CREST UNSELECTED
CREST OF Sincerity
PLAYED BY OOC NAME
PLAYED BY Ami
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Post by Annemarie Delacroix on Jun 20, 2016 20:54:53 GMT -5
Annemarie Delacroix | Spirit Wielder |
PERSONALITY At first sight, Annemarie is the very picture of elegance, with an unmistakable, radiant presence. Calm, graceful, and charismatic, all eyes are on her the moment she enters a room, and she causally engages new people in conversation as if it was the most natural thing the world. Most see her as charming, a social butterfly with an aptitude for business and politics, just as she was meant to be. Yet the truth is far more sinister, and behind the shiniest light lies an even deeper shadow. Annemarie is ruthlessly ambitious: The ends justify the means anytimes over, be them Manipulation, deception or seduction, even blackmail, betrayal and assassination... Feeble notions of good and evil are the opium of the weak, the strong take what is theirs by right, and thereby decide what is right and what is wrong. The epitome of the business Shark, she considers it within her right to eat whoever falls in her tank, piece by piece. And for Annemarie, everything is her tank. As the eldest daughter of the Saint-Esprit Delacroix union, her parents naturally had high espectations for her, but fulfilling them was never enough for her. Children weaker than their parents marks the beginning of decadence, so she would be stronger, by her will and hers alone. She excelled at everything they demanded of her and then more. But to the Saint-Esprit, comptetition breeds excellence. Even when she learned she wouldn't simply be given what was hers by birthright - her family's estate - and would have to claim it herself, her resolve didn't waver. If anything, it grew stronger. It meant even her family could turn into her greatest foes, and the slightest weakness could cost her everything: The moment her resolve faltered, smaller sharks would be ready and waiting. Though Annemarie considers everyone and everything expendable in the face of claiming her family's fortune and business, she still has a soft spot for her siblings, particularly the only one who would never oppose her quest: Her youngest sister, Odette.
SKILLS | FLAWS | ● RESOLVE - Annemarie will stop at nothing to achieve her abition, to claim not only her family fortune, but everything else she can get her hands on. This ambition comes before anything else; be they morals, friendship, loyalty and even love. Her yet unbroken resolve keeps her from faltering or needing justifications for whatever she needs to do.
● KUNG FU FIGHTING - She has trained extensively in several Martial arts, her parents having hired several different masters to teach her. She excells at various forms of wushu, having created her own, elegant fighting style best adapted to her figure. She optimized her training to increase strength and speed and minimize bulk, that way maintaining her light weight and speed. Can adequately damage Digimon up to Champion level.
● EIDITIC MEMORY - A genetic trait in some members of her family, she has near impeccable recall, and relied on this ability throughtout her youth to learn everything expected of her and more. She has nurtured this ability with the well known Memory Palace technique. When sitting in a familiar room, she can "visit" this library inside her own mind and review information she previously "recorded".
● MANY FACED ELEGANCE - For all her haughty outlook and superiority complex, Annemarie is charming, classy, and polite even when insulting an enemy. She can put on this act easily enough, and more often than not fool people into thinking she's a completely different person. Together with her memory and intellect, its a crucial part of her success as a businesswoman
● GENIOUS - Her IQ is also nothing to scoff at, being in line with some of the smartest people in history. But even the brightest minds need to be honed and trained to its fullest, which she has done all her life. She excels at business and politics. | ● PRIDE - Annemarie has the pride of expected of someone with her background and then more. Though being a crucial part of her unwavering resolve, it can just as easily turn into a weakness as she never even considers the possibility that she might be wrong until the last moment.
● VINDICTIVE- Annemarie never forgets an insult, especially not a humiliation. Her impeccable recall comes into play here, and ensure she will always remember to collect whatever "debts" she feels are owed. She is equally adamant about not admitting defeat; opponents may win battles but will never win the war.
● BLUE BLOOD - Annemarie is completely and utterly detached for the affairs of the commonfolk. Anyone who stands in her way is a mere insect that can and should be crushed one way or another. This refusal to acknowledge those beneath her may make her unaware of her threat until it grows too strong to ignore.
