
Pretty much exactly like that, but he likes to wear jackets.
Name: Trevor Wood
Age: 16
Gender: Male
Origin: Caucasian-American
D-ban colors: Blue base with gold trim
Jojo's DEP: 2.13
Money: $10,050
Wanyamon//Gaomon//Leomon//Grappu Leomon//Marsmon//Bantyo Liomon

Name: Jojo
Gender: Male
Type: Lesser
Level: Baby
Attribute: None
Attack: Smile Fang: He smiles cutely then bites surprisingly

Type: Beast
Level: Child
Attribute: Data
Attacks: Gao Rush: Attacks with a rapid flurry of punches
Double Backhand: Spins around and hits opponent with fists

Type: Beast Man
Level: Adult
Attribute: Vaccine
Attacks: Beast King Fist: Shoots an energy wave in the shape of a Lion's Head from his fist
Lion King: Focuses energy in his sword and strikes his enemy with it
Items: Bunny Charm - A small rabbit with a ribbon around its neck. Symbolizing rebirth and the season of spring, it can fill its bearer with happier feelings, and once per thread can be used to restore 25% of the bearer's health and raise their defense by 25% for two turns, and grant the same effect to one friend.
Valentines Charm: Comes in a pair. When both halves are worn by separate individuals, those individuals take 10% less damage. Different charms do not stack.
Cupid Bow: The arms of this bow are spiraled red and white, looking almost like a candy cane, and seem rather thick. The arrows are rather odd too, their tips heart-shaped and too dull to inflict real damage. However, if an attacker is hit with a shot from this weapon, they are prevented from attacking the user for one turn. May only be used twice per battle, and like a regular attack is not guaranteed to hit.
Knife Whip: A knife made of individual pieces. Usually all of the pieces are stuck together so a person can slash with it. On the handle there is a button that separates the pieces and holds them together with a wire. Allowing the user to use the knife as a whip. ~10 Pts of damage (knife) or 5 pts of damage (whip)
Price - $3,000
Weight - **
Reach - * (knife) **** (whip)
Speed - **** (knife) *** (whip)
Wild Card's Cloak: This crimson cloak has a white frill around the neck and an optional hood. With a flourish, it can be used once every three turns to instantly teleport the wearer to any location they can see within twenty meters. It also stores tiny fuse and ball bombs in the sleeves, eight of which can be used in any given thread. They come in three flavors, explosive, corrosive, and smoke. Explosive bombs detonate on contact, dealing ten points of damage to anything in a three meter radius. Corrosive bombs splash anything within three meters with acid, dissolving softer substances like fabric and wood and causing any entity splashed with it to take five points of damage a turn for three turns. Smoke bombs create a small smokescreen that persists for two turns, providing cover to effect plans or simply escape.
Cards:
Name: Zack’s Intuition
Number: P41
Type: Single Target
Duration: Five turns/Remainder of the battle
Effect: User can choose from two options: either a Digimon from the Metal Empire family can evolve to its next form (regardless of DEP, with or without a Crest/Blue Card/Digisoul), or one of your Digimon gains the ability to “feel” the presence of any number of Data- or Virus-type opponents within a fifty-foot radius (even if those opponents are invisible or intangible), enabling it to play on an even field with foes extremely skilled at hiding and evasion. This card cannot be re-used through any effect.
Name: Vice Shout
Number: C42
Type: Multi-Target
Duration: 1 Turn
Effect: One of the user's Digimon roars tremendously, blowing smaller Digimon away.
Name: Double Ice Blades
Number: C52
Type: Weapon
Duration: Remainder of the battle
Effect: Two blades, forged of pure ice, appear in each of the user’s Digimon’s hands. They can be used for an attack worth 15 points of damage per blade, and can be destroyed only by hard swings or heat.
Name: Turtle Power
Number: C38
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon gains the endurance and vitality of a Tortomon for 5 posts, making it harder for it to become worn out.
Name: Data Duplication
Number: C04
Type: Single Target
Duration: Remainder of the battle
Effect: Up to three holographic clones of the affected Digimon appear. These copies are for confusion purposes only, and have no physical form (meaning they cannot use attacks or take any damage).
Name: Dark Ring
Number: U06
Type: Single Target
Duration: Used on a Child-level: 5 Turns; on an Adult-level: 3 Turns
Effect: Only a Dark Tamer can use this card. A black ring appears in the user’s hand, and can be attached to a Child- or Adult-level Digimon in order to place it under the user’s direct control. It can be removed or destroyed by either a light-based or Perfect-level attack.
