Also, here are some Team Mercs
Team Guardian αName: Dormo
Species: Tyumon
Alignment: Chaotic Good
Personality: Dormo is a jittery mess. Even at first glance, even the most oblivious person can see that there's clearly something wrong with the poor guy. The guy always seems to be shaking and vibrating, and his movements are always jagged and sudden, as if he remembered there was something that he had to do at every given moment. Striking up a conversation with Dormo will only result in him spewing off a mouthful of shaky gibberish, and he doesn't seem to be aware that nobody can understand him. Where he came from and why he sticks around the Wonderland is a mystery very few people know, and it's a tale none of them would like to tell.
And yet, looking past his quirks it's obvious that he's a thoughtful individual. Whether it's kindness, respect, or fear, Dormo is constantly doing little things for those around him, such as serving them food, picking up after their trash, picking off lint and dust, if he sees something he can do to help someone, he'll do so. Despite that, Dormo's definitely a coward, and when threatened he'll almost always hide behind the very same people he was helping earlier.
When left to his own devices, Dormo can be found talking gibberish to himself, drawing bizarre hieroglyphs onto walls before erasing them shortly afterwards, and drinking ungodly amounts of coffee. Probably explains all the jitters.
Gender: Male
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers, Metal Empire, Nature Spirits
Type: Beast
Fighting Style: Because of his low level and lack of options, Dormo isn't an active participant in combat, preferring to support his allies in combat rather than engage with anyone directly.
Abilities:
NCP'sCoffee Machine - No one knows where he gets it, but Dormo always seems to have a freshly-brewed cup of joe on hand, with spare cups for anyone who wants them. NEVER ask him for tea, however. What's more, despite the fact that he's always shaking, he doesn't seem to feel pain from spilling scalding hot coffee on himself. Whether that's just inherent immunity or just a built-up tolerance is up for debate, however.
Cheese Meister - Dormo is able to summon cheese at will. You'd think that cheese and coffee wouldn't go so well together... and you'd absolutely be right. Even so, it's what he's got. Keep in mind though, that it's actual cheese, and not that nigh-plastic processed stuff, so eat it while it's still good!
Attuned to Danger - Dormo is hyper sensitive to threats. He's acutely aware of higher level Digimon, and so long as they give of SOME sort of digital signal, he's able to pinpoint them exactly within 100 feet or so, regardless of how stealthy they are. That said, it's not like he can communicate this with his allies very well.
Extra Vigilant - No one in the history of the Wonderland has ever seen Dormo sleep. Judging by the results, it's probably not the healthiest thing in the world, but Dormo doesn't need to sleep so long as he's got a full stomach and caffeinated like crazy. Which is basically always.
1. [Passive]
Ceuo Iapdqdoaml Dqurqa - Dormo's mind is a jumbled mess, and any attempts to peer into his mind or assail him with some sort of mental effect will backfire on their user, giving them a headache that doesn't have any mechanical effect in combat, but they'll definitely regret it after the fight is over.
2. [Active]
Ydssakdqy Hnaak - Dormo yells a bunch of nonsense into the target's ear, and even though it doesn't mean anything, the target can feel his encouragement. If the target used an ability last round that somehow failed (Broken Shield, missed/blocked attack, etc.), that ability's cooldown is completely refreshed, transferring to this ability's cooldown instead. Only affects rookies and below.
Cooldown: Variable
3. [Active]
Ona Hnaaua ep Iauodql - Dormo hands the target a slice of foul-smelling cheese. Somehow, the target knows that devouring this cheese will remove any debuff they wish to be removed, as well as restore a large amount of health, however, they also know that this comes at a great price. As taking a single bite out of this cheese will give them visions of every single painful moment they've experienced in their life, all their regrets, and moments of joy they know they'll never experience again. Their short little vision-quest causes the target to be unable to attack the turn they heal, however.
Cooldown: 3 Posts
4. [Active]
Nal, Let! Sa cl Caroundami! - Dormo tries very hard to not be noticed by the enemy. However, if he's unfortunate to be attacked anyways, he can hide behind an allied Digimon. That allied Digimon takes the damage for Dormo, however, the damaged Digimon's next attack will deal an extra amount of damage equal to the damage they took for being Dormo's meatshield.
