Skip Navigation
Djehuti (AKA "D") the Dorumon
D
Rookie
Status: Fine
Posts: 14
|
Post by D on Dec 29, 2020 22:31:53 GMT
Hey, all! D here! This is my first submission for a profile. I hope it doesn't disappoint!
Profile info:
This is a profile for a solo digimon, and, being my first application, lacks a digivolutionary path beyond Champion, as per some rules I found on the rules board.
Digimon Name: Djehuti (AKA "D", AKA D.J.)
Default Form: Dorumon(Rookie) Gender: nah Alignment: Chaotic Neutral/Chaotic Good Skills/Talents: great at learning/information gathering, well versed in survival skills, strangely lucky, great at starting conversations about odd things at inopportune times Inventory: D carries a few sheaves of handmade paper and writing tools, A crude notebook with primitive maps and diagrams, A shiny rock from their childhood home as a memento, and a spyglass they recieved from a friendly tamer a long time ago. D is also in possession of a dillapidated old cottage in the Server Woods. The roof has holes in it, and there's a nasty draft in the winter, but it's still standing, and all the possesions of the previous owner are mostly intact, such as a crude bed of wood and fur, a small bookcase with martial arts handbooks and journals, and a worn combat dummy. Perhaps the cottage belonged to a Leomon a long time ago? D keeps affirming to themself that they'll repair that roof one day, but they always get distracted by something or other. Personality: Endlessly curious, D has made it their personal mission to learn as much as possible about the Digital World and its denizens, which can cause them to come across as a bit weird. D tends to ask a lot of questions to sate their curiosity, often at inopportune times. Tends to keep others at a comfortable distance, but puts their full trust in those they allow into their inner circle(which is usually small, compared to most), and will gladly talk the ear off of those who appear to share their interests. Passionate about a variety of things, but tends to hyperfocus on specific areas depending on their current mood and temperament, which can come across as weird to those not familiar with them. Tends to avoid confrontation where possible, but doesn't hold back if actually provoked(a difficult thing to accomplish, most of the time). Suffers from mild and inconsistent oblivousness to social customs, through no fault or intention of their own. Has difficulty expressing emotions, making them seem dull or robotic to the untrained eye, or, in contrast, childish or rude, depending on the situation, but has emotions just the same as everybody else, despite problems parsing and expressing them. Appreciates the simple things in life most of all: good food, good company and good sleep. At their core, they have good intentions, despite their atypical mindset, and aspire to be a good person. However, their moral code is built from the ground up, owing to their background as a feral denizen of the Digital World. This often results in them criticising or poining out hypocrisy and contradiction(which can get them into trouble sometimes). Personal History: Grew up in a highly-trafficked forest area. They were brought up by two things: the forest, and travelling Tamers. D, at heart, is a student, and their lectures took the form of nature's many lessons and the eavesdropped(and sometimes participated in) conversations of Tamers. As a result, D has a healthy appetite for knowledge, both great and small, both orthodox and strange, while also having been able to apply that knowledge and curiosity to survival in the forest they called home. This proved a fertile testing ground, and they developed a strong tactical/strategic mindset, learning by imitation and experimentation the arts of camping and trapping, practices that further encouraged an observant and thoughtful lifestyle. All this culminated in D's discovery of an abandoned, run-down cabin in a calmer area of the deep woods, where they found old reading materials and possessions belonging to the previous occupant. Logs and manuals found within described a far greater and more complicated world than D had yet been exposed to, and granted answers to many of their previously burning questions, answers that hinted at greater questions and mysteries to investigate! This discovery marks the beginning of their quest for knowledge in earnest, as the incomplete set of clues and information left behind by the shack's previous owner create the perfect storm of leads and questions to inspire D to boldly set out to learn it all! Merely the idea that places exist outside of the woods was a revelation for D, but the descriptions of faraway places found in the logs remaining in this dilapidated place solidified that revelation, creating the spark of what would become D's life's work, the quest for knowledge, and the pursuit of the joy of learning, as well as the pleasure of the company of others! D knows that it's a quest with no end, destined to reach its terminus before the goal is achieved, but, for D, this is part of the joy of it! They will never run out of things to learn, things to see, and they're determined to make the best of it! DIGIMON'S INITIAL EVOLUTION LINE FreshSpecies: Dodomon Appearance: Attribute: Free Family/ies: N/A? Type: Slime Fighting Style: Cautious, but ferocious if cornered or provoked. Abilities:
AAAAAA - Yells very loudly and begins thrashing around in an attempt to intimidate the opponent. Deals little damage if the opponent is standing still, otherwise useless unless intimidation(or just plain annoyance) succeeds, which gives the target the choice to stop battling, or to muster their courage(or patience) and continue the fight.
