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Digimon

Digital
Adventures
A Digimon Roleplaying Game

Version 1.2
if given a second everyone can give up and run
the beat of your heart will become your weapon

TABLE oF CONTENTS
Chapter 1: Introduction: 2 Chapter 4: Combat 39
How does Combat Work? 39
Chapter 2: Character Creation 3 Initiative 40
Range and Movement 40
Human Character Creation 4
Attacks and Damage 41
Attributes 5
Stances 41
Skills 5
Digivolving in Combat 42
Aspects 6
Interceding 42
Torments 7
Attack Effects 43
Sanity Drain 9
Clashing 44
Inspiration 10
Tamers in Combat 45
Rounding out the Tamers 11
Defeat 45
Digimon Creation 12
Combat Examples 46
Digimon Stats 12
Combat Example 1 46
Qualities 13
Combat Example 2 48
Base Qualities 14
Advanced Qualities 20 Combat Example 3 49
Digizoid Qualities 26
Burst Power 27 Chapter 5: Game Mastering 53
Digimon Attacks 28 Your Digital World, Your Way 53
Derived Stats, Size, and Movement 29 Adversaries and Antagonists 57
Rounding out the Digimon 30 Digivice Design 58
Advanced Digimon Creation 31 Families and Types 59
Opposed Rolls 60
Chapter 3: Mechanics 32 Houserules and Alternate Rules 61
Large Scale Battles 63
Rolling 32
Gear and Items 67
Skill Checks 32
Boss Battles 69
Pool Checks 33
Boss Qualities 70
Stunts, Teamwork, and Mounting TNs 33
Negative Qualities 73
Digivolving 34
Planning Ahead 75
Alternate Digivolving Methods 35
Variants and Unique Digimon 76
Dark Digivolve 35
Closing Statement 77
DNA Digivolve/Fusion 36
Hybrid Digivolve 37
Armor Digivolve 37 Digimon is not owned by myself, this is a
Character Advancement 38 free, non-profit roleplaying system.

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big and bigger biggest dreamer keep running

from now on you have vowed to have no regrets


Chapter 1: Introduction
Welcome to Digimon: Digital Adventures! This is a Tabletop Role-Playing System, ideally played with
between three and five players (one Game Master and five Players), based upon the Digimon: Digital Monsters
franchise. For those of you familiar with the franchise and Tabletop systems: thats great. But it might not
hurt to give this chapter a glance either. If youre not familiar with either Digimon or any Tabletop system, its
suggested you give this section a quick read to be safe.

For those of you not familiar with Digimon; Digimon is a series of the monster taming genre. That
means that its all about humans and monsters working together towards their goals; generally speaking that
goal is saving the world, if not multiple worlds. Digimon, or Digital Monsters, are powerful creatures generally
formed out of data, who sport incredible power. Most times paired up with a human partner, often refered to
as a Tamer or a Digidestined, who the Digimon will protect and fight alongside, growing stronger physically by
changing their forms through Digivolving, while their partner often grows into a better person along the way;
overcoming their fears and shortcomings in order to save the day. Digimon will most likely be inhabitants of the
Digital World, a chaotic plane all their own with mysterious origins. Digimon stories are tales about growing up,
overcoming your fears, and making lifelong friends.

For those of you who are unfamiliar with Tabletop systems; Tabletop systems are games which help try to
balance rules, and imagination, to help create a fun and enjoyable experience of telling a story between
multiple parties. Those two parties are generally the Game Master (GM) and the Players. Players will create
a character who they will take the role of, its an RPG (Role-Playing Game). In the case of Digimon: Digital
Adventures; one character is actually two; a human and their Digimon partner. But to continue: a Tabletop sys-
tem will use a dice roll to help determine the result of an action. This helps create a fair, but potentially risky,
way to figure out how everything plays out. Players are put into the shoes of their character; theyre meant to
gauge the situation and act as the character would; taking a role, and playing it, so to speak. This isnt always
easy however, dont be too hard on yourself if it doesnt come naturally right away.

Digimon, Digital Adventures exclusively utilizes multiple D6s (Six-sided Dice; you can find them in
your average household Monopoly set) to make rolls. That said; fair warning that if you delve into a game
(or campaign) long enough; you might want to invest in additional dice. The pools you can roll later in the game
can hit very high levels if you build your character just right. This can be fairly overwhelming; if you intend to
play a particularly lengthy campaign of the system it might even be necessary to invest in a site which can
calculate the roll results for you on the fly.

But enough about the bare-bones details of the system; Im sure youre all excited to dive right in!

Hey there! My name is Agumon Expert, and Ill be Sup. My name is Fake Agumon Expert, and Ill be
here to help you on your read-through of Digimon: hiding out here and there in the handbook for
Digital Adventures. If Im showing up; its because Digimon: Digital Adventures. If Im around; its
there could be some ideas that could help you to because there could be some ideas that could help
make a better story with the system. the Game Master make a more difficult
Interesting alternate rulings, fluff challange using the system. Bosses?
changes, or potential houserules? Special Rules? Power Builds? You can
Ill do my best to lend you a hand! bet Ill be there offering my advice.

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Chapter 2:
Character Creation
A Players character in Digimon: Digital Adventures is actually two. Players will create both a human and
a Digimon partner, both built using pools of points which they can spend to improve their stats, and in the case
of Digimon, purchase special capabilities to aid them in their adventure.

Human characters, while often frail and weak in terms of combat when it comes to opposing Digimon
(the average human who isnt ready to fight will probably struggle even against Rookie stage Digimon), will
be great for making skill rolls, and will often be the point of narrative focus for your campaigns. This doesnt
mean that human cant jump into the fray; far from it, but it just might not be for everyone. That also doesnt
mean Digimon cannot make skill checks or even excel at them; in some scenarios Digimon can even start to
outperform humans in those fields.

Digimon meanwhile are adept at combat and minor in the field of utility; theyre the muscle that moves
to protect their Tamers, and defeat any forces who might be a threat to the safety of the party. Digimon dont
necessarily have to be big, lumbering brutes however; plenty of them go about fighting in more subtle ways;
striking from the shadows, creating barriers which protect their allies, or weakening the enemy with various
ailments such as poison or blindness. Even then; not all Digimon are inherently fighters; many of them prefer a
peaceful solution to their problems. Be sure to take that into consideration when choosing, and building, your
characters partner Digimon.

Humans have five core Attributes (Agility, Body, Charisma, Intelligence, Willpower), which are further
split up into fifteen Skills (Dodge, Fight, Stealth, Athletics, Endurance, Feats of Strength, Manipulate, Perform,
Persuade, Computer, Decipher Intent, Knowledge, Perception, Bravery). While it will only be a short time
before we delve into these Stats further; its a good idea to have them in mind already when building a
character. The numerical values assigned will change how good your character is at a certain type of action.
Humans furthermore have to each choose two Aspects, things which describe a major part of their being, and
at least one Torment, something of a personal nature which will cause problems throughout their journey,
something theyll need to work to overcome.

Digimon have five core Stats they use as well (Accuracy, Damage, Dodge, Armor, and Health) which
will effect how they work in Combat. Digimon also have derived Stats of Wound Boxes (many other games call
these Hit Points, or HP), Movement, Body, Brains, and Agility. The last three skills allow Digimon to perform
normal, but basic, Skill checks the way humans do, and humans may even utilize their Attributes and Skills
to calculate their Derived Stats for times when theyre involved in combat directly. However, unlike humans,
Digimon also have the ability to purchase Qualities; a special type of Feature which will make their base points
more efficient, or grant them interesting and useful maneuvers for use in combat, or grant them a greater edge
when it comes to how they perform out of combat.

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Human Character Creation
Humans, at creation, have a pool of points to spend improving their Stats on a 1-for-1 basis, known
as Creation Points (CP). The amount of CP you have, and the amount of CP you can spend in a category
(Attributes or Skills), varies depending on the characters Age. Thats right; how old your character is will have a
mechanical effect on how youll build them here in Digimon: Digital Adventures.

The Age Ranges given on the table below are simply guidelines, so that GMs may allow a wider variety
of Age Ranges, while not having to worry about each Age Group (Child, Teenager, and Adult), potentially being
better than another in the game. For example, if one GM wants their campaign to use the Teenager template,
but the concept the player has has their character at age 18; very little will have to be changed. This can also be
justified as everyone maturing and getting stronger at a different rate; not everyone is mentally, physically, or
emotionally mature just because theyre 18 and not technically a child anymore. Just be sure to ask your GM
what the Age Range they want for their game to be. But in the end, GMs have the final say in what Age Ranges
are allowed in the setting; be sure to respect their wishes.

In addition; each Age Group has a Cap on how many Creation Points they can spend on a single
Attribute or Skill, as well as a Final Cap; a hard Cap which the character cannot go above, even after spending
additional Experience to increase their Stats (See Page 38). A character can only have ONE Attribute and ONE
Skill at their Starting Cap at creation; all their other Attributes and Skills must be at least one point below
minimal. So if, for example, your Child character puts 3 points into Body, their other Attributes must be 2 or
lower. The same goes for Skills: if a Child character has 3 points in Fight, their other Skills must be at 2 or below.
Dont forget; you can only spend up to your Area Cap on Attributes or Skills at creation (if you are capable,
you may end up spending all of your CP on Attributes and Skills, if you feel thats how you want to make your
character.). For example, a Teenager character could spend up to 20 points on Attributes, and up to 20 points
on Skills, but could not spend 21 points on Attributes and 19 points on Skills, or vise-versa.

Age Group Child Teenager Adult


Age Range 0-14 12-20 16+
Starting CP 30 40 50
Starting Cap 3 5 7
Final Cap 5 7 10
Area Cap 20 20 25

GMs; when youre designing your campaign; be sure to ask yourself what Age Range you want to use. Think
about what would work best for your campaign; is it better to have a bunch of young kids out trying to find
their place in the world, or a group of adults who are working to better themselves? Setting is important too!
If its a more mature, dark setting, maybe a war-torn world where kids might not be doing as well is a better
place to allow adult templates than a generic campaign based off the anime series.

And while its not against the rules; be careful when allowing multiple Age Ranges in the same campaign. It
might be workable to have children and teenagers running around in the same group, an adult in a group of
children might cause a bit of trouble due to their vastly superior stats. If youre confident in your
ability as a GM to create stories and encounters which will make both parties feel equally important
to the story, by all means, do so! This is more a guideline than a hard rule.
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Attributes
Agility Charisma
A measure of the humans manual dexterity Charisma is a characters force of will and
and general reflextes. Agility covers throwing things, persuasiveness. Charismatic characters will be more
jumping out of the way of monsters or moving likable, or just know what makes people tick. If your
objects, and your overall coordination. Agility, and the character has a particularly high Charisma score, they
Skills Dodge and Fight are used to figure out a humans might even be able to talk their way out of a fight, so
Dodge and Accuracy stats later on. Agility will also help long as the GM allows them to make the roll.
calculate the characters Movement stat; how far
they can move in a single round.

Body Intelligence
The sum of the tamers strength and constitu- Plainly put; how smart the character is, or how
tion. Body is often used with skills that govern your knowledgeable they are. A well-read, bookworm type
endurance and physical power. Body is essentially of character, or one who sports an extensive amount
how good of physical shape the tamer is in. Body is of technical knowledge, will get a lot of use out of
also used for calculating the tamers Wound Boxes, Ar- Intelligence. Intelligence can also help a character
mor, and Damage stats later on. figure out what someone means, or the use of an
object.

Willpower
Willpower is the human characters overall sense of
self, and their focus; characters with a high Willpower will
not back down unless they decide to themselves. Willpower
is also linked to how well the character is able to percieve
the world around them in the form of the Perception and
Survival Skills.

Skills
Agility-Related
Dodge: Used when the tamer needs to avoid being hit.
Fight: Used when the human is trying to hit something. Intelligence-Related
Stealth: Used when the character has to hide or avoid detection. Computer: The name says it all; used for skill checks directly
involving technology.
Body-Related Survival: How good a character is at making it on their own.
Athletics: Used for acts like climbing, jumping, and Generally used to find supplies or gather tools in the wild.
swimming. Knowledge: A general skill used for book smarts, and their
Endurance: Used when testing the characters ability to ability to memorize.
go without, usually without food, water, or shelter for an
extended period, or other physical stresses. Willpower-Related
Feats of Strength: Lifting, pulling, pushing, and so on. Perception: The ability to sense whats around your character,
whether by direct sight, or in some cases common sense.
Charisma-Related Decipher Intent: Used to figure out whats going on, whether
Manipulate: Used to manipulate other characters via lying its how a tool works, or what something or someone is actual-
or misdirection. ly up to, or trying to say.
Perform: Used for singing, dancing, using a musical Bravery: Used when a character needs to face their fears,
instrument, or otherwise entertaining. overcome horrifying scenarios, or face overwhelming
Persuade: A gauge of how convincing the character is; this odds.
is generally more honest than Manipulate.

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Aspects
Each character has something, or in this case several somethings, which is unique to them, helps to
describe them, and helps them in various situations further than their raw stats. Some characters might
be bright, others might be strong, and others might have fantastic social skills. A character, at creation, has
two Aspects: one Major, and one Minor.

A Major Aspect is something which is very apparent and prominent about the characters
personality, something which is deeply ingrained in them, or something that theyre particularly good at.
A Minor Aspect is something about the character which is a bit more subtle, or, while theyre skilled with
it, might not be nearly as apparent or used as often. Be sure to consider how key to the character you want
an Aspect to be; if you want it to be a defining trait, it should probably go to the Major Aspect slot. If its
something which, while important, might not be a very defining trait of the character, it might be better
suited for the Minor Aspect for the character.

Whenever a Aspect becomes relevant to a roll, you get to modify the roll further. If a Major Aspect
would be relevant, you would either add or subtract 4 from your Skill Check (depending on if the Aspect
has a positive or a negative effect on the scenario). A Minor Aspect adds or subtracts 2 from a roll instead.
A character is not allowed to activate more than one Aspect per Roll, even if the flavor of both would
somehow be related to the roll. Additionally, a character is not allowed to activate a Major Aspect to
modify a roll more than once per session, or once per narrative day (whichever is first, unless otherwise
allowed by the GM. A narrative day is simply a day which has gone by in the game.), and they are not
allowed to activate a Minor Aspect to modify a roll more than twice per session, or once per narrative day
(whichever is first, again, unless otherwise allowed by the GM). Dont be afraid to take a negative.

Aspects can also be used to modify Combat Rolls. Again, with the same frequency as stated
before. If an Aspect would be applicable in either a Dodge or an Accuracy roll, you may add the appropriate
number of dice to the rolled Pool (+4/-4 for Major, +2/-2 for Minor.)

Aspect Examples
These are by no means the end-all-be-all list, just a few examples of Aspects, and how they could be used.

- Small but Strong: the character might gain a bonus to Combat or Body-based checks, but take a penalty to
being taken seriously by others, or to checks involving the character having to reach an object further away.

- Wise Beyond their Years: the characters mind is finely honed, but due to their age or stature, people dont take
their advice seriously at a certain point. The character might gain a bonus to certain Intelligence checks, but a
penalty to convincing people who are significantly older than they are.

- Funny Fat Guy: the character is fairly out of shape, but he knows how to get people in a good mood. They may
take a bonus for trying to cheer people up, or talk them out of doing something brash, but dont expect them to be
a great athlete of any type.

- Heroes dont Study!: the character has their mind set on greatness, which doesnt leave a lot of room for other
things. They might gain a boost to some Willpower or Charisma based checks, but dont rely on them for technical
knowledge checks.
Hey GMs! Humans arent the only things that could use Aspects. For example, you could occasionally use
Aspects to make things get modified based on the environment. It might not just be a cave; it could be a Dark
and Cramped tunnel. The characters might be able to hide in it a lot easier and avoid larger Digimon, but finding
their way out might be a bit of a problem. Another good example could be on an enemy Digimon; a quick blurb
about a major opponent or NPC could turn into an Aspect roll for them. Maybe the big, angry Leomon
has a Soft Spot for Children, and characters might just gain a bonus to Persuading him out of doing
Something brash. Be sure to decide if its a Major or Minor Aspect beforehand.
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Torments
Just as every character has traits which will help describe them as people, everyone has something
that bothers them about themselves or their lives, or has an unpleasant memory which always pops up at
the wrong moment. These are Torments, and theyll also serve to help further flesh out and develop your
character. But dont worry; with a bit of time and a bit of effort, you can work past them and come out
stronger on the other side.

There are three classifications of Torment; Minor, Major, and Terrible. All characters start with
either two Minor Torments, or one Major Torment. You can, of course, add more Torments as you see fit,
or adjust the level of your Torments, but this is the bare minimal. Adding more Torments will not aid your
character mechanically in any way, but you may feel it appropriate for the character, or feel like it adds to
the story in some manner; thats fine too. A friendly reminder: things which one player sees as a Minor
Torment for their character might be a Major Torment for another character. Some things might effect a
character more, despite being the same thing. For example, one character could have a fear of the ocean
and dislike water, but another could have an absolutely crippling fear of the open seas which doesnt let
them even enjoy their time on the beach. What matters is the intensity of the torment (but be careful; the
GM should still have the final say in what can and cannot count as a Major or Minor Torment).

Minor Torments are something which are not particularly crippling, but have a noticeable effect on
a character when theyre brought up. A few examples of a Minor Torment: being a crybaby, having trouble
making friends, or having your parents be divorced.

Major Torments are something a bit more stressful for a character. They leave a long-lasting scar
on the characters mental state, which takes more time and effort to work out. A few examples of a Major
Torment: feeling like your siblings only guardian, fearing conflict as it might bring your friends harm, or
a crippling fear of being alone.

A Terrible Torment is something which breaks a persons will, changes who they are, and will
probably haunt them for the rest of their lives. Terrible Torments are significantly darker in nature
than Major or Minor Torments, and should be used very carefully in a game. A few examples of what a
Terrible Torment could be: a characters beloved family member being killed in front of them, or maybe being
abducted and held hostage at some point in their past.

Each type of Torment has an associated number of Torment Boxes that increases based on the
intensity of the Torment. Minor Torments have 5 Boxes, Major Torments have 7 Boxes, and Terrible
Torments sport a whopping 10 Boxes. As you progress through the game, you may gain chances to mark
your Torment Boxes off. Marking off a Torment Box signifies a character working towards overcoming
their fear.

When a character is confronted with their Torment; whether it be from memory as the group
sits around the campfire, recollecting, directly seeing their Torment, or otherwise, the character rolls
3D6+Willpower, then subtracts the number of unmarked Torment Boxes for the appropriate Torment
from the roll result. The goal is to hit the TN (Target Number, detailed on Page 32) of 15. If a character
succeeds in the roll, they make progress to resolving their torment and may mark off another Torment
Box. Failure results in the character becoming sullen and withdrawn, and if this happens in combat, they
may not be of any help at all, being locked down by their fears. A result of 5 or lower means that the
character is effected so greatly by the torment that they may lash out, hide, or even abandon the group for
a time. A result of 0 or less will reduce your character to a blubbering mess; quite possibly at the worst
time, and have a pretty fair chance of abandoning the group, leading the others to follow after them.

A Player can only activate a Torment once per day on their own. After that, the GM may still choose to
have a Player activate a Torment again. The GM may also ask the Player to make a Torment Check at any time.

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At creation, you may choose to mark off Torment Boxes by using CP on a 1-for-1 basis (1 CP =
1 Torment Box Marked). This helps to signify that, while the character might not be entirely over the
Torment, theyre making headway towards getting past it, and may have been working on it for a long
time. However, you cannot mark off all of your Torment Boxes at Creation. You may only mark off up to 2
Boxes of a Minor Torment, up to 3 for a Major Torment, and as many as 5 on a Terrible Torment.

Post-creation, you may spend Experience granted to you by the GM to mark off Torment Boxes.
The cost increases compared to how it worked at Creation, similar to how Attributes and Skills are harder
to increase post-creation. This does require GM approval.

To mark off more Torment Boxes at creation, you must spend Experience equal to the number of
Marked Torment Boxes+1. For example, if you have 3 Marked Torment Boxes and wish to spend extra
Experience to bring that number up to 4, you would need to spend 4 Experience.

Hey there, its me again. If you feel like your story needs it, or that your Players arent really using their
Torments, or heck, if you just feel like being a bit more punishing of a GM: feel free to toss in a houserule
about Failed Torment Checks. Maybe on a 5 or lower, they un-Mark a Box of the appropriate Torment.
Maybe on a result of 0 or less, they unmark every single box of the Torment. This should make
It so that Players have to actually work towards improving their characters relationship with
whatever Torment they have, instead of just hoping for the best when a Torment Check pops up.

I know theres a lot to take in in these chapters, so heres a quick summary of how this all works. This list will
show up in a later chapter as well, but it never hurts to cover the bases.

Torment Minor Major Terrible


Boxes 5 7 10
Starting Cap 2 3 5

Torment Check Formula: 3D6+Willpower-Unmarked Boxes

Experience Formula: 1+Unmarked Boxes to Mark another Box

Target Numbers (TN): 15

Other notes: A roll of 5 or less is a Failure which results in the character becoming very withdrawn. A roll of 0 or
less will result in the character becoming a blubbering mess.

Minor Torments: smaller things which bother a character or cause them fear.

Major Torments: bigger issues which might more actively haunt a character.

Terrible Torments: horrifying, crippling issues which might have changed a character forever.

I hope this helps streamline the mechanical aspect of Torments a bit better. Anyways, onward, to
the Sanity and Inspiration section of character creation!

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Sanity Drain
Torments arent the only thing that will be able to hinder a character. Sanity Drain is an aspect of
Digimon: Digital Adventures that, while not required for play, is a very real rule which the GM could have
activate at any given time if they feel its relevant. So be prepared!

Sanity, on its own, is a very simple concept. Essentially its a mechanical twist that activates when
a character is faced with a truly traumatic experience in-game, which can result in them gaining a new
Torment. A Sanity Check is a simple Bravery Check (3D6+Willpower+Bravery), with a Target Number
(TN, see page 32) which is modified based on the severity of the potential Torment.

For something minor, like the character being teased repeatedly or seeing themselves fail over and
over again, the TN would be something akin to a Minor Torment (TN of 10 for Children, TN of 13 and 16
for Teenagers and Adults respectively, to help compensate for their higher stats at Creation).

A potential Major Torment could be something like intense levels of stress due to your player
group fighting constantly, or maybe a bad breakup at the worst moment. (TN of 14 for Children, TN of 17
and 20 for Teenagers and Adults respectively).

Then there are potential Terrible Torments, horrible things which go alongside what was explained
in the Terrible Torment section before. (TN 18 for Children, TN 21 and 24 for Teenagers and Adults
respectively.).

If you Fail the check (hit below the Target Number/TN), you gain 1 point of Sanity Drain. Sanity
Drain is a stacking penalty towards your next Sanity Check (for every 1 point of Sanity Drain, you take a -2
Penalty to oncoming Sanity Checks. For example, if you have 3 points of Sanity Drain, you take a -6 Penalty
to your Sanity Check Rolls.). A character may only have Sanity Drain points equal to two less than their
Willpower or Bravery (whichever is higher). It takes less to break someones psyche down if they didnt
have much willpower to begin with.

On a Critical Failure (if roll a number which is 5 or more lower than the Target Number/TN), you
not only gain 2 points of Sanity Drain, but also gain an appropriate Torment.

On a Success (hitting the Target Number) nothing happens. The character powers through the
terror. On a Critical Success (rolling a number which is 5 or more higher than the Target Number/TN),
you may remove 1 point of Sanity Drain, gain 1 point of Inspiration (detailed later), or gain an amount of
Bonus Experience which you work out with your GM.

If a Torment has all its Boxes Marked, you also reset your Sanity Drain to 0. Clearing your mind can
go a long way to making sure you can power through the tough times.

Got a particularly harsh campaign going on? Consider having the players keep track of where the Sanity
Drain is coming from with separate boxes for each source. A character being tormented by an evil
Digimon might have a separate box for party infighting. Also, maybe consider adding points of
Sanity Drain if the character gets a 0 on a Torment Check. Bringing up old wounds can hurt.

Not every Campaign needs to be harsh about Sanity Drain. Allowing characters to remove a point of Sanity
Drain if they take an Extended Rest (a period of time equal to at least 4 hours where the characters are
relaxing or just having fun), can help to make sure that the harm on their mental state isnt
TOO harsh. Taking a breather like that can be justified as removing a point of Sanity Drain.
Be sure to be fair with this rule; if its used too much it can make Sanity Drain pointless.