Cooldown: 4 Posts
Team Guardian βName: Chestershire
Species: Sistermon Noir
Alignment: Neutral Evil
Personality: Chestershire is as enigmatic as they come, and that's primarily of their own volition. For starters, they're not like your ordinary Sistermon Noir. Their body is actually just a lifeless puppet, controlled by the sentient, flying cat klobuk upon its head. Because they don't have a mouth, they can't speak normally, but instead communicate through telepathy. However, having a conversation with them is a pain because every sentence they utter is in the form of a question, and it's a gimmick they're not willing to relent no matter how dire the situation.
Because of their unwillingness to share information about themselves, no one really knows much about who or where Chestershire comes from. Some say that they were the original owners of the land Mother Alice used to create the Wonderland, while others believe that she just showed up one day and never left. Either way, she can normally be found roaming the vast reaches of the Wonderland, seeking out lost children and guiding them back on their way... though there are rumors that they give the children a scare, first.
Whether it's a form of telepathy or some sort of omniscience, Chestershire seems to know things they have no business knowing, and can be sought out for advice in any number of matters. However, because of Chestershire's unrelenting quirk, often very little comes of it.
Gender:
Appearance:
Attribute: Virus
Family/ies: Nightmare Soldiers, Metal Empire, Nature Spirits
Type: Puppeteer
Fighting Style: While Chestershire is as enigmatic as they come, their role in combat is anything but. They rush down whatever target seems most vulnerable with an onslaught of attacks from their modified puppet.
Abilities:
NCP'sDinah - Dinah is the name of Chestershire's Sistermon Noir body. It's (hopefully) just a soulless, lifeless puppet, manipulated by Chestershire's own will. In addition to being Chestershire's main weapon, she also has all sorts of practical applications, with all kinds of tools, electronic doo-dads, and condiment dispensers contained within.
Telepathy - Chestershire speaks exclusively through telepathy, which makes their non-answers very hard to ignore. They can also read thoughts directed towards them, as well as the surface thoughts of anyone who's comfortable with that kind of stuff.
Tactile Telekinesis - As what's essentially just a floating piece of cloth with eyes, Chestershire can move things around, so long as they're touching the thing they're manipulating. Of course, since they're always touching themselves, they can float freely through the air at will.
Nine Lives - As if their very existence is some sick joke, Chestershire has some Schrodinger's bullhonkey going on. When killed, Chestershire seems to vanish from the thread completely, but if you go looking for them afterwards, you can find them chilling back home as if nothing ever happened.
1. Passive
Questionable Existence - This Digimon is completely immune to mental effects, and their mind cannot be sensed or detected in any way. Are they just a figment of everyone's collected consciousness?
2. Active
Dinah-Derringers - Dinah's arms transform into hundreds of small guns, unloading into one sorry target.
Cooldown: 2 Posts
3. Active
Dinah-Daggers - Dinah's high-heels become even longer. So long, they fly out and stab someone. Pierces shields.
Cooldown: 2 Posts
4. Active
Cat-ture - Chesteshire extends the tip of their cloth out to poke one target. That target is trapped by the sentient klobuk's telekinesis, unable to move for 1 post
Cooldown: 2 Posts
5. Active
Possession - Chestershire abandons Dinah and throws themselves onto one appropriately-leveled target. The target then uses 1 non-opt ability they have against any target Chestershire desires. The target still gets to take their turn as normal, though the used move still goes on cooldown. Alternatively, if the possession makes someone involved uncomfortable, this move simply sends one of the target's moves on cooldown, and deals damage to themselves equal to the damage the attack would have dealt as they struggle to fight Chestershire's influence. Either way, Chestershire returns to re-possess Dinah afterwards.
Once Per Thread
6. Active
Dinah-Destruction - The center of Dinah's chest begins to glow red-hot, and Dinah explodes in a massive fiery burst 50m in diameter. Afterwards, Chestershire vanishes from the thread.