Name: Night Vision
Number: U39
Type: Multi-Target
Duration: Battle: 3 turns; Adventure: Remainder of the thread
Effect: The user and all his/her Digimon gain the ability to see clearly in the dark and through illusions.
Name: Venomous Net
Number: R26
Type: Single Target
Duration: 2 Turns
Effect: A poisonous net surrounds affected opponent, causing 15 points of damage each round, and preventing them from moving.
Name: Digiruption
Number: C06
Type: Single Target
Duration: 1 turn
Effect: The user’s Digimon can attack using an explosion of lava, similar to that of a volcano, worth 25 points of damage. The attack is only usable once.
Name: Recycle
Number: C29
Type: Single Target
Duration: Dependant on the card reused
Effect: The effect of one card (of the user’s choice) used by either Tamer in the previous 3 posts is reactivated (the card lasts as long as its own description states).
Name: Silly Rabbit
Number: C32
Type: Single Target
Duration: N/A
Effect: A mischievous white rabbit materializes beside the user, crosses the battlefield, snatches up to three items (usually cards; must be chosen by a moderator) from the opponent, then returns them to the Tamer, who can use them as his/her own until the end of the battle. The amount of items taken depends on the type of the user’s Digimon: three for Vaccine, two for Data and one for Virus. Though the rabbit is agile, it can be destroyed by one Adult-level attack, and disappears after it has delivered the stolen items.
Name: Double Ice Blades
Number: C52
Type: Weapon
Duration: Remainder of the battle
Effect: Two blades, forged of pure ice, appear in each of the user’s Digimon’s hands. They can be used for an attack worth 15 points of damage per blade, and can be destroyed only by hard swings or heat.
Name: Training Gear
Number: U32
Type: Single Target
Duration: 3 Turns
Effect: The affected Digimon is either held down, preventing their movement, or their strength is increased, adding 10 points of damage to each attack.
Name: Night Vision
Number: U39
Type: Multi-Target
Duration: Battle: 3 turns; Adventure: Remainder of the thread
Effect: The user and all his/her Digimon gain the ability to see clearly in the dark and through illusions.
Name: Demon Wind Shuriken
Number: U51
Type: Weapon
Duration: Until the shuriken is thrown
Effect: Only a Dark Tamer can use this card, which summons a deadly shuriken (throwing star) powered by the darkness of whoever wields it. A successful hit causes ten points of damage when thrown by a Child-level Digimon, twenty points when thrown by a Tamer, or thirty points when thrown by an Adult-level Digimon or above.
Name: Flower Wreath
Number: C12
Type: Single Target
Duration: 3 Turns
Effect: Only usable by a Light Tamer. A flowery wreath appears around a Digimon of the user’s choice, cleansing it of all evil influences and mind control devices for three turns.
Name: Tracer
Number: C36
Type: Single Target
Duration: Until opponent is no longer invisible
Effect: Only works on invisible Digimon. A glowing, very visible ribbon about two metres in length attaches to the target.
Name: Turtle Power
Number: C38
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon gains the endurance and vitality of a Tortomon for 5 posts, making it harder for it to become worn out.
Name: Icicle Lasso
Number: C54
Type: Weapon
Duration: 3 Turns
Effect: Either the user or his/her Digimon acquires a noose made of exceptionally flexible ice like a rope, and can use it has s/he wishes.
Name: Earth Breaker
Number: U09
Type: Single Target
Duration: Remainder of the battle
Effect: The user’s Digimon gains the power to create an earthquake by striking the ground. This earthquake will cause twenty points of damage to all participants in the current battle. If the Digimon is affiliated with the Earth element, their attacks gain the strength of a Digimon one level above themselves (e.g. an Adult-level would gain the strength of a Perfect).
Name: Gatling Arm
Number: U54
Type: Weapon
Duration: Remainder of the battle
Effect: Transforms the affected Digimon’s hands into those of a Galgomon, allowing use of the attacks Gatling Arm and Dum Dum Upper (at their own power level), and doubling their accuracy.
Name: Dark King Device
Number: R06
Type: Single Target
Duration: Remainder of the battle
Effect: Grants the affected Digimon use of the attack "Darkness Judges", which causes sixty points of damage against a Vaccine Digimon, forty points against a Data Digimon partnered with a Light Tamer, and thirty against any other Digimon.
Name: Hyper Mode
Number: R13
Type: Single Target
Duration: 5 Turns
Effect: Triples the affected Digimon's potential, agility, strength, and endurance.
Name: Giving Thanks
Number: P76
Type: Single-Target
Duration: Remainder of the battle/4 Turns.
