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P R E M I S E
P R E M I S E
P R E M I S E
In this space-faring tale of rebellion, you assume the role of an agent of ERDE: a resistance group of Data Tamers and digimon fighting against a tyrannical empire that seeks the total annihilation of humankind within the Digital World. Labeled as Rogue Data by their oppressors, humans are digital beings unbound by the conventional laws of computation, and are distinguished by their ability to tame and bond with digimon via mysterious gun-shaped tools called Digivices. With this enigmatic power in hand and digimon allies at your side, take to the stars and fight to protect this fragmented world!
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S E T T I N G
S E T T I N G
S E T T I N G
Digital Word: Qliphoth–a stygian macrocosm comprising a boundless cosmic sea where civilization exists in segregated bubbles; isolated by untenably vast distances. Where once entire celestial bodies provided home for the myriad of digimon that exist within this world, the denizens of this Net Space now reside atop floating continental fragments–remnants of planets long shattered–enveloped in spherical firewalls. The stream of data within each of these housing orbs generated an atmosphere necessary to sustain life–a secluded life though it may be.
The need to explore, to expand, to connect eventually ushered in a golden age of unprecedented technological advancements among the brightest minds scattered across the cosmos. Communications technology advanced drastically, allowing for the transfer of information to be nearly instantaneous across large swaths of Net Space. And within the last century, the development of the Faster-than-Light-Transmission (FTLT) Engine gave rise to the first space-faring vessels capable of connecting life across infinite distances.
Within the Digital World: Qliphoth are two races of supreme sentience: digimon and humans. Digimon–presenting as countless species and subspecies–are the dominant lifeforms in this world; their populations and influence reaching the furthest corners of Net Space. Their code is said to have been formulated by the Great Design: the foremost creation myth of Qliphoth. Humanity can be considered a relatively new concept in the grand scheme of things.
While the origins of humankind have been lost to the ceaseless vortex of junk data, opponents of these digital beings call them abominations–perverse code that defy the natural order of Qliphoth. Humans are not beholden to certain great truths of computation unlike digimon. And because Digicode was designed by divine providence, it became the norm to view humans as corruptions of digital information–Rogue Data being the colloquial term.
Combined with man's incidental discovery of Digivices–mysterious tools of unknown origins possessing untold computational power–that allow humans to tame digimon and bind them to their service, many digimon throughout Net Space began fearing humanity. Fear, eventually, evolved into hate…
The empire of Harmonia, ruled by Oversolmon and his five generals, began a bloody intergalactic campaign to rid the cosmos of its corruption. Since its inception over five decades ago to the present day, nearly sixty-percent of humanity has been wiped from Net Space. The remnants of man scattered across the stars, seeking sanctuary in the most remote of drifting landmasses. There, beyond the reach of fanatical hysteria, the kinship between man and digimon blossomed. Mixed communities grew into outposts then to villages and even towns.
The fear of Digivices being tools for enslavement proved false with deeper understanding from both sides. Digivices facilitated the strengthening of bonds between the two races, and assisted numerous digimon in achieving higher states of evolution. The concept of human Data Tamers and their partner digimons became commonplace in the fringes of Net Space.
When hunting vessels of Harmonia finally reached the edges of Qliphoth to carry out their genocidal agenda, both humans and digimon rose up in union against their common enemy. This shared uprising led to the creation of various resistance factions down the line with none proving more successful than ERDE (urda). Established by a man named Tabito–a survivor of one of the earliest purges by the empire–and the followers of Vishnumon and Ophanimon, they would go on to establish the colony of Eden Core on a modest chunk of land.
Eden Core, as their base of operations, also doubled as an academy for prospective tamers with great potential looking to join the rebellion. Graduates tended toward the late teenage to young adult bracket, fully equipped with the means and skills to serve humanity's future–and the future of Qliphoth. ERDE operated in disparate, smaller cells positioned all throughout Net Space in order to protect the location of Eden Core, and to ensure that no single loss will lead to the faction's demise.
