The Digimon RPG, First Edition
Concepts by Drew Fuchikoma
Formatting by Remora Nichiya
Please note that Digimon and Human creation processes are dealt with differently. Digimon have 140 MB to start, and Humans have 100. Level-ups produce 1MB/level.
/\-----|Statistics|-----/\
Digimon deal with five statistics, each available up to level 20 for 1 MB/level.
Fight/FGT: How much physical attack skill the Digimon has. Bonus of +(FGT) to physical/quasiphysical damage.
Intelligence/INT: How much ingenuity the Digimon has. Bonus of +(INT/4) to nonphysical TNs for the Digi.
Agility/AGL: How fast the Digimon is. Bonus of +(AGL/4) to dodging and moving TNs for the Digi.
Targeting/TGT: How apt the Digimon is at directing its attacks. Bonus of +(TGT/4) to accuracy TNs.
Technique/TCH: How good the Digimon is at nonphysical attacks. Bonus of +(TCH) to nonphysical attacks.
Humans deal with different statistics, also at 1MB/level, upped to 2MB/level for After Creation.
Strength/STR: Muscles. +(STR/2) to physical damage.
Appearance/APR: The looks of the character. +(APR/5) to TN for appearance-related checks.
Leadership/LDR: The ability to lead. +(LDR/5) to TN for non-appearance-related people-skills checks.
Intelligence/INT: The ability to work through problems. Has applications in skills.
Speed/SPD: The charater's aptitude at running, swimming, and moving in general. +(SPD/5) to TN for dodging.
Dexterity/DEX: The character's nimble-fingeredness. Has applications in skills.

OPTIONAL HUMAN STATS RULE: DUAL LEADERSHIP
A lot of the more self-oriented skills have LDR as a core stat, even through leadership isn't really an issue. To this end, we give you Dual Leadership. List your leadership as itself, slash, then itself again, such as 14/14. You can differ the two numbers - left is Stat LDR, right is Skill LDR - by up to four points. So a more skills-oriented version of the above example, 14/14, could be 10/18.

HP must also be figured. Digimon HP is figured as Fight times Agility times six, with Fight times Agility per level. So assuming FGT and AGL of ten, that comes out to six hundred hit points. Humans on the other hand can barely weather an attack, and their stamina in canon is usually determined by how fast they get out of the goddamn way, so human HP is determined as SPD time six, with SPD times two per level.
/\-----|Skills|-----/\
Skills are simple measurements of what the character knows. MB costs for skills are as follows:

Skill rank Skill cost
5 1
6 2
7 3
8 4
9 5
10 6
11 7
12 8
13 9
14 10
15 11
16 12
17 14
18 16
19 18
20 20
Note: Reduce the cost for each skill by 1 for every point of Intelligence over 13 to a minimum of 1.
Here's a list of "sample" skills. Don't take them for the definitive list, though. Invent your own. At a -1 penalty to TN...

ACTING (APL/INT)
"Romeo, Romeo, where art thou Romeo?"
~Juliet, Romeo & Juliet
Acting is the skill of convincingly... well, essentially, being another person. To fool another person, roll an Acting skill check. If it succeeds, the other person has to make a Perception roll at -2 penalty. If the Acting roll fails, then the other person makes a Perception skill check at +2 bonus.
ARCHERY (STR/DEX)
"I challenge you to shoot an apple from the top of your boy's head, Mister Tell."
~Someone whose name I forgot, from a fairy tale which I also forgot the name of
Archery is the skill of using longcows, compound bows, and crossbows to inflict damage upon things. Roll succeeds, the target is stuck, like pig. Roll fails, arrow go to galaxy far, far away.
ATHLETICS (STR/SPD)
"Feel the burn, ladies!"
~Go to any fitness center and see
Dash, long jump, pole vault, whatever, it's all riiiight here.
CONCENTRATION (INT/LDR)
"Must run...." *KLANG* "Must run with eyes open..."
~someone from Timescapes
This skill might be used to ignore a mind-altering attack, ignore Mimi's whining, or simply try to avert your ears to their pleading as you try to drop-kick them off the cliff. It's usually used in a Contest of Skills against Persuasion.
COMPUTERS (INT/DEX)
"Amazing! These symbols are like code!"
~Izzy, Digimon S1
The skill of using electronic devices. Hack the Megalithic Mainframe? Muss with the code to immobilize that pesky horde of Vilemon? Make the check. Granted, these should be made at sufficient penalties, buuuut....
