Sato and Bad Company
Oct 19, 2019 1:31:48 GMT
Post by Hisato and Bad Company on Oct 19, 2019 1:31:48 GMT
Name: Hisato Aizawa
Age: 18
Gender: Male
Height: 5’4
Weight: 115 lbs
Alignment: True Neutral
Birth Date: January 21st
Western Horoscope: Capricorn
Birth Place: Shibuya, Tokyo, Japan
Skills/Talents:
Sneaky: ...No, really. Despite his ill temperament, Hisato’s able to keep an exceptionally low profile if he can quit talking smack for more than a few seconds.
A Mean Throwing Arm: A self-explanatory one. He can THROW GOOD.
Digivice: The literal most boring D3 of all. It’s the regular pearly white, but the grip’s navy blue and the buttons are a striking yellow.
Personality: A young man best described as one who attempts to be concise, and has the probability of failing at that. Hisato has the unfortunate issue of being just the slightest bit too stiff, mixed with a separate issue of far, far too much snark to be considered safe in the slightest. He likes to imagine that he has a bit of know-how on a lot of subjects, which one could possibly determine as the source of his terminal case of snarkery.
So, to put it bluntly, this guy’s tough to deal with, but otherwise? He’s astoundingly capable of having someone’s back if he feels like it’s something he has to do, even if Hisato considers most other people as below him. Overall, it seems Hisato’s as flawed as the next guy, but he also seems to be out for himself and whoever he deems ‘worthy’ to try sticking his neck out for.
Appearance: Hisato's about as Japanese as one could possibly expect the lad to be. He isn't very tall (in that he only comes up to about 5'4), and he doesn't really stand out all that much from a crowd unlike a good number of his peers. In addition, he just has straight brown hair that he keeps cut short, and gray-blue eyes, something to further add onto the assumed mediocrity he brings to the table. Hisato's often found wearing a school uniform, and rarely anything but that if you somehow manage to catch him out on the weekends, and even when one does? It's not that much different from his school attire in that he just dons a white shirt, a blue undershirt and jeans.
FaceClaim: Neon Genesis Evangelion • Ikari Shinji • Aizawa Hisato
Personal History: What exactly does one learn when they grow up in Shibuya? They learn that it’s got it’s various reputations for a reason, that much is certain. Starting from the beginning, Hisato was born sometime during the first month of the year to two business people who had opted to settle in the city about a year and some before he came along.
Over the course of his childhood, his parents were rather...aloof with raising him. They weren’t necessarily there at home very often as Hiasto was growing up, and as he grew older, he felt as though both of his parents’ presence at home lessened over time. Work was tough, at least that’s what he assumed. They did try their best to provide for him, though, even outright spoiling him at times.
Life more or less began gaining momentum around high school. Hisato’s peers seemed a little more eccentric than he had anticipated, but he did his best to keep his grades up. Easier than one would expect when you rarely ever did anything extracurricular outside of tutoring.
That’s how life was for the past two years. Simple. Boring. Stagnant. Words that Hisato would apply in a resentful context.
Up until Golden Week.
Digimon Name - Partner #1: Scarab
Default Form: Wormmon
Gender: Male
Alignment: Chaotic Money
Skills/Talents:
Weaver - A bug’s gotta be able to spin some silk, y’know? No, really, Scarab’s silk is disturbingly high quality.
Top Chef - He also can somehow cook, it’s insane. He prefers the mystical food known as the...borgar.
Miserly - Oh, he’s also extremely damn good at keeping track of finances. One can probably trace this to his greed.
Personality: The best way one can approach this ferocious critter's personality would be to get the bigger of the bad/good out of the way first. With this in mind, Scarab tries his hardest to be professional, be patient, and what have you, but you know what? Sometimes, one gets tired of trying to be nice. Professional as the bug may be in conduct, being that he follows a rather loosely-defined code that really ultimately boils down to two basic tenants that are, in no particular order, get money and do right by yourself, and to top this off, he also only has half a figurative filter. He can shut up, sure. But whenever he opens his mouth, most of the time it might be a very precise insult or some wisdom. There's no telling which.
One of the main things that Scarab enjoys most in life is, quite simply put, fat stacks of cash bits. It’s pretty easy to convince him to do something if you have a sizable amount of money on hand. Of course, this means that NOT having money makes Scarab a notoriously fussy individual.
Holosuit:
Faceclaim: Mobile Suit Gundam/Zeta Gundam/Char's Counterattack - Char Aznable/Quattro Bajeena
Personal History: A rather checkered past for a dubious individual, Scarab’s background isn’t actually as lurid as one might think. It’s actually the opposite, quite boring. It’s also something that you’ll probably have to learn about from the guy proper. All that’s really known is that he dislikes talking about family, and that his half brother’s a crimson Veemon that some might be woefully familiar with. Don’t ask why he has a Veemon for a half-brother, though.
Digimon Name - Partner #2: Gyo
Default Form: Veemon
Gender: Male
Alignment: Chaotic Jackass
Skills/Talents:
Sneaky – An unusual talent for a dragon, Gyo seems to have a knack for popping up seemingly with zero noise or fanfare. Great for entrances.
Stalwart – This creature is stubborn. He will usually see any task he is given through to the end.
Iron Chef Veemon – How the sons of a Dorbickmon are able to be so damn good at cooking is a mystery the answer of which is known to very few.
Personality: Gyo is a creature tempered by experience, and the events of his life have left a largely negative outlook on several entities, humans included. He also has one hell of a temper, too, one that often jeopardizes whatever situation he may be in if it is allowed to grow out of check. Fortunately, this is an issue he is aware of, and is trying to fix to an extent.
Having been raised by a knightly figure has instilled Gyo with values that he is usually reluctant to go against, unlike his half-brother, the azure mercenary known as Scarab. Despite misgivings against people, he is usually not against lending a hand, or trying to. The problem is if lending a hand turns out to be a waste of time. Gyo believes that despite proverbial immortality, Digimon should treat each life as if it could be a final one. Such would give them reason to make the most of it, after all.
And he certainly would like to do the same. The thing is, there’s things to do. And above all else, vileness to purge…
Holosuit:
Faceclaim: Yu Yu Hakusho • Urameshi Yusuke • Gyo
Personal History: Scarab may be reluctant to share, but I’m not. See, you might be wondering why a Veemon’s stuck with a familial relation, the bread and butter of twins, to a Wormmon of all things.
Well, I’ll tell you this. Though our eggs appeared at roughly the same time, our fathers were different. See, my mother, a Dorbickmon named Cloudsong, she doesn’t like telling stories about the battles she’s fought. Says that they’ll cause her to lose her clarity. What I can tell is that we’re a result of those battles. Data shed from the combatants melded together to make eggs.
Which is how I got my half-brother. Well, older half-brother. I’m actually the younger. So, after we left the Village of Beginnings, we pretty much spent our time either in the Woods, before there was Rosewood, and near the Training Grounds. It was a bit of a different time back then.
We got a lot of crap for looking weird. I mean, a red Veemon might not be all that uncommon when you remember there’s an occasional Red, Black and Gold Veedramon but Wormmon being anything other than green? That was nuts to some kids. And Veemon having blue markings instead of gold? Also crazy.
I thought of them as idiots. They couldn’t do anything about it. They were too weak to do otherwise, why else would they be at the training grounds? They needed Tamers to do everything for them, humans just as crappy as they were. Scarab took it a bit more to heart than I did, though.
…
I don’t think I want to talk about that further. Nor anything afterwards. We grew up, kinda, and we got mixed up into what I see now as…bad things. Honeyed words led to chaos and chaos led to our group of friends being fractured.
I lashed out at them, but I…do want to at least see if I can’t make things right. Even if those humans might not like it.
Fresh
Species: Leafmon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Fighting Style: What?
Abilities:
Profanity: Scarab says a word so foul that it makes foes recoil in horror, and also needed to be censored twice. That’s right, he says Neemon.
Digivolves To: Minomon
In-Training
Species: Minomon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Larva
Fighting Style: Why would you expect a fight from this? Why?
Abilities:
Diss Track: Scarab says two extremely foul words that have no place in neither the digimon or human language, whatsoever. That’s right, he says FILTHY Neemon.
Bury Me With Money: ...Minomon fires literal bits at his opponent’s eyes. How does this work? Well, that’s way too telling.
Digivolves From: Leafmon
Digivolves To: Wormmon
Rookie
Species: Wormmon
Appearance:
Attribute: Virus
Family/ies: Nature Spirits, Jungle Troopers
Type: Larva
Fighting Style: Scarab...really doesn't like to fight in this form. It's more meant for maneuvering around and sabotaging things, even if he has his ways of self-defense.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Sticky… [Passive]: As a Wormmon, Scarab is able to scale objects and the like much easier than a lot of other lifeforms on the planet. On top of a speed bonus of 20%, he has that going for him.
Worm Tail: Scarab shoots out a line of silk to grab something, be it an object or an opponent. He has enough dexterity in this form to be able to manipulate whatever he grabs, too. One post cooldown.
Worm Shooter: Scarab fires a line of dangerously fine (read: razor sharp, somehow) silk at an enemy. It gathers around very quickly, and genuinely hurts to get rid of because of the razor sharp quality. Two post cooldown.
Beamos: Scarab fires a beam from that little yellow spot on his forehead. Given what this move is named after, the beam's pretty nasty to get hit by, as it can pierce through shields/resistances if it hits anything. Three turn cooldown.
Digivolves From: Minomon
Digivolves To: Shadramon (With the Digimental of Undetermined Quality), Stingmon
Champion
Species: Stingmon
Appearance:
Attribute: Virus
Family/ies: Jungle Troopers, Nature Spirits, Wind Guardians
Type: Insect
Fighting Style: Somehow, people who were involved in a particular plot thread over the summer might be a bit familiar with how this particular entity fights. A very martial-based fighter, and a rather boastful one too, to challenge the azure Stingmon may very well be an invitation to a bad time.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Skyrazor [Passive]: Scarab prides himself on how quick on the draw he is, and his capabilities at Stingmon provide plenty to back that pride up. Stingmon gains a 20% increase to his speed and overall reaction time compared to most other Digimon at his level.
Chitin [Passive]: On top of this, did you know that Stingmon are an exceptionally durable species of insectoid? Scarab enjoys a 20% increase to his defense against attacks, unless struck by a move that removes passive resistances/immunities.
Hell Squeeze: Stingmon attempts to grapple his opponent (optimally in a full nelson) before he begins to vibrate at an intense pace, an act that raises his temperature to insane heights while trying to roast his opponent alive. He’s capable of holding this grapple for a while (a post), but not for too long, as his vibrating threatens to burn him as well. In addition, this does not prevent the foe from using named abilities. It just prevents movement. Three turn cooldown.
Moon Shooter: So, you know those spikes on Stingmon's arms? He can fire them. They serve as some rather useful, if not pointy projectiles, and he has an unlimited amount to spare. Scarab can empower this ability further to fire a multitude of spikes, but this adds an additional turn of cooldown, and is also not quite as accurate. One turn cooldown, normally. Two if multiple spikes are fired.
Wicked Antennae: Scarab attempts to give his opponent a light (not really) headbutt if he's at a close enough range. This headbutt is not only fierce, but it also saps some of his opponent's vitality (10%, specifically) to restore Scarab's own. Three turn cooldown
Spiking Strike: Scarab closes the hell in on his opponent and attempts to stab them with the spikes upon his wrist, which extend for this attack. This is capable of breaking through any kind of active shield at an equal level to Scarab. Two turn cooldown.
Digivolves From: Wormmon
Digivolves To: Snimon (With Another Digimental of Undetermined Quality), JewelBeemon
Ultimate
Species: JewelBeemon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Insect
Fighting Style: Don’t look at him for too long, you may just get some irreparable eye damage thanks to how bright JewelBeemon’s armor is. Scarab’s intent if he’s pushed to this form changes into effectively slicing his opponent into ribbons, as well as making life utterly miserable for them.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Glimmering Carapace [Passive]: As beautiful as Scarab’s chitin might be in this form, it is not entirely for show. Not only does his carapace seem to change colors depending on the lightning (and make it a bit harder to look at him in bright light), it also confers an additional 25% defense to the JewelBeemon.
Blur [Passive]: Remember how JewelBeemon’s agility was mentioned prior? Yeah, Scarab’s about 30% faster than the average Ultimate level Digimon, and it shows in spades.
Heart-Seeking Spear [Passive]: While the spear of the JewelBeemon does not truly seek out one’s heart, it does bear a rather deep bite. Scarab is capable of enhancing one attack every three turns to pierce through shields and passive resistances/immunities.
Spike Buster: A famed technique, Scarab swings his spear with a rather frightening amount of agility to send a shockwave of force rippling out towards an enemy at an equivalent speed. One post cooldown.
Bug Barrier: Scarab spins his spear quick enough that a barrier of bright light is erected before him. This barrier will reflect a single ranged attack of equivalent or lower level, and halve their damage if they're a higher level than JewelBeemon. It'll also stop melee attackers dead in their tracks, and potentially make them look bad. Three turn cooldown.
Solar Flare: Scarab infuses himself with a grossly incandescent light as he emits a nasty flash using the orbs upon his body, blinding an opponent of his choosing for two turns. They can still hear and use moves and everything, but they can’t see squat! Three turn cooldown.
Shot Claw: Another noteworthy move that most JewelBeemon seem to possess, Scarab lashes out for an opponent with a flurry of savage strikes from his spear! Two turn cooldown.
Bunker Buster [RAM Upgrade]: Scarab formulates a second spear that he then hurls for an opponent, or an area, usually an area. Upon hitting ANYTHING, be it an opponent or the intended area, the spear then explodes with a brilliant flash of light in a 40 meter radius, scorching anything around it harshly. Three turn cooldown.
Gae Bolg [RAM Upgrade]: Scarab creates another spear in his free hand, a spear that glows a bloody crimson as the azure insect hurls it for an opponent. While the initial act of hurling the spear is simple, and quite effective should it hit, dodging it causes the true effect of this move to come into play. The spear does not simply...miss. It will pursue the opponent for an additional turn as a return trip to the hand of Scarab, and should it hit the opponent on that return trip, they take twice as much damage as they normally would. Three turn cooldown.
Digivolves From: Stingmon
Digivolves To: GranKuwagamon
Mega
Species: GranKuwagamon
Appearance:
Attribute: Free
Family/ies: Jungle Troopers, Nature Spirits, Nightmare Soldiers, Wind Guardians
Type: Insect
Fighting Style: A species reported to be the most vile insect of all, Scarab actually quite loathes using this form, on the basis of it being his largest form (in this line, at least), and ergo his most uncouth. This species of Mega level Digimon is also collectively known as the Demons of the Deep Forest, and for a damn good reason. It fights akin to a savage berserker, only growing more violent with each passing round as it attempts to completely decimate the opponent and everything it knows and loves.
It is also a very skilled wordsmith. You may end up leaving the fight with a bruised ego, if you even leave at all.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Killing Fields [Passive]: The mere act of causing harm is enough to make most men sick, but GranKuwagamon is not most men. It relishes in delivering harm, and grinding it’s opponents down into what it calls nothing. In mechanical terms? EVERY ability that GranKuwagamon possesses has it's effectiveness and damage increased by 30%.
Guillotine [Passive]: A primal force likenable to a hurricane is what GranKuwagamon is. Every three turns, it is capable of exerting this power to make its next attack tear right through shields, and resistances. Some of GranKuwagamon’s moves already pierce through shields, so using Guillotine on these moves will instead confer a different effect that will be noted there.
Unbreaking [Passive]: Every turn, GranKuwagamon will regenerate 5% of it’s wounds accumulated. It just heals that fast, honest.
Dimension Scissor: GranKuwagamon rips open a dimensional tear that it then flies through, before opening a second one anywhere near the opponent that’s explicitly not behind them. Why not behind them? Because that’s not only extremely boring, it’s also a cop out. Either way, GranKuwagamon will emerge from the second tear and strike the opponent with his claws for severe damage. Three turn cooldown.
Zone Black Hole: GranKuwagamon creates a gigantic, black orb of dubiously profane power, before the beast lets it loose for a foe. This projectile will eat through practically any obstacle before it, including shields, so toggling the Guillotine passive on this ability instead causes it to be twice as big, and twice as powerful. Three turn cooldown.
Catastrophe: Energy gathers within the wings of GranKuwagamon, before he lets it loose in a volley of explosive lasers. One post cooldown.
