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Beverly/Ghost Truncated Profile thread
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Post by *Lady* Beverly and Ghost on Sept 6, 2019 17:11:18 GMT
This thread will, alongside the basic character information of these two, only cover the forms of Galaclivamon (Beverly), HyldenImpmon (Ghost), and Ihadramon (Ghost DNA). Any alterations to this thread will supersede over info used in the original. Original is here: digimonforumrp.freeforums.net/thread/1233/lady-beverly-ghost-revision-repostThis contains the rest of their forms.
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Post by *Lady* Beverly and Ghost on Sept 6, 2019 18:00:14 GMT
BEVERLY BASIC INFO
Name: Lady (or Miss) Beverly Default Form: Shoutmon ZX or Galaclivamon Gender: Female Alignment: Neutral-variable Skills/Talents:
-Double jointed
-She is a great singer, thanks to lots of practice.
-Able to perform minor magical feats, like levitation, "parlor tricks", and what not.
-Moderately skilled in telekinesis in all forms, but requires a bit of concentration to use, and the maximum weight is about 1.5 times the weight of her current form. Lower for struggling opponents, so not a good move for battle against enemies
-Has mental connection with Ghost.
-Is able to create food. Well... either tasteless, nutrition-less, flavorless, lukewarm slop, or jerky. It's a skill she has no real desire to actually develop or use too often.
-Beverly is a business owner, and knows her way around paperwork and the legalese of owning said business. Said skills can be applied to other things if necessary.
-Has a knack for creating and maintaining various connections, largely with ones in Whitewater, but some in other places as well.
ABSORBED SKILLS
-Arm of SkullSatamon: Her Right arm contains a red, skeletal bone. In her main forms it's usually covered, but her armor egg and alternate forms have actual digital flesh over them. The arm is quite hard and can be used for blocking, plus has a high natural fire defense. Still, even her bone arm can be injured.
Through some effort, she has fused the Staff of SkullSatamon (former ability) with her arm in her Galaclivamon form. However this serves no additional benefit, merely changing the appearance of her arm.
-Ghast Familiar: Summons a blue flare that lights up the surrounding area. Usually summoned along with Ghost, if needed.
Global Ability: Ghost Striker-If Ghost is within Bev, she can be briefly summoned to perform any of her attacks. This may even include combining certain attacks together.
Inventory: Cell Phone (used to call her workers)
Business Cards for her NightClub, Caritas
Personal History: Long ago, she was raised in a family of mercs. As the black sheep of the family (as she wanted to be a villain), she left. Having picked up a cohort along the way, Garm the Gaomon, the two had a fair number of adventures and caused their fair share of trouble. Eventually, though, they settled in Whitewater, and later she got her club started up, Caritas.
Some time later, Garm was attacked by a Hylden Digimon, a subset of digimon from another world that could possess others. The resulting possession heavily mutated his body, but it went into Beverly's. As a last ditch effort, she destroyed herself and the Hylden Digimon, leaving behind Ghost, whom was outside of Bev's body at the time. To keep her from totally breaking down, Ghost absorbed a good chunk of Bev's data, alongside the other digimon.
This would allow Bev to be reborn with some of her abilities, and outside of the Primary Village. After a period of searching, Ghost found her and rejoined her, granting Beverly the rest of her power (mostly) as well as her memories.
Bev considered herself a new digimon at the time, little in the way of personality similarities of what she was before, but continued on. She "took over" Whitewater, although she did it out of love for the city. Since then, she had been fairly busy working. She even married Garm.
Personality: Through her busy time as being leader of Whitewater and owning a business, she knows well enough to try to maintain good connections, not only between herself and others, but between other parties she may or may not have direct connections with either. She is friendly and rather open, sometimes blunt or tactless, as having a public eye on her has made her self conscious of how others view her. But the self- consciousness really only means much when she's in public. She knows well enough that the wrong words or actions would tank her reputation in the public eye.
However, she's not completely altruistic. She won't do good deeds for "the greater good". It's just that she had never been in any position where she had to do anything particularly villainous (in a long while). She will help her friends, or ensure that Whitewater is in good shape, and that takes precedence over most other things. Also don't cause trouble in her club. She has a separate bank account for payments to other businesses for damages caused by her throwing others out and into other buildings.
