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Title: Zoë Embrulho
Description: and Macio


GuaranaHolic - September 29, 2006 05:54 PM (GMT)
user posted imageTamer Informationuser posted image

Name: Zoë Embrulho
Age: Twelve
Gender: Female
Origin: Rio de Janeiro, Brazil
Sounds Like: Candi Milo -- Mizowaki Shihomi

Digimon: Macio: Tsunomon // Gabumon // (Armor: Boarmon) // Garurumon // WereGarurumon // Holydramon // (Matrix) Anubimon
Money: 7240
D-Ban: Light orange body; violet buttons/frame; worn on right wrist
Method of Evolution: Crest of Courage
Residence: Apartment Unit One, first floor
Wins/Draws/Losses: 4/1/1
Alignment (courtesy of Vn70072):
__Dark_________________Light__
[- - - - - - = == = O = =X = - - - - - -]

DEP Log (idea courtesy of Lucas):
1.0+ DEP (START)
0.1+ DEP (vs. DORUmon)
0.2+ DEP (vs. Candmon)
0.1+ DEP (vs. Peckmon)
0.2+ DEP (vs. Gabumon)
0.1+ DEP (vs. Gizamon)
0.15+ DEP (vs. Deltamon)
0.1+ DEP (Digital Dreams Day 2010)
0.1+ DEP (vs. Koromon)
0.1+ DEP ("vs." Calmaramon)
0.05+ DEP (Lunar New Year 2012)
0.15+ DEP (Easter 2012)

Appearance: Short and thin even for her age at roughly 4’9” and 99 lbs, what little height Zoë does have is in her arms and legs, which look fairly long in proportion to her torso. Build-wise “scrawny” would be a good word for her, but Zoë is by no means frail: she has an athletic and well-toned, if not visibly muscular, physique honed by a love of running and swimming, with only the very earliest signs of a figure creeping up on her body, and little definition to her waistline despite her obvious thinness.

Zoë’s hair is dark brown – the color of plain chocolate – and straight but naturally quite unruly, though lately she’s taken to washing and combing it a bit more often than in her pre-Digital World years. It bypasses her chin by about an inch, and is framed with thick, slightly spiky bangs that slightly overlap with her dark and course, but smooth, eyebrows. Her skin is olive-colored in the figurative sense, while her eyes are olive-colored in the literal sense, large, fairly close-set and occasionally covered by half-moon spectacles she only really needs to discern close-up details. Less avoidable, however, are the braces that aren’t hard to spot thanks to their wearer smiling so very often.

Generally Zoë’s choice of clothing is tomboyish, airy and practical. Her favorite outfit consists of a warm yellow sleeveless top with a butterfly outlined in purple sequins on the chest, blue jeans with roomy pockets on the hips and seat, purple sneakers with white diagonal stripes on the sides, and fingerless blue denim gloves. She also wears a Sunstar Gem as a pendant, as well as a brown leather belt with two pouches integrated into it: she keeps her Modify Card deck in the left one and her Rogue’s Blade in the right, and often carries a brown leather shoulder bag containing various other items of use.

Personality: Zoë tends to act more like a hyperactive child with ADHD than the unmistakably intelligent girl she really is. She’s almost always in a good mood, and those around her will know it, as she wears her emotions on her sleeve and isn’t shy about sharing her thoughts and feelings with those who care to know… or those who don’t.

The carefree – but not completely careless – and childlike Zoë believes that even in a dangerous World, life should be fun – to a fault, as she doesn’t seem to take anything seriously – and has an overactive imagination that tends to wander to minor distractions, and which leads her to form opinions of people and things quickly. It should come as no surprise, however, if the conclusions she jumps to turn out to be right, as she is street smart, has good problem-solving abilities, and can think quickly if not always rationally.

Once Zoë knows what she wants or what to do, she immediately goes for it without considering the consequences or downsides, and certainly without fear: something she doesn’t feel often, but when she does, it can dominate her surprisingly easily. But when the impulsive girl finds something she knows is worth doing, she puts her whole heart into doing it, however big or small the task may be, and her dedication to those close to her is utterly unshakable. Zoë is somewhat lacking in self-control and is still learning to respect personal boundaries both physical and emotional, but if she gets too close for comfort, you can be certain it stems only from a desire to be near those she loves, and to be able to protect and comfort them.

GuaranaHolic - September 29, 2006 05:57 PM (GMT)
user posted imageuser posted imageDigimon Informationuser posted imageuser posted image

Digimon Name: Macio
Gender: Male
Current DEP: 2.35
Sounds Like: Samuel Vincent -- Narimiya Hiroki
Personality: Dignified, intelligent and sensible, Macio tends to come across as far more serious than Zoë, but that is not the case: he merely knows when to settle down and when to have fun, and indeed often displays a playful sense of humor. He has a close relationship with Zoë, trusts her judgement and admires her determination, but is unabashed to admit how much of a challenge taking care of such a young Tamer is, lamenting her youthful impulsiveness and his frequent need to hold her back from getting herself into trouble. But Macio takes his duty of protecting the partner he dearly loves very seriously - even if that protection is from herself - acting like a hip but responsible parent or older sibling figure to Zoë.
In battle Macio is overly focused and intense, but strategic, and is generally calm and polite to everyone he meets (though he can be over-cautious around strangers). However, he can be just as at the mercy of his emotions as his Tamer: anyone whom he believes has offended or upset Zoë will quickly find themselves on the receiving end of Macio’s righteous fury; he does not easily forgive and always puts his full heart into defending what he cares for. When his loyalty and intense drive to protect get the better of him, he is prone to taxing himself to the point of collapse.
Distinguishing Features: In all his forms, Macio’s eyes are a warm chocolate brown, and he wears a plain white band (see below) around his tail.
Special Ability: In all forms between Gabumon and WereGarurumon Macio has an exceptionally fined-tuned sense of smell that acts almost like his own built-in Digimon Analyser: he usually knows the species, gender, level and experience of a Digimon, or the age and gender of a human, through scent before he does through sight. Gabumon seems to have the strongest scenting abilities of Macio’s forms, followed by Garurumon, then Boarmon, with WereGarurumon’s being the weakest of the four, but still far above average.
Equipment [see Inventory]: White Band; 1x Trick Dubloon; 1x Something Nice; 2x Gelt; Dreams’ Heart card (all but the White Band are only usable as Gabumon unless he removes them from his pelt prior to evolving, and obviously the card is useless in his hands alone)

-Em treinamento-
user posted image
Group: Micro
Primary Attack: Bolhas Ácidas: Spews an onslaught of pink, slightly acidic bubbles from mouth
Secondary Attack: Ataque de Cifre: Bounces up at opponent and jabs them with horn

-Novato-
user posted image
Group: Reptile
Type: Data
Element: Fire
Family: Nature Spirits; Virus Busters; Metal Empire
Primary Attack: Torção Azul: Spins whole body around while spewing icy flames from mouth, and eventually slams into opponent
Secondary Attack: Fogo Bebê: Fires a thin, continuous stream of blue fire from mouth
Tertiary Attack: Garra Esmagadora: Swings left arm down on opponent, hitting or slashing them with the claws of his fur coat
Notes: It appears that Macio’s fur coat has at least two inside pockets, though they cannot hold much: from what Zoë has seen they are about the right size and shape to hold two Modify Cards each. It is a mystery what becomes of anything in them when he evolves or devolves, but at any rate he doesn’t seem to be able to access them.
Distinguishing Features: As Gabumon the tips of Macio’s ears droop down rather than flick up, and the muzzle of his pelt has three, rather than four, fangs attached to each side.

-Armor: Wild Courage-
user posted image
Group: Mammal
Type: Data
Element: Fire
Family: Nature Spirits
Primary Attack: Rajada Fucinho: A large, continuous blast of searing flame fired from both nostrils
Secondary Attack: Ataque Bala: Several smaller, faster flames are fired from nose in quick succession
Tertiary Attack: Arremetidas Bravo: Charges head on at opponent and rams his whole body into them
Distinguishing Features: As Boarmon, the Crest of Courage is visible as an engraving on the plate on Macio’s forehead.

