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:
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|-----/\