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Digimon, Digivolution, and Tamer Rules
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Post by Bonetrousled? on Aug 21, 2017 22:29:09 GMT
RULES ON DIGIMON
Given this site is based on the vast world of Digimon, providing enough background knowledge on how most of them work on the forum and what kinds of things users can and can't do is essential to ensure for a good experience here! In this thread, we'll cover most of the rules on how Digivolution works, what kinds of beings can't be used as playable characters, how Applimon and Xros Wars Digimon work level wise and the rules in order to use custom-made Digimon! Be sure to check them out. The informative posts in this thread are:
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Post by Bonetrousled? on Aug 21, 2017 22:29:22 GMT
DIGIVOLUTION
In Digimon Forum Roleplay, we use the Posting System as a means of keeping track of characters' Digimon—it is imperative that a Digimon require a certain number of Posts in order to properly execute the technique known as "Digivolution". The more you roleplay and the more active you remain in the community, the higher your post count will be.
Listed below is the established Digivolution System—which we have taken the liberty to adapt and modify our board's default "Member Ranks" system to provide proper accommodations. These will be determined as your current level of adeptness in the art of Digivolution, and will exemplify how far your Digimon is capable of Digivolving to.
In-Training
| 0 Posts
| Rookie
| 10 Posts
| Champion
| 75 Posts
| Ultimate
| 150 Posts
| Mega
| 300 Posts
| Super Mega
| 600 Posts
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The In-Training level is for Tamers only, as they are the only ones with this equivalent level. Spirit Users and Xros Generals, who only have forms of Rookie and higher, are given their first 10 posts for free. Solo Digimon are given similar privileges, as In-Training Digimon rarely wander alone unless guided by a tamer, but they can always choose to write their character at the In-Training level when starting out if it interests them. This has no bearing on future growth rates. Beyond this 10 post head start, every character Digivolves at equivalent postcounts. Please see the Tamer page for more specific information on what the In-Training stage entails!
All character types, with the exception of solo Digimon, are dependent on their Digivices for Digivolution. Without their tamer supporting them, a Digimon can't reach its true potential. When separated from their spirits, a Spirit User is as fragile as any other human. Without a General at the head, an Xros Army cannot unify enough to Xros together. While Digimon are intelligent and willful beings capable of making their own decisions, this means that splitting up can be risky for human and partner alike. Here are some important things to consider for when a Digimon and their human are separated, whether due to intentional strategy, a spur of the moment argument, or just ending up lost and confused.
Digimon, whether tamers or Xros Partners, are unable to Digivolve at all when separated from their human. Normally, this means a Digimon is kept to their Rookie form, although if sufficiently injured or fatigued they may be forced to regress to a lower form instead. However, Mega-level Digimon and higher have absorbed enough data to surpass this limitation, holding onto their Champion level in cases of separation. Similarly, Xros partners that have reached level X4 or higher are capable of coordinating somewhat independently, merging into their X2 state. Naturally, this requires the Xros partners to find each other, which may be difficult in an emergency situation. Humans, regardless of how well they are able to survive and defend themselves, are still human. They're vulnerable to any and all forms of attack from all sides. Even Spirit Users are subject to this, making it all the more critical that they hold onto their Digivices at all times. Your Digimon and your Tamer cannot be instantaneously reunited at any given point. If a Tamer is in any, imminent danger, your Digimon cannot suddenly sense the disturbance and rush to his aide—this applies vice-versa as well. Follow common sense and reunite the pair together through roleplay.
With that said, there are three major forms of Digivolution that every character type is capable of undergoing. The specifics of how a character reaches that state, both from an in-character or out-of-character perspective, may vary, but the general template remains the same. These types of Digivolution are Standard Digivolution, Assisted Digivolution, and DNA Digivolution.
Standard Digivolution — This is your standard form of Digivolution. A Digimon is able to Digivolve to any stage that they desire, as long as you possess the appropriate number of Posts. For instance, a Rookie Digimon may only be allowed to reach the Champion stage if you possess seventy five (75) posts. Once you have reached the appropriate threshold, you may achieve the stage of Digivolution it corresponds to at any given time. Of course, there are other forms out there as well—this is merely the staple type of Digivolution! Each character type has a different reasoning for achieving their Digivolution. The requirements and rationale behind each are described in more detail within their individual sections, but below is a convenient summary of each.
The Digivolution lines you pick do not need to be taken from an official media source or wiki. However, it needs to at the very least make sense in context. Considering that one of the most famous lines in the series is dog -> cat -> angel -> dragon, this still doesn't need to be overly restrictive. Similarity in Digimon type, shape, or elemental attribute should be considered when making a line in such fashion, as well as any shared design motifs that may interest you. You have plenty of room for interpretation when picking the specifics, but try not to have parts of your line come entirely out of left field. If you're still in doubt after considering all of this, think how a line would work in practice. If you can reasonably imagine a Digivolution sequence between two Digimon in your line without needing to cheat and fade to black, you're making a proper choice.
While Digimon is quite the awe-inspiring power, harnessing it is not something that can be taken lightly. Your highest level form (beyond the ideal, simple forms of Rookie and below) takes quite a bit of strain to maintain, and cannot be held onto indefinitely. The more strenuous the activity, the more challenging this becomes. Each form becomes easier to handle as you gain new forms past it. For example, a fresh Champion will struggle to maintain the form, but a Digimon that can achieve Mega would have no issue whatsoever going back to Champion. As the pinnacle of power Super Mega will always be a temporary form that puts heavy strain on the user. The form below your highest (ex, Mega, for a Super Mega level Digimon) can be maintained more easily in normal conditions, but strenuous activity can necessitate degenerating nonetheless. When in doubt, just remember to give your Digimon a break every now and then!
If you try and push past these limitations, be aware that the consequences can be severe.
Tamers and Solo Digimon can Digivolve as soon as they reach their appropriate post count thresholds, with their Digivolutions being mostly about growth, experience, and willpower.
Spirit Users require a "hunt thread" of at least 1000 words before unlocking their next Digivolution. This is so that they can find their spirit, a totem of ancient power that they harness to reach new levels of power.
Xros Generals also require a "hunt thread" of 1000 words, except rather than finding spirits they find entirely new partners. Once a new partner has been discovered, they can fuse it with their existing set in a process called DigiXros.
The rules for Spirit User and Xros General hunts are identical to the hunt threads for Assisted Digivolutions, as described below. However, as Spirit Users and Xros Generals must make these for each level of Digivolution, they only require 1000 words instead of 1500.
Assisted Digivolution — Assisted Digivolutions are a way of increasing your character's power before they have the strength to Digivolve on their own. These Digivolutions tend to rely on empowered artifacts, transferring some of their energy into your character in order to let them surpass their limits. Every Digimon line gets two of these assisted Digivolutions, one with power equivalent to a Champion and one with power equivalent to an Ultimate. While these forms are somewhat weaker than an actual Digimon of that level, their advantage is through ease of access. Assisted Champion can be hunted for at the Rookie level, while Assisted Ultimate can be hunted for at the Champion level. This allows for weaker Digimon to step up to the plate against stronger foes, even if at a slight disadvantage. Assisted Digivolution also continues to function in cases where Digivolution is disabled, its somewhat artificial nature helping it serve as an emergency backup.
To find these assisted Digivolutions, your character must go through a hunt thread. This is a thread with one simple objective; find the artifact capable of empowering your character. So long as your character finds the artifact they're after, you've unlocked the form. Thankfully, it's a fairly simple process. We only have two rules defining these hunt threads. The first is that you must write 1500 words. We feel this is a fair minimum for describing what amounts to a miniature quest, and often times people end up writing far more. The second is that the circumstances of the thread must follow site rules and be reasonably believable. Your character isn't going to be finding their next Digivolution in the bottom of a Cracker Jack box.
Armor Digivolution is the form of assisted Digivolution used by Tamers and Solo Digimon. Armor Digivolution harnesses an ancient Digimental, a sturdy and elaborately designed Digitama egg, to empower your Digimon. Armor Digivolution tends to be based on a virtue or character trait.
Spirit Fractions are the assisted Digivolutions for Spirit Users. These are fragments and slivers of your character's Human and Beast totems, and are used to give your character a taste of their future power. As these are fractions of your spirit's next form, they match the spirit's overarching element.
Incomplete Xros is the assisted Digivolution for Xros Generals. This represents a flash towards your Digimon's future, an echo of a form they have yet to attain. While otherwise immaterial, stabilizing this form with an artifact can make it quite the combat boon at earlier levels.
Credit to Mireil for the explanation of how to give Spirits an Armor form. Credit to Kal for the explanation of how to give Xros Generals an Armor form.
DNA Digivolution — To obtain the use of DNA Digivolution, you must first be able to reach the Champion stage. In addition, you must also find a DNA partner that can also reach the Champion stage—the partner may be any of a Tamer-Digimon, Spirit User, Solo, or Xros General. To successfully gain access to DNA Digivolution, both partners must roleplay a thread together containing at least ten posts between each partner. Your completed DNA Digimon must look like a legitimate combination of the two Digimon in question. (Additionally, you are allowed to create your own DNA Digimon. Remember the guidelines on custom Digimon, though!)
To reach each level of DNA Digivolution, you must be able to reach the proceeding form in-character. DNA Digivolving to Ultimate requires achieving Champion, to Mega requires achieving Ultimate, and to Super Mega requires achieving Mega. For Spirit Users and Xros Generals, this also includes finding the requisite spirits or partners. You cannot chain DNA Digivolutions into other DNA Digivolutions. The exception is twin Digimon, who can fuse with themselves while also DNA Digivolving with another partner.
How the DNA is controlled is up to the users involved in forming it. Some prefer to take turns controlling it, while others delegate it to one user of the pair. Do whatever makes you most comfortable in a thread. Remember! You may have multiple DNA partners—this applies to anyone interested in DNA Digivolution. Each character may have 3 DNA forms per level.
