MPC 50-1B - The Scimon Family
Jun 1, 2018 3:08:02 GMT
Post by Elliot and Isaac Sunderland on Jun 1, 2018 3:08:02 GMT
Fresh: Flaskmon
Attribute: Data
Family/ies: Metal Empire
Type: Slime
Appearance: Flaskmon resembles a large Erlenmeyer flask, about the size of a balled up human fist. The flask seems to move by levitation, bobbing gently through the air as it travels. A milky white liquid sits in the inside of the flask, which tends to react with Flaskmon's emotional state. When angry, it seems to bubble over with rage. When in a good mood, it lets out cloudy vapors that swirl through the air. Flaskmon's true form appears to be the liquid, with the solid beaker simply holding it into a consistent shape. This is evidenced by the strange, almost inklike facial features that appear within the liquid. It typically resembles a silly smile, but occasionally takes on more complicated shapes. The liquid is cold and clammy to the touch, heavily uncomfortable for both the interloper and Flaskmon. For this reason, please do not reach into the glass! The liquid is very strongly cohesive, and rarely spills even if Flaskmon is tipped over or shaken up.
Behavior: Flaskmon are typically shy creatures, spending most of their time passively observing others Digimon rather than actually doing much on their own. They feed entirely through chemical reaction, so food is a luxury at best and an irritant at worst, and while capable of levitating often prefer to bob in place instead. Occasionally mischievous Digimon fill them with foreign sources of data and shake them up, causing them to glow various colors depending on what they had been fed. Whether this is to be used as a decoration or just as a prank, Flaskmon rarely seem to mind. In fact, this rare bit of interaction they have with other Digimon is often the highlight of their days!
Habitat: As very sedentary Digimon, Flaskmon rarely leave the spot where their data first coalesced. This means they are most common in the Village of Beginnings or other Digital nurseries, although the unpredictable nature of a Digimon's return to the egg means they can be found in the most surprising of places.
Combat Potential: Flaskmon can do very little to defend themselves if attacked, which may be why their data tastes rather noxious and their slimy bodies are irritating to the touch. If truly provoked they can force themselves to bubble, wafting a frothing cloud at the Digimon who provoked them in question. This irritating vapor burns the eyes and blisters the skin, ideally giving Flaskmon time to float for its life and escape.
In-Training: Servomon
Attribute: Data
Family/ies: Metal Empire
Type: Machine
Appearance: Servomon is a small droid, around the size and shape of a frisbee. It is a bright chrome Digimon that has been shined to a polish. It hovers through antigravity pads on the bottom, three bright lights that swirl as Servomon hovers. Bright red lights line the perimeter of the Digimon, one in each cardinal direction. The four lights seem to serve as eyes, and twitch about in every direction to ensure there is maximum field of vision. Only one of these eyes is real, however, with the other three serving as decoys. The real eye can be identified by two small, foldable arms tipped by pincers, which flank the eye and perform basic tasks of manipulation. The arms crackle with a slight electric shock, but are otherwise harmless in direct combat. A panel atop Servomon's head can slide open to reveal a large clawed arm. This arm can rotate 30 degrees and is twice Servomon's height, otherwise dwarfing the small UFO.
Behavior: As Flaskmon, Servomon possessed a rather passive curiosity. As Servomon, this becomes far more active in nature. Servomon tend to excitedly zip around their home territories, homing in on new Digimon or sights the second they are discovered. Once this occurs Servomon proceeds to investigate the sight however possible, typically by "careful" application of their large clawed arm. Unfortunately, a Servomon's curiosity at this age greatly outweighs its care and diligence. It often destroys or injures whatever it "plays" with, leading to the Servomon sheepishly escaping out of fear of retaliation. This has lead to Servomon often being deemed pests by local Digimon, causing them to be chased away in search of greener, less destructive pastures. If cornered, however, a Servomon will cheerfully repair the damage that it has done before leaving. They are rather wily creatures, and often create small (albeit unstable) gizmos and gadgets to play around with. If two Servomon meet, every Servomon in the area will tend to congregate for this impromptu science fair.
Habitat: Servomon are roamers by nature, leaving an area as soon as it has become sufficiently bored by it. Due to the malleable nature of data, pretty much anything can become a plaything in the hands of a Servomon. However, ready-made mechanical data is their favorite, leading Servomon to congregate in areas such as the Hardware Den and Old Terminus. They are somewhat light sensitive, if only due to the sensory overload it causes, so they keep to the dank caverns, alleys, and tunnels in these areas whenever possible. They also tend to congregate around the sites of recent discoveries, as if they have a prescient knowledge of where rare materials, alloys, and strains of data are about to pop up.
Combat Potential: Servomon's combat potential begins and ends at its giant robotic claw. The claw is heavy enough to deal some serious damage by In-Training standards, but its hefty design and short range make it less than ideal for chasing away predators. For this reason Servomon instead tend to rely on their great speed, jetting away from Digimon several times their size before darting into the shadows. Their hard carapace makes them quite tricky to crack once actually cornered, ideally dissuading stronger Digimon from wasting the effort needed to attack.
