Iona E. Mason/Ocellimon
May 24, 2016 9:43:19 GMT
Post by Iona E. Mason and Ocellimon on May 24, 2016 9:43:19 GMT
Name:
Iona Eileen Mason
Alias:
None
Age:
16
Gender:
Female
Height:
5'3"
Weight:
126 lbs
Alignment:
Neutral
Birth Date:
August 29th
Birth Place:
Glasgow, Scotland (Maryhill area)
Western Horoscope:
Virgo
Skills/Talents:
Cooking, Being surly
Personality:
She carries her barriers with her, but her walls reveal her shame like graffiti splashed across the impregnable stone: "ASBO"--a colloquial word from her mother's home city--the city she grew up in. "Antisocial Behavior Order", as in "mah dear little lass just got her first ASBO fer kickin' the neighbor's teeth in and stealing his pension. Ah ken that six years is a wee bit old fer that, but she's jist a late bloomer, so she is!"
Her friends liked to roam the streets at night (this was in the still-ungentrified part of Glasgow) and get into fights. Iona was girl, though, and she was small. Little Nedette. She watched, she laughed. Something never felt right. She likes remaining distant, watching. She gets associated with the bad crowd, even if she only sort of haunted it.
Now she's alone. She never found her groove outside of pretending. Another word splashed upon her wall: "Minger". Nasty word. Essentially meant "disgusting", but entirely targeted at girls by boys whose advances were rebuffed. As in "That lass, she's a right minger, that's right." "Dn't ya ask er oot a while ago?" "Shaddup, ya eejit!"
Iona never liked being touched. Hugs were usually off-limits as much as anything else, especially what her wee Neddy "friends" wanted to do. She continues to give the cold shoulder.
Maybe it was because she didn't trust anyone. She liked to think it was because she was smart. Indeed, she was smarter than the average ne'er-do-well. Not smart enough to get good grades. Failing marks was a right of passage in her little community. But she does like to read. She hates being told what to read (or what to do, for that matter). She didn't drink (much--and in the absence of the friends she left behind, she doesn't drink at all), she never did any drugs. The only violence she ever inflicted on anyone was directed at that Patterson boy. She told him he was "gettin' hee-haw", but he didn't listen, so he got more than "hee-haw": he got kicked in the ribs. Several times.
She didn't know why she hung out with them. She liked some of the girls okay. A few of the guys respected her. She sort of hung out with the wrong crowd, as if she thought that was where she belonged, that was what she was good for.
Sometimes she forgot herself. Sometimes she had fun. Brief moments of happiness flitted across her dark eyes, but they'd soon grow dim. She watched the others have their fun. She supposed she just liked to be somewhere. They did accept her for the most part. She was one of them, even though she also wasn't.
Although not violent, her bark is worse than her bite. Her insults are nasty, creative and irrespective of custom. She's mostly rude and surly. She protects herself. Her best method of bonding with others is finding someone to make fun of with that group of people, or to bond through some shared interest (books, poetry, ect.) In public, she has a nervous tick where she pulls at the threads of her clothing, and far too much of her wardrobe consists of black clothing with loose threads hanging off the hems and sleeves.
She's quick to anger, but just as quick to forgive. Negative emotions spring out faster than she can hold them in, but she does sometimes make an effort to fix the damage after the fact. She's guarded, though. Attempts to lower that guard will be met with many stern words, followed by a cold shoulder.
It's not that she can't be nice, it's just that the ugly part of her persona is louder and more confident. The truth is, she's a coward. Socially inept, awkward. She's humorous, sardonic, even witty. But her humor is rather mean-spirited, even cruel. Occasionally, she's thoughtful, but she keeps those to herself, or she records them in her diary. She hides behind a tough persona cobbled together from pieces of her forgotten friends. Who is she outside of the words others have defined her with? Perhaps she's afraid to know...
Appearance:
Jet black hair, pale(ish) skin with light olive tint. Brown eyes, round face, wide forehead, large eyes. A babyish sort of face. She's short but curvy--her mother's curse, now her own. Her mother was popular, but not for the reasons Iona wanted to be noted for. Once again, she feels defined by something that doesn't really belong to her: her curves were her mother's handmedowns.
Her eyes carry a listless, but receptive nature. The embodiment of teenage ennui. Everything's interesting. Nothing's worthwhile.
She's obsessive about makeup, and never leaves the apartment without a good, thick layer of it. Her bangs are styled to hide her wide forehead, her eyes are sharpened to avoid looking like some kind of mutant babydoll come to life. She dresses conservatively, wearing baggy clothes. She hates school uniforms with a passion.
She carries herself rigidly. She used to slouch a lot. It hid her figure, but now she's self-conscious about even that. She overcompensates was stiffness, back straight, eyes forward at all-times. Never resting. Never relaxing. A tightly-packed powder-keg of disatisfaction.
