Kurumi Edits
Jul 24, 2021 20:56:03 GMT
Post by Kurumi on Jul 24, 2021 20:56:03 GMT
Rumi's Ult and Mega, along with an Ult merc.
For ease of gradingand because I'm super lazy, all Kurumi's combat passives are identical to her currently approved forms. For combat abilities, Athame and anything above it is also just ripped from her profile.
Beast Spirit
Species: Holydramon
Appearance:
Attribute: Free, Vaccine
Family/ies: Nature Spirits, Wind Guardians, Virus Busters, Dragon's Roar
Type: Holy Dragon
Non-Combat Passive:
Invocation: With a bit of focus, Holydramon is able to ignite non-living items nearby. This is good for lighting candles. Or proving a point. It's effort. It's not good for fighting.
Passive Abilities:
Perdurable: The spirits of the Occult line are quite difficult to put down. They naturally have a +50% defense, at the cost of -20% evasion capabilities. RAM Upgrade Giga.
Folk-Magic: Holydramon naturally draws energy in over time to replenish itself. It regains 5% of its health every turn. RAM Upgrade.
Unfaltering: If Perdurable is ignored or bypassed, this digimon gains a 100% damage boost to the next ability it uses. RAM Upgrade.
Abilities:
Devotional: Refusing to give up, this Digimon will draw lifeforce from the surrounding area to pull itself together one last time. When Holydramon is about to be downed, it will restore to full health, and shed any debuffs that had been cast upon it. Once per thread.
Arcane Absorption: Data fragments, flickering like embers, appear around Holydramon. Any attack thrown its way during this post is met with a shield built of these fragments. If the move were to pierce or nullify this shield, the data that was built to protect instead turns to razor-sharp shards, which barrage the offender for damage matching that of the attack that pierced. Four post cooldown.
Protective Ward: A shield of energy draws up to prevent one attack. If it is pierced, the energy morphs, winding up and immobilizing any weapon and limbs that initiated the break. If a ranged attack was used to pierce this shield, it will automatically target the caster's arms or equivalent, making it nigh-impossible to use the restricted limbs for one post. Three post cooldown.
Athame: A bright energy beam is fired from Holydramon's mouth. Upon contact, it curses the target, reducing their attack power by 50%, along with the ability to pierce defensive measures with their attacks. Two post duration, two post cooldown.
Harab Serapel: An intense beam of energy launches from Holydramon, with enough force that it is capable of piercing the target's defenses. Two post cooldown.
Conjure: Several shards comprised of data are summoned in front of Holydramon. They may be launched at up to three targets, or converge on one for increased damage.
Sky Reaper: Holydramon either claws or bites the opponent. This deals additional damage against anyone that is capable of flight/levitation. One post cooldown.
Digivolves From: Zephyrmon
Digivolves To: Mephistomon X
Fused Spirit
Species: Mephismon X
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Fallen Angel
Non-Combat Passive:
Servitor: Mephismon claims there is an invisible entity present with them at all times. They're capable of moving light or moderate weight objects near Mephismon. Unfortunately, this entity is a coward and apparently runs away whenever fights happen. Simplified: Mephismon has the ability to move items with their mind. They're dumb and can't do it in a fight, so they blame their imaginary friend.
Passive Abilities:
Perdurable: The spirits of the Occult line are quite difficult to put down. They naturally have a +50% defense, at the cost of -20% evasion capabilities. RAM Upgrade Giga.
Folk-Magic: Mephismon naturally draws energy in over time to replenish itself. It regains 5% of its health every turn. RAM Upgrade.
Unfaltering: If Perdurable is ignored or bypassed, this digimon gains a 100% damage boost to the next ability it uses. RAM Upgrade.
Abilities:
Devotional: Refusing to give up, this Digimon will draw lifeforce from the surrounding area to pull itself together one last time. When Mephismon is about to be downed, it will restore to full health, and shed any debuffs that had been cast upon it. Once per thread.
Arcane Absorption: Data fragments, flickering like embers, appear around Mephismon. Any attack thrown its way during this post is met with a shield built of these fragments. If the move were to pierce or nullify this shield, the data that was built to protect instead turns to razor-sharp shards, which barrage the offender for damage matching that of the attack that pierced. Four post cooldown.
