CREST UNSELECTED
CREST OF Havoc
PLAYED BY OOC NAME
PLAYED BY DR. BEES
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Post by Katsuro Hachi on Mar 29, 2016 8:00:06 GMT -5
PERSONALITY Katsuro is upon initial presentation a very normal and functional young man in this crazy, mixed up world; he achieves moderately good grades at college, has a dorm room plastered with posters, goes out every now and then to drink with his friends and coursemates. He has the air of someone who's perhaps not quite interesting enough to take the forefront, amongst his friends certainly taking a background or supporting role. This is Katsuro Hachi by day, Entomological Biology student at a prestigious university, with sprinklings of introversion. This is Katsuro Hachi by day: an idea of Katsuro Hachi. A concept. Something illusory. The real Katsuro lies deeper. By night, or alone, Katsuro Hachi's real personality is evoked: he dons a black facemask adorned with yellow stripes; he takes glee in the conquest of those who stand in the way of his 'righteous' objectives; he has a skewed sense of right and wrong, and an ultimately utilitarian understanding of the ends justifying any and every means. By night, or alone, Katsuro Hachi becomes Osuzumebachi, or 'Giant Sparrow Bee', a yellow-and-black-marked vigilante who stalks and generally fails to dispatch those responsible for very, very minor infractions of the law, as in his mind, Katsuro is still too young and inexperienced to take on the murderers, rapists, Yakuza, etc. It's simple. There is delusion in this young man's eyes if one looks hard enough.
SKILLS | FLAWS | ● BROWN BELT: He's pretty much a kung fu master, dude. Katsuro has spent many an hour in the dojo honing perfectly his mind, body and soul. Pretty gnarly.
● BRINK OF DELUSION: The Osuzumebachi "alter ego" allows Katsuro to do some pretty mad stuff that no normal human would even think of doing. Like leaping from building to building making buzzing noises.
● HONEY, HONEY: Honey is to Katsuro what crack cocaine is to the normal man; he has developed a strange reliance on the sweet ichor, and requires it to function, but it also seems to have drug-like properties on him.
● WAFFLE MASTER: Katsuro spanks out the best batter you can imagine, bro. | ● TOTALLY RIGHTEOUS, MAN: A strict and entirely bizarre moral code prevents Katsuro from performing certain actions, specifically if it would cause harm to come to bees.
● PRETTY NUTS: Not pertaining to his testicles; Katsuro is quite obviously mad, believing that he's some kind of bee-related superhero.
● YOUTHFUL NAIVETE: Katsuro has barely broached adulthood and is obviously unstable and impressionable.
● URSAPHOBIA: Due to his viewing of horribly disturbing horror cartoon "Winnie the Pooh" as a young child and how he gluttonously devoured his dear honey bees' produce, Katsuro has an irrational fear of all bears
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APPEARANCE Katsuro stands just under six feet tall, with a lean, athletic build, thanks to a decade of reasonably good martial arts experience. His hair is typically unkempt, and a light chestnut brown colour. His fashion sense is at best the target of jovial critique, being as his wardrobe really only consists of blank t-shirts and shorts. He speaks with a voice one can discern as, in the past, being almost unbearably nasally, but presently matured, and moves in an almost sluggish and defeated manner. Finally, as Katsuro Hachi, Katsuro will typically be seen donning a backpack and occasionally wearing spectacles -- these are solely for cosmetic purposes, and his sight is exceptional. As the Osuzumebachi, however, Katsuro dons a black jumpsuit and a ski mask, the latter adorned with yellow stripes. He will typically leap from building to building in a suitably erratic way, and instead of his typically sluggish gait, he moves quickly, occasionally releasing buzzing noises as he jumps or reaches his pitiful optimum speed. His voice as the Osuzumebachi drops at least an octave -- this sounds painfully forced -- and seems almost to possess greater gravity in every word, as Katsuro's normally voice is decidedly easy to ignore.
INVENTORY ○ OSUZUMEBACHI MASK - A black ski mask spray-painted -- badly -- with yellow stripes. ○ OSUZUMEBACHI FLASHLIGHTS - Two flashlights each possessing a grate on the front which casts a light surrounding the image of a bee. ○ OSUZUMEBACHI CALLING CARDS - A personalised 'deck' of cards; all, in fact, are the Ace of Diamonds, styled in black and yellow, with appropriate backing and bee imagery. ○ DIGIMENTAL SCANNER - Purchased from Terabyte Technologies. This allows Katsuro access to his Shadramon and Okuwamon forms with the appropriate Digimentals. ○ DIGIMENTAL OF VIGILANCE - Acquired here. This allows Katsuro access to his Shadramon form. ○ DIGIMENTAL OF RESILIENCE - Acquired here. This allows Katsuro access to his Okuwamon form. ○ CARD READER - Purchased from Terabyte Technologies. This allows Katsuro to swipe and access the abilities granted to him from a multitude of Digimon cards.
