Makoto Edits
Dec 6, 2019 3:51:07 GMT
Post by Makoto on Dec 6, 2019 3:51:07 GMT
My first edit, and hooooh boy I'm ready to enter Hell, bless you staff. :nosanity:
1. For my first edit, I'd like to - firstly - put in Makoto's RAM GIGA! (The movesets below don't have the RAM GIGA included, so plz add it in with them. <:3 <3)
[PASSIVE] An Eye For Tricks: Makoto has an almost supernatural eye for illusions and trickery that sometimes even surprises herself. She is able to recognize and see past illusions, hallucinations, and other similar trickery, as well as identify clones and doppelgangers at a glance.
2. Secondly, I'd like to add in my champion moveset for my main line
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Rubbery: Makoto's body is light and rubbery; letting her jump and bounce around higher than one might expect a digimon of her stage to achieve. However, this can also lead to her being launched by certain attacks, as well as being able to literally bounce off the walls..!
[PASSIVE] Rubber Skin: Makoto's sturdy and rubbery skin seems to bounce away the brunt of most kinetic-based damage; making her 40% more resilient to physical and sonic damage.
[ABILITY] Silly Burst: Makoto heats up and throws a can at the enemy that bursts into silly string solvent; tangling up their limbs, and reducing their movement by 50% for 2 turns [2 Turn Cooldown]
[ABILITY] Portals of Fire: Makoto forms a pair of rings of blue fire; 'throwing' them to their intended location, where they begin to hover in place. These rings act as a pair of portals linked up to each other; which Makoto can use to transport objects or people! The portals can either be closed immediately after use by Makoto, or can be left up for others to use; lasting until the beginning of Makoto's next turn, upon which they disappear. [3 Turn Cooldown]
[ABILITY] Misdirection: Makoto conjures a pair of rings of blue fire - much like with Portals of Fire - and sends them out. However, instead of using them for transport, she uses them to redirect a single attack - melee or ranged - at someone else! The redirected attack uses Makoto's accuracy, and can otherwise be dodged by the new target as normal. [4 Turn Cooldown]
[ATTACK] Rubber Kick: Using her bouncy properties to her advantage, Makoto leaps up into a fiery flying kick at the foe, then uses the kick to propel herself backwards and away from them..! [1 Turn Cooldown]
[ATTACK] Suit of Darts: Makoto conjures up 13 razor-sharp cards, and throws them at the foe one by one!
3. Next, I'd like to add in these armor forms + Fighting Style for Makoto!
Fighting Style: Above all else, Makoto's armor forms shine in one thing; and that is the ability to mimic. By just watching a digimon, Makoto is able to quickly pick up on their abilities, and use that knowledge to mimic them - either on the battlefield, or outside of combat. This leads to Makoto being a jack of all trades, and a master of none; though her flexibility and ability to disguise herself can also lend well to utility, outside of combat.
Armor Champion
Armor Ultimate
4. I'd also like to fill out my secondary evolution line as follows.
Fighting Style: Having wings or otherwise some form of levitation in a couple of her later forms, Makoto is unafraid to take to the skies with an impressive amount of speed; using this speed to dart in and out for quick but painful jabs with her twin rapiers as she pleases. In addition, she has her magic to bamboozle and get the upper hand in a fight; teleporting, summoning minions, and even being able to change the battlefield all being options at her disposal. However, she is more fragile than her main line forms; and lacks in the ranged department with all but a few moves, as well.
Champion
Ultimate
Mega
Alt Mega
Super Mega
Alt Super Mega
5. Finally, have a merc -sweats-
Digimon Name: Ettie
Default Form: Strabimon
Gender: Female, She/Her
Skills/Talents:
- Ettie is light on her feet, flexible, and acrobatic - particularly as a Strabimon - allowing her to climb and balance with ease, and squeeze herself into small spaces.
- On top of her keen senses, her sensitivity to the life of other beings and liquid data makes her especially good at tracking down other people.
- Ettie is also surprisingly good at identifying and tracking down food of all kinds
- Ettie is sensitive to the emotions of others - and between this, as well as her innocent and genuine nature, she is good at clicking with others and endearing herself to them.
Personality:
Ettie is a peppy, cheery, and innocent young 'mon who is always looking to make a new friend; even if she tends to be very childish and clueless, despite being a Rookie. Almost always smiles and laughs, almost nothing seems to ever put her in a poor mood; and nothing makes her happier than to surround herself with the people she likes, and to spend time with them. She is one to strongly follow her instincts as a canid Digimon, as well; relying on them more than she does logic or wit.
