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Digimon: Digital Adventures

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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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
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

In this game, you play as the DigiDestined kids and their


Digimon, battling the forces of evil in both the real and digital worlds.
Often times, the adventure crosses between both worlds, usually
with the use of computers.

As is often the case, the Digital World is in dire peril when


it requires the assistance of the Chosen Children. It will summon
them to the world in an effort to protect itself. Sometimes, though,
the Digital World will wage war on the real world, having Digimon
emerge into the real world. With that laid out, it's time to create your
own Chosen Child and their partner Digimon to help save both
worlds!

Th e D i g i ta l Worl d

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 will always be some sort of
surprise waiting for the DigiDestined kids.

T h e D i g i D e s ti n e d

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.

The Digital World, often times, was created when the


Internet came into being, files started to be shared from government
facilities and once it went public, the Internet became a vast library
of knowledge and those willing 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 Intelligence can
be to blame for the creation of Digimon. Basic intelligences could
battle, 'eat', and interact with each other, and perhaps, one of these
intelligences made it to the Digital World and began to interact with
the world, absorbing data and becoming stronger. Eventually it
would reproduce and begin to diversify, giving the Digital World its
many varied and sometimes unique inhabitants, the Digimon.

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 will
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.

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. If
the Chosen Children are transported to the Digital World on August
First, they would eventually return that same day, give or take a few
minutes. Other times, the flow of time is the same as the real world,
both worlds going at the same speed. If the kids spend a month in
the Digital World, they've also been missing for a month in the real
world as well! Oh those poor, worried parents.
The Digital World seems to have many ways of getting
inside. Often times, the DigiDestined are transported to the Digital
World after some bizarre and unseasonal weather. Other times,
you're sucked into the Digital World via the computer you're sitting at
while in school. Very rarely, the kids will receive a literal call to
adventure or the Digital World will already be populated with
humans. Getting out of the Digital World is often a different
proposition all together. Sometimes, the journey home requires the
solving of a difficult puzzle, or perhaps a long quest to find the right
train home. Or it can be as easy as finding a terminal to simply travel
back to the real world.

B a s i c M e ch a n i cs

Ch a ra cte r Cre a ti on

As a basic mechanic, every roll made as a kid is 3d6 + a


stat and is usually made when your skill in something is brought into
question. Usually, one needs to roll higher than a 1 0 to succeed on a
roll. The target number rises depending on how tough the roll is.

Each player character has a set of stats, which are added


to rolls when things get hairy.
Stat

What it Does

Body

Body is the stat thats used when performing

TN

Description

physical acts that don't necessarily relies on

10

Every day tasks.

reflexes and agility, such as climbing, running, or

12

Slightlydifficultifyou're notused to performing

lifting things.

them.

Agility

Agility is your character's manual dexterity and

15

Hard and difficult tasks.

reflexes and covers things like throwing objects,

17

Really, really tough and hard to do things.

jumping out of the way of things, and catching

20

All butimpossible exceptforthe right

falling friends.

circumstances and a lot of luck.

Intelligence

Intelligence is how well-read a character is, as well


as how convincing you are when telling other

If you happen to exceed the target number by five or


more, then you critically succeed at your task, often doing it better
and with style and flair. If you happen to roll five lower than the target
number, then you critically fail. This means that you not only fail, but
accept a minor consequence as a result of your failure.

people what they need to know or want to hear.


Willpower

Willpower is how well a character can resist


outside influences, focusing on a project while
ignoring people around you, and is most often
used in working through Torment.

Perception

Perception is how well your character is able to


spot things in the distance, hear whispers, and

S tu n ts

otherwise sense the environment around them.

Sometimes, you just need that little extra boost to get by


when you need to roll a check. A little extra description goes a long
way in making a game more immersive as well as fun, and should
be rewarded as well.

