Post by Sky Focker on Apr 19, 2016 21:53:58 GMT -5
SKY FOCKER | SPIRIT WIELDER |
PERSONALITY Sky is a relatively textbook definition of a nerd. Quiet, shy, somewhat anti-social and doesn't like leaving the comfort of her own room. Her hobbies include reading fanfiction, writing fanfiction, not going to sleep, playing video games, making fun of casuals, shitposting on the internet, and watching absurd amounts of anime. She is perhaps one of the single biggest weeaboos you'll ever happen to meet, commonly using random japanese words or phrases she's heard in her chinese cartoons with very little context or reason behind it. She's living the pure and simple neet life, spending every day doing essentially nothing aside from sapping away at her parents income. She's also a massive Tokusatsu fangirl, and obsesses over it and other sentai shows like a giddy schoolgirl.
APPEARANCE Blue eyes, blonde hair, and a thick set of spectacles are the trademark of Sky Focker. She's pasty white from a lack of sunshine, and her long hair is usually messily done and blocks her vision. A permenant set of bags adorn her eyes, and her choice in clothing is always rather muted in color. She dresses frumpily, always getting clothes a size above what they should be to assure maximum comfort. Petit and skinny, she stands barely above 5'5, and weighs just over 100 pounds. She's fairly lacking in the curves department, shaped more like a wooden board then an hourglass, and her ass has permanently adopted the shape of her computer chair from constant use. INVENTORY ○ Intelligent Celluar Tellphonic Device - Her Samsung Galaxy S5 smartphone with a unusually girly pink case and a keychain with Edward Elric on it. She can't get internet service in the digital world but it does still have a heafty stash of memes and her fanfics on it, aswell as a few yaoi picks she keeps hidden for emergancy use. ○ Sketchpad - A small pencil and sketchbook Sky typically carries with her incase inspiration strikes her. She's fiercely defensive of it, and won't show the contents to anyone she isn't familiar with. Roughly half the pages are covered in her special 'artwork'. ○ The Anti-Depressant - A small pink egg shaped vibrator kept in her hidden side pocket with a dial that goes up to eleven. Used when Sky finds herself having a shit day and in need of a good buzz. BIOGRAPHY Sky is a normal nerdy girl with a normal pair of parents dissatisfied with her lack of motivation to do anything. She was normally teased in school and has normal nerdy hobbies that keep her fairly tame. Like all normal people she doesn't have the slightest clue what she wants to do with her life and spends her days dragging that answer out as long as possible with video game escapism to avoid responsibility. Otherwise a completely normal life in this day and age. | NICKNAME Sky fucker (Due to the pronounciation of her last name) AGE 21 GENDER Femanon HEIGHT 5'5 WEIGHT 100ish BIRTHPLACE Topeka, Kansas DIGIVICE D-tector CREST Knowledge PLAYED BY Skyfucker the great and powerful who is cool and badass and fucks bitches all day except tuesdays when he's busy punching tigers in the face and drinking straight Vodka(AKA Elixir) |
[i]Ia (Vocaloid)[/i] as [i]Sky Focker[/i]
deltra of gangnam style
SPIRIT OF JUSTICE | DIGIMON SPIRIT |
APPEARANCE The Spirit comes in innumerable various forms, typically expressed through the totems which hold the fractioned power of the spirit. As such, they are all currently intangible data within Sky's D-Tector, and have no real physical form. DESCRIPTION The Spirit of Justice is a symbolic spirit more than a traditional elemental one. Rather than possessing the power of a particular element, it instead embodies an abstract concept, the concept of justice. Being hard to define, the spirit has chosen something to represent this powerful concept, in this case, Beetles. Some believe it is the inherently righteous nature of most beetle type digimon that caused this choice, but no one knows for sure. True to it's name, the wielder of this spirit is compelled to perform heroic or selfless acts in order to uphold justice. While the spirit doesn't take hold of it's wielders psyche, it shares its view of justice with its host, allowing them to see wrong and right for what they are. This typically has a very positive affect on its host, and will often change them for the better, however the spirit isn't a miracle worker, and those who have hearts of evil will not be swayed by its power. Therefore, the Spirit of Justice choses its wielder carefully. It will never chose those with tainted hearts, and neither will it pick paragons of justice. Instead, the spirit finds a host that needs a sense of justice, someone who can be guided in the right direction, and become great. Perhaps this too, is it's own way of upholding justice. Whatever the case, the spirit upholds its own sense of righteousness, and casts its ire on all who stand against it. | BASE SPECIES Kabuterimon BASE FAMILY Nature Spirits BASE ATTRIBUTE Vaccine BASE TYPE Insect |
deltra of gangnam style
Kokabuterimon | S-HYBRID |
