TEXT: DDiiggiim
  moonn:: DDiiggiittaall AAddvveennttuurreess
  AA DDiiggiim
  moonn RRPPGG
  SSUUPPEERR 00..0088 UUPPDDAATTEE EEDDIITTIIOONN!!
  
  IInnddeexx
  Introduction
  ...
  Page 1
  The Digital World
  ...
  Page 1
  The Digimon
  ...
  Page 2
  The DigiDestined
  ...
  Page 3
  Character Creation
  ...
  Page 4
  Human Creation
  ...
  Page 4
  Digimon Ceation
  ...
  Page 6
  Mechanics
  ...
  Page 11
  Rolling
  ...
  Page 11
  Teamwork
  ...
  Page 11
  Stunts
  ...
  Page 11
  Digivolution
  ...
  Page 11
  Character Advancement
  ...
  Page 1 2
  Combat
  ...
  Page 1 3
  How Does Combat Work?
  ...
  Page 1 3
  Initiative
  ...
  Page 1 3
  Range and Movement
  ...
  Page 1 3
  Attacks and Damage
  ...
  Page 1 4
  An Example of Combat
  ...
  Page 1 4
  Stances
  ...
  Page 1 4
  Attack Effects
  ...
  Page 1 4
  Clashing
  ...
  Page 1 5
  Interceding
  ...
  Page 1 5
  Digivolving in Combat
  ...
  Page 1 5
  Defeat
  ...
  Page 1 5
  Kids in Combat
  ...
  Page 1 6
  Game Mastering
  ...
  Page 1 7
  Your Digital World,
  ...
  Page 1 7
  Your Way
  Adversaries and
  ...
  Page 1 8
  Antagonists
  Digivice Design
  ...
  Page 1 9
  Family, Types, and
  ...
  Page 1 9
  Digivolution
  One Last Note
  ...
  Page 20
  BBeettaa EEddiittiioonn 00..0088
  Intitial Design by: The Digimon Emperor
  With help from 4chan's Traditional Games board, /tg/.
  Special thanks to: The alpha and beta playtesters. Extra thanks to
  Darian, Rarden, Soak, and Anise.
  Check out #tgdigimon on the Sup/tg/ IRC at
  irc.thisisnotatrueending.com!
  PDF Created with Scribus 1 .4.1
  PDF Bookmarked with Foxit Reader
  Update Log:
  7/1 6/201 2: Updated the Anime Settings, general editing
  and formating.
  7/1 7/201 2: Updated the Video Game Settings, clarified
  Digivolution time, added the Stunt system, added
  enviromental Aspects, added size tags attack tags and
  movement tags, added lag for Warp Digivolution, updated
  Fractal Code. General formating and editing.
  7/1 9/201 2: Removed virtues as stats, added in a more
  generalized and concrete stat system, added attack pool
  rules, added [Damage] and [Effect] tags to attacks.
  General formating and editing.
  7/24/201 2: Rebalanced build pools for Digimon, removed
  Risk-like combat in favor of general success-based dice
  pools. General formatting and editing.
  8/1 3/201 2: Complete overhaul of the layout and format,
  introduced an effects list, clash mechanics, minor rules
  edits. General Editing.
  8/23/201 2: Formatting, Digivolution Milestones. Possibly
  complete?
  1 0/25/201 2: Tossing now does damage, removed special
  qualities in favor of Digimon Aspects, Rebalancing attack
  effects, Torments have player activation limit, and a
  minimum of 2 wound boxes for a kid. General formating
  and editing
  3/20/201 3: Long awaited super update that mucked about
  with a great majority of the game and formatting.
  
  CChhaapptteerr 11:: DDiiggiim
  moonn:: DDiiggiittaall
  AAddvveennttuurreess RRoolleeppllaayyiinngg GGaam
  mee
  Hello and welcome, new and returning Gamemasters and
  players to Digimon: Digital Adventures, the game about playing kids
  and their Digimon partners as well as their adventures in the Digital
  World. In the game, you take on the role of the DigiDestined children
  or Digimon Tamers as they are sometimes called, and their Digimon
  allies. One player, however, takes on the role of the Game Master
  (GM for short) and narrates the actions and scenes that you and
  your Digimon would encounter along their travels, be it humans or
  other Digimon.
  Your adventures in either the Digital World or reality are
  likely to be fraught with danger, evil Digimon who wish to rule both
  worlds, humans that wish to destroy one world for the sake of the
  other, and even your own problems seem to catch up with you
  eventually.
  One can say that the Digimon series as a whole is about
  children growing up and learning to face their problems just as much
  as it is an adventure series. Kids themselves tend to have problems
  that they face
  in
  reality.
  Over the
  course
  of a
  season,
  the
  DigiDestined kids recognize their problems and grow up, maturing
  enough to deal with the responsibility of having to save not only the
  Digital World, but also their homes and lives in reality as well.
  Not only do the children change emotionally, but their
  Digimon partners change as well; only their changing is a lot more
  physical
  than
  it is emotional.
  Each
  Digimon,
  by virtue of its
  existence, can evolve and change into higher forms in a process
  called Digivolution. Normally, this change and evolution is permanent
  in Digimon, but it is not quite the case for Digimon partnered with
  humans! By channeling the willpower, emotions, and desires of their
  human friends through a Digivice, Digimon partners can Digivolve
  temporarily to deal with threats, reverting to lower forms once the
  danger has past.
  The Digital World
  The Digital World is a strange dimension that has existed
  alongside the human world ever since the internet was born. It is
  here that the Digimon live and battle, growing and evolving as they
  accumulate more and more data. The Digital World itself follows the
  basic laws of our world – Up is up, down is down, fire is hot, and
  water is wet. Depending on the location, however, basic physical
  laws may be ignored with some areas being weightless and others
  being survivable, despite the fact that being too close to lava would
  cause your clothes to light on fire!
  Starting out as a government project to share files quickly
  and efficiently, the Internet has since blown up into a major invention
  that has spread around the globe! Once it went public, the Internet
  soon became the repository for vast sums of human knowledge.
  What we did not know is that with the Internet came the creation of
  the Digital
  World.
  When
  we started
  creating
  more and
  more
  advanced programs and data, the Digimon came to populate the
  Digital World. Despite their origins, many Digimon hardly resemble
  their data of origin; though it has a slight influence on them creating
  the distinctions between Data, Vaccine, and Virus attribute Digimon.
  The Digital World itself is composed of many areas, each
  one about as unique as the last. Many areas tend to be situated right
  next to each other, often with jarring transitions between landscapes.
  A forest might suddenly go off a cliff and into the sea while arctic
  zones may coexist right next to hot and humid jungle biomes. Each
  area has Digimon that are unique to them with grouping names
  based on their home of choice.
  While in the Digital World, Chosen Children tend to be
  oddities. If they walk into a village of Digimon, many are going to
  stare with
  the younger ones coming
  up to them
  and
  asking
  questions. Sometimes, depending on the world and such, humans
  and Digimon exist side by side. This little detail is often up to the
  Game Master as they go about creating and fleshing out the Digital
  World.
  Getting to the Digital World itself is an often marvelous act,
  requiring high technology or even the bizarre magic of the Digital
  World itself impacting the human one to bring the Chosen Children
  over. Sometimes, bizarre and unseasonal weather transports them
  into the middle of the Digital World, or the kids must answer a literal
  phone call to adventure and travel to a place that technically should
  not exist. Often times, Digimon Tamers are stuck in the Digital World
  until they are able to defeat the forces that threaten are eliminated.
  Occasionally, the Chosen Children are able to go back and forth
  between the real world and the Digital World at will, often requiring
  specific entry and entry points in both worlds.
  While in the Digital World time may flow differently than
  reality, often with time sort of on pause while the children are inside
  the Digital World. Occasionally, time continues as it normally would
  and both worlds follow the same time of day, down to the second.
  Such flows often create the need for a certain amount of time spent
  in both the real world and Digital World, and stress a balance of both
  one’s personal life and that of being one of the Chosen Children.
  1
  