● GREEDY - "Greed is good"; if Annemarie had a motto, that would be pretty close to home. This doesn't mean to strictly money, and for obvious one cannot have an empire of nothing. But she knows that becoming the head of the Saint-Esprit Conglomerate and "owner of all that jazz" will require her to prove her success.
● POOR HOME SKILLS - Due to always having a heap of servants to look after her, she is terrible at any manner of tasks related to keeping her own house: Cleaning, cooking and so forth. Though she has the knowledge of recipes to cook, she lacks any and all experience and cant make a dish more complex than scrambled eggs.
● DARK SEED - One of Annemarie's ancestors had been infected with a Dark Seed. Rarely, particularly powerful members of her family will exhibit a vulnerability to dark-based digital infections, bonding with them more easily and making her a prime candidate to be infected with another Dark Seed.
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APPEARANCE Annemarie is a tall and elegant young woman, with long silvery blonde hair and delicate facial features. With a lithe and slender build, she posesses an almost otherwordly beauty, with two distinct beauty marks under her left eye and bright blue eyes. She wears custom made haute couture typically with black and blue tones, which she completes with soft makeup and an equally distinct blue lipstick. Just as noticeable are the ever present butterfly wing shaped hair ornaments she always wears, a gift from her favorite sister a long time ago.
INVENTORY ○ Push Blade - Sometimes it might be necessary to take a more "hands on approach" to fulfil her ambition. God knows she won't care. It's small enough to hide in her belt, wrist, or heel of her shoes. Can only damage Rookie level digimon, and barely hurt Champions. ○ Throwing Needles - She actually uses these to hold her hair in place and change haircut. They're built from a light but hard metal alloy, which allows them to be used as weapons. Despite Annemarie's impressive precision, they can only really prick rookies and humans, and wont do more than just sting a Champion. ○ ayPhone - State of the art smartphone, she replaces it with a new, fresh version at the end of each thread cause infinite money. It has plenty of digiworld related apps, but mostly real world stuff. ○ Butterfly Headpieces - Purely ornamental but thy hold great sentimental value for Annemarie.
BIOGRAPHY Annemarie was born as the eldest daughter of a union between old money and new, nobility and burgeoisie. Her father was Antoine Delacroix, heir to an impressive wealth and a family name tracing back to the Medieval era. Her mother was Marise Saint-Esprit, whose name founded and owned the Conglomérat Saint-Esprit (Saint-Esprit Conglomerate), an international holding corporation. As expected of a highborn lady like herself, Annemarie had the name to match: Annemarie Vivienne Dionne Olympe Lucie Bellerose Saint-Esprit Delacroix. It wouldn't take long for her to discard half her names, pragmatically dismissing such a burdensome thing. This union cemeneted the Saint-Esprit's reputation with a connection to an old family, greatly boosting their influence and economic power. That said, this pair's ancestry and family traditions had little in common. The Delacroix treated their children as the child of any noble, being home schooled, and having everything at their disposal. The Saint-Esprit were different: Each of them a cunning businessman, they were the very epitome of the shark, whose young eat each other in the womb until only the strongest survives, preparing themselves to do the same to those outside. But to stay that way, they would have to remain as they were until then: The cream of the crop. The Saint-Esprit always believed in their superiority above commonfolk, but this couldn't be maintained by coddling their young. Thus, Annemarie had everything, but she wasn't coddled either. She was ironed into a winner via spartan education, one who'd excel at whatever came her way and not only would not just seize victory, but rip it from the hands of their foes, with tooth and nail if need be. Yet she was far from without talent, she was the prodigy she was expected to be, able to keep up with what was demanded and then more. She was taught to dance, play the piano, ride a horse, do martial arts, and learn everything she should and more, preparing her to one day inherit the Empire. She always stayed a step ahead of her younger siblings; fully aware that failure would mean losing her birthright. Though she treated them with the same kindness and elegance one would expect, her love wasn't as strong as her desire to win. She would scheme and undermine any attempts to get near her level, while further raising the bar on her end. Ultimately, she held the deepest love towards her younger sister Odette, who no matter how much she grew never displayed an interest to take what was rightfully hers. And then came the difficult part. Even as she came of age, still the top of her food chain among siblings, she knew that getting her hands on her inheritance wouldn't be this easy. Once again, her family's desire to breed strength through competition came first, and she knew her journey had only just begun. She was given a trust fund, as would all of her siblings, and with it a challenge, the same her parents and grandparents had done: Make money, the one with the biggest bank account wins. But even then, she had an advantage none of her ancestors ever did... Access to the digital world. The digivice she obtained as a child would now seem the key to her success. She didn't know that one of her ancestors had been infected with a Dark Seed, which was undoubtedly tied to the Saint-Esprit's inherited greatness, but also their inner darkness more often than not. Those who had their strength without being attuned to this dark side often suffered for it, as was the case of her own little sister Odette. The key for Annemarie's ambition would lay in the new frontier, inside her own computer: By establishing her supremacy over the digital world, she would prove her strength and aptitude to her parents. Whether this supremacy would come in the form of finances, political influence, or physical power, that would remain to be seen.
