: DIGITAL ADVENTURES

A Digimon RPG Intitial Design by: The Digimon Emperor Beta Edition 0.05 With help from 4chan's Traditional Games board, /tg/. Update Log: 7/1 6/201 2: Updated the Settings, Special thanks to: The alpha and beta general editing and formating. playtesters. 7/1 7/201 2: Updated the Settings, clarified Digivolution time, added the Check out #tgdigimon on Stunt system, added enviromental Aspects, added irc.thisisnotatrueending.com! size tags attack tags and movement tags, added lag for Warp Digivolution, updated Fractal Code. PDF Created with Scribus 1 .4.1 General formating and editing. PDF bookmarked with Foxit Reader 7/1 9/201 2: Removed virtues as stats, added in a more generalized and concrete stat system, added attack pool rules, added [Damage] and [Effect] tags to attacks. General formating and editing. 7/24/201 2: Rebalanced build pools for Digimon, removed Risk-like combat in favor of general success-based dice pools. General formatting and editing. INDEX

Welcome 1 Character Creation 1 Mechanics 2 Stunts 2 Aspects 2 Torment 3 Digimon 4 Combat 6 Digivolution 8 The Digivice 8 Other Things 9 Settings and Rewrites 1 0 - 1 0 and Adventure 02 - 11 - 1 2 - 1 3 - Digimon World 2 1 4 - 1 4 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 Body Body is the stat that’s used when performing physical acts that don't necessarily rely on reflexes and agility, such as climbing, running, or lifting things. Agility Agility is your character's manual dexterity and reflexes and covers things like throwing objects, jumping out of the way of things, and catching falling friends. Intelligence Intelligence is how well-read a character is, as well as how convincing you are when telling other people what they need to know or want to hear. Willpower Willpower is how well a character can resist outside influences, focusing on a project while ignoring people around you, and is most often used in working through Torment. Perception Perception is how well your character is able to spot things in the distance, hear whispers, and otherwise sense the environment around them.

You have 1 5 points to distribute between the five 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.

1 BASIC 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.

STUNTS Sometimes, you just need that little extra boost to get by when you need to roll a check. A little extra description goes a long way in making a game more immersive as well as fun, and should be rewarded as well.

If you do a little something more with your in-character actions, called Stunting, the GM may reward you with a +1 to whatever dice roll your character might be attempting, all the way up to a +3 if the GM and group find it to be a very good description. Your Digimon can also benefit from Stunts. If they get creative enough, the GM could award extra dice to the roll, anywhere from an additional d6 if it was a little above average, all the way up to 5d6 if the Stunt was spectacular and used to great effect.

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 Body 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 to an Intelligence roll 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 on a Body roll 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.

2 ASPECTS, CONTINUED

Aspects can also describe the environment around your characters. A cave isn't just a cave, it's a Dark and Cramped Tunnel. These Aspects can seem totally negative at first glance, but can be beneficial if you look for the right cues. A Dark and Cramped Tunnel is a great place to hide, especially from some Digi-creep that's out to get you. In such a situation, you'd get a +2 to your 3d6 + Agility roll to hide yourself. Successful rolls mean that whoever was after you happens to overlook you and goes on their way.

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 .

Terrible Torments should never happen to anyone. These are the things that break wills, cause kids to lose all hope for the future, and even cause them to become swallowed by the darkness. One of 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 + Willpower - 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.

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 1 5 1 0 + 3 Ultimate 20 1 5 + 5 Mega 25 20 + 8

Each Digimon also has a distinct grouping of tags, one for its attacks, size, and movement capabilities. Attacks have either the [Melee] or [Ranged] tag, meaning that the attack can only be performed on enemies that are near the Digimon if it has the [Melee] tag, or the attack can be performed at a distance if the attack possesses the [Ranged] tag. In addition to the [Melee] or [Ranged] tag, an attack has either the [Damage] tag, meaning it does straight damage, or an [Effect] tag, which means that the attack purely has a special effect (worked out with your GM) based on the left over dice Some attacks have both the [Damage] and [Effect] tags, meaning that it can damage and have a special effect. If an attack has both of the tags, you must decide on how to split the leftover dice between damage dealt or to how powerful the special effect is. A Digimon's size can fluctuate between what stage it's in. A Digimon's size tag also denotes how fast it can move in combat, expressed in meters.

