Ophelia, Sister of Battle
Jan 2, 2019 3:52:39 GMT
Post by Ophelia on Jan 2, 2019 3:52:39 GMT
Digimon Name: Ophelia
Default Form: Spadamon
Gender: Female
Alignment: Chaotic Good - Think Paladin, with the sense of honor and loyalty it comes with, with the battle-happiness of a warrior or barbarian, and the antics of a rogue or bard.
Skills/Talents:
- Ophelia is a natural at picking up new weapons on the fly, or even improvising with them as need be - though until she digivolves to or beyond Panjyamon, favors mainly in blades like swords and daggers.
- She likes to hum and sing to herself when she's on her own, and is pretty decent at learning songs from others if she listens to one enough; or is otherwise taught it.
- Her sensitive senses make her good at tracking people down, and she has a decent attention to detail as well.
- Her quick wits means she's good at adapting on the fly... Though it doesn't get much use outside of combat until she learns to temper her daredevil attitude.
- Having grown up in the mountains initially as a wild digimon, Ophelia has a good grasp on survivalist skills - be it navigating, hunting down food, keeping an eye out for danger, or even tending to one's wounds.
Personality:
Ophelia is, to put it simply, a force of nature. She's loud, proud, and not about to let anything discourage her if she can help it - and if you try to stop her anyways, she'll probably yell 'FIGHT ME' at you out of spite and rebellion. She's the type to best learn her limits from actually testing them against everything in sight - and is willing to pick fights even with larger digimon to do just that. She's an utter daredevil at heart, with a love for adventure and excitement - and is constantly seeking her next big fight or thrill.
However, even with her initial aggressive and loud nature, she's quite goodnatured as well; having a strong sense of honor. She refuses to fight any digimon weaker than her, and in fact tends to want to protect and watch over such digimon while she's around. If they still insist on fighting her though, she'll try to match their level before taking them up on it. She, additionally, hates bullies and bandits, and is often inclined to 'teach them a lesson' if she catches a larger digimon harassing or hurting others.
She, additionally, has a surprisingly sweet and cuddly side that she tends to show during downtime, or otherwise when she's around people she's close to, or even just tuckered out. She loves getting scritches behind the ears, and snuggling up to other people - even if she hasn't known them for long - as long as she trusts them enough. She seems to enjoy the closeness - even if she actually seems to be a bit more introverted when it comes to actual conversation and socialness - and expresses how she feels about someone more in her actions than actual words in some cases.
Deep down though, Ophelia, in a way, has a sense of perfectionism - wanting to constantly get better so as to go on bigger adventures, to turn more heads, and to make her parents proud of her. Though one or two losses here and there won't discourage her, large screwups can make her dejected, and she sometimes has a hard time taking harsh criticism from the digimon that she may look up to - though gentler criticisms she can handle.
She, additionally, seems to have a hard time finding a direction in things beyond just fighting and getting stronger, despite the fact that she does have the makings to pick up more positive hobbies- but sometimes it's just... Hard for her to get herself into gear for actually doing these hobbies, and more often than not she ends up dropping them a couple weeks later. Though this seems to be less out of any actual inability to do these hobbies,and even less that she dislikes said hobbies, and more that she just can't seem to find the drive for them - even if they seem interesting to her.
Overall though, Ophelia - with her battle-happy but honorable and friendly nature - is a loyal friend who'll always fight by your side if you gain a close bond with her. She's dedicated to protecting the weak, and standing up against bullies and baddies, and is always practicing to get stronger and better at it. She takes huge losses and harsh criticism - especially from those she admires - a bit too hard though, and needs some help to find some direction in finding hobbies and a life beyond combat. Despite all of this though, she's only but a kid, and is still growing and trying her best.
Holosuit:
Faceclaim: Granblue Fantasy • Farrah • Ophelia
Personal History:
Ophelia grew up in a decently-sized family - having been born in a litter of three with a sister and a brother, to a Blizzarmon mother and a Panjyamon father. They lived out in the colder, rougher parts of the Terabyte Mountains in the Northern Prominence, and it was their parents who had taught them to hunt, and fend for themselves. In particular, though her father had taught her two siblings to fight - them taking a shine to his more unarmed style - whereas Ophelia herself took to her mother's twin-axes and weapon-based style.
Her mother proved to be a somewhat strict teacher though - perhaps overly so - and though Ophelia picked up on the skills easily, she sometimes felt as though she had to keep working harder to make her parents proud. This would lead her to pushing herself constantly, and though she indeed liked the feeling of pushing herself, of making herself stronger, of doing something that was tough and succeeding - there came a certain issue of her never quite knowing when it'd be enough to make her mother - as emotionally distant as she was sometimes - proud.
Despite this though, she did get along with her family well enough - being the first to evolve to Rookie, Ophelia would remain long enough to continue to hone her skills, and watch over her siblings until they, too, would become Rookies. She, additionally, enjoyed traversing the rocky ridges of the Terabyte Mountains with her family during hunts and treks! Though... As soon as her siblings were able to look out for themselves, Ophelia would begin to look towards the world beyond the mountains - knowing that there were so many places out there, that she could see from the high points of the mountain range, but had yet to explore.
Her parents, having noted this long ago, would eventually gift her with the armor and blade that Spadamon such as herself were known for, and once she was ready, her family would give her a proper sendoff as she made her way down the mountains to explore the world beyond...
Fresh
In-Training
Rookie
Champion
Ultimate
Mega
Super Mega
Armor Champion
Armor Ultimate
Mercenary
Digimon Name: Cassandra, 'Cassie'
Default Form: Gomamon-X
Gender: Female, She/Her
Alignment: Neutral Good
Skills/Talents:
- Good at navigating snow and other chilly conditions - her bodyshape is well suited for carrying herself across the snow as opposed to trudging thru it, or across ice as opposed to slipping around, like what some digimon might deal with.
- Much like Ophelia, she has good survivalist skills - but is especially good to tending to peoples' wounds, both due to what she was taught, and her own natural healing abilities
- Cassie is physically stronger than most digimon her age - and is more than happy to help carry or tug things around as a result, even if this strength sometimes results in her knocking people over.
Personality:
Cassandra - oftentimes referred to as Cassie by her family - is a happy-go-lucky little spark. She's quite jolly - perhaps even jollier than Ophelia - but isn't quite as spitfire or fight-happy as Ophelia is. She's more keen on playing and making friends with others - though as a result of her natural strength, and not knowing said strength, her play tends to end up comparable to playwrestling and the such anyways! Regardless though, she's always going thru life with a smile on her face - even in harsh conditions - and always trying to keep her morale up, as well as the morale of those around her.
In addition to all of this though, Cassie can prove to be quite kindhearted and gentle - when she isn't accidentally knocking people around, at least. She's a medic at heart - and is usually the one to patch Ophelia up after fights, and is usually looking after her sister to make sure she doesn't get into any trouble. She likes seeing people happy and healthy, and is more than happy to tend to both one's happiness, and one's health, to accomplish this.
She likes nothing more than to cuddle up to her family as well, being very much as snuggly as her sister - and has a tendency to doze off easily when cuddling up to someone. However, she dislikes hot areas - tending to get overheated easily - and she doesn't like getting too rough in fights, even if she has a hard time regulating her strength.
Cassandra's Holosuit
Faceclaim: Slayers • Amelia Wil Tesla Seyruun • Cassandra/Cassie
Personal History:
Cassie's origins are much like Ophelia's; growing up in a decently sized family, born in a litter of three to a Blizzarmon mother by the name of Gertrude, and a Panjyamon father by the name of Callus, and growing up in the rouger parts of the Terabyte Mountains. She learned to hunt, fend for herself, and to look after herself from her parents - though as far as fighting went, she and her brother Laertes took after her father's more physical hand-to-hand combat as opposed to Ophelia taking after their mother's weapon-based style.
Her father, though a strict teacher, was patient and encouraging - far more nurturing than Gertrude - and instilled a kind heart in Cassie. When Cassie showed signs of having a penchant for more healing-based abilities, Callus was more than happy to help encourage this in her - and with the antics and occasional spars the five of them got into, Cassie got regular practice with healing her family.
When Ophelia left on her own, Cassie was perhaps the one who missed her most of all - the two sisters sharing a close bond, and having regularly playwrestled and gotten into antics with her during freetime. However, at the time, Cassie did not feel ready to set off on her own - and thus stayed with her family. And so, as a result, when Ophelia came along to visit with them in preparation for an upcoming mission... Cassie was more than eager to come with Ophelia to help her, and to stick by her side to the end - finally feeling ready to leave the nest, too.
Fresh
In-Training
Rookie
Champion
Mercenary #2
Digimon Name: Laertes, 'Lae'
Default Form: Strabimon
Gender: Male
Alignment: Lawful Good
Skills/Talents:
- Laertes, much like his two sisters, has good survivalist skills - though he is especially good at tracking down other digimon or food, as well as keeping an eye out for danger, compared to his two siblings.
- Of the three, he is the calmest and most logical - being the brains of the trio. He is also good at picking up new skills, though has a bit of trouble with technology from time to time.
- Of the three, he is also the swiftest on his feet; though he doesn't have the same feline balance that Ophelia does.
- Though he is best at hiding amongst the snow that he's used to, Laertes is good at blending in and hiding in plain sight.
- When logic fails, Laertes isn't afraid to trust his gut instincts to survive - and they haven't failed him yet.
Personality:
Where Ophelia is the brawn of the trio, and Cassie is the heart of the trio, Laertes is the brains. Clever, practical, and quiet - Laertes is not the type of digimon that you notice straight away, nor the type of digimon to approach others unless something about them or what they say interests him in the first place. He prefers simply observing, if he can help it - keeping an eye out for the things that Ophelia or Cassie might overlook, in their haste. He, additionally, tends to think before acting - even in combat, he watches and attacks from afar as he deliberates upon his next move; even if his predatory instincts sometimes like to come to the surface in such situations. Even then though, he treats a fight less like combat, and more like a chess match.