BIOGRAPHY Katsuro was, for all intents and purposes, born an orphan. He does not remember his parents, what they looked like. Japan's child protective services, however, are not to be overlooked so quickly; and Katsuro spent eleven years in governmental housing and pseudo-orphanages. However, whilst most people would have taken this as a defeat in the earliest stages of life, Katsuro was always, even if introverted, studious and thick-skinned, disallowing his initial childhood handicap from stopping him being like the other kids. By the time Katsuro reached high school, he was sharp and in foster care with an old couple that he had a good, but ultimately curt and polite relationship with; they had expected a surrogate child, and he was not willing to perform such a role. Whilst this mutual realisation took a while to dawn upon both parties, Katsuro remained emotionally stable, achieving good grades and all but securing his place in one of Tokyo's premier colleges. Katsuro's would-be parents, when he reached seventeen, wished him well, told them that they had wanted to love him like a son, but instead ended up growing fond of him as they would a nephew or young cousin. They gave him enough money to see him through the first couple of years of college, and made their goodbyes. Between being born an orphan, and in foster care that he did not truly appreciate, many looked on from afar and wondered precisely how Katsuro did not break or crumble under the emotional pressure or the expectations of his surrogate parents, how he remained so stable the entire time. Some have suggested that it was all bottling up under his skin, waiting to become unleashed with the slightest of pushes or shoves, and some that he was simply a strong child who could deal with it all. Whichever was correct, the real pivotal moment for Katsuro came a few weeks into his course, when his entire class went on a trip to a wildlife preserve just outside of Tokyo. Katsuro wandered too far from the group in the reserve out of pure, morbid curiosity, moving through thicket and over log alike as he gazed with wonder upon what nature had wrought and yielded here. And down from one of the trees descended a swarm of bees, a kind he had not seen in all his years as an enthusiast of the insect world, a kind he would later swear as glowing a bright, iridescent orange, like flame upon the wind, and a kind he would later swear as hearing the wishes of inside his head. This, however, was all delirious rambling in the back of an ambulance; as when classmates and lecturers recovered Katsuro, he had suffered over one hundred separate stings and been sent spiraling into unconscious oblivion. Rumour has it that not long after this occurred, completely unrelated sightings began to occur, those of a young man dressed up in black with yellow stripes atop university buildings in the dead of night, standing stoic and immovable like some kind of sentinel. Whilst he has not yet been caught on camera by security staff at the university, with the weeks that passed, other civilians and non-students begun to claim they had seen this figure, further and further and deeper and deeper into the city. Its legendary name is heard only in whispers upon the wind... ...Osuzumebachi...
| NICKNAME
"osuzumebachi" / "giant sparrow bee"
AGE
19
GENDER
bees
BIRTHPLACE
tokyo
DIGIVICE
d-tector (yellow/black)
CREST
havoc
PLAYED BY
dr. bees / baron |
[i]CLEAR, yukino kouichi[/i] as [i]Katsuro Hachi[/i]
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CREST UNSELECTED
CREST OF Havoc
PLAYED BY OOC NAME
PLAYED BY DR. BEES
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Post by Katsuro Hachi on Apr 20, 2016 16:47:49 GMT -5
SPIRIT OF THE HIVE | DIGIMON SPIRIT |
APPEARANCE The Spirit of the Hive comes in innumerable various forms, typically expressed through the totems that Katsuro is bound to discover and assimilate. As such, they are all currently intangible data within his D-Tector, and have no real current image.
This is subject to change.
DESCRIPTION The Spirit of the Hive best embodies the values of persistence, unity, and absolute perfection. It is entirely unforgiving of failure, and seems to have chosen Katsuro as a host for his impressionable nature and for the advantage it could take of his fragile mental state. It is at any given moment able to step in and supposedly "guide" Katsuro's actions, acting on what appears to be a more symbiotic relationship than any of the 'classic' spirits.
The Spirit of the Hive, typically shortened to the Hive conceptually, has an ability and influence over Katsuro, even binding him to follow a strict moral code which may actually more be constructed, extrapolated upon, and misconstrued by Katsuro himself, when in reality they simply manage to align with the Spirit's vague and obtuse desires, which thus far seem to have unifying/moral connotations. For this purpose, it has the ability to lock Katsuro to certain Digimon forms and prevent him from reverting to humanity, allowing him to become more impressionable to the Hive's whim the longer is spent in Digimon form, though he does not currently understand this. This Code has been best expressed through an already-present proxy, that of the Code of the Osuzumebachi, a link to which will be provided below, and the vigilante's self-expressed desires.
It is as of yet uncertain as to who holds the true power in the relationship between spirit and wielder with Katsuro's case; perhaps time will tell, and Katsuro may be able to lash the spirit under his control, or may fall to its influence entirely: either way, the detrimental effects that this symbiotic relationship has on both parties involved, host and resident, may soon prove to corrupt one, the other, or both of them, perhaps tearing them from moral boundaries and guidance -- Katsuro's outlook is already more viciously neutral than good, anyway.
The Code of the Osuzumebachi.
| BASE SPECIES
variable; currently shadramon
BASE FAMILY
jungle troopers
BASE ATTRIBUTE
data
BASE TYPE
bees
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PASSIVE ABILITIES ○ THE HIVEMIND: Every turn that passes grants Katsuro a single stack of the HIVEMIND buff. HIVEMIND increases Katsuro's speed and defense by 10% per stack, and all allied Digimon in the nearby area's speed and defense by 5% per stack, but cannot yet be used offensively. As FlyBeemon, Katsuro can have a maximum of 10 stacks of HIVEMIND.
