4th number
2013-01-03, 06:53 AM
I just completed the Digimon building rules, making this the first time that this ruleset is truly playable. Feedback is encouraged, but from now on I'm also looking for test players. I'm especially looking forward to see how it works in practice with everyone controlling a Digidestined and someone else's partner Digimon.
Remaining: More sample Digimon, setting ideas, variations based on different shows and games, a sample adventure.
A common type of game around these parts is freeform Digimon. Now, I like me some Digimon (it was a favorite TV show of mine when I was a kid), but it seems like it would benefit from having an actual game behind it. Since we're mostly D&D folks around here, I'm going to work on creating a set of rules for BESM d20 (Revised) for DigiDestined, Digimon, and the Digital World as a whole. In general, I'll be looking to the first two TV series for inspiration.
Since BESM d20 is based on Open Gaming Content, there is an SRD, available here. (http://sweb.uky.edu/~tjmart1/AnimeSRD/main.html) there is an SRD that actually works, available here. (http://www.opengamingfoundation.org/animesrd.html) This document is also Open Gaming Content, and can be used freely according to the terms of that license.
BESM d20 has a couple of important differences to note: Characters are built from Character Points, and you can spend them on Ability Scores (Str, Dex, etc) or Attributes, which are extra character capabilities. You can also take Drawbacks, which will give you extra points to spend. Additionally, normal combat is resolved by skill checks-- so, hitting someone with a sword would be BaB+Str+relevant skill ranks, and it would be opposed by a defense roll. Basically, instead of AC being 10+Dex+armor+misc, it's 1d20+Dex+armor+misc, and re-rolled every attack.
Part 1: The DigiDestined
The DigiDestined are children or teenagers who are called to save the Digital World with the help of their Digimon partners. They are built with 30 discretionary character points and start at 1st level. This is very low-powered, mostly because the true power of the DigiDestined comes from their partners. A GM might want more powerful DigiDestined, but I advise restraint-- even a Rookie level Digimon should be a threat to an unaided child. DigiDestined should all be Human.
DigiDestined are a diverse bunch, but, being children, they can't do everything. I recommend allowing the following classes: Adventurer, Samurai, Student, and Tech Genius. You should not allow Pet Monster Trainer, as Digimon will be treated as separate characters.
Attributes should also be very limited, at least at 1st level, to represent the mundane nature of the DigiDestined. Some Attributes that might be appropriate are: Animal Friendship (including "wild" Digimon that lack human-like intelligence), Armour, Art of Distraction, Aura of Command, Computer Scanning, Damn Healthy!, Divine Relationship, Enhanced [Ability], Heightened Awareness, Heightened Senses, Highly Skilled, Mechanical Genius, Mind Shield, Personal Gear, Sixth Sense, and Unique Attribute. As the game progresses, DigiDestined might receive (at no Character Point cost) an Item of Power (like a Digivice or Crest). They might also be able to acquire Train a Cute Monster or other DigiWorld-specific Attributes as they level up. Though some classes grant the Flunkies attribute, this should be used with caution-- either their Flunkies can help only in the real world, or they're low-level Digimon who are generally not very knowledgeable or hepful.
Skills should mostly be freely available, but it's a good idea to limit combat-related skills.
DigiDestined begin with two Feats, since they're Human. One feat must be spent on DigiDestined, as below. The other should reflect something unique about their character. Most of the listed feats are inappropriate for DigiDestined, so the GM and player should either create a custom feat or select an appropriate one from d20 Modern or D&D.
DIGIDESTINED
Benefit: DigiDestined characters are fated to have great adventures in the Digital World. They have a Digimon for a partner who will always help them in their journey. They gain a Digivice, 1 Fate Point, and the ability to gain more.
Most listed Defects might be appropriate for a DigiDestined, but the GM should use their discretion. Background Points should work as normal.
DigiDestined receive Fate Points per the rules on page 146, with several changes. Fate Points can be spent to give the listed benefit to either the DigiDestined or their partner Digimon. Fate Points can also be used to cause their partner to Digivolve to a new form (see below). DigiDestined start with 1 Fate Point, and should gain new ones at the GM's discretion-- this is the main way that the GM can control how rapidly partner Digimon can Digivolve. Only DigiDestined can ever gain Fate points.
DigiDestined should level up slowly, and should probably never advance past 5th level.