Rookie: Igomon
Attribute: Data
Family/ies: Metal Empire
Type: Cyborg
Appearance: Igomon stands at around three feet tall, although due to its hunched-over posture it looks shorter than it actually is. Its wears a hooded brown robe, leaving the entirety of its face shrouded in darkness. While the robe obscures its proportions, it is clear that Igomon is mostly torso. The Digimon is nearly as wide as it is tall. In addition, its hands seem incapable of stretching past its flowing sleeves. However, occasionally long, spindly fingers stretch out from the sleeves. They appear more like wires than actual fingers, and are more suited for dexterous manual labor than combat. Igomon does not seem to walk, instead hovering ever so slightly above the ground. However, it is also capable of hovering higher when the need arises. While Igomon's robe seems tattered and torn, it is very defensive of the article. Any who try to touch it are usually shooed away, and looking under it is met with frantic attack.
Behavior: Whereas Servomon eagerly explore any and everything put before them, an Igomon tempers its curiosity with cold, hard reason. In this regard, it knows that it is currently the weakest level of Digimon capable of basic independence, and if left to persist in such a state will achieve nothing. While this level of self-esteem is quite tragic, it also allows Igomon to easily form symbiotic relationships with most any other Digimon. Igomon are attracted to greatness; intellect, power, winning personalities. Even the most inane and nonsensical prizes and records tend to send Igomon flocking to another's side. For this they are considered the ultimate henchmen Digimon. They are servile and fawning creatures, doing whatever they are asked of so long as it comes from a Digimon that they deem superior. Whereas some treat this like a business, others almost seem to take pleasure in it. These particularly loyal Igomon tend to sing for the Digimon they follow, take it upon themselves to perform menial tasks like cooking and cleaning, and even try to protect their boss in combat. This arrangement lasts until dismissal, or for about a year. Then the Igomon is gone the very next day, as if it was never there in the first place.
Habitat: Igomon rarely have a home of their own. They live in service of another, and for this reason their home locations tend to vary greatly. However, they inevitably boil down to two major varieties. The first is city environments, such as Terminus, Whitewater, and Rustport. The second is locations of complete isolation, such as the tallest mountaintops, darkest jungles, and deepest depths of the Dark Area and Empryean Skies. This tends to impact how an Igomon has been socialized. Those used to hustle and bustle excel at making themselves quiet and out of the way, while those who are their boss' only company are far more overt and excitable with their affection.
Combat Potential: Igomon is not a Digimon that can stand on its own merits. Its abilities are entirely geared towards support, feeding off of its boss' power in order to exceed the usual supportive capabilities of its level. The potency of these supporting moves is entirely defined by the Igomon's bond with its boss. A dismissive boss who has no want for Igomon's presence will benefit very little from its abilities, while one who keeps close with its henchman will find itself the recipient of boosts to their combat potential and emergency healing. If left alone, an Igomon's one and only means of self defense is to clumsily fling itself at an opponent for pitiful amounts of damage.
Champion: Scimon
Attribute: Data
Family/ies: Metal Empire
Type: Cyborg
Appearance: Scimon is around six feet in height, contrasted from Igomon by its stiff, upright posture. It floats instead of walking, but in contrast to its prior subtle floating Scimon grandly hovers above the ground. Its body a white labcoat which billows as it floats through the air, capped off by a collar propped as high as that of a supervillain's cape. The labcoat is always a pristine white, no matter how much battle damage Scimon has sustained to the rest of its person. Attached to this collar is a pair of large laboratory goggles, which make up the entirety of Scimon's face. They are mirrored to keep light out of its eyes, and overall give Scimon a stern, emotionless profile. Scimon appears to have no legs, or any lower body whatsoever. Its labcoat billows open to nothingness, only the slight green glow of a flotation device giving hint as to what lies beneath. For arms, Scimon seems to have nothing but blue rubber gloves. They float around Scimon's person, capable of extending significant distances from the main labcoat/body. Whereas Igomon looks servile and humble, Scimon looks distant and grand.
Behavior: When an Igomon has served many masters and is sufficiently fattened up on knowledge, it changes from the henchman to the master. Scimon are rather cold creatures, a far cry from the loving, servile Digimon that was its previous form. They tend to live their life analyzing the big picture, letting little details such as emotions, concerns, and safety laws fall by the wayside instead. However, the single-mindedness that defines Igomon is still present. It has just shifted towards serving a new mistress, the pursuit of knowledge. A Scimon will do anything if it believes that critical knowledge is at stake, whether attempt fighting a Digimon several times its size or leaving home to embark on month-long odysseys. Scimon that have been bonded to humans tend to lose this reflex, or at least have it dampened. While still salivating at the prospect of discovery and invention, they will at least consult the human they bond to first and typically avoid selling them out to nefarious Digimon. If a Scimon has hobbies or passions it will pursue them with similar single-minded dedication, often using the miracle of invention to take their activity of choice to never-before-seen heights. In a mood like this, their mania changes their otherwise distant profile, their goggles shimmering intensely and their labcoat sleeves flailing in the wind. To get between a Scimon and what it strives for is a terrible idea.