  The Digimon
  Digimon,
  short
  for
  Digital
  Monster,
  are
  the
  native
  inhabitants of the Digital World. Each Digimon is created from data
  that has gained form and thought, Digimon live and battle in the
  plane of the Digital World. Coming in many shapes and sizes, each
  Digimon is as unique as the last, many with their own motivations
  and often-unique powers.
  Typically, you can judge the power of a Digimon by its
  Stage. A Digimon’s Stage refers to how much data it has acquired
  and how long it has existed past hatching. Once it has hatched from
  an egg, a Digimon is said to be in its Fresh Stage, often looking like
  some small ball of fuzz or goo with eyes. Soon after, it begins to
  absorb ambient data and become a more complex creature that is
  referred to as the In-Training Stage. From there, the branches of
  Digivolution take hold and even a small herd of Fresh puffballs can
  become different monsters. Many Digimon stop evolving at the
  Rookie Stage, where they stop absorbing the ambient data in the
  atmosphere of the Digital World and if they wish to advance and
  Digivolve further, they must battle. When a Digimon is defeated, all
  of its stored data is released and the winner can choose to load up
  and absorb the data to reach higher levels of power. After the Rookie
  Stage
  comes
  Champion,
  which
  is
  where
  most
  Digimon
  stop
  Digivolving. Past Champion there is the Ultimate Stage and then the
  Mega Stage which are reserved for very powerful or very old
  Digimon.
  When defeated, a Digimon releases its accumulated data
  back into the Digital World. Often times, the data is immediately
  absorbed by the winner of the conflict that killed the monster. Upon
  death, a Digimon also releases an egg, called a Digitama, which
  heads off back to a unique area of the Digital World called The
  Village of Beginnings. It is there that the egg will wait to be reborn
  into
  a
  new
  Fresh
  Stage
  Digimon.
  The
  process
  of
  digital
  reincarnation, however, can be upset if something manages to stop
  the egg from hatching and destroys it, be it an opponent who is not
  happy with just defeating their opponent, but must destroy them
  utterly and remove their code from the Digital World forever.
  Each Digimon has an Attribute designation,
  one that
  differentiates
  them
  from
  similar looking
  Digimon.
  These
  three
  Attributes often function as quick archetypal designations, with each
  one being a general idea of how the average member of that group
  of Digimon acts, though sometimes even a Vaccine Digimon can be
  an evil tyrant and a Virus Digimon can be benevolent and kind.
  Vaccine Attribute Digimon are often just and loyal, remaining true to
  their virtues and ready to crush evil wherever it may rear its ugly
  head.
  Data Attribute Digimon are neutral in the war of good and
  evil, preferring to live quietly and in peace with the others around
  them. Virus Attribute Digimon are often quite malicious, ranging from
  impish pranksters to full-blown evil warlords that wish to crush other
  Digimon beneath their heels. As they grow and change, a Digimon’s
  Attribute may change slightly, or even completely flip in opposition of
  its previous Attribute. In a game similar to rock-paper-scissors,
  Attributes can trump each other with the Virus Attribute beating the
  Data Attribute
  beating
  the
  Vaccine Attribute
  beating
  the
  Virus
  Attribute.
  Each Digimon also belongs to a Family, or a grouping of
  like Digimon based on where they live and what they look like. There
  are ten total Families in all, each one as different as the last. In
  alphabetical order, the ten Families are: the Dark Area, the Deep
  Savers, the Dragon’s Roar, the Jungle Troopers, the Metal Empire,
  the Nature Spirits, the Nightmare Soldiers, the Unknown, the Virus
  Busters,
  and
  The
  Wind
  Guardians.
  For
  more
  information
  on
  Families, see page 1 9.
  With each Digimon having a common Attribute and Family,
  most Digimon have unique Types. A Digimon’s type refers to the
  expression of its form, so a Family can contain a multitude of Types
  all in one. Many Digimon along a similar path of Digivolution have a
  Digimon Type in common, somewhat grouping them specifically and
  creating Families within Families.
  As they grow and fight, Digimon will Digivolve. Naturally,
  this process occurs rarely and only after the Digimon in question has
  had a lot of battle experience. In the case of Digimon partnered with
  human children and teens, however, they can change form quickly
  and frequently by utilizing the purity of the young heart and the will to
  succeed
  to
  spur their evolution
  onwards
  for a
  short
  period.
  Digivolution is a tricky science at best and what few Digimon
  scholars there are believe that Digivolution is much more like
  branches on a tree than straight lines. Generally, one can expect
  one stage of Digimon to be able to Digivolve into another if it and the
  next stage share at least any two of the following in common:
  Attribute, Family, and/or Type.
  2
  
  The DigiDestined
  Often called the Chosen Children or simply Digimon
  Tamers, the DigiDestined are a group of human children and teens
  that have been chosen by some strange force to save both the real
  world and the digital one. Many times, these Tamers are linked by
  some common event that they all shared in their past, such as
  watching Digimon appear in the real world, playing a similar card
  game, receiving the same call to adventure as many other kids, or
  even being friends and classmates that already know each other.
  Whatever the reason, each of the Chosen Children has received not
  only a Partner Digimon, but a Digivice to aid them in their quest to
  save both worlds from darkness.
  While often children between the ages of 8 and 11 , the
  age of a DigiDestined means little to the forces of fate and destiny,
  just as long as the person in question is pure of heart and possesses
  exemplary qualities. Sometimes, the DigiDestined are chosen based
  on properties they possess or did not know they possessed like
  courage, knowledge, or even ones as esoteric as love and reliability
  and come to discover these properties over the course of a story.
  Occasionally, children are chosen because of a lack of these
  properties and their experiences within the Digital World helps them
  grow and change as individuals to grow up enough to accept their
  duties as the DigiDestined and keep both worlds safe. It is possible
  to find DigiDestined as old as 1 5 or even 1 8, though it is quite rare
  that one finds adult and elderly Digimon Tamers.
  For some reason, each DigiDestined kid has issues, the
  kind that will bug them and even make trouble for them as the story
  continues. These troubles are referred to in the game of Digimon:
  Digital Adventures as Torments. While they can range from things as
  minor as being the new kid in school to as serious and terrible as
  watching your elder brother die in front of you, Torments are as
  varied as the DigiDestined themselves. Ideally, Tamers learn to cope
  with their issues and various traumas as their adventures in the
  Digital World go on and become better individuals than when they
  started, growing up and learning how to deal with the pressures and
  responsibilities of not only being a DigiDestined, but being a child
  turning into a young adult as well.
  3
  
  CChhaapptteerr 22:: CChhaarraacctteerr CCrreeaattiioonn
  A player character in
  Digimon:
  Digital Adventures
  is
  actually two! Each player creates a human Tamer and then his or her
  Digimon
  partner,
  both
  built with
  pools
  of points.
  The
  human
  character,
  while often
  frail
  and
  incapable within
  the realm
  of
  Digimon-on-Human combat, can occasionally hold their own against
  smaller and less powerful Digimon. Against more powerful Digimon,
  however, their Digimon partner is there to help and defend. Most
  Digimon are often incapable of the more complex skills of a human
  character, and so require their help. Both halves of the Digimon-
  Human partnership complete and complement each other.
  Each kid as things that they are good at and these skills
  and abilities often have significance within the system of Digimon:
  Digital Adventures. For instance, one kid could be a computer
  genius, while another is charming, while another is a contender for
  the state karate championship. These skills and abilities are the core
  of the
  human
  character in
  the
  form
  of Attributes
  and
  Skills.
  DigiDestined children also have Aspects, things that define them
  beyond Skills and Attributes, often in the forms of phrases and
  descriptors. Aspects add additional facets to a human character as
  well as provide a bonus to things that the character does that are
  related to an Aspect. Finally, a human character has Torments.
  Torments are issues that follow the poor kid around and are ideally
  resolved while they are adventuring in the Digital World.
  Digimon themselves have five core attributes, each one
  rolled for when things get hairy in the realm of combat. From those
  five attributes, they possess three derived attributes based on the
  core attributes. A Digimon’s Stage also influences how much health it
  has while its size determines how fast they are in their various forms
  of movement. In addition to the above, each Digimon can buy up
  special qualities that are based on their forms or based on various
  preferences that the Digimon might have, as well as detailing the
  various attacks that a Digimon might have.
  Human Character Creation
  Starting out, human characters have 30 creation points
  (Or CP) to buy up their Attributes and Skills. Each kid has all five
  Attributes at 0 and all 1 5 skills at 0, with both Skills and Attributes
  capping out at 5. You spend CP on the two areas on a one-for-one
  basis, increasing them until you are satisfied with your human
  character, with no more than 1 5 CP spent in any one area. Attributes
  are limited to having one at four and the rest no higher than three at
  creation.
  The same applies to Skills. What follows is a short
  summary of the Attributes and Skills.
  For older DigiDestined, some GMs may allow additional
  CP to be spent as well as raising the limit on attributes. For
  teenagers,
  distribute 40 CP and raise the limit on Skills and
  Attributes to 7. For adults, have players distribute 50 CP, up to a
  maximum of 1 0 in an Attribute or Skill. Do keep in mind, that the
  basic system assumes that players will be playing children aged 7 to
  1 2.
  4
  Attributes
  AAggiilliittyy – A measure of a kid’s manual dexterity and
  general
  reflexes.
  Agility
  covers
  throwing
  things,
  jumping out of the way of objects or monsters, and
  your overall coordination.
  BBooddyy
  – The
  sum
  of
  the
  Tamer’s
  strength
  and
  constitution. Body is often used with skills that govern
  your endurance and physical power.
  CChhaarriissm
  maa – A kid’s force of will and persuasiveness.
  Charisma
  measures
  a
  DigiDestined’s
  overall
  persuasiveness and likability, especially when telling
  someone what they want to hear.
  IInntteelllliiggeennccee – How smart and knowledgeable the
  DigiDestined is. Intelligence is how well-read you are
  in a variety of subjects as well as figuring out what
  people say or want.
  W
  Wiillllppoowweerr – The Tamer’s sense of self and overall
  focus. Willpower is commonly linked to skills that rely
  on your force of will as well as your ability to perceive
  the world around you.
  