ATTACKS ○ LIGHTNING STINGER - At melee range, Katsuro charges his stinger and claws with pulsating electrical energy and rushes at the enemy, dealing physical and electrical damage. At range, Katsuro aims for the enemy with his stinger and releases a rapid-fire barrage of steel stinger tips, electrically charged. If charged for an additional turn, Lightning Stinger will do double damage. Outside of battle, it can be used to temporarily disable electrical equipment or incapacitate humans for plot purposes.○ SWARM - From a small compartment in his chest, Katsuro releases a swarm of "bees", which are in fact electrically-charged nanomachines taking the appearance of small metal bees. This swarm will immediately target up to three nearby enemies, close in on them, and release a series of small electric shocks causing a small amount of damage over time to the targets, which lasts for two posts, as well as impeding movements and being generally irritating. If Swarm is focused on one enemy, it will deal more significant damage and stop all but incredibly slow movement for the first turn that Swarm is in effect.○ HONEYPOT - Katsuro releases a series of stinger tips all filled with delicious and flavoursome honey which can be enjoyed by himself or the whole team. This honey possesses rejuvenating qualities, healing damage proportional to the amount of honey consumed -- obviously for higher-level Digimon this is considerably more. This honey can also be flavoured, coming in regular, blackberry, apple & cinnamon, lemon & lime, and chili & memes varieties.
| FAMILY
metal empire, jungle troopers, wind guardians
ATTRIBUTE
data
TYPE
flying bee digimon
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SHADRAMON | H-HYBRID: FRACTION
DIGIMENTAL:
vIGILANCE |
PASSIVE ABILITIES ○ THE HIVEMIND - Every turn that passes grants Katsuro a single stack of the HIVEMIND buff. HIVEMIND increases Katsuro's speed and defense by 10% per stack, and all allied Digimon in the nearby area's speed and defense by 5% per stack, and can be used offensively. As Shadramon, Katsuro can have a maximum of 15 stacks of HIVEMIND.
ATTACKS ○ FLASH BUSTER - Katsuro presses his gauntlet together and releases a high-pitched whine and flash of light, not unlike a concussion grenade. There is no real warning signal and it is utterly debilitating; all enemy Digimon and humans (up to and including Champion level) will be in a state of complete to partial blindness and aural disorientation for two turns, with residual effects possibly lasting for another one turn, being irritating but not at all impeding or debilitating. These effects are increased by a single turn apiece for Rookie-level -- or equivalent/lower -- Digimon. This attack has a two-turn cooldown. Katsuro can expend three stacks of HIVEMIND to eliminate Flash Buster's cooldown entirely. ○ ULTRASOUND MIMICRY - Flapping his wings at great speed, Katsuro produces up to four image-correct clones of himself. Whilst these cannot use his attacks, it is nigh-on impossible for most normal Digimon to discern the original Katsuro between them. Whilst there are still clones on the field, Katsuro will gain HIVEMIND stacks at twice the speed -- i.e. two every turn. These clones dissipate after being struck once or twice, but still possess the same speed and defense buffs thanks to THE HIVEMIND that Katsuro himself does. Spending four stacks of HIVEMIND will allow these clones access to the melee variant of the SPIRAL BLAZE attack and a low-power form of FLASH BUSTER that will only last for one turn. After all clones have been defeated, this attack has a cooldown of two turns. If the clones are not eliminated, they will automatically expire after four turns. ○ SPIRAL BLAZE - The effects of this move differ at close and long range; at close-range, Spiral Blaze is a crowd-control move where Katsuro dances in a circle holding out his gauntlets to release a searing hot tornado of flames around him, damaging enemies from getting any closer. However, at range, Katsuro launches both of his gauntlets as incendiary missiles towards the enemy, whereupon they will detonate when striking anything with a small AoE explosion and leaving persistent AoE fire damage with an area aflame. If either of these gauntlets strikes the enemy, it will deal significantly increased damage and set the target alight for one turn. If Katsuro charges this attack with three stacks of HIVEMIND, these ranged rockets will lock onto a target, making it much harder to evade them, but they can ultimately be dodged through agility or tactics, and they will explode with much greater force and damage. The melee variant cannot be charged with HIVEMIND stacks. ○ INFERNO WREATH - Must have 10+ stacks of HIVEMIND to activate. Inferno Wreath will not spend stacks of HIVEMIND, but it requires them to be activated. As a pseudo-mode change, Katsuro will become lit aflame and increase by 50% his speed and offensive power, whilst lowering his defense by 50%. Anything Katsuro touches will suffer damaging burns, and, if contact is maintained more than momentarily, the enemy may become lit aflame too -- except for them, the fires will be damaging. These effects also apply to the ULTRASOUND MIMICRY clones, though they may only offensively carry the flames and use nothing else. Whilst in the Inferno Wreath mode, Katsuro may freely utilise short-range flamethrowers on both his gauntlets with the damage of a normal attack, and will only spend one stack of HIVEMIND to charge the SPIRAL BLAZE missile-gauntlets to become homing. Inferno Wreath lasts for four turns or until Katsuro has less than 10 stacks of HIVEMIND, whichever occurs first. It has a five turn cooldown.
| FAMILY
jungle troopers, wind guardians
ATTRIBUTE
data
TYPE
insectoid |
PASSIVE ABILITIES ○ THE HIVEMIND - Every turn that passes grants Katsuro a single stack of the HIVEMIND buff. HIVEMIND increases Katsuro's speed and defense by 10% per stack, and all allied Digimon in the nearby area's speed and defense by 5% per stack, and can be used offensively. As Stingmon, Katsuro can have a maximum of 15 stacks of HIVEMIND.