Alternate Digivolution Lines — Your Digimon doesn't have to hold itself to the same form of Digivolution forever. In the site's bit store, located here, you can purchase up to two alternate lines for your character. These alternate lines can have as much, or as little, in-character rationale as you would like. Maybe a period of character growth rubbed off on your character's Digimon, altering both their outlook on life and their own physical form. Maybe a period of raw, intense emotion caused your Digimon to mutate into a darker, more feral form. Maybe your Digimon's just bored and on the hunt for a change of pace. Regardless, these alternate Digivolution lines are a great way of mixing things up or getting creative. They can be as similar or dissimilar to your main line as you'd like, so long as they can still conceivably come from the same Rookie.
Each character may have up to two alternate lines, with the second being more expensive than the first. If your character is of a twin character type, each twin may only have one alternate line. This is because twins already have near-unparalleled versatility. For similar reasons Xros Generals only get one extra line, which can be found under the Mercenaries tab as Xros Contracts. Finally, Spirit Users and Xros Generals must still find the new totems or partners that represent their alternate lines. Barring these restrictions, feel free to do anything you'd like with your alternate lines.
Mode Changes — Also available for purchase in the bit shop, Mode Changes are special sorts of alternate Digivolutions. Whereas an alternate Digivolution is a shift in a Digimon's nature, a Mode Change is a change in how that nature is displayed. An easy example to look at is Imperialdramon and his Mode Changes. While Dragon Mode and Fighter Mode have similar core motifs and techniques in theory, in practice the two look and function very differently. While mode changes can be less drastic or more drastic than this, depending on your preferences, that is a good general baseline to keep in mind when choosing them. Only the most powerful Digimon are capable of reformatting themselves in such a way; Mode Changes are exclusive to Mega and Super Mega level Digimon.
Editing Your Digivolution Lines — App writing isn't set in stone. Sometimes, as much as we might like a line, we get the urge to change things up. This could be due to character development or simply due to getting frustrated with and tired of an old idea. Fortunately, we try to be as accommodating as possible around here. If you're really dissatisfied with your line, you can always post up a profile edit and have it changed. Depending on whether you've already accessed a form or not, there are one of two ways this can be handled.
If your character hasn't already reached the form in canon, great! We can just sub it out for you no problem. After all, it'd be rude to hold you to a decision that hasn't even come into play yet.
If your character has already used their form in canon, things aren't as easy as just filling a profile edit. In most cases we'd recommend to simply buy an alternate Digivolution for that stage, especially if you intend on still using your old form from time to time. However, if you're absolutely sure you'll never use this form again, there's a fun option available; kill your character! Digimon data can be very malleable, especially after being killed and reformatted. While the majority of Digimon will hold onto their forms, sometimes a Digimon can end up taking on a completely different form after such a rebirth. It can be a very fun experience suddenly thrusting your character into a new, unfamiliar form, and can lead to surprising amounts of development. Being able to change your mind about what you want is just a nice bonus.
Try not to abuse this too much, though. Character death is a significant moment, not an excuse to go clothes shopping. Your Digimon probably won't be happy going through a ton of death and rebirth cycles just because you want to try out every Digimon ever designed.
Flexible Digivolution Levels — On some apps, you may notice Digimon assigned to levels that don't quite align with their canon positioning. This is because, for various reasons, we have decided to allow for flexibility in assigning a Digimon's level. There are three major reasons for this. The first is for the ease of spirit users, whose Champion and Ultimate levels strongly correspond to Human and Beast natures, respectively. As many Ultimates tend to be quite humanoid, and many Champions quite bestial, swapping was allowed in order to allow them to easily develop a line. The second is due to the immaterial nature of the Super Mega level, which has only a small handful of canonical examples. Allowing any Mega to serve the role of a Super Mega makes for much more line diversity without having to turn to custom designs. Finally, canon Digimon such as Whamon and Minotaurmon have already been seen at different levels without a corresponding change in design, setting precedent for such a swap.
The general rule of thumb for assigning a Digivolution level is to pick within one level of a Digimon's canon power. We aren't going to allow Gallantmon as a Champion, for example, because that just stretches credibility too much. Generally this swap is best done between the levels of Champion and Ultimate, which often look similar enough to be credibly exchanged. We generally don't allow for Rookies to be swapped in this fashion, as many are obviously smaller and less developed than most Champions. However, particularly weak or simple looking Champions, or particularly complex looking Rookies, may be eligible for the swap. When in doubt, just use your judgment and ask yourself "does this look right?" before putting it down on your app.
TWIN DIGIMON
Twin Digimon require special guidelines to be followed when roleplaying, as they allow a Tamer to gain control of two Digimon instead of the standard, default one. Because of this, they will be forced to achieve a larger amount of Posts to reach the next stage. As unfair as this sounds, it serves to balance characters with Twins out: in exchange for strength, they're given numbers.
In-Training
| 0 Posts
| Rookie
| 15 Posts
| Champion
| 100 Posts
| Ultimate
| 200 Posts
| Mega
| 400 Posts
| Super Mega
| 800 Posts
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Can't wait that long to get those new forms? Have no fear; Twins can choose to DNA with each other at the normal post levels to get to forms faster! For example, other characters can reach Champion at 75 posts. If a Twin profile gets to 75 posts, the two Twins can DNA with each other and become a single Champion!
Please, take note that Twin Digimon (or Spirits) are just as connected to each other as they are to their Tamers. Because they share a special bond with each other, they are unable to fight at their fullest when they are split apart. However, when fighting together their combined power is greater than that of a single Digimon of equal level in any other character type. Note this is just a general idea; individually they are still weaker and thus can be picked apart by an intelligent foe. Should they be split apart by some chance happening, they will be unable to fight as effectively as they could when fighting together.
Remember! Characters with Twin Digimon will be stronger when fighting together, but another character —a Digimon, Tamed, Solo, Xros, or a Spirit User is just as equally capable of defeating two, Twin Digimon in combat like any other Digimon; should proper justification be given. However, nothing prevents a character with Twin Digimon from having those Twins fight together—that's their purpose, after all.
[If you have any questions or need anything clarified, feel free to ask a staff member. :3]
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Post by Bonetrousled? on Aug 21, 2017 22:29:51 GMT
TAMERS AND DIGIMON PARTNERS
Tamers are widely considered the default character archetype, and have been referred to by many names. Those who see Tamer as a term that diminishes their Digimon's independence prefer terms such as Chosen, while those who see being a tamer as a defining element of their fate refer to themselves as Digidestined. Nevertheless, all of these terms echo the same general philosophy; a Digimon and a human acting in sync to accomplish the impossible together. Spanning through multiple seasons and forms of media, Tamers and Digimon have existed since the dawn of Digimon itself. Humans and Digimon partnered with each other share an unbreakable bond, allowing a Digimon to exploit its own evolutionary growth through Digivolution. A Tamer's special "Digivice," mixed in with a healthy dose of willpower, acts as a catalyst for this.
With this type of character, you are given control of two characters at once — your Human Tamer, and their Digimon Partner. Naturally, you are responsible for roleplaying out both of their thoughts, feelings, actions, and reactions to their surroundings.
You may have two Digimon partners if you decide to use the Twin Digimon option. For Tamers, Twin Digimon are Digimon who are indisputably tied together. They hatch from the same egg, have shared Digicores, and bear a strong relation to each other that makes them instantly recognizable as kin. For Tamers, the criteria for Twin Digimon are as follows; look physiologically similar to one another, bear a strong connection to the same element, or are two essential halves of a clearly fused Digimon design such as Omnimon. At least one of these three criteria must be filled for you to pick two partners as Twins.
The D-3 Digivice serves the Tamer's default Digivice. Many consider it the most practical Digivice design, which helps with the active lifestyle that Tamers are often thrust into. All of its controls can be easily manipulated with just one finger, and it is small enough to easily fit within a tamer's pocket. The rubber grips on the side make it difficult to drop and help absorb shock in the event that it does fall. This all makes the D-3 a dream to handle, which helps as Tamers are forced to rush around and keep up with their Digimon in the heat of battle. While typically white bodied with a colored grip, the D-3 can come in almost every color. Some even have special designs, or are decorated with charms by their holders for extra personality. Along with catalyzing Digivolution, a D3 Digivice can store Digimentals and perform simple yet informative scans on enemy Digimon. Additionally, Tamers are given a D-Terminal with their digital device — however, these computers are completely optional, and are not required to be part of the "Tamer Package".
Of course, if the D-3 doesn't suit your aesthetic, you may instead pick the Digivice IC, Classic (Season 1), D-Cyber, or Kizuna digivice! They all carry the same features as the D-3 (nothing fancier that their season may have included!), but may fit your character's style a bit better!
The Beginning - Upon beginning roleplay, all Tamers begin at the "In-Training" stage—naturally, the lowest one we've got on the board. This level encompasses all of the earliest stages of your Digimon's life cycle; the Digitama egg, their Fresh form, and their In-Training form. This isn't meant to be an overly long portion of your character's experience, so much as a time to acclimate your character to the idea of Digimon and the promise of their adventure. This period lasts for 10 posts, after which your Digimon can reach the much more combat-ready Rookie form.
While the stage's name is In-Training, you can actually find your Digimon at any of the three life cycle stages that it encompasses. Many choose to discover their Digimon as an egg and nurture it to the point of hatching, and many others prefer having their Digimon already walking and talking. If you choose to delay meeting your Digimon until the appropriate postcount levels, you can even discover your Digimon already in a higher form. The only rule is that you cannot have already found your Digimon in your history. The history section of the app represents your character's life before the Digital World, and the crucial moment where everything changes can be very important to RP out.