  Survival (Willpower)
  • Used when a character needs to gather materials to
  survive in an otherwise hostile environment, such as
  finding shelter or gathering edibles for the day.
  Aspects
  Each kid has something unique about them that
  sets them apart from others. Some might have brains, other
  brawn, or some have finely developed social skills. Your kid
  has three Aspects about them that will aid, and possibly
  harm
  them
  along
  their journey.
  These aspects should
  be
  descriptive and add to the character, though they may have a small
  chance of hindering a character on occasion. Some examples are
  Great Sense of Justice, Funny Fat Guy, or Wise Beyond Your Years.
  When an Aspect might come into play for a stat roll, the
  player adds an additional +2 to the roll. I f you have a Great Sense of
  Justice, it may add to a related roll to face down a bully. The Funny
  Fat Guy would get a bonus to Perform rolls to help lighten an
  otherwise gloomy mood. Someone Wise Beyond Their Years would
  gain a +2 to a related roll when they're being reliable and dispensing
  much needed advice and planning.
  If
  an Aspect
  would
  otherwise
  hinder
  you
  in
  some
  situations, you take a -2 to the roll in question. The person with a
  Great Sense of Justice would take the penalty when they are facing
  an evil opponent who is much stronger than they are. The Funny Fat
  Guy would be out of shape and have a -2 on an Athletics roll when
  they're trying to outrun the rampaging Digimon chasing him and his
  friends. Though they may have wisdom, someone who is Wise
  Beyond Their Years is still treated like a kid by adults and sometime
  their friends.
  Aspects can also describe the environment around your
  characters. A cave is not just a cave, it is a Dark and Cramped
  Tunnel. These Aspects can seem very negative at first glance, but
  can be beneficial if you look for the right cues. A Dark and Cramped
  Tunnel is a great place to hide, especially from some Digi-creep that
  is out to get you. In such a situation, you would get a +2 to your 3d6
  + Agility + Stealth roll to hide yourself. Successful rolls mean that
  whoever was after you happens to overlook you and goes on their
  way.
  Torments
  Each DigiDestined kid has a problem. Some problems are
  worse than
  others are and
  are more deeply effecting. These
  problems will Torment a kid throughout their adventures in the digital
  world. With effort, kids can come to terms with their problems and
  even maybe become better individuals for them.
  5
  Skills
  Agility Related
  Dodge (Agility)
  • Used in rolls where the character must dodge an
  incoming attack, either from a human or a Digimon.
  Fight (Agility)
  • Used in rolls where a kid is in combat, be it melee or
  ranged.
  Stealth (Agility)
  • Used when a character must hide themselves or
  others from searching enemies or sneak by unseen.
  Body Related
  Athletics (Body)
  • Used in rolls relying on swimming, climbing, running,
  and jumping.
  Endurance (Body)
  • Used in rolls where the kid’s ability to go without is
  tested, often required when food and water has run
  out or when the desert sun is bearing down.
  Feats of Strength (Body)
  • Used in rolls involving the kid lifting heavy weights or
  pushing large objects.
  Charisma Related
  Manipulate (Charisma)
  • Used in rolls where the character’s abilities to
  manipulate others are tested, usually when lying or
  misdirecting.
  Perform (Charisma)
  • Used when a character’s ability to sing, dance, or
  use an instrument is called into question.
  Persuade (Charisma)
  • Used in rolls where how persuasive and convincing
  a character is comes into play.
  Intelligence Related
  Computer (Intelligence)
  • Used in rolls relying on skills in using a computer,
  such as internet look ups and programming.
  Decipher Intent (Intelligence)
  • Used in rolls where the character is attempting to
  figure out the intentions of others, whether through
  body language or their spoken words.
  Knowledge (Intelligence)
  • Used in rolls where the DigiDestined has their
  memory and overall learning tested.
  Willpower Related
  Perception (Willpower)
  • Used in rolls where the child’s ability to sense the
  environment around them is tested, either by sight or
  by another sense.
  
  Sometimes, you encounter problems or have them thrust
  upon
  you
  via
  unfortunate
  circumstance
  and
  you
  acquire
  an
  additional Torment. Torments come in three varieties and have
  various ratings, Minor, Major, and Terrible. Kids start with two Minor
  Torments or one Major Torment at the least. You can take more than
  the starting one or two Torments as you wish, but you gain no
  bonuses for additional flaws.
  Minor Torments are those that are not very crippling, but
  can still affect a kid. They range from being a crybaby, being unable
  to make friends when you are the new kid, or simply being in the
  middle of a messy divorce.
  Major torments last a long time and are often quite
  stressful for a kid. Some examples are being your younger brother's
  keeper, fearing combat because it will critically injure your partner,
  being so hurt by reality to the point of retreating into fantasy.
  Terrible Torments should never happen to anyone. These
  are the things that break wills, cause kids to lose all hope for the
  future, and even cause them to become swallowed by the darkness.
  One of the best ways to gain a Terrible Torment is when a kid sees
  someone they care about dying right in front of them.
  If you choose to, you can spend some of your 30 CP on
  taking steps to get rid of your Torments, essentially coming into the
  game with a little headway made toward making peace with your
  history. You can only spend enough points to mark off up to two for
  Minor, three for Major, and five for Terrible for one box per point
  spent.
  Each type of Torment has a number of boxes associated
  with it. Minor Torments have 5 boxes, Major have 7, and Terrible
  have 1 0. I f you're confronted with your Torment, be it in the form of a
  child in danger and you can do nothing about it, or simple campfire
  recollections bringing up a dreadful past, you roll 3d6 + Willpower -
  your Unmarked Torment Boxes with a goal of rolling above 1 5. If you
  succeed, you then make a little headway towards resolving that
  Torment, marking off another box.
  Failure results in your kid becoming sullen and withdrawn
  for a short time and making no progress towards resolving your
  Torment. A result of 5 or lower, your kid becomes sullen and
  withdrawn to the point where others notice it and probably aggravate
  the situation to the point where you ditch the group. 0 or less causes
  you to become catatonic or reduces you to a blubbering mess, quite
  possibly at the worse time. Note that players can activate their
  character's Torments once per session per Torment. Anything after
  that is done at the whims of the GM.
  Once in play; you have the option of spending your
  acquired Experience Points to mark off Torment boxes. If you have
  been making head way, with the GM’s approval, you spend a
  number of experience points equal to the number of marked off
  boxes of your Torment + 1 . This represents your kid figuring out
  things in their head and resolving their issues without external
  provocation.
  Rounding Out the DigiDestined
  Each kid has a number of wound boxes equal to their
  Body + 2, with a minimum of 2. These wound boxes are marked off
  over the course of a fight if a kid decides to engage in combat with
  another player or even a Digimon. A kid has a Speed rating equal to
  their Agility + 2 so if worse comes to worse, you know who can
  outrun the angry Digimon chasing you.
  In addition to the above traits, give your DigiDestined
  character a name, gender, age, and perhaps a few quirks of dress
  and a short physical description. These help to flesh out their traits
  and make them feel more human in an otherwise Digital World. The
  following are ten questions for you to think about to help flesh your
  Tamer out.
  • What does your character look like? What sort of
  distinguishing features do they possess?
  • What is their home life like? Their parents?
  • Does your character have any siblings? What are they
  like?
  • Is your character religious or superstitious?
  • Does your character excel in school? If so, what subjects
  are their favorite or what are they best at?
  • What sort of activities does your character participate in
  (such as after school sports or clubs)?
  • Do they have any fears or things that make them
  anxious?
  • What are their hobbies?
  • What would your character be carrying in their pockets or
  their backpack?
  • Does your character have a special talent or skill?
  Digimon Creation
  The other half of the your player character team, the
  Digimon partner is not only well-versed in combat and most physical
  challenges, but has a working knowledge of the Digital World as
  well. Most of the time, they will be an invaluable tool in combating
  the evils of the Digital World, as well as a nigh constant companion.
  6
  
  Digimon are built in the same way as children, but have
  quite a few differences. Partner Digimon are built with a pool of
  points called Digi-Points, or DP for short. Rookie level Digimon start
  with 25 DP to place in six separate areas which are ranked, buying
  up one rank per DP spent. The six stats are Attack, Damage, Dodge,
  Armor, Health, and Qualities. Each stat but Qualities requires that it
  has one point placed into it at the least.
  The following is a basic explanation of the five core stats
  of a Digimon:
  AAccccuurraaccyy: This area determines how many dice you roll for
  your Digimon partner's attacks, rolling a number of dice
  equal to your ranks in this stat.
  A Digimon with high
  Accuracy is keen-eyed and perceptive.
  DDaam
  maaggee: If you successfully hit a Digimon in combat with
  an attack, you add the leftover successful dice to your
  Damage Rank to determine how many wound boxes they
  mark off.
  A Digimon with high Damage is strong and
  powerful.
  DDooddggee: This area, like Attack, determines how many dice
  you would roll, but for a Digimon's dodge roll to negate
  damage from attacks. A Digimon with high Dodge is agile
  and speedy.
  AArrm
  moorr:
  If you
  are successfully hit in
  combat, Armor
  reduces the amount of wound boxes you would mark off,
  to a minimum of one. A Digimon with high Armor is tough
  and tenacious.
  HHeeaalltthh: This area determines how many bonus wound
  boxes your Digimon has. You add your Health rank in
  wound boxes to your Digimon's base amount for their
  level.
  Qualities
  In
  addition
  to these five core stats,
  a Digimon
  has
  Qualities. Qualities are innate things about a Digimon that are
  represented mechanically with advantages you can buy with your
  pool of DP. Each one has a name as well as a specific cost listed
  next to it and the bonuses and modifications that a Quality adds to
  the Digimon partner. Keep into consideration that many Qualities are
  linked to things that are specifically about or related to a Digimon’s
  physical form, such as a Seadramon being able to swim and a
  Piximon being able to fly. With those thoughts in mind, what follows
  is a list of the purchasable Qualities.
  • AAggiilliittyy ((22 DDPP)): While defending, you can soak even the
  hardiest of attacks. You may re-roll any dice on a Dodge
  roll that show up as ones, once per fight.
  • AArreeaa AAttttaacckk ((22 DDPP)): With clever positioning, you can hit
  everyone in an area. As part of an attack, you can choose
  to have it affect all Digimon within the reach of your attack
  with a -3 die penalty for that attack's Accuracy roll.
  • AArrm
  moorr PPiieerrcciinngg ((11 DDPP//RRaannkk,, uupp ttoo 33 RRaannkkss)): Choose one
  attack. For each rank in this Quality, that attack ignores the
  first point of Armor the defending Digimon possesses +1 . If
  you have 2 ranks in Armor Piercing, then the attack
  ignores 3 ranks of the target’s Armor.
  • AAttttaacckk EEffffeecctt ((11 --33 DDPP): These Effects modify how an
  attack works. An Effect's duration is determined by the
  amount of net successes left over from the defense roll,
  equaling the duration in combat rounds. This adds [Effect]
  to your attack’s tags. For more information on Effects, see
  page 1 4.
  1 DP Effects: Fear, Immobilized, Knockback
  Taunt
  2 DP Effects: Poison, Paralysis, Confuse, Stun
  3 DP Effects: Blind, Paralysis, Charm, Weaken
  • BBrraaiinnyy ((11 DDPP//RRaannkk,, uupp ttoo 33 RRaannkkss)): Add the Ranks in this
  Quality to your Digimon’s Brains derived stat.
  • CCeerrttiiaann SSttrriikkee ((22 DDPP//RRaannkk,, uupp ttoo 33 RRaannkkss)): Choose one
  of your attacks. That attack negates a successful die per
  rank on an opponent’s Dodge roll.
  • CChhaarrggee AAttttaacckk ((11 DDPP)): Choose a [Melee] tagged attack.
  When you make this attack, you can move up to your
  speed without having to use a Simple Action.
  • CCoom
  mbbaatt AAwwaarreenneessss ((11 DDPP//RRaannkk,, uupp ttoo 33 RRaannkkss): When
  combat is about to start, you may add the Rank of Combat
  Awareness to your initiative roll.
  • CCoom
  mbbaatt M
  Moonnsstteerr ((33 DDPP)): Whenever your Digimon would
  take damage, your next attack action gains a number of
  bonus dice equal to the health boxes of that you suffered
  to its Damage rating.
  • CCoouunntteerraattttaacckk ((22 DDPP)): Once per fight, if an enemy would
  miss you and deal no damage, you may make a free
  attack on them. Your target rolls half their Dodge pool.
  7
  