-Adulto-
user posted image
Thank you, AoRyuha :^,^:
Group: Beast
Type: Vaccine
Element: Ice/Fire
Family: Nightmare Soldiers; Virus Busters; Metal Empire; Nature Spirits
Primary Attack: Rajada Uivante: fires a large, continuous jet of blue flame form his mouth
Secondary Attack: Presas Congelantes: an aura of freezing Ice-elemental energy surrounds his teeth and gums as he bites the enemy
Tertiary Attack: Parede Gêlo: breathes super-cold air that hardens into an icy barrier capable of blocking one non-Fire based Adult-level attack

GuaranaHolic - September 29, 2006 06:20 PM (GMT)
user posted imageD-Ban Cardsuser posted image

QUOTE (73 in total... I *think*)
Name: Divine Box
Number: C07
Type: Single Target
Duration: 3 Turns
Effect: A cube of light materialises around whatever the user wishes (be it a Digimon, person, object or building), and completely protects it from any attack from an Adult-level Digimon or below. If used on a Digimon, it will regain ten points of health every turn for three posts.

Name: Fly-Trap
Number: C13
Type: Single Target
Duration: Remainder of the battle
Effect: Renders one opponent Digimon incapable of flight (whether the flight ability is natural or through the effects of a card).

Name: Fly Away x2
Number: C14
Type: Single Target
Duration: 1 Turn
Effect: Grants one Digimon a pair of white wings, which allow them to fly at their normal running speed.

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: Knight Device x2
Number: C20
Type: Single Target
Duration: 1 Turn
Effect: Both the user and the affected Digimon gain the ability to leap twice the height they are normally able to.

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: 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: Regeneration
Number: C30
Type: Single Target
Duration: 5 Turns
Effect: Restores ten points of your Digimon’s health every turn for five 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: Twilight Timer
Number: C39
Type: Single Target
Duration: 1 Turn
Effect: Completely immobilises one opponent Digimon for a single turn.

Name: Waterproof
Number: C41
Type: Single Target
Duration: Remainder of the battle
Effect: The affected Digimon acquires the ability to breathe under water and swim as well a normal water Digimon. Their fire-based attacks are nullified while their electricity- or water-based attacks increase in power by 50%.

Name: Isolate
Number: C48
Type: State
Duration: 1 Turn
Effect: Prevents all Virus-type Digimon from attacking.

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: 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: Angewomon's Gift
Number: U01
Type: Single Target
Duration: Remainder of the battle
Effect: Increases the affected Digimon’s endurance by 50%, and restores 50% of their health.

Name: Firewall
Number: U11
Type: Single Target
Duration: 2 turns
Effect: A protective barrier appears around whatever the user chooses and takes that object's shape, completely protecting it from the attacks of Virus-type Digimon, and disabling Virus-types from approaching it.

Name: Grani
Number: U12
Type: Single Target
Duration: Remainder of the battle
Effect: The robotic steed known as Grani appears and saves the affected Digimon from any peril. The Digimon will then gain a pair of white wings for the remainder of the battle, and the strength of its next attack will be doubled – but for the card to work, the affected Digimon’s health must be at 33% or lower when it is swiped.

Name: LadyDevimon's Gift
Number: U14
Type: Single Target
Duration: Remainder of the battle
Effect: Increases the affected Digimon’s speed, as well as the strength of its next attack, by 50% each.

Name: Law of the Normal
Number: U15
Type: Single Target
Duration: 5 Turns
Effect: Brings the target Digimon to the same evolutionary level as the user’s partner.

Name: Lightning Pulse
Number: U16
Type: Single Target
Duration: 3 Turns
Effect: An electric pulse flows through the affected Digimon’s body, causing ten points of damage to any Digimon it touches and five points to any that touch it – including via attacks.

Name: Lightspeed Arrow
Number: U18
Type: Single Target
Duration: N/A
Effect: A mysterious arrow appears briefly, immediately hitting affected opponent from any angle, guaranteeing 30 points of damage.

Name: Meat
Number: U19
Type: Single Target
Duration: 4 turns
Effect: A large piece of meat appears. When eaten, the Digimon regains 10% of their health and their physical strength is multiplied by 5 for four turns.

Name: Neo Fantasy
Number: U21
Type: Single Target
Duration: In battle: 3 Turns; in adventures: Remainder of the thread
Effect: The target opponent Digimon is calmed, preventing them from attacking.

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: Spiritual Wand
Number: U31
Type: Single Target
Duration: N/A
Effect: The affected Digimon can attack using holy, light-attribute magic, increasing the damage done by its next attack by 30.

Name: Unexpected Seduction
Number: U37
Type: Single Target
Duration: 3 Turns
Effect: Usable only in battles between two Digimon of opposite genders. The opponent's Digimon becomes infatuated with yours, and will refuse to attack him/her.

Name: Night Vision (kept at at the very back of the deck)
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: Driving Snow
Number: U44
Type: State
Duration: N/A
Effect: Negates the effect of one of the opponent Tamer’s cards, but does not work if that card is associated with the element of ice (Snow Tornado, Icicle Lasso etc).

Name: Angel Staff (unusable)
Number: U48
Type: Weapon
Duration: Remainder of the battle
Effect: Only a Light Tamer can use this card, which summons Angemon’s Holy Rod to either the Tamer or his/her Digimon partner. The rod grants a human wielder the agility of an Angemon or a Digimon a 10% boost of power, as well as use of the attack Heaven’s Knuckle (at their own power level).

Name: Fiend Sword
Number: U52
Type: Weapon
Duration: 5 Turns
Effect: The user’s Digimon acquires a dark blade haunted by the spirit of a Phantomon, allowing use of the attack Soul Chopper (Shadow Scythe), which is worth damage thirty 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).

Name: Oil Slick
Number: U55
Type: Weapon
Duration: Remainder of the battle
Effect: An oil barrel is made available to the user; s/he may throw it, try to open it, or use it in any other way s/he desires.


Name: Doom Puppet
Number: R08
Type: Single Target
Duration: N/A
Effect: The affected Digimon is teleported to its Tamer’s side, and in its place, a puppet of itself will appear on the battlefield, charge at the opponent and explode in an intense blast worth fifty points of damage.

Name: Feline Instincts
Number: R10
Type: Single Target
Duration: Remainder of the battle
Effect: Affected Digimon obtains cat-like agility, movement, and balance for the whole battle, making it hard for their enemy to make a successful hit.

Name: Fire Up!
Number: R12
Type: Single Target
Duration: 5 Turns
Effect: The affected Digimon’s body becomes enveloped by a flame that cannot hurt it, but everything around it. The flame can cause the amount of damage of a regular attack of the user’s level, but with ten additional points of damage. The affected Digimon’s existing fire-based attacks also gain a 30% power bonus.

Name: Hyper Mode
Number: R13
Type: Single Target
Duration: 5 Turns
Effect: Triples the affected Digimon's potential, agility, strength, and endurance.

Name: Master Puppet
Number: R16
Type: Single Target
Duration: 2 Turns
Effect: User can fully control the target opponent Digimon’s movements. Fifteen points of health per turn will be drained from the target to the user’s Digimon.

Name: Nest Bomb
Number: R17
Type: Single Target
Duration: 2 Turns
Effect: Affected Digimon is covered in pieces of straw and other nest materials, which hardens into a metallic plating, protecting it from all attacks from Adult-levels and below. When the Digimon inside wishes to leave the metal nest (it can be used for up to two turns), it will break apart almost like an egg cracking. The metal pieces will then shoot away from the Digimon at all angles, like shrapnel. The pieces can cause 5 points of damage each and have at least one guaranteed hit.

Name: Phantom's Wish
Number: R18
Type: Single Target
Duration: 5 turns
Effect: Grants the affected Digimon the power to levitate up to six feet above the ground, and turn its body transparent.

Name: Reload
Number: R21
Type: Single Target
Duration: Dependant on the card reactivated
Effect: User can select one of his/her cards that has lost its effect in the previous two posts. The effect of that card is reactivated, but doubled (e.g. a card that boosted your Digimon’s speed by 30% would re-boost it by 60%; a card that immobilised your opponent for one turn would immobilise them for two more turns).

Name: Reverse Wave Cannon
Number: R22
Type: Single Target
Duration: N/A
Effect: Negates the effects of one of the opponent’s cards used in the previous five posts, and allows the user’s Digimon to counter with the effect of the negated card.