Digivolution is the first and most obvious benefit that a Tamer provides to a Digimon. Most Digimon in the wild stop developing at the Rookie stage, years later blossoming into the Champion stage. Anything else takes countless amounts of time, hard work, and absorbed data to achieve normally. Tamers are capable of circumventing the process, harnessing their willpower to bring out a Digimon's full potential. This process of Digivolution gets easier and easier as a Tamer performs it more. A Digimon's first Digivolution tends to require a catalyst, such as a moment of desperation, emotions running high, or an unparalleled level of resolve. After this point, it becomes increasingly simple for a Digimon to harness its new level of power. Eventually a Digimon will be able to snap to powerful levels such as Ultimate and Mega with ease, becoming more comfortable with its abilities after each struggle.
That said, this emotional bond is a two way street. A Tamer's emotional state and willpower can empower a Digimon to new heights, but also hold it back from unrealized potential. A particularly despondent Tamer may be unable to Digivolve their partner, or even cause them to regress from apathy and hopelessness. That said, a Digimon and Tamer working in sync can be unstoppable, their determination pooling together and allowing impossible odds to be overcome.
Armor Digivolution is the form of assisted Digivolution used by Tamers, as well as Solo Digimon. As with all forms of assisted Digivolution, this requires a 1500-word hunt thread. Emotions and beliefs are key to allowing Digivolution to occur, and Armor Digivolution is no exception to this. To utilize this Digivolution level a Tamer must find a Digimental, a sturdy, ancient, and elaborate-looking Digitama. Each of these Digimentals are based around a virtue or a vice that serves as a defining aspect of a character. Perhaps the virtue is a trait they embody in their day to day lives, or perhaps it is a trait they fail to measure up to and need more practice with. Their vice may reflect a deep fear of theirs, or it may reflect something they indulge themselves in far too often. Regardless of the trait's nature, embracing it allows for harnessing the Digimental's ancient power.
Once the Digimental has been activated in this way, it can be used freely to allow a tamer's partner to reach their Armor levels. These levels, as with all assisted Digivolution levels, are less strong than a genuine Digivolution of that level but still very capable of holding their own in a fight. A hunt for a Digimental often tends to involve the virtue or vice in question, but it doesn't necessarily have to. Doing so is just a helpful way of combining character development with character progression, and comes highly recommended.
As with all assisted Digivolution levels, each Digimon may only have two Digimentals. One represents Armor Champion, and the other Armor Ultimate. This means that regular Tamers have up to two Digimentals, while twin Tamers have up to four.
Super Mega Digivolution is a final privilege typically associated with Tamers. Considered mythical in status by the majority of the Digital World, the same conditions that lead to partnership with a Digimon also enable ascension to this level of power. In many ways, the principles behind Super Mega Digivolution are the same as those behind as all other levels of Digivolution. However, there is a critical difference. Whereas willpower alone tends to be enough to reach every level up to Mega, reaching Super Mega takes sacrifice.
Biomerging is the form that Super Mega most often takes among Tamers. It represents a perfect synchronization of mind, soul, and even body, merging human and Digimon alike into a being of untold power. The two beings become one, in such perfect sync that they no longer refer to each other in individual terms. Naturally, the main sacrifice here is that of the Tamer's physical form. Digimon battles are always dangerous, and ones requiring a Super Mega can be catastrophic in scope. By lending themselves to a fusion, a Tamer directly puts themselves in harm's way. Usually this results in little more than overwhelming fatigue, but particularly brutal fights can lead to Tamers keeping injuries from the fight after splitting. The immense power that a Super Mega brings to bear means that Biomerges shine brightly and fizzle quickly; remaining in a Biiomerge for more than a few fights is very risky, and doing so for more than a few hours is hazardous to a Tamer's health.
Tamers with Twin Digimon can Biomerge too. After all, a Tamer already becomes data to undergo the form. There's no reason why they can't split this data to merge with each of their two partners.
Burst Mode is a similar level of synchronization, yet more focused on spirit than body. To achieve this a Tamer's will must reach critical levels, inspiring their Digimon to push past any physical limit put before them. This can be an entirely new level of Digivolution, or instead a perfection of their current form to Super Mega levels. Compared to a Biomerge, this option is much safer for the Tamer. After all, they aren't forced to put their body on the line to reach this level of power. However, the energy needed to reach this level is great. A Tamer will still be greatly fatigued by the effort put forth to reach this form, and remaining separate from their partner may leave them vulnerable to opportunistic opponents.
A Tamer can use either of these options for their Super Mega form. They can even mix and match between the two by purchasing alternate lines. As the melding of human and Digimon needed for a Biomerge can greatly impact a Digimon's personality, choosing one or the other can be a very interesting character decision.
With the whats and hows of Tamers described, the last thing to consider is the whys. Each class presents their own challenges and roleplay opportunities, and being the default doesn't mean that the ones presented by Tamers are any less interesting. You should play a Tamer if you want to . . .
- Experience the Digital World from a split perspective. Moreso than any other class, Tamers and Digimon allows for exploring two different outlooks on the world. Humans, once accustomed to a more mundane world, are thrust into a fantasy. Digimon, once living in a world of adventure, now spend plenty of time in a more subdued world. Their understandings of each others' worlds may be incomplete, but by putting their heads together they can become accustomed to both worlds quite rapidly.
- Play two characters who are truly individuals. A Tamer reflects an equal partnership between a human and a Digimon, each relying on the other. A Digimon needs a Tamer's will to achieve higher forms, and a Tamer needs a Digimon's protection to safely navigate the Digital World. Balancing their individual needs, wants, and goals opens up plenty of opportunities for characterization, whether on the same page or not. Disputes between a Tamer and their partner can be some of the most interesting moments on the site.
- Deal with a dangerous Digital World firsthand. To some, the presence of a human in a pair is a weakness or a vulnerability. To others, it is a chance to really capture the feeling of danger and helplessness in a world full of monsters. Being a human surrounded by the extraordinary can add a tension and drama to writing that really helps the Digital World come alive, and adds an extra level of stakes to a fight that more combat ready classes may miss out on. It also makes the turnaround much more satisfying when you unleash your Biomerge onto a world that once terrified you.
- Experience a more relaxed opening. Tamers are the only class on the site that begin at the In-Training stage, requiring at least 10 posts to find their Digimon and nurture it to the Rookie level. The stage can be as long or as short as you'd prefer, with some users choosing to extend it for story reasons and other users preferring to dive right into the action. If the idea of starting slow and really developing your human and Digimon's bond sounds preferable, Tamer may be the ideal class for you.
- Play a more traditional experience. While new, shiny options like Spirit Users, Xros Generals, or Solo Digimon may catch people's attentions, to many the core of Digimon is the bond between human and Digimon. Tamer captures this ideal better than any other class. It feels less lonesome than being a Spirit User or Solo Digimon, and less crowded than being an Xros General, which can make it the ideal for new members and experienced users alike.
Occasionally we have requests from members to change class. This is perfectly okay, but we'd really prefer it isn't something that is exceedingly common. If you do decide to change class in this way, please prepare a profile edit and make sure it has been heavily developed in RP first. A decision like this should be a monumental turning point for your character with enough impact to change their fate, not a casual shift. We'll generally allow this only once, so please make sure you're sure about this shift.
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Post by Bonetrousled? on Aug 21, 2017 22:30:09 GMT
Spirit Users are the fruit of the fourth season of the Digimon anime, Digimon Frontier. Unlike every other class, they have no partner to call their own. Instead, they navigate their way through the Digital World with the use of Spirit Totems: mystical items that allow them to channel the totem's Spirit within. This process transforms the Spirit User into an avatar of the Totem, effectively becoming the Digimon that it represents. In many ways, this is both less risky and riskier than the method through which most humans experience the Digital World. A Spirit User isn't as defenseless and fragile as your average human, but they are also putting their lives on the line every time they enter combat. Debate rages on over which method is preferable, but the resulting proactive nature most Spirit Users have makes them unique among humans.
Much like every other class, Spirit Users can be twinned pairs. The key defining element tying Spirit Twins together is, well, their element. These twins tend to be either of identical, closely related, or polar opposite elements. While it is still highly recommended that the resulting pair looks similar, this isn't as mandatory as it is with twins of other classes.
The D-Tector Digivice serves the Spirit User's default Digivice. It is also known as the D-Scanner Digivice, reflecting it's two main purposes of discovering and assimilating Spirit Totems for use. D-Tectors are somewhat more complex in nature than other Digivices, requiring well-tuned machinery to find the spirits specifically attuned to its wielder. For this reason, the D-Tector is less compact in size, more like a handheld video game system than the smartphone sized D3. However, this bulk isn't as much of a disadvantage as it may initially seem. The D-Tector assimilates itself into a Spirit User's code when they assume Digital form, allowing a Spirit User to access all of its functions at the speed of a thought. For this reason, the D-Tector can afford to have a larger size and more precise controls, as it is not physically used in the heat of combat like the D3 is. They are usually two-toned and tend to echo a Spirit User's core color motifs for their Digimon forms, but do not have to match perfectly. Along with storing all of a Spirit User's spirits and spirit fractions, the D-Tector can perform simple yet informative scans on enemy Digimon. Additionally, Spirit Users are given a D-Terminal with their digital device — however, these computers are completely optional, and are not required to be part of the "Spirit User Package".
Ancient Wisdom - Spirit Users are, quite often, defined by their relationship with the spirits they draw power from. A spirit is an ancient Digimon that, despite having perished, has not had a chance at resurrection in Primary Village. Whether through a curse, a willing seal, or just refusal to accept their final death, they have instead receded into the form of a statue-like totem. These totems tend to be located in significant portions of the Digital World, often aggregating in locations where great events have taken place. While these are often tied to the element that the spirit bears, they can appear in quite surprising places.
While the Digimon that these totems have portrayed are no longer alive, their influence still lingers on in a variety of ways. Some spirits are mostly dormant, remaining only in the form of their totems and the power that has been left in the wake. Spirits in this state tend to be some of the oldest spirits, any independence that they once held eroded away by the march of time, or Digimon much closer to death when they were transformed. While they are incapable of much direct intervention, their influence still stays attached to the power that they bear. A Spirit User will always be at least somewhat colored by the form they take, driven by the instincts, impulses, and will of the Digimon they are channeling.
