List of Special Abilities

This is a list of all Special abilities you can choose from in Digimon Arcana.

## Directory

* Abilities
* Natural Abilities
* Locked Abilities
* Unallowed Ability Combinations
* Elements

## Special Abilities

This category applies to the mind and soul. Abilities pertaining to magic, the senses, emotion, etc. are grouped into this category.

# Fresh/In-Training List:

## **Aware**

Grants immunity to the status: **Blind.**

Apart of: Status Immunity

## **Bravery**

Grants immunity to the status: **Fear.**

Apart of: Status Immunity

## **Constitution**

Grants immunity to the **effects of Energy Beam, and Energy Blast damage types.**

Apart of: Damage Type Ineffectiveness

## **Cowardice**

The digimon is naturally timid, and jumps at the slightest sound. Thanks to this timidity, however, they are quick and have an easy time fleeing from a fight.

 Rookie
 Champion/Armor
 Ultimate
 Mega

## **Four Leaf Clover**

This digimon is blessed with good luck, they seem to be able to change fate around them at times.

Based on their level they can re-roll any dice and get a bonus on the re-rolled dice. the choice to re-roll the dice must be done before the DM responds to the roll. The re-roll **MUST** be used, regardless of the roll being better or worse.

 In-Training
 Rookie
 Champion/Armor
 Ultimate
 Mega

## **Healer's Heart**

Add a 50% bonus to healing moves at the cost of your next move being halved in effect (damage/healing/statuses etc).

The halved 'next' move cannot be circumvented by waiting a round, even if your 'next' move is used 10 turns down the line it will still be halved.

## **Illusion**

The digimon can control their own visual data, bending and manipulating it to appear as another. However they may lose it if their legitimacy is questioned, if they attack, or if they’re hit. If they’re seen undergoing the transformation they have an even harder time keeping the guise.

The digimon's stats are hidden by the stats of the the digimon they transformed into (If turning into a human they are able to use that humans UNALTERED stats). If their legitimacy is ever questioned, roll a bluff (accuracy) roll. If transformed into a human, add their Friendship to the bluff roll. If seen undergoing the transformation, they get a -25 penalty to their bluff roll.

You CAN use the moves of the digimon that you transformed into, but if you use an attack outside of your own element or a neutral element it breaks the legitimacy of the illusion, allowing the defending digimon to make an accuracy roll to see through the Illusion. Attacking as a human, regardless if it’s a normal attack allows the defender to also make an accuracy save against your illusion (DC half of Base Die + Energy stat).

If hit, roll your original energy- if the energy doesn't meet the attack's total, the digimon loses their illusion.

## **Innate Flame**

The digimon's has fire within them, which is boosted by the heat and in hot areas. This also allows them to not be frozen no matter how cold.

While in hot areas they gain a boost to their fire attacks, but if hit by water-based attacks their fire attacks weaken. The penalty and boosts do stack, and the digimon's fire attacks get replenished each round if in a hot area.
**Digimon with the Fire element get a +3 to their element modifier.**

 Rookie
 Champion/Armor
 Ultimate
 Mega

## **Kinesis**

You're attuned to your own element, and as such, you can control it. This instantly grants you a bonus to accuracy when using attacks of your own type.

 Rookie
 Champion/Armor
 Ultimate
 Mega

## **Levitation**

Levitation allows the digimon to reach higher places without problem, but unfortunately cannot go as high as those who can fly. They also have the risk of falling to their doom. Some levitation digimon have a penalty to their dodging ability.

Digimon with the Wind element get +3 to their Levitation check.

Dodging
 Rookie
 Champion
 Ultimate
 Mega

## **Mephitic**

You emits a powerful odor that has a chance to cause those in a set radius to flinch. At higher levels, the stench can trail further via mist. You also aren't affected by Mephitic nor other digimon that also have this ability..

If you're in the range of the digimon's mephitic odor, roll a d20. If you get the number listed below, you become sickened. A digimon who is sickened cannot do more than one action in their turn due to nausea and must fight the urge to flee from the stench (D20 + energy).