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Inspiration
One last, powerful tool that humans have at their disposal is called Inspiration. This mechanic not
only encourages, but actively rewards good roleplaying. Each character has a potential pool of Inspiration
equal to their Willpower Stat (their Inspiration Cap cannot be lower than 1, even with a Willpower of 0),
and every character is given 1 free point of Inspiration at creation.

Additional points of Inspiration can be granted by the GM for rewarding a player being a good
role-player, someone whos acting as a character first and foremost. Inspiration may also be purchased
by spending Experience (2 Experience for every point of Inspiration you currently have), or rewarded by
Critically Succeeding in a Sanity check. If a character cannot hold any more points of Inspiration, the GM
should grant an additional amount of Bonus Experience instead.

Inspiration may be spent in a variety of ways. Inspiration may be spent freely at any point in the
game, whether its in combat as an Accuracy or Dodge Roll or on a simple Skill Check. The simplest way
to do so is to spend one Inspiration point to re-roll the dice. Furthermore, you can bolster the roll by
spending additional points of Inspiration to increase or decrease the result (or in the case of an Accuracy
or Dodge check, increase the number of dice in your pool by 1) of the roll by 1 per additional Inspiration
spent. For example, if you spend 1 Inspiration to re-roll, then another two to increase the result, you
would now be adding 2 to the roll (or, again, 2 to your Accuracy or Dodge pool).

But there are other ways to spend Inspiration too. The more Inspiration you have, the better you
can sway the odds in your favor as a Tamer. If you spend Inspiration equal to 1 lower than the Starting Cap
for your Age Group (2 for Children, 4 for Teenagers, 6 for Adults), you may add or subtract 5 to any Skill
Check, or add or subtract 5 Dice from any Dodge or Accuracy pool. This is known as an Act of Inspiration.
By being able to burn Inspiration at a faster and more efficient rate means that there are a few mechanical
benefits to playing Children in Digimon: Digital Adventures, whereas its simply not any more useful for
an Adult than simply spending 6 Inspiration on a re-roll.

The most difficult type of Inspiration modifier to utilize is known as a Fateful Intervention. By
spending the entirety of their maximum potential Inspiration (5 for Children, 7 for Teenagers, 10 for
Adults). A Fateful Intervention not only adds or subtracts a bonus 5 from a check, or Dodge or Accuracy
pool, but it also allows you to add or subtract your characters Willpower to the check, Dodge, or Accuracy
pool. In addition; you may choose to set the results of each die rolled. If you want nothing but 6s? Thats
fine. 1s all around? Thats you choice as a player. A Fateful Intervention is a powerful tool which takes
time to utilize, but it puts the power entirely in the hands of the player, at least for one roll.

Heres a quick reference for Inspiration! This will show up later on, but use this as a quick summary.

Inspiration Cap: Equal to Willpower.

Basic Use: Re-roll a check. Includes Accuracy and Dodge. Spend more to add to the total or pool.

Act of Inspiration: Spend Inspiration equal to your Starting Willpower Cap-1

Fateful Intervention: Spend your maximum potential Inspiration.

Be sure to remember the difference between adding to a check with a Modifier, and adding a die to
a pool for an Accuracy or Dodge check. One modifies the total number you roll, the other adds to
the total number of dice that you roll.

10
Rounding out the Tamers
Just one last section before we can move on to the Digimon themselves, dont worry. Before we go
onto the fluff section of Tamers, weve got a few more formulas to figure out for their Derived Stats. These
might not all be useful by default on a character, but theyre good to have squared away just in case.

- Wound Box Formula: Body Stat+Endurance Stat (cannot go below 2).


- Movement Formula: Agility+Survival. This is how many spaces you may move with a Move Action.
- Accuracy Pool Formula: Agility+Fight Score.
- Dodge Pool Formula: Agility+Dodge Score.
- Armor Formula: Body+Endurance Score
- Damage Formula: Body+Fight Score

Accuracy, Dodge, Armor, and Damage will be talked about more in the Combat section.

Before moving on, take a moment to think about your character a bit. While these are some of the first
questions people normally ask themselves during character creation, but its never a bad idea to review
these at the end of creation either. Just take a quick moment to ask yourself a few questions.

- What does your character look like? Do they have any distinguishing features?
- What is your characters home life like? What are their parents like?
- Does your character have any siblings? If so, what are they like?
- Is your character religious or superstitious in any way?
- Even if your character doesnt excel at school, do/did they have a favorite subject?
- Does your character have hobbies or activities that they participate in? Clubs, charities, teams?
- Is there anything your chracter fears, or anything that causes them anxiety?
- Try to name three items which your character would always have in their pocket or backpack.
- Does your character have a special talent or skill?
- How does your character view themselves? Is it realistic? Skewed? Good? Bad?
- If your party is in a life threatening situation, how does your character react?

While these might not be a definitive list of questions, they should help to not only create your character
mechanically, but help give you a few ideas for their background or personality otherwise.

11
Digimon Creation
Theres another half to the dynamic duo which will be your two-man team within the game. Digimon
are incredibly powerful in the field of combat, and shouldnt be taken lightly. But on the other hand, they have
a lot of potential tricks up their sleeves which can also make them valuable partners in terms of utility as well.
Keep in mind that at a certain point, Digimon will probably start to outperform a human character at a certain
point from a mechanical perspective. But thats fine; Digimon are also reliant on their Tamers in order to hit a
higher stage and Digivolve quickly, and be directed in combat; the duo is stronger as a team than any human
or digimon could be on their own.

Digimon are built similarly to humans, having a pool of points called Digi-Points (DP) which they can
spend both to improve their raw Stats, and purchasing Qualities, special features which will aid them with all
kinds of various mechanical boosts. The most common starting Stages, In-Training and Rookie, will start with 15
and 25 DP respectively. Higher and lower Stages will have different base amounts of DP, as well as other various
effects. Be sure to consult the chart on page 31 for more information on how Stages work. There will also be
more information about Derived Stats on page 29, keep a look out for those.

Digimon Stats
Accuracy Dodge
The Accuracy stat determines how intelligent Dodge is the exact opposite of Accuracy in
the Digimon is, how many dice are rolled when it tries combat; it determines how many dice are rolled in
to Attack, the effectiveness of its Effects, and the size response to the Digimon being attacked, and will help
of its Area Attacks. Accuracy also helps to determine determine the Agility stat as well.
how quickly a Digimon reacts with its Agility stat.

Damage Armor
Damage directly effects how hard a Digimon The defensive counterpart to Damage, Armor
hits with all of its Attacks. Damage also helps scale will directly reduce how much a Digimon is hurt by
the Body stat, and will also help determine a couple an attack. Armor also influences the Body stat, which
other various things. also in turn effects other aspects of the Digimon.

Health
Health helps to determine how many Wound Boxes
a Digimon has, as well as how many dice it rolls to recover
Wound Boxes after Combat is over. Health also has a direct
effect on the Body stat.

You already probably have a general idea of what you want your Digimon to do with those stats alone.
You purchase Stats for DP on a 1-for-1 basis; one DP will allow you to put a point into a single Stat. So if you
want to buy 10 points of Health, it will cost 10 DP. Its very simple and straightforward, dont worry. Before
Qualities, a Digimon must have at least 1 Point in every Stat. After Qualities, a Stat may not be lowered below
0. This means that if you have a Stat at 0 thanks to a Quality, and wish to purchase another Quality which would
lower the stat further, they must first put a point into the appropriate Stat.

But before we dive into putting all of our points into Stats, theres a lot more to look over for Digimon Creation.
Be sure to make note of some rulings for Qualities; some of them are a bit hard to remember.

12
Qualities
Qualities are special features which Digimon can purchase to further bolster and flavor their abilities
beyond that of raw Stats. Theyre purchased by spending the stated number of DP to add the Quality to your
Digimon. However, theres a bit more to it than that.

Qualities which state a Rank, are Qualities which may be purchased multiple times. Some sport a line
which will say Up to X Ranks. This means that there is still a limit on how many times the player may purchase
the Quality. Others may have another limitation on how many times they may be bought; be sure to read the
Quality text carefully. Some Qualities also have a choice that you have to make about it, so think carefully.

Lastly, each Quality will sport a Tag and a special symbol which will help you determine how it effects
your Digimon. The system is simple; just remember your S.A.T.s.

Static Attack Trigger


S A T
Qualities which sport the Qualities which have the Trigger Qualities are ones
Static Tag are Qualities which are, Attack Tag are Qualities which that require a trigger to occur.
in short, always on. The Digimon is help directly modify Attacks of the That is to say; they need to have
always considered effected by this Digimon. While most Qualities the player activate them in some
Quality unless something happens modifying Attack are for a single manner; whether by using an
to disable it. Attack, some may be able to modify Action in Combat, or by having the
more than a single Attack. enemy miss with an Attack.

Hopefully this will be easier to memorize than actually studying for your SATs. And keep in mind that
a single Quality may sport multiple Tags based on what it does to the Digimon. For example, a Quality could
have the Attack and Trigger Tags, meaning it would both modify an Attack, and require a trigger in order to be
activated in the middle of combat.

This section is first divided by Qualities which are purchasable by any Digimon, no matter the Stage or
what other Qualities theyve taken. These are called Base Qualities. Qualities are sorted by Alphabetical Order.

There are however other Qualities which have prerequisites to purchase; that means that a Digimon
will most likely have to either be at a specific Stage, or have already purchased another Quality. These will
be detailed later in (Advanced Qualities), to help keep things on track; building from the ground up, so to
speak. Qualities which will serve as prerequisites for later Qualities will try to state that they do during their
description. Before we begin; lets analyze a Quality

Agility
T Now lets look at Agility. We can tell that
2 DP its a Trigger Ability by the T symbol, and that
it costs 2 DP to purchase. The effect is straight
The Digimon may re-roll any dice that forward; reroll 1s on a Dodge roll once per
show up as 1s on a Dodge roll once per fight. fight. It also serves as a prerequisite for the
Dodge Quality later on.
Prerequisite for: Avoidance

13
Base Qualities
Agility Are you and your players having trouble constantly
T missing your Attacks? Well consider this; using the
2 DP Area Attack Quality below, have the target take a
-2 Dodge Penalty for every space they occupy that
The Digimon may re-roll any dice that the Attack would hit. For example, a Digimon taking
show up as 1s on a Dodge roll once per fight. up a 9x9 space (Huge), being in a 2x2 Blast
Zone, would take a -4 Penalty to their
Prerequisite for: Avoidance Dodge Pool for that Attack!

Area Attack
A, T
2 DP Per Rank

For each Rank you take in this Quality, you may apply an [Area Tag] to an Attack. Each time you take a
Rank in this Quality, you must choose a different [Area Tag] and a different Attack to apply it to. Details on Bit
and CPU Values are found on Page 29. Attacks hitting multiple enemies at once take a -3 Accuracy Pool penalty.
Some Area Attacks must be applied to either a [Melee] or [Ranged] Attack, some may be applied to both. With
the exception of the Pass effect, all Area Attacks which can be applied to either Melee or Ranged only have
their minimum size when applied to a [Melee] Attack. For example, if I apply [Line] to a [Melee] Attack, it can
never create a zone greater than a 1 meter by 5 meter rectangle. An Attack with an [Area Tag] can still be used
as a single-target Attack with no penalty.

[Blast]
Ranged: Blast Attacks create a circular zone whose [Line]
origin point is somewhere within the users Range. Melee/Ranged: Line Attacks create a pillar which
The diameter is 1 Meter at base, but the user may originate adjacent to the user. The pillars length
add their Bit Value to the diameter. is 5 meters at base. The user may add their Bit
value to the length. The pillars width is 1 at base,
[Burst] but the user may add 1 to the width for each Size
Melee/Ranged: Burst Attacks create a circular Class they are above Medium.
zone with the user at the point of origin. The base
radius is 1 Meter, however the user may add dou- [Pass]
ble their Bit Value to the radius. Melee: Pass Attacks have the user charge in a straight
line in a given direction, hitting every target along the
[Close Blast] way. Once the Pass Attack is called, the direction can
Melee/Ranged: Close Blasts originate in a circular not be changed. They may move a distance equal to
zone adjacent to the user. The circles base radius is their Movement score, and then continue to move an
3 Meters. The user may add double their Bit Value additional number of meters equal to (or less than)
to the radius. their CPU Value. A Pass Attack requires Movement
to use; so if the user has a Pass Attack they must use
[Cone] up two Simple Actions to use it. However, if the Pass
Melee/Ranged: Cone Attacks create a triangle, Attack has the [Charge] Tag (Page 15), this rule is
or a cone, which originates adjacent to the user. ignored and the Pass Attack only takes up one Simple
The shape has a base length of 3 meters. The user Action.
may add double their Bit Value to the length.
14
Armor Piercing Charge Attack
A A
1 DP per Rank, up to 3 Ranks 1 DP
Choose one Attack. That Attack ignores Choose a [Melee] Attack. By applying
up to X points that any defending Digimon the [Charge] Tag to that Attack, the Digimon
has in Armor, where X is one higher than the may use the Attack and move as one Simple
Ranks you have of Armor Piercing. Armor Action, instead of needing to use two Simple
Piercing may only be applied to one Attack per Actions; one to Attack and one to Move. In
Digimon. A Digimon may not have Armor short a [Charge] Tag allows the Digimon to
Piercing and Certain Strike on the same use the tagged Attack to move and Attack at
Attack. the same time.

Attack Effect Combat Awareness

A S
1 to 3 DP per Rank 1 DP per Rank, up to 3 Ranks

For every Rank you take in Attack Effect, Combat Awareness has a varying bonus
you choose one of the Digimons Attacks. That which is effected by how many Ranks you take
Attack gains an associated [Effect] Tag. You in the Quality. The effects of each Rank stack
may not apply more than one [Effect] Tag per with the other Ranks.
Attack. Different [Effect] Tags cost different Rank 1: Add your Ranks in Combat Awareness to
amounts of DP. See more about how each one your Initiative in the first round of Combat. You gain
works on page 43. +2 to Dodge against Surprise Attacks.
Rank 2: Add your Ranks in Combat Awareness to
1 DP: Immobilize, Knockback, Taunt your Dodge for the first round of Combat. You gain a
2 DP: Poison, Confuse, Stun, Fear, Lifesteal, Vigor, +4 bonus to Dodge against Surprise Attacks.
Fury, Cleanse, Haste Rank 3: Add your Ranks in Combat Awareness to
your Accuracy for the first round of Combat. You gain
3 DP: Blind, Paralysis, Charm, Weaken, Strengthen, a +6 bonus to Dodge against Surprise Attacks. You
Heal, Regenerate gain +2 Movement for the first round of Combat.

Certain Strike Combat Monster

A S
2 DP per Rank, up to 3 Ranks 2 DP

Choose one Attack. That Attack now Whenever the Digimon takes dam-
negates up to X Successful Dodge dice that age, it gains a cumulative bonus to the Dam-
any defending Digimon roll, where X is the age of its next successful Attack equal to the
ranks you have in Certain Strike. Certain number of Wound Boxes it has lost since the last
Strike may only be applied to one Attack per successful Attack. For example, if the Digimon
Digimon. A Digimon may not have Certain takes 4 damage, misses, takes 3 damage, then
Strike and Armor Piercing on the same Attack. connects, the Attack deals an additional 7
Damage. The next Attack in the same scenario
Prerequisite for: Signature Move gains no bonus Damage.
Prerequisite for: Berserker
15
Conjurer Data Optimization
T S
2 DP 1 or 2 DP
The Digimon is capable of summoning Data Optimizations will help gear your
objects out of thin air as a Complex Action. Digimon for a specific role. When you take
The objects may be re-flavored however you this Quality, choose one of the options below.
want; toys, blocks, just about any object which
cannot move on its own. The objects may Close Combat (1 DP): The Digimon adds +2 to its
occupy a number of cubic meters equal to five Accuracy Pool when using a [Melee] tagged Attack,
times the Digimons Bit Value. The objects may but takes a -1 penalty to its Accuracy Pool when
be summoned, lined up, stacked on top of each using a [Ranged] tagged Attack.
other, or simply littered around the field as a Ranged Striker (1 DP): The Digimon adds +2 to its
Complex Action. The objects count as Obstruct- Accuracy when using a [Ranged] tagged Attack, but
ing Terrain (this means that it stops attacks suffers a -1 penalty to its Dodge pool when
from going through, even Area Attacks!). The defending against a [Melee] tagged Attack.
objects have Wound Boxes equal to five times Guardian (1 DP): The Digimon gains a +2 Armor
the Digimons Bit Value, and Armor equal to bonus, but takes a -1 penalty to its Base Movement
double the Digimons Bit Value. They do not score.
have a Dodge Stat. For example, a Digimon
with Brains of 50 would have a Bit Value of Brawler (2 DP): The Digimon gains a +2 bonus to
5, which would allow it to use Conjurer to all checks it makes when Clashing. In addition, it is
create 25 Cubic Meters of objects which sport treated as if it were one Size Class larger when
25 Wound Boxes and 10 Armor. Clashing. Gigantic Digimon with Brawler
Optimization gain a flat +4 to all checks it makes
while Clashing.
Prerequisite for: Summoner
Speed Striker (1 DP): The Digimon gains a +3 bonus
to its Base Movement score, but gains a -1 Dodge
penalty.
Counterattack Effect Warrior (2 DP): The Digimon gains a +1 bonus
T to its base Spec Values (see page 29 and 31), but
suffers a -2 Armor penalty.
2 DP
Prerequisite for: Data Specialization
Once per combat, if an enemy were to
miss with an Attack, you may make a free at-
tack with them as the sole target (you may not
use this Quality while also using the attack as
an Area Attack). You may choose any Attack
on your Attack List otherwise. The target only
rolls half of their Dodge Pool in response to
the new Attack.
Prerequisite for: Counterblow

Data Optimizations are always a good idea to take. Not only do they help flavor what your Digimon does, but
its always efficient for the DP you spend, in order to help solidify your role. If you want your Digimon to be
making a lot of Melee Attacks, Close Combat Optimization essentially becomes a 2 Stat Bonus for 1 DP. But
think a bit before taking a Specialization: if you have a lot of Effect tags, but theyre also Ranged
Attacks, Ranged Striker may be a better option mechanically over Effect Warrior. But also keep
Data Specialization in mind for later, there may be a higher level within the Optimizations tree
that you want to shoot for!
16
Extra Movement
Huge Power
S
1 or 2 DP per Rank T
2 DP
Every time you take a Rank of
Extra Movement, choose one of the The Digimon may re-roll any dice that
following movement types below. A new show up as 1s on a Accuracy roll once per
Movement Type allows the Digimon to move fight.
in a new type of terrain at a speed equal to
their Movement score (after Speedy). In the Prerequisite for: Overkill
case of Swimmmer and Jumper: see page 30
about the ruling for a Digimons movement in
those environments without this Quality. See
page 30 for the explanation on the
differences on Base Movement and Improved Derived Stat
Movement.
S
Flight (2 DP): The Digimon is capable of flying 1 DP per Rank
through the air.
Whenever you take Improved Derived
Digger (1 DP): The Digimon is capable of burrowing Stat, choose one of your Derived Stats (Body,
through the ground, so long as its as soft as dirt.
Snow or sand are other alternatives. Agility, or Brains) and increase it by 1.
Swimmer (1 DP): The Digimon is capable of
moving through the water at a much faster speed
than normal. Mighty Blow
Wallclimber (1 DP): The Digimon is capable of S
scaling vertical surfaces, but not on cielings. 2 DP
Jumper (1 DP): The Digimon is capable of jumping at
a height and length equal to its Movement. Whenever the Digimon deals Damage
to an Opponent and the result is equal to or
Prerequisite for: Advanced Mobility greater than twice the Opponents Body score,
the Opponent is Stunned for one round.

Hide in Plain Sight


S Mode Change
1 DP per Rank, up to 3 Ranks
T
Anyone attempting to spot the user of 2 DP per Rank
the Hide in Plain Sight Quality takes a penalty
to their Roll to find them (usually Perception) For each Rank you take of Mode
equal to the Ranks it has multiplied by 4. For Change, pick two Stats. As a Simple Action,
example, if you have Hide in Plain Sight Rank you can swap the two Stats around. Each time
3, anyone attempting to spot you will take a you take this Quality, choose a combination
-12 penalty to their rolls. The Digimon may you have not taken before. Health may not
become transparent, be capable of disguising be chosen as a Stat for this Quality. Use only
itself to be less obvious, or maybe just really the Base Stat when doing the math, it is not
good at finding a place to hide. changed by things like Stances or Directing.
Prerequisite for: Sneak Attack, Shade Cloak Prerequisite for: Mode Change X.0

17
Naturewalk Reach
S S
1 DP per Rank 3 DP per Rank
The Digimon is at home on a certain The Digimon is able to use [Melee]
type of Terrain. For each Rank you take in Attacks and Initiate Clashes at a Range
this Quality, choose a different type of Terrain equal to the number of Ranks in this Quality
such as, but not limited to: Tundra, Forest, doubled. If the Digimon uses a [Melee] Attack
Mountain, Jungle, or Desert. Be sure to talk with an Area Tag, they may have the point of
to your GM when taking this Quality; they origin be anywhere within its reach. See page
might not have a lot of the Terrain in mind for 44 for more details on Clashing at a Range.
their campaign. The Digimon does not suffer [Melee] Attacks take a penalty to Accuracy as
Movement penalties from Difficult Terrain of if they were [Ranged] Attacks based on the
its chosen environment. distance.
Prerequisite for: Element Master
Resistant
Pack Master S
1 DP per Rank
S
2 DP per Rank, up to 3 Ranks For each Rank in Resistant a Digimon
has, it decreases the duration of incoming
All Allies within the Digimons Ranged [Effect] Tagged Attacks by 1 Round (this
Burst Radius (1+Bit Value Doubled), gain a +2 Quality cannot bring the Duration below 1
Accuracy bonus per Rank the Digimon has in Round (3 Rounds for Poison).
this Quality.
Slayer
Pack Tactics
S
S 1 DP per Rank
1 DP per Rank, up to 3 Ranks
Slayer is a very specific Quality: when
Whenever this Digimon is either within you take the first Rank of the Quality, choose
the Digimons [Burst] Radius of an ally, or it one Major and two Minor targets. For one
and an ally Flank an enemy, the Digimon gains example, a WarGreymon who takes Slayer for
a +2 bonus to its Accuracy Rolls per Rank in slaying Dramon-class Digimon might choose a
this Quality. Major of Dramon-class Digimon, and a Minor
of Dragon Man and Dinosaur Digimon. Slayer
grants a +2 bonus to Accuracy checks against
Prerequisite for: Coordinated Assault the Major, and +1 against the Minors, per
Rank. Additionally, if the Digimon fits into one
of these Qualities itself, on a Missed Attack
Quick Healer it takes unalterable damage equal to its CPU
Value. Be sure to consult your GM before you
T take and decide on this Quality.
2 DP
Be sure to have fun and take inspiration from actual
The Digimon may re-roll any dice that Digimon from the show: one could make Slayer be a
show up as 1s when rolling to heal out of
Combat, but only once after each fight. Holy Ring, Evil Mark, Dramon Destroyer, its a very
fluff-based Quality. But in the end make
Prerequisite for: Regenerator sure that your GM is okay with your choices.

18
Selective Targeting Tracker
S S
2 DP 1 DP per Rank, up to 3 Ranks
The Digimons Attacks will no longer be Tracker makes a Digimon significantly
able to Damage Allies or place negative Effects better at finding its target. It gains a +4 bonus to
on them such as Poison, Weaken, or Blind. Perception (Brains) checks to find hidden traps or
enemies in the immediate area, or follow a trail. If
Inversely, enemies the Digimon Attack will not the Digimon has a proper tool to track the target,
be able to gain benefits from positive Effects such as clothing or a trail of footprints, it gains an
such as Healing, Strengthen, or Cleanse. additional +2 bonus per Rank in Tracker.

Speedy Tumbler
S S
1 DP per Rank * 3 DP
For each Rank you take in Speedy, the The Digimon only takes one-half the
Digimon adds 2 to its Movement. You may not Damage it normally would when falling due to
more than double the Digimons Base being Pinned midair, and recieves Bonus Armor
Movement in this manner. equal to its CPU Value Doubled when it is Thrown.