  • DDaattaa OOppttiim
  miizzaattiioonn ((11 --22 DDPP)): The Digimon is geared more
  towards a certian method of fighting than others. When
  you buy this Quality, choose one of the following options
  for the Digimon’s Data Optimization.
  Close
  Combat
  Optimization
  (1
  DP)
  -
  The
  Digimon gains +2 dice on [Melee] accuracy rolls,
  but suffers a -1 die penalty on [Ranged]
  Accruacy rolls.
  Range StrikerOptimization (1 DP) - The
  Digimon gains +2 dice on [Ranged] Accuracy
  rolls, but suffers a -1 die penalty to Defense rolls
  against [Melee] attacks.
  Guardian Optimization (1 DP) - The Digimon
  has a +2 die bonus on Damage rolls, at the
  expense of a -1 to its base speed rating.
  EffectWarriorOptimization (2 DP) - The
  Digimon has +2 dice when making an attack
  with a [Effect] attack.
  Speed StrikerOptimization (1 DP) - The
  Digimon's base speed is increased by +3 at the
  expense of -1 to Dodge rolls.
  Brawler Optimization (2 DP) - The Digimon is
  considered
  to have an Accuracy rating
  two
  ranks higher for the purposes of Clashing.
  • DDiiggggeerr ((11 DDPP)): Your Digimon is at home in the dirt and
  earth. It can maneuver through soft earth at a rate equal to
  its base speed + 2 or stone and rock at half that rate.
  • FFlliigghhtt ((22 DDPP)): Your Digimon can fly at a rate of its base
  speed + 2 meters.
  • HHiiddee iinn PPllaaiinn SSiigghhtt ((11 DDPP)): Some Digimon are really,
  really good at disguising themselves. When someone is
  rolling to notice a hidden Digimon, the roll is made at a -4.
  • HHoollyy RRiinngg ((11 DDPP)): The Digimon is an avid hunter of evil
  and as such, gains +2 to Accuracy when making attacks
  against out and out evil Digimon.
  • HHuuggee PPoowweerr ((22 DDPP)): When making an attack, you know
  just how to hit them. You may re-roll any dice on an
  Accuracy roll that show up as ones, once per fight.
  • IIm
  mpprroovveedd DDeerriivveedd SSttaatt ((11 DDPP// RRaannkk)): Choose one of your
  derived stats and add the ranks in Improved Derived Stat
  to the total of the derived stat after calculating it.
  • M
  Miigghhttyy BBllooww ((33 DDPP)): Whenever you deal damage to an
  opponent and deal damage equal to or greater than twice
  their Body score, the opponent is Stunned for one round.
  • M
  Mooddee CChhaannggee ((22 DDPP)): Once per round of combat, as a
  simple action, you can choose to change your Armor and
  Damage stats.
  • QQuuiicckk HHeeaalleerr ((22 DDPP)): The Digimon is very good at pulling
  himself together. When rolling your Health rank to recover,
  you can re-roll any dice that show up as ones, once.
  • RReessiissttaanntt ((11
  DDPP//RRaannkk)): Add additional dice to when
  attacked with [Effect] attacks equal to the Ranks in this
  Quality.
  • SSppeeeeddyy ((11 DDPP//RRaannkk)): For each rank of Speedy, add 2
  meters to your Digimon's base speed, up to a maximum of
  twice its base speed.
  • SSwwiim
  mm
  meerr ((11 DDPP): The Digimon is a competent swimmer
  and can swim at a rate of its base speed + 2 meters. It can
  also stay underwater for an indefinite amount of time.
  • W
  Weeaappoonn ((22 DDPP//RRaannkk,, uupp ttoo 33 RRaannkkss)): Choose one of
  your attacks. This Quality represents a weapon (be it
  swords, claws, clubs, or guns.) that a Digimon may have
  that can be used as part of that attack. You add a number
  of base damage to the attack equal to the rank of this
  quality.
  Digimon Attacks
  The next step after building the basics of your Digimon is
  to detail it’s attacks. Each Digimon has between two and five attacks,
  each one having different effects. To describe attacks, we assign
  them tags that give a player of GM an idea of what the attack does
  beyond just being an attack.
  Attacks have either the [Melee] or [Ranged] tag, meaning
  that the attack can only be performed on enemies that are near the
  Digimon if it has the [Melee] tag, or the attack can be performed at a
  distance if the attack possesses the [Ranged] tag. Attacks with the
  [Ranged] tag follow special rules for their usage, called Range and
  Movement Rules, which can be found on page 1 3.
  8
  
  In addition to the [Melee] or [Ranged] tag, an attack has
  either the [Damage] tag, meaning it does straight damage, or an
  [Effect] tag, which means that the attack purely has a special effect
  worked out with your GM) based on the left over dice. Some attacks
  have both the [Damage] and [Effect] tags, meaning that it can
  damage and have a special effect. An attack like that requires that
  you deal at least two points of damage at the minimum.
  Derived Stats, Size, and Speed
  Much like humans, Digimon have basic skill and aptitude
  in various physical and mental tasks. These derived attributes are
  the averages of two or more of the Digimon’s five core stats. A
  Digimon possesses an Agility stat, a Body stat, a Brains stat. These
  are generalized stats that are used much like a DigiDestined’s, only
  without the skill and training of the Tamer’s Skills. Here is how to
  calculate the Digimon’s derived stats:
  Agility: (Accuracy + Dodge) / 2
  Body: (Damage + Armor + Health) / 3
  Brains: (Accuracy) + Stage Bonus
  A Digimon’s Agility stat is added to a 3d6 roll whenever it’s
  speed and dexterity is tasked, often when it’s handling unfamiliar
  objects or traversing strange terrain. The Body stat is added to a 3d6
  roll whenever a Digimon’s strength and constitution is tested, such
  as lifting large items or carrying a heavy load. The Digimon’s Brains
  stat is added to a 3d6 roll whenever it needs to figure something out
  or even spot something. Such stats often change as a Digimon
  grows and evolves, so it is handy to have these values figured out
  beforehand.
  A partner Digimon has a size tag that describes how large
  it is, much like Attack tags. Each of the five size tags are often
  associated with a certain Digivolution Rank, with a lot of varying
  between the Ranks. When building your partner Digimon, you assign
  it the most relevant size tag. This also comes with a Base Speed,
  with larger Digimon having a faster movement speed often because
  they possess longer legs. Refer to the following chart and assign
  your Digimon the most relevant size tag.
  Size
  Description
  Common Rank
  Speed
  [Tiny]
  Able to be held with both
  In-Training
  2
  hands or in a lap.
  [Small]
  Roughly a meter tall, the
  Rookie
  4
  size of a child.
  [Medium] The size of a teenager or
  Few Rookies and
  5
  adult
  .
  some Champions
  [Large]
  Anywhere from the size
  Most Champions
  7
  of a car to a single-
  story building.
  [Huge]
  Small building and up.
  Some Champions,
  9
  Most Ultimates
  and Megas
  Rounding Out the Digimon
  The final calculation that one performs when creating a
  beginning Digimon partner, one takes the partner’s Health stat and
  adds it to the base wound boxes that the Digimon gets. In the case
  of most Rookie level Digimon, the Digimon has a base of 2 wound
  boxes.
  Once all the math has been taken care of, one should put
  some consideration into the Digimon’s personality. What separates
  your Salamon from all the others out there in terms of personality?
  Ask yourself the following questions to help you figure out the
  Digimon's personality:
  • What food does it prefer more over anything else?
  • What personality does it have an otherwise compared to
  its fellow Digimon?
  • What are the Digimon’s goals and desires?
  • If it had to, would the Digimon die to protect you?
  • If it was a human and fit into a clique, which clique would
  it fit into?
  Advanced Digimon Creation
  When Digivolving or if a new player happens to join the
  group in the middle of a game, one has the option of making an
  advanced Digimon. A GM has the final say in if a player can make an
  advanced Digimon, though. This is done by adding more DP for the
  player to spend as well as additional wound boxes.
  Game Masters, when allowing Advanced Digimon for new
  players, consider the overall power level of the current group of
  characters and how they would perhaps benefit from having an
  addition to the group that is equal to their current Digimon’s level of
  Digivolution. If a group can consistently reach the Champion level,
  then allowing a Digimon that is permanently a Champion is easily
  done, as is the same for Ultimate level.
  9
  