Digivolves To: Dorimon In-TrainingSpecies: Dorimon Appearance: Attribute: Free Family/ies: Nature Spirits Type: Lesser Fighting Style: Careful, with an emphasis on carefully-timed rushdown attacks. Abilities:
Facepunch - Charges at the enemy and performs a headbutt attack. Literally punches the opponent with the attacker's face. Requires careful aiming or the attack will miss. Aerial Monch - Performs a running jump and latches onto the enemy with a bite. Much like Facepunch, requires careful aiming. Unlike Facepunch, results in a grapple, and renders the attacker immobile and unable to attack while active. Deals light damage on hit, and unless the target takes action to remove the attacker, they will receive a small amount of damage for each subsequent post up until the third post after the attack, at which point the attacker gets tired and lets go, cooling down for 2 posts. Digimon at Champion level and above receive no damage from this attack, and are merely annoyed. Digivolves From: Dodomon Digivolves To: Dorumon RookieSpecies: Dorumon Appearance: Attribute: Data Family/ies: Nature Spirits, Virus Busters, Dragon's Roar Type: Beast/Animal Fighting Style: Observant, conserving energy until weaknesses present themselves, then using overwhelming force. Abilities:
Beast Tackle - A mighty tackle move, plows into the enemy using the attacker's entire body weight. Lacking in accuracy. Crunch - Uses powerful jaws to bite down on the opponent. Requires close quarters, easily punishable. Metal Cannon - Fires an iron sphere from the mouth at the opponent. The sphere is about the size of a bowling ball. Travels about as fast as an average baseball pitch. Sonic Roar - Loudly screams in an attempt to scare or intimidate the enemy. Doesn't deal damage on its own, but can negatively affect the hearing of the opponent if they're in close quarters. Target chooses between either immobilization or any chosen attack move being disabled for 1 post. At close quarters, has a bonus effect of deafening the enemy for 2 posts. This attack has a 2 post cooldown, as it strains the throat something fierce. The opponent also has the choice to stop battling as a result of intimidation, or to continue fighting. Digivolves From: Dorimon Digivolves To: Dorugamon ChampionSpecies: Dorugamon Appearance: Attribute: Data Family/ies: Nature Spirits, Dragon's Roar Type: Beast Dragon/Animal Fighting Style: Use of intimidation followed by brute force, then avoidance if the battle doesn't immediately end Abilities:
Doruga Cutter - Rakes large claws across the enemy's body. Strong enough to rip through trees with ease.
Mighty Crunch - A more powerful version of Crunch. Strong enough to mangle steel beams. Mighty Cannon - A more powerful version of Metal Cannon. This version fires an iron ball the size of a yoga ball, at roughly the same speed. Mighty Stomp - Performs a high jump using the attacker's wings as a boost, then crashes down on the opponent. Has the potential to push the enemy to the ground, but lacks accuracy and is easily dodged if the enemy is observant. Target is immobilized for 1 post as they recover from being knocked down. Has a cooldown of 3 posts and deals light damage. Feint - Attacker telegraphs a large attack as a distraction, then exploits the opening created by the opponent's reaction to the false attack. Deals heavy damage if it connects, but has a 3 post cooldown, and each subsequent use is 20% less effective. Bloody Roar - A stronger version of Sonic Roar. Inflicts fear on the opponent, cutting their attack or defense in half (target's choice) for two turns. Also offers the target the choice to stop battling, or to keep fighting. Digivolves From: Dorumon Digivolves To: DoruGreymon [[Omitted]]
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 9, 2021 3:11:48 GMT
Hihi! I'm arissey, and I'll be looking at this profile today!
So looking at it first and foremost, your personal history section is a little too short. You need 200 words, and you're 67 words shy, unfortunately! Try and fill it up a bit more, okay? Maybe D met a particular tamer or Digimon that happened to influence them a little more than the last, or maybe a special event that sparked D to travel outside their forest home?