When she's in a more relaxed state, usually in her club or with few others around, she can be theatrical at times. She might even goad out a fight, teasingly.
She greatly dislikes being alone, which she sometimes is when doing her work. However she can deal with it better than before... it still sucks, though
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Post by *Lady* Beverly and Ghost on Sept 6, 2019 18:21:42 GMT
GHOST BASIC INFO
Name: Ghost'ess Wita Mostess. Ghost for short. Default Form: Shoutmon ZX Striker Form or HyldenImpmon Gender: Female Alignment: Beverly . Otherwise, she ranges from neutral to neutral evil Skills/Talents:
Ghost can take up an ethereal form, which cannot interact with any physical object. This form, vaguely looking like a whispy shadow-esque imp, is her true form. Getting to this form is simple. Getting out of the takes concentration. Not a combat ability.
Personal History:
Ghost was not always a digimon. In fact she was a spirit created by Beverly. Initially she was just an extension of Bev's thoughts, but over time she gained her own will. While unable to interact with the physical world, Ghost was a valued companion for her creator.
When Beverly died saving Garm from a body snatching entity, Ghost was active. She retained much of the data Bev consisted of, while the rest reformed. Due to this, Ghost was not just a spirit being, but literally half of Beverly. After they reunited, Ghost returned the data she had, but if need be, Beverly and Ghost can share that pool of power.
Ghost had also taken the data of the body snatching digimon as well. This data had led to some urges for possessing others, and she has acted on this, but nothing major has come from it.
Eventually, however, Ghost revealed to Beverly that she was, mentally, the original Bev. Since the original Bev created her as a mental extension, and she absorbed Bev's data, she effectively became Bev. Ironic, how her name of "Ghost" became more fitting now. Even if she was no longer "Beverly", Ghost was not exactly bothered by her "replacement", and was more than willing to step down.
Personality:
Under normal circumstances, Ghost keeps hidden. Whether to act as a surprise attack or a spy, she enjoys catching others off guard. Devious and sometime cunning, what she lacks in raw power she makes up for in manipulation. Although she'd much rather prefer more direct methods.
Due to her Hylden nature (and the power associated with it), she's prone to have a need to insert herself into other's bodies and take them over, but never to the point that she wants to stay for long periods (thankfully, as longer periods and struggling would cause mutations). She may or may not ask before doing so. And she may or may not take no for an answer. But at the very least the host's body would, if all goes fine, come out with no issues.
Ghost is otherwise a troublemaker, but not for instances directly involving Beverly, her business, family, or her friends outside of the occasional possession (Sinclair, Bev's older sister, is especially weary of the possessions). She enjoys practical jokes or causing fights or a bit of the old voyeurism and blackmail. But she does want to do some bigger stuff... she holds off on it for Bev's sake. Still, as essentially being "Old Beverly", she still has some want to be a villain, and may sometimes act as one. And it may or may not (but actually may) involve possessing others. But it's usually robbery or property damage in some remote area, or some place outside Whitewater.
