HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 2, 2017 16:54:50 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | It was just another Shibuya Saturday night.
Even with your eyes shut, you could see technicolor neon for what felt like forever down this street, and the next, and the next, and the next. The thud of muffled techno was audible for a solid mile in every direction. This was the heart of the nightlife district in the ward, and everyone knew it. Every other door was manned with thick red cord and a pair of musclebound bouncers, bulging in ill-fitting untailored suits. Some of them had inked dragons, or katanas, or kanji winding down their necks, shoulders, or wrists.
On the edge of a convenience store roof a few blocks down, there crouched a man. The moonlight cast an unnatural shine on his off-yellow raincoat. In turn, that gave way to shreds of cloth underneath, in the form of an old grey tank top. Black cargo pants and combat boots kept his colossal form as still as ever, perched on the cement parapet as he stared down into an alleyway below. One hand was grasping a length of steel piping as he continued to survey. The other hand strained as it fastened its grip around something hidden within his bestial grasp.
"Rho." Something behind him hissed and crackled, stirring in the shadow of a pillar that held up a railway line. "Don't disappoint me." The presence in the darkness burbled quietly and wordlessly. The man's methodical gaze continued to scour the alleyway. A point of gel-fastened black hair protruded out from within the other shades of charcoal and grey. That was all he could see. That was all he needed to see.
A smile broke across the titan's face. He motioned towards the fire escape.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 2, 2017 17:26:52 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]Shibuya was certainly full of activity tonight, as it has always been. Colors flashed, throbbed, and blinked all over the streets and buildings in a royal rainbow of visual delight. Music from the numerous clubs and bars thumped loud enough to rattle the very windows of their respective establishments. One such venue, in particular, stood out for gaming savant Yun Yoshimasa. Normally, he would avoid places like these; they were all seedy, and full of people looking to prey on unsuspecting individuals for everything they were worth. But the focused gleam in his purple eyes and his calm, unhurried breathing suggested he had business to attend to in the festive district of lights and sounds, and this spot had been the agreed point of rendezvous. Rumors had been circulating around the Internet, the news, and a few coffee shops that Yun frequented on the regular that somebody under the vague description of a "hulking behemoth" had been spotted a couple of times in the past, and that his appearances were occasionally linked to a series of especially brutal assaults. The spiky-haired man sighed calmly, replete with patience, as he toyed with the box of cards that lay fastened against his studded leather belt. He would rather be at home making changes to his deck, but it would have been equally unwise — and uncharacteristic — to simply let these whispers of a phantom juggernaut go untested. What if he actually existed? What was he like? Just how brutal was this figure? Some may have called Yun reckless, even suicidal. He simply feels it's a matter of principle, grinning impishly at the thought. 1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 2, 2017 17:50:43 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | The juggernaut descended about three flights of stairs as quietly as he could. He bent himself around and underneath the metal as the figure became clearer; ten years and nearly a foot shorter than the colossus, with a meticulously-arranged hairstyle to boot. He crouched on the edge of the fire escape's last level, two stories above the ground, and stared at the back of his prey. The metal was beginning to creak. Dust crumbled as it pulled away from the wall, starting to trickle out onto the floor.
The colossus chose this moment to fall the last two stories, landing with a thud. He pressed his body into the ground, and snapped his head upwards with a low snarl. Slowly, he begun to unfurl his entire form for the first time that evening. His knees brought his barrel-chest up into the air, and pressed his head upwards to reach a height well over six feet. His form was wide enough at such a height that the moonlight was cut from a beam into an unrecognisable sliver. The off-yellow fabric of his coat billowed behind him, and his ghostly white hair rippled underneath the night sky.