...And that's it for the noncombat stuff! Otherwise Djehuti looks good on that aspect! Now on to the reason why being a grader's considered a thankless job - the movesets!
Dorimon
Aerial Monch - There isn't any issue with DoT effect, but they can only generally last a maximum of 3 posts. In fact, just about every effect has a maximum duration of 3 posts. We'd have to throw a cooldown on it, depending on how much damage you want it to deal, though.
Dorumon
Sonic Roar - You're right in that we don't allow full stun moves, but half-stun, or moves that prevent your opponent more either moving or attacking (but never both) are legal. So if you wanted this move to do one of those two (or my personal preference, let the target decide which effect to apply), you can slap on a 2-post cooldown and be done with it! Oh, but if you want the roar to deal damage on top of it, then a 3-post cooldown is required.
Dorugamon
Doruga Cutter - If you wanted the bleed to be a DoT effect, you can do it. Like Aerial Monch, there'd likely have to be a cooldown, depending on the damage output you want.
Mighty Stomp - It really depends on what you want the attack to do. It can deal damage and immobilize the opponent, reduce their speed or defense, pretty much anything you can think of, we can try to translate into a mechanic.
Feint - Critical Hit-kind of moves, or moves that have any luck-based factor at all aren't allowed. So what you want to do is completely up to you.
Bloody Roar - Since this is a souped-up version of Sonic Roar, I won't repeat myself on those remarks. But if you just wanted to intimidate them and drop their attack, that's do-able.
And that's it for the movesets. All I could do, really was provide some feedback, seeing as you still need to decide what you want the attacks to do for a number of D's moves.
Honestly, there isn't any solid system in place. It's more a pseudo-stat thing, where the mechanics are just commonground for players to agree on. "Combat viability" really shouldn't be a big concern, since unless you're constantly looking for a fight, it will really be a small part of the RP experience.
The best advice I can give you is to just decide on something, and we'll tell you whether it can fly or not. Chances are, unless it's an outright filthy move, we'll just tell you to throw a cooldown on it instead of outright denying it.
And if you have any questions, feel free to PM me, or if you want the advice of the whole DFRP community, feel free to join our Discord server, if you haven't already! There's plenty of people likely able and willing to help you out with any questions you have, though they'll probably want to talk about how awesome the character they created is, first!
|
|
D
Rookie
Status: Fine
Posts: 14
|
Post by D on Jan 10, 2021 4:03:38 GMT
Per your advice, I've made the first wave of edits to D's profile. Let's get into the changes:
NON-COMBAT CHANGES:
I'm sort of glad you mentioned the Personal History section, thanks to the wait between my original post and your suggestions, I already had some good ideas for beefing it up swimming in my head! Here's a summary:
I thought I glossed over D's possession of a home in the woods in the Inventory section, so I fleshed out that aspect in the Personal History section, as I thought it tied in nicely to Djehuti's learning-quest. At their core, D is a student, setting out into the world to learn as much as they can about it, having a good time along the way, and having them be exposed to the remnants of someone else's life seemed a good way to get them started on the path out of their home area, and having a safe place to return to is also quite the boon. I may have gone overboard though, I definitely added more than 67 words!
And, that'll be it for Non-Combat edits! Onwards!
COMBAT EDITS:
Dodomon -> I made some minor edits to AAAAAA, as I think it needed some slight clarification. It really isn't a move to be used to do damage, and is more a desperation or intimidation move meant to ward off danger rather than defeat it.
To that end, I finally figured out what intimidation means as a battle mechanic for Djehuti. Henceforth, intimidation gives the opponent the opportunity to cease fighting. It doesn't force them into anything, merely presents the choice. To me, this makes sense for D's character. As a feral-born Digimon, intimidation is a valid tactic, and it also presents a unique opportunity in RP contexts, given that, if my descriptions are detailed enough (and in the right ways), they can end up intimidating in their own right. Of course, it's entirely up to the opponent on the receiving end whether or not they choose to continue the battle, and, if anything, it seems to me that the opportunity for unique RP situations also applies for the target, given that the space for descriptions of them mustering their courage exists. Anyway, battle-mechanic rant over! On with the edits!
