Tweaks and Updates to the Ocellimon Line
Jul 8, 2020 1:14:17 GMT
Post by Iona E. Mason and Ocellimon on Jul 8, 2020 1:14:17 GMT
I've been gone for a while, and Ocellimon has yet to even see a combat situation anyway. I thought I'd take my return as a chance to overhaul her line to be more coherent while also giving players more opportunity to play around her abilities. Mostly, this means removing nearly all her passives and making her abilities into effects that have to be activated as an action, allowing her to perform certain other actions while these effects are active and preventing others. If you look back at my original application, you will find these changes are still in line with the general idea and set of abilities Ocellimon's line already had, just made more functional and fun with cooldowns and better limitations (hopefully).
This will serve to expand (or contract) the abilities of Ocellimon's line so that they form a more cohesive fighting style. Some of this may still change before Ocellimon reaches that form. I'm still torn on Queen-Dumamon as her skillset is almost the complete opposite of the rest of her line but maybe that's a cool thing about it. I left many blank ability spaces because I knew I wanted to tweak them at a later date. In any case, she has been altered to clarify some things and to make her more feasible. I'm willing to work with mods to make sure there's still some balance, and to that end I'm going to include reasoning as to why I want it to be this way.
I'm requesting changes to these forms:
Iona (tamer): Her original weight was really high for her height (even if she could be described as "curvy"), and I'm not quite sure what I was thinking or how it got past me. It's possible I had her taller at some point. We'll just say she grew a bit and lost some weight at the same time.
Height: 5'3
Weight: 126 lbs.
Wyanmon (Baby II): Slot 2 is blank. I'd like it filled with this:
2. Bubble Cloak (Cooldown: 1 turn) -
- Applies Bubble, reducing physical damage and effects from impact until Wyanmon's next turm.
- Physical damage from rookie digimon is halved.
- Physical damage from in-training digimon is negated, as well as any status effects resulting from that physical attack.
- Magical attacks (i.e.: anything that does not strike a target with something physically there) are unaffected by this shield.
Ocellimon (Child): Slot 4 is empty and I want to request some changes to existing passives to clarify her purpose and fighting style. In order to game-ify her gimmick and make her more than a set of potentially OP passive effects, I want to make her abilities something that has to be activated and are given cooldowns. This seems a bit more in line with what the battle system for DFRPG is and allows me to free up more slots instead of using them all on passive effects. Most of the below effects were originally approved as passives, but I have made them into effects she has to apply to herself with apply and cancelling conditions, duration and cooldown. Ocellimon also gets a negative passive effect. This will replace all of her ability slots and all of her passives!
1. Stigma Glare (Cooldown: 1 turn; Duration: Same Turn) -
- Outside battle, upon meeting even the smallest glance of her second set of eyes, anything in Ocellimon's vicinity immediately forgets she's there.
- Inside of battle, when she has already been seen, Stigma Glare causes her enemies to be unable to track her next movement, allowing her to hide.
- Ends on the post she cast it, but any movement in that post is imperceptible to all around her and she will appear to have simply vanished.
- Any effect that would block the sight of her eyes (i.e.: darkness) will cancel the effect.
- A caveat of the above is that if the digimon has some form of darkvision or any ability that would allow themselves to see past the obstruction will still be affected.
2. Sight Unseen - (Cooldown: 2 turns; Duration: End of Next Turn) -
- Applies Stealth on Ocellimon, quieting her movements and making her very difficult to see.
- Allows her to ambush enemies, increasing the damage of any attack action by one half an evolution stage.
- Strangulation does not receive this bonus damage.
- In fact, she has no natural attacks that can receive bonus damage and must rely on abilities gained from other sources to utilize this effect.
- Can only be activated if Ocellimon is not in view of any hostiles.
- Deactivates as soon as Ocellimon performs any action aside from movement, or if she is hit by a malicious state or damaging effect (even if the effect wasn't targeting her).
- Digimon with any kind of enhanced sight, vision, or sense of smell can spot her, canceling the effect.