Part 2: Digimon Partners
The relationship between the DigiDestined and their partner Digimon is the core of the show, and the Digimon are as much the protagonists as their human counterparts. Instead of treating the Digimon as NPCs, each player should play one DigiDestined and the partner Digimon of another.
Digimon typically have six distinct forms (Fresh, In-Training, Rookie, Champion, Ultimate, and Mega) that they can Digivolve back and forth among. As a campaign progresses, they are able to access more and more powerful forms. It's not necessary to have all of these forms built before the game begins, though each player should stay one level ahead-- if a Digimon typically Digivolves to Champion in a heated battle, its Ultimate form should be ready to go if needed. The details (or even the identity) of a Digimon's next form should be kept secret from the player of its Digidestined Partner-- it's more fun that way.
How to Build a Digimon
Each Digimon starts off as a tiny baby, distinguished from its fellows mostly by color. As they grow, they become more and more distinct in appearance, personality, and abilities. Players should work with the GM and each other to ensure that the Digidestined and their partners form a well-balanced team.
Digimon can be members of an existing species (http://digimon.wikia.com/wiki/Category:Digimon_species) or entirely new creations. GMs are encouraged to make individual NPC Digimon more powerful than a single Partner Digimon of the same level, to encourage teamwork and make Champion-level opponents (for example) challenging even after the whole team can Digivolve to Champion at will. (see How Digivolution Works, below)
Decide on a name, Alignment (Virus, Vaccine, or Data), and Digivolution level.
Pick a type of Hit Dice.
Buy Ability Scores (noting changes for size)
Buy Attributes and Defects
Choose Skills
Calculate Values (AC, HP)
Name and Alignment
If you're selecting a Digimon that is established from a game or show, try to stick relatively close to its abilities as depicted. Each Digimon is different, though-- one Tentomon might have an up-close sting attack and a penchant for detective work. Another might be a detached, nerdy sort that attacks from afar.
Whether you're using an existing Digimon or an original one, Digivolution paths are not fixed. A given Agumon might Digivolve into Greymon, or it might Digivolve into Tyrannomon, or into an original Digimon.
Alignment determines what side of the struggle for the Digiworld a Digimon falls on. Vaccine Digimon, though not always good, represent the strength and unity of the Digiworld. Data Digimon are neutral, tied more closely to the Digiworld as a whole. Virus Digimon seek their own gain, through destruction and terror if necessary, though they are not always villains.
Digimon may select the following options for their Special Attacks at no cost:
Virus Buster: This attack deals 1 extra damage per die when used against Virus Digimon and 1 fewer damage per die (to a minimum of 1 per die) when used against Vaccine Digimon.
Vile Attack: This attack deals 1 extra damage per die when used against Vaccine Digimon.
Digivolution Levels
Fresh, In-Training, Rookie, Champion, Ultimate, Mega:
Fresh
Fresh Digimon (http://digimon.wikia.com/wiki/Category:Fresh_Digimon) are tiny, helpless creatures. They have 2 HP, no skills, no feats, and one Special Attack that is at best distracting and irritating. Their size category is Tiny, though they receive no mechanical drawback or benefit from this. All of their Ability scores all range from 1-3 at the player's discretion, and they are incapable of intelligible speech. They cannot engage in combat save for one irritating bubble attack. Their move speed is 5 feet.
In-Training
In-Training Digimon are built with 15 Character Points and have 1 Hit Die. They are always Tiny (per the Size table on page 97 (http://i.imgur.com/qhrA4.png), including ability score changes), and they do not need to spend any Points to be of Tiny size. Their move speed is 10 feet.
Rookie
Rookie Digimon are built with 30 Character Points and have 2 Hit Dice. They are always Small (per the Size table on page 97 (http://i.imgur.com/qhrA4.png)), including Ability Score changes), and they do not need to spend any Points to be of Small size. Their move speed is 20 feet. Adaptation: If you want Rookie Digimon to be more capable without Digivolving, they might instead be built with 40 Character Points. In this case, Fate Points should be given out less frequently, and Champion forms might be correspondingly more powerful.
Champion
Champion Digimon are built with 60 Character Points and have 8 Hit Dice. They can be of any size, but they must spend Character Points to be any size but Medium. Their base move speed is 30ft, modified per the Size table on page 97 (http://i.imgur.com/qhrA4.png). For example, a Medium Champion Digimon's move speed would be 90ft, and a Large one would be 120ft.