DISGUISE (APL/INT)
"Yes, my name is Clark Devlin."
~Jackie Chan, The Tuxedo
The skill of disguising your body and physical features the mimic someone else's. This is usually used in conjunction with Acting.
DODGE (DEX/SPD)
"I've never seen anyone move that fast."
~Trinity, The Matrix
How to get the hell outta Dodge, play on words unintended. Erratic movements, fake-outs, these all belong to this skill. You may only start dodging (dodging takes your ENTIRE action) once it is your turn, as judged by Initiative. If you are attacked before your turn, you may NOT dodge - the enemy is simply too fast.
DRIVE (DEX/INT)
"Where'd you learn to drive like that?"
~Car salesman, John Doe
How to drive land vehicles. Mechanorimon may be substituted.
GUNNERY (STR/DEX)
"Where'd you learn to shoot like that?"
"Boy Scouts, sir."
~Robert Redford, Brad Pitt, Spy Game
How to shoot things with guns, providing you have any in the Digiworld.
HAND-TO-HAND COMBAT (STR/DEX)
"WOLF FANG FIST!"
~Yamcha, Dragonball
The art of beating the crap out of someone. Simple and sweet. A successful hit does damage equal to STR.
INVENT (INT/DEX)
"Ha! The Memory Retrieval Machine Mark Two!"
~Skuld, Ah! My Goddess The Movie
Inventing things should be a common occurance in the Digiworld. To that end, Invent checks are carried out as follows.
MELEE WEAPONS (STR/DEX)
"I STRIKE!"
~Tatewaki Kuno, Ranma 1/2
The art of using sticks and blades and poles, which are used to hit things.
PERCEPTION (INT/LDR)
"I smelled some poisonous plant in the soup."
~Koudelka Iasant, Koudelka
How to notice things that usually escape notice. Make a Perception roll after the success (-2 penalty to your roll) or failure (+2 bonus to your roll) of the opponent's Stealth, Acting, or Steal check. A success means you've caught them, or they must make a Stealth/Acting/Steal check at -4. A failure means they got away with it, you none the wiser.
PERSUASION (INT/LDR)
"What could possibly go wrong?"
~See any video game ever made
A successful Persuasion check essentially bends the checkee to your side of the argument.
PILOT (INT/DEX)
"Red Five standing by."
~Luke Skywalker, Star Wars
The art of piloting aircraft.
REPAIR (INT/DEX)
"Man, if someone had a sword I could make a killer Gear weapon..."
~A random mechanic, Xenogears
The ability to fix things. The more advanced, the greater the penalty.
RESEARCH (INT/DEX)
"According to my research..."
~Phoebe, Magic School Bus
How to find information.
SEDUCTION (APL/INT)
"It could be very pleasant..."
~Misato, Rei, and Asuka, Neon Genesis Evangelion
How to try and shag someone. Not for little kiddy games.
STEAL (DEX/SPD)
"What's mine is mine, and what's yours is mine too."
~Unknown
To steal something, make a check. A success entitles the stealee to make a Perception check at -2 penalty, a failure entitles the stealee to make a Perception check at +2 bonus.
STEALTH (DEX/INT)
"Where are you?"  "Where-I-can-see-ya."
~Snake and Meryl, Metal Gear Solid
How to stay out of sight. Success entitles the opponent to make a Perception check at -2 penalty, a failure entitles the enemy to make a Perception check at +2 bonus.
SURVIVAL (INT/STR)
"They were just gonna leave me topside?"
~Spacer, Two of Minds
Survival skills may be taken multiple times with specialties - Tundra, Forest, etc. - and a successful roll means the character has found food, water, space, and shelter to live for at least one day.
THROW (STR/DEX)
"Catch."
~Various
This skill is used for grenades, knives, javelins, etc., and is used as any weapons skill.
USE POWER (LDR/INT)
"Use the Force, Luke!"
~Obi-Wan Kenobi, Star Wars
To peruse a Spirit Evolution, Evolve, etc., requires a Use Power check. It's simple, a success means to action goes off as planned, a failure means try again.
/\-----|Advantages|-----/\

Lucky(5MB)
The Digital world gives the character some easy breaks. You may reroll up to three rolls per hour of the session.
Other Evolutions(10MB/level)
You have a form of evolution other than the standard.
Level 1: You have an Armor path, but have extreme difficulty naturally evolving, and if two people in your party, you can Jogress Evolve.
Level 2: You, while Armor is unavailable to you, have the ability to fuse with your Digimon when it's at Champion level, and you are at a minimum of level (x).