She wears crosses sometimes. She's not religious. She was raised presbyterian, but so was everyone where she's from. It doesn't make a difference as to who she is. It just reminds her of home a little, and maybe it adds to that mysterious charm she sometimes allows herself to believe she has.
She's just that weird girl in the back of the class, really. She doesn't see herself as the weird girl. In her self-obsessed teenage mind, she's a loner, and original--smarter than everyone else. Rarely is anyone fooled.
Personal History:
Iona was born in Maryhill, a community in Glasgow belonging to the lower class, the welfare kings and queens of Scotland. Her mother was a smart girl. So smart, she managed to avoid pregnancy until she was almost twenty (that's a whole four years longer than average, ya dancer!) The father was absent, but Iona's mother knew where he was. Content to just take her council house, Beth Mason never cared much for who the father was, though the olive-tint of her skin and the almond shape of the wee babby's eyes were enough of a positive identifier.
Iona knew her father wasn't just another Ned. Her mother acted like he was, acted like he was nobody. Iona could always tell though, or maybe she just imagined: her father was someone special that her mother had loved and lost.
Iona grew up with a group of kids from her apartment building. They weren't the nicest group of lads and lasses. Obsessed with soccer, and smoking, and drinking, and targeting the weak and defenseless for good banjoing (not what you think--no serenades here) and/or ridicule. Iona hung out with them, though she gradually felt more and more distant from them over time. Nevertheless, she clung to the only part of her identity should could manage--even now that she's living halfway around the world.
Her mother wasn't much of a force in her life. She would always pawn Iona off on a relative. An aunt here, an uncle there. Once, she disappeared for three months, leaving Iona in the care of a friends parents. Iona never knew where she went. Her mother was...flaky, to put it nicely. Some might say "grossly negligent". Still, it was no surprise to Iona that she would use Iona's recent expulsion as an excuse to send her away. She couldn't believe it when her mother told her that she was "going to live with your father in Osaka."
Iona fought this. Fought as hard as she could. She promised to do better in the next school, she promised she'd check in with her mother more on weekend trips to London. She promised things she knew she couldn't deliver on, but no luck. Her mother had decided: Her estranged father was going to take some responsibility now.
And boy did he.
Iona had never had a strong fatherly presence in her life. Her uncles were as bad as those Neddies. Her father was strict, firm and uncompromising. The moment she arrived, he was laying down rules, curfews, expectations and responsibilities. She had chores now. She was going to be home-schooled until he deemed her grasp of Japanese language and culture to be sufficient. She was going to behave and to learn to make something of herself.
And thus began the era of her seclusion. She rarely went out (who would she go with?) and rarely talked to anyone. She chatted online with her friends, spent countless hours on social media. Her father was fairly well-to-do. It seemed strange to her that he remained unmarried. It seemed his marriage was to his work. He was some kind of computer programmer, or at least that's what Iona gathered.
Still, she did improve herself. Separated from her European white-trash background, she found more time to read and appreciate both the English and Japanese masters. She had a wealth of self-obtained knowledge when it came to literature. In a year's time, she'd become a fabulous cook. She liked cooking. It calmed her. She cleaned, too. Her father was messy. Iona hated mess. Even her room back in Maryhill had been spotless. She helped take care of whatever her father neglected in the hours that he spent working at his computer.
She still resents her father, both for never coming to claim her before and for the rules he imposes on her. She doesn't see what right he has to tell her what to do, even if she goes along with it. She likes to save the "you were never there" argument in her back-pocket for when it might be truly useful. There's more to the story as to how her mother finally got fed up with her and sent her away, and she was angry about that, too, but she didn't want to dwell on the drama of it. No one needed to know about all that. It wasn't a story she was prepared to tell.
Despite all the progress made, Iona's one driving force is a will to return to Glasgow and everything she knew. She believes that if she shows enough that she's staying out of trouble, her mother will call her back and she'll get to go home. This puts her in conflict with her Digimon, who is always dragging her into trouble due to the nature of these creatures. Still, Iona has few friends, and this monster just happens to be bonded to her no matter how poorly she treats her.
Backpack Contents:
- Books.
- If she's in the Digital World, cooking supplies.
- Large, leatherbound diary. A gift from her father.
Digivice:
Standard D-3 Digivice with black accent color.
Partner’s Name:
Ocellimon
Default Form:
Rookie
Gender:
Female
Alignment:
Neutral
Skills/Talents:
Hiding, hunting small prey, spying from a distance, listening in on others' conversations
Personality:
Ocellimon is a loner who prefers back alleys to the safety of Iona's apartment. She is more suited to hunting small rodents for sustenance and only comes to Iona's aid whenever that pesky Tamer's bond rears its ugly head and forces her to abandon her own sense of self-preservation. She's a digimon that isn't well-suited to being a Tamer's partner.
She only fights to defend herself, is more suited to hiding than combat. The most she can kill on her own are mice and rats in the cities. She prefers taking care of herself, and Iona (who is just a wee bit weirded out by this whole "digital monsters" thing), spitefully allows her to do so. Ocellimon is resentful, spiteful and determined to remain unattached to her partner (and anyone else for that matter).