Prerequisite for: Teleport Weapon


S, A
System Boost 1 DP per Rank, up to 3 Ranks
S Your Digimon has a Weapon, or some type
3 DP per Rank * of fighting style it prefers. Attacks which use said
Weapon or fighting style may gain a
For each Rank you take in System Boost, [Weapon] Tag. A Digimon may only have a
increase one of the Digimons Spec Values by number of [Weapon] Tagged Attacks equal to the
1. You may not more than double the Ranks it has in this Quality. Whenever a Digimon
Digimons Base Spec Values in this manner. uses a [Weapon] Tagged Attack, it gains a bonus
The stat may still be improved by Derived to Accuracy and Damage equal to the Ranks in
Stats as per usual after System Boost. this Quality.
Prerequisite for: Digizoid Weaponry
Technician
S
1 DP per Rank, up to 3 Ranks
A Digimon with Technician is skilled
at repairing code and technology, and by
default can read and comprehend Digicode
for its Tamer. It also gains a +4 bonus to
repairing or deciphering code and
machinery, or simply rebuilding things in the
Digital World, per Rank in this Quality.
Prerequisite for: Trojan, Firewall

19
Advanced Qualities

Advanced Mobility Berserker


S T
3 DP per Rank 2 DP
Prerequisite: Extra Movement Prerequisite: Combat Monster
Each time you purchase a rank of this The Digimon gains a Rage Meter, which
Quality, choose one of the following Extra is represented by 2D6, both dice starting at
Movement types you already have. You gain 1 (which means the value of the Rage Meter
a different Effect based on your choice. See beings at 2). Normally the Rage Meter is
page 39 about Difficult Terrain rulings. inactive but may be activated as a Simple
Action. Whenever the Digimon connects with
Movement (Speedy Rank 1): The Digimon may now an Attack, it gains +1 Rage. Whenever it
take Speedy Ranks to a point where it will triple its misses with an Attack, it gains +2 Rage.
Base Movement over Double it. Whenever it is hit by an Attack, it gains +2
Flight: The Digimon is not slowed down by even the
Rage. If a whole Round passes by without the
harshest of winds while its in the air and its Flight Digimon using an Attack or being hit by an
speed is increased by 3. Attack itself, it loses 4 Rage. The Rage Meter
must be active for the Digimon to gain Rage.
Digger: The Digimon is now capable of digging
through the majority of surfaces without being For every point the Digimon has in Rage, it gains a
slowed down. It can dig through softer metals but +1 bonus to Armor and Damage. However, when
this is now trated as Difficult Terrain. The Digimons
Digging speed is increased by 3. the Rage Meter is filled (in this case at a value of
12), the Digimon goes berserk and is now under
Swimmer: The Digimon is capable of swimming the GMs control, generally attacking everything
without being slowed down by harsh currents, and on sight. The Rage Meter may be deactivated as
its Swimming speed is increased by 3.
a Simple Action involving a TN 5+(Rage) Persuade
Wallclimber: The Digimon is now capable of walking Check from the Tamer or another Ally.
on ceilings, and cannot be slowed or slip off any wall
surfaces. Its Wall Climbing Speed is increased by 3. Prerequisite for: Boiling Blood
Jumper: The Digimons Jump height and Length is
increased by its CPU Value times Five.
Boiling Blood
S
1 DP Per Rank, up to 3 Ranks
Avoidance Prerequisite: Combat Monster
T For each Rank in Boiling Blood, the user of
2 DP this Quality lowers the penalty to its Rage Meter
Prerequisite: Agility on a round without a connected Attack by 1. For
example, if you take Boiling Blood Rank 2, on a
Once per fight, the Digimon may choose
one of the following: it may either activate Round where the Digimon does not Attack, and
Agility an additional time per fight, or it may an Opponent does not hit with an Attack, it only
re-roll 1s and 2s instead of just 1s on an loses 2 Rage instead of 4.
activation of Agility, again only once per
Combat. Prerequisite for: You Wont Like Me When Im Angry
20
Coordinated Assault
Counterblow
T
3 DP T, A
Prerequisite: Pack Tactics 2 DP
Prerequisite: Counterattack
The Digimon may Mark a single target
as a Simple Action. A Target who is Marked Choose one Attack to apply a [Counter]
gains a -3 Dodge Penalty over a -1 Penalty for Tag to. Whenever the Digimon activates the
each Attack which targets it somehow past Counterattack Quality and uses the tagged
the first one in each Round of Combat. This Attack, the target of the tagged Attack may
Quality may only be activated once every only apply 1/2 of their Armor Stat, in addition
Combat. The Mark vanishes if the uses loses to the penalty to their Dodge Pool.
the Quality (usually by Digivolving) or is
defeated. If the original target of the Mark is
defeated, the user of this Quality may change
the target for free immediately after.

Data Specialization
S, T
2-3 DP Per Rank, up to 2 Ranks*
Prerequisite: Data Optimization, Ultimate Level or Higher

Rank 1 of Data Specialization may be purchased by any Digimon of the Ultimate stage
or higher. A Digimon must be at the Burst level or higher in order to purchase Rank 2 of this
Quality. For every Rank you take in this Quality, choose one of the two options associated with
your Data Optimization. For example, if you chose Speed Striker Optimization, you could take
either Uncatchable Target or Hit and Run.
Close Combat Optimization Guardian Optimization
Fistful of Force (2 DP): The Digimons [Melee] tagged What Goes Around (2 DP): Whenever the Digimon is
[Area] Attacks now scale for area size as if they were hit by a [Melee] Attack, it deals damage equal to its
[Ranged] Attacks. CPU Value to the opponent. This damage cannot be
Flurry (3 DP): The Digimon may make an additional reduced by Armor or Dodge.
[Melee] Attack once per Round for free. This Attack True Guardian (3 DP): Whenever the Digimon
cannot be modified in any way; you cannot add Tags or Intercedes (Page 42), it gains a bonus to Armor equal to
Qualities which are not tagged as Static. The Digimon the distance traveled to Intercede. Additionally, if the
takes a -2 Accuracy Pool Penalty when making this Attack had an [Area] tag, any allies behind the Digimon
Attack. have the damage taken reduced by the Digimons CPU
value multiplied by 5, and any [Effect]s they would take
Ranged Striker Optimization are negated. The Digimon takes a -2 Accuracy Penalty.
Sniper (2 DP): The Digimons limitations on range for
[Ranged] Attacks is considered doubled before it starts Brawler Optimization
suffering penalties to Accuracy. The Digimon takes Power Throw (2 DP): Whenever the Digimon throws
a -1 Base Movement Penalty and a -2 penalty to its
Accuracy Pool when making an Attack against a foe a target, it adds its CPU value doubled to its Accuracy.
within 2 Meters. Wrestlemania (3 DP): The Digimon may Clash without
making an Action once per Round. It may initiate
Mobile Artillery (3 DP): The Digimon adds its Bit Value multiple Clashes if it has Multi-Grappler, but they must
an additional time when calculating the size of [Area]
Tagged Attacks. Additionally, the Digimon no longer all be initiated at the same time. The Digimon takes a
takes a penalty for having multiple targets within its -1 penalty to Damage, Armor, and Health.
[Area] Attacks. The Digimon takes a -1 Movement
Penalty.
21
(Data Specialization Continued from page 21) Effect Warrior Optimization
Black Mage (2 DP): Whenever the Digimon uses a
Speed Striker Optimization negative [Effect] Tagged Attack (an Effect which
hinders or damages a target such as Poison, Blind, or
Hit and Run (2 DP): Whenever the Digimon uses a Weaken), it gains an additional round to the duration
[Charge] tagged Attack, they add the distance traveled after the leftover Accuracy Dice and Resistant are
to the Damage. calculated. For reference, this means most negative
Uncatchable Target (3 DP): The Digimon gains a +3 Effects the Digimon uses will not have a Duration
Dodge bonus and does not suffer a stacking Dodge below 2 rounds (4 for Poison).
penalty if it is attacked multiple times in a round. The White Mage (3 DP): Whenever the Digimon uses a
Digimon also gains a +1 Dodge bonus to [Area] tagged positive [Effect] Tagged Attack (an Effect which would
Attacks. bolster or heal a target such as Healing, Cleanse, or
Vigor), it adds its Bit Value doubled to the Power of the
Effect an additional time.

Element Master Firewall


T s
2 DP per Rank 2 DP
Prerequisite: Naturewalk Prerequisite: Technician

Per each Rank in Element Master, the The Digimon gains a bonus to routing
Digimon gains the ability to manipulate an out intruders and otherwise protecting the
aspect of nature such as earth, fire, or water. code its currently working on equal to its
The Digimon may only manipulate natural Technician Rank. In addition, the Digimon may
sources of the element: magical, modified, or purchase an additional 3 ranks of Technician.
otherwise GM-decided outliers may not me If the Digimon already has the Trojan quality,
manipulated. Within its [Burst] radius the cost of this Quality goes up to 3 DP over 2.
(consider it Ranged], the Digimon may also
change Difficult Terrain into Basic Terrain of
its chosen element as a Simple Action, or Jogress Partner
vise-versa.
s
3 DP
Prerequisite: DNA Digivolved Once

Elemental Summoner Choose another Digimon in your party.


Whenever this Digimon DNA Digivolves with
s that Digimon, it gains a +2 DP Bonus per Stage
3 DP above Rookie when creating the new
Prerequisite: Conjurer Digimon. This bonus stacks if each partner has
this Quality. For details on the mechanics of
Whenever the Digimons summoned DNA Digivolving, see Page 36.
objects are destroyed, they deal damage to
any enemies or allies within a [Burst] radius
equal to the Digimons Bit Value doubled. The
Burst Radius is the same as if the Digimon was
using a [Burst] Attack itself. The Digimons
summoned objects are effected by Qualities
such as Selective Targeting, Mobile Artillery,
and otherwise.

22
Hybrid Drive
S
3 DP Per Rank, up to 2 Ranks*
Prerequisite: Data Optimization, Ultimate Level or Higher

When taking Hybrid Drive, you may now purchase a Data Specialization from a different
tree than your Data Optimization. The selection is still limited however. Please refer to the
chart below: you may only pick options from trees adjacent to your purchased Data
Optimization on the chart. For example a Digimon who purchased Brawler Optimization could
pick from either Guardian or Close Combat options.

*While a Digimon could purchase both ranks of Hybrid Drive at Ultimate or Mega, its not worth purchasing
both Ranks of the Quality until the Digimon achieves Burst level or higher.

Close Combat

Brawler Speed Striker

Guardian Ranged Striker

Effect Warrior
Mode Change X.0 Overkill
s T
2 DP Per Rank, up to 2 Ranks 2 DP
Prerequisite: Mode Change Prerequisite: Huge Power

If you take Rank 1 of Mode Change Once per fight, the Digimon may choose
X.0, you may now change a selection of two one of the following: it may either activate
Stats (not Health) with another two Stats (not Huge Power an additional time per fight, or it
Health) when making your choice for Mode may re-roll 1s and 2s instead of just 1s on an
Change. If you take Rank 2 of Mode Change activation of Huge Power, again only once per
X.0, you may now swap the Stats around as Combat.
you see fit. You may retroactively change the
Stats for Mode Change when you take Ranks
in this Quality.

23
Multi-Grappler Sneak Attack
s t
3 DP 3 DP
Prerequisite: Brawler Optimization Prerequisite: Hide in Plain Sight

The Digimon may initiate clashes with If the Digimon is hidden from all foes
multiple targets at once. Each combatant still thanks to a successful Stealth (Agility) check
makes only a single check per Round. The versus the opponents Perception (Mind), it
Digimon also no longer takes a penalty from gains a bonus to Accuracy and Damage on the
Clashing at a Range if it has Reach for a single next Attack it makes equal to its RAM
enemy. It still takes the penalty as normal if it value doubled. The Digimon must have some
clashes with multiple enemies at a Range. means of going unseen or unnoticed for this
Quality to be activated (simply standing in
plain sight with a weapon drawn and making
a Stealth Check will not let you activate the
Regenerator Quality. The Digimon must be invisible,
hidden, or otherwise in order to utilize this
T Quality). This Quality may only be activated
2 DP once per combat session, or twice if the first
Prerequisite: Quick Healer round of combat is a Surprise Round.
Once per fight, the Digimon may choose
one of the following: it may either activate
Quick Healer an additional time per fight, or it Summoner
may re-roll 1s and 2s instead of just 1s on an
activation of Quick Healer, again only once per S
Combat. 3 DP
Prerequisite: Conjurer
The Digimons summoned objects are
Shade Cloak now capable of Attacking as well as playing a
defensive role! Each summoned minion takes
s up a space of 1 cubic meter (so it may create a
3 DP number of these objects equal to its Conjurer
Prerequisite: Hide in Plain Sight Rank 3 space limit). They sport a Damage Stat and an
Accuracy Stat equal to the users Bit Value, as
The Digimon may now apply their Hide well as a Movement score equal to the users
in Plain Sight bonus to all allies within its Brains. However their Wound Boxes are now
[Burst] radius. In addition, the Digimon may only equal to the users Bit Value times four,
now purchase an additional 3 Ranks of Hide and Armor equal to the Bit Value alone. The
in Plain Sight. summoned objects are now capable of flight,
but not Ranged Attacks. If the Digimon has
the summoned objects Attack, it takes up one
of its Simple Actions for the round.
Signature Move
S
3 DP
Prerequisite: Certain Strike Rank 3
The Digimon may now apply Certain
Strike and Armor Piercing to the same Attack.

24
Teleport
T
3 DP
Prerequisite: Max Ranks of Speedy Trojan
The Digimon is capable of instantly s
teleporting a number of meters equal to its 2 DP
Base Movement+2. It requires a line of sight Prerequisite: Technician
to be able to utilize this Quality. It may use
this Quality to teleport away as a reaction to The Digimon gains a bonus to getting to
an enemys Attack once per battle, causing places it shouldnt be and otherwise invading
the Attack to miss. Using Teleport to cause an protected areas equal to its Technician Rank.
Attack to miss will not Trigger Counterattack. In addition, the Digimon may purchase an
When it uses Teleport to avoid an Attack, the additional 3 ranks of Technician. If the
Digimon forfeits a Simple Action on its next Digimon already has the Firewall quality, the
round of combat. cost of this Quality goes up to 3 DP over 2.

Transporter You Wont Like Me When Im Angry


S S
2 DP 3 DP
Prerequisite: Teleport Prerequisite: Boiling Blood

The Digimon is now capable of warping Double the number of dice used to
away with allies in tow while using Teleport. track the Digimons Rage Meter (2 to 4). This
The allies must be adjacent for Transporter to means the Digimons Rage starts at 4 and can
work properly. This also means it can use the go as high as 24. Adjust all calculations for the
Teleport Quality to bring allies out of harms Rage mechanics accordingly.
way in reaction to an Attack. All allies who are
transported in this manner also forfeit one
Simple Action on their next Round. Finally,
the Digimons Teleport distance increases by
2.

Well were about wrapped up with the Quality section, but this seems like an excellent time to start thinking
about what kind of Digimon you want your partner to be. Not necessarily fluff-wise; any Digimon species
is capable of taking on any role whatsoever, but what kind of mechanical role you want to take. While the
extensive list of Qualities to take in, try to narrow down what you actually need and what might just be a
Quality to take later if you even need it at all. Do you want to be the type of Digimon who rushes into melee
range with a flurry of blows, a Digimon who supports the team from the back row with Effects and Healing,
or maybe a Digimon whose goal is to be as durable as possible to help protect everyone in the party as best
as they can? These are important questions which can help you to shape how you build your Digimon partner
between Stats and Qualities. There might be some more in-depth suggestions later in the handbook, but its
encouraged to go and find your own way to build your Digimon, or ask others to help you
with the task; theres no need to do it all on your own. Ask other players, or ask your GM.
Its also good to coordinate the different types of roles you have in the party: a balanced
party tends to have an easier time with more encounters than a party made of the same
roles over and over. Now, two last Quality Sections to go! Almost done!

25
Digizoid Qualities
Once a Digimon reaches a certain level of power, they unlock a special set of Qualities which will further
aid them mechanically. Digizoid is the most durable and powerful metal in the Digimon universe, and the
strength of these Qualities reflect that! Digizoid Qualities are purchaseable by Ultimate Level Digimon or higher
stages. That means that a Digimon of Champion or lower Stage cannot purchase these Qualities.

While not every Digimon may have Digizoid themselves, they may sport aspects which mimic or act
similar to qualities possesed by Digimon with Digizoid. Dont be afraid to limit yourself due to how the Digimon
is written up canonically.

Digimon are only capable of purchasing Chrome Digizoid Armor at the Ultimate Stage. Once they reach
the Mega Stage or higher, they may purchase the other variants of Digizoid Armor. Additionally, Mega Level
Digimon and higher recieve a 1 DP discount to purchasing Digizoid Qualities.

The same rules apply for the Digizoid Weaponry Qualities, detailed later.

Digizoid Armor
S, T
1-3 DP Per Rank, up to 2 Ranks
Prerequisite: Ultimate Level*

For each Rank you take in Digizoid Armor, choose one of the following options below. You may not
choose the same option twice.
Chrome (1 DP): The Digimon gains 2 Armor and 1 Gold (2 DP): The Digimons Armor increases by 4.
Health. Additionally, whenever the user is hit by a [Ranged]
Attack, the opponent who used the Attack takes an
Black (2 DP): The Digimon gains 2 Armor. At the start unalterable amount of Damage equal to the users
of eachround, roll 1D6. On a roll of 1 or 2, the user CPU Value doubled.
gains a bonus 4 Armor for that round. On a roll of 3
or 4, the user gains a bonus 4 Dodge for that round. Obsidian (2 DP): The Digimons Armor increases by
On a roll of 5 or 6, the Digimon gains 2 Armor and 2 4. Additionally, whenever the user is hit by a [Melee]
Dodge for that round. Attack, the opponent who used the Attack takes an
unalterable amount of Damage equal to the users
Blue (3 DP): The Digimons Armor score increases CPU Value doubled.
by 1, it gains an additional 2 Dodge, and their Base
Movement is increased by 4. Additionally, the user Red (3 DP): The Digimon gains +4 to their Armor and
is treated as if it had an additional instance of the +2 to their Health. Additionally, the Digimon gains
Agility Quality (if it already has Agility it can use it one free Rank of Resistant.
an extra time per Combat.).

26
Digizoid Weaponry
S, T
1-3 DP Per Rank, up to 2 Ranks
Prerequisite: Ultimate Level*, Weapon Rank 1

For each Rank you take in Digizoid Weaponry, choose one of the following options below. You may not
choose the same option twice. These Qualities will only apply to [Weapon] tagged Attacks.
Chrome (1 DP): The Digimon adds 2 to Accuracy and Gold (2 DP): The Digimons [Weapon] Attacks gain
1 to Damage when using a [Weapon] Attack. 4 extra Damage and 1 extra Accuracy. The Digimon
is treated as if it had an additional instance of the
Huge Power Quality (if it already has Huge Power it
Black (2 DP): The Digimon gains 2 Accuracy. At the can use it an exta time per Combat.)
start of eachround, roll 1D6. On a roll of 1 or 2, the
user gains a bonus 4 Damage for that round. On a
roll of 3 or 4, the user gains a bonus 4 Accuracy for Obsidian (3 DP): The Digimons [Weapon] Attacks
that round. On a roll of 5 or 6, the Digimon gains 2 gain 4 bonus Damage when used and 1 bonus
Damage and 2 Accuracy for that round. Accuracy. Additionally they are all treated as if they
had an extra rank of Armor Piercing (even if the
Attack already had Armor Piercing)
Blue (3 DP): The Digimons [Weapon] Attacks gain
4 bonus Accuracy when used and 1 bonus Damage.
Additionally they are all treated as if they had an Red (3 DP): The Digimons Weapon Attacks gain +6
extra rank of Certain Strike (even if the Attack Damage and are treated as if it had the Mighty Blow
already had Certain Strike) Quality. If the Digimon already has the Mighty Blow
Quality, it now applies the [Stun] Effect on a Damage
Result of 1.5 times the targets Body Stat instead of
Double the targets Body Stat.

Burst Power
T
Free
Prerequisite: Burst Level or Higher

Once a Digimon achieves the Burst Level or higher they may purchase Burst Power for free. Burst Power is
activated as a Simple Action. When activated, the Digimon gains +4 to all Stats for 4 Rounds. At the end of the 4th
round, the Digimon loses 1 point in each Stat per Round. So, if the Digimon maintains Burst Power for 7 rounds, they
would be at a -3 in all Stats. Burst Power is Deactivated as a Simple Action. Once Burst Power has been activated, the
Digimon cannot activate it again until the start of the next Combat session.

27
Digimon Attacks
The next step to finishing up your Digimon Partner is detailing the Attacks it has. A Digimon has a set
number of Attacks based on the Stage its at.

Stage Attacks
Fresh 1
In-Training 2
Rookie 2
Champion 3
Ultimate 4
Mega (and Higher) 5

Be sure to give the Attacks cool names, or start off by using Attacks which are shown in other media.

Next, its time to apply Attack Tags. After reading the Quality section, you might have seen keywords
inside of boxes like this: [Damage]. This is an Attack Tag, and it tells you what an Attack does in essence.

An Attack may have either a [Melee] or [Range] Tag, but not both. This Tag is free to apply and does not
require any Qualities to apply to an Attack. [Melee] Attacks can only hit an enemy adjacent to the user, whereas
[Ranged] Attacks may be used at a distance, but have special rules detailed on page 40. And if youre using an
Area Attack, be sure to include the specific Area and size that it creates (for example, Cone 5, Burst 3, etc).

An Attack may also have a [Damage] Tag applied for free (which simply means the Attack deals normal
Damage), or it may forgo a [Damage] Tag in favor of using a purchased [Effect] Tag of your choice. Be sure to
specify which [Effect] you put onto the Attack when you do; [Poison] has a very different effect from [Charm]!
An Attack may further have both a [Damage] and an [Effect] Tag, but this comes at a cost; having both Tags on
an Attack means that you have to do 2 Damage minimal in order for the Effect to take place. So if you only just
connect or you only deal 1 point of Damage, the Effect is not applied no matter how high you rolled on your
Accuracy Check.

Lets see an example of taking a Digimons Attack pool and making it fit for DDA, using Gazimon.

Paralyze Breath: [Ranged][Paralysis][Cone 6] (the Digimon breathes lightning to stun the enemy)
Pitfall: [Melee][Damage][Immobilize] (the Digimon digs a hole under the enemy)

This is a very basic example, but it should get the idea across of how to properly tag an Attack, as well
as a quick example of roughly translating a Digimons Attacks from another form of media.

28
Derived Stats, Size, and Movement
Digimon are more than just bundles of Stats and Qualities; there are a few more details that go into
fleshing out a Digimon mechanically as well as finishing off the flavor.

Size

A Partner Digimon has an associated Size with each Stage. A Digimons Size will effect its Body score as well as
how many 1x1 Meter Spaces it fits into at a given time. The basic Size guidelines will assume the Digimon fits
into a box, but ask your GM if your Digimon may be Large with a strange shape, such as Seadramon.`

Size Area Square Meters Extra


Tiny 1x1 1+ May occupy squares that another Digimon or
Tamer are standing in.
Small 1x1 1+ May move through squares that other
Digimon or Tamers are standing in. +2 to Body.
Medium 1x1 1+ +4 to Body.
Large 2x2 4+ +6 to Body.
Huge 3x3 9+ +8 to Body.
Gigantic 4+x4+ 16+ +10 to Body.

A Digimons Size adds an additional 2 points to its Body Stat for each Size it is above Tiny. For example,
a Huge Digimon would add 8 points to its total Body Score after averaging out Health, Armor, and Damage.

Derived Stats
A Digimon has three Derived Stats which it may use in rolls similar to a Tamer, and which will help to
quantify certain Qualities. These Stats are Wound Boxes, Body, Brains, and Agility, which are further derived
into the Bit, RAM, and CPU Values, known as Spec Values, which are included to create an easy lookup system
for Qualities which would be based on a percentile of a Derived Stat. Always round down when calculating
Derived Stats. A Digimons base Brains and Spec Values will naturally increase as it hits higher stages (see page
31).
Wound Boxes: Health+Stage Bonus.

Agility: (Accuracy+Dodge)/2
Body: ((Health+Damage+Armor)/3)+Size Bonus.
Brains: (Accuracy/2)+Stage Bonus.