 Rookie
 Champion/Armor
 Ultimate
 Mega

## **Restless**

Grants immunity to the status: **Sleep.**

Apart of: Status Immunity

## **Tenacity**

The digimon's so tenacious it affected their own data, with each strike there is a chance it can become more powerful, boosting their strikes a bit more.

Tenacity is tied to Accuracy, if they get a nat. 20 they gain a +1 to their damage (after the attack). This can stack but the boost ends when the battle is over, the effects also reset during battle if you get a nat.1 using any kind of combat maneuver (ex; attacking, pushing, throwing, etc.).

In Multi-Strike if you get a nat 20 on one attack a nat 1. on another it will still reset your Tenacity bonus back to zero.

## **Tireless**

Grants immunity to the status: **Weary.**

Apart of: Status Immunity

# Rookie List:

## **Analyze**

Digimon that have a critical eye can help their tamers get information from the digimon in question, increases scan success by +2 and increases info scanned by 1 stage.

## **Antidote**

Grants immunity to the status: **Poison.**

Apart of: Status Immunity

## **Berserker**

***[Suggested by ShadowAgu]***

Some digimon are able to control their rage and blood lust, using it help power them up in battle. However this becomes impossible when their life is in danger and all the held back rage spills over, resulting in the digimon losing control. When HP is below 25% the digimon loses control of itself and this ability activates; raises Strength and Speed by +3 but lowers Defense and Energy by -3.

When this ability activated it acts similar to the confusion status effect, when a digimon enters this state it will continuously attack the enemy that caused it’s HP to drop 25% and any other digimon that attacks it during this time. If there is no more enemy digimon but there are humans or other digimon around they will attack the closest digimon/human to them, however **partner digimon with this ability will never attack their tamers.**

To break out of the berserk state, the defending digimon must make an energy save to break out of berserking or will naturally stop berserk state when no targets are left (this includes allies). The save is lowered if the digimon is healed back over 25% of its MAX HP. When a digimon stops berserking they **Immediately lose all bonuses and penalties.**

 26%-50%
 51%-75%
 76%-100%

## **Deafen**

The digimon is deaf and cannot hear, are unable to make listen checks, are immune to sound based moves, and take a penalty to initiative. Their other senses are heightened, and the digimon gains a boost to accuracy for visual based checks (Examining an item, finding things in a room, having an easier time seeing through illusions, etc.).

 Champion
 Ultimate
 Mega

## **Deep Savers**

Digimon that are more attuned with or take pride in being apart of the Deep Savers family increases damage from Water **OR** Ice attacks by +1

**(Deep Saver’s only).**
**Water or Ice Elemental digimon get +3 to their respective elements.**

## **Digital Hazard**

Some digimon have the Digital Hazard on their body, warning them of how dangerous they are. And while they can harm, or even destroy, the digital world if the Digital Hazard's power gets strong enough, the firewall's power is much stronger. While this power is diminished, their strength is still potent.

When the digimon hits a nat. 20 or their highest dice modifier for their attacks, their highest stat gets a +1 modifier. If that stat is already maxed, it goes to their second strongest and so on. This lasts for the entire battle and can stack, but if they get a Crit. Fail on their accuracy check or get a 1 on their attacking dice this power is reset and can be regained.

## **Dragon’s Roar**

Digimon that are more attuned with or take pride in being apart of the Dragon’s Roar family increases damage from Fire skills by +1 (Dragon’s Roar digimon only).

**Fire elemental digimon get +3**

## **Dragon’s Wrath**

Having the nature fury of battle burning within them, these dragonic digimon have naturally ferocity and will take down anything that questions or hurts their pride, increasing their attack damage by +2

**(Dragonic or dinosaur type digimon only).**

## **Focus**

Grants immunity to the status: **Confusion.**

Apart of: Status Immunity

## **Inspiring**

This digimon is an inspiration to its allies either by their presence or by their words. Choose an allied character to inspire, giving them an extra die that they can keep and add to a roll of their choosing, but only once. You may add it before or after the result is made but before the DM reacts to your roll. You can only use this ability again when the dice given out has been spent. You can only inspire 1 ally/turn.

