Further Alice Edits.
Apr 17, 2018 2:17:40 GMT
Post by Alice Alexandria on Apr 17, 2018 2:17:40 GMT
Updating Alice's backpack. Again, edits are labeled in red.
Backpack Contents
- Lighter. A reminder of darker times, and yet something Alice clings to anyway. She flicks it on and off when stressed as a habit of hers. She doesn't smoke, and instead has it for other, arguably even less pleasant purposes.
- Notebook. A paper notebook with about 100+ pages that can fit into her bag. It's full of all sorts of things, ranging from sketches to musings on life, the world around her, and things that interest her. She keeps it close, seeing as it is full of her notes on the Digital World.
- Pens. She needs these to write in her notebook. That's really all that needs to be said.
- Survival Supplies. Mostly a bottle of water, bandages and some food, these are primarily for longer trips into the Digital World. She's learned from her previous experiences.
Adding Dorothy's ultimate form as well. If this is an idea that won't work, it's fine, I'll think of something else. This is understandably a bit extreme, so I understand if it won't pass.
ULTIMATE
Level: Ultimate
Species: Wisemon
Attribute: Virus
Type: Demon Man
Family: Nightmare Soldiers
Fighting Style: Almost completely indirect, with no way of harming the opponent without them attacking first. There's a very interesting reason for that noted below...
Note: This evolution requires Alice's notebook as a catalyst, and cannot be used if it isn't in Alice's possession. Again, there is a reason noted below.
Appearance
Dorothy has a slightly more feminine shape than the average Wisemon. She's six feet tall. Occasionally intersperses "words" that are indecipherable into her speech without knowing it. The Book so associated with Wisemon isn't here... But in Alice's hands.
Abilities
Grimoire (Passive): Due to the circumstances of this evolution, Alice's notebook and Dorothy are linked to some extent, to the point where the notebook can act as a conduit for Dorothy's abilities and data. This allows Alice to access some degree of inhuman power herself, provided Alice has her notebook, though the shock of such energies going through her body is nothing short of agonizing due to the inherent incompatibility of Digital energy and a human body. Unfortunately, it's also the main method of attack the duo have when Dorothy is in this form.
Alice herself becomes able to use the attacks of Dorothy's Champion form with a slight boost in power, though she gets an additional 2 post cooldown for each of them, as her body was not meant to do such things. Overuse of such abilities will inevitably lead to Alice's mind and body deteriorating, and potentially even worse effects...
Eternal Nirvana: Focusing on the Space-Time Stones, Dorothy directs their energy into creating a "bubble" covered in runes and other magic symbols, and then it is thrown at the enemy, binding them inside a place where they relive one of their happiest (Or most terrifying) memories for a short time, a distorted, temporary space-time designed to placate and calm or simply disorient and mentally wear down. It also catches projectile attacks, simply erasing them.
It's an overly fancy stun, more or less, with the added effect of disorienting the target. The target also cannot be harmed while "stunned". Three post cooldown. Becomes less effective the more times it is used against a single target in battle, with the third attempt usually being completely useless. Can also be used defensively as a flawless guard against projectiles.
Pandora Dialogue: Attacks directed at Dorothy, be they avoided or otherwise, will be stored inside the Space-Time Stones, and can later be repeated, but directed at the attacker instead.
Must be used after being attacked. Mirrors whatever has been directed at Dorothy or Alice back at the attacker. Two post cooldown after use. Cannot be used on once-per-thread abilities.
Net Of Alameria: Charges the Space-Time stones with energy and they begin to slightly distort the local physics of an area temporarily, strengthening the materials composing Dorothy and weakening those composing that of her foes. Some might say it's an overly complicated way to accomplish such a simple thing, and you'd probably be right.
Reduces the defensive capabilities of up to two enemies caught in the radius for 3 turns, and enhances Dorothy's defenses for 1, also drawing attention to her. 4 post cooldown.