"Kid," Daichi Kumo snapped his head from side to side, cracking all the air pockets along his vertebrae as he did so. "You picked the wrong night to go for a walk." He flexed his mammoth fingers, whitened his calloused knuckles, and widened his mouth into a grin.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 2, 2017 18:17:13 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]A chill practically crawls down the back of Yun's slender neck. But his form remains frozen where it stands — not from uncertainty or terror, but smoldering curiosity, a sensation that continued to grow hotter and brighter with every passing second. A breeze kicks up. Dust rolls across the pavement of the alleyway as a column of moonlight penetrates the skyscrapers that towered above Shibuya, as if to set the scene for Yun himself. He basked in the silver beam with hands stuffed into both pockets, even as an audible clap pierced the silence from behind. Yun swivels on his heels to face this trespasser, only for amethyst eyes to draw upon the form of a man unlike any he had seen before; sinewy musculature framed every part, each equally sculpted with a painstaking attention to detail. Clearly, a degree of single-mindedness was put into crafting that body body, and it truly was a visual feast to partake in. The presence of white hair made the tanned giant's silhouette stand out even more, and his jacket gives him an off-yellow outline to follow more easily. Was this man the fabled "phantom juggernaut" that the porcupine-headed gamer heard so much about? " Is that so?" Yun riposted sharply, pulled his hands out from both pockets to fold his arms confidently, his own jacket and multi-pointed hair swaying in the breeze. " I don't seem to recall asking you for your opinion on my exercise habits. You appear to have that covered." He sized the meaty giant up and down to emphasize his own sarcasm. Outstanding as his attitude towards this massive tower of muscle might have been, Yun was not so foolish as to enter this scenario without a few contingencies up his sleeve. One such defense, assuming the white-haired stranger was sensible enough to read between the lines and postulate it as such, was that of a faint golden twinkle nestled perfectly in front of the Moon, flickering just bright enough to obscure the form of whatever was producing it. " If you're looking to solicit 'protection services', don't worry," Yun continued with a faint sneer, " I have that covered, as well." 1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 2, 2017 18:49:15 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | Daichi's grin did not falter as the smaller man spoke.
"It was a warning, not an opinion," The juggernaut rolled his shoulder around in its socket, raising a hand to hold it as he did so. "And if you think I'm offering protection here, I don't know what to tell you." Daichi pressed out his chest and stretched his shoulders, keeping his gaze set on the boy. Something gold twinkled in his periphery. His head remained still.
"This isn't the first time you've been wandering around here," Daichi pulled a reel of faded white tape from a pocket, and begun winding it around his knuckles. "And nobody's stupid enough to come around these alleyways, in this part of town, at this time of night, alone." The titan growled and set his feet. "Time to teach you why not to fuck with rumours." Without any further ado, he released the brakes. A foxhound unmuzzled on a hunt, a lion free from its cage.
With impressive speed for a man of his stature, Daichi burst forward. As he closed the gap between himself and the smaller man, he pulled his fist up into the air and charged with the weight of his shoulder and torso behind it -- aiming directly for his target's jaw.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
[attr="class","cred"]VEL OF WW[newclass=.uh]color: #aaaaaa; -webkit-text-fill-color: transparent; background: -webkit-linear-gradient(transparent, transparent),url(http://i.imgur.com/eDZLYqo.png) repeat; background: -o-linear-gradient(transparent, transparent);-webkit-background-clip: text;width:400px;position: relative; z-index: 2;[/newclass] [newclass=.tbox]width:400px;height:auto;background:#333;overflow:hidden;position: relative;padding:20px; [/newclass] [newclass=.cred]text-align:center;font-size:8px;color:rgb(132, 132, 132);letter-spacing:1px;font-family:verdana;margin-top:5px;[/newclass] [newclass=.cred a]color:rgb(132, 132, 132);font-size:8px;letter-spacing:1px;font-family:verdana;[/newclass] [Googlefont=Merriweather Sans|Cuprum|Oswald]