Her one motivation is to digivolve to become stronger. Her partner wants nothing to do with this, and so Ocellimon feels neglected and unwanted by her tamer. Indeed, Iona does treat Ocellimon like an unwanted burden, seems to think Digimon as a concept is "kids stuff". To Ocellimon, Iona seems to prefer to pretend that the two of them never met, and Ocellimon is compelled to treat her in kind.DIGIMON'S INITIAL EVOLUTION LINE
(Note: For the purposes of this app, I took "passive" to mean "anything not actually targeted at an enemy".)
Appearance:
A round purple fuzzball with a white underbelly and wide, sharp-toothed mouth. Has pointed ears and small, beady eyes. Possesses no arms or legs. Pudgy, round and rather arresting in appearance, it's nothing like any animal Iona has ever encountered.
Fresh:
Dodomon
Attribute:
None
Family/ies:
Nature Spirits
Type:
Slime
Abilities:
1. Bubble Blow - Weak, short range group of bubbles shot at the enemy.
Digivolves To:
Wyanmon
Appearance:
Blue-furred digimon with large yellow eyes. No arms or legs. Darker blue stripes arounds it's body and tail. Two pointed ears. Appears to combine visual aspects of both a dog and a cat. Dark blue markings on its head resemble the english language character "M". Small and adorable, meling even Iona's icy heart.
In-Training:
Wyanmon
Attribute:
None
Family/ies:
Nature Spirits
Type:
Lesser
Abilities:
1. Smile Bite - Quick, unexpected, but weak biting attack.
2. Bubble Cloak (Cooldown: 1 turn) -- Applies Bubble, reducing physical damage and effects from impact until Wyanmon's next turm.
- Physical damage from rookie digimon is halved.
- Physical damage from in-training digimon is negated, as well as any status effects resulting from that physical attack.
- Magical attacks (i.e.: anything that does not strike a target with something physically there) are unaffected by this shield.
non-combat Charm (Non-Combat Passive) Possesses adorable charm and charisma.
Digivolves To:
Ocellimon
Appearance:
A gray-colored, black-striped, slender cat-like digimon standing just slightly taller than the average housecat. It gives off a mercurial, conniving air. It does not appear trustworthy. It has long whiskers extending from its cheeks, and two extending just above its eyes like antenna. She also has two sets of eyes: one wide set of orange eyes where one would expect a cat to have eyes, and then another set of eyes, one on the back of each of its long ears. Ocellimon literally has eyes in the back of her head, red with black pupils, that do more than allow her to watch her back. These eyes have a hypnotic gaze that allows her to escape predators.
It has set of long, retractable claws, but rarely uses them. It prefers stealth to brute force, and hiding to fighting. Its long, limber legs and sharp claws allow it to climb up almost anything, and it always lands on its feet, unharmed, no matter how great the distance it falls from. Aside from her befuddling "Stigma Glare" and her stealth abilities, Ocellimon has little natural defense. She can bite and claw about as well as any cat of her size, meaning she's still dangerous when cornered (even a housecat has enough jaw pressure to bite through human bone, which is why one should never mess with feral cats that haven't the suppressing of instinct that prevents the average house cat of actually biting that hard), but she has no special powers which grant her prowess in combat.
Rookie:
Ocellimon
Attribute:
Data
Family/ies:
Nature Spirits
Type:
Beast
Abilities:
1. Stigma Glare (Cooldown: 1 turn; Duration: Same Turn) -
- Outside battle, upon meeting even the smallest glance of her second set of eyes, anything in Ocellimon's vicinity immediately forgets she's there.
- Inside of battle, when she has already been seen, Stigma Glare causes her enemies to be unable to track her next movement, allowing her to hide.
- Ends on the post she cast it, but any movement in that post is imperceptible to all around her and she will appear to have simply vanished.
- Any effect that would block the sight of her eyes (i.e.: darkness) will cancel the effect.
- A caveat of the above is that if the digimon has some form of darkvision or any ability that would allow themselves to see past the obstruction will still be affected.
2. Sight Unseen - (Cooldown: 2 turns; Duration: End of Next Turn) -
- Applies Stealth on Ocellimon, quieting her movements and making her very difficult to see.
- Allows her to ambush enemies, increasing the damage of any attack action by one half an evolution stage.
- Strangulation does not receive this bonus damage.
- In fact, she has no natural attacks that can receive bonus damage and must rely on abilities gained from other sources to utilize this effect.
- Can only be activated if Ocellimon is not in view of any hostiles.
- Deactivates as soon as Ocellimon performs any action aside from movement, or if she is hit by a malicious state or damaging effect (even if the effect wasn't targeting her).
- Digimon with any kind of enhanced sight, vision, or sense of smell can spot her, canceling the effect.