He doesn't enjoy surprises, though - feeling the most relaxed when there's a routine or order to things. He likes it when his things are sorted, he likes it when he has an idea of what to do in response to a situation, he likes it when he can otherwise predict how a day might go. Surprises tend to shake him up, and tend to leave him stressed; even if he is able to typically quickly adjust and adapt to them once he has a chance to gauge the new situation, or once he lets his instincts take the wheels.
Even if he seems to be the quiet and stoic brainiac of the three, though, he does prove to be just as family-oriented as his siblings; valuing the bond he holds with his siblings, and trying to look out for them where he can. He simply tends to express it when it's just the three of them, or otherwise expresses it in subtle ways when others are around; regarding these feelings as personal and private. Digimon who manage to get him to open up, too, will get to see a more deliberate and affectionate side to him - his gestures of affection being thought out and just as loving in nature as Cassie's and Ophelia's might be.
Laertes' Holosuit
Faceclaim: Slayers • Zelgadis Graywords • Laertes
Personal History:
Just like his two siblings, Laertes was born up in the furthest reaches of the Terabyte Mountains; his father being a Panjyamon named Callus, and his mother a Blizzarmon named Gertrude. He was raised by his parents to learn how to hunt, fend for himself, and to otherwise look after himself - and learned all of his fighting from his father's up close and personal style alongside Cassie, while Ophelia learned from their mother.
However, where Cassie picked up on having a kind and loving heart from Callus, Laertes looked more to his mother's stoic and practical nature; picking up more on that, even if he did pick up some of Callus' kinder and gentler nature. She, too, helped him become more in-key with his wilder instincts; instincts that were a bit more predatorial and vicious than Ophelia's or Cassie's instincts, given his nature as a Strabimon. He would learn from these instincts as well, though - letting them shape parts of his fighting style that he'd pick up from Callus.
Of the three, though, he was the last to leave the den. The routine and monotony of the den was comforting to him, and if he was honest... The world beyond seemed a bit scary to him. It was something different, very different from the world that he was used to as a wild digimon - yet... With time, he would grow to miss his two siblings. And with time, he would soon decide to leave the den as well, to follow after his two siblings on whatever adventures they'd drag him off on; as his love would, inevitably, win out over any anxieties or worries he'd hold at the idea of leaving the safety of home, the safety of the den, the safety of his parents' territory.
Fresh
In-Training
Rookie
Champion
Default Form: Spadamon
Gender: Female
Alignment: Chaotic Good - Think Paladin, with the sense of honor and loyalty it comes with, with the battle-happiness of a warrior or barbarian, and the antics of a rogue or bard.
Skills/Talents:
- Ophelia is a natural at picking up new weapons on the fly, or even improvising with them as need be - though until she digivolves to or beyond Panjyamon, favors mainly in blades like swords and daggers.
- She likes to hum and sing to herself when she's on her own, and is pretty decent at learning songs from others if she listens to one enough; or is otherwise taught it.
- Her sensitive senses make her good at tracking people down, and she has a decent attention to detail as well.
- Her quick wits means she's good at adapting on the fly... Though it doesn't get much use outside of combat until she learns to temper her daredevil attitude.
- Having grown up in the mountains initially as a wild digimon, Ophelia has a good grasp on survivalist skills - be it navigating, hunting down food, keeping an eye out for danger, or even tending to one's wounds.
Personality:
Ophelia is, to put it simply, a force of nature. She's loud, proud, and not about to let anything discourage her if she can help it - and if you try to stop her anyways, she'll probably yell 'FIGHT ME' at you out of spite and rebellion. She's the type to best learn her limits from actually testing them against everything in sight - and is willing to pick fights even with larger digimon to do just that. She's an utter daredevil at heart, with a love for adventure and excitement - and is constantly seeking her next big fight or thrill.
However, even with her initial aggressive and loud nature, she's quite goodnatured as well; having a strong sense of honor. She refuses to fight any digimon weaker than her, and in fact tends to want to protect and watch over such digimon while she's around. If they still insist on fighting her though, she'll try to match their level before taking them up on it. She, additionally, hates bullies and bandits, and is often inclined to 'teach them a lesson' if she catches a larger digimon harassing or hurting others.
She, additionally, has a surprisingly sweet and cuddly side that she tends to show during downtime, or otherwise when she's around people she's close to, or even just tuckered out. She loves getting scritches behind the ears, and snuggling up to other people - even if she hasn't known them for long - as long as she trusts them enough. She seems to enjoy the closeness - even if she actually seems to be a bit more introverted when it comes to actual conversation and socialness - and expresses how she feels about someone more in her actions than actual words in some cases.
Deep down though, Ophelia, in a way, has a sense of perfectionism - wanting to constantly get better so as to go on bigger adventures, to turn more heads, and to make her parents proud of her. Though one or two losses here and there won't discourage her, large screwups can make her dejected, and she sometimes has a hard time taking harsh criticism from the digimon that she may look up to - though gentler criticisms she can handle.
She, additionally, seems to have a hard time finding a direction in things beyond just fighting and getting stronger, despite the fact that she does have the makings to pick up more positive hobbies- but sometimes it's just... Hard for her to get herself into gear for actually doing these hobbies, and more often than not she ends up dropping them a couple weeks later. Though this seems to be less out of any actual inability to do these hobbies,and even less that she dislikes said hobbies, and more that she just can't seem to find the drive for them - even if they seem interesting to her.
Overall though, Ophelia - with her battle-happy but honorable and friendly nature - is a loyal friend who'll always fight by your side if you gain a close bond with her. She's dedicated to protecting the weak, and standing up against bullies and baddies, and is always practicing to get stronger and better at it. She takes huge losses and harsh criticism - especially from those she admires - a bit too hard though, and needs some help to find some direction in finding hobbies and a life beyond combat. Despite all of this though, she's only but a kid, and is still growing and trying her best.
Holosuit:
Faceclaim: Granblue Fantasy • Farrah • Ophelia
Personal History:
Ophelia grew up in a decently-sized family - having been born in a litter of three with a sister and a brother, to a Blizzarmon mother and a Panjyamon father. They lived out in the colder, rougher parts of the Terabyte Mountains in the Northern Prominence, and it was their parents who had taught them to hunt, and fend for themselves. In particular, though her father had taught her two siblings to fight - them taking a shine to his more unarmed style - whereas Ophelia herself took to her mother's twin-axes and weapon-based style.
Her mother proved to be a somewhat strict teacher though - perhaps overly so - and though Ophelia picked up on the skills easily, she sometimes felt as though she had to keep working harder to make her parents proud. This would lead her to pushing herself constantly, and though she indeed liked the feeling of pushing herself, of making herself stronger, of doing something that was tough and succeeding - there came a certain issue of her never quite knowing when it'd be enough to make her mother - as emotionally distant as she was sometimes - proud.
Despite this though, she did get along with her family well enough - being the first to evolve to Rookie, Ophelia would remain long enough to continue to hone her skills, and watch over her siblings until they, too, would become Rookies. She, additionally, enjoyed traversing the rocky ridges of the Terabyte Mountains with her family during hunts and treks! Though... As soon as her siblings were able to look out for themselves, Ophelia would begin to look towards the world beyond the mountains - knowing that there were so many places out there, that she could see from the high points of the mountain range, but had yet to explore.
Her parents, having noted this long ago, would eventually gift her with the armor and blade that Spadamon such as herself were known for, and once she was ready, her family would give her a proper sendoff as she made her way down the mountains to explore the world beyond...
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: YukimiBotamon
Appearance:
Attribute: None/Free
Family/ies: N/A
Type: Slime
Fighting Style: As a YukimiBotamon, though Ophelia doesn't like to fight in this form, she is still fierce as ever if forced into a fight - relying on headbutts for a primary attack, and Bubble Blow to distract the enemy.
Abilities:
[ATTACK] Bubble Blow: Blows a spray of bubbles - to cause minor damage, to surprise the enemy for a quick getaway, or to otherwise just look cute.
Digivolves To: Wanyamon
Appearance:
Attribute: None/Free
Family/ies: N/A
Type: Slime
Fighting Style: As a YukimiBotamon, though Ophelia doesn't like to fight in this form, she is still fierce as ever if forced into a fight - relying on headbutts for a primary attack, and Bubble Blow to distract the enemy.
Abilities:
[ATTACK] Bubble Blow: Blows a spray of bubbles - to cause minor damage, to surprise the enemy for a quick getaway, or to otherwise just look cute.
Digivolves To: Wanyamon
In-Training
Species: Wanyamon
Appearance:
Attribute: None/Free
Family/ies: N/A
Type: Lesser
Fighting Style: Ophelia doesn't like fighting as a Wanyamon too much either - possibly due to the lack of opposable thumbs - but will focus on fierce and quick tactics, constantly bouncing around and inflicting bites and tailswipes.
Abilities:
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[PASSIVE] Boing!: As a Wanyamon, Ophelia is particularly small, swift, and bouncy - and she knows it. Using these qualities to her advantage, she's constantly trying to dodge around enemy attacks as she pleases - being 25% more evasive.
[ATTACK] Smile Fang: With a huge smile on her face - either cheekily mischievous or disarmingly cute - she suddenly darts in and fiercely bites down on the nearest exposed part!
Digivolves From: YukimiBotamon
Digivolves To: Spadamon
Appearance:
Attribute: None/Free
Family/ies: N/A
Type: Lesser
Fighting Style: Ophelia doesn't like fighting as a Wanyamon too much either - possibly due to the lack of opposable thumbs - but will focus on fierce and quick tactics, constantly bouncing around and inflicting bites and tailswipes.
Abilities:
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[PASSIVE] Boing!: As a Wanyamon, Ophelia is particularly small, swift, and bouncy - and she knows it. Using these qualities to her advantage, she's constantly trying to dodge around enemy attacks as she pleases - being 25% more evasive.
