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Greetings!
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Table of Contents
{Search for the section you wish to read by using Ctrl and f}

ii. Pretex
1. Introduction
2. Character Creation
2i. Trainer Creation
2ii. Digimon Creation
3. Core Rules
3i. Dice Rolls
3ii. Health Points
3iii. Items and Food
3a. Basic Stats
3b. Destiny Counters
3d. Elemental Qualities.
3f. Digivolving.
3g. Combat Abilities.
3h. Static Abilities.
3t. Combat.



ii. Having spotted another topic that included digimon in its title, I have been reminded on how much I enjoy the game series and the show. So, I had sought out a digimon table-top system, much like Xinon Hyena's Pokemon Adventures Group. What I found, was wonderfully surprising, as, yes, one does exist. I would love to gather a group of players and see who is interested. Reading everything is not vastly important, right now~

1. Introduction
"The system in use is designed to make play as streamlined and simple for both the Game Master (GM) and the Players. For the purposes of play the enthuses is very much on the Digidestined, as children from all over the world are drawn from the safety of the real world and pulled into a world of adventure and excitement with their new Digimon partners." {http://digiworld.webs.com/} <<<< For those that wish to read everything there is to read.

2. Character Creation.
For this roleplay, all human-esque characters will be welcomed! Those with feline ears and a tail, in the Digimon world, but appear to be human in the Real-world, are a very good example of this, and completely allowable. Note, that the digimon trainer will not have cool, magical abilities, in either worlds. No poly-morphing into wolves, no fireballs (unless its the liquor), no teleportation, no telekinesis, and other such cool abilities. Everything that is mundane is acceptable, within reason.

Onto the process of character creation/editing!

2i. Trainer Creation

"STEP 1: Choose Character Concept: Concept consists of a brief background or overview of your character history and type. From this choose your crest as appropriate from the following list."

COURAGE: You are a fearless, emotion driven character who is strong willed and often opinionated in nature. Your natural place is at the head of the party, and you know it. Sporty, athletic and strong, you’ve never been unpopular and don’t see why others might dislike you.

Your element is fire.

Strength: 3
Athletics: 3
Toughness: 2
Charm: 2
Genius: 1
Smarts: 1
Heart: 2

LOVE: Thinking not of yourself, but the welfare of others you are a solid member of any party. However you depend upon the mutual adoration of others to help you get through the day. Your Digimon partner is more like a member of the family to you than a friend, and you treat he/she so.

Your element is wind.

Strength: 2
Athletics: 3
Toughness: 2
Charm: 1
Genius: 2
Smarts: 1
Heart: 2

HOPE: Although you sometimes doubt yourself, others have faith in your abilities. Your unnaturally strong bond with your partner can be the difference between victory or defeat. Others often look to you for leadership when things get tough.

Your element is light.

Strength: 1
Athletics: 1
Toughness: 3
Charm: 2
Genius: 2
Smarts: 2
Heart: 3

FRIENDSHIP: A team player, your own motivation may not always be clear, but people rely on you and you rely on them. Unsure of this new world, you rely on Human interaction above that of Digimon. Often the one picked to speak for the team, you’ve got the gift of the gab.

Your element is dark.

Strength: 2
Athletics: 2
Toughness: 1
Charm: 3
Genius: 3
Smarts: 2
Heart: 1

KNOWLEDGE: The wizkid of the team, your are always looking for answers to questions that nobody else has even thought to ask. Some of the others think that this is strange, but to you it is just natural curiosity. When things go bad its often you who formulates a plan to deal with it.

Your element is thunder.

Strength: 1
Athletics: 2
Toughness: 1
Charm: 2
Genius: 3
Smarts: 2
Heart: 2

RELIABILITY: Solid as a rock, and just as immovable once you have reached a decision. Practical in nature, it is not your inclination to think too far outside the box. When it comes to a fight, people want you to watch their backs above any other.

Your element is earth.

Strength: 3
Athletics: 1
Toughness: 3
Charm: 2
Genius: 2
Smarts: 1
Heart: 2

SINCERITY: A natural blond, you speak your mind and although this is not necessarily correct, it can often lead to the point of an issue others have been avoiding. You’re pretty, and you know it, sometimes getting others to do your share of the work for you. At heart, you’re an honest person.

Your element is water.

