Digimon: Digital Adventures A RPG IIndex Beta Ediitiion 0..07

Introduction ... Page 1 Intitial Design by: The Digimon Emperor Basic Mechanics ... Page 2 With help from 4chan's Traditional Games board, /tg/. Character Creation ... Page 2 Digimon Ceation ... Page 4 Special thanks to: The alpha and beta playtesters. Combat ... Page 6 Digivolution ... Page 8 Check out #tgdigimon on the Sup/tg/ IRC at Other Things ... Page 8 irc.thisisnotatrueending.com! Settings and Rewrites ... Page 9 - Adventure Page 9 PDF Created with Scribus 1 .4.1 - Adventure 02 Page 9 PDF Bookmarked with Foxit Reader - Tamers Page 1 0 - Frontier Page 11 - Page 1 2 - Digimon World 2 Page 1 2 - Page 1 3 Update Log: 7/1 6/201 2: Updated the Settings, general editing and formating. 7/1 7/201 2: Updated the Video Game Settings, clarified Digivolution time, added the Stunt system, added enviromental Aspects, added size tags attack tags and movement tags, added lag for Warp Digivolution, updated Fractal Code. General formating and editing. 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. 8/1 3/201 2: Complete overhaul of the layout and format, introduced an effects list, clash mechanics, minor rules edits. General Editing. 8/23/201 2: Formatting, Digivolution Milestones. Possibly complete? 1 0/25/201 2: Tossing now does damage, removed special qualities in favor of Digimon Aspects, Rebalancing attack effects, Torments have player activation limit, and a minimum of 2 wound boxes for a kid. General formating and editing. Diigiimon:: Diigiitall Adventures Rollepllayiing Game In this game, you play as the DigiDestined kids and their As is often the case, the Digital World is in dire peril when Digimon, battling the forces of evil in both the real and digital worlds. it requires the assistance of the Chosen Children. It will summon Often times, the adventure crosses between both worlds, usually them to the world in an effort to protect itself. Sometimes, though, with the use of computers. the Digital World will wage war on the real world, having Digimon emerge into the real world. With that laid out, it's time to create your own Chosen Child and their partner Digimon to help save both The Diigiitall Worlld worlds! The Digital World is a world of many strange marvels and odd sights. Here, only the basic rules of the universe apply, most of the time. Up is up, down is down, and things need food to survive. The DiigiiDestiined One thing you can count on is that there will always be some sort of Sometimes called the Chosen Children, these kids are the surprise waiting for the DigiDestined kids. ones picked by the Digital World to help save both the Digital World and the real world and the Player Characters of Digimon: Digital The Digital World, often times, was created when the Adventures. Each player controls one of the DigiDestined during Internet came into being, files started to be shared from government their adventures in the Digital World. Many times, the kids don't facilities and once it went public, the Internet became a vast library know each other or are connected by some event or location, such of knowledge and those willing to share it. During the early days of as seeing the sudden emergence of Greymon and Parrotmon and the Internet, the Digital World was quite basic and empty. their brawl or where they live. Sometimes, groups of people working with artificial Intelligence can be to blame for the creation of Digimon. Basic intelligences could These children each possess something about them that battle, 'eat', and interact with each other, and perhaps, one of these draws them to the Digital World, perhaps exemplifying the virtues of intelligences made it to the Digital World and began to interact with the Digital World or maybe they were just the ones that answered the world, absorbing data and becoming stronger. Eventually it the call to adventure. These Chosen Children are the ones that will would reproduce and begin to diversify, giving the Digital World its save both worlds at the end of their adventures. many varied and sometimes unique inhabitants, the Digimon. The Chosen Children don't have to be kids, but more often Time flows differently inside the Digital World. Each than not, the DigiDestined are children or preteens. DigiDestined can iteration of it seems to have different rules for how time spent in the be older, often in their mid to late teens, but in certian settings the Digital World works in the real world. Sometimes, the real world is DigiDestined may be young adults with partner Digimon. put on pause while the DigiDestined are inside the Digital World. If the Chosen Children are transported to the Digital World on August First, they would eventually return that same day, give or take a few minutes. Other times, the flow of time is the same as the real world, both worlds going at the same speed. If the kids spend a month in the Digital World, they've also been missing for a month in the real world as well! Oh those poor, worried parents.