<----------------=o=----------------->
Dorimon -> Aerial Monch is now a DoT grapple move with a 2 post cooldown. Given that this move is available for D's In-Training form, the move isn't meant to do all that much damage, and is ineffective on Champion-level Digimon and above. I considered giving it reduced power on Rookie Digimon, but the description was getting a bit verbose. I also left the space in for the opponent to easily shake the attacker off, though I might want to revise that part since it seems a bit vestigial. I'll defer to you on that.
<----------------=o=----------------->
Dorumon -> Sonic Roar is now a functional debuff move with a 2 post cooldown. I think your advice on giving the target a choice on what debuff they want is great, and so I've incorporated it into many of the moves that apply a status effect. Sonic Roar in particular offers the opponent the choice between immobilization or an attack move of their choice being disabled, each for the duration of 1 post. I also took the liberty of adding the ability for this move to afflict the enemy with deafness for 2 posts, with the special condition that D must be VERY close by for the effect to activate. This debuff really only has usefulness in RP contexts rather than as a damaging effect, in my view, though I find the potential interactions interesting. As before, intimidation offers the target the choice to stop battling. If the deafness debuff is unacceptable, feel free to notify me and I'll remove it.
<----------------=o=----------------->
Dorugamon -> There's a few edits here:
- Doruga Cutter is now a moderate-damage move, without any special effects besides being less effective on metal opponents.
- Mighty Crunch is now a higher-damage move without any special effects besides being effective on metal opponents, with the caveat of a 2 post cooldown. I thought about my previous description of it being strong enough to mangle steel, but then I thought about how awful it is to chew aluminum foil, so I slapped the cooldown on it.
- Mighty Stomp is now a moderate-to-light-damage move that applies a debuff to the target, once again selected by the target. The recipient of this attack has the choice between either immobilization or a hefty reduction of defense and speed, each lasting for 1 post. I thought about adding a cooldown, but I think I'll defer to you on that matter. Being that Dorugamon has wings and what appears to be strong legs, it doesn't seem like much of a stretch to imagine them utilizing them in this way, but if the move isn't fair, I'm all for modifying it.
- Feint is now a move that does heavy damage without applying any special effects, with a hefty cooldown of 3 posts, plus a reduction in effectiveness for each subsequent use. I'm satisfied with this conception of it, given that critical hits and luck-based moves are forbidden. It still does what a feint does, arguably more so than my previous ideas on it, while at the same time being fairer. This isn't a move meant to be used repeatedly in battle.
- Bloody Roar is now a debuff move, comparatively weaker in terms of effect than Sonic Roar despite its higher level. The target has either their attack or defense halved, depending on their choice. To me, this makes a sort of sense: fear creates two possible responses, fight, or flight. If the opponent chooses the fight response, their defense will be halved as they thrash like a cornered animal, meanwhile, if they choose the flight response, they focus on avoiding damage rather than driving the threat away, halving their attack. The move doesn't apply immobilization or disable attacks, which, in retrospect, is a bit odd, depending on your response I may swap effects with the lower-level Sonic Roar. This move also offers the choice to end the battle via intimidation.
And that's it for the combat edits! Through all this editing, I came up with a lot of ideas, though in retrospect perhaps some shuffling is necessary. I think I'll wait for your input on the matter to see where things will end up, but I think Djehuti's profile is nearing completion quite nicely! So far, I think the problem areas are probably the section on Dorugamon's moves, and their connections with Dorumon's moves. Besides that, there's the length of the edited Personal History section (which really only bugs me), and any spelling or grammar mistakes (see previous parentheses). Otherwise, you can point anything out that you find dubious or strange, and I'll address it as soon as I am able. That wraps up my edits, then!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 11, 2021 23:15:06 GMT
Much better, but still a couple of fixes needed:
Dorumon
Sonic Roar - If you want the attack to deal damage on top of its other effects, raise the cooldown to three posts.
Dorugamon
Bloody Roar - Same with Sonic Roar. Raise the cooldown to three posts, or remove the damaging aspect.
Mighty Stomp - I'd say let stick to either immobilization or a heavy reduction of defense, and give a specific number for the defense drop. Also give it a 2-post cooldown if you want it to deal light damage, or 3-post cooldown if you want it to be stronger.
