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Post by Amara Saint-Louis on Nov 18, 2021 0:38:19 GMT -5
Name: Amara Saint-Louis Age: 21 Birthday: February 12th Gender: Female Hometown: Goldenview Occupation: Research Assistant and Farmhand
Class: General
Digivice: Amara's Digivice resembles a Vital Bracelet, but with a wider, more circular frame. The band is a navy blue color, while the frame is lined with red accents. The logo on the front resembles a stylized depiction of a beetle, clutching the sun within its horns.
Defining Trait: Amara's defining trait is her Potential. Amara is never the type of person to be comfortable staying static. She always looks for new knowledge to learn, new experiences to chase, and new chances to fight back against the fears that have haunted her since an early age. At times, however, the chase to claim this potential and not let a shred of it slip away risks burning her out, just as they had her family . . .
Digisoul: Amara's Digisoul resembles a cascade of fireflies, a soft glow pulsing out from them as they cloud around her Digivice. They tend to be the usual greenish-yellow color associated with fireflies, dimming when Amara is discouraged and glowing brightly when her spirits are high. During particular shows of willpower, a few seem to unfurl, looking instead like small butterflies. However, such events are rare.
AR Field and Homepage: Amara's AR Field, the Alien Ant Farm, seems fairly ordinary at first. Fields of golden wheat and vibrant crops spring up, seemingly swallowing up the streets beneath them. From the ground, they seem perfectly ordinary. From above, it becomes all too obvious that crop circles have been traced all over these false fields, monstrous tracks dot the land, and the bushes shake and rattle as if full of undiscovered creatures. Lights seem to become more rustic, as if high-powered LEDS have become candle or lanternlight, and glowing eyes peek out of windows and shadows alike.
Amara's Homepage seems to be a farmhouse contorted into the shape of a beehive, honeycombs proudly filled with representations of her interests, passions, and curiosities. Even by Homepage standards it can feel a little claustrophobic, as if Amara's Digivice has insisted on meticulously using every shred of available space. As a General, the homepage expands slightly with each Digimon she meets, each getting their own hexagonal "room."
Appearance: Build - Amara stands at 5'11", her mother's much less impressive height being a sign that this trait has skipped a generation. The time spent working on her family's farm and her love for the great outdoors have left her in pretty good shape, with toned arms and even a hint of abs. Her frame is a little on the wider side, especially when it comes to her shoulders and hands, but to her the aches in her back and the callouses on her fingers are just the signs of a job well done.
Features - The most distinctive features of Amara's are her piercing blue eyes. There's an almost icy color to them, and with smiles not coming very natural to her cast a rather unapproachable image. These eyes are highlighted by her long, black hair, which she usually wears loosely slung over her right shoulder. She's rather picky about how it falls, making it a priority to toss it back in front of her shoulder if it ever slips out of position. Her other facial features, like a small nose and sharp chin, only further contribute to the aristocratic look. However, when she actually talks, that aura melts away immediately; her eyes brighten up and dimples focus attention onto her shy smile. It leaves how friends see her completely different from how strangers do.
Style - Long running problems with the sensation of fabrics mean that Amara has historically had a preference for loose, texture-free clothing. However, Amara has recently come to a workaround: if she wears a layer of tight clothing underneath, there's enough separation to avoid being bothered. This allowed her to vary up her wardrobe much more than before, although looser articles like sundresses are still her go-to. She's very much a function over form type of girl, and will prefer wearing the right clothes in the right situations (such as leather jackets on her bike, or overalls on the farm) over trying to capture the perfect look. However, her gloves are a non-negotiable element. They come in a few colors, helping them fit with a variety of outfits, and are essential for making sure she can touch things without any issues. Her glasses, on the other hand, are something she's learned to live with. Thin frames at least make them somewhat non-obtrusive, but compared to the feeling of contacts in her eyes or the frustration of being unable to see, she'll take the lesser of those evils.
Personality:Â Enormous Nerd - As the daughter of a biologist and a farmer, she has a curiosity that borders on insatiable. Her room is practically lined with books and DVDs of all times, documentaries and encyclopedias haphazardly mixed with the most inaccurate sci-fi you could ever find. If you have something interesting to talk about, she'll listen with a surprising eagerness. If you ask her about a topic that's interested her, she'll pivot from being near silent to going on an eager, excited ramble. At times, she gets so into her passions that she'll forget how loud she's speaking, though as soon as she notices she'll tend to overcompensate and stop talking altogether. Her tendency to get distracted by her nerding out extends not just to speaking but to watching, too: many times she stays up far later than she should when engrossed in a book, movie, or podcast.
Head In The Clouds - In a way, Amara's upbringing was a blessing and a curse. The wonders of the natural world still excite her, but she's been exposed to them for so much of her life. Unlike her parents, who find fulfilment in their knowledge, Amara misses the thrill of discovery and can't help but spend her time dreaming of something more. She's not quite a conspiracy theorist per say, finding especially the more socially-loaded ones to be rather unpleasant. However, she has a major weakness for accounts of mysterious creatures. She could spend all night listening to podcasts about cryptids, aliens, and urban legends, and indulges in these as eagerly as some indulge in fictional series. These have had a knock-on effect on her nerdiness, shaping her tastes in media towards speculative sci-fi, kaiju movies, and shameless creepypasta binges.
Reclusive? - Those who don't know Amara see her as a cold, reclusive woman. In fact, a surprising amount of people see her regal appearance and tendency to keep quiet and think it means she's the popular, above-it-all type. Frankly, that couldn't be further from the truth. Amara can count the amount of friends she has on one hand. Clearly, with her tendency to excitedly ramble about her passions, Amara isn't actually that reclusive. She just doesn't think about socializing until something reminds her "oh yeah, that'd be a good thing to do." Is that still reclusiveness of a sort? Maybe.
Adrenaline Junkie - When discovery and learning don't give Amara the rush she's looking for, good old fashioned excitement steps up to the plate. Rides in her parents' tractor at a young age gave her the need for speed, which in the present day has escalated into a pair of bikes that she takes immaculate care of. Whether racing by the Lumen Underground on her motorcycle or using her dirt bike to explore the greener parts of Goldenview more up close and personally, biking is her main source of thrills. However, she's also big on hiking, climbing, and other forms of outdoorsy activity.
