For every single thing that it is in all the goodness of the world. There are some that cannot be let to partake in this world and the boons that it offers. This saddens cherubimon greatly that there are some that would rather destroy than live peacefully with those around it. This sadness in itself becomes a mighty weapon, a long thin spear of light that cherubimon may wield with extreme effectiveness. For two posting rounds this empowered weapon graces the cherubimon's being, either by floating around it and making small attacks here or there. Or by the cherubimon's own hands. At the end of these two posts Cherubimon gestures to the spear or throws the spear at a target, dealing a high amount of damage to a single target. Three post cooldown.
Embrace of Virtue: Cherubimon brings their hands up above their head, criss crossing them in a gentle vibrant dancing motion. Slowly they'll drag their hands down their body, keeping in motion with a hum or tune that one cannot hear, cannot see, cannot touch or even think of. Slowly around their body a single ring of energy forms, widening slowly as it travels along with their hands. As this ring approaches their midriff cherubimon starts to spin around on one foot to the next, gently keeping it's motion throughout. Once the ring has reached to the bottom of their body it spins back up to follow it's hands which end at being outstretched in a motion of acceptance, a small somewhat supportive smile creasing the lips of the Cherubimon. Allowing the knowledge that all will be okay for the target.
Upon which calamity itself strikes, a massive pillar of energy bursting from either the ground or sky. This pillar of energy is somewhat cross shaped and deals an absolutely overwhelming amount of damage to a target. Fiercely blasting their body with the holy energies of Virtue. This overwhelming sensation of holy power is deadly to anything that isn't vaccine. Once per thread.
Digivolves From: Krolimon
Default Form: Keramon
Gender: N/A
Alignment: Neutral
Skills/Talents:
Fishing: Suffice to say the least, being born around a sea meant that this keramon was quick pick up the tips and tricks that would take others much longer. It tends to use it's own natural body in place of a line or 'hook', spearing catches on it's tentacles when they venture too close.
Phishing: Keramon is good at picking through information that people give them, as well as getting people to tell them things they need to know or don't particularly like telling others. Perhaps it's just the cheerful and playful demeanor that this mute has that gives people the desire to 'assist' it in it's endevours.
Body-Language: Being unable to talk was a problem for most of keramon's youth. After getting through to some of it's young friends it learned how to read body language of various mon's or humans pretty well. As well as being able to almost talk with it's own movements.
Inventory:
-A string necklace
-Some puzzles
-A jury rigged radio
Holosuit: Boku no hero Academy - Nejire Hado
Personality:
Playful: Keramon suffice to say is a rather playful sort, it likes partaking in activities that others would 'enjoy' as well as just bantering or even going so far as to play with people it doesn't know. It's quite a tease when it comes to games of tag as it can fly out of the reach of those that can't and will often more than not tickle at those that it learns are ticklish!
Friendly: Keramon is just hands down friendly, it likes people of various sorts and never has been wronged in it's life. It will approach just about anyone with the desire to make a new friend and have good memories of them!
'Quiet': Keramon isn't just quiet, they're a mute! Unable to talk due to some proccessing error in their core they tend to stick out when push comes to shove. Unable to really say much when people talk too quickly or the like it'll bashfully pull away, it's body language is good but it can't replicate talking to the exact science other mons have...
Charming: Keramon is for well lack of a better term, charming. It tries it's best to be nicec to those around them it tries to be as friendly as possible but the little spirited mon has a good set of teeth and an even better smile. It tends to help those it can, give a good smile, a gentle re-assurance and be off on it's way if it can't make a friend...
Curious: Keramon is delightfully curious, loving new things and new people. It wants to learn every little thing about every person or place it goes to. Voracious in it's appetite for knowledge this mon won't quit until it knows what something is about!
Personal History:
Keramon wasn't born in the village of beginnings like most of it's family. No they were born far away from the hub of civilization from a cracked egg on the beach. Some tussle with a stronger mon had left their parents dead and their egg damaged.
But it didn't know this, it in fact didn't know anything! Any thing that it did know was quickly forgotten, the beach, the sand and the wonderful sun in the sky were all it could remember for such a short life span. All it could know was this place and all it could do was wander from length to length of sand.
Eventually stumbling onto the secrets of fishing from a nearby boat, it'd watch as the mon's threw out some lines. Curious in their endevours it'd do the same but with a tentacle. Though it'd learn pain quickly too as a fish bit down on the sensitive appendage. A mute cry of pain and it'd pull it's tentacle back, fish and all. It had caught itself a lunch!
