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Azrael Macool
04-02-2009, 09:23 PM
Update 4/9/08 (08?! I must have been posting from the past!) Added attacks, combat rules, Digimon Handling, and basic Digivolution rules. Been having problems; looks like I'll have to multi-post this, it exceeds the character limit. I'm sorry.

Update 4/12/09 fixed up actions in combat. Hopefully that'll work better.

Update 4/28/09 put up some very basic weapon rules, DNA Digivolution, and added some example characters

Update 5/5/09 put up some Traits

Okay, I've talked to the original author, and everything seems a go, so here's the basic rules so far, although there's still a long way to go. Several things that I know needs attention so far are Elemental types; should a Digimon be allowed to have more than one? I can think of a few dual-typed Steels (like SkullMeramon, Hell, he's probably got a bit of Darkness thrown in there). I've included Species, basically how they work in the Digimon DS games, but right now they give no specific benefit. Should they grant extra damage to opposing Species, like with Elements and Attributes? Is that too much? Also, the system I used to determine which elements take half or double damage from was a little...weird and complicated, so if anyone has any ideas, they're probably better.

I'm not that satisfied by the system for determining your level. See, when you get an XP, you spend it on your skills or stats, with the total XP you gained divided by 3 being your level. Now, technically your level only matters for determining when a Digimon learns an attack, but still, I'd like something different, but I can't make something work and still keep this XP system, which I like.

Also, this was originally a Pokemon RPG, and was based on the Instant Fuzion and Instant Hero role-playing games, specifically the Wildstrike supplement. I don't know anything about those games, that's just what the original document said, and I want to give credit where its due. I did not change the names of any of the attacks yet, I plan to later but for now they are the same as Pokemon attacks.

Oh yeah, and unless it says otherwise, this system uses only six-sided dice.


Digimon RPG

Creating Characters
Character creation is both easy and fun. For Digimon Tamers you get 16 Creation Points (CP) to spend on Stats and 30 (Skill Points) points to spend on Skills. To create a Digimon see the Creating Digimon section.

Stats
Stats are numbers that show how good your character is in action. Tamers have 4 basic stats and 2 derived stats. Higher numbers are always better. Normal humans range from 1 to 7; beyond that is incredible, and 10 or above is superhuman. the 4 basic stats are:

Physical: How strong and healthy your character is, and how many dice of damage you do when you hit someone (7 Physical means 7 dice of damage).
Mental: How smart and determined your character is, who goes first in a round, and how good you are at some skills.
Combat: How well your character fights; a higher Combat makes it easier for you to hit someone, and harder for them to hit you.
Speed: How far your character can move in a round (see Action).

The 2 derived stats (how you derive them is listed after the stat) are:

Defense (= 2 x Physical): How tough your character is; this subtracts from damage done to you (except damage done by Killing Attacks, or Drain).
Hits (= 5 x Physical): How hard your character is to kill or knock out; when Hits reach 0 or less, the character is unconscious or dying.

Each base Stat (Combat, Physical, Mental, and Speed) costs 1 CP per 1 point in the Stats. Each base Stat must have at least 1 point put into it. Derived Stats can be bought with CP; 1 CP buys 10 Hits or 4 Defense.

Skills
Skills are things you can learn how to do. Each Skill has a number that shows you how well your character knows that skill; when you try to do something involving that skill, that number is added to a stat number (like your Mental stat) plus the total of 3 dice to see if you succeed or not. Required Skills are listed first.

Using Skills
When your character tries to use a skill, you roll dice to see if they succeed or not. Here's what you roll:

Stat + Skill + 3 dice = Action Total

If the Action Total meets or beats the Target Number, the character succeeds.

Task is: Target Number:
Easy 14
Hard 18
Really Hard 22
Mega Hard 26

Example: Logan is trying to start a campfire out in the woods using nothing but the kindling he has collected and two sticks rubbed together. The GM decides he must make a Survival skill roll at Hard (18) Difficulty. Logan adds his Mental 3 and Survival 2 scores, then rolls 3d6 and adds the amount rolled to his total. He rolls a 14, for an Action Total of 19. Logan soon has a blazing fire to roast marshmallows by!

Each Skill cost 1 Skill point per 1 level of Skill. The Required Skills must have a minimum of 1 point spent on each.

Required Skills

Melee Evade: Used to avoid weapon, punch, or kick attacks.

Ranged Evade: Used to avoid missile attacks.

Fighting: Used to hit people, usually with fists. Digimon use this to target their attacks.

Sense: Use to spot invisible, stealthy characters, find clues, or notice details.

Other Skills

Acrobatics: Allows full movement through cluttered areas; stand up after knockback or knockdown with roll versus 14+ distance; Acrobatics can add +1 DV or more if you make a Combat + Acrobatics roll versus Hard, +2 DV Really Hard, +3 DV Mega Hard.

Acting: The Ability to act; to assume a role or character. Someone who is skilled in this can fake moods or emotions, or hide his true identity.

Bureaucratics: You know how to deal with bureaucrats, cut out redtape, who to talk to, how to reach them, and how to extract information from bureaucracies.

Climbing: Climb walls at 1/2 DV with Easy; +1 DV if Hard Target Number is made.

Computer Programming: The ability to program and operate computers.

Concealment: You can hide things and find things that other people have hidden - like important papers, weapons, jewels, artifacts, and so forth.

Concentration: The abilities of focus and mental control. This would encompass feats of memory, recall, and physiological control.

Contortionist: The ability to manipulate your body to get out of ropes and similar bonds. You may also contort your body to fit into generally inaccessible places or spaces.

Conversation: This ability allows you to extract information from people with careful conversation. The use of this skill takes time, and if the roll is missed, the subject realizes he is being pumped for information.

Counterfeiting: The ability to create false documents, identification, currency, and so forth.

Cryptography: The ability to solve simple cyphers and encrypt or decode messages.

Deduction: This is the art of taking several facts and leaping to an inobvious conclusion. This skill should be used sparingly.

Demolitions: The ability to properly use, handle, set, and defuse explosives.

Disguise: The ability to change a character's appearance through makeup, costumes, body language, and facial expression.

Driving: Driving cars, motorcycles, jeeps, trucks, tanks, hovercraft, and other ground vehicles. Generally, this skill is purchased for one class of vehicles.

Education: General knowledge, such as math, history, science, trivia or current events.

Electronics: The ability to identify, understand, repair, and rewire electronic devices.

Expert: Any one field of knowledge; stamps, gardening, gems, parables, and so forth. This can be a hobby, or an in-depth knowledge of a specific field or area.

Gambling: The ability to win gambling games that require some skill, such as blackjack, poker, and more exotic games.

High Society: The knowledge of upper-class structure: what clothes to wear, what are considered sophisticated drinks, and how to mingle with royalty and other VIPs.

Interrogation: The ability to forcibly extract information from people. The character knows how to avoid leaving marks, can judge how close a victim is to death or breaking, and is an expert at manipulating subjects into revealing desired information.

Inventor: This skill enables the character to design and construct new devices. To use Inventor, the character needs to have the complementary Education skills in the field he is working in.

Language: Must specify one particular language, type of sign language or hand signals.

Lip Reading: This skill enables the character to read someone's lips in order to tell what he is saying. The character must be able to see his target's mouth clearly.

Local Expert: Knowledge of an area; who's who, where things are, general customs, schedules, and peculiarities of the environment.

Lockpicking: This allows a character to open key, combination, electronic, and magnetic locks.

Martial Arts: +1 Hit to damage done per level; for instance, Level 5 Martial Arts means you add +5 Hits to the total of your damage dice (assuming a punch or a kick).

Mechanics: Skill with mechanical devices and the knowledge of how to repair, replace, and build them.

Mimicry: The ability to perfectly imitate someone else's voice.

Navigation: Knowing how to take sightings, use maps and charts, plot courses, work from wind, weather, and other guides.

Oratory: The ability to speak to an audience and to deliver a convincing presentation.

Paramedic: This skill enables the character to stop bleeding, repair damage, and generally keep someone alive.

Persuasion: The ability to convince, persuade, or influence individuals.

Pilot: Flying prop aircraft, civilian jets, military jets, helicopters, etc. A specific class of vehicle must be chosen for this skill.

Digimon Handler: The skills of Digimon handling, training, and care as applicable. This skill also decides how well your Digimon follows orders

Professional: The ability to perform a certain profession (such as artist, actor, mason, etc.) Obviously, certain other skills will greatly enhance the character's ability to practice his profession.

Research: Skills in using libraries, records, as well as uncovering information from obscure or uncommon sources.

Riding: This skill enables a character to ride a living creature under difficult circumstances. The type of animal (usually horse) must be specified when this skill is purchased.

Science: Knowledge of lab techniques, how to design experiments, how to write scientific papers, test hypothesis, etc., for your appropriate field of science. Must specify area of study when this skill is purchased.

Security Systems: The ability to recognize and evade various types of alarms and traps. The character also knows how to set up alarms and traps, given the proper time and equipment.

Seduction: The ability to gain other's trust by offering companionship or favors.

Shadowing: The ability to subtly follow someone. Also the ability to spot and lose a tail.

Sleight of Hand: The ability to palm items, pick pockets, fool the eye, perform magic tricks, etc.

Stealth: The ability to hide in shadows, move silently or avoid detection in combat situations.

Streetwise: This skill gives the character knowledge of the seamy side of civilization; he knows how to find the black market, talk to thugs, gain information, and so on.

Surveillance: The ability to set up a static surveillance of an subject without having it detected.

Survival: This skill enables the character to live off the land, find food and water, identify dangerous plants and animals, and so on.

Tactics: The ability to fight effectively and efficiently. A character with this skill is an expert at combat, and usually knows what must be done to win a battle.

Teaching: The ability to impart information or skills to others (including Digimon).

Tracking: The ability to follow a trail by observing tracks, marks, broken twigs, and so forth.

Trading: The ability to strike a good bargain with a merchant or customer.

Use Weapon: Must be bought for each type of weapon grouping. The groups are Melee Weapons, Martial Arts Weapons, Handguns, Rifles & Shotguns.

Ventriloquist: The character can make his voice sound as if it's coming from somewhere other than himself.

Wardrobe & Style: A grasp of fashion, wardrobe, and personal grooming. A character with this skill knows how to show off his clothes and look his best.

Creating Digimon
Creating Digimon is similar to the same process used for creating other characters with a few differences.
A starting Digimon gets 15 Creation points for stats and 15 Skill points for skills.
It is far better to Digivolve a Digimon than to just start out with one fully grown (See Digivolution for more details). Any character starting out with a high level Digimon may have a harder time getting it to obey. So tamers beware.
To create a Digimon of a higher level, follow the instructions above and add 1 CP and SP for every 2 Levels.
The level bonus reflects the Digimon's experience as a whole. Therefore, after spending his original CP and SP, the Digimon can the spend his "bonus" points on stats and skills. A Digimon growing through expierence usually has more points than one that began at a higher level.
Remember, even high level Digimon are restricted to the stat maximums also.

