: DIGITAL ADVENTURES

A Digimon RPG Intitial Design by: The Digimon Emperor Beta Edition 0.01 With help from /tg/.

PDF Created with Scribus 1 .4.1 INDEX

Welcome Page 1 Character Creation Page 1 Mechanics Page 2 Aspects Page 2 Torment Page 3 Digimon Page 4 Digivolution Page 6 The Digivice Page 6 Other Things Page 7 Settings and Rewrites Page 8 WELCOME

In this game, you play as the DigiDestined kids and their Digimon, battling the forces of evil in both the real and digital worlds. Often times, the adventure crosses between both worlds, usually with the use of computers.

Now, let's dive right into the meat and potatoes of the game: the creation of your DigiDestined child and their Digimon Partner.

CHARACTER CREATION

Each player has a character. This character is usually a kid or preteen aged 7 to 11 and is one of those destined to save both the real and digital worlds. Each kid has a set of stats, which are added to rolls when things get hairy.

Stat What it Does Courage Performing physical acts such as climbing cliffs, running, and even slugging your friends! Often used when risking your life to save someone else’s. Friendship When performing teamwork-related actions such as building a raft, working together to find shelter and food, and come up with tactics and plans. Love To discern someone else's emotions and feelings, as well as healing and tending to others. Sincerity If you need to speak honestly and get the point across and when you need to convince someone or something, whether by truth telling or misleading them. Knowledge When you need to remember something important or if you need to come up with a cunning plan on your own. Reliability Displaying acts such as thinking ahead to ration your spare food or perform an act you know you cannot do in to help others. Hope In times of great darkness and despair, when you need to overcome your Torment to help others.

You have 20 points to distribute between the eight stats and your Torment. Stats are rated from -1 0 to 1 0 and you add the stat to a 3d6 roll to do anything related to that stat. Each Stat starts at 0 and you can add up to five points in any one stat at character creation with no others going over four. If you so choose to, you can subtract from other stats for additional points on a one-for-one basis up to a total of ten bonus points. Note your highest stat. This one can be rolled when your partner Digimon digivolves to add a little extra ooph to it.

Page 1 MECHANICS

As a basic mechanic, every roll made as a kid is 3d6 + a stat and is usually made when your skill in a practice is brought into question. Usually, one needs to roll higher than a 1 0 to succeed on a roll. The target number rises depending on how tough the roll is.

TN Description 1 0 Every day tasks. 1 2 Slightly difficult if you're not used to performing them. 1 5 Hard and difficult tasks. 1 7 Really, really tough and hard to do things. 20 All but impossible except for the right circumstances and a lot of luck.

If you happen to exceed the target number by five or more, then you critically succeed at your task, often doing it better and with style and flair. If you happen to roll five lower than the target number, then you critically fail. This means that you not only fail, but accept a minor consequence as a result of your failure.

ASPECTS

Each kid has something unique about them that sets them apart from others. Some might have brains, other brawn, or some have finely developed social skills. Your kid has 3 Aspects about them that will aid, and possibly harm them along their journey. These aspects should be descriptive and add to the character, though they may have a small chance of hindering a character on occasion. Some examples are Great Sense of Justice, Funny Fat Guy, or Wise Beyond Your Years.

When an Aspect might come into play for a stat roll, the player adds an additional +2 to the roll. If you have a Great Sense of Justice, it may add to a Courage roll to face down a bully. The Funny Fat Guy would get a bonus to Hope rolls to help lighten an otherwise gloomy mood. Someone Wise Beyond Their Years would gain a +2 when they're being reliable and dispensing much needed advice and planning.

If an Aspect would otherwise hinder you in some situations, you take a -2 to the roll in question. The person with a Great Sense of Justice would take the penalty when they're facing an evil opponent who's much stronger than they are. The Funny Fat Guy would be out of shape and have a -2 when they're trying to out run the rampaging Digimon chasing him and his friends. Though they may have wisdom, someone who's Wise Beyond Their Years is still treated like a kid by adults and sometimes their friends.

Page 2 TORMENT

Each DigiDestined kid has a problem. Some problems are worse than others and are more deeply effecting. These problems will Torment a kid throughout their adventures in the digital world. With effort, kids can come to terms with their problems and even maybe become better individuals for them. Sometimes, you encounter problems or have them thrust upon you via unfortunate circumstance and you acquire an additional Torment.

Torments come in three varieties and have various ratings, Minor, Major, and Terrible. Kids start with two Minor Torments or one Major Torment at the least. You can take more than the starting one or two Torments as you wish, but you gain no bonuses for additional flaws.

Minor Torments are those that aren't very crippling, but can still affect a kid. They range from being a crybaby, being unable to make friends when you're the new kid, or simply being in the middle of a messy divorce.

Major torments last a long time and are often pretty stressful for a kid. Some examples are being your younger brother's keeper, fearing combat because it will critically injure your partner, or being so hurt by reality to the point of retreating into fantasy.