Habitat: Scimon tend to keep to large open spaces, often those that are ripe for space to construct a lab in. They prefer peace and quiet whenever possible, so any location too close to a city is anathema for a Scimon. Caverns and hills tend to be their preferred locations, especially those with plenty of loose data in the air just waiting to be touched. Once a Scimon finds home it will almost always construct itself a little lair, with the size and efficiency of it being a sign of prestige among Scimon. They have no use for clutter, and will often furiously clean not only their lair but also the surrounding lab. If there's a circle of perfectly-trimmed grass in the middle of the Network Plains, scientifically measured to stand at a perfect level, you may have found a Scimon den-to-be.
Combat Potential: Scimon rarely deign themselves to fight, often sending Igomon and other Digimon living with them to battle in their steads. Instead they construct elaborate traps and security devices in order to keep unwanted guests out. If forced to enter a battle on its own, a Scimon will typically dive for the nearest doomsday device of its own creation and begin rapidly firing it at an enemy. In close quarters, highly-diffused laser beams from their goggles and electrified slaps of their latex gloves are some of the only techniques that a Scimon is capable of mustering. Their weakness in combat by Champion standards is rather vexing, and many Scimon seek all sorts of means to circumvent it . . .
Ultimate: HydeScimon
Attribute: Data
Family/ies: Metal Empire
Type: Mutant
Appearance: In contrast to Scimon's elegant, stately figure, HydeScimon is bestial and vicious looking. It is actually somewhat shorter than its prior form, although far denser and more muscular. The entirety of HydeScimon's body is composed of wires. Thick, sinewy wires coil around each other to form makeshift muscles, forming HydeScimon's arms and legs. The sleeves and back of HydeScimon's labcoat have torn off entirety from the sudden addition of arms, turning it from a proud garment into a torn and tattered vest. Other wires, thin like bristles, form makeshift hair that sticks up from HydeScimon's arms, legs, and back. While its head is still shrouded in shadow, the goggles that once serves as eyes have become cracked and shattered. A single red eye seems to dart behind the right goggle, looking more bloodshot than mechanical. HydeScimon's posture is like that of a misshapen gorilla, heavily favoring the right shoulder and left leg as it walks. It rarely stands on its legs alone, whether due to being used to floating or due to its top-heavy physiology, and falls back on all fours if forced to stand for too long. It cannot speak very well in this form, generally making guttural growls instead, but the spark of its rational mind persists through brute cunning.
Behavior: HydeScimon are Scimon who have feverishly experimented on themselves in order to circumvent their own natural weakness. While this was intended to make them paragons of physical power on par with their previous genius, instead HydeScimon have found themselves trading one boon for another. All intellect and reason has left a HydeScimon, causing it to instead revert to a primal, bestial state. In this form they are cunning yet savage, brutal hunters that seek to consume as much data as possible in hopes of reawakening their burnt-out brains. This plan rarely, if ever, works. A HydeScimon that succumbs to its primal urges is a HydeScimon that loses even more of its sanity, eventually causing it to revert to a data-hungry program without even a semblance of sentience. Their lack of speech and conscious thought should not fool you, however. HydeScimon are devilishly clever creatures, stringing together simple, brutish traps with ease and scouting out the best ways to pursue their would-be prey. They are solitary by nature, unlike their more gregarious previous Digivolutions, and will viciously attack any Digimon or human that stumbles into their territory. Occasionally HydeScimon are blessed with moments of clarity, their brains sparking back to life and causing them to realize what they've become. In these forms HydeScimon are every bit as intelligent as their Scimon kin, although their transformation greatly colors their personalities. Some are remorseful and pity what they have become, while others take advantage of these moments of clarity to indulge in their ids as they never have before.
Habitat: Most HydeScimon live in the same lairs that they built in their previous Digivolutions, skulking through the once-hallowed halls until they dissolve into data from disrepair. Once the ruins of their former livelihood have disintegrated, HydeScimon tend to seek out tall objects to leap between like beasts. Most of the time this leads to them occupying the highest cliffs of canyons or the tallest trees in the jungle. However, particularly deteriorated HydeScimon may flee to the cities in pursuit of easy food. These incursions rarely last long, maybe 1 in 20 HydeScimon managing to successfully escape after their mistakes catch up with them.
Combat Potential: A HydeScimon's most natural attribute in combat is the unstable mutagen pulsating through their wires. This mutagen causes their combat potential to wildly differ from one moment to the next, their limbs swelling and shrinking all the while. A HydeScimon's fast-acting brain can keep up with these changes to strategize, but opponents are often caught off guard by their constantly shifting foe. HydeScimon tend to clobber opponents with their gorilla-like forearms, or cause the wires on their backs to erupt into masses of static electricity, making them masters of close combat relative to the rest of their line. However, if given distance to work with, they will often leap around and hurl chemicals, scrap metal, and even particularly girthy boulders with reckless abandon. A HydeScimon especially pushed against the wall will turn to the concoction that gave it power in the first place, downing more mutagen and risking its life to become an even more ferocious threat.