Stats
Each Digimon has 5 base Stats and 2 derived stats. For the most part these are identical to those stats used by other characters, except Digimon also use a stat called Energy, which is a measurement of how well a Digimon can manipulate energy.

Combat: Your Digimon's speed and agility
Physical: Your Digimon's physical strength
Energy: Your Digimon's energy strength
Mental: Your Digimon's intelligence and strength of will
Speed: How far your Digimon can move in one action
Defense: How durable and resistant a Digimon is to damage
Hits: How much damage a Digimon can take

1 base stat point can be bought for 1 CP. Each Stat must have at least 1 point. Unlike tamers, a Digimon's Derived Stats are calculated as follows:
Defense = Physical + Energy
Hits = (Physical x 5) + (Energy x 5)
Additional Derived Stats can be bought with 1 CP giving +4 Defense, or +10 Hits.

CP = Stat
1 = 1 Physical
1 = 1 Energy
1 = 1 Mental
1 = 1 Combat
1 = 2 Defense
1 = 10 Hits
1 = 1 Speed

Digimon have a stat maximum for their base stats of 12. Defense has a stat maximum of 40 and Hits has a stat maximum of 150. Stats bought past the Stat Maximum for the Digimon's Stage cost double the points.

Skills
Digimon use the same Skill list as other characters. Each Skill level costs 1 Skill point. However, some skills may not be used by all Digimon. This is at GM's discretion.

Element, Attribute, and Species
Digimon have 3 different grouping factors; Element, Attribute, and Species. Each one has different advantages and disadvantages.
Each Digimon must have one of the ten Elements. When a Digimon uses an attack with a type that matches it's own element, the dice rolled for damage multiplied by 1.5 before rolling.
Element types can also affect how much damage your Digimon takes when it's hit during combat. If a Digimon is hit by an attack type that it is weak against, the damage is doubled before applying any defenses. When your Digimon is hit by an attack type that it is strong against, the damage is divided in half before applying any defenses.
Consult the following list to see which elemental types your Digimon is strong or weak against:

Element Effect
Fire: Strong vs. Fire and Wood attacks
Weak vs. Water and Wind attacks
Ice: Strong vs. Ice and Water attacks
Weak vs. Fire and Steel attacks
Lightning: Strong vs. Lightning and Darkness attacks
Weak vs. Earth and Light attacks
Light: Strong vs. Light and Steel attacks
Weak vs. Darkness and Ice attacks
Wind: Strong vs. Wind and Earth attacks
Weak vs. Lightning and Water attacks
Darkness: Strong vs. Darkness and Ice attacks
Weak vs. Light and Water
Wood: Strong vs. Wood and Wind attacks
Weak vs. Fire and Steel attacks
Earth: Strong vs. Earth and Lightning attacks
Weak vs. Ice and Wood attacks
Water: Strong vs. Water and Fire attacks
Weak vs. Lightning and Earth attacks
Steel: Strong vs. Steel and Light attacks
Weak vs. Wind and Darknes

There are 4 different Attributes, which each deal an extra 25% damage to another. Vaccine trumps Virus, Virus trumps Data, and Data trumps Vaccine. The fourth Variable, is special; it trumps and is trumped by all Attributes. This extra damage is cumulative with Elements.

There are 8 different Species. The list is as follows:
Species
Dragon
Beast
Holy
Shadow
Bird
Aquan
Insect/Plant
Machine

Digimon Levels
Digimon, unlike tamers, use a level system to determine the natural aquirement of new attack forms. A Digimon's level is equal to it's total experience points divided by 3, rounded down. The amount of experience is the total of all the Digimon's experience points it has received, spending points does not affect this total. (See the Experience for Digimon section)

Attacks
Attacks are what really set Digimon apart from other characters. These unusual abilities make the Digimon interesting. Each power is decided by several factors Which Digimon you have, it's Physical stat, Mental stat and it's Type all have a direct effect on it's powers and abilities. Check the Pokedex to see which Attacks your Digimon has for his current level.
Each attack has a Power Point (or PP). This the total number of times your Digimon may use this attack. Each time the attack is used subtract one point for the attacks PP rating. When the PP of the attack reaches zero, the attack can no longer be used.
PP are recovered by resting or by using certain types of medicine (See the Combat and Items sections).

Optional Rule: DS Attack Style
The existing rules allow for Digimon to learn a variety of attacks, just like the Digimon anime, while at the same time reflecting the flavor of the DS RPGs. If the GM wishes to simulate the DS version of Digimon more than the anime version he may want to limit the total number of attacks a Digimon can learn to no more than five. If a Digimon wants to learn a new attack, the player must select a attack for the Digimon to forget. The new attack would take the place of the old one.

The Digimon Attack List
All attacks use a d6 when calculating damage unless otherwise noted.

Continued on next post.

Azrael Macool
04-09-2009, 08:12 PM
Absorb
Type: Wood
PP: 20
Effect: This attack does the Digimon's Energy stat +1d6 in damage dice to opponent at range. For every four Hits taken by foe, the Digimon heals back one Hit of it's own. Digimon cannot heal back more Hits than it normally has.

Acid
Type: Darkness
PP: 30
Effect: Digimon spits acid at it's opponent equal to it's Physical stat +2d6 in damage dice. Roll 1d10, on a 1 the attack also lowers the opponent's Defense stat by 2 points until combat is over.

Acid Armor
Type: Darkness
PP: 40
Effect: Digimon secretes an acid which quickly hardens into a chemical shell giving it a bonus of 1d6 to it's Defense stat. This bonus ends when combat is over.

Agility
Type: Light
PP: 30
Effect: Digimon speeds up. Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Combat stat. A roll of 6 adds 2 points to your Digimon's Combat stat. Bonus ends when combat is over.

Amnesia
Type: Light
PP: 20
Effect: Digimon dazes out and becomes more in tune with it's inner nature. Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Energy stat. A roll of 6 adds 2 points to your Digimon's Energy stat. This bonus ends when combat is over.

Aurora Beam
Type: Ice
PP: 20
Effect: A freezing blast that inflict's Energy stat +3d6 in damage dice at range. Roll 1d10. On a roll of 1 the target loses 1 Physical stat point until the end of combat. On a 2 to 9 there is no additional effect. On a 10 the target is frozen solid into a block of ice and can perform no actions at all. The target cannot use its Combat stat to defend or attack. A frozen Digimon can only be thawed out by being getting healed at an appropriate facility or by using an Item.

Barrage
Type: Earth
PP: 20
Effect: Digimon hits opponent multiple times with a melee attack. Roll d4+1, this is the number of times the target has been hit. For each hit roll Physical stat in damage dice.

Barrier
Type: Light
PP: 30
Effect: Digimon throws a protective Psychic Barrier between itself and it's opponent. Roll
1d6 and add this to your Digimon's Defense. This bonus ends when combat is over.

Bide
Type: Earth
PP: 10
Effect: Roll d6, on a 1 to 3 your Digimon loses one action. On a 4 to 6, your Digimon loses two actions. On the next attack, your Digimon uses a melee attack to inflict 2 times the damage points it had taken (after defenses) from any attacks during it's lost rounds.

Bind
Type: Earth
PP: 20
Effects: Digimon ensnares it's opponent at range and can attack with its Physical stat in damage dice without having to reroll to hit for the next d4+1 rounds. During this time your opponent's bound Digimon cannot attack.

Bite
Type: Earth
PP: 25
Effect: The Digimon bites it's opponent for Physical stat +3d6 in damage dice. Roll 1d10, on a roll of 1 your opponent's Digimon loses their next action.

Blizzard
Type: Ice
PP: 5
Effect: Digimon attacks at range with a storm of ice and freezing snow for Energy stat +6d6 in damage dice. Roll a 1d10. On a roll of 1 the target loses 1 Physical stat point until the end of combat. On a roll of 2 to 7 there is no additional effect. On a roll of 8 to 10 the target is frozen solid into a block of ice and can perform no actions at all. The target cannot use its Combat stat to defend or attack. A frozen Digimon can only be thawed out at an appropriate facility or by using an Item.

Body Slam
Type: Earth
PP: 15
Effect: Digimon slams its opponent into the ground for Physical stat +4d6 in damage dice. Roll 1d10. On a roll of 1 to 7, there is no additional effect. On a roll of 8 to 10, the target is paralyzed for the next 2d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Bone Club
Type: Earth
PP: 20
Effect: Digimon attacks its opponent wielding a weapon made of bone for Physical stat +3d6 in damage dice. Roll 1d10. A roll of 1 indicates that the attack scared the target into losing it's next action.

Bonemerang
Type: Earth
PP: 10
Effect: Digimon throws its bone club at the enemy twice for Physical stat +2d6 in damage dice each.

Bubble
Type: Water
PP: 30
Effect: Digimon attack's its foe at range by launching a bubble at it for Energy stat +1d6 in damage dice. Roll 1d10. A roll of 1 indicates that the attack lowers the targets Combat stat by 1 point until the end of combat. Any other roll has no further effect.

Bubblebeam
Type: Water
PP: 20
Effect: Digimon launches a stream of bubbles at its opponent for Energy stat +3d6 in damage dice with this ranged attack. A roll of 1 indicates that the attack lowers the targets Combat stat by 1 point until the end of combat. Any other roll has no further effect.

Clamp
Type: Water
PP: 10
Effect: Roll 1d6. A roll of 1 or 2 indicates one round, any other number equals the same number of rounds. The Digimon grabs it's opponent and can attack with it's Energy stat +1d6 in damage dice for that many rounds without having to reroll to hit. The defender cannot move or attack until this attack is completely over.

Comet Punch
Type: Earth
PP: 15
Effect: Your Digimon hits the defender multiple times with a melee attack. Roll 1d6. On a roll of 1 or 6, you hit your opponent once. Any other roll equals the number of times your opponent is hit. Each attack does Physical stat in damage dice.

Confuse Ray
Type: Darkness
PP: 10
Effect: Digimon attacks the enemy at range with a ray that causes Confusion for 2d6 rounds. A Confused Digimon must roll a d6 when performing any attacks, a roll of 1 indicates that the Digimon loses it's action and attacks itself in the confusion for Physical stat in damage dice.

Confusion
Type: Darkness
PP: 25
Effect: Digimon attacks the enemy at range for Physical stat +2d6 in damage dice. Roll 1d10. On a roll of 1, the defender becomes confused. A Confused Digimon must roll a d6 when performing any attacks, a roll of 1 indicates that the Digimon loses it's action and attacks itself in the confusion for Physical stat in damage dice.

