Freak Twin Edit Thread
Dec 2, 2021 6:18:39 GMT
Post by Speed & Psych on Dec 2, 2021 6:18:39 GMT
(Note: please add each RAM Giga move to the very bottom of each form's moveset list please)
So, starting off with the RAM Upgrade Gigas that are applied to every form, here is the one for Speed:
Evasive (Combat Passive) (RAM Giga): Speed is much faster than most Digimon, and to illustrate that, his evasiveness is increased by 30%, making him harder to hit.
And here is the one for Psych:
Violet Barrier (RAM Giga): Psych extends his hand out and creates a transparent violet-colored energy barrier, blocking all attacks from Digimon at Psych's level and below, as well as lessening the damage done from Digimon one level above his current form. Cooldown is three posts.
Now for the attack revamps, staring with Speedramon (Champion)
Vibration (Noncombat Ability): Speed vibrates one part or his entire body, allowing him to walk through an object provided it's not too thick. Cannot be used in battle.
Nitro Boost (Toggleable Combat Passive): Thanks to how fast Speed is able to move, he is able to perform an extra attack. Cooldown is three turns.
Punchline: Speed runs either in a straight line or in a zig-zag formation as he dashes up to the enemy, throwing a single yet powerful punch.
Whirlwind Arms: Speed spins his arms round and round, essentially shooting tornados out of them to damage his target. Cooldown is one post.
Mach Mach Flurry: Speed uses his speed to send a series of quick punches at an enemy in rapid succession. Cooldown is two posts.
Rapid Dash Slash: Speed seems to generate electricity before he begins running at speeds faster than the average eye can see, attacking all enemies within a 25m diameter. Cooldown is two posts.
Static Blitz (RAM Upgrade): Using all the friction electricity he's built up while running, Speed dashes towards the target and gives them an electric-charged round house kick. Cooldown is two posts.
Dragon Tornado: Speed spins round and round, becoming a living tornado that goes around the battlefield and attacking up to three enemies at once. Cooldown is three posts.
Digivolves From: Pulsemon
Digivolves To: Speedramon (Ultimate)
And now for Speedramon (Ultimate)!
Vibration (Noncombat Ability): Speed vibrates one part or his entire body, allowing him to walk through an object provided it's not too thick. Cannot be used in battle.
Nitro Boost (Toggleable Combat Passive): Thanks to how fast Speed is able to move, he is able to perform an extra attack. Cooldown is three turns.
Punchline: Speed runs either in a straight line or in a zig-zag formation as he dashes up to the enemy, throwing a single yet powerful punch.
Whirlwind Arms: Speed spins his arms round and round, essentially shooting tornados out of them to damage his target. Cooldown is one post.
Mach Mach Flurry: Speed uses his speed to send a series of quick punches at an enemy in rapid succession. Cooldown is two posts.
Rapid Dash Slash: Speed seems to generate electricity before he begins running at speeds faster than the average eye can see, attacking all enemies within a 25m diameter. Cooldown is two posts.
Static Blitz (RAM Upgrade): Using all the friction electricity he's built up while running, Speed dashes towards the target and gives them an electric-charged round house kick. Cooldown is two posts.
Dragon Tornado: Speed spins round and round, becoming a living tornado that goes around the battlefield and attacking up to three enemies at once. Cooldown is three posts.
Velocity Rush: Channeling all of his power throughout his body, Speed makes a short but ridiculously quick dash in a straight line through a group of enemies. He goes so fast in such a short amount of time that the line he traveled generates with electricity, zapping up to three enemies nearby with a powerful blast of lightning. Cooldown is four posts.
Digivolves From: Speedramon (Champion)
Digivolves To: CycloneVeedramon (with Psych)
Let's move on to Psychdramon (Champion)
Mind-Reading (Noncombat Passive): Psychdramon can sense anyone around him in a 100-foot radius, regardless of cloaking devices or abilities. However, he can only fully read the mind of one being that he decides to focus on. He can only do it to one person at a time and must focus fully on it for it to be used in conjunction with combat. Can be resisted.
Flight (Noncombat Passive): Having the powers of telekinesis at hand, he can use a variation of that to lift and control himself in the air.
Telepathy (Noncombat Passive): Psych never learned to properly speak. Instead, he directs his speech-thoughts directly to those around him. He can even send personalized messages directly at specific people.
Optical Illusion (Combat Passive): When struck by a damaging ability, Psychdramon automatically disappears, revealing that he was actually an illusion, therefore making the enemy attack a wide miss. Once consumed, the real Psychdramon becomes possible to sense and attack once again. Must reappear within 25 feet of the illusion. Cooldown is three posts.
