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Manami
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Manami
May 1, 2021 4:17:59 GMT
Post by Manami on May 1, 2021 4:17:59 GMT
Name: Mana. Aliases (self-given): The Daughter of Tifón, The Heiress of Sunfall, The Hurricane Princess, The Living Tempest, The Orange Conflagration, among others. Gender: Female. Alignment: Chaotic Evil. Skills|Talents: —Knowledge about some of the most random things you might think about. —The amazing power to make everything she says sound grandiose. —Easily triggered laughter. Sometimes, even nothing at all triggers it. —Can play a good deal of musical instruments. —Unerring sense of both fashion and style. —Permanent smile despite the situation. Inventory:—At least one set of drums. —At least one bass guitar. —Other miscellaneous musical instruments. —At least three changes of clothes. —And, at least one other random form of entertainment. It can be anything, depending on the situation. Holosuit: FaceClaim: DATE A LIVE • Kaguya Yamai • Mana. Personality:Like the sprites from the fairytales of old, Mana is a mischievous spirit that marches at her own tune and sees her independence and freedom as her most valuable possession; being able to do what she wants, when she wants, and in the way she wants is how she plans to spend the rest of her life, even though she doesn’t plan on going through the exit any time soon. No, she’s destined to accomplish feats that will shake the foundation of the Digital World, just like the heroines of the stories she likes so much—except the ones where said heroine is just the love interest of the main character and seldom does anything at all by herself; those are bad and should feel bad! She’s also the type that grows bored rather easily in the face of any stale situation; her feelings are as mercurial as the digimon herself, and that makes her quick to tell the same person that was entertaining a several minutes ago that they’re boring now. She’s a bringer of action, and her sworn enemy is stagnation, up to the point she won’t abide by it under a vast number of circumstances; to say the least, she’s not afraid of facing it head-on! According to her vision, she can differentiate between four main types of situations or events. The first one are things that she has already acquired or done; most of the time, these aren’t worth revisiting, and thus deemed as boring and outright skipped or discarded. Some situations may reactivate Mana’s interest in a topic already experienced, but that can be arguably justified by the situation not being quite the same as before. The second one are things that have piqued her immediate interest and that she intends to acquire in short order. Once the digimon has fixated on something, she’ll stop at very few things to get or accomplish it. Her drive towards them is nigh-peerless, even though it tends to quickly deflate once the action is done. The third are things that pique Mana’s interest, but not as much as to be worthy of fixating onto yet. If she can help it, she’ll keep those near her in case they become her new focus once her current endeavor is finished. She tends to interact favorably with those, as long as they don’t give her a reason to find them boring or uninteresting. The fourth and last, but certainly not least, is her twin sister. In an anomalous contradiction, Mana knows and understands Nami to an extremely intimate level; up to the point she can make a very accurate guess of what her sister is thinking at any moment. However, and despite the fact that they tend to clash with relative frequency—or, maybe because of it, Mana just doesn’t seem to get tired or harbor any real animosity towards Nami no matter the situation. By her own words, Nami is Mana’s “most favorite thing ever”. Personal History:Not all digimons are made equal. Well, they kinda are, but that statement is pretty nice for an opening, isn’t it? Truth is that, despite their origins, every digital lifeform can aspire to accomplish great deeds by cultivating their ability with dedication, and a small bit of luck! Manami was one of these individuals; a fresh digimon who hatched in the Village of Beginnings and went on to live its life like everyone else. It was a long life, one in which she reached the height of her power. She accomplished great deeds. She also accomplished some less than savory ones; maybe one too many, actually. Truth is that, when you’re skilled enough to wield the upper echelons of potential digimon power, the whole deal might get to your head just a little bit. It was a life of both opulence and decadence, of thrilling acquisitions and epic battles. In short, it was a pretty apt moment as the crux of her life. It made her feel alive, and that the long journey to reach this point had been worth traversing such an arduous path. But, of course, things couldn’t go like that forever, could they? There’s always a good amount of nosy digimon around, and she was bound to meet her match, and her maker, subsequently, at some point. The whole experience was quite the blurry mess, even though the reality was undeniable; her existence was no more, and her mind was floating in the limbo that supposedly the afterlife was. She didn’t count on ever coming back, given her track record and how digimon tended to operate, yet it happened nonetheless. Or, had it? There was something about Manami that wasn’t quite herself anymore. In her digicore, two more minds inhabited; the pair wasn’t aware of the former’s existence, and the opposite was also true as well. The fact that she had still held to a decent deal of her former power was extremely disconcerting as well. This wasn’t how digimons were supposed to work, was it? It was the perfect mystery, if you thought about it; two halves of the same coin being completely unaware of each other, a blurry past without a clear conclusion as the only clue, and half of the mystery being utterly unsolvable because it evaded the digimons’ minds completely. However, even to the unwitting participants of such an event, was this really a big deal? At the moment, there was no way to know; only time would be able to tell what would come out of this strange arrangement. Maybe all digimons are made equal, but they surely aren’t remade equal.
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Manami
May 1, 2021 4:19:15 GMT
Post by Manami on May 1, 2021 4:19:15 GMT
Name: Nami. Aliases (given by Mana): The Second Daughter of Tifón, The Heiress of Moonfall, The Tempest Princess, The Living Hurricane, The Harbinger of Fire, among others. Gender: Female. Alignment: Lawful Evil. Skills|Talents: —Ability to retain her sense of elegance despite the situation. —Pretty adept at pottery and various other DIY tasks. —Extremely developed oratory abilities. —Astounding organizational skills. —Detailed knowledge of etiquette. —Impressive vocal range. Inventory:—At least two microphones that were harvested through law-compliant procedures from free-range Shoutmons. —A set of amplifiers and bass speakers that were harvested through law-compliant procedures from free-range Ballistamons. —A coral tea set that was harvested through law-compliant procedures from free-range Sangomons. —And the miscellaneous supplies to prepare various kinds of teas. These were just gotten from a reputable tea shop and weren’t harvested in any way. —Other miscellaneous creations, depending how she feels at the moment and what she decided to bring. Holosuit: FaceClaim: DATE A LIVE • Yuzuru Yamai • Nami. Personality:Nami’s personality is veritably more grounded than that of her twin sister. Calm and composed, she’s the type that definitely thinks before speaking; maybe a lot more than what she should, even! Luckily, her semi-permanent companion is more than able to compensate for the two of them pretty frequently. While she doesn’t consider herself a particularly smart individual, she can certainly play the part if needed; the contrast between her and Mana, plus the way she carries herself and her mannerisms certainly help Nami’s case, especially when taking into account her keen interest in some of life’s finer pursuits, and a decent amount of knowledge in diverse variety of topics. In short, a pleasant, if somewhat dignified lady. However, she also considers herself above the opulent decadence that many with a similar disposition indulge into. Nami styles herself as an artisan and a creator; somebody that appreciates both a finished product and the effort and skill that it takes to get there. Within her mind there’s a latent desire to decisively impress the world with her creations one day, and that affects her actions and thoughts in one way or another most of the time. Unsurprisingly, this side of her initially clashed with her sister’s constant need of new spaces and experiences. Luckily, it didn't take long for Nami to figure out that Mana’s tastes regarding her pursuits were extremely refined—well, more often than not, at least. The quality of both the canvases and materials found in the length of their travels managed to expand the digimon’s horizons and far outweighed not having a static workshop. Sure, the sensation that carried using something discarded by somebody else felt strange initially, but through the process, an unexpected degree of kinship was developed. It didn’t take long for Nami to find a pattern in the chaotic tempest that her sister was, up to the point where she can pinpoint her sister’s thoughts with astounding accuracy. It didn’t take her long to convince Mana to collaborate here and there when their interests didn’t align. Sure, while some things probably weren’t interesting to pursue initially, the promise of an amazing finished product was more of enough incentive most of the time, and certainly was worth the initial hurdle. To say the least, some of Mana’s all-time favorite trinkets and personal possessions, including all her instruments, have been crafted by Nami. All in all, Nami sees Mana as an invaluable asset in her creative journey. Behind the greatest artists there was always an equally great assistant, willing to both appease and challenge the creative hand. Somebody willing to go the length as the number two, yet passionate enough to appropriate the ultimate quest as if it were their own. It’d have honestly been the most foolish decision of her life, to let go of the perfect assistant like that. Personal History:Not all digimons are made equal. Well, they kinda are, but that statement is pretty nice for an opening, isn’t it? Truth is that, despite their origins, every digital lifeform can aspire to accomplish great deeds by cultivating their ability with dedication, and a small bit of luck! Manami was one of these individuals; a fresh digimon who hatched in the Village of Beginnings and went on to live its life like everyone else. It was a long life, one in which she reached the height of her power. She accomplished great deeds. She also accomplished some less than savory ones; maybe one too many, actually. Truth is that, when you’re skilled enough to wield the upper echelons of potential digimon power, the whole deal might get to your head just a little bit. It was a life of both opulence and decadence, of thrilling acquisitions and epic battles. In short, it was a pretty apt moment as the crux of her life. It made her feel alive, and that the long journey to reach this point had been worth traversing such an arduous path. But, of course, things couldn’t go like that forever, could they? There’s always a good amount of nosy digimon around, and she was bound to meet her match, and her maker, subsequently, at some point. The whole experience was quite the blurry mess, even though the reality was undeniable; her existence was no more, and her mind was floating in the limbo that supposedly the afterlife was. She didn’t count on ever coming back, given her track record and how digimon tended to operate, yet it happened nonetheless. Or, had it? There was something about Manami that wasn’t quite herself anymore. In her digicore, two more minds inhabited; the pair wasn’t aware of the former’s existence, and the opposite was also true as well. The fact that she had still held to a decent deal of her former power was extremely disconcerting as well. This wasn’t how digimons were supposed to work, was it? It was the perfect mystery, if you thought about it; two halves of the same coin being painfully unaware of each other, a blurry past without a clear conclusion as the only clue, and half of the mystery being utterly unsolvable because it evaded the digimons’ minds completely. However, even to the unwitting participants of such an event, was this really a big deal? At the moment, there was no way to know; only time would be able to tell what would come out of this strange arrangement. Maybe all digimons are made equal, but they surely aren’t remade equal.