One example of such, is her wanting a pack to call her own, and not caring if those other members of her 'pack' are, in fact, not fellow canid digimon! Having a 'pack' of some form is comforting to her; and she is prone to making a beeline for the closest friend for reassurance, if something is bothering her.
This is not the only examples of quirks that her strong instincts tend to bring to the table, though; having a strong prey drive that tends to have her chasing after any small object or digimon that moves fast enough, as well as being very loyal and dedicated to her pack; growing particularly protective if she believes a friend to be in danger, or hurt.
Despite Ettie's constant friendly and happy nature, though; she can also prove to be very naive and childish. It's easy to lead her along or to trick her, and more complicated concepts tend to fly right over her head, or be misconstrued completely. Though she might be a Rookie, her mental age is closer to that of an In-Training digimon; her mental development being heavily stunted due to trauma.
This same trauma leads to her to having an intense fear and a rather uncharacteristic hate for vampire digimon, however. Be it a Dracmon or a Vamdemon, she has a tendency to react angrily and violently if there is one in the area, or if she has reasons to believe that a friend was injured by one. She can fly into a similar rage if a friend is seriously hurt or if she is backed into a corner, as well; having a tendency to lash out like a wild animal. Such episodes tend to leave her very emotionally and mentally exhausted though, and she is prone to the occasional nightmares of her past trauma; her childish nature being both a result of it, as well as being a sort of coping mechanism for her.
Even if it is a coping mechanism, however, Ettie's cheery and friendly nature is otherwise quite genuine. She wants nothing more than for everyone to be happy, healthy, and safe, and she is a loyal soul who would do anything for a friend; even if it's to her detriment, sometimes! She values her friends, after all; and values the pack-like bonds she shares with them.
Holosuit:
(Click for Source)
Personal History:
Ettie does not remember where she came from; having been abducted at a very young age, and having spent much of her childhood in captivity. Taken away by a group of vampiric digimon who wanted to figure out a way to spread their 'gift' of vampirism to other species of digimon - as well as her albinism making her unique and coveted to them - she was treated like nothing more than a guinea pig, a walking blood-bag, and a pet by her captors.
In her youth, she'd oftentimes be chained; a lack of proper exercise and socialization stunting her physical and mental growth, whilst the 'cult' of vampires that kept her captive would tamper with her data, down to her very core; trying to make her more like them. It was only due to the negligence of the vampires in checking her bindings over the passing years that she would eventually escape into the night; though not without being forever changed.
It was in her escape that she'd end up being found by and joining a cabal of fellow urchins in Terminus, these fellow homeless youngsters allowing her the proper socialization she lacked, and helping teach her to survive and protect herself on the streets. And, as she grew older, she'd eventually grow independent enough that she'd decide to set off into the world, to explore, and make new friends in the wild yonder...
1. For my first edit, I'd like to - firstly - put in Makoto's RAM GIGA! (The movesets below don't have the RAM GIGA included, so plz add it in with them. <:3 <3)
[PASSIVE] An Eye For Tricks: Makoto has an almost supernatural eye for illusions and trickery that sometimes even surprises herself. She is able to recognize and see past illusions, hallucinations, and other similar trickery, as well as identify clones and doppelgangers at a glance.
2. Secondly, I'd like to add in my champion moveset for my main line
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Rubbery: Makoto's body is light and rubbery; letting her jump and bounce around higher than one might expect a digimon of her stage to achieve. However, this can also lead to her being launched by certain attacks, as well as being able to literally bounce off the walls..!
[PASSIVE] Rubber Skin: Makoto's sturdy and rubbery skin seems to bounce away the brunt of most kinetic-based damage; making her 40% more resilient to physical and sonic damage.
[ABILITY] Silly Burst: Makoto heats up and throws a can at the enemy that bursts into silly string solvent; tangling up their limbs, and reducing their movement by 50% for 2 turns [2 Turn Cooldown]
[ABILITY] Portals of Fire: Makoto forms a pair of rings of blue fire; 'throwing' them to their intended location, where they begin to hover in place. These rings act as a pair of portals linked up to each other; which Makoto can use to transport objects or people! The portals can either be closed immediately after use by Makoto, or can be left up for others to use; lasting until the beginning of Makoto's next turn, upon which they disappear. [3 Turn Cooldown]
[ABILITY] Misdirection: Makoto conjures a pair of rings of blue fire - much like with Portals of Fire - and sends them out. However, instead of using them for transport, she uses them to redirect a single attack - melee or ranged - at someone else! The redirected attack uses Makoto's accuracy, and can otherwise be dodged by the new target as normal. [4 Turn Cooldown]
[ATTACK] Rubber Kick: Using her bouncy properties to her advantage, Makoto leaps up into a fiery flying kick at the foe, then uses the kick to propel herself backwards and away from them..! [1 Turn Cooldown]
[ATTACK] Suit of Darts: Makoto conjures up 13 razor-sharp cards, and throws them at the foe one by one!
