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Itou Yuuki - Hikaru
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Post by yuuki on Mar 1, 2021 16:18:09 GMT
For old profile, go here
Up until now, I still have no idea if... I have done something right. -Itou Yuuki-
Name: Itou Yuuki Age: 19 Birthday: 21st September Birthplace: Nerima, Tokyo, Japan Bloodtype: A Height: 180 cm Weight: 72 kg Class: Partnered Human (Partnered to Hikaru the Dorumon) Alignment: Veering into Neutral Good Talents: Memorizing narratives Skills: Judo Swimming DIY Craft English Weakness: Linguistic, still trying to remove his accent. Crest: Faith Digivice:
PERSONALITY
What would be... a good personality for a diplomat-to-be? Someone with a strong logic perhaps? Or way to maneuver through intricacy of hidden meanings of words and whatnot? Well, he can do that, but generally, Yuuki isn't quite well known for those qualities outside his job. He's generally... the straight man of the group where he would retort to every single thing that he feels he should retort to at mach speed. Probably it was no thanks to his partner being so easygoing. On first glance, Yuuki is usually calm, analytic, and tend to prioritizes diplomacy over violence. Indeed, in his mind, if everything can be solved with diplomacy as equal, then that's the most favorable. If he can settle everything without bloodshed and good compromises then so be it... However, if pacifism fail, then usually force will talk. When cornered, he's not kind that will take loss idly if he know he still have a chance to win. If he have chance to win, greater than his opponent, then he will try to increase that chance as best as possible to minimize damage on both side. Yuuki commented that people who he's fond of are those who acts with their head and heart in sync He likes those who understood the weight of their action. Meanwhile he hates the reverse, so much that he would lose his cool against such people. On that topic, he hates dictatorship. That's why he always tries his best to not onesidedly demolish competition, but to gain a compromise and great relationship. Speaking of which, it's a secret but he have a... rather childish side to him that loves over the top action.
APPEARANCE
A dark brown haired young man with lithe-muscular build. He's generally dressed in sleeveless turtleneck, parka and long trousers. His defining feature is his eyes which is in shade of marine blue. However, since a certain day, he disguised himself by changing his hair color black and wear blue contact lens. He also changed his hairstyle some. He wears black on both jacket and parka. Shoes? No preferences really. He goes for what's the most suitable.
HISTORY
He was born in this world as a pretty normal boy of a pretty normal family. As far as he was concerned, his life wasn't anything too noteworthy. His father is an archaeologist and his mother is a gift shop owner. He have an older sister and a younger brother. In his childhood he used to lead group consisting of five other kids. At some point he lose his hotheadness and gusto after causing his sister to get hurt after protecting him from an older boy. Since then he grew rather cynical and hates tyrants and bullies alike. He entered Digital World when he was fourteen. Unlike now, that time was both the worst and the best. He make friends, he creates memories... btu at the same time he have been in various different death related situations. He was foolish, and he seeks power so that his partner won't die anymore. Now it has been five or so years since then. He have lost his memories about Digital World two years ago, and yet to fully obtain it back. However, if he have to describe something about... what the takeaway part is that he felt Digital World is always calling him, and that he need to give something back to it for all the experience he have been given. So in order to do that he created an organization, built a city around it, and creates different way of seeing things other than "survival of the fittest" that seem to be very prominent in the north. But with that responsibility came the crushing feeling of misstep. At first it was small, just a little bit of an ordeal... but day by day, the whisper grows stronger and stronger, until it becomes something... like a curse he guess. What sort of curse? The fact part of him wanted to be together with Hikaru, spending his time in both real world and digital world without worrying about breaking some secrets or turn himself into some class A danger... Yet, it his vow was to uphold a status quo... A status quo that lead to him growing more and more impatient, and causes him to lose faith in his own self. In other words, he stagnated. This change caused him to enter a new arc of his life.