Name: Trinity Attack
Number: R24
Type: Single Target
Duration: Remainder of the battle
Effect: Triples the affected Digimon’s attack power.

Name: Elemental Outburst
Number: R29
Type: Multi-Target
Duration: 5 Turns
Effect: Triples the elemental attack powers of all Digimon fighting alongside the user.

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: Block Attack
Number: R35
Type: State
Duration: Until offensive skill is used
Effect: Completely protects the user and his/her partner(s) from the opponent’s attacks until they use any offensive skills of their own.

Name: Mystical Reflector
Number: R39
Type: State
Duration: N/A
Effect: All of the opponent’s attacks are reflected and sent back to them at double their original power.

Name: Snake Fang
Number: R54
Type: Weapon
Duration: Remainder of the battle
Effect: The user’s Digimon gains large snake-like fangs that secrete venom. The first successful hit with these fangs will cause your opponent to lose five points of health every turn and nullify the effects of speed or strength upgrade cards. Any regeneration or healing card will stop this effect from continuing.

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.


Name: Dreams' Heart
Number: P00
Type: Single Target
Duration: Remainder of the battle
Effect: Affected Digimon gains a 20% boost in attack power, agility, and endurance, as well as regaining 20% of its total health, for each card named 'Dreams' Heart' used so far in the current battle (not including this card).  Each tamer may only possess one 'Dreams' Heart' card, and this card may not be reused in battle.
(This card is kept in the inside pocket of Macio's pelt)

Name: Ai no Tsuyosa
Number: P03
Type: Multi-Target
Duration: Until after next attack
Effect: The power of all the user’s partners’ next attacks increases by any number between ten and forty points, depending on how close the user’s bond with their Digimon is (a moderator must make a realistic estimate as to the amount of the bonus, based on your prior character development).

Name: Kimi no Chikara
Number: P05
Type: Weapon
Duration: Three turns
Effect: The Tamer's passionate love for his/her partner can be manifested into a weapon of the user’s choice, which can be wielded by human and Digimon alike. This weapon is capable of dealing an amount of damage equal to double the Digimon’s regular power level.

Name: Drive Away
Number: P07
Type: State
Duration: Remainder of the battle
Effect: Cause the user’s D-ban to emit a low-frequency pulse that is harmful to Digimon. Any wild Digimon in the area will be driven far away, and any Digimon incapable of fleeing (including the partner(s) of the cardholder) will lose an amount of health that increases by five points each turn over the course of the battle (i.e. ten points on the first turn, fifteen on the second, twenty on the third, and so on).

Name: Shamrock Striker
Number: P08
Type: Weapon
Duration: Remainder of the battle
Effect: Summons a giant shamrock that can be thrown by a Digimon or human as a weapon. It has a guaranteed hit and deals 15 points of damage to green Digimon, 20 to partially-green Digimon and 30 to non-green Digimon. This damage is doubled if the thrower is green or wearing green clothing (e.g. a Stingmon throwing it at a Blossomon: 20 x 2 = 40 damage).

Name: Inner Child
Number: P13
Type: Single Target
Duration: Remainder of the battle
Effect: Grants the affected Digimon the ability to bounce its body on the ground as the average Baby II (In-Training) level Digimon does, giving it an advantage as far as agility is concerned.

Name: Freedom
Number: P15
Type: Single Target
Duration: Five Turns
Effect: Prevents the affected Digimon from being affected by the opponent’s cards at all.

Name: Solid Gas
Number: P18
Type: Single Target
Duration: 2 Turns
Effect: The affected Digimon’s body transforms into a gaseous state, causing any attacks to pass straight through it and disabling use of its own attacks, but enabling it to suffocate an opponent for twenty points of damage.

Name: Candy!! x2
Number: P19
Type: Single Target
Duration: One Turn
Effect: Gives the affected Digimon a brief, but extreme surge of energy – as it would receive from eating large amounts of candy – doubling its speed and making its next attack a guaranteed hit.

Name: Turkey Suit
Number: P24
Type: Single Target
Duration: Two Turns
Effect: The affected Digimon acquires and wears a turkey suit, forcing all opposing Digimon to laugh uncontrollably, preventing them from attacking and giving the user’s partner(s) an opening.

Name: Pilgrims and Indians
Number: P25
Type: Weapon
Duration: Until arrows are used up
Effect: The user’s Digimon acquires a pilgrim hat, a bow and three arrows, which will each deal an amount of damage double that of a regular attack from the user (if they hit).

Name: Cleo’s Quirkiness
Number: P34
Type: Single Target
Duration: Evolution: Five turns/Stat changes: Up to 8 turns (user can deactivate it before then if they wish)
Effect: User can choose from three 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), one ally Digimon’s attack power and thought prowess are quintupled while its speed and endurance are halved, or one opponent Digimon’s attack power and thought prowess are halved and its agility and endurance tripled. This card cannot be re-used through any effect.

Name: Zoë’s Procrastination
Number: P42
Type: Single Target
Duration: Remainder of the battle
Effect: User can choose from two options: either a Digimon from the Nature Spirits family can evolve to its next form (regardless of DEP, with or without a Crest/Blue Card/Digisoul), or one of your Digimon may receive a 75% bonus in attack power, agility and endurance at any point during the current battle… except on the turn this card is slashed. This effectively gives it a power boost that it can “store” for later activation. This card cannot be re-used through any effect.

Name: Tickled Pink
Number: P45
Type: Single Target
Duration: Remainder of the battle
Effect: Doubles the endurance of a pink Digimon, the agility of a human wearing pink clothing, or increases the physical strength of a partially-pink Digimon by 50%. In any case, using this card restores 50% of a non-pink Digimon’s health, 75% of a partially-pink Digimon’s health, or 100% of a pink Digimon’s health.

Name: New Life
Number: P57
Type: Single Target
Duration: N/A
Effect: The affected Digimon regains 100% of its energy (not to be confused with health): any fatigue s/he may have will disappear, and any stamina lost from earlier combat or card usage will be restored fully. S/he also regains 50% of his/her health (healing some of his/her actual wounds/previously sustained damage). This card will void the effects of any other cards activated the same turn (including damage and healing), may only be slashed if the user has previously used 7 or fewer cards during the current battle, and cannot be reused in battle at all.

Name: Bit Toss
Number: P69
Type: Single-Target
Duration: Until used three times/until used once
Effect: Target Digimon gains the ability to use the attack 'Bit Toss' up to three times. This attack consumes up to (the user's DEP x10) of their tamer's money and does damage equal to money used. Alternatively, the Digimon can use a 'Super Bit Toss' attack that consumes (their DEP x100) bits and does (their DEP x10) damage, undodgeable. A mix of these attack can be employed, but 'Super Bit Toss' can only be used once. (Example: A Digimon with 2.5 DEP could spend 25 bits to do 25 damage, or 250 bits to do 25 damage that can't be avoided through normal means.)

Name: Forgive and Forget
Number: P73
Type: Single Target
Duration: Remainder of the battle
Effect: For every harsh word exchanged, every sad occurrence, or fight between the user and a target that got resolved, said target gains 25% health and 25% power, to a maximum of 150% of each.

Name: Grateful Appreciation
Number: P74
Type: Single Target
Duration: Four Turns
Effect: Only to be used for one who has intended and tried or has committed a noble, good deed to the owner of the card. If used on a Digimon, they will regain 25% of their health, receive a 50% boost in stamina and will gain the ability to produce a golden energy shield good for blocking one Adult-level attack or lower for one turn. If used on a human, any ailments or injuries will completely disappear and they will be rejuvenated with energy. Cannot be recycled if it has been used on a Digimon already.

Name: !emiT sdarwkcaB
Number: P84
Type: State
Duration: 2 Turns
Effect: Among the most complicated laws of the Digital World is time. Few realize that at times it flows backward, for they are caught within this flow and cannot perceive its oddity. With this card, a tamer takes advantage of that possibility. When this card is scanned, the last two turns immediately occur in reverse, effectively rewinding the battle. The user (and the human user of this card alone) retains knowledge of the events that occurred before the rewind, and knows where they succeeded and where they failed, but this knowledge comes at a cost: All the energy strain from any cards they used carries over, and the cards are still considered used as well.
This card's great power irritates the digital world's structure, and there's a 50% chance it will disappear permanently into the folds of time when it is used (a moderator flips a coin or rolls a die). Whether or not it disappears, this card cannot be re-used in a given battle by any means, and no tamer may ever own more than one copy in their lifetime, even if they've lost a copy.