Spec Values

Bit Value: Brains/10+Stage Bonus


CPU Value: Body/10+Stage Bonus
RAM Value: Agility/10+Stage Bonus

A Digimon may use its Agility, Body, or Brains Stat to make checks similar to a Tamers. For example, if
you want your Digimon to help lift a heavy object, or to make sure it can make an endurance test, you would
make a check using its Body Stat the same way you would roll Feats of Strength or Endurance on a Tamer. A
Digimons Derived Stats are a bit more generic and covering than a Tamers.
29
Movement

A Digimon has two classifications of Movement before Qualities come into play: Base Movement, and
Movement. Base Movement is essentially the Digimons Base Movement decided by its Stage (detailed in the
Advanced Digimon Creation section on page 31). Movement is how fast a Digimon can move in a single round
over solid footing (a lot of games refer to this as Overland Speed or just Movement or Speed). This can get a
bit confusing, but its useful to know the difference when making calculations. Digimon sport a Jump height
equal to half of their Basic Movement, and a Swimming speed equal to half their Basic Movement, unless the
Digimon sports the Jumper or Swimmer Qualities, which would let them move equal to their Basic Movement.

Rounding Out the Digimon


As a last note; Digimon have personalities, dreams, and aspirations too. Now that the big scary math is
behind us, lets take a moment to ask ourselves a few questions about the Digimon. They dont have to be as
fleshed out as their Tamer partner, but theres a few good things to think on when you make the Digimon.

- What species is your Digimon?


- Does the Digimon have any distinguishing physical features which would make it stand out?
- Does your Digimon have a favorite food? Is it a picky eater?
- Does the Digimon have any specific goals, dreams, or aspirations?
- What kind of personality does the Digimon have? Is it stubborn? Is it caring? Is it shy?
- How dedicated to its Tamer is the Digimon? Would it put its life on the line protecting them?
- What kind of tactics does the Digimon prefer? Upfront assaults? Standing in the back? Support?
- How old is the Digimon? Is it fresh from its Digitama, or is it older? Be sure to ask your GM for help.
- Does the Digimon have a unique talent, skill, or power for its Species?
- How does the Digimon view itself? Does it have self-esteem issues, or does it hold itself in high regard?
- If it were separated from its Tamer, how would the Digimon react?

Remember: Digimon can have just as much narrative impact as a Tamer can, possibly even more so if theyre
played right. Dont just think of them as means to an end: theyre also living breathing creatures who have
feelings and personalities. You arent just playing one character in Digimon: Digital Adventures; youre playing
two at the same time. Try not to neglect one half of your duo just because one is more
fun to play. Take a moment and step back if you feel yourself doing this. Ask yourself
why your Tamer or Digimon is more interesting to roleplay than the other half of the
dynamic duo. When you can successfully play both halves of the whole, your experience
with Digimon: Digital Adventures will be a whole lot better!

30
Advanced Digimon Creation
In addition to the basic Rookie Stage of 25 Bonus DP, theres a multitude of other Stages which show up
in the series: Fresh, In-Training, Champion, Ultimate, Mega, and Super Ultimate, Ultra, or Burst Mode as higher
levels than even that (this system uses Burst to make it easiest to differentiate between it and lower stages).

Whenever a Player creates a Digimon, or the GM creates a Digimon, they should refer to the following
chart, even if its just for a new stage of a current Digimon. This chart will also help serve as a guideline during
the Evolution section later on.

Stage Starting DP Base Movement Wound Boxes Brains Attacks Spec Values

Fresh 5 2 0 0 1 0
In-Training 10 4 1 1 2 0
Rookie 25 6 2 3 2 1
Champion 40 8 5 5 3 2
Ultimate 55 10 7 7 4 3
Mega 70 12 10 10 5 4
Burst 85 14 14 13 5 5
Burst+X +15 Per +2 Per +4 Per +3 Per 5 +1 Per

Burst+X is simply a modifier for how many times the Digimon has exceeded the Burst Stage. If a single
Digimon would evolve an additional time past Burst, it would be considered Burst+1 and would add 15 DP, 2
Base Movement, 4 Wound Boxes, and 3 Brains

While how Digivolving past Mega is a bit tricky in the main franchise of Digimon, with very few Digimon
at a stage above it, in Digimon: Digital Adventures, if a Digimon is at the Mega Stage and Digivolves, it is now
considered a Burst Stage Digimon. For example, since Beelzemon: Blast Mode Digivolved from Beelzemon and
the Stage is an all-around bonus to the Digimon (different from a Mode Change, which swaps Stats around), it
would be considered a Burst Digimon as opposed to a Mega. Another commonly used example that gets tossed
around is Imperialdramon. Imperialdramon is a Mega level Digimon. Upon Digivolving to Imperialdramon:
Fighter Mode in Digimon: Digital Adventures, it would be considered a Burst Level Digimon. Further evolving
to the next stage of Imperialdramon: Paladin Mode, would have it be considered Burst+1 for Level. This might
take some getting used to for people who are used to the way Bandai classifies Digimon, but rest assured that
its here to try and make everyones lives easier mechanically.

31
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Chapter 3: Mechanics
Now that weve gone over character creation thoroughly, lets see how we can put our skills to good
use. Information such as Dice Rolling, Stunts, Teamwork, Digivolving, and Character Advancement are all in this
chapter.

Rolling
There are two Rolling systems within Digimon: Digital Adventures: Skill Checks and Pool Checks.

Skill Checks

Skill Checks are a type of check made when seeing if you can make a specific Target Number set by the
GM or an opposed Static Stat (for example, which Clashing) in order to achieve your goal. These are the most
commonly used Rolls out of Combat, rolling 3D6+Modifiers. Modifiers for humans are the combination of the
Attribute and Skill used for the Check, for example on a Feats of Strength Check you would roll 3D6+Body+
Feats of Strength, then add or subtract any Aspects from the roll if you so wish. If you have no Skill or Attribute
Points being added to the roll, you instead roll 3D6-1. Digimon simply use their Derived Stats for this.

Skill Rolls use a Target Number (TN) to decide whether they succeed or fail. TNs vary depending on
the difficulty of the Check, but the chart below should offer a helpful guide for how Target Numbers work on a
difficulty scale for Children. When considering a scale for Teenagers and Adults, consider them to be one step
lower for difficulty than the previous age group (for example, an Adult rolling a TN 14 Check would probably
consider that a Very Easy Task instead of an Everyday Task like the chart indicates). Feel free to increase the
Target Numbers further for Teenagers and Adults by 3 points per tier on Teenagers, and 6 points per tier on
Adults. These numbers are based on Starting Stats, not counting additional investment.

TN Tier
10 Very Easy Tasks
12 Simple Tasks
14 Everyday Tasks
16 Slightly Difficult Tasks
18 Difficult Tasks
20 Incredibly Difficult Tasks
22+ Almost Impossible Tasks

If you happen to exceed the TN by 5 or more, you have Critically Succeeded the Check, often doing it
with style and flair, possibly even gaining a bonus of some type or helping pull the rest of the party through
easier. Inversely, if you roll lower than the TN by 5 or more, you have not only failed the Check, but Critically
Failed. This means you not only fumbled, but probably receive some kind of penalty or consequence for your
roll, such as skinning your knee or tripping.

32
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Pool Checks

Pool Checks are the most common type of Check to use in Combat or when recovering from Combat.
Whenever a Digimon (or a Tamer) rolls its Accuracy or Dodge Stat, it rolls pools of D6s equal to the equivalent
Stat (taking modifiers into account). For example, if you have an Accuracy Stat of 10, you would roll 10D6 when
making an Accuracy Check. Inversely, if you have a 7 in your Dodge Stat, you would roll 7D6 when rolling Dodge
in response to a called Attack. A Digimon (or a Tamer) rolls its Health Stat to determine how many Wound
Boxes it recovers after Combat as well. More details on how these directly get used in Combat are on Page 41.

When rolling a Pool Check, you dont take the total result however. Instead you count the number of
Successful Dice, which in DDA are 5s and 6s. For example, using the 10D6 rolled above, you had 2 5s and 1
6, you have rolled 3 Successes. There are more in-depth effects and modifiers while in Combat, but thatll be
detailed in a later section.

Stunts, Teamwork, and Mounting TNs


Stunts

Sometimes you dont just make a roll, you perform a task with attempted flair or use the environment
to your advantage. A bit of extra effort in your descriptions, as well as being a bit daring and adventurous, can
go a long way to helping you with a roll.

This type of scenario is called Stunting, or a Stunt. Go the extra effort, dont just climb the side of the
wall, you leap up from the ground and take a handhold, rushing up as fast as you can. Dont just jump across
the crevice, take a running start and say something corny before you do.

On top of granting Inspiration for good roleplay scenarios, GMs should also reward exceptional
roleplay in Skill Checks. When you stunt, the GM may grant a bonus to the Check needed, ranging from +1 to +3
depending on the scenario. If you do something particularly awe-worthy, the GM may allow an additional D6,
or even go as high as adding 5D6 in rare, particularly amazing scenarios. And dont be afraid to let your Digimon
try to Stunt either, they can benefit the same way a Tamer can.

Teamwork

In addition to Stunting, you can work together as a group to increase the odds of a successful roll.
Teamwork is a mechanic which involves party members making a separate TN check to grant the other party
members a bonus. When aiding a teammate in a task, you may roll an additional 3D6 and add the appropriate
modifiers for the task at hand (for example, using Feats of Strength an additional time when the group needs
to lift a heavy object).

On a successful roll of 14 or higher, a chosen party member gets +2 to the roll for the task at hand. On
a Critical Failure however, the chosen party member gets -2 to their roll. On a Critical Success (5 or greater
than the target number), the chosen party member gains +5 to their roll. This can help boost a character who
isnt good at a task, in order to make sure the whole party gets through safely. Each party member may make
a Teamwork roll once per check if they wish, including Digimon.

Mounting TNs

Sometimes completing one task isnt enough, and an obstacle course of multiple TNs need to be rolled.
First; each TN is increased by one stage over the last TN in the collection of rolls. Second: record Crit Fails, Fails,
Successes, and Crit Successes. Third: only the result of the last roll matters to whether or not the character
makes it through the checks. For each Success: add +1 to the next roll (+5 for Crit Successes). For each Failure,
subtract 1 from the next roll (-5 for Crit Failures).
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Digivolving
Once certain conditions are met, a partner Digimon gains the ability to Digivolve to a higher stage than
their current one (Rookie into Champion, to Ultimate, Mega, Burst, and beyond). There are several very basic
conditions that should be met for a Digivolution to occur, but are not hard rules.

- The Digimon is healthy and cared for (do not count Wound Box Loss).
- The Digimon and Tamer have an appropriately strong bond for the Stage theyre at in the story.
- The Tamer is in some type of trouble, generally physical danger.
- The Tamer is displaying some type of virtue, such as protecting the rest of the team.

While the first instance of achieving a higher stage should be determined by the narrative means
of your campaign, after that, as a rule of thumb, the Digimon may retain the new stage as their permanant
stage (essentially their default stage instead of Rookie), if they have a number of Total DP (Base+Bonus),
equal to the Base DP for the new stage. For example, a Digimon whose base stage is Rookie who has 15
Bonus DP, could choose to keep Champion as their permanant default stage once theyve Digivolved to the
Champion stage at least once. A Digimon may not use this rule to maintain a stage of Burst or higher.

Even if a Digimon does not decide to use the next stage as their default stage once they have an
appropriate amount of Total DP, after the previously stated prerequisites are met, it may Digivolve to the
new stage without any GM permission. For example, a Rookie level Digimon who has previously achieved
the Champion and Ultimate stages and has a total of 30 Bonus DP may Digivolve to the Champion and
Ultimate stages without any rolls or GM permission required, but would still have to meet further base
prerequisites for the Mega stage and higher. This can be a good option if you want your Digimon to not
make as much of a scene as its smaller, easier to hide Rookie form than the larger, bulkier higher stages.

A Digimon who has just Digivolved to a higher stage in the middle of combat fully recovers all of its
Wound Boxes, making it a viable healing tactic in a pinch.

When you make a new stage for a Digimon, you essentially create a whole new Digimon, seen on
the Advanced Digimon Creation page (page 31). While no Digimon have a hard, rigid path to follow down
the Digivolution stages, its still a good idea to have things planned out ahead of time. There is an extensive
list of resources online to use to figure out good lines for your partner Digimon.

Hey Players and GMs, heres a few tips about Digivolving that can help make things go smoother.

Players: its a good idea to have the stages created and statted out before they actually appear: this makes
it easy to just bring out the new stage and use it exactly when its required. You might not need the whole
line made when your game starts, but keep this in mind!

GMs: if you have alternative prerequisites besides Bonus DP or general health of the Digimon, be careful
about letting your players know. This isnt to be rude, but rather to avoid players simply avoiding
playing with each other or roleplaying in favor of simply getting a higher stage. If they find out
about the mechanic in-character, thay could be another story, however!
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Alternate Digivolving Methods
Not every method of Digivolving is the same as what was mentioned previously: the basic means are
not the only ones. There are plenty of different ways to get to a higher stage or have shiny new tricks to utilize.
Some of them have some very unique downsides, so be careful about using them. Not every campaign will use
alternate methods, but keep them in mind either way.

Dark Digivolve

Many games have the Digimons evolution tied to the Tamers emotional state. While for the most part
positive emotions can help further bring about a new stage, negative ones can have an equally potent effect.
When a Tamer is distracted by negative emotions, whether its hatred, fear, jealousy, or otherwise, the Digimon
can undergo a terriblle transformation known as Dark Digivolving. The process in and of itself is often traumatic
for the Tamer, depending on the scenario the GM may have them un-mark a number of currently marked
Torment Boxes of any amount they deem fit, even going so far as to un-mark every single one.

Dark Digivolving boosts the Digimon by at least one stage as per usual, however it entirely comes under
the control of the GM as if it were using the Berserker rules on page 20, with a few differences. First: it does not
gain any stat bonuses for being in the state from the Berserker Quality, however it is treated as if it were under
the effects of Strengthen +3 while in this state (see page 43). Second, it will not stop until one of three things
happen: the Digimon has defeated all enemies and allies present, the Digimon itself is knocked out, or the
Digimons Tamer succeeds in a TN 20 Willpower roll. If the Tamer critically fails their Willpower roll, the Dark
Digivolution goes further berserk and gains +2 to all of its Stats once more. After the Dark Evolution is stopped
with one of the aforementioned methods, the Digimon reverts to the stage directly below its default stage. The
process is both straining and potentially traumatizing on the Digimon to the point that it could revert to a stage
as low as Fresh after its all said and done.

This means Dark Digivolving is a double-edged sword: it can be utilized for an immediate, uninvested
power boost, but its also incredibly hard to control, and if its shut down too early, can put the Digimon and
Tamer into a dangerous and vulnerable situation.

GMs, have a general idea of what your players are running for Digimon, and dont be afraid to have their
Digimon Dark Digivolve if theyve failed a Torment or Sanity check: as stated previously, many stories
have the Digimon deeply tied to their Tamers emotional state. This is a good way to make the Digivolving
feel more mechanical rather than purely narrative in nature, which can be used as a fun surprise in the
middle of a session.

Have a few ideas for Dark Digivolving stages planned out ahead of time, but you can further
cut down on the time spent building by using stages your players have already made and
re-fluffing the Attacks and Stage Name. Having the mechanics laid out saves time that could
be better spent having their precious Digimon attacking everyone!
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DNA Digivolve/Fusion

Sometimes two heads are better than one, quite literally even. When one or more Digimon combine,
its called DNA Digivolving, or Fusion. The level of the new Digimon is calcuated by taking the highest stage
Digimon involved in the process, and then adding an additional stage for every additional Digimon in the mix.
For example, a Champion stage Digimon who DNA Digivolves with a Rookie stage Digimon would create an
Ultimate stage Digimon. For another example, a Rookie level Digimon who DNA Digivolves with an In-Training
and two Fresh level Digimon, will create a Mega level Digimon. Be careful with how many Digimon you allow
to be tossed into a DNA Digivolving mix at a time, they can get out of hand very fast.

In addition to achieving a higher stage, DNA Digivolved Digimon gain a number of additional bonus DP
to use when creating the new stage, equal to the number of stages it is above In-Training times 5. For example,
if two Digimon DNA Digivolve to create a Ultimate level Digimon, it has an additional 15 Bonus DP to use when
making the new stage, in addition to the Bonus DP the Digimon who sported the highest stage before DNA
Digivolving had. So if a Champion stage Digimon with 40 Bonus DP and a Ultimate stage Digimon with 25 Bonus
DP DNA Digivolve to a Mega stage Digimon, it would have the usual base DP allotted by a Mega, in addition
to 20 Bonus DP from the DNA Digivolving, and 25 Bonus DP from the Ultimate level Digimons Bonus DP Pool.
Bonus DP does not follow the usual rules for Character Advancement in this manner and may be allotted in any
area (see page 38.).

As with Dark Digivolving, DNA Digivolving takes a lot of energy to use, so Digimon who arent used to this type
of Digivolving will revert to a stage below their default stage once it ends. So while this is an incredibly powerful
tool that Tamers have at their disposal, be careful simply tossing it out, as it can put the party in danger if it
backfires and the Digimon is defeated.

Try to have any future DNA Digivolved stages ready for when they pop up. These stages are even harder to
create on the fly than a normal Digimon, so waiting while two players coordinate to build one can really slog
down the process. If you really want it to go fast and have faith in your GM, you could allow them to make
the stage as a single, unbiased individual over two people having to meet in the middle of the process.

Furthermore, if you want to use a ruleset where Digimon are inherently tied to the Tamers emotions, maybe
having the Tamers make a check of some type (presumably Willpower) to make sure both parties
are on the same wavelength, could help further tie the mechanics of the system into the flavor
of DNA Digivolving. But dont feel the need to use it as a hard rule.

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Hybrid Digivolve

Sometimes a Digimon and Tamer either become a single being, or in some cases, a Human gains the
power to turn into a Digimon themselves, creating an extra-powerful, Hybrid form. Its not entirely Digimon, as
it at least shares its mind with a human, but its not fully human either. Hybrid Digivolving is not a stage in and
of itself, in fact each Hybrid stage has an equivalent stage that its associated with, such as Champion, Ultimate,
or the like. A Hybrid Digimon template can be further mixed with other things such as DNA, Armor, or Dark
stages. Feel free to have a bit of fun making Hybrid Digimon.

Hybrid Digimon remove the Tamer/Digimon dynamic from the scenario, creating a single role to be
played instead of two, that still has the mechanical benefits of both halves. When making Skill Checks (outside
of Clash checks), use the Tamers Skills, Attributes, and Aspects, but while in combat, use the Digimons Stats,
Qualities, and Derived Stats. In addition, a Hybrid Digimon gains a bonus Simple Action to use on its turns. This
means a Hybrid Digimon could have either a Simple Action and a Complex Action, or three Simple Actions over
the course of its turn.

Armor Digivolve

Some Digimon have the ability to undergo an ancient, special type of Digivolution, known as Armor
Digivolving. While the exact methods can vary, between it being a natural part of the Digimons Digivolving line,
to requiring a special item such as a Digimental to obtain, it doesnt have many natural bonuses other than the
fact that the method has no known means of being interfered with from outside means.

Not every Armor stage has to use the Armor Template. This may be confusing at first, but consult your
GM as to whether or not they wish for Armor Digivolving to be part of their system mechanically, or if theyd
prefer Armor stage Digimon to simply be a normal stage instead. Armor stage Digimon have an equivalent
stage that they use the base DP and Stats from, whether its Champion, Ultimate, or otherwise.

Armor Digivolving is a bit of a tough nut to crack. With the base rules theres not a lot thats special
about it, but heres a few ideas to make it more interesting.

First off: a couple of house rule ideas.

1) Armor Digivolving requires a collection of items such as Digimentals. For each of these special items a
Tamer has in their posession, the Armor Stages gain a bonus 10 DP that they can spend as they see fit.
This can help make a large collection of Armor items be a good alternate to having a single Digimon of a
very high stage.

2) Armor stage Digimon may purchase Chrome Digizoid Armor and Weaponry no matter what stage they
are for no additional costs. This can help make them a bit more DP efficient for Stats than their normal
counterparts.

And GMs: feel free to be lenient about what a Digimons Armor stage is classified as based on what the
campaign needs or what point youre currently at. Most Armor Digimon are classified as
approximately Champion strength, but many can be justified as Ultimate, Mega, or
maybe even higher stages depending on what you need for your current situation.

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Character Advancement
At the end of each session, a GM will hand out an appropriate amount of Experience Points and
Bonus DP based on several factors. At least 1 Experience and Bonus DP should be awarded at the end of each
session to each character, whether they did anything on the list or not. Consult the following list for ideas on
how to award Experience and Bonus DP at the end of a session (or take them one at a time as they show up if
you feel it fits the pace of your game better). Do not consider this a full list: think of your own ideas too!

- For every session of Combat that the character participated, add 1 Experience/DP
- If a new stage was unlocked, add another 1 Experience/DP
- If the character helped to solve a major problem in the story, add 2 Experience/DP
- If the character attempted a Torment or Sanity check, add 1 Experience/DP

Experience may be spent on increasing a characters Attributes and Skills, and purchasing additional
points of Inspiration. Inspiration is purchased, as stated before, by spending 2 Experience for every point of
Inspiration you currently have. For example, if you have 4 points of Inspiration and wish to purchase a fifth, you
would need to spend 8 Experience.

Increasing a Skill is the simplest process, requiring a small amount of Experience to boost a more niche
bonuses to the Tamer. To increase a Skill to the next rank, you may spend a number of Experience points equal
to the new rating. Increasing a 4 to a 5 costs 5 Experience, increasing a 1 to a 2 costs 2 Experience, so on and
so forth.

Increasing an Attribute is a more involved and expensive process, but it can be balanced out due to the
wider range of checks Attributes hel cover. Increasing an Attribute to the next rank will cost Experience equal
to the new rating doubled. For example, increasing a Attribute from 2 to 3 would cost 6 Experience points.

You can also spend Experience to modify an Aspect. With GM permission you can spend 3 Experience
to change your Aspect to something more appropriate for the campaign or setting.

Lastly, you can ask your GM if you may spend Experience to mark off Torment Boxes by spending an
amount of Experience equal to the number of currently marked Torment Boxes plus 1. For example, if you have
3 marked Torment Boxes, you would need to spend 4 Experience to mark off an additional Torment Box.

Digimon progress in a far more straightforward manner compared to Tamers. They may spend their
Bonus DP on either improving their raw Stats on a 1-for-1 basis, or by purchasing additional Qualities to use.

However there is a catch: DP spent on Stats will directly transfer to all of the other stages a Digimon
has. For example, if you have a Palmon and you add +3 to its Accuracy Stat with Bonus DP, the other stages,
perhaps Togemon, Lilymon, and Rosemon, would also gain +3 to their Accuracy Stat. This does not mean that
each stage has extra Bonus DP, simply that modifying one stage modifies them all at once.

Qualities are a bit trickier to increase; while they can still be flavored as the Digimon growing stronger,
the vast amount and variety of Qualities and varieties of ways to build a Digimon, limiting yourself to adding
the Qualities you purchase with Bonus DP might be a bit awkward to plan around. As such, the only limitation
on purchasing additional Qualities is that Bonus DP spent directly on Qualities, must be spent on Qualities for
all the other Stages.

38
if given a second everyone can give up and run
the beat of your heart will become your weapon
Chapter 4: Combat
In the Digital World, combat is all but inevitable. In a realm where survival of the fittest often takes the
most literal form imaginable, encounters can quickly turn into a matter of life or death. Conflict is what drives
many Digimon, and even the most devoutly pacifist Digimon is at least capable of defending itself should the
need arise. To support such a world, Digimon: Digital Adventures contains a system with which players and
enemies can clash head-to-head in combat.

How Does Combat Work?

In Digimon: Digital Adventures, Combat is a turn-based system, determined by all involved characters
rolling Initiative to determine their turn order. Initiative is determined by rolling 3D6+Digimons Agility Stat.
This means that Digimon-Tamer teams work off the Digimons Agility, going on the same turn during a round.

During your turn, each Digimon and each Tamer has a pool of Actions they can use, either a single use
of a Complex Action, or two Simple Actions. Both Tamer and Digimon may use both of these, meaning a Tamer
and Digimon have more actions than a solitary Digimon does. Try to use this to your advantage in combat.

The following is a general list of Actions any Digimon or Tamer can make. Some Qualities may have an
Action type as a prerequisite, but any Digimon or any Tamer can use this list.