Constrict
Type: Earth
PP: 35
Effect: The Digimon momentarily grabs and squeezes its enemy with a melee attack for Physical stat in damage dice. Roll 1d6. On a roll of 1 the defender loses 1 point of it's Combat stat until the end of the battle. All other numbers indicate no further effects.

Conversion
Type: None
PP: 30
Effect: Your Digimon changes it's elemental type to match it's foe until the end of battle.

Counter
Type: Earth
PP: 20
Effect: The Digimon hits it's foe with a melee attack for twice the damage of the last round's attack it was hit with.

Crabhammer
Type: Water
PP: 10
Effect: Digimon attacks its foe with a bone crunching melee attack. Roll 1d6. On a roll of 1 to 3 the attack does Energy stat in damage dice. On a roll of 4 to 6, the attack does the maximum amount of hits that could be rolled with the Energy stat +4d6 in damage dice.

Cut
Type: Steel
PP: 30
Effect: Digimon slices at its foe with a melee attack for Physical stat +2d6 in damage dice.

Defense Curl
Type: Earth
PP: 10
Effect: Digimon takes defensive action by curling up into a tight ball temporarily raising its Defense stat by 1d6 until the end of combat.

Dig
Type: Earth
PP: 10
Effect: This attack has two effects. Your Digimon digs deep into the ground on the first round, then explodes up from beneath it's opponent on the following Round for Physical stat +3d6 in damage dice. While underground, the Digimon is immune to all attacks. Your Digimon may also add it's Physical stat to it's Move stat when burrowing underground.

Disable
Type: Darkness
PP: 20
Effect: At range the Digimon causes the defender to lose the use of one of it's attacks for 1d10 rounds. The attack is chosen randomly.

Dizzy Punch
Type: Earth
PP: 10
Effect: The Digimon winds up and hits its opponent with a melee attack for Physical stat +3d6 in damage dice.

Double-edge
Type: Darkness
PP: 15
Effect: The Digimon melee attacks the defender with Physical stat +5d6 in damage dice, but must also suffer one quarter of the damage itself.

Double Kick
Type: Earth
PP: 30
Effect: Your Digimon melee attacks twice in a row for Physical stat +1d6 in damage dice.

Double Slap
Type: Earth
PP: 10
Effect: Your Digimon hits the defender with a melee attack multiple times. Roll 1d6. On a roll of 1 or 6, the target is hit once. Any other roll indicates the number of hit the target recieves. Each hit does Physical stat in damage dice.

Double Team
Type: Wind
PP: 15
Effect: Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Combat stat. A roll of 6 adds 2 points to your Digimon's Combat stat. Bonus ends when combat is over.

Dragon Rage
Type: Fire
PP: 10
Effect: Digimon attacks enemy at range with a searing blast of dragon fire that does 40 Hits of damage.

Dream Eater
Type: Darkness
PP: 15
Effects: While the defender sleeps the Digimon eats it's dreams. This attack does the Digimon's Energy stat +5d6 in damage dice to opponent at range. For every two Hits taken by foe, the Digimon heals back one Hit of it's own. Digimon cannot heal back more Hits than it normally has. In order for this attack to work, the defending Digimon must already be asleep.

Drill Peck
Type: Wind
PP: 20
Effect: Digimon melee attacks it's foe with Physical stat +4d6 in damage dice pecking.

Earthquake
Type: Earth
PP: 10
Digimon causes the earth to tremble. This attack requires no To Hit roll and affects an area equal to the Digimon's Physical stat in units around the attacker. It inflicts Physical stat +5d6 in damage dice, but has no effect on Flying type Digimon.

Egg Bomb
Type: Darkness
PP: 10
Effect: The Digimon attacks an area with an Exploding Egg. The area of effect is equal to the Physical stat in units. The Digimon rolls the Attack against a Target Number based on the range, instead of against an opponent's Speed + Evade +10. If the range is up to 2 units, the Target Number is 4; up to 5 units, the Target Number is 8; up to 25 units, the Target Number is 12. The attack does Physical stat +5d6 in damage dice.

Ember
Type: Fire
PP: 25
Effect: Digimon attacks at range with a blast of heat for Energy stat +2d6 in damage dice. Roll 1d10. On a roll of 1, the target has been Burned. Any other roll has no other effect. A Burned character suffers 1d6 Hits of damage with no Defense after each round.

Explosion
Type: Fire
PP: 5
Effect: Digimon releases all of it's energy in one big explosion. No attack roll is needed, and there is no range. The explosion does 6 x it's Physical stat in Hit's and effects an area of units of Physical stat in size. The attacker itself is not immune to damage and must apply its own defenses to the damage as well.

Fire Blast
Type: Fire
PP: 5
Effect: Digimon attacks the enemy at range with a blast of fire for Energy stat +6d6 in damage dice. Roll 1d10. On a roll of 1 or 2, the target has been Burned. Any other roll has no other effect. A Burned character suffers 1d6 Hits of damage with no Defense after each round.

Fire Punch
Type: Fire
PP: 15
Effect: Digimon melee attacks opponent with a blazing fist for Energy stat +3d6in damage dice. Roll 1d10. On a roll of 1, the target has been Burned. Any other roll has no other effect. A Burned character suffers 1d6 Hits of damage with no Defense after each round.

Fire Spin
Type: Fire
PP: 15
Effect: Roll 1d6. A roll of 1 or 2 indicates one round, any other number equals the same number of rounds. Digimon ensnares it's opponent at range in a ring of fire and can attack with its Energy stat in damage dice without having to reroll to hit for that many rounds. During this time your opponent's bound Digimon cannot attack.

Fissure
Type: Earth
PP: 5
Effect: This attack splits the ground, swallowing up the defender and doing 6 x it's Physical stat in Hits. This attack does not work at all against Flying types.

Flamethrower
Type: Fire
PP: 15
Effect: Digimon attacks the enemy at range with a blistering blast of fire that does Energy stat +4d6 in damage dice. Roll 1d10. On a roll of 1 or 2, the target has been Burned. Any other roll has no other effect. A Burned character suffers 1d6 Hits of damage with no Defense after each round.

Flash
Type: Light
PP: 20
Effect: This attack has two uses. In combat, your Digimon attacks at range with a blinding light that impairs the defender. Roll 1d6. If you score a 1, there is no penalty to the defender's Combat stat. A 2,3,4 or 5 subtracts 1 point from the defender's Combat stat. A roll of 6 subtracts 2 point from the defender's Combat stat. This penalty ends when combat is over. Out of combat, your Digimon can emmit a bright light, illuminating an area equal to it's Physical stat in units.

Fly
Type: Wind
PP: 15
Effect: This power has two effects. In combat, the Digimon flies high into the air on the first round, then dives down from above it's opponent on the following Round for Physical stat +3d6 in damage dice. While in the air, the Digimon is immune to all attacks. Fly can also be used to add the Digimon's Physical stat to it's Move stat when flying.

Focus Energy
Type: Earth
PP: 30
Effect: Digimon spends one Round concentrating and building up power. On it's next action it adds the built up power to it's attack. Roll 1d6. Add the result as damage dice to the next attack.

Fury Attack
Type: Earth
PP: 20
Effect: Your Digimon hits the defender with a melle attack multiple times. Roll 1d6. On a roll of 1 or 6, the target is hit once. Any other roll indicates the number of hit the target recieves. Each hit does Physical stat in damage dice.

Fury Swipes
Type: Earth
PP: 15
Effect: Your Digimon hits the defender with a melle attack multiple times. Roll 1d6. On a roll of 1 or 6, the target is hit once. Any other roll indicates the number of hit the target recieves. Each hit does Physical stat in damage dice.

Glare
Type: Darkness
PP: 30
Effect: The Digimon glares at the defender causing paralyzation. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Growl
Type: Darkness
PP: 40
Effects: Your Digimon lets out a guttural snarl which unedges its opponent. Roll 1d6. If you score a 1, there is no effect. A 2,3,4 or 5 subtracts 1 point from the defender's Physical stat. A roll of 6 subtracts 2 points from the defender's Physical stat. The penalty ends when combat is over.

Growth
Type: Earth
PP: 40
Effect: The Digimon increases in size. Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Physical. A roll of 6 adds 2 points to your Digimon's Physical stat. Bonus ends when combat is over.

Guillotine
Type: Earth
PP: 5
Effect: Digimon cuts at the enemy doing 6 x it's Physical stat in Hits.

Gust
Type: Wind
PP: 35
Effect: The Digimon attacks at range with a blast of wind for Physical stat +2d6 in damage dice.

Harden
Type: Steel
PP: 30
Effect: Digimon hardens it's skin to increase its defenses. Roll 1d6 and add the result to your Digimon's Defense stat. This bonus ends when combat is over.

Haze
Type: Ice
PP: 30
Effect: This attack surrounds the area with an icy haze that cures all Digimon of any extra conditions such as Poisoned, Sleep, Paralyzation, Burn or Frozen. This attack does not heal Hits or cure a fainted Digimon.

Headbutt
Type: Earth
PP: 15
Effect: Your Digimon lowers his head and slams into the enemy for Physical stat +3d6 in damage dice. Roll 1d10. On a roll of 1, the defender has been scared and loses it's next action.

High Jump Kick
Type: Earth
PP: 20
Effect: Digimon leaps at opponent with an kick doing Physical stat +4d6 in damage dice. If the attack misses however, the Digimon must take 1/8 the damage it would have inflicted.

Horn Attack
Type: Earth
PP: 25
Effect: Digimon attacks with it's horn doing Physical stat +3d6 in damage dice.

Horn Drill
Type: Earth
PP: 5
Effect: Digimon spins as it attacks with it's horn doing 6 x Physical stat in Hits.

Hydro Pump
Type: Water
PP: 5
Effect: The Digimon fires a huge blast of water at it's enemy for Energy stat +6d6 in damage dice.

Hyper Beam
Type: Steel
PP: 5
Effect: Your Digimon attacks the defender with a primal blast of energy for Physical stat +7d6 in damage dice. However, your Digimon loses it's next action because it needs to recharge.

Hyper Fang
Type: Earth
PP: 15
Effect: Digimon attacks with a vicious bite for Physical stat +4d6 in damage dice. Roll 1d10. On a roll of 1, the defender has been scared and loses it's next action.

Hypnosis
Type: Darkness
PP: 20
Effect: Your Digimon causes the defender to fall asleep for 2d6 rounds.

Ice Beam
Type: Ice
PP: 10
Effect: Digimon attacks with a blast of solid ice for Energy stat +4d6 in damage dice. Roll 1d10. On a roll of 1 the target loses 1 Physical stat point until the end of combat. On a 2 to 9 there is no additional effect. On a 10 the target is frozen solid into a block of ice and can perform no actions at all. The target cannot use its Combat stat to defend or attack. A frozen Digimon can only be thawed out at an apprpriate facility or by using an Item.

