Digimon Digital Adventures Beta 0.07
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Transcript of Digimon Digital Adventures Beta 0.07
Digimon: Digital AdventuresA Digimon RPG
II nnddeexx
Introduction . . . Page 1
Basic Mechanics . . . Page 2
Character Creation . . . Page 2
Digimon Ceation . . . Page 4
Combat . . . Page 6
Digivolution . . . Page 8
Other Things . . . Page 8
Settings and Rewrites . . . Page 9
- Adventure Page 9
- Adventure 02 Page 9
- Tamers Page 1 0
- Frontier Page 11
- Digimon World Page 1 2
- Digimon World 2 Page 1 2
- Digimon World 3 Page 1 3
BBeettaa EEdd ii ttii oonn 00.. 0077
Intitial Design by: The Digimon Emperor
With help from 4chan's Traditional Games board, /tg/.
Special thanks to: The alpha and beta playtesters.
Check out #tgdigimon on the Sup/tg/ IRC at
irc. thisisnotatrueending.com!
PDF Created with Scribus 1 .4.1
PDF Bookmarked with Foxit Reader
Update Log:
7/1 6/201 2: Updated the Anime 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
general ized 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-l ike 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 l ist, 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
qual ities in favor of Digimon Aspects, Rebalancing attack
effects, Torments have player activation l imit, and a
minimum of 2 wound boxes for a kid. General formating
and editing.
DDii gg iimmoonn :: DDii gg ii ttaa ll AAddvveenn ttuu rreess RRooll eeppll aayyii nngg GGaammee
In this game, you play as the DigiDestined kids and their
Digimon, battl ing 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.
TThhee DDii gg ii ttaa ll WWoorrll dd
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.
One thing you can count on is that there wil l always be some sort of
surprise waiting for the DigiDestined kids.
The Digital World, often times, was created when the
Internet came into being, fi les started to be shared from government
facil ities and once it went public, the Internet became a vast l ibrary
of knowledge and those wil l ing to share it. During the early days of
the Internet, the Digital World was quite basic and empty.
Sometimes, groups of people working with artificial Intel l igence can
be to blame for the creation of Digimon. Basic intel l igences could
battle, 'eat', and interact with each other, and perhaps, one of these
intel l igences made it to the Digital World and began to interact with
the world, absorbing data and becoming stronger. Eventual ly it
would reproduce and begin to diversify, giving the Digital World its
many varied and sometimes unique inhabitants, the Digimon.
Time flows differently inside the Digital World. Each
iteration of it seems to have different rules for how time spent in the
Digital World works in the real world. Sometimes, the real world is
put on pause while the DigiDestined are inside the Digital World. I f
the Chosen Children are transported to the Digital World on August
First, they would eventual ly 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. I f 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 wil l receive a literal cal l to
adventure or the Digital World wil l already be populated with
humans. Getting out of the Digital World is often a different
proposition al l 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.
As is often the case, the Digital World is in dire peri l when
it requires the assistance of the Chosen Children. I t wil l summon
them to the world in an effort to protect itself. Sometimes, though,
the Digital World wil l 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
worlds!
TThhee DDii gg iiDDeessttii nneedd
Sometimes called the Chosen Children, these kids are the
ones picked by the Digital World to help save both the Digital World
and the real world and the Player Characters of Digimon: Digital
Adventures. Each player controls one of the DigiDestined during
their adventures in the Digital World. Many times, the kids don't
know each other or are connected by some event or location, such
as seeing the sudden emergence of Greymon and Parrotmon and
their brawl or where they live.
These children each possess something about them that
draws them to the Digital World, perhaps exemplifying the virtues of
the Digital World or maybe they were just the ones that answered
the call to adventure. These Chosen Children are the ones that wil l
save both worlds at the end of their adventures.
The Chosen Children don't have to be kids, but more often
than not, the DigiDestined are children or preteens. DigiDestined can
be older, often in their mid to late teens, but in certian settings the
DigiDestined may be young adults with partner Digimon.