3. Strangulation (Cooldown: 3 turns) -
- Can only be activated while under the effect of Sight Unseen
- Ocellimon surprises her target and bites down on their throat, putting immense pressure on their windpipe.
- Applies Strangled, which deals damage every turn that Ocellimon remains attached and prevents the use of breath or voice-based attacks from the target.
- Upon removal of Strangled, Dazed is applied, which causes the target to be dizzy and short of breath for one turn.
- Damage to Ocellimon, no matter how minor, removes Strangled.
- Aside from their breath, the enemy is not restrained and can retaliate.
- Ocellimon is unable to dodge, move, speak, or activate any attack or effect while attached to the foe's throat.
- Will automatically fail if Stealth state is interrupted or if the target's biology, size, or armor prevents strangulation.
4. Heightened Senses (Cooldown: 3 turn; Duration: End of Next Turn) -
- Focuses her senses and applies Super-Hearing, Super-Smelling, Motion-Detector and Enhanced Reflexes to Ocellimon until the end of her next turn, allowing her to use her senses to navigate her environment and avoid danger.
- Her sense of smell has a broad range (about that of a common house cat), but only allows her to track a target's exact location from about one hundred feet away by allowing her to follow a scent trail.
- Her hearing is similarly gifted, allowing her to hear sounds over great distances, but she can only pinpoint the exactly location of distinct sounds within fifteen feet or so. At that range, she can hear the drop of a pin, the sound of individual heartbeats or breathing.
- Ocellimon will detect any movement within her normal vision range even if the mover is otherwise cloaked or hidden.
- Ocellimon can dodge almost any attack (within her mobility range) from Champion or below so long this ability was cast on her turn prior to the enemy unleashing their attack.
- However, an extremely loud sound or strong odor may stun her for the duration of the ability.
Ram Upgrade Plus Skill - (Combat Passive): Natural-Born Killer
- No matter the flavor, this digimon's basic attacks all have the same strength as a 0cd move.
(Non-combat Passive) Darkvision -
Ocellimon can see in the dark within her normal vision range, but this does not penetrate magical darkness effects.
(Non-combat Passive) Compulsive Predator -
- Ocellimon cannot resist pouncing on small animals or digimon that scurry into her line of sight.
- It's the movement of the small creature that triggers the effect.
- Anything small enough for her to eat is going to be attacked.
- She will ignore all other threats and targets and instead focus solely the small animal.
- The effect cancels if Ocellimon is attacked or takes damage in any way.
- The effect cancels as soon as the small creature dies or is no longer in sight.
- Any effect that boosts her mental capacity or concentration will allow her to resist this effect.
Digivolves To:
Dumamon
Appearance:
Dumamon is another cat-like beast digimon. It retains the silver coloration of Ocelimon, but the black stripe markings have instead become spots, with black lighting-bolt shaped streaks extending down the corners of it's eyes to it's mouth, and long lightning-bolt streaks down it's back, where the fur rises up like a thick, spiky mane down the length of its spine. The ears are now smaller, and it's second set of eyes have disappeared entirely. It is of similar height to the cheetah animal off of which it's data is based, and shares the long, slender body and deep chest that are atypical of most large cats.
Dumamon has lost the ability to climb beyond the ability of the animal it is based on, as well as Ocellimon's stealth abilities, but has traded those skills for blinding speed. It is among the fastest land-based digimon, though it can only achieve its amazing speed in short bursts, and it has difficulty turning or even stopping once it has reached a certain speed. Upon evolution it's tail split into nine separate sections that are braided, brown in color, and whose material resembles leather. It uses its "Cat o' Nine Tails" not only as an extra weapon, but also to whip itself into a faster frenzy when running, causing it reach even greater speeds.
There is enough data to suggest that the Cat o' Nine Tails at its rear acts independently of it, by reflex whenever it engages its speed. Meaning that Dumamon has no control over how viciously it beats itself when running, and as the whips goad it into moving ever faster, it runs the risk of injuring itself. It must take care not to engage its speed too often, or move any faster than it needs to in any given situation, or else it may beat itself into submission. Because of this, no one knows just how fast a Dumamon can run. The fastest recorded speed of the Dumamon species clocks in at around 431 km/h (268 mph). That digimon collapsed and nearly dispersed into data, surviving only due to the tender ministrations of a MarineAgemon that was on hand for that purpose. It has been suggested that Dumamon's speed is limited only by how much punishment it can take before dying.
Its claws are as hard as steel and no longer retract. This not only aids Dumamon's speed and control by creating traction on any surface, but when Dumamon's paws strike the ground at just the right rhythm, its claws scrape the surface and generate an electric field around it. This allows it to use its main attack, "Greased Lightning".
Outside of "Greased Lightning" and "Cat o' Nine Tails", Dumamon has only its claws and teeth to protect it with, and it's physical strength without any powers involved is comparable only to the animal it is based off of (and though dangerous, cheetahs are nowhere near as strong or as powerful as other big cats such as lions or tigers). Its claws and teeth are tough as steel, but not long enough to cut deep into a sufficiently large opponent.