Continued on next post.

Azrael Macool
04-09-2009, 08:29 PM
Ice Punch
Type: Ice
PP: 15
Effect: Digimon punches at his foe with a freezing cold fist of ice for Energy stat +3d6 in damage dice. Roll 1d10. On a roll of 1 the target loses 1 Physical stat point until the end of combat. On a 2 to 9 there is no additional effect. On a 10 the target is frozen solid into a block of ice and can perform no actions at all. The target cannot use its Combat stat to defend or attack. A frozen Digimon can only be thawed out at an appropriate facility or by using an Item.

Jump Kick
Type: Earth
PP: 25
Effect: Digimon leaps at opponent with a kick for Physical stat +3d6 in damage dice. If the attack misses however, the Digimon must take 1/8th the damage it would have inflicted.

Karate Chop
Type: Earth
PP: 25
Effect: Digimon hacks at opponent with a martial art attack for Physical stat +2d6 in damage dice. For each 6 rolled for damage roll another d6 and add to the damage total.

Kinesis
Type: Light
PP: 15
Effect: Digimon causes a psychic whirlwind that makes it difficult for your enemy to strike or defend. Roll 1d6. If you score a 1, there is no effect. A 2,3,4 or 5 subtracts 1 point from the defender's Combat stat. A roll of 6 subtracts 2 points from the defender's Combat stat. The penalty ends when battle is over.

Leech Life
Type: Darkness
PP: 15
Effect: This attack does the Digimon's Physical stat +1d6 in damage dice to opponent at range. For every four Hits taken by foe, the Digimon heals back one Hit of it's own. Digimon cannot heal back more Hits than it normally has.

Leech Seed
Type: Wood
PP: 10
Effect: Digimon throws a seed onto its enemy that quickly sprouts after the first round. Each round after this attack does 1d6 damage to the seeded opponent at range. For every two Hits taken by foe, the Digimon heals back one Hit of it's own. Digimon cannot heal back more Hits than it normally has. This power will even transfer to the next Digimon the attacker brings out. The effect lasts until the defender falls or is returned to it's pokeball. The effect of two Leech Seeds are not cumulative.

Leer
Type: Darkness
PP: 30
Effect: Digimon startles enemy with a look that lowers the opponent's Defense stat by 1d6 until the end of the battle.

Lick
Type: Darkness
PP: 30
Effect: Your Digimon licks the opponent for Physical stat +1d6 in damage dice. Roll 1d10, on a 1,2, or 3 the defender has become paralyzed for 2d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Light Screen
Type: Light
PP: 30
Effect: The Digimon creates a psychic barrier of light that gives protection against attacks which do Energy stat damage. Attacks of this kind do half damage after defenses for the duration of the battle to your Digimon.

Lovely Kiss
Type: Light
PP: 10
Effect: Your Digimon's kiss causes opponent to fall asleep. Opponents who fall asleep may attempt to awaken with a Mental roll against a Hard Difficulty (18) at a bonus of +1 per Round.

Low Kick
Type: Earth
PP: 20
Effect: Digimon kicks opponent for Physical stat +2d6 in damage dice. Roll 1d10. On a roll of 1, 2, or 3 the defender has been scared and loses it's next action.

Meditate
Type: Light
PP: 40
Effect: Your Digimon concentrates and builds up power. Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Energy stat. A roll of 6 adds 2 points to your Digimon's Energy stat. This bonus ends when combat is over.

Mega Drain
Type: Wood
PP: 10
Effect: This attack does the Digimon's Energy stat +2d6 in damage dice to opponent. For every two Hits taken by foe, the Digimon heals back one Hit of it's own. Digimon cannot heal back more Hits than it normally has.

Mega Kick
Type: Earth
PP: 20
Effect: Digimon kicks its opponent for Physical stat +6d6 in damage dice.

Mega Punch
Type: Earth
PP: 20
Effect: Digimon punches its opponent for Physical stat +4d6 in damage dice.

Metronome
Type: None
PP: 10
Effect: Digimon unleashes a random attack. Roll d6 and d10. Treat as a percentile roll with the d6 in the tens column. Any d6 roll of 6 should be read as 0. Compare the resulting number against the Metronome chart and use that.

Mimic
Type: None
PP: 10
Effect: This attack copies the opponent's last used attack, even if the Digimon is not normally able to use or learn it. The attack copied does not use the opponent's stats.

Minimize
Type: Earth
PP: 20
Effect: The Digimon shrinks in size. Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Defense Value (DV). A roll of 6 adds 2 points to your Digimon's Defense Value (DV). Bonus ends when combat is over.

Mirror Move
Type: Wind
PP: 20
Effect: This attack copies the opponent's last used attack, even if the Digimon is not normally able to use or learn it. The attack copied does not use the opponent's stats. The attack's type is changed to Wind for this one attack.

Mist
Type: Ice
PP: 30
Effect: Creates an icy mist that protects the Digimon against attacks that would decrease it's Physical or Energy stats. Each use gives 1 "phantom" point to be used only to decrease in the place of a stat when attacked by a stat decreasing power. It does not increase the Digimon's damage dice and cannot protect Hits. This bonus only lasts until the end of combat.

Night Shade
Type: Darkness
PP: 15
Effect: Digimon attacks enemy with a supernatural blast that does one Hit of damage for each level of your Digimon. The defending Digimon gets no Defense stat protection versus this attack.

Pay Day
Type: Steel
PP: 20
Effect: Your Digimon hits your opponent for Physical stat +2d6 in damage dice. The hit also causes 1d6 coins to spill across the floor, which the attacking tamer can claim after battle.

Peck
Type: Wind
PP: 35
Effect: Your Digimon pecks at opponent for Physical stat +1d6 in damage dice.

Petal Dance
Type: Wood
PP: 20
Effect: Digimon attacks the area around itself with a flurry of petals. Roll 1d6, on a roll of 1 to 3, the attack last for two rounds. On a roll of 4 to 6, it lasts for three rounds. The attack does Energy stat in damage, and for each 6 rolled on the damage dice, an additonal d6 is rolled and added. When the attack has finished, your Digimon becomes Confused for 2d6 rounds. A Confused Digimon must roll a d6 when performing any attacks, a roll of 1 indicates that the Digimon loses it's action and attacks itself in the confusion for Physical stat in damage dice.

Pin Missile
Type: Earth
PP: 20
Effect: The Digimon fires pin-like missiles at his opponent in rapid succession. Roll 1d6. On a roll of 1 or 6, you hit your opponent once. Any other roll equals the number of times your opponent is hit. Each attack does Physical stat in damage dice.

Poison Gas
Type: Darkness
PP: 40
Effect: Digimon releases a cloud of noxious gas that poisons the defender. A poisoned character suffers 1d6 Hits of damage with no Defense after each round.

Poison Sting
Type: Earth
PP: 35
Effect: Digimon stings its foe with Physical stat in damage dice. Roll 1d10. On a roll of 1 or 2, the target has been poisoned. Any other roll has no other effect. A poisoned character suffers 1d6 Hits of damage with no Defense after each round.

Poison Powder
Type: Darkness
PP: 35
Effect: Digimon throws a cloud of dust that poisons the defender. A poisoned character suffers 1d6 Hits of damage with no Defense after each round.

Pound
Type: Earth
PP: 35
Effect: The Digimon slams away at the enemy with Physical stat +2d6 in damage dice.

Psybeam
Type: Light
PP: 20
Effect: The Digimon attacks with a Mental blast for Energy stat +3d6 in damage dice. Roll 1d10. On a roll of 1 the defender becomes confused. A Confused Digimon must roll a d6 when performing any attacks, a roll of 1 indicates that the Digimon loses it's action and attacks itself in the confusion for Physical stat in damage dice.

Psychic
Type: Light
PP: 10
Effect: The Digimon attacks with a psychic blast for Energy stat +4d6 in damage dice. Roll 1d10. On a roll of 1, the defender's Physical and Mental stats are reduced by 1 point for the duration of the battle.

Psywave
Type: Light
PP: 15
Effect: The Digimon attacks with an wave of psychic energy that does 1.5 x your Digimon's level in Hits of damage with no Defense.

Quick Attack
Type: Earth
PP: 30
Effect: Your Digimon puts in a burst of speed to get it's attack in first. Your Digimon attacks first this round regardless of the defenders Combat stat. If both the Attacker's and Defender's Digimon use Quick Attack during the same round Initiative is determined normally. The attack does Physical stat +2d6 in damage dice.

Rage
Type: Earth
PP: 20
Effect: For every 5 Hits of damage that your Digimon receives after using this ability it adds 1 point to either it's Physical stat. This bonus only last until the end of the battle.

Razor Leaf
Type: Wood
PP: 25
Effect: The Digimon attacks its enemy with a barrage of razor edged leaves for 6 x it's Energy stat in Hits.

Razor Wind
Type: Wind
PP: 10
Effect: The Digimon stores power for one Round during which it can do nothing, only to release it in a powerful attack on the next round that does Physical Stat +4d6 in damage dice.

Recover
Type: Light
PP: 20
Effect: Digimon uses this round to recover Hits equal to 1/2 of it's total Hit stat in number.

Reflect
Type: Light
PP: 20
Effect: Digimon sets up a psionic shield to protect itself from physical attacks. The next attack that hits does only half damage before defenses.

Rest
Type: Light
PP: 10
Effect: Digimon goes to sleep for the next two rounds and recovers all of it's Hits.

Roar
Type: Darkness
PP: 20
Effect: Digimon bellows out a primal roar which can scare away wild Digimon ending the battle.

Rock Slide
Type: Earthg
PP: 10
Effect: Your Digimon attacks with a barrage of rocks for Physical stat +3d6 in damage dice.

Rock Throw
Type: Earth
PP: 15
Effect: Your Digimon hurls a large boulder at the defender for Physical stat +2d6 in damage dice.

Rolling Kick
Type: Earth
PP: 15
Effect: Your Digimon tucks into a roll, then springs into a kick that does Physical stat +3d6 in damage dice. Roll 1d10. On a roll of 1, 2, or 3 the defender is scared and loses it's next action.

Sand Attack
Type: Earth
PP: 15
Effect: Your Digimon kicks up a cloud of sand into opponent's eyes blinding them. Roll 1d6. If you score a 1, there is no penalty. A 2,3,4 or 5 subtracts 1 point from the defender's Attack Value (AV). A roll of 6 subtracts 2 points from the defender's Attack Value (AV). This penalty ends when combat is over.

Scratch
Type: Earth
PP: 30
Effect: Your Digimon attacks enemy with it's claws for Physical stat +2d6 in damage dice.