Effect: By showing thankfulness towards someone for something they've done, the user can choose one of the following effects: Either selected tamer or Digimon gains a 40% increase in all stats for 4 turns OR chosen tamer or Digimon gains 75% of any lost energy back (for card use, fighting, etc). This card cannot be reused by any other card.
Name: Aquatic Attack
Number: C02
Type: Single Target
Duration: Remainder of the battle
Effect: One Digimon gains the ability to shoot water from their mouth or palms. The water is treated as a normal attack of the user’s level (i.e. it would count as an Adult-level attack if the user is an Adult, a Perfect-level attack if the user is a Perfect, etc.).
Name: Neon Splasher
Number: C25
Type: Single Target
Duration: N/A
Effect: One of the user's Digimon fires a spray of energy blasts towards one opponent, causing 20 points of damage. The attack must be fired the instant the card is swiped, and has a guaranteed hit.
Name: Angels' Arsenal
Number: C49
Type: Weapon
Duration: 1 Turn/Until the arrows are fired
Effect: Grants one of the user’s Digimon a pair of angel wings, a bow and three arrows. These arrows have power equal to a regular attack of the Digimon’s level. The wings are only usable for one turn, but the arrows last until they are used up.
Name: Fuuma Shuriken
Number: C53
Type: Weapon
Duration: Remainder of the battle
Effect: Either the user or his/her Digimon obtains a large ninja star (shuriken) to throw at opponent. The shuriken can be held until it is needed, and can be picked up by the opponent. It deals 15 damage points if thrown by a Child-level Digimon, 20 if thrown by a human or 25 if thrown by an Adult-level or higher.
Name: Lightning Vortex
Number: U17
Type: Single Target
Duration: N/A
Effect: Bolts of electricity come from out of nowhere to strike the target. It guarantees a hit, but it causes damage to the user's Digimon as well. The user can select how much damage (up to 20 points) they wish to inflict on the opponent, but all of their Digimon will incur half that damage. This card can only be used by a Tamer with a Virus-type partner Digimon.
Name: Night Vision
Number: U39
Type: Multi-Target
Duration: Battle: 3 turns; Adventure: Remainder of the thread
Effect: The user and all his/her Digimon gain the ability to see clearly in the dark and through illusions.
Name: Golden Feathers
Number: R48
Type: Weapon
Duration: Remainder of the battle
Effect: Grants the affected Digimon use of the attack Golden Feathers, an attack worth thirty points of damage. Angelic Digimon can add the number of their base strength to that thirty (e.g. an Angemon at 20 attack strength would add thirty from this card and use it for a fifty-point attack; a Weregarurumon would just get a thirty-point attack).
Name: Mend
Number: C23
Type: Single Target
Duration: N/A
Effect: Heals 10% of the affected Digimon’s health.
Name: Power Freeze
Number: U23
Type: Single Target
Duration: 1 Turn/5 Turns
Effect: Enables the affected Digimon to attack with ice. The attack can only be used for one turn, but the ice and its effects remain for five turns. If the Digimon affiliated with the elements of ice or water, the ice remains for the remainder of battle. This ice cannot be melted or shattered, except by a fire-based or physical attack from an Ultimate (Mega) level.
Name: Training Gear
Number: U32
Type: Single Target
Duration: 3 Turns
Effect: The affected Digimon is either held down, preventing their movement, or their strength is increased, adding 10 points of damage to each attack.
Name: TriPower
Number: U33
Type: Single Target
Duration: 3 Turns
Effect: Triples the strength, speed and endurance of the affected Digimon, but causes them to lose 33% of their health after the third turn.
Name: Tsunami Strike
Number: U34
Type: Single Target
Duration: Remainder of the battle
Effect: The user’s Digimon gains the ability to summon a tidal wave to strike the opponent out of nowhere. The attack’s power depends on how much water is nearby: for example in a desert, the attack would cause ten points of damage; beside a river it would cause twenty-five points; on a beach it would cause fifty points.
Name: Musical Rhythm
Number: U45
Type: State
Duration: 1 Turn
Effect: Background music comes out of nowhere, causing the user's Digimon to dance, enabling it to dodge every attack from the opponent.
Name: Ray Gun
Number: U57
Type: Weapon
Duration: 5 Turns
Effect: The user’s Digimon acquires a space-age gun identical to that of a Vadermon, allowing use of the attack Abduction (Alien) Ray, which is worth thirty damage points plus the decimal number of the user’s DEP (if a user has 1.8 DEP, the attack will cause thirty-eight points of damage; if a user has 2.3 it will cause thirty-three points of damage)