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Digimon History
Digimon History
Digimon History
A Digimon RPG
I n d ex
B e ta E d i ti o n 0 . 0 7
Introduction
Basic Mechanics
Character Creation
Digimon Ceation
Combat
Digivolution
Other Things
Settings and Rewrites
- Adventure
- Adventure 02
- Tamers
- Frontier
- Digimon World
- Digimon World 2
- Digimon World 3
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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
generalized and concrete stat system, added attack pool
rules, added [Damage] and [Effect] tags to attacks.
General formating and editing.
7/24/201 2: Rebalanced build pools for Digimon, removed
Risk-like combat in favor of general success-based dice
pools. General formatting and editing.
8/1 3/201 2: Complete overhaul of the layout and format,
introduced an effects list, clash mechanics, minor rules
edits. General Editing.
8/23/201 2: Formatting, Digivolution Milestones. Possibly
complete?
1 0/25/201 2: Tossing now does damage, removed special
qualities in favor of Digimon Aspects, Rebalancing attack
effects, Torments have player activation limit, and a
minimum of 2 wound boxes for a kid. General formating
and editing.
D i g i m on : D i g i ta l Ad ve n tu re s Rol e p l a yi n g G a m e
Th e D i g i ta l Worl d
T h e D i g i D e s ti n e d
B a s i c M e ch a n i cs
Ch a ra cte r Cre a ti on
What it Does
Body
TN
Description
10
12
lifting things.
them.
Agility
15
17
20
falling friends.
Intelligence
Perception
S tu n ts
Asp e cts
Each kid has something unique about them that sets them
apart from others. Some might have brains, other brawn, or some
have finely developed social skills. Your kid has 3 Aspects about
them that will aid, and possibly harm them along their journey. These
aspects should be descriptive and add to the character, though they
may have a small chance of hindering a character on occasion.
Some examples are Great Sense of Justice, Funny Fat Guy, or Wise
Beyond Your Years.
Te a m work
When an Aspect might come into play for a stat roll, the
player adds an additional +2 to the roll. If you have a Great Sense of
Justice, it may add to a Body roll to face down a bully. The Funny Fat
Guy would get a bonus to Willpower rolls to help lighten an
otherwise gloomy mood. Someone Wise Beyond Their Years would
gain a +2 to an Intelligence roll when they're being reliable and
dispensing much needed advice and planning.
Torm e n t
Rou n d i n g O u t th e Ch a ra cte r
D i g i m on
Digimon Attacks
Each Digimon also has a distinct grouping of tags for its
attacks, size, and movement capabilities. Attacks have either the
[Melee] or [Ranged] tag, meaning that the attack can only be
performed on enemies that are near the Digimon if it has the [Melee]
tag, or the attack can be performed at a distance if the attack
possesses the [Ranged] tag.
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.
Immobilized - a Digimon cannot move for the duration.
Wound
Initiative
Rank
Dice
Boxes
Modifier
Stun - A Digimon cannot move or use [Melee] attacks for the duration.
In-training
+0
Rookie
10
+1
Blind - A Digimon is blinded and halves their movement, Attack pool and
Champion
15
10
+3
Ultimate
20
15
+5
Charm - A Digimon is hypnotized and has its turn controlled by the one who
Mega
25
20
+8
hypnotized it.
Digimon Aspects
Every digimon has two Digimon Aspects that allow it to
either make rolls like a kid would or adds single die to specific
attacks, or 2 to some other attribute's rating. Our example Agumon
has the Sharp Nose aspect and the Sharp Claws aspect. The Sharp
Nose aspect would work similarly to a kid's Perception roll, where
Agumon would roll 3d6 + 2 and attempt to beat the Target Number
set by the GM, and is often done when a kid would make a
Perception roll. The Sharp Claws aspect would specifically add a
single die to Agumon's [Melee] tagged attacks.
D i g i m o n , C o n ti n u e d
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
[Tiny]
Speed
2
hands or in a lap.
[Small]
size of a child.
[Medium]
[Large]
adult.
some Champions
Most Champions
Some Champions,
Description
[Ground]
[Flyer]
[Swimmer]
[Digger]
The Digimon can burrow through dirt and rock at half its speed.
Com bat
An Example of Combat
Agumon and Taichi are facing off against a pretty pissed
off Greymon. Taichi rolls his Agility and gets a 4, 3, and 4 for a total
of 11 and adds his Agility of 2 to the total for a result of 1 3. The GM
rolls for Greymon and has some bad luck, getting a total of 8. Taichi
decides to keep his distance while Agumon shoots a [Ranged]
Pepper Breath attack at the Far rogue Greymon. Taichi's player rolls
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! It might be time for Mimi, Sora, and the
others to jump in!
Reach
Note that sometimes, an enemy Digimon is out of reach.
This Digimon is said to be Far from you. If 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.