Other spirits tend to have a much more direct approach, communicating with their wielder through lingering thoughts and cryptic riddles. These spirits tend to be younger, or at the very least powerful enough to continue holding onto their sense of self after becoming totems. Some spirits are even capable of manifesting themselves independently, albeit in harmless, ethereal forms incapable of influencing the world around them. A Spirit User must balance these influences with their own desires, especially as they discover more spirits and spirits of higher level, in order to truly make peace with their new powers.
Spirit Digivolution is the process through which Spirit Users bear the power provided to them by their spirits. Whereas Tamers, Generals, and Solo Digimon primarily reach these forms by training, effort, and force of will, Spirit Users primarily operate on power borrowed from higher beings. That isn't to say that Spirit Users get a free ride, however, or that a Spirit User's own individual prowess is meaningless. The rush from using a spirit can be quite overwhelming, especially for more willful forms like the Beast Spirit. A Spirit User must hone their body to properly support the physical strain combat demands, and they must hone their minds to resist the impulses of beings far older and more powerful than they are. In addition, injuries gained in battle still tend to reflect on a Spirit User's human body, even if in diminished form. Most surface wounds heal upon transforming, but a broken arm is a broken arm no matter which form is taken. This means that novice Spirit Users tend to end up easily overwhelmed by their new power. On the bright side, it also means that experienced Spirit Users tend to be in wonderful shape! A Spirit User can generally hold Digimon form for no longer a few hours at a time when first learning, with fights, exploration, and other strenuous activities causing further strain on their body that necessitates aborting the form early. Time and practice can help a Spirit User adapt and hold their form for longer amounts of time, with the best and most practiced Spirit Users capable of remaining in their form of choice for over a week.
A Spirit User's line has two main defining factors. The first is their element of choice. All of the totems that make up a Spirit User's line have a shared aspect that they draw power from. For many this is a standard element, such as Fire, Lightning, or Ice. For others it is a source of inspiration, often reflecting an environment, mythology, or concept. So long as you can find a strongly connected theme that the Spirit User can reasonably harness for their attacks, you have a valid element. This element tends to vary between a Spirit User's alternate lines if any are purchased, although some Spirit Users instead double up on the same level.
The second factor of a Spirit User's line is the specific nature of each rank. Their first spirit, the Sprite or S-Hybrid Spirit, is equivalent to the Rookie level and tends to be a small creature of sorts. Their next spirit, Human or H-Hybrid Spirit, is equivalent to the Champion level. It must be humanoid in nature, often resembling a human completely but at times being an anthropomorphic animal. The spirit after, the Beast or B-Hybrid Spirit, is equivalent to the Ultimate level. It is usually a Spirit User's most monstrous looking form, and while occasionally bipedal never looks completely human. Their final standard level, the Fused or A-Hybrid Spirit, is identical to the Mega level and reflects a combination of the Human and Beast spirits.
All Spirit Users must embark on a 1000-word hunt thread to find their spirits before using them. This applies to every spirit except for their Sprite, which is embedded in their Digivice from the beginning. For more information on how these hunt threads work, please see the Digivolution page's rules on Assisted Digivolution.
Spirit Fractions are slivers or fragments of a spirit that can be used to unlock some of its power prematurely. These can be literal pieces of a Spirit User's mainline spirits, or they can be related offshoots that bear only a portion of the main spirit's ability. As with all Assisted Digivolutions, these require a 1500-word hunt thread to be found. This is to accommodate for the fact that they can be found far earlier than the true Spirit of the equivalent level. Unlike the virtues and vices associated with Digimentals, the main requirements of a Spirit Fraction are the same as those of a standard spirit of their level. So long as they match the overarching element of a line, and correspond to either a Human or Beast, they are an acceptable Spirit Fraction.
Once the Fraction has been activated in this way, it can be used freely to allow a Spirit User to reach their Fraction levels. These levels, as with all assisted Digivolution levels, are less strong than a genuine Digivolution of that level but still very capable of holding their own in a fight. Fractions tend to look very similar to the spirits that they have splintered off from, but do not have to be perfect matches.
As with all assisted Digivolution levels, each Spirit User may only have two Fractions. One represents the Human Fraction, and the other the Beast Fraction. This means that regular Spirit Users may have up to two Fractions, while twin Spirit Users have up to four.
Super Mega Digivolution, as with all classes, is the final level that a Spirit User can hope to achieve. From their Sprite Spirit to their Fused Spirit, a Spirit User is a warrior who harnesses a certain element. In many ways, the Super Mega level is the same for them. However, unlike previous forms, the Super Mega spirit does not merely use their element but instead embodies it. The spirits used to call forth Super Mega level Digimon are among the most renowned warriors of the Digital World.
Z-Hybrids, or Transcendent Spirits, are one of the two main types of spirit that can give rise to Super Mega Digivolution. A Z-Hybrid is the perfected form of the A-Hybrid Spirit, the Omega to its Alpha. Much like the A-Hybrid, it encompasses the spirits of previous levels in order to fuse, enhance, and empower them. However, its extent is much further than that of the A-Hybrid. It also encompasses the Sprite, as well as any Spirit Fragments that are present. Some Spirit Users even form Z-Hybrids using spirits from alternate Digivolution lines, synthesizing each of their elements into something unique. The resulting amalgamation of everything that a Spirit User has achieved so far tends to be immensely powerful, surpassing every form that the Spirit User has previously known
Ancient Spirits - If a Spirit User would prefer not to mix their spirits in such fashion, they can instead seek out power directly form the source. Ancient Spirits are some of the oldest and most powerful spirits in the entire Digital World. In fact, these Ancient Spirits are often responsible for granting previous spirit levels their powers in the first place. If over the course of a spirit hunt a Spirit User sufficiently demonstrates their worth to the Ancient Spirit which they seek, they may be given the privilege of wielding its power directly. That said, this is not a blessing to be taken lightly. Ancient Spirits tend to be very noble creatures, and are often some of the loudest and most powerful voices in a Spirit User's entourage. If they still have sentience left in them, expect them to make liberal use of it!
With the whats and hows of Spirit Users described, the last thing to consider is the whys. Each class presents their own challenges and roleplay opportunities, and the ones provided by Spirit Users lead to an especially direct and hands-on experience. You should play a Spirit User if you want to . . .
- Embark on a truly mysterious journey. A Spirit User has no Digimon to guide them, only the cryptic hints that their spirits may so charitably choose to provide (or not!) They will find themselves in a world they have no idea about, using powers they have no ideas about, and physically transforming into monsters that they've never believed could be real. No other character type can feel so lost and alone in the Digital World. Whether a Spirit User fears this, has their curiosity piqued, or relishes in the opportunity can tell a lot about their character.
- Play a human who is capable of holding his own. When it comes to combat, human characters are left being the spectators far more often than not. That isn't the case for Spirit Users, who wholeheartedly throw themselves into the fray from the moment they get their Digivices. Without even needing specialized equipment or D-Arc cards, Spirit Users are among the most proactive humans on the site.
- Fully embody a single unifying theme. Digimon lines tend to be malleable and flexible, some shifting from dog to cat to angel to dragon at the drop of a hat. Spirit Users, on the other hand, keep a strong, consistent tie to the element of their origin no matter what. While they may start as a mere Sprite harnessing this power, by the end of their development they can practically become the ancient embodiment of their element. Most Digimon can say they use fire, but almost none can say they truly represent fire like a Spirit User can.
- Learn from the Digital World's mysterious past. You don't hunt for mystic artifacts in the image of ancient heroes without learning a thing or two about the Digital World's history. Spirit hunts tend to take Spirit Users to the furthest reaches of the Digital World, often showcasing some of the Digital World's oldest battles, most secretive settlements, or biggest potentials for the future. The Spirit User's spirits themselves can help shed light on this, giving a valuable window into the Digital World that no other class really has.
- Ramp up the stakes of combat. It is a well-known fact that Digimon reincarnate at the Village of Beginnings if killed. It is a much more well-known fact that if a human dies, they die for good. Humans that have been digitized into spirit form are no exception. Each major injury counts far more than it does for a Digimon, bringing repercussions in both the human world and the Digital World, and the risk of death always threatens to rear its ugly head.
Occasionally we have requests from members to change class. This is perfectly okay, but we'd really prefer it isn't something that is exceedingly common. If you do decide to change class in this way, please prepare a profile edit and make sure it has been heavily developed in RP first. A decision like this should be a monumental turning point for your character with enough impact to change their fate, not a casual shift. We'll generally allow this only once, so please make sure you're sure about this shift. If changing class to Tamer, such as through your spirit being reawakened, you will lose the 10 posts you started with for the sake of fairness.
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Post by Bonetrousled? on Aug 21, 2017 22:30:19 GMT
Xros Generals originate from the sixth season of Digimon, known as Digimon Xros Wars. Unlike Tamers and Spirits, Xros Generals commandeer an army of up to seven digimon who digivolve together to create new digital forms known as Xrosses. One Digimon acts as their first partner, but afterwards Xros Generals have the opportunity to hunt for new partners as they reach each level. Their unique system of progression restricts them in certain ways, such as preventing them from buying mercenaries or traditional alternate Digivolution lines. However, it also gives them unmatched amounts of versatility, allowing them to mix and match their partners into a countless number of secondary forms. While an Xros General's partners will never reach the same independent levels of power as other classes, they are a legion when separate and capable of taking on any foe when merged.