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 2, 2017 19:17:24 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]Oh, what bravado! The chest-puffing, the unsubtle displays of intimidation, it was all really charming. Yun had to physically restrain himself from sniggering. Surely this man had better things to do than assault young people, did he not? The gamer watches as the beefy behemoth summons a roll of boxing tape, unraveling it in thick layers over each of his sausage-like fingers. Wow. He actually is being serious. Yun would have made a quip, but there were definitely better moments for it than this one. Still, the walking pile of bricks readily acknowledged Yun's absence of fear, and felt it necessary to remind him why this assessment was incorrect. Such deterministic thinking always spelled a person's downfall in the end. Yun tensed as the giant lunged forward with trained precision, pulling his shoulder back only to throw his fist with the intent to punch his head clean off. A simple approach to a supposedly simple opponent, apparently. The smaller, leaner man shifted leftwards and allowed his body to fall neatly away from the approaching hulk, then fluidly entered a sprint, darting swiftly into a nearby junction that led into a narrow corridor, one the man would definitely have trouble slipping through with his massive frame. Yun scowled, dipping behind a wall in the hopes of losing his line of sight. That definitely could have gone better.1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
ulla [newclass=.we1]background-image:url(http://i.imgur.com/s7pcgfs.png);height:380px;width:400px;padding-top:120px;overflow:hidden;[/newclass][newclass=.avatar]background-color:#363636;width:50%;padding:10px;opacity:.9;transition:1s;border:#666 1px solid;padding-top:30px;padding-bottom:30px;transition-delay:2.5s;[/newclass][newclass=.lost1]font-size:12px;font-family:Alegreya Sans SC;color:#fff;letter-spacing:2px;padding:10px;background-color:#363636;opacity:.9;border:#666 1px solid;width:50%;transition:1s;margin-top:10px;margin-bottom:10px;transition-delay:2.5s;[/newclass][newclass=.trying:hover .lost1]opacity:0;transition:1s;[/newclass][newclass=.trying:hover .avatar]opacity:0;transition:1s;[/newclass][newclass=.rise]padding-top:25px;height:475px;width:400px;background-color:#272727;opacity:.8;margin-top:200px;transition:2s;transition-delay:1s;[/newclass][newclass=.trying:hover .rise]margin-top:-360px;transition:1.5s;transition-delay:1s;[/newclass][newclass=.dying1]width:80%;padding:10px;background-color:#1a1a1a;border:#444 1px solid;opacity:0;transition:1s;[/newclass][newclass=.mouths1]color:#eee;font-size:10px;text-align:justify;height:370px;overflow:auto;padding:5px;[/newclass][newclass=.lying1]width:80%;padding:3px;background-color:#1a1a1a;color:#777;font-size:10px;text-align:left;border:#444 1px solid;margin-top:10px;padding-left:10px;padding-right:10px;opacity:0;transition:1s;[/newclass][newclass=.trying:hover .dying1]opacity:1;transition:1s;transition-delay:2.5s;[/newclass][newclass=.trying:hover .lying1]opacity:1;transition:1s;transition-delay:2.5s;[/newclass][newclass=.trying ::-webkit-scrollbar]width:7px;[/newclass][newclass=.trying ::-webkit-scrollbar-track-piece]background:#444;border-left:3px solid #1a1a1a;border-right:3px solid #1a1a1a;[/newclass][newclass=.trying ::-webkit-scrollbar-thumb]background:#000;border:#444 1px solid;[/newclass][newclass=.dying1 b]color:#508ACC[/newclass][googlefont=Alegreya Sans SC]
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 2, 2017 21:13:26 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | As Daichi lunged, the smaller man deftly feinted away, skirted around him, and ran away. He pivoted on the spot and caught a flash of denim vanishing around a corner at the far end of the junction. The crackling, from the rooftop, begun to reappear; that same dark presence begun to stir in the shadows of the alleyway. It gargled something wordless, unintelligible half-speech.
"Not yet," Daichi replied. "Follow, but stay quiet." The behemoth rounded the corner in pursuit. The walls tightened, and he slipped his frame through with relative effort, squeezing through them slowly with his head turned towards the alleyway in front of him. It was empty, save for the moon drifting above, nestled in the clouds. There was that gold twinkling in his periphery again.
Daichi pushed himself through the last gap with a grunt, and looked from side to side. Nothing. The small man was not anywhere in front of him, either; but on the far end of the alleyway, as it opened up onto the road, there was an old white door. The juggernaut smirked and walked towards it, neglecting to check the space behind him that his opponent had dipped into.