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Post by yuuki on Mar 1, 2021 17:05:53 GMT
We have tried our best, that much you know... Our actions might be wrong, but you need to remember, no matter how much people have faith in you, it's nothing compared to your own belief of your own worth. As for me, heh... you don't need to ask. I'm here with you, forever and ever. -Hikaru-
DATA
Name: Hikaru Default Form: Dorumon Variant Height: 100cm Weight: 25kg, mostly from fur Skills: Playing bagpipe Performance based light magic (illusions, projections, etc) Cooking (excels at desserts, abyssmal at making coffee) Self care Class: Partnered Digimon
PERSONALITY
Hikaru is an amicable Digimon who speaks with tone of familiarity and good humor. While kingly, he's one with least care about his stature pretty much. As long as it's casual, he doesn't mind tossing away formalities and whatnots. In fact, you can say that for a king, he's way too casual, a side that caused those who knows only his exterior and disliked Ys to call him "Clown King" Because what king appeared out of nowhere and played a bagpipe in the middle of the city? What king have his own bar to serve patrons rather than be served? Truth to be told, Hikaru think of his people like his own family. He would often goes out of the palace to meet his people and mingle with them. Only then he could understand their desires and their personal opinion. Due to building casual image of himself with his people, he could hear theiropinions unreservedly. However, even so, a king is still a king: Hikaru can be ruthless and sly if it means to protect his beloved kingdom. He prefers to do thing by trust... but if a goodwill isn't met with a goodwill, then any semblance of negotiation will fail. Hikaru's distaste toward bad manners also extends to his personal relationship. While he does love his own voice, to him his talking partner should at least listen to him if he's serious. He doesn't care if he's ignored if he's spouting nonsenses, but when he's serious, it's time to listen. Failure to do so causes the Dorumon to be enraged.
HISTORY
He was once a glitched Digimon, lone in his pursuit of happiness. He have gained a partner, and then several times he must be separated from him... and yet, with strong bond and faith, they got reunited against all the odds. As he grew, so deos his sense of self. He was named 'Hikaru' after a silly joke that that he's a shining because his charisma. His interest on musical instrument grows, and then comes the first deviation from most Dorumon: He can no longer use metal related attacks, and now has completely switched them into light attack. He has since them mastered quite the high level of "magic" aka programming. One day, he bonded strongly with another Digimon who later became his husband. His life has never been happier. They were at first blessed with four kids. It was Hikaru's idea that he wished to create a town where his kids can grew up better and be loved as part of a city, rather than living in God know where and got separated... a home, that would be nice to have... ...Before he knew it, he was a king. He have thirteen or so kids. He was happy. He was a de facto leader of a city-state, and enjoyed quite a lot of privillege that comes with it. But most of all, he was happy to see his people's happiness. He's happy that they too found home in the cold, merciless north. ...However, after his own partner's fallout with his crest, his evolution was locked, and his body grew weaker. Before it became an issue, he issued an order as a king... one that might be his last.
EVOLINE - BASE
Dodomon/Baby I/Slime/None/None Combat Passive: Skill: Iron Beads Attack: Spits iron beads in size of small pebbles in spreadshot manner
Dorimon/Baby II/Lesser/None/None Skills: Metal Charge: Run, then shoot metal pebbles at the enemy. Not Stopping!: Run then either body slam the enemy or bite them
Dorumon (Variant)/Child/Beast Dragon/Vaccine/VB Passive: Flight Enhanced Audiovisual and Olfactory senses. Performance Magic: Allows Hikaru to create multicolored image. THis ability does not have firepower, and generally just looks flashy. Basically speaking: that Hadouken in the item mall. Combat Passive: Fifth Axis Movement [RAM Upgrade Giga]: Inferior version of Alphamon's Alpha inForce - Basically, Hikaru execute one attack he did this turn one more time, but without any of its additional benefit (like conditionals, effects, or charges). It's simply depends on parameter increasing passive or buffs that is active on Hikaru at this point. For the extra attack, he can decide to aim at another person, or move slightly so the second attack came at unexpected angle. As an addition, the attack is done at the same time as the original, which for the enemy, it looked like as if Hikaru appeared at two places at the same time. Three turns cooldown between uses. As a side note: the original technique also gain +1 cooldown. Outside the battle, Hikaru can use this technique to check possibility of an ambush, a trap triggering, or a possibility of what happened if he picked a certain choice. However, using it this way is still tiring, and put this skill under cooldown, regardless of success or fail. Under Same Banner (RAM Upgrade): Everytime Hikaru supported or get supported by allies (defended, buffed, or healed), Hikaru gains one token. Once three tokens are gathered, cuts all of his active cooldown duration by one. Only can gain one stack per turn Active: Brightblast: Hikaru summoned several balls of light that he sends at his enemy. This skill can be charged for up to three turns, and Hikaru is immobile when charging, with increment of 75% per charge. This skill isn't particularly strong when uncharged, but makes up its deficiency in speed and accuracy. 1 turn cooldown. Protecta: Wall: Summons a wall type shield. This shield can blocks up to three child level attack, or cuts adult level attack by 50% before shattering, but only up for one turn. 3 turns cooldown. Frosty Trail: Hikaru sweeps his tail in a horizontal arc to conjure freezing beam. Upon hit: damages the target and the target opponent's next attack takes 50% penalty in speed and strength. Only do half of the effect to adult. 3 turns cooldown. Rousing Tune: Hikaru whips out his trusty bagpipe and plays a song, which also enchanted with magic to increase two allies' strength and speed by 50% for three turns. This skill only can affects Hikaru if he fights solo. 4 turns cooldown. In case of only affecting one people, reduce cooldown by one. Kingsglaive (RAM Upgrade): Hikaru's only close combat attack as Dorumon that's more to parry and counter rather than true attack. Hikaru summons a sword made out of light that parries enemy's close range attack, and counter it with his own attack. Deals more damage the stronger the parried attack is. 3 turns cooldown.