Thanks to the advanced communications technology pioneered by the great minds of the past, agents of ERDE can remain in contact with one another no matter where they are in the emptiness of digital space–proving that genuine connection remains an achievable goal in this fragmented world…
In the present day, a cell of ERDE has received word from Ogremon of Neutron Dragon–a band of pirates–that newly-appointed Rear Admiral of Harmonia's Imperial Navy, Snatchmon, is in possession of the coordinates of an unprotected human-digimon settlement in the western fringes of Net Space. Snatchmon plans to attack the settlement within the next few days. It is up to a few brave agents of ERDE to intercept Snatchmon's ship and ensure that its ambitions end here…!
The need to explore, to expand, to connect eventually ushered in a golden age of unprecedented technological advancements among the brightest minds scattered across the cosmos. Communications technology advanced drastically, allowing for the transfer of information to be nearly instantaneous across large swaths of Net Space. And within the last century, the development of the Faster-than-Light-Transmission (FTLT) Engine gave rise to the first space-faring vessels capable of connecting life across infinite distances.
Within the Digital World: Qliphoth are two races of supreme sentience: digimon and humans. Digimon–presenting as countless species and subspecies–are the dominant lifeforms in this world; their populations and influence reaching the furthest corners of Net Space. Their code is said to have been formulated by the Great Design: the foremost creation myth of Qliphoth. Humanity can be considered a relatively new concept in the grand scheme of things.
While the origins of humankind have been lost to the ceaseless vortex of junk data, opponents of these digital beings call them abominations–perverse code that defy the natural order of Qliphoth. Humans are not beholden to certain great truths of computation unlike digimon. And because Digicode was designed by divine providence, it became the norm to view humans as corruptions of digital information–Rogue Data being the colloquial term.
Combined with man's incidental discovery of Digivices–mysterious tools of unknown origins possessing untold computational power–that allow humans to tame digimon and bind them to their service, many digimon throughout Net Space began fearing humanity. Fear, eventually, evolved into hate…
The empire of Harmonia, ruled by Oversolmon and his five generals, began a bloody intergalactic campaign to rid the cosmos of its corruption. Since its inception over five decades ago to the present day, nearly sixty-percent of humanity has been wiped from Net Space. The remnants of man scattered across the stars, seeking sanctuary in the most remote of drifting landmasses. There, beyond the reach of fanatical hysteria, the kinship between man and digimon blossomed. Mixed communities grew into outposts then to villages and even towns.
The fear of Digivices being tools for enslavement proved false with deeper understanding from both sides. Digivices facilitated the strengthening of bonds between the two races, and assisted numerous digimon in achieving higher states of evolution. The concept of human Data Tamers and their partner digimons became commonplace in the fringes of Net Space.
When hunting vessels of Harmonia finally reached the edges of Qliphoth to carry out their genocidal agenda, both humans and digimon rose up in union against their common enemy. This shared uprising led to the creation of various resistance factions down the line with none proving more successful than ERDE (urda). Established by a man named Tabito–a survivor of one of the earliest purges by the empire–and the followers of Vishnumon and Ophanimon, they would go on to establish the colony of Eden Core on a modest chunk of land.
Eden Core, as their base of operations, also doubled as an academy for prospective tamers with great potential looking to join the rebellion. Graduates tended toward the late teenage to young adult bracket, fully equipped with the means and skills to serve humanity's future–and the future of Qliphoth. ERDE operated in disparate, smaller cells positioned all throughout Net Space in order to protect the location of Eden Core, and to ensure that no single loss will lead to the faction's demise.