The Digital World seems to have many ways of getting inside. Often times, the DigiDestined are transported to the Digital World after some bizarre and unseasonal weather. Other times, you're sucked into the Digital World via the computer you're sitting at while in school. Very rarely, the kids will receive a literal call to adventure or the Digital World will already be populated with humans. Getting out of the Digital World is often a different proposition all together. Sometimes, the journey home requires the solving of a difficult puzzle, or perhaps a long quest to find the right train home. Or it can be as easy as finding a terminal to simply travel back to the real world. 1 Basiic Mechaniics Character Creatiion As a basic mechanic, every roll made as a kid is 3d6 + a Each player character has a set of stats, which are added stat and is usually made when your skill in something is brought into to rolls when things get hairy. 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. Stat What it Does

Body Body is the stat that’s used when performing

TN Description physical acts that don't necessarily relies on

1 0 Every day tasks. reflexes and agility, such as climbing, running, or

1 2 Slightlydifficultifyou're notused to performing lifting things.

them. Agility Agility is your character's manual dexterity and

1 5 Hard and difficult tasks. reflexes and covers things like throwing objects,

1 7 Really, really tough and hard to do things. jumping out of the way of things, and catching

20 All butimpossible exceptforthe right falling friends.

circumstances and a lot of luck. Intelligence Intelligence is how well-read a character is, as well

as how convincing you are when telling other

If you happen to exceed the target number by five or people what they need to know or want to hear. more, then you critically succeed at your task, often doing it better Willpower Willpower is how well a character can resist and with style and flair. If you happen to roll five lower than the target outside influences, focusing on a project while number, then you critically fail. This means that you not only fail, but ignoring people around you, and is most often accept a minor consequence as a result of your failure. used in working through Torment.

Perception Perception is how well your character is able to

spot things in the distance, hear whispers, and

Stunts otherwise sense the environment around them. 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 You have 1 5 points to distribute between the five stats and way in making a game more immersive as well as fun, and should your Torment. Stats are rated from -5 to 5 and you add the stat to a be rewarded as well. 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 If you do a little something more with your in-character with no others going over four. If you so choose to, you can subtract actions, called Stunting, the GM may reward you with a +1 to from other stats for additional points on a one-for-one basis up to a whatever dice roll your character might be attempting, all the way up total of ten bonus points. For older characters, consider increasing to a +3 if the GM and group find it to be a very good description. the limit on stat ratings up to -7 to 7 for teenagers and -1 0 to 1 0 for Your Digimon can also benefit from Stunts. If they get creative adults. 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 can be 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 Teamwork have finely developed social skills. Your kid has 3 Aspects about Teamwork is often essential to survival in the Digital World. If kids them that will aid, and possibly harm them along their journey. These want to work together to complete a difficult task, have them decide aspects should be descriptive and add to the character, though they on who's going to be the one leading all of them. Other players then may have a small chance of hindering a character on occasion. roll the associated stat and if they roll a 1 2 or higher, the leader gets Some examples are Great Sense of Justice, Funny Fat Guy, or Wise +2 to his or her roll for the task. Beyond Your Years.