Mega: FrankenScimon
Attribute: Data
Family/ies: Metal Empire
Type: Undead
Appearance: Scimon's original body is completely buried under a construct of flesh and machinery. The corpse construct created by FrankenScimon stands at a massive 20 feet tall. It is composed entirely of patchwork flesh layered upon a metallic endoskeleton, making it surprisingly dense and heavy. Haphazard stitchwork connects skin of all colors and textures, from red scales to green skin to patches of brown fur. As FrankenScimon weaves the construct anew each time it Digivolves, no two construct skin patterns look exactly the same. It tends to draw heavily from the native Digimon population of the region, so a construct erected in the Dark Area will look very different from one in the Southern Tropics. The construct itself is straight as a board in posture, with long arms that almost dangle to the ground and rather stumpy legs. Bolts attached to each joint help stabilize the constructs range of motion and prevent it from falling apart at the seams. Its left hand has been replaced entirely with a metal hook, the back half of which is haphazardly jammed through its forearm to prevent it from falling off. The construct itself is headless, as its neck is the cockpit in which FrankenScimon's true form sits. If forced out of the construct it appears to be a very torn and tattered Scimon, wearing the ruined labcoat and shattered goggles of HydeScimon.
Behavior: A FrankenScimon is an especially deadly creature, combining the intellect of a Scimon with the malicious hunger of a HydeScimon. It has weaned itself off of the mutagens that once gave it power, but its perspective remains warped by them. Whereas prior forms could be helpful, harmful, or just plain eccentric, FrankenScimon believe only warfare is the path towards achieving greatness. In their single-minded pursuit of this goal they have made a wonderful breakthrough in the science of transmutation, and are now capable of converting live data into structural data for use in their experiments. While this could greatly cut down on waste in the Digital World, the selfish and haughty FrankenScimon is loathe to use its gift for more than personal benefit. They have all the drive and inspiration of Scimon, but with a desperateness that borders on terrifying. This leads to them being even more solitary than their previous Digivolutions, ignoring other Digimon in the surrounding area until their rather short tempers are provoked. However, if a FrankenScimon actually managed to befriend another Digimon, they will protect it with the same fervor that they use to quench their own hunger. A raging FrankenScimon can easily be calmed by stoking its enormous ego, but one must be careful not to say the wrong thing in the process. FrankenScimon is fickle, and if insulted will often never forgive the one responsible. They are surprisingly talkative creatures, and enjoy a good monologue or twenty while battling. This is believed to be the greatest innovation made by FrankenScimon when designing its corpse construct to fight for it.
Habitat: FrankenScimon are pariahs by nature, and tend to be found only in the most isolated areas of the Digital wilderness. They especially tend to appear where brutal battles have happened in the past, feeding off of organic data in order to further empower their corpse constructs. The distance that other Digimon give these battlefields is just a nice bonus on top. They rarely keep to a single lair like their previous forms, instead transmuting the data around them into small hovels if they ever need to rest. Even then, FrankenScimon run on inhumanly low amounts of sleep, so settling like this is quite infrequent.
Combat Potential: FrankenScimon are like Tootsie Pops: a large coating that can take a lot of punishment before you get to the chewy center within. Most of a fight with FrankenScimon is spent trying to dissuade a massive sack of flesh that feels no pain from punching the giblets out of you. This is both a blessing and a curse. It allows FrankenScimon to fight at maximum efficiency for a long time, but it also means the corpse construct's body integrity starts to fall off fast once big hits start adding up. Fights with FrankenScimon often end when the construct falls to pieces, after which FrankenScimon quickly makes its escape. FrankenScimon's attacks tend to take advantage of its loose construction, rotating in ways that bodies are not meant to rotate for spinning attacks, whirling haymakers, and the occasional use of body parts as projectiles. However, its most noteworthy ability is the Glorious Evolution, where FrankenScimon drains data from a target to incorporate it into one of the corpse construct's limbs. This allows FrankenScimon to steal an opponent's attack at a critical moment in the battle, while also mutating the construct to look a little more like the foe.
Rumor has it that even greater Scimon exist. These are ones who stay to the path of knowledge rather than descending into madness, but in the process acquire a mania of their own. These DoomsdayScimon are practitioners of the highest forms of super science, often using machines and gadgets that stretch the limits of human and even Digital comprehension. Such scientific knowledge comes with a price. DoomsdayScimon are often plagued with god complexes from the lofty art of their craft, and whether benevolent or hostile tend to view the Digimon of the world as mere insects. It is theorized that these DoomsdayScimon could cure the world's ills or end it in the push of a button, but are either too fascinated or too apathetic to the rest of the Digital World to even try.
Of course, these are just mere rumors and legends. Many have tried to look for DoomsdayScimon, especially Igomon with a lot to prove, but those that return alive always return empty-handed. Diehard theorists say signs of super science are out there, but their findings tend to be tenuous at best.