Champion:
Dumamon
Attribute:
Data
Family/ies:
Nature Spirits
Type:
Beast
Abilities:
1. Greased Lightning - An "all or nothing" attack. Dumamon reaches incredible speed, its claws scraping the ground to drum up a powerful static-electric current around itself. Dumamon then charges full-speed into its target. Deals physical lightning damage directly related to the speed it builds before striking, meaning Dumamon needs distance in order to get a good running start. Going as hard as it can, Dumamon needs around 100 feet to do significant enough damage to justify its steep cost. This takes a single post, plus another post for the attack itself.
Because the attack relies on its speed, and therefore how hard it whips itself, this attack always deals a portion of damage to Dumamon itself, regardless of whether or not it hits something.
Damage Tiers
- 100mph/1 post: Deals respectable damage, takes damage equal to that of a Rookie.
- 200mph/2 posts: Deals damage above that of the average Champion, but takes damage equivalent of the average champion attack.
- 250mph/3 posts: Deals damage that could feasibly harm an ultimate (but weaker than ultimate-tier damage), and is insanely hard to block or evade, but takes damage as if it had been struck by Ultimate-level, thus putting it in a weakened state, possibly even de-digivolving. Only armor made of chrome digizoid would likely block at this level.
- 275mph/4 posts: Ultimate-Tier damage, but it is believed that if Dumamon did achieve this speed, it would die before it struck its target, or soon after. If this is ever attempted, it will be because something dire is at stake.
Note: Since the opponent has every ability to close the distance on Dumamon while it is preparing this attack, there are few realistic situations where the full damage amount would actually occur. Instead, damage to both Dumamon and the target could be anywhere from 3/4ths to 1/2 of stated amount, depending on how fast the foe is.
2. Cat o' Nine Tails - Dumamon's secondary attack. It can twist its body just right to lash the target with neutral physical damage. The sting it leaves is worse than the actual damage (which is minor), thus causing the foe to flinch. One turn cooldown.
3. Dumamon Super Speed (Passive) Essentially, it's Dumamon's speed without the lightning attack. All disadvantages of "Greased Lightning" apply. The only advantage is that it can move faster without damaging itself as much due to no longer needing to keep a specific rhythm to its running.If it isn't trying to activate "Greased Lightning", Dumamon can clear about 200 feet a post at tier one speed, 400 feet at tier two speed, 600 feet at tier two speed, and 800 feet at tier four speed. If it ran for four consecutive turns while accelerating, it would clear a total of 2,000 feet before it collapsed.
- Running for One Post: In-Training Damage
- Running for Two Posts: Rookie Damage.
- Running for Three Posts: Champion Damage (Danger Zone)
- Running for Four Posts: Rough equivalent of taking a hit from a hit from an ultimate (thus forcing it to de-digivolve or worse...).
4. Speed Tackle/Slash/Bite - Like Ocellimon's stealth attacks, these aren't really "attacks" in the Digimon sense, but tactics from the data of the animal on which it was based. Primarily a hunting tactic, it does only a small amount of damage on its own in a Digimon fight, and all this really allows it to do is chase down and trip or pin the foe. If pinned, the foe can throw Dumamon off with a moderate amount of effort. This has a cooldown of one turn, meaning if it fails it cannot do it consecutively.
5. Strangle - If the foe has been pinned by Dumamon and doesn't break free on the next turn, or if the foe is otherwise restrained, Dumamon will go for the throat, attempting to strangle its target. A single attack of retaliation will knock him off, but afterwards, the foe will take damage and have to catch their breath. Stops the foe from using breath attacks while being strangled.
6. Reflexes (Passive) Dumamon is frail, but when not running, it possesses superior reflexes, making it a difficult foe to hit. This doesn't mean it'll dodge anything, and the closer the range the more difficult it is for it to maneuver.
non-combat Steel Claws and Fangs (Passive) Dumamon's teeth and claws are as hard as steel, and only armor or skin stronger than steel can block them. They are, however, fairly short for cat of that size, and so they'll never have the mauling potential of, say, a tiger or lion. Further, Dumamon has no added physical strength beyond that credited to the animal upon which it is based.
non-combat High Jump (Passive) As long as Dumamon isn't engaging its super speed, it can leap great distances and jump the height of a single-story building. Unfortunately, that's about the limit that Dumamon can land on its feet, and will take damage from longer falls, as it lacks its Rookie form's ability.
Digivolves To:
Queen Dumamon
Appearance:
Dumamon's sleek body has grown into a massive, muscular bulk. Queen Dumamon retains most of her champion form's coloration and markings, but is now a bulky, bipedal mass of fur and muscle with a more human-like hand structure made for punching and grappling. Claws have receded into black fingernails. The spiky mane has grown longer and comes to the top of her head to form a mohawk, which is covered by a leather cap and a set of aviator goggles which somehow keep the leather hat on no matter what. A leather jacket has been added to her roughly human-like form, and her Cat o' Nine Tails has evolved yet again to become six lengths of metal chain whip.