[ATTACK] Smile Fang: With a huge smile on her face - either cheekily mischievous or disarmingly cute - she suddenly darts in and fiercely bites down on the nearest exposed part!
Digivolves From: YukimiBotamon
Digivolves To: Spadamon
Rookie
Species: Spadamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Weapon, Beast Man
Fighting Style: As a Spadamon, Ophelia's affinity to weapons begins to truly shine. Above all else, she is a swordswoman - and thus relies on her Blue Blade in combat for the most part, constantly getting up close with slashes and jabs, and enhancing her blade with ice and cold. She tries to almost always stay on the offensive, and not give her enemy much breathing room to retaliate; though her recklessness also sometimes leads to her becoming disarmed for one reason or another. In the event that she is left disarmed though, she is unafraid to lash out with her fists/claws and fangs instead though, and simply wait for an opportunity to rearm herself.
Abilities:
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[PASSIVE] Prominence Native: Having particularly thick and fluffy fur, and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to heal a single debuff that may be afflicting her (damage over time, stat reduction, mute, etc.) or to counteract a cooldown increase - however, she can only target herself with this move. [1 Turn Cooldown]
[ATTACK] Ice Saber - With a battlecry, Ophelia's blade enlarges into a long blade of ice, and she leaps into a flurry of jabs and slashes at the foe!
Unarmed Variant: Instead of slashing, Ophelia leaps forward to bite and slash at the foe with frozen claws and fangs - battlecry still included.
[1 Turn Cooldown]
[ATTACK] Blue Blade - Ophelia coats her blade in cold, and uses it to jab and slash at the enemy.
Unarmed Variant: Ophelia, instead of using her sword, punches at the enemy with chilled fists.
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
Digivolves From: Wanyamon
Digivolves To: Himamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Weapon, Beast Man
Fighting Style: As a Spadamon, Ophelia's affinity to weapons begins to truly shine. Above all else, she is a swordswoman - and thus relies on her Blue Blade in combat for the most part, constantly getting up close with slashes and jabs, and enhancing her blade with ice and cold. She tries to almost always stay on the offensive, and not give her enemy much breathing room to retaliate; though her recklessness also sometimes leads to her becoming disarmed for one reason or another. In the event that she is left disarmed though, she is unafraid to lash out with her fists/claws and fangs instead though, and simply wait for an opportunity to rearm herself.
Abilities:
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[PASSIVE] Prominence Native: Having particularly thick and fluffy fur, and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to heal a single debuff that may be afflicting her (damage over time, stat reduction, mute, etc.) or to counteract a cooldown increase - however, she can only target herself with this move. [1 Turn Cooldown]
[ATTACK] Ice Saber - With a battlecry, Ophelia's blade enlarges into a long blade of ice, and she leaps into a flurry of jabs and slashes at the foe!
Unarmed Variant: Instead of slashing, Ophelia leaps forward to bite and slash at the foe with frozen claws and fangs - battlecry still included.
[1 Turn Cooldown]
[ATTACK] Blue Blade - Ophelia coats her blade in cold, and uses it to jab and slash at the enemy.
Unarmed Variant: Ophelia, instead of using her sword, punches at the enemy with chilled fists.
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
Digivolves From: Wanyamon
Digivolves To: Himamon
Champion
Species: Himamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Demon Man
Fighting Style: Growing properly larger - both in size and strength - the Blue Blade is less a sword for her, and more akin to a tanto or dagger now. However, Ophelia's manipulation of ice grows stronger as well, and is able to adapt either by using ice to extend the Blue Blade's blade out to a more proper length, or by dual wielding by making an ice replica of it! All the same though, Ophelia is just as foolhardy and aggressive as always. She'll focus on getting up close and putting on the pressure, trying to keep her foe on the defensive, but now has a few ice-based tricks up her sleeve for if she gets in a pinch.
Abilities:
[NONCOMBAT PASSIVE] Bestial Senses: Though this form is not as feline as her others, Ophelia still retains sensitive sight, hearing, and smell - though her smell and hearing are not as strong. Nonetheless - as always - it similarly makes her more easy to be overwhelmed by negative or excessive stimuli; save for snow blindness, if given time to adjust.
[PASSIVE] Prominence Native: Having been raised in the coldest parts of Prominence, Ophelia has increased durability against conditions of extreme cold, as well as ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to heal a single debuff that may be afflicting her (damage over time, stat reduction, mute, etc.) or to counteract a cooldown increase - however, she can only target herself with this move. [1 Turn Cooldown]
[ABILITY] Ice Buckler: Ophelia forms a shield made of ice on her arm, which she can choose to use to block an incoming attack. The shield can completely block up to 2 Champion-level attacks before shattering, or block 50% of a single Ultimate attack before shattering instantly. Otherwise, the shield lasts for 1 turn before melting completely.
[3 Turn cooldown]
[ATTACK] Subzero Chains: Striking a single point on the ground, Ophelia conjures a patch of ice and frost from which three ice chains - tipped with barbed blades - shoot out at the foe at terrifying speeds! Upon being struck, the enemy is pulled in and weighed down by the chains; becoming grounded, and having their movement speed reduced by 50% for 3 turns. This is a low damage/high accuracy move, with increased accuracy against flying/airborne foes. (3 Turn Cooldown)
[ATTACK] Frozen Cleave: Enhancing her Blue Blade with ice to make it more fitting as a standard sword, Ophelia darts in with a battlecry and slashes down the foe with ferocity!
Unarmed Variant: With gauntlets of ice, Ophelia bashes her foe with her fists!
[1 Turn Cooldown]
[ATTACK] Frozen Blades: Using her Blue Blade in addition to an ice replica, Ophelia darts in and slashes or jabs at the foe!
Unarmed Variant: Ophelia covers her knuckles in ice, and throws punches at the enemy.
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
Digivolves From: Spadamon
Digivolves To: Panjyamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Demon Man
Fighting Style: Growing properly larger - both in size and strength - the Blue Blade is less a sword for her, and more akin to a tanto or dagger now. However, Ophelia's manipulation of ice grows stronger as well, and is able to adapt either by using ice to extend the Blue Blade's blade out to a more proper length, or by dual wielding by making an ice replica of it! All the same though, Ophelia is just as foolhardy and aggressive as always. She'll focus on getting up close and putting on the pressure, trying to keep her foe on the defensive, but now has a few ice-based tricks up her sleeve for if she gets in a pinch.
Abilities:
[NONCOMBAT PASSIVE] Bestial Senses: Though this form is not as feline as her others, Ophelia still retains sensitive sight, hearing, and smell - though her smell and hearing are not as strong. Nonetheless - as always - it similarly makes her more easy to be overwhelmed by negative or excessive stimuli; save for snow blindness, if given time to adjust.
[PASSIVE] Prominence Native: Having been raised in the coldest parts of Prominence, Ophelia has increased durability against conditions of extreme cold, as well as ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to heal a single debuff that may be afflicting her (damage over time, stat reduction, mute, etc.) or to counteract a cooldown increase - however, she can only target herself with this move. [1 Turn Cooldown]
[ABILITY] Ice Buckler: Ophelia forms a shield made of ice on her arm, which she can choose to use to block an incoming attack. The shield can completely block up to 2 Champion-level attacks before shattering, or block 50% of a single Ultimate attack before shattering instantly. Otherwise, the shield lasts for 1 turn before melting completely.
[3 Turn cooldown]
[ATTACK] Subzero Chains: Striking a single point on the ground, Ophelia conjures a patch of ice and frost from which three ice chains - tipped with barbed blades - shoot out at the foe at terrifying speeds! Upon being struck, the enemy is pulled in and weighed down by the chains; becoming grounded, and having their movement speed reduced by 50% for 3 turns. This is a low damage/high accuracy move, with increased accuracy against flying/airborne foes. (3 Turn Cooldown)
[ATTACK] Frozen Cleave: Enhancing her Blue Blade with ice to make it more fitting as a standard sword, Ophelia darts in with a battlecry and slashes down the foe with ferocity!
Unarmed Variant: With gauntlets of ice, Ophelia bashes her foe with her fists!
[1 Turn Cooldown]
[ATTACK] Frozen Blades: Using her Blue Blade in addition to an ice replica, Ophelia darts in and slashes or jabs at the foe!
Unarmed Variant: Ophelia covers her knuckles in ice, and throws punches at the enemy.
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
Digivolves From: Spadamon
Digivolves To: Panjyamon
Ultimate
Species: Panjyamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast Man
Fighting Style:
Abilities: [7 Abilities Max]
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Cryokinesis: Ophelia, being an ice-element Digimon, has a certain control over ice; shown primarily in her moveset. On top of this however, she is also able to produce a number of different types of crude ice weapons at will to flavor her attacks, and to shape and manipulate snow and ice to make walls, platforms, or simple tools - though such constructs are usually too fragile for her to gain an advantage in combat.