ATTACKS ○ VESPID STINGERS - Katsuro casts the wrist-mounted stingers towards enemies at great speed. These stingers are as strong as steel and fly as fast as bullets. If they lodge into enemies, they will further poison damage for an additional two posts, whilst also making adversaries feel sluggish . If either of these two stingers miss, they will shatter into dozens of pieces seconds afterwards and litter the battleground; these shards, when stepped upon, will deal further damage, and are poison-laced, also inducing sluggish and almost paralytic effects in the enemy. If Katsuro spends 2 stacks of HIVEMIND, these stingers will fly much faster and hit much harder, but also be attached to unbreakable tethers which he can use to then pull effected enemies towards him for further assault. The sluggish and paralytic feelings induced by stinger contact will also be much greater. ○ HORNET BLADES - With the long blades upon his hands, Katsuro slashes at one or two enemies, typically after launching himself into the sky and amassing great speed upon his descent. If Katsuro spends 3 stacks of HIVEMIND, upon making contact, the enemy will suffer crippling pain and immobilisation for one post. ○ JEWEL SPAWN - Katsuro latches onto an enemy and punches his stinger into a fleshy or undefended area, filling that area with a number of minuscule larvae. After this contact has been made, save for severing the afflicted area, there is no way to prevent the following effects. After two posts, in which the host Digimon may experience crippling pain and/or great hunger, excluding the one in which this attack is used, the larva will break free and eat its way out of said area, now as a smaller, black-scaled Stingmon thrall. In doing so this will deal considerable damage and agonising pain, possibly deleting lower-level or critically wounded Digimon. These thralls cannot fly, move slowly, and are vulnerable thanks to their armour being far weaker than Katsuro's, but they can use the basic forms of both VESPID STINGERS and HORNET BLADES, whilst also being able to spread further larvae by replicating this attack. If Katsuro spends 5 stacks of HIVEMIND, he can insert two larvae into the host. However, for every thrall that exists in the general area, Katsuro will gain an extra stack of HIVEMIND per turn. At the end of battle, all thralls will die. This attack has a two post cooldown. ○ EMERALD COCOON - Must have 10+ stacks of HIVEMIND to activate. When this ability is activated, for the remainder of that post and one post afterwards, Katsuro will drop to the ground, become enveloped by shimmering green energy, and unable to move or perform any abilities, whilst negating all damage. When those two turns have expired, however, Katsuro will break out of this shield surrounding by a glowing green aura. All defensive bonuses granted by THE HIVEMIND passive will become offensive bonuses instead, whilst the speed bonuses remain. Additionally, any physical contact made with Katsuro or any existent JEWEL SPAWN thralls will convey a wicked toxin which will sap at one's health and defensive capabilities until the Emerald Cocoon expires -- which is to say, three full posts, or until Katsuro goes below 10 stacks of HIVEMIND. This attack has a four post cooldown.
| FAMILY
jungle troopers, nightmare soldiers
ATTRIBUTE
virus
TYPE
insectoid
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OKUWAMON | B-HYBRID: FRACTION
DIGIMENTAL:
RESILIENCE |
PASSIVE ABILITIES ○ THE HIVEMIND - Every turn that passes grants Katsuro a single stack of the HIVEMIND buff. HIVEMIND increases Katsuro's speed and defense by 10% per stack, and all allied Digimon in the nearby area's speed and defense by 5% per stack, and can be used offensively. As Okuwamon, Katsuro can have a maximum of 20 stacks of HIVEMIND. ○ TERRITORIALITY - Due to its territorial nature, Katsuro's Okuwamon form gets a 50% boost to all offensive output and a very slow flat health regen boost (i.e. 2-3% per post) in certain, familiar subforums. These are the Emerald Mangrove, the Domain Savannah, the Virulent Waterways, the Vale Highlands, and the Alpine Steppe. However, as Okuwamon in any populated (i.e. city) area, he will not receive this bonus, take a 25% cut to his defense and be definitively uncontrollable. This berserk state is characterised by a readiness to attack civilians or allies, no comprehensible or coherent speech, and a complete lack of battle strategy. Due to Okuwamon's size, this is somewhat inadvisable.