Level 3: You have no Digimon. You YOURSELF evolve. This usually requires a Spirit or other similar item; these are usually one Stage more powerful than their counterparts in standard evolution.
Sustained Evolution(15MB/level)
The Digimon can sustain itself at a level above Rookie for each level of this, once it reaches that level.
Ally(6MB)
The character has an NPC that they can depend on for help. This person is of equal power of the character and will come to their aid whenever the
gamemaster thinks that it would be appropriate. An example of such an ally would be Tuxedo Mask, who always comes to Sailor Moon's rescue when she is in danger.
Calmness (2MB)
This is the "Kasumi" level of calmness. Nothing can possibly shock, surprise, or otherwise scare the character no matter how out of the ordinary it may be.
It takes an act of extreme agression to something the character holds personal (say, the character's family) to make them show any sign of negative emotion. Most (but
not all) characters with this advantage also suffer from the pacifist disadvantage.
Danger Sense (3MB)
You have an unusual sixth sense that warns you of danger. How this sense works is up to the player. By taking the Danger Sense advantage, the character is essentially immune to ambushes.
Mentor (2MB)
People don't become martial artists, mecha pilots, magicians, and whatnot by accident- they learn their trade through a mentor. By taking this advantage, the
player's teacher is still alive and willing to teach their pupil new tricks. At any time the player wants to learn a new skill or work on improving a previous skill as outlined
under the teaching skill. Gamemasters be careful as to what skills the mentor can teach depending on their concept. Afterall, why would a fighter be able to teach
magic?
Patron(12MB)
The character has not only AN NPC that they can depend on for help, but instead, has an entire group or a particularly powerful NPC.  ((For example, someone who happens to be the best friend of a Digimon that was the Jogress evolution of two Megas would have a Patron rather than an Ally.))  This group/person is much more powerful than an Ally, and will do much more to help the character.  This Advantage, unlike Ally, can be brought down in cost with mitigating factors.
-3 MB: Patron has a tendency to take the character's body over, steal him for experiments, etc.
-1 MB: Patron requires some sort of compensation moreso than typical for the person's services.
-4 MB: Patron is really manipulating the person into a compromising situation.
/\-----|Disadvantages|-----/\
Low-Stage(-10MB/level)
The Digimon loses a level of sustainment for each level of this. Only two levels of this can be taken.
Unlucky(-5MB)
The Digital world REALLY doesn't like the character. The GM can MAKE you reroll up to three rolls per hour of the session.
Amnesia (-2MB)
You are unable to remeber anything about your past, yourself or your family. You life is a blank slate. However, your past may come back to haunt you
and the gamemaster is under no obligation to merciful. You can, if you wish, take up to 10MB of disadvantages without specifying what they are. The gamemaster can
supply the details. Over the the course of the compaign, you and your character may slowly discover them.
Can't Swim (-3MB)
In most cases, all players are assumed to be able to swim when in water. They might not necessarily make them olympic material but they won't
drown (immediately at least). Characters suffering from this disadvantage however sink like a rock in deep water. They're the first to scream "help! *gurgle* I'm
*gargle* drowning!" when the ship capsizes after getting trashed.
Language Problem (-6MB)
Under most circumstances, It is assumed that all character can speak the local language where the game takes place. However, your
character is a foreigner from another country and have only lived in the local area for a few months (maybe less than that). In that time, they haven't quite gotten the
hang of the language and speak it somewhat "brokenly" ala Shampoo from Ranma 1\2. The character will never use pronouns. They will always refer to the person in
question and will to not use articles such as 'the' or 'or'. Example: "Shampoo is best fighter! Akane no can defeat Shampoo."
Lecher (-6MB or -9MB)
You have the rather unfortunate (or fortunate to your demented mind) role of playing the campaign's Letcher. For starters, there is a 75% chance
you'll glomp either a girl you're specifically attracted to (ie. Kuno- the 6MB option) or any girl with an Appearance rating of 13 or more (ie. Ataru- the 9MB option).
Unfortunately, you tend to be the constant victim of the "Angry female strike" technique. Even if you don't glomp or get smashed, your character suffers a -2 modifier to
any social rolls with females no matter how suave you think you are.
Nemesis (-3MB or -6MB)
Someone of equal (3MB) or greater (6MB) power is out to embarrass, defeat, maim, kill, or all of the above you. This nemesis should always be a
problem for the character where ever he goes. The 6MB option also counts for having a group of nemesis (such as a whole clan of ninjas). Any nemesis will stop at
nothing to get the character with very few exceptions. Temporary alliances are possible and other player characters can be a nemesis if the GMs allow it. The player
should also give a reason for why the nemesis hates him so much. A 6MB nemesis should have an extra 10 MB than your character has- maybe more.