Fears the Animal Kingdom - For one who loves nature and being outdoors so much, one would think Amara is all about animals. However, a combination of way too much biology knowledge and sensory issues makes her surprisingly skittish around them. When the feeling of insects skittering on your skin makes you literally want to vomit and the force a horse can kick with is written on your mind, its hard to want to be around them for any longer than you need to be. At this point, this is the main sensory issue that Amara still has trouble with, particularly because it can't be controlled. If an object is troubling her, she can change how she handles it, engage with it on her own terms, or just ignore it. A living creature, on the other hand, is far less predictable. While she absolutely adores seeing and reading about animals, anything past that is just too much for her.
History: Even before Lumen City's hologram era began, it was always believed to be the city of the future. Great minds from across the nation made their way to the burgeoning city, trying their luck at standing on the shoulders of the giants who came before them and becoming Lumen City's next big deal. One of Amara's mothers, Marie, was one of these great minds. Originally she was drawn to the city by the promise of software engineering, a field that she believed herself to have a passionate interest in. However, it turned out that a nerdy streak a mile long and some forays into amateur game development in high school were nothing compared to the actual rigors of the software engineering world. Quickly overwhelmed by her classes, but not wanting to sacrifice an opportunity she had crossed the continent for, Marie was left scrambling for a new direction to go in.
It wasn't her disaster of a freshman year that got Marie her epiphany. Instead, it was the summer break after, when she paid a visit to the sleepy little town just a train ride away from Lumen. She had been hoping to get away from the hustle and bustle from the city to clear her mind, and maybe sneak on a wine tour or two while she was at it. It turned out she wasn't the only one with that idea. Another girl had just been kicked off of one for having an insufficiently fake ID, and seeing her stubbornly trying to argue with a particularly steadfast bus driver convinced Marie that it wouldn't even be worth it to try. Instead, she stayed behind to talk to this new girl. If both of their days were going to be derailed, they may as well make the best of it, right?
The other girl, who introduced herself as Claire, was quick to agree. In fact, instead of just sticking around to chat, she suggested the two go for a hike together. Marie, who had never exercised a day in her life before this point, was surprised enough by the sudden offer to agree. She didn't regret it. Okay, so on the day of, she regretted it majorly. She was an exhausted, sweating, overheated mess by the end, all as Claire blithely marched on and continued pointing out all of the sights. Yet as the years went on, she learned something important. Discomfort was temporary. Memories were forever. Marie was quick to prove that when, after years of dating, she'd arrange a hike on that exact same trail to propose to Claire. But that was much later on. On the day of the hike, she was just a stressed-out student finding herself strangely enthralled by the brash daughter of a farmer she'd fallen into sharing an afternoon with.
Maybe it was the perfect combination of a really bad year and a really great afternoon, but something about the natural paradise they roamed struck a chord with Marie. She found herself increasingly curious about the science behind it all, and Claire was a surprisingly good teacher. She was somewhat of a bookworm herself, but that was just an accent on the practical experience she'd gathered from years of hard work on the farm. The surliness and rebelliousness that she had around people were quick to disappear when she was talking about nature, and the enthusiasm she shared her knowledge with left Marie absolutely enthralled. Marie, too, started to look into the biological sciences, anatomy and biochemistry in particular grasping her attention. Claire knew the way things worked, and Marie was voraciously reading on the hows and whys behind it. Together, their knowledge, their curiosity, and their drive compounded on one another. The two were practically inseparable during those summer months; hell, Claire practically hosted her during the trip!
Each summer, Marie made a point of visiting again. Hell, she often made a point of visiting on the weekends. Even when they couldn't see each other, they were up all night chatting about their lives, their hopes, and Marie's courses as a newly-minted biology major. Much to Marie's embarrassment, she's not quite sure when the two even ended up going out with one another. It felt almost like an inevitability, like they'd been dating for months and simply hadn't realized it yet. When Marie visited for the winter break, Claire greeted her with an excited kiss, and the two just kinda put 2 and 2 together from there.
The flame of their passion stayed lit that day and never extinguished. It held fast as the two worked through their respective classes, Claire's via experimental learn-from-home programs and Marie's through her university. It held fast as they navigated the professional world, Claire being groomed as the heir apparent of her parents' farm and Marie landing a research position in a biochemistry lab. It held fast as their cohabitation went from convenience to a genuine desire to share their lives, and it held fast as that cohabitation turned into a healthy marriage. And it held fast when the two decided it was time to become parents.
Thus, Amara came into the world.
She was never quite the healthiest child. She was small, sickly, and made her displeasure with this fact clear very, very frequently. Sleep didn't come very easy to her, the feeling of the bedsheets against her body a constant nuisance. Neither did eating, with her fussing over most every sort of food her parents tried to feed her. Her early childhood was one of the most stressful moments of Marie and Claire's life together, and there were times where they were left up at night wondering if they'd made the right choice. But they weren't quitters. Claire was a farmer. She was used to the unpredictable whims of the world, and making the most out of a rough situation. Marie was a scientist. She knew that with learning and effort, any problem could be overcome. Both of them would adapt, just like the nature they adored so much.
Their plan was a success. They did the research into Amara's fussiness, observed her to make sure they were doing right by her, and put a quick stop to anything that made her uncomfortable and troubled. When she was old enough to talk, they started teaching her to speak up from an early age, emphasizing the value of clear communication. While her vocabulary lagged a little beyond her peers growing up, her ability to express herself clearly and concisely ended up far ahead of the curve. Therapy, aids for her sensory troubles, and the love and concern of her mothers were a potent potion, and with each year Amara started to grow into herself that little bit more. She started to develop a shy enthusiasm to her, often taking great pleasure in listening to her mothers debating scientific minutia or gushing over shared interests.
From a young age Amara was immersed in science, both in fact and fiction alike. Her curiosity was insatiable. Maybe a little too insatiable. Excitedly running over to check out one of the family farm's cows and nearly getting kicked by it is one of the earliest memories that sticks with Amara to this day, and plays just as much of a role in her caution around animals as her sensory issues do. When she was younger, she had a bad tendency of holding this fear against animals, but as she got older she realized it wasn't their fault. They were just doing what came natural to them. To blame them would've been as unfair as blaming herself for her sensory issues would be.