Screech
Type: Darkness
PP: 40
Effect: Digimon emits a startling screech that causes the enemy to lose defensive power. Roll 1d6 and subtract it from the defender's Defense stat for the rest of the battle.

Seismic Toss
Type: Earth
PP: 20
Effect: Digimon slams opponent into the ground for an earth shattering blow. The attack does 1 Hit per level of your Digimon with no defense.

Self Destruct
Type: Fire
PP: 5
Effect: The Digimon's power explodes from the Digimon in one powerful blast. The attack does 1 Hit for each point of Hits your Digimon has remaining. However, the Digimon also takes full damage from this attack and automatically faints.

Sharpen
Type: Steel
PP: 30
Effect: The Digimon hones it's attack, increasing it's power. Roll 1d6. If you score a 1, there is no bonus. A 2,3,4 or 5 adds 1 point to your Digimon's Physical stat. A roll of 6 adds 2 points to your Digimon's Physical stat. This bonus ends when combat is over.

Sing
Type: Wind
PP: 15
Effect: Your Digimon sings a sweet lullabye that causes everyone within range to fall asleep. The range is equal to Physical stat in units from the singing Digimon. Opponents who fall asleep may attempt to awaken with a Mental roll against a Hard Difficulty (18) at a bonus of +1 per Round.

Skull Bash
Type: Earth
PP: 15
Effect: The Digimon prepares for the attack on the first round by ducking it's head down. On the second Round it attacks with Physical stat +5d6 in damage dice for a tremendous blow to its opponent.

Sky Attack
Type: Wind
PP: 5
Effect: The flying Digimon gathers its flight speed on the first round to assist it's attack on the Second with Physical stat plus Move stat in damage dice.

Slam
Type: Earth
PP: 20
Effect: Digimon slams into it's foe doing Physical stat +4d6 in damage dice.

Slash
Type: Steel
PP: 20
Effect: Digimon slashes at its foe with claws or blades doing Physical stat +3d6 in damage dice.

Sleep Powder
Type: Wood
PP: 15
Effect: The Digimon sheds a cloud of powder which causes opponent to fall asleep. The cloud targets as an area attack, and has a area of effect equal to the Digimon's Energy stat in units. Opponent who has fallen asleep may attempt to awaken with a Mental roll against a Hard Difficulty (18) at a bonus of +1 per Round.

Sludge
Type: Darkness
PP: 20
Effect: Digimon flings a toxic sludge at it's opponent for Physical stat +3d6 in damage dice. Roll 1d10. On a roll of 1 to 4, the enemy will be poisoned by this attack. A poisoned character suffers 1d6 Hits of damage with no Defense after each round.

Smog
Type: Darkness
PP: 20
Effect: Digimon releases a cloud of smog that envelopes it's foe and does Energy stat +1d6 in damage dice. The attack is targeted as an area attack and has an area effect equal to the attacker's Energy stat in units. This attack will also poison the defender. A poisoned character suffers 1d6 Hits of damage with no Defense after each round.

Smokescreen
Type: Fire
PP: 20
Effect: Digimon causes a fog to envelope an area equal to it's Physical stat in units. This smoke makes it harder for the opponent to attack, reducing the opponent's Combat stat. Roll 1d6. If you score a 1, there is no effect. A 2,3,4 or 5 subtracts 1 point from the defender's Combat stat. A roll of 6 subtracts 2 points from the defender's Combat stat. The penalty ends when battle is over.

Softboiled
Type: Light
PP: 10
Effect: Your Digimon recovers Hits equal to 1/2 of it's normal total Hits. A Digimon cannot recover more Hits than it normally has in this manner.

Solarbeam
Type: Wood
PP: 10
Effect: Digimon absorbs solar energy for one Round, then releases it in a dazzling blast on the next Round. Add 6d6 to it's Energy stat in damage dice for this one attack only.

Sonic Boom
Type: Wind
PP: 20
Effect: Digimon creates a sonic boom that rattles the enemy for 20 Hits of damage with no Defense.

Spike Cannon
Type: Steel
PP: 15
Effect: Digimon fires a volley of spikes at an enemy doing it's Physical stat +1d6 in damage dice for each hit. Roll 1d6. On a roll of 1, 2, or 6, the target is hit twice. Any other roll indicates the number of hit the target recieves.

Splash
Type: None
PP: 40
Effect: Your Digimon flops around in a puddle.

Spore
Type: Wood
PP: 15
Effect: Digimon emits a spore which knocks its opponent asleep. Opponent who has fallen asleep may attempt to awaken with a Mental roll against a Hard difficulty (18) at a bonus of +1 per Round.

Stomp
Type: Earth
PP: 20
Effect: Your Digimon stomps on his foe for Physical stat +3d6 in damage dice. Roll 1d10. On a roll of 1 to 3, the foe will be scared out of their next action with this attack.

Strength
Type: Earth
PP: 15
Effect: This attack has two uses, one in combat and one out of combat. In combat, the Digimon attacks with a powerful blow for 2 x it's Physical stat in damage dice. Out of combat, the Digimon enhances their own strength through sheer willpower for use on their next Round. Multiply it's Physical stat by 2 for the duration of this scene. This bonus does not carry over into combat.

String Shot
Type: Earth
PP: 40
Effect: Digimon entangles its target with a shot of webbing. Roll 1d6. If you score a 1, there is no effect. A 2,3,4 or 5 subtracts 1 point from the defender's Combat stat. A roll of 6 subtracts 2 points from the defender's Combat stat. The penalty ends when battle is over.

Struggle
Type: Earth
PP: -- (See description)
Effect: When your Digimon has exhausted all of it's Power Points (PP), a Digimon can fight his captor furiously with this attack for Physical stat +2d6 in damage dice. However, the Digimon takes 1/4 of the damage that it's opponent recieves with no Defense.

Stun Spore
Type: Wood
PP: 30
Effect: Digimon emits a cloud of spores which paralyzes the defender for 1d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Submission
Type: Darkness
PP: 25
Effect: The Digimon puts itself at a disadvantage to gain the power to attack its foe. The attack does Physical stat +4d6 in damage dice, but the attacker must take 1/4 of the delivered damage from the attack with no Defense.

Substitute
Type: Light
PP: 10
Effect: Your Digimon clones itself to assist in battle. Your Digimon's Hits are reduced by 1/4 to make a clone. The clone has the current Hits and attacks that your original Digimon has.

Super Fang
Type: Earth
PP: 10
Effect: Digimon bites the defender inflicting damage equal to 1/2 of the defender's remaining Hits.

Supersonic
Type: Wind
PP: 20
Effect: Digimon emits a supersonic sound which confuses the enemy. A Confused Digimon must roll a d6 when performing any attacks, a roll of 1 indicates that the Digimon loses it's action and attacks itself in the confusion for Physical stat in damage dice.

Surf
Type: Water
PP: 15
Effect: This attack has two different uses. In combat the Digimon attacks it's opponent with a huge wave for it's Energy stat plus Move stat in damage dice. This is targeted as an area attack and has an area effect equal to it's Energy stat in units. Out of combat, the Digimon may add it's Energy stat to it's Move Stat when swimming (i.e., Energy 6 adds +6 to Move.

Swift
Type: Steel
PP: 20
Effect: Your Digimon fires a barrage of stars that automatically hits the defender doing the attacker's Physical stat +3d6 in damage dice.

Swords Dance
Type: Steel
PP: 30
Effect: Your Digimon performs an elaborate dance which enhances it's Physical stat by 1d6 for the duration of the battle.

Tackle
Type: Earth
PP: 35
Effect: The Digimon crashes into its opponent for its Physical stat +1d6 in damage dice.


Tail Whip
Type: Light
PP: 30
Effect: Digimon distracts opponent by flourishing its tail, this lowers its foes defenses by 1d6. This penalty only lasts until the end of combat.

Take Down
Type: Earth
PP: 20
Effect: Digimon's attack causes both to fall to the ground inflicting the attacker's Physical stat +4d6 in damage dice on the defender. However, the attacker takes 1/4 of the damage the defender recieves with no Defense.

Teleport
Type: Light
PP: 20
Effect: Your Digimon can teleport it's Energy stat in units.

Thrash
Type: Earth
PP: 20
Effect: Roll 1d6. Divide the number in half, rounding up. This is the duration of the attack in rounds. Each round, your Digimon thrashes about wildly, doing it's Physical stat in damage dice.
On the second round and each round after, increase the damage by +2d6. When the attack is over your Digimon becomes confused. A Confused Digimon must roll a d6 when performing any attacks, a roll of 1 indicates that the Digimon loses it's action and attacks itself in the confusion for Physical stat in damage dice.

Azrael Macool
04-09-2009, 08:37 PM
Thunder
Type: Lightning
PP: 10
Effect: Digimon emits a bolt of electricity which does Energy stat +6d6 in damage dice. Roll 1d10. On a roll of 1, the defender is paralyzed for 1d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Thunder Wave
Type: Lightning
PP: 20
Effect: Digimon releases a wave of electricity paralyzing its target for 1d6 Rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Thunderbolt
Type: Lightning
PP: 15
Effect: Digimon discharges a powerful bolt of electricity doing Energy stat +4d6 in damage dice and the defender is paralyzed for 1d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Thunder Punch
Type: Lightning
PP: 15
Effect: Digimon charges a fist up with electrical power that it discharges on impact doing Energy stat +3d6 in damage dice. Roll 1d10. On a roll of 1, the defender is paralyzed for 1d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Thundershock
Type: Lightning
PP: 30
Effect: Digimon emits a pulse of electricity that does Energy stat +2d6 in damage dice. Roll 1d10. On a roll of 1 the defender becomes paralyzed for 1d6 rounds. A paralyzed character must roll a d6 before taking any action. A roll of 1 indicates that the character loses their action because they cannot move.

Toxic
Type: Darkness
PP: 10
Effect: Digimon poisons its foe with a toxin that increases in power by 1d6 every Round. A poisoned character suffers 1d6 Hits of damage with no Defense after each round. On the second round the damage becomes 2d6. On the third it's 3d6, etc.

Transform
Type: None
PP: 10
Effect: Digimon transforms into its opponent, gaining the same attacks and element. However, it does not gain the copied Digimon's stats. This form will last for one scene or battle. While Transformed the Digimon can no longer use this power.

Tri Attack
Type: Fire, Ice, or Lightning (Whichever is the Element of the Digimon)
PP: 10
Effect: Digimon hits opponent with a barrage of lightning, fire, and ice, dealing its Energy stat +2d6 in damage dice; roll a d10, on a 1, the enemy is Burned, on a 2 is Frozen, and on a 3 is Paralyzed.