Pacifist (-3MB or -9MB)
Your character is adverse to any form of violence. At -3MB (the Dr. Tofu from Ranma 1\2 or Lin Kyle from Robotech option), the character will only
attack another person if in a situation where they absolutely must fight. At the very dangerous -9MB option (the Kasumi (Ranma 1\2) or Belldandy (Oh my Goddess!)
option), the character is absolutely incapable of attacking or hurting another person. They just _can not_ do it. The -9MB pacifist is not allowed to take weapon skills or
martial arts of any kind.
Phobia (-3MB or -6MB)
By taking this disadvantage, the character has a phobia of something: be it water, soap, heights, cats, dogs, spiders, insects, or anything that the player
desires. With the -3MB version, the phobia is bad but the character can make a Leadership + concentration roll to resist running away from it. If the character's roll fails,they will try to run or at least get as far away as possible from the source of their trauma. The +2 option, however, means the phobia is more severe. There is no roll-the character automatically runs away in terror from the source of their phobia. Usually, the more severe version of this disad is caused by a bizzarre incident that
involved a certain type of animal when the character was a child (ie, Ranma's "cat-fu" training when he was five years old).
Poisonous Cooking (-4MB)
This is one of the most feared disadvantages in all anime-dom, often found among girls who are trying to impressing their fiancee or friends by
cookng food for them. Quite the opposite actually as everything the character makes comes out as a deadly toxin no matter how hard they try to get better at cooking.
The potency varies- roll 1d10 and the result is how strong it is. Poison types vary, but damaging or paralytic are what the food usually comes out as- GM's choice. Of
course, you could just role-play through the tainted meal. Most victims will become violently ill with constipation, diareha, heartburn, or stomach aches to follow after.
Sometimes, the victim will do their best impression of a dragon- breathing fire and such. The exact effects should probably depend on the food used. Tacos or spicy
foods might cause the fire breathing effect for instance.
Secret Identity (-3MB or -6MB)
Normal teen by day, daring crime fighter at night. You are...Otakuman! Just kidding, but your character has an alter ego requires them to keep a
lid on his or her 'night' job. The character could be a demon hunter, magical girl, batman style masked vigalante, or could be a high school student who works part-time
as a crossdresser at a restaurant for money (ala Yakumo in 3x3 eyes). If the truth got out, the character would probably die of embarrassment or be in deep trouble. For
the -3MB option, the character's other side isn't all that publicly well known. It's not too hard keeping your secret identity secret. The -6MB option, on the other hand, meansthe player character is somewhat famous and is often the target of attention on the news and in the local paper. There might be any number of reporters out to find out just who is behind the mask.
Split Personality (-4MB or -12MB)
The character possesses two unique personalities: that of their normal character and a second personality that the player may design. This
disadvantage works in alot of ways like the curse disad in that the 2nd personality is awakened when a certain trigger event occurs. The type of personality is dependent
on the severity of the disadvantage. At -4MB, the 2nd personality is neutral to the character and normally doesn't get the character into too much trouble. At -12MB however,we have the classic Jekyll-hyde problem with both personalities being in constant conflict. The 2nd personality absolutely hates the original personality and will do anything they can to gain total control. Usually, the 2nd personality is the exact opposite of the original. For instance if the original character is a pervert, the 2nd
personality is a perfect gentleman. While the 2nd personality is active, the gamemaster has the right to control the character as an NPC and the new personality may
have totally different skills or powers than the original character.
/\-----|Elements|-----/\
The ten main elements of the Digiworld are as follows, a minimum of one to a maximum of two must be taken by the Digimon or Spirit and each subsequent evolution. If two elements are taken, they must not oppose one another. Elements take double damage when hit by an attack from an opposing element.
Fire/Water
Earth/Air
Thunder/Nature
Ice/Heat
Evil/Holy
/\-----|Attacks|-----/\
Digimon get one attack at Rookie and two from there on. Costs are as follows for every five points of damage. Armor-level attacks should cost equal to their percieved evolutionary level.