Now, people. Those were a lot harder to figure out. It turned out open, honest communication was a lot less popular outside of the home, and most kids weren't having almanacs or old sci-fi movies being used as bedtime stories. Amara often forgot these facts, and her attempts at connecting to her peers tended to be less than successful. But, hey! That was okay! She had her parents at home to talk about all of that stuff to, so it wasn't like she was missing out much, right? Her lack of socialization was a constant throughout Amara's life, but she rarely let it get her down. She was perfectly happy going without it, and when people did approach she accepted their presence with open arms. She didn't know a lot about her reputations in various grade years, and frankly? She didn't really care. Her reactions to others' thoughts on her were rarely anything more than a shrug and an "anyway." Who cared if in early years, people thought she was the weird girl? If in high school, they thought she was too distant to approach? If some jealous guys said some particularly unsavory things? Learning and working on the farm were both far more important.
Finally came college, the chance for Amara to truly spread her wings. It was in this crucible that the Amara we know today truly formed. It was her need to navigate the city that lead to her deciding she just had to have a motorcycle, which she has proudly been taking care of for four years and given a companion in the form of her dirt bike. It was her distance from home that gave her the opportunity to begin looking into new knowledge on her own times, no longer following the lovingly set out path set before her by her parents. It was a population of students who were, frankly, too busy to care about reputations or rumors that lead to her finally making a precious few friends of her own. Amara's currently midway through her fourth year, and expects to miss it so bad that she's already planning on jumping in for a Master's.
However, it isn't all sunshine and roses. Amara's Freshman year was when Claire, stubborn until the end, finally picked a battle she couldn't win. Marie had always warned her that she was risking her health working so hard, and every year she was brushed off because she couldn't just sit back and watch hired hands handle all of the harvest. A particularly wet season brought a particularly bad bout of meningitis with it, and with the slow but steady strain she put on her body she wasn't strong enough to fight it off. Both Marie and Amara were absolutely shattered.
Yet, they were farmers. They were scientists. They weren't going to quit. They would learn. They would adapt. And they would grow past this. As Amara debated dropping out of school and staying at home full time to help with the farm, Marie insisted that she would do no such thing. She shared Claire's last words with her daughter; that if the two of them truly loved her, they'd live their life to the fullest and honor her memory by making countless new ones. Amara had been the happiest Marie had seen her in her entire life, and Marie wasn't about to demand she give that up to care for her. She was the parent, not Amara, and it was her job to hold down the home while Amara begins the first day of the rest of her life. Together, they could grieve. But they could also prosper. After all, if she'd given up on her first year of college, she would've been nowhere near where she was now. She'd rather be alone at home than ever risk the same happening to Amara.
Over the years, the grief has faded, replaced with a level of gratitude towards both of her mothers that nothing in this world can ever come close to. She still lives on campus, but switches to online learning every harvest season so she can head home and help Marie out. Truth be told, she worries about how hard her mother works herself, and makes a point of being there for her whenever possible. Neither of the two wants to admit their concern, but neither wants to give an inch in caring for each other. In a way, it reminds Marie so much of Claire. However, these visits to the farm are just that; visits. She's currently savoring the last one of those while she can, knowing that by the end of this school year she'll be bringing home her diploma. She keeps her head held high as she makes her way into the second half of the year, knowing that wherever her mothers may be, they both couldn't be prouder of her.
Goals: Discover Something Great - Amara knows science isn't solved. Its a process. Its a lifestyle. Even things we're absolutely certain we know everything about are just 99% certainties, and that still leaves 1% to work with. Admittedly, she doesn't have the biggest head for theory. Her "what ifs" tend to be kind of farfetched, and her ability to focus on the finer points of science has often been strained. However, she longs to make a splash in her own unique way, whether through a key observation about the known world or through finding a creature nobody's seen before. Preferably Bigfoot.
Face My Fears - Amara is at peace with most of the realities of her sensory issues. Either she's found a means of assistance, found a means of coping, or let go because it wasn't important to her. However, she finds the fear of animals she derives from it to ne horrifically embarrassing. She's the daughter of a biologist and lives on a farm! How the hell can she justify that fear? As much as she knows it isn't her fault, she longs to finally find a way to beat her own brain and get over this fear.
Help Science Mom Find Her Smile - Since Claire died, Marie works to live and lives to work. She works herself to the bone, whether to run her deceased wife's farm, to continue her research despite public retirement, or to be the best mother for Amara she can be. She has long stopped indulging in the pleasures of life outside of the fruits of her labor. Amara is heartbroken by this turn. If she could do anything, anything at all, to help her mother find her smile again, she'd do it in a heartbeat.
OOC Name: Legion OOC Pronouns: he/him/his. Other Characters: Isaac Sunderland, Finn Torres Preferred Method of Contact: Discord Faceclaim Information: Asuka Tanaka, Hibike Euphorium
Partner Claim: KoKabuterimon
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Post by Amara Saint-Louis on Nov 18, 2021 0:43:39 GMT -5
Name: Artemis Species: KoKabuterimon Gender: Female
Personality: Bashful - Artemis is a bug of few words. In fact, around strangers, she tends to pretend not to be able to speak at all! Considering her powerful, commanding voice, this is somewhat ironic. When she speaks, others tend to listen quickly, which puts even more pressure on her. She often has trouble expressing her feelings with words, which combined with her massive compound eyes and unmoving mandible mouth makes it very hard for her to show much emotion. She tends to open up much more quickly around other insect Digimon: words and faces may lie, but pheromones are the most honest language there is.
Gentle - Artemis knows she's large, only the biggest Rookies such as Guilmon even capable of looking her in the eye. She also knows that, in both voice and deed, she can project a lot of force without trying very hard. For this reason, she treats everything around her with the utmost caution. She handles objects gingerly to avoid breaking them, presses herself tightly into seats to take up less space, and addresses others with respectful, albeit outdated, honorifics. This courtesy extends not just to allies, but to all bar even her most hated enemies. She may not like you, but she'll show you respect unless you show her why it isn't deserved. Her perception and caution often stop her partner from missing the finder points of a situation.