 Champion/Armor
 Ultimate
 Mega

## **Jungle Troopers**

Digimon that are more attuned with or take pride in being apart of the Jungle Troopers family increases damage from Plant skills by +1.

**(Jungle Troopers only)**

**Nature/Plant type digimon get +3**

## **Lighthearted**

Grants immunity to the status: **Depression.**

Apart of: Status Immunity

## **Merciful**

Increased healing on targets under 25% HP by a fixed amount depending on the user's level. This ability prevents the user from doing lethal damage.

 Champion/Armor
 Ultimate
 Mega

## **Merciless**

Increased damage on targets under 25% HP by a fixed amount depending on the user's level. This ability prevents the user from doing non-lethal damage.

 Champion/Armor
 Ultimate
 Mega

## **Metal Empire**

Digimon that are more attuned with or take pride in being apart of the Metal Empire family increases damage from Electric OR Metal skills by +1.

**(Metal Empire only).**

**(Electric or Metal elemental digimon get +3 to respective element)**

## **Mysterious Scale**

Possessing reflective scales that shine brilliantly without fail these digimon have a good chance to nullify stat reductions by 30% (15-20).

## **Nature Spirits**

Digimon that are more attuned with or take pride in being apart of the Nature Spirits family increases damage from Earth attacks by +1.

**(Nature Spirits only).**

**Earth elemental digimon get +3.**

## **Nightmare Soldiers**

Digimon that are more attuned with or take pride in being apart of the Nightmare Soldiers family increases damage from Dark skills by +1.

**(Nightmare Soldier only).**

**Dark elemental digimon get +3**

## **Night Vision**

The digimon’s nocturnal habits have graced them with the ability to see in the dark but this also makes them sensitive to well lit or brightly lit areas.

Digimon with this ability don’t have their accuracy hampered when within the dark; however when entering an area with bright lighting or when there is a flash of light they must roll to avoid being blinded. To not become blinded roll a D20 +Energy, if failed they they lose a set amount of accuracy for a Dx amount of turns, as if inflicted with the blind debuff. For the amount of rounds you must roll the digimon’s base die. On critical failures the digimon is instead inflicted with the blindness status effect and is stunned for one round, for how long it lasts roll base die same as above.

**Digimon with the Darkness element get a +3 to their Accuracy save.**

 Champion
 Ultimate
 Mega

## **Reverb**

Grants immunity to the status: **Silence.**

Apart of: Status Immunity

## **Shadow Walk**

You can control the shadows and can attack or move within them. When using this ability, it costs your base MP every round this ability is activated. You can also make grapple checks against digimon using the shadows without fear of weight modifiers, though you can’t pick them up and move them around you can also trip Digimon.

**Digimon with the Darkness element get a +3 to their speed check when moving through the shadows or +3 to tripping digimon in motion.**

## **Steady Style**

Never being one to be knocked off balance, these digimon have honed themselves to always be in top condition and always being ready to fight at their fullest. Cutting the rate of Volatile statuses received by 30% (15-20)

## **Supercharged**

You can absorb Electricity-type attacks and boost your own attacks in the process, you still take damage but it is halved. Getting hit by Earth-based attacks does the opposite, as it can lower your defense, the penalty stacks.

**Digimon with the Electricity element get a +3 to their element boost, but only once.**

 Champion
 Ultimate
 Mega

## **Telepathy**

Can establish a mental connection with a tamer/digimon to communicate even if they are far away from their tamer. Must make an energy roll to establish connection, the farther the digimon is the harder it is to establish connection, the roll to beat is based on distance and the DMs discretion. Digimon with Telepathy can also force a mind link to either try to implant false thoughts or in order to read their minds, but beware some digimon naturally cannot have their minds read and might damage the user in the process. Forcing a mind link costs 5% of the digimons overall MP.

Those who wish to fight the connection must make an energy save (digimon) or Reliability save (human), or if the defending digimon also has Telepathy it can instead counter the opposing digimon either causing them to take damage or give them false thoughts.