3. Next, I'd like to add in these armor forms + Fighting Style for Makoto!
Fighting Style: Above all else, Makoto's armor forms shine in one thing; and that is the ability to mimic. By just watching a digimon, Makoto is able to quickly pick up on their abilities, and use that knowledge to mimic them - either on the battlefield, or outside of combat. This leads to Makoto being a jack of all trades, and a master of none; though her flexibility and ability to disguise herself can also lend well to utility, outside of combat.
Armor Champion
Species: Mienumon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Abilities:
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Mimicry: In her armor forms, Makoto is a master of shapeshifting and imitation. She is able to take on the appearances of other digimon whom she has seen before, and in doing so, is able to copy their noncombat passives as well. While imitating a digimon, she is visually indistinguishable from them; though her signal still reads at the same strength as before. In addition, she is able to take on the forms of other humans she has met before; functioning as a holosuit does.
[PASSIVE] Eye for Talent: Makoto is able to gauge what a digimon is like, and what they're able to do, at just a glance; and can use this information alongside her powers of mimicry. Once per turn - and once per digimon - as a free action, Makoto may observe a digimon similarly to how an Improved Scanner can; allowing her to learn their species name, attribute, type, and family, alongside a short description and two of their signature moves. On top of this however... Makoto is able to use the two revealed moves with her mimicry abilities without having to see them in use.
[PASSIVE] Copycat: Makoto's Mimicry ability extends even to combat; allowing her to shapeshift into another digimon of her choice, and to mimic one of their passives that she is aware of at 50% strength..! She is also able to change which passive she is mimicking as a free action, though doing so is at a 3 turn cooldown.
[ABILITY] Camouflage: Makoto changes her own appearance and signal to the point of blending in with her surroundings, and being indistinguishable by both sight and signal! Attacks against Makoto are 50% less accurate for two turns, and this move can be used outside of combat (even alongside Mimicry) for stealth purposes; though she can still be detected by sound, scent, and how she interacts with her environment. [2 Turn Cooldown]
[ABILITY] Imitation Gambit: Makoto either partially or entirely shapeshifts into a digimon, and mimics a non-attacking ability that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Duplicant Strike: Makoto either partially or entirely shapeshifts into a digimon, and mimics an attack that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Suit of Darts: Briefly mimicking her own main line forms; Makoto produces 13 razor-sharp cards, and throws them at the foe one by one!
Digivolves From: Makoto + Digimental of Wit
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Abilities:
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Mimicry: In her armor forms, Makoto is a master of shapeshifting and imitation. She is able to take on the appearances of other digimon whom she has seen before, and in doing so, is able to copy their noncombat passives as well. While imitating a digimon, she is visually indistinguishable from them; though her signal still reads at the same strength as before. In addition, she is able to take on the forms of other humans she has met before; functioning as a holosuit does.
[PASSIVE] Eye for Talent: Makoto is able to gauge what a digimon is like, and what they're able to do, at just a glance; and can use this information alongside her powers of mimicry. Once per turn - and once per digimon - as a free action, Makoto may observe a digimon similarly to how an Improved Scanner can; allowing her to learn their species name, attribute, type, and family, alongside a short description and two of their signature moves. On top of this however... Makoto is able to use the two revealed moves with her mimicry abilities without having to see them in use.
[PASSIVE] Copycat: Makoto's Mimicry ability extends even to combat; allowing her to shapeshift into another digimon of her choice, and to mimic one of their passives that she is aware of at 50% strength..! She is also able to change which passive she is mimicking as a free action, though doing so is at a 3 turn cooldown.
[ABILITY] Camouflage: Makoto changes her own appearance and signal to the point of blending in with her surroundings, and being indistinguishable by both sight and signal! Attacks against Makoto are 50% less accurate for two turns, and this move can be used outside of combat (even alongside Mimicry) for stealth purposes; though she can still be detected by sound, scent, and how she interacts with her environment. [2 Turn Cooldown]
[ABILITY] Imitation Gambit: Makoto either partially or entirely shapeshifts into a digimon, and mimics a non-attacking ability that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Duplicant Strike: Makoto either partially or entirely shapeshifts into a digimon, and mimics an attack that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Suit of Darts: Briefly mimicking her own main line forms; Makoto produces 13 razor-sharp cards, and throws them at the foe one by one!