Defeat
If a Digimon happens to have all their wound boxes
marked off, then they are knocked out for a time. As is often the
case, if they were being controlled by unseen forces, the control
ends. If the attacking Digimon happens to score more damage than
there are open wound boxes on an opponent, then an NPC Digimon
often reverts to a Digitama and then disappears. If the Digimon in
question happens to be a player character controlled one, then it
drops down to the next rank, often weaker and apologetic that it
wasn't strong enough. If the damage is terrible enough (Often when
a Digimon faces an opponent two ranks higher than it) then the PC
Digimon reverts to a Digitama, but doesn't disappear. 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. It takes roughly a few
days for the egg to hatch into the Digimon's Baby form, and only a
few hours to grow into the In-training rank. From there, it turns into a
Rookie after three to five days.
C o m b a t, C o n ti n u e d
Digivolving in Combat
In combat, usually after certain conditions have been
fulfilled (See Digivolution), a Digimon will Digivolve into the next
rank! This usually happens when the kid is in danger or is fighting a
strong opponent, though the GM has final say in if a Digimon can
Digivolve or not. The change to the next stage takes up your turn in
combat but, the Digimon loses all marked off wound boxes and gains
the stated out attacks and defenses of its new form. Their human
partner can roll 3d6 + their highest score and give their partner
Digimon a bonus for a successful roll. On a roll of 1 0 or more, the kid
adds an extra die to any quality the Digimon possesses or an extra
wound box. On a 1 5 or more, the Digimon gains the player's choice
of a free die and wound box, two additional dice, or two wound
boxes. This continues on for every increment of five.
All penalties last until the end of the turn. The Clash
continues until one opponent is knocked out or the Clash is ended
as part of someone's Clash action.
Clashing
Sometimes, attacks aren't as simple, and two Digimon in a
scrap will 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 rolls 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 roll is
contested by the other participant. If 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 all.
Size
Bonus
Rank
[Tiny]
-2
In-Training -2
[Small]
+0
Rookie
+0
[Medium]
+1
Champion
+2
[Large]
+3
Ultimate
+4
[Huge]
+5
Mega
+5
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 rolls don't change, just the target. This might
trigger Digivolution in a partner Digimon and give them the power
boost they need to win.
Bonus
T h e D i g i v i ce
When they enter from the real world, the kids often receive
a Digivice. Quite literally a digital device, the Digivice enables
partner Digimon to Digivolve without having to destroy other Digimon
and instead allow the DigiDestined to channel their emotional energy
into power and enable their partner to Digivolve into Champion level
and beyond. Without one, partner Digimon can't Digivolve!
E q u i pm en t
Each kid often enters the Digital World with some items in
addition to a Digivice. Players have their choice of two items from
the following list. If you don't see one on here that you like, then talk
to your GM about custom items.
Items List
D i g i v o l u ti o n
- Camping Gear
- Cool Hat
- Portable Computer
- Whistle
- Mini-Telescope
- Sweet Backpack
S e tti n g s a n d Re wri te s
Digimon Tamers
Tamers is the third series of Digimon to air and is
considered to be one of the darkest things ever aired on children's
television. It treats Adventure and Adventure 02 as if they were a TV
show and card game franchise, popular with school-aged children. It
departed from the idea that the adventures of the DigiDestined had
to take place inside the Digital World for a majority of the series, with
"Wild Ones" materializing within the city that the main characters
inhabited, as well as most anyone being able to become a Tamer,
provided they had a partner Digimon to team up with and that the
Digital World was created as part of a top secret experiment in
artificial intelligence.
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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.
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Digimon World 2
Digimon World
If Digimon Adventure couldn't be considered the default
setting of Digimon: Digital Adventures, then the first of the Digimon
World video games would be the next on the list. The game itself is
fairly simple; the protagonist is transported from his home in the real
world and into the Digital World by way of a Digimon keychain. Once
he wakes up in the home of Jijimon, an elderly Digimon, he finds out
the terrible news of what's happening to File Island: For some
reason, the Digimon have been going crazy, becoming battle happy
and acting no better than wild animals. This has caused the local
infrastructure in File City to collapse and leave it in need of great
amounts of repair.
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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 little. In the
game, Digimon are part of an amazing MMO known as Digimon
Online. Created by the MEGAMI Corporation, Digimon Online is a
massive success and considered to be one of the most popular
games of its time. The main character gets into the game with his
two friends and things quickly spiral out of control.
Once inside the game, all the players are trapped inside
the system by a strange error. The MEGAMI game master sends out
a system wide message that the error is an act of cyber-terrorism
committed by the mysterious hacker that goes by Lucky Mouse.
Trapped inside, the main character and his friends go off to try and
bring this digital terrorist to justice, uncovering a dark conspiracy
along the way that threatens the very existence of the real world.
When using Digimon World 3 as a setting, you have
access to the following Special Rules: I t' s O n l y a G a m e and D N A
D i g i v o l u ti o n .
Its a sad fact, but the Digital World is n oth i n g m ore th a n a
vi d e o g a m e created by the MEGAMI Corporation for a terrible
purpose. This means that the players can move freely back and forth
between the real world and the world of Digimon Online using the
teleport system, unless there are special circumstances that prevent
them from leaving or entering the game.
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