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Manami
May 1, 2021 4:26:02 GMT
Post by Manami on May 1, 2021 4:26:02 GMT
Name: Manami. Nicknames: Mana, Nami. Gender: Female. Alignment: Neutral Evil. Skills|Talents: —Loves animals. Particularly small ones. —Decently skilled at board games. —Master at tongue twisters. —Can multitask fairly well. —Talented at cooking. Inventory:—Some Human World books. Somebody even compiled a nice list called "Index Librorum". —At least one deck of cards, playing or otherwise. —At least one board game. —And snacks. Lots of them. Holosuit: FaceClaim: FATE SERIES • Sei Shōnagon • Manami. Personality:Manami’s a sweet girl. She tries to smile most of the time, and conform to what the world expects from her; sure, she can be cheeky or sassy at times, but she can certainly try to act in a more polite or mature way if whoever she’s interacting with reacts badly to her usual personality. More often than not, her voice sounds cheery and full of energy. The perfect attitude to chase a rainy day away! Maybe her most striking trait is that, above everything else, Manami tries her best to be helpful. If somebody needs help—even if they haven’t realized it quite yet, she’ll be there, ready to lend a helping hand! She’ll figure out what’s ailing them and swiftly remove the problem with extreme efficiency! It’s kinda funny, because, when it comes to herself, Manami tends to be fairly lazy; it’s only the motivation of doing something for somebody else that can make her into the hardest worker you've ever witnessed! It all stems from what she calls “A Maiden’s Heart”. The spirit of a shy and somewhat self-conscious heroine that strives towards greatness with poise and grace, overcoming every obstacle that blocks her path. Well, that’s what she tells herself every day, anyway. The truth? The truth is a little different from that story. In all fairness, Manami genuinely believes she’s a good person, and means to be one! It’s just that… things don’t work that way sometimes. Some situations don’t need a nosy person poking at it. Some situations require a softer approach. It’d be surprising, but sometimes, no happens to mean no, and not code for an indirect cry of help. And maybe, just maybe, she’s just a wee bit self-serving when helping others, but that’s beside the point! It’s frustrating. Having the willingness to give out unconditionally, yet being rejected nevertheless hurts like few other things can. Nobody would inflict that pain on another being willingly, would they? It means they must mean something else! Maybe some sort of elaborate game? It must be, and that is why Manami is determined to lend her power to anyone in need of help, even if they don’t know they need it just yet! Even if they try to stop her, she's bent on making the world a better place; that's what a lady would do. Personal History:Not all digimons are made equal. Well, they kinda are, but that statement is pretty nice for an opening, isn’t it? Truth is that, despite their origins, every digital lifeform can aspire to accomplish great deeds by cultivating their ability with dedication, and a small bit of luck! Manami was one of these individuals; a fresh digimon who hatched in the Village of Beginnings and went on to live its life like everyone else. It was a long life, one in which she reached the height of her power. She accomplished great deeds. She also accomplished some less than savory ones; maybe one too many, actually. Truth is that, when you’re skilled enough to wield the upper echelons of potential digimon power, the whole deal might get to your head just a little bit. It was a life of both opulence and decadence, of thrilling acquisitions and epic battles. In short, it was a pretty apt moment as the crux of her life. It made her feel alive, and that the long journey to reach this point had been worth traversing such an arduous path. But, of course, things couldn’t go like that forever, could they? There’s always a good amount of nosy digimon around, and she was bound to meet her match, and her maker, subsequently, at some point. The whole experience was quite the blurry mess, even though the reality was undeniable; her existence was no more, and her mind was floating in the limbo that supposedly the afterlife was. She didn’t count on ever coming back, given her track record and how digimon tended to operate, yet it happened nonetheless. Or, had it? There was something about Manami that wasn’t quite herself anymore. In her digicore, two more minds inhabited; the pair wasn’t aware of the former’s existence, and the opposite was also true as well. The fact that she had still held to a decent deal of her former power was extremely disconcerting as well. This wasn’t how digimons were supposed to work, was it? It was the perfect mystery, if you thought about it; two halves of the same coin being painfully unaware of each other, a blurry past without a clear conclusion as the only clue, and half of the mystery being utterly unsolvable because it evaded the digimons’ minds completely. However, even to the unwitting participants of such an event, was this really a big deal? At the moment, there was no way to know; only time would be able to tell what would come out of this strange arrangement. Maybe all digimons are made equal, but they surely aren’t remade equal.
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Manami
May 1, 2021 4:37:39 GMT
Post by Manami on May 1, 2021 4:37:39 GMT
MANA'S INITIAL EVOLUTION LINE Baby: Paomon. Attribute: Free. Family: Nature Spirits. Type: Slime. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Extremely Adorable [Passive Ability]: This digimon is extremely adorable, and that applies to combat situations. Do of that what you will. Digivolves To: Kyaromon. Baby II: Kyaromon. Attribute: Free. Family: Nature Spirits. Type: Lesser. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Extremely Adorable [Passive Ability]: This digimon is extremely adorable, and that applies to combat situations. Do of that what you will. —Oh Lawd She Comin’: Kyaromon zooms towards her designated target. Wow. Much power. Very menacing. Cooldown: None. Digivolves To: Renamon. Child: Renamon. Attribute: Free. Family: Nature Spirits. Type: Bewitching Beast. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Crippling Touch [Passive Ability|RAM Upgrade]: Each time Mana strikes an enemy or an enemy strikes her or one of her defensive abilities, they temporarily become vulnerable and receive 30% increased damage. This effect doesn’t stack; further applications will only renew its duration. This effect can only apply to two targets at most. Duration: One post. Cooldown: None. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Touhakken [Passive Ability]: Renamon’s fighting style, which involves igniting her limbs on spiritual fire and using it in various, but generally acrobatic ways. This ability boosts the damage of Mana’s basic attacks to the point where they’re as strong as an attack with no cooldown. Cooldown: None. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Flash Step: Mana quickly leaps around a small area, blocking attacks and deflecting projectiles in the blink of an eye. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Koyousetsu: By manipulating raw spirit energy, Mana can mold them into a sharp barrage of projectiles, or infuse said spirit energy into an object for a more concrete projectile. In any case, this ability manages to be quite damaging, and completely ignores active defenses used against it. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Meicoomon. Adult: Meicoomon. Attribute: Free. Family: Nature Spirits. Type: Bewitching Beast. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Crippling Touch [Passive Ability|RAM Upgrade]: Each time Mana strikes an enemy or an enemy strikes her or one of her defensive abilities, they temporarily become vulnerable and receive 30% increased damage. This effect doesn’t stack; further applications will only renew its duration. This effect can only apply to two targets at most. Duration: One post. Cooldown: None. —Nine Lives [Passive Ability]: While this cat might not have nine, she's gonna try to hold on to her single life for as long as she possibly can! Mana can restore 5% of their maximum health to herself or a nearby ally per turn. Cooldown: None. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —X Scratch [Passive Ability]: Meicoomon’s fighting style, which involves various close and long range abilities, mostly pertaining to her claws. This ability boosts the damage of Mana’s basic attacks to the point where they’re as strong as an attack with no cooldown. Cooldown: None. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Flash Step: Mana quickly leaps around a small area, blocking attacks and deflecting projectiles in the blink of an eye. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Shut Claw: Amongst the feline digimon, Meicoomons manage to be particularly vicious in nature; you don’t want to find yourself on their claws’ path! This ability manages to be quite damaging, and completely ignores active defenses used against it. Cooldown: Three posts. —Trichobezoar: By manipulating raw spirit energy, Mana can mold them into a... pretty foul projectile, all things considered. Anyone hit by this ability is so grossed out they can’t attack. Duration: One post. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Angewomon X. Perfect: Angewomon X. Attribute: Free. Family: Virus Busters. Type: Archangel. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that's her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Angelplume Fletching [Passive Ability|RAM Upgrade]: Mana’s arrows are carefully created and ‘borrowed’ from her sister. They use only the highest quality materials and the finest crafting methods. Nevertheless, the end result is quite impressive; some of the strongest arrows out there, even though they end up being a bit heavier and trickier to use as a result. They increase the damage dealt by Mana by 50%, but reduce her evasive abilities by 20% as a result. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Sanctified Quiver [Passive Ability]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Holy Arrow [Linger]: One of the four arrow attacks in Mana’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. This one in particular leaves an open wound on its target, increasing the damage dealt by the next attack to hit them by 50%. Cooldown: One post. —Holy Arrow [Punish]: One of the four arrow attacks in Mana’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. In contrast to her other abilities, this variation of Holy Arrow focuses solely on dealing as much damage as possible. Ignores active methods of damage prevention and mitigation. Cooldown: Three posts. —Holy Arrow [Remedy]: One of the four arrow attacks in Mana’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. This special kind of arrow can both siphon harmful energies from an ally as it sails past them, or positive energies from an enemy if it impacts them. Either cleanses a debuff from an ally, or a buff from an enemy. Cooldown: Three posts. —Holy Arrow [Soothe]: One of the four arrow attacks in Mana’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. This one in particular drains the opponent’s will to fight, making them unable to attack. Duration: One post. Cooldown: Three posts. —Sacred Protection: Mana erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Mastemon, Lovely Angemon. Ultimate: Mastemon. Attribute: Free. Family: Virus Busters. Type: Angel. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Chaos Theory [Passive Ability|RAM Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Grimoire of Twilight [Passive Ability]: Mana’s abilities are magnified by a leather-bound tome she ‘borrowed’ from her sister. As a volume that describes innumerable secrets and techniques, her abilities are enhanced a great deal thanks to it, even though the additional energy expenditure weighs her down. This increases the damage dealt by Mana by 50%, but reduces her evasive abilities by 20% as a result. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Chaos Degrade: Light and Dark intertwine in between Mana’s palms, forming a vortex of profane and sacred energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Mana to commandeer said abilities to the full extent of their effects. Chaos Degrade cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Dark Despair [Linger]: A concentrated wave of profane energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%. Cooldown: One post. —Dark Despair [Punish]: A concentrated wave of profane energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular focuses solely on dealing as much damage as possible. Ignores active methods of damage prevention and mitigation. Cooldown: Three posts. —Holy Desire [Remedy]: A concentrated wave of sacred energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variant can both siphon harmful energies from an ally as it sails past them, or positive energies from an enemy if it impacts them. Either cleanses a debuff from an ally, or a buff from an enemy. Cooldown: Three posts. —Holy Desire [Soothe]: A concentrated wave of sacred energy is accumulated in Mana’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular drains the opponent’s will to fight, making them unable to attack. Duration: One post. Cooldown: Three posts. —Oblivion’s Embrace: By infusing a being with an unstable combination of holy and unholy, Mana tries to forcibly shut down their digicores. This ability deals a very high amount of damage, that increases per post the current fight has gone through; in a prolonged conflict, it can be extremely dangerous or outright lethal. It ignores any kind of protection, mitigation or avoidance used against it, whether passive or active. Furthermore, if the target of this ability survives, they have their data makeup temporarily corrupted; they can’t benefit from any kind of healing or defensive abilities for the next three posts. The duration of this effect can’t be shortened and it needs to be cleansed by two separate effects in order to be completely removed. Lastly, if the target of this ability doesn’t survive or if they perish when afflicted by the debuff described above, they can’t be brought back by resurrection-based abilities for the remainder of the thread. Cooldown: Once per thread. Four posts if it fails to deal damage to its intended target. —Sacred Protection: Mana erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Lovely Angemon [Mode Change], Beel Starmon, Ofanimon FMX. Ultimate Mode Change: Lovely Angemon. Attribute: Free. Family: Virus Busters. Type: Angel. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Holy Purpose [Passive Ability|RAM Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Righteous Onslaught [Passive Ability]: For a change, this time Mana’s strength boost isn't a product of blatant thievery, but of pure kickass SMASH power! Increases the damage dealt by her by 50%, but reduces her evasive abilities by 20% as a result. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Luminas SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. This ability either cleanses a debuff from an ally, or a buff from an enemy. —All for One: In an attempt to be the most kick-ass digimon that ever existed, Mana decides to go all out. Starting the next post after this ability is used, she gains a 100% bonus to both her attack power and speed. Duration: Three posts. Cooldown: Three posts. —PLUS ULTRA - 1000% DIGIWORLD SMASH!!: The culmination of Mana’s martial ability! The ultimate combination of strikes focusing on justice, friendship, and a seemingly random collection of Digital World cities! All for the sake of utterly obliterating an enemy, of course. This ability combines the effect of all her SMASH! abilities, all while applying all their effects preemptively in the following order: Luminas ➜ Rustport ➜ Terminus ➜ Rosewood ➜ Whiterwater. Cooldown: Once per thread. —Resurgence: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. —Terminus SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Ignores active methods of damage prevention and mitigation. Cooldown: Three posts. —Rustport SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Increases the damage dealt by the next attack to hit the opponent by 50%. Cooldown: One post. —Rosewood SMASH!: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Deals 50% more damage to enemies afflicted by debuffs. Cooldown: Two posts. —Whitewater SMASH! [RAM Upgrade]: It can be an acrobatic maneuver. It can be a simple, yet brutal motion. It can even be a ray of heart-shaped energy coming from Mana’s limbs! However, one thing remains constant; she wants to kick your ass. Restores 50% of the damage dealt as health to herself or a nearby ally. Cooldown: Three posts. Digivolves To: Mastemon [Mode Change], Beel Starmon, Ofanimon FMX. Ultra: Beel Starmon. Attribute: Free. Family: Nightmare Soldiers. Type: Demon Man. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Erosive Ammunition [Passive Ability|RAM Upgrade]: Mana’s abilities are magnified by custom-made projectiles crafted by Nami. These bullets pack quite the punch, even though the additional energy expenditure to wield them weighs her down a bit. This increases the damage dealt by Mana by 50%, but reduces her evasive abilities by 20% as a result. —Spare Shot [Passive Ability]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Demonsword: Pure darkness is amassed in between Mana’s hands and forcibly infused into a digimon in an attempt to terminate its existence. This ability deals a very high amount of damage, that increases per post the current fight has gone through; in a prolonged conflict, it can be extremely dangerous or outright lethal. It ignores any kind of protection, mitigation or avoidance used against it, whether passive or active. Furthermore, if the target of this ability survives, they have their data makeup temporarily corrupted; they can’t benefit from any kind of healing or defensive abilities for the next 3 posts. The duration of this effect can’t be shortened and it needs to be cleansed by two separate effects in order to be completely removed. Lastly, if the target of this ability doesn’t survive or if they perish when afflicted by the debuff described above, they can’t be brought back by resurrection-based abilities for the remainder of the thread. Cooldown: Once per thread. Four posts if it fails to deal damage to its intended target. —Doom: Mana traces an inverted pentagram with her finger. From the sigil, a greater demon emerges and lashes out at everything coming its master’s way. This ability completely absorbs every opposing attack sent in its general direction and allows Mana to commandeer said abilities to the full extent of their effects. Doom cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Double Claw: Shadows surround Mana’s frame, extending her arms and giving them the appearance of a pair of demonic claws. She can either slash at an enemy with her enhanced limbs or project them as a devastating wave to strike from distance. An enemy hit by this attack becomes more vulnerable, increasing the damage dealt by the next attack to hit them by 50%. Cooldown: One post. —Exceptional Sequence: Stands with her arms crossed for a couple of seconds as power crackles around her form. Beginning on her next post and while this ability lasts, her damage is increased by 200%. Duration: Until three offensive abilities hit opponents. Cooldown: Once per thread. —Fly Bullet: To the unaware, even Beel Starmon’s heels prove to be a deadly weapon she’s adept at wielding when the situation calls for it. Whether it comes accompannied by a kick or just by firing the guns in her heels, this attack packs quite the punch. It can both siphon harmful energies from an ally as it sails past them, or positive energies from an enemy if it impacts them. Either cleanses a debuff from an ally, or a buff from an enemy. Cooldown: Three posts. —Hidden Intent: Mana just stands there and shrugs. The act manifests an energy dome around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Hurricane Screw Shot: By harnessing a force that doesn’t exist when a system is described relative to an inertial frame of reference, Mana’s attacks leave an opponent wondering what exactly hit them in the first place. Enemies affected by this ability are unable to attack. Duration: One post. Cooldown: Three posts. —Infinity Cannon: One of Mana’s guns morphs into a massive artillery piece, not unlike what you would expect a Chaosdramon to be carrying on her back. While she’s not above slapping anyone that gets too close with it, she’d much rather use it to fire a devastating salvo from afar. In any case, this attack deals a fair bit of damage and ignores active methods of damage prevention and mitigation. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Ofanimon FMX [Mode Change]. Ultra Mode Change: Ofanimon Falldown Mode X. Attribute: Free. Family: Virus Busters. Type: Fallen Angel. Non-Combat Abilities:—Air Walk: Mana can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that’s her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Mana can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities:—Holy Purpose [Passive Ability|Ram Upgrade]: If any of Mana’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Righteous Onslaught [Passive Ability]: For a change, this time Mana’s strength boost isn't a product of blatant thievery, but of unadulterated anger brought from being a naturally angry, but also very self-righteous evolution. Increases the damage dealt by her by 50%, but reduces her evasive abilities by 20% as a result. —Overcome [Passive Ability]: Mana’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Mana and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Final Blow: If a single strike of Mana’s scythe wasn’t enough, she can always attack again. And again. And again. As many times as needed to annihilate an enemy, really! This ability combines the effect of all her Flame Hellscythe abilities, all while applying all their effects preemptively in the following order: Purge ➜ Torment ➜ Judgment ➜ Wrath ➜ Siphon. Cooldown: Once per thread. —Flame Hellscythe [Purge]: Mana’s scythe grows enormously, and becomes engulfed in hellfire. She can poke somebody with it, do a slashy-slashy, or just throw it as if it were the deadliest re-summonable boomerang in most given fights. This ability either cleanses a debuff from an ally, or a buff from an enemy. Cooldown: Three posts. —Flame Hellscythe [Judgment]: Mana’s scythe grows enormously, and becomes engulfed in hellfire. She can poke somebody with it, do a slashy-slashy, or just throw it as if it were the deadliest re-summonable boomerang in most given fights. Ignores active methods of damage prevention and mitigation. Cooldown: Three posts. —Flame Hellscythe [Torment]: Mana’s scythe grows enormously, and becomes engulfed in hellfire. She can poke somebody with it, do a slashy-slashy, or just throw it as if it were the deadliest re-summonable boomerang in most given fights. Increases the damage dealt by the next attack to hit the opponent by 50%. Cooldown: One post. —Flame Hellscythe [Wrath]: Mana’s scythe grows enormously, and becomes engulfed in hellfire. She can poke somebody with it, do a slashy-slashy, or just throw it as if it were the deadliest re-summonable boomerang in most given fights. Deals 50% more damage to enemies afflicted by debuffs. Cooldown: Two posts. —Flame Hellscythe [Siphon]: Mana’s scythe grows enormously, and becomes engulfed in hellfire. She can poke somebody with it, do a slashy-slashy, or just throw it as if it were the deadliest re-summonable boomerang in most given fights. Restores 50% of the damage dealt as health to herself or a nearby ally. Cooldown: Three posts. —Gallows’ Justice: In an attempt at finishing an opponent off, Mana tries to brutally eviscerate them, dealing damage equal to twice the total amount of damage they've received since the fight began. Damage that was healed still counts for this ability's purposes. This move ignores any and all defensive measures that may be used against it, and, if successful at defeating an opponent, it negates any kind of ability that may bring them back to fighting shape for the remainder of the fight. Cooldown: Once per thread. 5 posts if it fails to hit its intended target. —Realm of Salvation: Despite this form’s inherent anger, Mana’s still attempting to be the most kick-ass digimon that ever existed, and thus, decides to go all out. Starting the next post after this ability is used, she gains a 200% bonus to her attack power. Duration: Until three offensive abilities hit opponents. Cooldown: Once per thread. —Resurgence [RAM Upgrade]: Through monumental effort, Mana can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Mana is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Beel Starmon [Mode Change].
