recursal/Fanatic-Fandom huggingface dataset:
Wind Cutter

**Element:** Air

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 25ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DEX vs REF

## **Description**

Sends a blade of air at a creature, damaging them with a strong, forceful impact.

**Hit:** 1d6 + DEX modifier damage

**Effect:** Target makes a DC 5 FORT save. On fail, target is knocked prone.
Foliage Flog

**Element:** Nature

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** STR vs AC

**Spell Resist:** No.

## **Description**

Vines, leaves, bark, and other foliage magically form around the users' appendages/weapons to strike the opponent.

**Hit:** 1d6 + STR mod damage to target.
Burstzerker

Digimon are creatures who live for battle, a passion shared by certain humans as well. Burstzerkers are those who thirst for guelling fights, seeking to prove their strength, who dive into danger without a second thought. So passionate is their battle spirit, it manifests as an aura of energy in the digital world known as “Digisoul,” which can greatly empower their digimon partners. Embracing the aura allows digimon to enter a state known as “Burst mode,” granting them boosted physical strengths to further augment their fighting capabilities.

**Role:** Burstzerkers excel at melee combat, able to deal great damage and take it in return. Some abilities, however, may have the Burstzerker sacrifice their defenses for further strength.

**Alignment:** Any

**Hit Die:** d12

**Class Skills:**Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str), Crafting (All) (Int), Knowledge (nature) (Int)

**Skill Ranks Per Level**: 4 + Int modifier.

**Weapon and Armor Proficiencies:** Burstzerkers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Go Phish

**Class:** Hacker

## **Details**

**Technique Type:**  Daily

**Action:** Passive

**Range:** Melee

**Target:** Single Creature

**Duration:** 3 Rounds

**Roll:** INT vs WILL

## **Description**

**Effect:** When you succeed in dealing a basic melee attack, you may choose to deal half damage, then add this technique's roll to the attack. If successful, you steal the target's identity data, and can disguise yourself perfectly as them- including voice, but not specific mannerisms- for the duration of this technique. Even close inspection will not reveal your true form underneath.

## **Upgrades**

 3
Gear Train

**Class:** Mechanical

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Line 15ft

**Target:** All Creatures in Range

**Duration:** Instantaneous

**Roll:** STR vs REF

## **Description**

The user creates a line of gears and mechanical teeth along the ground, which they fit their own mechanisms into to zip quickly along the line, striking those they pass as they go.

**Effect:** User moves from the starting spot to an empty space at the end of this technique's range. Any characters in the line between those point must succeed the saving roll or is hit.

**Hit:** Deal 1d4 damage to the target.
Overheat

**Class:** Binarymancer

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Ranged 50ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** WIS vs FORT

## **Description**

The user alters the file of the target's skin to flame, causing target to combust and burn until they can reset it and extinguish the flames.

**Hit:** 2d6 + WIS damage to target.

**Effect:** Each turn, the target must make a FORT save at the start of their turn to beat the original WIS attack roll to extinguish the flames, else they take a further 1d6 damage. The fire may also be extinguished through other means (water, dropping prone and rolling, etc.). Once the fire is out, the target is Burned, taking burn damage for 1d4 turns.
Shoutmon

A ferocious Digimon with extreme aggression. Even so, it is friendly to allies, and those recognized by Shoutmon can establish a deep bond that transcends species. A special function in Shoutmon’s throat changes passion into energy, unleashing sound attacks through its microphone. Because passion is the source of its strength, Shoutmon will not abandon a battle no matter how much damage it receives, contributing to its reputation. Although it appears savage, it has a love of music and song, and enjoys humming along to the sounds of nature, such as wind, raindrops, babbling brooks, and rustling leaves. For some strange reason it’s always carrying around a McField-brand mic; a Shoutmon without a mic can’t be called a Shoutmon. Losing one’s mic will cause a rapid loss of power from the shock of its loss of identity, before it wastes away completely.

**Size:** Small

**Weaknesses:** Microphone: If Shoutmon's microphone is lost or damaged to the point of non-function, Shoutmon becomes Weakened. Each day after losing its microphone, Shoutmon will take 1d4 CHA damage, until it either gets its microphone back (or obtains a new one) or dies. This damage cannot be healed though any other means than having the microphone back, at which point it will regain 1 CHA point per hour until it returns to its normal value.

**Immune:** N/A

## **Techniques**

**Signature**

**Soul Crusher:**

**Other Techniques**
Venom Disaster

**Element:** Nature

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Range 25ft

**Target:** Single Target, then15ft Burst

**Duration:** 1 round/level

**Roll:** DC10 vs FORT

## **Description**

**Effect:** A massive burst of poisonous goop explodes from the target, dealing 2d6 damage and poisoning the target for 1d4 turns. The target cannot resist this poison (unless immune). The area beneath and immediately adjacent to the target becomes toxified. If any creature ends their turn in this area, they must succeed a DC10 FORT save or take 1d2 CON damage.

