Digimon DnD Starter Manual

Digimon DnD University of Tasmania Basics: - Incorporates all general rules from D&D 5th edition. Each player plays a

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Digimon DnD University of Tasmania

Basics: -

Incorporates all general rules from D&D 5th edition. Each player plays as a digimon. Each player is a random digimon. No player can have the same digimon as another.

Digimon Rules: -

Digimon cannot forget moves. Cannot Perma-digivolve unless the digimon has reached its maximum level for the current form. Digimon have the ability to Negatively digivolve if the digimon was mistreated or forced to digivolve.

Attributes: Attribute refers to the type of computer file a Digimon represents. There are five different possible attributes: None, Vaccine, Data, Virus and Unknown. In a more general sense, they also represent personality types: - Vaccine: As a rule, Vaccine digimon are usually good, put a high emphasis on justice and morals, and fight against evil. - Data: Data digimon can be good or evil, but generally value peace above all. - Virus: Virus digimon desire power, and can often become greedy, selfish, wild, or evil in pursuit of it.

Digimon of the same attribute will generally get along well with each other. However, all of the above is not set in stone and there have been heroic Virus Digimon, as well as villainous Vaccine digimon.

Player Stats To create a character the player rolls a D20 and gets the corresponding digimon as their character. Then the player rolls 3D6+4 for each characteristic respectively; Strength, Intelligence, Dexterity, Charisma, Wisdom, Constitution. Characteristic divided by 3 = MOD. The MOD of a characteristic is applied in various ways for example strength is added to the AC roll for combat. But mostly MODS are added to D20 checks that the GM requires for the player to do certain actions successfully.

Starters: 1. Chibomon Fr. 5 2. Pabumon Fr. 17 3. Nyokimon Fr. 39 4. Pururumon Fr. 51 5. YukimiBotamon Fr. 55 6. Pichimon Fr. 88 7. Tsubumon Fr. 110 8. Botamon Fr. 121 9. Zurumon Fr. 147 10. Leafmon Fr. 173 11. Poyomon Fr. 176 12. MetalKoromon Fr. 182 13. Jyarimon Fr. 188 14. Zerimon Fr. 191 15. Relemon Fr. 196 16. Punimon Fr. 200 17. Yuramon Fr. 211 18. Re-roll 19. Re-roll 20. Re-roll

Levelling System Digimon Each stage of digivolution has a number of levels that it can elevate through. Once a digimon has gone through all its available levels it permanently digi-volves to the next evolution. In-Training -> Rookie (5 lvls) at level 5 perma Rookie Rookie -> Champion (10 lvls) at level 15 perma Champ Champion -> Ultimate (15 lvls) at level 30 perma Ultimate Ultimate -> Mega (20 lvls) at level 50 perma Mega Mega -> Mega # (5 lvls) at every five levels digimon perma into the next mega if available Mega # -> Ultra (!!PLAYER MUST BE LVL 70 TO USE!!) Never Permanent

EXP is gained through combat experience and overall treatment of the digimon, including food consumption.

Player Levelling System The Player is only able to gain knowledge or items that allow them to give their digimon form more power for short periods of time. These items can only be gained through finding them somewhere within the game world. Digimon DnD has a unique levelling up system that can allow for faster player or digimon growth. This system is called ‘Growth’.

Growth A player in Digimon DnD makes decisions and learns things about their current situation and locations. While doing this they are becoming more and more attuned with the digital world. The more efficiently and extensively a player discovers and explores the world their ‘Growth’ increases. Every time the player’s ‘Growth’ reaches a certain point the digimon will experience a sudden burst of strength that can be accessed the same way as standard digivolution.

Digivolution Digivolution occurs at two points in game; 1.

2.

Combat / Danger; this is when the digimon feels as though it needs to protect itself in the current situation. The evolution is only temporary and can run out at various times depending on both the level and care of the digimon. Maxing Out Level; this has been mentioned before, as a digimon reaches its maximum level for its current form it permanently digivolves to the next evolution and can not be de-digivolved unless a catastrophic amount of damage reduces the digimon to the brink of digitization.

As a digimon digivolves all its stats are able to change either minimally or drastically sometime not at all.

Digivolution: The Bad Side & Treatment Throughout the game as the players interact with each other, and in combat the players will keep track of ‘Good’, ‘Normal’ and ‘Bad’ treatment, each dictated by the GM, and depending on the treatment when a digimon digivolves it will become the form that is unlocked by the current treatment level. For example; when Taichi forces Greymon to digivolve after treating him somewhat badly, Greymon becomes SkullGreymon and begins to rampage.

Another ‘Bad Side’ is when a digimon digivolves as mentioned above it has the chance to become completely lost mentally and turn against all its friends. The more times the digimon badly digivolves the higher chance of the digimon becoming completely lost. To be managed by the GM.

Combat Phase: Each combat phase consists of 4 Steps: (can be done in any order) Attack: Move: Talk: Item/ Digivolve: -

Make any basic attack you have. The digimon must make 2 basic attacks before it can make 1 special attack. Any basic movement if applicable (to the maximum move distance of character) Any basic talk action if applicable (communicating with teammates or enemies) Can use 1 item available or can choose to ‘TRY’ to digivolve (requirements to be met)

If a digimon wishes to digivolve mid-battle the requirements are: - 50% health or over - Be well fed - Pass 12+ Dexterity The digivolution is still susceptible to the Good, Normal, Bad digivolution tree.

Each Step can be taken in any order of a turn but no step can be taken twice. All Attacks are preceded by a D20 check to see if the attack hits before dealing damage. This check gets no bonuses, unless otherwise specified.