Even Xros Generals can be applied as twinned pairs. The criteria for Twin Digimon are the same as they are for most other classes; look physiologically similar to one another, bear a strong connection to the same element, or are two essential halves of a clearly fused Digimon design such as Omnimon. At least one of these three criteria must be filled for you to pick Twin Cores. One may find this somewhat redundant, as Xros Generals already control a large amount of Digimon. However, picking the Twin Core option allows for splitting power between two strong, reliable Digimon, rather than consolidating the majority of a General's power into one core partner. Twin Core partners cannot be Xrosed together for extra power, but they can still be fused through Twin DNA method that all other types of twins use. This is to prevent Twin Core Generals from immediately fusing their way to ridiculous heights of power.
The Xros Loader serves as the Xros General's default Digivice, and is known for it's sleek, modern look when compared to the designs of the other two Digivice types. The bottom half of the Digivice is small enough to fit in the palm of an Xros General's hand, allowing them to scroll through their array of available partners with comparative ease. On the other hand, the top of the Digivice is somewhat bulky, being nearly entirely made up of a data scanning apparatus. Digimon have a lot of data to scan and maintain, and an Xros Loader needs enough memory to store at least seven of them. The scanning apparatus at the top is for manipulating this data, allowing it to be utilized in countless ways. One usage is compressing and storing Digimon, allowing them to rest after combat and sparing the Xros General form having to cart their entire army around with them. Another usage is combining Digimon through the process of DigiXROS, splitting their data and reconfiguring it to create hybrids. A final usage is returning Digimon to their original forms, undoing an Xros at just the press of a button. Along with catalyzing performing Xroses, an Xros Loader can allow an Xros User's Primary Partner undergo a process known as Super Evolution, as well as perform simple yet informative scans on enemy Digimon. Additionally, Xros Generals are given a D-Terminal with their digital device — however, these computers are completely optional, and are not required to be part of the "General Package".
Assemble Your Army - Whereas other classes on the site through power alone, Xros Generals progress through numbers. As an Xros General grows stronger and more notorious, they will find themselves steadily amassing an army of Digimon. These Digimon may have never heard of the General before, or may have needed to see proof of the General's power and conviction before becoming properly convinced.
All Xros Generals begin with only one partner at first, their Primary Partner. This is the acting head of General's fighting force, and quite often the strongest partner that an Xros General has access to. It fights at the level of a full-powered Rookie, and any Xros that incorporates the Primary Partner fights at the full strength for their level. The Primary Partner can be either a Rookie or Champion in design. Primary Partners are also the only members of an Xros General's team who can utilize Incomplete Xros or Super Evolution, which will be described later.
Once an Xros General reaches Champion level, they start to recruit the army that gives them their name. At Champion level, two new team members are recruited, increasing their ranks to 3 Digimon. At Ultimate level, another two are recruited, increasing their numbers to 5. At Mega level, one last Digimon is recruited, boosting their numbers to six. All of these Digimon are a step below the Primary Partner in pure power, fighting more at the strength of a somewhat weaker Rookie Digimon than that of a full-fledged partner. Despite this, they may be Rookie, Champion, or even a swarm of In-Training Digimon in design. An Xros that only incorporates these additional partners rather than the Primary Partner will only be at partial strength, equivalent to a Mercenary of their level. However, the versatility offered by having a fleet of Digimon at one's disposal makes it worth it to explore these forms instead of solely relying on the Primary Partner.
At Super Mega, an Xros General has their chance to recruit their strongest partner yet. This partner fights at the level of a somewhat weaker Champion, rather than a Rookie like the rest of a General's army. It may use any Ultimate or Mega Digimon for its design, too, making it quite striking compared to the rest of their forces. To be able to win over such a powerful creature is considered the highest mark of a General's leadership. If the General does not wish to use a partner of this level, they can instead recruit two more standard partners.
All Xros Generals must embark on a 1000-word hunt thread to find their partners before using them. This applies to every partner except for their Primary Partner, which aligns itself with them at the start. For more information on how these hunt threads work, please see the Digivolution page's rules on Assisted Digivolution.
An Xros General cannot purchase independent Mercenaries like a normal character can, as their army is already quite large. Instead, they can purchase contracts for four other standard partners to round out their forces. You many only buy one of these extra contracts per level, and they can be found under the same tab as Mercenaries in the Bit Store. By taking advantage of this option an Xros General can end up with up to 11 partners; one Primary Partner, nine standard partners, and one partner of higher power than the rest.
For Twin Core Generals, this recruitment process is mostly identical. The only change is that they are able to recruit two partners at Mega instead of one, and two higher-power partners at the Super Mega level instead of one. This is to ensure that each core has enough reliable fusion partners for each to achieve the Mega and Super Mega levels, rather than one of the two twins ending up left behind.
DigiXROS - Why does a General need so many partners? As they are incapable of bringing their partners to higher levels alone, DigiXROS allows them to instead merge them into stronger forms. These Xros forms tend to strongly resemble the Digimon which are fused to make them, often appearing as literal fusions but sometimes resembling an independent Digimon that shares their design motifs instead. An Xros can be as simple as one Digimon turning into a weapon for another to wield or as complex as a Kimeramon-styled monstrosity. The strength and conditioning of each Digimon involved in the Xros plays a role in determining the final product's full strength, so it is important that a General keeps a close eye on all of his forces. Favoring one too heavily in training sessions can lead to the others failing to properly pull their own weight. In addition, the stability of an Xros relies on the ability of its components to cooperate. A dissonant team full of squabbling and infighting will likely collapse into a heap of self-blame in the middle of a critical fight, while a well-oiled machine can spend hours in Xros form without any adverse effects. Xros Forms are defined by ranks, each of which roughly corresponds to a portion of a Digimon's life cycle. The number next to a rank's name indicates how many Digimon go into forming it. Rank X2, corresponding to the Champion level, is a fusion of two Digimon. Xros Generals may have up to five of these on their apps. Rank X3, corresponding to the Ultimate level, is a fusion of three Digimon. Xros Generals may also have up to five of these on their apps. Rank X4, corresponding to the Mega level, is a fusion of four Digimon. Xros Generals may have up to four of these on their apps. This means that planning out an Xros General's line can be as simple as basic mathematics. 1+1+1+1 = 4. There are only two main exceptions to this rule. The first is an Xros General's higher-power partner, which already counts as a Champion level Digimon. For the purposes of Xros, this partner counts as two Digimon. Similarly, if an Xros General's Primary Partner uses Super Evolution, it also counts as two Digimon. This means that pairing your higher powered partner with your Super Evolution can basically give you an instant Rank X4 Digimon; think ZekeGreymon and OmniShoutmon merging into Shoutmon DX for an example of how strong an Xros like this can be! Twins have similar numbers of forms available to them, if you choose to take this option. They may start with six X2 and X3 forms, as well as five X4 forms. This makes them somewhat more versatile than their counterparts, but not to an overwhelming extent. An Xros can only be performed using your own partners. If you'd like to fuse with another character's Digimon, please use the standard DNA Digivolution rules instead. Incomplete Xros is a process through which an Xros General can spur their Primary Partner into a form it currently has no means of taking. By trying to force an Xros when one of its component partners isn't present, an Xros General can very rarely reconfigure their partner into half of the desired product. Normally, these forms are far too unstable to actually use for combat, dissipating in a single hit if an Xros General can even manifest one on command. However, by searching for data stabilizers for their Xros Loader, the Xros General can keep one of these Incomplete Xroses functional enough to use in combat. As with all Assisted Digivolutions, these stabilizers require a 1500-word hunt thread to be found. Once the Incomplete Xros has been stabilized in this way, it can be used freely to allow a General's partner to become an Incomplete Xros. These levels, as with all assisted Digivolution levels, are less strong than a genuine Digivolution of that level but still very capable of holding their own in a fight. An incomplete Xros looks like a standard Xros of that level, but with the portions provided by the missing partner absent. These remaining portions of this Xros are left as ethereal vapors of data, hinting at what the Xros may look like when it is actually completed. The Incomplete Xros tends to have a similar moveset to that of the form it is echoing, although its incomplete, glitchy nature may manifest into some surprising abilities of its own. As with all assisted Digivolution levels, each Xros General may only have two Incomplete Xroses stabilized. One represents the X2 level, and the other the X3. This means that regular Xros General may have up to two Incomplete Xroses, while twin Generals have up to four. Only Primary Partners can form this Incomplete Xros, whether alone for Incomplete X2 or merged with another Digimon for Incomplete X3. In addition, an Incomplete Xros cannot be used in further Xroses. Super Evolution - Upon reaching Mega level, an Xros General is capable of empowering their Primary Partner to push past its natural limits. Ascending past the Rookie level, the Primary Partner is capable of taking on a brand new Ultimate level form. This process, known as Super Evolution, is basically the only form of pure Digivolution that an Xros General has access to. As it can be performed without any other partners being on the battlefield, it is exceptionally useful for getting out of ambushes and fighting within close quarters. It is also great for last stands where a General's army is knocked out but their partner refuses to fall. The solo applications are only one half of Super Evolution's purpose, however. As mentioned above, a Super Evolved Digimon counts as two Digimon for the purposes of an Xros. This allows for a General to efficiently delegate out an Xros involving their Primary Partner, getting more power out of less Digimon used.
Super Mega Digivolution works like basically every other form of Digivolution for an Xros General. More Digimon involved in an Xros means more power, and once 5 more more Digimon have been added into a single fusion it has reached the level of Super Mega. The one caveat to this is that only one Xros can be fused into a Super Mega level at a time. The Xros Loader can only output so much power at once, and the energy needed to consolidate two Digimon into such a powerful form would be astronomical. Depending on how much of an army an Xros General is willing to consolidate into one Digimon, there are two ways in which this can usually pan out.
Xros Rank X5 refers to an Xros composed of 5 Digimon. This is the typical form of Super Mega Digivolution that most Xros Generals favor, as it leaves the rest of their army free to take on other forms and continue putting pressure on other parts of the battlefield. It is the one of the most reliable of an Xros General's forms, combining both the power of a high-end Digivolution and the versatility that an Xros General brings to the field.