Twineedle
Type: Steel
PP: 20
Effect: Your Digimon fires two needles at the enemy, each hit does it's Physical stat +1d6 in damage dice. Roll 1d10. On a roll of 1, the defender is now poisoned. A poisoned character suffers 1d6 Hits of damage with no Defense after each round.

Vice Grip
Type: Steel
PP: 30
Effect: Digimon attempts to crush its enemy in it's powerful grip for it's Physical stat +2d6 in damage dice.

Vine Whip
Type: Wood
PP: 10
Effect: Digimon lashes out with its vines in a whip-like motion inflicting Energy stat +1d6 in damage dice.

Water Gun
Type: Water
PP: 25
Effect: Digimon squirts a jet of water at its enemy equal to it's Energy stat +2d6 in damage dice.

Waterfall
Type: Water
PP: 15
Effect: Digimon attacks foe with an avalanche of water for Energy stat +4d6 in damage dice.

Whirlwind
Type: Wind
PP: 20
Effect: Digimon creates a huge tornado which picks up the defender and carries them away. Roll the Digimon's Physical stat and compare it to the defender's Physical stat as a dice roll. If the defending Digimon rolls lower, the whirlwind carries it off and combat ends. This attack will have no effect in a tamer battle.

Wing Attack
Type: Wind
PP: 35
Effect: Your Digimon swats at it's foe with a wing for Physical stat +3d6 in damage dice.

Withdraw
Type: Water
PP: 40
Effect: The Digimon takes extra defensive actions. Roll 1d6 and add to Defense. The bonus onlt lasts until the end of battle.

Wrap
Type: Earth
PP: 20
Effect: Digimon wraps the defender in a coccoon and squeezes for Physical stat in damage dice. Roll 1d6. On a roll of 1 or 6, the attack lasts for 1 rounds, any other number is the duration of the attack in rounds. During this attack the defending Digimon cannot attack, defend, or move.

Combat
When combat begins, Combat Time starts. Combat time means keeping track of things so that each character gets a fair chance to hit and be hit. Combat time goes in Rounds; each Round is 3 seconds long. Each character can do one Action in a round. When every character has acted, the round ends and a new round begins.
Every 4 Rounds is called a Turn. At the end of each Turn all characters get back any Hits they have lost up to (2 x Physical) in lost Hits. If the characters have lost more Hits than they recover, they are still hurt. They must wait until the end of the next Turn to get back more Hits.
The actions a character may take are listed below. each Round, the character with the highest Speed stat goes first. If two characters have the same Speed stat, then the character with the highest Mental stat goes first. If they are still tied, the character with the highest Combat, and then Physical goes.

Distance and Movement
Characters can move up to their Speed stat each turn, in terms of units. The distance represented by a unit varies. For the standard sized RPG miniatures, each unit is about one inch, and refers to that measurement. This represents an area of 1 inch being 2 meters in that scale. Any ranged attack has a range equal to it's dice in units.

Actions
Each character can do one Move Action and one Standard Action when their turn comes up in a Round. Some Actions modify AV (Attack Value); so that number is added to the character's total for purposes of any Attack; some Actions modify DV (Defense Value), so that number is added to the character's total if they defend against an attack. The AV and DV modifiers take effect when your Action occurs, and stay in effect until you act next. You may make an additional Move Action instead of your Standard Action.
Here are the Move Actions:

Feint: Make a false attack to gain advantage. Make a Combat + Concentration Skill + 3 dice roll against opponent's Combat + Concentration Skill +10. If made by 0 to +4, get +1 AV; +5 to +9, +2 AV; +10 or more, +3 AV. Making a Feint makes you -1 DV in any case.

Get up: Stand up if you have been knocked down or thrown..

Move: Move up to your Speed stat.

Run: Move up to twice your Speed stat. This costs 2 Move Actions.

Sprint: Move up to three times your Speed stat; your Combat stat is 1/2 normal and your Evasion Skill is 0. This costs 2 Move Actions.

Release Digimon: Character releases his Digimon from his Digivice.

Recall Digimon: Character recalls his Digimon back into his Digivice.

Here are the Standard Actions:

Abort: Interrupt opponent's turn to use a defensive Action (Dodge, Block, Roll with Attack, or Dive for Cover), at the cost of your upcoming Standard Action this Round.

Area Attack: Roll the Attack against a Target Number based on the range, instead of against an opponent's Combat + Evade +10. If the range is up to 2 units, the Target Number is 4; up to 5 units, the Target Number is 8; up to 25 units, the Target Number is 12.

Attack: Use any type of attack. If you punch or hit someone, do your Physical in dice of damage. The total of the dice is the total number of Hits done against the target.

Block: Stop any type of attack, but must have a shield or some other object to use. Roll Physical + (Fighting or Weapon) + 3d6; the target number is the attacker's Combat stat + (Fighting or Weapon) Skill + 10.

Dodge: Add +3 to your Evade Skills for this Round against all attacks.

Dive for Cover: Get out of the way of an Area Effect by successfully rolling Combat + Body (or Acrobatics) versus a Target Number of 8 (+1 for every unit you dive; may dive up to Speed in units).

Grab: You can grab a person or object; your cannot move, and your Evasion Skill is -3 this Round. You can squeeze a grabbed target for damage; no attack roll is needed.

Move By: Move up to half your Speed stat and attack someone adjacent to path. -1 AV, -2 DV. Damage is 1/2 Physical +2d6 per 5 Speed. Take 1/2 damage if target is knocked back or down. Take full damage if target is not knocked back or down.

Roll with Attack: Before the attacker rolls, a character can decide to Roll with Attack. Must roll Combat + Evade against attacker's Combat + Sense; if successful, take 1/2 damage (before applying any defenses) and act last next Round. Normal Knockback calculation (figured on damage before halving).

Surprise Action: Player can think up a clever Action, like bouncing an Energy Blast or an Acrobatic flip. The Super Move provides +1 AV or +1 DV (player's choice); +2 if it succeeds by 10 or more. Must make Physical + Fighting or Acrobatics Skill vs. opponent's Mental + Sense Skill +10 to succeed. -1 AV, -1 DV if roll is blown.

Throw: Throw a person or object. -4 to AV if not made for throwing.


Fights
When your character tries to hit something, or something tries to hit your character, you roll dice to see if the attack hits or not. Here's what you roll:

Attack Value (AV) = Attacker's Combat Stat + (Skill) + 3 dice

The skill you use depends on what the character attacks with. If punching or kicking, use Fighting Skills; if using a weapon, use Weapon Skills. If your Attack Value meets or beats the Defense Value, the attack hits. To find the Defense Value, the defender does this:

Defense Value (DV) = Defender's Speed stat + Evade Skill +10

Knockback/Knockdown
When you get hit, you may get knocked back. To see if you get knocked back: Number of Attack Dice - (Target Physical stat/5 in dice, rounded up) = Knockback in units.

Doing Damage
If the character is using their strength (Physical stat) to attack, then roll a number of dice equal to the Physical stat. Special Attacks usually modify their Physical or Energy stat for damage. The total of the dice is the amount of Hits done to the target.

Taking Damage
When a character is hit by an attack, they can take away their Defense from the number of Hits done by the Attack. Any Hits left over are taken away from the character's Hits. When the character has no more Hits, the character is knocked out (from most attacks) or dying. Fortunately, medical help is usually on hand near Digimon Arenas after organized bouts... but sometimes that isn't enough to save a Digimon. Medical help arrives in 1d6 Rounds; if they arrive in time a Digimon is saved. A character who reaches a negative Hits equal to the score of it's positive Hits it is dead.

Battling with Digimon
Usually, a tamer only has one Digimon. The GM may use different rules, and allow a character to have multiple Digimon partners. Either way, only 6 may be used on-hand; no Digivice has enough memory to support more.
A tamer must release his Digimon to battle, if they are stored in the Digivice. This action takes only one action.

Digimon Handling (This is an optional rule)
Once the Digimon has been released the tamer may attempt to command the Digimon. Each command the tamer makes must be accompanied by a Digimon Handler skill roll against the difficulty of the Digimon being controlled. To find the difficulty rating of the Digimon use the following formula:

Digimon's Level/4 (rounded down) +10 = Digimon Handling Difficulty for up to Rookie level
Digimon's Level/3 (rounded down) +10 = Digimon Handling Difficulty for up to Champion level
Digimon's Level/2 (rounded down) +10 = Digimon Handling Difficulty for up to Ultimate level
Digimon's Level +10 = Digimon Handling Difficulty for up to Mega level

Naturally, a more experience tamer will have a considerably easier time controlling a fully grown Level 50 WarGreymon (Difficulty 60), than a novice tamer will.
A Digimon’s disposition will often influence the Digimon Handler roll, a cruel tamer may have a harder time controlling his Digimon than a kind one based on the GM's decisions.

If a Digimon disobeys a tamer, any number of things may occur. The Digimon may use a different attack. It may flee or hide. Or it could sit and ignore the tamer entirely. To discover which roll 1d6, add the amount that the tamer missed the original Digimon Handler roll by and consult the following chart:

Roll The Digimon...
1, 2, or 3 ...uses another form of attack.
4 ...attacks a different target.
5 ...takes a defensive action (Dodge +3 DV).
6+ ...does nothing at all!

If a tamer totally botches a Digimon Handler roll (a natural roll of 3 on a 3d6), the Digimon may even attack the tamer himself!
It's been said that certain tamers can raise their rank, increasing their level of control. This is left up to GM’s discretion, but if he allows it, there are additional tamer ranks:

Normal Tamer: Default
Bronze Tamer: +5 Digimon Handling
Silver Tamer: +10 Digimon Handling
Gold Tamer: +15 Digimon Handling
Platinum Tamer: +20 Digimon Handling

Experience
As a tamer grows in experience, his mastery and his knowledge will grow. Both tamers and their Digimon can improve over time by the use of experience points.

Experience for Tamers
Tamers can spend experience points to improve either Stats or Skills, or possibly to even learn new skills. However, the point cost to do so differs from the method used when starting a new character.
To raise a stat or skill the Tamer must spend a number of experience points equal to the new level that the stat or skill will be raised to. A tamer must purchase a previous skill level before buying up to a higher skill level. No "level skipping".

For example, Taichi wants to raise his Digimon Handler Skill from 4 to 5. This would cost him 5 experience points. If he wanted to raise it from 4 to 6, this would cost him 11 experience points (5 points to go to level 5, and another 6 points to go to level 6).

New skills can be bought in much the same way, with the base skill costing 1 point, and each additional level costing the same as the level (i.e., level 2 would cost an additional 2 points, level 3 an additional 3 points).
The only exception to these rules is that stats for tamers have a maximum of 7, anything beyond that costs double.

For example, Davis wants to raise his Physical stat from 7 to 8. He works out with his weights, spends 16 experience points, and bulks up nicely to his desired 8.

