Digimon Digital Adventures Beta 0.07

15

description

An RPG based on Digimon

Transcript of Digimon Digital Adventures Beta 0.07

Page 1: Digimon Digital Adventures Beta 0.07

Digimon: Digital AdventuresA Digimon RPG

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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.

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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.

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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!

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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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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.

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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.

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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.

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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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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.

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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.

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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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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.

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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.

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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.

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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.

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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)

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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.

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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.

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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

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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

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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