## **Temperance**

Grants immunity to the status: **Charm.**

Apart of: Status Immunity

## **Third Eye**

The digimon can sense danger a little better and have a bonus while doing so. Before the digimon enters a room they must make an accuracy roll, If they hit a certain number they are informed if the room is dangerous or not, though they aren't informed of the specifics. This ability can bypass Spectral and damage them with any attack.

**Digimon with the Light element get a +3 to their Accuracy modifier.**

 Champion/Armor
 Ultimate
 Mega

## **Tradewind**

If affected by certain wind-element attacks (Any special based attack, Spray, or Sound), you gain a bonus to your Speed in battle. This boost does not stack.

**Digimon with the Wind element get +3 to their Speed modifier.**

 Champion/Armor
 Ultimate
 Mega

## **Unearthly Touch**

Digimon who are made of energy or incorporeal cannot attack things physically, relying on the energy that sustains them to damage the opponent instead. This weakens them with every hit but it is possible to get energy back if they strike the right place. When using a basic attack the digimon instead uses their **energy instead of their strength stat at the cost of 5% of their MP** every time, however when they critically hit a digimon with their regular attack the **damage dealt gets converted into MP**, energizing them as if under the effects of drain 1/3.

## **Unflinching**

Grants immunity to the status: **Stun.**

Apart of: Status Immunity

## **Virus Buster**

Digimon that are more attuned with or take pride in being apart of the Virus Buster family increases damage from Light skills by +1 **(Virus buster only).**

**Light elemental digimon get +3**

## **Waterproof**

The digimon is coated in a waterproof film, allowing you a bonus to defending against Water-type attacks. However, fire attacks can burn off this waterproof film, and has a 10% chance of getting rid of this film. If hit by a fire attack, roll a d20- 1-2 means you lost this protection for the rest of the thread or if you dedigivolve.

**Digimon with the Water element get +3 to their defense modifier against Water attacks.**

 Champion/Armor
 Ultimate
 Mega

## **Wind Guardians**

Digimon that are more attuned with or take pride in being apart of the Wind Guardians family increases damage from Wind attacks by +1

**(Wind Guardians only).**

**Wind elemental digimon get +3**

# Champion/Armor List:

## **Carrier (Aquatic)**

The digimon was created specifically to carry others and to explore the depths of the water. With this ability humans and other digimon can hitch a ride within the digimon without worrying about needing air to breathe. The amount of humans/digimon you can carry within is the same as the amount you can carry with your strength modifier, regardless of size. The design of this digimon should obviously show that there is enough space on the digimon for it to carry its passengers - the design must be mod approved before it can be finalized.
**(DS digimon only)**

## **Deep Sea Slumber**

From the deep comes a lullaby that sings all who listen to sleep and those who inherit this power, use it to slap enemies the heck to sleep. When attacking these digimon have a 10% (19-20) chance of putting target to sleep. Sleep chance stacks with attacks that also have a sleep chance.

**(Water elemental digimon only).**

## **Fight or Flight**

Having high instincts, these digimon know when they need to fight on or flee to live another day, but running away isn’t easy with things standing in your way. When HP drops below 50% Strength is increased by +2 and when HP drops below 15% Strength increased to +5.

## **Freyr**

Filled with prosperity these digimon have natural kinship with elements of freedom and purity, increases damage from Wind and Light attacks by 10% (Does not stack on double elemental attacks).

## **Guardian**

This Digimon is faced with an intense drive to protect its allies from harm at every opportunity. Once per turn this Digimon can intercept an attack for an ally as their reaction along as they are within range.

Using this ability allows you to move a number of squares equal to the ability's level (see table below), as part of a free action to intercept an attack (so long as you are within range), though it eats from your movement for the next turn a number of feet equal to the distanced moved as part of this ability. You may still attempt to dash on your next turn (if you haven't already dashed the turn prior). You cannot use this ability and then dodge to avoid the incoming attack, you must either use your defensive move (no cards allowed), or tank the hit.