Curious again it'd figure out the best way to eat it. Raw was no good, it was too touch and the muscle slimey. The sun didn't help much, all it did was make the fish warm when it was done flopping... But putting the fish on some steamy rocks? It made that fish smell so good that the keramon didn't know what on earth it should do about that!
Some time later it stumbled across a group of kids much like itself, unable to really fend for themselves they were likely to get attacked by some predator for an easy meal. But keramon already knew how to fish! So it showed them how too, it learned how they talked and found that it couldn't talk. So it instead talked with it's body, unable to really put the point across of what they should be doing time and time again...
But later still? They eventually learned what it's motions meant, what the little frilly movements of it's tentacles as they wandered about truly indicated. The young keramon was lonely and they wanted a friend too!
So friends they were, for a few days at least. Up until the children vanished into the forest, some predator scaring them off from the keramon. But the keramon wasn't attacked, this predator itself was unable to fly and aside from the painful roaring the keramon wasn't really bothered by this predator.
Eventually they even left, leaving the keramon alone. Saddened.
Where did it's friends go?
It looked for what seemed like forever, always finding the tracks but never quite finding the children to go along with them. Sooner still did it learn that the boat it had been watching fish was actually trying to call for help for a long time. The movements of the sailors were something that it had misinterpreted as playful banter.
How did it find that out? Well from the older robots that came by! Using some language it understood but couldn't speak. Why couldn't it speak? It didn't know! But it did know that these robots might know where it's friends were... But they were faster than it! Went to some city... The keramon lost them too...
How does one lose themselves? Keramon didn't know, but there was a lot to learn about this place it now found itself in!
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Kuramon
Appearance:
Attribute: Unknown
Family/ies: Unknown
Type: Unknown
Fighting Style: Run. Just run little one!
Abilities: [1 Ability Max]
Scatter-shot: This digimon is capable of shooting out a tiny array of irritating lasers from it's eye. Not capable of dealing any real damage but it is irritating and would itch fairly bad if it got in someone's eye!
Digivolves To: Tsuemon
In-Training
Species: Tsumemon
Appearance:
Attribute: Unknown
Family/ies: Unknown
Type: Unknown
Fighting Style: Okay a little better now, maybe we can fight? No? Running is still good? Good. Okay. Lets do that instead!
Abilities: [2 Abilities Max]
Scatter-Shot: This digimon is capable of shooting out a somewhat larger array of lasers from it's eye than the previous digivolution. Capable of small burns instead of just an irritation. Though it's not... really anything to write home about.
Flutter: This digimon is capable of passing through solid objects by fluttering it's body rapidly. Shifting it's data structure to allow it to pass through unhindered. While it's capable of doing this freely while outside of combat inside it may only do this every other post.
Digivolves From: Kuramon
Digivolves To: Keramon
Rookie
Species: Keramon
Appearance:
Attribute: Unknown
Family/ies: Unknown
Type: Unknown
Fighting Style: Unlike it's previous iterations keramon is much more suited for combat. As though it was... made for this sort of thing. In an actual serious fight this rookie is a bit too much; a little bit too coordinated in it's efforts...
Abilities: [4 Abilities Max]
Flight|Non-Combat-Passive: Keramon is capable of a multi-directional flight. By moving it's many tentacles it can leap into the air and keep itself aloft by 'clawing' at it in a fashion. Making it move in whatever direction it desires, if one at all! It's capable of flight on par with natural fliers of it's level.
Sustenance|Combat Passive: For each basic or named attack that connects with a target, Keramon can tear a small amount of data from the target digimon healing itself ever so slightly for 5% of it's total health.
Light-Grenade: Keramon may if it so desires throw a ball of condensed light at a target location. This ball of light detonates with a surprising concussive force that deals damage in a fifteen foot radius around where the grenade lands [within fifty feet of keramon]. This grenade may blind a target looking directly at it for a single post. Two post cooldown.
Light-Show: Keramon is capable of sheathing it's large hands in a sleeve of light. Allowing it to make empowered basic attacks at a range within ten feet of it. These sleeves lash out at a target, extending the keramon's body-parts to make the attacks 'work' in sorts. These attacks are capable of cutting clean through wood and unrefined metal.
Light-Bind: This digimon wraps it's many tentacles around a target, looking to immobilize them while dealing light but constant damage. Keramon may not make any other attack while using Light-bind nor may it move unless it wishes for the ability to end. Targets affected by light-bind can still make their own attacks. Maximum of three post duration with an equal cooldown to the duration light bind was used.
Digivolves From: Tsumemon
Digivolves To: Antylamon
Champion
Species: Antylamon
Height: 7 Feet
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Holy beast
Fighting Style: A physical powerhouse, Antylamon utilizes it's extraordinarily long limbs to create a circle around itself that often more than not people find a difficult time getting past. Many thing that the long arms and legs can't make strikes when people get into their 'guard'. They ill find ways to deal with the point blank attacks that it's capable of.