Attack (Simple Action): The Digimon or Tamer may Use a Skill (Simple Action): The Tamer or Digimon
use an Attack. Tamers use their Derived Stats from makes a Skill Check in Combat. This could be a check
page 11 or 45. to move a hazardous object, a check to
persuade a villain to stop, or a simple perception
Clash (Simple Action): The Digimon or Tamer may check to get information about the area.
initiate a Clash (see page 44).
Use an Item (Complex Action): The Digimon or
Digivolve (Simple Action): The Digimon may Tamer may use an item to support their team. This
Digivolve to a higher stage. The Digimon must meet action may vary wildly in what you can and cannot
the campaigns prerequisites to do so. use depending on the setting.

Direct (Simple Action): The Tamer may direct their Bolster (Special): The Digimon or Tamer may turn
Digimon partner, giving orders to help coordinate a Simple Action type into a Complex Action type in
their tactics. This grants the Digimon a bonus to their order to add +2 to the potency of the action. For
next Dodge or Accuracy roll equal to the Tamers example, a Tamer could Bolster their Direct in order
Charisma Attribute to the Digimons next Dodge or to add an additional +2 to the bonus of Directing, at
Accuracy check. the expense of making Direct a Complex Action. The
chosen action must be a Simple Action and have a
numerical value to add to in order to be Bolstered.
Move in Difficult Terrain (Complex Action): If a Bolstering does not take up a Action slot on its own.
Digimon or Tamer has to traverse Terrain that is
unstable or hazardous, or that its simply not used
to, it takes a Complex Action over a Simple Action to Move (Simple Action): The Digimon or Tamer may
move through. Consult your GM about whether or move a number of meters equal to a chosen
not there is Difficult Terrain involved on the map. Movement Score (Movement, Fly, Swim, etc), terrain
allowing.

In addition to the two Simple Actions or Complex Action, the player has a choice of taking an Interrupt
Action once per round. An Interrupt Action can either be used to make a Skill Check for free, or for a character
to attempt an Intercede Action. Intercede Actions are detailed later on page 42.

Once every character in combat has had their turn, the round loops back to the top of the turn order
established previously with the Initiative rolls. Combat ends once one side either surrenders or is knocked out.
39
big and bigger biggest dreamer keep running

from now on you have vowed to have no regrets


Initiative
Initiative, as stated previously, is determined by 3D6+The Digimons Agility score. Tamers do not roll
Initiative unless they have no Digimon partner, in which case they use their Agility+Fight score to determin the
Initiative for themselves alone. Tamers and their partner Digimon act on the same turn.

In the event of an Initiative tie, the Digimon with the higher Agility Score should go first. If the tie still
persists, the GM should give the player characters the higher turn order.

There are several situational modifiers for Initiative. If the Tamers are being particularly cautious and
planning out things ahead of time instead of rushing right in, their Digimon add their Tamers Intelligence Stat
to their Initiative Roll.

If the party manages to entirely sneak up on some unsuspecting Digimon before attacking, they have
successfully initiated a Surprise Round. A Surprise Round is an incredibly useful tool for the party to use. Not
only does it add +5 to their Initiative Roll, but it gives them a free round where the opposing party cannot
attack them back. Attacks used in a Surprise Round qualify as Surprise Attacks. If a Digimon has the Combat
Awareness Quality, the Surprise Round counts as the first Round of Combat.

Range and Movement


During combat, space is divided into several interconnected zones which will help to determine the
Digimons ability to move towards and away from various enemies. The most common method of dividing up
range is by measuring the distance in meters.

When using an Attack, a [Melee] tagged Attack may only be used on an enemy who is adjacent to the
user. [Ranged] and [Area] tagged Attacks are a different matter, however. A [Ranged] Attack may be fired at any
distance, but if the primary target of the Attack is adjacent to the user, the Attack takes an Accuracy penalty
equal to 1+the number of stages the user is above Rookie. For example, an Ultimate level Digimon using a
[Ranged] Attack on an adjacent enemy would take a -3 penalty to their Accuracy pool for the Attack. A Human
who has access to a [Ranged] Attack of some type will as such only ever take a -1 penalty for using that Attack
in melee range. [Ranged] Attacks may be fired at any distance, but take an Accuracy penalty of 1 for every 5
meters the opponent is further than 10 meters from your Digimon (rounded down). For example, if you are
attacking a target who is 25 meters away, the Attack would take a -3 Accuracy penalty.

When using an [Area] Tagged Attack, the user takes a -1 penalty to Accuracy for each target caught up
in the area of the used Attack past the second. For example, if a Digimon would be attempting to hit four
enemies at once with an [Area] Attack, they would take a -2 Accuracy penalty. An [Area] Attack used by a
Digimon without the Selective Targeting Quality takes a further -2 Accuracy penalty if an ally is caught up in
the Attack.

However, sometimes a grid or a heavily tactical combat system isnt easy to work with and a GM would
prefer something simpler to work with. In this case, simply use Zones labeled Close, Long, and Far. Close
Range is essentially [Melee] Range, Long Range is a Range where [Ranged] Attacks take no penalty, and Far
Range has [Ranged] Attacks take a flat -2 Penalty no matter the distance. A Digimon may move between one
Range using a Simple Action to move. However Digimon with a Movement of 15 or higher may traverse 2 Zones
with a single Simple Action to move. But even with this simplified method of measuring distance, be sure to
specify how theyre apart. A Digimon still needs the proper method of movement in order to move closer to an
enemy in the air, or underground.
40
with the unstoppable courage gets a fire power
with the excited heartbeat that is a fire power
Attacks and Damage
When using an Attack, you roll a number of six-sided dice (D6s) equal to your Accuracy Stat (using a
Pool Check as stated earlier), and setting aside the number of Successful Dice (5s and 6s). The target (or in
some cases, targets) of the Attack then roll their Dodge pool, again setting aside their Successful Dice. Subtract
the number of Successful Dodge Dice from the number of Successful Accuracy Dice. If the number of
Successful Accuracy Dice is equal to or greater than the number of Successful Dodge Dice, then the Attack
has hit. If there are more Dodge Dice than Accuracy Dice in the Success pool, then the Attack has missed. Any
extra Accuracy Dice after Dodge Dice have been subtracted are considered leftover Successful Accuracy Dice.
For example, if you have 5 Successful Accuracy Dice and the opponent has 2 Successful Dodge Dice, thats 3
leftover Successful Accuracy Dice.

When calculating Damage on a successful Attack, first add the leftover Successful Accuracy Dice to your
Damage Stat. Then subtract the targets Armor stat from the total. This final number is the Damage that the
target takes, which is directly subtracted from their Wound Boxes. Even if the opponents Armor would negate
all the Damage taken, they take 1 point of Damage from a successful Attack. Once an opponents Wound Boxes
go down to 0 or lower, they are defeated.

Whenever a character is attempting to dodge more than one Attack per round, they take a stacking -1
penalty to their Dodge Pool for every Attack past the first. This penalty disappears at the start of a new round.
For example, if a Digimon were to be targeted by 6 Attacks in a single round, their Dodge pool takes a -5 penalty
by the time the final Attack is fired.

Stances
Another trick to keep in mind during combat is Stances. A characters default Stance is a Neutral Stance,
which they will enter any battle scenario in. A Neutral Stance has no effects on the character.

However as a Simple Action, you can take up a different Stance which will effect your Stats (do not
change your Derived Stats when swapping Stances). Besides the default Neutral Stance, there are two more to
consider in combat: Defensive and Offensive.

A Defensive Stance has the character increase their Dodge Pool by 50% before any negative modifiers
are in play such as the stacking Dodge Penalty from trying to avoid multiple Attacks in a round. Round this
number down. For example, if you have a Dodge stat of 13, in a Defensive Stance your Dodge stat would
effectively become a 19 (19.333 rounded down). However, when taking up a Defensive Stance, your Accuracy
Pool is halved, rounded up. For example, again with a 13, but this time in Accuracy, a Defensive Stance would
have a given character only rolling 7D6 for an Attack.

An Offensive Stance is just the opposite: using the same formulas as before, increase the Digimons
Accuracy Pool by 50%, but cut their Dodge Pool in half.

Stances are a bit of a tricky thing to keep in mind at times, but if you want to encourage your players to
utilize them more, sometimes a bit of tough love is called for. Having a big scary enemy Digimon take up a
Stance to make them hit like a terror or to make them essentially untouchable can really put the power of
Stances into perspective and make players think about simply defaulting to Neutral all the time. Even if
theres a risk to using them, theres no reward to just taking the safe route over and over again.
Make your players think, even if it means beating up the party a few times!

41
truly honest wings cannot be ditried by anyone

I will surely reach it if you keep believing


Digivolving in Combat
When a Digimon Digivolves to a higher stage in the middle of combat, as detailed earlier in the previous
Digivolving Section, it removes all damage taken to its Wound Boxes, essentially coming in as a new Digimon.
Digivolving in combat is, as stated previously, a Simple Action.

Interceding
Once per round a character may take an extra type of Action called an Intercede Action, explained
earlier to be a type of free Action. Interceding allows the Digimon to move a number of spaces equal to its
Movement capability and move between an ally who is about to be hit by an Attack, and the Attacker. Doing so
makes the character the new target of the Attack. This does not change the Accuracy or the Damage (besides
the new Armor stat that the Digimon would sport), simply the target of the Attack. A character who Intercedes
does not roll Dodge.

If the character who is Interceding is attempting to block an [Area] Attack, characters behind them will
still take one half of the normal Damage, but are not allowed a Dodge roll. Even the hardiest of characters have
trouble entirely stopping a big blast of an attack from hitting their allies.

If the Digimon or Tamer cannot reach the targeted character with their normal Movement, they cannot
Intercede.

Remember, Enemies can Intercede too. Dont be afraid to let a really big, burly, bulky enemy keep taking
a hit for a frail enemy if you think your players need a challenge. It sounds rude, and honestly it is, but
thats a bit of the fun isnt it? And if you keep using a tactic, itll get your players thinking about either
using it themselves, or finding a way around it. Get creative, have fun, dont be afraid to pull out
all the stops in an encounter. It can be rewarding to both you as a GM, and to the players.

Intervening is also a useful storytelling tool. A Digimon willing to sacrifice itself for its Tamer, or a Tamer
who blocks an Attack aimed at their weakened Digimon, could grant the characters the boost they need
to achieve a higher stage of evolution! That said, dont use this as a crutch either, otherwise combat can
get really predictable. Try to mix up the instances of where your Digimon and Tamers
can finally break the boundaries to a higher stage!

42
there is light and there is shadow in your heart
the story which has begun to revolve full speed
Attack Effects
Sometimes a Digimon uses an Attack with an [Effect] Tag instead of a [Damage] Tag. [Effect] Tags have
a set Attack Effect purchased from the Attack Effect Quality, each with a different effect and use.

Each [Effect] Tag has a separate, scaling potency which will decide how strong the Effect itself is. Effects
have a Duration of X turns, where X is the leftover Accuracy Dice when making an Accuracy Roll with the Attack.
If a Digimon would use the same [Effect] Tag on a Digimon already effected by the [Effect], they simply increase
the duration by the leftover Accuracy Dice. If another Digimon applies the same [Effect] Tag on a target who
is effected by the same [Effect] Tag, but the original [Effect] was applied by a different Digimon, it adds to the
duration as normal, but the Potency of the [Effect] is changed to match the newest instance of an [Effect]. If an
Effect would be applied, it cannot have a Duration below 1.
If an [Effect] would alter Stats, it does not alter Derived Stats. Allies still have to roll Dodge on an [Effect],
but only roll half their usual amount. If the user Calls the Effect as an additional Simple Action, Allies do not
have to roll Dodge at all. Positive Effects are marked (P) while negative Effects are marked (N)
Immobilize (N): The target takes a penalty to their Fury (P): The target gains a bonus to their Accuracy and
Movement equal to the users Bit Value x2 for the Damage scores equal to the users Bit value for the
duration of the Effect. duration of this Effect.
Knockback (N): The target is forcibly pushed away from Cleanse (P): The user may reduce the duration of a
the user a number of meters equal to the users CPU number of Effects equal to their Bit value.
Value. This Effect has no Duration.
Haste (P): The target of the Attack gains an additional
Taunt (N): The target is takes an Accuracy penalty for Simple Action to use for one round. This Effect has no
attacking anyone who is not the user of the Taunt Effect Duration. An Attack with the Haste Effect must be used as
equal to the users CPU Value x3 for the duration of this a Complex Action.
Effect.
Blind (N): The target takes a penalty to their Accuracy,
Poison (N): The target takes a set amount of unalterable Dodge, and Movement equal to the users Bit Value.
Wound Box Damage equal to the users Bit Value. This Additionally, the target automatically fails Perception
Effect has triple the normal Duration of other Effects. checks for the duration of this Effect.

Confuse (N): The target takes a penalty to Accuracy and Paralysis (N): The target cannot move for the duration of
Dodge equal to the targets CPU value or Bit value the effect and takes a penalty to their Dodge and Armor
(whichever is higher), for the duration of the Effect. equal to the users Bit value. If the target was Clashing,
the Clash ends.
Stun (N): The target may not take Actions for the duration
of this Effect. If the target was Clashing, the Clash ends. Weaken (N): The target takes a penalty to all stats
(including Health) equal to the users Bit Value x2 for the
Fear (N): The target takes an Accuracy penalty for duration of this Effect.
attacking the user of this Effect equal to the users Bit
Value x2 for the duration of this Effect. Strengthen (P): The target gains a bonus to all stats
(including Health) equal to the users Bit Value x2 for the
Lifesteal (P): This Attack heals a number of the users duration of this Effect.
Wound Boxes equal to the users CPU value. If the Attack
deals damage less than the users CPU value, it instead Heal (P): The target gains an amount of Temporary
heals for that amount instead. You may use this Attack Wound Boxes equal to the users Bit value x2. You cannot
multiple times per round, but may only activate the Effect use a Heal Effect more than once per Round, but may
once per round. However, you may use this Attack as a increase the potency to your Bit value x5 by making an
Complex Action in order to double the Lifesteal Effects Attack with [Heal] a Complex Action instead for that
potency. Lifesteal has no Duration. round.

Vigor (P): The target gains a bonus to their Dodge and Regenerate (P): The target regains Wound Boxes at the
Movement scores equal to the users Bit Value for the start of each round equal to the users Bit Value for the
duration of this Effect. duration if this Effect. While under the effects of
Regenerate, the target is also treated as if they had
Charm (N): The user takes control of the targets actions Resistant Rank 2.
for the duration of this Effect.

43
big and bigger biggest dreamer keep running

from now on you have vowed to have no regrets


Clashing
Sometimes Attacking isnt all that simple, and you want to get up close and personal, overwhelming
and locking down your opponents movements, often a type of grapple or wrestling maneuver, but sometimes
it can be something a bit more subtle, whether its trying to tie up the opponent, trip them up, or keep them
locked down with a mystical, invisible force.

Upon one party Initiating a Clash, both participants immediately make a check using the following rules,
and then make another check using the same rules at the start of each round following (this will be detailed
more in Combat Example 2 on page 48):


Both participants make a Skill Check of their Body Score (3D6+Body) with a TN equal to their
opponents Agility Score. The participant with the larger Size Tag (see page 29), gains a bonus to their roll equal
to the difference in sizes, while the other participant takes a penalty equal to that bonus. For example, if one
Digimon were in the Huge Size category and another simply in the Medium Size category, the Huge Digimon
would gain a bonus of +4 to a Clash Check, while the Medium Digimon would take a -4 Penalty.

If one participant rolls equal to or higher than the previously mentioned TN, but one does not, they
Control the Clash. If both participants match or exceed the TN, the Digimon who exceeded it by the greater
margin Controls the Clash. If a tie still continues, the Digimon with the higher Body Stat Controls the Clash. In
the event of a total tie where everything matched up perfectly, the Player Controls the Clash. The character
who Controls the Clash may use any of the following options as a Clash Action (Action Pool Allowing). The
character who does not Control the Clash may not take any actions.

Attack (Complex Action): The Controller may use a


[Melee] Attack on the opponent. The target cannot roll to Throw (Complex Action): The Controller may throw the
Dodge. All other effects still come into play. target a number of meters equal to their Body Stat, or
the Far Zone. The Controller of the Clash deals Damage
End the Clash (Simple Action): The Controller ends the to the target digimon equal to its Damage Stat, reduced
Clash and both participants are removed from the Clash. by Armor as normal. If the thrown Digimon would hit a
They are now adjacent to each other. group of enemies, consider it a basic [Ranged] Attack,
with a bonus to the Damage and Accuracy equal to the
Pin (Complex Action): The opponent cannot roll to control throwers CPU Value times three.
the Clash on their next turn.

While Clashing, neither Digimon can make Dodge rolls or move away from each other (they may still
spend Movement Actions if they wish to reposition themselves, but they must always be in contact with their
opponent.) However, despite not being able to Dodge, opponents who target the Clash from outside of the
Clah take a penalty to the Damage dealt equal to the Clashing Digimons CPU Values combined. For example if
one Digimon has a CPU Value of 2 and another of 5, they both take a 7 less Damage from Digimon who are not
part of the Clash.

If the opponent is airbone and is Pinned, both parties fall to the ground immediately, and the Pinned
Digimon takes damage equal to the number of meters fallen, reduced by their CPU Value. Stronger Digimon
can take more punishment. If youre using the more general, covering distance Zones, the Digimon who
was Pinned takes damage equal to the number of Zones its fallen times five, reduced by its Bit Value. The
Controller does not take any damage from falling.

If a Digimon has the Reach Quality, it can start Clashes at a Range equal to its Reach value. While
this can be safe, it can also drag things out. A Digimon attempting to Clash at a Range takes a penalty to all
Clash Rolls equal to the number of meters it is away from the target (for ways to negate this penalty, see the
Multi-Grappler Quality on page 24). If the opponent does not also have the Reach Quality, they may make
Attacks and Actions if they Control the Clash, but they only deal 1/2 of the normal Damage.
44
with the unstoppable courage gets a fire power
with the excited heartbeat that is a fire power
Tamers in Combat
Not every Tamer is content just sitting on the sidelines and directing the flow of battle, some want to
dive right in and get into the fray personally. A few derived Combat Stats for Tamers has been gone over a bit
before, but this should be the go-to reference page if you want your Tamer to be directly involved.

Wound Boxes: Body Stat+Endurance (Minimum of 2)


Accuracy: Agility+Fight Stats
Damage: Body Stat+Fight Stat
Dodge: Agility+Dodge Stats
Armor: Body+Endurance Stats
Movement: Agility+Survival Stats

Tamers in combat, once their derived combat stats are in place, function the same way Digimon do.
They however lack Qualities, and without any outside assistance may only make basic [Melee] Attacks. Tamers
may be able to upgrade their combat capabilities with gear or other items, which will be detailed in the Gear
and Items section on page xx.

Tamers in combat are a really tricky back and forth game that you need to be careful with how you dive
into the fray. Unlike Digimon, youre significantly more vulnerable in general due to not having Qualities to
back up your stats. However, if a Tamer really invests in combat, they could have a whole lot of Stats to
work with. An Adult Tamer whos fully invested into all of their Stats for Combat would have a total of 100
stat points and 20 Movement points, thats something that could keep up with a newly made
Burst level Digimon. But be careful there too: at that point in the game odds are the opponents
have a lot of Bonus DP to utilize as well.

Defeat
Sometimes things dont go as planned, and you and your Digimon are often in real danger of being
defeated. This occurs when your Wound Boxes would hit 0. This scenario is harshest on Tamers, who are in
the more immediate danger. If a Tamer is brought to 0 Wound Boxes or less, theyre rendered unconscious
for the rest of combat and must make a Death Saving Throw. This is a simple roll of 3D6 where a roll of 3 is a
failure. The TN goes up by 1 for every two points the Tamer is below 0 in their Wound Boxes. If a Tamer would
be brough below the value of their Max Wound Boxes below 0 (for example, a Tamer with 8 Wound Boxes at
a total Wound Box number of -8 or lower), they do not make the Death Saving Throw and are instead killed
outright.

Digimon have a much safer time in combat. If they are brought to 0 Wound Boxes, they are not always
instantly destroyed if theyre partnered with a Tamer. In this instance theyre instead brought down to their
lowest Default Stage and set to 1 Wound Box instead. Digimon in such a state are often apologetic they werent
strong enough. If a Digimon would be set to their Maximum Wound Box number as a negative value instead (or
are brought to 0 or below from their Default Stage), they bypass this and become Digitama, or Digi-Egg. As a
Digitama, Digimon are incredibly frail and have 1 Wound Box and 0 points of Armor. If theyre destroyed in this
state, their data may be lost forever.

Dont see death as the end of a campaign. Sometimes it can be a jumping-off point for more than just
raising a Digimon back from the Digitama state. A Tamer dying could be a potential story arc that you
could work with your GM to create. Does the Digimon end up wandering aimlessly with the group, looking
for a new Tamer? Does the group aim to try and find a way to bring the character back through any
means necessary? Maybe the Digimon simply grieves but continues to aid the party either way.

45
truly honest wings cannot be ditried by anyone

I will surely reach it if you keep believing


Combat Example 1
In the following three sections well be covering several types of combat lasting 1 to 2 rounds each, to
hopefully give the general idea behind several types of combat which could pop up during the course of your
campaign. Were going to be using two characters to illustrate the combat types, who will be detailed in the
Sample Tamer Packet.

First we have Kieran, a short Tamer with an equally short temper. Kieran focuses heavily on getting up
into the fights himself rather than sitting back and directing the combat. While he might not admit it often,
his main drive to fight is to protect the people he cares about. Kierans partner is Liollmon, who, much like his
Tamer, likes to take a very aggressive approach to combat, jumping right into the fray without hesitation. Kieran
uses the Teenager template in order to allow him to keep up with the average Digimon later on.

Second we have Summer, a young and energetic Tamer with big dreams for the future. Her primary role
in the middle of combat is to inspire and help direct her partner Digimon, Veemon and push the party through
hard times emotionally. Summer does her best to try and direct the team out of danger, using her charismatic
presence to help grab everyones attention before calling out directions. Shes not particularly safe in the
middle of combat. Veemon meanwhile dives right into the fray with a flurry of lightning-fast attacks, jumping
in and out of the safe range as best it can to avoid being hit while hitting the enemy as many times as it can.

Our first Combat Example will be using Summer and Veemon (currently at the Veedramon stage), facing
a distressingly powerful enemy in the form of Antylamon. This example will use the Simple Combat template.