**Miss:** Half Damage.
Splash

**Element:** Water

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** STR vs FORT

## **Description**

With a swipe of a hand/leg/appendage of choice, the user conjures a large splash of gushing water, as though they had made the motion while swimming in water.

**Hit:** 1d6 + STR damage.

**Effect:** If Attack roll was won by a difference of 5 or more, push target 1 square (5ft) away from user.
Tsukaimon

Tsukaimon may look like Patamon, but its personality could hardly be more different. A contrarian by nature, it acts as a familiar to Devimon and others. Tsukaimon is quick to anger, and will try to settle things with a fight immediately.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Bad Message:**

**Other Techniques**
Muscle Charge

**Class:** H2H

## **Details**

**Technique Type:**  Limited

**Action:** Minor

**Range:** Touch

**Target:** Self

**Duration:** 2+CON modifier rounds

**Roll:** N/A

**Spell Resist:** No

## **Description**

User flexes and tenses their muscles, pumping up their physical prowess.

**Effect:** Gain a +2 bonus to all STR, CON, and FORT rolls and take a -2 penalty to DEX, INT, and REF rolls for the duration of this technique. The base scores and modifiers remain unchanged. Additionally, the user's At-Will class techniques for the remainder of the encounter are considered as H2H type.
Magma Bomb

**Class:** Fire

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** 25 ft

**Target:** N/A

**Duration:** 2 Rounds

**Roll:** DC10 vs REF

**Spell Resist:** Yes

## **Description**

The user spawns a burning sphere of magma in an empty space of their choosing within range. Each turn, the bomb rolls in whichever direction the user points and burns those it strikes. It moves up to 10 feet per round, but if not directed to move it will just stay in place. As part of this movement, it can ascend or jump up to 10 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 1d6 points of fire damage to that creature, though a successful Reflex save negates that damage.

At any time during the user's turn, they may choose to detonate the bomb, dealing 3d6 fire damage to all creatures adjacent to it, as well as burning those hit for 1d4 turns. A Reflex save can halve this damage, but the burn is unavoidable (unless a creature is immune). At the end of the techniques duration, the bomb detonates wherever it currently is.

The bomb can be extinguished by any means that would put out a normal fire of its size, at which point it solidifies into loose rubble and disintegrates. It cannot push aside unwilling creatures or batter down large obstacles.
USB

USBs are small storage devices capable of holding one spell/technique of level 5 or lower each. By plugging a USB into a digivice, it allows a tamer's digimon use of the technique inside, regardless of the digimon's class or elemental affinity, however using a spell one wouldn't normally learn runs certain risk. Each wand has a number of charges based on its quality, each charge allows the use of the USB's technique one time. Once the USB runs out of charges, it breaks and can no longer be used.

**Physical Description**: A USB is 1 to 3 inches long, about 1/4 inch thick, and weighs no more than 1 ounce. A typical USB has Armor Class 7, 5 hit points, hardness 5, and a break DC of 16.

**Activation**: Use of a USB is usually a standard action that doesn't provoke attacks of opportunity. (If the spell being cast has a longer casting time than 1 action, however, it takes that long to cast the spell from a wand.) A wand may be used while grappling or while swallowed whole.

If the technique in the USB is one the user already knows or can learn based on their class or element, they may use the full amount of charges on the USB with no risk. If the technique is one that the user doesn't know and can't currently learn, then each use of the USB must be accompanied by a Tech Literacy skill check. A failure of this check results in the USB breaking, regardless of how many charges were left on it (the charge used that initiated the check still goes through and the user may still use that technique.) The DC of the skill check depends on the USB's quality.

 Normal
 Greater
Heroes of Olympus series

Heroes of Olympus is a story about Jason. He doesn’t remember anything before waking up on a school bus holding hands with a girl. Apparently she’s his girlfriend Piper, his best friend is a kid named Leo, and they’re all students in the Wilderness School, a boarding school for “bad kids.” What he did to end up here, Jason has no idea—except that everything seems very wrong.Piper has a secret. Her father has been missing for three days, and her vivid nightmares reveal that he’s in terrible danger. Now her boyfriend doesn’t recognize her, and when a freak storm and strange creatures attack during a school field trip, she, Jason, and Leo are whisked away to someplace called Camp Half-Blood. What is going on?

Leo has a way with tools. His new cabin at Camp Half-Blood is filled with them. Seriously, the place beats Wilderness School hands down, with its weapons training, monsters, and fine-looking girls. What’s troubling is the curse everyone keeps talking about, and that a camper’s gone missing. Weirdest of all, his bunkmates insist they are all—including Leo—related to a god.

[[[Action Adventure|Back]
Clickbait

**Class:** Influencer

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 25 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** Perform (see effect)

## **Description**

Top 10's, gossip, rage, pranks, and ambiguous sensationalized titles. It's all annoying and usually disappointing content, but darn it, sometimes you just gotta check it out for yourself. At least you can use it in the digital world for a good purpose, to distract people from harmful mental effects. Well... *other* harmful mental effects, anyway.