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Manami
May 1, 2021 4:40:58 GMT
Post by Manami on May 1, 2021 4:40:58 GMT
NAMI'S INITIAL EVOLUTION LINE Baby: Paomon. Attribute: Free. Family: Nature Spirits. Type: Slime. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Extremely Adorable [Passive Ability]: This digimon is extremely adorable, and that applies to combat situations. Do of that what you will. Digivolves To: Kyaromon. Baby II: Kyaromon. Attribute: Free. Family: Nature Spirits. Type: Lesser. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Extremely Adorable [Passive Ability]: This digimon is extremely adorable, and that applies to combat situations. Do of that what you will. —Oh Lawd She Comin’: Kyaromon zooms towards her designated target. Wow. Much power. Very menacing. Cooldown: None. Digivolves To: Renamon. Child: Renamon. Attribute: Free. Family: Nature Spirits. Type: Bewitching Beast. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Enfeebling Touch [Passive Ability|RAM Upgrade]: Each time Nami strikes an enemy or an enemy strikes her or one of her defensive abilities, they temporarily become vulnerable and receive 30% increased damage. This effect doesn’t stack; further applications will only renew its duration. This effect can only apply to two targets at most. Duration: One post. Cooldown: None. —Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Touhakken [Passive Ability]: Renamon’s fighting style, which involves igniting her limbs on spiritual fire and using it in various, but generally acrobatic ways. This ability boosts the damage of Nami’s basic attacks to the point where they’re as strong as an attack with no cooldown. Cooldown: None. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Flash Step: Nami quickly leaps around a small area, blocking attacks and deflecting projectiles in the blink of an eye. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Koyousetsu: By manipulating raw spirit energy, Nami can mold them into a sharp barrage of projectiles, or infuse said spirit energy into an object for a more concrete projectile. In any case, this ability manages to be quite damaging, and completely ignores active defenses used against it. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Meicoomon. Adult: Meicoomon. Attribute: Free. Family: Nature Spirits. Type: Bewitching Beast. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Enfeebling Touch [Passive Ability|RAM Upgrade]: Each time Nami strikes an enemy or an enemy strikes her or one of her defensive abilities, they temporarily become vulnerable and receive 30% increased damage. This effect doesn’t stack; further applications will only renew its duration. This effect can only apply to two targets at most. Duration: One post. Cooldown: None. —Nine Lives [Passive Ability]: While this cat might not have nine, she’s gonna try to hold on to her single life for as long as she possibly can! Nami can restore 5% of their maximum health to herself or a nearby ally per turn. Cooldown: None. —Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —X Scratch [Passive Ability]: Meicoomon’s fighting style, which involves various close and long range abilities, mostly pertaining to her claws. This ability boosts the damage of Nami’s basic attacks to the point where they’re as strong as an attack with no cooldown. Cooldown: None. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Flash Step: Nami quickly leaps around a small area, blocking attacks and deflecting projectiles in the blink of an eye. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Shut Claw: Amongst the feline digimon, Meicoomons manage to be particularly vicious in nature; you don’t want to find yourself on their claws’ path! This ability manages to be quite damaging, and completely ignores active defenses used against it. Cooldown: Three posts. —Trichobezoar: By manipulating raw spirit energy, Nami can mold them into a... pretty foul projectile, all things considered. Anyone hit by this ability is so grossed out they can’t attack. Duration: One post. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Angewomon X. Perfect: Angewomon X. Attribute: Free. Family: Virus Busters. Type: Archangel. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Free Wings [Passive Ability|RAM Upgrade]: Nami’s abilities ignore any immunity or resistance to status effects. —Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Sanctified Quiver [Passive Ability]: If any of Nami’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Sin of Judgment [Passive Ability]: As long as Nami has an active debuff on a target, instead of being outright cleansed or tampered with, any detrimental effects on the affected enemy lose around a third of their potency per attempt directed at them, gradually losing their effect, or outright being removed at the third attempt. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Holy Arrow [Linger]: One of the three arrow attacks in Nami’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. This one in particular leaves an open wound on its target, increasing the damage dealt by the next attack to hit them by 50%. Cooldown: One post. —Holy Arrow [Soothe]: One of the three arrow attacks in Nami’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. This one in particular drains the opponent’s will to fight, making them unable to attack. Duration: One post. Cooldown: Three posts. —Holy Arrow [Weaken]: One of the three arrow attacks in Nami’s arsenal. Her arrows have significant range, even though they can be used as melee weapons in a hurry. This one in particular weakens the opponent, reducing the damage they deal by 50%. During this period, all their attacks lose piercing properties and can’t gain piercing properties. Duration: Three posts. Cooldown: Three posts. —Sacred Protection: Nami erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Mastemon, Warudamon. Ultimate: Mastemon. Attribute: Free. Family: Nightmare Soldiers. Type: Angel. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Chaos Theory [Passive Ability|RAM Upgrade]: If any of Nami’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Free Wings [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects. —Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Sin of Judgment [Passive Ability]: As long as Nami has an active debuff on a target, instead of being outright cleansed or tampered with, any detrimental effects on the affected enemy lose around a third of their potency per attempt directed at them, gradually losing their effect, or outright being removed at the third attempt. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Chaos Degrade: Light and Dark intertwine in between Nami’s palms, forming a vortex of profane and sacred energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Nami to commandeer said abilities to the full extent of their effects. Chaos Degrade cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Dark Despair [Corrupt]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular temporarily glitches the affected opponent’s makeup, dealing damage over time and preventing the target from using any ability that has a base cooldown period of three posts or higher. Duration: Three posts. Cooldown: Three posts. —Dark Despair [Linger]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%. Cooldown: One post. —Holy Desire [Soothe]: A concentrated wave of sacred energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular drains the target’s will to fight, making them unable to attack. Duration: One post. Cooldown: Three posts. —Holy Desire [Weaken]: A concentrated wave of sacred energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a holy bolt towards an opponent. This variation in particular weakens the opponent, reducing the damage they deal by 50%. During this period, all their attacks lose piercing properties and can’t gain piercing properties. Duration: Three posts. Cooldown: Three posts. —Sacred Protection: Nami erects a barrier of holy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Warudamon [Mode Change], Lilithmon X, Venusmon. Ultimate Mode Change: Warudamon. Attribute: Free. Family: Nightmare Soldiers. Type: Demon Man. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Tactician’s Acumen [Passive Ability|RAM Upgrade]: Part of any flawless strategy implies compensating for any possible adverse events. Periodically, Nami can remove a harmful effect afflicting a nearby ally or herself. Cooldown: Two posts. —Tactician’s Artistry [Passive Ability]: While Kaerazu no Jin or Katarazu no Jin are active, Nami can use Satan Mund independently of its cooldown period. —Tactician’s Command [Passive Ability]: Despite how surprising it might sound, Nami is actually pretty good at ordering people around. Or at self-motivation, if it comes to it! When she does, she can boost the effectiveness of the next ability an ally or herself would perform by 100%. Duration: One post. Cooldown: Two posts. —Tactician’s Guile [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects. —Tactician’s Ingenuity [Passive Ability]: If any effects inflicted or bestowed by Nami were to be cleansed, they instead lose about a third of their potency per attempt at doing so, gradually losing their effect, or outright being removed at the third attempt. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Dämon Arm: On a target location, Nami is able to summon an amassment of hands that latch onto an opponent and strike at them, all while exerting an enormous amount of pressure and weighing them down with visions of dread. This crippling effect enervates the target, increasing the damage dealt by the next attack to hit them by 50%. Cooldown: One post. —Great Wall: Nami erects a barrier around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Kaerazu no Jin: By grasping the battlefield, Nami can orchestrate it into a scene worthy of an epic confrontation. The maze-like result extends in a five-hundred meter radius area, with her as its permanent center. The new landscape greatly favors Nami and her allies, permitting up to two of them to regain health equal to half the damage they deal. Similarly, up to two enemies fall victim to the vexing battlefield, inflicting upon themselves half the damage they deal. Duration: Four posts. Cooldown: Once per thread. —Katarazu no Jin: By reaching into the battlefield, Nami can manipulate it into any shape or form she desires; weather conditions, time, or even space are hers to play with as she sees fit. This extends in a five-hundred meter radius area, with her as its permanent center. This new stage is designed with both allies and enemies in mind. It increases the effectiveness of the abilities of up to two allies by 100%, and increases the damage received by up to two enemies by 100% as long as they remain within this ability’s area of effect. Duration: Four posts. Cooldown: Once per thread. —Resurgence: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. —Satan Mund [RAM Upgrade]: After covering herself with her cape, Nami transforms herself into a nightmarish creature that mercilessly attacks an opponent. Anyone struck by this ability is temporarily crippled; for its duration, subjects become insensitive to any kind of beneficial, ally-based abilities (shields, healing, temporary boosts, among others), rendering them without effect for this ability’s duration. Given the savage nature of this attack, it gets through active defensive measures with next to no effort. Further instances of this effect only refresh its duration. Duration: Three posts. Cooldown: Three posts. Digivolves To: Mastemon [Mode Change], Lilithmon X, Venusmon. Ultra: Lilithmon X. Attribute: Free. Family: Nightmare Soldiers. Type: Demon Lord. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Apathy [Passive Ability|RAM Upgrade]: As long as Nami has an active debuff on a target, instead of being outright cleansed or tampered with, any detrimental effects on the affected enemy lose around a third of their potency per attempt directed at them, gradually losing their effect, or outright being removed at the third attempt. —Coldness [Passive Ability]: Nami’s abilities ignore any immunity or resistance to status effects. —Insouciance [Passive Ability]: If any of Nami’s abilities would fail to hit its intended target or prove to be ineffective, she may choose to allot that ability’s cooldown period to any of the attacks without an active cooldown she has access to. —Overcome [Passive Ability]: Nami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Darkness Love: Nami erects a barrier of lovely unholy energy around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Empress Emblaze: Nami traces an inverted pentagram with her finger. From the sigil, a greater demon emerges and lashes out at everything coming its master’s way. This ability completely absorbs every opposing attack sent in its general direction and allows Nami to commandeer said abilities to the full extent of their effects. Empress Emblaze cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Phantom Pain [Corrupt]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular temporarily glitches the affected opponent’s makeup, dealing damage over time and preventing the target from using any ability that has a base cooldown period of three posts or higher. Duration: Three posts. Cooldown: Three posts. —Phantom Pain [Linger]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular debilitates the target’s constitution, increasing the damage dealt by the next attack to hit the target by 50%. Cooldown: One post. —Phantom Pain [Soothe]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular drains the target’s will to fight, making them unable to attack. Duration: One post. Cooldown: Three posts. —Phantom Pain [Weaken]: A concentrated wave of profane energy is accumulated in Nami’s palms, then either used to enhance her physical attacks or released as a shadowy bolt towards an opponent. This variation in particular weakens the opponent, reducing the damage they deal by 50%. During this period, all their attacks lose piercing properties and can’t gain piercing properties. Duration: Three posts. Cooldown: Three posts. —Resurgence: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. —Seventh Fascinate [RAM Upgrade]: The Crown of Lust manifests above Nami’s head and begins to emit razor-sharp energy threads that attempt to pierce any enemy within the ability’s range. Anyone afflicted by this attack is temporarily overcome by a strong feeling of devotion towards Nami, to the point of fanaticism. They’re forced to use an ability of her choice, as long as she has knowledge of it (target’s choice otherwise). While normal ability cooldowns may be ignored for the purposes of this effect, Nami can’t force anyone to use once per thread abilities this way. Duration: One post. Cooldown: Once per thread. Digivolves To: Venusmon [Mode Change]. Ultra Mode Change: Venusmon. Attribute: Free. Family: Nightmare Soldiers. Type: God Man. Non-Combat Abilities:—Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that’s her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Beloved [Passive Ability|RAM Upgrade]: Nami’s abilities ignore any immunity or resistance to status effects. —Compassion [Passive Ability]: Given how gentle the average Venusmon tends to be, that means that Nami has to be as well, right? Probably not. In any case, she can periodically remove a harmful effect afflicting a nearby ally or herself. Cooldown: Two posts. —Lingering Affection [Passive Ability]: While Crazy on Emotion or Mad Desire are active, Nami can use Beat of the Rising Sun independently of its cooldown period. —Persistence [Passive Ability]: If any effects inflicted or bestowed by Nami were to be cleansed, they instead lose about a third of their potency per attempt at doing so, gradually losing their effect, or outright being removed at the third attempt. —Uplift [Passive Ability]: Venusmon’s mere presence is enough to revitalize even the most weary souls and motivate them to do their best, no matter the odds! She can boost the effectiveness of the next ability an ally or herself would perform by 100%. Duration: One post. Cooldown: Two posts. —Beat of the Rising Sun: Nami can employ Hotan —that’s the scallop that comes with the evolution, mind you— as a wind instrument, playing a variety of songs and serenades. These, besides obviously being the hit of the season, manifest as a calming gust that, despite feeling blissful, actually hurts a lot. Anyone struck by this ability is temporarily crippled; for its duration, subjects become insensitive to any kind of beneficial, ally-based abilities (shields, healing, temporary boosts, among others), rendering them without effect for this ability’s duration. Given the nature of this attack, it gets through active defensive measures with next to no effort. Further instances of this effect only refresh its duration. Duration: 3 posts. Cooldown: 3 posts. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Nami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Crazy on Emotion: Just as they’re capable of physically striking at opponents, Nami’s songs can similarly alter the very terrain surrounding her. She can mold the battlefield into any shape or form she desires; weather conditions, time, or even space are hers to play with as she sees fit. This extends in a five-hundred meter radius area, with her as its permanent center. This new stage is designed with both allies and enemies in mind. It increases the effectiveness of the abilities of up to two allies by 100%, and increases the damage received by up to two enemies by 100% as long as they remain within this ability’s area of effect. Duration: 4 posts. Cooldown: Once per thread. —Healing Therapy: The legend goes that Venusmon has the softest hands in the whole Digital World, and that a caress coming from her is able to instantly calm the spirit of event the most weary digimons. Nobody knows how much of this is true or not, but the fact remains that Nami can either do the deed personally and pat the head of somebody, or project her limbs to do so from a distance. And, while Venusmon’s touch feels extremely good, the truth remains that this attack both deals a fair amount of damage and lures the target into a false sense of security, increasing the damage dealt by the next attack to hit them by 50%. Cooldown: One post. —LOVE YOU: Just as they’re capable of physically striking at opponents, Nami’s songs are able to touch the hearts of whoever’s listening. Anyone afflicted by this attack is temporarily overcome by a strong feeling of devotion towards Nami, to the point of fanaticism. They’re forced to use an ability of her choice, as long as she has knowledge of it (target’s choice otherwise). While normal ability cooldowns may be ignored for the purposes of this effect, Nami can’t force anyone to use once per thread abilities this way. Duration: One post. Cooldown: Once per thread. —Mad Desire: Just as they’re capable of physically striking at opponents, Nami’s songs can similarly alter the very terrain surrounding her. She can mold the battlefield into any shape or form she desires; the result extends in a five-hundred meter radius area, with her as its permanent center. This new landscape greatly favors Nami and her allies, permitting up to two of them to regain health equal to half the damage they deal. Similarly, up to two enemies fall victim to the vexing environment, inflicting upon themselves half the damage they deal. Duration: 4 posts. Cooldown: Once per thread. —Peace Fantasia: Olive, also known as the dove that comes with the Venusmon, extends her wings in a calming gesture. This projects a barrier around her and any nearby allies. This ability blocks every ability aimed at her general direction. Cooldown: Three posts. —Resurgence [RAM Upgrade]: Through monumental effort, Nami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Lilithmon X [Mode Change].