GM: Okay, so the setup is that the Antylamon is looming over you and Veedramon, you
decided to Digivolve before combat started, but now combat is happening. Roll for Initiative.
Antylamon and Veedramon both roll 3D6+Agility to determine their Initiative. Antylamon
has an Agility stat of 7, while Veedramon has an Agility stat of 4. Antylamon not only has an
advantage of numbers but rolls high as well for a total of 21 on the Initiative Roll. Veedramon
meanwhile rolls a total of 16 for his Initiative, meaning Antylamon moves first.
Antylamon: first moves adjacent to Veedramon (Simple Action), using its Arm Bomber attack
(Simple Action), lashing out with both of its large hands at once. Arm Bomber has the following
tags: [Melee][Damage][Armor Piercing 4][Counter][Line 5]. This means that Arm Bomber can
be used as a Counter attack for impressive power, and that it ignores up to 4 points of
Veedramons Armor, and that it connects with poor Summer behind Veedramon if she doesnt
get out of the way!
Antylamon has an Accuracy stat of 5 and thus rolls 5D6. Out of the 5 dice, theres a single 5
and a single 6 rolled, meaning it has 2 Successful Accuracy Dice. In response, Veedramon rolls a
Dodge stat of 4. It only rolls 1 Successful Dodge Dice, negating 1 of Antylamons Accuracy Dice.
Antylamon adds its Damage stat to the 1 Net Successful Accuracy Dice for a total of 6 Damage.
However it ignores 4 points of Veedramons 5 Armor, leaving the defending Digimon with only
1 point that it can use to negate the damage done, meaning Veedramon takes 5 Damage. The
Digimon marks off 5 Wound Boxes, leaving it with only 5 remaining. A single hit took out half
of its health!
Summer fortunately rolls impressively high with her 4 Dodge Dice (Agility of 2, Dodge of 2),
rolling 3 Successes, thus avoiding Antylamons attack. Now its their turn to strike back, but
they need to act fast, they cant take another hit like that.
46
there is light and there is shadow in your heart
the story which has begun to revolve full speed
Summer: starts off her turn by Directing Veedramon twice, they cant afford to hold back here.
The first Direct Action is applied to Veedramons Accuracy for a bonus equal to
Summers Charisma stat (3). The second is applied to Veedramons Dodge, again equal to her
Charisma stat of 3.
Veedramon! Hit him hard in the legs to slow him down, then get out of the way, we can do this,
but you need to keep on your toes!
Veedramon nods in acknowledgement to its Tamers directions, since Antylamon is already
next to him, he uses his Magnum Punch Attack (Simple Action), which has the following tags:
[Melee][Damage][Charge][Armor Piercing 4][Knockback]. This means that Veedramon can
Attack and move as a single action, choosing to move to the side to get Summer out of the line
of fire as Antylamon will clearly percieve the larger Digimon as the obvious threat.
Veedramon rolls its Accuracy of 5 and adds Summers bonus of 3 for a total of 8 Accuracy. The
Digimon rolls a total of 4 Successful Accuracy Dice. However, in response, Antylamon rolls a
total of 9 Dodge Dice, but fortunately rolls a bit lower, only getting 3 Successful Dodge Dice,
leaving only 1 Dice to be added to Veedramons Damage Stat. Veedramon adds the 1 to its
Damage Stat of 5 for a total of 6, which ignores up to 4 points of Antylamons 5 Armor. As such,
Antylamon takes 5 Damage as well, being knocked back a number of squares equal to
Veedramons CPU Value (3) Doubled, so 6 meters away (it is still in the Long Range Zone).
Veedramon has another Attack planned, using V-Nova Blast (Simple Action). This Attack is a bit
different from the two before, having the following Tags: [Ranged][Damage]
[Certain Strike 3][Line]. This means Veedramon can hit Antylamon without having to move
again, and it can ignore up to 3 Successful Dodge Dice. Due to already having taken an Attack
this round, Antylamon takes a -1 Dodge Penalty to the Attack. Since this is Veedramons second
Attack, it loses the Direct bonus to its own Accuracy, now only rolling 5 Accuracy Dice.
Veedramon gets 3 Successes and 2 1s, so it chooses to activate its Huge Power Quality to re-roll
said 1s. In doing so it gets another 5 to add to the Success pool for a new total of 4.
Antylamon rolls 8 Dodge in response, rolling distressingly low with only 1 Success and 2 1s,
choosing to re-roll the 1s by expending its Agility Quality, getting a lucky 6 from that to bring
the new Dodge total up to 2. However, its still not enough, Veedramons Certain Strike 3
negates both of said dice, meaning Antylamon is hit for the full brunt of the attack. Veedramon
adds 4 to its Damage for a total of 9, and Antylamon negates 5 of that with its Armor, meaning
it takes 4 damage. That means that out of Antylamons 12 Wound Boxes, its taken 9 points of
total damage, leaving it with a mere 3 remaining as its turn starts.
Antylamon: uses its Hundred Kicks Attack (Simple Action) to get close to Veedramon again. This
Attack has the following Tags: [Melee][Damage][Pass][Charge][Certain Strike 3][Knockback].
This means that Antylamon can get up close and personal with the Attack without having to
use another Action to move, but the Pass keyword combined with its high Movement score will
leave it in the Long Range Zone.
Antylamon rolls 3 Accuracy, while Veedramon rolls a total of 6 Dodge with Summers help.
However, Antylamons Certain Strike lowers Veedramons Dodge to 3, meaning the Attack still
connects, but with no added Damage. Veedramons Armor of 5 negates Antylamons Damage
of 5, but since it was hit, it still takes a single point of Wound Box damage, bringing it down to
4 remaining. Intent to finish off the fight, Antylamon takes up an Offensive Stance (Simple
Action), ready to go in for the finisher as Summer and Veedramon recover.
Summer: asks the GM to make a Digivolve Check, the GM allows it, using the Range Roll
method seen in the Houserule section on page xx for a Range of Max-9 as the TN, due to the
dire situation the party is in. Rolling 3D6 and spending 2 points of Inspiration, Summer is able
to roll a mere 2 below her Maximum on 3D6, meaning she succeeded! (Simple Action.) This
means that Veedramon is going to Digivolve!

47
big and bigger biggest dreamer keep running

from now on you have vowed to have no regrets


Summer (Cont.): Summer uses her remaining Simple Action to Direct her newly Digivolved
AeroVeedramon for its Accuracy.
Veedramon! Aim for its body this time, finish it off!
Veedramon uses a Simple Action to Digivolve to AeroVeedramon. AeroVeedramons Wound
Boxes are set back to their maximum, which is now 14 instead of 10.
AeroVeedramon uses V-Wing Blade, which has the same Tags as the V-Nova Blast Attack it used
in its previous Stage ([Ranged][Damage][Line][Certain Strike 3]).
Adding Summers 3 for Directing, AeroVeedramon rolls 9 Accuracy, getting a total of 5
Successes!
Antylamons Dodge pool is cut in half due to its Stance, so it only rolls 5 Dodge dice in response.
It rolls 2 Successes, which are negated by Certain Strike. AeroVeedramon adds the 5 Successes
to its Damage of 4 for 9 Damage, which Antylamon sutracts its Armor of 5 from for a remainder
of 4 Damage. Antylamon is now at -1/12 Wound Boxes, meaning its defeated. Summer and
Veedramon won the fight!

Combat Example 2
The second Combat Example will focus on Grapple rules, diving in a bit later, in the middle of combat
when Kierans partner has successfully Digivolved into GrappLeomon. For simplicitys sake, neither combatant
has taken any damage yet, but are already adjacent to each other. Kieran is also right in the middle of the fray,
getting ready to jump in when theres an opening. Their opponent, ShadowWereGarurumon, is a tricky
Digimon to pin down due to its naturally agile nature. ShadowWereGarurumon moves first.

ShadowWereGarurumon: Takes up a Defensive Stance, unsure of what to make of this new


opponent (Simple Action.). Wanting to see how GrappLeomon reacts, it uses Garuru Kick
(Simple Action) and activates its Flurry Quality to use an additional basic [Melee][Damage]
tagged attack immediately after. GrappLeomon has 1 point of Dodge, and as such takes both
Attacks head-on with no Successful Dodges rolled, WereGarurumon rolling a lucky 2 for each of
its Attacks. However, GrappLeomon sports an Armor stat of 10, meaning that
ShadowWereGarurumons Attacks only deal 1 damage after! Kieran puts 2 points into the
Combat Monster Pool on GrappLeomon: on its next successful Attack, GrappLeomon will now
deal 2 extra Damage. GrappLeomon has 15 Health remaining.
Kieran: GrappLeomon initiates a Clash as a Free Action instead of a Simple Action by using its
Wrestlemania Quality. Both combatants now roll for Clashing.
GrappLeomon has a Body Stat of 16 vs ShadowWereGarurumons Agility of 5. Meanwhile,
ShadowWereGarurumon has a Body Stat of 12 vs GrappLeomons Agility of 1.
48
with the unstoppable courage gets a fire power
with the excited heartbeat that is a fire power
(Continued) However, GrappLeomon has the Brawler Optimization Quality, and thus is
considered one size larger (Large > Huge) whereas ShadowWereGarurumon is still classified
as Large, as well as a flat +2 Bonus to Clashing, for a total of +4 to the check, where
ShadowWereGarurumon now takes a -2 penalty due to now being classified as smaller than
GrappLeomon. The new Totals for GrappLeomon are 20 vs ShadowWereGarurumons 5
Agility, and for ShadowWereGarurumon a 10 vs GrappLeomons 1 Agility.
Upon rolling 3D6+Body, GrappLeomon rolls a 35, while ShadowWereGarurumon rolls a 21.
Both succeed in beating the required TNs, however GrappLeomon beat the number by 30,
while ShadowWereGarurumon only beat the number by 20. Thus, GrappLeomon Controls
the Clash.
GrappLeomon Controls the Clash and chooses to use its King of Fists attack as a Complex
Action, which would finish its turn. King of Fists sports the following Tags: [Melee][Damage]
[Close Blast][Armor Piercing 4]. The Charge Tag is pointless here, however this means that the
Attack will ignore up to 4 points of ShadowWereGarurumons Armor Stat. Due to Controlling
the Clash, GrappLeomon does not need to roll Accuracy.
GrappLeomon sports a Damage Stat of 10. ShadowWereGarurumon sports an Armor Stat of 7,
4 points of which are ignored, leaving it with 3 points of Armor to negate the damage done by
Kaiser Nail. Due to Combat Monster activating, the Attack gains 2 more Damage, meaning that
after everything is said and done, ShadowWereGarurumon takes 9 Damage, leaving it with 4
Wound Boxes remaining out of its original 13.
However, Kieran has not taken any Actions yet and hes still right next to the duo in the
Clash. He can still attack the Digimon inside but they gain Damage Reduction equal to their
combined CPU Values, which would be a total of 6 Damage Reduction. Inversely, however, neither
Digimon can roll to Dodge.
Kieran rushes in, making two basic [Melee] Attacks, as thats all he can do as a Tamer. Rolling
two Accuracy checks by adding his Agility and Fight scores together, each Attack gains +1
Damage for the Successful Accuracy Dice on the first Attack, and +2 Damage for the second.
Kieran adds his Body and Fight Scores together to have a Damage stat of 10. Adding in his
Leftover Accuracy Dice, Kieran deals 13 Damage and 14 Damage with each Attack respectively.
After subtracting its 7 Armor and the additional 2 Damage Reduction to Outside Attacks,
ShadowWereGarurumon takes 4 and 5 Damage from each Attack respectively. Marking off the
Wound Boxes, its now at -5 Wound Boxes and is defeated! Kieran and GrappLeomon won the
fight.

Combat Example 3
Our final Combat Example will take up a bit more space, by showcasing Digimon: Digital Adventures
combat system on a grid with each action taken. This battle takes place early on in the adventure when Kieran
and Summer are not yet ready to Digivolve to the Ultimate Stage or higher. Their opponent is an ornery
Monochromon, who seems to be attacking the duo out of nowhere. Kierans position will be marked with a
letter K, and Summers with a letter S.

49
if given a second everyone can give up and run
the beat of your heart will become your weapon

Each Participant has rolled 3D6+Digimons Agility Stat to determine the Initiative Order. The turn list
shall go: Veemon+Summer (16), Kieran+Liollmon (15), then lastly Monochromon (14). Summer and Veemon
act first.

Summer: Summer Directs Veemon a single time to add the +3 that her bonus grants to the next Accuracy roll
it makes. Veemon uses V-Headbutt, which has the following tags: [Melee][Damage][Charge][Certain Strike 3].
Veemon uses 6 of its 9 Movement points with the Charge Attack to move adjacent to Monochromon.

Thanks to Summers Directing, the Attack rolls 6D6 for Accuracy over 3D6. Veemon rolls 2 6s, a 4, a 2, and 2
1s for two Successes. Monochromon rolls 3 for Dodge, getting 0 Successes, letting Veemon add the 2 Leftover
Successful Dice to its Damage Stat, dealing 5 damage before Monochromons Armor stat is applied. However,
Monochromon has a Armor of 11, so the Attack only deals 1 Damage for connecting.
50
truly honest wings cannot be ditried by anyone

I will surely reach it if you keep believing


Summer (Continued): Summer once more Directs Veemon to add +3 to the Accuracy again, before Veemon
uses V-Punch, which sports the tags: [Melee][Damage][Knockback][Armor Piercing 4]. Veemon is already
adjacent to Monochromon after the last Attack, so it does not need to move. This time, Veemon rolls 3
Successes on its Accuracy Roll. Monochromon has been targeted by an Attack this round, so it rolls 1 less Dodge
dice. It once more fails to roll any successful dice. The Attack ignores up to 4 points of Monochromons Armor,
and the Attack deals 6 Damage. However, with 11 Armor, Monochromon is still able to soak up all the Damage,
meaning the Attack only deals 1 point of Damage and Knockback does not take effect.

After Summers turn is over, Monochromon has been targeted by 2 Attacks and has taken 2 Damage, leaving it
with 9 Wound Boxes remaining.

Kieran: Kieran charges in with Liolmon, who uses Critical Bite, which sports the following tags: [Melee]
[Damage][Charge][Pass][Armor Piercing 4]. Liolmon uses the Attack two times in a row, while Kieran must use
a Simple Action to move to Monochromons side.

Liollmon sports the Melee Striker Optimization Quality, so it adds +2 to its Accuracy Stat when using a [Melee]
Attack. With a fair bit of luck, Liollmon rolls 3 Successes on its adjusted Accuracy Stat of 5 for the first Attack,
while Monochromon also gets fairly lucking with a single success on its single remaining Dodge dice. So
Liollmon adds 1 to its Damage Stat and then subtracts that from Monochromons Armor, ignoring up to 4 of the
opponents Armor points. Liollmons net Damage of 10, after Monochromons Armor of 11 after that, meaning
it also only does 1 point of Damage to the Digimon.

The second Attack also gets 3 Successes, this time Liollmon deals 2 Damage, as Monochromon cannot Dodge.
This time it ties with Monochromons Armor, so it does 1 Damage once more.

Kieran fires off his Attack, rolling 4 Successes on his Accuracy, which Monochromon can no longer Dodge.
Adding in his Damage stat of 10, hes dealt 14 Damage before Monochromons Armor comes into play, which
lowers the damage dealt to a less impressive 3 damage. Monochromon has now taken 7 Damage out of its 11
Wound Boxes, leaving it with 4 remaining as its turn comes around.

Monochromon: The heavily wounded Digimon roars angrily, Kieran did the most damage last round, so its
focusing on him! It uses its Great Horn Attack to desperately fling Kieran back, tagged [Melee][Damage]
[Knockback][Armor Piercing 4]. Kieran is already adjacent to Monochromon. It rolls 2 Successes. Kieran
however rolls 6 on his Dodge Pool, meaning the Attack misses! Monochromon desperately fires off a Volcanic
Strike Attack, tagged [Ranged][Damage][Blast 1][Poison][Certain Strike 3]. Monochromon, being a Champion
level Digimon using a [Ranged] Attack in Melee range, takes a -1 Accuracy Penalty. It rolls 1 Success, and places
the Blast on top of Kieran. It does not have enough Brains to hit more than one target at a time right now.

Kieran rolls 1 less Dodge dice now as hes been targeted by two attacks this round. He rolls two Successes,
however Certain Strike 3 ignores both of the Successes. So Monochromon adds its Damage to the 1 Succes it
has for a total of 4 Damage. Kieran however is fairly durable, his Armor stat soaking it all up to the point that it
only deals 1 Damage to him. As such, the Poison Effect does not get applied. He still has 8 Wound Boxes
remaining out of his maximum of 9.

The Round resets, so all Dodge Penalties from having multiple Attacks fired are removed.

The next page page will help to illustrate how the round went, using numbers based on the order of actions.

51
there is light and there is shadow in your heart
the story which has begun to revolve full speed

-1 -1

1: Command and V-Headbutt


2: Command and V-Punch
S
SUMMER AND VEEMONS TURN

1
2 K
K 3

-5

1: CRITICAL FANG
2: CRITICAL FANG
3: MOVE
4: ATTACK S

KIERAN AND LIOLLMONS TURN, MONOCHROMONS TURN BELOW

2
K -1

1: Great Horn Attack, Miss


2: Volcanic Strike
S
52
Chapter 5: Game Mastering
This section is primarily for those who are looking to run a game of Digimon: Digital Adventures,
otherwise known as Game Masters (GMs), to peruse for ideas, guidelines, and special rules to use, but this
shouldnt discourage players from browsing this section for ideas either. A Game Master has several important
duties in a game: to help tell a story, to act as an expert on the rules, to be a judge on the rules, and to make
sure everyone is having an enjoyable time at the table.

Your Digital World, Your Way


One of the first things to do as a GM, once you have a story laid out, is to figure out how the Digital
World works in your story. Theres always more questions to be asked and more information you can fill out,
but these questions should help you at least get started on building your world how you want it. Do not see the
answers as hard rules or the only answers, feel free to branch out, these are just examples.

1) How Does the Digital World Work?

- Many times, the Digital World is created when intelligent AIs evolve into more complex forms within
the Digital Plane, which continue to fight and change in order to survive, creating a dangerous, sectioned-off
realm of its own.

- The Digital World sprang up around the same time as the Internet. This option can somewhat limit the
setting your game can take place in, however, as the Internet is a relatively recent invention.

- Perhaps the Digital World has always existed as a parralel to the real world, and the invention of the
Internet simply acted as a bridge between the two.

2) How Does the Party Get There?

- Sometimes, the party simply gets sucked into the Digital World, left there stranded and alone, looking
for a way to get out. This could be a total accident, or an act of fate. Sometimes its through a building or
vehicle, other times it could just be a rift in time and space itself.

- Other times, theres an existing link between the two worlds which the players can actively utilize,
whether they activated it wherever they need to be, or if its in a set location. Some locations may simply be
a secret that few people have discovered, others may be heavil guarded by parties on both ends of the link;
nobody wants an invasion on their hands.

3) How do They Get Back?

- If the link between the Digital World and real world is a static thing or something the Party has control
over, the question is somewhat answered, but what if its guarded or it needs a specific trick to work how they
need it to?

- If theyre in the Digital World entirely on accident or without their consent, that creates an entire new
problem: they have no idea how to get home, and now need to find a way to get there.

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4) What are the Rules of the Digital World?

- Perhaps the Digital World give or take works off the same rules the real world does: up is up, down
is down, fire is hot and water is wet. There may be some strange occurances, such as alien plants and random
circuitry here and there, but overall its give or take operating under the same rules.

- The Digital World also has some potential to have entirely strange rules as well: dark areas without any
gravity, extremely high-temperature areas that dont effect the party as it should, or a strange day and night
cycle which doesnt operate by any apparent clock. Feel free to mix and match these as you see fit!

5) How Does Time Work?

- Sometimes, Time passes much faster in the Digital World for one reason or another: maybe due to
being on a digital realm their data processes much faster, or perhaps a rift in spacetime causes this, or the
inverse. This can also be a common way to explain why no one misses the party when theyre off exploring and
fighting in such a dangerous area: they dont seem to notice theyre missing!

- Other times, time works exactly the same as the real world. This one has its own slew of problems too:
what happens if a group of kids are gone too long, wouldnt the parents know theyre missing?

6) What are the Needs of the Party?

- Do the Tamers require food, water, or even sleep while theyre in the Digital World, or are these needs
taken care of by some unseen force for one reason or another? If they do, how are they going to have said
requirements to survive taken care of?

7) What is the Environment Like?

- Sometimes, the Digital World contains a vast array of environments and areas to explore, each
containing vastly different types of Digimon which call it their home. This can create a diverse, but potentially
overwhelming type of world to jump into.

- Sometimes, the Digital World is simply a large, flat grid or a digital wasteland which doesnt have a real
parralel to the real world to compare it to. Feel free to mix or match both of these options if you want to.

8) Are There Settlements?

- More often than not, truly peaceful Digimon, or Digimon who are in desperate need of protection, will
group together and create a living society, whether its simply a small collection of Digimon huddled in a cave,
to a vast, futuristic cityscape filled to the brim with strange and quirky inhabitants. The leaders of such
inhabitants are generally a Digimon who sports a high, if not the highest, stage of the group, as they tend to
boast the greatest power to help protect their settlement, and experience to help them make informed
decisions instead of just rushing headfirst into battle.

- Occasionally you will run into a setting where there is a human settlement in the Digital World. These
settlements could vary depending on how you see the Digital World: are they military outposts there to keep
tabs on the Digimon? Is it a shadowy organization looking to further their own goals? Perhaps its a peaceful
human group looking to befriend their digital friends, or a large gathering of Tamers who simply wish to spend
time with their beloved partners. Sometimes, it may even be possible for large groups of Humans and Digimon
to live side by side peacefully in both the Digital World and real world, if the setting allows it.

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9) Whos in Charge, and Where Does Their Power Come From?

- The Digital World can often be ruled by a powerful, governing figure, who may be either an ally, or the
antagonist of the campaign depending on what needs to be done. It may simply be an insanely strong Digimon,
or a human whos figured out a way to manipulate the Digital World somehow.

- Many rulers can do fine by their power alone, but others may have a divine blessing behind their
power, or the goodwill of the citizenry of the Digital World. Perhaps they rule with an iron fist, use mind
control, or other such underhanded methods to keep the Digital World in check, if the people do not approve.

10) Who is the Party Up Against?

- One of the biggest questions to ask yourself when designing a game is what the antagonist of the
game is. Is it simply a villainous Digimon, a human who slipped into the Digital World and created a slew of
problems, or a rogue AI who seems intent on destroying everything? Villains and antagonists are just as
important to the story as the heroes are, be sure to think about who they are, why theyre doing what theyre
doing, and how theyre going about it. Be sure to think this one through: these will often be a go-to bad guy
during an encounter.

11) Life and Death

- Death is not a light subject for humans. If they die in the Digital World, will they die in real life as well?
Or is there room for a glimmer of hope that their data is saved and they could be resurrected? Would being
brought back to life have any negative consequences?

- Death is usually a bit more lenient on Digimon, who will often revert to a Digitama instead of truly
dying. But where does the Digitama go? Does it show up out of nowhere? Does it appear in the players hands?
Do they have a set location where they show up, that the players now need to go to?

- Digimon also have another question to ask: how do they create more? Do they spring out of the
ground, do Digimon create couples and have children together, or is the only way to keep the status quo to pray
for more Digitama to pop out of the ground somewhere?

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With these questions out of the way, you should have a basic idea of how your world is set up. In the
end, its up to you as the Game Master to populate the world with characters that your players will grow to
love, and possibly hate, and make it feel like a real, living and breathing place as best you can. Spend an hour
or so before every game re-reading a few notes youve made about the world, its good to keep things fresh in
your mind. Be sure to give some NPCs quirks, dreams, aspirations, and personalities; it can go a long ways to
making them relatable and fun to roleplay with.

An example I can give was when my GM introduced us to a little transient Digimon village and
there we met a Palmon. She was unlike most of the other Digimon we met at that point, being
much more curious than the standoffish monsters we had met with. For the camp, she was
charged with helping to grow meat and she enjoyed keeping everyone entertained with a flute
that she played, as she would dance around the campfire at night. When she would talk with
us, Palmon spoke in a broken English that was played up as an adorable quirk of speech. Our
GM did his job well, making us care about Palmon and eventually the rest of the Digimon
at the camp.

- Digimon Emperor, System Creator

You can build your Digital World from the top down or from the bottom up. Top down, youre looking
at constructing the various places that Digimon would call home, the worlds mythology and legends, and then
going down to a personal level to create NPCs that the DigiDestined interact with. From the bottom up, you
make the NPCs first, giving them personality, beliefs, and goals. You then expand to detail their allies, enemies,
and where they live. Think of ideas as building blocks and as you build anything you want to, as long as theres
reasonable connections. Both methods of creating your world are entirely valid and have their own merits to
how you build a living, breathing world.
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Adversaries and Antagonists
Like any Digimon story, a lot of conflict derives from the antagonists goals clashing with the general
interests of the party. Sometimes, an antagonists goals are as simple and straightforward as conquering both
the human and Digital Worlds or as grey and ambiguous as retaliating for the perceived first shot at the Digital
World by the humans. First, decide on your antagonists goal.

A goal is fine, but it is enhanced by a motivation. Just as actors get into a role by figuring out a
characters motivation for a scene and their actions, you as the GM can better understand the psychology of an
antagonists goal by giving them a motivation. This can be as simple as giving them a one word motivation such
as Fear, or Pride, or as complex as, Desires to remake both worlds in his image. for whatever reasons
you may see as fit. Maybe the character sees themselves as wronged by some party, or maybe theyre trying
to make the world safer, but going about it in the wrong manner. Or maybe the villain is just a jerk who needs
to be put in their place.

With a clear goal and motivation out of the way, you can add some numbers to the antagonist. First, you
decide what rank you require them at to stand up to a group of DigiDestined and their Digimon partners. Using
the Advanced Digimon Creation rules, you then build the Digimon as basic for its level as you like, then add on
Bonus DP as you need. Remember that the Advanced Digimon Creation rules are guidelines, giving you an idea
of just how strong a Digimon should be for its rank and that you can raise or lower the base DP used to build
the Digimon as you wish. If I wish to make a Champion level threat to challenge a group with some moderately
strong Rookies, I could start off with a pool of 40 DP and build from there. Assigning a minimum of 1 to each
category, I build this Champion as a bit of a glass cannon. The Digimon is strong enough to likely injure a player
character controlled Digimon to the point of defeat, but is rather fragile and a few good hits might take it out
of commission. This is just one method of going about building an enemy, however, therell be a few more tips,
tricks, and ideas later on.