"You see," A link of chain and an opened padlock fastened the door shut through a ring in the brickwork. The thudding of new-age Japanese techno was getting louder now. "Everyone else seems to think this wouldn't be an obvious hiding place." Daichi snarled and breathed, white fog against the midnight air. "But I know that the best way to hunt..." After fumbling with the chains for a while, he simply opted to tug them instead, straining for a few moments before pulling the old iron ring free of the wall. "...is to think like your prey!" He swung the door open.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 2, 2017 22:28:52 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]Yun's ears picked up the shuffle of footsteps and labored grunts, provoking from his lungs a reflexive gasp. The bearish brute chose to follow him into the alleyway, rather than simply up and leave? The prodigy had to give him credit for embracing the spirit of tenacity; if anything, it made for a more challenging scenario for him to overcome. Just in the nick of time, Yun's slender form disappeared into a nearby pocket of shadows as the lumbering tower of muscles barged his way through the barrier, slowly and quietly maneuvering its way between a jumbled pile of pipes and oil barrels stacked on top of one another for additional cover. Occasional glances towards the Moon and the mysterious golden shimmer hanging before the giant silver disc gave Yun the intestinal fortitude to maintain his composure and avoid being spotted. The titanic man called out to nowhere in particular and moved his way toward an abandoned shed of sorts, certain he had found his quarry. He was even willing — and physically able to — tear his way through a cluster of rusted iron chains, just for the chance to dig his mitts into somebody's bones. Yun raised an eyebrow. Something convinced him that this freak was desperate for a fight, and if he had the brawn to literally pulverize a handful of iron, then allowing him any kind of physical contact, even for the briefest of moments, would spell a very painful terminal experience. For now, it was best to remain invisible. The rhythmic pulse of hard techno continues to thump and bump further into the night. 1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
ulla [newclass=.we1]background-image:url(http://i.imgur.com/s7pcgfs.png);height:380px;width:400px;padding-top:120px;overflow:hidden;[/newclass][newclass=.avatar]background-color:#363636;width:50%;padding:10px;opacity:.9;transition:1s;border:#666 1px solid;padding-top:30px;padding-bottom:30px;transition-delay:2.5s;[/newclass][newclass=.lost1]font-size:12px;font-family:Alegreya Sans SC;color:#fff;letter-spacing:2px;padding:10px;background-color:#363636;opacity:.9;border:#666 1px solid;width:50%;transition:1s;margin-top:10px;margin-bottom:10px;transition-delay:2.5s;[/newclass][newclass=.trying:hover .lost1]opacity:0;transition:1s;[/newclass][newclass=.trying:hover .avatar]opacity:0;transition:1s;[/newclass][newclass=.rise]padding-top:25px;height:475px;width:400px;background-color:#272727;opacity:.8;margin-top:200px;transition:2s;transition-delay:1s;[/newclass][newclass=.trying:hover .rise]margin-top:-360px;transition:1.5s;transition-delay:1s;[/newclass][newclass=.dying1]width:80%;padding:10px;background-color:#1a1a1a;border:#444 1px solid;opacity:0;transition:1s;[/newclass][newclass=.mouths1]color:#eee;font-size:10px;text-align:justify;height:370px;overflow:auto;padding:5px;[/newclass][newclass=.lying1]width:80%;padding:3px;background-color:#1a1a1a;color:#777;font-size:10px;text-align:left;border:#444 1px solid;margin-top:10px;padding-left:10px;padding-right:10px;opacity:0;transition:1s;[/newclass][newclass=.trying:hover .dying1]opacity:1;transition:1s;transition-delay:2.5s;[/newclass][newclass=.trying:hover .lying1]opacity:1;transition:1s;transition-delay:2.5s;[/newclass][newclass=.trying ::-webkit-scrollbar]width:7px;[/newclass][newclass=.trying ::-webkit-scrollbar-track-piece]background:#444;border-left:3px solid #1a1a1a;border-right:3px solid #1a1a1a;[/newclass][newclass=.trying ::-webkit-scrollbar-thumb]background:#000;border:#444 1px solid;[/newclass][newclass=.dying1 b]color:#508ACC[/newclass][googlefont=Alegreya Sans SC]
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 2, 2017 23:58:48 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | The room behind the door... was empty.
Daichi snarled wordlessly. Cleaning products lined metal shelves bolted to the walls, and crate upon crate filled with bottles of liquor. Another door on the left, inside, led deeper into the building. The music was louder now. However, there was no smaller man. No adversary. No prey. The colossus left the door swinging ajar as he looked over his right shoulder towards the road. No sight of him. He turned his head and looked over his left shoulder -- towards a corner blanketed in shadow. Blind spot.