Ultimate
Ultimate Digimon are built with 120 Character Points and have 16 Hit Dice. They can be of any size, but they must spend Character Points to be any size but Medium. Their base move speed is 60ft, modified by the table.
Mega
Mega Digimon are built with 240 Character Points and have 32 Hit Dice. They can be of any size, but they must spend Character Points to be any size but Medium. Their base move speed is 120ft, modified by the table.
The GM may also allow different forms than those listed here, such as the Armor Digivolution featured in Digimon Adventure 02. In these cases, new specifications should be created-- for example, an Armor Digivolved Digimon might be equivalent in power to a Champion plus a free Armour Attribute.
Hit Dice
There are several different types of Hit Dice that a Digimon may possess. Each Digimon may have only one type, but that type be different for each Digivolution. The creator of the Digimon should determine which save or saves receive the good progression, as indicated.
Type 1: d10 Hit Die, full BaB, 1 good save, 2+Int skill points per die (x4 at 1st)
Type 2: d8 Hit Die, 3/4 BaB, 2 good saves, 4+Int skill points per die (x4 at 1st)
Type 3: d6 Hit Die, 1/2 BaB, 2 good saves, 8+Int skill points per die (x4 at 1st)
Digimon receive feats (but not ability score increases) for their Hit Die per Table 5-3 Level-Dependent Benefits. (1st, 3rd, 6th, 9th, etc.)
Attributes and Drawbacks
Almost all Attributes and Drawbacks are appropriate for a Digimon, though some things (like Own a Big Mecha) should obviously be excluded. Digimon do not need to buy Alternate Form in order to Digivolve. All Digimon should have at least one Special Attack, other combat ability, or Dynamic Sorcery, though the latter should be used with discretion. The GM should ensure that all Digimon are roughly balanced against their peers.
Skills
Skills should be selected carefully. BESM d20 has a big skill list, and not all are appropriate for Digimon. (Non-Digiworld-related Knowledge and Forgery being examples, though an exceptional Digimon is, well, an exception.) Most skills are perfectly fine, even things like Gun Combat and Heavy Weapons-- a Digimon's fighting style might be based around an Item of Power that they gain when they Digivolve instead of Special Attacks.
A Digimon (or any character) can't have more ranks in a skill than their total number of Hit Dice plus 3. Skills in BESM d20 include combat ability-- a Digimon with powerful special attacks should take ranks in Special Ranged Attack, and a Digimon that fights up-close and personal should take ranks in Melee Attack and Melee Defense.
Calculating Values
A Digimon's Armour Class, which is rolled in opposition to any incoming attacks, is equal to its Dexterity Bonus plus 1 point of Armor Bonus for every two hit die (rounded down) plus any other appropriate modifiers.
A Digimon does not roll for HP, receiving the maximum amount per die plus their Constitution modifier, if any.
Note down their save bonuses, and list their combat options.
How Digivolution Works
Fresh, In-Training, and Rookie
Digimon hatch from their Digi-Eggs after a period of time determined by the GM. Their Fresh forms Digivolve to In-Training, and then from In-Training to Rookie, after they have had a substantial meal and have gained some life experience. Even non-partner "wild" Digimon can Digivolve through these forms within a matter of days or weeks, and an In-Training Digimon of any sort will often Digivolve to Rookie in a time of need. A Digidestined can spend a Fate point to trigger a Digivolution from Fresh or In-Training directly to Rookie, but this is usually not necessary.
Champion
For a Rookie Digimon to Digivolve to Champion for the first time, the Digimon must be well-fed and one of several other things must occur:
A wild Digimon might Digivolve spontaneously after a number of months or years of life. These Digivolutions are often permanent, at least until the Digimon is defeated in battle or otherwise seriously hurt.
A DigiDestined armed with a Digivice can spend two Fate Points to trigger an immediate Digivolution to Champion in their partner. This Digivolution lasts until the end of the scene or until the Digimon is defeated in battle or otherwise seriously hurt. (See De-Digivolving, below.)
After the first time a partner Digimon Digivolves to Champion, it only requires one Fate Point to trigger a Digivolution. After the second time, it no longer requires any Fate Points at all, though the DigiDestined can spend a Fate Point to trigger a Digivolution without a Digivice, directly from In-Training, if the Digimon is not well-fed, or in other adverse conditions.
A Digidestined or their partner Digimon can "force" a Digivolution even if they do not spend any Fate Points. In this case, there is a 50% chance that the Digivolution will go terribly wrong, and the new Champion form will be uncontrollably evil, malicious, and wantonly destructive.