Digimon with the Guardian ability cannot have invulnerability on their defensive moves, however they can still become invulnerable by use of cards outside of using this ability.

 Ultimate
 Mega

## **Imperial Wrath**

Royal blood courses within you, weather it be proper royalty or the blood of a tyrant. When you receive damage you have a 5% chance to have your main attack stat (Strength or Energy) raised by +5 but drop your defenses in your rage, lowering Defense by -5.

## **Master Disposition**

Some digimon have a natural sense when a powerful attack is oncoming and will unconsciously brace for it, leaving them standing at the most devastating attack as long as they have enough strength. When HP is over 50% of Max HP, a fatal attack will instead leave you with 1 HP when it reduces you to zero or lower.

## **Melee Mastery**

The digimon is well-versed in the nature of close-combat. When attacking with Physical/Blunt moves you can choose get a bonus to your Strength (+3) at the cost of your Defense (-3) after attacking.

 Ultimate
 Mega

## **Mirage Burst**

Power is illusion, digimon with Mirage Burst look stronger than they appear giving the illusion of physical prowess. To feed this illusion digimon get +5 to Energy but since it is an illusion these digimon actually weaker than they appear, lowering a digimon defense by -5.

## **Mystic Protection**

As if protected from outside forces, digimon with Mystic Protection have some sort of power watching over or protecting them from the lesser, lower the chance of non-volatile statuses received by 30% (15-20)

## **Ruthless**

The digimon's ruthless strength can still damage digimon that have a high defense. This is determined by the opposing digimon's defense, armor defense is also included in this rule.

 Ultimate
 Mega

## **Shining Burst**

Fainting intellect, these digimon seem wise but actually have a lack of willpower making them more acceptable to Energy damage by +5, but with lack of will these digimon possess hidden strength increases Strength by +5

## **Sniper**

The digimon’s keen eye is well-trained to take down far-off opponents, but shooting leaves them vulnerable afterwards. When attacking with Projectile moves, you can choose to get a bonus to your Accuracy but your defense and speed are both lowered after attacking.

 Ultimate
 Mega

## **Strange Dance**

Oddly moving digimon fight as if they are dancing, this hypnotic dance leaves the enemy guessing and for those of a weaker mind; utterly confused. Attacks have a 10% (19-20) chance of confusing target when attacking. This ability stacks with attacks that have a confusion chance on attacks.

## **Sorcery**

The digimon is gifted with the power of Sorcery (high-level programming language). They can use this knowledge to deal devastating special attacks.

While attacking with a Special-based attack, you can chose to gain a +3 bonus to your Energy, however doing this feeds on their strength giving them a -3 Strength penalty.

 Ultimate
 Mega

## **Trickster**

Tricky digimon that know how to distract and use their wits to get the reaction they want from their enemies. Though fooling and or taunting their opponent these digimon have a 10% chance (19-20) of Silencing target when attacking. This ability stacks with attacks that have a Silence chance.

## **Vampire**

Digimon that have a natural thirst for the data of other digimon. Usually undead, these digimon desire or actually need to feed on other digimon in order to survive. Because of their natural way of draining energy, the HP received from drain attacks/effects is increased by 10%.

## **Virulent**

You cannot be sapped of MP. If the digimon tries to absorb your MP their restore dice is turned against them, causing the attacker to take half of the “damage” the attack would've drained.

# Ultimate List:

## **Backwater Camp**

Bully digimon that seemingly pick on the weak, using their strength over weaker digimon. However because they never fought an opponent equal or stronger than them they never learned how to take back what they dish out. Digimon with this ability have increased physical damage output by +4, but also take +4 more physical damage as well.

## **Beast Spirit**

Proud of their beastly heritage these digimon can moved at incredible speeds, easily breaking the sound barrier. However, with the lack of natural lack grip gives them a harder time of leaving a major mark on their opponents. Digimon with this ability have their Speed increased by +6, but Strength reduced by -3 **(Non-humanoids only)**

## **Chaos Expert**

Stirring up trouble on the battlefield is what these digimon are all about, using the confusion to aid them in victory these digimon know how to conjure chaos to their favour. Digimon with this ability have Increased Strength and Energy by +3.