Once Per Thread
Team Guardian γName: Marche
Species: Symbare Angoramon
Alignment: Lawful Neutral
Personality: Marche serves as FBW's commander of the Hare Patrol, the main, primarily bunny-related security force behind Wonderland, and it's a duty she takes in earnest. She doesn't have much of a sense of humor, instead she intensely focuses on executing whatever mission that's been assigned to her with, whether it's the elimination of an undesirable, or fetching someone a cup of coffee. She has a tendency to fixate on whatever duty she's been tasked with and can ignore her own wellbeing, though she often considers her comrades' wellbeing as part of her duties.
Marche makes it a point not to allow herself too much free time, as it would set example for those beneath her. As such, she doesn't have very many hobbies other than training herself or others. When alone, she'll occasionally dance like there's nobody around, but if discovered she insists that she's developing new fighting techniques.
However stoic she may be, Marche is ultimately a softie who desperately tries to be a hard-ass, but she can't help but show her true colors when there's someone in need. She's ultimately good people, but Yggdrasil help you if she catches you slacking off.
Gender: Female
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Wind Guardians, Metal Empire
Type: Beast Man
Fighting Style: Marche doesn't waste a moment in combat, zeroing in on the most threatening-looking foe and relentlessly attacks them. She specializes in one-on-one combat, debilitating her foes' offense and defense while removing their buffs and increasing the length of their cooldowns. Honestly, it's a really dirty fighting style.
Abilities:
NCP'sAnalyzing Touch - Marche can tell the status of a Digital object or creature just by touching them, such as how injured they are, and what spots would hurt the most if she attacked. Good for finding weak points in structures and checking ally injuries, though she's not much of a medic.
Chopper Head - Marche's ears can spin around like a helicopter, letting her fly. She can't hear a darn thing when she does it though, and it also makes her look incredibly silly, so she prefers to just jump everywhere if she can.
Truthsniffer - Marche can sniff out when people are lying to her. It smells like if someone put garlic, onions, sauerkraut, and pickles into a blender and downed 12 gallons of it.
Hare Patrol - Even when going outside of Wonderland, Marche brings along a couple of bunny NPC's along with her. They're normally too low of a level to matter, can't participate in combat, and are mainly there for an extra pair of eyes and ears and to carry stuff and the like. Typical minion stuff.
1. Passive
Sword Breaker - Once per turn, whenever Marche lands a physical attack against the target, she strikes at their "pressure points" that cause aggressiveness. For the next 2 posts, the target deals 10% less damage. Stacks up to 40%, and each new application resets the duration.
2. Passive
Armor Breaker - Once per turn, whenever Marche lands a physical attack against the target, she strikes at their "pressure points" that cause stalwartness. For the next 2 posts, the target takes 10% more damage. Stacks up to 40%, and each new application resets the duration.
3. Passive
Quick Strike - Marche is able to use 2 Named Abilities/basic attacks this turn.
Cooldown: 3 Posts
4. Active
Delay Strike - Marche strikes the target in a vulnerable area, causing their data to freeze for an instant. Deals light damage, and one of the target's active cooldowns is increased by 1. Affected move cannot have its cooldown increased more than once before refreshing.
Cooldown: 1 Post
5. Active
Delay Combo - Marche unleashes a flurry of blows, dealing light damage and increasing 1 active cooldown by 2, or 2 active cooldowns by 1. Affected moves cannot have their cooldown increased more than once before refreshing.
Cooldown: 4 Posts
6. Re-Boot - Marche delivers a flying kick towards the target, causing one of the target's systems to reboot. Deals damage and removes 1 buff from the target.
Cooldown: 1 Post
7. Staggerblow - Marche dodges one incoming attack, before countering and striking them with her palm. The palm strike doesn't deal damage, but it does increase the dodged move's cooldown by 1.