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BBaassii cc MMeecchhaann ii ccss
As a basic mechanic, every rol l made as a kid is 3d6 + a
stat and is usually made when your skil l in something is brought into
question. Usually, one needs to rol l higher than a 1 0 to succeed on a
rol l . The target number rises depending on how tough the rol l is.
TN Description
1 0 Every day tasks.
1 2 Slightlydifficult ifyou're notused to performing
them.
1 5 Hard and difficult tasks.
1 7 Really, real ly tough and hard to do things.
20 All but impossibleexceptforthe right
circumstances and a lot of luck.
I f you happen to exceed the target number by five or
more, then you critical ly succeed at your task, often doing it better
and with style and flair. I f you happen to rol l five lower than the target
number, then you critical ly fai l . This means that you not only fai l , but
accept a minor consequence as a result of your fai lure.
SSttuunn ttss
Sometimes, you just need that l ittle extra boost to get by
when you need to rol l 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 .
I f you do a little something more with your in-character
actions, cal led Stunting, the GM may reward you with a +1 to
whatever dice rol l your character might be attempting, al l 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. I f they get creative
enough, the GM could award extra dice to the rol l , anywhere from an
additional d6 if it was a little above average, al l the way up to 5d6 if
the Stunt was spectacular and can be used to great effect.
TTeeaammwwoorrkk
Teamwork is often essential to survival in the Digital World. I f kids
want to work together to complete a difficult task, have them decide
on who's going to be the one leading al l of them. Other players then
rol l the associated stat and if they rol l a 1 2 or higher, the leader gets
+2 to his or her rol l for the task.
CChhaarraacctteerr CCrreeaattii oonn
Each player character has a set of stats, which are added
to rol ls when things get hairy.
Stat What it Does
Body Body is the stat that’s used when performing
physical acts that don't necessari ly rel ies on
reflexes and agil ity, such as climbing, running, or
l ifting things.
Agil ity Agil ity is your character's manual dexterity and
reflexes and covers things l ike throwing objects,
jumping out of the way of things, and catching
fal l ing friends.
Intel l igence Intel l igence is how well-read a character is, as well
as how convincing you are when tel l ing other
people what they need to know or want to hear.
Wil lpower Wil lpower 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 -5 to 5 and you add the stat to a
3d6 rol l 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. I f 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. For older characters, consider increasing
the l imit on stat ratings up to -7 to 7 for teenagers and -1 0 to 1 0 for
adults.
AAssppeeccttss
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 ski l ls. Your kid has 3 Aspects about
them that wil l 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.
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AAssppeeccttss,, CCoonn ttii nnuueedd
When an Aspect might come into play for a stat rol l , the
player adds an additional +2 to the rol l . I f you have a Great Sense of
Justice, it may add to a Body rol l to face down a bully. The Funny Fat
Guy would get a bonus to Wil lpower rol ls to help l ighten an
otherwise gloomy mood. Someone Wise Beyond Their Years would
gain a +2 to an Intel l igence rol l when they're being rel iable and
dispensing much needed advice and planning.
I f an Aspect would otherwise hinder you in some
situations, you take a -2 to the rol l 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 rol l 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 sti l l treated l ike a kid by adults and sometimes
their friends.
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 total ly 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, especial ly from some Digi-creep that's out to
get you. In such a situation, you'd get a +2 to your 3d6 + Agil ity rol l to
hide yourself. Successful rol ls mean that whoever was after you
happens to overlook you and goes on their way.
TToorrmmeenn tt
Each DigiDestined kid has a problem. Some problems are
worse than others and are more deeply effecting. These problems
wil l 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 crippl ing, but
can sti l l 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 wil l critical ly 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 wil ls, 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 1 5 points on
taking steps to get rid of your Torments, essential ly coming into the
game with a l ittle 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. I f 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 rol l 3d6 + Wil lpower -
your Unmarked Torment Boxes with a goal of rol l ing above 1 0. I f you
succeed, you then make a little headway towards resolving that
Torment, marking off another box.