Recommended Experience Guidelines For Tamers
Role-playing Award
Player was clever, inventive, or role-played well 1, 2 pts.
Player solved a mystery or major point of plot 1 pt.
Adventure was a resounding success 2, 3 pts.
Base points for being in a scenario 1, 2 pts.

Experience for Digimon
Digimon grow with experience the same as their tamers. Stats and Skills are raised the same way. Digimon, however, have a base stat maximum of 12, a Defense stat maximum of 40 and a Hits maximum of 150. Anything beyond these maximums cost double the points.
Of course, a Digimon and their tamers should only increase in stats and skills that they actually USE in a scenario. This more accurately portrays their growth through experience.

Recommended Experience Guidelines for Digimon
Role-playing Award
Digimon was used in a clever, inventive manner 1, 2 pts.
Digimon was instrumental in solving a mystery or 1 pt.
major point of plot
Digimon participated in a Digimon battle 1 pt.
Digimon Defeated its opponent in a Digimon battle 1 pt.

Digivolution
When the Digimon reaches the appropriate level and possibly other requirements it will evolve into a higher form. This digivolution depends significantly upon which kind of Digimon is being trained, as well as how he was trained, and even the emotional state of the Tamer.
A Digivolved Digimon receives a bonus of +1 to each base Stat, +4 Defense, and +10 Hits.

Mode Changes
Some Digimon, usually Mega level, have additional modes that raise their power; for instance, Imperialdramon has his Fighter Mode, and Ravemon has his Burst Mode. For all intents and purposes, these are treated as Digivlution, and follow the same rules.


And that's all for now.

Jegretis
04-11-2009, 07:32 PM
i am interested in your rp.

Azrael Macool
04-11-2009, 08:42 PM
Coolio. I'll try and get the rules finished/cleaned up enough to get a playtest going soon. I'm wanting to add a Traits system. Like, for instance, if you want your Digimon to be able to fly, he would have the Flying trait. And, there are some basic equipment rules out there that I'm trying to adapt for Digimon with swords and things. I want to change the names of the attacks from the Pokemon names, but that's not too high on my list.

EDIT: Oh yeah, what kind of game would you be interested in? While it would primarily be a playtest, I'd like there to be some storyline. I have a few if you'd like to hear them, but I'm pretty flexible so I'll run whatever game the players want.

Jegretis
04-11-2009, 09:37 PM
I could help with the names. I already got a couple. And also, what do you mean by ' what kind of game?'

Azrael Macool
04-12-2009, 08:58 AM
Sorry, I'm not being clear. Like, what would be a storyline that interests you? Would you like to play an X-Evolution-style game, where you play Digimon and there are no humans? Or maybe Frontier-style, without Digimon at all? Would you like to be sucked into the wild Digital World? Or is it civilised, with Guard Teams and what-not? Or maybe you aren't in the Digital World at all, but on Earth fighting Wild Ones? Would you like to fight the7 Demon Lords, or is that overdone and you'd like to find someone else to fight? Stuff like that. It might be better to discuss things like that on IM if you'd like. I have MSN, but I could get a different one if you'd prefer.

If you'd like to help with the names, that's be awesome. I also just kinda guessed as to the elements for some of them, and looking back through some of them, they don't quite make that much sense to me anymore. So your welcome to change anythign you want; also, you can submit attacks too if you want.

Jegretis
04-12-2009, 10:09 AM
Well, I don't know about anyone else, but I would be interested in the old ashioned way, where we are tamers, and we have a digimon.

I would help with the attacks, but you see, I currently am studying for my mid-terms so i won't be able to help until later.

Azrael Macool
04-12-2009, 01:53 PM
That's fine. I work all the time, so I really only tinker around with this when I'm on break or something anyway. Also, I'm editing in the new and improved Actions section, so you might want to take a look at that. Also, I worked up a system for creating weaponry for Digimon (both hand-held weapons, like Leomon's sword or Beelzemon's gun, and attached weapons, liek MagnaAngemon's sword or Omnimon's cannon), making them cost CP/Xp, etc, but do you think I'm being a bit too, I dunno the word I'm looking for... Thorough maybe? I mean, is that something that would add to the game, or just complicate things needlessly? I still want to work in the Traits, maybe make it a part of that somehow?

Jegretis
04-12-2009, 03:55 PM
That's fine. I work all the time, so I really only tinker around with this when I'm on break or something anyway. Also, I'm editing in the new and improved Actions section, so you might want to take a look at that. Also, I worked up a system for creating weaponry for Digimon (both hand-held weapons, like Leomon's sword or Beelzemon's gun, and attached weapons, liek MagnaAngemon's sword or Omnimon's cannon), making them cost CP/Xp, etc, but do you think I'm being a bit too, I dunno the word I'm looking for... Thorough maybe? I mean, is that something that would add to the game, or just complicate things needlessly? I still want to work in the Traits, maybe make it a part of that somehow?


It depends how you look at it. I think that it might add to the story/gameplay.

Azrael Macool
04-14-2009, 02:23 PM
Okay, here's more simplified version of what I designed. It still has its flaws, but lets see:

For 1 CP, a Digimon may have a weapon, like a sword or a gun. If the weapon is melee, it adds an extra +2d6 dmg to any attack it is used with; if it is ranged, it's +1d6. Each CP spent on it increases the damage dealt by +1d6. If the weapon is hand-held, and as such may be disarmed or taken by an enemy, it costs -1 CP, to a minimum of 1.

For XP, it costs a number of XP equal to the number of CP spent on it to increase it by 1 level.

During Digivolution, a Digimon gets its points spent on its weapon back. it can then re-spend them, on either another weapon or on stats, as normal. Also, a Digimon can choose to spend points it would normally have gotten towards their stats to buy weapons; for instance, a Garurumon Digivolving to WereGarurumon can choose to forego it's Mental stat increase to instead buy a 1-point Brass Knuckle. Also, the Use Weapon skill is added to its Fighting skill when determining whether an attack hits.


Also, DNA Digivolution:

When 2 Digimon combine to form a more powerful Digimon, there are some special rules. For starters, the base stats of the Digimon is determined by finding the average of the Digimon it makes up (round down); for instance, if a WarGreymon with a Physical of 12 combines with a MetalGarurumon with a Physical or 10, the resulting Omnimon has a Physical of 11. Then, since it's Digivolution, all stats are raised, except all their stats are raised by 2 points instead of 1 as normal. Skills are determined by taking the highest value of each skill from each Digimon; if a Digimon does not have a skill, consider it level 0. For instance, MetalGarurumon's Stealth is 6, while WarGreymon does not posess this skill; Omnimon would have a Stealth of 6. Finally, for Attacks, a DNA Digimon either has all the attacks of both Digimon, or if limiting the number of attacks, 5 chosen when it is created.

NOTE: Wow, I didn't realize the DNAs would be so damn powerful when I started writing this; I wanted them to make up for the fact that you just cut your party in half, but maybe I overdid it.


Now, I think its time to post some example characters. Completely by coincidence, the Digimon's levels are all the same (or close) as what the minimum level requirements for Digivolution are in Digimon World Dawn/Dusk. I totally have no idea how that happened. Also, I don't really have anything in place for Baby or In-Training Digimon at all, since I don't think they ever actually did anything ever. I have an idea or two is someone really wants them. Also, I'm just leaving out attacks for now.

Gabumon level 1 Beast, Earth, Data
Combat 3
Physical 3
Energy 3
Mental 2
Speed 3
Defense 8
Hits 30

Skills:
Melee Evade 2
Ranged Evade 2
Fighting 4
Sense 4
Martial Arts 2
Stealth 1


Garurumon level 20 Beast, Ice, Vaccine
Combat 7
Physical 7
Energy 6
Mental 4
Speed 5
Defense 19
Hits 85

Skills:
Melee Evade 4
Ranged Evade 3
Fighting 5
Sense 6
Martial Arts 3
Stealth 3


WereGarurumon level 36 Beast, Ice, Vaccine
Combat 10
Physical 9
Energy 7
Mental 5
Speed 10
Defense 26
Hits 110

Skills:
Melee Evade 4
Ranged Evade 4
Fighting 5
Sense 6
Martial Arts 7
Stealth 6

Weapons: Brass Knuckle +2d6 melee dmg (1 CP)


MetalGarurumon level 52 Beast, Ice, Vaccine
Combat 10
Physical 11
Energy 11
Mental 7
Speed 11
Defense 36
Hits 160

Skills:
Melee Evade 6
Ranged Evade 6
Fighting 7
Sense 8
Martial Arts 7
Stealth 6

Weapons: Battle Platform +3d6 ranged dmg (3 CP)


Agumon level 1 Dragon, Fire, Vaccine
Combat 3
Physical 3
Energy 3
Mental 2
Speed 2
Defense 8
Hits 40

Skills:
Melee Evade 3
Ranged Evade 3
Fighting 3
Sense 3
Tactics 3


Greymon level 18 Dragon, Fire, Vaccine
Combat 5
Physical 5
Energy 5
Mental 4
Speed 4
Defense 18
Hits 90

Skills:
Melee Evade 5
Ranged Evade 5
Fighting 5
Sense 4
Tactics 5


MetalGreymon level 34 Dragon, Fire, Vaccine
Combat 7
Physical 7
Energy 7
Mental 6
Speed 6
Defense 26
Hits 130

Skills:
Melee Evade 7
Ranged Evade 7
Fighting 7
Sense 5
Tactics 6

Weapons: Missile Launcher +2d6 ranged dmg (2 CP)


WarGreymon level 52 Dragon, Fire, Vaccine
Combat 9
Physical 9
Energy 9
Mental 8
Speed 9
Defense 36
Hits 170

Skills:
Melee Evade 8
Ranged Evade 8
Fighting 8
Sense 6
Tactics 8
Martial Arts 3

Weapons: Dramon Destroyers +4d6 melee, hand-held (I wouldn't say so, but he does get disarmed in the second movie, so...) (2 CP)


Omnimon level 66 Holy, Light, Vaccine
Combat 12
Physical 12
Energy 12
Mental 11
Speed 12
Defense 46
Hits 230

Skills:
Melee Evade 9
Ranged Evade 9
Fighting 9
Sense 8
Martial Arts 9
Stealth 6
Tactics 10

Weapons: Transcendant Sword +3d6 melee (2 CP), Supreme Cannon +3d6 ranged (3 CP)


That math should be mostly right, at least. Well, there we go, 2 sample characters.

Jegretis
04-30-2009, 06:52 AM
Nice, very noice. I like the planning.

Azrael Macool
04-30-2009, 09:24 PM
Actually, I think my math is off, since the rules say that when creating characters above level one, 1 character point for every two levels, which would mean odd levels, not on even, which is what I did. Oh well, they're close. Just make them one level higher.