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 roll to do anything related to that stat. Each Stat starts at 0 and
you can add up to five points in any one stat at character creation
with no others going over four. If you so choose to, you can subtract
from other stats for additional points on a one-for-one basis up to a
total of ten bonus points. For older characters, consider increasing
the limit on stat ratings up to -7 to 7 for teenagers and -1 0 to 1 0 for
adults.

If you do a little something more with your in-character


actions, called Stunting, the GM may reward you with a +1 to
whatever dice roll your character might be attempting, all the way up
to a +3 if the GM and group find it to be a very good description.
Your Digimon can also benefit from Stunts. If they get creative
enough, the GM could award extra dice to the roll, anywhere from an
additional d6 if it was a little above average, all the way up to 5d6 if
the Stunt was spectacular and can be used to great effect.

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

Teamwork is often essential to survival in the Digital World. If kids


want to work together to complete a difficult task, have them decide
on who's going to be the one leading all of them. Other players then
roll the associated stat and if they roll a 1 2 or higher, the leader gets
+2 to his or her roll for the task.

Asp e cts, Con ti n u e d

Major torments last a long time and are often pretty


stressful for a kid. Some examples are being your younger brother's
keeper, fearing combat because it will critically injure your partner, or
being so hurt by reality to the point of retreating into fantasy.

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.

Terrible Torments should never happen to anyone. These


are the things that break wills, cause kids to lose all hope for the
future, and even cause them to become swallowed by the darkness.
One of the best ways to gain a Terrible Torment is when a kid sees
someone they care about dying right in front of them.

If an Aspect would otherwise hinder you in some


situations, you take a -2 to the roll in question. The person with a
Great Sense of Justice would take the penalty when they're facing
an evil opponent who's much stronger than they are. The Funny Fat
Guy would be out of shape and have a -2 on a Body roll when
they're trying to out run the rampaging Digimon chasing him and his
friends. Though they may have wisdom, someone who's Wise
Beyond Their Years is still treated like a kid by adults and sometimes
their friends.

If you choose to, you can spend some of your 1 5 points on


taking steps to get rid of your Torments, essentially coming into the
game with a little headway made toward making peace with your
history. You can only spend enough points to mark off up to 2 for
Minor, 3 for Major, and 5 for Terrible.
Each type of Torment has a number of boxes associated
with it. Minor Torments have 5 boxes, Major have 7, and Terrible
have 1 0. If you're confronted with your Torment, be it in the form of a
child in danger and you can do nothing about it, or simple campfire
recollections bringing up a dreadful past, you roll 3d6 + Willpower your Unmarked Torment Boxes with a goal of rolling above 1 0. If you
succeed, you then make a little headway towards resolving that
Torment, marking off another box.

Aspects can also describe the environment around your


characters. A cave isn't just a cave, it's a Dark and Cramped Tunnel.
These Aspects can seem totally negative at first glance, but can be
beneficial if you look for the right cues. A Dark and Cramped Tunnel
is a great place to hide, especially from some Digi-creep that's out to
get you. In such a situation, you'd get a +2 to your 3d6 + Agility roll to
hide yourself. Successful rolls mean that whoever was after you
happens to overlook you and goes on their way.

Failure results in your kid becoming sullen and withdrawn


for a short time and making no progress towards resolving your
Torment. A roll of 5 or lower, your kid becomes sullen and withdrawn
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.

Torm e n t

Each DigiDestined kid has a problem. Some problems are


worse than others and are more deeply effecting. These problems
will Torment a kid throughout their adventures in the digital world.
With effort, kids can come to terms with their problems and even
maybe become better individuals for them. Sometimes, you
encounter problems or have them thrust upon you via unfortunate
circumstance and you acquire an additional Torment.

Rou n d i n g O u t th e Ch a ra cte r

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.

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 Agility + 2,
so if worse comes to worse, you know who can outrun the angry
Digimon chasing you.