Failure results in your kid becoming sul len and withdrawn
for a short time and making no progress towards resolving your
Torment. A rol l 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. Note that players can activate their
character's Torments once per session per Torment. Anything after
that is done at the whims of the GM.
RRoouunndd ii nngg OOuu tt tthhee CChhaarraacctteerr
Each kid has a number of wound boxes equal to their
Body + 2, with a minimum of 2. These get depleted over the course
of a fight if a kid decides to engage in combat with another player or
even a Digimon. A kid has a Speed rating equal to their Agil ity + 2,
so if worse comes to worse, you know who can outrun the angry
Digimon chasing you.
In addition to the above traits, give your DigiDestined
character a name, gender, age, and perhaps a few quirks of dress
and a short physical description. These help to flesh out their traits
and make them feel more human in an otherwise Digital World.
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DDii gg iimmoonn
Each kid has a Digimon partner. This Digimon protects
their kid and wil l fight to the death for them. There's a sort of bond
between them that borders on the supernatural, as a Digimon
partner can tel l if there's something wrong with their kid or the
general direction in which they lie.
Digimon Creation
In a fight, a Digimon is the best thing you can have. Each
Digimon has a number of six sided dice to al locate to special abil ities
depending on their rank. Most players start with a Rookie level
partner and thus receive 1 0 dice to al locate to their qualities. Your
partner has at least one attack quality and one defensive abil ity. For
example, Agumon would have 6 dice in his attack quality and 4 in his
Small and Agile defense quality.
Digimon have a number of hit boxes related to their rank
plus how many dice they have in a defensive abil ity. A Rookie level
starts out with 5 + their dice in their defensive abil ity. Our example
Agumon would have 9 wound boxes due to his 4 dice in his Small
and Agile defense plus the starting 5 for being a Rookie.
As you go through the game, your Digimon wil l Digivolve
into new and more powerful forms. These forms are essential ly the
same as making a Rookie, only with more dice to al locate and more
base wound boxes.
Wound Initiative
Rank Dice Boxes 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
Digimon Aspects
Every digimon has two Digimon Aspects that al low it to
either make rol ls l ike 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 rol l , where
Agumon would rol l 3d6 + 2 and attempt to beat the Target Number
set by the GM, and is often done when a kid would make a
Perception rol l . The Sharp Claws aspect would specifical ly add a
single die to Agumon's [Melee] tagged attacks.
Digimon Attacks
Each Digimon also has a distinct grouping of tags for its
attacks, size, and movement capabil ities. 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. I f an attack has both of the tags,
you must decide on how to split the leftover dice between damage
dealt or to how long the special effect lasts.
Attack Effects
Some effects require a certian amount of successes to pull
off. The more powerful the effect, the more successes needed.
Requiring 1 success for 1 round of duration:
Poison - a Digimon takes one point of damage per round of the duration.
Immobil ized - a Digimon cannot move for the duration.
Requiring 2 successes for 1 round of duration:
Paralysis - A Digimon can take no actions for the duration.
Stun - A Digimon cannot move or use [Melee] attacks for the duration.
Requiring 3 successes for 1 round of duration:
Blind - A Digimon is bl inded and halves their movement, Attack pool and
defense pool for the duration.
Charm - A Digimon is hypnotized and has its turn control led by the one who
hypnotized it.
4
DDii gg iimmoonn ,, CCoonn ttii nnuueedd
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 tal l , 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 bui lding and up. Some Champions, 9
Most Ultimates and
Megas
Final ly, 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
CCoommbbaatt
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.
Initiative
In combat, kids rol l 3d6 + Agil ity (Or Perception if the
combat is an ambush) to determine an initiative order. Lone Digimon
rol l 3d6 + their Initiative Modifier. I f there happens to be a tie, the
victor is the one with the higher Agil ity/Initiative Modifier. I f the tie
persists, then the GM should favor the kid over the lone Digimon.
The players and GM then go down the initiative l ist and then start
again when everyone has had a turn. Kids and their partner Digimon
act on the same turn. I f kids have time to make a plan of attack, then
they can add Intel l igence to their initiative rol l .