## **Dark-Light**

Having a natural affinity for the dark as well as the light, these digimon do Increased damage from their Light and Dark attacks by +3. (This does not stack on double elemental attacks)

## **Energy Saver**

These digimon can be perceived as lazy, but in reality they are only conserving energy resulting in these digimon being the last ones standing in a long-term fight. Because of their natural ability to conserve energy, this reduces MP consumed by the digimons attacks by 10%. (This does not count for abilities that need or can use MP)

## **Fairy Protection**

Being natural from the digital wilds and the strange coding that lurk there there digimon have blessings from the forest, boosting the effectiveness of given stat boost effects by +3.

**(Fairy-type digimon only)**

## **Grace**

The digimon’s flexible movement or lithe appearance gives them a great deal of grace. During combat or other situations digimon can activate their Grace ability and heighten their dodge ability to dodge for a round before having a three round wait period after. This ability can be activated when they get attacked but not after a digimon a already rolled to dodge or used their defensive move. As a passive, these digimon also have an easier time getting out of traps.

 Mega

## **Healing Aura**

The digimon has a natural healing aura that allows them to heal their allies each turn they’re inactive, in an area level 2 around them. If injured roll each turn and add a set modifier, this will heal the digimon until they de-digivolve or their HP hits 0 or lower. When a digimon hits 0 or lower HP they will continue to heal themselves however they must make an Energy save to awaken after being knocked out.

 Mega

## **Holy Salvation**

Even in the darkest of times there is hope and digimon with this ability carry this hope naturally wherever they go. Digimon that have this ability reduces physical damage received from bad affinity (attribute or elemental wise) by -4. The -4 does NOT stack against digimon with bad attribute and elemental affinity.

## **Lunar Blessing**

Blessed by the moon, these digimon are usually nocturnal or have some connection to the moon itself. Thanks to this blessing, these digimon have their Defense increased by +2 and damage from Water and Dark attacks by +2. (This does not stack on double elemental attacks)

## **Mist Release**

The digimon constantly releases mist around it, protecting them from volatile and nonvolatile status alike. When a digimon with Mist Release or a digimon within the ability ratios have a 30% (15-20) chance of resisting a status, Mist Release does NOT protect against the lowering of stats. The tiles and rounds depend on the level and you can only leave one circle of mist at a time.

 Mega

## **Moon-Kissed Blade**

Receiving blessings and power from the moon, these digimon gain power from the moons light and with it can dish out the moons retribution. Digimon with this ability have increased damage from Water and Light attacks by +3. (This does not stack on double elemental attacks)

## **Ocean Love**

In the depths of the digital ocean, there is love from somewhere deep bellow that flows into the digimon that accepts it and wishes to show that same love to others. Thanks to this seemingly infinite love, these digimon restores 5% of Max MP every turn.

**(Deep Savers only)**

## **Thunder-Cannon**

Digimon with this ability have increased, natural affiliation for these seemingly opposing elements, increasing damage dealt by Electric and Water attacks by +3. (This does not stack on double elemental attacks)

## **Unmatched Cruelty**

Digimon who approaching battle in an emotionless cold fashion; a battle is meant to be won and the weak are destined to be destroyed. These cruel digimon have increases physical damage dealt against digimon with with good affinity by +4 (Attribute and/or elemental wise). (Virus > Data > Vaccine > Virus). The +4 does NOT stack against digimon with good attribute and elemental affinity.

# **Golden Armor only**

## **Destiny**

Some are born great and others are destined for greatness. Digimon born of the digimental of Destiny restores 15% of Max HP and MP every turn, this ability stacks with other abilities that provide the same function.

## **Miracle**

Even in the darkest times, even death knows to keep its distance. Digimon born of the digimental of Miracles have a 10% (19-20) chance of nulling damage from any attack regardless if they attempted to dodge or not. This also applies to status effect moves.

# **Mega List:**

## **Ancient Knowledge**

The digimon's from far in the digital world's past, knowing more about the Ancient Digital World than the Modern one. They know nothing about the ways of the new world and are unaccustomed to anything new.