Name: Life-Sustaining Spell (kept at at the very front of the deck)
Number: P85
Type: Single-Target
Duration: Until the extra health is used/Until appropriate amount of damage is taken
Effect: An ancient rite that preserved a person's life and prolonged their death has now been sealed into this card. When activated, target tamer or Digimon gains 50% of their maximum health (the amount if they were at full health, not their total when the card is activated.) as temporary hit points and an aura of protection around them that can block 2 attacks at their level or below or just one attack from a Digimon of a higher level (always only blocks one attack for tamers). While the effect heals the target, it is not a part of their actual health and therefore they will still be as exhausted/damaged as they were before. Note that the increase stays the same regardless of whether the target devolves/evolves afterwards.

Name: LAG: Little Asian Gnomes
Number: P86
Type: Single Target/Multi-Target
Duration: Up to 3 turns
Effect: They lurk in the shadows, the Digital World's most elite intelligence agency. They're small of stature, but fierce of heart and full of skill. They are LAG, the Little Asian Gnomes, and with this card you can enlist their aid. When activating this card, the user may specify up to three Digimon that they can see, and the elite agents of LAG will assault those targets with their greatest weapon... spam email. For three turns if only one Digimon is targetted, two turns if two Digimon are targetted, or one turn if three Digimon are targetted, the target(s) will receive so many meaningless emails that their connection to the digital world will noticably slow, to the point they can barely move and become easy targets.
Be cautious with this card though, if you call upon thier services too often, LAG may come for you...

GuaranaHolic - April 2, 2007 08:08 PM (GMT)
user posted imageMisc. Itemsuser posted image

Items in gray have not yet been recieved in-character.

Personal Items - unless otherwise stated, the following are always carried in Zoë’s shoulder bag.
Pocket-sized sketchpad + Pencil
Journal - coming soon... enough
Glasses


QUOTE (Special Items)
Rogue's Blade x2
Similar in size and design to a dagger, but its blade is made with a dark metal, with shadows constantly shifting across it. Apart from looking cool and the usual slash 'n stab of the average knife, the blade's wielder also gets a moderate boost to their natural agility.
Weight: *
Reach: *
Speed: *****
Damage: 10 points
Location: In two sheathes either strapped to Zoë’s back (typically in the Digital World) or attached to her belt (typically in the Digital City)

Arm Blades
Strapping onto the user's arms, these katar-like blades offer a blend of fist weapons and typical blades.
Weight: *
Reach: **
Speed: ***
Damage: 15 points
Location: On Zoë’s arms, often covered by some form of sleeves or arm warmers when not in battle


Sunstar Gem
A translucent white diamond gem about the size and shape of a golf ball. It can be used once per battle like a card, but unlike a card, does not require a partner Digimon's energy. Target Digimon becomes completely immune to the chosen element for four turns.
Location: On a short strip of black velvet around Zoë’s neck

True Colors
By all appearances this is just a white gold heart-shaped locket on a thin but sturdy chain, with its front coated by a fine layer of diamond that reflects light in all colors of the rainbow. However, inside is a tiny mirror in which the wearer will see themselves as their friends, allies, loved ones and Digimon Partners see them: all the good qualities, all the inner and outer beauty that others see in them will be plain and obvious to see in the mirror’s reflection. Upon closing the locket, the wearer will feel nothing but happiness, confidence and courage for as long as they remember that image.
Location: In its box, which Zoë keeps in her shoulder bag at all times in preparedness for her reunion with its intended recipient

CleoPsyche
This multi-color Psychemon is certain to make you smile. Her odd coloring and goofy smile represent her kind, gentle nature, and a secret pouch inside the belly area lets her provide storage for small items. Her fur is also removable, and can be used as a small blanket to keep warm.
Location: The head of Zoë’s bed

Searchmon Plushie
A memento of Zoë and Macio's first hologram battle.
Location: Zoë’s bedroom shelf

Deltamon Plushie
A little dino, all three heads set in their own sort of snarl. Squeeze the tummy to make him roar!
Location: Zoë’s bedroom shelf

Custom Spyro the Guilmon Plushie
A cuddly, but serious expressing Spyro the Guilmon plushie. Squeeze his tummy and he'll growl and roar like a real dragon. His eyes will glow in the dark or light up with a squeeze of his arm. Comes with his own Custom Goggles accessory.
Location: Zoë’s bedroom shelf

Candy Bucket
A plastic bucket in the shape of a pumpkin (and roughly the same size) that contains an assortment of candy pieces, each of which will boost your Digimon’s energy level by 5% when eaten – but only two can be eaten per turn, and the candy is finite.
Location: Zoë’s secret candy stash

Tootsie-Mole x20
These nice little chocolate treats revive 2 points per piece. Yum!
Location: Zoë’s secret candy stash

Wild Berry Nevermelt Ice Cream
This delicious single-scoop waffle cone is enchanted with the data of a Daipenmon, Master Of All Things Ice Creamly, thus (as its name suggests) it will never melt, spill or spoil, even in extreme heat. One lick will restore ten points of a Digimon’s health (it is generally good for about twenty licks, but this depends on the size of your Digimon’s tongue and appetite), but only three licks can be taken per post – otherwise the consumer will suffer terrible brain freeze.
Location: Zoë’s freezer

Sliver Of Hope
This soft, durable, rose pink ribbon is about eighteen inches in length and one in width, and emits a very faint glow. Damage from any attack that hits its wearer (be they human or Digimon) will be reduced by 1 point of damage if the attacker is a pink Digimon, 2 points if s/he is partially pink or 5 if s/he is not pink. If the wearer is pink or wearing pink clothing (excluding a D-ban or the ribbon itself), his/her attack power increases by 10%.
Location: Around the neck of the CleoPsyche plushie

Pack of Turkey Drumsticks
Five high-quality, succulent turkey legs expertly foil wrapped to ensure they never spoil or go mouldy in any way for as long as they remain in their package. When eaten by a Digimon, they restore up to 40 points of health, but can be consumed little by little to prolong their usefulness – so that eating a quarter of a drumstick would restore 10 points of health, eating half would restore 20, and so on. They also increase the consumer’s physical strength and attack power (be they human or Digimon) by 25% each for five turns, but also induce a slight sleepy feeling, reducing the consumer’s concentration and speed by about 20% for four turns.
Location: Zoë’s refrigerator

Tin of Cranberry Sauce
Quite literally exactly what it says on the tin: contained in a vessel about the size of a can of beans, this very sweet-tasting but nutritious cranberry sauce is intended to add flavor to a turkey but can also be served on its own. Eating about a teaspoon of its contents is enough to restore 15 points of a Digimon’s health and increase their speed and alertness by about 10% each for six posts – in theory, eating the entire can at once could restore a Digimon to full health instantly while doubling their speed – but its stickiness coupled with the need for a can opener makes it awkward to eat on the go, unless you either bought along a spoon or don’t object to eating it straight from the tin somehow.
Location: Zoë’s refrigerator

Box of White & Milk Chocolates
These sweet, yet classy little treats heal 5 points of a Digimon’s health per chocolate, but only five can be consumed per turn. Some have strawberry nougat filling – yummy!
Location: Zoë’s secret candy stash

Chevalier Bête
This elegantly-designed little spray bottle contains a unisex perfume that is the master work of an acclaimed Duftmon fashion designer. Any Digimon wearing it will have his or her speed and stamina boosted by 33% for five turns in battle due to the uplifting, revitalizing quality of the scent, and if s/he was damaged prior to applying it, one whiff of the sweet fragrance will instantly restore 75% of their health. When worn by a human, any attacking Digimon who smells it will be so entranced they will stop in their tracks and refuse to act offensively against that human for one turn. Good for about twenty squirts.
Location: One of the pockets of Zoë’s shoulder bag