Grand Death Screw: GranKuwagamon sets his sights on one target and barrels forth, trying to catch them on the bad end of his claws/scissor-like jaws, atop of his entire weight in an attempt to both harm them severely and also knock them over for a turn. Two turn cooldown.
Artillery Barrage: A variation of Catastrophe, GranKuwagamon charges up energy within his wings as per the move, but when he fires them, they instead rip open a number of holes in the space around GranKuwagamon similar to the tears used in Dimension Scissor, before they open up a second array of exit holes above the opponent and rain down from above them. Essentially, it’s raining lasers that explode. Two turn cooldown.
Grand Cross: GranKuwagamon’s claws glow before it strikes the ground, sending forth a colossal wave of raw, sickeningly incandescent energy that threatens to scorch whatever it might catch in its wake into a fine ash if it does them in. Otherwise, it’s massive damage that will rip right through anything it comes across. Once per thread. Guillotine being used on this makes this wave twice as huge. And it also hurts GranKuwagamon, too.
Bloodletter [RAM Upgrade]: The beast quite literally fires forth it’s claws, in a callback to Stingmon’s Moon Shooter. The difference between those spikes and these claws is that the projectiles will cause the opponent they hit to bleed out data for that turn alone, said data then being funneled to and absorbed by GranKuwagamon to heal it for 15% of the damage done. Two turn cooldown
Demon’s Thrill [RAM Upgrade]: These bugs are referred to as demons for a reason. Demons themselves are known in popular media for their habit of being all manners of foul and destructive, and this one is no different. GranKuwagamon’s eyes and claws glow a bright red as he empowers himself with the power of explosions. Every attack he performs for three turns now deals 40% more damage, and causes an explosion to go off wherever they may land. For moves that are already explosive? The explosion’s bigger. Four turn cooldown.
Digivolves From: JewelBeemon
Mode Changes/Biomerges To: GrandisKuwagamon (Mode Change), BanchoStingmon
Mega - Mode Change
Species: GrandisKuwagamon
Appearance:
Attribute: Virus
Family/ies: Jungle Troopers, Nature Spirits, Metal Empire
Type: Insect
Fighting Style: A form that only the most powerful among GranKuwagamon achieve, as a GrandisKuwagamon, Scarab regains a bit of his senses, and morals, chief of which being his pride. GrandisKuwagamon itself fights with a more refined and precise set of skills than GranKuwagamon does, trading in the ability to cause mass destruction for something more.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Demon of the Deep Forest [Passive]: Ever quick and fleeting, GrandisKuwagamon is 30% quicker than most other Mega level Digimon, and can move/react accordingly to such a boost.
Salted Wounds [Passive]: The wounds inflicted by GrandisKuwagamon burn and fester, making them more difficult for healing abilities to affect them, and essentially halving moves of that nature in effectiveness for a turn after being inflicted.
Guillotine [Passive]: Just like GranKuwagamon, GrandisKuwagamon is capable of empowering a single attack of his every three turns to be capable of bypassing EVERY kind of defense, be it shields, resistances and immunities.
Gran Killer: An attack made of two vital components. GrandisKuwagamon strikes out for an opponent using his claws, the first part of this attack. What makes this attack gnarly in particular is the second part, that being the fact that the claws are vibrating at high speeds, which drastically increases their striking/cutting power. One turn cooldown.
Bladestorm: GrandisKuwagamon quite literally fires his claws at an enemy, the now-projectiles hurting like hell to be hit by on top of flying swiftly. One turn cooldown.
Purge: GrandisKuwagamon quite literally expels all negative status afflictions from himself. Three turn cooldown.
Black Plague: GrandisKuwagamon releases a cloud of spores in a 75 meter radius around him. The spores will seep into anyone caught in the range of this move and completely disable their passives for one turn, on top of acting as a rather nasty irritant. Three turn cooldown.
Blade of the Unjust: GrandisKuwagamon points at an area, and a gigantic blade of energy shoots up from below the opponent, in a very unflattering attempt at impaling them from below. Two turn cooldown.
Bifurcator: Placing a (likely) unnecessary amount of power into his pincers in order to enhance their cutting power, GrandisKuwagamon makes a reckless charge towards an opponent, before he attempts to, in no uncertain terms, use his pincers to split the foe in twain. This move gets more powerful the more wounded GrandisKuwagamon is, and is best reserved for desperate times, since those realistically call for desperate measures. Also, it’s pretty obvious that this is strong enough to be unable to be shielded against without still suffering major damage. Guillotine cannot be used on this ability. Once per thread.
Sheer Heart Attack [RAM Upgrade]: An attack that, according to the user, has zero weaknesses, GrandisKuwagamon summons forth a single BladeKuwagamon from it’s palm. The BladeKuwagamon then takes off after an opponent, chasing it down relentlessly for an additional post after the one that this attack is used in. Should it succeed in this endeavor, BladeKuwagamon will then explode for severe amounts of damage. Three turn cooldown. The BladeKuwagamon is heat-seeking, so sources of fire can and will draw it away.
Unmaker [RAM Upgrade]: Empowering his claws further, GrandisKuwagamon makes a vicious lunge for his enemy, with his claws extending to give this specific move bigger reach/range, and turning a sickly red before he tries to, quite simply, claw deeply into his foe. This attack will impose two additional turns of cooldown onto a foe’s moves if it strikes. Three turn cooldown.
Mode Changes from: GranKuwagamon
Biomerges to: BanchoStingmon
Biomerge
Species: BanchoStingmon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Insect
Fighting Style: To call this a fighting style is generous, this is more like a battering ram than anything.
Abilities:
Oath of Enma [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Unbending Steel [Passive]: 30% damage reduction. This is achieved via a combination of a supremely durable carapace, as well as a gakuran woven from the shells of various insects.
Smell of the Game [Passive]: Once, every three turns, BanchoStingmon can apply the piercing property to any attack of his. In the event that such a property already exists on the attack? The damage is instead magnified by 50%. This also can't work on the one defensive move he has, either!
Still, My Heart is Blazing [RAM Upgrade - Passive]: A Stingmon that has achieved the mantle of Bancho is expected to never give in. This is a creed that practically every Stingmon of this variety follow, and...for this one, it's taken more literally. Should he ever be driven to a point where he would be deleted in a fight, he can, once per thread, choose to ignore this fatal damage and convert it into what damage always begins as. Power. In doing this, he recovers a quarter of his overall vitality.
Shattering Blow: BanchoStingmon empowers a limb of his before he moves in to deliver a strike with said limb, be it a punch or a kick. The magic of this move is that it can be used in many ways but it will always deal the same amount of damage unless it's defended against. Two post cooldown.
Appropriate: BanchoStingmon likes that buff you just used. So he can use this move to copy the last used buff in it's entirety, durations and cooldowns included. Unfortunately, he cannot copy OPT buffs. Even if giving this move an OPT cooldown as a result -would- be pretty funny.
Positron Laser: At this point, Scarab and Hisato don't need a Veemon to show off the power they hold--bloodlines be damned. Using his hand as an alternative for Imperialdramon's cannon, BanchoStingmon fires a laser said to hold the power to destroy a planet. Of course, such a thing's destructive capability is unable to be harnessed fully. Instead, what comes out is just enough. This attack doesn't care about shields, face it like a man or dodge. There is no alternative. Three turn cooldown.
Hit Me With A REAL Attack, Damn You: BanchoStingmon doesn't really believe in defensive attacks, yet this is one, weirdly enough. He PUNCHES an incoming ranged attack, and unless that sucker has piercing attacks? He is able to DEFLECT IT ENTIRELY. If the defensive property is bypassed, then this becomes zooming to the enemy and clocking them for the damage that the attack would do. Four post cooldown.
Redbutt: For every action, there is an equal and opposite reaction. This is the reaction. Upon being hit with a melee attack, BanchoStingmon gains the option to use this move immediately to close the distance between himself and an opponent, if there is any, and deliver a savage headbutt that reflects 50% of whatever attack just hit him back at the foe. It's said that this strike is so fierce that it can shatter the bones of an equivalent level Digimon. But that part's flavor, you don't NEED to write the bones breaking. Three post cooldown.
Bakuraiten: BanchoStingmon calls upon a number of little bug-like drones the size of a rookie called Kiraichu. He brings out two dozen of them, and they spread about the battlefield for three turns, serving as a rather potent minefield. To make contact with one is to detonate it for severe damage. They fall to the ground harmlessly if the duration expires with them out. Three post cooldown.
Thunder Crash: Calling upon the natural power vested within the Digital World, BanchoStingmon launches a blast of actual lightning from his fingertips. If this is used after Bakuraiten has been deployed, then the option of aiming Thunder Crash at the mine field is given. Taking this will detonate every single one of the mines for a massive explosion. Three turn cooldown.
Dramon Install: Running from one's very nature is a fool's gamble, for it will always catch up in one way or another. Of course, the option to willingly submit is there. The Digimon discards all notions of limits for three turns, their form becoming a sihoulette that holds a colored outline as they drive themselves to their absolute limit. Their strength, and speed triple in power for the duration of this ability, Once per thread.
Giga Death [RAM Upgrade]: So, remember how this BanchoStingmon was able to use Imperialdramon's Positron Laser? It turns out, he's also capable of using the upgraded iteration of that, Giga Death. How does he do this in lieu of having a cannon to plug into his chest? It's simple. Where Positron Laser was A), limited, and B), fired with one hand, Giga Death is the full realization of the term destruction. Firing the blast will raze the arena and everything else for miles around while dealing immense damage. Once per thread.
Digivolves from: GranKuwagamon/GrandisKuwagamon + Hisato Aizawa
Fresh
Species: Chibomon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Fighting Style: Chibomon is so pathetic that it makes some other Fresh look menacing.
Abilities:
I think I’m BOUTTA STEAL: Chibomon yoinks the target’s wallet and runs away, giggling like a moron that has made off with the lottery.
Digivolves To: DemiVeemon
In-Training
Species: DemiVeemon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar
Type: Baby Dragon
Fighting Style: What a pitiful creature this one is.
Abilities:
Pay up!: DemiVeemon pulls out the most powerful move of all! A finger gun! ...Once per thread.
Screech: WWRRRRRRRRRRRRYYYYYYYYYYYYYYYY-
Digivolves From: Chibomon
Digivolves To: Veemon
Rookie
Species: Veemon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Virus Busters, Nature Spirits, Wind Guardians
Type: Small Dragon
Fighting Style: He punches, he shoots, and he talks mad smack.
Abilities: [4 Abilities Max]
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Fearless [Passive]: You? You’re nothing. You mean nothing to me! Veemon is much less susceptible to mental ailments than most people.
Vee Knuckle: A really tough punch! One post cooldown!
Spirit Gun: Yeah, we’re reaching that far back for referential moves. Veemon makes a finger gun as he fires a blast of energy. It’s made of plasma. Eat it, nerds. Three post cooldown.
Vee Headbutt: The classical headbutt maneuver performed by any and all Veemon regardless of occupation. This one's effectiveness is doubled if Gyo is under a debuff! Three post cooldown!
Digivolves From:
Digivolves To:
Champion
Species: ExVeemon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Wind Guardians, Nature Spirits
Type: Mythical Dragon
Fighting Style: Now with the capability of flight, Gyo keeps up the assault from both ranged and close quarters. He usually covers his brother, though.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Fearless [Passive]: Legend has it that this red ExVeemon (more of a salmonish color if you ask the author) has no soul, which in turn translates to no fear! That said, mental effects generally have zero effect on this dragon. Maybe metal, too, but metal's kind of an overrated genre of music either way.
Blood of the Dragon [Passive]: Every three turns, ExVeemon is able to double the potency of an attack being used, allowing it to ignore shields if need be. For attacks that already bear such a property, this move instead doubles the potency of the attack.
X-Laser: The X on ExVeemon’s chest glows a bright blue before a plasma-based laser is discharged from it, scorching foes at range for some severe damage. Two post cooldown.
Armor Breaker: ExVeemon flies up, gathering power and momentum before he aims to slam right into an opponent with enough concussive force to rip through a shield. If this attack does pierce a shield, the cooldown on the shield is extended by two posts, hence the ‘breaker’ part of this. Four post cooldown.
Myth Buster: ExVeemon replicates the last buff used with Ulforce wizardry and applies it to himself or one target of his choice. This move takes on the buff’s duration and cooldown (plus a turn), as well as properties. So it can vary. Also can't copy anything that's once per thread, because those generally suck.
Dragon Punch: ExVeemon gathers power in his fist before he punches the air, sending a blast that can be effective at all ranges for an opponent. One post cooldown.
Digivolves From: Veemon
Digivolves To: AeroVeedramon, Paildramon (With Stingmon)
Ultimate
Species: AeroVeedramon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters, Wind Guardians
Type: Holy Dragon
Fighting Style: The form most people know him by, if they dare to recall. Gyo's picked up a few tricks since that fateful Golden Week, but he overall fights the same. Being a primarily aerial fighter, he stays at range, only venturing close to finish things.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Ace Cadet [Passive]: AeroVeedramon is, in fact, an expert flier, and he wants you to know it. He boasts 20% more speed than the average member of this infestation, and to top it all off, he hits 10% harder too.
Magna Breaker [RAM Upgrade - Passive]: Every three turns, Gyo is able to empower one of his attacks to ensure they can ignore shields. If they're already able to do that, then they just get more damage to offset the fact that piercing attacks don't usually hit as hard as normal attacks do.
Myth Buster: AeroVeedramon lets out an enraged bellow, as he takes the last buffing move to have been used by any of his enemies, and applies it to an ally of his choosing, or himself. As to how he's doing that? It's likely thanks to tapping into his Ulforce. The buff stolen will have as long a duration as its source does, as well as a cooldown equivalent to said source plus one turn. Also can't copy anything that's once per thread, as hilarious as that would be.
Dragon Impulse: AeroVeedramon surrounds himself in an aura of flame before he wills it to take the shape of a flaming AeroVeedramon that promptly hurls itself for an enemy, aiming to grapple/surround them with itself before going out in a blaze of azure glory for the sole purpose of dealing severe amounts of damage. Also might leave you well done. Three post cooldown.
Wind Guardian: With a ferocious beat of the wings, AeroVeedramon brings forth a flurry of winds to shield himself from one attack of equivalent level, repelling melee attackers and reflecting ranged attacks back towards their source. Four post cooldown.
Twister Saber: AeroVeedramon charges his claws and the blades on his wrist with energy, causing them to spark with plasma before he rushes a foe down, aiming to slice them to ribbons.
Vee Wing Blade: With several beats of his wings, AeroVeedramon fires a litany of energy blasts from each wing. Shockingly, these don’t explode at first, they just cut into whatever they hit. THEN they explode. One post cooldown.
Vee Booster: A much more physical attack than anything on AeroVeedramon’s repertoire, the dragon is surrounded in azure flames before he attempts to ram into an opponent and send them flying towards another opponent. It’s like killing two birds with one stone if it even hits! Two post cooldown.
Rip And Tear [RAM Upgrade]: A combo of two moves. In burst of speed, he rushes a foe down with his wing blades surging with plasma, before trying to impale them. This attack ignores shields, and gets stronger if Scarab's been hit in the previous round. Three post cooldown.
Digivolves From: ExVeemon
Digivolves To: UlforceVeedramon
Mega
Species: UlforceVeedramon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters, Wind Guardians
Type: Holy Knight
Fighting Style: A form never seen from him.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he knows of by 2. This can only be activated every 3 turns.
Red Comet [Passive]: This oddly red UlforceVeedramon is somehow FASTER than it’s usual Blue Digizoid-laden counterparts. He enjoys a 30% speed increase to hammer home the Gundam memery.
Heroic Spirit [RAM Upgrade - Passive]: And he gets a 30% damage reduction, too. Because what kind of knight can't take a good hit? A piss poor one.
Ulforce [Passive]: The sheer power of rage that drives this would-be holy knight can be weaponized further, you know? Every three turns, UlforceVeedramon is capable of empowering ANY of his attacks to be capable of piercing through active barriers.
Myth Breaker: UlforceVeedramon repeats a trick that was never utilized in another thread and flat out steals the last buffing ability utilized by any opponent he’s facing at the moment via manipulation of 0s and 1s, applying it to one target for the duration it has. This skill’s cooldown is decided based upon the cooldown of the buff he’s copying plus one turn. He also can't copy OPT buffs, even if that would be hilarious to do.
Ulforce Saber: UlforceVeedramon generates a high-temperature beam saber from either one of his bracelets (he’s ambidextrous) before he strikes out for a nearby enemy!