  Other times, a GM might wish to have one start off with a
  Digimon that is of an overall lower stage than the rest, having it
  quickly catch up with the others in terms of power, or having a game
  centering around raising and caring for a Digimon from a Digitama.
  These use the same rules for building higher level Digimon.
  The rules for building Advanced Digimon are the same as
  building a starting Digimon. Reference the following chart for the
  amount of DP you can use as well as the increased wound boxes
  that an Advanced Digimon or basic Digimon receives.
  Base
  Base
  Stage
  DP
  Wound Boxes
  Brains
  Fresh
  5
  0
  -1
  In-Training
  1 0
  0
  +0
  Rookie
  25
  2
  +1
  Champion
  40
  5
  +3
  Ultimate
  55
  7
  +5
  Mega
  70
  1 0
  +7
  1 0
  
  CChhaapptteerr 33:: M
  Meecchhaanniiccss
  Once you a have had the time to look over the character
  creation rules, you may have gotten an idea of the system behind
  Digimon: Digital Adventures. Some of the more technical aspects,
  such as dice rolling, stunts, teamwork, Digivolution, and character
  advancement.
  Rolling
  There’s two systems for rolling dice in Digimon: Digital
  Adventures, one for the DigiDestined children and the other for their
  Digimon partners. Both systems have a bit of overlap, with human
  characters being able to fight like Digimon as well as Digimon being
  able to do things like performing rolls like humans to achieve non-
  combat goals.
  When performing a roll with a human character, you roll
  three six-sided dice (3d6) adding the relevant skill and the linked
  attribute to the result against a Target Number (TN) decided by the
  GM. Most often, the target number is 1 4. If you would possess no
  points in a skill, you instead roll 3d6 + Attribute – 1 . The following
  chart gives one an idea of what rolls they would need to make in
  order to achieve a difficult goal for an early teenager.
  TN
  Description
  1 0
  Very easy tasks.
  1 2
  Simple tasks.
  1 4
  Everyday tasks.
  1 6
  Slightly difficult if you are not used to performing
  them.
  1 8
  Hard and difficult tasks.
  20
  Really, really tough and hard to do things.
  21 +
  All but impossible except forthe right
  circumstances and a lot of luck.
  If you happen to exceed the target number by five or
  more, then you critically succeed at your task, often doing it better
  and with style and flair. If you happen to roll five lower than the target
  number, then you critically fail. This means that you not only fail , but
  accept a minor consequence as a result of your failure.
  Digimon roll pools of six sided dice when in combat equal
  to the relevant attribute such as Accuracy when attacking, Dodge
  when attempting to not get hit, and Health when recovering after a
  fight. When performing tasks that require them to do non-combat
  actions, they roll 3d6 + the appropriate derived attribute (either Body,
  Agility, or Brains). When rolling a pool of dice, you note the results of
  fives and sixes as they are successes. These successful dice are
  used to deal damage and evade incoming attacks.
  Stunts
  Sometimes, you just need that little extra boost to get by
  when you need to roll a check. A little extra description goes a long
  way in making a game more immersive as well as fun, and should
  be rewarded.
  If you do a little something more with your in-character
  actions, called Stunting, the GM may reward you with a +1 to
  whatever dice roll your character might be attempting, all the way up
  to a +3 if the GM and group find it to be a very good description.
  Your Digimon can also benefit from Stunts. If you get creative
  enough, the GM could award extra dice to the roll, anywhere from an
  additional d6 if it was a little above average, al l the way up to 5d6 if
  the Stunt was spectacular and can be used to great effect.
  Teamwork
  Teamwork is often essential to survival in the Digital World.
  If kids want to work together to complete a difficult task, have them
  decide on who is going to be the one leading all of them. Other
  players then roll just the associated attribute and if they roll a 1 4 or
  higher, the leader gets +2 to his or her roll for the task.
  Digivolution
  Once certain conditions have been fulfilled, a partner
  Digimon gains the ability to Digivolve past their Rookie level form
  and into a Champion, Ultimate, or even Mega level. These basic
  conditions are often best summed up as being: the partner Digimon
  well taken care of, their DigiDestined partner is in trouble, and the
  reason, or Digivolving falls in line with one of the virtues. As a rule of
  thumb, Digimon gain the ability to reach Champion level when
  they've defeated five foes of equal or greater level, Ultimate when
  they've defeated a total of ten or more enemies of Champion level or
  higher. Mega Digivolutions are often the thing of legends, requiring a
  total of fifteen defeated enemies with additional requirements.
  Quite often, Digivolving past Champion level requires the
  collection of objects of importance, be it Crest Tags, Digi-Eggs, or
  even the Spirits of Legendary Warriors. Sometimes, goals that are
  more concrete are desired. A GM can also decide that partner
  Digimon is ready to Digivolve by meeting certain achievement-based
  milestones, though these milestones should be kept secret from
  players; lest they start attacking everything in sight so they can
  reach higher levels quicker.
  11
  
  In some situations, a partner Digimon may perform what is
  known as a Dark Digivolution. This is done when the Digivice
  channels the darker emotions of humanity, such as fear, anger, and
  hate and catalyzes those emotions into raw power. The process is
  traumatic and often opens psychological wounds previously thought
  healed. When performing a Dark Digivolution, your partner Digimon
  immediately goes to Ultimate level and becomes a dark mirror of
  what it is normally like after you clear off all marked off boxes of one
  of your Torments. It comes under the Game Master’s control for a
  time and goes on a bloody rampage, looking to destroy anything and
  everything in sight, including its Tamer. If a player wishes to attempt
  to control a Digimon in the middle of a Dark Digivolution, they may
  attempt a Willpower roll at a TN of 1 5 once per turn as a simple
  action. Success means that the rampaging Digimon is under control
  for the turn. Failure indicates that the Digimon is still rampaging and
  out of control.
  When you Digivolve to the next level, you essentially build
  a new Digimon with increased attributes using the table on the
  Advanced Digimon rules on page 1 0. It is best to have the route you
  wish to travel, keeping in mind that a Digimon’s line of evolution is
  never straight and linear. As long as a Digimon and its next level
  share two of the following, they can conceivably be used for
  Digivolution: Type, Family, or Attribute. An Agumon can become a
  Greymon,
  Monochromon,
  or a Tyrannomon,
  after all.
  Several
  resources exist as a complete catalog of every Digimon that has
  appeared in the television shows, card games, and video games,
  such
  as
  http://wikimon.net/Main_Page
  or
  http://digimon.wikia.com/wiki/Digimon_Wiki . Wikimon is useful in
  that it lists all possible Digivolutions one monster can make, but
  prefers to use the Japanese names while the Digimon Wikia uses
  the English names. Players may wish to have all the forms that their
  partner Digimon can take pre-stated out and ready to go at a
  moment’s notice. A new form comes into play with all its wound
  boxes unmarked and open.
  Character Advancement
  At the end of each session, character receive Experience
  Points. These Experience points can be spent to increase Attributes
  and Skills as well as modify Aspects and mark off Torment boxes.
  Spending these Experience Points represents the Tamer’s growth in
  honing their skills and abilities, as well as growing up and becoming
  people fit to be the saviors of both the real world and the Digital one.
  In between game sessions, you may spend a number of
  Experience Points to do the following: Increase Attributes, Increase
  Skills, Modify an Aspect, and Mark Off Torment.
  Increasing Attributes costs a number of Experience Points
  equal to the new rating of the attribute times three. If I were to
  increase my character’s Body from 2 to 3, it would cost 9 Experience
  Points. Increasing Skills is much cheaper, only costing the new
  rating in Experience points. If I desired to increase my character’s
  Athletics skill from 3 to 4, it would only cost me 4 Experience points.
  Modifying an Aspect is a more involved process. This is to be done
  when one is unhappy with an Aspect their character possesses and
  it has not become relevant during play. One can spend 3 Experience
  Points to modify that Aspect into something more relevant, with GM
  approval.
  Finally, you have the option of spending your acquired
  Experience Points to mark off Torment boxes. If you have been
  making head way with your issues, with the GM’s approval, you
  spend a number of Experience Points equal to the number of
  marked off boxes of your Torment + 1 .
  Digimon may be improved using bonus DP awarded at the
  end of a game session if the group defeated a Digimon of greater
  strength, representing the partner Digimon absorbing data and
  becoming stronger. Players can allocate the DP however they wish,
  though Qualities would only rarely advance over Attack, Damage,
  Defense, Armor, and Health. Such bonuses carry over to the other
  forms a Digimon can become. For example, if my Palmon has
  earned 4 DP and I use them to increase her Dodge and Health stats
  by 2 each, those bonuses would carry over when she becomes a
  Togemon.
  Sometimes, you reach the DP threshold for the next level
  of evolution. At this point, you've got a choice. Your Digimon can stay
  in their Rookie stage or they can permanently advance to the next
  stage and stay that way. Both choices have their ups and downs. A
  Rookie
  requires
  time
  to
  Digivolve
  into
  higher forms
  while
  a
  permanently Digivolved partner would be much harder to hide in
  most environments, be it in the Digital World or in the real one.
  Game Masters should give out Experience Points and
  bonus DP at a standard rate. Generally, players can expect to
  receive between 1 to 2 Experience Points per game and between 1
  and 3 bonus DP, depending on the strength and numbers of
  enemies that they have faced in the session. One can give out an
  additional two Experience Points if the players have completed a
  major story goal or arc, as well as an additional point if the group
  faced a significant challenge (be it group in-fighting or a clearly
  superior foe who has claimed the data of a Digimon ally) and come
  out for the better. DP should be awarded if the Digimon had fought a
  foe of at least a higher level and won, with additional points given out
  if the adversary was two or more levels higher than the highest level
  of Digivolution the group can consistently obtain.
  1 2
  