Xros Rank X7 is the general term for anything larger than that, and typically refers to an Xros General fusing their entire army into an absolute behemoth of a Digimon. The form is not significantly stronger than an X5 form, both on par with other Super Mega Digimon, but it has a few critical advantages nonetheless. It is often favored by Generals who prefer to consolidate their forces, only having to watch one titan instead of a split-up force. It is also useful for intimidation value, throwing others off of their game by presenting them with the fusion of an entire army. Some Generals even switch between these two Super Mega forms strategically, starting a fight with an X5 and then converting to an X7 for a hefty boost of stamina near the finish line.
Whether using X5 or X7 options, an Xros General starts with two Super Mega forms. Those using the twin option start with three.
Still a bit confused about what a General can do at each level? Here's a handy table to help illustrate.
Standard General | Partners Gained | Xroses | Rookie | Primary Partner | None | Champion | Two New Partners | X2 (Fuse two Digimon) - 5 forms | Ultimate | Two New Partners | X3 (Fuse three Digimon) - 5 forms | Mega | One New Partner + Super Evolution for Primary | X4 (Fuse four Digimon) - 4 forms | Super Mega | High Power Partner or Two New Partners | X5/X7 (Fuse 5+ Digimon) - 2 forms |
Twin Core General | Partners Gained | Xroses | Rookie | Two Primary Partners | None | Champion | Two New Partners | X2 (Fuse two Digimon) - 6 forms | Ultimate | Two New Partners | X3 (Fuse three Digimon) - 6 forms | Mega | Two New Partners + Super Evolution for Primary | X4 (Fuse four Digimon) - 5 forms | Super Mega | Two High Power Partners — These can't be broken down
| X5/X7 (Fuse 5+ Digimon) - 3 forms |
 With the whats and hows of Xros Generals described, the last thing to consider is the whys. Each class presents their own challenges and roleplay opportunities, and when it comes to the amount of perspectives provided Xros Generals are unmatched. You should play an Xros General if you want to . . . - Make an app with extra flexibility. Even if net totals even out around Super Mega, Xros Generals have the most Rookie, Champion, Ultimate, and Mega forms of any class by far. This allows for a lot of flexibility in playing with Digimon forms, making sure your character has a tool for almost every occasion stored within their bag of tricks. While to some this is a lot of extra work, to others it is an excuse to dump out an entire digital toybox and play with everything it has to offer.
- Start your character's story with a strong supporting cast. Many people already have a story in mind for their characters when joining a site, and an Xros General already has a large troupe to help tell this story with. Partners that join the army can be rescued from previous adventures, rivals who want to test your prowess, and even former enemies seeking to atone for their evil ways. Any character can have a supporting cast like this, but Xros Generals turn them into a tangible benefit and give plenty of time for developing them.
- Truly feel like you're at the command of an army. Twins and mercenaries allow other character classes to utilize group tactics, but none use it as commonly and efficiently as Xros Generals. Whether directing large numbers of weaker Digimon or consolidating their forces into one or two especially powerful fighters, Generals have plenty of free reign as to how they want an engagement to play out.
- Give more focus to core designs than Digivolved forms. Beyond Super Evolution, Xros Generals do not Digivolve. In addition, the Xroses that they form tend to resemble combinations or augmentations much more than they do full transformations. For those who find Rookie or Champion level designs more iconic and satisfying than Ultimate level ones, Xros Generals represent a chance to show them some much-needed love.
- Try something that deviates from the norm. Xros Generals are complicated, interesting, and represent a new spin on previously beloved ideas. If you're starting to get tired of writing the same kinds of apps and character setups, Xros Generals represent a chance to take the familiar and add a new layer of freshness to it. We've worked hard to preserve their original character while also keeping them functioning within the site's framework, and we hope it works as well for you as it does for us.
Occasionally we have requests from members to change class. This is perfectly okay, but we'd really prefer it isn't something that is exceedingly common. If you do decide to change class in this way, please prepare a profile edit and make sure it has been heavily developed in RP first. A decision like this should be a monumental turning point for your character with enough impact to change their fate, not a casual shift. We'll generally allow this only once, so please make sure you're sure about this shift. If changing class to Tamer, such as through your army being decimated down to one Digimon, you will lose the 10 posts you started with for the sake of fairness.
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Post by Bonetrousled? on Aug 21, 2017 22:30:31 GMT
Solo Digimon, or "Lone Digimon", are Digimon that are native to the Digital World. They lack a human partner entirely, and are terminally on their own from the day they hatch to the day they get deleted. With this type of character, you have nobody by your side. The good news is that this means your combat capabilities aren't tied to a small, vulnerable human. The bad news is that the journey can get a little bit lonesome, especially without someone to talk to. It also means that Solo Digimon are viewed a little bit more suspiciously in the human world, meaning that more often than not they keep to the shadows and the outskirts.
Despite the name, Solo Digimon are also able to be apped as Twins,. Much like with Tamers, Twin Digimon are Digimon who are indisputably tied together. They hatch from the same egg, have shared Digicores, and bear a strong relation to each other that makes them instantly recognizable as kin. For Solo Digimon, the criteria for Twin Digimon are the same as for Tamers; look physiologically similar to one another, bear a strong connection to the same element, or are two essential halves of a clearly fused Digimon design such as Omnimon. At least one of these three criteria must be filled for you to pick two Solo Digimon as Twins.
Unique among classes on the site, Solo Digimon have no Digivice. Digivices are the means through which humans interact with the Digital World, and a digital being has no need for them. This does have a few small side effects. While fully capable of Digivolution, Solo Digimon do not have an innate scan function. They are also incapable of buying a few minor items that upgrade Digivice functions, which are clearly labelled as such in the Bit Store. Major upgrades, such as Digiports or the D-Arc, can be installed within a Digimon to compensate for their lack of a Digivice, but more extraneous ones do not have this function. Finally, Solo Digimon do not possess D-Terminals, although they are fully capable of using one if a human allows them to borrow it.
Digivolution is considered by many the most notable feature of Digimon. Solo Digimon are no exception to this, even without the catalyst of a Digivice to take advantage of. Whereas most wild Digimon tend to require years of growth and development to reach the Champion stage, Solo Digimon that take the path of an adventurer are capable of easily surpassing this limit. The main reason for this is the hardship that they go through on their journeys. Adventuring brings adversity, and overcoming adversity brings experience. This makes Solo Digimon developed beyond their years, capable of channeling the experiences they've been through into pure power. Also helping matters is the absorption of data through fights, whether surface-level damage in most battles or full consumption of another Digimon's core. The added data from getting into fight after fight helps push Solo Digimon far past their normal limits, allowing them to reach forms that most lone Digimon never imagine themselves hitting. The good news is that this means Solo Digimon have very strong control over their Digivolutions. Other classes may be pushed before they are properly ready, but a Solo Digimon always has enough control and power to hold onto their form. This also means that Solo Digimon are capable of spending time in their highest forms more often than Digimon with a human partner. The bad news is that this means first attaining Digivolution takes a lot of time effort for Solo Digimon comparatively.
Armor Digivolution is the form of assisted Digivolution used by Solo Digimon, as well as Tamers. As with all forms of assisted Digivolution, this requires a 1500 word hunt thread. As Armor Digivolution is near-identical between Solo Digimon and Tamers, most of the details for it will be left in the Tamer section. However, a key difference between the two is that Solo Digimon absorb their Digimentals into their person for Digivolution, rather than storing them within Digivices that they do not own.
As with all assisted Digivolution levels, each Digimon may only have two Digimentals. One represents Armor Champion, and the other Armor Ultimate. This means that regular Tamers have up to two Digimentals, while twin Tamers have up to four.
Super Mega Digivolution is simplest for Solo Digimon. Unlike the extra conditionals and sacrifice other classes have, Solo Digimon just keep doing the same thing they always do; get bigger and stronger. The level may be near mythic in rarity, but Solo Digimon are proof that it can be attained with pure grit, determination, and experience. That said, even despite their mastery over maintaining previous forms, Solo Digimon cannot remain in this form for too long. It is fundamentally a temporary form, earned through bursts of power and energy that draw from every experience in a Solo Digimon's life up until that point.
With the whats and hows of Solo Digimon described, the last thing to consider is the whys. Each class presents their own challenges and roleplay opportunities, and the complete lack of a human perspective gives Solo Digimon a very distinct set of them. You should play a Solo Digimon if you want to . . .
- Have a very simple character to use. Solo Digimon require no In-Training period before they can reach Rookie, no hunt threads they must partake in between Digivolutions, and no complexities to their Digivolutions besides getting bigger and stronger. Even their apps are simpler to write, with no human portion to cover or appearance section to write. With how easy Solo Digimon are to grasp, they make great choices for newcomers or already bogged down members.
- Favor the Digital World over the human world. It's understandable to want to favor the Digimon parts of a Digimon site, and when writing a Solo Digimon the Digital World is the only world you need to interact with. They lack the tether to the human world that other character types have, which allows you to ignore it if you prefer Digital World adventures and engage with it from an entirely new perspective if you're already fascinated by it.
- Have a strong understanding of what is going on. Unlike human characters, who must always be newcomers to the Digital World, Digimon already know what the current state of their own world is like. This makes Solo Digimon appealing options if you've already apped a few characters and are starting to get tired of starting fresh on each one.
- Like playing the lone wolf. With no tamers, no teams, and no tethers, Solo Digimon are the most independent class on the site. They don't have to answer to anyone but themselves, whether in making decisions or in combat scenarios. If the loneliness of that life is an appeal rather than a turn-off, then a Solo Digimon is a very attractive option.
- Get in the head of something truly alien. Digimon may talk like us, but that doesn't necessarily have to mean they think like us. Digimon mindsets can be almost human, talking beasts, or something far too strange for most humans to comprehend. When paired with a human they tend to be a supporting voice rather than a primary voice, so a Solo Digimon represents an opportunity to take something distinctly inhuman and give it the spotlight instead.