But her most standout new feature is the massive turbine jet engine she carries with one hand, usually thrown over her shoulder and held by the metal bar attached to the bottom of it. This thing is about one and a half times her bulk and made of solid chrome digizoid. It does appear to cause some strain on her to lug around, but not enough that she bothers using both hands. She uses this jet engine to reach speeds even greater than that of Dumamon, and without killing herself to do so. As long as she can hold on to the jet engine, she can use it to reach speeds that break the sound barrier, though it's generally impractical to do so. As long as she flies at a safe speed, she can carry Iona and other passengers cradled in her muscular arm. Eye and ear protection is still recommended. Somewhat faster speeds could technically be possible with human passengers if something equivalent to a flight suit is worn.
Queen Dumamon's massive bulk keeps her from moving very fast without using her jet engine to boost her forward. As such, her spotty at evasion unless she can rev the engine and jet out fast enough. For the most part, she relies on her strength and bulk to keep from taking too much damage, and her mobility is for closing the distance and hitting hard.
Of particular note, in regards to her strength and massive size, is the fact that, though Queen Dumamon has a clearly female name, voice and she identifies as female, the musculature of the arms, and chest give a distinctly male-patterned impression. In fact, the Male variant (King Dumamon) is actually a more beastial creature focused on land-speed and and mauling foes with the strength of several big cats, but that's neither here nor there. Still it is unusual, as normally, any Digimon with the distinction of being a separate female variant (Angewoman, Lady Devimon, ect.) is usually distinctly female in appearance, making Queen Dumamon a rare exception to this rule.
Ultimate:
Queen Dumamon
Attribute:
Data
Family/ies:
Wind Guardians, Metal Empire
Type:
Beast Man
Abilities:
1. Thunder Crash - A heavy, lightning-based punching attack. It takes one turn to charge, hits extra-hard, usually leaving the target open for another, faster follow-up if it connects.
2. Turbine Twister - Queen Dumamon revs the jet engine she carries with the pull-cord attached, putting her on the defensive for two turns. Once fully-charged, the turbine unleashes a devastating whirlwind blast launched at the target for wide-ranged wind damage that will mostly likely send the target flying backwards.
3. Passenger Crasher - On the first turn, Dumamon uses her chain-whips to encircle foes and chain them up, allowing her to take them for a ride on her jet, slamming them into as many objects as possible along the way. The enemy will have a chance to escape before she can rev the engine. If her chains are broken, she won't recover them until she takes Ultimate form again. Damage to the chains damages her, and she can only hold a fellow ultimate for one turn. She can't keep a mega trapped unless they've been weakened or paralyzed somehow.
This ability has a cooldown of two turns.
4. Turbine Rocket - Launch the jet engine like a rocket at the foe. Queen Dumamon's most powerful attack. Getting the engine going takes a whole turn, and then she flies with the jet in order to direct it towards its intended target. She could just throw it, but the engine has no ability to change course and so she must direct it it by flying it and throwing it at the last minute. She takes some damage dropping from the sky at high speed after throwing the rocket.
The jet engine is made of chrome-digizoid; destroying it is unlikely but not impossible, and she'll have to recover the rocket manually after the attack, and she won't have use of it until she does.
5. Heavyweight (Passive) Dumamon's heavy bulk and musculature means high damage and a respectable ability to take a hit. She is, however, ridiculously slow without her jet engine boost. Her abilities take a long time to prepare as well. A strong digimon, but one that's left with a number of drawbacks.
6. Jet Boost (Passive) As long as Dumamon has her jet engine and a free hand, she can rev it and gain a quick movement boost.
7. ------ ?
non-combat Jet Flight (Passive) As long as Dumamon has her jet engine, she can spend one post to rev her engine and then take flight on the next post. When not being used, the jet engine is cumbersome, though it can be swung (slowly).
Digivolves To:
Catsithmon
Appearance:
Catsithmon is a cat-like humanoid digimon standing five and a half feet tall, with a slender, frail-looking form. The fur which covers its body is black as the starless night sky, save for white accent colors which give the impression of a white corset-shape around its torso. The gray part of her fur then tapers and flares out around the waist, forming a "skirt" of sorts. The two halves of this skirt are actually gray feathered wings which fold down around her waist to resemble a dress. The are used, along with the black wings on her back (which also fold downwards, creating a "shawl" of sorts down the back) to allow this fairy-type digimon to fly.
Iona's country of origin is built into Catsithmon's design: Silvery hair is twisted up into a style visually reminiscent of Scottish headgear, and pinned with a tartan ribbon and golden medallion which is emblazoned with the "Zero Unit" digital symbol. Other accents balance out the design, including gold eyes, a yellow-red-green tartan over-the-shoulder sash (overlapped but a tuft of silver fur on her chest), tartan ribbons on each leg (one tied just above the knee, the other seemingly having slipped down to her ankle). The ticker musculature of her lower legs, along with the silver coloration ending in oversized feet, gives the impression of long boots.
