Digimon: Digital Adventures
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DIGIMON: 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, Agumon 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.