Protective Ward: A shield of energy draws up to prevent one attack. If it is pierced, the energy morphs, winding up and immobilizing any weapon and limbs that initiated the break. If a ranged attack was used to pierce this shield, it will automatically target the caster's arms or equivalent, making it nigh-impossible to use the restricted limbs for one post. Three post cooldown.
Athame: A bright energy beam is fired from Mephismon's umbrella. Upon contact, it curses the target, reducing their attack power by 50%, along with the ability to pierce defensive measures with their attacks. Two post duration, two post cooldown.
Confession: A sigil is formed, which launches a beam of energy at a target. It has enough power to pierce defensive measures with ease. Cooldown of two.
Incantation: Three beams are fired from sigils on or around Mephismon. They may target three separate entities, or converge on one for increased damage.
Coercion: Mephismon either stabs or swings at a target, often with their umbrella for some added flair. For some reason, this Digimon's hatred for creatures that are 'on-the-fence' seems to bleed into its attack, so if the target is any form of Neutral alignment this attack deals additional damage. One post cooldown.
Sathariel: The world reacts heavily to Mephismon's presence whenever it graces an area. At any point, Mephismon may choose to tap into that energy and unleash an attack on enemies within 100 meters of it. The longer this Digimon is in a battle, the more energy builds up on the field. Which means the longer the battle draws on, the more devastating this attack will be. Three post cooldown.
Divine Protection: Data particles surround a selected ally, or Mephismon itself. Any attacks directed at them will be reflected back at the attacker for its full damage. If this is used against another OPT move, both the attacker and the protected party will receive damage from the attack. Once Per Thread.
Digivolves From: Holydramon
Mercenary:
Name: Remmy/Rem
Default Form: Ultimate
Gender: Male
Alignment: Neutral Evil
Personality:
Remmy considers himself to be pretty average, as far as people (or Digimon) goes. He's overall quitelazy relaxed, and doesn't work particularly hard to make a name of himself. He's not easily worked up about things, and will roll with just about anything thrown his way. With reincarnation as a normal option for Digimon if things go awry, he'd rather just look at things like a game, instead of worrying about small details. After all, there's a high chance he can just do it again, but correctly, in his next life!
That said, he's neither dumb nor unmotivated. Willing to wait for results, he's more than content with playing things slowly to achieve a satisfying endgame. With a decent grasp on Human-World technology, he can even pull off some fancy stunts when given access to computers! Which is actually a common pastime of his, considering this Digimon has long-decided that playing in the Human World can prove to be more entertaining than his own world.
Holosuit:
Faceclaim: BOKU NO HERO ACADEMIA • Denki Kaminari • Remmy
Ultimate
Species: Cyberdramon X
Appearance:
Attribute: Vaccine
Family/ies: Metal Empire, Wind Guardians
Type: Cyborg
Non-Combat Passives:
Outside The Timelines: Cyberdramon's data seems a bit abnormal compared to most of its kind. Abilities of Non-Combat strength or weaker (including Digital Awareness) cannot identify this digimon or predict its actions/moves.
Passive Abilities:
Temporal Potential: Cyberdramon X is able to enhance his strength, giving him a +50% damage boost, while reducing his evasion by 20%.
Active Abilities:
Revise: Glass-like shards are summoned above Cyberdramon, before launching throughout an eighty meter radius. After they strike, they will return to Cyberdramon, and restore his health by half the damage dealt. Cooldown of Four.
Freeze Frame: An orange beam pulses out from Cyberdramon, reaching up to eighty meters. If struck by this move, the afflicted will feel a searing pain in their core, and the data that enables their attacks is temporarily frozen. Those struck by this move will be unable to attack on their next turn. Cooldown of Four.
Vicissitude: Cyberdramon violently strikes at its target with its claws or tail. This will bypass active defenses. Two post cooldown.
Tumult: Aggressively stabs or swings at the target with its tail or claws. This deals additional damage to enemies that are suffering debuffs. One post cooldown.
Interval Shot: Cyberdramon fires an energy blast from its tail. If this hits the target, the next move they are struck with will deal extra damage. One post cooldown.
