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- Armor Monsters (Armons for short) are creatures from an alternate universe that are brought into our world via electronic devices. Each Armon has a unique power but is unable to use them to their fullest while in our world, where they instead take on the shape of smaller creatures. With the use of a ArmScan device they can take on their full form by combining with the person who they are connected to, called a “Wearer”.
- Armon fights can either take place 1-on-1 or 3-on-3. In official tournament rulings, the winners of the first round, which is 1-on-1 fights, are grouped into a 3-man team for the second round. The rest of the tournament consists of 3-on-3 fights. 2-on-2 fights are not unheard of but are not sanctioned. Armon fights take place in large open areas called AR-Zones, which are sections of the Armon world that have been artificially transferred into the human world for a brief period. Fights are won by knocking out the Armon itself, or the Armon’s Wearer.
- All declared Armon fights are regulated by the government in order to keep them safe. The ArmScan device has a built-in tracker that automatically sends out an AR-Bot to sanction the fight. The ArmScan is also capable of scanning in microchip-like devices called ArmChips that can grant boosts to the Armon during the fight. Only one can be used per fight and must be selected before the match. Also, before the fight, the Armon must choose one of its two weapons and is unable to change them. The above only apply to official match rules.
- There are four types of weapon classes, Melee (Short ranged weapons like swords and daggers), Ranged (Gun based weapons, ranging from light pistols to cannons), Heavy (Large weapons like axes, maces, and wrecking balls), and Long (Longer ranged melee weapons like spears and tridents). Every Armon has two (or sometimes more) different weapons fitting their combat style.
- Once an Armon enters the human world, via an electronic device, they will be attached to the human that owns the device. It is legally required that the new Wearer brings the Armon into a regulation station, where they will be granted their ArmScan device. All Armons are also legally required to have a “Locked” form, smaller forms they remain in outside of battle. A select few are granted amnesty from this rule.
- As an Armon fights in sanctioned matches, their rank will increase depending on win/loss ratio. E Ranks have only one a handful of fights, Ds have won a fair few, Cs have won at least over 100, Bs have won even more than that, A Rankss have won multiple tournaments worth of matches, and S Ranks have a flawless win record. S Ranks are allowed to remain in their true forms even while out of battle, and act as government agents. Even with this system, its not guaranteed that a low ranking Armon will be easy to defeat, as it depends entirely on wins.
- Every Armon is also granted an elemental affiliation. There are ten in total and follow a loop similar to rock-paper-scissors:
- Water > Fire > Life > Metal > Earth > Electric > Air > Tech > Water
- The final two Elements, Void and Death, are unique. Death is strong against all Elements, while Void is neither strong against nor weak against any. Elements also grant boosts to Armons if they fight in their affiliated AR-Zone.
- The Armon world is split into five areas, each represented by a color. The Red Area represents passionate emotions, heat, and consists mostly of large deserts and volcanic areas. Small cities have been constructed over it, however, leading to a varied population. Only the strongest are capable of thriving there, with the strongest being the draconic Flame Family, who have ruled over the area for thousands of years. Its Elements are Fire and Metal.
- The Blue Area represents intelligence, water and the sky, and following from that consists almost entirely of an endless sea and sky. Aquatic creatures have made their home in underwater cities, while aerial creatures live in cloud paradises that drift through the sky. Blue Armon are highly reclusive, but have great minds, making them deadly opponents in battle. Its Elements are Air and Water.
- The Green Area represents calming emotions and natural elements like plants, stones, and animals. It is mostly a large forest with tall mountains, rural villages peppering its expanse. The Armon who live there have clear minds and are able to read others very easily. This makes them more welcoming towards those with good intentions, but deadly on the battlefield and to those who seek to cause harm. Its Elements are Life and Earth.
- The Yellow Area represents excited and happy emotions, electricity, and consists of a never-ending, always expanding cityscape. The residents lead extravagant and carefree lives, but they shouldn’t be overlooked because of this. A lot of yellow Armon are excellent at emotional manipulation and tend to use clever schemes and plans to get their way out of even the toughest fights. Its Elements are Tech and Electric.
- The Black Area represents nothingness and darkness. A mystery, this area was locked between the other four for long-forgotten reasons, leading to it becoming completely inaccessible. Regarded as a myth by most, it is completely real and a host to the most dangerous Armon in existence. Black Area Armons are notable for most of them not being tied to any specific Wearer. While still requiring human energy to fight, they obtain that energy through alternate methods. This is not the case in all instances, but those seem to be the exception rather than the rule. Its Elements are Void and Death.
- The final points of interest are Pierce Points and Shatter Points. Pierce Points are weak spots located in select areas of an Armon’s body. Hitting them with a weapon causes great damage to them, as it not only hits the Armon itself, but also its Wearer. A Shatter Point, however, is a singular, tiny weak spot hidden on the Armon. If this point is struck with enough force, it will cause the Armon to shatter, killing them. Attacking a Shatter Point is illegal, as it is considered murder, and attempting to attack one in battle will result in a permanent ban.
- Armons:
- Flame Dracos
- Color: Red
- Element: Fire
- Type: Dragon Warrior
- Rank: E
- Ability: Flame Breath
- Weapons: Scale Blade (Melee), Drago Dent (Long)
- Fashionista Grega
- Color: Red
- Element: Metal
- Type: Enraged Fashionista
- Rank: D
- Ability: Thread Control
- Weapons: Snipper-Snap Blades (Melee), Thread Shredders (Ranged)
- Heavenly Angeus
- Color: Red
- Element: Metal
- Type: Angelic Warrior
- Rank: B
- Ability: Healing
- Weapons: Crossed Striker (Long), Crossed Rotate (Ranged)
- Blazing Charzin
- Wearer: Shou Doujin
- Color: Red
- Element: Fire
- Type: Flame Demon
- Rank: A
- Ability: Rage
- Weapons: Demon’s Club (Heavy), Demon Claws (Melee)
- One of the Four Champs, the four Armons with more recorded tournament victories than any other. Charzin looks like a demon, and is as brutish as one, but he is kind-hearted outside of battles. He makes friends easy and enjoys a good drink with company. In battle, however, he is a ruthless monster. His natural Rage ability makes him stronger with every hit he takes, signified by him lighting on fire. He becomes harder for the Wearer to control with each hit as well, unfortunately.
- His Wearer is Shou Doujin, a former Japanese wrestler who uses his talents in Armon fights. He is very similar to Charzin, but is a bit more on the serious side, comparatively. He can act standoffish at times, but this is because he likes to keep his training regiment on track. He still goes out with Charzin for drinks every so often, however, usually in celebration.
- Charzin’s weapons are the Demon’s Club, a massive spiked bat that can emit intense flame depending on Charzin’s current Rage level. The difficulty of landing his club swings increases with his Rage, but they get more powerful as well. The Demon Claws weapon, however, adds massive claws to the ends of Charzin’s already large hands. These allow for more advanced grappling techniques, but their effectiveness is increased via Rage, as Charzin’s bestial nature lets him cause massive damage with the claws.
- Firecracker Ryuugy
- Color: Red
- Element: Fire
- Type: Firecracker Dragon
- Rank: C
- Ability: Gunpowder Creation
- Weapons: Ryugin Launcher (Ranged), Onryu Sparkler (Long)
- Chef Marcorio
- Color: Red
- Element: Metal
- Type: Expert Chef
- Rank: E
- Ability: Attack Mixing
- Weapons: Meat Tenderize (Heavy), Ladler Lasher (Long)
- Griller Stovox
- Color: Red
- Element: Metal
- Type: Stove Golem
- Rank: C
- Ability: Internal Heating
- Weapons: Steam Blaster (Ranged), Heat Hands (Heavy)
- Clouded Orzon
- Color: Blue
- Element: Air
- Type: Weather Controller
- Rank: A
- Ability: Cloud and Weather Creation
- Weapons: Lightning Blader (Ranged), Hurri Cane (Long)
- Frosty Vicedin
- Color: Blue
- Element: Water
- Type: Ice Warrior
- Rank: B
- Ability: Frost Breath
- Weapons: Iced Daggers (Melee), Froze Lance (Long)
- Supersonic Eaglane
- Color: Blue
- Element: Air
- Type: Lightning-Fast Eagle
- Rank: C
- Ability: Lightning Speed
- Weapons: Feather Kunai (Ranged), Wing Slicers (Melee)
- Sunken Yargo
- Color: Blue
- Element: Water
- Type: Pirate Ghost
- Rank: D
- Ability: Soul Separation
- Weapons: Sorrow Sword (Melee), Haunterbuss (Ranged)
- Hydro Aquil
- Color: Blue
- Element: Water
- Type: Mer-Warrior
- Rank: B
- Ability: Water Control