Some antagonists are meant to slow down and hinder players and as such, really lack the staying power of the
main threat. These smaller antagonists, called Mooks, only have as many wound boxes as their rank allows
rather than Health plus the bonus boxes gained from their rank. These make for good fodder Digimon to harass
higher level players, such as a swarm of Rookies that have allied with an Ultimate-level antagonist facing off
against players that have Champions or Ultimates of their own. Any good hits will be enough to get rid of the
small fry so that the players can then work towards defeating the leader of the Mook Digimon.

Sometimes, an encounter with an adversary doesnt go as planned. Theyre either stronger or weaker than
you anticipated or the players had a run of good or bad luck. If this happens, you can change up the Digimons
motivation and goals somewhat, to align with the Digimons apparent power level, or come up with a reason
why its stronger or weaker now. If the monster was too weak or the party lucky, you can simply say that the
Digimon was really all talk and no game, as it were. If the situation is the opposite, you can say that the enemy
was really a lot more than he appeared to be, even going so far as to perhaps claim him as a recurring enemy.
Its all in how you put the spin on things, just as long as you spin it in a way that makes sense for the story. But
as the Game Master, you have a lot of power to be able to change up the tactics you throw at the players at any
given moment you feel the story is suffering for it. Keep that in mind at all times!

Not every enemy in a story is a Digimon. You can use humans as antagonists as well. The human antagonist in a
Digimon series can be just as scary as a Digimon, if not more so when they have the proper allies! Build them,
again, like you would any other character with CP and Bonus Experience to make them properly threatening,
and give them a reason and motivation for what theyre doing.

Lastly, remember that not everything has to be black and white when it comes to morality. An antagonist
whose story you can sympathize with, even if you dont approve of their methods, can go a long way to making
a story interesting and immersive. Everyone goes about dealing with their problems differently, and that can
lead some people down a very dark path. Of course, some characters are just flat-out nasty and it cant entirely
be explained away with a story, but its a good thing to keep in mind.

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Digivice Design
It really wouldnt be a Digimon campaign without some type of Digivice. This is one of the most
important, if not the most important, tools that a character can gain access to during a Campaign. A Digivice is
a small, handheld device which links the Tamer and Digimon together, allowing the former to help aid the latter
in combat primarily through the ability to Digivolve on command instead of needing to train, but that may not
be the end of it depending on your setting. Heres a short list of ideas for how you could upgrade your
Digivices. But as with all lists: dont consider these an end-all-be-all list! Come up with your own ideas and
special rules. However, for balances sake, it may be best to limit yourself to only three to four items on this list
tops unless you have a very specific idea in mind.

- Reader: The Digivice is capable of reading Cards or Chips (simplified as Boosters) of some type, which
grant the Digimon a specific type of bonus. There are several different types of Boosters, which will be detailed
in the TCG Tamers Packet. A Booster is applied as a Complex Action, as if Using an Item.

- Data Scanner: This upgrade allows the Digivice to scan and store information about a Digimon that the
character has come into contact with. This can be particularly useful if they have no Digimon who are savvy on
the environment or its inhabitants.

- Digital Map: The Digivice produces a map of some type of the current area. The specifics of the map
may vary: some may be a simple grid with flashing dots on it to signify other objects (whether its other
Digivices, Digimon, or large objects), others give a more detailed layout of the immediate area. Some may even
allow the party to set up waypoints to coordinate tactically over long distances. Be sure to give a specific radius
that it works in. The map could be as simple as a static view of the area, or be a fully functioning, interactive
radar of the current zone.

- Communicator: The Digivice can function as some type of communication, whether or not that is
simply via voice communication, or if it can act as a video call system. Be sure to specific the distance, if any,
that it works in.

- Digivolve Pause: This feature allows the tamer to put their partners evolution on hold for a time,
causing them to shift down a step in their Digivolutions, often reverting Champion stage Digimon or higher
back into their Rookie stages. The effects of a Digivolve Pause last for a duration that is left up to the GM.

- Digi-Gate: This feature allows the tamer to open up a gate between the Digital World and real world.
This could be however you need it to work: it may require a specific hub such as a screen, or it may simply open
up a rift in spacetime for the party to walk through. The gate could also cause a compression in data, causing
the Digimon to revert to their lowest possible stage, if not lower if you so wish.

- Storage Device: This allows the Digivice to scan and store objects, and possibly creatures within it by
breaking it down into raw data. Larger and more complex objects take up more storage, for example a small
rock would take up less space than a full grown tree, or a tree would take up less space than an equal sized
Digimon. Game Masters are encouraged to give a data limit and assign commonly stored items and objects an
approximate data size, to make players not simply scan everything around them to use for later.

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Families and Types
A Digimon is classified not only by its Species, but also by their appearance, general habitat, and
personality. These are referred to as Families, Types, and Attributes. Attributes are the simplest of Virus, Data,
and Vaccine, essentially just how the Digimon interacts with the world. Virus Attribute Digimon tend to have
some kind of negative or nasty effect, Data class Digimon often take a neutral stance, and Vaccine Attribute
Digimon tend to interact to balance out the negative issues Virus Digimon bring about.

Types specifically describe the Digimon physically: for example, WarGreymon is classified as a
Dragon-Man type, while MetalGarurumon is a Cyborg type Digimon.

Families are a more general description of how a Digimon works: a wide variety of Digimon can fit into
a single Family, as they describe not only a Digimons physical appearance to a small extent, but also their
potential alliances and method of interacting with the world.

When Digivolving, a Digimon will generally Digivolve to a higher stage which shares at least one of the
former classifications with the current stage, but this isnt a hard rule: use your best judgement.

The Digimon Families are as follows, to give a general idea of how they work. These are just guidelines:
not every Digimon fits into these simple classifications.

- Dark Empire: Terrifying, apocalyptic Digimon, or Digimon who dwell in the Dark Area.

- Deep Savers: Deep sea, artic, or some type aquatic Digimon fit into this Family.

- Dragons Roar: Draconic Digimon, or Digimon who favor mountain or volcanic areas to live in.

- Jungle Troopers: Insect or Plant Digimon, or Digimon who favor jungles and forests to live in.

- Metal Empire: Machine or Cyborg Digimon. They tend to prefer cities and factories to inhabit.

- Nature Spirits: Animal or Monster Digimon. They tend to prefer deserts and harsh climates.

- Nightmare Soldiers: Undead or Demonic Digimon, they tend to inhabit graveyards or abandoned buildings.

- Unknown: Digimon which are strange or mutated in some way, and do not fit into another Family.

- Virus Busters: Holy or Angelic Digimon. They do not always show a preference for where they live.

- Wind Guardians: Bird or air-based Digimon. They tend to prefer open, grassy areas, if they ever land.

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Opposed Rolls
When your players suddenly want to make a roll against a Digimon or Humans stat, or maybe even
against another Player Character (the latter scenario is generally something you want to avoid for one reason
or another, but if the situation arises, its best to be prepared) you, as a GM, need to make an informed decision
on which stats both characters roll. Whoever rolls higher is decided as the winner of the clash.

Generally speaking, if its a straight clash of power, such as a contest to see who can lift the heaviest
object or who can grab an object faster, the same stat of, using both examples, Body+Feats of Strength (or in
the case of a Digimon, simply Body), or Agility in the latter example.

However, sometimes its best for two Stats to be different. For example, if one character is trying to be
sneaky and steal an object, but another is attempting to spot them before its too late, the former would
probably roll Agility+Stealth (Agility on Digimon), while the other would roll Willpower+Perception (Brains on
Digimon). This takes a bit of interpretation on the GMs part, and is generally scenario-based, but theres a few
things which could be give or take constant. In the end, it is your job as the GM to make sure things all make
sense roll-wise. But to help things along, this short list of scenarios and rolls should be a good starting point.

- One Character is attempting to distract another from noticing the party with a lively dance, so that
they may sneak around unnoticed. This one is tricky, as itd require two rolls, one for the distraction success,
and another for the sneaking around. First would probably be a Charisma+Perform (Agility on Digimon) roll vs
a Willpower+Decipher Intent roll (Brains on Digimon). Second would presumably be a Agility+Stealth (Agility
on Digimon) roll, with an opposed Willpower+Perception (Brains on Digimon) roll.

- One Character is attempting to convince another to do what they want. This one is a bit tricky, and
depends on how precisely they go about it. If theyre trying to appeal to their sense of decency, that would
presumably be a roll of Charisma+Persuade (Brains on Digimon). If theyre intending to lie and otherwise
misdirect the target, that would be a Charisma+Manipulate (Brains on Digimon) roll. The opposed roll would
also change based on the scenario, if the former is used, one would oppose it with a flat Willpower check (or
Brains with a Digimon). If they use the latter, a Willpower+Decipher Intent check seems to be more in order
(Brains for Digimon once more).

- Two characters are having a competition to see who can lift the heaviest object. They both roll Body+
Feats of Strength.

Essentially, when two characters are making opposed rolls, with the exception of a contest to see who
is better at a specific job, or a grappling manuever, therell generally be an Attacking set, whether thats a
Stealth, Persuade, or Manipulate check of some type, and then a Defending set, which usually falls in line
with a Decipher Intent, Perception, or flat Willpower roll. Consider the scenario first and foremost however,
not every case falls in line with one of these cases.

Remember that Digimon lack a Willpower or Charisma stat, so one of those two Stats are generally
replaced with Brains or Agility for the specific scenario. Use your best judgement as a GM.

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Houserules and Alternate Rules
This is simply a small list of potential houserules and changes to the base system which you may feel fits
your needs as a Game Master better. Some are heavily recommended, others are just fun ideas. They simply
may not be a common occurence enough to warrant hard rules, but are good to keep in mind.

Critical Hit Dice: If you feel like the base systems method of rolling does not reward incredibly high
accuracy rolls enough, perhaps this rule could be in your favor. Whenever you make a Skill Check or an Attack,
you can call the Critical Hit Dice. Roll 2D6. On a roll of exactly 12, the Skill Check is automatically a Critical
Success, but a roll of 2 is automaticall a Critical Failure. If you were making an Accuracy roll instead, on a Critical
Hit the target can no longer roll Dodge, and your Damage Stat is considered doubled. On a Critical Failure, you
automatically miss no matter how high you roll, and the GM may give negative consequences for the miss as
they see fit to do.

Range Roll: Sometimes a roll doesnt make sense for a tangible upper or lower limit needed to hit, but
is instead, based on the scenario, something made to push a character to the top of their PERSONAL limit. This
would require a Range Roll. For example, maybe in your setting youre using has the character needing to make
a Willpower check to have their Digimon Digivolve, but you dont want to set a hard TN for the check. A Range
Roll starts with a characters Max Potential Roll of 3D6+Modifiers, then takes away. For example, if they have a
range they could roll on 3D6 which would be considered a Success of 12-18, that would be a Range of Max-6.

Will to Evolve: A simple but effective method of allowing the characters to feel invested is to add a
Willpower-based check to seeing if they can make their Partner Digimon Digivolve in combat. As a Simple
Action they make either a Willpower Roll or a Range Roll set as a TN by the GM. The TN would obviously be
easier for lower stages, and might vanish entirely if they continually hit the TN and succeed. For example, a
Champion may require a Max-8 roll to achieve, requiring very little willpower, but an Ultimate may require
something steeper, like Max-1. These are just examples you may want to change for your setting if you use this
ruling, not every campaign works the same way.

Digisoul: A character may give up a Aspect Boost to instead add their Willpower to a Check of their
choice, whether its Accuracy, Dodge, or a simple Skill Check.

Ups and Downs of Life: A character may take a Negative bonus from their Aspects to regain a activation
of an Aspect. Using a Negative bonus would not take up a usage slot. This is a recommended houserule to
reward players for taking a hit or two on their own accord, allowing them more positive uses of their Aspects.

Augmented Armor: Not every game wants to use Armor class Digimon as their own separate template,
but if you want to make them feel special for one reason or another, allowing them to purchase Digizoid Armor
and Weaponry no matter what equivalent Stage they use. Alternatively, Armor Digimon may gain a scaling
amount of 10 Bonus DP per item in the players inventory, such as a Digimental, which would be associated
with the ability to Armor Digivolve.

Extra CP: Not every character wants to use all the CP they have at creation. If a character has leftover
CP for one reason or another, add that number to their EXP pool, doubled. This rule should not come up very
often, however, as most characters prefer to have all their CP spent for one reason or another.

Big Target: If youre having problems with characters missing their Attacks, consider this: when a
Digimon is targeted by an [Area] Attack, it takes a -2 Dodge penalty for every square that it occupies past the
first that the [Area] would cover. For example, if a [Pass] Attack would move through a Digimon that takes up a
4x4 meter square, the defending Digimon would take a -6 Dodge Penalty.
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Synchronized Souls: If you want to try to focus on two characters being in sycnh with each other to DNA
Digivolve, maybe have each of them make a Willpower Check, or a Range Roll. If one or both parties fail, the
Digivolving process is canceled. Maybe make a check to see if they maintain the process over the course of the
fight, at the start of each Round.

Additional Stances: Bulwark Stance (150% Armor, 50% Movement), and Agile Stance (150%
Movement, 50% Armor). Feel free to modify or add more as you see fit for this Houserule!

Forced Dark Evolution: A character who is forcing their Digimon to Digivolve with a mechanical roll
instead of natural narrative progress over and over may trigger a Dark Evolution by rolling 1D6. On a roll of 1 a
Dark Digivolution occurs.

Exhaustion: A character who has not had appropriate amounts of rest, food, or water, may be forced to
make a Endurance check (Body for Digimon) of some type with a mounting TN for each day they continue to
go without (start with Simple then work your way up). If they fail, they gain a stack of Exhaustion and gain a -2
penalty to all of their Stats per stack. If a characters Wound Boxes are brought to 1, they simply pass out, and
if theyre brought to 0, they may die of exhaustion entirely.

Gear and Items: See the Gear and Items Section. This will not be applicable to all campaigns, but its
another good thing to keep in mind when deciding on Houserules.

Injury: Sometimes you may want there to be a bigger penalty than just taking damage: if a character
would take 50% or more of their Max Wound Boxes in a single hit, they gain a stack of Injury. Each stack of
Injury lowers the characters Stats by 1 each. If a Digimon or Tamer would be brought to 0 Wound Boxes from
Injuries, they would die. One could also be given a stack of Injury for Critically Failing a Skill Check.

Workout: Sometimes you want the players to be able to further customize their tactics. By spending an
hour training or planning, they gain a bonus of +3 to a single Stat, Attribute, or Derived Stat that they choose,
including their Speed if they so wish. This can create a good way to let the characters mechanically prepare
for a particularly difficult fight or change up their tactics to throw off an enemy or simply bolster their normal
strategy even further, making it more reliable

Spirit Evolution Backfire: If youre using a Hybrid template for your game, when activating the
Digivolution, if your characters are under an undue amount of stress, have them make a Torment Check, or just
roll a flat, boring 3D6 with a Range Roll you find appropriate. On a failure, instead of just having it not work or
have the usual downsides associated with a failed Tormen Check happen, mix up the two: maybe the Tamers
Dark Evolution hits and they have to deal with the fact that they are no longer in control, or perhaps they turn
into a significantly weaker stage than they were aiming for (usually Rookie or higher).

Tamer Qualities: Special Qualities exclusive to Tamers that they may purchase for Experience. See the
Tamer Packet for more details.

Multiple Digimon: Some people want more than one Digimon. To make up for it, during combat, the
entire Tamer and Digimon team may only take either 4 Simple Actions, 2 Simple and 1 Complex Action, or 2
Complex Actions. This may mean that some parts of the team simply do not act, if need be. This is ignored if
the entire party has more than one Digimon.

Attribute Triangle: If you want, maybe make the Digimons Attribute matter more. Virus Type Digimon
have an advantage over Data Type Digimon, who have an advantage over Vaccine Type Digimon, who in turn
have an advantage over Virus Type Digimon (Virus > Data > Vaccine > Virus). When a Digimons Attribute has
an advantage over another Digimons, it adds either its CPU Value, RAM Value, or Bit Value to the damage dealt
as a result of a successful hit. This isnt a massive bonus, but its one to keep in mind if you use this houserule.
62
Large-Scale Battles Houserule
Digimon: Digital Adventures as a whole will generally lend itself to to smaller and middle-scale battles
of scuffles between 2 and 10 combatants. That isnt a bad thing, but sometimes you want something big,
grand, and epic. Unfortunately this rule was too in-depth to simply slap into the houserule list, so this will be
taken care of over several pages.
First, its best to determine the factions which are present in the battle. If you have a set of massive
armies for the players to fight, be sure to number them, or give them cool code names. But dont worry about
the numbers, this system should help keep things under control and remain in a manageable level for you
as a GM, and for the players to think tactically. Just because you want an amazing battle of epic proportions,
shouldnt mean youre tearing your hair out, or have your players yawning out of boredom after three hours of
fighting mooks.
For reference throughout this section, please use this map and list of characters. The map uses two
selected characters from each group at random to signify where each group is stationed.
Group 1: The Party
(Kieran, Leomon, Summer, Veedramon, Richard, Gargomon, Rolland, Turiemon, Alex, Waspmon)

Group 2: Good for the Good God
(MagnaAngemon, Liamon, Reppamon, Angemon, Leomon, Gatomon)
Group 3: Its Not Just a Phase
(Astamon, Devimon, Devidramon, Vilemon, Ogremon, Fangmon)

Group 4: Exctinction Squad
(Triceramon, Allomon, Stegomon, Tyrannomon, Tuskmon, Greymon)

63
There are several sub-rules for this type of combat, which all revolve around how the party itself works.

Each Group is combined into a single super-Digimon so to speak, but with a few downsides. For
example, each Group takes their turn at an Initiative Rank equal to the Digimon with the LOWEST Agility Score,
and may only move a number of spaces equal to the Speed of the slowest Digimon. A Group is only as fast as
the weakest link! Additionally, the group may separate, but cannot go more than X meters away from another
group member, where X is the lowest members BIT value or Bravery Stat. So if someone in your group made
Bravery their dump stat... this could be a difficult battle ahead. Area Attacks deal an extra 2 damage for every
member hit by it.

However, there are a few bonuses that a group has in regards to this. Each Group has a number of
Simple Actions equal to the remaining party members, and will roll an unchanging Accuracy roll have an
unchanging Damage stat equal to a chosen Attacker. The Attacker may add any bonuses from Gear or Quality
that they may have to their Attacks, and may choose to use any Attack from their Attack List.

Additionally, each group has a dedicated Defender. The Defender is the Digimon whose Wound Boxes,
Dodge, and Armor Stats you use for the whole group. When the current Defender is defeated, the group
chooses a new Digimon to be the Defender, whose (remaining, if need be) Wound Boxes, Dodge, and Armor
replaces the old one. If the Defender was also the Attacker, they must choose a new Attacker as well. Unless
the Attack fired was an Area Attack, the Defender takes all the damage, and the rest of the group takes zero
damage. As stated before, if an Area Attack hits the group, the Defender takes an extra 2 damage for each
member hit by the Attack.

Lastly, each group has a Leader, who is allowed to use non-Damaging effects, and uses their Stats to
Direct or perform other Skill Checks. If the Leader is defeated, the group must flee for one reason or another.
As such, its a risky move to make your Leader the Defender at the same time. If an Attack would deal more
damage than the Defender has remaining Wound Boxes, the next chosen Defender takes the leftover damage,
so on and so forth, until there is no more damage to be taken.

This might seem a bit overwhelming at first, but this is still far more streamlined method than simply
tossing upwards of 20 or more enemies at a group.

Below is an example of how this might play out. The leaders of the Groups are, down the line of 1 to 4,
Summer, MagnaAngemon, Astamon, and Triceramon. The Attackers are Kieran, Liamon, Devidramon, and
Tyrannomon. The Defenders are Leomon (Group 1), Angemon, Ogremon, and Stegomon.

Group 1 has the highest Initiative, nobody wanted a slow Digimon, so their Agility scores were higher.
As such they move first. However, Leomon is a bit slow, so they can only move 5 meters with a Move Action,
and Rolland has a low Willpower score, so its best to move as a close-knit group. They spend 3 Actions moving
closer to Group 2 and using another Action to make a plea to the other group to make an alliance for both
parties benefits. As a show of good will, the Attacker takes up a Defensive Stance, taking up their last Action.

Group 2 moves next, they were composed of slightly faster Digimon overall. They agree to aid the
party, and move towards the primary target, using 2 Actions: Group 3. The Attacker, Liamon, Attacks with a
Pass, Armor Piercing 4, Certain Strike 3 Attack Luckily the group has decent BIT values, so Liamon can reach
across all of Group 3. This deals an intense amount of damage, knocking out Ogremon, and dealing a lot of
damage to the next Defender, Vilemon. Liamon uses the attack once more, this time knocking out both
Vilemon, and Devidramon in one blow, leaving Fangmon at 3 Wound Boxes, Astamon was fortunate enough to
not be in the line. This ends Group 2s turn.

64
Group 3 is next, as they had a slow Digimon on their team before. Astamon and Fangmon are the only
two left, and Fangmon is now the Defender, Astamon the Attacker. Astamon fires a barrage of attacks at Group
2: theyre the threat here. Due to high rolls, Group 2 loses all of its members in a single round bar
MagnaAngemon. Fangmon takes up a Defensive Stance for its final action.

Group 4 decides that this is the time to strike! Composed of slow Dinosaur Digimon, it rampages
forward, firing off an attack that hits both Group 3 and 2 at the same time! Both Groups are defeated as a
result. Thus ends Round 1, despite such a large-scale fight taking place, combat should not take a massive
amount longer than normal overall with luck.

For a summary of the roles and rules with less in-depth descriptions, please consult the following list.

Attacker: the character who determines what Attack List, Qualities, Accuracy, and Damage Stats.

Defender: the character who determines Wound Boxes, Dodge, Armor, and defensive Qualities. If a
Defender is KOed, the damage pools over to the next Defenders Wound Boxes.

Leader: may use Effect Attacks without a Damage Roll, Direct, or make Skill Checks. If the Leader is
defeated, the group flees.

Movement: based on the slowest character. May not move further away than the lowest Bit or Bravery
score based on the entire group.

Initiative: based on the slowest Digimons Agility score.



Area Attacks deal an extra 2 damage per active party member.

Action pool equal to remaining party members.

66
Gear and Items
Gear and Items work similarly to Digimon in the way that they should be built using an essential pool
of DP to help create balance. While this does not have to be a hard rule, consider using about 5 DP per Stage
the party has unlocked past In-Training to build Gear and Items they can currently use. Do not consider this a
definitive list, have fun making your own items. Ignore requirements for Signature Move on Weapons, as they
can be lost or removed potentially in combat.

Some of these Items may use keywords which state Recharge, Ammo X, One-Use, or other strange
Keywords. These kewords will be explained later in the Negative Quality Section on Page XX. Consider all Stat
and Roll Bonuses to be something the item purchases for +1 DP Cost. If a Weapon does not state it is [Ranged],
assume it is a [Melee] based weapon. If an Item adds to Movement, consider it purchased with the appropriate
Quality to do so (Extra Movement, Advanced Mobility, Speedy, etc).

Please use common sense when allowing what Items can be used at the same time. For example, a
character could easily have special boots and gloves, but having two types of the same special boots is a bit
overkill. Pretend that each Item takes up some kind of slot on the characters body.

Early Game Gear and Items (0 to 5 DP)


- Rock: Its a rock! You can throw it as a [Ranged] Attack! +2 Damage, +1 Accuracy, [One-Use]

- Stick: Its a stick! Be careful, it breaks! +2 Damage, +1 Accuracy, [One-Use]

- Slingshot: Way more useful than a rock. [Ranged]. +4 Damage, +6 Accuracy [Ammo: 1]

- Wooden Sword: This shouldnt break at least. +4 Damage, +3 Accuracy. [Fragile]



- Running Shoes: Comfy! +4 Basic Movement, +3 to Athletics Checks.

- Wooden Shield: Should protect you better! +4 Armor, +3 Dodge [Fragile]

- Rope: Tons of uses! +5 to Athletics Checks if used to climb.