ATTACKS ○ SCISSOR JAW - Katsuro closes on an enemy and snaps his mandibles around them, to slash, crush, and generally deal damage. If the mandible-claws pierce the target, they will suffer the minor damage-over-time effect of the Okuwamon's venom for one post. If Katsuro however spends 4 stacks of HIVEMIND, he can, assuming this attack makes contact, then lift the affected Digimon in his vice-grip and hold them at melee range, at the cost of losing some visibility due to their being directly in front of his eyes. This effect will last for a following 2 posts. At the beginning of each, a dice will be rolled with a 1 in 3 chance of breaking free immediately. ○ GOLIATH IMPULSE - Katsuro releases an impulse of hypersonic sound, signalling this by clicking his mandibles. This sound itself is shrill and disorienting, but manifests in two ways. If Katsuro is mid-air, the impulse will manifest as a great, area-of-effect concussive shockwave which will deal damage and topple all but the most steadfast and buckled of enemies. If Katsuro is on the ground, however, this will release through his body as an area-of-effect earthquake with a radius of 10 feet, which will topple surroundings and lesser enemies, whilst dealing damage, possibly changing the very nature of the battleground. If Katsuro spends 5 stacks of HIVEMIND this earthquake will last for an additional 2 posts and the radius will increase to 25 feet, but Katsuro cannot move. ○ WINGED LEGION - Katsuro summons a horde of thousands of beetles for 3 posts. These come in four types, and depending on the type he summons, there are different effects. - Bombardier - The bombardier beetles will assault up to three enemies in the area, dealing poison damage and inflicting agonising, possible impeding pain upon them.
- Rhinoceros - The rhinoceros beetles will cling to up to three allies, covering them with their renowned defensive capabilities, providing makeshift armour and a 50% boost to their defense. This is raised to 100% if EXOSKELETON is also active.
- Great Diving - The great diving beetles will allow Katsuro and up to three allies to breathe underwater for the duration of Winged Legion.
- Pyrophorus - The bioluminescent Pyrophorus beetles will locate all present enemies in battle and cling to them with great adhesive strength, becoming incredibly difficult to remove. They will then glow and reveal the position of any enemies who are trying to hide or are perhaps otherwise invisible.
Only one type of beetles may be active at once, and they can only be changed once whilst Winged Legion is active. Winged Legion has a 2 post cooldown. If Katsuro spends 5 stacks of HIVEMIND, it will last for 5 posts, with the beetles able to be changed twice, and a 3 post cooldown.
○ CANNIBAL INSTINCT - At any given moment whilst WINGED LEGION is active, Katsuro and up to three allies may consume all of his beetles -- by physically eating them or assimilating their data. This will fully heal them. This may only be done once per thread and will prematurely end WINGED LEGION. ○ EXOSKELETON - Must have at least 10 stacks of HIVEMIND to activate. Katsuro's exoskeleton will visibly thicken and gnarl, growing makeshift spines; his horns will develop and grow spines and his body will become ridged and naturally armoured. The entire bonus that THE HIVEMIND grants Katsuro in his Okuwamon form to speed will be removed; instead, it will be assigned to defense, effectively doubling it for 3 posts. Base speed is additionally cut by 50% and HIVEMIND stacks may not exceed 15 stacks whilst this is active. Exoskeleton has a 3 post cooldown. If Katsuro spends 5 stacks of HIVEMIND, Exoskeleton will last for 5 posts, may only be used once per thread, and there is no speed reduction.
| FAMILY
metal empire, jungle troopers
ATTRIBUTE
data
TYPE
insectoid
|
PASSIVE ABILITIES ○ THE HIVEMIND - Every turn that passes grants Katsuro a single stack of the HIVEMIND buff. HIVEMIND increases Katsuro's speed and defense by 10% per stack, and all allied Digimon in the nearby area's speed and defense by 5% per stack, and can be used offensively. As Waspmon, Katsuro can have a maximum of 20 stacks of HIVEMIND. ○ QUEEN'S EXECUTIONER - Katsuro, as Waspmon, deals 50% extra damage against any enemies who are currently under the effects of a speed debuff of any kind.
ATTACKS ○ ELECTRON LASER - Katsuro's signature attack in his Waspmon form. Electron Laser defaults to one of three modes; it can be fired rapidly, similar to an automatic firearm, at the cost of damage; it can be fired with concentration and charging within the post it is used, to gain accuracy and a 25% buff to damage, so long as Katsuro uses no other attacks that thread; or for a close-range or melee equivalent, a shotgun-like scattered burst of up to five beams can be released at the cost of spread, range, and accuracy -- deploying this at point-blank range is particularly effective. If Katsuro spends 4 stacks of HIVEMIND, these laser beams will not only deal damage but also detonate, dealing an area of effect energy pulse-style shockwave wherever they strike, and, should they strike any targets, deal a 25% speed debuff for 2 posts. ○ INFINITY PULSE - Katsuro charges a ball of bright blue energy at the end of his stinger, before either driving it down into the ground, or releasing it in mid-air. On the ground, this will manifest as a ground-wave style shockwave attack of a radius of 15 feet. Anything caught within this radius will suffer a 50% speed debuff for 2 posts. If it's released in mid-air, it will be a fast, targeted blue-lined concussive shockwave which will still deal damage and the same