- Weapons: Aquadent (Long), Pirahnedos (Ranged)
- Luminous Abisor
- Color: Blue
- Type: Abyssal Warrior
- Rank: B
- Element: Water
- Ability: Blinding Light
- Weapons: Electrocoral Crasher (Heavy), Angler Bright (Ranged)
- Colorful Raindo
- Color: Blue
- Element: Air
- Type: Multi-Color Hero
- Rank: S
- Ability: Chromatic Powers
- Weapons: Prism Sparkler (Ranged), Rainbow Axe (Heavy)
- Wooden Neytl
- Color: Green
- Element: Life
- Type: Tree Warrior
- Rank: C
- Ability: Branched Limbs
- Weapons: Vined Whip (Long), Bark Blade (Melee)
- Quick-Step Rodbit
- Color: Green
- Element: Earth
- Type: Fast Rabbit
- Rank: E
- Ability: Light Feet
- Weapons: Kick Busters (Melee), Carrot Blaster (Ranged)
- Juicer Berrton
- Color: Green
- Element: Life
- Type: Fruit Warrior
- Rank: B
- Ability: Fruit Mixture
- Weapons: Fruit Crusher (Heavy), Smoothy Sprayer (Ranged)
- Master Yisheng
- Color: Green
- Element: Earth
- Type: Monk Warrior
- Rank: A
- Ability: Clairvoyance
- Weapons: Thousand-Year Pole (Long), Ki Spirits (Ranged)
- Smithy Roggs
- Color: Green
- Element: Earth
- Type: Stone Smithy
- Rank: D
- Ability: Weapon Crafting
- Weapons: Smithammer (Heavy), Flameforged Blade (Melee)
- Armored Carapox
- Color: Green
- Element: Life
- Type: Insectoid Warrior
- Rank: C
- Ability: Armored Body
- Weapons: Scissor Claw (Melee), Crusher Horn (Heavy)
- Stinger Vesect
- Color: Green
- Element: Life
- Type: Hornet Warrior
- Rank: B
- Ability: Swarm Summon
- Weapons: Sting Ray (Ranged), Venom Lancer (Long)
- Wrecker Bardan
- Color: Yellow
- Element: Tech
- Type: Construction Mecha
- Rank: C
- Ability: Immense Strength
- Weapons: Crash Ball (Heavy), Brick Breaker Cannon (Ranged)
- Lucky Zegas
- Color: Yellow
- Element: Tech
- Type: Master Gambler
- Rank: E
- Ability: Luck
- Weapons: King & Queen (Melee), Unlucky Die (Ranged)
- Romantic Zayden
- Color: Yellow
- Element: Electric
- Type: Romantic Warrior
- Rank: B
- Ability: Infatuation
- Weapons: Romantic Staff (Long), Love Love Gun (Ranged)
- Charged Daburay
- Color: Yellow
- Element: Electric
- Type: Battery Man
- Rank: C
- Ability: Electricity Charge
- Weapons: Charger Shot (Ranged), Electro-Gaunts (Melee)
- Sharpshooter Kidex
- Color: Yellow
- Element: Tech
- Type: Mechanical Cowboy
- Rank: A
- Ability: Sharpshooter
- Weapons: Dual Dustshots (Ranged), Wrasso-Rope (Long)
- Player Gematsu
- Color: Yellow
- Element: Tech
- Type: Hardcore Gamer
- Rank: D
- Ability: Cheat Warping
- Weapons: Controller Wrap (Long), Bit Block (Heavy)
- Shining Gildred
- Color: Yellow
- Element: Electric
- Type: Golden Hero
- Rank: S
- Ability: Invincible Armor
- Weapons: Kirakiraymore (Melee), Golden Reach (Long)
- Devoid Nebura
- Color: Black
- Element: Void
- Type: Cosmic Being
- Rank: U
- Ability: Matter Destruction
- Weapons: Hole Fist (Melee), Solar Collapser (Heavy)
- Warden Loke
- Color: Black
- Element: Death
- Type: Chain Warden
- Rank: U
- Ability: Imprisonment
- Weapons: Cage Chain (Long), Death Row (Heavy)
- Shinobi Equinox
- Color: Black
- Element: Void
- Type: Moon Ninja
- Rank: U
- Ability: Night Invisibility
- Weapons: Luna-Rikens (Ranged), Crescent Blade (Melee)
- Deep Inkdra
- Color: Black
- Element: Void
- Type: Ink-Made Monster
- Rank: U
- Ability: Ink Control
- Weapons: Deep Spray (Ranged), Dark Stroke (Heavy)
- Rampaging Bulni
- Color: Black
- Element: Death
- Type: Rampaging Beast
- Rank: U
- Ability: Mindless Destruction
- Weapons: Destroyer Gauntlets (Heavy), Ravaging Claws (Melee)
- Torturer Iron Q
- Color: Black
- Element: Death
- Type: Iron Executioner
- Rank: U
- Ability: Iron Maiden
- Weapons: Quick Death Axe (Heavy), Shock Treatment (Long)
- Vampiric Kirop
- Color: Black
- Element: Death
- Type: Vampire Count
- Rank: U
- Ability: Blood Empowerment
- Weapons: Count Staff (Long), Batwing Fans (Melee)
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