Decisive - If you give Artemis a reason to withhold this mercy, kindness, and respect, you've made the worst mistake of your life. She may normally be gentle, but when she does go on the attack, she does so fast, hard, and without a shred of mercy. Even for such a young, weak Digimon, she puts on the mask of a practiced warrior. She will fight to delete a Digimon that poses a threat to those she cares about, without even a shred of hesitation. Rather than loud or bombastic, her anger is every bit as cold and subtle as the rest of her personality. She takes failures to end fights very harshly, and losses even moreso. In this regard, she's somewhat of a lone wolf. It troubles her when her own hands aren't enough to enact justice.
History: Once, there were two. One of blue, one of red. One of size, one of smarts. The two were inseparable, the larger safeguarding the smaller and the smaller helping guide the larger through it all. Life was simple. Or, at least, the memories of such were. They were both happy. Or, at least, that's how the memories feel, lingering on the slightest fringes of the consciousness. With each cycle, each day, each very moment, the details get hazier, the memory gets further. And yet Artemis refuses to forget. To do so would be a far more permanent end.
It was always the same place. The same overgrown garden, where the grass towered like trees and the red wooden walls stretched all the way into the sky. Back there, it was survival of the fittest, challenges and dangers that dwarfed even Artemis calling the garden their home. Each day brought another battle, each battle brought another struggle, each struggle made the next day harder than the last. Either it made you bigger, or it ground you down to nothing. Nine times out of ten, nothing won out. Yet each time they were together, and each time they tried anew.
Until one day, they weren't.
The same garden felt all the larger without her, yet all the smaller. It was far, far quieter, but the quiet spoke volumes. Artemis flung herself into her battles with renewed fervor, but what she gained in ferocity she lost in finesse. Her victories were bigger, but her losses were harsher, and each was more decisive than the last. She was flinging herself at a wall, much like the towering walls of red that surrounded her corner of the world. And the wall won each time, harder and harder and harder still.
The wall went from metaphorical to literal. If she couldn't break through the cycle of the law of the jungle, maybe she could stop playing entirely. She lacked the strength. Even the largest of predators watched, astounded, wondering how she could be so bold and so foolish. Her efforts failed to even chip a splinter off. And yet, she continued. What else could she do? It was a question equal parts metaphorical and literal: at this point, she legitimately wouldn't have known if asked.
Fate provided a third option. It was the same story of failed climbs and defiant smashes in the shadow of the colossus. Yet it was on one desperate, heedless charge that the world seemed to . . . change. For just a second, it went out of focus, the matrix between worlds showing itself in the space between. And Artemis passed through as if she wasn't even there. And she found herself falling.
And falling.
And falling.
She'd left the garden behind. With it, she'd left everyone and everything behind. As her eyes creaked open in a future equal parts familiar alien, she knew the change she had so desperately longed for had come. If only she knew what to do with it.
Goals: Fulfill That Distant Promise - Many cycles ago, Artemis promised her sister that she would become the strongest insect Digimon. It was so long ago that the reason behind the promise has long escaped her, a fact that infuriates her to no end. However, she will never forget that this promise was made in the first place, and she will fight tooth and nail to ensure that it is brought to fruition. Perhaps if she does, she will finally see her sister again. She, too, is a memory lost to the eons. Artemis' efforts so far have been far from successful, but for the first time she now has a human standing alongside her. Perhaps that can make all the difference.
See The World - Time after time, cycle after cycle, Artemis has gravitated to the same spot to try test her mettle. The Digital World is a vast, nearly endless place, and yet she has known little more than the same four corners of her own little reality. The great convergence has finally dragged her out of her comfort zone, and with it exposed her to a (literal) whole new world. The experience was eye opening, and has done wonders to jar Artemis out of her stuck-in-the-past mentality. Perhaps exploring this new world will help expand her horizons and find the strength she lacks. It may even give her the strength to move on.
Profiles for the rest of the team will be added as they're met, but their forms will be listed in the combat app.
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Post by Amara Saint-Louis on Nov 18, 2021 0:53:23 GMT -5
Queen of the Swarm
Level: Fresh
Species: Datirimon Attribute: Free Family: Jungle Troopers Type: Slime Appearance: Personality: None of Artemis' forms differ significantly based on Digivolution level. This leads to a hilarious contrast where a tiny berry and a cartoonish looking bee carry the same unflinching politeness and world weary attitude as her large, imposing looking Rookie form. Citrusy Fresh - Artemis may not be a good fighter, or even a fighter in the slightest, when reduced to this form. But, boy, does she smell nice! - Bad Apple - Artemis' pleasant aroma takes a turn for the noxious. This attack deals no damage, but it sure is unpleasant to be around!
Level: In-Training
Species: Puroromon Attribute: Free Family: Jungle Troopers Type: Larva Appearance: Buzzing Bee - While Artemis' later forms are far too heavy to fly, in Pororomon form she is light as a feather. Her wings may be delicate, but they can carry her high into the air and kick up enough wind to push small objects around. - Cicada Whistle - Artemis' wings grind against one another, intensifying to an ear-splitting volume. Foes who can't cover their ears are briefly dazed and disoriented.
Duration: One Post. Cooldown: One Post. - Toxic Powder - Artemis rapidly beats her wings, scattering a toxic power across the battlefield. Inhaling this powder lowers all combat parameters, giving Artemis time to escape or an ally time to swoop in.
Duration: One Post. Cooldown: Two Posts.
Level: Rookie
Species: KoKabuterimon Attribute: Virus Family: Nature Spirits Type: Insect Appearance: Hero's Horn - Artemis' horn is still growing, but that doesn't mean she can't leverage it in combat. Its light weight and bladed edge allow it to harry foes more quickly than her large, cumbersome fists. - Twinkle Horn Artemis' horn glistens as it slices through the air, picking up static electricity mid swing. While Artemis cannot project electricity on her own, this attack draws some of her latent ability out.
Element: Electric. - Hurricane Mixer - A combination horn thrust and shoulder bash leaves an opponent pinned between a rock and a hard place. With nowhere else to go, they're sent sailing straight into the air.
Cooldown: 1 Post. Brawler's Claws - Artemis' claws are the size of her entire body, and she's no stranger to putting them to use. They combine a steady, stable base with bursts of explosive force, letting Artemis lift, toss, and smash foes twice her size. - Herculean Toss - Artemis grabs the largest object (or Digimon!) she can get her hands on and sends it flying at great speeds. The power of this attack depends greatly on what Artemis can get her hands on.