Reach
Note that sometimes, an enemy Digimon is out of reach.
This Digimon is said to be Far from you. I f you're right up next to
him, you're said to be Close. Keep in mind that both [Melee] and
[Ranged] tagged attacks can be used if you're Close, but only
[Ranged] tagged attacks can be used on Far enemies.
Attacks and Defense
Attacks work by rol l ing 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
rol l up to 5d6 when attacking with his Pepper Breath or Claw Attack,
but, since he lacks a special qual ity that lets him make multiple
attack rol ls in a round, he'd just use the whole 6d6. The defending
Digimon then gets to rol l their defensive quality to try and negate the
attack. Compare the results. A result of a five or a six on the dice
rol led is a success. The defender then uses their successful dice to
negate successful dice from the attacker. I f any of the attacker's
successes sti l l 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 your attack dice
isn't necessari ly 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 unti l their next turn in the
intiative order.
I f they decide to engage in combat with a Digimon, then
the human would have an attack pool equal to their Body and a
defense pool equal to their Agil ity. These are rol led the same way as
Digimon attacks and defense and suffer the same penalties for being
attacked multiple times in a round of combat.
An Example of Combat
Agumon and Taichi are facing off against a pretty pissed
off Greymon. Taichi rol ls his Agil ity and gets a 4, 3, and 4 for a total
of 11 and adds his Agil ity 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 [Ranged]
Pepper Breath attack at the Far rogue Greymon. Taichi 's player rol ls
6d6 and gets 4, 4, 3, 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! I t might be time for Mimi, Sora, and the
others to jump in!
Defeat
I f 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 control led by unseen forces, the control
ends. I f 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. I f the Digimon in
question happens to be a player character control led one, then it
drops down to the next rank, often weaker and apologetic that it
wasn't strong enough. I f 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. When in the
Digitama form, Digimon are extremely fragile, have no attacks or
defensive qualities, and if they would be targeted by a successful
attack, they break and their data is dispersed. I t 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
CCoommbbaatt,, CCoonn ttii nnuueedd
Digivolving in Combat
In combat, usually after certain conditions have been
fulfi l led (See Digivolution), a Digimon wil l 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 rol l 3d6 + their highest score and give their partner
Digimon a bonus for a successful rol l . On a rol l 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.
Clashing
Sometimes, attacks aren't as simple, and two Digimon in a
scrap wil l Clash. Clashing Digimon engage in a mix of close quarters
combat and grappling, often using just brute strength and raw power
to attempt to overpower the other participant. Both participants have
to be Close to each other and the one who initiates it rol ls 3d6 + the
number of dice in their attack pool + a bonus from their size + a
bonus from their rank as explained on the table below. The rol l is
contested by the other participant. I f the initiator wins, they gain
control of the Clash, but if the other participant wins, they have to
choice of taking control of the Clash or not Clashing at al l .
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
As the Clash goes on, both participants make the same
roll at the beginning of each of their turns. The one with the highest
rol l is the one who controls the Clash. I f you have control of the
Clash, you have several options:
* PPii nnnn ii nngg aann eenneemmyy prevents it from moving. I f the other
Digimon has [Flyer] and is in the air, both Digimon begin to
fal l .
* PPeerrffoorrmm aa [[MMeell eeee]] oorr [[RRaannggeedd ]] aattttaacckk. The target rol ls
their defensive quality at a -3 penalty.
* TThhrrooww tthhee ootthheerr ppaarrttii ccii ppaann tt.. The other participant is now
at Far range, takes your attack pool successes in damage,
and they rol l their defensive quality at a -2.
* EEnndd tthhee CCll aasshh .. Both participants are no longer Clashing
and are at Near range.
All penalties last unti l the end of the turn. The Clash
continues unti l one opponent is knocked out or the Clash is ended
as part of someone's Clash action.