Terrible Torments should never happen to anyone. These are the things that break wills, cause kids to lose hope for the future, and even cause them to become swallowed by the darkness. One of the best ways to gain a Terrible Torment is when a kid sees someone they care about dying right in front of them.

If you choose to, you can spend some of your 20 bonus points on taking steps to get rid of your Torments, essentially coming into the game with a little headway made toward making peace with your history. You can only spend enough points to mark off up to 2 for Minor, 3 for Major, and 5 for Terrible.

Each type of Torment has a number of boxes associated with it. Minor Torments have 5 boxes, Major have 7, and Terrible have 1 0. If you're confronted with your Torment, be it in the form of a child in danger and you can do nothing about it, or simple campfire recollections bringing up a dreadful past, you roll 3d6 + Hope - your Unmarked Torment Boxes with a goal of rolling above 1 0. If you succeed, you then make a little headway towards resolving that Torment, marking off another box. Failure results in your kid becoming sullen and withdrawn for a time and making no progress towards resolving your Torment. A roll of 5 or lower, your kid becomes sullen and withdrawn to the point where others notice it and probably aggravate the situation to the point where you ditch the group. 0 or less causes you to become catatonic or reduces you to a blubbering mess, quite possibly at the worse time.

Page 3 DIGIMON

Each kid has a Digimon Partner. This Digimon protects their kid and will fight to the death for them. There's a sort of bond between them that borders on the supernatural, as a Digimon Partner can tell if there's something wrong with their kid or the general direction in which they lie.

In a fight, a Digimon is the best thing you can have. Each Digimon has a number of six sided dice to allocate to special abilities depending on their rank. Most players start with a Rookie level Partner and thus receive 1 0 dice to allocate to abilities. As a precaution, your partner should have one attack quality and one defensive ability. For example, would have 5 dice in his Pepper Breath attack, 2 in his Sharp Nose quality, and 3 in his Small and Agile defense.

Digimon have a number of hit boxes related to their rank plus how many dice they have in a defensive ability. A Rookie level starts out with 5 + their dice in their defensive ability. Our example Agumon would have 8 wound boxes due to his 3 dice in his Small and Agile defense plus the starting 5 for being a Rookie.

As you go through the game, your Digimon will Digivolve into new and more powerful forms. These forms are essentially the same as making a Rookie, only with more dice to allocate and more base wound boxes.

Rank Dice Wound Boxes Initiative Modifier In-training 5 2 + 0 Rookie 1 0 5 + 1 Champion 20 1 0 + 3 Ultimate 30 1 5 + 5 Mega 35 20 + 8

In combat, kids roll 3d6 + Knowledge to determine an initiative order. Lone Digimon roll 3d6 + their Initiative Modifier. If there happens to be a tie, the victor is the one with the higher Knowledge/Initiative Modifier. If the tie persists, then the GM should favor the kid over the lone Digimon. The players and GM then go down the initiative list and then start again when everyone has had a turn. Kids and their Partner Digimon act on the same turn.

Attacks work by rolling the number of six-sided dice allocated to an attack. With our example Agumon, he'd roll 5d6 when attacking with his Pepper Breath. The defending Digimon then gets to roll their defensive quality to try and negate the attack. Compare the results. Matching dice results then cancel each other out, removing them from the equation. The defender then uses the leftover dice to negate lower dice from the attacker. If any of the attacker's dice still persist, then they deal a number of wound boxes worth of damage to the defender equal to the number of dice left over.

Page 4 An enemy with more defense dice than you attack dice isn't necessarily invulnerable to your Partner's attacks, just highly resistant. Multiple attacks made against the defender in a round lower their defense pool by one die per attack after the first. This penalty to a defender's dice pools lasts until their next turn in the intiative order.

An Example of Combat

Agumon and Taichi are facing off against a pretty pissed off Greymon. Taichi rolls his Knowledge and gets a 4, 3, and 4 for a total of 11 and adds his Knowledge of 2 to the total for a result of 1 3. The GM rolls for Greymon and has some bad luck, getting a total of 8. Taichi decides to keep his distance while Agumon shoots a Pepper Breath at the rogue Greymon. Taichi's player rolls 5d6 and gets 4, 4, 3, 2, and 1 . Not bad, but not good either. The GM rolls the 7 dice for Greymon's Thick Hide defensive quality and gets 6, 5, 4, 4, 2, 2, and 1 . Immediately, the fours, twos, and ones cancel out leaving Agumon with a 3 and the Greymon with a 6, a 5, and a 2. The GM cancels out the remaining 3 with the 6 and Agumon's Pepper Breath deals no damage. It might be time for Mimi, Sora, and the others to jump in!