[PASSIVE] Prominence Native: Having particularly thick and fluffy fur - even by Panjyamon standards - and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to heal a single debuff that may be afflicting her (damage over time, stat reduction, mute, etc.) or to counteract a cooldown increase - however, she can only target herself with this move. [1 Turn Cooldown]
[ABILITY] Ice Bucklers: Ophelia forms 1-2 shields made of ice on her arms, which she can choose to use to block an incoming attack. The shields, together, can completely block up to 2 Ultimate-level attacks before shattering, or block 50% of a single Mega attack before shattering instantly. Otherwise, the shields last for 1 turn before melting completely. [3 Turn Cooldown]
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
[ATTACK] Subzero Chains: Striking a single point on the ground, Ophelia conjures a patch of ice and frost from which three ice chains - tipped with barbed blades - shoot out at the foe at terrifying speeds! Upon being struck, the enemy is pulled in and weighed down by the chains; becoming grounded, and having their movement speed reduced by 50% for 3 turns. This is a low damage/high accuracy move, with increased accuracy against flying/airborne foes. (3 Turn Cooldown)
[ATTACK] Glaciersplitter: Using preferably a heavy or otherwise large weapon, Ophelia swings it down at her foe with great force; the sheer strength of the attack being able to fracture the ground beneath her and her target in its wake! [3 Turn Cooldown]
ATTACK] Lionbreaker: Using preferably either a blunt weapon, or a weapon with a sharp edge, Ophelia swings at the enemy; aiming at tearing the muscle or fracturing limbs, and reducing attack by 30% for 2 turns. [2 Turn Cooldown]
[ATTACK] Frozen Dragoon: Ophelia charges at the foe - producing suspended ice platforms underneath her feet to leap off of and maneuver thru the air as necessary - before using the built up inertia to slam into the foe with devastating strength! Though this does not affect her dodge rate, it can be used to flavor her dodge, to re-position herself, or to extend her reach to flying foes as necessary. [1 Turn Cooldown]
Digivolves From: Himamon
Digivolves To: Panjyamon-X
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast Man
Fighting Style:
Abilities: [7 Abilities Max]
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Cryokinesis: Ophelia, being an ice-element Digimon, has a certain control over ice; shown primarily in her moveset. On top of this however, she is also able to produce a number of different types of crude ice weapons at will to flavor her attacks, and to shape and manipulate snow and ice to make walls, platforms, or simple tools - though such constructs are usually too fragile for her to gain an advantage in combat.
[PASSIVE] Prominence Native: Having particularly thick and fluffy fur - even by Panjyamon standards - and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Force of Will: Ophelia is stubborn and tenacious - even when a digimon tries to handicap her, she'll shake off the effect thru sheer willpower alone. This ability allows Ophelia to heal a single debuff that may be afflicting her (damage over time, stat reduction, mute, etc.) or to counteract a cooldown increase - however, she can only target herself with this move. [1 Turn Cooldown]
[ABILITY] Ice Bucklers: Ophelia forms 1-2 shields made of ice on her arms, which she can choose to use to block an incoming attack. The shields, together, can completely block up to 2 Ultimate-level attacks before shattering, or block 50% of a single Mega attack before shattering instantly. Otherwise, the shields last for 1 turn before melting completely. [3 Turn Cooldown]
[ABILITY; RAM] Frost Veil: A layer of frost freezes over Ophelia's fur/armor, hardening it and protecting her from outside effects. For 2 turns, she gets a 50% defense increase, and is protected from both naturally-occurring environmental/field effects, and environmental/field effects produced thru moves. [3 Turn Cooldown]
[ATTACK] Subzero Chains: Striking a single point on the ground, Ophelia conjures a patch of ice and frost from which three ice chains - tipped with barbed blades - shoot out at the foe at terrifying speeds! Upon being struck, the enemy is pulled in and weighed down by the chains; becoming grounded, and having their movement speed reduced by 50% for 3 turns. This is a low damage/high accuracy move, with increased accuracy against flying/airborne foes. (3 Turn Cooldown)
[ATTACK] Glaciersplitter: Using preferably a heavy or otherwise large weapon, Ophelia swings it down at her foe with great force; the sheer strength of the attack being able to fracture the ground beneath her and her target in its wake! [3 Turn Cooldown]
ATTACK] Lionbreaker: Using preferably either a blunt weapon, or a weapon with a sharp edge, Ophelia swings at the enemy; aiming at tearing the muscle or fracturing limbs, and reducing attack by 30% for 2 turns. [2 Turn Cooldown]
[ATTACK] Frozen Dragoon: Ophelia charges at the foe - producing suspended ice platforms underneath her feet to leap off of and maneuver thru the air as necessary - before using the built up inertia to slam into the foe with devastating strength! Though this does not affect her dodge rate, it can be used to flavor her dodge, to re-position herself, or to extend her reach to flying foes as necessary. [1 Turn Cooldown]
Digivolves From: Himamon
Digivolves To: Panjyamon-X
Mega
Species: Panjyamon-X
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast Man
Fighting Style:
Abilities: [9 Abilities Max]
Digivolves From: Panjyamon
Digivolves To: Oujamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast Man
Fighting Style:
Abilities: [9 Abilities Max]
Digivolves From: Panjyamon
Digivolves To: Oujamon
Super Mega
Species: Oujamon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast Knight
Fighting Style:
Abilities: [10 Abilities Max]
Digivolves From: Panjyamon-X
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast Knight
Fighting Style:
Abilities: [10 Abilities Max]
Digivolves From: Panjyamon-X
Armor Champion
Species: Gatomon
Appearance:
Note: Though resembling a Gatomon from head to toe, her fur is noticeably thicker and fluffier than a normal Gatomon's.
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Holy Beast
Fighting Style: Ophelia has a somewhat mixed style, almost like that of a Paladin, in this form. She specializes primarily in getting up close and personal much like her main line, using holy attacks - as opposed to ice - to enhance her weapons or claws. However, she also has a bit of support capability to back up allies who fight alongside her, such as healing and stat boosts.
Abilities:
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Nightlight: Ophelia is able to create and dismiss harmless orbs of light, that tend to range in size from a golfball to a baseball or tennisball. These orbs follow her will, can float and follow after her or a nearby individual, or remain hovering in place - producing a warm, golden light that illuminates the immediate surroundings. They cannot stray too far from her, however - any orbs further than 30 feet from her wink out automatically.
[PASSIVE] Prominence Native: Still having particularly thick and fluffy fur much like her main line forms, and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Shining Willpower: Ophelia's sheer willpower manifests in a beam of holy light that shines downward on herself, or an ally of her choice - energizing and healing them a small amount, and healing a single debuff of her choice. [3 Turn Cooldown]
[ABILITY] Inspiring Vigor: With an energized battleroar, Ophelia inspires up to 3 digimon of her choice who can hear her - either herself or allies - giving each digimon a burst of energy, and increasing their speed by 20% for 2 turns. [3 Turn Cooldown]
[ABILITY] Shining Shield: Ophelia produces a buckler-like shield on her forearm made out of holy light. It can block up to 2 Champion level moves before shattering, or 50% of a single Ultimate move. It otherwise lasts for 1 turn before fading away. [3 Turn Cooldown]
[ATTACK] Bright Blade: Ophelia charges her weapon or claws with holy light, giving it a gold sheen, and strikes at the enemy!
[ATTACK] Purge Strike: A powerfully charged move, holy light forms around the weapon or her claws - glowing a blindingly-bright gold - and grows in size. Using this, she strikes at the enemy viciously - dealing increased damage against Virus and/or Dark type digimon. [2 Turn Cooldown]
Digivolves From: Ophelia + Digimental of Loyalty
Appearance:
Note: Though resembling a Gatomon from head to toe, her fur is noticeably thicker and fluffier than a normal Gatomon's.
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Holy Beast
Fighting Style: Ophelia has a somewhat mixed style, almost like that of a Paladin, in this form. She specializes primarily in getting up close and personal much like her main line, using holy attacks - as opposed to ice - to enhance her weapons or claws. However, she also has a bit of support capability to back up allies who fight alongside her, such as healing and stat boosts.
Abilities:
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Nightlight: Ophelia is able to create and dismiss harmless orbs of light, that tend to range in size from a golfball to a baseball or tennisball. These orbs follow her will, can float and follow after her or a nearby individual, or remain hovering in place - producing a warm, golden light that illuminates the immediate surroundings. They cannot stray too far from her, however - any orbs further than 30 feet from her wink out automatically.
[PASSIVE] Prominence Native: Still having particularly thick and fluffy fur much like her main line forms, and having been raised in the coldest parts of Prominence, Ophelia has increased durability against ice/cold-based attacks.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Shining Willpower: Ophelia's sheer willpower manifests in a beam of holy light that shines downward on herself, or an ally of her choice - energizing and healing them a small amount, and healing a single debuff of her choice. [3 Turn Cooldown]
[ABILITY] Inspiring Vigor: With an energized battleroar, Ophelia inspires up to 3 digimon of her choice who can hear her - either herself or allies - giving each digimon a burst of energy, and increasing their speed by 20% for 2 turns. [3 Turn Cooldown]
[ABILITY] Shining Shield: Ophelia produces a buckler-like shield on her forearm made out of holy light. It can block up to 2 Champion level moves before shattering, or 50% of a single Ultimate move. It otherwise lasts for 1 turn before fading away. [3 Turn Cooldown]
[ATTACK] Bright Blade: Ophelia charges her weapon or claws with holy light, giving it a gold sheen, and strikes at the enemy!
[ATTACK] Purge Strike: A powerfully charged move, holy light forms around the weapon or her claws - glowing a blindingly-bright gold - and grows in size. Using this, she strikes at the enemy viciously - dealing increased damage against Virus and/or Dark type digimon. [2 Turn Cooldown]
Digivolves From: Ophelia + Digimental of Loyalty
Armor Ultimate
Species: Mihiramon
Appearance:
Attribute: Data
Family/ies: Wind Guardians
Type: Holy Beast
Fighting Style:
Abilities: [7 Abilities Max]
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Nightlight: Ophelia is able to create and dismiss harmless orbs of light, that tend to range in size from a golfball to a baseball or tennisball. These orbs follow her will, can float and follow after her or a nearby individual, or remain hovering in place - producing a warm, golden light that illuminates the immediate surroundings. They cannot stray too far from her, however - any orbs further than 30 feet from her wink out automatically.
