Other digimon just seem to like your digimon partner. In-character you may gain access to information NPC digimon may be less than interested in sharing with just any other Digital World inhabitant. * Charisma may be deployed once per thread.
CLONING
Your digimon takes advantage of numbers, but doesn't do any extra damage. Your digimon can copy itself up to 2 times. While cloning is active, your digimon's attack power is split evenly between all clones. * Cloning lasts 3 posts. Useable 1x per thread.
GROUNDING
Your digimon's skin becomes as hard as stone, reducing all damage taken by 100% for one round. * Grounding may be used twice per thread.
HYPER-SENSE
Your digimon partner gains heightened awareness for the next four posts, enabling them to sniff out hidden foes. * Hyper-Sense my be used once per thread
TARGETING
Your digimon partner's accuracy is increased, reducing the chances its attack will be dodged. Hits made while targeting is active land with 10% extra damage. Lasts one round. * Targeting is useable once per thread.
UNENDING RESOLVE
An attack that would have otherwise turned your digimon into digi-dust / sent it back to Primary Village, instead leaves it with 1% HP. Lasts one round. * Unending Resolve may only be used once per thread.
Your partner can grow up to 5x its normal size! Colossus does not scale your digimon's damage differently, and lasts up to three posts. * Colossus is useable once per thread.
IMMUNITY-LEECHING
Your digimon is constantly immune to attacks which would drain their HP over time. * Immunity-Leeching is a constant effect.
IMMUNITY-MANATHIRST
Your digimon is constantly immune to attacks which would drain their MP over time. * Immunity--Manathirst is a constant effect.
IMMUNITY-PARALYSIS
Your digimon is constantly immune to attacks which would paralyze them. * Immunity--Paralysis is a constant effect.
IMMUNITY-POISON
Your digimon is constantly immune to attacks which would poison them. * Immunity--Poison is a constant effect.
IMMUNITY-SLEEP
Your digimon is constantly immune to attacks which would otherwise put them to sleep. * Immunity--Sleep is a constant effect.
LEECHING
Your partner digimon gains the ability to sometimes leech 10 HP from their enemies. * Leeching may only be used once every three threads.
MANATHIRST
Your partner digimon gains the ability to sometimes drain 10 MP from their enemies. * Manathirst may only be used once every three threads.
PHASING
Your digimon scatters the data around itself, effectively camouflaging it for up to three posts. Any attack made from its location will break the phasing and make it visible again. Phasing does not work on digidestined. * Phasing is useable twice per thread.
Your digimon partner may upload one extra technique. (It may be learned from a different digimon.) * Upload may only be used once per digimon evolution; the uploaded technique is a constant effect.
BLACK HOLE
Dark Area / Unknown techniques are boosted by 1/2. As a drawback, your digimon partner takes 20% more damage from digimon of all other families. * Black Hole is a constant effect.
DEEP ICE
Deep Saver techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Dragon's Roar family. * Deep Ice is a constant effect.
ELECTRIC FRENZY
Metal Empire techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Wind Guardians family. * Electric Frenzy is a constant effect.
EMPOWERED LIGHT
Virus Buster techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Nightmare Soldiers family. * Empowered Light is a constant effect.
FURIOUS HOWL
Nature Spirit techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Jungle Troopers family. * Furious Howl is a constant effect.
HUNGERING DARKNESS
Nightmare Soldier techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Virus Busters family. * Hungering Darkness is a constant effect.
MOLTEN FLAME
Dragon's Roar techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Deep Savers family. * Molten Flame is a constant effect.
TANGLED VINES
Jungle Trooper techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Nature Spirits family. * Tangled Vines is a constant effect.
SWEEPING GALE
Wind Guardian techniques are boosted by 1/2. As a drawback, your digimon partner takes 50% more damage from digimon of the Metal Empire family. * Sweeping Gale is a constant effect.
RAZOR CLAWS
Your digimon partner has prepared itself for battle. They can occasionally cause their opponent to bleed for an additional 10% normal damage over 3 rounds. This effect can only happen once per thread.
PLATING
Your digimon partner receives a permanent suit of armor. They gain a constant damage reduction, which means their HP allows them to take 3 extra hits. * Plating is a constant effect.
SOLID GROUND
Your digimon does an additional 5% damage (half a normal attack) when it's fighting on its family's home turf. (Water or Ice for Deep Savers, Graveyards or other ghastly haunts for Nightmare Soldiers, etc.) * Solid Ground is a constant effect.
NOCTURNE OF THE MOON
If your digimon is nocturnal, they deal 10% more damage during the night. As a drawback, they take 10% more damage during the day. * Nocturne of the Moon is a constant effect.
SONNET OF THE SUN
If your digimon is diurnal (active during the day), they deal 10% more damage during the day. As a drawback, they take 10% more damage during the night. * Sonnet of the Sun is a constant effect.