Size Description Common Rank Speed [Tiny] Able to be held with both hands or in a lap. In-Training 2 [Small] Roughly a meter tall, the size of a child. Rookie 4 [Medium] The size of a teenager or adult. Few Rookies and Some 5 Champions [Large] Anywhere from the size of a car to a single- Most Champions 7 story building. [Huge] Small building and up. Some Champions, 9 Most Ultimates and Megas

4 DIGIMON, CONTINUED

Finally, a Digimon has movement tags. These tags express how a Digimon moves through its environment.

Tag Description [Ground] The Digimon can walk on land or float just above it. All Digimon have this tag. [Flyer] The Digimon can fly in the air. [Swimmer] The Digimon can swim and breathe underwater. [Digger] The Digimon can burrow through dirt and rock at half its speed.

Choose the tags that are relevant to your Digimon and with that, your new Digital Monster is complete and ready to play in the world of Digimon: Digital Adventures.

5 COMBAT Sometimes, things don't go your way and you're facing down some seriously bad dudes who want to do you and your Digimon harm. This is when combat starts. In combat, kids roll 3d6 + Agility (Or Perception if it's an ambush) 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 your Digimon's attack quality, which functions as a pool from which you can draw dice from. With our example Agumon, he'd roll up to 5d6 when attacking with his Pepper Breath, but, since he lacks a special quality that lets him make multiple attack rolls in a round, he'd just use the whole 5d6. The defending Digimon then gets to roll their defensive quality to try and negate the attack. Compare the results. A result of a five or a six on the dice rolled is a success. The defender then uses their successful dice to negate successful dice from the attacker. If any of the attacker's successes still persist, then they deal a number of wound boxes worth of damage to the defender equal to the number of successes left over.

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 Agility and gets a 4, 3, and 4 for a total of 11 and adds his Agility 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 . No successes here. The GM rolls the 7 dice for Greymon's Thick Hide defensive quality and gets 6, 5, 4, 4, 2, 2, and 1 . Immediately, Taichi can see that Agumon's Pepper breath is going to have no effect on the Greymon's Thick Hide! 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.

6 COMBAT, CONTINUED

In combat, usually after certain conditions have been fulfilled (See Digivolution), a Digimon will Digivolve into the next rank! This usually happens when the kid is in danger or is fighting a strong opponent, though the GM has final say in if a Digimon can Digivolve or not. The change to the next stage takes up your turn in combat but, 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.

7 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.

Special Digivolutions can often occur, most of them being quicker jumps to higher stages. Warp- Digivolution advances a Rookie all the way up to Ultimate or Mega levels if they're capable of doing so. This ability is considered a story reward to be handed out by the GM as nescessary.When using Warp Digivolution, your Digimon suffers a little lag, as they've just gone from the simple Rookie to the complex Ultimate or Mega level. Going up to Ultimate level imparts a -3d6 penalty to your dice pools while going up to Mega level forces you to take a -5d6 penalty. At the beginning of your turn, the penalty decreases by a single die, meaning that in three turns, your Ultimate is at full capacity while it would take five turns to get your Mega level Digimon up to speed.

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.

8 OTHER THINGS - Each kid has a number of wound boxes equal to the average of their Body + 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 the associated stat 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 Intelligence to their initiative roll.

9 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 video game. 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 and Adventure 02 The original series that started it all. Most of the time this would be considered the default setting of Digimon: Digital Adventures, as it contains plenty of the themes and mechanics that are already outlined in this book. It establishes the Digital World as something that grew out of the Internet and human interaction with it, having strange things appear in often strange places, such as cruise ships in the middle of a desert, or giant mansions inside a forest. This goes with a theme of exploration. The DigiDestined don't know what's going to come at them next, especially when we're introduced to Devimon, Myotismon, and later on the Dark Masters. Antagonists in an Adventure Rewrite are often controlled by the Black Gears, mysterious flying gears that implant themselves into a Digimon and turn it into a fight-happy monster, even if the Digimon is known to be a wise and loving creature.