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Post by yuuki on Mar 1, 2021 17:11:38 GMT
EVOLINE - ALPHAMON PATH
Passive: Flight Enhanced Audiovisual and Olfactory Senses Combat Passive: Fifth Axis Movement [RAM Upgrade Giga]: Inferior version of Alphamon's Alpha inForce - Basically, Hikaru execute one attack he did this turn one more time, but without any of its additional benefit (like conditionals, effects, or charges). It's simply depends on parameter increasing passive or buffs that is active on Hikaru at this point. For the extra attack, he can decide to aim at another person, or move slightly so the second attack came at unexpected angle. As an addition, the attack is done at the same time as the original, which for the enemy, it looked like as if Hikaru appeared at two places at the same time. Three turns cooldown between uses. As a side note: the original technique also gain +1 cooldown. Outside the battle, Hikaru can use this technique to check possibility of an ambush, a trap triggering, or a possibility of what happened if he picked a certain choice. However, using it this way is still tiring, and put this skill under cooldown, regardless of success or fail. Reassurance: If Hikaru's support (heal, buff, reflect, shield) is compromised (dispelled or cancelled for shield, buff and reflect; stolen for heal), he can recast the technique right after it got compromised, but with 50% potency of the compromised one, rounded up. Three turns cooldown per use.This technique only can be triggered on ability that has been active for no more than one turn, cannot be used on once per thread techniques. The technique recasted will continue the duration of the original. It also doesn't consume an action. However, it will triggers automatically rather than voluntarily, so whichever he cast last will be the one that affected. Under Same Banner (RAM Upgrade): Everytime Hikaru supported or get supported by allies (defended, buffed, or healed), Hikaru gains one token. Once three tokens are gathered, cuts all of his cooldown duration by one. Only gain one token per turn.. Active: Protecta: Wall+: Summons a wall type shield. This shield can blocks up to three adult level attack, or cuts perfect level attack by 50% before shattering, but only up for one turn. 3 turns cooldown. Shining Bombardment: AoE on 25 meter radius area. Hikaru bombards the opponent with light bomb as he flies around them. Two turns cooldown. Quadra Light: Hikaru summons four light lasers out of thin air that strikes at the enemy and increase their currently active cooldowns by one (to two skills at max). Four turns cooldown. Revitalize Heals one targets moderately. If the target are in critical health, this technique also raises barrier that blocks one attack from enemy before shattering after activation. Three turns cooldown. Glacia Cannon: Chargable for three turns, with increment of 75% per turn. Hikaru is immobile while charging. Hikaru breathes out freezing laser. If it hits the target: damages them and this technique reduces their strength and speed by half for their next turn. Three turns cooldown. Revive Call (RAM Upgrade): Charges for one turn, self stun when charging, greatly heals an ally while refreshing their 2 cooldown by 2 turns. If the ally is incapacitated, also rouse them from such state. Once per battle
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Post by yuuki on Mar 1, 2021 17:27:19 GMT
EVOLINE: PLUTOMON PATH