Her appearance does not lend itself to reassurance: Her eyes are sharp and calculating, glinting sinister gold, and her long ears are bent back in a permanently menacing way. Rather than seeming meek, her thin, slender frame appears constantly poised to strike at anything that moves. Though her hands are human-shaped, they conceal claw-like nails that retract, and are strong enough to cut steel like it was paper.
Be warned: Though Catsithmon is not evil, she is based on an entirely different concept of a "Fairy" than most Fairy-type digimon. Cat Sith are faeries considered untrustworthy in Scottish folklore, often associated with soul-stealing creatures and shape-shifting witches. A virus-type, she is unpredictable and her loyalties are finicky. Upon reaching this form, she gains such a high level of confidence in her powers that the only thing keeping her from exercising them to her whims is Iona herself, to whom she is begrudgingly loyal. Even so, she doesn't always listen to her tamer, and can be as much of a hazard as a help in certain situations. Any alliance with this sinister Fairy will be shaky at best.
Her powers are far-reaching and she feels no need to reign in or control them. She is a being of chaos more so than good or evil. That being said, she will align herself with good more often than not, and for the same reasons that Iona would do so: the Dark Area digimon are unappealing and with an emphasis on New World Order, evil digimon organizations simply do not have much to offer this cat-witch embodiment of chaos that would interest her. That isn't to say, of course, she wouldn't be open to discussing the benefits.
Perhaps she and her partner just haven't met the RIGHT evil digimon...
Mega:
Catsithmon
Attribute:
Virus
Family/ies:
Nightmare Soldiers, Nature Spirits
Type:
Fairy
Abilities:
1. Kellas Evisceration - Catsithmon uses her powerful claws and fangs to maul targets, pouncing on them and tearing and biting at any exposed flesh. Most effective if she can manage to pull her target down to the ground. When using this attack, Catsithmon enters a vicious, uncontrolled state in which she cannot reason or strategize, making her both dangerous and vulnerable at the same time.
2. Cat Call - Neighbors to old cat ladies beware! Caitsithmon calls out to all nearby cats and cat digimon, hypnotizing and putting them under her control. Any cats within a twenty-mile radius will come running to attack or distract the enemies. This includes big cats, and any cat digimon champion or below. She can only do this once per Mega evolution.
Cat call will not affect digimon or mercenaries without their owners' permission.
3. Bakaneko - Weaves a spell to transform a normal cat (not a digimon, or a big cat) into a familiar spirit. The familiar can damage enemies with darkness, bewitch and hypnotize humans, and are useful spies thanks to their ability to become cats again and eavesdrop on conversations. Their power and damage ability are roughly that of rookies. In Bakaneko form, these cats have their own distinctive personalities, but are usually quite unintelligent. While they cannot be killed in Bakaneko form, they're usually quite incompetent at performing their tasks (leading to many headaches for Catsithmon).
The Bakeneko, and all effects associated with them, will fade after three turns in combat.
The same cat cannot be transformed twice in one combat thread.
The Bakaneko's hypnotism on humans will only work if the character's owner allows it.
4. Witch's Familiar - Catsithmon embraces urban legend about black cats by spreading bad luck in all directions. This is a chaotic spell that causes anything that might go wrong to go wrong. This will last for five total turns (as in, five total posts in the thread from anyone participating) and affects anything but herself, even her allies. Has a three post cooldown after the effect ends. Sometimes, this chaotic effect backfires, causing impossible but greatly beneficial outcomes for those affected.
5. Nekomata Dance of the Dead - Once per Mega evolution, Catsithmon can call upon Japanese superstitions about cats and their relation to death. She may call upon the data of a digimon that has been deleted in the area. These digimon are of a strength that is one-and-a-half stages below that of their living selves (so a raised Ultimate will have a power somewhere south of a Champion level digimon, ect.) These undead are completely brainless drones, but unfazed by pain or dismemberment, and use undead variants of their attacks (no new effects, however). It is believed that Catsithmon can raise the dead in the real world, but Iona would keep her from doing something so heinous.
The undead Digimon will last for three posts, or disperse when defeated. Whichever comes first. After which, they collapse into garbage data that cannot be absorbed. The residual data used to create the undead copy becomes unusable and cannot be re-animated a second time, ever.
6. Black Fire - Throws a fireball of darkness power.
7. Superior Reflexes (Passive) Though frail, Caitsithmon has excellent reflexes on the ground. If she takes flight, however, she's comparatively a sitting duck (except, er...in the air). In addition, she always lands on her feet (unless unconscious) and never takes damage from falling.