Dragon Impulse X: Rather than fire out an effigy of himself that’s actually explosive energy, UlforceVeedramon BECOMES the Dragon Impulse, covering himself in an aura of blue flames as he attempts to ram into a target. He has the option of piercing through the target (though he doesn’t leave any holes for some reason) and charging for a second target as well, though this has the side effect of increasing the cooldown by a turn. Three turn cooldown, normally. Four turn otherwise.
Tense-Great Shield: Using either of his available V-Bracelets, UlforceVeedramon creates an energy shield around his front. This shield is capable of withstanding two attacks from an ultimate, and one attack from a mega. It also will reflect projectile attacks back at whoever dared to fire them. Debuff effects from attacks will still trigger on Gyo, but they only last for one turn. Four turn cooldown.
Circle of Scorn: UlforceVeedramon punches the ground as a number of beams of light erupt around him, threatening to skewer up to three unlucky targets around him. As if that weren’t bad enough, being pierced by the beams will leave a debuff on the victim, inflicting moderate holy damage that lasts for two additional turns. Three turn cooldown.
Spirits Without: What appears to be a simple attempt to stab a foe with one of his sabers is in fact a far more complex attack than that. See, UlforceVeedramon makes an attack towards the foe, and should it hit, an explosion will erupt from where his blade struck. The explosion deals more damage the more wounded UlforceVeedramon is. Two post cooldown.
Shining V-Force: UlforceVeedramon’s chest plate (the V, specifically,) amasses a metric ton of power before firing it out as a ray of energy. The ray itself is capable of melting through most metals, if one needs an estimate of how powerful it is, so definitely steer clear of it. In addition, it can pierce through just about any equivalent level barrier, too. As such, if Ulforce is used on this ability, it merely doubles the damage this ability will do. Four turn cooldown.
Bitter End [RAM Upgrade]: UlforceVeedramon infuses his blade with as much power as he feasibly can in one post, before he rushes a single foe down. The blade grows to a colossal length, and gains the cutting ability of an absurdly heated knife, as Gyo attempts to end the fight in a single, devastating stroke. Once per thread. Ignores shields.
Digivolves From: AeroVeedramon
Mode Changes To: UlforceVeedramon - Future Mode
Burst Mode
Species: UlforceVeedramon Future Mode
Appearance:
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Holy Knight
Fighting Style: Outlast the enemy and annoy them by messing with their cooldowns.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Onslaught [Passive]: Extended combat with this entity is a poor idea. Every turn, it gains a stack of Onslaught--increasing it's strength and speed by 5% each, capping off at a 25% increase to both after 5 turns. Not using a named move for a turn will decrease the stack number to 0. It can only gain one stack per turn, and it only gains a stack on hits.
Existence [Passive]: To attain this very form is to become immutable, unstoppable in all respects. Passive resistances do not matter to the blade of UlforceVeedramon.
Perfected Ulforce [Passive]: A constant healing factor is at play here--UlforceVeedramon recovers 5% of it's overall vitality every turn.
Tensegrity Shield: The shield to end all shields. Using either arm, UlforceVeedramon FM projects a shield that covers it's front, protecting it from nearly any attack of equivalent level or below for a turn. If it is bypassed in any way, the nature of the shield--that of constant rewriting of the very fabric of anything it's touching, will project feedback that damages the foe--forcing them to eat half the damage of the attack that broke/bypassed the shield. 5 post cooldown.
Shining V-Force: A quick and brutal attack--The V on UlforceVeedramon's chest glows brightly before unleashing a swift--and loud laser, eerily akin to Imperialdramon's Positron Laser in both destructive power and nature. This attack will ignore shields, and becomes 50% stronger IF it does. Three post cooldown.
Ulforce V-Saber: A swift slash with one of UlforceVeedramon's arms--and the saber at the end of it. High range, high speed. One post cooldown.
Spirits Without: This is a more focused usage of UlforceVeedramon's blades--the sword(s) intensify for a moment as UlforceVeedramon attempts a fierce cleave at the foe. This gains additional power as UlforceVeedramon is injured. Two post cooldown.
Mythmaker: UlforceVeedramon flat out steals the last buffing ability utilized by any opponent he’s facing at the moment via manipulation of 0s and 1s, applying it to one target for the duration it has. This skill’s cooldown is decided based upon the cooldown of the buff he’s copying plus one turn. He also can't copy OPT buffs, even if that would be hilarious to do.
Dramon Install: Running from one's very nature is a fool's gamble, for it will always catch up in one way or another. Of course, the option to willingly submit is there. The Digimon discards all notions of limits for three turns, their form becoming a sihoulette that holds a colored outline as they drive themselves to their absolute limit. Their strength, and speed triple in power for the duration of this ability, Once per thread.
Ulforce Null: UlforceVeedramon holds dominion over the very fabric of most beings and environments within the world in this form. This technique is the ultimate display of that. UlforceVeedramon stabs the very ground as he forces the world around him to be essentially restored to normal, purging all active field effects or attacks that leave something in the field to become worse later. Essentially, think of this as the Final Destination card on steroids. Once Per Thread.
Starshatter Impulse [RAM Upgrade]: An eightfold attack! UlforceVeedramon splits into eight identical copies as he charges up his prior form's Dragon Impulse X, before he rushes his enemy down to attempt impaling them, with the seven other copies bursting into flame and soaring with him to create a rather chaotic assault for that turn. Three post cooldown.
Zone of Purgatory [RAM Upgrade]: Circle of Scorn was already a fairly strong attack. It's variant at Super Mega just builds upon the principles of it--a punch to the ground, and pillars of light in a hundred and fifty meter area, prepared to skewer any 3 targets in it's range. Be they on the ground...or in the air. Three post cooldown.
Digivolves From: UlforceVeedramon
Some notes about the twins’ combined form:
He goes by Rathalos. Usually.
He also sounds a lot like Steve Blum. It’s weird.
Rookie
Species: Dracomon X
Appearance:
Attribute: Data
Family/ies: Dragon's Roar
Type: Dragon
Fighting Style: An interesting combination of two unlikely individuals. This creature pulls no punches until the opponent yields.
Abilities:
Overwrite [RAM Upgrade GIGA]: A feat only few are said to be capable of. Drawing upon a mode change of one of his components, Rathalos is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he is aware of by 2. This can only be activated every 3 turns.
Mighty No.⑨ [Passive]: …Dubious passive name aside. The dragon is mighty as he is prideful. His attacks tout 30% more effectiveness overall. He’s damn good at what he does!
Wing Cutter: Dracomon X’s arm wings become sharp as a blade, and hard as steel as he attempts to slice into an opponent.
World Tour: Did you know this Dracomon X can fly? Because he can. He creates a gust of wind with his wings, allowing himself to be caught on it as he circles an opponent and fires out a litany of fireballs for them. Two post cooldown. It’s very annoying.
Royal Shurunen: A true king does not give into base instincts such as madness. That’s the folly of the rabble. Rathalos opens his mouth to charge up a potent blast of flame the same color as it’s horns, before firing it out. It’s bad. 4 post cooldown. Ignores shields. In fact, this gets stronger as it MELTS shields.
Digivolves From: Veemon + Wormmon
Digivolves To: Paildramon
Ultimate
Species: Paildramon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Nature Spirits, Wind Guardians
Type: Dragon Man
Fighting Style:
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Rathalos bears the capability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Rathalos essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Skyrazor [Passive]: Paildramon is 30% quicker than most digimon of his caliber.
Stormbringer [Passive]: Paildramon's attacks are 30% more effective in the damage they can deal.
Fervor: Paildramon psyches himself up, enabling his strikes to hit for 30% more damage for three turns. Three turn cooldown.
Esgrima: The blades on Paildramon's arms extend as he attempts to deliver a stab or a slash. Quite potent. One post cooldown.
Wire Snatch: Paildramon extends his fingers upon razor-sharp wires, trying to wrap them around the opponent for a two-pronged attack. One that delivers slashing damage AND trips them off balance, immobilizing them for a post. Three post cooldown.
Desperado Blaster: A salvo of rounds from the guns upon Paildramon's hips. One of his most-used attacks and capable of riddling one with holes if they're not careful. Two post cooldown.
Positron Laser: Breaking one's limits for a single post, Paildramon is capable of unleashing the same destructive force his next form is in the form of a laser. It's fired like his Elemental Bolt is, and deals LUDICROUS DAMAGE if it hits. 5 post cooldown.
Flak Blaster [RAM Upgrade]: A close-ranged variant of Desperado Blaster, Paildramon aims his cannons before he fires a salvo of sharp, jagged and molten ammo for a foe. If they're hit by this, they suffer a 25% decrease in defensive abilities for two posts. Three post cooldown.
Dragon Impulse Theta [RAM Upgrade]: Paildramon becomes engulfed in blue flames as he attempts to ram the opponent, Esgrima-first. If this hits, the flames carry from him onto the opponent, burning at them and sapping stamina from them...to increase a known active cooldown by two. Three post cooldown.
Digivolves From: Stingmon + ExVeemon, AeroVeedramon + JewelBeemon
Digivolves To: Imperialdramon (Dragon)
Mega
Species: Imperialdramon (Dragon)
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Nature Spirits, Dark Area, Wind Guardians
Type: Ancient Dragon
Fighting Style: The result of UlforceVeedramon fusing with GranKuwagamon. This is a dragon in every sense of the word in that pride does not inhibit it's predatory senses. It will beat it's opponent into the ground. And it will enjoy every second of it.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Rathalos bears the capability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Rathalos essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Unstoppable [Passive]: This Digimon doesn't care about passive resistances and immunities.
Uncontrollable [Passive]: Nor does it care about mind control or mental effects. It's too deadset on it's goal for that. Unless you have passive resistances...
Dragon's Wrath [Passive]: And to top it all off, every single attack of this creature's deals 30% more damage than that of it's peers.
Seeing Horde: The Digimon summons forth four images of itself, albeit made of blue flames, before it sends them all for up to two targets. Two per target. If he so wishes, he may have them all converge at one, but the result will be the same either way. As they make contact, they explode for severe damage. Two post cooldown.
Dimension Cutter: Taking a page from the book of GranKuwagamon, this Digimon cuts open a hole in reality and charges through, the exit being ripped open at any point in it's vision. Most often right in front of, or behind an enemy, as it tries to rip into them. Three post cooldown.
Splendor Blade: Imperialdramon lashes out with it's blades, trying to leave a nice wound on the opponent. 1 post cooldown.
Eternal Zeal: The digimon spreads it's wings as it lets loose an explosion that goes for three targets in a 100 meter radius around him. It hurts! A lot! Four post cooldown!
Positron Laser: The digimon fires a potent laser from the cannon upon it's back. It's said that this laser can destroy the world if allowed, but given Imperialdramon's very form is a limiter, it's unlikely that'll ever happen. This not only ignores shields, but it gets 50% stronger if it touches a shield. Three post cooldown.
Mega Death: Imperialdramon opens it's mouth before firing a ball of dark matter. If it makes contact with an area, then it explodes in a gesture of power that has a radius of 230 meters, dealing immense damage to everything in that area. Once Per Thread. Pierces.
Positron Hail [RAM Upgrade]: Imperialdramon fires forth a litany of rounds from it's back-mounted cannon and mouth, bombarding a single opponent with explosive balls of flame for moderate amounts of damage! Two post cooldown.
Roar [RAM Upgrade]: Something that can only be used the first turn that Imperialdramon is on the field. The monster roars out, daunting up to three opponents and reducing their overall attack power by 40% for three turns. Once per thread. This cannot be reused if Imperialdramon swaps modes or digivolves.
Digivolves From: Paildramon, UlforceVeedramon + GranKuwagamon/GrandisKuwagamon, AeroVeedramon + JewelBeemon
Digivolves To: Imperialdramon DK Mode
Mega Mode Change
Species: Imperialdramon (Fighter)
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Nature Spirits, Dark Area, Wind Guardians
Type: Ancient Dragon Man
Fighting Style: So, there are two ways this monster can come about. One, UlforceVeedramon fuses with GrandisKuwagamon. Two, Imperialdramon makes the conscious decision to swap modes. It's Fighter Mode gains more of a coherent moveset, fighting like a combination of it's components.
Abilities: [9 Abilities Max]
Overwrite [RAM Upgrade GIGA]: A feat only few are said to be capable of. Drawing upon a mode change of one of his components, Rathalos is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he is aware of by 2. This can only be activated every 3 turns.
Mental Resistance [Passive]: Mental effects still barely do a thing, if at all, to this Digimon. He has no fear.
Limitless [Passive]: And his attacks still ignore passive resistances and immunities.
Peerless [Passive]: Topping all of those passives off, though, he's swapped his 30% increase to attack out for a 30% increase in overall defense. This is excused by Fighter Mode being able to actually think and maneuver around attacks so they don't hurt as much.
Gran Laser: Imperialdramon starts off STRONG, firing his Positron Laser into the air...as a hole in reality tears open in front of it. Another hole opens at any position near the opponent and fires the laser out for reduced damage, but immense unpredictability. Two post cooldown.
Splendor Blade: Imperialdramon lashes out with the blades on his arms, trying to rend at his foe. One post cooldown.
Tense-Great Shield: A move that's entirely of this Digimon's own making. He charges up his Positron Laser, before he projects it outwards into a shield. A stupid strong shield. Attacks of an equivalent level just bounce off of it, and it can sustain one before breaking. Also, debuff-causing attacks that strike this shield WILL go off on Rathalos, but they will only last for a turn. Four post cooldown.
Circle of Scorn: Imperialdramon tenses up before he releases a wave of energy, targeting up to 3 enemies in a 100 meter radius around him as the burst threatens to scorch them bad. Four post cooldown.
Laser Saber: No slashing is involved here. Imperialdramon throws a wicked punch for an opponent, and as the punch is about to make impact...He fires the Positron Laser. It's not as powerful as the move itself, but it lends power to this move. Two post cooldown.
Giga Death: Pretty sure anyone who's watched 02 knows what this attack does. Either way. Imperialdramon detaches his Positron Laser from his arm before the mouth on his chest opens. He then inserts the cannon there, and fires a ball of black electricity that might or might not be the same kind that he fires in Dragon Mode. It covers less of a radius, though, at 175 meters, but in exchange, still wreaks massive amounts of damage there. Ignores shields. Once Per Thread.
Thorns [RAM Upgrade]: Imperialdramon empowers himself for three turns. What does this do? It makes engaging in melee combat an awful idea, as Imperialdramon is able to reflect 20% of all melee attacks focused on him's damage back to whoever struck him. Three post cooldown.
Primary Lotus [RAM Upgrade]: You goddamn heard right. Imperialdramon flies for a single foe, tries to grapple them, before he flies up, flips himself around with the opponent in tow, before trying to fly into the ground, slamming them there for significant damage plus being immobilized for a turn. Three post cooldown.
Digivolves From: Paildramon, UlforceVeedramon + GranKuwagamon/GrandisKuwagamon, AeroVeedramon + JewelBeemon
Biomerges To: Slayerdramon (With Hisato Aizawa)
DNA Biomerge
Species: Slayerdramon
Appearance:
Attribute: Vaccine
Family/ies: Dragon's Roar
Type: Dragon Man
Fighting Style: Kill the enemy. At any cost.
Abilities:
Oath of Enma [RAM Upgrade Giga]: Considering himself the definitive apex predator that he is, Slayerdramon has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Slayerdramon essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Fragrach [Passive]: Slayerdramon's blade is instilled with an urge to drink deep of the blood of it's foes. This urge is so strong that the sword actively ignores any defensive passive abilities that may affect attacks executed by Slayerdramon.
Blackblood [Passive]: Savagery is Slayerdramon's bread and butter--it's attacks deal 30% more damage as a whole compared to the average Digimon of it's caliber.
Lingering Will [Passive]: Strike him down, and he will return with a vengeance. Once per thread, Slayerdramon can choose to ignore damage that would be considered fatal to him, and instead convert it into healing to keep him up and running. This will only restore a quarter of his overall vitality, however.
Digizoid Soul [Passive]: 30% overall reduction to damage taken thanks to Chrome Digizoid.
Bloodletting [RAM Upgrade - Passive]: Every three turns, Slayerdramon is able to force a cooldown of his choice to go down by an additional turn.
Celestial Guillotine: Raising Fragrach, Slayerdramon focuses, before a jet of azure flames erupts from the sword, propelling the Dragon Knight forward for a foe of his choice as he spins, stabbing the blade for the very top of the opponent to drive it into them for severe damage. This ignores shields, and is probably not always going to hit the opponent RIGHT in the head as the source material that this move is based off of would imply, as this is still ultimately a PG-13 forum. Four post cooldown.