- Beetle Bomber - Artemis leaps off of her feet, putting all of her energy into a powerful clothesline. A powerful all-or-nothing attack, but leaves Artemis' vulnerable underbelly wide open on a miss.
Cooldown: 1 Post. Atlas Carapace - Unlike many beetle Digimon, Artemis' shell is actually big enough to cover her entire body. Damage taken from behind is greatly reduced, and if she crawls all all fours she can increase her defense at the cost of offense and mobility.
Level: Champion
Species: Beetlemon Attribute: Variable Family: Metal Empire Type: Cyborg Appearance: TECHNIQUES GO HERE
Level: Perfect
Species: DinoBeemon Attribute: Virus Family: Jungle Troopers Type: Mutant Appearance: TECHNIQUES GO HERE
Level: Mega
Species: HerculesKabuterimon X Attribute: Vaccine Family: Nature Spirits Type: Insect Appearance: TECHNIQUES GO HERE
The Friends We Made Along The Way
Level: Recruit - Rookie
Name: Louie Species: Kunemon (+ Minomon) Gender: Male Attribute: Virus Family: Nature Spirits Type: Larva Personality: Bold and Brash - Louie's not one to mince words. If he's got a problem with you, he'll say it. It doesn't matter if it's a bratty little blob or a massive dragon giving him trouble. He'll give them as many damn pieces of his mind as they can handle! That said, he's not a dick. He just happens to feel things strongly. All it takes is the waterworks kicking in to leave Louie tripping over himself to try and make things right, a phenomenon his Minomon cohorts regularly exploit. When his short fuse isn't lit, he's as big of a partier as anyone else, often leading the charge for the Swarm's festivities whether they like it or not. Opportunistic - Louie always has his eye on the prize. This is impressive, when you consider that Louie does not actually have eyes. He always has his feelers pointed in the direction of opportunity and excitement, typically smoothing over the details and complications in his mind as if they aren't important. At times this makes him a master thief, capable of using luck, pluck, and his highly coordinated Minomon cohorts to make out like a bandit. At other times, it leads to him getting comedically in over his head in the most unexpected of situations. He always swears to learn his lesson, but all it takes is a shiny object to get his mind wandering again. Gourmet - With no limbs, no eyes, and all the sensibilities of a raccoon, you wouldn't expect Louie to have much of a judicious palate. You'd be wrong! His senses of taste and smell are his strongest ones, and he will gleefully indulge in any chance he has to use them. He can pinpoint the ingredients used in food to a startling degree, and tends to be very vocal about how he feels about them. Stranger still, he excels at actually preparing this food, ordering around his Minomon cohorts like an army of sous-chefs and slinging silk around with shocking precision. Just be careful, because he'll often eat the whole thing before anyone else can get a bite! Appearance: Silk Spinner - Louie's not much of a fighter. What he is is one hell of a weaver. The silk that Louie spins is powerful, flexible, and can be twisted into all sorts of shapes. It's sturdy enough to hold both Amara and Artemis in a pinch! - Electro Thread - Louie launches a specialized strand of thread at opponent; unlike most, this one conducts electricity! The longer the strand stays connected to an opponent before being broken or torn off, the more damage it deals.
Element: Electric. - Jet Set Net - Louie weave his thread into his magnum opus . . . a big, sticky net, just large enough to cover his foe and just sticky enough to severely inhibit their movements. Rather than capitalize on the distraction, he tends to shamelessly run away.
Duration: 1 Post. Cooldown: 2 Post. Little Buddy's Little Buddies - Whether he wants them to or not, Louie's posse of Minomon always follow him into battle. They're exactly as powerful as you'd expect a loose batch of babies to be, but they can serve as extra eyes, extra ears, and in a pinch extra ammunition. - Yeet the Baby! - Louie rigs up some means of tossing Minomon at the foe, typically using silk to either perform an Olympic-style hammer toss or form a giant slingshot. It turns out taking a pinecone-covered bug baby to the face hurts!
Level: Recruit - Rookie
Name: Caliburn Species: BladeKuwagamon Gender: Sword Attribute: Virus Family: Nature Spirits Type: Machine Personality: Inquisitive - One might expect a living sword to not be a very animated creature. That couldn't be further from the truth. Caliburn flits around to and fro, as if constantly trying to investigate new sounds and stimuli. However, much like a shark, a lack of usable limbs means Caliburn's investigations often come from somewhat more . . . dangerous means. Immaculate control over its blade means these probing pokes tend not to be too harmful, but that doesn't make them any less unpleasant to deal with. If it encounters a source of danger, it will never let itself forget it, red eye blaring in memory. Beyond Good and Evil - Caliburn does not seem to have much will or agency of its own, especially once clamped onto another being's wrist. This data tether overrides what independence Caliburn does possess, attuning them to the desires of the one currently wielding them. If a host allows the connection to go both ways, they will be able to communicate directly with Caliburn and give the living blade more say. If they do not, then their personality practically subsumes Caliburn's, allowing it to be wielded against even those it considers friends. Between Louie's brashness and Artemis' gentle, caring nature, the Swarm is working on helping Caliburn assert itself better. Stubborn - Caliburn is not one to let failure stymie it. As a blade, it takes pride in keeping its steel firm and its edge true. Otherwise, what does it even have to call its own? If a challenge is put before it, Caliburn refuses to back down from it, each failure only lighting the competitive spark beneath it more. It is only under great pain that Caliburn is willing to admit it may need help. When wielded by another, this drive is passed on, turning normally meek Digimon more assertive. If an individual with an existing competitive streak wields Caliburn, steel sharpens steel, the two only serving to egg each other on. Appearance: Chrome Digizoid Blade - Caliburn, rather uniquely for a Digimon of its size and level, is built around a blade made of pure Chrome Digizoid. Its cutting power and crush resistance are second to none among Digimon of its level. - Air Knife - Caliburn slashes the air with enough force to create a vacuum wave. While weak, the blast is fast and very difficult to see, allowing Caliburn to chip down a foe's endurance from afar.
Element: Wind. - Bonded Blade - Caliburn clamps down onto a Digimon or human's arm, marking the two as sworn partners. Both parties' combat parameters see a drastic increase, lasting for as long as Caliburn's energy reserves hold out.