  CChhaapptteerr 44:: CCoom
  mbbaatt
  In the Digital World, combat is inevitable, for the survival of
  the fittest is all that matters in the basic Digital World. Conflict is
  often what drives many Digimon and it is something that even the
  most devoutly pacifistic Digimon is capable of, as one must be able
  to defend themselves, after all. To support such a world, Digimon:
  Digital Adventures
  contains
  a
  system
  for
  Digimon-on-Digimon
  combat, though human characters can often get tangled into the mix
  as well.
  How Does Combat Work?
  In Digimon: Digital Adventures, combat is turn-based and
  determined by rolling Initiative to determine the turn order. Once it is
  your turn, you have actions you can perform: either two Simple
  Actions or one Complex Action. The Simple Action is often used for
  Digimon attacking or performing something anything other than an
  attack, such as movement. Humans can use Simple Actions to use
  items and help a Digimon Digivolve or even join in the scrap
  themselves. A Complex Action is something that often takes time
  and thought put into it, such as the Tamer using a skill to help out.
  The following is a list of Simple and Complex Actions that one can
  undertake.
  • Attack – Simple Action – A Digimon attacks a target
  within range to deal damage. A human character can roll a
  dice pool equal to their Agility attribute + their Fight skill.
  • Clash – Simple Action – The Digimon initiates a Clash.
  • Digivolve – Simple Action – The Digimon partner goes up
  to a higher level, often from Rookie to Champion to
  Ultimate to Mega.
  • Direct – Simple Action – The human Tamer can direct a
  Digimon partner, granting the Digimon +2 dice to either
  their next Accuracy or Dodge roll. The bonus is lost if the
  Digimon doesn’t act on it for some reason.
  • Move – Simple Action – A Digimon or human moves up
  to their Speed score in meters or move forward or
  backward one zone.
  • Move in Hazardous Terrain – Complex Action – A
  Digimon moves through rough or deadly terrain up to their
  Speed score in meters or move up one zone.
  • Scan the Scene – Simple Action – A human makes
  a 3d6 + Willpower + Perception skill roll to figure things out
  about the current fighting area, be it facts about the
  terrain, or even spotting weaknesses in enemies.
  • Use an Item – Complex Action – The DigiDestined or
  Digimon uses an item to help out in battle.
  • Use a Skill – Complex Action – The human character
  uses a skill to perform an action, often as part of an on-
  going process. A Digimon can use one of their derived
  attributes to perform some sort of action.
  In addition to the two Simple Actions, the player has a
  choice of making an Interrupt Action. This is a special once per
  round action that can be used to make some sort of skill check for a
  human character or for a Digimon to perform an Interpose Action. In
  an Interpose Action, a Digimon takes a hit that would be otherwise
  meant for someone else. This Interpose Action is covered in more
  detail later on.
  Once all the participants of combat have had a turn, the
  round ends and loops back around to the person or Digimon with the
  highest Initiative score until either one side is knocked out or
  surrenders.
  Initiative
  In combat, players roll 3d6 + the Digimon’s Agility to
  determine an initiative order. Lone Digimon roll 3d6 + their Agility. If
  there happens to be a tie, the victor is the one with the higher Agility
  score. If the tie still persists, then the GM should favor the kid over
  the lone Digimon.
  The players and GM then go down the Initiative list and
  then start again when everyone has had a turn. Kids and their
  partner Digimon act on the same turn. If kids have time to make a
  plan of attack, then they can add Intelligence to their Initiative roll. In
  the event of an ambush, the ambushing party adds an additional +5
  to their Initiative roll.
  Range and Movement
  During
  combat,
  space
  is
  divided
  into interconnecting
  zones to determine where you and your Digimon are in relation to
  the enemy. Close Range is where your monster is right next to
  another, and it is here that [Melee] tagged attacks can be used to the
  best effect. [Ranged] moves can also be used, but often your
  Digimon partner can be caught in the blast or is at point-blank range
  anyway and takes a -1 die to the Accuracy pool for each being
  caught up in the melee. Beyond Close Range is Long Range, which
  is the gray zone between Close and Far. At this range, [Melee]
  attacks are ineffective and [Ranged] attacks can be used at no
  penalty. When you are at Far Range, the enemy is essentially across
  a large field and can only be attacked with [Ranged] tagged attacks,
  but at a -3 dice pool penalty due to the range. You may move one
  zone forward or backward as a simple action.
  1 3
  
  If your GM prefers a more tactical combat, they may
  outright state how far away the enemy is in meters, and you can use
  move actions to close the distance. For every 5 meters the enemy is
  away from you beyond the first 1 0, your [Ranged] attacks take a
  cumulative -1 dice pool penalty.
  Some terrain can be hazardous or difficult to traverse. One
  can safely move across this terrain by taking a Complex Action to do
  so.
  Attacks and Damage
  When attacking with your Digimon’s various attacks, you
  roll a number of six-sided dice equal to your partner’s Accuracy stat.
  Counting the successful dice, the target of the attack then rolls their
  Dodge as a dice pool. Successful dice from the opponent’s Dodge
  roll negate the successful dice from your Accuracy roll. If any
  successful dice are left over from you Accuracy roll, then you hit and
  deal damage. If there are no net successful dice or your opponent
  rolled more on their Dodge roll than your Accuracy roll, then you
  have missed.
  When dealing damage, you add up your Damage stat plus
  the left over successes from your Accuracy roll. This is your total
  damage. Your opponent subtracts the total damage from their Armor
  rating. If there are no hits left, then you deal one damage to the
  enemy, regardless. This represents the fatigue that an absorbed
  attack can inflict, even if it is not very effective. Otherwise, you deal
  your total damage minus your opponent’s Armor rating to them. The
  opponent then marks off a number of wound boxes equal to that
  damage. If they mark off all their wound boxes, then they are
  defeated.
  Whenever you or an opponent is targeted by multiple
  attack actions, they take a penalty to dodge the attacks, meaning
  that the attack. For each attack past the first, the Digimon takes a -1
  die penalty to their Dodge pools. This penalty disappears and resets
  at the beginning of a new round of combat.
  An Example of Basic Combat
  Taichi and Agumon are facing down a rogue Greymon,
  controlled by the Dark Ring attached to his tail. Taichi’s player starts
  by having Agumon shoot off his Pepper Breath attack from a long
  range, mostly to test out the giant dinosaur’s defenses. Agumon has
  an Accuracy stat of 7 and a Damage of 6. Taichi’s player rolls 7d6
  and gets 5, 5, 4, 1 , 2, 3, 4. That is two successful dice for Agumon.
  Greymon is a large and unagile creature, but possesses a
  thick hide. He has a Dodge of 5 and an Armor stat of 9. The GM rolls
  5d6 for Greymon’s Dodge pool and rolls: 4, 1 , 4, 4, 6. That’s one
  success and subtracts one from Agumon’s Accuracy roll.
  With one net success, Agumon inflicts 7 total damage. The
  GM subtracts the Greymon’s Armor rating from the total damage and
  ends up mostly nullifying the attack. The GM announces that the
  Pepper Breath hit’s the possessed Behemoth, but annoys it more
  than anything. The GM then marks off a single Wound Box for the
  Greymon and lets Taichi have his last Simple Action. His player uses
  it to call for help from Sora, Mimi, and the others to jump in! They are
  going to need the multiple attack penalty to help whittle down
  Greymon and pacify the giant digi-dinosaur.
  Stances
  In combat, there are three types of stances: Offensive,
  Defensive, and Neutral. Stances modify the Accuracy and Dodge
  dice pools of the Digimon in question as they adopt either of these
  stances as a Simple Action. In an Offensive stance, you increase the
  Accuracy dice pool by half the amount you roll, and decrease your
  Dodge pool by a similar amount. If you would roll 8 dice for Accuracy
  and 6 for Dodge, you instead roll 1 2 dice for Accuracy and only 3
  dice for Dodge. Defensive Stance is the opposite – if you’d roll
  Dodge, you increase the pool by half the dice rolled and decrease
  the Accuracy pool by half. If you roll 8 dice for Accuracy and 6 for
  Dodge, you would instead roll 4 dice for Accuracy and 9 dice for
  Dodging. The Neutral stance is the one that each Digimon starts
  combat in and it does not modify either dice pool.
  Attack Effects
  If you successfully attack with an [Effect] move, and score
  at least two
  wound
  boxes
  worth
  of damage,
  then
  you
  may
  successfully apply an effect to a target with a duration lasting as
  many rounds as you had net successes on the accuracy rolls. All
  durations count down at the end of their source's turn. Effects with
  the same name never stack.
  • Fear: Target cannot attack you or Clash with you for the
  duration of the effect.
  • Immobilize: Target cannot move for the duration of the
  effect. If it was flying, it falls.
  • Knockback: Target up to your size is forced to move into
  an adjacent zone. This effect has no duration.
  • Taunt: Target takes a -3 penalty to attack against anyone
  but you for the duration of the effect. Multiple uses on the
  same targert override previous taunts.
  • Confuse: Target takes a -3 penalty to Accuracy and
  Dodge for the duration of the effect.
  1 4
  