Ultimate
To Digivolve from Champion to Ultimate, more conditions must be met. The DigiDestined must have completed a quest to retrieve an item or items from within the Digiworld that enable to Digivolution (like the Tags and Crests from Adventure 01). They must spend two Fate Points to trigger the first Digivolution to Ultimate, and one Fate point each time thereafter, no matter how many times they have done it before.
Like before, a Digivolution can be "forced," leading to the same 50% risk of the Digivolution going wrong. If the Digidestined has not retrieved the necessary item(s), they can still force a Digivolution, but it requires spending a Fate Point and leads to the same risk.
Wild Digimon can also reach Ultimate level, but it is very rare and should be reserved for key enemies and allies.
Mega
The GM should set special requirements for Digivolving to this level, and require the spending of at least two Fate Points each time, though these Fate Points might not necessarily have to come from the same DigiDestined. (For example, WarGraymon and WereGarurumon's first Digivolution might have been triggered by the spending of a Fate Point by both their DigiDestined and TK and Kari.) Mega forms are truly exceptional in power and should not be used lightly.
Other Forms
There may be other forms or levels that a partner Digimon can Digivolve to. These special cases might require specific items (like the Digi-eggs in Adventure 02) or a special Digivolution process (like DNA or Warp Digivolving).
De-Digivolving
After a battle scene is over, partner Digimon usually return to their Rookie forms. They might also be forced back into their Rookie form by spending a number of rounds equal to their Constitution score in their most powerful available form. If a Digimon can Digivolve to Ultimate, for example, there is no time limit on their Champion form.
If a Champion or higher level Digimon is reduced to 10% of their hit points or fewer, they may immediately revert to their Rookie form with 10% of their normal Rookie hit points. They may choose to continue to fight in their Digivolved form, but if they are reduced to 0 or fewer hit points, they revert to their In-Training form with 1 hit point. A Digimon may, in exceptional circumstances, continue to fight even after they have 0 or fewer hit points. However, if they do this, they always revert to their In-Training form afterwards, and if they are reduced to an amount of hit points equal to 0 minus 1/2 of their their Constitution score, they revert to a Digi-Egg.
Part 3: The DigiWorld
Remaining: More sample Digimon, setting ideas, variations based on different shows and games, a sample adventure.
A common type of game around these parts is freeform Digimon. Now, I like me some Digimon (it was a favorite TV show of mine when I was a kid), but it seems like it would benefit from having an actual game behind it. Since we're mostly D&D folks around here, I'm going to work on creating a set of rules for BESM d20 (Revised) for DigiDestined, Digimon, and the Digital World as a whole. In general, I'll be looking to the first two TV series for inspiration.
Since BESM d20 is based on Open Gaming Content, there is an SRD, available here. (http://sweb.uky.edu/~tjmart1/AnimeSRD/main.html) there is an SRD that actually works, available here. (http://www.opengamingfoundation.org/animesrd.html) This document is also Open Gaming Content, and can be used freely according to the terms of that license.
BESM d20 has a couple of important differences to note: Characters are built from Character Points, and you can spend them on Ability Scores (Str, Dex, etc) or Attributes, which are extra character capabilities. You can also take Drawbacks, which will give you extra points to spend. Additionally, normal combat is resolved by skill checks-- so, hitting someone with a sword would be BaB+Str+relevant skill ranks, and it would be opposed by a defense roll. Basically, instead of AC being 10+Dex+armor+misc, it's 1d20+Dex+armor+misc, and re-rolled every attack.
Part 1: The DigiDestined
The DigiDestined are children or teenagers who are called to save the Digital World with the help of their Digimon partners. They are built with 30 discretionary character points and start at 1st level. This is very low-powered, mostly because the true power of the DigiDestined comes from their partners. A GM might want more powerful DigiDestined, but I advise restraint-- even a Rookie level Digimon should be a threat to an unaided child. DigiDestined should all be Human.
DigiDestined are a diverse bunch, but, being children, they can't do everything. I recommend allowing the following classes: Adventurer, Samurai, Student, and Tech Genius. You should not allow Pet Monster Trainer, as Digimon will be treated as separate characters.