| NICKNAME Ami
AGE 21.
GENDER female.
HEIGHT 1,79m
WEIGHT State secret
BIRTHPLACE Paris, France.
DIGIVICE D-Tector.
CREST ??.
PLAYED BY ami. |
[i]KING OF FIGHTERS, Luise Meyrink[/i] as [i]Annemarie[/i]
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CREST UNSELECTED
CREST OF Sincerity
PLAYED BY OOC NAME
PLAYED BY Ami
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Post by Annemarie Delacroix on Jun 24, 2016 21:20:23 GMT -5
SPIRIT OF WIND | DIGIMON SPIRIT |
DESCRIPTION The spirit of an ancient warrior of wind, one that can only be wielded by one just as unfettered as she was: Someone who would wander away on her own path, yet turn into a devastating storm when impeded. Before being taken by their rightful wielder, they take the form of small tokens.
| BASE SPECIES Fairymon
BASE FAMILY Wind Guardians
BASE ATTRIBUTE Vaccine
BASE TYPE Fairy
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PASSIVE ABILITIES ○ Whimsical Flight - Tinkermon has greatly boosted speed, able to perform stunts without losing velocity and instantly hit her top speed. This aids in evasion and seeming unpredictable.
ATTACKS ○ Épine Dorée - A quickly executed, repeatable attack: Tinkermon hardens the thorns on its lance and limbs and strikes the opponent with piercing damage. Once every 3 turns, if this attack is focused on a single rookie opponent for a whole turn, that foe is silenced for 1 turn. ○ Éclat Féerique - Tinkermon spreads a cloud glittery powder, this reduces her foe's accuracy, making it easier for her to dodge attacks. COOLDOWN: 1 turn ○ Cauchemar - Tinkermon's finishing move, it produces its strongest hallucinogenic toxin before stabbing the opponent. Rookie levels or below fall asleep, others are simply dazed and sluggish for 2 turns. The damage dealt and strength of the hallucinations gets stronger the more weakened and wounded the foe, and Data type digimon are twice as vulnerable. COOLDOWN: 3 turns
| FAMILY Wind Guardians
ATTRIBUTE Virus
TYPE Fairy
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PASSIVE ABILITIES ○ Windforce - When moving, Fairymon constantly brews up wind currents around her body. They help her accelerate and change direction near instantly, dodge and even exert their force for various purposes. These drafts are confined to affecting her immediate surroundings, like a coating of sorts, but they wont do much in affecting Digimon at Ultimate level or beyond. She gains 1 stack of windforce per turn, and can gain an additional one if struck by a projectile; each stack gives her a slight bonus in speed and offense/defense for physical impacts. Max 20 stacks
ATTACKS ○ Tempête Rosée - Dashes at the opponent while brewing up a tornado to empower her kicks, granting 1 Windforce stack when activated. A form of brick breaking attack, it deals double damage to barriers if she kicks the foe in tandem with the tornado impact, hurting the foe normally if it breaks. ○ Danse des pétales - Creates wind from her hands and fires it at the opponent, turning it into a tornado. Foes hit by this attack are knocked back slightly from the wind power, losing some of their strength and speed for the next turn. If it hits an opponent after another attack, it generates a Windforce stack, stunning them instead of knocking back if they are of Champion level or lower. COOLDOWN: 1 turn ○ Vent de grâce - Fires a gust of glittery, cleansing wind either around herself, or towards a single ally. Doing it to herself recovers 20% health, doing it to an ally recover 15% health to both. Also removes afflictions/status effects. She can expend 2 Windforce stacks to shave turns off cooldown. COOLDOWN: 4 turns ○ Fissure de l'air - Gathers a mighty wind current between her palms and shoots it forward in a wind energy beam-like attack. This technique can be kept up and clash with an enemy's, even push it back to hit that foe with both. If it hits, it deals bonus damage proportional to the foe's missing health, easily ripping through defenses up to Champion (Armor Ult when charged). Can be charged for the turn before to deal double damage, or expend 4 Windforce stack instead. Additional windforce stacks grant additional power multipliers. COOLDOWN: 5 turns
| FAMILY Wind Guardians
ATTRIBUTE Vaccine
TYPE Fairy
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PASSIVE ABILITIES ○ Windstorm - Stronger than original wind force hurr durr ○ Bird of Prey - Sees infrared and tracks opponents with eyesight.