Digivolves From: Makoto + Digimental of Wit
Armor Ultimate
Species: Fakemon
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Abilities:
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Mimicry: In her armor forms, Makoto is a master of shapeshifting and imitation. She is able to take on the appearances of other digimon whom she has seen before, and in doing so, is able to copy their noncombat passives as well. While imitating a digimon, she is visually indistinguishable from them; though her signal still reads at the same strength as before. In addition, she is able to take on the forms of other humans she has met before; functioning as a holosuit does.
[PASSIVE] Eye for Talent: Makoto is able to gauge what a digimon is like, and what they're able to do, at just a glance; and can use this information alongside her powers of mimicry. Once per turn - and once per digimon - as a free action, Makoto may observe a digimon similarly to how an Improved Scanner can; allowing her to learn their species name, attribute, type, and family, alongside a short description and two of their signature moves. On top of this however... Makoto is able to use the two revealed moves with her mimicry abilities without having to see them in use.
[PASSIVE] Copycat: Makoto's Mimicry ability extends even to combat; allowing her to shapeshift into another digimon of her choice, and to mimic one of their passives that she is aware of at 50% strength..! She is also able to change which passive she is mimicking as a free action, though doing so is at a 3 turn cooldown.
[PASSIVE] Master of Mimicry: Makoto's ability to mimic other digimon grows in strength; while this passive is active, she no longer gains an extra turn of cooldown when mimicking a digimon's attacks or abilities. She, additionally, is now able to mimic the signals of the digimon she disguises herself as, outside of combat. If this passive is disabled by any means, her mimicry moves gain an extra turn of cooldown as normal.
[ABILITY] Camouflage: Makoto changes her own appearance and signal to the point of blending in with her surroundings, and being indistinguishable by both sight and signal! Attacks against Makoto are 50% less accurate for two turns, and this move can be used outside of combat (even alongside Mimicry) for stealth purposes; though she can still be detected by sound, scent, and how she interacts with her environment. [2 Turn Cooldown]
[ABILITY] Imitation Gambit: Makoto either partially or entirely shapeshifts into a digimon, and mimics a non-attacking ability that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Duplicant Strike: Makoto either partially or entirely shapeshifts into a digimon, and mimics an attack that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Half of Darts: Briefly mimicking her own main line forms; Makoto produces 26 razor-sharp cards, and throws them at the foe in a rapid flurry!
Digivolves From: Makoto + Digimental of Mimicry
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Man
Abilities:
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Mimicry: In her armor forms, Makoto is a master of shapeshifting and imitation. She is able to take on the appearances of other digimon whom she has seen before, and in doing so, is able to copy their noncombat passives as well. While imitating a digimon, she is visually indistinguishable from them; though her signal still reads at the same strength as before. In addition, she is able to take on the forms of other humans she has met before; functioning as a holosuit does.
[PASSIVE] Eye for Talent: Makoto is able to gauge what a digimon is like, and what they're able to do, at just a glance; and can use this information alongside her powers of mimicry. Once per turn - and once per digimon - as a free action, Makoto may observe a digimon similarly to how an Improved Scanner can; allowing her to learn their species name, attribute, type, and family, alongside a short description and two of their signature moves. On top of this however... Makoto is able to use the two revealed moves with her mimicry abilities without having to see them in use.
[PASSIVE] Copycat: Makoto's Mimicry ability extends even to combat; allowing her to shapeshift into another digimon of her choice, and to mimic one of their passives that she is aware of at 50% strength..! She is also able to change which passive she is mimicking as a free action, though doing so is at a 3 turn cooldown.
[PASSIVE] Master of Mimicry: Makoto's ability to mimic other digimon grows in strength; while this passive is active, she no longer gains an extra turn of cooldown when mimicking a digimon's attacks or abilities. She, additionally, is now able to mimic the signals of the digimon she disguises herself as, outside of combat. If this passive is disabled by any means, her mimicry moves gain an extra turn of cooldown as normal.
[ABILITY] Camouflage: Makoto changes her own appearance and signal to the point of blending in with her surroundings, and being indistinguishable by both sight and signal! Attacks against Makoto are 50% less accurate for two turns, and this move can be used outside of combat (even alongside Mimicry) for stealth purposes; though she can still be detected by sound, scent, and how she interacts with her environment. [2 Turn Cooldown]
[ABILITY] Imitation Gambit: Makoto either partially or entirely shapeshifts into a digimon, and mimics a non-attacking ability that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Duplicant Strike: Makoto either partially or entirely shapeshifts into a digimon, and mimics an attack that she has seen from them! This move's cooldown is the cooldown of the mimicked move plus one, and she cannot mimic Once Per Thread moves. [X + 1 Turn Cooldown]
[ATTACK] Half of Darts: Briefly mimicking her own main line forms; Makoto produces 26 razor-sharp cards, and throws them at the foe in a rapid flurry!