Abilities: [6 Abilities Max]
Ascend| Combat passive: This digimon is capable of using it's long powerful legs to kick off of the air. Allowing it to make single trajectory altering movements rather than the multi directional flight their previous form enjoyed. It's not a proper flier and can't compete with their maneuverability but the force and speed of their alterations often make up for that.
Chained|Combat passive: This digimon is capable of utilizing it's limbs in such a way that allows it's attacks to deal slightly more damage in exchange for lowering its speed. It's slow ponderous movements may be easier to dodge but they pack a whallop!
Tension: For each basic or named attack that Antylamon makes [up to 3] they build up energy within their body. At the cap of 3 this digimon may release a small fifteen foot energy wave/pulse centered on themselves that's highly damaging and capable of extreme knock-back. This uses the attack action of the post it's used.
Hammer: This digimon clasps it's hands together, focusing it's energies on their hands. This hardens the exterior of their hands allowing for them to make a single high powered close ranged attack. This attack is capable of punching through barriers, dealing medium damage to those behind it. Coolodwn of 2 posts, If used against a barrier ability it's increased by the moves coolown.
Leg sweep: this digimon uses it's long legs to sweep in a large circle around it. Opponents hit by this medium damaging leg sweep find the holy energies of antylamon sapping their strength, reducing movement by 25% for two posts. Three post cooldown.
Holy light: Holy light is a strange ranged attack that deals more damage the closer a target is to their owner. If one is at point blank range they find the damage to be rather high while if one would be thirty or more feet away they'll find that the soft beams of light don't deal much in the way of damage. One post cooldown.
Closer yet further [RAM UPGRADE]: This digimon uses it's long limbs to wail at a target, dealing a decent amount of damage while also chunking away at a target's armor. Individuals with defensive passives find that their defenses have been lowered by one step for two posts. Three post cooldown.
Digivolves From: Keramon
Digivolves To: Krolimon
Ultimate
Species: Krolimon
Height: 15 feet
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Holy beast
Fighting Style: A weakling such as antylamon is nothing to the force of nature that Krolimon is capable of. It's sheer raw destructive power in this form is something to be feared. It has little regard for it's personal safety or for collateral damage. It's entire existence is to fight and it's overwhelming capacity for battle is something that even the most venerable would worry about.
Abilities: [7 Abilities Max]
Footwork|Non combat passive: Krolimon's limbs are incredibly strong, so much so that it's capable of treating air as solid ground and may use this to fly. It sometimes gets overzealous in it's pursuit and will even 'break' through the ground making it difficult to fly every three posts.
Peerless|Combat passive: This digimon knows no equal; knows nothing about the capacity of defeat. In it's death this digimon merely failed only to return again. This digimon will not stop until it literally cannot move, is unconscious or blasted apart. Such a mindset increases it's defense by 5% per posting round that it suffers damage. But in a turn that it does not suffer damage this bonus is lost. This defensive buff caps out at 25%
Warmonger|Combat passive: For every blow that this digimon lands on a foe it increases all of it's damage capabilities by 5% capping out at 50%. If it misses this number decreases instead. If an attack is not made this number decreases. If this digimon is attacked and suffers damage from a foe this number increases by 5%.
Overwhelm|Combat passive: This digimon is capable of blasting through defensive passives of digimon up to it's level. It additionally refuses assistance from other sources save for healing which it will begrudgingly allows.
Wrath's Destruction: This digimon uses it's hands to condense a power of pure energy over one of them. Fitting form like a glove, this sheath of energy lasts for two posts. Basic attacks made with this glove explode outward in a 180 foot cone; dealing high damage to those caught in the cone. Three post cooldown.
Gluttony's Obliterate: A kin to Wrath's Destruction, Obliterate is the single ranged ability that Krolimon possess. This energy beam is capable of being fired extreme distances up to a mile away. Defensive moves are destroyed by this move, blowing through them and dealing reduced damage to those behind it. Cooldown of 2 posts base, Plus the cooldown of the defensive move used if one was used.
Sloth's Endurance: Krolimon is one thing. Durable. and rightfully so! For every attack that it suffers it stores a bit of it's energy within itself. At three attacks Krolimon may detonate the force of the attacks around itself dealing the damage that it was dealt to those around it within a hundred feet. This does not differentiate between friend or foe. One post cooldown.