Shoryu Slash: A wave of pure, unadulterated force is loosed from Slayerdramon's greatsword, said to be able to down even the mightiest of foes from just the pressure alone. This lowers opponents' defenses by 30% for a turn if this hits them. Two post cooldown.
Digizoid Maiden: Slayerdramon appears to teleport near his foe--In reality, he's just moving EXTREMELY fast, before he attempts to extend Fragrach's blades around his foe in order to trap them, as well as deal heavy damage. If successful, they are immobilized for a turn. If they do not manage to break the grapple, then when the immobilization wears off, Slayerdramon drives Fragrach down, the blades shearing into the enemy for even more damage. Three post cooldown.
Broken Fang: Slayerdramon's sword extends, before the segments break off and fly for an enemy with the intent of shredding into them as absurdly sharp projectiles do. This attack lasts for an additional turn if it misses, the fangs trying to savage their target further before they return and reform Fragrach. Until then, Slayerdramon wields a blade of blue flames that is really just there for cosmetic flavor. Three post cooldown.
Vorpal Blade: A swift slash of Fragrach in either form, be it greatsword, or sword-whip. One post cooldown.
Dramon Install: Running from one's very nature is a fool's gamble, for it will always catch up in one way or another. Of course, the option to willingly submit is there. The Digimon discards all notions of limits for three turns, their form becoming a sihoulette that holds a colored outline as they drive themselves to their absolute limit. Their strength, and speed triple in power for the duration of this ability, Once per thread.
Hakai [RAM Upgrade]: The principles of Giga Death are manifested into a sphere--whereas an attack of this caliber may be called a miracle, in truth, this attack is anything but. It is unmaking in it's purest form. Slayerdramon fires this sphere at high speeds for a single enemy, and should it make contact with them, it will deal an inordinate amount of damage to them, while halving the effectiveness of any healing applied afterwards for two turns. Once per thread.
Whatever dares to die to this is very likely not going to come back the same--it is an honest attempt at truly slaying the enemy in all forms.
Digivolves From: Imperialdramon Fighter Mode/Dragon Mode + Hisato Aizawa
Optional Forms
Appearance:
Attribute: Free
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Insect
Fighting Style: A departure from Scarab’s usual preferred style of fighting, Shadramon has much more ranged options than any of his other forms at this level, which is a genuine shocker.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
I am Fire, I am Death [Passive]: Shadramon is akin to a Fladramon in terms of it’s properties and capabilities. Fire is it’s calling, and attacks comprised of fire will not hurt it as much. 30% fire resistance is a fun thing to have.
Indent Screw: A move one could swear is a downscaled version of Brave Tornado, Shadramon very literally heats up before rocketing forward, rotating at speeds high enough that it might just drill through whatever’s in its path. Two post cooldown.
Flare Buster: Shadramon sticks its hands out and fires a volley of fireballs for the opponent. One post cooldown.
Incinerator: Shadramon fires out a jet of flame towards the foe, though this one’s flames seem to linger harmlessly after they’ve initially struck the opponent. Should they receive healing in the next turn, the flames will become -extra- harmful, dealing 50% more damage than the attack already did. Two turn cooldown.
Western Wildfire: Shadramon plunges down to the ground (or jumps up and plunges down, no real difference there) before slamming down and firing a geyser of white hot flames towards an enemy. This is not only severely powerful for an armor champ, it also rips right through shields. Three turn cooldown.
Psychic Wave: You read that right. Shadramon emits a wave of psychic energy from it’s body that stops a single attack of equivalent level or below dead in its tracks, and empowers the next attack of this digimon by 50%. Three turn cooldown.
Digivolves From: Wormmon + Digimental of Courage
Armor Ultimate - Digimental of Pride
Species: Snimon
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Insect
Fighting Style: It detects. It hunts. It kills. Good bug.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
I’m Blind, Not Deaf [Passive?]: Snimon does not possess any eyes, but every other one of its senses is honed to the highest logical extreme thanks to its antennae. Moves that may impede his vision, and visual illusions are completely useless against Snimon, but sound based moves are increased in their effectiveness.
Hunter’s Mark [Passive]: Snimon marks a target for three turns, and so long as Snimon is engaging that target, he enjoys being able to see where that target’s going at all times during these three turns, as well as a 20% increase in the damage Snimon can deal towards the target. He can only change the target of the mark every three turns, though.
Shadow Sickle: The insectoid swings it’s sickle-like arms out to send out a super fast shockwave of sheer force out to slice through an enemy, shields and all. Two post cooldown.
Body Blow: Snimon revs up before charging for an enemy at high speeds, blazing through obstacles like a battering ram with the sole intent of slamming into its foe and knocking them off balance, forcing them to waste a turn either getting up, or having to fire their attacks from the ground. Two post cooldown.
Explosion: Snimon aims downwards before it fires a beam at the ground. The ensuing explosion threatens to roast everything around Snimon in a 40 foot radius! Three turn cooldown.
Sickle Cutter: A simple melee attack utilizing the sickles on Snimon’s arms. They’re long, they’re pointy, and they absolutely goddamn hurt. One post cooldown.
Frenzy: Snimon essentially devolves into a berserker-like state of rage for three posts, increasing it’s damage by 30% and numbing all sense of morality and/or restraint for the duration of this move. Three post cooldown.
Digivolves From: Stingmon + Digimental of Pride
Armor Champion - Digimental of Courage
Species: Flamedramon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Metal Empire, Nature Spirits
Type: Dragon Man
Fighting Style: Good lord, what the hell happened to Gyo? Well, despite the really weird appearance, this is for all intents and purposes a normal Flamedramon. He just uses blue flames. He's mostly a bruiser more than anything in this form.
Abilities:
Righteous Fury [Passive]: Flamedramon's basic attacks hit just as hard as a 0 post cooldown named attack. Claws, bro.
Furnace [Passive]: ...It's a Flamedramon. You think fire's going to do much to it? Think again. 30% fire resistance is lovely.
Ignition [Passive]: Similar to Shadramon, Flamedramon is able to exert a similar mastery over fire. In that he is able to apply a special property to one of his attacks every three turns. The flames from his attack will linger on the foe for a post. If they sustain healing of any kind, the flames erupt in an explosion, damaging the foe for 30% of the attack that inflicted this debuff's power. ...Unless you apply piercing to a healing move. That'd be crazy.
Fire Rocket: A headbutt-based attack involving heating up Flamedramon's horn to absurd degrees, before striking out with it. This attack cuts through shields, and gets stronger if it does. Three post cooldown.
Knuckle Fire: A flame-coated punch from Flamedramon. Two post cooldown.
Knuckle Shot: Flamedramon punches the air, setting the very wind aflame as he shoots it for a single foe of his choice. Two post cooldown.
Digivolves From:
:
Armor Ultimate - Digimental of Pride
Species: Magnamon
Appearance:
Attribute: Free
Family/ies: Virus Busters, Metal Empire
Type: Holy Knight
Fighting Style: Chivalry. Yeah, good joke. This is a fairly standard Magnamon that specializes in defense and range. Which isn't to say he can't throw a good punch...
Abilities:
Digizoid Armor [Passive]: Being covered head to toe in Blue Digizoid means a 30% damage reduction. Despite this being the fast Digizoid, Gyo does not recieve any bonuses to speed. He's already fast enough.
Aura Barrier: Magnamon emits a golden barrier from his body that will reflect exactly one attack of equivalent level away from him before fading. If this shield is bypassed, it will explode in retribution with the force of the attack that broke it. Five post cooldown.
Deadly Queen: Magnamon touches someone, or something with either of his hands. This is, in and of itself harmless until a turn has passed. After that, the touched area will explode for severe damage. Three post cooldown. Call this delayed damage.
Magnum Punch: An attack best described as getting hit by a practically Ultimate turret shot. Seriously, it hits with the force of a bullet, despite being a physical attack. Two post cooldown.
Plasma Shoot: Magnamon fires a swarm of plasma-based bolts from his armor, trying to effectively skewer his opponent. Two post cooldown.
Miracle Buster: Magnamon hurls a javelin of plasma for an enemy, dealing considerable damage. If this misses, then it returns to Magnamon and heals him for that much instead. Three post cooldown.
Extreme Jihad: Every Magnamon does this at least once in their lifetime. Gyo forces all of the power of his Digimental to erupt outwards in a colossal explosion that covers an exceptionally wide diameter of 40 meters. But in doing this, he literally expends all the power of the Digimental, and forcibly devolves back into his rookie state afterwards. Once per thread.
Digivolves From: Veemon, ExVeemon, Flamedramon (With the Digimental of Pride)
Mercenary #1
Digimon Name: Caine, the Seer
Default Form: Impmon X, or Baalmon.
Gender: Male
Alignment: Chaotic Neutral
Skills/Talents:
Tarot-Reading
Fortune-Telling
Sleuth Work
Personality: There is a singular phrase that everybody who has met Caine can use to describe him. Erratic. He isn't exactly whacky or zany or anything such a word may imply, but he is very clearly addled by something, be it guilt, or something...beyond that. He's otherwise a jovial wiseman who sometimes speaks in odd riddles, or very matter of fact aphorisms. His relationship with Aizawa Hisato is nonexistent, but he holds Scarab in a respectful regard.
With certain parties, though, he holds himself to a more sorrowful regard. As though a wrong was committed that he seeks to right. He also has a soft spot for reptiles and lizards. In a battle, Caine becomes far less erratic and more calculated in nature, taking decisive cheap shots where need be and not being afraid to seek the mortality of his opponent. Baalmon -are- known to take the very souls of those who question them, after all...
...Holosuit Appearance:
Faceclaim: Danganronpa 2: Goodbye Despair • Komaeda Nagito • Caine
Rookie
Species: Impmon X
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Small Devil
Fighting Style: A primarily ranged fighter, Caine only really rushes in when he has to make use of Zabaniya. He's also very much focused on elemental attacks.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM as to how clear or unclear this is. Once per thread.
Summon: Caine wills the elements to life around him, summoning two specters of fire and ice that rush his opponent down before they explode into flame and a hail of ice shards, respectively. Two post cooldown.
Night of Fire: Summoning forth stygian flames, Caine fires forth a serpent of flame to skewer his opponent with. One post cooldown.
Zabaniya - Cyber Phantasy: Caine's hand lights up with MORE black flame as he rushes for an opponent to try infusing them with the flames. If this is successful? They're subject to an explosion. With them at the center. It literally comes from them. Four post cooldown!
Champion
Species: Wizardmon X
Appearance:
Attribute: Data
Family/ies: Nightmare Soldiers
Type: Demon Man
Fighting Style: Similar to his Rookie form, except he's now primarily attuned to thunder in this form. And ice.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM/runner of the thread as to how clear or unclear this is. Once per thread.
Summon Thunder: An enhanced version of his Summon ability from Rookie, Caine summons forth two specters of lightning that proceed to surge for his opponent at high speed, giving a HEALTHY shock if they manage to touch/pass through them! Two post cooldown.
Thunder Break: To take things onto one's own hands, one must gain a spark of inspiration. Caine, as a Wizardmon X, is able to apply this spark in a very literal sense. He raises his hand, lightning striking his finger (even if he's indoors) before he shoots the lightning at a single foe. This breaks through shields. And it hurts. A LOT. Three post cooldown.
Icicle Hail: Caine wills the air above an opponent to freeze and splinter off into shrapnel that rains down upon that foe. If this hits, the foe will find that the data spilled by this is absorbed by Caine, reducing his cooldowns by two for that round instead of only one. Four post cooldown. Icicle Hail is exempt from the reduction.
Madness Induction: A detriment, Caine incites a fit of hysteria in one target of his choice, sending them into a fit of delirium for two turns. The target's movements become more erratic, but this may well throw off their whole combat routine. Three post cooldown.
Zabaniya - Judgement of the Thunder God: Blackened lightning surges through the Wizardmon X before he slams his staff into the ground, discharging the lightning for a target of his choice. If this hits, the lightning will course through the foe's body for two turns, causing 30% damage over that duration, and hurting like HELL the entire time. Four post cooldown.
Ultimate
Species: Baalmon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers
Type: Demon Man
Fighting Style: An ill omen to face in battle, Baalmon fires forth punishing attacks that are said to eat at one's soul before he lunges in to turn his enemy's heart to dust.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM/runner of the thread as to how clear or unclear this is. Once per thread.
Elemental Roulette [Passive]: Caine is able to change the elements used within his attacks once per three turns to one of the four: Fire, Ice, Thunder, and the default, a state of nothing--Void-based blackness.
Guiltish: Amulets hover off of Caine's person before they gain a pointed edge, coated in whatever element he has active at the moment before they fire forth at high speeds for a foe of his choice. One post cooldown.
Kamiuchi: A lightning-fast strike from Caine's Daishenban that effectively cleaves open any active shields in it's path. The strike is charged with whatever his Roulette passive is set upon. Two post cooldown.
PSA: A barrier of amulets flows forth from Caine to project a shield of knowledge in front of himself, absorbing one ultimate level attack before it shatters. Three post cooldown.
Line In The Sand: An image of Caine's Daishenban appears before it carves a line at a point of Caine's choosing, the line itself being 15 meters long at most. After a few seconds, a projection of whatever element Caine has set in with Elemental Roulette will appear, a wall of flames if Fire, a persistent row of electrical spikes for Thunder, a wall of icicles for Ice, and a shadowy smokescreen for the fourth. Three post cooldown. The Line lasts for two posts.
Zabaniya - Delusional Heartbeat: Caine unseals his right arm, revealed to be a freakishly long, and blood-red talon, before he is infused with 200% speed for this one attack alone. He rushes down a foe of his choosing, and attempts to plunge this limb into their chest--the place of their core, and should this succeed, attempt to wither away the opponent, dealing massive damage in the process. This also ignores shields. Once per thread.
Mega
Species: Beelzemon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers, Metal Empire, Nature Spirits, Wind Guardians
Type: Demon Lord
Fighting Style: Caine's most powerful form for the moment. It is nowhere near as powerful as THE Beelzemon, but he likes to imagine he does him proud in a few ways.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM/runner of the thread as to how clear or unclear this is. Once per thread.
The Emperor [Passive]: Caine's bullets in this form seek out that which he deems wicked, homing in upon them by his will for a 30% increase in overall accuracy.
Gluttony [Passive]: Of course, all of his attacks leech life from their quarry, and heal Caine for 5% of his overall health.
Primal Orb: Caine slams his fist shut, a crystalline prison shooting up to ensnare the opponent in place for a turn and deal no damage. However, it also lowers their defenses by 50% for that post alone. Three post cooldown.
Fist of The Demon King: A twisted form of the Juouken utilized by the Leomon line, the would-be Demon Lord clenches his fist shut as abyssal energies flow through it, before he punches the air, sending a projectile shaped in a grisly visage out for a single foe of his choice. Should it strike a foe, they will find themselves silenced for a turn. Three post cooldown.
Berenjena: A shot from the shotguns. This deals the same damage at whatever range, but works better at close ranges. Shotguns and all. So you could count this as 'melee?' Either way. One post cooldown.
Behemoth Howling: Caine calls the motorcycle that seemingly ONLY responds to Beelzemon or Beelzemon-like entities, Behemoth, and mounts it before he drives it at insanely high speeds (for a Mega level!) at a single enemy of his choice, intending to either ram them with the motorcycle or run them over. It matters little. This move deals INSANELY heavy damage, and ignores shields. 6 post cooldown.
Heartbreak Shot: Caine fires his shotguns, the scattering bullets aiming for the heart of an enemy for severe damage. In addition to this, one passive of the opponent's choice is locked for two posts afterwards. Three post cooldown.
Zabaniya - Phantasmal Pedigree: Caine is able to replace this move with any move titled Zabaniya from his earlier forms. While it will remain in place for three posts before being able to be switched out, the cooldown will become that of the skill in place. If it is once per thread, he will essentially lock this skill out for the rest of the thread.
Age: 18
Gender: Male
Height: 5’4
Weight: 115 lbs
Alignment: True Neutral
Birth Date: January 21st
Western Horoscope: Capricorn
Birth Place: Shibuya, Tokyo, Japan
Skills/Talents:
Sneaky: ...No, really. Despite his ill temperament, Hisato’s able to keep an exceptionally low profile if he can quit talking smack for more than a few seconds.
A Mean Throwing Arm: A self-explanatory one. He can THROW GOOD.
Digivice: The literal most boring D3 of all. It’s the regular pearly white, but the grip’s navy blue and the buttons are a striking yellow.