[PASSIVE] Treasure Rod: At will, Ophelia is able to extend and turn her tail into the Treasure Rod that is signature to most - if not all - Mihiramon. Whilst using this in combat, though it counts as a melee attack for the purpose of Tempo, it otherwise does not trigger effects from enemies based upon contact or being struck by a melee attack; due to the long reach and nature of the Treasure Rod. She, additionally, is able to transform the final section at the end of the Treasure Rod into different melee weapons for flavor.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Shining Willpower: Ophelia's sheer willpower manifests in a beam of holy light that shines downward on herself, or an ally of her choice - energizing and healing them a small amount, and healing a single debuff of her choice. [3 Turn Cooldown]
[ABILITY] Inspiring Vigor: With an energized battleroar, Ophelia inspires up to 3 digimon of her choice who can hear her - either herself or allies - giving each digimon a burst of energy, and increasing their speed by 20% for 2 turns. [3 Turn Cooldown]
[ABILITY; RAM] Wargongs of Fury: Using her Treasure Rod, Ophelia begins to strike at her own pauldrons at a frenzied beat like they were gongs - creating a cacophonous din that rings out over the battlefield. Pumping up 3 digimon (herself and/or allies) who can hear her, they begin to move and act with the beat of her own strikes, increasing their attack by 30% for 2 turns. However, over the course of these 2 turns, the use of her Treasure Rod passive is disabled - though the effect can be ended early to regain use. [3 Turn Cooldown]
[ABILITY] Shining Shield: Ophelia produces a buckler-like shield over her front pauldrons, made from holy light. It can block up to 2 Ultimate level moves before shattering, or 50% of a single Mega move. It otherwise lasts for 1 turn before fading away. [3 Turn Cooldown]
[ATTACK] Hunter's Tail: Giving a sharp and barbed point to the end of her tail, Ophelia extends her Treasure Rod and shoots it forward to impale an enemy - before swinging it to slam a foe into a nearby surface, or pulling them in to close quarters. It is an accurate move that does devastating damage to flying or otherwise airborne foes - but it cannot be used while Treasure Rod is disabled. [2 Turn Cooldown]
[ATTACK] Purging Fury: A blindingly-bright golden sheen covers Ophelia's claws and/or tail, as she strikes the foe with a powerful and holy fury that deals extra damage to Virus or Dark-element digimon. [2 Turn Cooldown]
[ATTACK] Golden Zenith: Charging a single claw or the end of her tail with an excess of holy energy, Ophelia slams it into the foe - resulting in a blinding explosion of holy energy in a 30 feet radius! Those closest to the center (the center being the intended target) take heavy damage and risk being launched into the air, whereas those closer to the edge of the AOE take less damage. [2 Turn Cooldown]
Digivolves From: Ophelia + Digimental of Tenacity
Appearance:
Attribute: Data
Family/ies: Wind Guardians
Type: Holy Beast
Fighting Style:
Abilities: [7 Abilities Max]
[NONCOMBAT PASSIVE] Feline Senses: Ophelia has sensitive hearing, smelling, and sight. As a result, she might notice something before someone with more average senses - but this also means that loud noises, some bright lights, and strong smells are more likely to overwhelm her senses. However, she is otherwise more tolerant to things such as snow blindness if given a little time to adjust, having grown up in the Northern Prominence.
[NONCOMBAT PASSIVE] Nightlight: Ophelia is able to create and dismiss harmless orbs of light, that tend to range in size from a golfball to a baseball or tennisball. These orbs follow her will, can float and follow after her or a nearby individual, or remain hovering in place - producing a warm, golden light that illuminates the immediate surroundings. They cannot stray too far from her, however - any orbs further than 30 feet from her wink out automatically.
[PASSIVE] Treasure Rod: At will, Ophelia is able to extend and turn her tail into the Treasure Rod that is signature to most - if not all - Mihiramon. Whilst using this in combat, though it counts as a melee attack for the purpose of Tempo, it otherwise does not trigger effects from enemies based upon contact or being struck by a melee attack; due to the long reach and nature of the Treasure Rod. She, additionally, is able to transform the final section at the end of the Treasure Rod into different melee weapons for flavor.
[PASSIVE; RAM] Tempo: Ophelia is a scrapper who prefers getting up close and personal - and the more she fights, the easier it gets for her as she gets into the rhythm of it. For each turn that she makes a direct melee attack, she gains 1 stack of Tempo at the end of that turn - and for each turn that she doesn't make a melee attack, she loses 1 stack of Tempo at the end. She gets a 6% attack and accuracy increase for each stack she gets, capping at 30% attack and accuracy at 5 stacks.
[PASSIVE; RAM GIGA] Lionheart: Ophelia is stubborn, willful, and passionate - especially in the heat of battle. Those who try to influence her mind or emotions find it difficult to overcome this side of her - and more often than not, she powers thru from sheer will, and the sheer anger at someone trying to control her like such. As a result, she is highly resistant - if not outright immune - to effects that influence her mind, emotions, or disposition, such as mind control, taunts, rage, fear, or pacification- unless she allows another digimon to influence her in this way.
[ABILITY] Shining Willpower: Ophelia's sheer willpower manifests in a beam of holy light that shines downward on herself, or an ally of her choice - energizing and healing them a small amount, and healing a single debuff of her choice. [3 Turn Cooldown]
[ABILITY] Inspiring Vigor: With an energized battleroar, Ophelia inspires up to 3 digimon of her choice who can hear her - either herself or allies - giving each digimon a burst of energy, and increasing their speed by 20% for 2 turns. [3 Turn Cooldown]
[ABILITY; RAM] Wargongs of Fury: Using her Treasure Rod, Ophelia begins to strike at her own pauldrons at a frenzied beat like they were gongs - creating a cacophonous din that rings out over the battlefield. Pumping up 3 digimon (herself and/or allies) who can hear her, they begin to move and act with the beat of her own strikes, increasing their attack by 30% for 2 turns. However, over the course of these 2 turns, the use of her Treasure Rod passive is disabled - though the effect can be ended early to regain use. [3 Turn Cooldown]
[ABILITY] Shining Shield: Ophelia produces a buckler-like shield over her front pauldrons, made from holy light. It can block up to 2 Ultimate level moves before shattering, or 50% of a single Mega move. It otherwise lasts for 1 turn before fading away. [3 Turn Cooldown]
[ATTACK] Hunter's Tail: Giving a sharp and barbed point to the end of her tail, Ophelia extends her Treasure Rod and shoots it forward to impale an enemy - before swinging it to slam a foe into a nearby surface, or pulling them in to close quarters. It is an accurate move that does devastating damage to flying or otherwise airborne foes - but it cannot be used while Treasure Rod is disabled. [2 Turn Cooldown]
[ATTACK] Purging Fury: A blindingly-bright golden sheen covers Ophelia's claws and/or tail, as she strikes the foe with a powerful and holy fury that deals extra damage to Virus or Dark-element digimon. [2 Turn Cooldown]
[ATTACK] Golden Zenith: Charging a single claw or the end of her tail with an excess of holy energy, Ophelia slams it into the foe - resulting in a blinding explosion of holy energy in a 30 feet radius! Those closest to the center (the center being the intended target) take heavy damage and risk being launched into the air, whereas those closer to the edge of the AOE take less damage. [2 Turn Cooldown]
Digivolves From: Ophelia + Digimental of Tenacity
Mercenary
Digimon Name: Cassandra, 'Cassie'
Default Form: Gomamon-X
Gender: Female, She/Her
Alignment: Neutral Good
Skills/Talents:
- Good at navigating snow and other chilly conditions - her bodyshape is well suited for carrying herself across the snow as opposed to trudging thru it, or across ice as opposed to slipping around, like what some digimon might deal with.
- Much like Ophelia, she has good survivalist skills - but is especially good to tending to peoples' wounds, both due to what she was taught, and her own natural healing abilities
- Cassie is physically stronger than most digimon her age - and is more than happy to help carry or tug things around as a result, even if this strength sometimes results in her knocking people over.
Personality:
Cassandra - oftentimes referred to as Cassie by her family - is a happy-go-lucky little spark. She's quite jolly - perhaps even jollier than Ophelia - but isn't quite as spitfire or fight-happy as Ophelia is. She's more keen on playing and making friends with others - though as a result of her natural strength, and not knowing said strength, her play tends to end up comparable to playwrestling and the such anyways! Regardless though, she's always going thru life with a smile on her face - even in harsh conditions - and always trying to keep her morale up, as well as the morale of those around her.
In addition to all of this though, Cassie can prove to be quite kindhearted and gentle - when she isn't accidentally knocking people around, at least. She's a medic at heart - and is usually the one to patch Ophelia up after fights, and is usually looking after her sister to make sure she doesn't get into any trouble. She likes seeing people happy and healthy, and is more than happy to tend to both one's happiness, and one's health, to accomplish this.
She likes nothing more than to cuddle up to her family as well, being very much as snuggly as her sister - and has a tendency to doze off easily when cuddling up to someone. However, she dislikes hot areas - tending to get overheated easily - and she doesn't like getting too rough in fights, even if she has a hard time regulating her strength.
Cassandra's Holosuit
Faceclaim: Slayers • Amelia Wil Tesla Seyruun • Cassandra/Cassie
Personal History:
Cassie's origins are much like Ophelia's; growing up in a decently sized family, born in a litter of three to a Blizzarmon mother by the name of Gertrude, and a Panjyamon father by the name of Callus, and growing up in the rouger parts of the Terabyte Mountains. She learned to hunt, fend for herself, and to look after herself from her parents - though as far as fighting went, she and her brother Laertes took after her father's more physical hand-to-hand combat as opposed to Ophelia taking after their mother's weapon-based style.
Her father, though a strict teacher, was patient and encouraging - far more nurturing than Gertrude - and instilled a kind heart in Cassie. When Cassie showed signs of having a penchant for more healing-based abilities, Callus was more than happy to help encourage this in her - and with the antics and occasional spars the five of them got into, Cassie got regular practice with healing her family.