Attributes should also be very limited, at least at 1st level, to represent the mundane nature of the DigiDestined. Some Attributes that might be appropriate are: Animal Friendship (including "wild" Digimon that lack human-like intelligence), Armour, Art of Distraction, Aura of Command, Computer Scanning, Damn Healthy!, Divine Relationship, Enhanced [Ability], Heightened Awareness, Heightened Senses, Highly Skilled, Mechanical Genius, Mind Shield, Personal Gear, Sixth Sense, and Unique Attribute. As the game progresses, DigiDestined might receive (at no Character Point cost) an Item of Power (like a Digivice or Crest). They might also be able to acquire Train a Cute Monster or other DigiWorld-specific Attributes as they level up. Though some classes grant the Flunkies attribute, this should be used with caution-- either their Flunkies can help only in the real world, or they're low-level Digimon who are generally not very knowledgeable or hepful.
Skills should mostly be freely available, but it's a good idea to limit combat-related skills.
DigiDestined begin with two Feats, since they're Human. One feat must be spent on DigiDestined, as below. The other should reflect something unique about their character. Most of the listed feats are inappropriate for DigiDestined, so the GM and player should either create a custom feat or select an appropriate one from d20 Modern or D&D.
DIGIDESTINED
Benefit: DigiDestined characters are fated to have great adventures in the Digital World. They have a Digimon for a partner who will always help them in their journey. They gain a Digivice, 1 Fate Point, and the ability to gain more.
Most listed Defects might be appropriate for a DigiDestined, but the GM should use their discretion. Background Points should work as normal.
DigiDestined receive Fate Points per the rules on page 146, with several changes. Fate Points can be spent to give the listed benefit to either the DigiDestined or their partner Digimon. Fate Points can also be used to cause their partner to Digivolve to a new form (see below). DigiDestined start with 1 Fate Point, and should gain new ones at the GM's discretion-- this is the main way that the GM can control how rapidly partner Digimon can Digivolve. Only DigiDestined can ever gain Fate points.
DigiDestined should level up slowly, and should probably never advance past 5th level.
Part 2: Digimon Partners
The relationship between the DigiDestined and their partner Digimon is the core of the show, and the Digimon are as much the protagonists as their human counterparts. Instead of treating the Digimon as NPCs, each player should play one DigiDestined and the partner Digimon of another.
Digimon typically have six distinct forms (Fresh, In-Training, Rookie, Champion, Ultimate, and Mega) that they can Digivolve back and forth among. As a campaign progresses, they are able to access more and more powerful forms. It's not necessary to have all of these forms built before the game begins, though each player should stay one level ahead-- if a Digimon typically Digivolves to Champion in a heated battle, its Ultimate form should be ready to go if needed. The details (or even the identity) of a Digimon's next form should be kept secret from the player of its Digidestined Partner-- it's more fun that way.
How to Build a Digimon
Each Digimon starts off as a tiny baby, distinguished from its fellows mostly by color. As they grow, they become more and more distinct in appearance, personality, and abilities. Players should work with the GM and each other to ensure that the Digidestined and their partners form a well-balanced team.
Digimon can be members of an existing species (http://digimon.wikia.com/wiki/Category:Digimon_species) or entirely new creations. GMs are encouraged to make individual NPC Digimon more powerful than a single Partner Digimon of the same level, to encourage teamwork and make Champion-level opponents (for example) challenging even after the whole team can Digivolve to Champion at will. (see How Digivolution Works, below)
Decide on a name, Alignment (Virus, Vaccine, or Data), and Digivolution level.
Pick a type of Hit Dice.
Buy Ability Scores (noting changes for size)
Buy Attributes and Defects
Choose Skills
Calculate Values (AC, HP)
Name and Alignment
If you're selecting a Digimon that is established from a game or show, try to stick relatively close to its abilities as depicted. Each Digimon is different, though-- one Tentomon might have an up-close sting attack and a penchant for detective work. Another might be a detached, nerdy sort that attacks from afar.
Whether you're using an existing Digimon or an original one, Digivolution paths are not fixed. A given Agumon might Digivolve into Greymon, or it might Digivolve into Tyrannomon, or into an original Digimon.
Alignment determines what side of the struggle for the Digiworld a Digimon falls on. Vaccine Digimon, though not always good, represent the strength and unity of the Digiworld. Data Digimon are neutral, tied more closely to the Digiworld as a whole. Virus Digimon seek their own gain, through destruction and terror if necessary, though they are not always villains.
Digimon may select the following options for their Special Attacks at no cost:
Virus Buster: This attack deals 1 extra damage per die when used against Virus Digimon and 1 fewer damage per die (to a minimum of 1 per die) when used against Vaccine Digimon.