Thanks to the advanced communications technology pioneered by the great minds of the past, agents of ERDE can remain in contact with one another no matter where they are in the emptiness of digital space–proving that genuine connection remains an achievable goal in this fragmented world…
In the present day, a cell of ERDE has received word from Ogremon of Neutron Dragon–a band of pirates–that newly-appointed Rear Admiral of Harmonia's Imperial Navy, Snatchmon, is in possession of the coordinates of an unprotected human-digimon settlement in the western fringes of Net Space. Snatchmon plans to attack the settlement within the next few days. It is up to a few brave agents of ERDE to intercept Snatchmon's ship and ensure that its ambitions end here…!

「 ERDE Logo 」
You were barely more than a child when ERDE found you—or perhaps it was you who found your way to Eden Core, drawn by whispers of rebellion echoing through the fragmented corners of Net Space. Eight, maybe eleven years old at most, you arrived alongside hundreds of other hopefuls, each carrying dreams too large for your small frames. None of you knew then how the academy would winnow your numbers, year after grueling year, until only the exceptional remained.
But you were different. Something in your code resonated with the digimon in ways the instructors couldn't quite explain. By the time adolescence reshaped you, a Digivice had found its way into your hands—one of those enigmatic artifacts humanity had unearthed from the digital detritus scattered across the cosmos. The weight of it felt like destiny.

「 Standard-issued ERDE Agent Suit 」
Your first taming remains etched in memory: that wild digimon who would become your partner, the moment when distrust transformed into an unbreakable bond. Together, you returned to the academy changed—no longer merely a student, but a tamer.
The years that followed blurred into a crucible of training missions alongside seasoned graduates who saw something promising in your raw potential. Perhaps you forged friendships in those trials, kindled rivalries that pushed you harder, or maybe you simply kept your head down, letting dedication speak louder than words. Eight years dissolved like data streams until, at last, you emerged transformed: a full-fledged agent of ERDE with not one but two digimon partners at your side.
Now you stand with your chosen cell—a carefully selected team of fellow graduates. Your Net Space Vessel awaits, its engines humming with possibility and peril. Assigned to your own distant corner of the cosmos, you set forth into the vast unknown, ready to wager everything for those who suffer beneath Harmonia's tyrannical code—for the future where humans and digimon might coexist without fear.

「 NSV (Net Space Vessel) Pascal 」
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C O D E X
C O D E X
C O D E X
*Note that mechanics are subject to change as the RP progresses*
▶ Tamer Stats
- HP: Otherwise known as Hit Points, this stat determines the amount of times a tamer can receive damage before being rendered unconscious.
- Formula: 2
- BP: Otherwise known as Bit Points, this stat determines the amount of bit data that a tamer’s digimon can utilize in battle.
- Formula: [1d10] + 20
- ITG: Otherwise known as Integrity (as in data integrity), this stat determines the tamer’s defensive capabilities, allowing them to either block or dodge in an incoming attack.
- Formula: [1d4] + 10
- HCK: Otherwise known as Hack (as in hacking ability), this stat determines the bonus to hacking applied when attempting to capture wild digimon. Note that wild digimon may be recruited through other means as well.
- Formula: [5d20]
▶ Digimon Stats
- HP: Otherwise known as Hit Points, this stat determines the hit point pool of a digimon.
- Formula (for rookie stage): [2d10] + 30
- ATK: Otherwise known as Attack, this stat determines the potency of a digimon’s offensive capabilities. Bonuses applied to this number determine the damage output of an attack.
- Formula (for rookie stage): [1d10] + 10
- ITG: Otherwise known as Integrity (as in data integrity), this stat determines a digimon’s defensive capabilities, allowing it to either block or dodge in an incoming attack.
- Formula (for rookie stage): [1d4] + 10
- LCK: Otherwise known as Luck, this stat determines the threat range in which a digimon may score a critical hit on a target.
- Formula (for rookie stage): [5d20]
Both tamer's and digimon's stats can be altered through various means including items, patches, bonuses, etc. The methods to obtain these things will be revealed as the RP progresses.