When Ophelia left on her own, Cassie was perhaps the one who missed her most of all - the two sisters sharing a close bond, and having regularly playwrestled and gotten into antics with her during freetime. However, at the time, Cassie did not feel ready to set off on her own - and thus stayed with her family. And so, as a result, when Ophelia came along to visit with them in preparation for an upcoming mission... Cassie was more than eager to come with Ophelia to help her, and to stick by her side to the end - finally feeling ready to leave the nest, too.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: Pitchmon
Appearance:
Attribute: N/A
Family/ies: N/A
Type: Slime
Digivolves To: Pukamon
Appearance:
Attribute: N/A
Family/ies: N/A
Type: Slime
Digivolves To: Pukamon
In-Training
Species: Pukamon
Appearance:
Attribute: N/A
Family/ies: N/A
Type: Lesser
Digivolves From: Pitchmon
Digivolves To: Gomamon-X
Appearance:
Attribute: N/A
Family/ies: N/A
Type: Lesser
Digivolves From: Pitchmon
Digivolves To: Gomamon-X
Rookie
Species: Gomamon-X
Appearance:
Attribute: Vaccine
Family/ies: Deep Savers
Type: Marine Animal
Fighting Style: Cassie is perhaps physically stronger than even Ophelia; though due to her preference to playing a support role, does not regularly put this strength to use. Additionally, she is a little on the slow side in non-snowy or non-icy conditions. However, she makes up for it in other regions; her potential as a healer is put to use good - tending to those around her, and healing status effects while she lets her sister handle the brawling.
Abilities:
[NONCOMBAT PASSIVE] Blubber: Though Cassie's fur is generally short and thin (save for the tufts and manes of her forms), she is still able to stand up to the cold with a thick layer of blubber under her skin! It isn't enough for her to stand up to cold attacks any more than the average digimon, but she can still withstand cold climates just as well as any other arctic digimon.
[PASSIVE] The Eager Medic: Cassie has natural potential as a healer, and her bodyshape and natural strength lends well to devastating tackles - but her bodyshape also leads her to be a little awkward on land, and in non-snowy or non-icy conditions. Her healing is 30% stronger than a normal digimon's, and her attacks 15%, but she's 30% slower - except for when in water, or on snow/ice.
[ABILITY] Bubble Aid: Cassie produces 3 bubbles filled with faintly glowing water, that soothes and heals. Upon producing a bubble, she can choose to either launch it at an ally - in which case the bubble pops on impact, and splashes the ally with the healing waters - or to leave the bubble floating, where Cassie or an ally can choose to pop it as a free action on their own time. Enemies cannot pop the bubble except for with a named attack, but can still move the bubble around or drag it with them. An ally can be affected by multiple bubbles from the same use of Bubble Aid at once/in succession - though the subsequent bubbles will not be as effective as the last. If left unpopped, the bubbles last 2 turns before popping on their own, and splashing the nearest digimon within melee range of the bubble. [3 Turn Cooldown]
[ABILITY] Invigorating Waters: Cassie produces a single bubble filled with a bubbling, sparkling water, and either launches it, or leaves the bubble floating. It follows much of the same mechanics of Bubble Aid, except that instead of healing, in buffs a single recipient - increasing attack and speed by 30% each for 2 turns. Much like Bubble Aid, the bubble can be popped as a free action by an ally or moved by an enemy, and lasts 2 turns before popping on its own. [3 Turn Cooldown]
[ATTACK] Overenthusiastic Headbutt: Cassie slams into the enemy digimon with surprising strength - knocking them over and/or tripping them up in the process! While prone, the digimon is 66% slower for one turn. Has decreased effect against particularly large/heavy digimon. [2 Turn Cooldown]
Digivolves From: Pukamon
Digivolves To: Singalamon
Appearance:
Attribute: Vaccine
Family/ies: Deep Savers
Type: Marine Animal
Fighting Style: Cassie is perhaps physically stronger than even Ophelia; though due to her preference to playing a support role, does not regularly put this strength to use. Additionally, she is a little on the slow side in non-snowy or non-icy conditions. However, she makes up for it in other regions; her potential as a healer is put to use good - tending to those around her, and healing status effects while she lets her sister handle the brawling.
Abilities:
[NONCOMBAT PASSIVE] Blubber: Though Cassie's fur is generally short and thin (save for the tufts and manes of her forms), she is still able to stand up to the cold with a thick layer of blubber under her skin! It isn't enough for her to stand up to cold attacks any more than the average digimon, but she can still withstand cold climates just as well as any other arctic digimon.
[PASSIVE] The Eager Medic: Cassie has natural potential as a healer, and her bodyshape and natural strength lends well to devastating tackles - but her bodyshape also leads her to be a little awkward on land, and in non-snowy or non-icy conditions. Her healing is 30% stronger than a normal digimon's, and her attacks 15%, but she's 30% slower - except for when in water, or on snow/ice.
[ABILITY] Bubble Aid: Cassie produces 3 bubbles filled with faintly glowing water, that soothes and heals. Upon producing a bubble, she can choose to either launch it at an ally - in which case the bubble pops on impact, and splashes the ally with the healing waters - or to leave the bubble floating, where Cassie or an ally can choose to pop it as a free action on their own time. Enemies cannot pop the bubble except for with a named attack, but can still move the bubble around or drag it with them. An ally can be affected by multiple bubbles from the same use of Bubble Aid at once/in succession - though the subsequent bubbles will not be as effective as the last. If left unpopped, the bubbles last 2 turns before popping on their own, and splashing the nearest digimon within melee range of the bubble. [3 Turn Cooldown]
[ABILITY] Invigorating Waters: Cassie produces a single bubble filled with a bubbling, sparkling water, and either launches it, or leaves the bubble floating. It follows much of the same mechanics of Bubble Aid, except that instead of healing, in buffs a single recipient - increasing attack and speed by 30% each for 2 turns. Much like Bubble Aid, the bubble can be popped as a free action by an ally or moved by an enemy, and lasts 2 turns before popping on its own. [3 Turn Cooldown]
[ATTACK] Overenthusiastic Headbutt: Cassie slams into the enemy digimon with surprising strength - knocking them over and/or tripping them up in the process! While prone, the digimon is 66% slower for one turn. Has decreased effect against particularly large/heavy digimon. [2 Turn Cooldown]
Digivolves From: Pukamon
Digivolves To: Singalamon
Champion
Species: Singalamon
Appearance:
(Click for Source; Credits go to Garmmy)
Attribute: Data
Family/ies: Deep Savers
Type: Marine Animal
Fighting Style: Cassie's loadout as a Champion functions much similarly to her loadout as a rookie - she isn't one to fight, acting more as a medic and support to those around her. However, she can still punish anyone who tries to come after her with a fierce headbutt, and use Slip n Slide to reposition herself around the battlefield as necessary!
Abilities: [6 Abilities Max]
[NONCOMBAT PASSIVE] Blubber: Though Cassie's fur is generally short and thin (save for the tufts and manes of her forms), she is still able to stand up to the cold with a thick layer of blubber under her skin! It isn't enough for her to stand up to cold attacks any more than the average digimon, but she can still withstand cold climates just as well as any other arctic digimon.
[PASSIVE] The Eager Medic: Cassie has natural potential as a healer, and her bodyshape and natural strength lends well to devastating tackles - but her bodyshape also leads her to be a little awkward on land, and in non-snowy or non-icy conditions. Her healing is 30% stronger than a normal digimon's, and her attacks 15%, but she's 30% slower - except for when in water, or on snow/ice.
[ABILITY] Bubble Aid: Cassie produces 3 bubbles filled with faintly glowing water, that soothes and heals. Upon producing a bubble, she can choose to either launch it at an ally - in which case the bubble pops on impact, and splashes the ally with the healing waters - or to leave the bubble floating, where Cassie or an ally can choose to pop it as a free action on their own time. Enemies cannot pop the bubble except for with a same-level named attack, or stronger - but they can still move the bubble around or drag it with them. An ally can be affected by multiple bubbles from the same use of Bubble Aid at once/in succession - though the subsequent bubbles will not be as effective as the last. If left unpopped, the bubbles last 2 turns before popping on their own, and splashing the nearest digimon within melee range of the bubble. [3 Turn Cooldown]
[ABILITY] Invigorating Waters: Cassie produces a single bubble filled with a bubbling, sparkling water, and either launches it, or leaves the bubble floating. It follows much of the same mechanics of Bubble Aid, except that instead of healing, in buffs a single recipient - increasing attack and speed by 30% each for 2 turns. Much like Bubble Aid, the bubble can be popped as a free action by an ally or moved by an enemy, and lasts 2 turns before popping on its own. [3 Turn Cooldown]
[ABILITY] Cleansing Bubble: Functioning much like Bubble Aid, Cassie produces a single bubble filled with fizzy, foaming water that has a slight minty scent to it. She can either launch it, or leave it floating - but upon use, it cleanses the recipient of one debuff of their choice, and leaves them smelling minty fresh! The bubble otherwise lasts for 2 turns before popping on its own. [3 Turn Cooldown]
[ABILITY] Slip n Slide: Slamming her flippers onto the ground, a path of ice extends forward that she is able to use - sliding along on her belly at increased speeds! This path winds and curves as she pleases as long as it remains within the general area, and can even lift off the ground a few feet for things such as tight turns, bumps, and ramps - higher if she's able to use the environment around her to support the ice! Digimon who are not used to icy or arctic conditions in any way tend to slip and trip on it if they try to use it, but other digimon like herself can bellyslide on it as well! This path lasts for 3 turns before melting completely. Outside of combat, Cassie can use this ability as she pleases to keep up with others - but only one path can be active at a time. [3 Turn Cooldown]
[ATTACK] Overenthusiastic Headbutt: Cassie slams into the enemy digimon with surprising strength - knocking them over and/or tripping them up in the process! While prone, the digimon is 66% slower for one turn. Has decreased effect against particularly large/heavy digimon. [2 Turn Cooldown]
Digivolves From: Gomamon-X
Digivolves To: Anjilamon
Appearance:
(Click for Source; Credits go to Garmmy)
Attribute: Data
Family/ies: Deep Savers
Type: Marine Animal
Fighting Style: Cassie's loadout as a Champion functions much similarly to her loadout as a rookie - she isn't one to fight, acting more as a medic and support to those around her. However, she can still punish anyone who tries to come after her with a fierce headbutt, and use Slip n Slide to reposition herself around the battlefield as necessary!
