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Title: Tobio "Tobi" Watanabe


Serath-Mouse - November 1, 2011 12:28 AM (GMT)
Author's Note: Keep checking back, I'll be constantly updating this, as new information emerges.


Tamer Information:

Name: Tobio "Tobi" Watanabe
Age: 11
Gender: Male
Nationality: Japanese-American
D-Ban Colors: Black with green trim
DEP: 1.3
Money: 5675 Bits
Misc: Bag of five Bat Treats/ 10% Heath each

Appearance: Tobi has a halo of short hair, so dark brown that it's almost black, framing an elfin face with large, expressive, blue-grey eyes. They tend to change color, being more gray when he's upset or depressed, more blue when he's happy or mellow. He wears glasses because of a congenital defect; He can see fine, without them, but gets a bad headache, if he's without them for too long. While his customary expression is typically melancholy, when he smiles, it changes his entire face, making him look much warmer and much more friendly.

His body pale white, slim and lanky, without much in the way of muscle development, making him look like a scarecrow, though when he's angry or in a manic mood, he can seem quite demonic. It doesn't help that his usual outfit is dark jeans and a black t-shirt, with black and grey hiking shoes. Once he opens up his body language tends to be very expressive, full of arm gestures and pantomiming, and he's never quite still, unless he's got his nose buried in a book. Then, a herd of elephants can stampede right in front of him, and he'd never notice.

Personality
Due to both being a latch-key kid, and frequent victim of bullies, Tobi tends to come across as a smart-mouthed, sarcastic jerk, always trying to push people away and constantly keep walls between anyone and himself. He tends to see the worst in people, because he's already prepared if they live up to his low expectations. He's also prone to bouts of melancholy and depression, always believing that life is like a carnival ride, and he's always an inch short of being able to get on.

Get him to come out of his shell, however, and he becomes a whole other person. He can be, by turns, humorous, witty, clever, and is in possession of a very sharp mind, that tends to bring up odd details when he needs them. He's also very empathetic, a good listener, and very loyal, to those who become friends with him. His weakness was being someone who cares too deeply, in a world that has become increasingly rough, impersonal, and all too eager to devour anyone that doesn't fit in.

Likes: Any food that involves chocolate, mint, noodles, or cheese. Books on how and why things are done, as well as Sci-Fi and Fantasy. Any kind of puzzle or challenge that requires thinking outside the box. Good friends and good company. Coming to the rescue, in both the physical and romantic senses.

Dislikes: Any kind of bully, including the mean, bossy, vindictive, and close-minded varieties. Oppressively cloudy days where it never rains. Fair-weather friends, rude people, and pretty much anyone who believes the ends always justify the means. He also has a mild phobia against certain kinds of dirt and filth, related to his constant self-esteem issues.

Debut: Every New Beginning (Prologue)

Digimon Information:


Digimon
Name: Gandalf, Dalfie(Baby and Child forms)
True Name: (Still working on it)
Gender: Male
Type: Demon Man/Wizard (?)
Element: Fire/Earth
Attack: Magical Game
Secondary Attack: Thunder Blaster

Evolutions:
Candlemon // Wizardmon // Mystimon // Dynasmon // (BioMerge) Midieval Gallantmon

Candlemon

Flame Bomber: either spits a explosive fireball, or a steady stream of fire, from his mouth.
Variant
Carpet Bomber: Gandalf zooms by overhead, unleashing a series of Flame Bomber fireballs directly underneath him.

Paraffin Paralyzer: Fires multiple globs of hot wax to paralyze opponent
Variant
Paraffin Shotgun/Gattling: Fires multiple globs of hot wax, from one or both hands, using a punching motion.

Cards:

Name: Power Charger
Number: U22
Type: Single Target
Duration: Remainder of the Battle
Effect: The next attack used by the affected Digimon triples in power.

Name: Hexadecimal
Number: C18
Type: Single Target
Duration: N/A
Effect: Changes the target of a card useable only by Dark Tamers to one of the original user's Digimon. This card cannot be reused in battle at all.

Name: Rapid Arrow
Number: C28
Type: Single Target
Duration: N/A
Effect: An arrow that never misses shoots the target opponent Digimon for 20 guaranteed points of damage.

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: Swift Slash
Number: C58
Type: Weapon
Duration: 1 Turn
Effect: Grants the user’s Digimon a 50% bonus in speed and a large claw on its right hand (if the affected Digimon already has claws, they will double in size and sharpness) that is capable of inflicting twenty points of damage.

Name: Dark Network
Number: U05
Type: Single Target
Duration: Remainder of the battle
Effect: Only a Dark Tamer can use this card. The affected Digimon draws energy from all electronic devises in the area (excluding D-bans), increasing either its attack power, physical strength, speed, agility, endurance or accuracy (the user’s choice) by 50%.