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Post by *Lady* Beverly and Ghost on Sept 6, 2019 18:55:09 GMT
RAM UPGRADE GIGA- Sudden Thrust An attack where one or several dark maroon spears appear around Beverly. The spears thrust out quickly from dark whisps that appear around her, but they are not launched as projectiles. This is purely a melee ranged move and is mainly for aiding her defense from melee attackers. However, the spears are not sharp enough pierce through same-leveled Digimon, and they are not durable enough to sustain a potent attack. Can be done while performing other moves, but it has a limited range. The wisps the spears come from are only created within arm's reach from her, and said spears are only almost as long as Beverly is tall. Super Mega: Galaclivamon Attribute: Data Family/ies: Dragon's Roar Type: God Man Abilities:
High physical strength-Due to her dragon data her physical strength is quite high. Given Bev's general fighting style, though, she doesn't often make use of this over use of her other skills. Light Shield-Not a separate move, but her normal means of defense (meaning if she's blocking, she's using this.) Takes the form of a white barrier above the surface of her body. It works like any defensive position. Attacks: Tetra Force - Forms three energy spheres above her that rapidly fires off a mix of Flare Arrows, icicles, blades of wind, and lighting bolts. The sphere can fire omni-directionally as well as orbit around her. Best for mid range combat, providing pressure if focused on a single area, or covering blind spots. Meltdown Flare - Breathes out a wide area flamethrower-style attack. Non-elemental, but lowers defenses and pain resistances somewhat for 2 turns, as well as deals a bit of extra damage to any with an *elemental* weakness. 1 turn cooldown. Wraith Ragna Blade - She forms a triangular blade formed solely of black, crackling and seemingly unstable dark energy that is always slightly shorter than her height, without the need of charging now as well. This blade is made from a temporary pocket dimension, and can cut as well, or even better, than your run of the mill swords. Capable of absorbing projectiles, beams, energy, and barriers with a 2 turn cooldown. Absorbed attacks/energy are not completely absorbed, just what is touched by the blade itself. A large enough blast would still mostly hit her, for example. This attack does *not* break barriers, it absorbs its energy, meaning a barrier capable of holding back a Super Mega attack will still effect the blade, but said barrier would be weakened for as long as the blade remains in contact. Nega Poison Blow - Poisonous air gathers around and condenses before it blasts into opponents thrice (or in three different spots), disorienting and causing an ill feeling for 3 turns. Two turn cooldown. Can launch an opponent into the direction the air blasts to. Deals additional damage against certain types depending on what area of the digital world she is in. (Ice, Fire, Plant, Water, Null (Digital Core has no additional element), Dark, or Wind/Holy). For example, in the northern areas, her Nega Poison Blow does additional damage to ice types. 2 turn cooldown. Press Out- Fires off a small, but fast beam that, upon stopping (no need for it to connect, but as a straight beam it can be avoided) it engulfs the opponent in a transparent yellow field. From the center an immense force presses outward. In some circumstances, the opponent is flung out of the sphere with such force they might find themselves a mile or so away once they recover. But some able to withstand the field would see that the field pushes out all air, ground, water, energy, and, should Beverly concentrate for a turn, light itself. The attack lasts up to two turns, although Beverly is largely vulnerable should she maintain it. Seething Terror - Dark ghostly tendrils spread from any nearby surfaces Beverly is physically touching, up to a surface area of 250 square feet. Tendrils engulf her opponent should the move connects, causing skin discoloration similar to blood. It will cause an increased heart rate and panic and, once it reaches the head, the person feels faint, and the tendrils instead drag the opponent into a bubbling pool of darkness and seem to disappear, taken to somewhere unknown. When they reappear, they are seeped in dark energies, and any buff they had is gone. If the buff is a natural or team based one, it returns after 2 turns. The attack itself occurs within a turn. 2 turn cool down. Repeated connects on an opponent within a thread strengthens the attack, but not overly so. Opponent is locked into place once the move connects. The tendrils can grab those 10 feet off the ground. Heavy Mist - Produces a dark, heavy mist that either emanates around her or a stationary point and massively restricts vision within for 2 turns. The mist is quite thick as well. This is mostly used as a means to escape or disorient, though, as she can't see through the mist herself, but is not affected by the mist's density. Range is 100 feet with considerably restricted movement and, if she charges a turn, can throw a mist sphere that surrounds the opponent, blocking projectile use and heavily restricts movement to the point of near immobility, but the thick mist also protects whoever is hit with it, greatly lowering damage. Blocking the charge attack still activates it, one must deflect or evade it. Imperial Laser - Beverly fires off a beam of destructive force at her opponents. Can be steered to a slight degree. Destructive power is enhanced if she charges for up to 2 turns, with the max charge being able to decimate large areas. Galactica Phantom - Delivers an explosive punch with enough force to send a digimon clean through a mountain or three. However, the attack requires a bit of a windup. Adequate Cure - An attempt by Beverly to learn more "restorative" skills, this ability, a glowing light from her hands, can cure any affliction or debuff, and even slightly heals... until the one on the receiving end vomits violently for a turn afterwards (or some applicable means of sudden ailment if one doesn't have a stomach), incapacitated. Afterwards the one on the receiving end has a stomach ache and will be quite hungry or drained. Even Beverly herself cannot escape the effects. Can be done multiple times on someone... if they don't mind dry heaving progressively getting worse and worse, and the ulcers, and shortness of breath, etc. Beverly will give you a barf bag if necessary. Be thankful, you didn't want to see what happened when she first started practicing this.
