Technique

Techniques (or spells) are special abilities that digimon (and humans) can use. In general, techniques produce some effect, usually one that aids in combat. Players have 10 technique slots on their character sheets in which they can place the various techniques they acquire for use during their adventures.

Techniques come in two main categories, Elemental, those inherent to digimon, and Class, those produced via a human tamer's skills. The 10 technique slots on a character sheet are divided by this distinction. The 5 slots on the left side can only be filled by elemental techniques, while the 5 on the right can only be filled by class techniques. It may be important to note that, while class techniques are produced from humans, the effect is always generated from the digimon (e.g. a programmer types up the code to create a spell on their digivice, but their digimon is the one who actually casts it.)

Techniques can also be broken down into 3 further categories: At-Will, techniques that can be used freely as many times as desired, Limited, techniques that can only be used a certain number of times per day (determined by the character's class. See individual class pages for details.), and Daily, techniques that can only ever be used once per day. The character sheet has one slot dedicated to each of these category of techniques on each side (i.e. there are two At-Will slots, one for an elemental At-Will technique, and one for a Class At-Will technique, and so on for the other types), and a combo slot on each side that can be filled with either an At-Will or a Limited technique. Additionally, there is a special Limited technique slot on each side that is reserved for the characters' signature techniques. These techniques are only able to be used a certain amount per day like regular Limited techniques, but the number of uses is separate for signature techniques. These slot can **only** be filled with the player's signature techniques.

### **Acquiring Techniques**

When you first choose your digimon partner and class, you acquire your signature technique for both your digimon and class. These are special techniques that are restricted to their respective digimon or class, and cannot be acquired elsewise. They are placed in the respective signature technique slots on the character sheet. Functionally, signature techniques are considered limited techniques. These slots cannot contain any other techniques, and cannot be changed, except in the instance of a character having multiple signature techniques.

As detailed in the character creation section, you may choose any one elemental At-Will technique and any one class At-Will technique within your element and class restrictions to acquire for free. After that, you must use TP, or Tamer Points, to acquire further techniques. Each slot on the character sheet, aside from the signature and At-Will slots, must first be unlocked in order to use techniques of those types. As labeled on the character sheet, Limited technique slots cost 5 TP to unlock while Daily and combo At-Will/Limited technique slots both cost 10TP to unlock. Once purchased, however, the player may immediately acquire any fitting technique to fill the newly unlocked slot for free.

Techniques may be also purchased according to the technique cost table. At-Will techniques cost 5 TP to purchase, Limited techniques cost 10 TP, and Daily techniques cost 15 TP. You do not need an open and/or unlocked slot on your character sheet to acquire a technique.

### **Upgrading Techniques**

Most techniques can be upgraded, with the most notable exception being digimon signature techniques. Upgrading techniques improves them in some way, offering more damage, more reliable rolls, additional effects, added range, or any number of possible things. View a technique's page to see what each level of upgrade adds to it.

Techniques can be upgraded up to level 10. Each upgrade costs a certain amount of TP, according to the type and the level of technique. The technique costs table above contains the TP ugrade cost for each technique type and level.

Techniques cannot be upgraded past the character's level (e.g. a level 3 player can only upgrade their techniques to level 3, and no further until their next character level up). It is important to note that in the instance of Limited techniques, as the technique is upgraded, it may come with a tradeoff of fewer uses per day, according to the player's individual class table. Depending on the class, the character may not even be able to use Limited techniques upgraded to the same level as them. At-Will and Daily techniques do not have this restriction, however.

Once upgraded, the user may still use a technique at any previously acquired upgrade level, if they so desire. (i.e. a player has upgraded one of their Limited techniques to level 4, but are in a situation they would rather have more uses of it. So, they can place it in their technique slot at level 1, 2, or 3 instead.)

Upgrades may be purchased during any long rest in a safe location.

### **Technique Library**

Techniques must be in a technique slot for the player to be able to use them while adventuring, but the player isn't limited to only acquiring 10 techniques. All techniques acquired by the player are stored in the player's technique library. This is a separate page with all the techniques learned by the player. If a player desires, they may swap out any active techniques in the main character sheet slots with any fitting technique in their library, or adjust their technique levels, during any long rest.

### **Spells**

Spells are a type of technique. While more or less functionally identical, there is a small distinction between techniques and spells. Techniques, generally speaking, are abilities created naturally or physically, while spells are magical or magically generated effects (technically high-level programming language). All spells are still considered techniques, however.