3. Strangulation (Cooldown: 3 turns) -
- Can only be activated while under the effect of Sight Unseen
- Ocellimon surprises her target and bites down on their throat, putting immense pressure on their windpipe.
- Applies Strangled, which deals damage every turn that Ocellimon remains attached and prevents the use of breath or voice-based attacks from the target.
- Upon removal of Strangled, Dazed is applied, which causes the target to be dizzy and short of breath for one turn.
- Damage to Ocellimon, no matter how minor, removes Strangled.
- Aside from their breath, the enemy is not restrained and can retaliate.
- Ocellimon is unable to dodge, move, speak, or activate any attack or effect while attached to the foe's throat.
- Will automatically fail if Stealth state is interrupted or if the target's biology, size, or armor prevents strangulation.
4. Heightened Senses (Cooldown: 3 turn; Duration: End of Next Turn) -
- Focuses her senses and applies Super-Hearing, Super-Smelling, Motion-Detector and Enhanced Reflexes to Ocellimon until the end of her next turn, allowing her to use her senses to navigate her environment and avoid danger.
- Her sense of smell has a broad range (about that of a common house cat), but only allows her to track a target's exact location from about one hundred feet away by allowing her to follow a scent trail.
- Her hearing is similarly gifted, allowing her to hear sounds over great distances, but she can only pinpoint the exactly location of distinct sounds within fifteen feet or so. At that range, she can hear the drop of a pin, the sound of individual heartbeats or breathing.
- Ocellimon will detect any movement within her normal vision range even if the mover is otherwise cloaked or hidden.
- Ocellimon can dodge almost any attack (within her mobility range) from Champion or below so long this ability was cast on her turn prior to the enemy unleashing their attack.
- However, an extremely loud sound or strong odor may stun her for the duration of the ability.
(Non-combat Passive) Darkvision -
Ocellimon can see in the dark within her normal vision range, but this does not penetrate magical darkness effects.
(Non-combat Passive) Compulsive Predator -
- Ocellimon cannot resist pouncing on small animals or digimon that scurry into her line of sight.
- It's the movement of the small creature that triggers the effect.
- Anything small enough for her to eat is going to be attacked.
- She will ignore all other threats and targets and instead focus solely the small animal.
- The effect cancels if Ocellimon is attacked or takes damage in any way.
- The effect cancels as soon as the small creature dies or is no longer in sight.
- Any effect that boosts her mental capacity or concentration will allow her to resist this effect.
This will serve to expand (or contract) the abilities of Ocellimon's line so that they form a more cohesive fighting style. Some of this may still change before Ocellimon reaches that form. I'm still torn on Queen-Dumamon as her skillset is almost the complete opposite of the rest of her line but maybe that's a cool thing about it. I left many blank ability spaces because I knew I wanted to tweak them at a later date. In any case, she has been altered to clarify some things and to make her more feasible. I'm willing to work with mods to make sure there's still some balance, and to that end I'm going to include reasoning as to why I want it to be this way.
I'm requesting changes to these forms:
Iona (tamer): Her original weight was really high for her height (even if she could be described as "curvy"), and I'm not quite sure what I was thinking or how it got past me. It's possible I had her taller at some point. We'll just say she grew a bit and lost some weight at the same time.
Height: 5'3
Weight: 126 lbs.
Wyanmon (Baby II): Slot 2 is blank. I'd like it filled with this:
2. Bubble Cloak (Cooldown: 1 turn) -
- Applies Bubble, reducing physical damage and effects from impact until Wyanmon's next turm.
- Physical damage from rookie digimon is halved.
- Physical damage from in-training digimon is negated, as well as any status effects resulting from that physical attack.
- Magical attacks (i.e.: anything that does not strike a target with something physically there) are unaffected by this shield.
Ocellimon (Child): Slot 4 is empty and I want to request some changes to existing passives to clarify her purpose and fighting style. In order to game-ify her gimmick and make her more than a set of potentially OP passive effects, I want to make her abilities something that has to be activated and are given cooldowns. This seems a bit more in line with what the battle system for DFRPG is and allows me to free up more slots instead of using them all on passive effects. Most of the below effects were originally approved as passives, but I have made them into effects she has to apply to herself with apply and cancelling conditions, duration and cooldown. Ocellimon also gets a negative passive effect. This will replace all of her ability slots and all of her passives!