Attribute: Data
Family/ies: Metal Empire
Type: Slime
Appearance: Flaskmon resembles a large Erlenmeyer flask, about the size of a balled up human fist. The flask seems to move by levitation, bobbing gently through the air as it travels. A milky white liquid sits in the inside of the flask, which tends to react with Flaskmon's emotional state. When angry, it seems to bubble over with rage. When in a good mood, it lets out cloudy vapors that swirl through the air. Flaskmon's true form appears to be the liquid, with the solid beaker simply holding it into a consistent shape. This is evidenced by the strange, almost inklike facial features that appear within the liquid. It typically resembles a silly smile, but occasionally takes on more complicated shapes. The liquid is cold and clammy to the touch, heavily uncomfortable for both the interloper and Flaskmon. For this reason, please do not reach into the glass! The liquid is very strongly cohesive, and rarely spills even if Flaskmon is tipped over or shaken up.
Behavior: Flaskmon are typically shy creatures, spending most of their time passively observing others Digimon rather than actually doing much on their own. They feed entirely through chemical reaction, so food is a luxury at best and an irritant at worst, and while capable of levitating often prefer to bob in place instead. Occasionally mischievous Digimon fill them with foreign sources of data and shake them up, causing them to glow various colors depending on what they had been fed. Whether this is to be used as a decoration or just as a prank, Flaskmon rarely seem to mind. In fact, this rare bit of interaction they have with other Digimon is often the highlight of their days!
Habitat: As very sedentary Digimon, Flaskmon rarely leave the spot where their data first coalesced. This means they are most common in the Village of Beginnings or other Digital nurseries, although the unpredictable nature of a Digimon's return to the egg means they can be found in the most surprising of places.
Combat Potential: Flaskmon can do very little to defend themselves if attacked, which may be why their data tastes rather noxious and their slimy bodies are irritating to the touch. If truly provoked they can force themselves to bubble, wafting a frothing cloud at the Digimon who provoked them in question. This irritating vapor burns the eyes and blisters the skin, ideally giving Flaskmon time to float for its life and escape.
In-Training: Servomon
Attribute: Data
Family/ies: Metal Empire
Type: Machine
Appearance: Servomon is a small droid, around the size and shape of a frisbee. It is a bright chrome Digimon that has been shined to a polish. It hovers through antigravity pads on the bottom, three bright lights that swirl as Servomon hovers. Bright red lights line the perimeter of the Digimon, one in each cardinal direction. The four lights seem to serve as eyes, and twitch about in every direction to ensure there is maximum field of vision. Only one of these eyes is real, however, with the other three serving as decoys. The real eye can be identified by two small, foldable arms tipped by pincers, which flank the eye and perform basic tasks of manipulation. The arms crackle with a slight electric shock, but are otherwise harmless in direct combat. A panel atop Servomon's head can slide open to reveal a large clawed arm. This arm can rotate 30 degrees and is twice Servomon's height, otherwise dwarfing the small UFO.
Behavior: As Flaskmon, Servomon possessed a rather passive curiosity. As Servomon, this becomes far more active in nature. Servomon tend to excitedly zip around their home territories, homing in on new Digimon or sights the second they are discovered. Once this occurs Servomon proceeds to investigate the sight however possible, typically by "careful" application of their large clawed arm. Unfortunately, a Servomon's curiosity at this age greatly outweighs its care and diligence. It often destroys or injures whatever it "plays" with, leading to the Servomon sheepishly escaping out of fear of retaliation. This has lead to Servomon often being deemed pests by local Digimon, causing them to be chased away in search of greener, less destructive pastures. If cornered, however, a Servomon will cheerfully repair the damage that it has done before leaving. They are rather wily creatures, and often create small (albeit unstable) gizmos and gadgets to play around with. If two Servomon meet, every Servomon in the area will tend to congregate for this impromptu science fair.
Habitat: Servomon are roamers by nature, leaving an area as soon as it has become sufficiently bored by it. Due to the malleable nature of data, pretty much anything can become a plaything in the hands of a Servomon. However, ready-made mechanical data is their favorite, leading Servomon to congregate in areas such as the Hardware Den and Old Terminus. They are somewhat light sensitive, if only due to the sensory overload it causes, so they keep to the dank caverns, alleys, and tunnels in these areas whenever possible. They also tend to congregate around the sites of recent discoveries, as if they have a prescient knowledge of where rare materials, alloys, and strains of data are about to pop up.
Combat Potential: Servomon's combat potential begins and ends at its giant robotic claw. The claw is heavy enough to deal some serious damage by In-Training standards, but its hefty design and short range make it less than ideal for chasing away predators. For this reason Servomon instead tend to rely on their great speed, jetting away from Digimon several times their size before darting into the shadows. Their hard carapace makes them quite tricky to crack once actually cornered, ideally dissuading stronger Digimon from wasting the effort needed to attack.