"Did you think I'd just get bored and walk away?" Daichi strode towards the figure in the darkness. This time, he did not dart or lunge. "You should have run when you had the chance, idiot." His yellow jacket billowed in the night wind once more as he walked towards his enemy. He grinned again and raised his clenched, white-taped fists, ready to strike.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
[attr="class","cred"]VEL OF WW[newclass=.uh]color: #aaaaaa; -webkit-text-fill-color: transparent; background: -webkit-linear-gradient(transparent, transparent),url(http://i.imgur.com/eDZLYqo.png) repeat; background: -o-linear-gradient(transparent, transparent);-webkit-background-clip: text;width:400px;position: relative; z-index: 2;[/newclass] [newclass=.tbox]width:400px;height:auto;background:#333;overflow:hidden;position: relative;padding:20px; [/newclass] [newclass=.cred]text-align:center;font-size:8px;color:rgb(132, 132, 132);letter-spacing:1px;font-family:verdana;margin-top:5px;[/newclass] [newclass=.cred a]color:rgb(132, 132, 132);font-size:8px;letter-spacing:1px;font-family:verdana;[/newclass] [Googlefont=Merriweather Sans|Cuprum|Oswald]
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 3, 2017 1:26:31 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]The behemoth paused, leaving Yun in a state of suspense. Too many stimuli prodded at his brain, too many odors and noises. He could feel the music growing louder, becoming synchronous with the adrenaline that coursed and pumped through his veins. Beads of sweat begin to form on his brow. Yun sighed quietly. He just had to wear leather tonight. Suddenly, the towering Goliath turns with a snarl, zeroing in towards Yun's precise location, demanding that his soon-to-be-victim seriously reflect on his poor life choices. For once, he was half-inclined to consider that as an option. Yun took one final glance toward the enigmatic golden glint, then bolted from behind the industrial detritus into a daring charge, intending once again to draw the bronzed monster of a man into taking pursuit. The next time one turns their attentions to the Moon, the metallic presence that glimmered bright like a star would no longer be there; it will have completely vanished without a trace. As for the prodigy, he opted to continue pulling the brutish fellow along the dark passages of the Shibuya alleyways, drawing closer and closer to the source of the techno music, its tempo accelerating even faster as if it were synchronized perfectly to Yun's heartbeat, echoing the exciting passion he felt from this game of cat-and-mouse. But who was the cat? And, more importantly, who was the mouse? 1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 3, 2017 1:47:05 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | The prey had slipped free of his grasp once more. Daichi spun on his heels and ran after his adversary, but he was gone. The path behind him led left at the mouth of this alleyway, past the open door.
As he bolted away in pursuit, Daichi checked the device in his hand; at his behest, Rho was following their movements above. He buried it into his pocket and continued running. Barrels and congregations of the homeless and construction placards forced a single path, weaving around corners. The annoying glint in the corner of his eye was gone, and the moon was clear, now. The colossus basked in its light as he turned the last corner into the widest alleyway so far. It was off-Shibuya, as some called it.
Ultramarine neon kanji read LAIR at the top of some brickwork. Every beat and synthesised half-harmony was clearly audible now. Two bald men, both a little bit shorter and skinnier than him, wore black waistcoats and clear plastic earpieces, stood aside a set of double doors. Red cordon. Over the top of the right-hand bouncer's shirt collar, an inky samurai reared his head.
And between the pair of them was him. Daichi grinned, exhaled, and started pacing towards him, snarling utterances half under his breath.
"Not this time, you little shit."
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 3, 2017 2:18:20 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]An idea burst its way into the forefront of Yun's active thoughts. He could lose this juggernaut in the crowd. Only a complete maniac would launch an assault against civilians, and it certainly didn't seem like this man had anyone else on his agenda to pulverize in the foreseeable future. Betting his chips on this one gambit, the star-haired cardsharp turned a final corner and found himself barreling shoulders first into a small crush of passersby, momentarily disrupting the collective of people long enough to regain his bearings and close in on the entrance to LAIR, an off-Shibuya nightclub and the source of the eccentric techno beats that rocked and throbbed the inside of Yun's skull. Considering that everyone had roughly the same sense of fashion the prodigal gamer sported, strange hairstyles included, Yun felt assured he would blend in and took it upon himself to slip into the front of the line that, little by little, trickled between the burly, clean-shaven bodyguards and the sword-wielding thug that stood as this venue's vanguards. Once he closed in, the lefthand sentinel lifted a hand, a signal for Yun to halt. Play it straight, Yun. " Yun Yoshimasa. I'm here to speak to your boss," he spoke, coolly, glancing over his shoulders with a suggestive tilt of his head. "It requires his immediate attention." The samurai-looking fellow initially took offense to the spiky-haired young man's bold request and nodded silently to his two subordinates, whom returned the gesture before allowing Yun to slip neatly between them to be accompanied to the manager's office. This was bad. Yun was already biting off more than he could chew by simply attempting to sate his own curiosity for suspicious rumors. Now, he was forced to request the help of gangsters and delinquents to keep space between himself and his pursuer. Using the music as a psychological metronome to even his breathing out and return his mind to a state of clarity, Yun started meditating as the brusque samurai escorted him through the club, towards an unlit back corridor leading directly to the proprietor's observation room. He had to think of a better strategy, and fast. Otherwise, a lot more people apart from himself might get hurt. 1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 3, 2017 10:16:47 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | Daichi watched as the right-hand, tattooed stoic of a bouncer ushered his target through the doors, with a hand at his back and a sword at his hip, ready to draw it for any trouble. He flicked his eyes up to the nightclub sign, and then back down at the last remaining bouncer, who had just caught sight of him on approach.