speed debuff, but over a smaller yet more accurate area. If Katsuro spends 5 stacks of HIVEMIND, sky blue-tinted electricity will arc to any adjacent enemies to any targets struck by either the mid-air or ground variant of Infinity Pulse, dealing less, residual damage, but still dealing the speed debuff for 2 posts. Either way, this attack has a 3 post cooldown. ○ GRAVITON BREACH - Katsuro overengages his stinger's fusion core and sends a negative current through it, generating an anti-gravity field in a spherical radius of 10 feet around him, in an effort to greatly increase the energy required to deal a similar amount of melee damage at such a close range, whilst also hindering enemies' movement at point-blank range for a counter-attack. This field will be indicated by a faint white sheen which may not be seen by less perceptive enemies. All slower projectile-based attacks may also become easier to evade dependent on their level and precisely how much power and speed is put behind them; every case will be slightly variable. Katsuro, however, and allies, will be able to move freely within this anti-gravity sphere. This field lasts for 3 posts and has a 3 post cooldown. If Katsuro spends 6 stacks of HIVEMIND, this field will last for 5 posts with a cooldown of 4, and its radius will increase to 20 feet. ○ PROTON LANCE - Katsuro charges a burst of high-power red energy at his stinger's core for the post in which it was used; no other attacks may be used in the same turn as Proton Lance. A great, piercing beam of red energy will be released at a target; if it strikes, it will deal damage roughly equivalent to 50% that of a standardised Ultimate attack (think ELECTRON LASER) but it will eliminate all positive defense and speed buffs -- attack buffs will remain. This attack has a 1 post cooldown. If Katsuro spends 6 stacks of HIVEMIND, this beam will deal full damage, alongside a 25% defensive debuff for 2 posts, elimination of its cooldown, and gaining the ability to use other attacks in the same post, before or after Proton Lance. ○ THE HIVE REMEMBERS - Must have at least 10 stacks of HIVEMIND to activate. Katsuro's thrusters will begin to work at double their usual efficiency rate, generating a great whirring noise whilst the flames themselves will begin to tinge white-hot. The entire bonus that THE HIVEMIND grants Katsuro in his Waspmon form to defense will be removed; instead, it will be assigned to speed, effectively doubling it for 3 posts. Base defense is additionally cut by 50% and HIVEMIND stacks may not exceed 15 stacks whilst this is active. The Hive Remembers has a 3 post cooldown. If Katsuro spends 5 stacks of HIVEMIND, The Hive Remembers will last for 5 posts, may only be used once per thread, and there is no defense reduction.
| FAMILY
metal empire, jungle troopers
ATTRIBUTE
data
TYPE
wasp
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PASSIVE ABILITIES ○ THE HIVEMIND - Every turn that passes grants Katsuro a single stack of the HIVEMIND buff. HIVEMIND increases Katsuro's speed and defense by 10% per stack, and all allied Digimon in the nearby area's speed and defense by 5% per stack, and can be used offensively. As Stingmon, Katsuro can have a maximum of 25 stacks of HIVEMIND. ○ LIVING HIVE - As CannonBeemon, Katsuro is pulsing with electricity at any given moment. This has several effects: the first and foremost of which is that enemies who touch him will suffer a damaging electric shock on physical contact, and allies will be filled with a rejuvenating boost of energy, a kind of pick-me-up. If neither of these effects have been triggered in a thread, however, this power will instead be diverted to CannonBeemon's main artillery battery -- his Mach Cannon -- and increase his attack power by 100% for the first attack he takes with it, but only for the first attack. This passive is only active whilst Katsuro is airborne.
ATTACKS ○ SKYBREAKER - Katsuro charges his Mach Cannon from the air, taking aim at a single target. After a while, the cannon fires a continuous laser beam which can be kept up for a second turn, and also be realigned to follow and track enemies attempting to escape the Mach Cannon's wrath. Every successful hit with Skybreaker will add 2 stacks of HIVEMIND, but this effect may only be triggered once per turn. If Katsuro spends 5 stacks of HIVEMIND, the laser now explodes on impact, and any targets hit with it will take an extra 25% damage from attacks incoming from CannonBeemon or allies for 2 posts. ○ INFINITY BARRAGE - The Infinity Barrage is a formidable technique. Katsuro locks down an area before firing a series of electrically-charged missiles with high-explosive energy payloads; whilst these missiles are all AIMED at speicfic targets, the resultant chaos is typically best represented as a continual blanket of explosions over an area of a 10 metre radius. These payloads will deal 25% extra damage to Digimon of the Metal Empire family due to being electrically charged and having residual EMP-style effects. If Katsuro spends 4 stacks of HIVEMIND, all missiles are cluster missiles which explode into four smaller missiles, and the radius is increased from 10 metres to 20 metres. This attack has a one post cooldown, two posts if it's used with HIVEMIND stacks enhancing it. ○ GROUND ZERO - Katsuro charges a shot within the Mach Cannon and fires at the floor of the battlefield, opening up a crag, within which there is an extremely strong gravity well powered by dark matter. The well will remain active for three turns, the first of which there will be low gravitational pull towards it, the second there will be