I also want to take my grader hat off for a second to give some advice - I think you're crippling yourself by imposing some restrictions on your moves. Other than the thematic reason, there's no reason for feint to have to reduce its own damage. And you honestly don't need to worry about your Digimon's interactions with metal. If your opponent's made of metal, then they should have their own defensive measures in place. You don't need to shoot your own character's moves in the foot.
|
|
D
Rookie
Status: Fine
Posts: 14
|
Post by D on Jan 12, 2021 3:53:04 GMT
Thanks for your response! I've made another round of edits, this time much more minor. Let's get straight to it:
- Sonic Roar and Bloody Roar are not damaging moves, instead intended to provide a debuff. I've not yet decided if any of the effects should be shuffled between them, but nonetheless I don't intend for them to do any actual damage besides imparting a harmful debuff.
Thematically speaking, I find that Bloody Roar emphasizes fear as a negative status, while Sonic Roar emphasizes loudness, each aiming to intimidate the opponent, resulting in either the end of a battle or a reduction of their ability to fight effectively for a period of time.
I originally thought that having them deal damage made sense, but in retrospect, things are more well-rounded if they remain purely status moves, and so I made no edits to these moves, I'm happy as they are. That being said, any advice about the details of these moves and their common traits is welcome and appreciated!
<----------------=o=----------------->
- Your advice regarding reducing my own ability to do damage is noted, and so I've removed and edited some of the flavor text and special conditions regarding Doruga Cutter and Mighty Crunch. They no longer implement any special reaction to metal.
However, I think that, thematically speaking, a reduction in damage makes sense for a feint, otherwise it is simply a highly damaging move. Nonetheless, I've halved the reduction in damage that activates each time Feint is used. Feint is a move best suited to the start of a battle, to deal heavy damage and get a head-start against the enemy. Tricksy moves like that, however, quickly lose their effectiveness in a fight when used repeatedly, and so Feint's explanation reflects that.
<----------------=o=----------------->
- Per your request, I've edited Mighty Stomp's description. It is now a lightly damaging move that immobilizes the target for one post, dealing light damage and cooling down for 2 posts.
And that's all the edits I've made. It disappoints me slightly that Feint's special conditions may prove a detriment, as thematically I find it very interesting, but I'm perfectly willing to remove the effect altogether if you thing it's prudent, though I may change the name of the attack if that's the case.
I'd also like to dedicate some time to scrutinizing the Roar moves, as it seems like Sonic Roar may be more powerful than the Bloody Roar, though thematically they fit quite well in their current places.
In any case, here's a recap: The Roar moves are purely status moves, and don't deal damage, meanwhile the special conditions for the moves that react to metal have been removed. Feint's damage reduction has been halved, And Mighty Stomp immobilizes and deals light damage, therefore it has a 2 post cooldown. Any further advice at this point is appreciated, especially regarding the balancing of power between the Roar moves.
Also, if you think everything looks good, let me know and I'll remove the comments on the profile, cleaning it up, and remove the WIP status of the profile!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 12, 2021 21:09:16 GMT
A 2-post cooldown would have been good for defense or speed reduction, but if you want full immobilization AND damage, the you'll need a 3-post cooldown. Other than that, everything's fine!
And I'm not trying to cramp my style, mind you. I'm just worried that you'll put too many detriments on your abilities, and it will sour your experience somehow. You should be proud of what you create, and I'm just concerned that you might end up regretting your choices if they prove to be too detrimental.
But at the end of the day, we're a roleplay site first, not a Digimon Battle Game. If you want to impose any restrictions on yourself to mechanically flavor your moves, go ahead. I just want you to have the most enjoyable time here on the forum, but you know you better than I do.
|
|
D
Rookie
Status: Fine
Posts: 14
|
Post by D on Jan 12, 2021 22:58:45 GMT
Glad to hear everything's mostly sorted! I've increased the cooldown of Mighty Stomp, and reduced the damage reduction on Feint by 5%, but other than that, besides future edits, I'd call that done if you will! I'll take the liberty of cleaning up the comments and formatting a tad, and I'll remove the WIP so we can get to approval. Thanks so much for your help!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 12, 2021 23:52:16 GMT
I'll leave you to it, then.
1/2'd!
That means that D is allowed to play on the forum now, but a second grader needs to approve their profile until they can enter combat.
|
|
Mae
Official Grader
The Royal Shipper
I'm the oracle that's had enough.
Posts: 608
OOC Name: Bass
|
Post by Mae on Jan 13, 2021 5:53:47 GMT
Seems good.
2/2.
|
|
|