In-Training
Close Range/Melee: 5MB
Long Range: 6MB
Rookie
Close Range/Melee: 4MB
Long Range: 5MB
Champion
Close Range/Melee: 3MB
Long Range: 4MB
Ultimate
Close Range/Melee: 2MB
Long Range: 3MB
Mega
Close Range/Melee: 1MB
Long Range: 2MB
/\-----|Dice Rolls|-----/\
All rolls in the DRPG are conducted with a d20.
Statistic Checks
Statistic checks are used when the GM feels that innate ability is more important than any learned skills. Roll a d20 against the applicable statistic, if it is lower then or equal to said statistic, the check succeeds.
Skill Checks
Skill checks are the most common. Take the two statistics listed by the stat name and add their values for your character together, then divide by four, rounding down. Then add this value to your skill. This produces a TN. Assuming there are no penalties, roll a d20 against this TN. If it is equal or lower to the TN, the check succeeds. If the character does not HAVE the skill, a roll can be made at the skill's two attributes - added together and divided by four, of course.
TN Modifications, Method One
Simply reduce the TN by an amount equal to the total penalties, or add by an amount equal to the total bonuses.
TN Modifications, Method Two
This way is a bit more complicated and requires you having a lot of different kinds of dice.
Find the bonuses and penalties and get a final sum from them. Then find the modification die on the table, e.g. a -4 penalty would result in you adding the result of a d12 to the roll.
IE: Sally's character must make a Challenging Persuasion roll to win over their leader, since she wants to go on a path to the Sunken Fields that would be fairly dangerous to the group. A Challenging roll adds a d10 to the result and Sally's Persuasion TN is 19. Rolling the dice she comes up with a one and a fifteen - a success! It looks like they're taking a little detour...
Penalty/Bonus Amount Description Proper Modification Die
+7 bonus Almost Impossible to Screw Up -3d20
+6 bonus Impossibly Easy -2d20
+5 bonus No Sweat -d20
+4 bonus Cakewalk -d12
+3 bonus Extremely Easy -d10
+2 bonus Very Easy -d8
+1 bonus Easy -d4
0 Average 0
-1 penalty Tough +d4
-2 penalty Hard +d8
-3 penalty Challenging +d10
-4 penalty Formidable +d12
-5 penalty Grueling +d20
-6 penalty Gargantuan +2d20
-7 penalty Nearly Impossible +3d20
Variable Success
Variable Success changes exactly how good the result was. Along the below table, find how much the action succeeded by. The results of the rolls are adjusted as per the GM's notions - for instance, an Extreme Success on a Survival skill check might mean the character has found living rquirements for four days.
Roll is 8 or more than the TN Overwhelming Failure
Roll is 6-7 greater than the TN Extreme Failure
Roll is 4-5 greater than the TN Major Failure
Roll is 2-3 greater than the TN  Minor Failure
Roll is 1 greater than the TN Marginal Failure
Roll is equal to or 1 less than the TN Marginal Success
Roll is 2-3 less than the TN Minor Success
Roll is 4-5 less than the TN Major Success
Roll is 6-7 less than the TN Extreme Success
Roll is 8 or less than the TN Overwhelming Success
/\-----|Combat|-----/\
Combat is something of a daily occurence in the Digital World, so here's rules for it.
|X| Fudging dice rolls is okay. Just don't get in the habit. Sometimes someone needs to be deleted and reformatted, just because.
|X| Feel free to give huge attack penalties to munchkins. It's their own fault. This is best used with the second TN modification method.
To begin combat, roll initiative. This is achieved by taking either INT+DEX+SPD or INT+AGL+Level (human or Digimon) and adding it to the roll of a d20. Attacks and actions are directed as per the highest Initiative, going down to the lowest. As stated in Skills, noone may begin actively dodging (which takes up a full action) until it is their turn. A successful active dodge gives penalties to attacks as follows:
Marginal Success -1
Minor Success -2
Major Success -3
Extreme Success -4
Overwhelming Success -5

Digimon attacks are made based on their appropriate stat: Melee attacks use TGT and ranged attacks use TCH. Roll against the stat with any appropriate bonuses, a success indicates a hit, a failure indicates a miss. The following table might be useful for the Variable Success.

Overwhelming Success x4 damage
Extreme Success x3 damage
Major Success x2 damage
Minor Success x1.5 damage
Marginal Success x1 damage
Marginal Failure x0.5 damage
Minor Failure Miss
Major Failure Miss
Extreme Failure x0.5 damage to attacker
Overwhelming Failure x1 damage to attacker
Note that in the event of someone dying, they, if Spirit Evolution or Digimon, A) revert to their previous evolutionary form, or if human, B) turn into a box for 1d80 days.