▶ Hack & Luck Bonuses
HCK: Listed below are the bonuses to hacking chance dependent upon a tamer’s HCK score.
- HCK Score of [1 → 30] = +1 bonus to hack chance
- HCK Score of [31 → 50] = +2 bonus to hack chance
- HCK Score of [51 → 65] = +3 bonus to hack chance
- HCK Score of [66 → 80] = +4 bonus to hack chance
- HCK Score of [81 → 90] = +6 bonus to hack chance
- HCK Score of [91 → 97] = +8 bonus to hack chance
- HCK Score of [98 → 100] = +10 bonus to hack chance
LCK: Listed below is the threat range of the critical hit chance dependent upon a digimon’s LCK score.
- LCK Score of [1 → 85] = Crit on a raw roll of 20 on [1d20]
- LCK Score of [86 → 97] = Crit on a raw roll of 19/20 on [1d20]
- LCK Score of [98 → 100] = Crit on a raw roll of 18/19/20 on [1d20]
▶ Evolutionary Stage Bonuses
Depending upon the current evolutionary stage of a digimon, they receive a flat bonus (or penalty) to their hit chance and as an Affinity Bonus which increases damage for using skills that have a compatible elemental Attribute tied to that digimon. Below is a list of bonuses for each evolutionary stage:
- Baby: -2 hit chance / No Affinity Bonus
- In-Training: No Bonuses
- Rookie: +2 hit chance / Affinity Bonus
- Champion: +6 hit chance / Affinity Bonus
- Ultimate: +8 hit chance / Affinity Bonus
- Mega: +12 hit chance / Affinity Bonus

「 Standard model Digivice 」
The Digivice is a technological tool of unknown origins that allows a tamer to tame digimon and facilitate Digivolution, as well as strengthen the tamer’s own abilities. The Digivice also doubles as a hacking tool and a firearm for self-defense. The barrel of the Digivice opens into a triangular shape and projects a digital screen to allow a tamer to manage their digimon among other functions. Mechanically, the Digivice grants certain bonuses to a tamer. The capabilities of the starting Digivice is listed below:
- Digivice Model μ
- Memory: 150 Bytes (The amount of storage space for your digimons)
- Attribute: Neutral (The type of damage inflicted by the firearm function of the Digivice)
- AP: 2 (Action Points available per turn)
- Hit: +1 (Bonus added to your hit chance with the firearm function of your Digivice)
- ATK: 5 (The damage output of the firearm function of your Digivice)
- BR: 8 (The Bit Recovery rate that determines BP gain per successful firearm attack)
- Slot: 1 (The amount of patch slots available on the Digivice)
Types and Attributes determine a digimon’s affinity, resistance, and weakness in battle. There are 4 digimon Types and 12 elemental Attributes.
▶ Types
- Vaccine: Strong vs Virus types. Weak vs Data types.
- Data: Strong vs Vaccine types. Weak vs Virus types.
- Virus: Strong vs Data types. Weak vs Vaccine types.
- Free: Neutral vs all digimon types.
A digimon inflicting damage on a type it is strong against confers a 1.5x bonus to damage. A digimon inflicting damage on a type it is weak to results in half damage (0.5x) inflicted.
▶ Attributes

Elemental Attributes classify both digimons and their skills in battle. The 12 elemental Attributes are as follows:
> Water > Fire > Wind > Earth > Electricity > Metal > Light > Darkness > Impact > Ice > Plant >
The 12th elemental Attribute is Neutral.
A digimon inflicting damage on a target using a favorable attribute skill confers a 1.5x bonus to damage. A digimon inflicting damage on a target using an unfavorable attribute skill results in half damage (0.5x) inflicted.
If a digimon of a favorable type uses an attribute skill on a target that has a weakness to both, the damage gains a bonus of 2x. Example: a Virus digimon uses a Water skill on a Data+Fire digimon results in a 2x bonus to damage inflicted. The opposite is also true. Example: a Virus digimon uses a Water skill on a Vaccine+Plant digimon results in only a quarter of the damage (0.25x) inflicted.