Dissent: Several tears form in the sky, releasing a torrent of mirrored shards across a 300 meter radius of Cyberdramon. This move does not harm Cyberdramon itself, and is capable of intentionally avoiding up to two allies. Alongside dealing heavy damage, anyone struck by this move will find all of their buffs reversed into debuffs for the next three turns. Once per thread.
For ease of grading
Beast Spirit
Species: Holydramon
Appearance:
Attribute: Free, Vaccine
Family/ies: Nature Spirits, Wind Guardians, Virus Busters, Dragon's Roar
Type: Holy Dragon
Non-Combat Passive:
Invocation: With a bit of focus, Holydramon is able to ignite non-living items nearby. This is good for lighting candles. Or proving a point. It's effort. It's not good for fighting.
Passive Abilities:
Perdurable: The spirits of the Occult line are quite difficult to put down. They naturally have a +50% defense, at the cost of -20% evasion capabilities. RAM Upgrade Giga.
Folk-Magic: Holydramon naturally draws energy in over time to replenish itself. It regains 5% of its health every turn. RAM Upgrade.
Unfaltering: If Perdurable is ignored or bypassed, this digimon gains a 100% damage boost to the next ability it uses. RAM Upgrade.
Abilities:
Devotional: Refusing to give up, this Digimon will draw lifeforce from the surrounding area to pull itself together one last time. When Holydramon is about to be downed, it will restore to full health, and shed any debuffs that had been cast upon it. Once per thread.
Arcane Absorption: Data fragments, flickering like embers, appear around Holydramon. Any attack thrown its way during this post is met with a shield built of these fragments. If the move were to pierce or nullify this shield, the data that was built to protect instead turns to razor-sharp shards, which barrage the offender for damage matching that of the attack that pierced. Four post cooldown.
Protective Ward: A shield of energy draws up to prevent one attack. If it is pierced, the energy morphs, winding up and immobilizing any weapon and limbs that initiated the break. If a ranged attack was used to pierce this shield, it will automatically target the caster's arms or equivalent, making it nigh-impossible to use the restricted limbs for one post. Three post cooldown.
Athame: A bright energy beam is fired from Holydramon's mouth. Upon contact, it curses the target, reducing their attack power by 50%, along with the ability to pierce defensive measures with their attacks. Two post duration, two post cooldown.
Harab Serapel: An intense beam of energy launches from Holydramon, with enough force that it is capable of piercing the target's defenses. Two post cooldown.
Conjure: Several shards comprised of data are summoned in front of Holydramon. They may be launched at up to three targets, or converge on one for increased damage.
Sky Reaper: Holydramon either claws or bites the opponent. This deals additional damage against anyone that is capable of flight/levitation. One post cooldown.
Digivolves From: Zephyrmon
Digivolves To: Mephistomon X
Fused Spirit
Species: Mephismon X
Appearance:
Attribute: Virus
Family/ies: Unknown
Type: Fallen Angel
Non-Combat Passive:
Servitor: Mephismon claims there is an invisible entity present with them at all times. They're capable of moving light or moderate weight objects near Mephismon. Unfortunately, this entity is a coward and apparently runs away whenever fights happen. Simplified: Mephismon has the ability to move items with their mind. They're dumb and can't do it in a fight, so they blame their imaginary friend.
Passive Abilities:
Perdurable: The spirits of the Occult line are quite difficult to put down. They naturally have a +50% defense, at the cost of -20% evasion capabilities. RAM Upgrade Giga.
Folk-Magic: Mephismon naturally draws energy in over time to replenish itself. It regains 5% of its health every turn. RAM Upgrade.
Unfaltering: If Perdurable is ignored or bypassed, this digimon gains a 100% damage boost to the next ability it uses. RAM Upgrade.
Abilities:
Devotional: Refusing to give up, this Digimon will draw lifeforce from the surrounding area to pull itself together one last time. When Mephismon is about to be downed, it will restore to full health, and shed any debuffs that had been cast upon it. Once per thread.
Arcane Absorption: Data fragments, flickering like embers, appear around Mephismon. Any attack thrown its way during this post is met with a shield built of these fragments. If the move were to pierce or nullify this shield, the data that was built to protect instead turns to razor-sharp shards, which barrage the offender for damage matching that of the attack that pierced. Four post cooldown.