Duration: 3 Posts. Cooldown: Once per Thread. Digibioelectricity - While Caliburn's carapace is its "main" body, its consciousness is actually the electric impulses that run through its body. Its electric techniques are especially powerful, but anti-electricity techniques outright harm it. - Spark Blade - Sparks dance up and down the length of Caliburn's body. Either it fires off the sparks immediately, or it charges its energy for one post to be fired off as a powerful beam attack.
Element: Lightning.
Level: Recruit - Champion
Name: Nanashi Species: Chrysalimon Gender: Female Attribute: Free Family: Dark Area Type: Species Unknown Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: Chrysalid Form - Nanashi's true form lies dormant. Until it emerges, she is entombed within a protective cage of chitin. She is far more heavily armored than most Digimon of her level, but it comes at the cost of being nigh-immobile. - Power Through Pain - Nanashi's chrysalis glows a bright white, as if daring foes to test their might against it. After absorbing their attacks, power erupts from her in a brilliant explosion. This attack unleashes all damage dealt to Nanashi twofold.
Element: Psychic. Duration: 1 Post. Cooldown: 2 Posts. Prehensile Tendrils - With no functioning limbs, these tendrils are Nanashi's main means of interacting with the world. They are thin, flexible, and powerful, and in some ways seem to double as Nanashi's sensory organs. They can help Nanashi climb, but she cannot "walk" on them. - Cable Crusher - Nanashi's tendrils extend to several times their length, allowing her to impale faraway opponents. If they do not break free within a single post, she can drag them closer for a powerful follow-up using her stinger.
Resonance Horn - Nanashi's horn is her conduit, preventing her from remaining entirely isolated within her shell. Along with telepathic communication, they allow her to harness psychic-element attacks in combat. - Malice Impulse - Nanashi's horn glows as she locks eyes with an opposing Digimon. Resentments and insecurities fester in their brain, attacking not their body but their very mind. Traditional defenses do not work on this attack.
Element: Psychic. - Misconnection - Shadowy energy gathers at the tips of Nanashi's tendrils, the miasma surrounding them obscuring her position. Under the cover of darkness, she launches a powerful and difficult to predict beam towards an unwitting opponent.
Element: Dark. Cooldown: 1 Post.
Level: Recruit - Champion
Name: Valfrey Species: Shadramon Gender: Male Attribute: Virus Family: Nature Spirits Type: Insect Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: Pyromania - Flames and insects rarely get along. Valfrey knows this and does not care, seeing them as another tool that can secure his immortality. Valfrey can push his flames to the point of causing backlash. - Fire Rocket - Valfrey launches short-ranged, rapid-fire fireballs towards an opponent. Rather than simply searing the foe, they explode on impact, giving them more ability to knock and push foes around than most flame techniques.
Element: Fire. Kickboxing Champ - Despite all the fire and the flash, Valfrey's fighting style is surprisingly simple and effective. He throws punches, kicks, and knees with speed and precision, saving his flames to serve as the cherry on top. - Combo Rush - Valfrey assails a foe with a barrage of punches. The more times he uses this attack on a single foe, the stronger it becomes. However, if he changes targets, it returns to its normal weak state.
- Flare Buster - Valfrey grabs an opponent, ascending into the sky on flaming wings. If they do not escape his grip quickly, he suplexes them right into the ground with (literally!) explosive force. If not escaped, a devastatingly powerful move.
Element: Fire. Cooldown: One Post. Single Minded Focus - Valfrey's too stubborn to know when to quit. He will often push fights past the point where it's healthy for either him or his opponent, and refuses to back down even when outmatched. - Burning Inner Strength - Valfrey digs deep inside of himself, forcing himself to stay on his feet and keep fighting no matter the foe facing him. All combat parameters see a drastic increase, with the magnitude varying based on the level of his foe and how injured he is.
Duration: Two Posts. Cooldown: Once per Thread.
Level: Recruit - Perfect
Name: Ossia Species: Shivamon Gender: Female Attribute: Data Family: Nature Spirits Type: Insect Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: TECHNIQUES GO HERE
Level: Recruit - Perfect
Name: Ailanthus Species: Shivamon Gender: Male Attribute: Data Family: Nature Spirits Type: Insect Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: TECHNIQUES GO HERE
Level: Recruit - Perfect (Special)
Name: Amara Species: QueenBeemon Gender: Female Attribute: Virus Family: Jungle Troopers Type: Cyborg Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: TECHNIQUES GO HERE
Level: Recruit - Mega
Name: Eindridi Species: TyrantKabuterimon Gender: Male Attribute: Virus Family: Nature Spirits Type: Insect Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: TECHNIQUES GO HERE
Level: Recruit - Mega
Name: Duo Species: AncientBeetlemon Gender: Divinity Attribute: Vaccine Family: Nature Spirits Type: Ancient Insect Personality: Trait - 1 Trait - 2 Trait - 3 Appearance: TECHNIQUES GO HERE
Bugs, Together, Strong
Level: Xros X2
Species: KoKabuterimon X2 - Megaton Mino Maul Attribute: Virus Family: Nature Spirits Type: Augmented Insect Appearance: Kunemon wraps around KoKabuterimon's left wrist, its body shaping into a gleaming golden wrist guard. A tightly-braided rope of webbing connects this wrist guard to the Minomon, who have been bound together into a massive mace head of bark and shell casings. Electricity crackles around the entire fusion, both from Kunemon's electric abilities and KoKabuterimon's own latent electrical protential. Minomon's casings also adhere to the back of KoKabuterimon's shell, giving it a somewhat hunched over appearance due to its new spiked carapace. In this form, the red highlights on its body turn a brilliant golden color. Megaton Mino Maul - With the Minomon formed into a colossal flail, Artemis is now in possession of a disproportionately large weapon for her level. While slow and unwieldy, its crushing power is unmatched once it gets going. - Megaton Mash - Artemis swings the Megaton Mino Maul toward an opponent, aiming to bowl them over with a show of extreme force. While slow, unwieldy, and easy to dodge, its range and power are unmatched.
- Megaton Quake - Rather than attack her foe, Artemis strikes a foe that she knows can't dodge; the earth. With each slam, fissures slice along the earth, disrupting the balance and speed of groundbound foes until the quakes settle.