  • Poison: Poison has three times the duration of other
  [Effect] moves. Target takes 1 damage each round for the
  duration of the effect.
  • Stun: Target can take no actions for the duration of the
  effect. If it was Clashing, the Clash ends.
  • Blind: Target's attack, defense and speed are halved
  after all modifiers for the duration of the effect.
  • Charm: Target's actions are controlled by you for the
  duration of the effect.
  • Paralysis: Target can take no actions and takes a -3
  penalty to defense for the duration of the effect. If it was
  Clashing, the Clash ends.
  Clashing
  Sometimes, attacks aren't as simple, and two Digimon in a
  scrap will Clash. Clashing Digimon engage in a mix of close quarters
  combat and grappling, often using just brute strength and raw power
  to attempt to overpower the other participant. Both participants have
  to be Close to each other and the one who initiates the Clash rolls
  3d6 + your Body stat against a TN of 1 0 + your opponent’s Agility
  stat. You gain a +2 or -2 bonus for each rank of size difference
  between the two of you, +2 for each category you are larger than
  your opponent and -2 for each size you are smaller than the
  creature. If you succeed, then you control the Clash. If you fail, then
  your opponent can either choose to take control of the Clash or not
  Clash at all.
  When Clashing, both participants make the same check at
  the beginning of each turn. If your opponent succeeds and you fail,
  then it can gains control of the Clash and can choose to end it
  immediately or continue to take Clash actions. If you succeed and
  they fail, then you maintain control of the Clash and may make Clash
  actions as normal. If you both happen to succeed at the Clash roll,
  then the party who beat the TN by the highest margin wins. If the tie
  persists, the GM should favor the player over the enemy that they
  are tangling with.
  While in a Clash, neither opponent can move away from
  the other without ending it and the Clash automatically ends. Pinning
  in a mid-air Clash will result in both Digimon falling to the ground.
  The one that controls the Clash takes no damage while the other
  takes Damage depending on the number of Zones it fell. If it was Far
  then the Digimon takes 1 2 damage, Long takes 8, and Close takes 6
  damage and the Clash ends.
  In a Clash, you can perform several actions. Each one is
  noted with the type of action it uses up during your turn and if it has
  any special effects.
  • Attack – Complex – You roll to hit with a [Melee] tagged
  attack as normal. The target in the Clash cannot roll to
  Dodge.
  • Throw – Complex Action – The one who controls the
  Clash throws the other Digimon. It lands in the Far zone or
  a number of meters equal to half the controller’s Body stat.
  The thrower deals total damage to the thrown Digimon
  equal to its Damage attribute,
  reduced by Armor as
  normal. If the thrown Digimon is tossed at a group of other
  Digimon, then the thrower treats it as a normal [Ranged]
  attack, except that the Damage is equal to the thrown
  Digimon’s Body.
  • End the Clash – Simple Action – The Clash ends and
  both participants are at Close range.
  • Pin – Complex Action – Your opponent does not roll to
  control the Clash on its next turn, which means it cannot
  end the Clash.
  Interceding
  If a kid or Digimon is targeted by an attack and they
  cannot defend themselves, the remaining half of the pair can choose
  to interpose themselves between the target and the attack. This
  action is called Interceding and is quite simple.The Accuracy roll
  does not change, just the target. The new target is not allowed a
  Dodge roll to negate damage. This might trigger Digivolution in a
  partner Digimon and give them the power boost they need to win.
  Digivolving in Combat
  In combat, usually after certain conditions have been
  fulfilled (see Digivolution, pg. 11 ), a Digimon will Digivolve into the
  next rank! This usually happens when the kid is in danger or is
  fighting a strong opponent, though the GM has final say in if a
  Digimon can Digivolve or not. The change to the next stage takes up
  a Simple Action in combat and the Digimon loses all marked off
  wound boxes and gains the stated out attributes and attacks of its
  new form.
  Defeat
  If a Digimon happens to have all their wound boxes
  marked off, then they are knocked out for a time. As is often the
  case, if they were being controlled by unseen forces, the control
  ends. If the attacking Digimon happens to score more damage than
  there are open wound boxes on an opponent, then an NPC Digimon
  often reverts to a Digitama and then disappears.
  1 5
  
  If the Digimon in question happens to be a player
  character controlled one, then it drops down to the next rank, often
  weaker and apologetic that it was not strong enough. If the damage
  is terrible enough (Often when a Digimon faces an opponent two
  ranks higher than it) then the PC Digimon reverts to a Digitama, but
  doesn't disappear.
  When in the Digitama form, Digimon are extremely fragile,
  have no attacks or defensive qualities whatsoever. If they would be
  targeted by a successful attack, they break and their data is
  dispersed. It takes roughly a few days for the egg to hatch into the
  Digimon's Fresh form, and only a few hours to grow into the In-
  Training rank. From there, it turns into a Rookie after three to five
  days.
  Kids in Combat
  A Tamer can stand to fight alongside his or her
  Digimon partner in a fight. This is dangerous business, as
  human characters are not as strong or combat-capable as a
  Digimon. If it does occur, the DigiDestined can make rolls like
  a Digimon using a Dice pool. They are considered to have an
  Accuracy rating equal to total their Agility + Fight ratings, a
  Dodge rating equal to their Agility + Dodge ratings. They
  have Damage and Armor ratings equal to their Body score.
  For all intents and purposes, the combative Chosen
  follows the same rules for attacking and damaging as a
  Digimon does, with the exception that if the Tamer takes a
  lethal blow from an attack, they are dead forever. Hopefully
  such an event never occurs, but if it does, the player is
  allowed to create a new character, one that is chosen by fate
  to be their former character’s replacement in the world.
  Some Game Masters will have the new character inherit the
  old one’s Digimon, while some may have the new character
  have a different Digimon. Such a matter should be discussed
  with the player.
  1 6
  
  CChhaapptteerr 55:: GGaam
  mee M
  Maasstteerriinngg
  This where the Game Master who's running the game can
  find tips, tricks, and resources to help out with running the game.
  Inside this chapter there are several sections: One for designing
  your own Digital World, Digivice creation, creating encounters, and
  one for expanded information and rules on established settings.
  Well, time to stop gabbing and get on with it. There's a Digital World
  that needs saving!
  Your Digital World, Your Way
  So, you've chosen to embark on creating your own Digital
  World. Good for you! In this section, you'll have a little walk through
  on the ins and outs of creating your own Digital World. This is done
  by responding to a series of questions, ones best answered with a
  sentence or two of detail. Along with the questions, you'll find a
  series of suggestions to go along with them.
  1 . How did the Digital World come about?
  * Normally, the Digital World is created when artificial
  intelligences evolve into complex forms in a Digital Plane
  and begin to take on more and more complex forms the
  more they fight and win.
  * The Digital World is as old as the Internet itself, perhaps
  a little less. This is somewhat limiting in the time and place
  you can set your game.
  2. How do the Chosen Children get to the Digital World?
  * Sometimes, they're sucked into the computer and other
  times, its a real world building, transported into the Digital
  World by some bizarre methods and situations.
  3. How do they get back?
  * Often times, going to the Digital World is a one-way trip
  until they take care of what is wrong with the Digital World.
  * Conversely, the DigiDestined can go back in forth with
  the help of some periphery device, or perhaps its a native
  function of their Digivices. Be sure to set up conditions for
  being able to go back and forth.
  4. What are they physical and natural rules of the Digital World?
  * The Digital World operates on the same sort of physics
  as the real world. Up is up, down is down, fire is hot and
  water is often cool. However, there's exceptions to the
  native flora of the Digital World, which are often integrated
  with circuitry and machines. Vending machine trees and
  radio ferns abound.
  * The
  rules
  of the
  Digital
  World
  operate
  differently,
  depending on the area you're in. Dark Areas are often
  weightless and lightless, while other areas can have
  temperatures that are hotter than normal, but don't affect
  the kids as they should. Day and night would probably be
  on a different clock than what everyone is used to, with six
  hour days and six hour nights.
  5. How does time work?
  * Within the Digital World, time going faster than in the real
  world, so a few days within the Digital World is the real
  world equivalent to a few seconds.
  * Time is very similar to that in the real world. An hour in
  the Digital World is an hour you're missing in the real
  world. Parents are probably going to be worried if you stay
  longer than a day without an excuse.
  6. What are the needs of the children?
  * Do the kids need to eat? And what would they eat?
  7. What's the environment of the Digital World like?
  * Each Digimon belongs to one of ten Family, and each
  Family has a sort of native terrain that you'd be likely to
  encounter them. Areas
  include:
  Forests
  and
  jungles,
  oceans and lakes, volcanic areas, deserts, tundra, urban
  areas, plains, ruins, and strange possibly angelic or hellish
  areas.
  8. Are there settlements?
  * Settlements would consist of Digimon living together in a
  semi-urban area, often looking like it was cobbled together
  from garbage and spare parts. Often times, the leader of a
  settlement is the oldest or most powerful Digimon.
  9. Who’s in charge of the Digital World or the power behind the
  power?
  * Oftentimes, the Digital World is ruled by a power, be it
  the
  strongest
  Digimon
  around,
  or
  even
  a
  team
  or
  organization of Digimon. Sometimes, even those Digimon
  have some sort of backing or even a divine right to rule.
  These powers make for good antagonists and allies for the
  children to beat and befriend.
  1 7
  