PASSIVE ABILITIES ○ Beetle Shell - Kokabuterimon has an incredibly resilient exoskeleton, so resistant that all attacks that hit him are reduced by 10%. Should he be protecting someone, this bonus is increased to 50% due to the Spirit's power resonating. This does however come with a permanent 10% speed penalty. ATTACKS ○ Megahorn - Grabs an enemy, lifts them up, and hurls them away with its horn. The damage dealt by is much higher against heavy or armored opponents. This attack is unusually powerful for an S-hybrid, able to lift and injure champion level digimon. However Kokabuterimon has to grab them first, which can be quite difficult given the spirit's overall low speed. ○ Thunder Spark - Charges its horn with a powerful electric charge that arcs out to nearby targets within punching distance and shocks them like a roided out bug zapper. This skill can be combined with other moves for a more powerful lightning-powered version. This will zap allied targets if they get too close though, so he needs to be cautious with it. ○ Hammer Crash - Kokabuterimon grabs the nearest rock, tree, or significantly large and heavy object, lifts it up, then hurls it at a chosen target. Obviously can only be used when there's something to throw, but can be quite effective depending on the terrain. | FAMILY Nature Spirits ATTRIBUTE Virus TYPE Insect |
BLITZMON | H-HYBRID |
PASSIVE ABILITIES ○ Hype Meter - Blitzmon has the personality of a professional wrestler, and the moves to back it up. Thus, like any good wrestler, he feeds off the crowd. Whenever Blitzmon does something to excite the crowd, such as performing a big move, comboing several together, or just good ol' fashioned trashtalking, his hype meter increases. Starting at 1 and maxing out at 11. Each point above 1 gives him a 5% bonus to his attack power and allows him to use bigger and flashier moves. The hype meter doesn't only increase however. If Blitzmon uses cowardly or boring tactics such as camping or spamming the same move over and over, his hype meter will decrease. Missing attacks or failing to do damage will also lower his meter. So long as the crowd is happy, Blitzmon is happy. ATTACKS ○ Thunder Fist - Blitzmon charges his arms with powerful lightning, then slams them down on the opponent in a double hammerfist. Should the foe be far away, Blitzmon can fire the lightning off in a long range attack, but its power is significantly lower. Raises Hype meter by 2 if it lands. ○ Lightning Kick - Leaps high into the air, poses dramatically, then divekicks his target with a lightning charged heel of justice. He lands behind the target, poses once more, and the target explodes for some reason. Blitzmon doesn't look at the explosion like a badass. Requires his hype meter to be above 4, and raises Hype meter by 3 if it lands. ○ Discharge Suplex - Rushes the enemy, spins around them and grabs them from behind, then flings them backwards in a brutal german suplex with some lightning flair added in. The heavier his target, the more powerful this move is. Requires a hype meter above 6 and raises it by 2 when executed. ○ Atomic Powerbomb - Performs a low leg sweep to knock his target off balance, then grabs them, flips them over, leaps into the air, and slams them down headfirst in a blast of lightning. Deals massive lightning and physical damage. If Blitzmon is on solid ground, the enemy will become stuck and will be rooted for a few moments. Requires a Hype meter of 8 or higher and boosts it by 3 upon landing. | FAMILY Metal Empire ATTRIBUTE Variable TYPE Insect |
DIGMON | B-HYBRID FRACTION |
PASSIVE ABILITIES ○ Power of the Spiral - Contrary to the defensive nature of the spirit before it, Digmon is a much more offensive beast. As Digmon loses health, he gains an equivlant buff to his attack and half that amount to his speed, starting at 50% health. For example, if he has 50% of his health remaining, he'd recieve a 50% attack buff and a 25% speed bonus. This means that the more dire the situation is, the more powerful Digmon becomes to overcome it. ATTACKS ○ Gold Rush - Digmon rears back and fires all five of its drills off like rockets, which home in on the target and strike them, drilling in before detonating. Digmon then spawns a new set of drills. If this attack lands it will inflict a temporary 10% defense debuff on the target for one turn. If 'Power of the Spiral' is active, the defense debuff increases to 30%. ? Gaia Crusher - Digmon slams it's drill into the ground and causes sharp rocks and earth to erupt forth out of the ground in a forward line. Clearly this can only hit grounded foes, and will typically knock the heavier ones off balance and allow an opportunity to pile on more damage. Carries a 1 post cooldown. If 'Power of the Spiral' is active, this cooldown is ignored. ○ Digmon Impact - Digmon leaps up and spins itself around, drilling into the ground below it. Like a shark Digmon approaches the target from below at surprising speed before shooting out of the ground drills first for an attack from below. This attack will break any defensive shields in