2 Aspects,, Contiinued Major torments last a long time and are often pretty When an Aspect might come into play for a stat roll, the stressful for a kid. Some examples are being your younger brother's player adds an additional +2 to the roll. If you have a Great Sense of keeper, fearing combat because it will critically injure your partner, or Justice, it may add to a Body roll to face down a bully. The Funny Fat being so hurt by reality to the point of retreating into . Guy would get a bonus to Willpower rolls to help lighten an otherwise gloomy mood. Someone Wise Beyond Their Years would Terrible Torments should never happen to anyone. These gain a +2 to an Intelligence roll when they're being reliable and are the things that break wills, cause kids to lose all hope for the dispensing much needed advice and planning. 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 If an Aspect would otherwise hinder you in some someone they care about dying right in front of them. 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 If you choose to, you can spend some of your 1 5 points on an evil opponent who's much stronger than they are. The Funny Fat taking steps to get rid of your Torments, essentially coming into the Guy would be out of shape and have a -2 on a Body roll when game with a little headway made toward making peace with your they're trying to out run the rampaging Digimon chasing him and his history. You can only spend enough points to mark off up to 2 for friends. Though they may have wisdom, someone who's Wise Minor, 3 for Major, and 5 for Terrible. Beyond Their Years is still treated like a kid by adults and sometimes their friends. Each type of Torment has a number of boxes associated with it. Minor Torments have 5 boxes, Major have 7, and Terrible Aspects can also describe the environment around your have 1 0. If you're confronted with your Torment, be it in the form of a characters. A cave isn't just a cave, it's a Dark and Cramped Tunnel. child in danger and you can do nothing about it, or simple campfire These Aspects can seem totally negative at first glance, but can be recollections bringing up a dreadful past, you roll 3d6 + Willpower - beneficial if you look for the right cues. A Dark and Cramped Tunnel your Unmarked Torment Boxes with a goal of rolling above 1 0. If you is a great place to hide, especially from some Digi-creep that's out to succeed, you then make a little headway towards resolving that get you. In such a situation, you'd get a +2 to your 3d6 + Agility roll to Torment, marking off another box. hide yourself. Successful rolls mean that whoever was after you happens to overlook you and goes on their way. Failure results in your kid becoming sullen and withdrawn for a short time and making no progress towards resolving your Torment. A roll of 5 or lower, your kid becomes sullen and withdrawn Torment to the point where others notice it and probably aggravate the Each DigiDestined kid has a problem. Some problems are situation to the point where you ditch the group. 0 or less causes you worse than others and are more deeply effecting. These problems to become catatonic or reduces you to a blubbering mess, quite will Torment a kid throughout their adventures in the digital world. possibly at the worse time. Note that players can activate their With effort, kids can come to terms with their problems and even character's Torments once per session per Torment. Anything after maybe become better individuals for them. Sometimes, you that is done at the whims of the GM. encounter problems or have them thrust upon you via unfortunate circumstance and you acquire an additional Torment. Roundiing Out the Character Torments come in three varieties and have various ratings, Each kid has a number of wound boxes equal to their Minor, Major, and Terrible. Kids start with two Minor Torments or one Body + 2, with a minimum of 2. These get depleted over the course Major Torment at the least. You can take more than the starting one of a fight if a kid decides to engage in combat with another player or or two Torments as you wish, but you gain no bonuses for additional even a Digimon. A kid has a Speed rating equal to their Agility + 2, flaws. so if worse comes to worse, you know who can outrun the angry Digimon chasing you. Minor Torments are those that aren't very crippling, but can still affect a kid. They range from being a crybaby, being unable In addition to the above traits, give your DigiDestined to make friends when you're the new kid, or simply being in the character a name, gender, age, and perhaps a few quirks of dress middle of a messy divorce. and a short physical description. These help to flesh out their traits and make them feel more human in an otherwise Digital World. 3 Diigiimon Digimon Attacks Each kid has a Digimon partner. This Digimon protects Each Digimon also has a distinct grouping of tags for its their kid and will fight to the death for them. There's a sort of bond attacks, size, and movement capabilities. Attacks have either the between them that borders on the supernatural, as a Digimon [Melee] or [Ranged] tag, meaning that the attack can only be partner can tell if there's something wrong with their kid or the performed on enemies that are near the Digimon if it has the [Melee] general direction in which they lie. tag, or the attack can be performed at a distance if the attack possesses the [Ranged] tag. Digimon Creation In a fight, a Digimon is the best thing you can have. Each In addition to the [Melee] or [Ranged] tag, an attack has Digimon has a number of six sided dice to allocate to special abilities either the [Damage] tag, meaning it does straight damage, or an depending on their rank. Most players start with a Rookie level [Effect] tag, which means that the attack purely has a special effect partner and thus receive 1 0 dice to allocate to their qualities. Your (worked out with your GM) based on the left over dice Some attacks partner has at least one attack quality and one defensive ability. For have both the [Damage] and [Effect] tags, meaning that it can example, would have 6 dice in his attack quality and 4 in his damage and have a special effect. If an attack has both of the tags, Small and Agile defense quality. you must decide on how to split the leftover dice between damage dealt or to how long the special effect lasts. Digimon have a number of hit boxes related to their rank plus how many dice they have in a defensive ability. A Rookie level Attack Effects starts out with 5 + their dice in their defensive ability. Our example Some effects require a certian amount of successes to pull Agumon would have 9 wound boxes due to his 4 dice in his Small off. The more powerful the effect, the more successes needed. and Agile defense plus the starting 5 for being a Rookie. Requiring 1 success for 1 round of duration:

As you go through the game, your Digimon will Digivolve Poison - a Digimon takes one point of damage per round of the duration. into new and more powerful forms. These forms are essentially the Immobilized - a Digimon cannot move for the duration. same as making a Rookie, only with more dice to allocate and more base wound boxes. Requiring 2 successes for 1 round of duration:

Paralysis - A Digimon can take no actions for the duration.

Wound Initiative Stun - A Digimon cannot move or use [Melee] attacks for the duration.

Rank Dice Boxes Modifier

In-training 5 2 + 0 Requiring 3 successes for 1 round of duration:

Rookie 1 0 5 + 1 Blind - A Digimon is blinded and halves their movement, Attack pool and

Champion 1 5 1 0 + 3 defense pool for the duration.

Ultimate 20 1 5 + 5 Charm - A Digimon is hypnotized and has its turn controlled by the one who

Mega 25 20 + 8 hypnotized it.

Digimon Aspects Every digimon has two Digimon Aspects that allow it to either make rolls like a kid would or adds single die to specific attacks, or 2 to some other attribute's rating. Our example Agumon has the Sharp Nose aspect and the Sharp Claws aspect. The Sharp Nose aspect would work similarly to a kid's Perception roll, where Agumon would roll 3d6 + 2 and attempt to beat the Target Number set by the GM, and is often done when a kid would make a Perception roll. The Sharp Claws aspect would specifically add a single die to Agumon's [Melee] tagged attacks.

4 Diigiimon,, Contiinued

Digimon Size, Speed, and Movement A Digimon's size can fluctuate depending on 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 In-Training 2

hands or in a lap.

[Small] Roughly a meter tall, the Rookie 4

size of a child.

[Medium] The size of a teenager or Few Rookies and 5

adult. some Champions

[Large] Anywhere from the size Most Champions 7

of a car to a single-

story building.

[Huge] Small building and up. Some Champions, 9

Most Ultimates and

Megas

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.

[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 If they decide to engage in combat with a Digimon, then Sometimes, things don't go your way and you're facing the human would have an attack pool equal to their Body and a down some seriously bad dudes who want to do you and your defense pool equal to their Agility. These are rolled the same way as Digimon harm. This is when combat starts. Digimon attacks and defense and suffer the same penalties for being attacked multiple times in a round of combat. Initiative In combat, kids roll 3d6 + Agility (Or Perception if the An Example of Combat combat is an ambush) to determine an initiative order. Lone Digimon Agumon and Taichi are facing off against a pretty pissed roll 3d6 + their Initiative Modifier. If there happens to be a tie, the off Greymon. Taichi rolls his Agility and gets a 4, 3, and 4 for a total victor is the one with the higher Agility/Initiative Modifier. If the tie of 11 and adds his Agility of 2 to the total for a result of 1 3. The GM persists, then the GM should favor the kid over the lone Digimon. rolls for Greymon and has some bad luck, getting a total of 8. Taichi The players and GM then go down the initiative list and then start decides to keep his distance while Agumon shoots a [Ranged] again when everyone has had a turn. Kids and their partner Digimon Pepper Breath attack at the Far rogue Greymon. Taichi's player rolls act on the same turn. If kids have time to make a plan of attack, then 6d6 and gets 4, 4, 3, 3, 2, and 1 . No successes here. they can add Intelligence to their initiative roll. The GM rolls the 7 dice for Greymon's Thick Hide Reach defensive quality and gets 6, 5, 4, 4, 2, 2, and 1 . Immediately, Taichi Note that sometimes, an enemy Digimon is out of reach. can see that Agumon's Pepper breath is going to have no effect on This Digimon is said to be Far from you. If you're right up next to the Greymon's Thick Hide! It might be time for Mimi, Sora, and the him, you're said to be Close. Keep in mind that both [Melee] and others to jump in! [Ranged] tagged attacks can be used if you're Close, but only [Ranged] tagged attacks can be used on Far enemies. Defeat If a Digimon happens to have all their wound boxes Attacks and Defense marked off, then they are knocked out for a time. As is often the Attacks work by rolling the number of six-sided dice case, if they were being controlled by unseen forces, the control allocated to your Digimon's attack quality, which functions as a pool ends. If the attacking Digimon happens to score more damage than from which you can draw dice from. With our example Agumon, he'd there are open wound boxes on an opponent, then an NPC Digimon roll up to 5d6 when attacking with his Pepper Breath or Claw Attack, often reverts to a Digitama and then disappears. If the Digimon in but, since he lacks a special quality that lets him make multiple question happens to be a player character controlled one, then it attack rolls in a round, he'd just use the whole 6d6. The defending drops down to the next rank, often weaker and apologetic that it Digimon then gets to roll their defensive quality to try and negate the wasn't strong enough. If the damage is terrible enough (Often when attack. Compare the results. A result of a five or a six on the dice a Digimon faces an opponent two ranks higher than it) then the PC rolled is a success. The defender then uses their successful dice to Digimon reverts to a Digitama, but doesn't disappear. When in the negate successful dice from the attacker. If any of the attacker's Digitama form, Digimon are extremely fragile, have no attacks or successes still persist, then they deal a number of wound boxes defensive qualities, and if they would be targeted by a successful worth of damage to the defender equal to the number of successes attack, they break and their data is dispersed. It takes roughly a few left over. 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 An enemy with more defense dice than your attack dice Rookie after three to five days. 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.