"Sir, I'm afraid we're close--UGH!" Daichi launched an open palm at his throat, connecting with a thwack. The bouncer gurgled and his knees begun to buckle. He smiled. He knew what it looked like when the guard was open, and he could get another couple hits in. The colossus raised the hard, black rubber of his right combat boot, and stamped down on the bouncer's shin -- the one he had been using for stability.
Crunch.
"AAAAGH!" A few heads turned inside. Daichi grabbed the scruff of the bouncer's collar and raised his fist, pressing him against the wall and grabbing a handful of his hair to hold his head up.
"The kid. Where's he going?"
"Fuck yo--" The bouncer couldn't finish his expletive before Daichi threw his punch. Something dislodged itself at the bridge of his nose, and it begun to bleed profusely from both nostrils.
"Don't fuck with me. Plenty more to break before any of your friends get here. Where's he going?"
"Th-the boss... out back..." Daichi dropped the bouncer haphazardly, kicking him once more in the gut. For good luck. He launched the cordon aside and strode through the now-unmanned double doors as the music swelled around him, each bass thud and synth whine now not just audible, but overwhelming.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
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LONER
RANK 2
Zubamon
SPIRIT
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Post by Yun Yoshimasa on Sept 3, 2017 16:11:38 GMT
[attr="class","trying"] [attr="class","we1"] [attr="class","lost1"]let us play a game [attr="class","rise"] [attr="class","dying1"] [attr="class","mouths1"]Once the thick stench of cigar smoke reached his nostrils, Yun watched with nary a word of objection as the sword-wielding bouncer pushed the door wide open, causing plumes of tobacco-scented mist to drift their way out in volume. There was no turning back. That psychopath was hot on his tracks without any arguable justification, almost as if he were-- "Send him in," says a thickly-accented voice unknown to the gamer, and without delay his small, leather-clad, pointy-haired body is promptly shoved into the club's backspace before the heavy steel portal was thrown shut with an audible slam. Yun's eyes darted around the room like flies, searching for everything — anything — that could put some distance between himself and the testosterone-driven giant. Hopefully those bouncers were capable of doing their job. It was bad enough this club had lax security as it was. But, that wasn't something this man needed to know. He doesn't dare speak a word out of place. They might have liked to claim that they were 'businessmen', but Yun fully knew who, and what, they really involved themselves with. "I heard from my boys that you said you needed to talk to me," speaks the gruff fellow from behind the optical protection of his bright red office chair, which appeared more like an elaborate throne where Yun was standing. "Said it requires my immediate attention?" The space in dialogue was Yun's cue to speak with calm urgency. " I would not have requested your help unless I felt it was necessary. I need your protection." He glanced at the cluster of security monitors on the wall in a five-by-three arrangement, hastily moving from projector to projector for signs of havoc. After a pause, the club's proprietor swivels on his chair, revealing a half-balding man in his middle fifties in a gaudy white suit and chomping down on a cigar as though he were trying to slice through it with his teeth, smiling viciously even as it lie tucked between them. "This sounds like it's your fuckin' problem, kid. I don't just hand out my services to milk-drinkers like yourself." Yun clenched his teeth in frustration. What was it with people calling him a kid? Unwilling to argue the assumption, the duelist with flamboyantly-styled hair pointed directly at the monitor labeled "Front Door", drawing the gangster lord's attention, if momentarily. " It'll be yours, too, if you don't help me." The tubby criminal grunts, a consequence of his poor health, and squints to get a better look. At first, he growls with audible anger upon noticing the visibly-injured body of one of his best bodyguards on the ground. But this rage was quick to turn into something entirely different, an emotion that Yun truly did not anticipate: the gangster begun to panic. Though it was brief, his bloodshot eyes were able to take in a clear image of the man that was truly responsible for the scene outside. That psychotic grin was unmistakable. "No! Fuck no! Get your fuckin' ass outta here, right now!" Alarmed and infuriated, the club owner stood up from his chair with mild struggle, using