place, allowing allies to attack freely. Obviously can't be used correctly if Digmon's above ground, so in those situations improvising a way to land this attack might be necessary. Has a cooldown of 1 post. ○ King Killa Giga Drill Break - Digmon fires the 4 drills on it's arms at the target similar to Gold Rush. If the target is hit, the drills dig in and lock it in place, haulting it's movement. Digmon then rotates it's center drill at blistering speed, creating green lightning before rushing forward. Leaping into the air and rotating it's entire body for more speed, Digmon pierces through the center of it's trapped enemy, lands behind them and strikes a pose as the drills keeping it bound detonate. This attack does 25% of the targets max health in damage, ignoring any defense buffs or shields in place, aswell as Digmon's own boosts. If the target's health is below 30%, this attack will kill it instantly. Digmon cannot perform any other attacks the turn this attack is used, and after successfully landing it is immediatly forced out of this form and reverted to human. For 1 turn Sky cannot spirit evolve at all, and each turn of rest thereafter gains the strength to spirit evolve 1 stage further until back to full power. This move may only be used once per thread, and can only be used if 'Power of the Spiral' is active. | FAMILY Virus busters ATTRIBUTE Free TYPE Insect |
MEGA KABUTERIMON | B-HYBRID |
PASSIVE ABILITIES ○ Altur Power - Being a powerful evolved Kabuterimon, MegaKabuterimon is a strong embodiment of the spirit of justice. Because of this, whenever performing a just act, such as protecting someone or fighting someone evil, Kabuterimon gains a boost to its already formidable power. Whenever MegaKabuterimon is protecting someone or fighting a digimon of the virus attribute, it gains a 20% boost to it's offenses. When this passive is active, offensive debuffs inflicted on MegaKabuterimon are negated. ○ Chitin Digizoid - Mega Kabuterimon has a powerful shell that covers it's body. This armor deflects incoming attacks and can even fend off ultimate level assaults. All damage MegaKabuterimon would recieve is reduced by 20%. The shell is so sturdy in fact, that should a direct physical attack land that does less than 5% of MegaKabuterimon's max health in damage, the attacker will suffer a backlash, which will increase the cooldown of said attack by 1 turn, or if it was a basic attack, deal a small amount of damage to the attacker. Unlike Kokabuterimon, MegaKabuterimon is jet propelled, and doesn't suffer a speed debuff. ATTACKS ○ Horn Buster - Rockets forward and skewers the enemy with its horn, then shocks the target before hurling it aside. This attack deals heavy physical and thunder damage, and also has a piercing effect which bypasses all but the most powerful defenses. ○ Zeus' Rain - MegaKabuterimon roars into the sky, and a storm of lightning bolts strike in the nearby radius. These bolts are randomized, but will deal large amounts of damage if they hit, and are great for crowd control. Unfortunatly it's possible for the bolts to hit allies if they're too close, so this has to be used with extreme caution. Machine-type enemies are much more likely to be hit, and take double the damage they normally would from this move. Has a 2 turn cooldown. ○ Mega Blaster - Channeling the power of lightning into its horn, MegaKabuterimon unleashes the unstoppable might of thunder at his foe. In addition to heavy thunder damage this also charges the enemy with electricity, making it much more prone to being targeted by Zeus' Rain, as if it were a machine-type. ○ Ground Circuit - Slams all 4 of it's arms into the ground, causing a shocking current to shoot out and electrocute everything around it. This AOE won't distinguish between friend or foe, so it must be used wisely. Enemies hit by this recieve mild thunder damage, and become paralyzed for a short duration. Damage and stun duration is doubled for machine-type digimon. Has a cooldown of 2 turns. ○ Buster Kick - MegaKabuterimon rockets into the air, carrying it's massive frame high above the foe. When it reaches peak altitude, MegaKabuterimon haults it's ascent and drops downward at the target in a fearsome divekick. Upon impact the target is his with all the power gravity can muster with MegaKabuterimon's significant weight, dealing heavy pure physical damage. The length of time it takes to perform and MegaKabuterimon's size make this an easy attack to see coming, and thus landing it is a coin flip. However, if it does land, it will break through any protective shields that may be in place, making for a big surprise to overconfident opponent who think they can just block it. Additionally, all female digimon who witness the move are inflicted with the Moist status, causing them to become flustered. Has a 1 turn cooldown if it lands. | FAMILY Nature Spirits ATTRIBUTE Vaccine TYPE Insect |
RHINO KABUTERIMON | A-HYBRID |