6 Combat,, Contiinued As the Clash goes on, both participants make the same Digivolving in Combat roll at the beginning of each of their turns. The one with the highest In combat, usually after certain conditions have been roll is the one who controls the Clash. If you have control of the fulfilled (See Digivolution), a Digimon will Digivolve into the next Clash, you have several options: rank! This usually happens when the kid is in danger or is fighting a * Piinniing an enemy prevents it from moving. If the other strong opponent, though the GM has final say in if a Digimon can Digimon has [Flyer] and is in the air, both Digimon begin to Digivolve or not. The change to the next stage takes up your turn in fall. combat but, the Digimon loses all marked off wound boxes and gains * Perform a [Mellee]] or [Ranged]] attack. The target rolls the stated out attacks and defenses of its new form. Their human their defensive quality at a -3 penalty. partner can roll 3d6 + their highest score and give their partner * Throw the other partiiciipant.. The other participant is now Digimon a bonus for a successful roll. On a roll of 1 0 or more, the kid at Far range, takes your attack pool successes in damage, adds an extra die to any quality the Digimon possesses or an extra and they roll their defensive quality at a -2. wound box. On a 1 5 or more, the Digimon gains the player's choice * End the Cllash.. Both participants are no longer Clashing of a free die and wound box, two additional dice, or two wound and are at Near range. boxes. This continues on for every increment of five. All penalties last until the end of the turn. The Clash Clashing continues until one opponent is knocked out or the Clash is ended Sometimes, attacks aren't as simple, and two Digimon in a as part of someone's Clash action. scrap will Clash. Clashing Digimon engage in a mix of close quarters combat and grappling, often using just brute strength and raw power Interceding to attempt to overpower the other participant. Both participants have If a kid or digimon is targeted by an attack and they can't to be Close to each other and the one who initiates it rolls 3d6 + the defend themselves, the remaining half of the pair can choose to number of dice in their attack pool + a bonus from their size + a interpose themselves between the target and the attack. The bonus from their rank as explained on the table below. The roll is damage and attack rolls don't change, just the target. This might contested by the other participant. If the initiator wins, they gain trigger Digivolution in a partner Digimon and give them the power control of the Clash, but if the other participant wins, they have to boost they need to win. choice of taking control of the Clash or not Clashing at all.