6x Hot Cross Buns
A traditional Easter treat in historically Christian countries, these are sweet cushions of pastry about the same diameter as a CD, with a lighter-coloured cross on top, and raisins baked into them. They restore 100% of the health of any Digimon that eats one, or 100% of a human’s energy/stamina. If you’d rather save some for later, you also have the option to eat half of one to restore 50% of your health/energy, a quarter to restore 25%, etc. – and since they’re divided into four segments by the decorative cross, it should be very easy to gauge how much counts as a half, quarter, ect.!
Location: Zoë’s kitchen cupboard

3x Chocolate Chocomon
A set of three solid chocolate likenesses of Lopmon’s Baby II form – one plain, one milk, one white – each about four inches tall. When eaten, they boost a different asset of a Digimon by 10% for the first five turns of the next battle s/he participates in, depending on the type of chocolate: attack strength for plain; defensive power for milk; agility for white. All restore 25% of a Digimon’s health when eaten. When consumed by a human, they simply give him or her a good, contented feeling – even more so than regular chocolate.
Location: Zoë’s secret candy stash

Sparklers
Five sticks which give off flames when thrown at an opponent. They cause 15 points of damage. They also look REALLY pretty.
Location: Zoë's shoulder bag
Total: 5/5

Lantern
A beautifully crafted lantern from rice paper. The light it produces illuminates the darkest of places. One time use only, and cannot be used in damp places, for the candle will go out.
Location: Zoë’s shoulder bag

Mooncake
A tasty cake with lotus paste as the filling. Written in Chinese on the skin are the words Jade Single Yolk. It allows one Digimon that consumes it to regain a small fraction of their energy. Good for three bites.
Location: A pocket of Zoë’s shoulder bag

Trick Doubloons
A small chest filled with 10 small coins. They look like a normal form of currency, but they are actually made from gunpowder, making them into mini grenades. They can either be set upon the ground like a proximity mine or thrown at an opponent. Either way, they explode for 10 points of damage each if they hit.
Total: 10/10
Location: 5 in Zoë’s shoulder bag; 4 in one of her belt pouches; 1 in the inside pocket of Macio's pelt

Something Nice x2
Ooh. Something nice. It's sparkly. Lasts for the whole topic used in. Perfect for distractions or celebrations.
Total: 2/2
Location: 1 in Zoë’s jeans pocket; 1 in the inside pocket of Macio's pelt

Black Charm
This small, thin black band is a symbol for friendship, where the circle shape shows the connection between friends. It can be worn or just carried, but can be given to someone else once per battle. If it is willingly given to someone else, it increases the stamina and strength of that person by 33%.
Location: Around Zoë’s right wrist

White Charm
This small, thin white band is a symbol of love, where the circle shape shows the connection bewteen people who love one another. It can be worn or just carried, but can be given to someone else once per battle. If it is willingly given to someone else, it increases the health and agility of that person by 33%.
Location: Around Macio’s tail

Sugar Cookies x12
These delightful little treats are made from the digital worlds' sweetest sugar and gooiest dough. Each one has 3 bites worth, but eat too much and you'll become a burpmon! Each bite recovers 15% damage and fills the eater with a pleasant, warm feeling.
Total: 12/12
Location: 5 wrapped up in foil in Zoë’s shoulder bag; 7 in her secret candy stash

Wedding Cake
A piece of cake from a certain wedding. Any flavor you want, with any icing or decorations. Eat it alone, you gain all of your health, eat it with someone else, and they'll be your friend for life.
Location: Zoë’s secret candy stash

Shofar
A wind instrument made of out of a hollowed-out horn a Goatmon shed. Use it to attract attention from allies and daze your enemies for 1 turn.
Location: Zoë’s bedroom closet

Ketupat
Rice pressed into the shape of a large, somewhat flat cube. It can be cut into nine pieces, and each piece enhances the eater's mental prowess by 35%.
Location: Zoë’s kitchen cupboard

Dreidel
This pleasant toy can be used in battle as well as festive fun. Spin the Dreidel and see what you get (Moderator will choose): If user spins and gets Gimel, your opponent is disabled for a turn and the spinner regains 25% health. If the user spins and gets Hei, the user regains 20% health. If the user spins and gets Nun, nothing happens. If the user spins and gets Shin, the spinner loses 5% health. Unlike a card, this can be spun any number of times in a battle, but the more it is spun, the higher chance the user gets of spinning Shin and the less chance of spinning Gimel.
Location: Zoë’s bedroom shelf

Gelt x10
Gelt (not guilt!) are coin-shaped chocolates usually wrapped in silver or gold foil to simulate real money. Even though the pieces are small, they're very delicious. Eating one of these can heal 20% of your health.
Total: 10/10
Location: 4 in Zoë’s shoulder bag; 1 in the inside pocket of Macio’s pelt; 5 in her secret candy stash

Spring Spring
A spring that ushers in the cool wind of spring. Causes everyone to stop what they're doing for one turn including the user.
Location: Zoë’s shoulder bag

Leftovers
Leftovers from a scrumptious meal. Hmm...wonder where the rest of the food went? Restores 20% of a Digimon's health in battle, 50% if used out of battle. Good for three meals.
Location: Wrapped up in Zoë’s shoulder bag

Fish x3
Nian nian you yu, the word 'yu' can also mean fish. Hence: fish is a must in each reunion dinner! This fish is still flapping its fins, despite being out of water for ages. Wait, did it just speak? It's one of Gomamon's fish! Enables the eater, after consuming, to breathe and speak underwater. However, your skin turns purple, just like the fish.
Total: 3/3
Location: Zoë’s refridgerator

Nian Gao
Wow, a sticky, sweet food. It's said to be given to the monster called Nian, to gum up his mouth so he wouldn't roar and scare the crap out of little children. However, Nian still came back. When fed to the opponent, it prevents it from using any mouth-based attacks, provided it eats it in the first place.
Location: Zoë’s shoulder bag

Bian Pao
Or firecrackers. What really scared Nian off was this thing. Everyone lit firecrackers and clanged pots and pans to scare Nian, and it ran off, afraid of the sound. When lit, it will emit a very loud explosion. Scares the crap outta your enemy for three turns, but on the fourth turn, your own Digimon can't move, 'cause the effect sunk into it.
Location: Zoë’s shoulder bag

Candy Hearts
These small candies are in colors ranging from soft purple to vivid red, and each have a little message on the face of them. These can either be eaten for a 10% boost in health, energy, or any stat they wish for the remainder of the battle OR they can be thrown on the ground, where they explode in a cloud of colored smoke. Comes with a velvet draw-string bag and eight candies.
Location: Zoë’s shoulder bag

Love Potion #2
This red liquid pulses with warmth inside its delicately beautiful glass bottle, which is stoppered by an ivory cork. If smelled, the contents of the bottle smell of things that the person smelling it loves, admires, etc. If drank, the potion fills the drinker with warmth and love for his/her fellow partners/tamers. The potion restores 25% of the drinker's health and energy per gulp, and the entire contents of the bottle is about four gulps.
Location: Zoë’s refridgerator

St. Patrick's Day Piemon figurine
With sword slashing action and the ability to speak three phrases of the owner's choice.
Location: Zoë’s bedroom shelf

Yellow Skittles
In a tiny plastic cauldron that came with the above figure.
Location: Zoë’s secret candy stash

Bath Buddy
A yellow duck that floats in the bath and quacks if you squeeze it. It lets out a certain fragrance that can entice either a horde of Toucanmon soccer fans, or attract a bunch of Toucanmon gift card sellers (decided by a moderator). Both distract all Digimon on the field for two turns. Good for one use; after that it reverts to a good ol' bath buddy.
Location: Zoë’s shoulder bag