Abilities: [6 Abilities Max]
[NONCOMBAT PASSIVE] Blubber: Though Cassie's fur is generally short and thin (save for the tufts and manes of her forms), she is still able to stand up to the cold with a thick layer of blubber under her skin! It isn't enough for her to stand up to cold attacks any more than the average digimon, but she can still withstand cold climates just as well as any other arctic digimon.
[PASSIVE] The Eager Medic: Cassie has natural potential as a healer, and her bodyshape and natural strength lends well to devastating tackles - but her bodyshape also leads her to be a little awkward on land, and in non-snowy or non-icy conditions. Her healing is 30% stronger than a normal digimon's, and her attacks 15%, but she's 30% slower - except for when in water, or on snow/ice.
[ABILITY] Bubble Aid: Cassie produces 3 bubbles filled with faintly glowing water, that soothes and heals. Upon producing a bubble, she can choose to either launch it at an ally - in which case the bubble pops on impact, and splashes the ally with the healing waters - or to leave the bubble floating, where Cassie or an ally can choose to pop it as a free action on their own time. Enemies cannot pop the bubble except for with a same-level named attack, or stronger - but they can still move the bubble around or drag it with them. An ally can be affected by multiple bubbles from the same use of Bubble Aid at once/in succession - though the subsequent bubbles will not be as effective as the last. If left unpopped, the bubbles last 2 turns before popping on their own, and splashing the nearest digimon within melee range of the bubble. [3 Turn Cooldown]
[ABILITY] Invigorating Waters: Cassie produces a single bubble filled with a bubbling, sparkling water, and either launches it, or leaves the bubble floating. It follows much of the same mechanics of Bubble Aid, except that instead of healing, in buffs a single recipient - increasing attack and speed by 30% each for 2 turns. Much like Bubble Aid, the bubble can be popped as a free action by an ally or moved by an enemy, and lasts 2 turns before popping on its own. [3 Turn Cooldown]
[ABILITY] Cleansing Bubble: Functioning much like Bubble Aid, Cassie produces a single bubble filled with fizzy, foaming water that has a slight minty scent to it. She can either launch it, or leave it floating - but upon use, it cleanses the recipient of one debuff of their choice, and leaves them smelling minty fresh! The bubble otherwise lasts for 2 turns before popping on its own. [3 Turn Cooldown]
[ABILITY] Slip n Slide: Slamming her flippers onto the ground, a path of ice extends forward that she is able to use - sliding along on her belly at increased speeds! This path winds and curves as she pleases as long as it remains within the general area, and can even lift off the ground a few feet for things such as tight turns, bumps, and ramps - higher if she's able to use the environment around her to support the ice! Digimon who are not used to icy or arctic conditions in any way tend to slip and trip on it if they try to use it, but other digimon like herself can bellyslide on it as well! This path lasts for 3 turns before melting completely. Outside of combat, Cassie can use this ability as she pleases to keep up with others - but only one path can be active at a time. [3 Turn Cooldown]
[ATTACK] Overenthusiastic Headbutt: Cassie slams into the enemy digimon with surprising strength - knocking them over and/or tripping them up in the process! While prone, the digimon is 66% slower for one turn. Has decreased effect against particularly large/heavy digimon. [2 Turn Cooldown]
Digivolves From: Gomamon-X
Digivolves To: Anjilamon
Mercenary #2
Digimon Name: Laertes, 'Lae'
Default Form: Strabimon
Gender: Male
Alignment: Lawful Good
Skills/Talents:
- Laertes, much like his two sisters, has good survivalist skills - though he is especially good at tracking down other digimon or food, as well as keeping an eye out for danger, compared to his two siblings.
- Of the three, he is the calmest and most logical - being the brains of the trio. He is also good at picking up new skills, though has a bit of trouble with technology from time to time.
- Of the three, he is also the swiftest on his feet; though he doesn't have the same feline balance that Ophelia does.
- Though he is best at hiding amongst the snow that he's used to, Laertes is good at blending in and hiding in plain sight.
- When logic fails, Laertes isn't afraid to trust his gut instincts to survive - and they haven't failed him yet.
Personality:
Where Ophelia is the brawn of the trio, and Cassie is the heart of the trio, Laertes is the brains. Clever, practical, and quiet - Laertes is not the type of digimon that you notice straight away, nor the type of digimon to approach others unless something about them or what they say interests him in the first place. He prefers simply observing, if he can help it - keeping an eye out for the things that Ophelia or Cassie might overlook, in their haste. He, additionally, tends to think before acting - even in combat, he watches and attacks from afar as he deliberates upon his next move; even if his predatory instincts sometimes like to come to the surface in such situations. Even then though, he treats a fight less like combat, and more like a chess match.
He doesn't enjoy surprises, though - feeling the most relaxed when there's a routine or order to things. He likes it when his things are sorted, he likes it when he has an idea of what to do in response to a situation, he likes it when he can otherwise predict how a day might go. Surprises tend to shake him up, and tend to leave him stressed; even if he is able to typically quickly adjust and adapt to them once he has a chance to gauge the new situation, or once he lets his instincts take the wheels.
Even if he seems to be the quiet and stoic brainiac of the three, though, he does prove to be just as family-oriented as his siblings; valuing the bond he holds with his siblings, and trying to look out for them where he can. He simply tends to express it when it's just the three of them, or otherwise expresses it in subtle ways when others are around; regarding these feelings as personal and private. Digimon who manage to get him to open up, too, will get to see a more deliberate and affectionate side to him - his gestures of affection being thought out and just as loving in nature as Cassie's and Ophelia's might be.
Laertes' Holosuit
Faceclaim: Slayers • Zelgadis Graywords • Laertes
Personal History:
Just like his two siblings, Laertes was born up in the furthest reaches of the Terabyte Mountains; his father being a Panjyamon named Callus, and his mother a Blizzarmon named Gertrude. He was raised by his parents to learn how to hunt, fend for himself, and to otherwise look after himself - and learned all of his fighting from his father's up close and personal style alongside Cassie, while Ophelia learned from their mother.
However, where Cassie picked up on having a kind and loving heart from Callus, Laertes looked more to his mother's stoic and practical nature; picking up more on that, even if he did pick up some of Callus' kinder and gentler nature. She, too, helped him become more in-key with his wilder instincts; instincts that were a bit more predatorial and vicious than Ophelia's or Cassie's instincts, given his nature as a Strabimon. He would learn from these instincts as well, though - letting them shape parts of his fighting style that he'd pick up from Callus.
Of the three, though, he was the last to leave the den. The routine and monotony of the den was comforting to him, and if he was honest... The world beyond seemed a bit scary to him. It was something different, very different from the world that he was used to as a wild digimon - yet... With time, he would grow to miss his two siblings. And with time, he would soon decide to leave the den as well, to follow after his two siblings on whatever adventures they'd drag him off on; as his love would, inevitably, win out over any anxieties or worries he'd hold at the idea of leaving the safety of home, the safety of the den, the safety of his parents' territory.
DIGIMON'S INITIAL EVOLUTION LINE
Fresh
Species: YukimiBotamon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Digivolves To: Wanyamon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Digivolves To: Wanyamon
In-Training
Species: Wanyamon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Lesser
Digivolves From: YukimiBotamon
Digivolves To: Strabimon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Lesser
Digivolves From: YukimiBotamon
Digivolves To: Strabimon
Rookie
Species: Strabimon
Appearance:
Attribute: Variable
Family/ies: Nature Spirits
Type: Beast Man
Fighting Style: Laertes is best suited for assisting in combat from the sidelines with quick and accurate hits, as opposed to Ophelia's close and personal style. He'll attack from afar with Aurora Nail or Aurora Cross, building up accuracy with Prey, and hide to avoid retaliation with Trick of the Light
Abilities:
[NONCOMBAT PASSIVE] Predator Senses: Laertes has keen hearing and smell, much like most canid Digimon. However, his sense of smell is especially keen towards blood and liquid data, and tracking injured individuals.
[NONCOMBAT PASSIVE] Arctic Coat: Laertes has a thick fur of coat that shields him from conditions of extreme cold, though it cannot protect him from ice attacks in combat.
[NONCOMBAT PASSIVE] Canid Claws: His claws are especially good for digging holes in even surfaces as tough as frozen earth, be it to bury or dig something up, or to make emergency shelter.
[PASSIVE] Prey: Though Laertes is not as much of a fighter as Ophelia is, he still has the instincts of a predator; and these instincts like to kick in and excite him whenever the scent of blood is in the air. If Laertes or an ally lands a hit on a foe, that foe gains a stack of Prey - 1 stack per turn, and targets under the effect of a bleed gain 1 stack for each turn the bleed lasts. Healing abilities remove 1 stack of Prey per 2 turns of cooldown (Once-per-thread heals remove 3 stacks), and regenerative/heal over time effects (passives included) remove 1 stack every other turn starting from the first. For each stack of Prey the foe has, Laertes gets 10% accuracy against that foe, to a maximum of 50% at 5 stacks.
[ABILITY] Trick of the Light: Bending and manipulating not only the light around him, but also his own signal, Laertes completely obscures himself from sight, and from detection by said signal. For two turns, attacks against him are 50% less accurate. This move can be used freely outside of combat; though he can still be detected by sound, scent, or by how he interacts with his environment - such as leaving behind footprints. [2 Turn Cooldown]
[ATTACK] Aurora Nail: Iridescent rainbow light begins to shine along one of Laertes' claws, with which he either gets in close to claw at the enemy, or claws at the air to fire at the enemy with slash-shaped blasts of that same iridescent light. This attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and if used in tandem with Trick of the Light, Laertes' claws are briefly visible while he uses the attack.