If a digimon with a favorable type match up inflicts damage with an unfavorable attribute skill OR unfavorable type+favorable attribute skill, the damage inflicted does not gain a Type/Attribute bonus. Example: a Virus digimon uses a Water skill on a Data+Plant digimon OR a Virus digimon uses a Water skill on a Vaccine+Fire digimon. Both situations result in a 1x multiplier, meaning no Type/Attribute bonus is applied.
Neutral-attribute digimons and skills are not strong or weak against any other elemental Attributes. Therefore, a Free digimon using a Neutral skill will never have advantage or be disadvantaged by a target's Type and Attribute.
A digimon's elemental Attribute also determines its affinity toward skills of its matching Attribute. For instance, we'll use a Water-attribute digimon as an example. The Water digimon gains a flat bonus to its damage output (depending on its evolutionary stage) when using a Water skill (e.g. +2 to damage at the rookie stage). This is also known as a digimon's Affinity Bonus (AB). While a digimon is assigned a single Attribute as their main affinity, they may also have multiple sub-Attribute affinities that grant them half AB when using a correlating Attribute skill.
Combat typically plays out as one side taking their turns before the opposing side takes their turns. Whether the players or the enemies take their turns first at the start of the battle will be determined by a coin flip in a neutral situation. Players can, however, sneak up on foes among other things to get the first move in battle. Post order in combat between players depends on who posts first, although you may want to strategize with fellow players on specific plans of attack. We can discuss this as a group when necessary.
Battles are conducted in a turn-based manner. Roleplaying combat involves briefly describing the actions you took during your turn as you would in any RP, and logging the mechanical and numerical results of your actions at the end of your post. An example of this will be provided in-IC.
In battle, you take control of your tamer and their partner digimon out in the field. At the start of combat, you can choose which digimon to take to the field (assuming your available digimons are not K.O.’d).
When a partner digimon reaches 0 HP in battle, they are Knocked Out (K.O.) and are unable to perform any actions. This also exposes their tamer to harm unless a new digimon is switched out in the K.O.’d digimon’s place. Tamers do not have traditional HP. Instead of a pool of hit points, tamers have a limited number of hits they can take before being K.O.’d (the starting amount is 2). Regardless of the damage output inflicted on a tamer, each successful hit removes a tamer’s HP by 1 (2 on receiving a critical hit) until there is none left, resulting in a tamer K.O.
A K.O.’d tamer becomes Ghost Data. The tamer appears as a glitching, translucent phantom of themselves. Mechanically, during battle, Ghost Data have only 1 AP per turn with which they can use for the following options listed further below. Ghost Data cannot be targeted for attacks, skills, or items from anyone unless it is to revive them from K.O.
Performing actions on your turn cost Action Points (AP). Some actions have additional associated costs. The amount of AP you have in a single turn is dependent upon your currently equipped Digivice. AP is shared between tamer and digimon. Unused AP do not carry over to a new turn, and all AP are restored at the start of a new turn.
Below is a list of basic actions you can perform in battle and their associated costs:
When all tamers in the party are K.O.’d, the result is a game over. As to what this means for the RP, we can cross that bridge when we get to it.
Not all combat encounters require the party to enter into battle mode. In certain situations and/or if I deemed a battle may prove too easy for the party, I will give the players the option to skip the combat mechanics and the players can narrate in their posts the brief encounter. We will discuss these situations further if/when they arise.
In battle, you take control of your tamer and their partner digimon out in the field. At the start of combat, you can choose which digimon to take to the field (assuming your available digimons are not K.O.’d).