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Post by *Lady* Beverly and Ghost on Sept 6, 2019 19:14:47 GMT
Super Mega: HyldenImpmon, the Super Shadow Stand Striker Attribute: Variable based on Beverly's current form. Family/ies: Nature Spirits Type: Imp Abilities:No physical attacks can harm her, although she can still be knocked away by them from the force. Non-physical attacks deal extra damage to her in contrast. In attacks that uses both, Ghost will only take damage from the non-physical nature of the attack. Her Ball attacks are thrown at a fairly high speed. The Ball attacks also cannot be physically blocked (with one's own standard equipment or body) without triggering the effects. But any other means of defense or evasion will do fine. Finally, each different ball attack is indistinguishable from each other. Most of her moves control enemy position and her small size makes her a hard target. But her speed is a above average (for a super mega) and her damage output is low save for 1-2 attacks. Ghost can pass through physical objects with great ease. (With permission) Ghost can possess most digimon. Gatchaw Ball: Ghost throws a dark smokey sphere at an opponent. It does nothing. Attacks: Nuke Ball: She throws a dark, smokey sphere at her opponent, causing a massive explosion of up to 500 feet in diameter. However, the move stresses range over damage, and even normal Megas can easily shake off the damage from the attack. Seems to do more damage to the environment than anything else. Orbit Ball: She throws a dark smokey sphere at her opponent, which causes the opponent to orbit around the sphere with gravitational forces. Afterwards, it explodes, dealing decent damage. Lasts a full turn, and can also attract most projectiles. Fizzy Duzzy Ball: She throws a dark smokey sphere at an opponent, and it causes them to suffer extreme dizziness, stumbling, and trippy vision. Effect lasts at least a turn, and goes on as long as the opponent is dizzied (as in beyond the one turn the user decides if it's still in effect.) 1 turn cool down, repeated connects do nothing until the move wears off. Move has a 10 foot vapor blast radius. Slickest Ball: She throws a dark smokey sphere at her opponent, covering them with a shadowy film that effectively eliminates all friction with anything in contact with their body for two turns (even air). It also triples any momentum the affected will normally have. Two turn cooldown. Bomba Ball: Ghost throws a dark smokey sphere that is suddenly caught by a random beast digimon equal to the level and/or size her opponent is. In doing so, the digimon tackles the opponent. Afterwards it will leave, vanishing without a trace. The Worst Ball: Ghost throws a dark smokey sphere at the opponent. The effect is varied, and even Ghost doesn't know what the ball will do. -The effect is decided by the user who is hit with the ball, not me. It can be a minor effect or major, but I will have no say in how the attack will react, how long it lasts, or the severity (so long as the effect is not beneficial or leads to a beneficial effect). Cannot be used again until effect ends. Black Arrow: Ghost causes a phantom black spire to appear nearby, thrusting into the opponent, before disappearing. Several can be done in succession. Can be done within 50 feet of her. These can go through enemies, but leaves no puncture wounds; it simply does damage. The initial spike in a location will have black smoke appear at its point of entry. Does very good damage and is Ghost's only real damage dealing move. Odeur Ball: Ghost throws a dark, smokey sphere at the opponent. It doesn't do anything initially, but the next two Odeur Balls will automatically move to where the opponent is (provided the first one connects). 2 turn cooldown
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Post by *Lady* Beverly and Ghost on Sept 6, 2019 19:22:35 GMT
DNA Super Mega: Ihadramon Attribute: Virus Family/ies: Nightmare SoldiersType: Dragon's Roar Abilities:
In terms of raw power and defense, Ihadramon greatly surpasses Galaclivamon, at the expense of some versatility and inability to use the Ghost Striker ability (since Ghost is in direct control of Ihadramon). Her six hands can be used to propel her up to speeds of Mach 3 (like a rocket), aid in dodging when used in short bursts, or just slapping people three times with one motion. The hands can also move away from her, up to 50 feet. The hands are also durable enough to go against bladed weapons. Has Sudden Thrust attack due to Ram Upgrade Giga. Has Bev's Telekinesis, although the weight limitations remain the same. Attacks: RAM UPGRADE GIGA- Sudden Thrust An attack where one or several dark maroon spears appear around Beverly. The spears thrust out quickly from dark wisps that appear around her, but they are not launched as projectiles. This is purely a melee ranged move and is mainly for aiding her defense from melee attackers. However, the spears are not sharp enough pierce through same-leveled Digimon, and they are not durable enough to sustain a potent attack. Can be done while performing other moves, but it has a limited range. The wisps the spears come from are only created within 20 or so feet from her, and said spears are only almost as long as Ihadramon is tall. Indignant Claw: Strikes with claws infused with explosive electrical energy. 7th Claw: Summons a 7th large hand from a portal that tries to grab an opponent. Once successful, it will produce phantom tentacles that bore into the opponents body, as well as cover them, and the victim's body will be wracked with pain and turn a spotty deep red color. The victim will then fall out the mass of phantom tentacles, and the tentacles will reform the 7th hand, now capable of performing one of the opponent's attacks for the rest of the battle. Can be done once per opponent per thread. Strength of the attack is dependent on condition of the opponent. A weak opponent will produce a weaker attack. 8th Claw: Functions the same as 7th claw, except instead of taking an opponent's attack, it takes an opponent's support ability. 8th Claw cannot be done on an opponent already affected by 7th Claw. Spiral Nemesis: Launches herself at her opponent while surrounded with flaming, spiraling energy. Deflects most projectiles. 1 turn cooldown Particle Beam: Fires a purple beam from her hand. The strength varies depending on number of hands used and if she decides to spend up to two turns charging. At its strongest it surpass the power of Galaclivamon's Imperial Laser. Barricade: Using all of her hands, she creates a powerful shield around the opponent (within distance of the maximum range of her hands), blocking all attacks from the outside, as well as from the inside as well. During the duration, Ghost is unable to perform any attacks that would involve her 6 main hands. 1 turn duration, 3 turn cooldown. Spacial Portal: Creates a dimensional portal she can move into. While the "range" is anywhere within the digital world she knows, in battle it's effective use is within 200 feet (longer distances require more energy/concentration). 2 turn cool down. Skeleton Ball: Ghost throws a dark, smokey sphere of skeleton bones at her opponent. It's quite massive and dense, 50 feet in diameter. 2 Turn cooldown. Has an odd habit of rolling up inclines. The Worst Ball: Ghost throws a dark smokey sphere at the opponent. The effect is varied, and even Ghost doesn't know what the ball will do. -The effect is decided by the user who is hit with the ball, not me. It can be a minor effect or major, but I will have no say in how the attack will react, how long it lasts, or the severity (so long as the effect is not beneficial or lead to a beneficial effect). Cannot be used again until effect ends. This is kind of a gag attack-
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D-Reaper Scout
In-Training
Never The End
Posts: 0
OOC Name: NolChannel™
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Post by D-Reaper Scout on Sept 10, 2019 4:03:25 GMT
Wraith Ragna Blade - The defensive and offensive components of this technique are unique enough that it should be two different moves.
Press Out - Needs a maximum duration.
Seething Terror - The root needs a duration. Max 1 post.
Adequate Cure - Needs a cooldown (two posts).
Here Comes Ball - As a teleport, this needs a cooldown of two posts.
Down/Up There Ball - I'm going to say this is hilariously overpowered and needs replaced. In fact I would rethink this form entirely as the gravity control is too omnipotent to be balanced for this forum.
Mirror Match Ball - The extremely high power of this move suggests it should be once per thread.
Blockless Ball - Don't like it. It just removes player interaction.