Personality: A young man best described as one who attempts to be concise, and has the probability of failing at that. Hisato has the unfortunate issue of being just the slightest bit too stiff, mixed with a separate issue of far, far too much snark to be considered safe in the slightest. He likes to imagine that he has a bit of know-how on a lot of subjects, which one could possibly determine as the source of his terminal case of snarkery.
So, to put it bluntly, this guy’s tough to deal with, but otherwise? He’s astoundingly capable of having someone’s back if he feels like it’s something he has to do, even if Hisato considers most other people as below him. Overall, it seems Hisato’s as flawed as the next guy, but he also seems to be out for himself and whoever he deems ‘worthy’ to try sticking his neck out for.
Appearance: Hisato's about as Japanese as one could possibly expect the lad to be. He isn't very tall (in that he only comes up to about 5'4), and he doesn't really stand out all that much from a crowd unlike a good number of his peers. In addition, he just has straight brown hair that he keeps cut short, and gray-blue eyes, something to further add onto the assumed mediocrity he brings to the table. Hisato's often found wearing a school uniform, and rarely anything but that if you somehow manage to catch him out on the weekends, and even when one does? It's not that much different from his school attire in that he just dons a white shirt, a blue undershirt and jeans.
FaceClaim: Neon Genesis Evangelion • Ikari Shinji • Aizawa Hisato
Personal History: What exactly does one learn when they grow up in Shibuya? They learn that it’s got it’s various reputations for a reason, that much is certain. Starting from the beginning, Hisato was born sometime during the first month of the year to two business people who had opted to settle in the city about a year and some before he came along.
Over the course of his childhood, his parents were rather...aloof with raising him. They weren’t necessarily there at home very often as Hiasto was growing up, and as he grew older, he felt as though both of his parents’ presence at home lessened over time. Work was tough, at least that’s what he assumed. They did try their best to provide for him, though, even outright spoiling him at times.
Life more or less began gaining momentum around high school. Hisato’s peers seemed a little more eccentric than he had anticipated, but he did his best to keep his grades up. Easier than one would expect when you rarely ever did anything extracurricular outside of tutoring.
That’s how life was for the past two years. Simple. Boring. Stagnant. Words that Hisato would apply in a resentful context.
Up until Golden Week.
Digimon Name - Partner #1: Scarab
Default Form: Wormmon
Gender: Male
Alignment: Chaotic Money
Skills/Talents:
Weaver - A bug’s gotta be able to spin some silk, y’know? No, really, Scarab’s silk is disturbingly high quality.
Top Chef - He also can somehow cook, it’s insane. He prefers the mystical food known as the...borgar.
Miserly - Oh, he’s also extremely damn good at keeping track of finances. One can probably trace this to his greed.
Personality: The best way one can approach this ferocious critter's personality would be to get the bigger of the bad/good out of the way first. With this in mind, Scarab tries his hardest to be professional, be patient, and what have you, but you know what? Sometimes, one gets tired of trying to be nice. Professional as the bug may be in conduct, being that he follows a rather loosely-defined code that really ultimately boils down to two basic tenants that are, in no particular order, get money and do right by yourself, and to top this off, he also only has half a figurative filter. He can shut up, sure. But whenever he opens his mouth, most of the time it might be a very precise insult or some wisdom. There's no telling which.
One of the main things that Scarab enjoys most in life is, quite simply put, fat stacks of cash bits. It’s pretty easy to convince him to do something if you have a sizable amount of money on hand. Of course, this means that NOT having money makes Scarab a notoriously fussy individual.
Holosuit:
Faceclaim: Mobile Suit Gundam/Zeta Gundam/Char's Counterattack - Char Aznable/Quattro Bajeena
Personal History: A rather checkered past for a dubious individual, Scarab’s background isn’t actually as lurid as one might think. It’s actually the opposite, quite boring. It’s also something that you’ll probably have to learn about from the guy proper. All that’s really known is that he dislikes talking about family, and that his half brother’s a crimson Veemon that some might be woefully familiar with. Don’t ask why he has a Veemon for a half-brother, though.
Digimon Name - Partner #2: Gyo
Default Form: Veemon
Gender: Male
Alignment: Chaotic Jackass
Skills/Talents:
Sneaky – An unusual talent for a dragon, Gyo seems to have a knack for popping up seemingly with zero noise or fanfare. Great for entrances.
Stalwart – This creature is stubborn. He will usually see any task he is given through to the end.
Iron Chef Veemon – How the sons of a Dorbickmon are able to be so damn good at cooking is a mystery the answer of which is known to very few.
Personality: Gyo is a creature tempered by experience, and the events of his life have left a largely negative outlook on several entities, humans included. He also has one hell of a temper, too, one that often jeopardizes whatever situation he may be in if it is allowed to grow out of check. Fortunately, this is an issue he is aware of, and is trying to fix to an extent.
Having been raised by a knightly figure has instilled Gyo with values that he is usually reluctant to go against, unlike his half-brother, the azure mercenary known as Scarab. Despite misgivings against people, he is usually not against lending a hand, or trying to. The problem is if lending a hand turns out to be a waste of time. Gyo believes that despite proverbial immortality, Digimon should treat each life as if it could be a final one. Such would give them reason to make the most of it, after all.
And he certainly would like to do the same. The thing is, there’s things to do. And above all else, vileness to purge…
Holosuit:
Faceclaim: Yu Yu Hakusho • Urameshi Yusuke • Gyo
Personal History: Scarab may be reluctant to share, but I’m not. See, you might be wondering why a Veemon’s stuck with a familial relation, the bread and butter of twins, to a Wormmon of all things.
Well, I’ll tell you this. Though our eggs appeared at roughly the same time, our fathers were different. See, my mother, a Dorbickmon named Cloudsong, she doesn’t like telling stories about the battles she’s fought. Says that they’ll cause her to lose her clarity. What I can tell is that we’re a result of those battles. Data shed from the combatants melded together to make eggs.
Which is how I got my half-brother. Well, older half-brother. I’m actually the younger. So, after we left the Village of Beginnings, we pretty much spent our time either in the Woods, before there was Rosewood, and near the Training Grounds. It was a bit of a different time back then.
We got a lot of crap for looking weird. I mean, a red Veemon might not be all that uncommon when you remember there’s an occasional Red, Black and Gold Veedramon but Wormmon being anything other than green? That was nuts to some kids. And Veemon having blue markings instead of gold? Also crazy.
I thought of them as idiots. They couldn’t do anything about it. They were too weak to do otherwise, why else would they be at the training grounds? They needed Tamers to do everything for them, humans just as crappy as they were. Scarab took it a bit more to heart than I did, though.
…
I don’t think I want to talk about that further. Nor anything afterwards. We grew up, kinda, and we got mixed up into what I see now as…bad things. Honeyed words led to chaos and chaos led to our group of friends being fractured.
I lashed out at them, but I…do want to at least see if I can’t make things right. Even if those humans might not like it.
FIRST DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Leafmon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Fighting Style: What?
Abilities:
Profanity: Scarab says a word so foul that it makes foes recoil in horror, and also needed to be censored twice. That’s right, he says Neemon.
Digivolves To: Minomon
In-Training
Species: Minomon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Larva
Fighting Style: Why would you expect a fight from this? Why?
Abilities:
Diss Track: Scarab says two extremely foul words that have no place in neither the digimon or human language, whatsoever. That’s right, he says FILTHY Neemon.
Bury Me With Money: ...Minomon fires literal bits at his opponent’s eyes. How does this work? Well, that’s way too telling.
Digivolves From: Leafmon
Digivolves To: Wormmon
Rookie
Species: Wormmon
Appearance:
Attribute: Virus
Family/ies: Nature Spirits, Jungle Troopers
Type: Larva
Fighting Style: Scarab...really doesn't like to fight in this form. It's more meant for maneuvering around and sabotaging things, even if he has his ways of self-defense.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Sticky… [Passive]: As a Wormmon, Scarab is able to scale objects and the like much easier than a lot of other lifeforms on the planet. On top of a speed bonus of 20%, he has that going for him.
Worm Tail: Scarab shoots out a line of silk to grab something, be it an object or an opponent. He has enough dexterity in this form to be able to manipulate whatever he grabs, too. One post cooldown.
Worm Shooter: Scarab fires a line of dangerously fine (read: razor sharp, somehow) silk at an enemy. It gathers around very quickly, and genuinely hurts to get rid of because of the razor sharp quality. Two post cooldown.
Beamos: Scarab fires a beam from that little yellow spot on his forehead. Given what this move is named after, the beam's pretty nasty to get hit by, as it can pierce through shields/resistances if it hits anything. Three turn cooldown.
Digivolves From: Minomon
Digivolves To: Shadramon (With the Digimental of Undetermined Quality), Stingmon
Champion
Species: Stingmon
Appearance:
Attribute: Virus
Family/ies: Jungle Troopers, Nature Spirits, Wind Guardians
Type: Insect
Fighting Style: Somehow, people who were involved in a particular plot thread over the summer might be a bit familiar with how this particular entity fights. A very martial-based fighter, and a rather boastful one too, to challenge the azure Stingmon may very well be an invitation to a bad time.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Skyrazor [Passive]: Scarab prides himself on how quick on the draw he is, and his capabilities at Stingmon provide plenty to back that pride up. Stingmon gains a 20% increase to his speed and overall reaction time compared to most other Digimon at his level.
Chitin [Passive]: On top of this, did you know that Stingmon are an exceptionally durable species of insectoid? Scarab enjoys a 20% increase to his defense against attacks, unless struck by a move that removes passive resistances/immunities.
Hell Squeeze: Stingmon attempts to grapple his opponent (optimally in a full nelson) before he begins to vibrate at an intense pace, an act that raises his temperature to insane heights while trying to roast his opponent alive. He’s capable of holding this grapple for a while (a post), but not for too long, as his vibrating threatens to burn him as well. In addition, this does not prevent the foe from using named abilities. It just prevents movement. Three turn cooldown.
Moon Shooter: So, you know those spikes on Stingmon's arms? He can fire them. They serve as some rather useful, if not pointy projectiles, and he has an unlimited amount to spare. Scarab can empower this ability further to fire a multitude of spikes, but this adds an additional turn of cooldown, and is also not quite as accurate. One turn cooldown, normally. Two if multiple spikes are fired.
Wicked Antennae: Scarab attempts to give his opponent a light (not really) headbutt if he's at a close enough range. This headbutt is not only fierce, but it also saps some of his opponent's vitality (10%, specifically) to restore Scarab's own. Three turn cooldown
Spiking Strike: Scarab closes the hell in on his opponent and attempts to stab them with the spikes upon his wrist, which extend for this attack. This is capable of breaking through any kind of active shield at an equal level to Scarab. Two turn cooldown.
Digivolves From: Wormmon
Digivolves To: Snimon (With Another Digimental of Undetermined Quality), JewelBeemon
Ultimate
Species: JewelBeemon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Insect
Fighting Style: Don’t look at him for too long, you may just get some irreparable eye damage thanks to how bright JewelBeemon’s armor is. Scarab’s intent if he’s pushed to this form changes into effectively slicing his opponent into ribbons, as well as making life utterly miserable for them.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Glimmering Carapace [Passive]: As beautiful as Scarab’s chitin might be in this form, it is not entirely for show. Not only does his carapace seem to change colors depending on the lightning (and make it a bit harder to look at him in bright light), it also confers an additional 25% defense to the JewelBeemon.
Blur [Passive]: Remember how JewelBeemon’s agility was mentioned prior? Yeah, Scarab’s about 30% faster than the average Ultimate level Digimon, and it shows in spades.
Heart-Seeking Spear [Passive]: While the spear of the JewelBeemon does not truly seek out one’s heart, it does bear a rather deep bite. Scarab is capable of enhancing one attack every three turns to pierce through shields and passive resistances/immunities.
Spike Buster: A famed technique, Scarab swings his spear with a rather frightening amount of agility to send a shockwave of force rippling out towards an enemy at an equivalent speed. One post cooldown.
Bug Barrier: Scarab spins his spear quick enough that a barrier of bright light is erected before him. This barrier will reflect a single ranged attack of equivalent or lower level, and halve their damage if they're a higher level than JewelBeemon. It'll also stop melee attackers dead in their tracks, and potentially make them look bad. Three turn cooldown.
Solar Flare: Scarab infuses himself with a grossly incandescent light as he emits a nasty flash using the orbs upon his body, blinding an opponent of his choosing for two turns. They can still hear and use moves and everything, but they can’t see squat! Three turn cooldown.
Shot Claw: Another noteworthy move that most JewelBeemon seem to possess, Scarab lashes out for an opponent with a flurry of savage strikes from his spear! Two turn cooldown.
Bunker Buster [RAM Upgrade]: Scarab formulates a second spear that he then hurls for an opponent, or an area, usually an area. Upon hitting ANYTHING, be it an opponent or the intended area, the spear then explodes with a brilliant flash of light in a 40 meter radius, scorching anything around it harshly. Three turn cooldown.
Gae Bolg [RAM Upgrade]: Scarab creates another spear in his free hand, a spear that glows a bloody crimson as the azure insect hurls it for an opponent. While the initial act of hurling the spear is simple, and quite effective should it hit, dodging it causes the true effect of this move to come into play. The spear does not simply...miss. It will pursue the opponent for an additional turn as a return trip to the hand of Scarab, and should it hit the opponent on that return trip, they take twice as much damage as they normally would. Three turn cooldown.
Digivolves From: Stingmon
Digivolves To: GranKuwagamon
Mega
Species: GranKuwagamon
Appearance:
Attribute: Free
Family/ies: Jungle Troopers, Nature Spirits, Nightmare Soldiers, Wind Guardians
Type: Insect
Fighting Style: A species reported to be the most vile insect of all, Scarab actually quite loathes using this form, on the basis of it being his largest form (in this line, at least), and ergo his most uncouth. This species of Mega level Digimon is also collectively known as the Demons of the Deep Forest, and for a damn good reason. It fights akin to a savage berserker, only growing more violent with each passing round as it attempts to completely decimate the opponent and everything it knows and loves.
It is also a very skilled wordsmith. You may end up leaving the fight with a bruised ego, if you even leave at all.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Killing Fields [Passive]: The mere act of causing harm is enough to make most men sick, but GranKuwagamon is not most men. It relishes in delivering harm, and grinding it’s opponents down into what it calls nothing. In mechanical terms? EVERY ability that GranKuwagamon possesses has it's effectiveness and damage increased by 30%.
Guillotine [Passive]: A primal force likenable to a hurricane is what GranKuwagamon is. Every three turns, it is capable of exerting this power to make its next attack tear right through shields, and resistances. Some of GranKuwagamon’s moves already pierce through shields, so using Guillotine on these moves will instead confer a different effect that will be noted there.
Unbreaking [Passive]: Every turn, GranKuwagamon will regenerate 5% of it’s wounds accumulated. It just heals that fast, honest.
Dimension Scissor: GranKuwagamon rips open a dimensional tear that it then flies through, before opening a second one anywhere near the opponent that’s explicitly not behind them. Why not behind them? Because that’s not only extremely boring, it’s also a cop out. Either way, GranKuwagamon will emerge from the second tear and strike the opponent with his claws for severe damage. Three turn cooldown.
Zone Black Hole: GranKuwagamon creates a gigantic, black orb of dubiously profane power, before the beast lets it loose for a foe. This projectile will eat through practically any obstacle before it, including shields, so toggling the Guillotine passive on this ability instead causes it to be twice as big, and twice as powerful. Three turn cooldown.
Catastrophe: Energy gathers within the wings of GranKuwagamon, before he lets it loose in a volley of explosive lasers. One post cooldown.
Grand Death Screw: GranKuwagamon sets his sights on one target and barrels forth, trying to catch them on the bad end of his claws/scissor-like jaws, atop of his entire weight in an attempt to both harm them severely and also knock them over for a turn. Two turn cooldown.
Artillery Barrage: A variation of Catastrophe, GranKuwagamon charges up energy within his wings as per the move, but when he fires them, they instead rip open a number of holes in the space around GranKuwagamon similar to the tears used in Dimension Scissor, before they open up a second array of exit holes above the opponent and rain down from above them. Essentially, it’s raining lasers that explode. Two turn cooldown.
Grand Cross: GranKuwagamon’s claws glow before it strikes the ground, sending forth a colossal wave of raw, sickeningly incandescent energy that threatens to scorch whatever it might catch in its wake into a fine ash if it does them in. Otherwise, it’s massive damage that will rip right through anything it comes across. Once per thread. Guillotine being used on this makes this wave twice as huge. And it also hurts GranKuwagamon, too.