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Manami
May 1, 2021 4:44:17 GMT
Post by Manami on May 1, 2021 4:44:17 GMT
MANAMI'S INITIAL EVOLUTION LINE Baby: KoHagurumon. Attribute: Free. Family: Metal Empire. Type: Machine. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Gears of War: This digimon can act as an appliance that’s roughly more or less the same size as her. Digivolves To: Monimon. Baby II: Monimon. Attribute: Free. Family: Metal Empire. Type: Machine. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Gears of War: This digimon can act as an appliance that’s roughly more or less the same size as her. —Your Favorite Show: Manami is able to transmit the closest person to her’s favorite TV show without even knowing about it! If that person doesn’t have a favorite show (or they don’t know what a TV is), an emoji of a sad face is displayed instead. Digivolves To: Trickmon. Child: Trickmon. Attribute: Free. Family: Metal Empire. Type: Mutant. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Overcome [Passive Ability|RAM Upgrade]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Trickster’s Guile [Passive Ability|RAM Upgrade]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Laser Illusion that deals 25% less damage. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Cups and Balls: Three balls, three cups. No matter where you might put the balls, they always appear below the bottom cup! All the necessary elements to perform this trick manifest in front of Manami, and she can either choose to complete the trick or not at any post during its duration. A gigantified version of one of her cups tries to crush a target, while a ball does the same to the same target or another. This ability ignores active methods of defense used against it. Duration: Three posts. Cooldown: Three posts; begins after the trick starts. —Glorpy: Glorpy is Manami’s childhood friend. He’s a ghost that likes to play pranks on unsuspecting beings, even though he’s got a bit of a mischievous streak. For example, at her command, he can release a pulse of ectoplasmic energy that greatly damages anyone (except Manami, cuz friends you know) in a twenty-five meter radius area. Glorpy doesn’t really exist, by the way. Cooldown: Five posts. —Hummer Card: Like in the eponymous magic trick, Manami gains the ability to LEVITATE. However, she could do that already, so instead both her attack and speed are increased by 100%. Duration: Three posts. Cooldown: Three posts. —Laser Illusion: This trick has been historically used to split people in half. Sadly, that’s a bit mean, so in Manami's case, it just hurts a lot! Oh, and if by some reason, the being she’s attacking was already split, then it’d only make sense if it affected all the parts of the whole, right? While just looking like your everyday laser beam, this attack deals a fair bit of damage that ignores active defenses used against it. If successful, Laser Illusion also damages any summons/summoners that entity has and their twin, if any. Cooldown: Four posts. Digivolves To: Mirrormon. Adult: Mirrormon. Attribute: Free. Family: Metal Empire. Type: Mutant. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—True Self [Passive Ability|RAM Upgrade]: Some people are naturally photogenic. Some people naturally look good in mirrors as well. The fact that Manami can give them such a boost on their self-esteem increases the damage dealt by her by 50%. However, since she wants for everyone to look into the mirror and be happy, her evasion is reduced by 20% as a result. —Kaleidoscope [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Refraction that deals 25% less damage. —Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Distortion: Mirrors sometimes change the perception we have of each other; sometimes for the better, sometimes for the worse. In Manami’s case, it just increases her attack and speed by 100%. Duration: Three posts. Cooldown: Three posts. —Mirror Shards: An unexpected dagger, or just a sharp slap. Nobody wants to get shanked by broken glass, do they? By breaking small parts of herself, Manami’s body reconstitutes a bit, letting her part with past weights in order to be reborn anew. In short, it cleanses a harmful effect she might be suffering from. Cooldown: Two posts. —Lost in the Reflection: There’s an old tale that says that if you stare into a mirror for too long, you might lose a part of yourself to it. And this time, it might actually be true! While this attack looks exactly the same as most of Mirrormon’s light/refraction based abilities, it has the key difference of restoring half the damage it would deal as health to Manami. Cooldown: Three posts. —Radiance: When you’re an instrument of the light, sometimes you just gotta chase away the darkness no matter where it hides! Manami designates a point where a pulse of light energy emanates and greatly damages anyone (except her) in a fifty meter radius area. This ability ignores active defenses used against it. Cooldown: Five posts. —Refraction [RAM Upgrade]: Sometimes, when a mirror reflects your image, it doesn’t just reflect your current self. It represents who you are as a whole; not only currently, but potentially as well. While just looking like your everyday laser beam, this attack deals a fair bit of damage that ignores active defenses used against it. If successful, Refraction also damages any summons/summoners that entity has and their twin, if any. Cooldown: Four posts. Digivolves To: ExTyranomon. Perfect: ExTyranomon. Attribute: Free. Family: Nightmare Soldiers. Type: Puppet. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Hunt Down [Passive Ability|RAM Upgrade]: Being on her prey’s track kicks ExTyranomon’s hunting instincts into overdrive. While in a fight, she’s able to gain quite the sizable speed boost for a short duration. Useful to set up attacks from unexpected angles or get out of harm's way more effectively. Cooldown: Two posts. —Inner Blaze [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Soul Sear that deals 25% less damage. —Ferocity [Passive Ability]: In short, this dino is pretty angry. She gets +50% attack and -20% evasion. —Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Rage: In short, this dino gets even angrier. Manami gets a 100% increase in her attack and speed. Duration: Three posts. Cooldown: Three posts. —Rampage: After designating an area, a flurry of claws heavily reminiscent to ExTyranomon’s erupt, greatly damaging anyone except Manami in an eighty meter radius area. This ability ignores active defenses used against it. Cooldown: Five posts. —Rip: What does an angry dinosaur do best? Destroying everything around her, of course! Even a little bit of herself while she thrashes around. Good thing that she didn’t even want that bit, anyway. This attack deals a fair bit of damage in a wide area centered around Manami and cleanses a harmful effect she might be suffering from. Cooldown: Three posts. —Siphoning Claws: Once again, Manami brandishes her claws in order to cause as much havoc as she can around her, dealing damage in a wide area centered around her. This time, the catch is that her enemies’ wounds reinvigorate her, healing her for half the damage this attack deals them. Cooldown: Four posts. —Soul Sear [RAM Upgrade]: This time, Manami takes things seriously! Whether a particularly vicious swing or a fireball made out of the darkest stuffed toy-based fire you’ll behold, this attack is designed to injure the whole representation of a being. This attack deals a fair bit of damage that ignores active defenses used against it. If successful, Soul Sear also damages any summons/summoners that entity has and their twin, if any. Cooldown: Four posts. Digivolves To: Hadesmon, Dynasmon X. Ultimate: Hadesmon. Attribute: Free. Family: Nightmare Soldiers. Type: God Man. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Avernus’ Hound [Passive Ability|RAM Upgrade]: Once on the track of an enemy, there’s not a lot of room for it to escape Manami. While in a fight, she’s able to gain quite the sizable speed boost for a short duration. Useful to set up attacks from unexpected angles or get out of harm's way more effectively. Cooldown: Two posts. —Bleak Heart [Passive Ability]: As the imparter of both the beginning and the end, Hadesmon has developed the innate ability to cut things short. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself. Cooldown: Two posts. —Cut the Thread [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Unravel Fate that deals 25% less damage. —Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Pursuit [Passive Ability]: Once in the chase, Manami engages it with borderline single-mindedness. She gets +50% attack and -20% evasion. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Extinction: After thrusting or waving the tip of her tail around, a seemingly endless barrage of spikes reminiscing it is thrusted around, destroying a good deal of anything that might be on her way. This ability ignores active defenses used against it. Cooldown: Five posts. —Resurgence: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. —Siphoning Claws: Manami brandishes her claws in order to cause as much havoc as she can around her, dealing damage in a wide area centered around her. Heals her for half the damage dealt by this attack. Cooldown: Four posts. —Tartarus’ Grasp: Sometimes, some opponents are too stubborn and Manami just needs to pack that extra punch. Beginning the post after this ability is used, Manami gets a 100% increase in both her attack and speed. Duration: Three posts. Cooldown: Three posts. —Torment: After thrusting or waving the tip of her tail around, a pillar of purple energy begins to expand outward, destroying a good deal of anything that might be on Manami’s way. This attack deals a fair bit of damage in a wide area centered around Manami and cleanses a beneficial effect from anyone damaged by it. Cooldown: Three posts. —Unravel Fate [RAM Upgrade]: This attack can take many forms; whether a swing of Hadesmon’s tail, a radiant wave of energy coming from her mouth, a savage thrashing using her limbs or something else, the purpose is always the same. To cut the time of target’s and what they represent short. This attack deals a fair bit of damage that ignores active defenses used against it. If successful, Unravel Fate also damages any summons/summoners that entity has and their twin, if any. Cooldown: Four posts. Digivolves To: Dynasmon X [Mode Change], Omegamon Merciful Mode, Omegamon Alter B. Ultimate Mode Change: Dynasmon X. Attribute: Free. Family: Virus Busters. Type: Holy Knight. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Army Breaker [Passive Ability|RAM Upgrade]: It can be called a brand of recklessness, but the toughest the odds, the more thrilled Dynasmon becomes at the prospect of a fight. As long as Manami is outnumbered by enemies of her same level or higher, she can use two abilities per posting round. For normal threads, enemies are counted on an account basis (basically, against how many different accounts she’s fighting against, regardless of how many actual characters they have). On threads with a DM, it’s at the DM's discretion how intense this passive becomes, should a situation that triggers it happen. —Bravery [Passive Ability]: Dynasmon X thrives when the odds are stacked against her. Manami’s offensive ability is increased by 20%, and further increased by 20% for each enemy of the same level or higher that outnumbers her. This effect caps at 100%. —Indomitable Will [Passive Ability]: Dynasmon X’s unwillingness to surrender is present in every part of her being, and enables her to persevere where others would fall. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself. The cooldown of this effect is reduced by one post for each enemy of her same level or higher that outnumbers her. Cooldown: Three posts. —Heart of the Wyvern [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to a weaker form of Breath of the Wyvern that deals 25% less damage. —Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Baleful Vortex: The ten elements are condensed in Dynasmon X’s hands, then fused into an extremely unstable maelstrom of energy around her. This ability completely absorbs every opposing attack sent in its general direction and allows Manami to commandeer said abilities to the full extent of their effects. Baleful Vortex cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Breath of the Wyvern: Icy energy is accumulated in between Dynasmon X’s palms, then either released as a wave that covers a large area around her, or used to enhance her already powerful melee attacks with both damage and range. This attack deals a fair bit of damage that ignores active defenses used against it. Cooldown: Four posts. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Cataclysm: Overwhelming coldness envelops Dynasmon X’s frame, then it’s released as a massive gale of draconic essence that ravages everything on a massive radius around her. This ability equals to two instances of Breath of the Wyvern, plus two more for each enemy of her same level or higher that outnumbers Manami. Cooldown: Once per thread. —Hero’s Downfall: At Dynasmon X’s command, storm clouds begin to form above the battlefield, crackling with accumulated power as it readies themselves to unleash a deadly thunderstorm in the following post. For this move’s duration, a wyvern-shaped lightning bolt will strike at any target designated by Manami within the tempest’s radius, dealing damage equal to a three post cooldown attack. Manami will regain health equal to half the damage dealt by these attacks. Duration: Two posts, plus one for each enemy that outnumbers Manami. Cooldown: Once per thread. —Overlord Aspect: Dynasmon X’s final form™ is released, granting her a temporary, yet sizable power boost. On the post after this ability is executed, her offensive and defensive power are increased by 50%, and further increased by 50% for each enemy of the same level or higher that outnumbers her. Duration: Four posts. Cooldown: Once per thread. —Resurgence [RAM Upgrade]: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Hadesmon [Mode Change], Omegamon Merciful Mode, Omegamon Alter B. Ultra: Omegamon Merciful Mode. Attribute: Free. Family: Virus Busters. Type: Holy Knight. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Inquisition [Passive Ability|RAM Upgrade]: Once in the chase, Manami engages it with borderline single-mindedness. She gets +50% attack and -20% evasion. —Light’s Judgment [Passive Ability]: Just as justice itself, Manami is able to tirelessly pursue even the most elusive of foes. While in a fight, she can gain quite the sizable speed boost for a short duration. Useful to set up attacks from unexpected angles or get out of harm's way more effectively. Cooldown: Two posts. —Luminous Echo [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to weaker form of Divine Sanction that deals 25% less damage. —Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Purgatory [Passive Ability]: As a being that commands divine authority, earthly afflictions are of little concern for Omegamon Merciful Mode. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself. Cooldown: 2 posts. —Advent: Sometimes, some opponents are too stubborn and Manami just needs to pack that extra punch. Beginning the post after this ability is used, Manami gets a 100% increase in both her attack and speed. Duration: Three posts. Cooldown: Three posts. —Benevolent Blade: Manami brandishes her sword as its blade gets covered in a heavenly aura and gracefully dances around the battlefield, delivering divine punishment to any sinner in her presence. Deals damage in a wide area centered around her. Heals her for half the damage dealt by this attack. Cooldown: Four posts. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. Duration: Three posts. Cooldown: Three posts. —Divine Sanction: This attack can take many forms; whether a swing of Omegamon Merciful Mode’s sword, a radiant wave of energy coming from her cannon, or other possible combinations that use the potency of her weapons. This attack deals a fair bit of damage that ignores active defenses used against it. If successful, Divine Sanction also damages any summons/summoners that entity has and their twin, if any. Cooldown: Four posts. —Graceful Cannon: A single projectile from Manami’s cannon spreads into a powerful salvo, bombarding a wide area with an enormous amount of destructive force onto either a wide area or a condensed point. This ability ignores active defenses used against it. Cooldown: Five posts. —Holy Realm: After thrusting or waving her sword, a pillar of holy energy begins to expand outward, destroying a good deal of anything that might be on Manami’s way. This attack deals a fair bit of damage in a wide area centered around her and cleanses a beneficial effect from anyone damaged by it. Cooldown: Three posts. —Repentance: The aura of divinity surrounding Manami manifests, forming an impenetrable sphere of energy. This ability completely absorbs every opposing attack sent in its general direction and allows Manami to commandeer said abilities to the full extent of their effects. Repentance cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Resurgence [RAM Upgrade]: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Omegamon Alter B [Mode Change]. Ultra Mode Change: Omegamon Alter B. Attribute: Free. Family: Nightmare Soldiers. Type: Holy Knight. Non-Combat Abilities:—Air Walk: Manami can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. And yes, it applies even if she doesn't have proper feet. —Flex: If any digimon near Manami that’s her level or lower has a non-combat ability that enhances their abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —SFX: Manami can create a variety of visual and auditory effects that mostly serve for entertaining and/or distracting purposes. She can use these while holosuited without breaking the disguise. —Spotlight: Manami can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. —Thanatorigination: Manami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorption and doesn’t negatively affect the deceased digimon when they reformat. Abilities:—Army Breaker [Passive Ability|RAM Upgrade]: It can be called a brand of recklessness, but the toughest the odds, the more thrilled Omegamon Alter B becomes at the prospect of a fight. As long as Manami is outnumbered by enemies of her same level or higher, she can use two abilities per posting round. For normal threads, enemies are counted on an account basis (basically, against how many different accounts she’s fighting against, regardless of how many actual characters they have). On threads with a DM, it’s at the DM's discretion how intense this passive becomes, should a situation that triggers it happen. —Bravery [Passive Ability]: Omegamon Alter B thrives when the odds are stacked against her. Manami’s offensive ability is increased by 20%, and further increased by 20% for each enemy of the same level or higher that outnumbers her. This effect caps at 100%. —Conviction [Passive Ability]: If four of Manami's abilities are all on their cooldown periods, she gains unrestricted access to weaker form of Annihilate that deals 25% less damage. —Indomitable Will [Passive Ability]: Omegamon Alter B’s unwillingness to surrender is present in every part of her being, and enables her to persevere where others would fall. Periodically, Manami can remove a harmful effect afflicting a nearby ally or herself. The cooldown of this effect is reduced by one post for each enemy of her same level or higher that outnumbers her. Cooldown: Three posts. —Overcome [Passive Ability]: Manami’s attacks and abilities ignore the effects of defensive passive abilities that might affect them. —Annihilate: Whether by her sword or her cannon, Omegamon Alter D martial prowess has reached its peak. She is an effective combatant at most ranges and a fearsome foe to face, even when hopelessly outnumbered. This attack in particular is a testimony to her combat style, covering a variety of cannon blasts and sword techniques that specialize on her one-versus-many fighting style. Deals a fair bit of damage that ignores active defenses used against it. Cooldown: Four posts. —Bulwark [RAM Upgrade Twin-Giga]: A spherical barrier around Manami and any nearby allies is deployed. It has enough force to nullify every attack thrown at it for a single post. If this shield were to be pierced or ignored, a wave of fury assaults the offending digimon, inflicting damage to them equal to that move’s power. Cooldown: Four posts. —Cataclysm: Omegamon Alter B bares her arsenal, brandishing her sword and cannon at discretion in order to eradicate everything on a massive radius around her. This ability equals to two instances of Annihilate, plus two more for each enemy of her same level or higher that outnumbers Manami. Cooldown. Once per thread. —Curtains' Call: After a quick gesture, an impenetrable dome of energy manifests around Manami. This ability completely absorbs every opposing attack sent in its general direction and allows Manami to commandeer said abilities to the full extent of their effects. Repentance cannot be pierced, except by OPT abilities, and if it were to be pierced or ignored, the vortex detonates after being executed, replicating the effects of the abilities that bypassed it. Cooldown: Once per thread. —Finest Hour: Manami's imposing presence compels even the bravest heroes to either stare in awe or cower in fear of what's to come. In the turn after this ability is used, every enemy in Omegamon Alter B's vicinity is completely paralyzed. They receive twice as much damage while this effect lasts. Duration: 1 post. Cooldown. Once per thread. —Hero’s Downfall: At Omegamon Alter B’s command, an energy vortex begin to form above the battlefield, crackling with accumulated power as it readies themselves to unleash a deadly bombardment in the following post. For this move’s duration, a concentrated ray of energy will strike at any target designated by Manami within the vortex’s radius, dealing damage equal to a three post cooldown attack. Manami will regain health equal to half the damage dealt by these attacks. Duration: Two posts, plus one for each enemy of her same level or higher that outnumbers Manami. Cooldown: Once per thread. —Overlord Aspect: Omegamon Alter B’s final form™ is released, granting her a temporary, yet sizable power boost. On the post after this ability is executed, her offensive and defensive power are increased by 50%, and further increased by 50% for each enemy of the same level or higher that outnumbers her. Duration: Four posts. Cooldown: Once per thread. —Resurgence [RAM Upgrade]: Through monumental effort, Manami can fully restore another digimon’s health back to its peak form. Removes every negative status effect a digimon might be suffering and then fully heals them. If this ability hasn’t been used by the time Nami is defeated, it is automatically cast on herself. Cooldown: Once per thread. Digivolves To: Omegamon Merciful Mode [Mode Change].
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Manami
May 1, 2021 4:52:28 GMT
Post by Manami on May 1, 2021 4:52:28 GMT
OPTIONAL FORMS
Armor I [Digimental of Freedom]: Machmon. Attribute: Free. Family: Metal Empire Type: Cyborg. Non-Combat Abilities: —Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that's her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Armor II [Digimental of Indulgence]: Vikaralamon. Attribute: Free. Family: Nightmare Soldiers. Type: Holy Beast. Non-Combat Abilities: —Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Body]: If any digimon near Mana that's her level or lower has a non-combat ability that enhances their physical abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Spotlight: Mana can increase the intensity of her digital signal at will, up to twelve times the strength it should usually have. She can use this ability while holosuited without breaking the disguise. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Armor I [Digimental of Drive]: Sistermon Ciel. Attribute: Free. Family: Virus Busters. Type: Puppet. Non-Combat Abilities: —Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that's her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorbtion and doesn't negatively affect the deceased digimon when they reformat. —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Armor II [Digimental of Craftsmanship]: Wedinmon. Attribute: Free. Family: Unknown. Type: Puppet. Non-Combat Abilities: —Air Walk: This digimon can gain footing and tread through air (or the empty matter that composes outer space) as if it were a solid surface. —Flex [Mind]: If any digimon near Nami that's her level or lower has a non-combat ability that influences their cognition or mental abilities, she can copy that ability’s exact effect and apply it to herself. Flex can only apply to a single ability simultaneously. —Thanatorigination: Nami can siphon bits of data from dying/dead digimons and employ them as raw materials in order to build a variety of items (refer to her inventory for some examples). The materials in question must be related to the harvested digimon in some way. This process is completely independent from usual data absorbtion and doesn't negatively affect the deceased digimon when they reformat. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
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Manami
May 1, 2021 4:54:50 GMT
Post by Manami on May 1, 2021 4:54:50 GMT
MANA'S SECONDARY EVOLUTION LINE
Baby: Paomon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Baby II: Kyaromon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Child: Renamon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Adult: Meicoomon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Perfect: Angewomon X. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Ultimate: Mastemon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Ultra: BeelStarmon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
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Manami
May 1, 2021 4:55:19 GMT
Post by Manami on May 1, 2021 4:55:19 GMT
NAMI'S SECONDARY EVOLUTION LINE
Baby: Paomon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Baby II: Kyaromon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Child: Renamon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Adult: Meicoomon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Perfect: Angewomon X. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Ultimate: Mastemon. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
Ultra: Lilithmon X. Attribute: Attribute. Family: Family. Type: Type. Non-Combat Abilities: —Ability Name: Ability Description. Abilities: —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description. —Ability Name: Ability Description.