- Guidebook: Knowledge is Power! +3 to a Intelligence-based Check. The specific type (Knowledge,


Computer, or Survival) that it applies the bonus to, is decided when the item is created. [Fragile]

- Fancy Clothes: Shiny! +3 to a Charisma-based Check. The specific type (Manipulate, Perform, or
Persuade) that it applies the bonus to, is decided when the item is created. [Fragile]

- Glasses: I can see clearly now! +3 to Perception. [Fragile]


Mid Game Gear and Items (10 to 15 DP)

- Throwing Spear: Way better than a rock [Ranged]. +5 Damage, +5 Accuracy [Armor Piercing 4]
[One-Use]

- Metal Sword: Now were talking! +4 Damage, +3 Accuracy [Armor Piercing 4]

- Bow and Arrow: Bullseye! [Ranged] +5 Damage, +6 Accuracy [Certain Strike 2] [Ammo: 1]

- Gun: Gun [Ranged] +5 Damage, +7 Accuracy [Armor Piercing 4] [Ammo: 6]

- Metal Shield: Unstoppabe Defense! +8 Armor, +5 Dodge [Bulky]

67
Mid Game Gear and Items (10 to 15 DP) Continued

- Heavy Armor: I sure feel safe! +8 Armor, +5 Dodge [Bulky]

- Grapple Gun: Always necessary! Adds [Reach 5] only for Grappling at a Range, and adds +5 to Athletics
Checks when used to Climb. [Ammo: 1]

- Stealth Clothes: Adds Hide in Plain Sight Rank 3. +1 Armor, +2 Basic Movement, +5 Dodge.

Late Game Gear and Items (20 to 25 DP)


- Digizoid Armor: light and durable! +13 Armor, +6 Dodge, Applies Digizoid Armor Bonus.

- Laser Gun: Pew Pew. [Ranged] +9 Damage, +8 Accuracy, [Armor Piercing 4][Certain Strike 3]
[Ammo 6][Recharge]

- Digizoid Sword: float like a butterfly, sting like a Stingmon! +11 Damage, +10 Accuracy,
[Armor Piercing 4][Certain Strike 3]

- Jetpack: Fly like a bird! Adds Extra Movement: Flight. Adds Advanced Mobility: Flight. Adds +5 Dodge
and 20 Movement. This Movement ignores the Speedy Cap.

- High-tech Goggles: I can see everything! +14 to Perception, adds Tracker Rank 3, and this gear can
ignore any penalties for trying to see in the dark (3 DP)

- Digizoid Shield: Fancy and durable. +13 Amor, +6 Dodge, Applies Digizoid Armor Bonus.

- Invisibility Clothes: Dont worry, you can turn invisible too while you wear them!: Adds Hide in Plain
Sight Rank 6, +2 Armor, +4 Basic Movement, +7 Dodge, adds Shade Cloak.

- Breaker Drill: Good for combat and utility. Get digging!: Adds Extra Movement: Digger and Advanced
Mobility: Digger. Adds +2 Basic Movement. When used as a Weapon it allows access to the Charge and Pass
Keywords. +4 Damage, +4 Accuracy, [Armor Piercing 4][Certain Strike 3]

- Amulet of Protection: You can feel the magic oozing out of it! Adds +13 Armor and +9 Dodge, once per
Combat it may be used to let the user automatically dodge one Attack (3 DP).

In the late-game section, you might notice a few of these items have a special quality which lacks a
equivalent Quality. When applying a special or custom ability like this, consider how useful and potent it will
be and apply an appropriate cost of 1 to 3 DP to it. This can make the items you create feel especially unique
and special to the players, rather than a total bundle of stat and skill bonuses. Have fun, and be creative with
your work. Again, this is not a definitive list, just a bunch of helpful ideas to use as a starting point.

68
Boss Battles
A big part of any campaign is a point where the party is no longer up against a few easy-to-beat random
Digimon, or just wandering around the Digital World: theyre up against something a bit more difficult to take
down, a big, scary boss which is meant to make them think instead of just rushing into a fight.

There are several options to consider when creating a boss encounter, and each on has its merits, but
also some downsides associated with them. Be sure to think about what your campaign needs.

Option 1: Big Scary DP Pool. This option should favor a very bulky enemy, who sports a DP Pool be-
tween 10% and 100% greater than the average party members. This enemy probably cannot hit very hard, but
its got enough Wound Boxes and Armor to more than make up for the fact. This can create an enemy that can
really drag out a fight, but you have to be careful granting it too much or too little DP. Keep in mind, as a single
enemy, a partys Action pools will eventually be able to overwhelm it.

Option 2: Boss Template. This option favors a single enemy who is supposed to be a challenge for
a whole group of players at once. The Boss Template is applied by granting the Boss an additional Turn and
Wound Box Pool per player. Each player is assigned one of the pools, and essentially fights the boss on their
own, as does the rest of the group. This greatly helps negate the downside of the players large pool of Actions
overwhelming the boss. For example, Player 1 is paired up with Pool 1, and Player 2 is paired up with Pool 2.
Anything that Player 1 does to the boss will only effect Pool 1 until Pool 1 is depleted entirely. Essentially
consider it a number of separate Digimon who occupy the same space at the same time . The major downside
of this option, however, is that the boss can only be so many places at once and has to either dedicate itself to
being ranged, attacking a single enemy, or to using up a lot of actions moving around the field.

Option 3: Tag Team Boss. This option essentially has you create a number of Digimon on-par with the
party in equal numbers. This allows you to create enemies who are designed to specifically slow down if not
stop the team entirely in their tracks. This works similarly to the Boss Template, however any player is free to
attack any enemy at a given time. Furthermore, this is one of the more time consuming encounters to create,
due to the requirement of making at least one Digimon per player.

Were about to dive into the Boss Quality section, which is a list of rules which are purchasable Qualities
that only high-level Bosses can normally have. But before we dive in, heres a few more ideas to make
your players lives a nightmare.

First off, what good would a boss be without an army of loyal henchmen? Toss a big, fat distraction at
the party in the form of a mob of unruly Mooks, using the idea from the Antagonist page. Theyll probably
bite the dust in a round or two tops, but it gives the boss time to do his job and wreak havoc. And if they
decide to ignore the Mooks? Well thats a whole lot of tiny attacks that theyll be taking, lowering the
partys Dodge pool for the actual Boss to stride in and hit them where it hurts!

Next, dont be afraid to toss in your own rules or field mechanics in a boss encounter, and definitely dont
be afraid to make them in your favor. Maybe one boss moves super fast and leaves behind a trail of fire
that deals damage to enemies that step on it. Maybe another has a floor full of traps that activate when
stepped on. And thats just the tip of the iceberg: use your head and think up a good way that this boss
could prepare for the party, or how it can keep them on their toes during the fight.

But lets dive right into the real fun stuff: Boss Qualities are on the next page!

69
Boss Qualities
Some Bosses have a bit more to them than just a big pool of HP or a houseruled mechanic. Some of
them have special Qualities that normal Digimon are not capable of obtaining. This can make them significantly
scarier than their non-boss counterparts.

Some Qualities are here due to the raw power they pack behind them, and others are simply a bit nasty
in nature and wouldnt be very fitting on most Player Digimon. While a GM could rule that a Player can
purchase Boss Qualities for a stage, be careful when allowing this for one reason or another.

Adaptive Intelligence Data Absorb


S T
3 DP 3 DP, Prerequisite: Trojan

The Digimon gains a stacking +2 bonus As a Simple Action, a Digimon may


to Dodging Attacks that it has already seen for activate or deactivate this Quality. While this
every time it has seen said Attack. That Quality is active, the Digimons Movement
includes being in the blast of an [Area] Tagged Speed is reduced to 0, and the Digimon heals
Attack. Keep track of which Attacks the itself for its Bit Value x2 at the end of each
party has used as such. Some Boss Digimon Round. The Digimon may increase this bonus
with this Quality may keep close tabs on the by an additional step (Bit Value x4, Bit Value
party to make themselves untouchable once x6) by forfeiting an extra Simple Action during
combat actually starts. its Turn.

Agent of Destiny Finesse


S S
3 DP 1 DP Per Rank

The Digimon no longer takes any type For each Rank a Digimon has in Finesse,
of penalty from either Qualities or from they may ignore up to that many points of
taking any type of action or being hit by an Armor when Attacking and that many points
Attack. If a Quality requires Line of Sight to of Damage when being attacked. Digimon
work, the Digimon no longer requires it. with Finesse are exceptionally clever and
know how to hit or be hit in a way that is most
beneficial to them. This is applied to all
Alternative Energy Attacks the Digimon has, and stacks with
Armor Piercing Ranks.
S
2 DP Per Rank

For each Rank of Alternative Energy Immunity


that a Digimon takes, choose a Quality or
Effect Tag that the Digimon has access to. If S
that Quality or Effect Tag uses the Digimons 3 DP, Prerequisite: Resistant Rank 3+
Bit Value, CPU Value, or RAM Value, it may
now choose another Value to use in its place. Any Effects that would target this
Multipliers to said Values remain the same Digimon have no Duration or Potency.
based on the Quality or Effect chosen.

70
Juggernaut Overclocked
S S
3 DP 3 DP Per Rank, up to 2 Ranks

At the beginning of each Round of Rank 1: each of the Digimons Derived


Combat, choose a Stat randomly by rolling Stats improve at a rate equal to the Base
1D6 (1: Health, 2: Accuracy, 3: Damage, 4: Bonus plus a single Stat that would normally
Dodge, 5: Armor, 6: Choose). The Digimon improve the Derived Stat (for example with
gains a Bonus to that Stat equal to its CPU Body you could choose Armor, Damage, or
Value doubled for the rest of Combat. This Health) instead of the normal formula. This
bonus stacks with each round. means that Brains would improve at a rate
equal to the Digimons Stage Bonus+Accuracy
instead of the normal Accuracy/2.
Memory Upgrade Rank 2: each of the Digimons Derived
Stats improve at a rate equal to the Base
S Bonus plus a single Stat times two.
2 DP Per Rank

For each Rank a Digimon has in


Memory Upgrade, it gains an additional Probability Control
Attack that it can use. You must still choose
whether the Attack is [Ranged] [Melee] t
[Damage], [Effect], or has any [Area] tags or 3 DP Per Rank
otherwise as is normal when building an
Attack on a Digimon. For each Rank in this Quality a
Digimon takes, whenever it makes an
Accuracy or Dodge Roll it may count a single
dice as an automatic Success. For example, if
Natural Warp Evolver you take Probability Control Rank 5, on any
Dodge or Accuracy Roll you make, you could
S take an automatic 5 Successes. These
3 DP Automatic Successes take away from the pool
that you would roll, however. If you have
The Digimon may naturally Digivolve Probability Control Rank 3 and would roll 10
straight to its highest form without any Dice, you instead set aside 3 Dice as
outside assistance from a Tamer, usually Automatic Successes and roll 7 Dice instead.
jumping from Rookie to Ultimate or higher, This may also be used on 3D6 Skill Checks to
bypassing at least one stage. However, if the allow the Digimon to change the result of 1
Digimon Digivolves through its stages one at a Dice per Rank in this Quality.
time, going from Rookie to Champion to
Ultimate to Mega to Burst, it gains Bonus DP
as if it had DNA Digivolved (5 Bonus DP Per Pure Rage
Stage.). This bonus does not stack with the
Digimon DNA Digivolving with another S
Digimon or from the Jogress Partner 3 DP, Prerequisite: Berserker
Quality. If one stage past the In-Training Stage
has Natural Warp Evolver, all Stages must The Digimons Rage Meter no longer
sport this Quality, otherwise it has no effect. has a cap on how many points of Rage it may
have at a time, and adds to the Digimons
Accuracy and Dodge as well instead of just
Damage and Armor.

71
Skill Monkey Unlimited Power
S S
1 DP Per Rank 3 DP

For each Rank the user has in the Skill The Digimon may now purchase
Monkey Quality they may take an Qualities as if they all stated X DP Per Rank,
additional Data Optimization. The Data where X is the base cost of the Quality. This
Optimization must still be purchased with DP means that the Digimon may purchase
the same way their first one was. Qualities over and over without regard to
Rank. Additionally, the Digimon does not have
to meet any prerequisites for Qualities.
Suppression
S Weapons Expert
3 DP per Rank, up to 3 Ranks
t
For each Rank in this Quality, choose a 2 DP, Prerequisite: Weapon Rank 3
type of Quality (Trigger/T, Static/S, or
Attack/A.) Digimon within the Burst Radius of Whenever the Digimon uses a
the user of Suppression cannot benefit from, [Weapon] tagged Attack, it may add a
or activate Qualities of the chosen type. Value of its choice (CPU, RAM, Bit) doubled to
the damage and accuracy dealt. Additionally,
the Digimon may purchase as many Ranks of
Time Control Weapon as it wishes to, instead of just three.
T
3 DP Smite
If the Digimon would be defeated or t
knocked out during a fight due to their Wound 3 DP
Boxes reaching 0, instead reset the Digimons
Wound Boxes to their maximum. The Digimon If the Digimon would miss with an
also regains the use of all Qualities which can Attack, it instead only deals half the Damage
only be spent a certain number of times per it would normally deal to the target(s).
Scene. This effect is then applied to all the
other combatants. After this Quality is
activated, it cannot be activated again until
the start of the next combat. After this
Quality is activated, the user gains a bonus to
its Stats equal to one Value (Bit, CPU, RAM) of
its choice, doubled.

Tormentor Keep in mind that these are some immensely potent


Qualities for their cost, if you design a Boss Digimon
T with them in mind, maybe try to keep the number
3 DP of Boss Qualities you use down to 2 to 4 on the high
end. Using a lot of these Qualities on a single boss
The Digimon may force all participants can really make an overwhelming
who are able to make a Torment Check as a encounter that the players have
Simple Action. If an opponent fails the check,
the Digimon gains a bonus to all Stats for the almost no mechanical means of
remainder of combat equal to its Bit Value winning. And thats not much fun.
doubled.

72
Negative Qualities
These are all a collection of Qualities which, when applied to a Digimon, grants a mechanical downside
but inversely grants the Digimon a bonus amount of DP to utilize. This section is in the GM Section as this is still
a process which is being tested and refined, so it should be up to the GM as to allow it or not.

Bulky Vulnerable
S S
-1 DP Per Rank -1 DP Per Rank
For every Rank a Digimon takes in this For each Rank the Digimon has in
Quality, its Base Movement is lowered by 2. If Vulnerable, the Duration of incoming [Effect]
a Digimons Base Movement would be Attacks are increased by 1.
lowered to 1 or lower, it can no longer take
Ranks of Bulky.
Fragile
S/A, T
Recharge -3 DP per Rank, up to 2 Ranks
A, T Fragile may be applied either to the
-3 DP* Digimons [Weapon] Tagged Attacks or to the
Digimon itself, having a different effect based
When applied to an Attack, after the on where its applied. If you take Fragile again,
Digimon uses the Attack once it may not it must be applied to the other one.
immediately use it again. Instead, as a Simple
Action the Digimon may roll 1D6. If the Attack: the Digimons [Weapon] Tagged At-
Digimon gets a Success, the Attack Recharges tacks have a chance to break on a successful
and may be used once more. This Quality may hit. Roll 1D6 whenever the Digimon connects
also be used on an Attack with the [Ammo] with a [Weapon] Attack. On a roll of 1, the
Tag, in which case this Quality only costs 1 DP. Digimons Weapon breaks and all [Weapon]
Tagged Attacks cannot be used again. This
also applies to weapons for Human gear.
Ammo
Armor: When applied to the Digimon itself,
A, S instead roll 1D6 whenever the Digimon is hit
-1 DP Per Rank, up to 6 Ranks by an attack. On a result of 1, the Digimons
armor breaks and it no longer benefits from
When applied to an Attack, the Ammo Qualities that improve its Armor Stat. If
Quality grants an Ammo X tag, which sets the applied to armor for a Human, the armor
number of times the Digimon may use the breaks entirely.
Attack in a row before needing to Reload or
Recharge, starting at 6 at Rank 1, and being
lowered by 1 for each Rank the Digimon takes. One-Use
For example, taking Ammo Rank 2 would grant
the Ammo 5 Tag to an Attack. If an Attack does A
not have the Recharge Tag, once all the uses -9 DP
of the Attack are expended the Digimon may
Reload to regain the uses of the Attack as a An Attack with the [One-Use] Tag may
Complex Action. only be used a single time.

73
Full Action Weakling
A T
-3 DP Per Rank -2 DP
Full Action, when applied to an Attack, One per encounter, the Digimon may
makes the Attack take a Complex Action to re-roll all Successful Accuracy Dice on an
perform instead of a Simple Action. Attack. They must take the second result.

Inaccurate Flat-footed
A T
-2 DP Per Rank, up to 3 Ranks -2 DP
For each Rank of Unweidly, the Attack One per encounter, the Digimon may
that the tag is applied to automatically re-roll all Successful Dodge Dice against an
ignores one of its own Successful Accuracy Attack. They must take the second result.
Dice when using the tagged Attack.
Decreased Derived Stat
Light Hit
S
A -1 DP Per Rank
-1 DP Per Rank, up to 3 Ranks
For each Rank you take in Decreased
For each Rank of Light Hit, the Attack Derived Stat, you may lower one of the
that the tag is applied to automatically Digimons Derived Stats by 1.
ignores one point of its own Damage when
using the tagged Attack.
Elephant in the Room
S
Klutz -1 DP Per Rank
S Anyone attempting to spot the user of
-3 DP the Elephant in the Room Quality gains a
bonus to their Roll to find them (usually
Whenever the Digimon uses an [Area] Perception) equal to the Ranks it has
Tagged Attack, roll 1D6. On a roll of 5 or 6, it multiplied by 4. For example, if you have
works as normal. On a roll of 3 or 4, the Elephant in the Room Rank 3, anyone
Attack has a chance to hit every Digimon attempting to spot you will take a +12 bonus
present, including Allies, regardless of to their rolls.
whether the Digimon has Selective
Targeting or not. On a roll of 1, the Attack will
only damage the Digimons Allies and apply Blind as a Batmon
negative Effects to them, while applying
positive Effects to the Digimons enemies. S
Again, the effect of Klutz ignores the effects -3 DP
of Selective Targeting.
The Digimon takes a -6 penalty to
trying to find or track another character
(Perception/Brains).

74
Planning Ahead
Theres more to the job of a GM than just thinking out a story: just as youve written things down, your
players are also not just passively going to do everything the exact way you want every time: theyre
participants in the game, not just viewers. You cant expect everything to go smoothly every time. But theres
a few tricks you can have up your sleeve for your campaign to make it still sail smoothly.

1) Plan out multiple paths: for every key moment you have in your story, think of at least three to five
ways that the players could go after the encounter. Even if the group deviates from your preferred plan, at least
youll have backups. If you have some kind of end goal in mind, try to think of how each of these paths can lead
to that end goal eventually. This can be quite time consuming, but it can make your game much easier in the
long run.

And dont be afraid to ask for outside help. Sometimes another persons viewpoint can give you some
insight into how your players might act and react in the same scenario. The more points of view that you can
get for your campaign, the better.

2) Plan out evolution paths for any that arent decided by the players. This was talked over a bit. But if
you want, feel more than free to ask the players what they might have in mind.

3)Plan out any improvements for the enemy Digimons stats ahead of time, so that if the players will
be evenly matched with the base build without upgrades, thats fine, but if they end up having more DP than
youd anticipated, you can be ready with a proper challenge. We call this method the +X Template. Were going
to display this method below, but heres a quick explanation.

When using the +X Template, set aside 10 DP which will be applied for every 10 Bonus DP the party
has. The easiest way to do this is to make the Template purely add to the Stats of a Digimon. Be sure to specify
if this effects the Digimons Derived Stats in any way per Template. However, feel free to make a selection of
+X Templates, and be sure to number them for what each one does. That said, a single template which gets
re-applied every time the party has a amount of Bonus DP which is divisible by 10.

For example: your party has 30 Bonus DP. You would then apply the +X Template 3 times in this
scenario. If they only have 25 Bonus DP, you may only apply it 2 times. To illustrate how one would use the +X
Template, heres a quick Digimon build for Veedramon.

Veedramon Stats Derived Stats


Stage: Champion Health: 5 Body: 10
Attribute: Vaccine Accuracy: 5 Agility: 4
Family: Virus Busters Damage: 5 Brains: 7
Type: Mythical Dragon Dodge: 4 BIT: 2
Armor: 4 CPU: 3
RAM: 2
Qualities
Speed Striker Optimization, +X Template
Huge Power, Health: +2
Certain Strike Rank 3, Accuracy: +3
Wound Boxes: 10 Area Attack (Line), Damage: +3
Size: Large Armor Piercing Rank 4, Dodge: +1
Basic Movement: 11 Attack Effect (Knockback) Armor: +1

Attacks
V-Nova Blast [Ranged][Damage][Certain Strike 3][Line 5]
Magnum Punch [Melee][Damage][Charge][Amor Piercing 4][Knockback]
Cutting Shot [Ranged][Damage]

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Variants and Unique Digimon
Not every encounter, campaign, or player, will feel organic with the canon list of Digimon, extensive as
the list may be. In this case theres a few options that you could take.

Variants, or sub-species, are Digimon who differ enough from the norm of the species that they justify
being their own species of Digimon, often possessing a number of unique physical traits and powers. Variants
are usually inherently color-based, but many may take the forms of Metal, Skull, Burning, or other suck strange
terms which could describe how a Digimon is different from the usual species. Heres a quick, short list of
potential ideas for Variants. These are by no means hard rules. Even with color variants, feel free to come up
with unique or interesting names for them. For example with a canon example, using MarineDevimon over
BlueDevimon.

Red: usually more aggressive than the normal species, commonly sports fire themes.
Blue: commonly inclined to aquatic habitats or water based techniques.
Green: usually more earth or nature inclined, possibly acidic.
Black: usually a virus variant, or utilizes darkness based techniques.
White: usually a vaccine variant, or utilizes light based techniques.
Yellow: usually a data variant, or utilizes lightning techniques.
Skull: usually undead, of a higher stage than the normal Digimon.
Metal: usually a cyborg type, of a higher stage than the normal Digimon.
Bancho: a unique class of Digimon which wears a Bancho style outfit and has a strong sense of justice.


Entirely unique Digimon need to be handled a bit more carefully than a Variant, as it has potential to get
out of hand if left unchecked. Be sure to consider canon and variant Digimon who could fit the same role before
you simply use a entirely new Digimon. While there is indeed nothing wrong with such a tactic, sometimes it
can be odd or make little sense if theres a canon or variant Digimon who would fill the same role.

As GM, it is entirely your decision on whether to include unique Digimon as partner Digimon, but be
sure to read up on what the player has in mind for the Digimon. For example, if the concept is Its X Digimon
but better maybe consider talking the player into just using X Digimon, not because it cant work, but because
it can cause a fluff-based conundrum, even if mechanically the Digimon are all balanced to a technical extent,
it could make Tamers who use the lesser Digimon feel less important, or less powerful. This can of course lead
to interesting story points, but its best to tread carefully.

For Bosses and Villains however, this can create an entirely different story. A Digimon that nobodys
ever heard of or has any data on is out and wreaking havoc. Where did it come from, and whats it after? How
does the party defeat a Digimon with no background? But either way be careful: its just as easy to say that in
your game nobodys met a canon Digimon or a variant Digimon.

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Closing Statement
Thank you once more for picking up this handbook and taking the time and effort to read through it all
the way through. A lot of time and effort has been put into making this system the game it is today, from not
just myself, but a large number of other people.

First off, thank you to the Digimon Emperor, who created the original system and everyone who worked
with them. Your efforts are appreciated from writing to formatting to playtesting, and helped shape the system
into what we see in this book. I hope that life is treating all of you well and continues to do so.

Second, whether or not youre a player or a GM, I have a final suggestion which will help create bigger
stories: symbolism is your best friend. Whether its as simple as a character with arachnophobia facing off
against a spider Digimon, or as complex as their partner symbolizing some aspect of their personality or home
life, think about how things flow together into a cohesive story for the character from start to finish.

Lastly, I want to give a special thank-you to all the people who have worked with me personally on the
system, from playtesting to suggesting ideas to making useful tools, to just being there to bounce ideas off of. I
know many of you did not want to be, or cared to be put in here by name, but I appreciate you all being there
nonetheless.

Now go grab your goggles and make your own adventures!

Digimon is not owned by myself, this is a free, non-profit roleplaying system.


- TM93

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