Rookie: Igomon
Attribute: Data
Family/ies: Metal Empire
Type: Cyborg
Appearance: Igomon stands at around three feet tall, although due to its hunched-over posture it looks shorter than it actually is. Its wears a hooded brown robe, leaving the entirety of its face shrouded in darkness. While the robe obscures its proportions, it is clear that Igomon is mostly torso. The Digimon is nearly as wide as it is tall. In addition, its hands seem incapable of stretching past its flowing sleeves. However, occasionally long, spindly fingers stretch out from the sleeves. They appear more like wires than actual fingers, and are more suited for dexterous manual labor than combat. Igomon does not seem to walk, instead hovering ever so slightly above the ground. However, it is also capable of hovering higher when the need arises. While Igomon's robe seems tattered and torn, it is very defensive of the article. Any who try to touch it are usually shooed away, and looking under it is met with frantic attack.
Behavior: Whereas Servomon eagerly explore any and everything put before them, an Igomon tempers its curiosity with cold, hard reason. In this regard, it knows that it is currently the weakest level of Digimon capable of basic independence, and if left to persist in such a state will achieve nothing. While this level of self-esteem is quite tragic, it also allows Igomon to easily form symbiotic relationships with most any other Digimon. Igomon are attracted to greatness; intellect, power, winning personalities. Even the most inane and nonsensical prizes and records tend to send Igomon flocking to another's side. For this they are considered the ultimate henchmen Digimon. They are servile and fawning creatures, doing whatever they are asked of so long as it comes from a Digimon that they deem superior. Whereas some treat this like a business, others almost seem to take pleasure in it. These particularly loyal Igomon tend to sing for the Digimon they follow, take it upon themselves to perform menial tasks like cooking and cleaning, and even try to protect their boss in combat. This arrangement lasts until dismissal, or for about a year. Then the Igomon is gone the very next day, as if it was never there in the first place.
Habitat: Igomon rarely have a home of their own. They live in service of another, and for this reason their home locations tend to vary greatly. However, they inevitably boil down to two major varieties. The first is city environments, such as Terminus, Whitewater, and Rustport. The second is locations of complete isolation, such as the tallest mountaintops, darkest jungles, and deepest depths of the Dark Area and Empryean Skies. This tends to impact how an Igomon has been socialized. Those used to hustle and bustle excel at making themselves quiet and out of the way, while those who are their boss' only company are far more overt and excitable with their affection.
Combat Potential: Igomon is not a Digimon that can stand on its own merits. Its abilities are entirely geared towards support, feeding off of its boss' power in order to exceed the usual supportive capabilities of its level. The potency of these supporting moves is entirely defined by the Igomon's bond with its boss. A dismissive boss who has no want for Igomon's presence will benefit very little from its abilities, while one who keeps close with its henchman will find itself the recipient of boosts to their combat potential and emergency healing. If left alone, an Igomon's one and only means of self defense is to clumsily fling itself at an opponent for pitiful amounts of damage.
Champion: Scimon
Attribute: Data
Family/ies: Metal Empire
Type: Cyborg
Appearance: Scimon is around six feet in height, contrasted from Igomon by its stiff, upright posture. It floats instead of walking, but in contrast to its prior subtle floating Scimon grandly hovers above the ground. Its body a white labcoat which billows as it floats through the air, capped off by a collar propped as high as that of a supervillain's cape. The labcoat is always a pristine white, no matter how much battle damage Scimon has sustained to the rest of its person. Attached to this collar is a pair of large laboratory goggles, which make up the entirety of Scimon's face. They are mirrored to keep light out of its eyes, and overall give Scimon a stern, emotionless profile. Scimon appears to have no legs, or any lower body whatsoever. Its labcoat billows open to nothingness, only the slight green glow of a flotation device giving hint as to what lies beneath. For arms, Scimon seems to have nothing but blue rubber gloves. They float around Scimon's person, capable of extending significant distances from the main labcoat/body. Whereas Igomon looks servile and humble, Scimon looks distant and grand.
Behavior: When an Igomon has served many masters and is sufficiently fattened up on knowledge, it changes from the henchman to the master. Scimon are rather cold creatures, a far cry from the loving, servile Digimon that was its previous form. They tend to live their life analyzing the big picture, letting little details such as emotions, concerns, and safety laws fall by the wayside instead. However, the single-mindedness that defines Igomon is still present. It has just shifted towards serving a new mistress, the pursuit of knowledge. A Scimon will do anything if it believes that critical knowledge is at stake, whether attempt fighting a Digimon several times its size or leaving home to embark on month-long odysseys. Scimon that have been bonded to humans tend to lose this reflex, or at least have it dampened. While still salivating at the prospect of discovery and invention, they will at least consult the human they bond to first and typically avoid selling them out to nefarious Digimon. If a Scimon has hobbies or passions it will pursue them with similar single-minded dedication, often using the miracle of invention to take their activity of choice to never-before-seen heights. In a mood like this, their mania changes their otherwise distant profile, their goggles shimmering intensely and their labcoat sleeves flailing in the wind. To get between a Scimon and what it strives for is a terrible idea.