Digivolves To: Digivolutions.
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Manami
May 1, 2021 4:55:45 GMT
Post by Manami on May 1, 2021 4:55:45 GMT
Name: Weathermon. Aliases: No-Name-Girl, En-En-chan. Gender: Female. Alignment: Chaotic Evil. Skills|Talents: —Encyclopedic amounts of knowledge on things that happen to be shiny. —Can perform some sick yo-yo tricks. —Is able to snark with the best of them. —Fascinated with venomous animals from both worlds. Inventory:—At least three responsive yo-yos. —At least three unresponsive yo-yos. —Probably something to write/draw on, too. Holosuit: FaceClaim: GENSHIN IMPACT • Qiqi • Weathermon. Personality:Weathermon’s personality is, at least outwardly, not unlike your everyday newborn digimon. The small digimon no doubt defied the design intended for her and instead took after Mana’s most striking qualities, exacerbating them to new heights. This doesn’t mean that the child is completely alike to what she perceives as one of her older sisters, yet some similarities are undeniable. A boundless sense of youthful curiosity is to be expected from somebody who’s constantly experiencing the world around her for the first time, but it’s also accompanied by a heavy dose of selective selfishness and pretty obvious lack of empathy to anyone who’s not extremely close with her. While currently unnamed, she yearns to eventually forge an identity based on the experiences acquired through her travels, once she’s done discovering herself. It goes without saying that this is a very important matter to her, and the reason why she vehemently rejects being called by her species’ name, or by any other name that isn’t appointed specifically by her older sisters. Child: Weathermon. Attribute: Free. Family: Nature Spirits. Type: Bewitching Beast. Non-Combat Abilities:—Float: In addition to being able to fly by using her cloud, Weathermon can use it to become intangible for a couple minutes at a time. Great at parties, yet unusable in combat. —Inky Disposition: Through various pores on her body, Weathermon can produce an inky substance of varying colors and thickness, not unlike a cephalopod! She can use this ability without deactivating her holosuit, but the amount produced gets reduced considerably if she does so. —Mischief: By utilizing the power of the old switcheroo, Weathermon can temporarily trade holosuits with any willing digimon by maintaning eye contact for two seconds. This obviously requires consent between both parties, and needs for both holosuits to be deactivated in order to work. Either digimon can end this effect at any time. Abilities:—Sunny Day [Passive Ability]: Being the bringer of smiles and happiness she is not, Weathermon can remove a harmful status effect from herself or an ally. Cooldown: Two posts. —Thunderstorm [Passive Ability]: All of Weathermon's basic attacks are infused with the fury of thunder! This means they deal damage as if they were attacks with a cooldown of zero posts. —Forecast: Weathermon harnesses her mastery over the elements, creating the desired weather effect in a wide area around her. Enemies inside this radius are assaulted with whatever weather she decides to conjure, taking a high amount of damage per post they decide to remain inside. The conjured weather can change at the beginning of Weathermon's turn. Each time the weather changes, it can override any existing weather effect currently active. Duration: Three posts. Cooldown: Once per thread. —Typhoon: A watery whirlpool is forms ahead of Weathermon, blocking every attack sent in her general direction. Cooldown: Three posts. Digivolves To: N/A. Name: Marina. Aliases: Marin, Mousey, Rin, Rina. Gender: Female. Alignment: Neutral Evil. Skills|Talents: —Is aware (and soon you will, as well) of the hottest gossip in the four corners of the Digital World. Not as knowledgeable about Human World gossip, but she does try her best. —Extremely adaptable calligraphy. —Can make use of her voice for extremely long periods of time without needing to pause in order to breathe. —Master juggler. You'll have to look far and wide to find anyone with more genuine skill than her. —Uncanny ability to find and identify cute things. Inventory:—Personal diary. —Expansive collection of writing utensils. —Various recording instruments. Holosuit: FaceClaim: KANTAI COLLECTION • Makinami • Marina. Personality:Outgoing and cheerful, Marina is one of those rare types that enjoys conversation with what could very well be a complete stranger just for the sake of it. Interacting with other individuals, no matter their origin or background both invigors and instills her with a boundless joy. It’s hard to emphasize how much she enjoys conversing and its many facets, and this becomes fairly obvious when dealing with her. Of course, being somebody with an inexhaustible social battery certainly has its downsides. For example, when you just can’t figure out the reason why people are avoiding you, or when they seem to not enjoy the same activities as you for reasons you can’t possibly fathom. Lacking the most basic form of empathy isn’t necessarily a bad thing, right? Especially when combined with somebody who is basically unable to shut her mouth. Not like the little Tutomon cares at all, honestly. Beides the select few she cares about, whether by design or choice, there’s enough beings in these worlds that some just being unwilling to interact with her isn’t really something to mourn over. Child: Tutomon. Attribute: Free. Family: Nature Spirits. Type: Mammal. Non-Combat Abilities:—Group Chat: Marina can link herself with as many willing individuals as she desires, creating something akin to a telepathic network, where everyone can share their thoughts and feelings across long distances. Anyone can abandon Group Chat whenever they please, but to rejoin they need to get “invited” by Marina again. The chat is still active while Marina's holosuit is active, but she can't invite anyone to it while wearing it. —Mimicry: Whether it is the song of common animals or the very voice of somebody or something, Marina can imitate it almost to perfection after listening to it a single time! Of course, getting the correct sound doesn’t mean this ability is foolproof; things like intonation, accent and other factors can only be perfected with practice. —Papercraft: If given enough time, Marina can produce nigh-limitless amounts of high-quality paper. She can produce one type and one color of paper at a time, though. She can use this ability while her holosuit is active, but with a drastically reduced effect. Abilities:—The Center! [Passive Ability]: After a successful hit on an opponent or being successfully hit by an enemy, that being is temporarily rendered unable to speak, and deafened to all sounds except Marina’s voice. Duration: One post. —Fake News: By uttering something so clearly untrue, Marina shocks her enemy. Besides dealing some damage, their next offensive ability is notably less accurate. Cooldown: One post. —Hottest Gossip: The information unveiled by Marina is enrapturing that whoever is on the receiving end of it gets hopelessly distracted. Their evasion is drastically lowered. Duration: One post. Cooldown: One post. —Trash Talk: Words that should never be reproduced are uttered, aggravating even the calmest of minds. Deals a fair bit of damage, and if successful, it forces the target to use an offensive ability if able, and to target Marina if able. Cooldown: Two posts. Digivolves To: N/A.
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Manami
May 1, 2021 4:56:28 GMT
Post by Manami on May 1, 2021 4:56:28 GMT
Name: Mochiko Aliases: Mochi. Mochiko Nakano. Gender: Female. Alignment: Lawful Good. Skills|Talents: —Extremely orderly, to the point disorder manages to upset her slightly. If left to her own devices, she can and will start to order the things around her just for the sake of it. —Her cleaning abilities are at the peak of mastery. Every technique, both new and old, are within her grasp. —Inexhaustible amounts of patience and understanding. Expert at handling various gremlin subspecies. —Gifted with immeasurable talent at everything relating to spinning tops. Her favorites are the string-spun varieties. Inventory:—An assortment of various kinds of spinning tops. —A personal journal. —A collection of various items that comprise her identity as a human. Holosuit: FaceClaim: OMORI • Mari • Mochiko. Personality:Above all else, Mochiko is a person that means well; sure, that can mean a myriad of things, but it excludes plenty of traits as well. She’s diligent, earnest, and a little assertive at times, but never with bad intentions. She can appear to be reclusive sometimes, but that’s mostly compounded by her having a very hard time relaxing, and omitting even the most basic traits about her unless asked. This isn’t due to her being secretive or anything of the sort; rather, she just doesn’t care about the spotlight even in the slightest, to the point of not doing anything to actively pursue it. As far as communication goes, she’s always clear and frank, and doesn’t mind answering any kind of question directed her way truthfully, as long as it is asked with good intentions. Honesty is good, but not when serving the wrong reasons. She feels a degree of ambivalence towards her given purpose; the Human World is fascinating, but it is extremely far away from the family she cherishes so much. Despite this, she’s committed to her quest and to be successful, and few things can stop a determined Mochiko. Perfect: Fantomon. Attribute: Free. Family: Nightmare Soldiers. Type: Ghost. Non-Combat Abilities:—Command Center: Mochiko has an innate ability to manipulate the flow of information on any given channel, separating it into easily-understood blocks while filtering any unnecessary or superfluous detail. Kinda like a glorified video editor! This ability is active even when her holosuit is active. —Enhanced Disguise: Mochiko’s holosuit is quite a bit sturdier than most digimon’s, to the point of where she can take near-fatal injuries and it’d still be functional. Of course, this also means that, while this is great at keeping a disguise, her fighting ability is near zero with the thing on. —Lifelike: Mochiko doesn’t emit any kind of digital signal. If she were to be scanned by any device that’d otherwise discern her identity, she just appears on it as a common human. Abilities:—Ability #1: Description. —Ability #2: Description. —Ability #3: Description. —Ability #4: Description. —Ability #5: Description. —Ability #6: Description. —Ability #7: Description.
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Manami
May 1, 2021 4:56:42 GMT
Post by Manami on May 1, 2021 4:56:42 GMT
Reserved for Mercenary #2.
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Deleted
Deleted Member
Posts: 0
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Manami
May 14, 2021 3:36:34 GMT
Post by Deleted on May 14, 2021 3:36:34 GMT
Farewell, Glorpy. Alas, I never knew ye.
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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Manami
May 16, 2021 2:45:23 GMT
Post by Mae on May 16, 2021 2:45:23 GMT
i headpat
2/2
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