When a partner digimon reaches 0 HP in battle, they are Knocked Out (K.O.) and are unable to perform any actions. This also exposes their tamer to harm unless a new digimon is switched out in the K.O.’d digimon’s place. Tamers do not have traditional HP. Instead of a pool of hit points, tamers have a limited number of hits they can take before being K.O.’d (the starting amount is 2). Regardless of the damage output inflicted on a tamer, each successful hit removes a tamer’s HP by 1 (2 on receiving a critical hit) until there is none left, resulting in a tamer K.O.
A K.O.’d tamer becomes Ghost Data. The tamer appears as a glitching, translucent phantom of themselves. Mechanically, during battle, Ghost Data have only 1 AP per turn with which they can use for the following options listed further below. Ghost Data cannot be targeted for attacks, skills, or items from anyone unless it is to revive them from K.O.
Performing actions on your turn cost Action Points (AP). Some actions have additional associated costs. The amount of AP you have in a single turn is dependent upon your currently equipped Digivice. AP is shared between tamer and digimon. Unused AP do not carry over to a new turn, and all AP are restored at the start of a new turn.
Below is a list of basic actions you can perform in battle and their associated costs:
▶ Tamer Actions
- Attack: (Costs 1 AP) Perform a basic attack with your Digivice's firearm function. Recovers BP upon a successful hit.
- Guard: (Costs all AP) You can only guard if you haven't performed another action this turn. Gain a +1 bonus to your ITG score and guard against critical hits until the start of your next turn.
- Item: (Costs 1 AP) Use an item in your inventory.
- Switch: (Costs all AP) You can only switch if you haven't performed another action this turn. Switch your current battle digimon with another from your Digivice.
- Hack: (Costs 2 AP) Attempt to recruit a wild digimon, or earn money/items from the target.
- Flee: (Costs 1 AP) Attempt to flee the current battle. Fleeing is ineffective in certain battles.
▶ Digimon Actions
- Attack: (Costs 1 AP) Perform a basic attack, dealing Neutral damage.
- Skill: (AP and BP costs vary per skill) Use a digimon skill.
- Guard: (Costs all AP) You can only guard if you haven't performed another action this turn. Reduce all incoming damage by half, and guards against weaknesses and critical hits until the start of your next turn.
▶ Ghost Actions
- Cheer: (Costs 1 AP) Encourage an ally in battle. Bolsters an ally’s next attack or skill hit chance by +1 OR bolsters an ally’s ITG score by +1 until the start of your next turn.
- Disrupt: (Costs 1 AP) Perform a basic attack with your Digivice's firearm function. Upon a successful hit, you inflict no damage but can undermine a target’s next attack or skill hit chance by -1 OR undermine a target’s ITG score by -1 for the next attack/skill targeting them.
- Item: (Costs 1 AP) Use an item in yours or an ally’s inventory (with OOC permission from that ally).
You are also free to sit out the battle and watch it unfold if you want to take a break, build suspense, etc.
When all tamers in the party are K.O.’d, the result is a game over. As to what this means for the RP, we can cross that bridge when we get to it.
Not all combat encounters require the party to enter into battle mode. In certain situations and/or if I deemed a battle may prove too easy for the party, I will give the players the option to skip the combat mechanics and the players can narrate in their posts the brief encounter. We will discuss these situations further if/when they arise.
▶ Hacking & Fleeing
- Hacking: To hack a target in order to recruit a wild digimon and/or earn money/items from the target, you roll [1d20] and add your hack bonus. The result of which is pitted against the ITG score of the target. If successful, you get to make a choice on whether to recruit the target or procure money/items. A critical success may earn you multiple rewards. It may be necessary to weaken or even defeat strong wild digimon first before they can be recruited.
- Fleeing: A tamer may flee on their own in a battle or the entire party can flee at once. To flee: the individual tamer or party must roll [1d20] until they achieve 3 successes or failures. A roll result of [1 → 10] is a failure. A roll of [11 → 20] is a success. A failed attempt at fleeing ends a tamer’s turn immediately, and failing to flee as a party skips over to the enemy’s turn. The enemy regains all resources upon the party successfully fleeing.