Strength: 2
Athletics: 2
Toughness: 2
Charm: 3
Genius: 1
Smarts: 3
Heart: 1

"STEP 2: Rearrange Character Attributes: After filling in the necessary details for your Crest type into the Attributes section of the Character Sheet, you may move 1 point from any 1 stat to increase another. You may do this up to 3 times, but no stat may go lower than 1 or higher than 4. Attributes are essential for play, and each cover a basic element of day to day survival in the Digital World. They work as follows."

STRENGTH: The physical force of your character, primarily used in combat but also applicable to carrying items.

ATHLETICS: Speed and coordination, used for all moving activities and to dodge attacks.

TOUGHNESS: Physical and mental resilience adding to a character’s total HP and damage recovery.

CHARM: Your force of personality and sparkle factor, enabling you to converse with your fellows proficiently.

GENIUS: The sheer power of your mind and wit, used to solve puzzles and recall information.

SMARTS: Your basic instincts and common sense, often used to hunting and foraging.

HEART: The strength of your bond to a Digimon, particularly your own. Enables them to Digivolve.

2ii. Digimon Creation.

STEP 3: Birthing your Digimon. Fill in your Digimon’s stats in accordance to the Crest you have already chosen, and note down which of its attributes are strong, moderate or weak. This is used for digivolving later. The stats shown below cover basic Rookie level.

COURAGE: Adventurous and strong, your Digimon seeks the thrill of battle. Often not the most smart of the party, but always backing you up. Coloured in shades of red and yellow, as a fire elemental Digimon levels up it becomes larger, more bulky and powerful in build.

Your element is fire.

Strength: 3
Athletics: 2
Toughness: 2
Charm: 2
Genius: 2
Smarts: 1
Heart: 2

LOVE: Your Digimon cares immensely for you, never leaving your side. Should anything happen the first thing it would do would be to look for you. Normally pink or light blue in colour, and feathered, as it Digivolves it becomes larger and more bird-like in appearance.

Your element is wind.

Strength: 2
Athletics: 3
Toughness: 2
Charm: 1
Genius: 2
Smarts: 2
Heart: 2

HOPE: Your Digimon has utter faith in you and understands exactly what you’re getting at. When things go bad you and your partner act as one. Always white in colour, though sometimes with golden highlights. As this Digimon evolves it becomes more humanoid and streamlined.

Your element is light.

Strength: 1
Athletics: 2
Toughness: 2
Charm: 2
Genius: 2
Smarts: 2
Heart: 3

FRIENDSHIP: Solitary and untalkative, your Digimon only talks to or trusts you. Though this can lead the misunderstandings within the group, it is a bond of total trust between the two of you. Normally purple or black in colour, these Digimon tend to wear scraps of clothing and become more humanoid as they evolve.

Your element is dark.

Strength: 2
Athletics: 2
Toughness: 2
Charm: 3
Genius: 2
Smarts: 2
Heart: 1

KNOWLEDGE: As intellectual as yourself, he acts as a translator for your advanced terminology. Down to earth and friendly, everybody likes your Digimon. Normally yellow or green in colour, as it evolves it becomes a larger, more capable and practical shape to suit its surroundings.

Your element is thunder.

Strength: 2
Athletics: 2
Toughness: 1
Charm: 2
Genius: 3
Smarts: 2
Heart: 2

RELIABILITY: Your Digimon enjoys a strange sense of humor, and encourages you to partake as well. Sometimes this sarcasm is unwanted, but mostly you get along just fine. Earthy browns and greens in colour, as this Digimon evolves it becomes huge in size and develops armor.

Your element is earth.

Strength: 2
Athletics: 1
Toughness: 3
Charm: 2
Genius: 2
Smarts: 2
Heart: 2

SINCERITY: The cutest Digimon on the team, it looks out for you like a parent. Often underestimated because of its small stature, its colour scheme ranges from blue to pink and purple, sometimes with flecks of white. As it Digivolves it maintains its visual beauty and tends to be the smallest evolution in size.

Your element is water.

Strength: 2
Athletics: 2
Toughness: 2
Charm: 2
Genius: 1
Smarts: 3
Heart: 2

STEP 4: Health. Determine Health Points (or HP) by calculation of toughness +3.

3. Core Rules.
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3i. Dice Rolls. An ability check is a test between what your character/digimon is capable of doing, versus, how hard it is to do something, with a chance of success and a chance of failure.

All rolls depend upon dice pools. A dice pool consists of a number of 6-sided dice (called d6s) equal to the statistic you are rolling against. For example, if you were rolling a strength check with strength 3, you would be rolling 3d6.