Minor Torments are those that aren't very crippling, but


can still affect a kid. They range from being a crybaby, being unable
to make friends when you're the new kid, or simply being in the
middle of a messy divorce.

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.

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.

Each kid has a Digimon partner. This Digimon protects


their kid and will fight to the death for them. There's a sort of bond
between them that borders on the supernatural, as a Digimon
partner can tell 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 allocate to special abilities
depending on their rank. Most players start with a Rookie level
partner and thus receive 1 0 dice to allocate to their qualities. Your
partner has at least one attack quality and one defensive ability. For
example, Agumon would have 6 dice in his attack quality and 4 in his
Small and Agile defense quality.

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. If 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.

Digimon have a number of hit boxes related to their rank


plus how many dice they have in a defensive ability. A Rookie level
starts out with 5 + their dice in their defensive ability. 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.

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:

As you go through the game, your Digimon will Digivolve


into new and more powerful forms. These forms are essentially the
same as making a Rookie, only with more dice to allocate and more
base wound boxes.

Poison - a Digimon takes one point of damage per round of the duration.
Immobilized - 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.

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

defense pool for the duration.

Ultimate

20

15

+5

Charm - A Digimon is hypnotized and has its turn controlled by the one who

Mega

25

20

+8

hypnotized it.

Requiring 3 successes for 1 round of duration:

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]

Able to be held with both In-Training

Speed
2

hands or in a lap.
[Small]

Roughly a meter tall, the Rookie

size of a child.
[Medium]
[Large]

The size of a teenager or Few Rookies and

adult.

some Champions

Anywhere from the size

Most Champions

Some Champions,

of a car to a singlestory building.


[Huge]

Small building and up.

Most Ultimates and


Megas

Finally, a Digimon has movement tags. These tags


express how a Digimon moves through its environment.
Tag

Description

[Ground]

The Digimon can walk on land or float just above it.

[Flyer]

The Digimon can fly in the air.

[Swimmer]

The Digimon can swim and breathe underwater.

[Digger]

The Digimon can burrow through dirt and rock at half its speed.

Choose the tags that are relevant to your Digimon and


with that, your new Digital Monster is complete and ready to play in
the world of Digimon: Digital Adventures.

Com bat

If 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 Agility. These are rolled the same way as
Digimon attacks and defense and suffer the same penalties for being
attacked multiple times in a round of combat.

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 roll 3d6 + Agility (Or Perception if the
combat is an ambush) to determine an initiative order. Lone Digimon
roll 3d6 + their Initiative Modifier. If there happens to be a tie, the
victor is the one with the higher Agility/Initiative Modifier. If the tie
persists, then the GM should favor the kid over the lone Digimon.
The players and GM then go down the initiative list and then start
again when everyone has had a turn. Kids and their partner Digimon
act on the same turn. If kids have time to make a plan of attack, then
they can add Intelligence to their initiative roll.

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.

Attacks and Defense


Attacks work by rolling 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
roll up to 5d6 when attacking with his Pepper Breath or Claw Attack,
but, since he lacks a special quality that lets him make multiple
attack rolls in a round, he'd just use the whole 6d6. The defending
Digimon then gets to roll their defensive quality to try and negate the
attack. Compare the results. A result of a five or a six on the dice
rolled is a success. The defender then uses their successful dice to
negate successful dice from the attacker. If any of the attacker's
successes still 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 necessarily invulnerable to your partner's attacks, just highly
resistant. Multiple attacks made against the defender in a round
lower their defense pool by one die per attack after the first. This
penalty to a defender's dice pools lasts until their next turn in the
intiative order.