An attempt at attacking must meet or exceed a target's ITG score in order to successfully hit.
For Digimon:
[1d20] + Evolutionary Stage Bonus + Any Bonuses from Buffs
Example:
[12] + 2 + 3 = 17
Where:
- [12] is the roll result of the die
- +2 is the bonus to hit chance of a rookie digimon
- +3 is the bonus applied from a buff
- 17 is the resulting output
For Tamer:
[1d20] + Digivice Hit Bonus + Any Bonuses from Buffs
Example:
[10] + 1 + 3 = 14
Where:
- [10] is the roll result of the die
- +1 is the bonus to hit chance of your equipped Digivice
- +3 is the bonus applied from a buff
- 14 is the resulting output
There are other methods to improve your hit chance like gaining Advantage which allows you to roll an additional [1d20] and take the higher result between either die before applying any bonuses. Methods for obtaining Advantage (or inflicting Disadvantage) will be available as the RP progresses.
*Note: All decimals are rounded up to the next whole number*
For Digimon Basic Attack:
(Type Bonus)×(ATK + AB + Any Bonuses from Buffs)
Example:
1.5x(14 + 2 + 5) = 32
Where:
- 1.5x is a favorable Type Bonus
- 14 is the digimon's ATK score
- +2 is the Affinity Bonus
- +5 is the bonus applied from a buff
- 32 is the resulting output
For Digimon Skills:
(Type/Attribute Bonus)×(ATK + AB + Any Skill Bonuses + Any Bonuses from Buffs)
Example:
1.5x(14 + 2 + 3 + 5) = 36
Where:
- 1.5x is a favorable Type AND/OR Attribute Skill Bonus
- 14 is the digimon's ATK score
- +2 is the Affinity Bonus
- +3 is the bonus from a specific skill
- +5 is the bonus applied from a buff
- 36 is the resulting output
For Tamer:
(Attribute Bonus)×(ATK)
Example:
1.5x(5) = 8
Where:
- 1.5 is a favorable Attribute type of the equipped digivice
- 5 is the ATK score of the equipped digivice
- 8 is the resulting output
A critical hit is an attack that is guaranteed to hit and inflicts more damage than normal attacks in situations where you would receive a bonus. Typically, a raw roll result (before bonuses) of 20 on a [1d20] when rolling your hit chance confers a critical hit. A digimon's LCK score may increase the threat range in which a critical hit is scored by the digimon. A critical hit changes the Type/Attribute Bonus when calculating for damage.
Example:
Calculation:
Example:
- 0.25x Penalty → 0.5x Penalty
- 0.5x Penalty → 1x (Normal)
- No Type/Attribute Bonus → 2x Bonus
- 1.5x Bonus → 2.5x Bonus
- 2x Bonus → 3x Bonus
Calculation:
- 1.5x(14 + 2 + 3 + 5) = 36
– CRITICAL HIT! → - 2.5x(14 + 2 + 3 + 5) = 60
Certain attacks, skills, and even items can inflict a status ailment onto a target. Only digimon and enemy targets can be inflicted with a status ailment (ailments that affect BP affects the tamer through their digimon). A target cannot have more than one status ailment at a time. Any additional status ailment inflicted will fail to work. Both digimon and enemy targets can be Immune or Weak against specific ailments. A target with an immunity to a specific ailment typically cannot be inflicted with that ailment. A target with a weakness to a specific ailment can typically always be inflicted with that ailment. To successfully inflict a status ailment (not taking into account immunity or weakness): the user must succeed on a [1d20] roll of 15 or higher. A status condition ends on an affected target upon being K.O.’d.
Below is a list of common status ailments:
Status ailments can typically be cured before their condition ends through the use of certain digimon skills or items. At the end of a battle, if an affected digimon is not cured of its condition, that condition persists into the next battle.
Below is a list of common status ailments:
- Bottlenecked: Target cannot use skills for 3 turns.
