Tamer Information

Digimon Information





D-Ban Cards
| 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... |
Misc. Items
| 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 |
Associated People/Digimon
| 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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