Bloodletter [RAM Upgrade]: The beast quite literally fires forth it’s claws, in a callback to Stingmon’s Moon Shooter. The difference between those spikes and these claws is that the projectiles will cause the opponent they hit to bleed out data for that turn alone, said data then being funneled to and absorbed by GranKuwagamon to heal it for 15% of the damage done. Two turn cooldown
Demon’s Thrill [RAM Upgrade]: These bugs are referred to as demons for a reason. Demons themselves are known in popular media for their habit of being all manners of foul and destructive, and this one is no different. GranKuwagamon’s eyes and claws glow a bright red as he empowers himself with the power of explosions. Every attack he performs for three turns now deals 40% more damage, and causes an explosion to go off wherever they may land. For moves that are already explosive? The explosion’s bigger. Four turn cooldown.
Digivolves From: JewelBeemon
Mode Changes/Biomerges To: GrandisKuwagamon (Mode Change), BanchoStingmon
Mega - Mode Change
Species: GrandisKuwagamon
Appearance:
Attribute: Virus
Family/ies: Jungle Troopers, Nature Spirits, Metal Empire
Type: Insect
Fighting Style: A form that only the most powerful among GranKuwagamon achieve, as a GrandisKuwagamon, Scarab regains a bit of his senses, and morals, chief of which being his pride. GrandisKuwagamon itself fights with a more refined and precise set of skills than GranKuwagamon does, trading in the ability to cause mass destruction for something more.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Demon of the Deep Forest [Passive]: Ever quick and fleeting, GrandisKuwagamon is 30% quicker than most other Mega level Digimon, and can move/react accordingly to such a boost.
Salted Wounds [Passive]: The wounds inflicted by GrandisKuwagamon burn and fester, making them more difficult for healing abilities to affect them, and essentially halving moves of that nature in effectiveness for a turn after being inflicted.
Guillotine [Passive]: Just like GranKuwagamon, GrandisKuwagamon is capable of empowering a single attack of his every three turns to be capable of bypassing EVERY kind of defense, be it shields, resistances and immunities.
Gran Killer: An attack made of two vital components. GrandisKuwagamon strikes out for an opponent using his claws, the first part of this attack. What makes this attack gnarly in particular is the second part, that being the fact that the claws are vibrating at high speeds, which drastically increases their striking/cutting power. One turn cooldown.
Bladestorm: GrandisKuwagamon quite literally fires his claws at an enemy, the now-projectiles hurting like hell to be hit by on top of flying swiftly. One turn cooldown.
Purge: GrandisKuwagamon quite literally expels all negative status afflictions from himself. Three turn cooldown.
Black Plague: GrandisKuwagamon releases a cloud of spores in a 75 meter radius around him. The spores will seep into anyone caught in the range of this move and completely disable their passives for one turn, on top of acting as a rather nasty irritant. Three turn cooldown.
Blade of the Unjust: GrandisKuwagamon points at an area, and a gigantic blade of energy shoots up from below the opponent, in a very unflattering attempt at impaling them from below. Two turn cooldown.
Bifurcator: Placing a (likely) unnecessary amount of power into his pincers in order to enhance their cutting power, GrandisKuwagamon makes a reckless charge towards an opponent, before he attempts to, in no uncertain terms, use his pincers to split the foe in twain. This move gets more powerful the more wounded GrandisKuwagamon is, and is best reserved for desperate times, since those realistically call for desperate measures. Also, it’s pretty obvious that this is strong enough to be unable to be shielded against without still suffering major damage. Guillotine cannot be used on this ability. Once per thread.
Sheer Heart Attack [RAM Upgrade]: An attack that, according to the user, has zero weaknesses, GrandisKuwagamon summons forth a single BladeKuwagamon from it’s palm. The BladeKuwagamon then takes off after an opponent, chasing it down relentlessly for an additional post after the one that this attack is used in. Should it succeed in this endeavor, BladeKuwagamon will then explode for severe amounts of damage. Three turn cooldown. The BladeKuwagamon is heat-seeking, so sources of fire can and will draw it away.
Unmaker [RAM Upgrade]: Empowering his claws further, GrandisKuwagamon makes a vicious lunge for his enemy, with his claws extending to give this specific move bigger reach/range, and turning a sickly red before he tries to, quite simply, claw deeply into his foe. This attack will impose two additional turns of cooldown onto a foe’s moves if it strikes. Three turn cooldown.
Mode Changes from: GranKuwagamon
Biomerges to: BanchoStingmon
Biomerge
Species: BanchoStingmon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Insect
Fighting Style: To call this a fighting style is generous, this is more like a battering ram than anything.
Abilities:
Oath of Enma [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Unbending Steel [Passive]: 30% damage reduction. This is achieved via a combination of a supremely durable carapace, as well as a gakuran woven from the shells of various insects.
Smell of the Game [Passive]: Once, every three turns, BanchoStingmon can apply the piercing property to any attack of his. In the event that such a property already exists on the attack? The damage is instead magnified by 50%. This also can't work on the one defensive move he has, either!
Still, My Heart is Blazing [RAM Upgrade - Passive]: A Stingmon that has achieved the mantle of Bancho is expected to never give in. This is a creed that practically every Stingmon of this variety follow, and...for this one, it's taken more literally. Should he ever be driven to a point where he would be deleted in a fight, he can, once per thread, choose to ignore this fatal damage and convert it into what damage always begins as. Power. In doing this, he recovers a quarter of his overall vitality.
Shattering Blow: BanchoStingmon empowers a limb of his before he moves in to deliver a strike with said limb, be it a punch or a kick. The magic of this move is that it can be used in many ways but it will always deal the same amount of damage unless it's defended against. Two post cooldown.
Appropriate: BanchoStingmon likes that buff you just used. So he can use this move to copy the last used buff in it's entirety, durations and cooldowns included. Unfortunately, he cannot copy OPT buffs. Even if giving this move an OPT cooldown as a result -would- be pretty funny.
Positron Laser: At this point, Scarab and Hisato don't need a Veemon to show off the power they hold--bloodlines be damned. Using his hand as an alternative for Imperialdramon's cannon, BanchoStingmon fires a laser said to hold the power to destroy a planet. Of course, such a thing's destructive capability is unable to be harnessed fully. Instead, what comes out is just enough. This attack doesn't care about shields, face it like a man or dodge. There is no alternative. Three turn cooldown.
Hit Me With A REAL Attack, Damn You: BanchoStingmon doesn't really believe in defensive attacks, yet this is one, weirdly enough. He PUNCHES an incoming ranged attack, and unless that sucker has piercing attacks? He is able to DEFLECT IT ENTIRELY. If the defensive property is bypassed, then this becomes zooming to the enemy and clocking them for the damage that the attack would do. Four post cooldown.
Redbutt: For every action, there is an equal and opposite reaction. This is the reaction. Upon being hit with a melee attack, BanchoStingmon gains the option to use this move immediately to close the distance between himself and an opponent, if there is any, and deliver a savage headbutt that reflects 50% of whatever attack just hit him back at the foe. It's said that this strike is so fierce that it can shatter the bones of an equivalent level Digimon. But that part's flavor, you don't NEED to write the bones breaking. Three post cooldown.
Bakuraiten: BanchoStingmon calls upon a number of little bug-like drones the size of a rookie called Kiraichu. He brings out two dozen of them, and they spread about the battlefield for three turns, serving as a rather potent minefield. To make contact with one is to detonate it for severe damage. They fall to the ground harmlessly if the duration expires with them out. Three post cooldown.
Thunder Crash: Calling upon the natural power vested within the Digital World, BanchoStingmon launches a blast of actual lightning from his fingertips. If this is used after Bakuraiten has been deployed, then the option of aiming Thunder Crash at the mine field is given. Taking this will detonate every single one of the mines for a massive explosion. Three turn cooldown.
Dramon Install: Running from one's very nature is a fool's gamble, for it will always catch up in one way or another. Of course, the option to willingly submit is there. The Digimon discards all notions of limits for three turns, their form becoming a sihoulette that holds a colored outline as they drive themselves to their absolute limit. Their strength, and speed triple in power for the duration of this ability, Once per thread.
Giga Death [RAM Upgrade]: So, remember how this BanchoStingmon was able to use Imperialdramon's Positron Laser? It turns out, he's also capable of using the upgraded iteration of that, Giga Death. How does he do this in lieu of having a cannon to plug into his chest? It's simple. Where Positron Laser was A), limited, and B), fired with one hand, Giga Death is the full realization of the term destruction. Firing the blast will raze the arena and everything else for miles around while dealing immense damage. Once per thread.
Digivolves from: GranKuwagamon/GrandisKuwagamon + Hisato Aizawa
SECOND DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Chibomon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Fighting Style: Chibomon is so pathetic that it makes some other Fresh look menacing.
Abilities:
I think I’m BOUTTA STEAL: Chibomon yoinks the target’s wallet and runs away, giggling like a moron that has made off with the lottery.
Digivolves To: DemiVeemon
In-Training
Species: DemiVeemon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar
Type: Baby Dragon
Fighting Style: What a pitiful creature this one is.
Abilities:
Pay up!: DemiVeemon pulls out the most powerful move of all! A finger gun! ...Once per thread.
Screech: WWRRRRRRRRRRRRYYYYYYYYYYYYYYYY-
Digivolves From: Chibomon
Digivolves To: Veemon
Rookie
Species: Veemon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Virus Busters, Nature Spirits, Wind Guardians
Type: Small Dragon
Fighting Style: He punches, he shoots, and he talks mad smack.
Abilities: [4 Abilities Max]
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Fearless [Passive]: You? You’re nothing. You mean nothing to me! Veemon is much less susceptible to mental ailments than most people.
Vee Knuckle: A really tough punch! One post cooldown!
Spirit Gun: Yeah, we’re reaching that far back for referential moves. Veemon makes a finger gun as he fires a blast of energy. It’s made of plasma. Eat it, nerds. Three post cooldown.
Vee Headbutt: The classical headbutt maneuver performed by any and all Veemon regardless of occupation. This one's effectiveness is doubled if Gyo is under a debuff! Three post cooldown!
Digivolves From:
Digivolves To:
Champion
Species: ExVeemon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Wind Guardians, Nature Spirits
Type: Mythical Dragon
Fighting Style: Now with the capability of flight, Gyo keeps up the assault from both ranged and close quarters. He usually covers his brother, though.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Fearless [Passive]: Legend has it that this red ExVeemon (more of a salmonish color if you ask the author) has no soul, which in turn translates to no fear! That said, mental effects generally have zero effect on this dragon. Maybe metal, too, but metal's kind of an overrated genre of music either way.
Blood of the Dragon [Passive]: Every three turns, ExVeemon is able to double the potency of an attack being used, allowing it to ignore shields if need be. For attacks that already bear such a property, this move instead doubles the potency of the attack.
X-Laser: The X on ExVeemon’s chest glows a bright blue before a plasma-based laser is discharged from it, scorching foes at range for some severe damage. Two post cooldown.
Armor Breaker: ExVeemon flies up, gathering power and momentum before he aims to slam right into an opponent with enough concussive force to rip through a shield. If this attack does pierce a shield, the cooldown on the shield is extended by two posts, hence the ‘breaker’ part of this. Four post cooldown.
Myth Buster: ExVeemon replicates the last buff used with Ulforce wizardry and applies it to himself or one target of his choice. This move takes on the buff’s duration and cooldown (plus a turn), as well as properties. So it can vary. Also can't copy anything that's once per thread, because those generally suck.
Dragon Punch: ExVeemon gathers power in his fist before he punches the air, sending a blast that can be effective at all ranges for an opponent. One post cooldown.
Digivolves From: Veemon
Digivolves To: AeroVeedramon, Paildramon (With Stingmon)
Ultimate
Species: AeroVeedramon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters, Wind Guardians
Type: Holy Dragon
Fighting Style: The form most people know him by, if they dare to recall. Gyo's picked up a few tricks since that fateful Golden Week, but he overall fights the same. Being a primarily aerial fighter, he stays at range, only venturing close to finish things.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Ace Cadet [Passive]: AeroVeedramon is, in fact, an expert flier, and he wants you to know it. He boasts 20% more speed than the average member of this infestation, and to top it all off, he hits 10% harder too.
Magna Breaker [RAM Upgrade - Passive]: Every three turns, Gyo is able to empower one of his attacks to ensure they can ignore shields. If they're already able to do that, then they just get more damage to offset the fact that piercing attacks don't usually hit as hard as normal attacks do.
Myth Buster: AeroVeedramon lets out an enraged bellow, as he takes the last buffing move to have been used by any of his enemies, and applies it to an ally of his choosing, or himself. As to how he's doing that? It's likely thanks to tapping into his Ulforce. The buff stolen will have as long a duration as its source does, as well as a cooldown equivalent to said source plus one turn. Also can't copy anything that's once per thread, as hilarious as that would be.
Dragon Impulse: AeroVeedramon surrounds himself in an aura of flame before he wills it to take the shape of a flaming AeroVeedramon that promptly hurls itself for an enemy, aiming to grapple/surround them with itself before going out in a blaze of azure glory for the sole purpose of dealing severe amounts of damage. Also might leave you well done. Three post cooldown.
Wind Guardian: With a ferocious beat of the wings, AeroVeedramon brings forth a flurry of winds to shield himself from one attack of equivalent level, repelling melee attackers and reflecting ranged attacks back towards their source. Four post cooldown.
Twister Saber: AeroVeedramon charges his claws and the blades on his wrist with energy, causing them to spark with plasma before he rushes a foe down, aiming to slice them to ribbons.
Vee Wing Blade: With several beats of his wings, AeroVeedramon fires a litany of energy blasts from each wing. Shockingly, these don’t explode at first, they just cut into whatever they hit. THEN they explode. One post cooldown.
Vee Booster: A much more physical attack than anything on AeroVeedramon’s repertoire, the dragon is surrounded in azure flames before he attempts to ram into an opponent and send them flying towards another opponent. It’s like killing two birds with one stone if it even hits! Two post cooldown.
Rip And Tear [RAM Upgrade]: A combo of two moves. In burst of speed, he rushes a foe down with his wing blades surging with plasma, before trying to impale them. This attack ignores shields, and gets stronger if Scarab's been hit in the previous round. Three post cooldown.
Digivolves From: ExVeemon
Digivolves To: UlforceVeedramon
Mega
Species: UlforceVeedramon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters, Wind Guardians
Type: Holy Knight
Fighting Style: A form never seen from him.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he knows of by 2. This can only be activated every 3 turns.
Red Comet [Passive]: This oddly red UlforceVeedramon is somehow FASTER than it’s usual Blue Digizoid-laden counterparts. He enjoys a 30% speed increase to hammer home the Gundam memery.
Heroic Spirit [RAM Upgrade - Passive]: And he gets a 30% damage reduction, too. Because what kind of knight can't take a good hit? A piss poor one.
Ulforce [Passive]: The sheer power of rage that drives this would-be holy knight can be weaponized further, you know? Every three turns, UlforceVeedramon is capable of empowering ANY of his attacks to be capable of piercing through active barriers.
Myth Breaker: UlforceVeedramon repeats a trick that was never utilized in another thread and flat out steals the last buffing ability utilized by any opponent he’s facing at the moment via manipulation of 0s and 1s, applying it to one target for the duration it has. This skill’s cooldown is decided based upon the cooldown of the buff he’s copying plus one turn. He also can't copy OPT buffs, even if that would be hilarious to do.
Ulforce Saber: UlforceVeedramon generates a high-temperature beam saber from either one of his bracelets (he’s ambidextrous) before he strikes out for a nearby enemy!
Dragon Impulse X: Rather than fire out an effigy of himself that’s actually explosive energy, UlforceVeedramon BECOMES the Dragon Impulse, covering himself in an aura of blue flames as he attempts to ram into a target. He has the option of piercing through the target (though he doesn’t leave any holes for some reason) and charging for a second target as well, though this has the side effect of increasing the cooldown by a turn. Three turn cooldown, normally. Four turn otherwise.
Tense-Great Shield: Using either of his available V-Bracelets, UlforceVeedramon creates an energy shield around his front. This shield is capable of withstanding two attacks from an ultimate, and one attack from a mega. It also will reflect projectile attacks back at whoever dared to fire them. Debuff effects from attacks will still trigger on Gyo, but they only last for one turn. Four turn cooldown.
Circle of Scorn: UlforceVeedramon punches the ground as a number of beams of light erupt around him, threatening to skewer up to three unlucky targets around him. As if that weren’t bad enough, being pierced by the beams will leave a debuff on the victim, inflicting moderate holy damage that lasts for two additional turns. Three turn cooldown.