Habitat: Scimon tend to keep to large open spaces, often those that are ripe for space to construct a lab in. They prefer peace and quiet whenever possible, so any location too close to a city is anathema for a Scimon. Caverns and hills tend to be their preferred locations, especially those with plenty of loose data in the air just waiting to be touched. Once a Scimon finds home it will almost always construct itself a little lair, with the size and efficiency of it being a sign of prestige among Scimon. They have no use for clutter, and will often furiously clean not only their lair but also the surrounding lab. If there's a circle of perfectly-trimmed grass in the middle of the Network Plains, scientifically measured to stand at a perfect level, you may have found a Scimon den-to-be.
Combat Potential: Scimon rarely deign themselves to fight, often sending Igomon and other Digimon living with them to battle in their steads. Instead they construct elaborate traps and security devices in order to keep unwanted guests out. If forced to enter a battle on its own, a Scimon will typically dive for the nearest doomsday device of its own creation and begin rapidly firing it at an enemy. In close quarters, highly-diffused laser beams from their goggles and electrified slaps of their latex gloves are some of the only techniques that a Scimon is capable of mustering. Their weakness in combat by Champion standards is rather vexing, and many Scimon seek all sorts of means to circumvent it . . .
Ultimate: HydeScimon
Attribute: Data
Family/ies: Metal Empire
Type: Mutant
Appearance: In contrast to Scimon's elegant, stately figure, HydeScimon is bestial and vicious looking. It is actually somewhat shorter than its prior form, although far denser and more muscular. The entirety of HydeScimon's body is composed of wires. Thick, sinewy wires coil around each other to form makeshift muscles, forming HydeScimon's arms and legs. The sleeves and back of HydeScimon's labcoat have torn off entirety from the sudden addition of arms, turning it from a proud garment into a torn and tattered vest. Other wires, thin like bristles, form makeshift hair that sticks up from HydeScimon's arms, legs, and back. While its head is still shrouded in shadow, the goggles that once serves as eyes have become cracked and shattered. A single red eye seems to dart behind the right goggle, looking more bloodshot than mechanical. HydeScimon's posture is like that of a misshapen gorilla, heavily favoring the right shoulder and left leg as it walks. It rarely stands on its legs alone, whether due to being used to floating or due to its top-heavy physiology, and falls back on all fours if forced to stand for too long. It cannot speak very well in this form, generally making guttural growls instead, but the spark of its rational mind persists through brute cunning.
Behavior: HydeScimon are Scimon who have feverishly experimented on themselves in order to circumvent their own natural weakness. While this was intended to make them paragons of physical power on par with their previous genius, instead HydeScimon have found themselves trading one boon for another. All intellect and reason has left a HydeScimon, causing it to instead revert to a primal, bestial state. In this form they are cunning yet savage, brutal hunters that seek to consume as much data as possible in hopes of reawakening their burnt-out brains. This plan rarely, if ever, works. A HydeScimon that succumbs to its primal urges is a HydeScimon that loses even more of its sanity, eventually causing it to revert to a data-hungry program without even a semblance of sentience. Their lack of speech and conscious thought should not fool you, however. HydeScimon are devilishly clever creatures, stringing together simple, brutish traps with ease and scouting out the best ways to pursue their would-be prey. They are solitary by nature, unlike their more gregarious previous Digivolutions, and will viciously attack any Digimon or human that stumbles into their territory. Occasionally HydeScimon are blessed with moments of clarity, their brains sparking back to life and causing them to realize what they've become. In these forms HydeScimon are every bit as intelligent as their Scimon kin, although their transformation greatly colors their personalities. Some are remorseful and pity what they have become, while others take advantage of these moments of clarity to indulge in their ids as they never have before.
Habitat: Most HydeScimon live in the same lairs that they built in their previous Digivolutions, skulking through the once-hallowed halls until they dissolve into data from disrepair. Once the ruins of their former livelihood have disintegrated, HydeScimon tend to seek out tall objects to leap between like beasts. Most of the time this leads to them occupying the highest cliffs of canyons or the tallest trees in the jungle. However, particularly deteriorated HydeScimon may flee to the cities in pursuit of easy food. These incursions rarely last long, maybe 1 in 20 HydeScimon managing to successfully escape after their mistakes catch up with them.
Combat Potential: A HydeScimon's most natural attribute in combat is the unstable mutagen pulsating through their wires. This mutagen causes their combat potential to wildly differ from one moment to the next, their limbs swelling and shrinking all the while. A HydeScimon's fast-acting brain can keep up with these changes to strategize, but opponents are often caught off guard by their constantly shifting foe. HydeScimon tend to clobber opponents with their gorilla-like forearms, or cause the wires on their backs to erupt into masses of static electricity, making them masters of close combat relative to the rest of their line. However, if given distance to work with, they will often leap around and hurl chemicals, scrap metal, and even particularly girthy boulders with reckless abandon. A HydeScimon especially pushed against the wall will turn to the concoction that gave it power in the first place, downing more mutagen and risking its life to become an even more ferocious threat.