Paradigm Shift: A rather basic, but ultimately needed ability where Dorothy sends out a pulse of distorted space outwards to Alice, and the two switch places in space-time. It does little else.
Allows Dorothy and Alice to switch places any time in battle, allowing Dorothy to take hits for Alice, and Alice to launch a sudden offense. This has a 20 foot range limit, and any further simply isn't possible. Is a free action, and does not count as an attack, but has a two turn cooldown after being used.
Relativia Warp: A patch of distorted space is placed upon the enemy via the space-time stones, binding the target in place. As they try to run or move, the target finds themselves stuck in the same place rather than moving... Well, anywhere.
Binds the target to the floor for a turn. They are still capable of turning around, using attacks, and so on, but are for all intents and purposes unable to use melee attacks effectively. Three post cooldown.
From: Witchmon
To: ? ? ?
Additionally, I want to add this Armor Evolution to her. This is also kind of unconventional, but not quite as ridiculous.
ADDITIONAL FORMS:
ARMOR
Level: Armor Champion
Species: Mienumon
Attribute: Stealth
Type: System
Family: N/A
Fighting Style: This one is purely about harassment and deception, as would be fitting of a being designed from the ground up for stealth tactics and not fighting directly, if at all. This is primarily a support form, so it seems.
It should be noted that this form's abilities vastly boost Dorothy's kleptomaniac tendencies, making her prone to snagging things from her foes and friends alike. Best keep those pockets checked and your boxes locked.
Appearance:
Her height is rather short, just shy of four feet tall. She hates this because it makes her feel like people don't take her seriously.
Abilities
Covert Design (Passive): Mienumon isn't intended for front line combat in the slightest. It is a being designed to do one thing, and do that one thing better than anyone else: Being sneaky. Doesn't mean attacks are useless coming from such a Digimon, but they're unlikely to be effective unless they're done from the shadows.
Dorothy receives a huge boost to any sneak attacks at the expense of a severe decrease to her offensive capabilities otherwise, and isn't very durable to say in the least. She's also a fair bit faster than normal.
Stealth Cape: Dorothy flutters the cape she's wearing, and she immediately begins to turn invisible and, for the most part, completely silent, allowing her to evade detection, become nearly impossible to hit, and generally follow up for all sorts of antics and trouble.
Lasts 3 turns, but ends when she attacks. Boosts her evasive capabilities greatly and makes her virtually undetectable, perfect for positioning herself better, stealing things undetected, and so on. Four turn cooldown.
Chameleon Lick: That giant, gaudy chameleon hand puppet isn't just for show! By flicking it forwards, she can shoot out its' tongue at friends. Being licked by the tongue will coat the target in a material that conceals them, making them hard to hit... And invisible, of course. It doesn't last long, and is kind of gross, though. It's a tongue, what do you expect?
Can be used on a friend to make them invisible and make them difficult to hit for 1 turn. Can only do this to one person at a time. One turn cooldown.
Chameleon Whip: Similar to Chameleon Lick, only it's directed at enemies, and harms foes rather than actually doing anything interesting. She does this with more of a sweeping motion than a forwards one.
Chameleon Pull: With a wide, sweeping motion, Dorothy's chameleon hand puppet extends its' tongue, which wraps around a victim, hostile or otherwise, and then pulls back.Used on a limb such as one's leg, it's likely to trip whoever got caught.
Does little damage, but interrupts any attacks with a charge/windup period and adds a 1 post cooldown to whatever attack was used last by the target. Two turn cooldown.
Camo Melt: She gives the chameleon puppet a whack, causing it to (somewhat disturbingly) cough out a ball of strange material that does something... Rather strange: It's an anaesthetic of sorts with rather interesting psychoactive effects, not only making the effected individual incapable of feeling anything at all briefly, but also unable to see themselves for a short time as well. Everyone else can still see them, though. The intended effect is to trip up whatever the enemy is doing, causing a brief loss of spatial and physical awareness.
If the enemy is hit by this, they gain an additional one post cooldown to all of their attacks which have special effects. Does absolutely no damage. Three post cooldown.