Sangloupmon/Adult/Demon Beast/Virus/NSo-DA Note: Sangloupmon is blind Combat Passive: Fifth Axis Movement [RAM Upgrade Giga]: Inferior version of Alphamon's Alpha inForce - Basically, Hikaru execute one attack he did this turn one more time, but without any of its additional benefit (like conditionals, effects, or charges). It's simply depends on parameter increasing passive or buffs that is active on Hikaru at this point. For the extra attack, he can decide to aim at another person, or move slightly so the second attack came at unexpected angle. As an addition, the attack is done at the same time as the original, which for the enemy, it looked like as if Hikaru appeared at two places at the same time. Three turns cooldown between uses. As a side note: the original technique also gain +1 cooldown. Outside the battle, Hikaru can use this technique to check possibility of an ambush, a trap triggering, or a possibility of what happened if he picked a certain choice. However, using it this way is still tiring, and put this skill under cooldown, regardless of success or fail. Blood Hunt: Sangloupmon can pinpoint a Hunted debuffed enemy on 100 meter radius regardless of any skill or condition that might impair senses. This passive also allow him to deal 20% more damage on said target until the marking healed. Active: Mark of the Hunted: Sangloupmon slashes or bite at the opponent, giving them Hunted status effect. This also give them minor DoT for three turns. Three turns cooldown. The effect can be cut by 1 turn everytime the enemy heals themselves or is healed. Preying Shadow: Melts into shadow and appears directly near Blood Hunt marked target, provided that they're not beyond of its range and attack then with blast of red laser that extends a target's currently active cooldowns by 1 for 2 skills at max. 3 turns cooldown, cannot be used on enemy without [Hunted] debuff. Doesn't work on enemies of higher level and just give pure damage instead. By the way, this move cannot be used to dodge an incoming attack. Plague: AoE. Sacrifice portion of health to deal massive dark damage on all target on 25m radius. 2 turns cooldown. Blood Feast: Attacks the enemy either with a bite or with a claw. Drains 1/3 of damage dealt to enemy with this skill as heal. Three turns cooldown. If the enemy is [Hunted], then reduce the cooldown of this skill by 1. Nowhere to Run: Call upon several minions, they're treated as single entity OOCly. It requires about two hits to fully kill them. The minions will only attack physically by biting or clawing. If their attack hits, lower an opponent's speed by 15%. They will repeat this attack for three times, which would stack addictively until 45%. Three turns cooldown, three turns duration. These minion's attack have sharp increased accuracy against target that has been marked with Hunted.Predate (RAM UPGRADE): Upon biting the enemy with this skill and absorb a bit of their data, increases self's attack and speed by 50% for two turns (does not apply if misses). This skill stacks with other buffs. Three turns cooldown. If the enemy have [Hunted] status on them, this attack cooldown decreases by one turn. Pack of Bloodhound (RAM UPGRADE): For three turns, allow Sangloupmon to mark singular ally as a "pack member". This ally will be also aware of [Hunted] targets. If said ally have slash, bite or any element that also causes bleeding, applies [Hunted] debuff to their target for three turns. The duration can be reduced by healing, as usual. Two turns cooldown. Active ability, consumes action on turn it's used. Sangloupmon cannot mark himself obviously,.
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Post by yuuki on Mar 1, 2021 17:27:47 GMT
EVOLINE:?