Telekinesis (Throw): Psychdramon can pick objects up with his mind, as well as throw, push and launch them. Cooldown depends on object affected: Small objects don't have one, medium objects get one post cooldown, large objects have a three post cooldown. Cannot throw objects larger than a freight truck.
Telekinesis (Block): Psychdramon uses his telekinesis to attempt to stop a moving object in its path, as well as block attacks. Cooldown depends on the size of the object: small gets no cooldown. Medium gets two posts. Large gets four posts. Cannot stop items larger than a freight truck. If blocking an attack, cooldown will be 1 post for rookie attacks, 3 for champion attacks, and will not work on Ultimate, Mega or Super Mega attacks. Close-ranged melee attacks will immobilize an enemy for a post.
Mental Creation: Psych is able to create one of the following weapons (sword, spear, hammer, axe) at a time, with the appearance of being made out of amethyst. Each will do an equal amount of damage (that being the power of a 0-CD move) but Psych can only have one weapon out at a time, having to make the previous weapon vanish before he can summon the new one. He can use these himself or hand them to others to use.
Psycho Blast: Psychdramon uses his power to create a glowing purple sphere of psychic energy in his claws before launching it right at the target. Cooldown is one post.
Optical Blast: Psych's eyes glow with purple energy as he shoots a stream of psychic energy from his eyes towards where he is looking. After it successfully makes contact, the target will gain a persistent headache, so their moves for the next two posts will be 30% less accurate. Cooldown is two posts.
Psycho Slash (RAM Upgrade): Psych charges his claws with glowing purple energy before she slashes the air with both of them, sending two waves of psychic energy blades towards the opponent. Cooldown is two posts.
Digivolves From: Veemon
Digivolves To: Psychdramon (Ultimate)
And finally, Psychdramon (Ultimate)!
Mind-Reading (Noncombat Passive): Psychdramon can sense anyone around him in a 100-foot radius, regardless of cloaking devices or abilities. However, he can only fully read the mind of one being that he decides to focus on. He can only do it to one person at a time and must focus fully on it for it to be used in conjunction with combat. Can be resisted.
Flight (Noncombat Passive): Having the powers of telekinesis at hand, he can use a variation of that to lift and control himself in the air.
Telepathy (Noncombat Passive): Psych never learned to properly speak. Instead, he directs his speech-thoughts directly to those around him. He can even send personalized messages directly at specific people.
Optical Illusion (Combat Passive): When struck by a damaging ability, Psychdramon automatically disappears, revealing that he was actually an illusion, therefore making the enemy attack a wide miss. Once consumed, the real Psychdramon becomes possible to sense and attack once again. Must reappear within 25 feet of the illusion. Cooldown is three posts.
Telekinesis (Throw): Psychdramon can pick objects up with his mind, as well as throw, push and launch them. Cooldown depends on object affected: Small objects don't have one, medium objects get one post cooldown, large objects have a three post cooldown, and extra-large objects have a five post cooldown.
Telekinesis (Block): Psychdramon uses his telekinesis to attempt to stop a moving object in its path, as well as block attacks. Cooldown depends on the size of the object: small gets no cooldown. Medium gets two posts. Large gets four posts. Extra-large can be blocked once per thread. If blocking an attack, cooldown will be 1 post for rookie attacks, 2 for champion attacks, 3 for ultimate, and will not work on Mega or Super Mega attacks. Close-ranged melee attacks will immobilize an enemy for a post.
Mental Creation: Psych is able to create one of the following weapons (sword, spear, hammer, axe) at a time, with the appearance of being made out of amethyst. Each will do an equal amount of damage (that being the power of a 0-CD move) but Psych can only have one weapon out at a time, having to make the previous weapon vanish before he can summon the new one. He can use these himself or hand them to others to use.
Psycho Blast: Psychdramon uses his power to create a glowing purple sphere of psychic energy in his claws before launching it right at the target. Cooldown is one post.
Optical Blast: Psych's eyes glow with purple energy as he shoots a stream of psychic energy from his eyes towards where he is looking. After it successfully makes contact, the target will gain a persistent headache, so their moves for the next two posts will be 30% less accurate. Cooldown is two posts.
Psycho Slash (RAM Upgrade): Psych charges his claws with glowing purple energy before she slashes the air with both of them, sending two waves of psychic energy blades towards the opponent. Cooldown is two posts.
Psycho Force: Psych intensifies the gravity around the opponent, forcing them into the ground as well as immobilizing and dealing damage to them for a post as Psych keeps increasing the gravity. Only works on digimon his level or lower. Cooldown is four posts.