1. Stigma Glare (Cooldown: 1 turn; Duration: Same Turn) -
- Outside battle, upon meeting even the smallest glance of her second set of eyes, anything in Ocellimon's vicinity immediately forgets she's there.
- Inside of battle, when she has already been seen, Stigma Glare causes her enemies to be unable to track her next movement, allowing her to hide.
- Ends on the post she cast it, but any movement in that post is imperceptible to all around her and she will appear to have simply vanished.
- Any effect that would block the sight of her eyes (i.e.: darkness) will cancel the effect.
- A caveat of the above is that if the digimon has some form of darkvision or any ability that would allow themselves to see past the obstruction will still be affected.
2. Sight Unseen - (Cooldown: 2 turns; Duration: End of Next Turn) -
- Applies Stealth on Ocellimon, quieting her movements and making her very difficult to see.
- Allows her to ambush enemies, increasing the damage of any attack action by one half an evolution stage.
- Strangulation does not receive this bonus damage.
- In fact, she has no natural attacks that can receive bonus damage and must rely on abilities gained from other sources to utilize this effect.
- Can only be activated if Ocellimon is not in view of any hostiles.
- Deactivates as soon as Ocellimon performs any action aside from movement, or if she is hit by a malicious state or damaging effect (even if the effect wasn't targeting her).
- Digimon with any kind of enhanced sight, vision, or sense of smell can spot her, canceling the effect.
3. Strangulation (Cooldown: 3 turns) -
- Can only be activated while under the effect of Sight Unseen
- Ocellimon surprises her target and bites down on their throat, putting immense pressure on their windpipe.
- Applies Strangled, which deals damage every turn that Ocellimon remains attached and prevents the use of breath or voice-based attacks from the target.
- Upon removal of Strangled, Dazed is applied, which causes the target to be dizzy and short of breath for one turn.
- Damage to Ocellimon, no matter how minor, removes Strangled.
- Aside from their breath, the enemy is not restrained and can retaliate.
- Ocellimon is unable to dodge, move, speak, or activate any attack or effect while attached to the foe's throat.
- Will automatically fail if Stealth state is interrupted or if the target's biology, size, or armor prevents strangulation.
4. Heightened Senses (Cooldown: 3 turn; Duration: End of Next Turn) -
- Focuses her senses and applies Super-Hearing, Super-Smelling, Motion-Detector and Enhanced Reflexes to Ocellimon until the end of her next turn, allowing her to use her senses to navigate her environment and avoid danger.
- Her sense of smell has a broad range (about that of a common house cat), but only allows her to track a target's exact location from about one hundred feet away by allowing her to follow a scent trail.
- Her hearing is similarly gifted, allowing her to hear sounds over great distances, but she can only pinpoint the exactly location of distinct sounds within fifteen feet or so. At that range, she can hear the drop of a pin, the sound of individual heartbeats or breathing.
- Ocellimon will detect any movement within her normal vision range even if the mover is otherwise cloaked or hidden.
- Ocellimon can dodge almost any attack (within her mobility range) from Champion or below so long this ability was cast on her turn prior to the enemy unleashing their attack.
- However, an extremely loud sound or strong odor may stun her for the duration of the ability.
(Non-combat Passive) Darkvision -
Ocellimon can see in the dark within her normal vision range, but this does not penetrate magical darkness effects.
(Non-combat Passive) Compulsive Predator -
- Ocellimon cannot resist pouncing on small animals or digimon that scurry into her line of sight.
- It's the movement of the small creature that triggers the effect.
- Anything small enough for her to eat is going to be attacked.
- She will ignore all other threats and targets and instead focus solely the small animal.
- The effect cancels if Ocellimon is attacked or takes damage in any way.
- The effect cancels as soon as the small creature dies or is no longer in sight.
- Any effect that boosts her mental capacity or concentration will allow her to resist this effect.