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Post by yuuki on Mar 1, 2021 17:28:31 GMT
EVOLINE: ARMOR
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Post by yuuki on Mar 1, 2021 17:28:45 GMT
[MERC 1: HAKU]
Name: Haku General Form: Samogaomon (White Gaomon) Uniqueness: Shorter claws, smaller paws, four digits of fingers (thumbs included), able to do detailed works. Type: Mercenary Partner Skill: Bestial senses (increased audiovisual and smelling prowess) Healing Sharpshooting Alignment: Lawful Good
FORMS Samo Gaomon / Child / Beast / Vaccine / NSp Samo Gaomon is a Gaomon with white, thicker fur, generally more Samoyed looking, with slightly smaller eyes and more friendly looking face. They're native to the colder places of the Digital World. Like most of other Gaomons, Samo Gaomon also wears headbands that covers their four star mark on their head. Their paws are smaller than their regular counterpart, without the elongated claws of the Gazimons which in turn made them weaker in their punching ability. Even then, Samo Gaomons are still quite talented in CQC. Instead of boxing, they prefers grapple, throws, or backhand punches with their hardened fingerless gloves. Samo Gaomons makes what they lack in their close quarter combats with long ranged weapons, usually guns or long reach weapons such as spears. However, even then their uses of weapons are usually pales in comparison with their true roles: Healer. They're fast acting medics with focus on healing their allies. Quick on their feet, they're trained medical assistants. TECHNIQUES: Guns Blazing: Haku shot three rounds of suppressing rounds at the opponent, aiming to hinder them. If this hits, one skill the opponent use that executed in the same turn as this moves have its cooldown extended by 1. Two turns cooldown. Aiding Hand Heals an ally by tending to them. Haku can execute this technique in two ways. A quick one will only heals for a slightly strong child stage healing, but the longer one basically requires both Haku and his target to stay on place for one full turns. The longer version can heal for great amount (in Child Stage standard) and on top of it heals HP-related debuffs (bleeding, poisoning, burning, freezing). Three turns cooldown Energizing Jolt: Haku tosses a ball of light that reduces one target's active cooldown of up to three active skills by one. Five turns cooldown. Move Away!: Haku punches away an opponent that gets too close to the one he's about to heal. 100% increase in damage if trying to aid an ally who's in 50% health or less, who's currently engaging (or endgaged by) an enemy. Two turns cooldown.
Saint Gaogamon / Adult / Beast / Vaccine / NSp A form of Gaogamon that taken by Samogaomon upon noticing its calling as the medic. These Gaogamons are burlier than their main species, almost could be mistaken as bear if not for their obviously canine physiology. In the cold region of Digital World, they're called as 'the stealthy savior'. They're white in coloration and bear red cross mark upon their head, a mark that brings hope to people stranded due to natural disaster. They generally carries a lot of medical packs on their body. On their neck is a barrel holding special brew of potion that could heal internal bleeding and hasten regeneration. While their natural calling is those of a medic, they're not shy from battles however. To heal someone, it's essential to remove source of dangers. For this reason, they need to able to eliminate threats that might endanger the harmed individuals. Saint Gaogamons are equipped with heavy duty laser knife, "Azoth" to help them fight. On top of that they have long range cannons on their back, 'ADAMAS' COMBAT PASSIVES: Emergency Heal: Allow Haku to use one of his medipack skill without it entering cooldown on a target that is heavily wounded or worse. It however must not be on cooldown for it to be usable. Four turns cooldown per activation. TECHNIQUES: Medipack: Panacea: Injects the target with mixture of vaccines and immune strengthening brew. Heals one negative status effect and raises the target's immunity to negative status for two turns after the healing. Three turns cooldown. Medipack: Rejuvenate Heals an ally by tending to them. Haku can execute this technique in two ways. A quick one will only heals for a slightly strong adult stage healing, but the longer one basically requires both Haku and his target to stay on place for one full turns. The longer version can heal for great amount (in Adult Stage standard) and on top of it heals HP-related debuffs (bleeding, poisoning, burning, freezing). Three turns cooldown Medipack: Energizer: Energize the target, cut the cooldown of up to 3 active moves cooldowns by 1. This skill is ineffective against Perfect above. Five turns cooldown. ADAMAS Blast: Blast back an opponent. If the said enemy attacked a moderately injured target or worse, this technique is twice as strong. Three turns cooldown. Punisher Fang: With Azoth, attacks the opponent. If the opponent attacked an ally this turn, upon hit, applies 50% attack lowered on opponent for the next attack. Three turns cooldown.