Protective Ward: A shield of energy draws up to prevent one attack. If it is pierced, the energy morphs, winding up and immobilizing any weapon and limbs that initiated the break. If a ranged attack was used to pierce this shield, it will automatically target the caster's arms or equivalent, making it nigh-impossible to use the restricted limbs for one post. Three post cooldown.
Athame: A bright energy beam is fired from Mephismon's umbrella. Upon contact, it curses the target, reducing their attack power by 50%, along with the ability to pierce defensive measures with their attacks. Two post duration, two post cooldown.
Confession: A sigil is formed, which launches a beam of energy at a target. It has enough power to pierce defensive measures with ease. Cooldown of two.
Incantation: Three beams are fired from sigils on or around Mephismon. They may target three separate entities, or converge on one for increased damage.
Coercion: Mephismon either stabs or swings at a target, often with their umbrella for some added flair. For some reason, this Digimon's hatred for creatures that are 'on-the-fence' seems to bleed into its attack, so if the target is any form of Neutral alignment this attack deals additional damage. One post cooldown.
Sathariel: The world reacts heavily to Mephismon's presence whenever it graces an area. At any point, Mephismon may choose to tap into that energy and unleash an attack on enemies within 100 meters of it. The longer this Digimon is in a battle, the more energy builds up on the field. Which means the longer the battle draws on, the more devastating this attack will be. Three post cooldown.
Divine Protection: Data particles surround a selected ally, or Mephismon itself. Any attacks directed at them will be reflected back at the attacker for its full damage. If this is used against another OPT move, both the attacker and the protected party will receive damage from the attack. Once Per Thread.
Digivolves From: Holydramon
Mercenary:
Name: Remmy/Rem
Default Form: Ultimate
Gender: Male
Alignment: Neutral Evil
Personality:
Remmy considers himself to be pretty average, as far as people (or Digimon) goes. He's overall quite
That said, he's neither dumb nor unmotivated. Willing to wait for results, he's more than content with playing things slowly to achieve a satisfying endgame. With a decent grasp on Human-World technology, he can even pull off some fancy stunts when given access to computers! Which is actually a common pastime of his, considering this Digimon has long-decided that playing in the Human World can prove to be more entertaining than his own world.
Holosuit:
Faceclaim: BOKU NO HERO ACADEMIA • Denki Kaminari • Remmy
Ultimate
Species: Cyberdramon X
Appearance:
Attribute: Vaccine
Family/ies: Metal Empire, Wind Guardians
Type: Cyborg
Non-Combat Passives:
Outside The Timelines: Cyberdramon's data seems a bit abnormal compared to most of its kind. Abilities of Non-Combat strength or weaker (including Digital Awareness) cannot identify this digimon or predict its actions/moves.
Passive Abilities:
Temporal Potential: Cyberdramon X is able to enhance his strength, giving him a +50% damage boost, while reducing his evasion by 20%.
Active Abilities:
Revise: Glass-like shards are summoned above Cyberdramon, before launching throughout an eighty meter radius. After they strike, they will return to Cyberdramon, and restore his health by half the damage dealt. Cooldown of Four.
Freeze Frame: An orange beam pulses out from Cyberdramon, reaching up to eighty meters. If struck by this move, the afflicted will feel a searing pain in their core, and the data that enables their attacks is temporarily frozen. Those struck by this move will be unable to attack on their next turn. Cooldown of Four.
Vicissitude: Cyberdramon violently strikes at its target with its claws or tail. This will bypass active defenses. Two post cooldown.
Tumult: Aggressively stabs or swings at the target with its tail or claws. This deals additional damage to enemies that are suffering debuffs. One post cooldown.
Interval Shot: Cyberdramon fires an energy blast from its tail. If this hits the target, the next move they are struck with will deal extra damage. One post cooldown.
Dissent: Several tears form in the sky, releasing a torrent of mirrored shards across a 300 meter radius of Cyberdramon. This move does not harm Cyberdramon itself, and is capable of intentionally avoiding up to two allies. Alongside dealing heavy damage, anyone struck by this move will find all of their buffs reversed into debuffs for the next three turns. Once per thread.