In order to Digivolve past Champion level, the DigiDestined require Crest Tags, each one aligned to a Virtue that the children exhibit. You may not have a full group of seven to cover all these traits, but don't let that stop you. An NPC or two might be the thing you need to fill the gap.

Adventure 02 introduced us to the idea of travel between the Digital World and the real world through the use of a device called a D-Terminal. It not only allowed the DigiDestined to go between worlds, but gave them a sort of mobile communication device to chat and relay important information. The D-Terminal also brought in the complication or real world responsibilities, like school, after-school activities, and parents. Digimon can even cross over into the real world along with their partners, but, they're stuck in their In-Training forms until they Digivolve.

Adventure 02 also gave us the idea of Dark Rings and Spirals, which allowed the evil Digimon Emperor total control over the Digimon they attached themselves to. Another weapon in the Digimon Emperor's arsenal was the Dark Tower, a giant black obelisk that prevented Digivolution from happening near it.

1 0 Digimon Adventure and Adventure 02, Continued

Implementing a game in the Adventure 02 continuity gives you access to the D3 Diigiiviice, Diigii-Eggs, D- Termiinall, Armor Diigiivollve, and DNA Diigiivollutiion mechanics.

The D3 Diigiiviice is one that is specifically created to hold Digi-Eggs, as well as detect nearby Dark Towers and Digimon wearing Dark Rings. The D-Termiinall allows you to send text messages to and fro without having to worry about which world your in. Diigii-Eggs are relics that enable a Digimon to Armor Digivolve, even when there's a Dark Tower around. Digimon that Armor Diigiivollve are considered to be Champion level Digimon and are stated as such. Thematically, each Digi-Egg has certian quirks that show up in Digimon that Armor Digivolve with them. If you have to make a custom Digimon for this, be sure to detail what they look like! DNA Diigiivollutiion is what happens when two Partner Digimon of a Champion or higher level combine, creating a new entity that is essentially a perfect fusion of both Digimon. The Digimon goes up to the next level of Digivolution, and has five additional dice to allocate to its attack qualities, defense qualities, or special qualities.

Digimon Tamers Tamers is the third series of Digimon to air and is considered to be one of the darkest things ever aired on children's television. It treats Adventure and Adventure 02 as if they were a TV show and card game franchise, popular with school-aged children. It departed from the idea that the adventures of the DigiDestined had to take place inside the Digital World for a majority of the series, with "Wild Ones" materializing within the real world city that the main characters inhabited, as well as most anyone being able to become a Tamer, provided they had a Partner Digimon to team up with and that the Digital World was created as part of a top secret experiment in artificial intelligence.

There are many themes within Tamers that come to the forefront, most of them being Lovecraftian in nature. You have a secret organization dedicated to neutralizing the escaped Digimon, children being placing adult or often sanity draining situations, and the fact that you have a monster in the real world that is actively being sought out by the mysterious organization.

Eventually, the series crossed over into the Digital World, finding that is was a rocky landscape, where only the strongest survived. Most Digimon were quite happy to attack and destroy Digimon to load their data and become stronger. The Darwinian Digital World was ruled by four Mega level Digimon called the Digimon Sovereign, each one based off of the Asian directional gods. They had been sending their minions, themed after the Chinese zodiac, into the real world to retaliate for the actions of an entity called the D-Reaper, a program meant to delete Digimon that got too advanced. The D-Reaper became far to advanced itself and eventually crossed over, bringing with it a myriad of terrible creatures that were an extension of its will.

11 Digimon Tamers, Continued

When playing in the world of Digimon Tamers, you have the following mechanical options: Biio-Merge Diigiivollutiion, D-Power Diigiiviice, Diigii-Modiify, Matriix Diigiivollutiion, and Saniity.