Digivolves From: Psychdramon (Champion)
Digivolves To: CycloneVeedramon (with Speed)
So, starting off with the RAM Upgrade Gigas that are applied to every form, here is the one for Speed:
Evasive (Combat Passive) (RAM Giga): Speed is much faster than most Digimon, and to illustrate that, his evasiveness is increased by 30%, making him harder to hit.
And here is the one for Psych:
Violet Barrier (RAM Giga): Psych extends his hand out and creates a transparent violet-colored energy barrier, blocking all attacks from Digimon at Psych's level and below, as well as lessening the damage done from Digimon one level above his current form. Cooldown is three posts.
Now for the attack revamps, staring with Speedramon (Champion)
Vibration (Noncombat Ability): Speed vibrates one part or his entire body, allowing him to walk through an object provided it's not too thick. Cannot be used in battle.
Nitro Boost (Toggleable Combat Passive): Thanks to how fast Speed is able to move, he is able to perform an extra attack. Cooldown is three turns.
Punchline: Speed runs either in a straight line or in a zig-zag formation as he dashes up to the enemy, throwing a single yet powerful punch.
Whirlwind Arms: Speed spins his arms round and round, essentially shooting tornados out of them to damage his target. Cooldown is one post.
Mach Mach Flurry: Speed uses his speed to send a series of quick punches at an enemy in rapid succession. Cooldown is two posts.
Rapid Dash Slash: Speed seems to generate electricity before he begins running at speeds faster than the average eye can see, attacking all enemies within a 25m diameter. Cooldown is two posts.
Static Blitz (RAM Upgrade): Using all the friction electricity he's built up while running, Speed dashes towards the target and gives them an electric-charged round house kick. Cooldown is two posts.
Dragon Tornado: Speed spins round and round, becoming a living tornado that goes around the battlefield and attacking up to three enemies at once. Cooldown is three posts.
Digivolves From: Pulsemon
Digivolves To: Speedramon (Ultimate)
And now for Speedramon (Ultimate)!
Vibration (Noncombat Ability): Speed vibrates one part or his entire body, allowing him to walk through an object provided it's not too thick. Cannot be used in battle.
Nitro Boost (Toggleable Combat Passive): Thanks to how fast Speed is able to move, he is able to perform an extra attack. Cooldown is three turns.
Punchline: Speed runs either in a straight line or in a zig-zag formation as he dashes up to the enemy, throwing a single yet powerful punch.
Whirlwind Arms: Speed spins his arms round and round, essentially shooting tornados out of them to damage his target. Cooldown is one post.
Mach Mach Flurry: Speed uses his speed to send a series of quick punches at an enemy in rapid succession. Cooldown is two posts.
Rapid Dash Slash: Speed seems to generate electricity before he begins running at speeds faster than the average eye can see, attacking all enemies within a 25m diameter. Cooldown is two posts.
Static Blitz (RAM Upgrade): Using all the friction electricity he's built up while running, Speed dashes towards the target and gives them an electric-charged round house kick. Cooldown is two posts.
Dragon Tornado: Speed spins round and round, becoming a living tornado that goes around the battlefield and attacking up to three enemies at once. Cooldown is three posts.
Velocity Rush: Channeling all of his power throughout his body, Speed makes a short but ridiculously quick dash in a straight line through a group of enemies. He goes so fast in such a short amount of time that the line he traveled generates with electricity, zapping up to three enemies nearby with a powerful blast of lightning. Cooldown is four posts.
Digivolves From: Speedramon (Champion)
Digivolves To: CycloneVeedramon (with Psych)
Let's move on to Psychdramon (Champion)
Mind-Reading (Noncombat Passive): Psychdramon can sense anyone around him in a 100-foot radius, regardless of cloaking devices or abilities. However, he can only fully read the mind of one being that he decides to focus on. He can only do it to one person at a time and must focus fully on it for it to be used in conjunction with combat. Can be resisted.
Flight (Noncombat Passive): Having the powers of telekinesis at hand, he can use a variation of that to lift and control himself in the air.
Telepathy (Noncombat Passive): Psych never learned to properly speak. Instead, he directs his speech-thoughts directly to those around him. He can even send personalized messages directly at specific people.
Optical Illusion (Combat Passive): When struck by a damaging ability, Psychdramon automatically disappears, revealing that he was actually an illusion, therefore making the enemy attack a wide miss. Once consumed, the real Psychdramon becomes possible to sense and attack once again. Must reappear within 25 feet of the illusion. Cooldown is three posts.