**Effect:** While you have this spell equipped in an active technique slot, and while your Theme Song is active, anytime a creature within range fails their save for an effect that inflicts Antagonized, Charmed, Confused, Fascinated, Frightened, Panicked, or Shaken status, you may make a Perform skill check of your choice. The creature may use your performance check in place of their saving throw to resist the effect.

The creature must be able to perceive your performance to benefit from this spell (e.g. someone who is Blinded would be unable to be distracted by a dance performance).

Whenever this spell is used, your currently active Theme Song ends.
OnionWorld

**Class:** TORlock

## **Details**

**Technique Type:**  Signature

**Action:** Passive

**Range:** Self

**Target:** Self

**Duration:** 1 Round

**Roll:** N/A

## **Description**

The OnionWorld. Some say it's where the original TORlocks derived their magic from, and indeed it still offers those who choose it great power. As with all TORlock power sources though, using it can corrupt and consume the TORlock all the same...

OnionWorld spell's specialty comes in the form of anonymity. The code is untraceable, leaving foes hit by it to wonder where the spells even came from.

**Effect:** While this spell is equipped, whenever you successfully hit one or more foes with a TORlock spell, you may spend 1d6 hp and become Invisible to all foes hit for the duration of this spell.
Cursed Image

**Class:** TORlock

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 50 ft

**Target:** Single Creature

**Duration:** 2 Rounds

**Roll:** CHA vs WILL

**Spell Resist:** Yes

## **Description**

The user sends a horrible image into the mind of their target, plaguing their thoughts with it and distracting them, making them more vulnerable to attacks. Also, there's probably some malware in there too or something.

**Effect:** On success, the target becomes cursed for the spell's duration. While cursed, the target takes an extra 1d4 damage from all your attacks.
Earth

## Evolution Benefits

When a digimon permanently evolves up an evolutionary stage into an Earth type digimon (or if a dual typed digimon chooses to receive Earth type benefits), they gain **+1** to each **CON** and **WIS**, but **-1** to **CHA**.

As well, an Earth type digimon may choose to receive one of the listed benefits when they reach each evolutionary level (alternatively, they may take one from a previous level instead), as listed in the table below:

 Adult
 Perfect
 Ultimate
Monitamon

A ninja Digimon that enjoys Digimon watching, and is always observing someone. While Monitamon insists on calling itself a ninja, its actions are more like those of a stalker. If you spot one in the area, it’s safe to assume there are thirty more around. It wields an array of ninjutsu techniques, albeit weak ones. Monitamon’s strength lies not in its battle prowess, but in its information-sharing ability. It can use this to record and share any information it has gathered with other Monitamon, spreading whatever it sees far and wide—be it good, bad, or downright embarrassing.

**Size:** Small

**Skills:** Climb +3, Stealth +5

**Senses:** Perception +6

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**CyberRecon:**

**Other Techniques**
Heavy Rain

**Class:** Water

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Burst 10ft radius

**Target:** All Creatures in Range.

**Duration:** Instantaneous

**Roll:** DC12 vs FORT

## **Description**

The user summons a dense raincloud overhead, which drops a torrential, damaging rain down upon the area.

**Hit:** 1d6 + INT modifier damage to all targets in range.
Programmer

In a world composed of digital code, those who’ve dedicated themselves to the study of understanding, writing, and executing code can find themselves with great power. Programmers can take their lines of code and manifest their own attacks to aid their digimon partners. While the residents of the digital world believe it to be some form of magic, those in the know understand it to simply be high level programming language taken form.

**Role:** Programmers can provide excellent damage and support to their allies with their various code techniques, but aren’t terribly sturdy when it comes to taking damage themselves.

**Alignment:** Any

**Hit Die:** d6

**Class Skills:**Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int)

**Skill Ranks Per Level**: 2 + Int modifier.

**Weapon and Armor Proficiencies:** Programmers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Table: Programmer
Death

A dying digimon is unconscious and near death. Digimon that have negative hit points and have not stabilized are dying. A dying Digimon can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.

If a player’s digimon dies, their human characters are then vulnerable, with their only options available being movement and items that don't require a digimon partner (e.g. thrown consumable items, regular supplies, etc) . If a human takes damage equal to ½ their late digimon’s constitution, they die as well.

When digimon die, their data can reconfigure into something new and be reborn as a new digimon. Based on their strength and will and experiences, they may retain some or even all their memories from their previous life.

If your partner dies, it will become a new digi-egg, the variety of which (i.e. the resulting hatched digimon) you may choose (See Evolution section to plan out your new digimon’s path). You will need to raise your new digimon from a baby with limited attacking skills until it reaches Child (Rookie) level again. It takes 3 full days for a newborn baby to evolve back into a Child.

Reborn digimon start at level 1, regardless of their level when they died. When reborn, the player must make a Will save (DC10 for the first death, but adjustable by the DM. This DC will increase by a minimum of 2 for each subsequent death, again adjustable by DM.) If failed, the digimon loses (i.e. forgets) one of their elemental techniques, chosen at random.

Additionally, all evolution techniques acquired through level up are lost until the player reaches those levels again.

While in a party with stronger allies, reborn digimon will gain exp at a rate of 2x until they reach a level equal to the highest level party member, however, they gain no TP for level ups during this time.
War and Peace

Tolstoy’s epic masterpiece intertwines the lives of private and public individuals during the time of the Napoleonic wars and the French invasion of Russia. The fortunes of the Rostovs and the Bolkonskys, of Pierre, Natasha, and Andrei, are intimately connected with the national history that is played out in parallel with their lives. Balls and soirees alternate with councils of war and the machinations of statesmen and generals, scenes of violent battles with everyday human passions in a work whose extraordinary imaginative power has never been surpassed.

The prodigious cast of characters, seem to act and move as if connected by threads of destiny as the novel relentlessly questions ideas of free will, fate, and providence. Yet Tolstoy’s portrayal of marital relations and scenes of domesticity is as truthful and poignant as the grand themes that underlie them. Back
Aggressive Taunt

**Class:** Burstzerker

## **Details**

**Technique Type:**  Limited

**Action:** Trigger

**Range:** Touch

**Target:** One Creature

**Duration:** Instantaneous

**Roll:** N/A

**Spell Resist:** N/A

## **Description**

The user steps in and captures an attacking opponent's attention, taking an attack for an ally and retaliating against them.

**Trigger:** User may activate whenever an adjacent enemy targets an adjacent ally with an attack.

**Effect:** User takes the attack instead (this attack automatically hits and deals damage normally, regardless of the user's AC or defense rolls), then strikes back at the attaching creature, dealing 1d6 + STR damage.

Previously targeted ally may then shift 1 space.
Smart Shield

**Class:** Techie

## **Details**

**Spell Type:**  Daily

**Action:** Standard

**Range:** 25ft

**Target:** Single Creature

**Duration:** 1 Hour

**Roll:** DC10 vs WILL

**Spell Resist:** Yes

## **Description**

The user creates a link with another creature to share damage taken between that creature and the user.

**Effect:** The subject takes only half damage from all wounds and attacks that deal hit point damage. The amount of damage not taken by the warded creature is taken by the user.

Forms of harm that do not involve hit points, such as *charm* effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with the user because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and the user, but damage already split is not reassigned to the subject.

If the user and the subject of the spell move out of range of each other, the spell ends.

WILL save negates.
Cache Line

**Class:** CSO

## **Details**

**Spell Type:**  At-Will

**Action:** Passive

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** CHA vs FORT

## **Description**

While this technique is equipped, the user's weapon is imbued with a short and simple "send" command. When enacting the technique, the user quickly draws a data transfer path within their reach, and, upon a successful strike on a foe with their weapon, enables the send command, allowing them to shift the foe along the path.

**Effect:** While this technique is equipped in an active technique slot, upon a successful hit with a basic melee attack, the user may then choose to enact this technique and attempt the attack roll against the target. If successful, the user may choose to shift the target to a different square (up to 15ft) adjacent to the user.

The cache line does not otherwise have a physical presence and cannot be interacted with in any other manner. The cache line dissipates after use of this technique (or after 6 seconds) regardless of success or failure.
Electric Chute

**Element:** Air(Electric)

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 30 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** WIS vs REF

**Spell Resist:** Yes

## **Description**

User launches a small electric sphere at the target, dealing 1d4 + WIS damage.
If hit, target must also succeed DC 10 FORT save, or be slowed.

## **Upgrades**

 3
 4
 5
 6
Extract

**Class:** TORlock

## **Details**

**Spell Type:**  Limited

**Action:** Standard

**Range:** 25 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** CON vs WILL

**Spell Resist:** Yes

## **Description**

Digimon are build from layers upon layers of complex code, but unzip the right files and you might just be able to pull free some vital data for your own use...

**Hit:** Deal 2d8+CON damage, then gain 5 temporary hit points.
Numemon

A Mollusk Digimon which possesses a slug-like body. A Digimon becomes a Numemon if many mistakes are made during its upbringing, often if it is raised in environments of filth. It prefers dark, gloomy environments, and has neither offensive power nor intelligence. Though not aggressive under normal circumstances, it will not hesitate to (try to) defend itself if attacked. It can also be mischievous, using its filth-based attacks to gross out others, or trying to steal food or valuables from others out of both greed and amusement.

**Size:** Medium

**Skills:** N/A

**Senses:** Perception +0, Blindsight 60ft

**Weaknesses:** Salt (if a handful of salt is applied to a Numemon, it will weaken all of its defenses, applying a -3 modifier to its defense rolls for 5 rounds.

**Immune:** N/A

## **Techniques**

**Signature**

**Poop Toss:** Throws poop at a single creature within range 25ft. Target must succeed a CHA vs REF save, or is hit. On hit, deal 1d6 damage, and target must make a CHA-3 vs FORT save, or else is frightened on their next turn. (5 uses/day)

**Other Techniques**

**Yucky Tongue:** A melee attack where Numemon licks a creature. Target must succeed a CHA vs FORT damage or is hit. On hit, deal 1d2 non-lethal damage. Regardless of hit success, target must succeed a DC10 FORT save or becomes poisoned with basic poison for 1d4 turns.
Thunderous Eruption

**Element:** Filth

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Burst 20ft

**Target:** All Creatures in Range

**Duration:** Instantaneous/CON rounds

**Roll:** CON vs FORT

## **Description**

A truly awe-inspiring explosion of horrifically smelly gas, so powerful it shakes the ground for hundred of feet away. If the blast itself doesn't hurt, the after effects are sure to leave some results.

**Hit:** 2d6 + CHA damage

**Effect:** For the secondary duration of this technique (CON rounds), the horrible stink lingers thickly in the burst range. All characters starting their turn in this area must succeed a FORT save against your original CON roll, or become Nauseated for the turn.
Flame Storm

**Element:** Fire

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Area Burst 10ft Radius

**Target:** All Creatures in Range

**Duration:** 1 Round

**Roll:** DC10 vs REF

## **Description**

The user creates a massive eruption of fire, creating an area of burning flames that damages and burns creatures.
**Hit:** 2d8 damage.

**Effect:** The burst creates a zone of burning flames that lasts until the end of your next turn. Each enemy that enters the zone or starts its turn there takes 1d6 damage.

**Miss:** Half Damage
The Cubechain

**Class:** TORlock

## **Details**

**Technique Type:**  Signature

**Action:** Passive

**Range:** Self

**Target:** Self

**Duration:** Instantaneous

**Roll:** N/A

## **Description**

It's said that each spell cast with the power of the Cubechain is assigned its own id number to forever be kept in its records, making each and every use of a spell truly unique... or something. Maybe. Truth be told, most TORlocks who use the Cubechain aren't actually sure how or why it works, but, hey, it makes some neat tokens out of fallen foes that give cool abilities.

**Effect:** While this spell is equipped, whenever you successfully bring a creature's hp to 0 or below, you may sacrifice 1d6 hp to "mint" the creature's data into a Digicoin. Digicoins are objects that are kept in your inventory, just like any other item. As a free action, you may spend a Digicoin to add a +3 bonus to any roll you make. You may only spend 1 Digicoin per roll, however.
Piyomon

A Baby Bird Digimon with arm-like wings. Biyomon can use these to dexterously grip objects, though this limits its ability to fly. Biyomon spends most of its time on the ground, but can escape into the air when danger draws near. Since it’s similar in flying ability to Patamon, Biyomon sees Patamon as a rival. Biyomon’s dream is to one day Evolve into Birdramon and fly freely through the sky. Its nightmare is becoming Cockatrimon, who cannot fly at all. Possessed of an inquisitive mind, Biyomon likes to peck at the sprout growing from Tanemon’s head.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Magical Fire:** Fire type **-** Creates a small spiraling stream of fire in a 15ft cone. Targets within range must succeed a WIS vs REF save or take 1d4+WIS damage. Half damage on a successful save. (5 uses/day)

**Other Techniques**
Shamamon

A Goblimon whose duty is to hear the will of God and convey it to its clan. Shamanmon conducts a ritual in which it performs a strange dance, and supposedly hears divine messages once its fervor reaches its peak. Its clan uses this ritual to foretell matters of import.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Shamma Hammer:**

**Other Techniques**
Filth

## Evolution Benefits

When a digimon permanently evolves up an evolutionary stage into an Filth type digimon (or if a dual typed digimon chooses to receive Filth type benefits), they gain **+1** to **CHA**, one bonus driver of their choosing, and one bonus skill point to any skill of their choosing.

As well, a Filth type digimon may choose to receive one of the listed benefits when they reach each evolutionary level (alternatively, they may take one from a previous level instead), as listed in the table below:

 Adult
 Perfect
 Ultimate
Snapshot

Hunters take many shapes and forms. Some seek not game or bounty, but perhaps pursue photography, for research, for journalism, or perhaps for simple sake of preserving memories. The digital world requires toughness and a willingness to fight, however, and so Snapshots must use their abilities to aid in their and their allies' survival. Through knowledge, patience, and focus, Snapshots carefully track their prey, and help their digimon partners to strike from afar.

A Snapshot's digivice takes form as a hybrid of the standard cell phone-like model and a scoping digital camera, which, in addition to standard functions, allows them to get a better view of foes and objects of interest, and enables their long-range abilities.

**Role:** Snapshots use their skills with aim and focus to deftly handle foes at range, as well as boosting allies' endeavors against them as well. While not particularly strong in melee combat, Snapshots have ways of fliting in and out of battle to find their best vantage point.

**Alignment:** Any

**Hit Die:** d10

**Class Skills:**  Climb (Str), Crafting (All) (Int), Healing (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Tech Literacy (Int),

**Skill Ranks Per Level**: 6 + Int modifier

**Weapon and Armor Proficiencies:** Snapshots are proficient with all simple and martial weapons and with light armor, medium armor, and shields.
Action Adventure

Action adventure fiction is a genre of fiction in which an adventure, an exciting undertaking involving risk and physical danger, forms the main story line. Adventure novels and short stories were popular subjects for American pulp magazines, which dominated American popular fiction between the Progressive Era and the 1950s. Adventure fiction often overlaps with other genres, notably war novels, crime novels, sea stories, Robinson, spy stories, science fiction, fantasy, (Robert E. Howard and J.R.R. Tolkien both combined the secondary world story with the adventure novel and Westerns. Not all books within these genres are adventures. Adventure fiction takes the setting and premise of these other genres, but the fast-paced plot of an adventure focuses on the actions of the hero within the setting. The Tyrant’s Tomb, Star Wars, Heroes of Olympus series.
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Attack.exe

**Class:** Programmer, AI

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 100 ft

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** Automatic Hit

**Spell Resist:** Yes

## **Description**

Code for a standard bolt of energy to damage foes.

**Special:** [attack].exe may be successfully cast with no attack roll and hits automatically.

**Hit:** 2 + INT modifier damage
Jane Eyre

Jane Eyre by Charlotte Brontë from Coterie Classics

All Coterie Classics have been formatted for ereaders and devices and include a bonus link to the free audio book.

“I do not think, sir, you have any right to command me, merely because you are older than I, or because you have seen more of the world than I have; your claim to superiority depends on the use you have made of your time and experience.” ― Charlotte Brontë, Jane Eyre

Jane Eyre is a classic coming of age novel telling the story of a young girl who comes, not only to be loved, but to truly love herself. back
Vantage Point

**Class:** Snapshot

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** 25ft OR Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:**

If attacking at range: Ranged Attack Bonus-5 vs AC

If attacking with melee: Base Attack Bonus-2 vs AC

## **Description**

When in a tight spot, the user performs a quick, hasty attack, using the distraction to duck away and seek safer ground.

**Effect:** This technique may ONLY be used when the user is at 1/4 of their HP or less and threatened by at least one foe. The user may make either a single ranged OR melee attack on a foe with this technique's roll criteria. If successful, they may shift up to 2 spaces (10 ft), which does not provoke any attacks of opportunity.

**Hit:** Half Base Weapon Damage.
Dark Corridor

**Class:** Dark

## **Details**

**Technique Type:**  Limited

**Action:** Full

**Range:** 50ft

**Target:** N/A

**Duration:** CON

**Roll:** N/A

## **Description**

You warp the spacial attributes of a particular area and create a shortcut in the physical space by connecting two points via a non-localized tunnel through the Digital World's Dark Area. Essentially, this technique creates portals.

The Dark Corridor works best in dark and shady areas. In the presence of strong, bright light (either natural, Holy, etc.) the portal may falter and dissipate.

When using this technique, you must create the entrance in an empty space adjacent to you. You may place the exit anywhere in an empty space within range. As part of the full round action needed to create the corridor, you may traverse the corridor as though using a move action through it and move yourself from the entrance to an open space adjacent to the exit portal. Both creating AND entering the portal will incur any potential attacks of opportunity. The portals continue to exist for a number of rounds equal to your CON modifier, until you willingly dissipate them as a minor action, until you exit range of both ends of the corridor (i.e. you must be within range of at least one of the portals for it to stay active), or until destroyed by light.

Anyone may use the corridor to portal from one end to the other while it exists. Regardless of character speed, it always takes 1 move action to traverse the corridor. As with the user, any character entering the corridor will incur any potential attacks of opportunity.
Phascomon

A Dark Beast Digimon living in the black woods known as the Evil Forest spread across the expanse of the Dark Area. Phascomon is always curled up in the trees, and is often found sleeping. Although it seems harmless at first glance, this is an Evil-species Digimon through and through. Many reports tell of injuries incurred by those who let their guard down, allowing it to drop down from the trees above and attack.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Other Techniques**
Reaper Ghost

**Element:** Nature

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Range 50ft

**Target:** 3 Squares

**Duration:** Instantaneous

**Roll:** N/A

## **Description**

**Effect:** Grows 3 giant, glowing, red-hot peppers in 3 spaces within the spell's range, as chosen by the user. If these peppers are touched by anyone who cannot handle them or are damaged in any way, they explode in a massive burst of red hot capsaicin, dealing 1d8 damage and burning all creatures adjacent to the exploding pepper.

The user and nature type Digimon are capable of handling the peppers safely, and may pick, hold, throw, and/or generally handle them howsoever they please. Eating the pepper counts as damaging it, thus triggering its explosion.

The pepper exist for (2+User's CON bonus)\*6 seconds, after which point they will explode regardless of interaction with them.
Fighting Aura

**Element:** H2H

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Touch

**Target:** Self

**Duration:** Encounter

**Roll:** N/A

## **Description**

User overflows with a forceful rush of their fighting spirit, one that pushes opponents away and pumps up the user's innate strengths.

**Effect:** User may perform as many of the following abilities as they desire:

* Push all characters adjacent to user 1 square away.
* User may remove 1 negative status effect of their choice from themselves.
* For the remainder of the encounter, all saving throws gain a +1 bonus.
* For the remainder of the encounter, after each Basic Melee attack made by the user, add a +1 bonus to their STR modifier (stackable up to +3).
Stabilize Parameters

**Class:** Techie, Binarymancer

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Touch

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** DC10 vs WILL

**Spell Resist:** Yes

## **Description**

The user checks into a creatures parameters, and makes some quick adjustments to stabilize them.

**Effect**: Upon casting this spell, target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

WILL save negates.
Hand-to-Hand

## Evolution Benefits

When a digimon permanently evolves up an evolutionary stage into an Hand-to-Hand type digimon (or if a dual typed digimon chooses to receive Hand-to-Hand type benefits), they gain **+1** to each **STR** and **CON**, but **-1** to **INT**.

As well, a Hand-to-Hand type digimon may choose to receive one of the listed benefits when they reach each evolutionary level (alternatively, they may take one from a previous level instead), as listed in the table below:

 Adult
 Perfect
 Ultimate
Process Multitasking

**Class:** CSO

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Melee

**Target:** Single Creature

**Duration:** Instantaneous

**Roll:** BAB vs AC

## **Description**

The user summons up their strength to deliver a devastating strike to a foe to throw them back, after which the user hones in on their target and delivers a follow up hit.

**Hit:** Melee damage, then shift the target 1 square (5ft) away from you. You then shift into the square the target just moved from. If you cannot move the target or yourself for whatever reason, the secondary attack automatically fails.

**First Attack Miss:** 1/2 Damage

**Secondary Attack:** STR vs. AC

**Hit:** 1/2 Melee damage.
Transparency 50%

**Class:** Hacker

## **Details**

**Spell Type:**  At-Will

**Action:** Minor

**Range:** Self

**Target:** Self

**Duration:** 2 Rounds

**Roll:** N/A

## **Description**

The user (and their partner) become transparent. While not fully invisible, it does make the user much harder to see, improving their stealth capabilities.

**Effect:** While this technique is active, gain a +2 bonus to stealth rolls, and take a -2 penalty to AC.
Alraumon

A Plant Digimon that accomplished an evolution just like Palmon. It seems that, at noon, it opens up its arms and the flower on its head to perform photosynthesis. The aroma emitted from the flower on its head is definitely inherited from Palmon, so as usual it is intensely foul.

**Size:** Small

**Skills:** Disguise +5 (as plants/flowers), Stealth +8 (in trees or foliage)

**Senses:** Perception +2

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Other Techniques**

Level 1
Floramon

Floramon is a rare Digimon that, like Palmon, evolved in reptilian fashion but is classified as a Vegetation Digimon. The entirety of its face is in the shape of a flower, and it generally uses its petal-like shell to protect its head like a helmet. When no predators are around, or if it’s in a good mood, it will spread open the petals on its head and arms. It sees Palmon as a rival, and has a very high opinion of itself.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Allergy Shower:**

**Other Techniques**
Hurricane

**Element:** Air

## **Details**

**Technique Type:**  Daily

**Action:** Standard

**Range:** Close Burst 10ft radius

**Target:** Each Creature in Range

**Duration:** Instantaneous

**Roll:** DC10 vs REF

## **Description**

The user summons a huge, raging hurricane around themselves, blowing creatures away while dealing them damage.

**Effect:** All creatures in range who fail their REF save are blown 1d4x10ft backwards, away from the caster, and take 1d4 damage per 10ft blown.

**Miss:** No movement, but targets take 1d4 damage.
Spin Attack

**Element:** Hand-to-Hand

## **Details**

**Spell Type:**  At-Will

**Action:** Standard

**Range:** Adjacent

**Target:** All Creatures in Range

**Duration:** Instantaneous

**Roll:** STR vs AC

**Spell Resist:** No

## **Description**

User spins around quickly with their arms extended in attempt to strike and knock nearby creatures away

**Hit:** 1d4 + STR modifier damage each target hit and push each target 1 square (5ft) away from the user.
Burning Heart

**Class:** Fire

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Range 50ft

**Target:** Self and up to 1 Other Creature

**Duration:** 1 minute

**Roll:** N/A

**Spell Resist:** Yes

## **Description**

The user lights a fire in their heart that... literally produces flame, adding extra damage and making class techniques fire-type.

**Effect:** User may select up to 1 other creature in range. Add 1d4 fire damage to your and selected creature's damage rolls for the duration of the technique. Additionally, all affected characters' **class** at-will techniques will be considered Fire type element for the duration of the technique.

If the user and an additional target of the spell move out of range of each other, the spell immediately ends for the additional target.
Blue Sunrise

**Class:** Binarymancer

## **Details**

**Spell Type:**  Limited

**Action:** Standard

**Range:** Touch

**Target:** Single Space (5ft)

**Duration:** Instantaneous

**Roll:** WIS vs FORT

## **Description**

A little adjustment of a body of water's temperature parameters (maybe just slipping in a couple zeroes...) causes it to immediately convert to steam, so quick it causes a scorching evaporation explosion.

**Effect:** This spell can only be used on a body of water that is at least 1 square wide (5ft). Upon touching the water, the binarymancer makes the parameter change, causing a 5ft wide area of the water body to instantly evaporate, exploding with an upwards force. Any creatures hit by this steam must make the saving throw, or take 1d12+WIS damage, and becomes burned.
Buffer

**Class:** Cyber Security Officer

## **Details**

**Technique Type:**  Signature

**Action:** Minor

**Range:** Self

**Target:** Self

**Duration:** 1 + CON modifier rounds

**Roll:** N/A

**Spell Resist:** N/A

## **Description**

Buffer allows the user to gather up data in preparation for combat, creating a sort of barrier around themselves that can absorb some of the damage the user takes in battle.

**Effect:** User gains temporary HP equal to their CON stat.

## **Upgrades**

 3
 4
 5
Spiral Driver

**Class:** H2H

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Cone 15ft\*

**Target:** All Creatures in Range

**Duration:** Instantaneous

**Roll:** STR vs AC

**Spell Resist:** No

## **Description**

User leaps forward in a spinning thrust, striking all it passes with its outstretched arms.

**Effect:** User leaps 15 ft (3 spaces) forward in a straight line. Damage is dealt in a reverse cone shape, as though originating at the user's ending spot.

**Hit:** 1d10+STR.
Hacker

Hackers are highly capable- and potentially dangerous- individuals who use their technological knowledge to exploit computer systems to accomplish goals through non-standard means. In the digital world, their skills allow them easy access to otherwise difficult objectives, as they can use their skills to crack through firewalls, detect and dodge traps, and dismantle security programs with ease. Hackers exploit the "digital" aspect of the Digital World to its fullest. And while their skills may be useful for highly unscrupulous activities, some Hackers put themselves to work for good, finding exploits before more unsavory types can and laying traps of their own to stop them. In combat, Hackers are great at underhanded tactics and finding vulnerabilities that others could easily overlook, but being used to such strategies, they may find themselves easily outclassed in a straight-on fight.

**Role:** Hackers excel in acting from the shadows, using their cunning and skills to strike when least expected and slipping away without even being seen. They have highly versatile abilities, but do not perform as well in straightforward head to head combat. Hackers are also highly adept in thievery, unlocking doors and breaking security, and disarming or setting traps.

**Alignment:** Any

**Hit Die:** d8

**Class Skills:**Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Crafting (all) (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (all) (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Tech Literacy (Cha).

**Skill Ranks Per Level**: 8 + INT modifier

**Weapon and Armor Proficiencies:**
Raining Light

**Class:** Holy

## **Details**

**Technique Type:**  Limited

**Action:** Standard

**Range:** Burst 15ft at Range 50ft

**Target:** All Creatures in Range

**Duration:** Instantaneous

**Roll:** WIS vs FORT

## **Description**

Light rains from the sky over a small area, which, depending on the user, either heals or harms.

**Effect:** Choose whether to heal allies or deal damage to foes. If healing, heal 1d8 hp to all allies in range. If damaging, all foes in range who fail the save roll take 1d8 damage.
Марн

**Марн** (Маг в железной маске, лидер магов, бывший хранитель, также известный как *бог смерти* в своём мире) - могущественный маг, бывший архимаг и хранитель Веленхасса, Магистр Союза Старого Порядка. Заклятый враг Олешана Двегара.

## Биография

Используя свои навыки даровал Кристаллу разум, но затем, посчитав свои действия ошибочными под уговорами своих союзников, исправил кристалл и создал свой остров магов, однако ввиду конфликта действий Кристалла творение Марна оказалось уничтожено, и сам он решил стереть себя из реальности.

## Образ

### Силы и способности

Один из немногих магов, овладевших Первозданной совершенной энергией, также лучший за всю историю некромант, обладал хорошими навыками магии крови, чёрной магии, высшей некромантии. Сумел магическим контролем подчинить Управляющий кристалл.
Palmon

File:Palmon.jpg  A Vegetation Digimon with a tropical flower growing on its head. Though it evolved from Tanemon in a reptilian fashion, it’s a rare type of Digimon classified as a Vegetation Digimon based on its appearance and characteristics. During the day, Palmon opens its flower and leaf-like appendages to enable photosynthesis. Its root-like feet are usually buried in the ground absorbing nutrients, but it can also use them to walk. The flower on Palmon’s head gives off a sweet scent when it’s happy or enjoying itself and a foul stench when it’s angry or feels threatened. The latter is so bad it can send even larger Digimon running.

**Size:** Small

**Weaknesses:** N/A

**Immune:** N/A

## **Techniques**

**Signature**

**Poison Ivy:**

**Other Techniques**