Occasionally we have requests from members to change class. We get most of these requests from Solo Digimon who wish to find a partner down the line, which makes for really interesting story material. This is perfectly okay, and for many is an important facet of a Solo Digimon's character. If you do decide to change class in this way, please prepare a profile edit and make sure it has been heavily developed in RP first. A decision like this should be a monumental turning point for your character with enough impact to change their fate, not a casual shift. We'll generally allow this only once, so please make sure you're sure about this shift. If changing class to Tamer, such as through your Digimon finding their destined partner, you will lose the 10 posts you started with for the sake of fairness.
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Post by Bonetrousled? on Aug 21, 2017 22:30:41 GMT
LOCKED DIGIMON
You may be wondering about what the meaning or purpose of a "Locked Digimon" is. Simply put, this is the "ban list" of all Digimon deemed unfit for member use. This may be due to having an impractical size even by Digimon standards, being located far too high in space, and due to being a digital life form that isn't an actual Digimon. This list is a visual reference of exactly which particular Digimon are unavailable for member use.
We made sure to keep this list lenient and flexible, as we know there are a lot of great Digimon designs often thrown under the bus for being too powerful or too rare. However, that doesn't mean you can use them to their full overpowered potential. Digimon canon fluctuates wildly, and we aim to keep power as streamlined and easy to understand as possible. Your baby Arkadimon won't be draining Piedmons of their life force, and your Shoutmon won't be going blow-for-blow with a full grown Mega. In addition, we will restrict a Digimon's capabilities for the sake of keeping RP fun for everyone. Abilities such as full control over time and space, instant deletion attacks, and near-omniscience will be restricted, even if these feats are canon for a Digimon. Finally, your Digimon is not canonically a deity. Even if you can use the Sovereigns or Demon Lords as designs, you will not automatically share in their divine power or fearsome reputation. This lines up with our "no canon" rule, but we want to be extra sure to restate it here.
Remember! As they are Locked Digimon, this does not bar Staff Members from using these Digimon as Non-Player Character Digimon or Boss Characters. Other than that, nobody—member or Staff Member—is able to use these Digimon within their own characters' profiles at all!
LOCKED DIGIMON
- Behemoth
- Burpmon
- Computers of any sort (ENIAC, Yggdrasil, etc.)
- Damemon (C'mon Digimon ver)
- Deathmon [C'mon Digimon ver]
- Digi Elves
- Digi Gnomes
- D-Reaper (and all Agents)
- Eaters (All Forms)
- Eldoradimon
- Erasers (All Forms)
- GAIA
- Gaiamon (Digimon World 3 ver.)
- Giga Devast
- Hypothetical/Spoof Digimon (Anything listed here, besides Hubmon.)
- KingWhamon
- Mecha Rogues (All Forms)
- NeneLuminamon
- NeneShademon
- NEO
- Oinkmon
- Quartzmon
- Summoned Beings (Drippin, Evilevil, Familiar Bat, Amon and Umon, Jormungandr and Surtr, etc.)
- Tera Devast
- Vitium (All Forms)
- Whispered
- ZERO-ARMS: Grani
- ZERO-ARMS: Orochi
Remember! These Digimon are locked for a good reason! Under no, acceptable circumstances will any alterations, "nerfs" (watered down versions of them), or recolorations of these Digimon be used in a profile at all times!
[If you have any questions or need anything clarified, feel free to ask a staff member. :3]
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Post by Bonetrousled? on Aug 21, 2017 22:30:50 GMT
LEVELS FOR UNRANKED DIGIMON
We are happy to annouce that the current digimon released from the latest anime, "Digimon Xros Wars" are able to be used on the forums, though with a few missing. For starters, any DigiXros made digimon that just doesn't make sense as a digimon on its own and any DigiXros that spawns out a weapon, such as Shoutmon + Star Sword, is not for use. Another thing that isn't allowed would be "Enhancement Absorbment" and "Fused" Digimon, like IceDevimon fused with Daipenmon, or Fused AncientVolcamon. Note that these Digimon from Xros Wars are not limited to Xros Generals alone!
We are also happy to announced that Digimon from Applimon can be used as well! This is much simpler to sort than Xros Wars Digimon. Most standard-grade Applimon function as Rookies. Super-grade Applimon function as Champions. Ultimate-grade Applimon function as Megas. God-grade Applimon function as Super Megas. If you want specific examples, please see the list below for details.
Fresh
- Chibickmon
- Chikurimon
- KoZenimon
- Monimon
In-Training
- Bombmon
- Gaossmon
- Guidemon
- Pickmon
- Swipemon
- Tapmon
- Zenimon
Rookie, A-H
- Addmon
- Aidmon
- Auctiomon
- Bacomon
- Ballistamon
- Batterimon
- Bookmon
- Calcumon
- Calendamon
- Callmon
- Cameramon
- Cardmon (Applimon)
- ChibiTortomon
- Compassmon
- Cookmon
- Copipemon
- Cutemon
- Damemon
- Dancemon
- Denpamon
- Diarimon
- Dicemon
- Dogamon
- Dokamon
- Dondokomon
- Dopemon
- Drawmon
- Dressmon
- Ecomon
- Ekakimon
- Flickmon
- Ganemon
- Gashamon
- Gatchmon
- Gengomon
- Gomimon
- Gumdramon
- Hackmon (Applimon)
- Hubmon
Rookie, J-P
- Jammingmon
- Jetmon
- Jishomon
- Kabemon
- Kaimon
- Kakeimon
- Kosomon
- Lightmon
- Luckmon
- Mailmon
- MCmon
- Messemon
- Mirrormon
- Moneymon
- Monitamon
- Musclemon
- Musimon
- Navimon
- Newsmon
- Offmon
- Onmon
- Onpamon
- Pekomon
- Perorimon
- Pillomon
- Pipomon
- Pokomon
- Protecmon
- Puzzlemon
Rookie, R-Y
- Racemon
- Recomon
- Resshamon
- Reviewmon
- Rocketmon
- Ropuremon
- Savemon
- Setmon
- Shotmon
- Shortmon
- Shoutmon
- Sleepmon
- Spadamon
- Spamon
- SoundBirdmon
- Starmon (2010)
- Supplemon
- Tellermon
- Trickmon
- Tubumon
- Tutomon
- Tyutyumon
- Virusmon
- Watchmon
- Weathermon
- Yadomon
- Yakiimon
Champion
- Bramon
- Citramon
- Clockmon (2010)
- Coachmon
- Consulmon
- Coordemon
- Craftmon
- DarkVolumon
- Axemon
- DeZipmon
- Docmon
- DoGatchmon
- Dorulumon
- Dosukomon
- Dreamon
- Effecmon
- Footmon
- Greymon (2010)
- Gossipmon
- Hi-VisionMonitamon
- HustleNanimon
- Ignitemon
- Jokermon
- Libramon
- Logamon
- Logimon
- MachLeomon
- MadLeomon
- Mailbirdramon
- Mediamon
- Medicmon
- Mienumon
- Panbachimon
- Raidramon (Applimon)
- Roamon
- Sakusimon
- Scorpmon
- Shooting Starmon
- SkullKnightmon
- Sociamon
- Sparrowmon
- Sukasimon
- Tarotmon
- Timemon
- Tripmon
- Troopmon
- Uratecmon
- Vegasmon
- Warpmon
- Weatherdramon
- Weddinmon
Ultimate
- AtlurBallistamon
- Arresterdramon
- AxeKnightmon
- Cyberdramon (2010)
- Deckerdramon
- GreyKnightsmon
- JagerDorulumon
- MetalGreymon (2010)
- OmniShoutmon
- RaptorSparrowmon
- Reapmon
- ReverseWeddinmon
- Tuwarmon
- ZekeGreymon
Mega
- Apollomon (Whispered)
- Arresterdramon Superior Mode
- Bagramon
- Beautymon
- Beelzemon (2010)
- Biomon
- Blastmon
- Bootmon
- Charismon
- Cometmon
- Damedamon
- Dorbickmon
- Entermon
- Fakemon
- Globemon
- Gravimon
- Mervamon
- NeoVamdemon
- Olegmon
- Oujamon
- Revivemon
- Satellamon
- Shutmon
- Splashmon
- Splashmon Darkness Mode
- Tactimon
- Warudamon
- Zamielmon
Super Mega
- DarknessBagramon
- Deusmon
- Gaiamon (Applimon version)
- GrandGeneramon
- Hadesmon
- Poseidomon
- Rebootmon
- Uranusmon
Now then, another question you may be thinking. "If you said no DigiXrossed Digimon, then why are digimon like DarkKnightmon, MetalGreymon and Hi-Vision Monitamon able for use?" An easy solution. Digimon like DarkKnightmon fit as digimon on their own. Look at the Shoutmon X# series, then look at the digimon in question. Which looks like less of an almagamation of parts and actually looks like its own digimon? MetalGreymon is an odd case, but it can be treated as a DNA Ultimate or an actual Ultimate. If you feel like a digimon could be added to this list, please feel free to PM a staff member and it will be added.
A Digimon that strongly resembles a fusion between Digimon can be used as a DNA Digivolution or an Xros for those two Digimon. This is the only case in which Digimon like the XrosUp Digimon can be used. Otherwise obvious amalgamations like that should be avoided.[If you have any questions or need anything clarified, feel free to ask a staff member. :3]
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Post by Bonetrousled? on Aug 21, 2017 22:31:00 GMT
CUSTOM DIGIMON GUIDELINES
A "Custom Digimon" is a Digimon that has been thoroughly designed, developed, and created by the individual in question. However, we're very aware that our site does not have a sizable number of artists in stock. Characters using a legitimately custom Digimon are, instead, required to post a minimum of 150 words, to describe your Digimon's appearance in each stage, except Fresh and In-training—this only applies to those who cannot provide their own, hand-drawn image of their Digimon. (You are allowed to use images or commissions of your Digimon, should they be done by another artist. You are also allowed to use custom Digimon designed by others. In both of these cases, you must give credit to the artist of your image!)
