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Desco
#1
[Image: VjZmlC7.png]

Character name: Desco

Character source: Disgaea 4

Character history: This version of Desco is from a noncanon timeline after the Fuka and Desco Show DLC where Fuka chose to reincarnate instead of take over the world with Desco in the final episode.

Stats:
ATK: 4
DEF: 5
SPD: 0
TEC: 1

Starting Proficiencies: Physical Strength (1000), Ranged Proficiency (1000), Remote Control Proficiency (600)

Starting Powers: Malleability (1000)

Starting Moves:

Bodypart Yogsothoth (600) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate (+300) - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float and move a few feet above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct (+300) - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously.

There no strict distance where Yog cannot go away from Desco, however as Desco cannot see through the yellow eyes consciously she has no way to effectively tell Yog what to do when not in visual range, and Yog doesn't actually have a mind of his own and without direction he simply fades out and back to Desco. Typically when he isn't just unsummoned, Yog rarely leaves Desco's side except for specific super moves.

I confirm that I have read and agreed to the Rules of Conduct.
#2
Everything looks good here. Fire is fine at 300. Might I make a suggestion, however?

As Yogsothoth is physically disparate from Desco's main body, I would suggest making it a move that utilises Remote Control. Malleability and Hive Mind are mainly for those characters who can mold their own body, and separate it up, as you noted. For a remotely-controllable weapon or entity, you don't need to have malleability or hive mind. I think it would therefore make more sense to ditch those two powers and pick up Remote-Control proficiency instead. This would also make sense as Yogsothoth can be summoned and dismissed, unlike a normal body part.

The existing name and description is fine. Just to clarify, Yogsothoth can use his tentacles to slap/hit and bite? He can also stretch to hit/bite? After some thought, I'd price that at 900.

I thought about adding in Area Shield as well, but since Yogsothoth is effectively an extra body part that can be damaged and doesn't really 'block' anything for Desco, I don't think it's really required. I also considered Ranged Materialize unless Yogsothoth is materialized purely next to Desco, but you already have that so that's fine. You can actually add, if you want, that due to that it can be summoned at any range within reason, within line of sight.

I do have one caveat, which is that Desco will be unable to see in any direction except in front of her unless Enhanced Senses is purchased. It might be the case that you don't use the full functionality, but it's one of those things (I actually have this for Samus but only use it for seeing forward through things, 'cause it wouldn't jive with the character to see backwards through her head).

How's all that?
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#3
Hmm, I did think that I might need an enhanced vision power for Yog.

Before deciding on anyrhing, Does it make any difference that Desco can't consciously look through the yellow eyes. Yog uses that vision instinctively, but Desco is never actually aware of the presence of others unless she takes a look with her own normal eyes.
#4
That does make a difference. I figured she could see through them as well.

If you want, you can make 'instinctive block' an add-on for Yogsothoth at another 300 OM. His 'instinctive blocks' would not be as fast nor accurate as true conscious blocking, and would not be that easy to overcome since Desco's TEC is only 1. You don't particularly need to change the description except to clarify how they work and that Desco can't see through these eyes.

This is basically implied, but I'd make it explicit in Yogsothoth's description that his actions, such as blocking etc, also drain Desco's stamina.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#5
Hmm, I'll need some time to reconsider. But I think I need Malleability.

Desco has a tentacle tail as depicted and it's only difference from Yog is that it had no mouth. Also it is nearly the size of her body and can naturally hide in her dress despite that.

It could conceivably be used as a weapon no different than punching though Desco never has done that.

Edit: For the clarification requests, yes those are accurate.