Size Bonus Rank Bonus

[Tiny] -2 In-Training -2

[Small] +0 Rookie +0

[Medium] +1 Champion +2

[Large] +3 Ultimate +4

[Huge] +5 Mega +5

7 The Diigiiviice When they enter from the real world, the kids often receive Special Digivolutions can often occur, most of them being a Digivice. Quite literally a digital device, the Digivice enables quicker jumps to higher stages. Warp Digivolution advances a partner Digimon to Digivolve without having to destroy other Digimon Rookie all the way up to Ultimate or Mega levels if they're capable of and instead allow the DigiDestined to channel their emotional energy doing so. This ability is considered a story reward to be handed out into power and enable their partner to Digivolve into Champion level by the GM as necessary. When using Warp Digivolution, your and beyond. Without one, partner Digimon can't Digivolve! 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 The appearance of a Digivice varies from series to series, level imparts a -3d6 penalty to your dice pools while going up to but often has a basis in real-life technology. Most often, the Digivice Mega level forces you to take a -5d6 penalty. At the beginning of is one of these common devices that are altered upon the transition your turn, the penalty decreases by a single die, meaning that in from the real world to the Digital World, often a cell phone or an MP3 three turns, your Ultimate is at full capacity while it would take five player. turns to get your Mega level Digimon up to speed.

Depending, a Digivice might have special things connected with them, such as crest tags that allow partner Digimon Equiipment to Digivolve further than they normally would or perhaps a card Each kid often enters the Digital World with some items in scanner to allow the DigiDestined to modify their partners with addition to a Digivice. Players have their choice of two items from special cards. The GM and players are allowed to get creative with the following list. If you don't see one on here that you like, then talk what sort of add-ons the players' Digivice have. to your GM about custom items.

Items List

Diigiivollutiion - First Aid Bag - Camping Gear

Once certain conditions have been fulfilled, a partner - Cool Hat - Snacks and drinks (Enough for 3

Digimon gains the ability to Digivolve past their Rookie level form days for one person) and into a Champion, Ultimate, or even Mega level. These basic - Goggles (Only one available) - Portable Computer conditions are often best summed up as being: the partner Digimon - Whistle - Mini-Telescope is well feed, their DigiDestined partner is in trouble, and the reason - Sweet Backpack - Portable Music Device (Be it a for Digivolving falls in line with one of the virtues. harmonica or MP3 player)

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. Sometimes, more concrete goals are desired. A GM can decide that a partner Digimon is ready to Digivolve by meeting certain achievement-based milestones, such as defeating a number of Digimon of equal or higher ranking or loading the data of 5 higher level Digimon or 1 0 Digimon of equal ranking. These milestones should be kept secret from players; lest they start attacking everything in sight so they can reach higher levels quicker.

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.

8 Settiings and Rewriites The world of Digimon has many established settings, Adventure 02 also gave us the idea of Dark Rings and some of which you might like to play or run a game in. Here's just a Spirals, which allowed the evil Digimon Emperor total control over quick summary of the settings and what sort of special rules you'd the Digimon they attached themselves to. Another weapon in the have to apply, if any. Digimon Emperor's arsenal was the Dark Tower, a giant black obelisk that prevented Digivolution from happening near it. Rewrites are a type of game where the players take the role of the main characters, usually by having the canon characters Implementing a game in the Adventure 02 continuity gives not exist. In a sense, players in a Rewrite game remake the canon of you access to the D3 Diigiiviice, Diigii-Eggs, D-Termiinall, Armor a series or video game. If you're planning on playing in or running a Diigiivollve, and DNA Diigiivollutiion mechanics. 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 The D3 Diigiiviice is one that is specifically created to hold setting. It just makes for a boring and predicatble game for everyone Digi-Eggs, as well as detect nearby Dark Towers and Digimon involved. wearing Dark Rings.

The D-Termiinall allows you to send text messages to and and Adventure 02 fro without having to worry about which world your in. The original series that started it all. Most of the time this would be considered the default setting of Digimon: Digital Diigii-Eggs are relics that enable a Digimon to Armor Adventures, as it contains plenty of the themes and mechanics that Diigiivollve, even when there's a Dark Tower around. Digimon that are already outlined in this book. It establishes the Digital World as Armor Digivolve are considered to be Champion level Digimon and something that grew out of the Internet and human interaction with it, are stated as such. Thematically, each Digi-Egg has certian quirks having strange things appear in often strange places, such as cruise that show up in Digimon that Armor Digivolve with them. If you have ships in the middle of a desert, or giant mansions inside a forest. to make a custom Digimon for this, be sure to detail what they look This goes with a theme of exploration. The DigiDestined don't know like! what's going to come at them next, especially when we're introduced to Devimon, Myotismon, and later on the Dark Masters. Antagonists DNA Diigiivollutiion is what happens when two partner in an Adventure Rewrite are often controlled by the Black Gears, Digimon of a Champion or higher level combine, creating a new mysterious flying gears that implant themselves into a Digimon and entity that is essentially a perfect fusion of both Digimon. The turn it into a fight-happy monster, even if the Digimon is known to be Digimon goes up to the next level of Digivolution, and has five a wise and loving creature. additional dice to allocate to its attack qualities, defense qualities, or special qualities. 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.