Ampharos
05-01-2009, 12:33 PM
(So... will there be fanmade Digimon involved in this?)

Azrael Macool
05-02-2009, 12:56 PM
There can be. I'd like to see a picture if possible though.

Now, for Traits. A Digimon has 1 trait for each Digivolution level (starting at Rookie). I intend to add a few later, such as Overwrite and Flight, but I'll get to it later. Right now, I'm just taking a list of Abilities from the Pokemon RPG; there's a good chance these are very unbalanced.

Special: DNA Digivolutions get an additional Trait, but all their Traits must be taken from the lists of the contributing Digimon. For instance, WarGreymon and MetalGarurumon would have 4 Traits each; Omnimon would have 6, taken from their lists. If there are not enough Traits on both their lists (for instance, if there's a lot of repeating Traits), they may pick different traits.

Static: Whenever the Digimon recieves damage from an attack that requires physical contact, roll 1d10. On a roll of 1, 2, or 3, the attacking Digimon is Paralyzed.

Motor Drive: Whenever the Digimon is hit by an Thunder-type attack, the Digimon takes no damage and instead gains 1 point of Speed. Any Speed increases only last until the end of the battle.

Flash Fire: Whenever the Digimon is hit by a Fire-type attack, the Digimon gains 1 point of Physical and Energy. Damage, however, is still dealt. Any increases only last until the end of the battle.

Overgrow: Whenever the Digimon has less than 1/3 its Hits, all Wood-type attacks deal 50% extra damage dice.

Blaze: Whenever the Digimon has less than 1/3 its Hits, all Fire-type attacks deal 50% extra damage dice.

Torrent: Whenever the Digimon has less than 1/3 its Hits, all Water-type attacks deal 50% extra damage dice.

Shield Dust: Prevents all secondary side effects from attacks, such as the paralysis chance from Thundershock, or the defense lowering of Rock Smash. This does not, however, block attacks whose only effects are to cause status conditions, such as Thunder Wave, or that reduce Stats, like String Shot.

Shed Skin: Whenever the Digimon is inflicted with a status condition, roll a d10. On a 1, 2, or 3, the condition is healed.

Compound Eyes: During battle, the Digimon's AV is raised by 3.

Keen Eye: The Digimon is not affected by any attacks that lower its AV.

Guts: If the Digimon is suffering from a status condition, its Physical is increased by 2.

Intimidate: Upon entering combat, the Digimon lowers the enemy Digimon's Physical by 2.

Poison Point: Whenever the Digimon recieves damage from an attack that requires physical contact, roll 1d10. On a roll of 1, 2, or 3, the attacking Digimon is Poisoned.

Adaptibility: If the Digimon uses an attack of the same type as it, then it deals twice the damage, instead of 1.5 times, as normal.

Anger Point: Whenever the enemy Digimon rolls an 15-18 on its AV, and hits, then the Digimon's Physical is raised by 2.

Battle Armor: Whenever an opponent's attack against the Digimon rolls a 6 for damage, re-roll it, and take the smaller number.

Clear Body: Prevents any stat reduction.

Damp: Whenever the Digimon is active, the opponent is unable to use Selfdestruct.

Download: Depending on which of the enemy Digimon's stats is lower, Physical or Mental, this Digimon gains a +2 bonus to either Physical or Energy, respectively.

Early Bird: Causes the Digimon to wake up from sleep after only one round, regardless of how long it was supposed to last.

Effect Spore: Whenever the Digimon recieves damage from an attack that requires physical contact, roll 1d10. On a roll of 1 the attacking Digimon is Paralyzed, on a roll of 2 it is put to Sleep, and on a roll of 3, it is Poisoned.

Filter: Whenever the Digimon is hit by an attack that it is weak against, such as a Fire attack on a Wood type, the damage is halved.

Flame Body: Whenever Digimon recieves damage from an attack that requires physical contact, roll 1d10. On a roll of 1, 2, or 3, the attacking Digimon is Burned.

Forewarn: When in battle, the Digimon is shown the attack the opponent knows that deals the highest amount of damage.

Huge Power: This raises the Digimon's Physical by 2 points during battle.

Hustle: The Digimon has a -2 to AV, for a +1 Physical, during battle.

Hyper Cutter: This ability prevents any reduction in the Physical stat.

Immunity: The Digimon may not be Poisoned.

Inner Focus: The Digimon may not Flinch.

Insomnia: The Digimon may not be put to Sleep.

Iron Fist: Any attack with the word "Punch" in its name's damage is increased by 1.3 times the damage dice.

Limber: The Digimon may not be Paralyzed.

Liquid Ooze: Whenever the Digimon is hit by an Hit-draining attack, like Leech Seed or Giga Drain, the enemy is instead dealt what it would normally be healed, in damage.

Magic Guard: This ability prevents any indirect damage, such as from Hail, Toxic, or Leech Seed.

No Guard: In battle, all attacks made by this Digimon, and all attacks made against this Digimon, are automatically successful.

Own Tempo: The Digimon may not be Confused.

Pressure: The enemy Digimon uses double the amount of PP for each attack it uses (usually 2).

Reckless: Whenever the enemy Digimon makes an attack that deals recoil damage, like Take-Down, it takes an additional 30% damage.

Rock Head: The Digimon does not take any recoil damage, such as from Take-Down.

Serene Grace: Doubles the chance of an attack with a secondary effect to be successful; for instance, Psychic has a 20% (1 or 2 on a d10) chance of lowering Physical and Mental instead of only 10%.

Shell Armor: Whenever an opponent's attack against the Digimon rolls a 6 for damage, re-roll it, and take the smaller number.

Skill Link: Any multi-hit attacks, such as Fury Attack, always hit 5 times.

Sniper: On any attack, re-roll any sixes rolled, and add the new numbers to the old ones.

Solid Rock: This reduces any attack that is super-effective by 30%.

Soundproof: The Digimon is immune to all sound-based attacks, such as Growl or Sing.

Steadfast: When the Digimon Flinches, its Combat is increased by 1. This is cumulative for each time it is Flinched, and only lasts until the end of the battle.

Sturdy: The first time in a battle a Digimon's Hits should be reduced to 0 or lower, it instead remains at 1 Hit.

Synchronize: Whenever the Digimon is inflicted with a status condition, such as Sleep, Poison, or Confuse, the opponent is also inflicted with it.

Tangled Feet: When Confused, the Digimon's DV increases by 3.

Technician: If the Digimon has an attack that adds less than 3 dice to its Physical or Energy stat, that attack deals an extra 50% in damage dice.

Thick Fat: Fire and Ice-type attacks deal only half the normal damage.

Tinted Lens: Any attacks the Digimon uses that the enemy is resistant to deals double damage.

Trace: The Digimon gains the benefits of one Trait its opponent has.

Vital Spirit: The Digimon may not be put to Sleep.

Volt Absorb: When the Digimon is hit by an Thunder-type attack, it is instead healed the amount it would have taken.

Water Absorb: When the Digimon is hit by a Water-type attack, it is instead healed the amount it would have taken.

Water Veil: The Digimon may not be Burnt.

Azrael Macool
05-13-2009, 10:59 PM
Sorry for th double post, but I knew it would be too big to edit into my last one.

Here's a sample character for the playtest that I hope will start soon. I'm not planning on actually running a character, unless I only have one or two people interested; as such, I'm including 3 or four partner Digimon, so that if I do use this character, I can go with whichever one fills out the party best.

NOTE: I've decided to go ahead and allow Digimon to have 2 elemental types, accepting the weaknesses and resistances of both types (so, if one type has a weakness and the other one does too, it takes double damage; weakness and nothing, 1.25 damage; weakness and resistance, normal damage; normal and resistance, .75 damage; both resistance, .25 damage). I just want to say that just because a Digimon has wings, doesn't mean you should tack on the Wind element. Just use your best judgment when creating your own; if things seem unbalanced, I'll change it back to single types.

Azrael Macool
Normal Tamer

Physical 3
Mental 4
Combat 3
Speed 5
Defense 10
Hits 15

Skills:
Melee Evade 3
Ranged Evade 3
Fighting 3
Sense 3
Acting 1
Computer Programming 4
Concentration 1
Deduction 3
Education 3
Digimon Handler 5
Tactics 1

Short Bio: Azrael (or Az for short) is a Digimon fanatic of Scottish descent that was sucked into the Digital World through his mother's laptop. His V-pet transformed into his Digivice, the D-Whatever (haven't thought of a name for it yet. or what it does, or what it looks like), and he met his partner. He has been exploring the Digital World since then, but he has not yet encountered any other humans, and is not sure why he is here. Luckily (or unluckily, depending on how you see it), this will soon change...



Partner Digimon:


Patamon lvl 1
Element: Wind
Species: Beast
Attribute: Data

Physical 2
Energy 3
Mental 3
Combat 3
Speed 4
Defense 5
Hits 25

Skills:
Melee Evade 3
Ranged Evade 4
Fighting 4
Sense 4

Digivolutions:
Champion Piddomon (Light/Fire)
Ultimate ArchAngemon (basically, it's MagnaAngemon/HolyAngemon in his Priest Mode) (Light)
Mega Dominimon (Light)

Armor (in case we randomly decide we want to do the Armor thing. Otherwise, most Armor Digimon are Champions, with the Golden Armor Digimon as Ultimates)... wow does Patamon have lame Armor forms. I dunno, I'm leaving this one off for now. Either way, don't feel constrained to pick one that is a known evolution, as long as it makes sense. For instance, if you have Agumon, go ahead and have his Armor form be Allomon.



Dracomon lvl 1
Element: Fire
Species: Dragon
Attribute: Data

Physical 3
Energy 4
Mental 3
Combat 3
Speed 2
Defense 7
Hits 35

Skills:
Melee Evade 4
Ranged Evade 4
Fighting 4
Sense 3

Digivolutions:
Champion Airdramon (Wind)
Ultimate Majiramon (Fire/Wind)
Mega Goddramon (Fire/Light)

Armor Quetzalmon (Wind)



Leormon lvl 1
Element: Earth
Species: Beast
Attribute: Vaccine

Physical 4
Energy 1
Mental 3
Combat 4
Speed 5
Defense 5
Hits 25

Skills:
Melee Evade 3
Ranged Evade 2
Fighting 5
Sense 4

Digivolutions:
Champion Leomon (Earth/Fire)
Ultimate GrappLeomon (Earth/Fire)
Mega BanchoLeomon (Earth/Fire)

Armor Lynxmon (Fire)

OR

Champion Liomon (Earth/Lightning)
Ultimate Panjamon (Earth/Ice)
Mega Regulumon (Earth/Light)

Armor Lynxmon (Fire)

Depending on how I feel or whatever later on.

So, there it is, it's that easy. Hell, I didn't do attacks or traits yet, but I'll do that later on.