mid-strong gravitational pull towards, and the third there will be high gravitational pull towards. On the fourth turn, irrespective of who or what is pulled towards - or even unfortunately deep into - the gravity well within will detonate, releasing a 50 metre shockwave of pure dark energy, and anything that had been dragged towards the gravity well in the first place. Those closer to the gravity well will experience more serious damage. This attack has a two post cooldown. If Katsuro spends 5 stacks of HIVEMIND, the gravity well will unleash a concussive knockdown shockwave that deals little damage every turn it's active, but will afflict all struck by it -- they will take 10% more damage from Katsuro and allies until the gravity well implodes. If Katsuro enhances Ground Zero, it has a three post cooldown, instead. ○ TARGET ACQUIRED - A swarm of thousands of tiny NanoBeemon begin to reveal themselves from within the hive upon Katsuro's back, and fly towards enemies, clinging onto them. NanoBeemon can be shaken off with enough force and only have the durability of a Fresh-level Digimon, but there are many of them and removing ALL will be difficult. CannonBeemon gains a 25% accuracy and damage boost against targets afflicted by the NanoBeemon; with an additional 10% to damage for every ally who also attacks one of these targets. Target Acquired lasts for three posts with a three post cooldown. If Katsuro spends 6 stacks of HIVEMIND, these NanoBeemon will also deal electric damage over time -- more to Metal Empire Digimon -- hinder movement somewhat, and cause the afflicted to take an additional 25% damage from SKYBREAKER. This increases the cooldown to four posts. ○ TACHYON LASER - The Mach Cannon is charged for half a post before firing: but the laser flashes before disappearing into a bizarre, digital portal. Five rifts in the space-time continuum, each a pathway to five separate continuous dimensions, appear above, around, behind, below a single enemy. The same laser splits through all five dimensions with the same power and fires out of each portal towards the enemy. This attack has a 1 post cooldown. If Katsuro spends 3 stacks of HIVEMIND, these lasers explode on impact with a great non-elemental burst of energy. ○ SERVE THE QUEEN - Must have at least 15 stacks of HIVEMIND to activate. CannonBeemon's engine will begin to divert all power to the Mach Cannon; its laser core will grow brighter and brighter, and GROUND ZERO and TARGET ACQUIRED will be unusable for the duration of Serve the Queen. The entire bonus that THE HIVEMIND grants Katsuro in his CannonBeemon form to speed will be removed; instead, it will be assigned to attack, effectively doubling it for three posts. Base speed is additionally cut by 50% and HIVEMIND stacks may not exceed 15 stacks whilst this is active. Serve the Queen has a three post cooldown. If Katsuro spends 5 stacks of HIVEMIND, Serve the Queen will last for five posts, may only be used once per thread, and there is no speed reduction.
| FAMILY
metal empire, jungle troopers
ATTRIBUTE
data
TYPE
android
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APPEARANCE Digimon's appearance. Descriptions only necessary if Digimon is a custom Digimon without an image. No word count.
PASSIVE ABILITIES ○ ABILITY - description
ATTACKS ○ ATTACK - description ○ ATTACK - description ○ ATTACK - description
| SPECIES
virus busters, metal empire, jungle troopers
ATTRIBUTE
data
TYPE
cyborg |
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CREST UNSELECTED
CREST OF Havoc
PLAYED BY OOC NAME
PLAYED BY DR. BEES
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Post by Katsuro Hachi on Apr 20, 2016 16:52:31 GMT -5
SPIRIT OF THE CRYPT | DIGIMON SPIRIT |
APPEARANCE The Crypt's spirit totems are similarly to the Hive's, intangible, and assimilated into Katsuro's essence. The idea he has of them is as being incredibly sleek and forged of black, glistening bone -- almost too polished for a spirit of what is essentially death.
DESCRIPTION What happens to the leftovers?
It's a question a lot of Digimon find themselves pondering. A Digimon is deleted or assimilated, returned to its DigiEgg form and the rest of its amassed data left to float upon the winds, fickle, quickening, and dissolving in a matter of moments. What happens to that which is not absorbed, that which fades away, that which disappears?
Nobody truly knows. But the Crypt can tap into it.
The Spirit of the Crypt is forged predominantly as an amalgamation of the left-behind portions of discarded data. It is a collage, a collection, a melting pot. This common data is reconverted and represented once more, fresh, a testament to the Digital World's recycling ability... but it is not reborn as it once was.
It becomes assimilated into the mass. It becomes a part of the Harbinger: the Osuzumebachi disappears when the Crypt slides into place. Dead data begetting dead data. An all-encompassing void. A swallowing, encroaching darkness. The Crypt's doors close upon all, sooner or later.
| BASE SPECIES
n/a
BASE FAMILY
nightmare soldiers
BASE ATTRIBUTE
virus
BASE TYPE
skeleton
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PASSIVE ABILITIES ○ THE ARISEN - SkullSatamon's attacks deal damage directly proportional to the amount of BONE THRALLS he has active on the battlefield. Without any BONE THRALLS active, he will deal only 10% of his base Champion damage, but will gain 45% damage back for every BONE THRALL active up to 2, along with an additional 25% for each additional BONE THRALL above 2 active. As SkullSatamon, Katsuro may have a maximum of 6 BONE THRALLS active at any one time.