Cooldown: 3 Posts
Team Guardian δName: Dame Dapperton
Species: Noble Pumpmon
Alignment: Neutral
Personality: Dame Dapperton (She insists people use her full title) has existed near Wonderland's founding, being one of the few Digimon to have helped Mother Alice create it. As such, she assists in running the day-to-day operations, though she's more than willing to pass on her duties upwards to Mother Alice or down to her subordinates to go off gallivanting with some kids.
Dame Dapperton is a friendly, easily approachable Digimon despite her eerie appearance. She's always willing to lend her ear and support to those in need, and she treats everyone she speaks to like they're the most interesting person in the world. And yet, despite her outward warmth, there's a certain coldness underneath. As while she treats everyone the same way, there isn't anyone that she treats differently, for better or worse.
But this is intentional, as Dame Dapperton is the epitome of her image of what a Gentlemon should be. Even in the direst of straits, she's calm, respectful, unflinching, and always willing to lend a hand to those in need. She never gets upset, and when she's forced to come to blows, it's always to teach her foes a lesson rather than self-gratification.
When there's someone else at risk, Dame Dapperton will always put herself at the most risk, to the point where it's like she's risking her life on purpose. Some may call her mad for this, to which she'll only ever reply with a polite chuckle.
Gender: Female
Appearance:
Attribute: Data
Family/ies: Nightmare Soldiers, Jungle Troopers, Nature Spirits
Type: Gentlemon
Fighting Style: Dame Dapperton has two particular fighting styles. When fighting against "unruly children", she prefers to thwack them over the head with her cane rather than use her full strength. When faced with Megas or above, she'll use her full might to bring down her foes, taking as much damage for her allies as she can before exploding her enemies with a barrage of pumpkin bombs. After most of her resources are expended... she'll have one more hat trick for them.
Abilities:
NCP'sAlways Dapper - No matter what the situation, Dame Dapperton always looks prim and proper, with nary a speck of dust or dirt to be seen... save for her hat. Honestly, it looks like it's rather cheap.
Pumpkin Lady - Dame Dapperton is able to summon pumpkin and pumpkin-related objects at will. And also candy corn, but that's neither here nor there.
Phantasmal Halloween - Dame Dapperton can create complex illusions... but only to objects relating to pumpkins. There's some creative stuff she can do, but none of it's useful in combat.
Mad Hat - If you put on Dame Dapperton's hat, or even stare at it for too long, you'll begin to hallucinate things. Whether it's sunshine and rainbows or nightmarish horrors is up to you. Either way, it's probably not very healthy. Whether Dame Dapperton herself is affected by this ability is unclear, but she
seems sane enough.
1. Edge of Reality - Dame Dapperton's abilities ignore passive effects, be it beneficial or detrimental to the current situation.
2. Impreshive Presence - It's not often that you meet someone as magnificent and dazzling as Dame Dapperton. As such, foes' attacks are 30% less accurate against her, as they have a subconscious urge not to mess up her appearance.
3. Pumpkaboom - Dame Dapperton throws a pumpkin bomb that explodes. It doesn't
actually explode, but the illusion is so convincing that the target takes the damage anyway. Still, even though it's an illusion, if the target believes they dodged it or blocked it, then it deals no damage.
Cooldown: 1 Post
4. Become Pumpkin - Dame Dapperton tips her hat towards a target, its insides briefly pouring out towards the enemy, giving them a hallucinatory effect. The target believes they are a pumpkin for 1 post. They're still able to attack, but pumpkins don't move, so they're unable to move. Because they are a pumpkin.
2 CD
5. Corporal Punishment - A true Gentlemon wouldn't hurt a child for no reason, but there are some unruly Digimon with enough power out there that need to be taught their place. This ability has no effect whatsoever against Mega or above Digimon, but deals triple damage against Ultimate/Perfects and below.
Cooldown: None
6. Control Spire - It's really sad to say, but sometimes, people don't know what they've got until it's gone, and it's up to Dame Dapperton to show her foes not to take their own abilities for granted. Dame Dapperton outright steals an active buff from her target, applying the effect towards herself. This move's cooldown is equal to cooldown of the stolen ability +1
Cooldown: Variable
7. End of Dream - When Dame Dapperton is defeated, her body falls lifelessly to the ground... then turns into a smashed pumpkin. Turns out, when the fight began, Dame Dapperton's powers caused everyone to delude that a floating pumpkin was Dame Dapperton. Anyways, when the fake Dame Dapperton is squashed, the real one appears. Essentially a Full-Heal effect.