[ATTACK] Aurora Cross: Iridescent rainbow light shines along both of Laertes' claws, which he slashes with both in an X shape - either deeply gouging the enemy up close, or sending an x-shaped blast towards the foe. Much like Aurora Nail, this attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and his claws are briefly visible when he uses the attack. [1 Turn Cooldown]
Digivolves From: Wanyamon
Digivolves To: Gaolongmon
Appearance:
Attribute: Variable
Family/ies: Nature Spirits
Type: Beast Man
Fighting Style: Laertes is best suited for assisting in combat from the sidelines with quick and accurate hits, as opposed to Ophelia's close and personal style. He'll attack from afar with Aurora Nail or Aurora Cross, building up accuracy with Prey, and hide to avoid retaliation with Trick of the Light
Abilities:
[NONCOMBAT PASSIVE] Predator Senses: Laertes has keen hearing and smell, much like most canid Digimon. However, his sense of smell is especially keen towards blood and liquid data, and tracking injured individuals.
[NONCOMBAT PASSIVE] Arctic Coat: Laertes has a thick fur of coat that shields him from conditions of extreme cold, though it cannot protect him from ice attacks in combat.
[NONCOMBAT PASSIVE] Canid Claws: His claws are especially good for digging holes in even surfaces as tough as frozen earth, be it to bury or dig something up, or to make emergency shelter.
[PASSIVE] Prey: Though Laertes is not as much of a fighter as Ophelia is, he still has the instincts of a predator; and these instincts like to kick in and excite him whenever the scent of blood is in the air. If Laertes or an ally lands a hit on a foe, that foe gains a stack of Prey - 1 stack per turn, and targets under the effect of a bleed gain 1 stack for each turn the bleed lasts. Healing abilities remove 1 stack of Prey per 2 turns of cooldown (Once-per-thread heals remove 3 stacks), and regenerative/heal over time effects (passives included) remove 1 stack every other turn starting from the first. For each stack of Prey the foe has, Laertes gets 10% accuracy against that foe, to a maximum of 50% at 5 stacks.
[ABILITY] Trick of the Light: Bending and manipulating not only the light around him, but also his own signal, Laertes completely obscures himself from sight, and from detection by said signal. For two turns, attacks against him are 50% less accurate. This move can be used freely outside of combat; though he can still be detected by sound, scent, or by how he interacts with his environment - such as leaving behind footprints. [2 Turn Cooldown]
[ATTACK] Aurora Nail: Iridescent rainbow light begins to shine along one of Laertes' claws, with which he either gets in close to claw at the enemy, or claws at the air to fire at the enemy with slash-shaped blasts of that same iridescent light. This attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and if used in tandem with Trick of the Light, Laertes' claws are briefly visible while he uses the attack.
[ATTACK] Aurora Cross: Iridescent rainbow light shines along both of Laertes' claws, which he slashes with both in an X shape - either deeply gouging the enemy up close, or sending an x-shaped blast towards the foe. Much like Aurora Nail, this attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and his claws are briefly visible when he uses the attack. [1 Turn Cooldown]
Digivolves From: Wanyamon
Digivolves To: Gaolongmon
Champion
Species: Gaolongmon
Appearance:
(Click for Source; Credits go to Garmmy!)
Attribute: Data
Family/ies: Nature Spirits
Type: Beast
Fighting Style: As Laertes digivolves and grows, so does the Combat Instinct that is natural to Strabimon such as himself; this instinct giving him strong predatory instincts that tend to thrill in combat. Though he prefers to keep attacking from afar much like before, Laertes may also dart in to draw blood with Bloodletting, and can use Lightracer to get out of harms way as necessary.
Abilities:
[NONCOMBAT PASSIVE] Predator Senses: Laertes has keen hearing and smell, much like most canid Digimon. However, his sense of smell is especially keen towards blood and liquid data, and tracking injured individuals.
[NONCOMBAT PASSIVE] Arctic Coat: Laertes has a thick fur of coat that shields him from conditions of extreme cold, though it cannot protect him from ice attacks in combat.
[NONCOMBAT PASSIVE] Canid Claws: His claws are especially good for digging holes in even surfaces as tough as frozen earth, be it to bury or dig something up, or to make emergency shelter.
[PASSIVE] Prey: Though Laertes is not as much of a fighter as Ophelia is, he still has the instincts of a predator; and these instincts like to kick in and excite him whenever the scent of blood is in the air. If Laertes or an ally lands a hit on a foe, that foe gains a stack of Prey - 1 stack per turn, and targets under the effect of a bleed gain 1 stack for each turn the bleed lasts. Healing abilities remove 1 stack of Prey per 2 turns of cooldown (Once-per-thread heals remove 3 stacks), and regenerative/heal over time effects (passives included) remove 1 stack every other turn starting from the first. For each stack of Prey the foe has, Laertes gets 10% accuracy against that foe, to a maximum of 50% at 5 stacks.
[ABILITY] Trick of the Light: Bending and manipulating not only the light around him, but also his own signal, Laertes completely obscures himself from sight, and from detection by said signal. For two turns, attacks against him are 50% less accurate. This move can be used freely outside of combat; though he can still be detected by sound, scent, or by how he interacts with his environment - such as leaving behind footprints. [2 Turn Cooldown]
[ABILITY] Lightracer: In reaction to an incoming attack, Laertes briefly increases his speed to the point of moving nearly at the speed of light itself - re-positioning himself to a spot within sight in the vicinity. This otherwise functions as a dodge or teleport move, and he returns to his normal speed by the end of his turn/after dodging the attack, whichever is more appropriate. Though this move can be used outside of combat as well, it is extremely exhausting and wears heavily on his body if he uses it for longer than short bursts without any break. [3 Turn Cooldown]
[ATTACK] Aurora Nail: Iridescent rainbow light begins to shine along one of Laertes' claws, with which he either gets in close to claw at the enemy, or claws at the air to fire at the enemy with slash-shaped blasts of that same iridescent light. This attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and if used in tandem with Trick of the Light, Laertes' claws are briefly visible while he uses the attack.
[ATTACK] Aurora Cross: Iridescent rainbow light shines along both of Laertes' claws, which he slashes with both in an X shape - either deeply gouging the enemy up close, or sending an x-shaped blast towards the foe. Much like Aurora Nail, this attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and his claws are briefly visible when he uses the attack. [1 Turn Cooldown]
[ATTACK] Bloodletting: Darting in close and weaving around the foe's guard, Laertes bites or claws at the foe to leave a deep gouge either as he passes, or before backing away. This is a low-damage attack; however, it pierces through defenses, and leaves the enemy bleeding for 2 turns for a decent bit of additional damage. [3 Turn Cooldown]
Digivolves From: Strabimon
Digivolves To: Houndlongmon
Appearance:
(Click for Source; Credits go to Garmmy!)
Attribute: Data
Family/ies: Nature Spirits
Type: Beast
Fighting Style: As Laertes digivolves and grows, so does the Combat Instinct that is natural to Strabimon such as himself; this instinct giving him strong predatory instincts that tend to thrill in combat. Though he prefers to keep attacking from afar much like before, Laertes may also dart in to draw blood with Bloodletting, and can use Lightracer to get out of harms way as necessary.
Abilities:
[NONCOMBAT PASSIVE] Predator Senses: Laertes has keen hearing and smell, much like most canid Digimon. However, his sense of smell is especially keen towards blood and liquid data, and tracking injured individuals.
[NONCOMBAT PASSIVE] Arctic Coat: Laertes has a thick fur of coat that shields him from conditions of extreme cold, though it cannot protect him from ice attacks in combat.
[NONCOMBAT PASSIVE] Canid Claws: His claws are especially good for digging holes in even surfaces as tough as frozen earth, be it to bury or dig something up, or to make emergency shelter.
[PASSIVE] Prey: Though Laertes is not as much of a fighter as Ophelia is, he still has the instincts of a predator; and these instincts like to kick in and excite him whenever the scent of blood is in the air. If Laertes or an ally lands a hit on a foe, that foe gains a stack of Prey - 1 stack per turn, and targets under the effect of a bleed gain 1 stack for each turn the bleed lasts. Healing abilities remove 1 stack of Prey per 2 turns of cooldown (Once-per-thread heals remove 3 stacks), and regenerative/heal over time effects (passives included) remove 1 stack every other turn starting from the first. For each stack of Prey the foe has, Laertes gets 10% accuracy against that foe, to a maximum of 50% at 5 stacks.
[ABILITY] Trick of the Light: Bending and manipulating not only the light around him, but also his own signal, Laertes completely obscures himself from sight, and from detection by said signal. For two turns, attacks against him are 50% less accurate. This move can be used freely outside of combat; though he can still be detected by sound, scent, or by how he interacts with his environment - such as leaving behind footprints. [2 Turn Cooldown]
[ABILITY] Lightracer: In reaction to an incoming attack, Laertes briefly increases his speed to the point of moving nearly at the speed of light itself - re-positioning himself to a spot within sight in the vicinity. This otherwise functions as a dodge or teleport move, and he returns to his normal speed by the end of his turn/after dodging the attack, whichever is more appropriate. Though this move can be used outside of combat as well, it is extremely exhausting and wears heavily on his body if he uses it for longer than short bursts without any break. [3 Turn Cooldown]
[ATTACK] Aurora Nail: Iridescent rainbow light begins to shine along one of Laertes' claws, with which he either gets in close to claw at the enemy, or claws at the air to fire at the enemy with slash-shaped blasts of that same iridescent light. This attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and if used in tandem with Trick of the Light, Laertes' claws are briefly visible while he uses the attack.
[ATTACK] Aurora Cross: Iridescent rainbow light shines along both of Laertes' claws, which he slashes with both in an X shape - either deeply gouging the enemy up close, or sending an x-shaped blast towards the foe. Much like Aurora Nail, this attack is half-Light and half-Ice for the purpose of weaknesses and resistances, and his claws are briefly visible when he uses the attack. [1 Turn Cooldown]
[ATTACK] Bloodletting: Darting in close and weaving around the foe's guard, Laertes bites or claws at the foe to leave a deep gouge either as he passes, or before backing away. This is a low-damage attack; however, it pierces through defenses, and leaves the enemy bleeding for 2 turns for a decent bit of additional damage. [3 Turn Cooldown]
Digivolves From: Strabimon
Digivolves To: Houndlongmon