GuaranaHolic - April 2, 2007 08:17 PM (GMT)
[doHTML]<img style="visibility:hidden;width:0px;height:0px;" border=0 width=0 height=0 src="http://counters.gigya.com/wildfire/IMP/CXNID=2000002.0NXC/ bT*xJmx*PTEyNzYzOTU4ODc4NTkmcHQ9MTI3NjM5NTg4OTI2NSZwPTY5NDMwMSZkPSZnPTEmbz**NmQ4OTE1ZjAwNGU*N2M5OTI4
/MmU4ZTRmZjk3YTdhMCZvZj*w.gif" /><div style="text-align: center; margin-left: auto; visibility:visible; margin-right: auto; width:450px;"> <object width="435" height="270"> <param name="movie" value="http://www.playlistproject.net/mc/mp3player_new.swf"></param> <param name="allowscriptaccess" value="never"></param> <param name="wmode" value="transparent"></param> <param name="flashvars" value="config=http%3A%2F%2Fwww.indimusic.us%2Fext%2Fpc%2Fconfig_purple.xml&amp;mywidth=435&amp;myheight=270&amp;playlist_url=http%3A%2F%2Fwww.playlistproject.net%2Fpl.php%3Fplaylist%3D78456988%26t%3D1276395814&amp;wid=os"></param> <embed style="width:435px; visibility:visible; height:270px;" allowScriptAccess="never" src="http://www.playlistproject.net/mc/mp3player_new.swf" flashvars="config=http%3A%2F%2Fwww.indimusic.us%2Fext%2Fpc%2Fconfig_purple.xml&amp;mywidth=435&amp;myheight=270&amp;playlist_url=http%3A%2F%2Fwww.playlistproject.net%2Fpl.php%3Fplaylist%3D78456988%26t%3D1276395814&amp;wid=os" width="435" height="270" name="mp3player" wmode="transparent" type="application/x-shockwave-flash" border="0"/> </object> <br/> <a href="http://www.playlistproject.net"><img src="http://www.playlistproject.net/mc/images/create_purple.jpg" border="0" alt="Get a playlist!"/></a> <a href="http://www.playlistproject.net/playlist/20084988939/standalone" target="_blank"><img src="http://www.playlistproject.net/mc/images/launch_purple.jpg" border="0" alt="Standalone player"/></a> <a href="http://www.playlistproject.net/playlist/20084988939/download"><img src="http://www.playlistproject.net/mc/images/get_purple.jpg" border="0" alt="Get Ringtones"/></a> </div>[/doHTML]Actual playlist courtesy of Cleo :^,^:

Single Partner Parade: Zoë Embrulho & Macio the Gabumon
1.
Tomodachi no Umi/ Sammy (Thread Opening)
2. Jerk It Out/ Caesars (Zoë’s Theme)
3. Chasing Cars/ Snow Patrol (Macio’s Theme)
4. Alone in the Universe/ Antony Blair Hall & Kevin Chamberlin (Zoë and Macio’s Duet)
5. Flight Training/ John Powell & Harry Gregson-Williams (Zoë’s Instrumental Theme)
6. Fire Dance/ Douglas Spotted Eagle (Macio’s Instrumental Theme - unavailable; sorry)
7. Brave Phoenix/ Nana Mizuki (Card Slash & Armor Evolution Theme)
8. Believe/ Folder5 (regular Evolution/Battle Theme)
9. Dance Dance/ Fall Out Boy (serious/intense/epic Battle Theme)
10. Comparsas / O Pequinez e o Pit Bull/ Ana Carolina & Seu Jorge (Thread Ending)

Please notify me via AIM or PM if any tracks in either version of the playlist have been removed.

GuaranaHolic - April 2, 2007 08:18 PM (GMT)
Vocabulary

Zoë has only been learning English in school for one semester, therefore it is natural for her to lapse into her native tongue occasionally, and for her English to be less than perfect - but with the help of the Portuguese-English dictionary and phrasebook she bought along to the Digital World, as well as Macio, she is gradually improving by the day.
Words and phrases she uses will be catalogued in this post as they appear.

Bom dia = Good day/morning
Bonito/bonita = Cute; handsome; beautiful
Cãozinho = Puppy; Zoë's nickname for Rufus
Cim = Yes
Cintas = Braces, the bane of Zoë's existence
Desculpa = Sorry
Digi Modata [may or may not be spelled correctly] = Digi-Modify
Estou acorde = I'm awake
Irmã (mais velha) = Macio’s pet name for Zoë; literally “sister more old”
Interessante = Interesting
Merda! = mild swearword
Meu ovo = My egg
Muito furar = Very boring
Mutio obrigada = Thank you very much
Muito prazer você vir = Very pleased you could come
Não = No; not
Não é? = Is that so? (literally “not it-is”)
Não lágrimas = Don't cry
Olá = Hello
O que? = What?
Por favor? = Please?
Qual é o seu nome, amigo novo pequeno? = What's your name, small new friend?
Um rapaz bonito = A cute guy