In order to determine whether the roll means a success or not, total the number which roll a 1 or a 2. Each d6 which reads this correlates to a single success. Total up the number of successes to find out how well you succeed (or not). The Storyteller will then tell you of the outcome of the roll.

3ii. Health Points.

It is worth noting here that health points (called HP) are essentially a life bar for your character. Whenever your character (or Digimon) takes damage, subtract the damage inflicted from the current total of HP of the respective victim. In the case of Digimon, they will revert to either In-Training level (if at Rookie or Champion level originally), or turn into an egg (if at In-Training level) and must be re-acquired at the egg village. In any case, whenever a Digimon de-evolves, they return to full HP for that level, but are fatigued. When a human is reduced to 0 HP, they are dead and a new character must be written up.

Fatigue comes into play after strenuous physical exercise or de-evolving due to damage. In any case, such a character cannot fight and cannot absorb DP again until they have slept. Humans suffer a –1 dice pool penalty (1 less d6 on all rolls) until they sleep it off.

The total HP for any character, Digimon or not, is decided by their current Toughness value +3.

3iii. Items and Food.

In terms of item carrying and bartering, a human character can only carry up to twice his or her strength value in items and often, items will be bartered on a one-for-one basis (unless you come across more unscrupulous individuals – after all not all Digimon are honest).

Food values are as follows: Smaller scraps of food, such as berries, are worth 1DP; Moderate-sized meals, such as cakes and bowls of rice are worth 3DP; whilst full meals and the like are worth 6 DP. Humans may heal 1 point of HP for every 6 DPs’ worth of food they eat in one sitting (although you cannot eat more than 1 meal at a time).

Healing mostly occurs with sleep. Digimon revert to full HP after rest, whereas humans restore 1HP.

3a. Basic Stats. In case you forgot!

Statistics of a character decide the basics of what a Digidestined can and cannot do. These are marked down on the Character Sheet by the Player during the character creation stage and remain as such throughout the game. This also applies to the Digimon partner for each player. A simple overview of what each stat does can be found below.

STRENGTH: The physical force of your character, primarily used in combat but also applicable to carrying items.

ATHLETICS: Speed and coordination, used for all moving activities and to dodge attacks.

TOUGHNESS: Physical and mental resilience adding to a character’s total HP and damage recovery.

CHARM: Your force of personality and sparkle factor, enabling you to converse with your fellows proficiently.

GENIUS: The sheer power of your mind and wit, used to solve puzzles and recall information.

SMARTS: Your basic instincts and common sense, often used to hunting and foraging.

HEART: The strength of your bond to a Digimon, particularly your own. Enables them to Digivolve.

3b. Destiny Counters.

As one of the Digidestined summoned to save the Digital World, you will sometimes have fate on your side. Acts of bravery, selflessness and playing in character are often rewarded by the receiving of a Destiny Counter. Such a counter can be used at any point in play by the owner to influence events, rolls or situations as well as boosting your partner’s DP. There are three types of counters, which are listed as follows.

MINOR: Used to influence small events, give a total of 5DP to your Digimon, an automatic success of minor rolls (excluding combat) or the option to re-roll moderately important ones.

MODERATE (3 Minor): Influence moderate of lesser events, give a total of 15DP to a Digimon, automatic success on small events with good results, automatic success on moderate rolls (including combat) and re-rolling major rolls.

MAJOR (2 Moderate): Influence all events no matter their size or importance, automatic success on major rolls and good results on all other rolls. Warp-Digivolve to any level.


3d. Elemental Qualities.

With the exception of yourself as a Digidestined, everything within the Digital World is split into one of seven catagories. These basic Elements are fire, water, thunder, earth, wind light and dark. Your Digimon's element is decided by the Crest you choose during the character creation process.
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The Elemental Table above reads to the right with each element named being strong against the one to its immediate right and weak against the one to the immediate left. Damage inflicted by an element that a character is weak to is rolled at a +1 dice pool. Damage recieved by an element that you are strong against is at a -1 dice pool.

3f. Digivolving.
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Digi-Points (or DP) are the basic unit of currency that you will have to spend in order for your Partner to Digivolve. You gain DP at an average of 1DP a day naturally, as well as additional points every time you feed your Partner. When you digivolve to the next level you expend the points required in order to do so.

EGG: Hatching automatically when the player comes into contact with it. (Eggs can hold a total of 0DP). All stats of an Egg are 0.