9 Tamers is the third series of Digimon to air and is When playing in the world of Digimon Tamers, you have considered to be one of the darkest things ever aired on children's the following mechanical options: Biio-Merge Diigiivollutiion, D-Power television. It treats Adventure and Adventure 02 as if they were a TV Diigiiviice, Diigii-Modiify, Matriix Diigiivollutiion, and Saniity. show and card game franchise, popular with school-aged children. It departed from the idea that the adventures of the DigiDestined had Biio-Merge Diigiivollutiion is a special type of Digivolution that to take place inside the Digital World for a majority of the series, with allows a Rookie level Digimon to combine with their human partner, "Wild Ones" materializing within the city that the main characters creating a Digimon that is on par with a Mega, but with the an inhabited, as well as most anyone being able to become a Tamer, additional three dice to each ability that the player outlines. Such an provided they had a partner Digimon to team up with and that the ability is only possible under certain parameters, often with them Digital World was created as part of a top secret experiment in being fulfilled as part of the story. The GM will let you know when artificial intelligence. you're able to do this.

There are many themes within Tamers that come to the Players have a D-Power Diigiiviice, one that has a card forefront, most of them being Lovecraftian in nature. You have a reader slot on it that you can use cards to perform Digi-Modification secret organization dedicated to neutralizing the escaped Digimon, actions. It also possesses a radar function that can detect hostile children being placing adult and often sanity draining situations, and Digimon, allow the DigiDestined to see through their Digimon's eyes, the fact that you have a monster in the real world that is actively and contains a data port for hooking up to a PC. being sought out by the mysterious organization. Diigii-Modiify is an action the DigiDestined can perform that Eventually, the series crossed over into the Digital World, enhances their partner Digimon for a short period, such as adding finding that is was a rocky landscape, where only the strongest more power to an attack or giving them alternate movement modes. survived. Most Digimon were quite happy to attack and destroy These abilities require cards and last until the end of the battle for Digimon to load their data and become stronger. The Darwinian some abilities or until you use your next attack for others. Digital World was ruled by four Mega level Digimon called the Digimon Sovereign, each one based off of the Asian directional Matriix Diigiivollutiion is Warp Digivolution under a different gods. They had been sending their minions, themed after the name, but requires a mysterious blue card to activate and do not Chinese zodiac, into the real world to retaliate for the actions of an suffer from lag. entity called the D-Reaper, a program meant to delete Digimon that got too advanced. The D-Reaper became far to advanced itself and Saniity rules give the GM the ability to hand out Minor and eventually crossed over, bringing with it a myriad of terrible creatures Major Torments. If a DigiDestined is faced with something that would that were an extension of its will. otherwise break the soul and cause intense amounts of grief, the player is allowed to roll Willpower + 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.