C o m b a t, C o n ti n u e d

As the Clash goes on, both participants make the same


roll at the beginning of each of their turns. The one with the highest
roll is the one who controls the Clash. If you have control of the
Clash, you have several options:
* P i n n i n g a n e n e m y prevents it from moving. If the other
Digimon has [Flyer] and is in the air, both Digimon begin to
fall.
* P e rform a [M e l e e ] or [Ra n g e d ] a tta ck. The target rolls
their defensive quality at a -3 penalty.
* Th row th e oth e r p a rti ci p a n t. The other participant is now
at Far range, takes your attack pool successes in damage,
and they roll their defensive quality at a -2.
* E n d th e Cl a sh . Both participants are no longer Clashing
and are at Near range.

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!

Special Digivolutions can often occur, most of them being


quicker jumps to higher stages. Warp Digivolution advances a
Rookie all the way up to Ultimate or Mega levels if they're capable of
doing so. This ability is considered a story reward to be handed out
by the GM as necessary. When using Warp Digivolution, your
Digimon suffers a little lag, as they've just gone from the simple
Rookie to the complex Ultimate or Mega level. Going up to Ultimate
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 full capacity while it would take five
turns to get your Mega level Digimon up to speed.

The appearance of a Digivice varies from series to series,


but often has a basis in real-life 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 allow partner Digimon
to Digivolve further than they normally would or perhaps a card
scanner to allow 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.

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

Once certain conditions have been fulfilled, a partner


Digimon gains the ability 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 falls in line with one of the virtues.

- 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)

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.

S e tti n g s a n d Re wri te s

The world of Digimon has many established settings,


some of which you might like 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.

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.

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. If you're planning on playing in or running a
Rewrite game, be sure to be familiar with the series or game that the
GM is planning on using and try not to apply meta logic to the
setting. It just makes for a boring and predicatble game for everyone
involved.

Implementing a game in the Adventure 02 continuity gives


you access to the D 3 D i g i vi ce , D i g i -E g g s, D -Te rm i n a l , Arm or
D i g i vol ve , and D N A D i g i vol u ti on mechanics.
Th e D 3 D i g i vi ce is one that is specifically created to hold
Digi-Eggs, as well as detect nearby Dark Towers and Digimon
wearing Dark Rings.
Th e D -Te rm i n a l allows you to send text messages to and
fro without having to worry about which world your in.

Digimon Adventure and Adventure 02


The original series that started it all. 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 outlined in this book. It establishes 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, especially when we're introduced
to Devimon, Myotismon, and later on the Dark Masters. Antagonists
in an Adventure Rewrite are often controlled 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.

D i g i -E g g s are relics that enable a Digimon to Arm or


D i g i vol ve , even when there's a Dark Tower around. Digimon that
Armor Digivolve are considered to be Champion level Digimon and
are stated as such. Thematically, 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 detail what they look
like!
D N A D i g i vol u ti on is what happens when two partner
Digimon of a Champion or higher level combine, creating a new
entity that is essentially a perfect fusion of both Digimon. The
Digimon goes up to the next level of Digivolution, and has five
additional dice to allocate to its attack qualities, defense qualities, or
special qualities.

In order to Digivolve past Champion level, the


DigiDestined require Crest Tags, each one aligned to a Virtue that
the children exhibit. You may not have a full group of seven to cover
all these traits, but don't let that stop you. An NPC or two might be
the thing you need to fill the gap.
Adventure 02 introduced us to the idea of travel between
the Digital World and the real world through the use of a device
called a D-Terminal. It not only allowed the DigiDestined to go
between worlds, but gave them a sort of mobile communication
device to chat and relay important information. The D-Terminal also
brought in the complication or real world responsibilities, like school,
after-school activities, and parents. Digimon can even cross over
into the real world along with their partners, but, they're stuck in their
In-Training forms until they Digivolve.

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.

When playing in the world of Digimon Tamers, you have


the following mechanical options: B i o-M e rg e D i g i vol u ti on , D -P owe r
D i g i vi ce , D i g i -M od i fy, M a tri x D i g i vol u ti on , and S a n i ty.

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 neutralizing 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.