Elixiamon / Perfect / Beast Man / Vaccine / Virus Buster Passives: Levitation: This Digimon is capable of levitating itself Bestial senses: Heightened olfactory and audiosensory senses Combat Passive: Starcluster: Haku gains one orb on his catalyst's "ring" after using supportive technique (not on himself). This Starcluster caps at three. At three, Haku may use one of his named technique at 50% effectiveness (rounded up) without consuming any action, nor without it entering cooldown. It however must not be in cooldown prior. This free action does not count into Starcluster's orb aquisition. Synthesis Haste: Every four turns, Allow Haku to haste one of his technique cooldown by one turn. Techniques: Healing Elixir: Heals up to three ally by tending to them. Haku can execute this technique in two ways. A quick one will only heals for a slightly strong perfect stage healing, but the longer one basically requires both Haku and his target to stay on place for one full turn. The longer version can heal for great amount (in Perfect Stage standard) and on top of it heals HP-related debuffs (bleeding, poisoning, burning, freezing). Four turns cooldown (Effectiveness divided per target) Panacea: Bless three targets with mixture of vaccines and immune strengthening brew. Heals one negative status effect and raises the target's immunity to negative status for two turns after the healing. Four turns cooldown. Mana Booster: Haku hasten recovery of three techniques in cooldown by 1 turn, for up to three targets. The refresh potency is divided between targets (ex: the target is two, then one target get 1 turn haste on 1 of their in-cooldown technique and another got 1 turn haste 2 of their in-cooldown technique). This skill is ineffective against Ultimate above. Five turns cooldown. Protective Kekkai: Haku creates a screen of protection, granting protection against three attacks of perfect stages or 50% damage decrease against ultimate stage for one turn. Three turns cooldown. Ode of Falling Stars: Haku's only attacking technique, but if odds are mounted, it's very potent. Haku may charges for up to three turns (75% increase of damage per charge, with the last one instead add piercing property) before releasing semi-homing clusters of crystals. He's immobile while charging. If Starcluster is at second charge or more, consume it, hasten the charge by one. Four turns cooldown.
Entelexeiamon / Ultimate / Holy Beast / Vaccine / Virus Buster Passives: Flight Air Walk Bestial Senses Combat Passive: Charge Haste: Hasten Haku's technique's charges by one turn. Three turns cooldown between activation. Hope and Ideals: Once per four turns, hasten one of Haku's active cooldown by one turn. Techniques: Heaven's Mercy: Haku heals up to three targets in 50 meter radius. He can charge this technique for one turn to increase the potency to rejuvenate knocked out or in critical health allies to rejoin the battle (but the heal they receive is instead halved). Three turns cooldown. Avalon Sanctuary: Haku protects up to three targets from negative status effect and debuffs for three turns. Charge for one turn: also heal them from debuff and status effect that previously applied. Three turns cooldown. Sacred Realm: Protect Haku and an ally close to him from all attack of Ultimate stage or uder for one turn by creating attack absorbing barriers. It will not block super ultimate level attack, unfortunately. Four turns cooldown. If charged for one turn prior to executing: Now can partially block one super ultimate level attack (decrease its power by 50%), and then immediately breaks. Garden of Perseids:: Showers at max three enemies with rain of light over three turns. Haku can charge this technique (immobile while charging), increasing the damage for 75% for the first two charge and bestow defense piercer for the third. Four turns cooldown. Divine Saber: Must be charged prior. Haku summons out a massive sword made out of light and slashes anyone at 10 meter radius around him with it. Deals major light damage and lowers said enemy's defense by 75% for the next three turns. Four turns cooldown. Omen of Retribution: Name a supportive technique (buff, debuff, healing, shield) type that enemy will take, or more specific. If the enemy did that action in any of the three turns, Haku teleports close to them and slash them before they could execute said technique (Which means this technique is technically piercing, delayed attack). The more specific it is the greater the damage (example: use healing technique (low) < use healing technique X = use healing technique at target A (moderate) < use healing technique X on Target A (high)). Three turns cooldown. Just one counter may be executed during the entire duration. The moment the counter is executed, this technique enters cooldown. And the Time Moves: Once per thread, usable at five turns or more. Haku creates 35 meter radius whirlpool of energy that massively damages only the enemies. He then forces turns of anyone who's inside the effect (and hit by this move) to progress by three turns (which includes moving cooldown or durations ahead for that number).