Digivolves From: Makoto + Digimental of Mimicry
4. I'd also like to fill out my secondary evolution line as follows.
Fighting Style: Having wings or otherwise some form of levitation in a couple of her later forms, Makoto is unafraid to take to the skies with an impressive amount of speed; using this speed to dart in and out for quick but painful jabs with her twin rapiers as she pleases. In addition, she has her magic to bamboozle and get the upper hand in a fight; teleporting, summoning minions, and even being able to change the battlefield all being options at her disposal. However, she is more fragile than her main line forms; and lacks in the ranged department with all but a few moves, as well.
Champion
Species: Flybeemon
Appearance:
Attribute: Data
Family/ies: Nature Spirits
Type: Insect
Abilities:
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Queen's Rapiers: Makoto has two rapiers - one silver, one gold - that she can conjure and dismiss at will for use in her attacks.
[PASSIVE] Swift Wings: Makoto, in this form, is surprisingly swift; being able to outfly most average Champions, and having a 30% evasion increase as a result.
[ABILITY] Queen's Guards: Makoto produces two clones of herself, both of whom fight alongside her. They only have 15% evasion from Swift Wings, their strength is only 30% of that of Makoto herself, and if struck, they disappear in a harmless burst of magic. However, they are also able to access the same attacks as Makoto. If left undamaged, they last for 2 turns before disappearing. [2 Turn Cooldown]
[ABILITY] Royal Entrance: Makoto disappears - leaving behind only a fuschia afterimage - before reappearing elsewhere; teleporting to another location in the vicinity. She may use this alongside another ability; though doing so increases both cooldowns by 1, and it cannot be used alongside a OPT ability. [3 Turn Cooldown]
[ATTACK] Beguiling Strike: Makoto repeatedly teleports about the foe to disorient them, before suddenly slashing at them with both of her rapiers, with increased accuracy! [3 Turn Cooldown]
[ATTACK] Queen's Flurry: Makoto dives in at the foe, and strikes at them with a flurry of sharp jabs! [1 Turn Cooldown]
[ATTACK] Energy Shot: Using one of her rapiers like a wand, Makoto conjures a ball of typeless energy at the tip of it - which she then fires at the foe with a flick of the rapier!
Digivolves From: Paglimon
Digivolves To: Waspmon
Appearance:
Attribute: Data
Family/ies: Nature Spirits
Type: Insect
Abilities:
[NONCOMBAT PASSIVE] Telekinesis: Makoto is able to use telekinesis, to carry around objects with just the power of her own will. The closer it is to her, the easier it is to carry a given object. In combat, this doesn't give too much in the way of advantages, though; requiring too much focus to do much more than lift small or light objects.
[NONCOMBAT PASSIVE] Queen's Rapiers: Makoto has two rapiers - one silver, one gold - that she can conjure and dismiss at will for use in her attacks.
[PASSIVE] Swift Wings: Makoto, in this form, is surprisingly swift; being able to outfly most average Champions, and having a 30% evasion increase as a result.
[ABILITY] Queen's Guards: Makoto produces two clones of herself, both of whom fight alongside her. They only have 15% evasion from Swift Wings, their strength is only 30% of that of Makoto herself, and if struck, they disappear in a harmless burst of magic. However, they are also able to access the same attacks as Makoto. If left undamaged, they last for 2 turns before disappearing. [2 Turn Cooldown]
[ABILITY] Royal Entrance: Makoto disappears - leaving behind only a fuschia afterimage - before reappearing elsewhere; teleporting to another location in the vicinity. She may use this alongside another ability; though doing so increases both cooldowns by 1, and it cannot be used alongside a OPT ability. [3 Turn Cooldown]
[ATTACK] Beguiling Strike: Makoto repeatedly teleports about the foe to disorient them, before suddenly slashing at them with both of her rapiers, with increased accuracy! [3 Turn Cooldown]
[ATTACK] Queen's Flurry: Makoto dives in at the foe, and strikes at them with a flurry of sharp jabs! [1 Turn Cooldown]
[ATTACK] Energy Shot: Using one of her rapiers like a wand, Makoto conjures a ball of typeless energy at the tip of it - which she then fires at the foe with a flick of the rapier!
Digivolves From: Paglimon
Digivolves To: Waspmon
Ultimate
Species: Waspmon
Appearance:
(Thank you Eizer!)
Attribute: Data
Family/ies: Metal Empire, Wind Guardians
Type: Cyborg
Abilities:
Digivolves From: Flybeemon
Digivolves To: LordKnightmon, Lotusmon
Appearance:
(Thank you Eizer!)