Element: Earth. Duration: 2 Posts. Cooldown: 1 Post. Magnet Power - Minus - Louie's electric potential draws out Artemis' own, infusing her with magnet power. In this form, she is charged with repulsive power, allowing her to send obstacles and foes flying with ease. - Repulsion Bomber - Artemis focuses magnet power in her feet, preparing to push herself against the very earth itself. After charging energy for one post, she launches herself at blinding speeds for a backbreaking spear tackle.
Cooldown: 1 Post. - Repulsor Field - Artemis swings her flail in great circles, creating a massive negative-charge barrier around herself and a single close ally. Weak attacks and Digimon are turned aside effortlessly, while stronger ones are bent and blunted. Artemis is exhausted after using this technique, incapable of attacking or dodging for her next post.
Duration: 1 Post. Cooldown: 2 Posts. Super Heavyweight - Between her weapon, her magnetic stabilization, and her armored-up form, Artemis' mass is immense. Trying to knock her around is far easier said than done, with even the strongest attacks typically leaving her skidding. Hero's Horn - Artemis' horn is as swift and reliable as ever, which is far more helpful with her increasingly-unwieldy form of primary attacks. If a foe slips past mauling range, her old reliable horn is sure to slice, dice, and finish the job. - Pound and Ground - Artemis smashes a foe with her horn as if it was a hammer. Repulsive force pulses from her horn with each slam, potentially driving lighting foes straight into the ground.
- Electro Shocker: Minus - Artemis launches a blast of ball lightning from her horn. The ball explodes on contact with an enemy, knocking them away from Artemis with surprising repulsive force.
Element: Electric. Cooldown: 1 Post.
Level: Xros X2
Species: KoKabuterimon X2 - Quick-Draw Kuwaga Cutter Attribute: Virus Family: Nature Spirits Type: Augmented Insect Appearance: BladeKuwagamon splits in half, each half of its body adhering onto one of KoKabuterimon's wrists. The eyepiece grows into a shield like crossguard, and the blade extends and curves slightly to better fit KoKabuterimon's large size. The blades spark with electricity here and there, kicking up explosive showers of sparks when ground against one another. The metal creeps across KoKabuterimon's body, covering the black areas of exposed muscle and making them a shining silver color. KoKabuterimon's shell compresses slightly in this form, leaving it looking leaner and meaner than other forms around its level. Quick-Draw Kuwaga Cutter - With Caliburn latched onto her arm , Artemis is now in possession of a disproportionately speedy weapon for her level. While not as mighty as her own brute strength, it guides her through rapid-fire swordplay beyond her understanding. - Shining Slash - Artemis swings the Kuwaga Cutter with enough force to leave shockwave-like afterimages behind. Her swordsmanship is a feint; it is actually the afterimages that hold the true power, searing Artemis' foes with radiant light.
Element: Light. - Mirage Dash - Artemis surges forward, phasing through a single attack, shield, or environmental obstacle in the process as if it wasn't even there. After doing so, she quick draws her blade for a swift counterattack.
Cooldown: 2 Posts. Magnet Power - Plus - Caliburn's electric potential draws out Artemis' own, infusing her with magnet power. In this form, she is charged with attractive power, allowing her to draw opponents closer to her (or vice-versa!) - Boomerang Blade - Artemis throws the Kuwaga Cutter towards a foe, intentionally missing them by just enough to try and let their guard down. Afterwards, she channels her magnet power, pulling the blade back in hopes of backstabbing her foe.
- Laws of Attraction - Artemis ionizes a foe with a flash of light, leaving them attuned to her on a polar level. The closer they are to one another, the harder magnetic forces pull to draw them together.
Duration: 2 Posts. Cooldown: 2 Posts. Mirage Warrior - The Kuwaga Cutter enhances Artemis' natural speed, allowing her to move so quickly that afterimages follow in her wake. So long as she stays on the move, enemy Digimon have a harder time pinpointing the real Artemis to target. Hero's Horn - Artemis' horn is as sturdy and powerful as ever, which helps round out her increasingly swift and graceful form of primary attacks. If a foe's defenses are fending off the Kuwaga Cutter, her horn often has the extra power she needs to get the job done. - Electro Shocker: Plus - Artemis launches a tendril of grasping lightning from her horn. The tendril magnetizes an enemy on contact, drawing them closer to Artemis and her eagerly-awaiting blade.
Element: Electric. Cooldown: 1 Post. - Scoop Stake - Artemis knocks a foe skyward with a sweep of her powerful horn. Once there, she leaps above them, using the attractive properties of the Kuwaga Cutter to shoot toward them at fearsome speeds. Near-harmless if the combo is interrupted, but causes immense damage if the foe is incapable of escaping.
Cooldown: 2 Posts.
Level: Xros X2 (Recruit)
Species: Kunemon X2 - Bee Team Attribute: Virus Family: Nature Spirits Type: Augmented Insect Appearance: Chrome Carapace - Louie isn't made of Chrome Digizoid like Caliburn is, but with most of his body covered in a BladeKuwagamon's shell he may as well be! Louie takes reduced damage to attacks that don't target the head or underbelly. - Spark Winder - Louie charges up the blade on his tail, using it as a giant-sized proxy for his original stinger. For someone fighting with his rear, his swordsmanship is surprisingly sound.
Element: Electric. Lightning Weaver - Louie is capable of using a combination of Caliburn's bioelectricity and his own silk to shape electricity into various useful forms. Most commonly, he creates simple limbs to scuttle around or manipulate objects with. - Incoming! - Louie sticks a foe with a powerful strand of thread, then retracts it as he leaps into the air. He sails towards his foe, blade-first, to impale them in a surprisingly brutal strike. However, if this doesn't finish the fight, he's left in direct pummeling range.
Cooldown: 1 Post. - Electronet - Louie throws an electrified net atop his foe, dealing surprisingly high damage while restraining their movements. However, the technique can be ended early if cut or broken from the outside.
Element: Electric. Duration: 1 Post. Cooldown: 2 Posts. X2-Grade Babysitting - Much to Louie's dismay, the Minomon pack are continuing to tag along despite being left out of this fusion. They're exactly as powerful as you'd expect a loose batch of babies to be, but they can serve as extra eyes, extra ears, and in a pinch extra ammunition. - Batter Up! - Louie uses his the flat of his Chrome Digizoid blade to bat Minomon right towards an enemy. Each one stuck into a foe deals light damage over time until the Minomon wriggle away (or get pummeled for their trouble).