Also I don't think ranged materialize would be appropriate mechanically. Yog is summoned and desummoned as fast as Desco can react. At melee it's just like drawing a sword but at range it would be more like teleporting bullets to behind you.
#6
In regards to your edit, that's fair enough, but if he's that quick to summon then you would need to include it in description as well. I would say that he probably shouldn't be quite as fast as Desco herself because being able to summon something extra to defend your main body is pretty powerful. Summoning at range, if done, would be fine, it should just take longer. As a note, since I wasn't clear before, you definitely need Yogsothoth as a separate thing (ie using Remote Control) even if their damage is shared purely for the fact that in any normal character, you can't desummon/summon body parts. Detaching/reattaching with Hive Mind is of course a thing, but as far as I know they aren't attached by default (or ever really attached at all except psychically).
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#7
I thought that the first sentence in the second paragraph covered the instant summons pretty well. :p. should I add 300 for that by itself? Should I remove Hive mind?
#8
No, it's a balance thing. Having Yogsothoth be as fast/strong/weak as Desco herself is fine. The speed he floats around and such. But actually summoning him from nothingness instantaneously is a bit ... OP. Obviously there is a heavy counterbalance in the move in the fact Yogsothoth's damage is Desco's damage, but I still think summoning him should not be quite as fast as moving your arm in front of your face. Moving him into position when he's already summoned is different.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#9
Understood, instant removed soon. Should I take out Hive mind? (Late edit :p)
#10
Yeah.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#11
Omni Wrote:No, it's a balance thing. Having Yogsothoth be as fast/strong/weak as Desco herself is fine.
For the benefit of anyone reading this, I'm going to add a caveat here to cover my own ass before everyone reads this and buys a remote-control duplicate:

Moving this separate entity around still takes effort and focus. You would get distracted more easily controlling two things than one (especially with lower TEC - I would expect this kind of thing can be done with fewer downsides with higher TEC). It's not the same as just having a free second body.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#12
Edits made
#13
Revisions:

Desco Wrote:Starting Moves:

Bodypart Yogsothoth (600) (Requires Remote Control Proficiency, Ranged Proficiency, Physical Strength, Malleability) - Desco exists as two parts which are inherently one. There is her small, little demon girl body and the tentacled monstrosity that usually floats behind her, referred to as Yogsothoth. While always physically separate from Desco, Yogsothoth is as much a part of her body as her arms or legs. Hurting Yogsothoth is the same as damaging Desco's arm or any other part of her body. Yogsothoth can move independently from Desco, consciously or unconsciously, and his tentacles are Desco's main weapons opening up as mouths, the edges where the tentacles open where the light and dark purples on her body meet making them jagged and are also razor sharp. They can also be used as bludgeoning weapons, slapping enemies instead of biting. Desco does not normally exhibit elastic properties except for her tail, she just can't do it, but Yog's many tentacles do stretch far and wide to attack, up close or at a fair distance away, up to 20 feet. Desco typically uses only the top two tentacles for any attack. (Consider that to stretch out and increase in size they draw in mass from the rest of of Yog, to follow the restrictions of Malleability)

Levitate (+300) - Yogsothoth can be summoned or dismissed at will, taking a few seconds to materialize. Yog is summoned in some position immediately next to Desco. While he is directly behind Desco she can float and move a few feet above the ground with only slightly more effort than walking or running, though Desco is typically pretty slow. Yogsothoth can even be, and often is, summoned through unconscious instinct.

Instinct (+300) - Guided mostly through instinct, Yog watches through the many yellow eyes all over Desco's body, which Desco herself can't see through even to react to another's presence, and with that nearly 360 degree vision he can see most things coming and instinctively attempt to block though this is less speedy or effective than blocking consciously.

There no strict distance where Yog cannot go away from Desco, however as Desco cannot see through the yellow eyes consciously she has no way to effectively tell Yog what to do when not in visual range, and Yog doesn't actually have a mind of his own and without direction he simply fades out and back to Desco. Typically when he isn't just unsummoned, Yog rarely leaves Desco's side except for specific super moves.

I confirm that I have read and agreed to the Rules of Conduct.
Mostly these are self-explanatory but I decided not to tag on an extra 300 for the stretchiness of the generic attack moves and leave it at 600 rather than 900. Just thought of them as separate attack moves - materialized biting tentacle attacks and materialized blunt attacks - and 600 is fine tbh. I went back and forth a few times but yeah.

If that's all cool, I'll get you set up.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!
#14
Assuming it is (I'm tired, just let me know if you need to change stuff and I'll be around tomorrow) welcome! Please post the below stuff to a new topic in the rosters forum entitled Desco, add a reply with your moves (mandatory) and any other details such as personality, history etc (optional but encouraged). Everything else is covered here. Hope you enjoy your stay!

Name: Desco
Level: 1
Spent OM: 4800
Proficiencies: (2600); Physical Strength (1000), Ranged Proficiency (1000), Remote-Control Proficiency (600)
Powers: (1000); Malleability (1000)
Moves: (1200); Bodypart Yogsothoth (600) - Levitate (300) - Instinct (300),
Super Moves:
Transformations:
Summons:
Items:
Bases:
Unlocks:
Base stats:
ATK: 4
DEF: 5
SPD: 0
TEC: 1
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!


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