Interceding
If a kid or digimon is targeted by an attack and they can't
defend themselves, the remaining half of the pair can choose to
interpose themselves between the target and the attack. The
damage and attack rol ls don't change, just the target. This might
trigger Digivolution in a partner Digimon and give them the power
boost they need to win.
7
TThhee DDii gg ii vvii ccee
When they enter from the real world, the kids often receive
a Digivice. Quite l iteral ly 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-l ife 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 al low partner Digimon
to Digivolve further than they normally would or perhaps a card
scanner to al low 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.
DDii gg ii vvooll uu ttii oonn
Once certain conditions have been fulfi l led, a partner
Digimon gains the abil ity 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 fal ls in l ine 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.
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.
Special Digivolutions can often occur, most of them being
quicker jumps to higher stages. Warp Digivolution advances a
Rookie al l the way up to Ultimate or Mega levels if they're capable of
doing so. This abil ity is considered a story reward to be handed out
by the GM as necessary. When using Warp Digivolution, your
Digimon suffers a l ittle 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 ful l capacity while it would take five
turns to get your Mega level Digimon up to speed.
EEqquu ii ppmmeenn tt
Each kid often enters the Digital World with some items in
addition to a Digivice. Players have their choice of two items from
the fol lowing l ist. I f you don't see one on here that you like, then talk
to your GM about custom items.
I tems 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)
8
SSeettttii nnggss aanndd RReewwrrii tteess
The world of Digimon has many established settings,
some of which you might l ike 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. I f you're planning on playing in or running a
Rewrite game, be sure to be famil iar with the series or game that the
GM is planning on using and try not to apply meta logic to the
setting. I t just makes for a boring and predicatble game for everyone
involved.
Digimon Adventure and Adventure 02
The original series that started it al l . 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 outl ined in this book. I t establ ishes 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, especial ly when we're introduced
to Devimon, Myotismon, and later on the Dark Masters. Antagonists
in an Adventure Rewrite are often control led 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 ful l group of seven to cover
al l these traits, but don't let that stop you. An NPC or two might be
the thing you need to fi l l 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. I t not only al lowed 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 responsibi l ities, l ike 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 unti l 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.
Implementing a game in the Adventure 02 continuity gives
you access to the DD33 DDii gg ii vvii ccee, DDii gg ii --EEggggss, DD--TTeerrmmii nnaall , AArrmmoorr
DDii gg ii vvooll vvee, and DDNNAA DDii gg ii vvooll uu ttii oonn mechanics.
TThhee DD33 DDii gg ii vvii ccee is one that is specifical ly created to hold
Digi-Eggs, as well as detect nearby Dark Towers and Digimon
wearing Dark Rings.
TThhee DD--TTeerrmmii nnaall al lows you to send text messages to and
fro without having to worry about which world your in.
DDii gg ii --EEggggss are rel ics that enable a Digimon to AArrmmoorr
DDii gg ii vvooll vvee, even when there's a Dark Tower around. Digimon that
Armor Digivolve are considered to be Champion level Digimon and
are stated as such. Thematical ly, 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 detai l what they look
like!
DDNNAA DDii gg ii vvooll uu ttii oonn is what happens when two partner
Digimon of a Champion or higher level combine, creating a new
entity that is essential ly a perfect fusion of both Digimon. The
Digimon goes up to the next level of Digivolution, and has five
additional dice to al locate to its attack qualities, defense qualities, or
special qual ities.
9
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. I t treats Adventure and Adventure 02 as if they were a TV
show and card game franchise, popular with school-aged children. I t
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" material izing within the 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 intel l igence.
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 neutral izing the escaped Digimon,
children being placing adult and 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.
Eventual ly, 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 retal iate for the actions of an
entity cal led the D-Reaper, a program meant to delete Digimon that
got too advanced. The D-Reaper became far to advanced itself and
eventual ly crossed over, bringing with it a myriad of terrible creatures
that were an extension of its wil l .