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non-combat Fairy Flight (Passive) Catsithmon has the ability to fly, using her double set of wings.
non-combat Transformation (Passive) Catsithmon take take the form of a shaggy black cat with a singular white spot on her chest. She can still speak in this form and retains her intelligence, but only has use of her Witch's Familiar power to cause accidents. It is said that if any human pleases her in some way while she takes this form, her Witch's Familiar will bring good luck instead of bad.
Digivolves To:
Lamassumon
Appearance:
Lamassumon is an angelic knight digimon that appears to be made of stone, silver and gold and rides a fantastic chariot in the shape of a cheetah (a few Roman depictions of heavenly beings had their chariots drawn by cheetah-like leopards, hence this interpretation). Both the chariot and Lmassumon herself have many gold accents decorating their forms. On each side of the chariot are large spoked wheels and two massive wings of such a brilliant, shining orange that they almost seem to be on fire.
Her chest and the armored sleeve and pauldron on her spear-arm are emblazoned with the Crest of Sincerity ("Crest of Reliability" in the American dub), and it carries a long spear adorned with a red length of cloth. The "Zero Unit" symbol from Catsithmon now appears on the great cat head of the chariot. The open maw of the great cat harbors a large cannon that retracts into the mouth, extending only when in use. Her shield is decorated with the image of a bull's head.
Lamassumon's stone face appears expressionless and immobile, like a greek statue. A voice (or, rather, two voices) issue from within it, and resonate loudly throughout the surrounding area. As for the body, it would be incorrect to say that she "wears" a toga, as the toga appears to be part of her stone body. She is a living statue.
Lamassumon can exit her chariot, but she loses any powers attributed to the chariot and must rely on her spear, small shield, healing magic and combat skills. Although she has wings of her own, they are made of stone and appear to be merely for show.
Lamassumon stands at over seven feet tall, and her chariot is large enough to accommodate her standing, and she could theoretically carry a few human-sized (or smaller) passengers standing beside her. The shape and size of the wings make it difficult for the chariot to maneuver in tight spaces, and it has a wide turn radius both in the air and on land.
Biomerge:
Lamassumon
Attribute:
Vaccine
Family/ies:
Virus Busters
Wind Guardians
Type:
Angel
Abilities:
1. Megiddo Cannon - A fast moving, compact energy ball shot from the chariot's mouth-canon. Light-based damage.
2. Spear of Light - Charge the spear to have it do Light-based damage when thrusted or thrown.
3. Chariot of Fire - The wings of the chariot erupt into golden flames, dealing Fire damage to anything they touch. Lasts for two posts, with a two post cooldown. Hits anything caught in Lamassumon's considerable wingspan, but said wingspan makes it unwieldy in tight areas such a forest or a city street.
4. Tower of Babel - Deals continuous wind damage to anything in melee range of Lamassumon, or directly above her. Summons a column of swirling wind down from the sky, extending all the way to the ground surrounding her. The column is only as wide as Lamassumon's chariot, but extends all the way the clouds. Lamassumon can wheel her chariot around and the column of wind will move with her. The twisting wind column lasts for five posts (total, from any participating RPers), and cannot be used again until two more turns have passed for Lamassumon. .
5. Paradise Road - A healing spell that shines a holy light in a wide area, casting high level-healing, clearing away injuries and removing status effects from digimon and humans alike. This spell does not discriminate between friend or foe, and so will heal anything in the the wide area surrounding its main target. The cooldown is three turns.
6. Armageddon Signal - Lamassumon blows a golden horn, the sound of which will boost the confidence and abilities of its allies. This includes extending any of the positive or negative status effects caused by its allies by one turn (but not those of its own). This effect will last for six turns (from any allies on Lamassumon's team), and any extra effects caused during those six turns will be boosted even after spell ends, so long as they were used while the spell was in effect. Lamassumon can only use this once per Biomerge.
The horn can be heard by Lamassumon's friends and allies regardless of distance, and they will hear it even if all other communications fail (but there will be no boosting effect unless they are in battle with her).
7. Blazing Light of Helios - A bright flash that blinds everyone (friend or foe) with the light of a sun. Anyone not shielded is blinded for one turn. Two-turn cooldown.
8. Shield of the Bull (Equipment) The Shield of the Bull is made from chrome-digizoid, and its small size belies its usefulness. Magic disperses on its surface, and weapon attacks simply glance off. It takes a lot of training to use properly, however. In this form, Iona and Ocellimon do not have any inborn combat talent, and they will have to learn to use this shield properly.
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equipment Gáe Bulg (Equipment) Lamassumon's spear is said to have been forged from the bones of an ancient sea monster digimon, but it has been cleaned of all demonic influence and blessed with holy light. It is a powerful weapon, but in order to use it fully, Iona and Ocellimon must learn spear combat on their own, for their Biomerge form has no inherent combat skills.
non-combat Flying Chariot (Passive) Lamassumon can fly only if she is riding the chariot, otherwise she is grounded. The chariot flies about as swiftly as the average flying Mega level, and a lot slower than Queen Dumamon. It is, however, a more comfortable and stylish ride.