1 0 Digimon Frontier is the fourth television series that was When running a game in the world of Digimon Frontier, introduced. In it, we have a very developed setting with its own you have access to the following special rules: D-Tector, Fractall mythology, the use of Spirit Evolution, and the idea that the kids that Code, Spiiriit Evollutiion, and Traiillmon. travel to the Digital World become the Digimon to help save the Digital World. D-Tectors are special Digivices that allow players to scan Fractal Code from defeated Digimon, as well as hold Spirits gained In the many years preceding the start of the show, the from enemies or found through exploration. Beast-type and Human-type Digimon were at war. A Digimon called Lucemon arrived and stopped the fighting, creating an era of peace. Fractall Code makes up everything in the Digital World of Eventually, Lucemon became corrupt and needed to be stopped. It Digimon Frontier. When a Digimon is defeated, they go dark and a was then, ten legendary warriors rose up, each one embodying the ring of Fractal Code appears. A player can use the D-Tector to ten elements. Lucemon was cast down into the Dark Area and the absorb the code, purify it, and restore the decimated Digital World. legendary warriors passed on, leaving their spirits in each of the ten Each section of the Digital World has its own hidden Fractal Code, realms of the Digital World. A trio of angelic Digimon emerged to help unique to the area. Cherubimon's minions want to absorb this code govern the new era, Cherubimon, Ophanimon, and Seraphimon. and chunk by chunk destroy the Digital World. Players also have Soon, the angelic trio began to experience disharmony: the Beast- Fractal Code, which displays the Spirits of the Legendary Warriors type Cherubimon felt that the Human-type Ophanimon and they possess. If a player happens to get knocked out, they could Seraphimon's policies were unfair to the Beast-types. Cherubimon's possibly have their Spirits stolen, preventing them from using Spirit despair was the perfect gateway for the comatose Lucemon's Evolution until they recover them. influence. Cherubimon became corrupted and lead a war with the Beast-type Digimon at his side, throwing Seraphimon into a coma Spiiriit Evollutiion is how the DigiDestined combat the evils and forcing Ophanimon into hiding. of the Digital World in Digimon Frontier. Players have no partner Digimon to rely on, but instead they possess the Spirits of the ten The DigiDestined are called into the local train station, to a Legendary Warriors. Once acquired, each kid can Spirit Digivolve hidden floor far below the station's floor. There they find a bunch of into one of the ten Legendary Warrior Spirits. The Human Spirit is other kids, but only a select few actually get on a train before they equivalent to a Champion Level, and the Beast Spirit is equivalent to depart. The DigiDestined find their phones changed into Digivices an Ultimate level Digimon. The Player can perform a Slide Evolution, and are thrust into a strange world of adventure in which they and shift between their two Beast and Human Spirits on their turn become Digimon through the use of the spirits of the legendary once they have their Beast Spirit. Eventually, they can perform a warriors. Fusion Evolution, 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.

11 Digimon World Digimon World 2 If Digimon Adventure couldn't be considered the default The second game in the Digimon World series, Digimon setting of Digimon: Digital Adventures, then the first of the Digimon World 2 presents the idea of humans and Digimon living peacefully World video games would be the next on the list. The game itself is side-by-side in the Digital World on the Directory Continent in a city fairly simple; the protagonist is transported from his home in the real called Digital City. 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 Fresh out of the training mission, the main character joins the terrible news of what's happening to File Island: For some up with one of the three Guard Teams in Digital City that hand out reason, the Digimon have been going crazy, becoming battle happy missions and defeat evil Digimon that would threaten Digital City. and acting no better than wild animals. This has caused the local The Black Swords team specializes in Virus-type Digimon, while the infrastructure in File City to collapse and leave it in need of great Gold Hawks prefer Vaccine-type Digimon, and the Blue Falcons amounts of repair. prefer Data-type Digimon. Each Guard Team is on somewhat friendly terms with each other, with rivalries existing between teams more Jijimon gives the player a Digitama, which quickly hatches often than friendships. into a Digimon. From there, the protagonist must raise and train the new Digimon, and help beat some sense into the wild Digimon that The main character acquires the use of a Digi-Beetle, a lurk outside the area around Jijimon's home and rebuild File City and special type of tank that's designed to travel through the more hostile stop the mysterious Analogman and his goals. areas of the Digital World and has the added benefit of storing everything you could ever want on board. When using Digimon World as a setting, you can use the following special rules: Fresh Form. As the main character travels through the world, he is opposed by the malicious Blood Knights, a Guard Team that uses A Digimon that has just hatched is said to be Fresh. evil or wild Digimon to disrupt the peace and security of the Directory Starting out in Digimon World, your character receives a Digitama Continent. 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 When using Digimon World 2 as a setting, you have wound box, and a size tag of [Tiny]. In a few hours, it will progress to access to the following special rules: Allllegiiance and Diigii-Beetlle, as the In-Training level, and in a day, to Rookie. 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.

1 2 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 nothiing more than a viideo 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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