  1 0. Just who are the DigiDestined up against?
  * The biggest question. What endangers the Digital and
  real worlds? A rogue Artificial Intelligence bent on deleting
  everything? A group of evil Digimon with a taste for
  conquest and the desire to control the entire Digital World,
  as well as the human one? These are going to be your go-
  to bad guys.
  With these questions answered, you should have a basic
  framework for building your own Digital World. It is up to you, as the
  Game Master, to provide your players with a world that they’ll come
  to know and love as well as populate it with enemies and allies for
  them to meet with. Spend an hour or two before your game,
  familiarizing yourself with your Digital World and building things and
  Digimon that you expect your players to bump into. You can further
  flesh things out by giving each Digimon basic personalities and
  characterization.
  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.
  You can build your Digital World from the top down or from
  the bottom up. Top down, you’re looking at constructing the various
  places that Digimon would call home, the world’s 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 there’s reasonable connections.
  ADVERSARIES AND ANTAGONISTS
  Like any Digimon story, a lot of conflict derives from the
  antagonist’s
  goals
  clashing
  with
  decency
  and
  righteousness.
  Sometimes, an antagonist’s goals are as simple and straight forward
  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 antagonist’s goal.
  A goal is fine, but it is enhanced by a motivation. Just as
  actors get into a role by figuring out a character’s 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.”
  With a clear goal and motivation out of the way, you can
  add some numbers to the antagonist. First, you decided what rank
  you require them at to stand up to a group of DigiDestined and their
  Digimon partners. Using the Advanced Digimon Creation rules on
  page (xx), you then build the Digimon as basic for its level as you
  like. 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
  would 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, but is rather fragile and a few good
  hits might take it out of commission.
  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 doesn’t go as
  planned. They’re 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 Digimon’s motivation and goals somewhat, to align
  with the Digimon’s apparent power level. 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 reoccurring
  enemy. It’s 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.
  1 8
  
  Not every enemy in a story is a Digimon. You can use
  humans as antagonists as well. The human antagonist in a Digimon
  series is often well-meaning and occasionally selfish and ignorant as
  to the consequences of his or her actions on the real and Digital
  Worlds, and blinded by their desire or by their pains. Often times,
  they have a force of other humans and even Digimon to help them
  secure their desires and goals. Making one is as simple as creating
  a normal kid, teen, or adult, possibly with a few more CP behind
  them than normal, so as to make them a cut above the rest.
  Digivice Design
  The Digivice is one of the most important items that
  players will get, for it allows their partner Digimon to jump to the next
  level of evolution. As long as the players have their Digivice on them,
  it can transfer the vital emotions, hopes, and desires onto their
  partner Digimon. If it happens to be stolen or lost, then their partner
  lacks the ability to transform to the next level.
  Digivices often have unique powers or capabilities, often
  resulting
  from
  the unique natures of the Digivice themselves.
  Mechanically, a Digivice would have two slots on it that add in
  several features to the basic device. Choose two of the following
  items to place into the Digivice:
  CCaarrdd RReeaaddeerr: This function allows a kid to swipe and
  utilize various cards found in the real or Digital Worlds to augment
  their partners. The effects of a card last for a battle or a few rounds,
  depending. Below are various card ideas.
  • Attack Enhancers: Adds half the Accuracy pool in rolled
  dice for the remainder of the fight. Often come with card
  art featuring weapons of war or sport.
  • Defense Enhancers: Adds half the Dodge pool in rolled
  dice for the remainder of the fight.
  • Mobility Enhancers: Adds in an additional movement tag
  to a Digimon for 1 d6 turns or doubles their Speed for 1 d6
  turns. Cards like this feature images of wings, drills, or
  cars going at blinding speed.
  • Heal Floppy - Heals a Digimon in combat for 1 d6 wound
  boxes.
  • Status Needle - Removes a harmful effect, like paralysis
  or poison at the end of a turn.
  • Digivolution Card - Forces a Digimon to Digivolve to their
  next level. Be wary, for these cards could accidently trigger
  a Dark Digivolution.
  DDaattaa SSccaannnneerr: A data scanner is a useful device that
  allows the kids to read and figure out information about a Digimon. It
  becomes even more useful if they don't have a native Digimon to
  inform them about things including their general status, health, and
  attacks.
  DDiiggiittaall M
  Maapp: The Digivice projects a topographical map of
  the current area, allowing kids to find their way in the Digital World.
  Comes with handy pinpoints locating you, your partner Digimon, and
  the other DigiDestined.
  CCoom
  mm
  muunniiccaattoorr: With this device, kids can chat with each
  other as long as they are within a reasonable distance of each other.
  Quite useful for scouting and keeping in contact if the group happens
  to get separated.
  DDiiggiivvoollvvee PPaauussee: This feature allows the tamer to put their
  partner's evolution on hold for a time, causing them to shift down a
  step in their Digivolutions, often reverting Champions into Rookies.
  The effects of a Digivolve Pause last for a duration that is left up to
  the GM.
  DDiiggiittaall DDeetteeccttoorr: Your Digivice now detects the presence of
  certain Digimon, objects, or even people, often reacting with a loud
  beeping noise that alerts you, and anyone close to you, to the
  presence of the object. The range and what it detects is left up to the
  GM.
  DDiiggii--GGaattee: The Digivice has a secondary function
  of
  opening up rifts between worlds, allowing you and your allies to
  travel freely from the Digital World to the real one. This gate,
  however, causes a compression in data, forcing most Digimon to
  downgrade into their In-Training forms.
  SSttoorraaggee DDiiggiivviiccee: This handy feature allows a Digivice to
  scan objects and break them down into their base data components,
  storing them on the Digivice's internal memory. As a Simple Action,
  you can store or release an item. Game Master's are encouraged to
  assign a limit in Gigabytes as to how much the Digivice can hold, as
  well as sensible amounts of space that an item would use up. For
  instance, a small pebble would only be a few kilobytes of data, while
  a whole tree or house might be a couple gigs, at the least!
  Families, Types, and Digivolution
  A Digimon's Family is the general classification of Digimon
  with a feature in common. A Digimon can belong to more than one
  family. There are ten Families in total.
  1 9
  
  • Dark Area
  Members of this Family tend to be evil
  or apocalyptic Digimon, or those that
  dwell in the Dark Area.
  • Deep Savers
  Members of this Family are generally
  aquatic or polar Digimon, or those that
  live in marine areas.
  • Dragon's Roar
  Members of this Family tend to be
  draconic in nature or live in volcanic
  areas.
  • Jungle Troopers
  Members of this Family are generally
  insectioid or vegetation Digimon,
  or
  those that live in tropical areas.
  • Metal Empire
  Members of this Family tend to be
  mechanical or mutated Digimon that
  live in urban areas.
  • Nature Spirits
  Members of this Family are generic
  animal or monster-like Digimon, or
  those that dwell in desert-like areas.
  • Nightmare Soldiers
  Members of this Family are usually
  undead or demonic Digimon, or
  those that dwell in haunted areas.
  • Unknown
  Members of this Family tend to be
  mutant Digimon or those that do not
  fit in with other Families.
  • Virus Busters
  Members of this Family are sacred or
  angelic Digimon, or those who dwell
  in holy areas.
  • Wind Guardians
  Members of this Family are generally
  avian or flying Digimon, or dwell in
  grassy or lofty areas.
  As a rule of thumb, a Digimon that shares a Family with
  another one has a good chance of Digivolving into one of the same
  Family, especially if it shares a similar Attribute and a Type. Types
  are a much more varied version of Families, with each Digimon
  receiving a Type that describes its features.
  Sometimes, Types are
  unique to Digimon!
  Just
  as
  Digivolving
  within
  the
  above
  boundaries
  of
  Attribute, Family, and Type are like a tree rather than a straight line,
  there are other ways Digimon can be evolve. Some can use Digi-
  Eggs to perform an Armor Digivolution, and sometimes there are
  Spirits of Legendary Warriors that overwrite the path a Digimon
  would follow and it always becomes a single, unique Digimon.
  Beyond stranger Digivolving tricks, there is always the
  option of DNA Digivolution and Warp Digivolution. Warp Digivolution
  is easy to understand, as it allows Digimon to bypass the middle
  levels between one low stage and a higher stage. A Digimon often
  times uses Warp Digivolution to go from Rookie to Mega stages in
  an instant. Warp Digivolution should be an option granted to players
  once they reach a Mega stage in their Digivolution and usually after
  completing a story goal. DNA Digivolution is a little more complex.
  Two Digimon combine and form a single higher level Digimon that is
  one rank above the highest rank of the two component Digimon.
  Often times, it will be two players who utilize the power of DNA
  Digivolution, so both players must agree to the actions of the
  composite Digimon when it acts on the player’s turn who has the
  higher initiative. This hybrid Digimon has an additional 1 0 DP to
  spend when creating the new form.
  Game Masters are encouraged to work with players to
  help find a path that the player would like their Digimon to take that
  fits with them and the game’s themes and whatever special rules
  that the GM decides on that pertain to Digivolving. Solving issues
  before hand helps to prevent them from popping up later and
  impeding game play.
  One Last Note
  As a GM, your duty in leading the players is to tell a story
  that your players will enjoy. If someone isn’t happy with a certain rule
  or if you find that the game you wish to run would be better off
  deviating from the rules-as-presented here in this book, you are
  quite free to ignore, modify, or invent new rules as you need them.
  Or don’t. Go out there, play some Digimon, and have fun with it.
  20
  
SOURCE: textdata/thevault/Digimon/Digimon Digital Adventures RPG.pdf