Players have a D -P owe r D i g i vi ce , one that has a card


reader slot on it that you can use cards to perform Digi-Modification
actions. It also possesses a radar function that can detect hostile
Digimon, allow the DigiDestined to see through their Digimon's eyes,
and contains a data port for hooking up to a PC.

B i o-M e rg e D i g i vol u ti on is a special type of Digivolution that


allows 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 ability that the player outlines. Such an
ability is only possible under certain parameters, often with them
being fulfilled as part of the story. The GM will let you know when
you're able to do this.

D i g i -M od i fy 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 abilities require cards and last until the end of the battle for
some abilities or until you use your next attack for others.

Eventually, 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 retaliate for the actions of an
entity called the D-Reaper, a program meant to delete Digimon that
got too advanced. The D-Reaper became far to advanced itself and
eventually crossed over, bringing with it a myriad of terrible creatures
that were an extension of its will.

M a tri x D i g i vol u ti on is Warp Digivolution under a different


name, but requires a mysterious blue card to activate and do not
suffer from lag.
S a n i ty rules give the GM the ability to hand out Minor and
Major Torments. If a DigiDestined is faced with something that would
otherwise break the soul and cause intense amounts of grief, the
player is allowed to roll Willpower + 3d6 with a goal of rolling above
1 0 for Minor Torments, 1 5 for Major Torments, and 20 for Terrible
Torments. Success means that the player character gains no
Torments and deals with the trauma as best they can. Failure means
that they take on the proper Torment and immediately roll to try and
make headway towards resolve that Torment.

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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.

When running a game in the world of Digimon Frontier,


you have access to the following special rules: D -Te ctor, F ra cta l
Cod e , S p i ri t E vol u ti on , and Tra i l m on .
D -Te ctors are special Digivices that allow players to scan
Fractal Code from defeated Digimon, as well as hold Spirits gained
from enemies or found through exploration.

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.
Eventually, Lucemon became corrupt and needed to be stopped. It
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 Beasttype 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.

F ra cta l Cod e 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. If a player happens to get knocked out, they could
possibly have their Spirits stolen, preventing them from using Spirit
Evolution until they recover them.
S p i ri t E vol u ti on 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. Eventually, 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.

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 actually 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.

Tra i l m on are strange train-like Digimon that rely on a


monorail system to move around the world. One can ride around
inside the Trailmon, to and from stations and terminals in the Digital
World. Each one has a unique designation and appearance, such as
Trailmon Worm.

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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.

The second game in the Digimon World series, Digimon


World 2 presents the idea of humans and Digimon living peacefully
side-by-side in the Digital World on the Directory Continent in a city
called 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 specializes 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.

Jijimon 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 Jijimon's home and rebuild File City and
stop the mysterious Analogman and his goals.

The main character acquires the use of a Digi-Beetle, a


special type of tank that's designed to travel through the more hostile
areas of the Digital World and has the added benefit of storing
everything you could ever want on board.

When using Digimon World as a setting, you can use the


following special rules: F re sh F orm .

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.

A Digimon that has just hatched is said to be F re sh .


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 allocate to qualities, one
wound box, and a size tag of [Tiny]. In a few hours, it will progress to
the In-Training level, and in a day, to Rookie.

When using Digimon World 2 as a setting, you have


access to the following special rules: Al l e g i a n ce and D i g i -B e e tl e , as
well as the D N A D i g i vol u ti on special rule.
When making a character, note their Al l e g i a n ce to one of
the three Guard Teams presented above. This gives you access to
the Guard Team's headquarters, their barracks, special item shops,
as well as allies you can call on when you need help. Additionally,
when your partner Digimon is of your Guard Team's preferred type,
they gain a +1 d6 bonus to all their qualities.
The D i g i -B e e tl e is a custom tank that you can ride around
in to traverse the more dangerous areas of the Digital World.
Usually, the party will share one, but Guard Teams have been known
to rent out Digi-Beetles to their members in times of need.

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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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