Attribute: Data
Family/ies: Metal Empire, Wind Guardians
Type: Cyborg
Abilities:
Digivolves From: Flybeemon
Digivolves To: LordKnightmon, Lotusmon
Mega
Species: LordKnightmon
Appearance:
Attribute: Data
Family/ies: Virus Busters
Type: Holy Knight
Abilities:
Digivolves From: Waspmon
Digivolves To: LordKnightmon-X
Appearance:
Attribute: Data
Family/ies: Virus Busters
Type: Holy Knight
Abilities:
Digivolves From: Waspmon
Digivolves To: LordKnightmon-X
Alt Mega
Species: Lotusmon
Appearance:
Attribute: Data
Family/ies: Jungle Troopers
Type: Fairy
Abilities:
Digivolves From: Waspmon
Digivolves To: Rafflesimon
Appearance:
Attribute: Data
Family/ies: Jungle Troopers
Type: Fairy
Abilities:
Digivolves From: Waspmon
Digivolves To: Rafflesimon
Super Mega
Species: LordKnightmon-X
Appearance:
Attribute: Data
Family/ies: Virus Busters
Type: Holy Knight
Abilities:
Digivolves From: Crusadermon
Appearance:
Attribute: Data
Family/ies: Virus Busters
Type: Holy Knight
Abilities:
Digivolves From: Crusadermon
Alt Super Mega
Species: Rafflesimon
Appearance:
Attribute: Data
Family/ies: Jungle Troopers
Type: Fairy
Abilities:
Digivolves From: Lotusmon
Appearance:
Attribute: Data
Family/ies: Jungle Troopers
Type: Fairy
Abilities:
Digivolves From: Lotusmon
5. Finally, have a merc -sweats-
Digimon Name: Ettie
Default Form: Strabimon
Gender: Female, She/Her
Skills/Talents:
- Ettie is light on her feet, flexible, and acrobatic - particularly as a Strabimon - allowing her to climb and balance with ease, and squeeze herself into small spaces.
- On top of her keen senses, her sensitivity to the life of other beings and liquid data makes her especially good at tracking down other people.
- Ettie is also surprisingly good at identifying and tracking down food of all kinds
- Ettie is sensitive to the emotions of others - and between this, as well as her innocent and genuine nature, she is good at clicking with others and endearing herself to them.
Personality:
Ettie is a peppy, cheery, and innocent young 'mon who is always looking to make a new friend; even if she tends to be very childish and clueless, despite being a Rookie. Almost always smiles and laughs, almost nothing seems to ever put her in a poor mood; and nothing makes her happier than to surround herself with the people she likes, and to spend time with them. She is one to strongly follow her instincts as a canid Digimon, as well; relying on them more than she does logic or wit.
One example of such, is her wanting a pack to call her own, and not caring if those other members of her 'pack' are, in fact, not fellow canid digimon! Having a 'pack' of some form is comforting to her; and she is prone to making a beeline for the closest friend for reassurance, if something is bothering her.
This is not the only examples of quirks that her strong instincts tend to bring to the table, though; having a strong prey drive that tends to have her chasing after any small object or digimon that moves fast enough, as well as being very loyal and dedicated to her pack; growing particularly protective if she believes a friend to be in danger, or hurt.
Despite Ettie's constant friendly and happy nature, though; she can also prove to be very naive and childish. It's easy to lead her along or to trick her, and more complicated concepts tend to fly right over her head, or be misconstrued completely. Though she might be a Rookie, her mental age is closer to that of an In-Training digimon; her mental development being heavily stunted due to trauma.
This same trauma leads to her to having an intense fear and a rather uncharacteristic hate for vampire digimon, however. Be it a Dracmon or a Vamdemon, she has a tendency to react angrily and violently if there is one in the area, or if she has reasons to believe that a friend was injured by one. She can fly into a similar rage if a friend is seriously hurt or if she is backed into a corner, as well; having a tendency to lash out like a wild animal. Such episodes tend to leave her very emotionally and mentally exhausted though, and she is prone to the occasional nightmares of her past trauma; her childish nature being both a result of it, as well as being a sort of coping mechanism for her.
Even if it is a coping mechanism, however, Ettie's cheery and friendly nature is otherwise quite genuine. She wants nothing more than for everyone to be happy, healthy, and safe, and she is a loyal soul who would do anything for a friend; even if it's to her detriment, sometimes! She values her friends, after all; and values the pack-like bonds she shares with them.
Holosuit:
(Click for Source)
Personal History:
Ettie does not remember where she came from; having been abducted at a very young age, and having spent much of her childhood in captivity. Taken away by a group of vampiric digimon who wanted to figure out a way to spread their 'gift' of vampirism to other species of digimon - as well as her albinism making her unique and coveted to them - she was treated like nothing more than a guinea pig, a walking blood-bag, and a pet by her captors.