The Worst Ball - I'd replace this, it doesn't really serve a purpose.
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Post by *Lady* Beverly and Ghost on Sept 10, 2019 9:43:02 GMT
Wraith Ragna Blade - The defensive and offensive components of this technique are unique enough that it should be two different moves. Removed defensive attribute.Press Out - Needs a maximum duration. Gave durationSeething Terror - The root needs a duration. Max 1 post. Admittedly I always intended for this to be a one turn attack but I stated that in the move.Adequate Cure - Needs a cooldown (two posts). Does that cooldown take into account the fact that said recipient of the move is somewhat incapacitated, plus the effects of that move afterwards?Here Comes Ball - As a teleport, this needs a cooldown of two posts. Does that cooldown take into account that the move not only needs to connect, but she always teleports in front of the opponent? Compared to Ihadramon's Spacial Portal, Here Comes Ball is far less versatile for a same level digimon, and shouldn't exactly be given the same cooldown.Down/Up There Ball - I'm going to say this is hilariously overpowered and needs replaced. In fact I would rethink this form entirely as the gravity control is too omnipotent to be balanced for this forum. For the first part, gave it a cooldown. For the second point, no, and to add, are you high? The entire point of this form is not gravity control, nor can this move be considered "too omnipotent of a gravity control move" Or gravity control, for that matter, that's what the Orbit Ball is for.Mirror Match Ball - The extremely high power of this move suggests it should be once per thread. Lowered duration, although you have more faith in the move than I do, apparently.Blockless Ball - Don't like it. It just removes player interaction. Wasn't Stunning defined as rendering a character unable to act and move or something? I'll remove it if I have to but if your issue is "removes player interaction" then the rules allow worse effects.
In any case, gave it an additional clear state (getting hit).The Worst Ball - I'd replace this, it doesn't really serve a purpose. I will not remove this move. That's kind of the point of the move.
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D-Reaper Scout
In-Training
Never The End
Posts: 0
OOC Name: NolChannel™
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Post by D-Reaper Scout on Sept 10, 2019 21:53:25 GMT
My comments on HyldenImpmon stand. In aggregate, the techniques create an omnipotent force that absolutely controls the battlefield, making it completely unfair.
Here Come Ball, Down/Up There Ball, Spinny Claw, and Orbit Ball all force repositioning of at least one party.
Slickest Ball is a two turn stun that contains an absolute term (frictionless), which is stupidly powerful.
Blockless Ball completely removes the opponent's ability to defend, and its an area of effect move.
The entire form is basically just a min-max'd character that covers every base, and needs severe revisions. Adequate Cure definitely needs a cooldown, otherwise it can be infinitely repeated on a target for a still net loss of only one post at the end. The issue is using the move in succession.
Mirror Match Ball needs a three post cooldown.
Blockless Ball still needs revised.
Worst Ball is fine, just not preferable.
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Post by *Lady* Beverly and Ghost on Sept 10, 2019 23:21:02 GMT
My comments on HyldenImpmon stand. In aggregate, the techniques create an omnipotent force that absolutely controls the battlefield, making it completely unfair. Here Come Ball, Down/Up There Ball, Spinny Claw, and Orbit Ball all force repositioning of at least one party. Down/Up There Ball replaced with Nuke Ball. Spinny Claw replaced with Odeur BallSlickest Ball is a two turn stun that contains an absolute term (frictionless), which is stupidly powerful. Gave 2 turn cooldown.Blockless Ball completely removes the opponent's ability to defend, and its an area of effect move. I stated in chat this isn't an area effect move, but it was removed.
Adequate Cure definitely needs a cooldown, otherwise it can be infinitely repeated on a target for a still net loss of only one post at the end. The issue is using the move in succession. Made the effect of successive more obvious and pronounced. The point of the move is to make repeat uses undesirable.Mirror Match Ball needs a three post cooldown. Replaced with Barricade since I'm not going to give a move with 1 or 2 turns of effect 4 turns of downtime. Blockless Ball still needs revised. RemovedWorst Ball is fine, just not preferable. It's Perfect. Made a couple other tweaks here and there that I probably didn't keep track of.
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