Biio-Merge Diigiivollutiion is a special type of Digivolution that allows a Rookie level Digimon to combine with their human Partner, creating a Digimon that is on par with a Mega, but with the an additional three dice to each ability that the player outlines. Such an ability is only possible under certain parameters, often with them being fulfilled as part of the story. The GM will let you know when you're able to do this. Players have a D-Power Diigiiviice, one that has a card reader slot on it that you can use cards to perform Digi-Modification actions. It also possesses a radar function that can detect hostile Digimon, allow the DigiDestined to see through their Digimon's eyes, and contains a data port for hooking up to a PC. Diigii-Modiify is an action the DigiDestined can perform that enhances their Partner Digimon for a short period, such as adding more power to an attack or giving them alternate movement modes. These abilities require cards and last until the end of the battle for some abilities or until you use your next attack for others. Matriix Diigiivollutiion is Warp Digivolution under a different name, but requires a mysterious blue card to activate. Saniity rules give the GM the ability to hand out Minor and Major Torments. If a DigiDestined is faced with something that would otherwise break the soul and cause intense amounts of grief, the player is allowed to roll Hope + 3d6 with a goal of rolling above 1 0 for Minor Torments, 1 5 for Major Torments, and 20 for Terrible Torments. Success means that the player character gains no Torments and deals with the trauma as best they can. Failure means that they take on the proper Torment and immediately roll to try and make headway towards resolve that Torment.

Digimon Frontier

Digimon Frontier is the fourth television series that was introduced. In it, we have a very developed setting with its own mythology, the use of Spirit Evolution, and the idea that the kids that travel to the Digital World become the Digimon to help save the Digital World.

In the many years preceding the start of the show, the Beast-type and Human-type Digimon were at war. A Digimon called Lucemon arrived and stopped the fighting, creating an era of peace. Eventually, Lucemon became corrupt and needed to be stopped. It was then, ten legendary warriors rose up, each one embodying the ten elements. Lucemon was cast down into the Dark Area and the legendary warriors passed on, leaving their spirits in each of the ten realms of the Digital World. A trio of angelic Digimon emerged to help govern the new era, Cherubimon, Ophanimon, and Seraphimon. Soon, the angelic trio began to experience disharmony: the Beast-type Cherubimon felt that the Human-type Ophanimon and Seraphimon's policies were unfair to the Beast-types. Cherubimon's despair was the perfect gateway for the comatose Lucemon's influence. Cherubimon became corrupted and lead a war with the Beast-type Digimon at his side, throwing Seraphimon into a coma and forcing Ophanimon into hiding.

The DigiDestined are called into the local train station, to a hidden floor far below the station's floor. There they find a bunch of other kids, but only a select few actually get on a train before they depart. The DigiDestined find their phones changed into Digivices and are thrust into a strange world of adventure in which they become Digimon through the use of the spirits of the legendary warriors.

1 2 Digimon Frontier, Continued

When running a game in the world of Digimon Frontier, you have access to the following special rules: D-Tector, Fractall Code, Spiiriit Diigiivollutiion, and Traiillmon.

D-Tectors are special Digivices that allow players to scan Fractal Code from defeated Digimon, as well as hold Spirits gained from enemies or found through exploration. Fractall Code makes up everything in the Digital World of Digimon Frontier. When a Digimon is defeated, they go dark and a ring of Fractal Code appears. A player can use the D-Tector to absorb the code, purify it, and restore the decimated Digital World. Each section of the Digital World has its own hidden Fractal Code, unique to the area. Cherubimon's minions want to absorb this code and chunk by chunk destroy the Digital World. Players also have Fractal Code, which displays the Spirits of the Legendary Warriors they possess. If a player happens to get knocked out, they could possibly have their Spirits stolen, preventing them from using Spirit Evolution until they recover them. Spiiriit Diigiivollutiion is how the DigiDestined combat the evils of the Digital World in Digimon Frontier. Players have no Partner Digimon to rely on, but instead they possess the Spirits of the ten Legendary Warriors. Once acquired, each kid can Spirit Digivolve into one of the ten Legendary Warrior Spirits. The Human Spirit is equivalent to a Champion Level, and the Beast Spirit is equivalent to an Ultimate level Digimon. The Player can perform a Slide Digivolution, and shift between their two Beast and Human Spirits on their turn once they have their Beast Spirit. Eventually, they can perform a Fusion Digivolution, in which they combine both the Beast and Human Spirit into one unique Digimon. This Digimon is on par with a Mega level in terms of powers. When creating the Beast, Human, and Fusion Digimon, add an extra five dice to their pool for qualities. Traiillmon are strange train-like Digimon that rely on a monorail system to move around the world. One can ride around inside the Trailmon, to and from stations and terminals in the Digital World. Each one has a unique designation and appearance, such as Trailmon Worm.