Spirits Without: What appears to be a simple attempt to stab a foe with one of his sabers is in fact a far more complex attack than that. See, UlforceVeedramon makes an attack towards the foe, and should it hit, an explosion will erupt from where his blade struck. The explosion deals more damage the more wounded UlforceVeedramon is. Two post cooldown.
Shining V-Force: UlforceVeedramon’s chest plate (the V, specifically,) amasses a metric ton of power before firing it out as a ray of energy. The ray itself is capable of melting through most metals, if one needs an estimate of how powerful it is, so definitely steer clear of it. In addition, it can pierce through just about any equivalent level barrier, too. As such, if Ulforce is used on this ability, it merely doubles the damage this ability will do. Four turn cooldown.
Bitter End [RAM Upgrade]: UlforceVeedramon infuses his blade with as much power as he feasibly can in one post, before he rushes a single foe down. The blade grows to a colossal length, and gains the cutting ability of an absurdly heated knife, as Gyo attempts to end the fight in a single, devastating stroke. Once per thread. Ignores shields.
Digivolves From: AeroVeedramon
Mode Changes To: UlforceVeedramon - Future Mode
Burst Mode
Species: UlforceVeedramon Future Mode
Appearance:
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Holy Knight
Fighting Style: Outlast the enemy and annoy them by messing with their cooldowns.
Abilities:
Overwrite [RAM Upgrade Giga]: A feat only few are said to be capable of. Drawing upon a mode change of UlforceVeedramon's, Gyo is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he KNOWS about by 2. This can only be activated every 3 turns.
Onslaught [Passive]: Extended combat with this entity is a poor idea. Every turn, it gains a stack of Onslaught--increasing it's strength and speed by 5% each, capping off at a 25% increase to both after 5 turns. Not using a named move for a turn will decrease the stack number to 0. It can only gain one stack per turn, and it only gains a stack on hits.
Existence [Passive]: To attain this very form is to become immutable, unstoppable in all respects. Passive resistances do not matter to the blade of UlforceVeedramon.
Perfected Ulforce [Passive]: A constant healing factor is at play here--UlforceVeedramon recovers 5% of it's overall vitality every turn.
Tensegrity Shield: The shield to end all shields. Using either arm, UlforceVeedramon FM projects a shield that covers it's front, protecting it from nearly any attack of equivalent level or below for a turn. If it is bypassed in any way, the nature of the shield--that of constant rewriting of the very fabric of anything it's touching, will project feedback that damages the foe--forcing them to eat half the damage of the attack that broke/bypassed the shield. 5 post cooldown.
Shining V-Force: A quick and brutal attack--The V on UlforceVeedramon's chest glows brightly before unleashing a swift--and loud laser, eerily akin to Imperialdramon's Positron Laser in both destructive power and nature. This attack will ignore shields, and becomes 50% stronger IF it does. Three post cooldown.
Ulforce V-Saber: A swift slash with one of UlforceVeedramon's arms--and the saber at the end of it. High range, high speed. One post cooldown.
Spirits Without: This is a more focused usage of UlforceVeedramon's blades--the sword(s) intensify for a moment as UlforceVeedramon attempts a fierce cleave at the foe. This gains additional power as UlforceVeedramon is injured. Two post cooldown.
Mythmaker: UlforceVeedramon flat out steals the last buffing ability utilized by any opponent he’s facing at the moment via manipulation of 0s and 1s, applying it to one target for the duration it has. This skill’s cooldown is decided based upon the cooldown of the buff he’s copying plus one turn. He also can't copy OPT buffs, even if that would be hilarious to do.
Dramon Install: Running from one's very nature is a fool's gamble, for it will always catch up in one way or another. Of course, the option to willingly submit is there. The Digimon discards all notions of limits for three turns, their form becoming a sihoulette that holds a colored outline as they drive themselves to their absolute limit. Their strength, and speed triple in power for the duration of this ability, Once per thread.
Ulforce Null: UlforceVeedramon holds dominion over the very fabric of most beings and environments within the world in this form. This technique is the ultimate display of that. UlforceVeedramon stabs the very ground as he forces the world around him to be essentially restored to normal, purging all active field effects or attacks that leave something in the field to become worse later. Essentially, think of this as the Final Destination card on steroids. Once Per Thread.
Starshatter Impulse [RAM Upgrade]: An eightfold attack! UlforceVeedramon splits into eight identical copies as he charges up his prior form's Dragon Impulse X, before he rushes his enemy down to attempt impaling them, with the seven other copies bursting into flame and soaring with him to create a rather chaotic assault for that turn. Three post cooldown.
Zone of Purgatory [RAM Upgrade]: Circle of Scorn was already a fairly strong attack. It's variant at Super Mega just builds upon the principles of it--a punch to the ground, and pillars of light in a hundred and fifty meter area, prepared to skewer any 3 targets in it's range. Be they on the ground...or in the air. Three post cooldown.
Digivolves From: UlforceVeedramon
TWIN DNA DIGIVOLUTION LINE
Some notes about the twins’ combined form:
He goes by Rathalos. Usually.
He also sounds a lot like Steve Blum. It’s weird.
Rookie
Species: Dracomon X
Appearance:
Attribute: Data
Family/ies: Dragon's Roar
Type: Dragon
Fighting Style: An interesting combination of two unlikely individuals. This creature pulls no punches until the opponent yields.
Abilities:
Overwrite [RAM Upgrade GIGA]: A feat only few are said to be capable of. Drawing upon a mode change of one of his components, Rathalos is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he is aware of by 2. This can only be activated every 3 turns.
Mighty No.⑨ [Passive]: …Dubious passive name aside. The dragon is mighty as he is prideful. His attacks tout 30% more effectiveness overall. He’s damn good at what he does!
Wing Cutter: Dracomon X’s arm wings become sharp as a blade, and hard as steel as he attempts to slice into an opponent.
World Tour: Did you know this Dracomon X can fly? Because he can. He creates a gust of wind with his wings, allowing himself to be caught on it as he circles an opponent and fires out a litany of fireballs for them. Two post cooldown. It’s very annoying.
Royal Shurunen: A true king does not give into base instincts such as madness. That’s the folly of the rabble. Rathalos opens his mouth to charge up a potent blast of flame the same color as it’s horns, before firing it out. It’s bad. 4 post cooldown. Ignores shields. In fact, this gets stronger as it MELTS shields.
Digivolves From: Veemon + Wormmon
Digivolves To: Paildramon
Ultimate
Species: Paildramon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Nature Spirits, Wind Guardians
Type: Dragon Man
Fighting Style:
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Rathalos bears the capability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Rathalos essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Skyrazor [Passive]: Paildramon is 30% quicker than most digimon of his caliber.
Stormbringer [Passive]: Paildramon's attacks are 30% more effective in the damage they can deal.
Fervor: Paildramon psyches himself up, enabling his strikes to hit for 30% more damage for three turns. Three turn cooldown.
Esgrima: The blades on Paildramon's arms extend as he attempts to deliver a stab or a slash. Quite potent. One post cooldown.
Wire Snatch: Paildramon extends his fingers upon razor-sharp wires, trying to wrap them around the opponent for a two-pronged attack. One that delivers slashing damage AND trips them off balance, immobilizing them for a post. Three post cooldown.
Desperado Blaster: A salvo of rounds from the guns upon Paildramon's hips. One of his most-used attacks and capable of riddling one with holes if they're not careful. Two post cooldown.
Positron Laser: Breaking one's limits for a single post, Paildramon is capable of unleashing the same destructive force his next form is in the form of a laser. It's fired like his Elemental Bolt is, and deals LUDICROUS DAMAGE if it hits. 5 post cooldown.
Flak Blaster [RAM Upgrade]: A close-ranged variant of Desperado Blaster, Paildramon aims his cannons before he fires a salvo of sharp, jagged and molten ammo for a foe. If they're hit by this, they suffer a 25% decrease in defensive abilities for two posts. Three post cooldown.
Dragon Impulse Theta [RAM Upgrade]: Paildramon becomes engulfed in blue flames as he attempts to ram the opponent, Esgrima-first. If this hits, the flames carry from him onto the opponent, burning at them and sapping stamina from them...to increase a known active cooldown by two. Three post cooldown.
Digivolves From: Stingmon + ExVeemon, AeroVeedramon + JewelBeemon
Digivolves To: Imperialdramon (Dragon)
Mega
Species: Imperialdramon (Dragon)
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Nature Spirits, Dark Area, Wind Guardians
Type: Ancient Dragon
Fighting Style: The result of UlforceVeedramon fusing with GranKuwagamon. This is a dragon in every sense of the word in that pride does not inhibit it's predatory senses. It will beat it's opponent into the ground. And it will enjoy every second of it.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Rathalos bears the capability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Rathalos essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Unstoppable [Passive]: This Digimon doesn't care about passive resistances and immunities.
Uncontrollable [Passive]: Nor does it care about mind control or mental effects. It's too deadset on it's goal for that. Unless you have passive resistances...
Dragon's Wrath [Passive]: And to top it all off, every single attack of this creature's deals 30% more damage than that of it's peers.
Seeing Horde: The Digimon summons forth four images of itself, albeit made of blue flames, before it sends them all for up to two targets. Two per target. If he so wishes, he may have them all converge at one, but the result will be the same either way. As they make contact, they explode for severe damage. Two post cooldown.
Dimension Cutter: Taking a page from the book of GranKuwagamon, this Digimon cuts open a hole in reality and charges through, the exit being ripped open at any point in it's vision. Most often right in front of, or behind an enemy, as it tries to rip into them. Three post cooldown.
Splendor Blade: Imperialdramon lashes out with it's blades, trying to leave a nice wound on the opponent. 1 post cooldown.
Eternal Zeal: The digimon spreads it's wings as it lets loose an explosion that goes for three targets in a 100 meter radius around him. It hurts! A lot! Four post cooldown!
Positron Laser: The digimon fires a potent laser from the cannon upon it's back. It's said that this laser can destroy the world if allowed, but given Imperialdramon's very form is a limiter, it's unlikely that'll ever happen. This not only ignores shields, but it gets 50% stronger if it touches a shield. Three post cooldown.
Mega Death: Imperialdramon opens it's mouth before firing a ball of dark matter. If it makes contact with an area, then it explodes in a gesture of power that has a radius of 230 meters, dealing immense damage to everything in that area. Once Per Thread. Pierces.
Positron Hail [RAM Upgrade]: Imperialdramon fires forth a litany of rounds from it's back-mounted cannon and mouth, bombarding a single opponent with explosive balls of flame for moderate amounts of damage! Two post cooldown.
Roar [RAM Upgrade]: Something that can only be used the first turn that Imperialdramon is on the field. The monster roars out, daunting up to three opponents and reducing their overall attack power by 40% for three turns. Once per thread. This cannot be reused if Imperialdramon swaps modes or digivolves.
Digivolves From: Paildramon, UlforceVeedramon + GranKuwagamon/GrandisKuwagamon, AeroVeedramon + JewelBeemon
Digivolves To: Imperialdramon DK Mode
Mega Mode Change
Species: Imperialdramon (Fighter)
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Nature Spirits, Dark Area, Wind Guardians
Type: Ancient Dragon Man
Fighting Style: So, there are two ways this monster can come about. One, UlforceVeedramon fuses with GrandisKuwagamon. Two, Imperialdramon makes the conscious decision to swap modes. It's Fighter Mode gains more of a coherent moveset, fighting like a combination of it's components.
Abilities: [9 Abilities Max]
Overwrite [RAM Upgrade GIGA]: A feat only few are said to be capable of. Drawing upon a mode change of one of his components, Rathalos is capable of empowering one of his attacks with a program that rewrites the 0s and 1s that make a Digimon's data up. And extending one of their active cooldowns that he is aware of by 2. This can only be activated every 3 turns.
Mental Resistance [Passive]: Mental effects still barely do a thing, if at all, to this Digimon. He has no fear.
Limitless [Passive]: And his attacks still ignore passive resistances and immunities.
Peerless [Passive]: Topping all of those passives off, though, he's swapped his 30% increase to attack out for a 30% increase in overall defense. This is excused by Fighter Mode being able to actually think and maneuver around attacks so they don't hurt as much.
Gran Laser: Imperialdramon starts off STRONG, firing his Positron Laser into the air...as a hole in reality tears open in front of it. Another hole opens at any position near the opponent and fires the laser out for reduced damage, but immense unpredictability. Two post cooldown.
Splendor Blade: Imperialdramon lashes out with the blades on his arms, trying to rend at his foe. One post cooldown.
Tense-Great Shield: A move that's entirely of this Digimon's own making. He charges up his Positron Laser, before he projects it outwards into a shield. A stupid strong shield. Attacks of an equivalent level just bounce off of it, and it can sustain one before breaking. Also, debuff-causing attacks that strike this shield WILL go off on Rathalos, but they will only last for a turn. Four post cooldown.
Circle of Scorn: Imperialdramon tenses up before he releases a wave of energy, targeting up to 3 enemies in a 100 meter radius around him as the burst threatens to scorch them bad. Four post cooldown.
Laser Saber: No slashing is involved here. Imperialdramon throws a wicked punch for an opponent, and as the punch is about to make impact...He fires the Positron Laser. It's not as powerful as the move itself, but it lends power to this move. Two post cooldown.
Giga Death: Pretty sure anyone who's watched 02 knows what this attack does. Either way. Imperialdramon detaches his Positron Laser from his arm before the mouth on his chest opens. He then inserts the cannon there, and fires a ball of black electricity that might or might not be the same kind that he fires in Dragon Mode. It covers less of a radius, though, at 175 meters, but in exchange, still wreaks massive amounts of damage there. Ignores shields. Once Per Thread.
Thorns [RAM Upgrade]: Imperialdramon empowers himself for three turns. What does this do? It makes engaging in melee combat an awful idea, as Imperialdramon is able to reflect 20% of all melee attacks focused on him's damage back to whoever struck him. Three post cooldown.
Primary Lotus [RAM Upgrade]: You goddamn heard right. Imperialdramon flies for a single foe, tries to grapple them, before he flies up, flips himself around with the opponent in tow, before trying to fly into the ground, slamming them there for significant damage plus being immobilized for a turn. Three post cooldown.
Digivolves From: Paildramon, UlforceVeedramon + GranKuwagamon/GrandisKuwagamon, AeroVeedramon + JewelBeemon
Biomerges To: Slayerdramon (With Hisato Aizawa)
DNA Biomerge
Species: Slayerdramon
Appearance:
Attribute: Vaccine
Family/ies: Dragon's Roar
Type: Dragon Man
Fighting Style: Kill the enemy. At any cost.
Abilities:
Oath of Enma [RAM Upgrade Giga]: Considering himself the definitive apex predator that he is, Slayerdramon has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Slayerdramon essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
Fragrach [Passive]: Slayerdramon's blade is instilled with an urge to drink deep of the blood of it's foes. This urge is so strong that the sword actively ignores any defensive passive abilities that may affect attacks executed by Slayerdramon.
Blackblood [Passive]: Savagery is Slayerdramon's bread and butter--it's attacks deal 30% more damage as a whole compared to the average Digimon of it's caliber.
Lingering Will [Passive]: Strike him down, and he will return with a vengeance. Once per thread, Slayerdramon can choose to ignore damage that would be considered fatal to him, and instead convert it into healing to keep him up and running. This will only restore a quarter of his overall vitality, however.
Digizoid Soul [Passive]: 30% overall reduction to damage taken thanks to Chrome Digizoid.
Bloodletting [RAM Upgrade - Passive]: Every three turns, Slayerdramon is able to force a cooldown of his choice to go down by an additional turn.
Celestial Guillotine: Raising Fragrach, Slayerdramon focuses, before a jet of azure flames erupts from the sword, propelling the Dragon Knight forward for a foe of his choice as he spins, stabbing the blade for the very top of the opponent to drive it into them for severe damage. This ignores shields, and is probably not always going to hit the opponent RIGHT in the head as the source material that this move is based off of would imply, as this is still ultimately a PG-13 forum. Four post cooldown.
Shoryu Slash: A wave of pure, unadulterated force is loosed from Slayerdramon's greatsword, said to be able to down even the mightiest of foes from just the pressure alone. This lowers opponents' defenses by 30% for a turn if this hits them. Two post cooldown.