Mega: FrankenScimon
Attribute: Data
Family/ies: Metal Empire
Type: Undead
Appearance: Scimon's original body is completely buried under a construct of flesh and machinery. The corpse construct created by FrankenScimon stands at a massive 20 feet tall. It is composed entirely of patchwork flesh layered upon a metallic endoskeleton, making it surprisingly dense and heavy. Haphazard stitchwork connects skin of all colors and textures, from red scales to green skin to patches of brown fur. As FrankenScimon weaves the construct anew each time it Digivolves, no two construct skin patterns look exactly the same. It tends to draw heavily from the native Digimon population of the region, so a construct erected in the Dark Area will look very different from one in the Southern Tropics. The construct itself is straight as a board in posture, with long arms that almost dangle to the ground and rather stumpy legs. Bolts attached to each joint help stabilize the constructs range of motion and prevent it from falling apart at the seams. Its left hand has been replaced entirely with a metal hook, the back half of which is haphazardly jammed through its forearm to prevent it from falling off. The construct itself is headless, as its neck is the cockpit in which FrankenScimon's true form sits. If forced out of the construct it appears to be a very torn and tattered Scimon, wearing the ruined labcoat and shattered goggles of HydeScimon.
Behavior: A FrankenScimon is an especially deadly creature, combining the intellect of a Scimon with the malicious hunger of a HydeScimon. It has weaned itself off of the mutagens that once gave it power, but its perspective remains warped by them. Whereas prior forms could be helpful, harmful, or just plain eccentric, FrankenScimon believe only warfare is the path towards achieving greatness. In their single-minded pursuit of this goal they have made a wonderful breakthrough in the science of transmutation, and are now capable of converting live data into structural data for use in their experiments. While this could greatly cut down on waste in the Digital World, the selfish and haughty FrankenScimon is loathe to use its gift for more than personal benefit. They have all the drive and inspiration of Scimon, but with a desperateness that borders on terrifying. This leads to them being even more solitary than their previous Digivolutions, ignoring other Digimon in the surrounding area until their rather short tempers are provoked. However, if a FrankenScimon actually managed to befriend another Digimon, they will protect it with the same fervor that they use to quench their own hunger. A raging FrankenScimon can easily be calmed by stoking its enormous ego, but one must be careful not to say the wrong thing in the process. FrankenScimon is fickle, and if insulted will often never forgive the one responsible. They are surprisingly talkative creatures, and enjoy a good monologue or twenty while battling. This is believed to be the greatest innovation made by FrankenScimon when designing its corpse construct to fight for it.
Habitat: FrankenScimon are pariahs by nature, and tend to be found only in the most isolated areas of the Digital wilderness. They especially tend to appear where brutal battles have happened in the past, feeding off of organic data in order to further empower their corpse constructs. The distance that other Digimon give these battlefields is just a nice bonus on top. They rarely keep to a single lair like their previous forms, instead transmuting the data around them into small hovels if they ever need to rest. Even then, FrankenScimon run on inhumanly low amounts of sleep, so settling like this is quite infrequent.
Combat Potential: FrankenScimon are like Tootsie Pops: a large coating that can take a lot of punishment before you get to the chewy center within. Most of a fight with FrankenScimon is spent trying to dissuade a massive sack of flesh that feels no pain from punching the giblets out of you. This is both a blessing and a curse. It allows FrankenScimon to fight at maximum efficiency for a long time, but it also means the corpse construct's body integrity starts to fall off fast once big hits start adding up. Fights with FrankenScimon often end when the construct falls to pieces, after which FrankenScimon quickly makes its escape. FrankenScimon's attacks tend to take advantage of its loose construction, rotating in ways that bodies are not meant to rotate for spinning attacks, whirling haymakers, and the occasional use of body parts as projectiles. However, its most noteworthy ability is the Glorious Evolution, where FrankenScimon drains data from a target to incorporate it into one of the corpse construct's limbs. This allows FrankenScimon to steal an opponent's attack at a critical moment in the battle, while also mutating the construct to look a little more like the foe.
Rumor has it that even greater Scimon exist. These are ones who stay to the path of knowledge rather than descending into madness, but in the process acquire a mania of their own. These DoomsdayScimon are practitioners of the highest forms of super science, often using machines and gadgets that stretch the limits of human and even Digital comprehension. Such scientific knowledge comes with a price. DoomsdayScimon are often plagued with god complexes from the lofty art of their craft, and whether benevolent or hostile tend to view the Digimon of the world as mere insects. It is theorized that these DoomsdayScimon could cure the world's ills or end it in the push of a button, but are either too fascinated or too apathetic to the rest of the Digital World to even try.
Of course, these are just mere rumors and legends. Many have tried to look for DoomsdayScimon, especially Igomon with a lot to prove, but those that return alive always return empty-handed. Diehard theorists say signs of super science are out there, but their findings tend to be tenuous at best.