Once Per Thread
8. Beginning of Nightmare - So what was Dame Dapperton doing while her illusion was off fighting? Planting pumpkin bombs around the area. When Dame Dapperton uses
End of Dream and breaks the illusion, the pumpkin bombs litter the battlefield. On the following post, they explode to deal massive damage to all enemies within 500m. The longer combat has gone on, the more pumpkin bombs Dame Dapperton was able to plant, and therefore, dealing up to double damage once at least 10 posts have past.
Once Per Thread
9. Mad Tea Party - Dame Dapperton throws her hat into the air before catching it and placing back atop her own head. But for some reason, the target suddenly feels the hat as if it were on their own head. They suddenly forget everything they can do in combat... and suddenly remember a lot about pumpkins. Until the end of her 3rd post after using this ability, Dame Dapperton and the target swap movesets, and all active cooldowns. Both Dame Dapperton and the target acquire all knowledge necessary to use adequately use their new moves. Both Dame Dapperton and the target are unable to change their form while this effect is active. In order to remove this effect, they'll need to both remove the effect from the target as well as Dame Dapperton in the same turn.
Once Per Thread
Team Guardian ΩName: Mother Alice
Species: Venusmon
Alignment: Neutral Good
Personality: Loving, kind, maternal, gracious, caring, warm, pick any traditional matronly adjective, and chances are someone's used that word to describe Mother Alice over thousands of times over. She's an exceptionally long-lived Digimon, and while the world has changed several times over, Alice has not. Despite reaching the apex of Digivolution, Mother Alice is a Digimon that would prefer peace and prosperity to subverting her power and will upon others.
But because of Alice's age, it can be hard to relate with her. Of course she's warm and kind to others, but there's also a certain detached feeling she harbors. She's always tried to foster the next generation of Digimon, and yet generation upon generations before her have fallen while she remains, creating a sense of loneliness and futility in her life's mission. And yet, perhaps because she's desired nothing else, Mother Alice continues with her perhaps-futile mission, of giving the youngest generation a joyous childhood.
But why build an amusement park? Well, it gives young Digimon a place to organically gather. The rides teach children patience, and the importance of sharing. Digimon can expend themselves, spread their wings and frolic to their hearts content without needing to fight for their life. And most importantly, it can be enjoyed by people of all ages, so even those that perhaps never had such opportunities in their own youth can perhaps experience it, if only for a glimpse.
Mother Alice is a thoughtful Digimon that would die for those she's vowed to protect, but she also has no illusions to how the Digital World can be at times. And she knows full well that to survive, you'll have to become strong eventually. So while Mother Alice can always be relied upon for support, she prefers to let others resolve their own conflicts. If she stepped up and resolved everyone's conflicts in their lives, it would be doing them a disservice in the long run.
Alice is a social creature, and enjoys conversations with others, regardless of how flippant or meaningful they are. Sometimes, just talking to someone is helpful, even if the words themselves are without substance. As such, she enjoys dining sessions and tea parties with travelers visiting Wonderland. As far as hobbies go, she's quite passionate about architecture. She's designed all of the rides in Wonderland herself.
Gender: Female
Appearance:
Attribute: Free
Family/ies: Virus Busters, Wind Guardians, Deep Savers
Type: God Man
Fighting Style: Mother Alice isn't an aggressive Digimon, preferring to support her allies and shut down the abilities of her enemies. She refuses to directly damage another Digimon, but her abilities are certainly capable of punishing those who choose to fight her. Overall, she's not the most intimidating or oppressive Super Mega out there, but someone that few people would want to fight, regardless.
Abilities:
NCP'sTransparent Hearts - Mother Alice can see into the hearts of those that speak to her. While she can't read minds, she can see through other’s deceit and impure intentions.