From: Tsukaimon + Digimental/Egg of Deception
To: ? ? ?
Backpack Contents
- Lighter. A reminder of darker times, and yet something Alice clings to anyway. She flicks it on and off when stressed as a habit of hers. She doesn't smoke, and instead has it for other, arguably even less pleasant purposes.
- Notebook. A paper notebook with about 100+ pages that can fit into her bag. It's full of all sorts of things, ranging from sketches to musings on life, the world around her, and things that interest her. She keeps it close, seeing as it is full of her notes on the Digital World.
- Pens. She needs these to write in her notebook. That's really all that needs to be said.
- Survival Supplies. Mostly a bottle of water, bandages and some food, these are primarily for longer trips into the Digital World. She's learned from her previous experiences.
Adding Dorothy's ultimate form as well. If this is an idea that won't work, it's fine, I'll think of something else. This is understandably a bit extreme, so I understand if it won't pass.
ULTIMATE
Level: Ultimate
Species: Wisemon
Attribute: Virus
Type: Demon Man
Family: Nightmare Soldiers
Fighting Style: Almost completely indirect, with no way of harming the opponent without them attacking first. There's a very interesting reason for that noted below...
Note: This evolution requires Alice's notebook as a catalyst, and cannot be used if it isn't in Alice's possession. Again, there is a reason noted below.
Appearance
Dorothy has a slightly more feminine shape than the average Wisemon. She's six feet tall. Occasionally intersperses "words" that are indecipherable into her speech without knowing it. The Book so associated with Wisemon isn't here... But in Alice's hands.
Abilities
Grimoire (Passive): Due to the circumstances of this evolution, Alice's notebook and Dorothy are linked to some extent, to the point where the notebook can act as a conduit for Dorothy's abilities and data. This allows Alice to access some degree of inhuman power herself, provided Alice has her notebook, though the shock of such energies going through her body is nothing short of agonizing due to the inherent incompatibility of Digital energy and a human body. Unfortunately, it's also the main method of attack the duo have when Dorothy is in this form.
Alice herself becomes able to use the attacks of Dorothy's Champion form with a slight boost in power, though she gets an additional 2 post cooldown for each of them, as her body was not meant to do such things. Overuse of such abilities will inevitably lead to Alice's mind and body deteriorating, and potentially even worse effects...
Eternal Nirvana: Focusing on the Space-Time Stones, Dorothy directs their energy into creating a "bubble" covered in runes and other magic symbols, and then it is thrown at the enemy, binding them inside a place where they relive one of their happiest (Or most terrifying) memories for a short time, a distorted, temporary space-time designed to placate and calm or simply disorient and mentally wear down. It also catches projectile attacks, simply erasing them.
It's an overly fancy stun, more or less, with the added effect of disorienting the target. The target also cannot be harmed while "stunned". Three post cooldown. Becomes less effective the more times it is used against a single target in battle, with the third attempt usually being completely useless. Can also be used defensively as a flawless guard against projectiles.
Pandora Dialogue: Attacks directed at Dorothy, be they avoided or otherwise, will be stored inside the Space-Time Stones, and can later be repeated, but directed at the attacker instead.
Must be used after being attacked. Mirrors whatever has been directed at Dorothy or Alice back at the attacker. Two post cooldown after use. Cannot be used on once-per-thread abilities.
Net Of Alameria: Charges the Space-Time stones with energy and they begin to slightly distort the local physics of an area temporarily, strengthening the materials composing Dorothy and weakening those composing that of her foes. Some might say it's an overly complicated way to accomplish such a simple thing, and you'd probably be right.
Reduces the defensive capabilities of up to two enemies caught in the radius for 3 turns, and enhances Dorothy's defenses for 1, also drawing attention to her. 4 post cooldown.
Paradigm Shift: A rather basic, but ultimately needed ability where Dorothy sends out a pulse of distorted space outwards to Alice, and the two switch places in space-time. It does little else.