Duration: 1-3 Posts. Cooldown: 1 Post.
Level: Xros X2 (Recruit)
Species: Shadramon X2 - Burning Berserker Attribute: Virus Family: Nature Spirits Type: Augmented Insect Appearance: Blazing Blade - Valfrey puts the "burn" in Caliburn, their fusion causing the Chrome Digizoid blade to catch ablaze. He seamlessly integrates this new weapon into previously-devised kickboxing styles, as if it were an extension of his arm. - Combo Cutter - Valfrey assails a foe with a barrage of slashes from Caliburn. The more times he uses this attack on a single foe, the stronger it becomes. However, if he changes targets, it returns to its normal weak state.
On Flaming Wings - Caliburn's presence causes Valfrey's wings to flare out, making him far more capable in the air than he previously was. Instead of being limited to skimming the ground, he can rise like a phoenix and crash like a shooting star. - Rocket Ascent - Valfrey launches himself into the air as if he were a rocket taking off, quickly taking a fight into the air. If an opponent strays too close (or is dragged along for the ride), they risk being burned.
Element: Fire. - Magma Calibur - Valfrey swoops down from above, using the momentum from his dive to put extra power into his blade. As he stabs the ground (or any foe unlucky enough to be in his way), magma swells from beneath, erupting shortly after impact.
Element: Fire. Cooldown: 2 Posts. Wrathful Flame - With a new weapon in hand, Valfrey's flames demand even greater satisfaction. The more injured, afflicted, or just plain mad Valfrey is, the hotter and more intensely they burn. - Grudge Inferno - Valfrey holds a hand before a foe, meeting their eye as he spews a white-hot flame at them. The more the target has attacked or harmed Valfrey in this fight, the more damage this attack does.
Element: Fire. Cooldown: 1 Post.
Level: Xros X2 (Recruit)
Species: Shadramon X2 - Nightmare Syndrome Attribute: Virus Family: Nature Spirits Type: Augmented Insect Appearance: Prehensile Tendrils - Nanashi's prehensile tendrils extend from Valfrey's back, taking the place of where his wings once sat. Strangely enough, they seem to move on their own, at times flat-out disobeying Valfrey. - Indent Screw - Valfrey's tendrils converge on a single spot, puppeting Valfrey's body into spinning in order to force extra power from him. This burrowing attack shatters enemy defenses, but leaves the helpless Valfrey dazed after usage.
Cooldown: 1 Posts. Shadowflame - Whatever entity dwells within Valfrey has corrupted his flame, turning it into an eerie hellfire. Even when the direct blow from these attacks passes, the pain tends to linger for an extra long time. - Brimstone Barrage - Valfrey puts his gauntlets together, spewing a barrage of noxious-smelling shadowflame. Prolonged exposure to the flame causes lingering burns, both to the environment and any Digimon unlucky enough to be targeted.
Element: Dark. Duration: 2 Posts. Cooldown: 1 Posts. Psychic Backlash - Valfrey's intensity and Nanashi's pent-up negativity do not make a good combo; being around Valfrey in this form is almost a cognitohazard, intensifying already-heightened (and particularly negative) emotions with his mere presence. - Telepathic Gaze - Beams of psionic energy launch from Valfrey's eyes, shimmering as they ensnare an object or foe in Valfrey's range. No matter how large they are, he is able to ragdoll them around with ease.
Element: Psychic. - Psionic Wave - Clutching his head, Valfrey lets out an uncontrollable pulse of psychic power. A surprisingly damaging attack, which also forces all foes in range to bare the brunt of Valfrey's current emotional state.
Element: Psychic. Duration: 1 Post. Cooldown: 2 Posts.
Level: Xros X2
Species: KoKabuterimon X2 - Reboot Mode Attribute: Virus Family: Nature Spirits Type: Augmented Insect Appearance: Psionic Empathy - A new bond, born of trust and care, has quelled the enigmatic force beneath Nanashi's chrysalis. Now, Artemis' gentle heart resonates through their gestalt bond, using their psionic power for noble ends. - Inspiring Word - Artemis' voice pulses through an ally's head, encouraging them to keep fighting through the worst of their trials. The target is lightly healed and cured of mental status effects such as fear or confusion.
Cooldown: 2 Posts. - Penance Stare - Artemis locks eyes with a foe, targeting not an opponent's body but instead their conviction. The more regrets lie upon a foe's heart, the harder this attack hits.
Element: Psychic. Cooldown: 1 Post. Prehensile Tendrils - While Nanashi's tendrils writhe out from what few gaps exist in Artemis' chitin, they seem far less aggravated than usual. They calmly, gingerly probe the world around them, as if awaiting an unseen consensus. - Tendril Tune-Up - Artemis' tendrils roam an opponent, tweaking their data with unerring precision. The target's combat parameters shift, weakening one in order to enhance another.
Duration: 2 Posts. Cooldown: 2 Posts. - Data Drain - Artemis' tendrils stab into an opponent, pulsating as they begin to siphon the very data from their body. Artemis can either absorb this data herself to heal or use it to make her next Inspiring Word stronger.
Cooldown: 3 Posts. Wall of Chitin - Both Artemis and Nanashi are the two most heavily-armored members of the Swarm. Together, their defenses are nigh-impenetrable. However, in this form their are painfully slow, nigh-incapable of avoiding attacks or pursuing foes. Commander's Horn - Artemis' horn is the longest and strongest of any of her forms, tipped with a soft psionic glow. With her new quadrupedal staff, this horn serves as her main weapon and "limb." - Concussive Blast - Artemis lifts a nearby object with telekinetic power, using it as a far-flung projectile. Without any suitable candidates, she instead launches a psychic blast from the tip of her horn.
Element: Psychic. - Rally Beacon - Artemis holds her horn high, inspiring nearby allies to charge bravely into battle. They experience a heroic adrenaline surge, their strength and speed increasing and their bodies numbing to any pain.
Duration: 3 Posts. Cooldown: Once per Thread.
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Post by Aahz on Nov 20, 2021 20:44:32 GMT -5
Bugs! Beautiful bugs! Hope none of them end up on pins.
Accepted!
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Post by Aahz on Sept 6, 2024 19:20:18 GMT -5
I'm not sure how much I should approve of someone who throws babies at other people. I mean come on now!
Approved
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