ATTACKS ○ SEPULCHRAL BLADE - SkullSatamon spins his staff and wields the bladed sickle, before striking at an enemy. A BONE THRALL may sacrifice its life on the battlefield to empower this attack with 50% extra speed and damage. ○ NIHIL BURST - SkullSatamon spins his staff and wields the grisly orb, before firing a burst of non-elemental and purgative energy at an enemy. This attack possesses absolutely no positive or negative attributes which would cause it to do any more or less damage towards any opponents (i.e. if targets take less damage from Virus-types, Nihil Burst will not register) due to its essentially being a burst of energy with the sole purpose of deletion. A BONE THRALL may sacrifice its life on the battlefield to empower this attack with either rapid-fire or explosive properties.○ ARISEN MARAUDER - SkullSatamon summons an arisen BONE THRALL. The Marauder appears similar to SkullSatamon, without any red adornment: it is simply a tar-black skeleton with an all-black copy of the bladed half of SkullSatamon's staff. It has access to a weaker version of SEPULCHRAL BLADE and no other attacks. It will expire after three attacks from a Champion-equivalent Digimon, or one from an Ultimate, Mega, or Super Mega-equivalent. This has a one post cooldown. If this move is used in the same turn as ARISEN WARLOCK, the cooldown is increased to two.○ ARISEN WARLOCK - SkullSatamon summons an arisen BONE THRALL. The Warlock appears similar to SkullSatamon, save for the fact that it is completely shrouded in an all-encompassing red cloak, and hovers ever so slightly above the ground whilst moving. It possesses an all-black copy of the orb-holding half of SkullSatamon's staff. It has access to a weaker version of NIHIL BURST and no other attacks. It will expire after three attacks from a Champion-equivalent Digimon, or one from an Ultimate, Mega, or Super Mega-equivalent. This has a one post cooldown. If this move is used in the same turn as ARISEN MARAUDER, the cooldown is increased to two.
| FAMILY
nightmare soldiers
ATTRIBUTE
virus
TYPE
devil man
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PASSIVE ABILITIES ○ THE ARISEN - SkullBaluchimon's attacks deal damage directly proportional to the amount of BONE THRALLS he has active on the battlefield. Without any BONE THRALLS active, he will deal only 10% of his base Ultimate damage, but will gain 45% damage back for every BONE THRALL active up to 2, along with an additional 25% for each additional BONE THRALL above 2 active. As SkullBaluchimon, Katsuro may have a maximum of 8 BONE THRALLS active at any one time.○ MORTUI DOCENT - If SkullBaluchimon has not used NETHER TALON or TOMB QUAKE yet in a thread, the damage output of all active BONE THRALLS will be increased by 50%.
ATTACKS ○ NETHER TALON - SkullBaluchimon launches himself at an enemy with his claws bared, wings borne out wide in a horrendous charge. He slashes at his enemies in a flurry or a single strike, rending their data. A BONE THRALL may sacrifice its life on the battlefield to empower this attack with a 25% defensive debuff for two posts in exchange for a two post cooldown.○ TOMB QUAKE - The ground from out beneath SkullBaluchimon begins to quiver, wracking the ground about him with an AoE earthquake of a 10 metre radius. It will cause the ground to split, jarring all but the most balanced of Digimon up to Ultimate level, and dealing moderate AoE damage. A BONE THRALL may sacrifice its life on the battlefield to elongate this earthquake to last for three entire turns in exchange for a two post cooldown.○ ARISEN KNIGHT - SkullBaluchimon summons an arisen BONE THRALL. The Knight appears similar to SkullSatamon's Arisen Marauder, but is instead armoured and riding a black skeletal horse and bearing an elongated variant of SkullSatamon's sickle-staff as a kind of curved lance. It has access to Champion-level power versions of SkullSatamon's SEPULCHRAL BLADE and SkullBaluchimon's TOMB QUAKE. It will expire after four attacks from a Champion-equivalent Digimon, two from an Ultimate-equivalent Digimon, or one from a Mega or Super Mega equivalent. This has a two post cooldown. If this move is used in the same turn as ARISEN TEMPLAR, the cooldown is increased to three.○ ARISEN TEMPLAR - SkullBaluchimon summons an arisen BONE THRALL. The Templar is also similar to SkullSatamon's Arisen Marauder and the Arisen Knight, bearing sleek black armour, but also a flowing crimson cape alongside the same bladed sickle staff, reforged into a Digizoid hooksword. It has access to Champion-level power versions of SkullSatamon's SEPULCHRAL BLADE and NIHIL BURST. It will expire after four attacks from a Champion-equivalent Digimon, two from an Ultimate-equivalent Digimon, or one from a Mega or Super Mega equivalent. This has a two post cooldown. If this move is used in the same turn as ARISEN KNIGHT, the cooldown is increased to three.○ ARISEN SENTINEL - SkullBaluchimon summons an arisen BONE THRALL. The Sentinel is a towering beast of bleached white bone, armoured and gnarled -- it bears no armour, but in places its skeletal structure has flattened and morphed in an imitation thereof. It holds a great ivory blade. It has access to no special attacks, only basic attacks which are Champion equivalent in power. It will expire after ten attacks from a Champion-equivalent Digimon, five from an Ultimate-equivalent Digimon, two from a Mega-equivalent Digimon, or one from a Super-Mega equivalent. This has a three post cooldown, and counts as 3 BONE THRALLS towards SkullBaluchimon's max of 8, and cannot be used on the same post as ARISEN TEMPLAR or ARISEN KNIGHT.
| FAMILY
nightmare soldiers
ATTRIBUTE
virus
TYPE
skull beast
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SKULLMAMMOTHMON X | A-HYBRID |
PASSIVE ABILITIES ○ TBA - desc ○ TBA - desc
ATTACKS ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc
| FAMILY
metal empire, nightmare soldiers
ATTRIBUTE
virus
TYPE
skull beast
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PASSIVE ABILITIES ○ TBA - desc ○ TBA - desc
ATTACKS ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc ○ TBA - desc | FAMILY
virus busters, nightmare soldiers, unknown
ATTRIBUTE
virus
TYPE
undead knight
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