When playing in the world of Digimon Tamers, you have
the fol lowing mechanical options: BBii oo--MMeerrggee DDii gg ii vvooll uu ttii oonn, DD--PPoowweerr
DDii gg ii vvii ccee, DDii gg ii --MMoodd ii ffyy, MMaattrrii xx DDii gg ii vvooll uu ttii oonn, and SSaann ii ttyy.
BBii oo--MMeerrggee DDii gg ii vvooll uu ttii oonn is a special type of Digivolution that
al lows 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 abil ity that the player outl ines. Such an
abil ity is only possible under certain parameters, often with them
being fulfi l led as part of the story. The GM wil l let you know when
you're able to do this.
Players have a DD--PPoowweerr DDii gg ii vvii ccee, one that has a card
reader slot on it that you can use cards to perform Digi-Modification
actions. I t also possesses a radar function that can detect hosti le
Digimon, al low the DigiDestined to see through their Digimon's eyes,
and contains a data port for hooking up to a PC.
DDii gg ii --MMoodd ii ffyy 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 abil ities require cards and last unti l the end of the battle for
some abil ities or unti l you use your next attack for others.
MMaattrrii xx DDii gg ii vvooll uu ttii oonn is Warp Digivolution under a different
name, but requires a mysterious blue card to activate and do not
suffer from lag.
SSaann ii ttyy rules give the GM the abil ity to hand out Minor and
Major Torments. I f a DigiDestined is faced with something that would
otherwise break the soul and cause intense amounts of grief, the
player is al lowed to rol l Wil lpower + 3d6 with a goal of rol l ing 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 rol l to try and
make headway towards resolve that Torment.
1 0
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.
Eventual ly, Lucemon became corrupt and needed to be stopped. I t
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 actual ly 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.
When running a game in the world of Digimon Frontier,
you have access to the fol lowing special rules: DD--TTeeccttoorr, FFrraaccttaall
CCooddee, SSppii rrii tt EEvvooll uu ttii oonn, and TTrraaii llmmoonn.
DD--TTeeccttoorrss are special Digivices that al low players to scan
Fractal Code from defeated Digimon, as well as hold Spirits gained
from enemies or found through exploration.
FFrraaccttaall CCooddee 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. I f a player happens to get knocked out, they could
possibly have their Spirits stolen, preventing them from using Spirit
Evolution unti l they recover them.
SSppii rrii tt EEvvooll uu ttii oonn 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 Evolution,
and shift between their two Beast and Human Spirits on their turn
once they have their Beast Spirit. Eventual ly, they can perform a
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.
TTrraaii llmmoonn are strange train-l ike 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
I f 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 l ist. 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 Ji j imon, 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.
J i j imon 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 Jij imon'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
fol lowing special rules: FFrreesshh FFoorrmm.
A Digimon that has just hatched is said to be FFrreesshh.
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 al locate to qualities, one
wound box, and a size tag of [Tiny]. In a few hours, it wil l progress to
the In-Training level, and in a day, to Rookie.
Digimon World 2
The second game in the Digimon World series, Digimon
World 2 presents the idea of humans and Digimon living peaceful ly
side-by-side in the Digital World on the Directory Continent in a city
cal led 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 special izes 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 hosti le
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 fol lowing special rules: AAll ll eegg ii aannccee and DDii gg ii --BBeeeettll ee, as
well as the DDNNAA DDii gg ii vvooll uu ttii oonn special rule.
When making a character, note their AAll ll eegg ii aannccee 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 al l ies you can call on when you need help. Additional ly,
when your partner Digimon is of your Guard Team's preferred type,
they gain a +1 d6 bonus to all their qualities.
The DDii gg ii --BBeeeettll ee is a custom tank that you can ride around
in to traverse the more dangerous areas of the Digital World.
Usually, the party wil l 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 l ittle. 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, al l 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 fol lowing Special Rules: II tt'' ss OOnn ll yy aa GGaammee and DDNNAA
DDii gg ii vvooll uu ttii oonn.
I t’s a sad fact, but the Digital World is nnootthh ii nngg mmoorree tthhaann aa
vvii ddeeoo ggaammee 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.
1 3