Their knowledge on the past grants them +5 accuracy against digimon of the Nature/Plant, Earth, and Ice elements. However, they don't know much about modern tech and how to counter it, resulting in a -5 accuracy penalty against digimon of the Metal type, and digimon with the ability Robotic.

## **Crusade**

Marching for victory these digimon will not rest until they have what is rightfully there’s or until the battle is won. These unwavering digimon have increases Accuracy by +3 and a higher chance of getting critical hits (18-20).

## **Dark Hazard**

As if possessed by the very power of the digital hazard these digimon are highly aggressive and quick to attack first and ask questions later. With such a malevolent nature these digimon have both their Strength increased, and damage dealt by Fire and Dark skills by +2. (This does not stack on double elemental attacks, but the strength DOES stack with the elemental bonus.)

## **Fighter Mode**

Usually docile these digimon prefer to be alone or socialize peacefully, however when a fight presents itself, it’s like they become a totally different digimon all together. While in combat digimon with this ability have their Strength and Speed increased by +4.

## **Foresight**

The digimon’s sixth sense allows it to see through illusions and trickery. They have a +4 to Accuracy when attacking, trying to see through lies, or when a digimon is trying to convince them to do something that is against their ideals or beliefs. This ability bypasses the Illusion and Spectral abilities.

## **God of War**

Digimon that live and breath for conflict, it is very rare to see them outside of battle and if you do you’re probably their next opponent. Digimon with this ability have their Strength, Energy, and damage done by Light attacked increased by +3. (Strength and Energy do not stack with the extra light damage)

## **Hero's Might**

The digimon is naturally courageous and have overcome their own fears. Thanks to this they not only gain a natural immunity to fear and intimidation, but they gain a boost to stats too.

When hit by a move that would normally cause fear or if intimidation is attempted by the opponent, they instead get a +5 boost to defense for one attack. This boost does not count and cannot be used with an allies Friendly Fire nor recoil.

This ability can be bypassed by **Terrify**, and don't get a boost when affected by intimidation and moves that cause fear from digimon with that ability.

## **Ice-Sword**

Having a natural affinity for the element of ice and as well as the lack of an element, these digimons Ice and Neutral attacks have a damage increase of +4. (This does not stack on double elemental attacks)

## **Parallel Tactician**

Without light there cannot be darkness, and without darkness there cannot be light. Digimon who follow this belief have come to possess power over the holy power of light and the chaotic power of darkness. Digimon with this ability have their Light and Dark attacks increase damage by +3. These digimon also boost HP recovery effects used on them by 10%.

(This does not stack on double elemental attacks. The Healing boost also effects the use of healing items and cards used on them.)

## **Strategist**

Knowing when and how to prepare for a fight, these digimon can subconsciously preserve their energy in order to conserve it for other battles. This reduces MP consumed by attacks by 10%.

(This ability does not affect abilities that can or require the use of MP)

## **Terrify**

The digimon appears eldritch or threatening to other digimon thus it naturally has an intimidating presence, and can strike fear in the heart of even the greatest heroes.

Every time you roll intimidation you gain +5 to your checks, and when using an attack that has a chance to or outright causes Fear you also get a +5 to accuracy. **This ability can bypass Hero's Might.**

## **Vampire King**

Living thousand of millenia, even the most terrifying of undead digimon bow down to them. When using an attack that has drain, the HP received from drain effects by is increased to 20%, and thanks to their natural affinity to the night, their Dark attacks do +3 more damage.

## **Wind-Flame**

Having a natural affinity for wind and the fire it flames, digimon with this ability do Increased damage from Fire and Wind attacks by +3. (This does not stack on double elemental attacks)

# **Other**

## **Damage Type Ineffectiveness**

The digimon is immune to the properties of certain effects, which means if the opposing digimon gets a critical hit with a certain Damage Type, you do not get the following effect.

## **Status Immunity**

The digimon is immune to a certain status. You can only have two at a time. You also can’t have it if you also have Mist Release.