ATTACKS ○ Ouragan Jambe - description ○ Crasse-noisette - description
| FAMILY Wind Guardians
ATTRIBUTE Vaccine
TYPE Bird Man
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PASSIVE ABILITIES ○ Hurricane - Stronger than original wind force hurr durr ○ Radar Sight - Sees infrared and tracks opponents with eyesight, boosted by radar visor.
ATTACKS ○ Crasse-noisette - description ○ Bise de la fée - description
| FAMILY Wind Guardians
ATTRIBUTE Vaccine
TYPE Bird Man
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CREST UNSELECTED
CREST OF Sincerity
PLAYED BY OOC NAME
PLAYED BY Ami
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Post by Annemarie Delacroix on Jul 5, 2016 10:59:49 GMT -5
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CREST UNSELECTED
CREST OF Sincerity
PLAYED BY OOC NAME
PLAYED BY Ami
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Post by Annemarie Delacroix on Jul 5, 2016 11:01:31 GMT -5
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CREST UNSELECTED
CREST OF Despair
PLAYED BY OOC NAME
PLAYED BY Your Past Sins
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Post by Stigmata on Jul 6, 2016 23:10:31 GMT -5
HANG ON! YOU NEED TO EDIT THIS A BIT... 1. Tinkermon has too many moves that stun and or essentially leave the target helpless. You must rework one of either Épine Dorée or Cauchemar. 1. Tinkermon's Éclat Féerique - Cooldown to 1 Post. 2. Tinkermon's Épine Dorée - Cooldown to 2 Posts. 3. Tinkermon's Cauchemar - Sleep effect needs to be a post. The dazed and sluggish effect is allowed to work on up to Champion, but for only 1 post. 4. Fairymon's Tempête Rosée - 1 Post Cooldown. 5. Fairymon's Danse des pétales - Cannot stun Armor Ult or up. 6. Fairymon's Vent de grâce - The amount of stacks needed to shave off the cooldown needs to be increased. 2 stacks per turn. Additionally, base cooldown should be upped to 4 Posts. 7. Fissure de l'air - "Rip through defenses" sounds like piercing. Can pierce up to Champion, Armor Ultimate too but only if charged. Additionally, 1 Windforce Stack for the charged effect is pathetically small for a cost. Should at least be 4 stacks for that effect.
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CREST UNSELECTED
CREST OF Sincerity
PLAYED BY OOC NAME
PLAYED BY Ami
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Post by Annemarie Delacroix on Jul 8, 2016 20:46:43 GMT -5
Fixed and edited, tried to keep at least 1 repeatable move per form by weakening the secondary effects
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CREST UNSELECTED
CREST OF Despair
PLAYED BY OOC NAME
PLAYED BY Your Past Sins
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Post by Stigmata on Jul 10, 2016 12:54:10 GMT -5
APPROVED! WELCOME TO DIGIMON: EXODUS
make sure to post in the FACECLAIM THREAD.
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CREST UNSELECTED
CREST OF Despair
PLAYED BY OOC NAME
PLAYED BY Your Past Sins
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Post by Stigmata on Jul 10, 2016 12:54:36 GMT -5
CONGRATS! You have been assigned the crest of...
SINCERITY!
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