GuaranaHolic - April 9, 2007 05:16 PM (GMT)
QUOTE (Neutral bordering on hostile)
The very first Tamer/Digimon combination Zoë and Macio encountered on their travels. Things started out okay, with a gentlemanly tussle between Macio and the polite, naive Kid in a hilly area of the Grassy Plains, during which the tall and chivalrous young man impressed the duo with his intellect and strategic prowess, and his partner with his strength and determination. Despite Zoë thinking of the result as a draw to this day, Joseph declared her the winner, leaving her with some stern words that made her reconsider her stance on being a Tamer – as well as wonder if Joseph looked down on her in anyway.
But in any case, Zoë certainly looked up to Joseph – soon enough, literally, as both Tamers were transported into the world of The Lion King, the male taking on the form of a giraffe and asserting himself as the “leader” of the little gang of once-humans trapped in the Pride Lands. Zoë and Joseph ended up living out four years the audience of the movie would otherwise not have seen – Simba’s adolescence in the Jungle – along with the maturing Kid, and Gwen, a Digimon Joseph partnered with after meeting Zoë. The then-caracal was happy to have Joseph as a close friend, confidant and something of a teacher before the tension building up around the exiled prince grew too much for her to bear: Zoë told Simba who was responsible for the death of his father, urging him home, to Macio and Joseph’s outrage. That night, the five were transported out of the movie.
Zoë got a rude awakening the next morning in the form of a text message on her D-ban confirming something she’d feared since first she met Joseph: he looked upon her as nothing more than a little girl to be patronised and taken not at all seriously.
It was entirely thanks to that message that Zoë’s feelings towards Joseph are now more mixed than she ever thought possible. On one hand, though his message contained relatively few words, they were exactly the right ones to send her deteriorating self-esteem back to square one after it had been improving over those four years; in her sensitivity Zoë sees this as a total lack of sensitivity on his part. But there is also the memory of Joseph sending Kid to save Zoë from her own depression (so she thinks) during the film – and of course, Macio’s respect for Joseph still holds true, the Gabumon knowing his words about “moon-step” may come in useful if he decides to make use of such a technique in battle some day. However, Macio is slightly shy about actually doing so: not only does he consider it unfair on Digimon who haven’t had the privilege of dilated time in which to practice the move, he fears offending Zoë, who in a moment of typical impulsiveness, said she never wanted anything to do with Joseph again. If the young duo run into their ex-friend and his partners a third time, they may or may not even want to look him in the eye.
QUOTE (Ally)
A then-wild Digimon Zoë and Macio encountered in the Plains shortly after their fight with Joseph. Eager to prove their worth against a Champion-level for the first time, they challenged him and promised him food if he won. He accepted, and although Macio eventually came out on top, Zoë chose to heal him with her Special Bandage card and feed him her savoury snacks anyway, rather than delete a helpless victim. The grateful ostrich held up his end of the deal by carrying the pair back to the Digital City, with Zoë acquiring her Digimental along the way.
Though their encounter was relatively brief, Zoë and Macio both admire both the combat skill and integrity Peckmon showed that day, and think of him as reliable and pleasant company they’ll definitely make an effort to find next time they come to the Plains. What they don’t know, of course, is that they’re unlikely to find him there given the turn Peckmon’s life has taken since then...
QUOTE (Neutral)
Zoë and Macio met Riko in the Training Fields for a friendly match that ended in disaster when Zoë had her Gabumon attack Riko’s after he clearly expressed interest in wanting to call it quits: a decision that still disgusts Zoë, considering Dargo was in good health and well-rested thanks to a card, and still in with a good chance of winning, by the time it was made. Even so, Zoë views Riko as someone she could learn a lot from: seeing how uninhibited he was about displaying affection for Dargo was inspirational to the girl who’d always tried to avoid getting too sentimental with Macio for fear that he’d mistake her love for inauthentic. Zoë was a tad tense around Riko by the time he left, but as was the case with both Joseph and Zack, hopes that the opportunity to redeem herself to him will arise in future.
Both Zoë and Macio harbour grudging respect and guilty distaste for Riko at the same time, but above all, Zoë recognises that she learned a valuable lesson despite being the victor of that particular battle, and has promised herself to have acted on it by the time their paths next cross. Conversely, to Macio Riko is pretty much just another Tamer – and his opinion of Dargo, another Gabumon who may or may not be older than he, is fairly negative despite the cousin-like kinship he feels with him, viewing him as spoiled and naïve even if he is fairly competent on the battlefield. Zoë, on the other hand, seems, if not endeared, intrigued by him, viewing him as a good example of how different two Digimon of the same species can be.
QUOTE (Zoë’s acquaintance; Macio’s enemy)
An older Tamer Zoë met in the Forest, and immediately developed a schoolgirl crush on. Her and Macio’s conversation with him and his Elecmon and DemiVeemon partners dissolved into a battle that came to a gory end when Riley (unnessacarily, if you ask Macio) used cards to evolve his partner into the mighty GrappLeomon and triple his power. The pumped-up Perfect’s attack would definitely have killed Macio were it not for the card-created armor he wore at the time.
Whereas the naïve Tamer was easily taken in by the excuse Riley used – “sometimes, you've got to give it your all” – and his gentlemanly charm, the by-then-Tsunomon was not quite so convinced the experienced boy was all he seemed. Macio harboured an idle dislike for Riley all the time between him supplying Zoë with her first knowledge of the one known as Insomnia and the two feline Tamers’ second day together within The Lion King, but when Zoë fell unconscious and Riley made no effort to help, or even acknowledge her, that was it: he was no longer comfortable with the idea of himself or his Tamer counting that boy as a “friend” to any degree.
Zoë knows of Riley’s betrayal, and while she no longer trusts him as much as she once did and has completely given up on her romantic feelings for him, she does not – or cannot – hate him in the same way Macio does. She agrees that he is far from the selfless hero he presents himself as, but rather than dwell on it, chooses to simply stay out of his way: even if Zoë wanted to continue pursuing Riley, Macio would not hesitate to forbid her from going near him. She still has a tiny amount of respect left for Riley, but is nonetheless content to leave him alone just as he left her alone: were their paths to cross again, Zoë would be more than happy for them both to say “hi” to one another and go their separate ways.
QUOTE (Respected)
The first Tamer to react overtly negatively to Zoë, Zack drew her to him with his emanation of great strength and maturity, and so the then-caracal tried hard to strike up a friendship with the gorilla – but it all came crashing down. Zoë’s frivolous, childish behaviour and loudness were so irritating he had to get away from her, and thus evacuated from The Lion King – or, at least, he happened to leave very shortly after making it plain that Zoë, to him, was nothing but a stupid little girl. Macio overheard those muttered words, eventually, and reluctantly, passing them onto Zoë during the few months of wild savannah life that followed.
Hearing what Zack thought of her left a dent in Zoë’s self-esteem – a dent that still persists to this day – but at the same time intensified her desire to prove herself as anything but stupid or little that awakened for the first time after her battle with Joseph. She hopes to meet up with him once more, and when she does she might show him how much she has grown up... or she might prove him right by allowing her lingering self-doubt to get the better of her.
But in either case, Macio will be there for her, caring for Zoë while respecting Zack. The usually loyal Digimon has to admit he can’t blame the older boy’s distaste for Zoë’s lewd and over-emotional behaviour – something he has trouble putting up with himself sometimes. In spite of traces of resentment he harbours for the one who damaged the girl’s confidence so, Macio knows that because of his experience and calm, focused demeanour, Zack will be worth having as an ally if Zoë succeeds in redeeming herself.
QUOTE (Friends)
((This entry is a work in progress, and will be for some time, as I find this particular relationship extremely difficult to put into words))
QUOTE (Allies)
When Zoë woke up from the dream that was The Lion King in a park ravaged by war, Laiko was the first Tamer she turned to for help and guidance, and the choice turned out to be a sound one. Though she didn’t see much of the older girl, Zoë admires Laiko for the bravery she showed that day, but on its own that bravery wouldn’t have meant anything. No, what really struck Zoë and Macio was how Laiko seemed to overcome her apparent shyness and uncertainty (she said herself that she initially hadn’t really known what was happening) and act on her desire to make a difference.
Well, actually it was fairly obvious that the one who really wanted in on the action was her partner Den, an extroverted and slightly gruff Labramon whose determination really impressed Zoë and Macio: he had no qualms about taking on two Adults in succession with a battle-ready but not reckless attitude. And whether or not his comparatively meek Tamer wanted to be there, Den eventually did succeed in contributing to the fight: thanks a card on the Asian teen’s part, he evolved to Dobermon and, after saving the Ryuudamon Shirasaki from certain death, carried him, his Tamer and Laiko to safety with admirable steadfastness.
Seeing qualities of both a courageous soldier and a loving big sister in her, Zoë knows Laiko is one Tamer she’d be glad to have on her side any place, any time – that goes double for Den, who knew both how to handle himself against superior foes and when to quit against the same foes. Macio also appreciated Laiko’s presence – warm support as opposed to Zack’s cold spurning – but in particular, Den is a Digimon Macio definitely wants to meet in battle once more. Fighting either against or alongside the rambunctious Retriever would be just fine by him.
QUOTE (Neutral)
Another witness to the siege on the Park, and another who made a real impression on Zoë with little effort. She was initially, for lack of a better word, shocked to find possibly the only Tamer younger and more helpless than she, but that shock quickly gave way to sympathy. Kijun (though he never introduced himself as such, or at all) was clearly a typical boy his age, and reacted to the spectacle going on around him as such: understandably frightened and confused by what was going on, just like Zoë was to a lesser extent, and by that token she empathizes with her lone junior.
Zoë was thrust into something of a big sister role in Kijun’s presence – but she is racked with guilt for, in her opinion, failing in that respect where the softer, more mature Laiko ultimately succeeded. She desperately wants to meet up with him again and make it up to him in any way possible, however she harbours some concern doing so will make no real difference.
Of all the Tamers she’s met, Zoë’s feelings toward Kijun are the second most mixed next to Joseph. She is definitely fearful of what his youth means given the setting of the Digital World: trouble, basically. That said, she has confidence in his partner Shirasaki’s ability to protect and care for his tiny charge despite the perils they inevitably will face, having briefly glimpsed the Ryuudamon’s great courage and loyalty with her own eyes.
As horrible as it sounds, Zoë wishes Kijun had never even become a Tamer in the first place - but although she feels what he is is ill-fitting, she unabashedly likes who he is, the child having proven himself amiable and open-hearted even in the face of terrible danger. Zoë wants nothing more for Kijun than as safe and happy a life as is possible in the Digital World, and if she met up with him again, she’d probably welcome the chance to dote on him as she would her own little sister back home.
QUOTE (Mistrusted)
Yet another Tamer Zoë encountered in the park during Insomnia’s assault on it, and yet another she has incredibly mixed feelings toward. Lucas made a good enough first impression, providing both literal and metaphorical light against the darkness when Zoë’s was close to going out, and immediately made it plain he would be a participant in the ensuing battle – but while Zoë does not doubt he had good intentions, his idea of how to achieve them was questionable.
He used a couple of cards to evolve an unwilling Patamon on the sidelines of the fight, whom previously extended her helping wing to Zoë, Laiko and Cyrus, all the way to an Ultimate form she very obviously neither enjoyed nor knew what to do with. Furthermore, the way Lucas proceeded to speak of Sleipmon like she was a weapon to be used to her side’s advantage only cemented Zoë’s opinion of him as a competent warrior and strategist, but one with a thoroughly wrongheaded approach.
Though she knows it wasn’t anything like as bad as it could’ve been, and it was all in the interest of fighting the good fight, so far as Zoë is concerned Lucas’s actions constituted Digimon abuse, or at the very least a sickeningly inconsiderate knucklehead. The facts that Sleipmon ended up making a minimal contribution toward the humans’ safety, and that the blonde teen was content to leave his partner with a battle of his own while the Tamer took all the credit, only served to further this opinion.
While Zoë really has nothing against Lucas (on the contrary, she knows she and her allies in that fight are indebted to him for use of a card that quite possibly saved their lives), she honestly doesn’t see him as someone she or her partner can trust, and thinks it’ll be best to avoid him in future. Macio was too preoccupied fighting two of BlackWarGreymon’s minions to really take note of Lucas’s actions or attitude, and as such has no real opinion on him – but as in most matters, he trusts Zoë’s judgement when she says he’s generally bad news.
QUOTE (Allies?)
A walking, shifting mass of contradictions: both the Tamer who provided Zoë with her most direct help in the fight against Insomnia’s forces, and the most enigmatic of all she has ever met. In the last minutes of the battle, Emile appeared seemingly out of nowhere, and instantly offered Zoë and a few Digimon wounded in the attack a ride out of harm’s way on the back of his winged partner – all while, in Zoë’s opinion, looking unbelievably handsome and wearing an attractively regal aura.
On the surface, it would seem that Emile has nothing to offer Zoë and Macio but positive things; however, Macio in particular suspects there is more to the aristocratic youth than meets the eye. In particular, the Gabumon dislikes the demeanour with which Emile conducted his “rescue” – he went about it a little too casually and confidently to make his reptilian passenger at all comfortable. Though he agrees with Zoë’s point that they were right to take the opportunity to escape while they could, Macio somewhat doubts Emile’s help was fully necessary given how BlackWarGreymon called off his final blow at the last minute, and ultimately does not trust the elder Tamer in the slightest – but put on a civil front for Zoë’s sake.
Speaking of the naive young girl, she, being such, is mostly content to take Emile at face value – emphasis on face, as she does have something of a curious crush on him, but has learned from the Riley incident not to pursue it... for now, at least. Zoë’s opinion of Emile (or at least the persona he presented to her) as both a boy and a Tamer is extraordinarily high, and she greatly looks forward to the day when their paths cross again. However, while not as actively suspicious as Macio, she does harbour a little concern for the mystery surrounding Emile – Zoë is, most of all, perplexed and intrigued by his prediction that she would “repay him one day.”
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Schmegkopf - February 7, 2009 06:12 PM (GMT)
Timeline