Digizoid Maiden: Slayerdramon appears to teleport near his foe--In reality, he's just moving EXTREMELY fast, before he attempts to extend Fragrach's blades around his foe in order to trap them, as well as deal heavy damage. If successful, they are immobilized for a turn. If they do not manage to break the grapple, then when the immobilization wears off, Slayerdramon drives Fragrach down, the blades shearing into the enemy for even more damage. Three post cooldown.
Broken Fang: Slayerdramon's sword extends, before the segments break off and fly for an enemy with the intent of shredding into them as absurdly sharp projectiles do. This attack lasts for an additional turn if it misses, the fangs trying to savage their target further before they return and reform Fragrach. Until then, Slayerdramon wields a blade of blue flames that is really just there for cosmetic flavor. Three post cooldown.
Vorpal Blade: A swift slash of Fragrach in either form, be it greatsword, or sword-whip. One post cooldown.
Dramon Install: Running from one's very nature is a fool's gamble, for it will always catch up in one way or another. Of course, the option to willingly submit is there. The Digimon discards all notions of limits for three turns, their form becoming a sihoulette that holds a colored outline as they drive themselves to their absolute limit. Their strength, and speed triple in power for the duration of this ability, Once per thread.
Hakai [RAM Upgrade]: The principles of Giga Death are manifested into a sphere--whereas an attack of this caliber may be called a miracle, in truth, this attack is anything but. It is unmaking in it's purest form. Slayerdramon fires this sphere at high speeds for a single enemy, and should it make contact with them, it will deal an inordinate amount of damage to them, while halving the effectiveness of any healing applied afterwards for two turns. Once per thread.
Whatever dares to die to this is very likely not going to come back the same--it is an honest attempt at truly slaying the enemy in all forms.
Digivolves From: Imperialdramon Fighter Mode/Dragon Mode + Hisato Aizawa
Optional Forms
Armor Champion - Digimental of Courage
Species: ShadramonAppearance:
Attribute: Free
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Insect
Fighting Style: A departure from Scarab’s usual preferred style of fighting, Shadramon has much more ranged options than any of his other forms at this level, which is a genuine shocker.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
I am Fire, I am Death [Passive]: Shadramon is akin to a Fladramon in terms of it’s properties and capabilities. Fire is it’s calling, and attacks comprised of fire will not hurt it as much. 30% fire resistance is a fun thing to have.
Indent Screw: A move one could swear is a downscaled version of Brave Tornado, Shadramon very literally heats up before rocketing forward, rotating at speeds high enough that it might just drill through whatever’s in its path. Two post cooldown.
Flare Buster: Shadramon sticks its hands out and fires a volley of fireballs for the opponent. One post cooldown.
Incinerator: Shadramon fires out a jet of flame towards the foe, though this one’s flames seem to linger harmlessly after they’ve initially struck the opponent. Should they receive healing in the next turn, the flames will become -extra- harmful, dealing 50% more damage than the attack already did. Two turn cooldown.
Western Wildfire: Shadramon plunges down to the ground (or jumps up and plunges down, no real difference there) before slamming down and firing a geyser of white hot flames towards an enemy. This is not only severely powerful for an armor champ, it also rips right through shields. Three turn cooldown.
Psychic Wave: You read that right. Shadramon emits a wave of psychic energy from it’s body that stops a single attack of equivalent level or below dead in its tracks, and empowers the next attack of this digimon by 50%. Three turn cooldown.
Digivolves From: Wormmon + Digimental of Courage
Armor Ultimate - Digimental of Pride
Species: Snimon
Appearance:
Attribute: Vaccine
Family/ies: Unknown
Type: Insect
Fighting Style: It detects. It hunts. It kills. Good bug.
Abilities:
BFG Division [RAM Upgrade Giga]: Considering himself the proverbial apex predator that he is, Scarab has the ability to act/attack twice on the turn this passive is activated, on account of sheer agility and skill. This is shown as Scarab essentially becoming a blur as he executes the second action, or attack if applicable. This ability has a cooldown period of three posts.
I’m Blind, Not Deaf [Passive?]: Snimon does not possess any eyes, but every other one of its senses is honed to the highest logical extreme thanks to its antennae. Moves that may impede his vision, and visual illusions are completely useless against Snimon, but sound based moves are increased in their effectiveness.
Hunter’s Mark [Passive]: Snimon marks a target for three turns, and so long as Snimon is engaging that target, he enjoys being able to see where that target’s going at all times during these three turns, as well as a 20% increase in the damage Snimon can deal towards the target. He can only change the target of the mark every three turns, though.
Shadow Sickle: The insectoid swings it’s sickle-like arms out to send out a super fast shockwave of sheer force out to slice through an enemy, shields and all. Two post cooldown.
Body Blow: Snimon revs up before charging for an enemy at high speeds, blazing through obstacles like a battering ram with the sole intent of slamming into its foe and knocking them off balance, forcing them to waste a turn either getting up, or having to fire their attacks from the ground. Two post cooldown.
Explosion: Snimon aims downwards before it fires a beam at the ground. The ensuing explosion threatens to roast everything around Snimon in a 40 foot radius! Three turn cooldown.
Sickle Cutter: A simple melee attack utilizing the sickles on Snimon’s arms. They’re long, they’re pointy, and they absolutely goddamn hurt. One post cooldown.
Frenzy: Snimon essentially devolves into a berserker-like state of rage for three posts, increasing it’s damage by 30% and numbing all sense of morality and/or restraint for the duration of this move. Three post cooldown.
Digivolves From: Stingmon + Digimental of Pride
Armor Champion - Digimental of Courage
Species: Flamedramon
Appearance:
Attribute: Free
Family/ies: Dragon's Roar, Metal Empire, Nature Spirits
Type: Dragon Man
Fighting Style: Good lord, what the hell happened to Gyo? Well, despite the really weird appearance, this is for all intents and purposes a normal Flamedramon. He just uses blue flames. He's mostly a bruiser more than anything in this form.
Abilities:
Righteous Fury [Passive]: Flamedramon's basic attacks hit just as hard as a 0 post cooldown named attack. Claws, bro.
Furnace [Passive]: ...It's a Flamedramon. You think fire's going to do much to it? Think again. 30% fire resistance is lovely.
Ignition [Passive]: Similar to Shadramon, Flamedramon is able to exert a similar mastery over fire. In that he is able to apply a special property to one of his attacks every three turns. The flames from his attack will linger on the foe for a post. If they sustain healing of any kind, the flames erupt in an explosion, damaging the foe for 30% of the attack that inflicted this debuff's power. ...Unless you apply piercing to a healing move. That'd be crazy.
Fire Rocket: A headbutt-based attack involving heating up Flamedramon's horn to absurd degrees, before striking out with it. This attack cuts through shields, and gets stronger if it does. Three post cooldown.
Knuckle Fire: A flame-coated punch from Flamedramon. Two post cooldown.
Knuckle Shot: Flamedramon punches the air, setting the very wind aflame as he shoots it for a single foe of his choice. Two post cooldown.
Digivolves From:
:
Armor Ultimate - Digimental of Pride
Species: Magnamon
Appearance:
Attribute: Free
Family/ies: Virus Busters, Metal Empire
Type: Holy Knight
Fighting Style: Chivalry. Yeah, good joke. This is a fairly standard Magnamon that specializes in defense and range. Which isn't to say he can't throw a good punch...
Abilities:
Digizoid Armor [Passive]: Being covered head to toe in Blue Digizoid means a 30% damage reduction. Despite this being the fast Digizoid, Gyo does not recieve any bonuses to speed. He's already fast enough.
Aura Barrier: Magnamon emits a golden barrier from his body that will reflect exactly one attack of equivalent level away from him before fading. If this shield is bypassed, it will explode in retribution with the force of the attack that broke it. Five post cooldown.
Deadly Queen: Magnamon touches someone, or something with either of his hands. This is, in and of itself harmless until a turn has passed. After that, the touched area will explode for severe damage. Three post cooldown. Call this delayed damage.
Magnum Punch: An attack best described as getting hit by a practically Ultimate turret shot. Seriously, it hits with the force of a bullet, despite being a physical attack. Two post cooldown.
Plasma Shoot: Magnamon fires a swarm of plasma-based bolts from his armor, trying to effectively skewer his opponent. Two post cooldown.
Miracle Buster: Magnamon hurls a javelin of plasma for an enemy, dealing considerable damage. If this misses, then it returns to Magnamon and heals him for that much instead. Three post cooldown.
Extreme Jihad: Every Magnamon does this at least once in their lifetime. Gyo forces all of the power of his Digimental to erupt outwards in a colossal explosion that covers an exceptionally wide diameter of 40 meters. But in doing this, he literally expends all the power of the Digimental, and forcibly devolves back into his rookie state afterwards. Once per thread.
Digivolves From: Veemon, ExVeemon, Flamedramon (With the Digimental of Pride)
MERCENARIES
Mercenary #1
Digimon Name: Caine, the Seer
Default Form: Impmon X, or Baalmon.
Gender: Male
Alignment: Chaotic Neutral
Skills/Talents:
Tarot-Reading
Fortune-Telling
Sleuth Work
Personality: There is a singular phrase that everybody who has met Caine can use to describe him. Erratic. He isn't exactly whacky or zany or anything such a word may imply, but he is very clearly addled by something, be it guilt, or something...beyond that. He's otherwise a jovial wiseman who sometimes speaks in odd riddles, or very matter of fact aphorisms. His relationship with Aizawa Hisato is nonexistent, but he holds Scarab in a respectful regard.
With certain parties, though, he holds himself to a more sorrowful regard. As though a wrong was committed that he seeks to right. He also has a soft spot for reptiles and lizards. In a battle, Caine becomes far less erratic and more calculated in nature, taking decisive cheap shots where need be and not being afraid to seek the mortality of his opponent. Baalmon -are- known to take the very souls of those who question them, after all...
...Holosuit Appearance:
Faceclaim: Danganronpa 2: Goodbye Despair • Komaeda Nagito • Caine
Digimon's Evolution Line
Rookie
Species: Impmon X
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Small Devil
Fighting Style: A primarily ranged fighter, Caine only really rushes in when he has to make use of Zabaniya. He's also very much focused on elemental attacks.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM as to how clear or unclear this is. Once per thread.
Summon: Caine wills the elements to life around him, summoning two specters of fire and ice that rush his opponent down before they explode into flame and a hail of ice shards, respectively. Two post cooldown.
Night of Fire: Summoning forth stygian flames, Caine fires forth a serpent of flame to skewer his opponent with. One post cooldown.
Zabaniya - Cyber Phantasy: Caine's hand lights up with MORE black flame as he rushes for an opponent to try infusing them with the flames. If this is successful? They're subject to an explosion. With them at the center. It literally comes from them. Four post cooldown!
Champion
Species: Wizardmon X
Appearance:
Attribute: Data
Family/ies: Nightmare Soldiers
Type: Demon Man
Fighting Style: Similar to his Rookie form, except he's now primarily attuned to thunder in this form. And ice.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM/runner of the thread as to how clear or unclear this is. Once per thread.
Summon Thunder: An enhanced version of his Summon ability from Rookie, Caine summons forth two specters of lightning that proceed to surge for his opponent at high speed, giving a HEALTHY shock if they manage to touch/pass through them! Two post cooldown.
Thunder Break: To take things onto one's own hands, one must gain a spark of inspiration. Caine, as a Wizardmon X, is able to apply this spark in a very literal sense. He raises his hand, lightning striking his finger (even if he's indoors) before he shoots the lightning at a single foe. This breaks through shields. And it hurts. A LOT. Three post cooldown.
Icicle Hail: Caine wills the air above an opponent to freeze and splinter off into shrapnel that rains down upon that foe. If this hits, the foe will find that the data spilled by this is absorbed by Caine, reducing his cooldowns by two for that round instead of only one. Four post cooldown. Icicle Hail is exempt from the reduction.
Madness Induction: A detriment, Caine incites a fit of hysteria in one target of his choice, sending them into a fit of delirium for two turns. The target's movements become more erratic, but this may well throw off their whole combat routine. Three post cooldown.
Zabaniya - Judgement of the Thunder God: Blackened lightning surges through the Wizardmon X before he slams his staff into the ground, discharging the lightning for a target of his choice. If this hits, the lightning will course through the foe's body for two turns, causing 30% damage over that duration, and hurting like HELL the entire time. Four post cooldown.
Ultimate
Species: Baalmon
Appearance:
Attribute: Free
Family/ies: Nightmare Soldiers
Type: Demon Man
Fighting Style: An ill omen to face in battle, Baalmon fires forth punishing attacks that are said to eat at one's soul before he lunges in to turn his enemy's heart to dust.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM/runner of the thread as to how clear or unclear this is. Once per thread.
Elemental Roulette [Passive]: Caine is able to change the elements used within his attacks once per three turns to one of the four: Fire, Ice, Thunder, and the default, a state of nothing--Void-based blackness.
Guiltish: Amulets hover off of Caine's person before they gain a pointed edge, coated in whatever element he has active at the moment before they fire forth at high speeds for a foe of his choice. One post cooldown.
Kamiuchi: A lightning-fast strike from Caine's Daishenban that effectively cleaves open any active shields in it's path. The strike is charged with whatever his Roulette passive is set upon. Two post cooldown.
PSA: A barrier of amulets flows forth from Caine to project a shield of knowledge in front of himself, absorbing one ultimate level attack before it shatters. Three post cooldown.
Line In The Sand: An image of Caine's Daishenban appears before it carves a line at a point of Caine's choosing, the line itself being 15 meters long at most. After a few seconds, a projection of whatever element Caine has set in with Elemental Roulette will appear, a wall of flames if Fire, a persistent row of electrical spikes for Thunder, a wall of icicles for Ice, and a shadowy smokescreen for the fourth. Three post cooldown. The Line lasts for two posts.
Zabaniya - Delusional Heartbeat: Caine unseals his right arm, revealed to be a freakishly long, and blood-red talon, before he is infused with 200% speed for this one attack alone. He rushes down a foe of his choosing, and attempts to plunge this limb into their chest--the place of their core, and should this succeed, attempt to wither away the opponent, dealing massive damage in the process. This also ignores shields. Once per thread.
Mega
Species: Beelzemon
Appearance:
Attribute: Virus
Family/ies: Dark Area, Nightmare Soldiers, Metal Empire, Nature Spirits, Wind Guardians
Type: Demon Lord
Fighting Style: Caine's most powerful form for the moment. It is nowhere near as powerful as THE Beelzemon, but he likes to imagine he does him proud in a few ways.
Abilities:
Seer [Passive]: Caine...is a strange one. He's connected to a network of riddles and madness that ultimately give him knowledge he should not know. Think of this passive as a ability-based version of the Arcana Draw card. He's able to tap into this network in order to divine an answer or a hint as to a question within a mission or plot, but it's ultimately up to the DM/runner of the thread as to how clear or unclear this is. Once per thread.
The Emperor [Passive]: Caine's bullets in this form seek out that which he deems wicked, homing in upon them by his will for a 30% increase in overall accuracy.
Gluttony [Passive]: Of course, all of his attacks leech life from their quarry, and heal Caine for 5% of his overall health.
Primal Orb: Caine slams his fist shut, a crystalline prison shooting up to ensnare the opponent in place for a turn and deal no damage. However, it also lowers their defenses by 50% for that post alone. Three post cooldown.
Fist of The Demon King: A twisted form of the Juouken utilized by the Leomon line, the would-be Demon Lord clenches his fist shut as abyssal energies flow through it, before he punches the air, sending a projectile shaped in a grisly visage out for a single foe of his choice. Should it strike a foe, they will find themselves silenced for a turn. Three post cooldown.
Berenjena: A shot from the shotguns. This deals the same damage at whatever range, but works better at close ranges. Shotguns and all. So you could count this as 'melee?' Either way. One post cooldown.
Behemoth Howling: Caine calls the motorcycle that seemingly ONLY responds to Beelzemon or Beelzemon-like entities, Behemoth, and mounts it before he drives it at insanely high speeds (for a Mega level!) at a single enemy of his choice, intending to either ram them with the motorcycle or run them over. It matters little. This move deals INSANELY heavy damage, and ignores shields. 6 post cooldown.
Heartbreak Shot: Caine fires his shotguns, the scattering bullets aiming for the heart of an enemy for severe damage. In addition to this, one passive of the opponent's choice is locked for two posts afterwards. Three post cooldown.
Zabaniya - Phantasmal Pedigree: Caine is able to replace this move with any move titled Zabaniya from his earlier forms. While it will remain in place for three posts before being able to be switched out, the cooldown will become that of the skill in place. If it is once per thread, he will essentially lock this skill out for the rest of the thread.