IN-TRAINING: Digivolves automatically when it reaches a total of 5DP. (In-Training Digimon can hold a total of 5DP). All stats of an In-Training Digimon are 1.

ROOKIE: A Rookie may digivolve if it has 15DP available. (Rookies may hold up to 30DP). When a Rookie exceeds this total it will automatically Force Digivolve (See Below). All Stats are set as on the Character Sheet you created earlier.

CHAMPION: A Champion does not naturally Digivolve. (Rules to exceed Champion Level will be released later this year). Champions have a stat bonus of +1 to their opposed attribute (see ELEMENTS section) +2 to all other stats except your chosen Element stat, which receives +3.

To Digivolve from Rookie to Champion, you and your Digimon must both make a Heart roll. Between the two you must achieve 2 successes in order to digivolve this turn. For every 1 less success you achieve, you must wait a turn before you will Digivolve. You must also expend the required DP from your Digimon’s total store.

NOTE: When a Digimon hits the levels Rookie and Champion for the first time you may select 1 Ability from the Combat List and 1 from the Static List.

FORCED DIGIVOLVING:

A Bad Idea. Forced Digivolution happens when you exceed you total DP limit for any level or when you place your Character into a life threatening situation without adequate DP for Digivolution and you fail to roll enough successes on an Emergency Digivolve. When a Digimon is forced to Digivolve it becomes a crazed and monstrous beast-like version of your highest level Digimon. Uncontrollable (except with the Ability ‘True Friend’) it will attack anyone or anything within plausible distance. This includes your character or any other party members who get in its way. A Forced Digimon has the basic statistics of the max Digi-Level it can currently achieve, +4 to opposed stat, 8 to the stat of your chosen Element and 6 to all other stats. This effect lasts 1d6 turns + 2. Big, Evil, and Short lived.

EMERGENCY DIGIVOLVING:

If stuck in a tight spot, and you do not quite have enough DP to Digivolve, you can attempt an Emergency Digivolve. This is not without its risks however, as it has a high probability of triggering a Force Digivolve. To Emergency Digivolve make a Heart check on both yourself and your Digimon. For every success you gain you get a leeway of 2DP when trying to digivolve. If this does not achieve the DP required to evolve, then the Digimon Force Digivolves.

3g. Combat Abilities.

COMBAT ABILITIES:

When you advance to a Rookie or Champion for the first time you may choose 1 Ability from the following list. When a Digimon evolves to the next level its Combat Abilities change, loosing the previous ability and picking another in its stead. The Basic ability evolves as the Digimon does so, and always remains usable.

IN TRAINING:

- BASIC ABILITY: ‘Bubble Blast’ (Ranged attack –1 dice pool to hit).

ROOKIES:

1. Ranged Attack (-1 dice pool to hit).
2. Melee Attack.
3. Ranged stun attack (uses Smarts instead of Strength / Agility to hit). Lasts 1d3 turns.
4. Rest. (Forgo 1 combat turn and gain 1d3 HP back).

- BASIC ABILITY: ‘Rapid Claw’ (Melee attack –1 dice pool to hit). Does not count towards action this turn.

CHAMPION:

1. Ranged Attack.
2. Melee Attack. (+1 dice pool to hit).
3. Ranged stun attack (uses Smarts instead of Strength / Agility to hit). Lasts 2d3 turns.
4. Rest. (Forgo 1 combat turn and gain 2d3 HP back).

- BASIC ABILITY: ‘Maul’ (Melee Attack). Does not count towards action this turn.

3h. Static Abilities.
abilities.jpg

When you advance to a Rookie or Champion for the first time you may choose 1 Ability from the following list. These are available for your Partner to use whenever they are above the In-Training level.

FLY: Your partner can fly.
CLIMB: Your partner can climb up even smooth vertical surfaces.
MOUNT: You can ride your Digimon.
THREAD: Your Digimon can fire a grappling-hook style rope.
SCAVANGE: Digimon gains a +2 dice pool bonus when searching for food.
AQUATIC: Your Digimon can swim and breathe underwater.
ELEMENT RESISTANCE: All damage and / or dice variables of your Digimon’s own Element are reduced to 1. (This includes healing).
PACK HORSE: Your Digimon can carry up to its strength in items.
TRUE FRIEND: Your Digimon can never force digivolve for more than 2 turns.
BURROW: Your Digimon can dig underground.
NIGHT VISION: Your Digimon can see in the dark.
FAST MOVEMENT: Your Digimon may move at twice its own pace (this causes fatigue).
PHOTOSYNTHETIC: Your Digimon automatically receives 1 additional DP a day.
DANGER SENSE: Your Digimon may make a secret wits role in the events of impending danger.
PHOTOGRAPHIC MEMORY: If your Digimon see something it remembers it.