If a Digimon happens to have all their wound boxes marked off, then they are knocked out for a time. As is often the case, if they were being controlled by unseen forces, the control ends. If the attacking Digimon happens to score more damage than there are open wound boxes on an opponent, then an NPC Digimon often reverts to a Digitama and then disappears. If the Digimon in question happens to be a player character controlled one, then it drops down to the next rank, often weaker and apologetic that it wasn't strong enough. If the damage is terrible enough (Often when a Digimon faces an opponent two ranks higher than it) then the PC Digimon reverts to a Digitama, but doesn't disappear. It takes roughly a few days for the egg to hatch into the Digimon's Baby form, and only a few hours to grow into the In-training rank. From there, it turns into a Rookie after three to five days.

In combat, usually after certain conditions have been fulfilled, a Digimon will Digivolve into the next rank (usually from Rookie to Champion)! This usually happens when the kid is in danger or is fighting a strong opponent. When they change, the Digimon loses all marked off wound boxes and gains the stated out attacks and defenses of its new form. Their human partner can roll their highest stat + 3d6 and give their Partner Digimon a bonus for a successful roll. On a roll of 1 0 or more, the kid adds an extra die to any quality the Digimon possesses or an extra wound box. On a 1 5 or more, the Digimon gains the player's choice of a free die and wound box, two additional dice, or two wound boxes. This continues on for every increment of five.

Page 5 DIGIVOLUTION

Once certain conditions have been fulfilled, a Partner Digimon gains the ability to Digivolve past their Rookie level form and into a Champion, Ultimate, or even Mega level. These basic conditions are often best summed up as being: the Partner Digimon is well feed, their DigiDestined partner is in trouble, and the reason for Digivolving falls in line with one of the virtues.

A GM is free to add on additional requirements to the Digivolution process above. Quite often, Digivolving past Champion level requires the collection of some object of importance, be it Crest Tags, Digi-Eggs, or even the Spirits of Legendary Warriors.

Once your Partner is able to evolve to the next level, you can quickly work out how best to spend the dice with their new and improved dice pool, spending them as you see fit. Be sure to note the additional wound boxes. With that, you have a Digimon that's ready to rumble and take care of business. When combat ends, the Partner Digimon reverts back to their Rookie form.

THE DIGIVICE

When they enter from the real world, the kids often receive a Digivice. Quite literally a digital device, the Digivice enables partner Digimon to Digivolve without having to destroy other Digimon and instead allow the DigiDestined to channel their emotional energy into power and enable their partner to Digivolve into Champion level and beyond. Without one, Partner Digimon can't Digivolve!

The appearance of a Digivice varies from series to series, but often has a basis in real-life technology. Most often, the Digivice is one of these common devices that are altered upon the transition from the real world to the Digital World, often a cell phone or an MP3 player.

Depending, a Digivice might have special things connected with them, such as crest tags that allow partner Digimon to Digivolve further than they normally would or perhaps a card scanner to allow the DigiDestined to modify their partners with special cards. The GM and players are allowed to get creative with what sort of add-ons the players' Digivice have.

Page 6 OTHER THINGS

- Each kid has a number of wound boxes equal to the average of their Courage and Hope + 2. If they would take a hit during a fight, players mark off a box. If the hit was greatly successful (1 5+) they would take 2 boxes of damage. If the hit was overwhelming (20+) then the kid takes three boxes of damage, and so on. Once all boxes are marked, then the kid is knocked out and helpless for an hour per wound box. Wound boxes are cleared out at a rate of one per hour.

- Teamwork is often essential to survival in the Digital World. If kids want to work together to complete a difficult task, have them decide on who's going to be the one leading all of them. Other players then roll Friendship and if they roll a 1 2 or higher, the leader gets +2 to his or her roll for the task.

- If a Digimon happens to target a kid with an attack and a Digimon isn't there to intercept, then the attacking Digimon then rolls 3d6 + the number of dice they would normally roll in an attack pool. Results 1 0 or higher hit, doing additional boxes of damage when they roll high.

- Each kid often enters the Digital World with some items in addition to a Digivice. Players have their choice of two items from the following list. If you don't see one on here that you like, then talk to your GM about custom items.

Items List - First Aid Bag - Camping Gear - Cool Hat - Snacks and drinks (Enough for 3 days for one person) - Goggles (Only one available) - Portable Computer - Whistle - Mini-Telescope - Sweet Backpack - Portable Music Device (Be it a harmonica or MP3 player)

- If kids have time to make a plan of attack, then they can add Friendship to their initiative roll.

Page 7 SETTINGS AND REWRITES

The world of Digimon has many established settings, some of which you might like to play or run a game in. Here's just a quick summary of the settings and what sort of special rules you'd have to apply, if any.

Rewrites are a type of game where the players take the role of the main characters, usually by having the canon characters not exist. In a sense, players in a Rewrite game remake the canon of a series or . If you're planning on playing in or running a Rewrite game, be sure to be familiar with the series or game that the GM is planning on using and try not to apply meta logic to the setting. It just makes for a boring and predicatble game for everyone involved.

Digimon Adventure 02

Digimon World 2 Digimon Wolrd 3 Digimon Card Battle Digimon Rumble Arena

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