- Corrupted: Target loses 10% of their max HP at the beginning of their turn and they can only perform 1 action per turn while they have this condition. This condition ends when the target’s HP reaches 10% of their max HP or less.
- Deprecated: Target’s Type/Attribute becomes Free+Neutral and they cannot benefit from Type/Attribute bonus OR perform critical hits for 3 turns. Free/Neutral targets are immune to this ailment.
- Fragmented: Target loses 5% of their max HP and BP at the beginning of their turn for 5 turns.
- Frozen: Target cannot take any actions and will take twice the damage from Fire+Impact attacks/skills for 3 turns.
- Glitching: Target either forfeits their turn (roll 1-10 on 1d20) or performs a basic attack on a random ally (roll 11-20 on 1d20) for 3 turns.
- Infected: Target loses 10% of their max HP at the beginning of their turn for 5 turns.
- Overheating: Target loses 5% of their max HP at the beginning of their turn and all of the target’s damage output is halved for 3 turns.
- Phished: Target can only spend their turn performing a basic attack on a random enemy and will take twice the damage from attacks/skills for 3 turns.
- Throttled: Target loses 10% of their max BP at the beginning of their turn and has a chance of forfeiting their turn (roll 15-20 on 1d20) for 3 turns.
Status ailments can typically be cured before their condition ends through the use of certain digimon skills or items. At the end of a battle, if an affected digimon is not cured of its condition, that condition persists into the next battle.
Digimon skills can be categorized into two groups: Signature Skills and Basic Skills. Signature Skills are unique skills exclusive to a specific species of digimon. These skills are typically more powerful, requiring a higher cost to use, and often have multiple effects. Basic Skills, on the other hand, are generic skills that any digimon can learn. The primary purpose of Basic Skills are to pad out a digimon's skill pool and provide a variety of tools at their disposal. Basic Skills are often found and sold in the form of data sticks which tamers use in conjunction with their Digivices to impart the latent skill unto their partner digimon.
You will get to decide the mechanics of your partner digimon's Signature Skills with my help/approval if necessary.
Each digimon can only know up to 6 skills at a time. Learning a new skill while the skill pool is full requires forgetting a skill. Signature Skills cannot be forgotten. I will include a list of Tier 1 Basic Skills in the final OOC thread.
You will get to decide the mechanics of your partner digimon's Signature Skills with my help/approval if necessary.
Each digimon can only know up to 6 skills at a time. Learning a new skill while the skill pool is full requires forgetting a skill. Signature Skills cannot be forgotten. I will include a list of Tier 1 Basic Skills in the final OOC thread.
Will be revealed at a later time. We’ll ease into the basics for now.
Currency in the Digital World: Qliphoth comes in the form of Digital Credits (§), also known as either DigiCreds or Creds in shorthand. DigiCreds are primarily used to purchase items from shops.
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P R E F A C E
P R E F A C E
P R E F A C E
Hello DigiDestined, and thanks for taking the time to check out my interest check! I haven't RP'd in a while but I've been hankering for a Digimon RP as of late so I figured I give this idea a shot. Now whether you've read through everything (and are still here?!) or you just skipped all the way down to see what sort of madness I'm cooking up, let's address the elephant in the room: why math?
Well, I like gameplay elements in my RPs. I've created a Persona and Final Fantasy RP before with turn-based battle systems and I can say it was a lot of fun. I like seeing tangible, mechanical growth in my characters. Now I'm not using a tabletop system where everything is determined by dice rolling. Really, only combat and mechanical character progression will deal with numbers. It's a custom system where I try to minimize as much number crunching as possible. You'll be dealing with some basic stuff you can input in a calculator and/or we can use the site's dice system. I'm hoping if the plot and setting interests you, you won't be afraid to give this system a try.
I'm seeking 2 ~ 4 players!
Questions, comments, ideas, or concerns? Let me know down below!