3t. Combat.
combat.jpg

The Digital World is a dangerous place. Evil Digimon are everywhere and the chances are good that at some point you and your partner are going to have to stand and fight. But don't worry, your partner is also a native to this world, and whilst you don't have any special abilities to call upon, your Digimon has more than a few tricks up its sleeve.

THE FLOW OF COMBAT:

STEP 1: All players involved in the combat roll 1d6 + the Smarts of your Digidestined to determine combat order. The highest number goes first, working down until the lowest finishes.

STEP 2: Choose an action that your Digimon will perform this turn. You may also choose your own action.
Movement.
Performing a Combat Action.
Delaying (defaulting to the last turn).
Using an item.
Digivolving.
Etc.

STEP 3: Resolve action.

STEP 4: Once all those involved in combat have completed their actions for this turn, begin a new round using the same order. Default to Step 2. If a character’s HP drops to 0 they are no longer in this battle and are discounted from the combat order.

HOW TO ATTACK:

ROLLS TO HIT: This is either done by making a strength roll in the case of Melee Attacks, a Athletics roll for Ranged Attacks, or Smarts in the case of a Paralysis Attack. Count up the number of successes.

ROLLS TO DEFEND: Make a Toughness roll, for each success cancel out 1 successful attack die. Excess hits go on to deal your character damage.

DAMAGE: Each excess hit equals 1 point of damage to your HP. In the case of a stun attack no damage is caused, but the Digimon is Stunned (Cannot perform and actions) for the next few turns. For how to do this see the Combat Abilities Section.";
Exaala

Hello,sorry i haven't read through everything yet but I'm interested. I use to be crazy about digimon when i was younger.
Miss Topic Starter

Do not fret, I tend to over-post my information. Which is why I put in big, big letters that reading everything is not important, as what I am after is interested players~

I am emulating all three ps1 games currently (not all at once~), and I love the games, truly. The newer ones are ok, mostly, but I am so glad that you are interested as well!

I was thinking of starting in the modern world, or maybe having the players decided if they wish to start in the modern world, then get sucked in, or create their own post, then black out/get sucked in, or wake-up already in the digimon world......it is safe to say that I am a very flexible GM~
Exaala

Well i have read all of it now =)

Maybe some people will want to start off in the modern world so they can show more about their character, like perhaps a bit about their past, family... Still i would personally prefer to start off in the digimon world.

How many people were you planing to gather before starting?
Miss Topic Starter

I can start with however many people show up, and, if it is just us, I will still create a group, for those that wish to join later, if there are any~

I am a flexible GM, and each player may decide whether they wish to start in either world. I am able to respond to different character's starting locations.
Exaala

Alright, just please notify me once you create the group.

Should i already try making a character?
Miss Topic Starter

That would be a very good idea, as I am currently inviting another friend to join, and she will look over the information before she does anything~
Exaala

Alright then,ill get started and notify you once I'm done so you can tell me if i made any mistakes.
Miss Topic Starter

Very well! I will await your notification and do a few modifications on a character that I have.
Exaala

I've started writing my characters profile so i though you should already have a look at it. What i plan to add into it are personality and more to appearance so im more interested if i filled out everything i needed for the RP.
Miss Topic Starter

Very well, I shall have a look.
I love love love digimon. Gotta say though that my favorite season was the fourth one when they turned into digimon themselves. that Agunimon ♥♥♥

But i read through a majority of it. I play DnD quite frequently so i get the gist of what is going on! Gotta say, always loved the Light and fire digimon ♥ That Angemon, *SWOON!*
Miss Topic Starter

I know how that is, but I have to say my favorites are not exactly appealing, but quirky~ You are more than welcome to join, as I am starting to put the pieces together, within the group.

The system for dice rolling is very simple, and, I will say that it is easier than DnD. That does not mean I love the game no-less, though! If you need any assistance in character creation, I am more than happy to answer your questions!

And I would believe that more than elemental, digi-destined can exist when there is already one, so feel free to pick from any of the elements!
Miss Topic Starter

I will be creating the very first few posts that will assist the others in creating their first posts, today.

But, there is always room for more people to drop in and play with us. The link for the group is below.

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