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Post by yuuki on Mar 1, 2021 17:29:01 GMT
MERC 2: JILL
Name: Jiltis "Jill" Default Form: Strabimon Uniqueness: Tail, generally more feminine look, with jacket and longer mane, almost Shutmon-like Type: Mercenary Partner Skill: Bestial senses Secretary works knife throwing Alignment: Lawful Neutral FORMS Strabimon / Child / Beast Man / Vaccine / NSp Noncombat Passive: Bestial senses Actives: Nocturnal Light: Jill tosses her throwing knives, glinting in the darkness and might be shocking while used in the dark. No cooldown. Assault Bombardment: Jill unravel content of her suitcase and reveals a missile shooting drone. At the end of her turn, the drone shoots missiles at maximum three targets. The attack can be dodged, but if it his, it deals moderate damage and staggers the opponent (makes them less likely to successfully dodge the next incoming attack). Three turns cooldown, three turns duration of bombardment. Kagenui: Paralyzing technique, where Jill aims for the opponent's body, or shadow. They'll be unable to move for a turn. Three turns cooldown. Only affects child stage. Eclair: Jill's most devastating technique. Call forth bolt of light that deals mixture of lightning and light damage against one target. Can be charged, but Jill is static while charging. Power increment is 75% per turn, capping at 225% extra power for three turns charge. Three turns cooldown.
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Post by yuuki on Mar 1, 2021 17:35:42 GMT
ARTIFACT AND ITEMS Sovereign's Akashic Record Strong Artifact - Personal Yuuki and Hikaru's personal artifact. Undeployed it looked like a sizeable shield. Deployed, it looked two orbiting small shield with orb on the center that displays information directly to its owner. This artifact allows the two to grasps the status (health, stamina, status effect (such as buff, debuff, status condition)) of all allies and three enemies (at max) on 50 meter radius. If anyone is outside the 50 meter radius during the scanning, their status will not be displayed. Its usage is once per thread.
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Post by Deleted on Mar 2, 2021 2:22:08 GMT
Alright, so I know that a lot of this stuff has been approved previously, but I gotta do my due diligence, just in case some stuff has changed since then. Hope that's okay with you, and I'm sorry if it's not. So let's get started! Hikaru "King in the North" Dorumon
Rousing Tune - This move needs a 4-post cooldown. It's giving a 100% total stat increase for 3 posts, and it's affecting potentially two people to boot. If you'd like, however, you can add a "-1 Cooldown when this move only affects Hikaru" clause. =========== Dorugamon:
Reassurance - This move needs a little clarification. When does the halved effect take place? And does applying this passive effect take up Hikaru's action?
Quadra Light - This move doesn't deal any damage, right? If not, this move can only increase the cooldown of only two moves. If it does deal damage, you can only increase one move's cooldown. You can pick which moves, though.
Revive Call - Since this move is healing AND refreshing cooldowns, you're only limited to refreshing two cooldowns of two moves, so long as they're not OPTs. =========== Sangloupmon
Preying Shadow - If this move deals damage, this move can only increase the cooldown of only two moves. If it does deal damage, you can only increase one move's cooldown. You can pick which moves, though. Also, since you have the Hunted restriction, you can lower this move's cooldown to 2 posts.
Nowhere to Run - Clarification. We talking, like, basic attack damage here, or what? Also, limit the duration of the debuff to 3 posts, for obvious reasons.
Pack of Bloodhound - Clarification, does marking an ally take Sangloupmon's action? Also, I doubt that it was the intention, but make sure to note that Sangloupmon can't target himself. =========== SamoGaomon
Guns Blazing - Make it so this only affects one active cooldown. I know most of the time it'll only be affecting one move anyway, but we gotta dot our "i"'s, you know?
Energizing Jolt - This move needs a 5-post cooldown, or it can affect only two moves for a 3-post cooldown.
Backhand Counter - Clarification. Does Haku still get Patch or Jolt up? If so, the automatic effect is way too overpowered. =========== Saint Gaogamon
Medipack: Energizer - This move needs a 5-post cooldown, or it can affect only two moves for a 3-post cooldown. If you pick the 5-post cooldown option, however, then you need to change Emergency Heal's cooldown to move that skill is essentially copying. =========== Strabimon
Assault Bombardment - Need some clarification. Is the duration for the staggering effect, or does this move fire missiles for three posts?
Kagenui - Makes sure to state that it only immobilizes mons Jill's level or lower. ============ And that's it! Also, note that any move that alters cooldowns can only affect the cooldown of active abilities. Passive ability's cooldowns can't be altered.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 6, 2021 13:44:50 GMT
EDIT: NVM, 1/2!
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Mae
Official Grader
The Royal Shipper
I'm the oracle that's had enough.
Posts: 608
OOC Name: Bass
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Post by Mae on Mar 14, 2021 21:32:34 GMT
I can 2/2 it. Sure. I guess.
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