In her youth, she'd oftentimes be chained; a lack of proper exercise and socialization stunting her physical and mental growth, whilst the 'cult' of vampires that kept her captive would tamper with her data, down to her very core; trying to make her more like them. It was only due to the negligence of the vampires in checking her bindings over the passing years that she would eventually escape into the night; though not without being forever changed.
It was in her escape that she'd end up being found by and joining a cabal of fellow urchins in Terminus, these fellow homeless youngsters allowing her the proper socialization she lacked, and helping teach her to survive and protect herself on the streets. And, as she grew older, she'd eventually grow independent enough that she'd decide to set off into the world, to explore, and make new friends in the wild yonder...
PRIMARY EVOLUTION LINE
Fighting Style: Ettie is a wild beast in combat; relying less on strategy, and more on simply tearing down the foe in close-quarters combat before they tear her down. She trusts her instincts most of all; though these instincts are also tainted with the urge to feed on the blood or liquid data of others, leading her to sometimes feed on the blood spilt mid-fight, or to even attempt to drain an enemy dry mid-battle out of desperation. This, however, also gives her survivability; being able to mend herself from the blood she spills, and even gaining a sturdy and tough hide in later forms.
Fresh
In-Training
Rookie
Champion
Ultimate
Mega
Fresh
Species: Botamon (Albino)
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Digivolves To: Wanyamon
Appearance:
Attribute: Free
Family/ies: N/A
Type: Slime
Digivolves To: Wanyamon
In-Training
Species: Wanyamon
Appearance:
Attribute: Free
Family/ies: None
Type: Lesser
Digivolves From: Botamon (Albino)
Digivolves To: Strabimon
Appearance:
Attribute: Free
Family/ies: None
Type: Lesser
Digivolves From: Botamon (Albino)
Digivolves To: Strabimon
Rookie
Species: Strabimon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Beast Man
Abilities:
[NONCOMBAT PASSIVE] Vampiric Beast: Due to the way her data has been tampered with, Ettie has senses comparable to a vampiric digimon, on top of the usual strong hearing + smell that she has as a canid Digimon. Her eyes are able to see in the dark - though due to her albinism, they are also sensitive to bright light. Additionally, she is able to 'sense' the life and liquid data in other digimon in the vicinity, and use this sense to discern how healthy a digimon is.
[PASSIVE] Vampiric Hunger: Ettie was made to drain away the data of others, and gain sustenance from it; even during combat. Attacks dealt restore a small amount of health to her, proportional to damage dealt.
[ATTACK] Blood Satiation: Her hunger overtaking her, Ettie attempts to grapple the foe to the ground, and drain them of their liquid data! The first turn is spent grabbing and attempting to pin down her foe, only dealing minimal damage. If the grapple is successful, then next turn, Ettie is unable to take any action but biting and draining the now-vulnerable foe - healing herself for as much damage as she deals - before releasing them at the end of the turn. This attack can only be done while Ettie is under 50% health, and while grappled, the enemy's next attack has increased accuracy against Ettie. [Once Per Thread]
[ATTACK] Silver Nail: Ettie's claws glow with a silvry light, as she strikes at the foe with them! [1 Turn Cooldown]
[ATTACK] Swiftclaw: Ettie darts in, and lets loose a flurry of swipes at the foe with her claws!
Digivolves From: Wanyamon
Digivolves To: Gururumon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Beast Man
Abilities:
[NONCOMBAT PASSIVE] Vampiric Beast: Due to the way her data has been tampered with, Ettie has senses comparable to a vampiric digimon, on top of the usual strong hearing + smell that she has as a canid Digimon. Her eyes are able to see in the dark - though due to her albinism, they are also sensitive to bright light. Additionally, she is able to 'sense' the life and liquid data in other digimon in the vicinity, and use this sense to discern how healthy a digimon is.
[PASSIVE] Vampiric Hunger: Ettie was made to drain away the data of others, and gain sustenance from it; even during combat. Attacks dealt restore a small amount of health to her, proportional to damage dealt.
[ATTACK] Blood Satiation: Her hunger overtaking her, Ettie attempts to grapple the foe to the ground, and drain them of their liquid data! The first turn is spent grabbing and attempting to pin down her foe, only dealing minimal damage. If the grapple is successful, then next turn, Ettie is unable to take any action but biting and draining the now-vulnerable foe - healing herself for as much damage as she deals - before releasing them at the end of the turn. This attack can only be done while Ettie is under 50% health, and while grappled, the enemy's next attack has increased accuracy against Ettie. [Once Per Thread]
[ATTACK] Silver Nail: Ettie's claws glow with a silvry light, as she strikes at the foe with them! [1 Turn Cooldown]
[ATTACK] Swiftclaw: Ettie darts in, and lets loose a flurry of swipes at the foe with her claws!