Allows Dorothy and Alice to switch places any time in battle, allowing Dorothy to take hits for Alice, and Alice to launch a sudden offense. This has a 20 foot range limit, and any further simply isn't possible. Is a free action, and does not count as an attack, but has a two turn cooldown after being used.
Relativia Warp: A patch of distorted space is placed upon the enemy via the space-time stones, binding the target in place. As they try to run or move, the target finds themselves stuck in the same place rather than moving... Well, anywhere.
Binds the target to the floor for a turn. They are still capable of turning around, using attacks, and so on, but are for all intents and purposes unable to use melee attacks effectively. Three post cooldown.
From: Witchmon
To: ? ? ?
Additionally, I want to add this Armor Evolution to her. This is also kind of unconventional, but not quite as ridiculous.
ADDITIONAL FORMS:
ARMOR
Level: Armor Champion
Species: Mienumon
Attribute: Stealth
Type: System
Family: N/A
Fighting Style: This one is purely about harassment and deception, as would be fitting of a being designed from the ground up for stealth tactics and not fighting directly, if at all. This is primarily a support form, so it seems.
It should be noted that this form's abilities vastly boost Dorothy's kleptomaniac tendencies, making her prone to snagging things from her foes and friends alike. Best keep those pockets checked and your boxes locked.
Appearance:
Her height is rather short, just shy of four feet tall. She hates this because it makes her feel like people don't take her seriously.
Abilities
Covert Design (Passive): Mienumon isn't intended for front line combat in the slightest. It is a being designed to do one thing, and do that one thing better than anyone else: Being sneaky. Doesn't mean attacks are useless coming from such a Digimon, but they're unlikely to be effective unless they're done from the shadows.
Dorothy receives a huge boost to any sneak attacks at the expense of a severe decrease to her offensive capabilities otherwise, and isn't very durable to say in the least. She's also a fair bit faster than normal.
Stealth Cape: Dorothy flutters the cape she's wearing, and she immediately begins to turn invisible and, for the most part, completely silent, allowing her to evade detection, become nearly impossible to hit, and generally follow up for all sorts of antics and trouble.
Lasts 3 turns, but ends when she attacks. Boosts her evasive capabilities greatly and makes her virtually undetectable, perfect for positioning herself better, stealing things undetected, and so on. Four turn cooldown.
Chameleon Lick: That giant, gaudy chameleon hand puppet isn't just for show! By flicking it forwards, she can shoot out its' tongue at friends. Being licked by the tongue will coat the target in a material that conceals them, making them hard to hit... And invisible, of course. It doesn't last long, and is kind of gross, though. It's a tongue, what do you expect?
Can be used on a friend to make them invisible and make them difficult to hit for 1 turn. Can only do this to one person at a time. One turn cooldown.
Chameleon Whip: Similar to Chameleon Lick, only it's directed at enemies, and harms foes rather than actually doing anything interesting. She does this with more of a sweeping motion than a forwards one.
Chameleon Pull: With a wide, sweeping motion, Dorothy's chameleon hand puppet extends its' tongue, which wraps around a victim, hostile or otherwise, and then pulls back.Used on a limb such as one's leg, it's likely to trip whoever got caught.
Does little damage, but interrupts any attacks with a charge/windup period and adds a 1 post cooldown to whatever attack was used last by the target. Two turn cooldown.
Camo Melt: She gives the chameleon puppet a whack, causing it to (somewhat disturbingly) cough out a ball of strange material that does something... Rather strange: It's an anaesthetic of sorts with rather interesting psychoactive effects, not only making the effected individual incapable of feeling anything at all briefly, but also unable to see themselves for a short time as well. Everyone else can still see them, though. The intended effect is to trip up whatever the enemy is doing, causing a brief loss of spatial and physical awareness.
If the enemy is hit by this, they gain an additional one post cooldown to all of their attacks which have special effects. Does absolutely no damage. Three post cooldown.
From: Tsukaimon + Digimental/Egg of Deception
To: ? ? ?