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- BOOKS/BASIC INFORMATION
- - PDF: https://drive.google.com/file/d/0BwgTPexfebTbcE4yeW1rNnExZG8/view
- - Quick Reference: https://drive.google.com/file/d/0BwgTPexfebTbczExUU9qWnFicmM/view
- PAGES REFERENCED WILL BE BASED ON THE PAGE IN THE PDF VIEWER NOT THE ACTUAL DOCUMENT ITSELF
- HUMANS:
- - Starting category will be Children (See Page 5). This means you will begin with 30 starting CP and a starting cap of 3 on Attirbutes/Skills. You may not have more than one Attribute and one Skill at 3; any other Attribute or Skill must be at 2 or less at creation. This means you may have points remaining. You may expend a maximum of 20 points on Attributes and a maximum of 20 on Skills. You may not, for example, spend 21 points on Attributes and 9 on skills for example.
- - Your Age Range is 9-13. Keep this in mind when making your character's Torments and Aspects.
- - Gear and Items do not confer the bonuses shown in the book. Instead, they grant an increasing bonus depending on the category. Weapons grant a base bonus of +1 to Accuracy and Damage rolls when used by a Human, and an additional +1 bonus for each teir beyond Early Game. For example, a late game weapon would grant +3 to Accuracy and Damage. Armor grants the same scaling bonus to Armor and Wound Boxes with the same scaling. Early Game Armor grants +1 to Armor and Wound Boxes, where Late game armor would add +3 to both. Gear scales similarly but in 2s. For example, a simple pair of track shoes would grant you +2 to movement as an Early Game piece of gear where a pair of roller skates would grant +4 as Mid-game gear. Discuss Weapons, Gear, and Armor with the GM. You are limited to one Weapon, one piece of Armor, or one piece of Gear at start.
- DIGIMON:
- - Starting level will be Rookie/Child. Levels may be referred to by either their Japanese or Dubbed names, so for clarity: Rookie/Child > Champion/Adult > Ultimate/Perfect > Mega/Ultimate > Burst/Super Ultimate
- - Negative Qualities must be approved by the GM before use.
- - The [Weapon] Quality does not grant a weapon from the Gear and Items section. Instead, it simply gains the Accuracy and Damage bonus to the attack as well as any granted by Digizoid qualities.
- - Digizoid Qualities may ONLY be taken at Ultimate/Perfect and above.
- ADDITIONAL RULES:
- - Variant rules in effect are on pages 62-63 as follows:
- Forced Dark Evolution: Unchanged
- Gear and Items: Refer to the Humans section above.
- Workout: Limited to once per pair per session.
- Multiple Digimon: No changes.
- Healing Items: In combat use is a Survival Check. out of Combat is Knowledge. Heals for the bonus it provides to that check out of combat, half as much in-combat. Values are doubled when used on digimon.
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