Name: Twilight Lullaby
Number: U35
Type: Single Target
Duration: 3 Turns
Effect: The affected Digimon sings a lullaby which causes all opponent Digimon to fall into a deep sleep. They can only be woken by a physical attack from an Adult-level or above; otherwise they will sleep for three turns.

Name: The Aegis
Number: R55
Type: Weapon
Duration: Remainder of the battle
Effect: Digimon acquires a shield identical to Dukemon’s. It can be used to completely block all attacks from a Perfect (Ultimate)-level Digimon or lower, but will break after blocking one Ultimate (Mega)-level attack.

b]Name:[/b] 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: Mend
Number: C23
Type: Single Target
Duration: N/A
Effect: Heals 10% of the affected Digimon’s health.

Name: Organic Enhancer
Number: C27
Type: Single Target
Duration: 3 turns
Effect: Doubles the attack power of one Vegetation Digimon.

Name: Trigger
Number: C37
Type: Single Target
Duration: N/A
Effect: Forces the targeted opponent to attack the instant this card is swiped.

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: Digi-Beetles
Number: U08
Type: Single Target
Duration: 1 Turn
Effect: Miniature insects come about to sting and bite the affected opponent, occupying their time and leaving an opening, guaranteeing one hit.

Name: Ultra Evolution Pill
Number: U36
Type: Single Target
Duration: 3 Turns
Effect: Causes the affected Digimon of any lower level to evolve to its Perfect (Ultimate) level, regardless of DEP, with or without a Crest/Blue Card/Digisoul. They will revert to their Baby II (In-Training) level after three turns.

Name: Soul Shot
Number: R23
Type: Single Target
Duration: N/A
Effect: User chooses a number between 10 and their Digimon’s maximum health. The Digimon then shoots an ectoplasmic beam created from its own energy, and a successful hit will cause an amount of damage equal to the number chosen – but after doing damage, the Digimon will lose that number of health points (e.g. if the user chooses to put 50 damage into the attack, 50 health points will be lost). The Digimon cannot sacrifice an amount of energy that would bring it to ten health points or less, however.

Name: Cementation
Number: C43
Type: State
Duration: 3 Turns
Effect: Prevents any Digimon from burrowing underground.

Name: Special Bandage
Number: R32
Type: Multi-Target
Duration: N/A
Effect: Instantly restores 100% of the health of up to two Digimon of the user’s choice.

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: Snimon's Scythes
Number: C33
Type: Single Target
Duration: 3 Turns
Effect: Transforms the affected Digimon’s hands into sharp, curved blades like those of a Snimon, allowing use of the attacks Shadow Sickle and Green Sickle Cut (at the user’s own power level), and enabling the Digimon to cut through any physical objects except those created by other cards.

Name: Shadow Song
Number: U40
Type: Multi-Target
Duration: 3 Turns
Effect: Causes the D-ban to play a tune that lulls all Vaccine- and Data-type Digimon within earshot into a deep sleep that lasts up to three posts, however they can be awakened before then if they are hit with a physical blow from a Perfect-level or above.

Name: Fox Power
Number: C15
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon gains the speed and agility of a Renamon for 5 posts, making it easier for it to dodge attacks.

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:[]/b False Gift
[b]Number:
C09
Type: Single Target
Duration: N/A
Effect: A mystic treasure chest will appear and open up to reveal an object desired by the opponent (they must decide what this object is). As soon as the enemy touches the object, it will explode and cause twenty-five points of damage to their Digimon.

Name: Fox Power
Number: C15
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon gains the speed and agility of a Renamon for 5 posts, making it easier for it to dodge attacks.

Name: Mental Booster
Number: C24
Type: Single Target
Duration: Remainder of the battle
Effect: Doubles the affected Digimon’s thought speed, and therefore its reflexes and accuracy as well, allowing it to play on an even field with opponents much faster than itself

Name: Regeneration
Number: C30
Type: Single Target
Duration: 5 Turns
Effect: Restores ten points of your Digimon’s health every turn for five turns.

Name: Skull's Red Bird
Number: U26
Type: Single Target
Duration: N/A
Effect: Summons a Garudamon which will swoop down on the battlefield and strike one opponent Digimon with its Shadow Wing (Wing Blade) attack, causing thirty points of damage 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).

Name: Spiritual Ring
Number: U30
Type: Single Target
Duration: Remainder of the battle
Effect: A golden ring appears on the affected Digimon's hand/limb, and adds 15 points of damage to all of its attacks against Virus-types.

Name: Rook Device
Number: R53
Type: Weapon
Duration: Remainder of the battle
Effect: A large battering ram will appear in the arms of either the user or the affected Digimon, allowing them to deal twice the damage of a normal attack of their power level if used by a Digimon, and 30 points of damage if used by a human.




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