Pre-time warp
    Room 6c I + II (first appearances of Punimon and Tsunomon)
    Zoë arrives in her Apartment along with Macio’s egg, which hatches and subsequently evolves into Tsunomon, marking the dawn of a new friendship.

    Macio Makes the Scene (earned 0.1 DEP; first appearance of Gabumon)
    Zoë and Macio experience a Big Lipped Alligator Moment.

    Gabumon’s Family Pub and Restaurant
    Zoë and Macio go out for a post-battle meal.

    Apartment 6c III + IV
    After spending their first night and breakfast together, Zoë and Macio agree to further practice before confronting their first living Digimon, and depart for the Training Fields.

    Macio & Zoë Strike Again
    Macio comes out victorious against a holographic Searchmon.

    Apartamento de Zoë III
    Zoë arrives home to discover the “renovations” made to her new Apartment while she and Macio were away, but the two only momentarily stop there before heading out into the World at last.

    A Departure and a Recollection
    Zoë and Macio leave the Digital City for the first time, en route to the Grassy Plains.

    Of Hills and Hopes (earned 0.3 DEP; Digimental of Courage obtained)
    After a short picnic, Zoë and Macio fight a friendly battle with Joseph Wilson and Kid the Candlemon on a hilltop, then another with a passing hungry Peckmon, and finally obtain the Digimental of Courage before heading home on ostrichback.

    Apartamento de Zoë IV
    A relaxing morning and afternoon at home spent letting Zoë’s recent wound heal.

    Gabumon vs. Gabumon (earned 0.2 DEP)
    Zoë and Macio engage in a training match against Riko Mugatu and another Gabumon, Dargo… and defy logic by winning and learning and important lesson.

    Apartamento de Zoë V
    While Zoë reflects on the mistakes she made during her meetings with Joseph and Riko, and vows not to make them again, Macio finds himself placed in the role of an older sibling to his Tamer despite initially thinking of her as just that.

    Goin’ down to the woods today I
    Zoë and Macio take a Trailmon to the Forest for a walk and some possible Digimental practice.

    A Simple Walk
    Zoë and Macio meet Riley Jackson and partners for yet another friendly battle, which ends in tears when Riley’s powered-up first partner badly beats Macio. Despite him healing his opponent’s damage and Zoë and Riley leaving together on good terms, Macio remains mildly mistrustful of the older boy despite him supplying them with their first knowledge of Insomnia.

    Goin’ down to the woods today II
    Zoë, Riley and their respective partners return to the City and head for the movie theatre together as friends.

    The Lion King (first appearance of Boarmon)
    The less said about this one, the better.

    The Siege (earned 0.1 DEP)
    Through the transporting powers of the Digital movie theatre, Zoë and Macio end up on the sidelines of an epic battle against a force of pure evil mentioned by Riley – but for better or worse, they don’t stay on the sidelines for long.

    Apartamento de Zoë VI
    After a brief non-roleplayed visit to the Clinic to drop off their injured passengers, Zoë and Macio reflect on their most eventful day together yet, and come to more than one bittersweet conclusion.

    Back To Basics (earned 0.15 DEP)
    Zoë and Macio try, and partially succeed, to lift their spirits with a quick hologram battle – the latter’s first as Boarmon.

    Just a Small Walk
    Following another non-roleplayed jaunt (to the Movie Theatre this time), Zoë and Macio encounter a unique Tamer who introduces himself as Sal Wolfgang, and who unwittingly eases some of Zoë’s self-esteem issues.

    Apartamento de Zoë VII & VIII
    Zoë’s chaotic separation from Sal and Paws, as well as her discovery of the Brave Cup, are told through flashbacks.

    At the Edge of Reason Beta
    This thread is not canon to Zoë and Macio's ongoing adventures.

    At the Edge of Reason
    Zoë and Macio get some practice for the Brave Cup by participating in a rather adventurous tag team match: Hikari Senka, the Frost Knight, Garrett Adams, Syl and them vs. the icy cool Ryuha Nara, Adras, Kotaro and Hitami, the last of whom Macio squares off against.

    Digital City Brave Cup: Versus Rufus and Cyrus
    Zoë and Macio's first opponent in the Digital City Brave Cup is an interesting choice to say the least, but ultimately, the battle ends anticlimatically as their comrade from the siege on the Park forfeits and leaves with hardly a word.

    Apartamento de Zoë VIII
    Zoë and Macio slink home, disheartened by their hollow "victory" - but their drive is renewed when they realise something that greatly ups the stakes in the same Tournament.

    A Gathering of Forces (earned 0.1 DEP)
    In between rounds at the Brave Cup, Zoë and Macio go out for seafood, and meet five new friends who fight a harrowing, but ultimately successful battle alongside them.

    Back to the Grind
    Having paid the price for her tactic in a battle for the safety of the Mall, Zoë briefly stops by the Digital City Park in order to reunite with Macio and Sean and Erin's collective partners. In doing so, she realises the lesson she learned from meeting her new friends.

    A Gathering of Forces, stage II
    Zoë and Macio take a photo to seal their friendship with Sean, Tyerel, Arrow, Erin and Sun-Long, and the three Tamers go their separate ways knowing they'll join forces again soon.

    Defogging the Mirror
    Zoë and Macio are stopped on their way out of the Shopping Center and forced to perform community service to repair the damage they did. Before leaving, they purchase a few battle garments, and a possible reunion present for a friend - and finally, start planning a vacation from their busy, battle-heavy lives.

    Sea of Friends Prologue
    Zoë and Macio head off for their seaside break, the former quelling some of the latter's inhibitions along the way.

    Sea of Friends (earned 0.1 DEP; first appearance of Garurumon)
    Zoë and Macio's trip to the beach takes an unexpected turn for the better: there, they find their old friend Peckmon, now a Falcomon named Icarus, and partnered with a Tamer named Julien Mackensy. Through a chain of events, some joyful and some life-threatening, the four tighten up old friendships and start beautiful new ones.

    Sea of Friends Epilogue
    Zoë, Macio, Julien and Icarus part ways for the night at Grace Medical Clinic.

    Digital City Brave Cup: Versus Dirge and Zander
    An important battle against a far superior foe doesn't even get off the ground, being interrupted on a cosmic level...
Post-time warp
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