Digivolves From: Antylamon
Digivolves To: Cherubimon Virtue
Mega
Species: Cherubimon Virtue
Height: 25 feet
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Holy beast
Fighting Style: An absolute destructive force on the battlefield. Cherubimon Virtue keeps itself aloof from the mediocrity that is close quarters combat unless it's forced to. It's abilities are harsh and unforgiving as well as it's desire to use them against those that have turned their mind, body or soul away from that of the goodness in the world.
Abilities: [9 Abilities Max]
Virtue nor Vice|Non combat passive: This digimon's power is it's own reward. It need not ingest food, breathe or even sleep.
Flight|Non-Combat-Passive: Cherubimon is capable of multi directional flight with it's magical prowess; Allowing it to travel at speeds a natural flier would be jealous of! Though it's handling at extreme speeds suffers greatly...
Fractured|Combat Passsive: Cherubimon exists in such a way that makes it difficult for it's entire capacity to exist on a single defined plane. While it's body is on the physical realm, it's mind is very much so elsewhere. Making it impossible to affect it with techniques in both negative or positive fashions.
Clarity: Taking it's hands, this digimon may extend out a pair of buzz saw shaped energy discs in either hand after completing a circular motion with them or it's fingers. The size of these discs can range from large [5 foot] to small [2 foot]. It entirely depends on whether or not Cherubimon used their fingers or their hands to do so. The power of the disc does not change on the size and the range of the throw discs doesn't change either. Cherubimon can throw these discs up to a maximum of three hundred feet, punching through solid objects in the way and cutting apart anything weaker than the strongest metals. High base damage.
Beyond the rapture: Cherubimon's power in it's own is vast, gently so. It's capable of creating and maintaining a space separate to that of our own realm. Outside of combat Cherubimon can use this place to live and relax as it sees fit; or even invite friends into the lush fields of it's ilk. Within combat this power is far less stable, allowing for a very brief excursion of itself or a single ally for a posting round. During this posting round whomever Cherubimon sent to this place are healed greatly but during this post the willing target cannot interact with the current combat round what-so-ever. Five post cooldown
Ring of roses: Cherubimon takes their choker and engorges it on the energies of creation. Whispering to it the vast mysteries of what it is to be, what it is to become, and what the simple fact of virtue is. This power is gentle, soft and weighs heavy. After a moment the cherubimon throws the large metal choker and throws it at a target. If hit by it they are bound by the same virtue that the cherubimon was, slowing them down by 50% for 3 posts. 5 post cooldown. Three hundred foot range.
Pleasure to pain: Cherubimon throws a single small needle at a target digimon. If they're hit by this needle they suffer a minor light affliction for three posts, steadily damaging them. At the end of these three posts the needled detonates within the body damaging their body immensely and spreading the effect to enemies within 20 feet of the initial target. Five post cooldown. The duration refreshes if it hits another target and does not start the cooldown until all the durations are finished. This cannot chain more than twice.
Breathless are we: Cherubimon summons a ring of spears around it, these spears are slim in design and when thrown at a single target weigh the energies of the target down; making it harder for them to use their abilities. Increasing the cooldown of their next move by 1. Three post cooldown.
Gentle Reminder: For all of it's grace, all of it's power. For every single thing that it is in all the goodness of the world. There are some that cannot be let to partake in this world and the boons that it offers. This saddens cherubimon greatly that there are some that would rather destroy than live peacefully with those around it. This sadness in itself becomes a mighty weapon, a long thin spear of light that cherubimon may wield with extreme effectiveness. For two posting rounds this empowered weapon graces the cherubimon's being, either by floating around it and making small attacks here or there. Or by the cherubimon's own hands. At the end of these two posts Cherubimon gestures to the spear or throws the spear at a target, dealing a high amount of damage to a single target. Three post cooldown.
Embrace of Virtue: Cherubimon brings their hands up above their head, criss crossing them in a gentle vibrant dancing motion. Slowly they'll drag their hands down their body, keeping in motion with a hum or tune that one cannot hear, cannot see, cannot touch or even think of. Slowly around their body a single ring of energy forms, widening slowly as it travels along with their hands. As this ring approaches their midriff cherubimon starts to spin around on one foot to the next, gently keeping it's motion throughout. Once the ring has reached to the bottom of their body it spins back up to follow it's hands which end at being outstretched in a motion of acceptance, a small somewhat supportive smile creasing the lips of the Cherubimon. Allowing the knowledge that all will be okay for the target.
Upon which calamity itself strikes, a massive pillar of energy bursting from either the ground or sky. This pillar of energy is somewhat cross shaped and deals an absolutely overwhelming amount of damage to a target. Fiercely blasting their body with the holy energies of Virtue. This overwhelming sensation of holy power is deadly to anything that isn't vaccine. Once per thread.
Digivolves From: Krolimon