Digimon World If Digimon Adventure couldn't be considered the default setting of Digimon: Digital Adventures, then the first of the Digimon World video games would be the next on the list. The game itself is fairly simple; the protagonist is transported from his home in the real world and into the Digital World by way of a Digimon keychain. Once he wakes up in the home of Jijimon, an elderly Digimon, he finds out the terrible news of what's happening to File Island: For some reason, the Digimon have been going crazy, becoming battle happy and acting no better than wild animals. This has caused the local infrastructure in File City to collapse and leave it in need of great amounts of repair.

Jijimon gives the player a Digitama, which quickly hatches into a Digimon. From there, the protagonist must raise and train the new Digimon, and help beat some sense into the wild Digimon that lurk outside the area around Jijimon's home and rebuild File City and stop the mysterious Analogman and his goals.

When using Digimon World as a setting, you can use the following special rules: Fresh Form.

A Digimon that has just hatched is said to be Fresh. Starting out in Digimon World, your character receives a Digitama that hatches into the Fresh form of a Digimon. This Fresh from is unsuited to fighting, with just three dice to allocate to qualities, one wound box, and a size tag of [Tiny]. In a few hours, it will progress to the In-Training level, and in a day, to Rookie.

1 3 Digimon World 2 The second game in the Digimon World series, Digimon World 2 presents the idea of humans and Digimon living peacefully side-by-side in the Digital World on the Directory Continent in a city called Digital City.

Fresh out of the training mission, the main character joins up with one of the three Guard Teams in Digital City that hand out missions and defeat evil Digimon that would threaten Digital City. The Black Swords team specializes in Virus-type Digimon, while the Gold Hawks prefer Vaccine-type Digimon, and the Blue Falcons prefer Data-type Digimon. Each Guard Team is on somewhat friendly terms with each other, with rivalries existing between teams more often than friendships.

The main character acquires the use of a Digi-Beetle, a special type of tank that's designed to travel through the more hostile areas of the Digital World and has the added benefit of storing everything you could ever want on board.

As the main character travels through the world, he is opposed by the malicious Blood Knights, a Guard Team that uses evil or wild Digimon to disrupt the peace and security of the Directory Continent.

When using Digimon World 2 as a setting, you have access to the following special rules: Allllegiiance and Diigii- Beetlle, as well as the DNA Diigiivollutiion special rule.

When making a character, note their Allllegiiance to one of the three Guard Teams presented above. This gives you access to the Guard Team's headquarters, their barracks, special item shops, as well as allies you can call on when you need help. Additionally, when your Partner Digimon is of your Guard Team's preferred type, they gain a +1 d6 bonus to all their qualities. The Diigii-Beetlle is a custom tank that you can ride around in to traverse the more dangerous areas of the Digital World. Usually, the party will share one, but Guard Teams have been known to rent out Digi-Beetles to their members in times of need.

Digimon World 3 Digimon World 3 builds on the Human-Digimon relationship presented in Digimon World 2, and alters it a little. In the game, Digimon are part of an amazing MMO known as Digimon Online. Created by the MEGAMI Corporation, Digimon Online is a massive success and considered to be one of the most popular games of its time. The main character gets into the game with his two friends and things quickly spiral out of control.

Once inside the game, all the players are trapped inside the system by a strange error. The MEGAMI game master sends out a system wide message that the error is an act of cyber-terrorism committed by the mysterious hacker that goes by Lucky Mouse. Trapped inside, the main character and his friends go off to try and bring this digital terrorist to justice, uncovering a dark conspiracy along the way that threatens the very existence of the real world.

When using Digimon World 3 as a setting, you have access to the following Special Rules: IIt''s Onlly a Game and DNA Diigiivollutiion.

It’s a sad fact, but the Digital World is Onlly a Game created by the MEGAMI Corporation for a terrible purpose. This means that the players can move freely back and forth between the real world and the world of Digimon Online using the teleport system, unless there are special circumstances that prevent them from leaving or entering the game.

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