PASSIVE ABILITIES ○ Rashield - RhinoKabuterimon is surrounded by an extremely powerful magnetic field generated by his horn. This superpowered field is both an offensive and defensive tool, and encompasses a circular area about 25 meters around RhinoKabuterimon. In addition to completely nullifying lightning based damage from opponents of mega level or lower, it also gives RhinoKabuterimon a 50% boost to his evasion and defensive power when facing machine-type digimon, or digimon heavily equipped with digizoid. All other damage aside from earth and wood element moves are reduced by 20%. RhinoKabuterimon's physical attacks will also deal 10% additional thunder element damage. ○ Ion Eater - Because most of it's power is derived from electricity, RhinoKabuterimon is especially resistant too it. So resistant in fact, that being hit by an electric or thunder based attack not only won't do damage, but in fact can recharge it. Utilizing it's magnetic field, RhinoKabuterimon can channel an absorb offensive thunder element attacks aimed at it or a nearby ally within range. Absorbing an electric attack will reduce the cooldown for RhinoKabuterimon's skills by 1. If the 'Rashield' passive is negated, RhinoKabuterimon must directly intercept the attack to absorb it instead of relying on his field to channel it. ATTACKS ○ Zakeruga - Rhinokabuterimon channels an absurd amount of electricity into it's horn and unleashes it upon the foe. Does raw, unbridled thunder damage to anything it hits. The amount of electricity in this blast causes it to arc out and hit nearby targets close to the blast, which makes dodging it fairly difficult. RhinoKabuterimon's basic offensive skill. ○ Zagurzem - Produces a small ball of electricity and shoots it at a target. The ball moves deceptively quickly but does no damage. Instead it magnetizes the enemy, giving them the Charged status. If a target with the Charged status is hit by a thunder element attack, the charge will detonate, dealing additional damage equal to half the power of the attack recieved, and then disperse. The status makes the target glow slightly, but otherwise inflicts no damage or debuffs, and thus isn't considered a negative status effect, which loopholes it into being unable to be removed by traditional Esuna spells. ○ Hyper Magnetic Field - RhinoKabuterimon's horn glows, and it's magnetic field expands outward, doubling in size. Charged enemies within the field are now able to be lifted, moved thrown, or otherwise manipulated as RhinoKabuterimon wishes. Only a single equivlant level target can be manipulated at once, however, if the opponents are lower level, Rhino Kabuterimon can manipulate up to three or four since they cannot resist his magnetism. While targets can be moved freely, they can still attack or use skills while being manipulated, since this field isn't fine tuned enough to control small movement. The ability can be countered by either having a powerful enough method of movement to counteract its momentum (Ex- Rocket boosters, Wings), or by being far enough away from RhinoKabuterimon that you're out of his magnetic field's range, which is no small distance, encompassing a 50 meter area around RhinoKabuterimon. ○ Rauzaruk - Unlike all of RhinoKabuterimon's other abilities, this is not an offensive skill, but instead a supportive one. By targetting a Charged ally, RhinoKabuterimon can utilize his magnetic field to give them a boost, effectively enhancing their movements with his own. Allies affected by this gain a solid 100% boost to speed and attack power, aswell as the benefits of RhinoKabuterimon's own 'Rashield' passive. The cooldown for this ability is equal to the amount of turns it was used, the maximum of which is 5. While this is in effect, Hyper Magnetic Field and Condenser Storm cannot be used. ○ Bao Zakeruga - Channels every last bit of electrical power into its horn, then unleashes that power all at once. Using its magnetic field, RhinoKabuterimon shapes the lightning into a massive dragon, and aims it at its chosen victim. The dragon bites down and explodes, unleashing all of it's power on the target and dealing massive damage. If the target was Charged beforehand, this attack aquires a degree of auto-tracking and becomes much more difficult to evade. If either Rauzaruk or Hyper Magnetic Field are in effect, this attack cannot be shaped and aimed, and becomes a significantly weaker version, which is basically a roided up Zakeruga. Has a cooldown of 3 turns. ○ Condenser Storm - Just as with Bao Zakeruga, RhinoKabuterimon channels all of it's electical energy together in it's body. It expands it's magnetic field outward, encompassing the entire area, before drawing it all in around itself like a force field. Then, in one fell swoop, it detonates the magnetic field, creating a catastrophic explosion of electrical energy around itself. The explosion deals massive damage, and doesn't distinguish between friend or foe. Any Charged targets in range recieve double damage. For the next 4 turns after this attack is performed, RhinoKabuterimon loses it's Rashield passive, and can only use purely physical attacks. This attack can only be used once per thread. | FAMILY Nature Spirits ATTRIBUTE Variable TYPE Insect |