a ruby-tipped cane for both support and as a noise-maker to create a raucous within the observation room, hoping — or, more accurately, praying — that the display of intimidation would get Yun to leave. " You're kidding me, right?" The gaming savant could hardly believe it. What made this man so terrifying that other people were compelled to descend into a state of primitive fear at the sheer mention of him? " Out!" Yun barely managed to avoid being pummeled over the front of his head with a rogue snifter of brandy as it shattered in cacophonous fury against the wall behind him, a clear indicator that his presence wasn't welcome. Quickly running out of strategies to employ, the prodigal duelist barely manages to scramble his way out of the heavy iron door and back into the club's main premises as the hard-hitting techno beats changed to a more accelerated tempo. Ignoring the samurai-looking fellow that escorted him back — or was he condemning him to a fate worse than death? — Yun rapidly tried to lose himself among the throngs of the club's leather-wearing patrons, making sure to keep within his element by staying close to groups of fellow hair enthusiasts. He certainly needed a bone thrown at him right now, because LAIR was full of them tonight. Yun curses beneath his breath. I could really do for a comeback victory right about now...1: FRESH MILK - Summons forth a bottle of fresh milk for one target Digimon to drink. When consumed, it raises that target's Strength by 2 for a duration of 3 turns. 2: BRAIN BOOSTER - Increases the size of one Digimon's brain by a slight amount. Raises the target's Intellect by 2 for a duration of 3 turns. 3: COOLING AGENT - Cures the Digimon of Burn. If used by the user while under Freeze or Chill, they will be inflicted with the status for an additional turn. 4: HYPER WING - Grants the Digimon a pair of wings for 3 turns, granting them the ability of flight. 5: FEATHER FALL - Grants the Digimon a resistance to fall damage for 3 turns, allowing them to easily keep their footing even from long drops. 6: WETLANDS - Soaks the entire battlefield in a swamp of ankle-high water, up to a maximum diameter of 120ft, and elevates the humidity accordingly. Fire attacks lose a full damage grade in effectiveness and Burn status cannot be inflicted as long as this card remains active, but Thunder attacks gain an additional low chance of inflicting Stun. The water dries away after 5 turns. 7: EXPANSION - Expands the Digimon's body to ten times its original size. While offering increased occupancy of space, it does not affect their actual physical strength. Has a duration of 3 turns. 8: ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen affinity (except Absolute). Lasts for 5 turns. 9: NEEDLE SPRAY - Togemon's signature attack. The user sends out a torrent spray of needles in a cone at the target direction, damaging everything in its path for low Wood damage. 10: ELECTRO SHOCKER - Kabuterimon's signature attack. The user attacks by sending out a giant ball of plasma to electrocute the foe. Inflicts moderate Thunder damage and has a moderate chance to Stun the foe for 1 turn. 11: PALMON S - Summons one Palmon that knows Root Breaker (deals low Wood damage to one target) for 2 turns. The Digimon fades away at the end of the duration. 12: GOLIATH - The Digimon is imbued with the strength of an enormous monster for 3 turns, increasing their size by five times in the process. Half of the Digimon's Defense statistic is added to their Strength for the duration. 13: THOR'S HAMMER - Zudomon's signature attack. Unleash the mighty Mjolnir, slamming down the hammer causes an area-of-effect lightning shockwave around the point of impact, extending just beyond melee range. Deals moderate Thunder damage. 14: DRAMON KILLER W - The user equips WarGreymon's Dramon Killer gauntlets. All Digimon with the "-dramon" suffix in their name will take doubled damage from all attacks that come into physical contact. This stacks with weaknesses. Has a 3 turn duration. Both Digimon and humans can wield this weapon, but humans require an Athletics score of 15 or above.
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HYPNOS
RANK 2
Subject Rho
SPIRIT
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Post by DAICHI KUMO on Sept 3, 2017 18:42:24 GMT
[attr="class","tbox"] [attr="class","uh"] BURN LIKE WILDFIRE WIPE THAT SMILE RIGHT OFF YOUR FUCKING FACE | Whilst his opponent consulted LAIR's owner in the backroom, Daichi waded through the club's various dance floors, scouring every corridor and archway for a door leading to his enemy. A few people split apart to let him pass through. Others weren't as courteous.
