Post by Inori on Oct 25, 2010 20:06:00 GMT -5
Forms:
In general, this virus type digimon seems to have an affinity towards shadows and water. He is a cunning, persistent creature who always seems to be up to some sort of plot or scheme. He can be a very possessive digimon over things he considers 'his'. Due to his shadowy nature, he has a tendency to lurk in the shadows and watch. He has no problem stating his thoughts on any given matter, regardless of if it can be seen as rude or offensive to others. Most of his forms keep to this general personality type, sans his Mega form, Charonmon. Charonmon is much more reserved in his thoughts, but more likely to take some kind of action (aka if someone is annoying him, he's more likely to try and hit them with his oar then tell them to be quiet).
Fresh: Occumon
In-Training: Apprentimon
Rookie: Alchemon
Champion: Magimon
Armor: Morosmon
Ultimate: Sagemon
Mega: Charonmon
Attacks:
Fresh:
Black sparks - Occumon throws black spark at his enemy...more of a distraction then an actual painful attack.
In-Training:
Shadowbeam - Apprentimon fires a black beam of energy at his enemy.
Rookie:
Unstable Experiment - Hurls a vial at his opponent. Should the vial hit, it shatters open and releases a painful, acidic concoction which burns.
Choking Grasp - Alchemon's scarf stretches, and wraps itself around his enemy, temporarily immobilizing them.
Champion:
Dark Ebb - fires a fairly powerful stream of dark tinted water at his opponent. The water stings on contact, but serves better as a method to knock an opponent back, or slow their advancement.
Shadow Ball - A sphere of shadow magic fired from the palm of his hand.
Shallow Grave - An attack meant to encase his enemy with shadow magic, and inflict the illusion of being buried alive.
Armor:
Shadow Strike - Seems to dissapear into the shadows, then reappear behind his enemy. A strange hissing sort of sound can be heard just before he reappears, and strikes. (So as to give someone a chance to react and not make this ability seem too over powering)
Soul Cutter - Embues his blade with shadow energy, then launches himself forward very swiftly at his enemy, aiming to make a precise strike.
Ultimate:
Shadow stalker - Conjures a creature of nightmares and shadow (or two small ones depending on what he feels like) to attack it's enemy. While the creature is active, Sagemon is unable to call upon any of his other special attacks (but can still lash out with his own weapon or throw punches).
Drowning Nightmares - Attempts to surround his opponent in shadows. Once caught in them, the victim is assaulted by terrible visions.
Mega:
Souls of the Styx - Charonmon summons forth a few souls (3-4) to send after his enemy. The souls can track their opponent, but the longer they are avoided/out..the weaker they become. If the souls get ahold of someone, they inflict shadow and water based damage.
Ferryman's Toll - Charonmon conjures up six orbs, three black, three blue. Each of the orbs take a moment to charge, before either unleashing a piercing beam of energy (shadow with black, water with blue), or being used as a shield to absorb a blow. When an orb is used, it disappears. The orbs can be moved individually, but not terribly far from Charonmon. If an orb is not used, it will remain hovering around Charonmon until he dismisses it, or it is used. Only one orb can be used at a time (meaning he cannot attack and defend at the same time...it's one, then the other).
Waters of Acheron - Charonmon moves his oar in a sweeping fashion, summoning water at the tip of his oar's blade, which flies forward at whatever is in front of him. The waters cause searing pain on contact. If it catches someone in the eyes, it may temporarily blind them.
Appearance
Baby:
In-Training:
Rookie:
(While it isn't drawn here...the ends of Alchemon's scarf look like fingers/hands)
Champion:
Armor:
Though this image does't make the armor look as dark as it should (i1010.photobucket.com/albums/af224/Inoruki/RPThings/karas.jpg)
Ultimate:
Mega:
In general, this virus type digimon seems to have an affinity towards shadows and water. He is a cunning, persistent creature who always seems to be up to some sort of plot or scheme. He can be a very possessive digimon over things he considers 'his'. Due to his shadowy nature, he has a tendency to lurk in the shadows and watch. He has no problem stating his thoughts on any given matter, regardless of if it can be seen as rude or offensive to others. Most of his forms keep to this general personality type, sans his Mega form, Charonmon. Charonmon is much more reserved in his thoughts, but more likely to take some kind of action (aka if someone is annoying him, he's more likely to try and hit them with his oar then tell them to be quiet).
Fresh: Occumon
In-Training: Apprentimon
Rookie: Alchemon
Champion: Magimon
Armor: Morosmon
Ultimate: Sagemon
Mega: Charonmon
Attacks:
Fresh:
Black sparks - Occumon throws black spark at his enemy...more of a distraction then an actual painful attack.
In-Training:
Shadowbeam - Apprentimon fires a black beam of energy at his enemy.
Rookie:
Unstable Experiment - Hurls a vial at his opponent. Should the vial hit, it shatters open and releases a painful, acidic concoction which burns.
Choking Grasp - Alchemon's scarf stretches, and wraps itself around his enemy, temporarily immobilizing them.
Champion:
Dark Ebb - fires a fairly powerful stream of dark tinted water at his opponent. The water stings on contact, but serves better as a method to knock an opponent back, or slow their advancement.
Shadow Ball - A sphere of shadow magic fired from the palm of his hand.
Shallow Grave - An attack meant to encase his enemy with shadow magic, and inflict the illusion of being buried alive.
Armor:
Shadow Strike - Seems to dissapear into the shadows, then reappear behind his enemy. A strange hissing sort of sound can be heard just before he reappears, and strikes. (So as to give someone a chance to react and not make this ability seem too over powering)
Soul Cutter - Embues his blade with shadow energy, then launches himself forward very swiftly at his enemy, aiming to make a precise strike.
Ultimate:
Shadow stalker - Conjures a creature of nightmares and shadow (or two small ones depending on what he feels like) to attack it's enemy. While the creature is active, Sagemon is unable to call upon any of his other special attacks (but can still lash out with his own weapon or throw punches).
Drowning Nightmares - Attempts to surround his opponent in shadows. Once caught in them, the victim is assaulted by terrible visions.
Mega:
Souls of the Styx - Charonmon summons forth a few souls (3-4) to send after his enemy. The souls can track their opponent, but the longer they are avoided/out..the weaker they become. If the souls get ahold of someone, they inflict shadow and water based damage.
Ferryman's Toll - Charonmon conjures up six orbs, three black, three blue. Each of the orbs take a moment to charge, before either unleashing a piercing beam of energy (shadow with black, water with blue), or being used as a shield to absorb a blow. When an orb is used, it disappears. The orbs can be moved individually, but not terribly far from Charonmon. If an orb is not used, it will remain hovering around Charonmon until he dismisses it, or it is used. Only one orb can be used at a time (meaning he cannot attack and defend at the same time...it's one, then the other).
Waters of Acheron - Charonmon moves his oar in a sweeping fashion, summoning water at the tip of his oar's blade, which flies forward at whatever is in front of him. The waters cause searing pain on contact. If it catches someone in the eyes, it may temporarily blind them.
Appearance
Baby:
In-Training:
Rookie:
(While it isn't drawn here...the ends of Alchemon's scarf look like fingers/hands)
Champion:
Armor:
Though this image does't make the armor look as dark as it should (i1010.photobucket.com/albums/af224/Inoruki/RPThings/karas.jpg)
Ultimate:
Mega: