Character Creation

1) Character Sheet
Download a character sheet template from this link: https://drive.google.com/file/d/1T-KuroWp068dWN9r40gGG8dS_uLlXouG/view?usp=sharing

2) Determine Ability Scores
Start by generating your character’s ability scores. These six scores determine your character’s most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. There are several methods to choose from for generating these scores so consult your GM to determine which method they are using. Some common methods are listed below:

Note: Your choice of Digimon will offer one or more bonuses to apply to your Ability Scores as they grow later on.


 * Method 1: Standard Array

Take these six numbers and assign them to your abilities any way you like: 16, 14, 13, 12, 11, 10.


 * Method 2: Point Buy

If your GM is using a point buy method, the point amounts and costs of attributes are included at right for your convenience. Starting with each stat at 10, you may buy increases according to the Ability Score Costs table. Your budget to do so is determined by the Ability Score Points table, the level of which is chosen by the DM.


 *  Method 3: Rolling Scores 

Some players like the idea of generating ability scores randomly. The result of this method can be really good, or it can be really bad. On average, you’ll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who’s virtually unplayable. Use this method with caution.

Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times, and then assign the numbers you generated to your six ability scores.

3) Choose your Digimon
There are many digimon to choose from for your partner, but which one you choose will determine your Elemental Affinities, Attribute, and movement speed. Digimon exist in various evolution levels, starting as a Baby I level when hatched, with the potential to reach the powerful Ultimate level, the highest form of digimon existence. Your DM is free to set whatever restrictions they want on which digimon you may choose, but the most common setup (and the setup used for the rules of this wiki) is to start with Child level digimon.

Once you choose a Digimon and learn your partner's Element, you may choose a perk from that element corresponding to your Digimon's level and gain whatever bonus the perk describes.

Each Digimon also has its own Signature Technique, which you gain as soon as your partner is chosen. See Section 10 for more details in setting your Techniques.

4) Choose your Class
Your class represents your human tamer's real world skills, now manifested in powerful ways in the digital world. More than anything, your class determines how your character will play in the game, specifically what types of abilities and skills you will have. You may choose from any of the following classes:


 * Burstzerker
 * CSO
 * Hacker
 * Engineer
 * File Processor
 * Programmer
 * Binarymancer
 * Influencer
 * Techie
 * TORlock
 * AI
 * Snapshot

Each Class also has a signature technique which you learn upon choosing it. See section 10 for more details on setting your Techniques.

5) Allocate Skill Ranks
Skills represent your character's ability to interact with the world around them and the people (and/or digimon) who inhabit it (outside of combat, that is.)

Determine the number of skill ranks your character gets based on your class and Intelligence modifier (and any other bonuses, such as drivers, element perks, or the bonus received by Adult level Filth Digimon).

Class Skills: Each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of their professional training and constant practice. In effect, putting a skill rank into a class skill equates to a +1 to the skills modifier. A non-class skill will only rise by +1 for every two ranks put into it. Additionally, you gain a +3 bonus on all class skills that you put at least one rank into.

Check your individual class page to find which skill your character is proficient in. Class pages also list how many ranks each class receives each level. You can also check Table: Skill Ranks (below) to determine your starting Skill ranks.

If using the provided character sheet from this guide, move to the "Calc stuff" tab. On this page, mark each of your class skills with a "1." Back on the "Character" tab, your skills are now ready for allocation, and will take the class skill and non-class skill rank requirements into consideration automatically. It may also help you to remember your class skills by coloring your class skill cells a certain color on the Character tab.

Now, allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one). If using the provided character sheet, input your ranks in the cells in the Ranks column for each skill desired. (If the skill chosen is a class skill, you may also add your +3 in that skill in the Misc. column.) The ability column will automatically generate using your character's ability scores. Finally, your Character's Skill Modifier value will be tabulated automatically from these values in the Mod column. The Mod value is the number that will added when you make skill checks. Each level after your first, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier.

6) Choose Drivers
Each character starts out with 1 Driver, but can acquire more later. Drivers are special abilities or traits that aren't necessarily tied to your elements or class. Make sure you fit the prerequisites when you choose your first Driver. If using the provided character sheet, add your Driver to the tab labeled "Drivers." Make sure to apply whatever effect the Driver has to your character sheet.

7) Determine Starting Hit Points
A character starts with maximum hit points at 1st level (the maximum number on its Hit Die + it’s Constitution modifier (additional hp if a positive modifier or less hp if a negative modifier) or if its first Hit Die roll is for a character class level.

To determine a hit points for levels beyond 1st, roll the dice indicated by its Hit Dice and adjust the result by adding or subtracting it’s Constitution modifier. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally.

8) Equipment
Each new character begins the game with an amount of BITs, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Usually you cannot use this starting money to buy magic items without the consent of your DM.

The armor or other protective devices you purchase may affect his starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).

Making a Character Above 1st level
If you are creating a character or creature at a level other than 1st you should consult your DM and the Wealth for Higher Level PC’s table to determine your starting gold. See Table: Character Wealth by Level for details.

9) Determine Saving Throws, Initiative, and Attack Values
Determine all of the character’s other mechanical details, such as his or her saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps, usually determined by your class choice. If using the provided character sheet, these values should be calculated automatically.

10) Tamer Points and Learning/Setting Your First Techniques
As your human characters grow and learn how to better be a tamer to their partners, they gain a special type of experience known as Tamer Points, or TP. TP is used to learn and enhance Techniques, or combat abilities. Your character starts with 15 TP. Denote this on your character sheet at the top. It's recommended to record your TP as (currently unused TP value)/(total received TP value). (e.g. To start, you will have 15/15 TP available. If you spend 5 TP and decide to keep the rest for later, record 10/15 on your character sheet to remember how much you still have to spend.)

As a starting character, you receive 4 free techniques. Two are for your respective class signature technique and your digimon partner's species' signature technique. Each of these may be found on their respective pages. (Special or other techniques for digimon may also be used, but consult with your DM first.)

In addition to the signature techniques, you may also acquire any two At-Will techniques from your character's Class and Elemental technique lists for free. To set a technique, simply place it in one of the appropriate slots on your character sheet. To start, your character will only have their top two slots, both for At-Will techniques, unlocked. You may place the two At-Will techniques you've chosen into those slots now. Keep in mind that, as denoted, the slots on the left side of the character sheet may ONLY be used for Digimon (Elemental) Techniques, while the slots on the right side may ONLY be used for Class Techniques.

You may then use your TP to unlock your other technique slots (the costs are listed on the provided character sheet) (each slot unlock also buys you an appropriate technique to put into the slot for free!), to learn other techniques, or to upgrade those you have already learned. See the Techniques page for more details on technique types, and purchase and upgrade costs.

11) Description & Personality
Choose or make up a name for your characters (both tamer and digimon can have names if you'd like!), determine his or her age, alignment, and physical appearance (such as height, weight, eye and hair color etc). It is helpful to think of a few unique personality traits as well, to help you play the character during the game.