Goddess of Creation - You don’t construct an entire amusement park from scratch without some serious creativity. Or abilities to create just about anything you want. Mother Alice can do just that. Obviously, nothing super broken can be conjured, and she can only ever create 1 useful thing at a time. And being an NCP, they might as well be made of tissue paper when combat begins.
Coo - Mother Alice’s bird friend that accompanies her wherever she goes. Coo can’t really fight, but he (needlessly) serves as Mother Alice’s eyes. Loyal to Alice, Coo tends to get verbally offensive towards anyone who doesn’t treat Mother Alice with the respect he feels she deserves. And seeing as Coo sees Mother Alice as a literal goddess... that tends to happen quite often. Coo is seemingly indestructible, though in a combat environment he can’t block attacks for people or deal any damage, but he can peck at their heads and call the enemy bad names.
Sir Harrington - Mother Alice’s bivalve-clad comrade. Despite his fancy title and status, he’s quite anti-social, and doesn’t like to speak to anyone except Mother Alice. Sir Harrington, despite being a part of Alice, seems to know a great deal of information that Alice herself isn’t aware of, and is looked to as a source of great wisdom, as clever people running the thread Mother Alice is a part of can use him to impart important information to the players. However, while he has a seemingly Akashic records-level of knowledge, when pressed for too much information, he tends to... clam up.
1. Passive
Persistence - Mother Alice's non-damaging abilities ignore enemy passive effects. Once every 3 posts, Mother Alice's non-damaging abilities can ignore 1 active effect (shield/dodge moves don't count)
2. Active
Saving Grace - Mother Alice can convert any willing ally's attack, and use it to heal themselves equal to the damage their own move would have dealt. The move goes on cooldown as if they had used the ability like normal. This move gains the cooldown of the ally's attack used.
Cooldown: Variable
3. Active
Through the Looking Glass - Mother Alice unveils Sir Harrington, who creates a screen of water that's as reflective as a mirror. The screen reflects a single attack back at the attacker, but the reflected move ignores any effect that would mitigate or reduce its damage.
Cooldown: 5 Posts
4. Active
Whisper of Mercy - Mother Alice lets out a soft plea for the violence to end, creating a wave of force that temporarily takes away up to 3 enemies' will to fight.
Cooldown: 4 Posts
5. Active
Messenger of Peace - Coo flies towards up to 3 targets, taking away up to 3 of their active debuffs before flying back to Mother Alice and transferring the debuffs to her. Mother Alice cannot effects that would stack with one another if it wouldn't make sense.
Cooldown: 3 Posts
6. Active
How Doth the Little Crocodile - Mother Alice conjures forth what looks to be a golden Leviamon that engulfs the target with one bite before vanishing. But instead of dealing damage, the ability removes up to two passive abilities from the target for 3 posts. Upon returning, any stacks, cooldowns, and durations the abilities had are reset.
Cooldown: 4 Posts
7. Active
Haddocks' Eyes - Mother Alice creates a pair of glowing eyes that transfix themselves upon one target. This eerie gaze temporarily erases two active effects on the target for 3 posts. When this effect ends, the returning effects resume their remaining duration.
Cooldown: 4 Posts
8. Active
Empathy - Mother Alice eases the pain and suffering of 1 ally, transferring it to a single enemy that's caused them such pain. Mother Alice's ally recovers from all injuries they've received the previous post, and the damage is transferred to a single enemy.
Once Per Thread
9. Active
Warding Palm - Mother Alice raises her hand up as it to say, "Stop". Up to three enemies, starting with the strongest first, deal half damage for 3 posts.
Cooldown: 6 Posts
10. Active
Down the Rabbit Hole - Coo flies around in a mile-wide circle. Over the next three posts, Mother Alice does nothing but stand idly by, warning her enemies that they should no longer attack, and that they should give up fighting. At the end of the third post, Coo finishes his flight and creates a magic circle that pulls all enemies that dealt damage into a deep pit full of nightmares and horrid visions. Then everyone affected returns, having taken damage equal to the damage they dealt over the three turns they were warned not to attack.
Once Per Thread