Digimon: Digital Adventures
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DIGIMON: 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 Anime Settings, Special thanks to: The alpha and beta general editing and formating. playtesters. 7/1 7/201 2: Updated the Video Game 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 - Digimon Adventure 1 0 and Adventure 02 - Digimon Tamers 11 - Digimon Frontier 1 2 - Digimon World 1 3 - Digimon World 2 1 4 - Digimon World 3 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 fantasy. 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 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 + Willpower - your Unmarked Torment Boxes with a goal of rolling above 1 0.