Digivolves From: Wanyamon
Digivolves To: Gururumon
Champion
Species: Gururumon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Beast
Abilities:
[NONCOMBAT PASSIVE] Vampiric Beast: Due to the way her data has been tampered with, Ettie has senses comparable to a vampiric digimon, on top of the usual strong hearing + smell that she has as a canid Digimon. Her eyes are able to see in the dark - though due to her albinism, they are also sensitive to bright light. Additionally, she is able to 'sense' the life and liquid data in other digimon in the vicinity, and use this sense to discern how healthy a digimon is.
[PASSIVE] Vampiric Hunger: Ettie was made to drain away the data of others, and gain sustenance from it; even during combat. Attacks dealt restore a small amount of health to her, proportional to damage dealt.
[PASSIVE] Mithril Hide: Ettie has a surprisingly sturdy hide; giving her a 30% boost to defense.
[ABILITY] Wild Hunt: Ettie throws her head back to the sky and howls; pumping herself up for combat, and increasing her attack by 50% for 2 turns [2 Turn Cooldown]
[ATTACK] Blood Satiation: Her hunger overtaking her, Ettie attempts to grapple the foe to the ground, and drain them of their liquid data! The first turn is spent grabbing and attempting to pin down her foe, only dealing minimal damage. If the grapple is successful, then next turn, Ettie is unable to take any action but biting and draining the now-vulnerable foe - healing herself for as much damage as she deals - before releasing them at the end of the turn. This attack can only be done while Ettie is under 50% health, and while grappled, the enemy's next attack has increased accuracy against Ettie. [Once Per Thread]
[ATTACK] Beast's Fang: Ettie comes close, and bites at the foe with sharpened and glowing fangs! [1 Turn Cooldown]
[ATTACK] Wolfclaw: Ettie swipes at the foe with her sharp claws, typically as she runs past them.
Digivolves From: Strabimon
Digivolves To: Sangloupmon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Beast
Abilities:
[NONCOMBAT PASSIVE] Vampiric Beast: Due to the way her data has been tampered with, Ettie has senses comparable to a vampiric digimon, on top of the usual strong hearing + smell that she has as a canid Digimon. Her eyes are able to see in the dark - though due to her albinism, they are also sensitive to bright light. Additionally, she is able to 'sense' the life and liquid data in other digimon in the vicinity, and use this sense to discern how healthy a digimon is.
[PASSIVE] Vampiric Hunger: Ettie was made to drain away the data of others, and gain sustenance from it; even during combat. Attacks dealt restore a small amount of health to her, proportional to damage dealt.
[PASSIVE] Mithril Hide: Ettie has a surprisingly sturdy hide; giving her a 30% boost to defense.
[ABILITY] Wild Hunt: Ettie throws her head back to the sky and howls; pumping herself up for combat, and increasing her attack by 50% for 2 turns [2 Turn Cooldown]
[ATTACK] Blood Satiation: Her hunger overtaking her, Ettie attempts to grapple the foe to the ground, and drain them of their liquid data! The first turn is spent grabbing and attempting to pin down her foe, only dealing minimal damage. If the grapple is successful, then next turn, Ettie is unable to take any action but biting and draining the now-vulnerable foe - healing herself for as much damage as she deals - before releasing them at the end of the turn. This attack can only be done while Ettie is under 50% health, and while grappled, the enemy's next attack has increased accuracy against Ettie. [Once Per Thread]
[ATTACK] Beast's Fang: Ettie comes close, and bites at the foe with sharpened and glowing fangs! [1 Turn Cooldown]
[ATTACK] Wolfclaw: Ettie swipes at the foe with her sharp claws, typically as she runs past them.
Digivolves From: Strabimon
Digivolves To: Sangloupmon
Ultimate
Species: Sangloupmon
Appearance:
Attribute: Free
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Demon Beast
Abilities: [7 Abilities Max]
Digivolves From: Gururumon
Digivolves To: Garummon
Appearance:
Attribute: Free
Family/ies: Nature Spirits, Nightmare Soldiers
Type: Demon Beast
Abilities: [7 Abilities Max]
Digivolves From: Gururumon
Digivolves To: Garummon
Mega
Species: Garummon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Cyborg
Abilities: [9 Abilities Max]
Digivolves From: Sangloupmon
Appearance:
Attribute: Free
Family/ies: Nature Spirits
Type: Cyborg
Abilities: [9 Abilities Max]
Digivolves From: Sangloupmon