Diego's Edits (Look, not every thread title can be clever)
Nov 11, 2019 4:34:47 GMT
Post by Diego Lacosta Santos on Nov 11, 2019 4:34:47 GMT
Psychemon:
[Noncombat] Telepath: This digimon may speak telepathically instead of out loud. The range of her telepathy is limited to those whose exact location she can pinpoint in space, effectively meaning they must be either within her line of sight or the radius of Beginner Mind Reader.
And replace Optical Illusion with the following ability, as it's being retroactively rejected:
3. Psychic Specialist (passive): Psychemon has honed her mental skills to a very high level at the cost of such being the only thing she's great at in combat. Her abilities are all slightly harder to resist (functioning like a small accuracy boost), and they are completely unaffected by opposing abilities which specifically resist or immunize mental effects.
Lekismon:
Attribute: Data
Family/ies: Deep Savers, Nightmare Soldiers, Nature Spirits
Type: Beast Man
Family/ies: Deep Savers, Nightmare Soldiers, Nature Spirits
Type: Beast Man
Fighting Style: Lekismon has a rabbit's quickness on the battlefield, but she doesn't pack much of a punch. The true terror of her combat prowess is what an observer can't see; in her ideal battle, it will appear to an observer that she's just bobbing and weaving until the other digimon collapses or goes insane. What they don't see is the absolute havoc she wreaks on a digimon's mind along the way.
Telepath: This digimon may speak telepathically instead of out loud. The range of her telepathy is limited to those whose exact location she can pinpoint in space, effectively meaning they must be either within her line of sight or the radius of Mind Reader.
Clever Mindjacker: Lekismon attempts to put another digimon in a trance for one post, during which she can force them to execute one task. A target must be within her radius for Mind Reader to attempt this. This ability may be easier or harder to resist depending the level difference from this digimon, and anything higher than ultimate is immune. This ability is easier to resist the less the subject wants to execute the task, and for this reason it cannot be used to make a subject hurt themselves. The trance breaks after the one-post duration or after the task has been completed. The amount of focus this takes makes it impossible to attempt in combat. Cooldown: 2 posts.
1. Psymaul: Lekismon uses her psychic influence to convince opponents that illusory claws are brutally slashing at and mauling them. The illusion is so realistic that the opponent can see and feel the fake wounds these claws leave behind, and it hurts enough to deal big mental damage (not slashing or physical damage). Cooldown: 1 posts.
2. Phantom Constrict: Lekismon's tentacles take on a ghostly appearance and seem to stretch and wrap around opponents, at which point they begin to squeeze very, very hard. This deals major mental damage (not physical damage for the sake of other abilities). Cooldown: 3 posts.
3. [RAM Upgrade] Illusion Inferno: Lekismon summons a blazing purple fire all over a hundred-foot radius around the epicenter, which may even be in the air, water, or earth (being an illusion, it does not matter where real fire would burn or not). Anyone besides Lekismon who gets within the radius will feel as if fire is licking their body and take damage for every post they touch it. This damage is considered a mental attack, not fire damage. The image of fire burns for 5 posts before petering out. Cooldown: 4 posts.
4. [RAM Upgrade] Exhausted Soul: Lekismon attempts to use psychic influence to convince opponents their body is much more physically fatigued then it really is. This deals damage, and all abilities that a target has cooling down get 2 added to their current cooling down period. If the last move a target used had no cooldown, it also gains a cooldown of 2. Cooldown: 3 posts.
5. Misery Gift: Lekismon makes an opponent take all of the damage she took in this post by infiltrating opponents' minds and sharing her pain with them (Lekismon still takes the damage, too). Cooldown: 3 posts.
6. Supersomnia: All of the moons on Lekismon's body start to glow. Opponents who look at her during this state start to feel incredibly drowsy to the point where their aim may be impaired, their reaction time may be slowed, their body may feel heavy and lethargic, and/or other usual symptoms associated with sleep deprivation. The moons glow for three posts. Cooldown: 2 posts.
7. Psychic Specialist (passive): Lekismon has honed her mental skills to a very high level at the cost of such being the only thing she's great at in combat. Her abilities are all slightly harder to resist (functioning like a small accuracy boost), and they are completely unaffected by opposing abilities which specifically resist or immunize mental effects.
8. Psycho Convulse: Lekismon attempts to force all of an opponent's muscles (or relevant mechanical parts) to seize up as hard as they can, harder than they're supposed to for an instant. The pain and muscle damage from this involuntary full-body spasm deal frightening damage. Cooldown: 4 posts.
Kyukimon:
Beast Spirit
Species: Kyukimon
Appearance:
Species: Kyukimon
Appearance:
Attribute: Data
Family/ies: Nature Spirits, Nightmare Soldiers, Unknown
Type: Bewitching Beast
Family/ies: Nature Spirits, Nightmare Soldiers, Unknown
Type: Bewitching Beast