It wasn't long before, through the crowd of flailing limbs and gyrating bodies, he spotted two more of them. One from the left, one from the right. Black waistcoats and mall security-issue walkie talkies. They didn't say anything; smarmy half-grins and cautious glares gave the game away. The first one, on the left, clasped his shoulder from six inches further down, and the second let the black teflon of a nightstick flash underneath the pounding technicolor of the lights. No words over the throb of the music. Just stares.
Again, Daichi made the first move. The behemoth wrenched free the bouncer's grip on his shoulder and held it tightly. He brought down the full force of his forehead down on the enemy's nose in a single strike. He felt the crunch resonate through the man's head. With his hand, he launched the bouncer into the dance floor, bowling down a group of college freshmen in the process.
It was around then he felt the force of the baton across the side of his face. With a snarl inaudible beneath the music, he tore back around, grabbed the nightstick that had struck him, and lunged with his teeth bare and his head forwards. He ripped a shred of flesh free of the man's cheek and spat it onto the floor, before bringing the liberated baton across with all the force he could muster in an act of vengeance. A pair of teenage girls nearby shrieked. It made contact with the bouncer's temple. He crumpled. Daichi dropped the baton.
With another wayward glance towards the first bouncer, Daichi broke into a short-range sprint and lifted his leg up in the last stride. The timing was perfect -- just as his victim was rearing his head and thinking about getting back to his feet. The kick connected near-perfectly, causing around half a million dollars' worth of dental damage and knocking him unconscious. The boxer stared over his victim and squatted as a circle formed around him. He stared down at the man's face with untethered fury in his eyes and screamed a single word at the top of his lungs. It was the only thing audible above the music.
"CUNT!"
The track changed, and in the few seconds between, half of this particular dance floor emptied. The remaining half were transfixed; either in morbid awe or drug-induced euphoria. Daichi spat a mouthful of blood to his side and swung his head back, before turning around -- just in time to catch sight of his original target. The next beat begun to swell. The pump of the techno returned, as erratic and frustrated as ever.
In complete silence, on a half-empty dance floor, Daichi raised his finger level at his smallest opponent of the evening. The man from the alleyway.
5 SWIPES REMAIN 01. FIRST AID - Restores a low amount of damage from the Digimon.
02. BOARD RESET - Resets the battlefield to what it was before the beginning of the fight, repairing structural damage and instantly removing any weather or terrain effects active.
03. CARD JAMMER - Immediately disables use of all Digivice card scanner functions of Digivices in the area for 3 turns, preventing the action of scanning cards during this time.
04. DISARM - Negates the currently active effects of a Weapon or Armor card that was played on an enemy Digimon, destroying the equipment in the process.
05. RECYCLE - Discard 4 cards from your deck and recover 2 that have already been used in the thread. This card does not use up a swipe.
06. EXPANSION - Expands the Digimon's to 10 times their original size. While offering increased size, it does not affect their actual strength. Lasts for 3 turns.
07. ELEMENT CHAMELEON - Shifts a single resist/weakness/null of a target Digimon to a chosen Affinity (except Absolute). Lasts for 5 turns.
08. SPIRAL TWISTER - Biyomon's signature attack. The user sends out a stream of ethereal flames to attack, dealing low Wind/Fire damage and a low chance to Burn for 3 turns.
09. CELESTIAL ARROW - Angewomon's signature attack. Launch a spear of moderate Light damage at an enemy. Inflicts Virus-attribute Digimon with Fear for three turns if it connects.
10. METAL WOLF CLAW - MetalGarurumon's signature attack. Spew a vapour of air at absolute zero, dealing heavy Water damage in melee range at every direction. Enemies weak to Water will be Frozen for three turns.
11. TANGLE VINES - Summons forth a series of vines. These can be used to make a surface climbable, or upon an enemy to have a low chance of Rooting them for 2 turns. Vines fade away after 2 turns.
12. SCATTER AUGMENT - Modifies the Digimon next ranged attack to damage all foes in a cone radius. (Minimum 5ft cone, increases by 5ft for each damage category above Tiny).
13. POOP TOSS - Allows a Digimon to summon forth a pile of gunk created from an undesirable reason. Can be tossed at one target to inflict tiny trash damage.
14. VENOM SPLASH - Splashes a single target in a venom, which has a tiny chance (must roll 90 or higher) of inflicting poison.
15. DRYNESS - Dries a 250ft radius with a bright sun for a duration of 5 posts. |
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