However, this is not the only way one can obtain a Custom Digimon. We also allow recolors of Digimon officially made by our source material -Bandai, Toei, etc- made by, which can also apply as "Custom" Digimon. We do not allow recolors of Banned or Locked Digimon, no buts. We will allow you to use outside art, but only if it is either intended for use as a Digimon or if it is deemed sufficiently series-agnostic. In the past we have had a lot of trouble with Pokemon and Yu-Gi-Oh cards being ripped off wholesale as custom Digimon, so we will not allow characters that are blatantly from other series to be used as customs of your own. If you are ever confused on what crosses the line, please feel free to ask the staff. We will always be happy to help. To reiterate, here are three ways one can have a Custom Digimon:
- Write a ten sentence paragraph describing the Digimon (this does not apply to In-training or Fresh)
- Drawing the Digimon (You are not bound by the 150 word rule). This can be your own drawing, or another's art that you have permission to use. Please make sure to credit if it is not your art!
- Recoloring an official Digimon, as long as it is not a Banned or Locked Digimon.
As many of you know, we are a forum that allows players to make and submit their own custom Digimon onto the forum. We have seen a wide variety of creative creatures, from rabbits that use explosives, to lizardmen, anthropomorphic animals, aquatic frogs, and the like. Heck, even some recolors you guys have done look absolutely amazing!
However, there has been a somewhat recent trend of custom Digimon based off of anime characters, either directly human or run by humans. This is a deep tread onto the uncanny valley of 'acceptable', and can threaten the forum to turn into something that it really shouldn't be. Therefore, we would like to request one simple thing:
When you make a Digimon, make sure it feels like a Digimon! If your thoughts drift to "I really want this thing from another anime!", then you're probably going about it the wrong way.
Three important things to consider when making a Digimon are their attribute, their family, and their type. Most Digimon can be broken down into these three elements, and they communicate a lot about a Digimon's design. They aren't the end-all be-all of design; we aren't going to reject a design just because it doesn't look "vaccine" enough. However, considering these three factors can be a big help for drumming up inspiration.
Attribute refers to a Digimon's general alignment. This doesn't have any bearing on the character of an individual, but more describes the general tendency of a species and how others may perceive them. The three main attributes are Vaccine, Virus, and Data, with a few special exceptions outlined below.
Vaccine Digimon roughly correspond to the more "lawful" ideal. Their designs tend to be orderly or downright heroic in nature, and usually look to be made for fighting.
Virus Digimon roughly correspond to the more "chaotic" ideal. Their designs range from brutish to tricky, and oftentimes have a vaguely sinister edge to them.
Data Digimon are somewhere in the middle, a more clean slate compared to the other two. Their designs tend to be more naturalistic, rarely communicating much of either ideal.
Free and Variable are attributes for Digimon who don't really fit into either of these three paradigms. Finally, Unknown is the attribute of unstable, glitchy Digimon, whose nature is a mystery to all involved.
Family refers to the broad category that a Digimon fits within. If Attribute sets the general tone of a Digimon's design, Family describes their general identity. All Digimon of a family have a certain aspect tying them together, such as the basis for their design or their element of choice. The major families of Digimon are Dragon's Roar, Nature Spirits, Deep Savers, Wind Guardians, Jungle Troopers, Metal Empire, Virus Busters, and Nightmare Soldiers. Digimon can belong to multiple families at once, although being in more than 2 or 3 is a rarity.
Dragon's Roar, as the name suggests, refers primarily to draconic Digimon. Anything with scales harder than Chrome Digizoid and a wingspan big enough to swat buildings over has a home here. Whether they are western-style, eastern-style, or a sleek futuristic dragon knight, they all fall under this umbrella. Other types of Digimon which may call Dragon's Roar home are dinosaurs and Digimon strongly associated with fire.
Nature Spirits is the largest and most diverse Digimon family, referring to anything that primarily draws its inspiration from the natural world. Most Digimon strongly based on animals, anthropomorphized or not, fall under this umbrella. Elementals also tend to fall under this category, often with a secondary family associated with the element that they are derived from. In general, if you aren't sure which family your Digimon belongs in, Nature Spirits is always a solid choice to put down.
Deep Savers refer to anything under the Digital World's seas. Fish, amphibians, mollusks, crustaceans, and other forms of aquatic life are some of the many Digimon types that make up this family. Many are capable of functioning just as well on land as they are in water, if only for ease of use in an RP setting, but their designs still often show a strong preference for the seas. Digimon associated with water and ice are often members.
Wind Guardians refer to anything that fills the Digital World's skies. Birds are the most common members of this family, but flying mammals and reptiles also tend to make up large portions of it. Much like Deep Savers Digimon and water, Wind Guardian designs tend to be strongly geared towards staying in the air rather than staying on the ground for long. For obvious reasons, wind is the element most strongly associated with them.
Jungle Troopers are Digimon that tend to come from swamps, forests, and other heavily wooded areas of the Digital World. Plants and insects are the most abundant designs in this family by far, but mysterious beings such as fairies also tend to be common. The Jungle Troopers include both the most unassuming looking and the most terrifying Digimon recorded. Poison and wood tend to be their most associated elements.
Metal Empire, somewhat contrary to the name, refers to more than just cyborgs and machines. It is the umbrella that all kinds of artificial Digimon are placed under, whether metal, stone, or even plastic. The Digimon with the most obviously unnatural looks tend to be part of this family, and it is very common for higher level Digimon to be associated with it as they arm themselves. Metal and electricity are very common elements in the family.
Virus Busters take the design philosophy of Vaccines and bring it to the next level. Some are angels, deities, and other beings of myth, while others just look inarguable in their pureness. Most Virus Busters are Vaccines, but not all, and contrary to the name there can be Virus Digimon among their ranks. This discrepancy can make for some very interesting character design motifs. Light is the tool most bring to bear.
Finally, Nightmare Soldiers do to Viruses what Virus Busters do to Vaccines. A Nightmare Soldier Digimon can practically be identified on sight as a soldier of darkness, often resembling a demon or monstrosity. Spellcasters also tend to be commonly associated with the Nightmare Soldier family. While a Nightmare Soldier can also be a Vaccine, they often seem quite suspicious. Darkness is their most common element.
Finally, if Family is their broad categorization, Type is their more specific category. Per the Wikimon, "Types can be oddly exclusive, with many of them only including a handful of Digimon total." Don't worry about sticking too closely to common and established types, like Dragon, Angel, or Machine. While you can always play it simple, this can also be your chance to describe what your Digimon is like to someone in just two or three words. For some examples, check here!
If you have created a Digimon that does not definitely fall into the above, or does not fit into a specific family, you may not be going about it right. That said, Digimon come in all sorts of varieties. The Free and Variable Types, as well as the Unknown family, exist just for those edge cases. With how diverse Digimon can be, even rather unique designs can end up feeling just like Digimon with a bit of time, love, and care put into them. However, these tend to be exceptions, not the rule. Your Digimon often will fit into at least one of each of the above categories, and if it does not you should make sure that is the angle which you want to pursue with your design.
Above all, Digimon are Digimon. It is a hard thing to define, but if you are writing a custom for what it is rather than what the character will become, you're probably better off using an established Digimon. We want to allow for as much flexibility in designing your custom Digimon as possible. After all, this is your stage to really do something cool and unique, and the idea of what a Digimon is tends to be really flexible. That said, if you're feeling like your Digimon isn't sufficiently Digimon, here are a few motifs common within the series.
A) Digimon have core themes. 9 times out of 10, you'll be able to look at a Digimon and immediately understand exactly what it's deal and inspiration is. Even Digimon that are a hodgepodge of parts, like Kimeramon and UltimateKhaosmon, have a very clear design philosophy about their hodgepodge nature. Rarely do Digimon stray from this one theme, sometimes using a second theme as window dressing or combining two closely related themes.
B) Digimon are exaggerated. If they have a defining weapon, their defining weapon is often huge. If they are associated with a symbol, that symbol is often plastered all over their body. For less gender neutral ones, masculine-looking Digimon tend to be very muscular and feminine-looking Digimon tend to be very shapely. Color palettes tend to be bright, often hammering in a main color with some highlights for accents. Understated is rarely something Digimon does.
C) Digimon progress from natural to unnatural. For animal or plant Digimon, most realistic designs tend to hover around the Rookie and Champion level. Around Ultimate and Mega, motifs such as cybernetics, armor, prehistoric creatures, and mythology tend to be added in. Even Digimon that stay entirely bestial in design tend to look more exaggeratedly feral; compare Liamon to SaberLeomon.
D) For humanoid Digimon, alterations to their faces are used to divorce them from humanity. Looking at some of the most humanlike Digimon and a common motif tends to pop up. Some part of their face is always covered. Blindfolds, visors, and eye-obscuring headgear are very common. Even if the eyes are visible beneath their helmet or headgear, like Agunimon or BeelStarrmon, it still covers significant parts of the head. On Digimon where this doesn't work, like AvengeKidmon, the mouth tends to be covered instead. The only Digimon I can think of as a further exception to this is Witchmon, the most obviously human Digimon in both body and face.
Finally, please make sure your custom Digimon is following the same rules canon Digimon do. Your Digimon must still be properly sized (ex. no Rookies the size of cars, or Champions the size of mansions), be properly power scaled to their level, and not based around innately overpowered concepts such as total time control or instant deletion techniques.
We understand not everybody wants to make a custom Digimon of their own, but might still want to see what is available. Or you might want to make a custom, but also get a sense for what is and isn't acceptable before doing so. Whether just browsing or in search of a design to adopt, please check this thread for free-to-use custom Digimon designs.
If you really feel proud of a custom design you've made, and want to give others freedom to use it as well, please consider posting your design up here too. Showing off can be really fun, after all!
[If you have any questions or need anything clarified, feel free to ask a Staff Member. :3]
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