Telekinesis (Throw): Psychdramon can pick objects up with his mind, as well as throw, push and launch them. Cooldown depends on object affected: Small objects don't have one, medium objects get one post cooldown, large objects have a three post cooldown. Cannot throw objects larger than a freight truck.
Telekinesis (Block): Psychdramon uses his telekinesis to attempt to stop a moving object in its path, as well as block attacks. Cooldown depends on the size of the object: small gets no cooldown. Medium gets two posts. Large gets four posts. Cannot stop items larger than a freight truck. If blocking an attack, cooldown will be 1 post for rookie attacks, 3 for champion attacks, and will not work on Ultimate, Mega or Super Mega attacks. Close-ranged melee attacks will immobilize an enemy for a post.
Mental Creation: Psych is able to create one of the following weapons (sword, spear, hammer, axe) at a time, with the appearance of being made out of amethyst. Each will do an equal amount of damage (that being the power of a 0-CD move) but Psych can only have one weapon out at a time, having to make the previous weapon vanish before he can summon the new one. He can use these himself or hand them to others to use.
Psycho Blast: Psychdramon uses his power to create a glowing purple sphere of psychic energy in his claws before launching it right at the target. Cooldown is one post.
Optical Blast: Psych's eyes glow with purple energy as he shoots a stream of psychic energy from his eyes towards where he is looking. After it successfully makes contact, the target will gain a persistent headache, so their moves for the next two posts will be 30% less accurate. Cooldown is two posts.
Psycho Slash (RAM Upgrade): Psych charges his claws with glowing purple energy before she slashes the air with both of them, sending two waves of psychic energy blades towards the opponent. Cooldown is two posts.
Digivolves From: Veemon
Digivolves To: Psychdramon (Ultimate)
And finally, Psychdramon (Ultimate)!
Mind-Reading (Noncombat Passive): Psychdramon can sense anyone around him in a 100-foot radius, regardless of cloaking devices or abilities. However, he can only fully read the mind of one being that he decides to focus on. He can only do it to one person at a time and must focus fully on it for it to be used in conjunction with combat. Can be resisted.
Flight (Noncombat Passive): Having the powers of telekinesis at hand, he can use a variation of that to lift and control himself in the air.
Telepathy (Noncombat Passive): Psych never learned to properly speak. Instead, he directs his speech-thoughts directly to those around him. He can even send personalized messages directly at specific people.
Optical Illusion (Combat Passive): When struck by a damaging ability, Psychdramon automatically disappears, revealing that he was actually an illusion, therefore making the enemy attack a wide miss. Once consumed, the real Psychdramon becomes possible to sense and attack once again. Must reappear within 25 feet of the illusion. Cooldown is three posts.
Telekinesis (Throw): Psychdramon can pick objects up with his mind, as well as throw, push and launch them. Cooldown depends on object affected: Small objects don't have one, medium objects get one post cooldown, large objects have a three post cooldown, and extra-large objects have a five post cooldown.
Telekinesis (Block): Psychdramon uses his telekinesis to attempt to stop a moving object in its path, as well as block attacks. Cooldown depends on the size of the object: small gets no cooldown. Medium gets two posts. Large gets four posts. Extra-large can be blocked once per thread. If blocking an attack, cooldown will be 1 post for rookie attacks, 2 for champion attacks, 3 for ultimate, and will not work on Mega or Super Mega attacks. Close-ranged melee attacks will immobilize an enemy for a post.
Mental Creation: Psych is able to create one of the following weapons (sword, spear, hammer, axe) at a time, with the appearance of being made out of amethyst. Each will do an equal amount of damage (that being the power of a 0-CD move) but Psych can only have one weapon out at a time, having to make the previous weapon vanish before he can summon the new one. He can use these himself or hand them to others to use.
Psycho Blast: Psychdramon uses his power to create a glowing purple sphere of psychic energy in his claws before launching it right at the target. Cooldown is one post.
Optical Blast: Psych's eyes glow with purple energy as he shoots a stream of psychic energy from his eyes towards where he is looking. After it successfully makes contact, the target will gain a persistent headache, so their moves for the next two posts will be 30% less accurate. Cooldown is two posts.
Psycho Slash (RAM Upgrade): Psych charges his claws with glowing purple energy before she slashes the air with both of them, sending two waves of psychic energy blades towards the opponent. Cooldown is two posts.
Psycho Force: Psych intensifies the gravity around the opponent, forcing them into the ground as well as immobilizing and dealing damage to them for a post as Psych keeps increasing the gravity. Only works on digimon his level or lower. Cooldown is four posts.
Digivolves From: Psychdramon (Champion)
Digivolves To: CycloneVeedramon (with Speed)