Vile Attack: This attack deals 1 extra damage per die when used against Vaccine Digimon.
Digivolution Levels
Fresh, In-Training, Rookie, Champion, Ultimate, Mega:
Fresh
Fresh Digimon (http://digimon.wikia.com/wiki/Category:Fresh_Digimon) are tiny, helpless creatures. They have 2 HP, no skills, no feats, and one Special Attack that is at best distracting and irritating. Their size category is Tiny, though they receive no mechanical drawback or benefit from this. All of their Ability scores all range from 1-3 at the player's discretion, and they are incapable of intelligible speech. They cannot engage in combat save for one irritating bubble attack. Their move speed is 5 feet.
In-Training
In-Training Digimon are built with 15 Character Points and have 1 Hit Die. They are always Tiny (per the Size table on page 97 (http://i.imgur.com/qhrA4.png), including ability score changes), and they do not need to spend any Points to be of Tiny size. Their move speed is 10 feet.
Rookie
Rookie Digimon are built with 30 Character Points and have 2 Hit Dice. They are always Small (per the Size table on page 97 (http://i.imgur.com/qhrA4.png)), including Ability Score changes), and they do not need to spend any Points to be of Small size. Their move speed is 20 feet. Adaptation: If you want Rookie Digimon to be more capable without Digivolving, they might instead be built with 40 Character Points. In this case, Fate Points should be given out less frequently, and Champion forms might be correspondingly more powerful.
Champion
Champion Digimon are built with 60 Character Points and have 8 Hit Dice. They can be of any size, but they must spend Character Points to be any size but Medium. Their base move speed is 30ft, modified per the Size table on page 97 (http://i.imgur.com/qhrA4.png). For example, a Medium Champion Digimon's move speed would be 90ft, and a Large one would be 120ft.
Ultimate
Ultimate Digimon are built with 120 Character Points and have 16 Hit Dice. They can be of any size, but they must spend Character Points to be any size but Medium. Their base move speed is 60ft, modified by the table.
Mega
Mega Digimon are built with 240 Character Points and have 32 Hit Dice. They can be of any size, but they must spend Character Points to be any size but Medium. Their base move speed is 120ft, modified by the table.
The GM may also allow different forms than those listed here, such as the Armor Digivolution featured in Digimon Adventure 02. In these cases, new specifications should be created-- for example, an Armor Digivolved Digimon might be equivalent in power to a Champion plus a free Armour Attribute.
Hit Dice
There are several different types of Hit Dice that a Digimon may possess. Each Digimon may have only one type, but that type be different for each Digivolution. The creator of the Digimon should determine which save or saves receive the good progression, as indicated.
Type 1: d10 Hit Die, full BaB, 1 good save, 2+Int skill points per die (x4 at 1st)
Type 2: d8 Hit Die, 3/4 BaB, 2 good saves, 4+Int skill points per die (x4 at 1st)
Type 3: d6 Hit Die, 1/2 BaB, 2 good saves, 8+Int skill points per die (x4 at 1st)
Digimon receive feats (but not ability score increases) for their Hit Die per Table 5-3 Level-Dependent Benefits. (1st, 3rd, 6th, 9th, etc.)
Attributes and Drawbacks
Almost all Attributes and Drawbacks are appropriate for a Digimon, though some things (like Own a Big Mecha) should obviously be excluded. Digimon do not need to buy Alternate Form in order to Digivolve. All Digimon should have at least one Special Attack, other combat ability, or Dynamic Sorcery, though the latter should be used with discretion. The GM should ensure that all Digimon are roughly balanced against their peers.
Skills
Skills should be selected carefully. BESM d20 has a big skill list, and not all are appropriate for Digimon. (Non-Digiworld-related Knowledge and Forgery being examples, though an exceptional Digimon is, well, an exception.) Most skills are perfectly fine, even things like Gun Combat and Heavy Weapons-- a Digimon's fighting style might be based around an Item of Power that they gain when they Digivolve instead of Special Attacks.
A Digimon (or any character) can't have more ranks in a skill than their total number of Hit Dice plus 3. Skills in BESM d20 include combat ability-- a Digimon with powerful special attacks should take ranks in Special Ranged Attack, and a Digimon that fights up-close and personal should take ranks in Melee Attack and Melee Defense.
Calculating Values
A Digimon's Armour Class, which is rolled in opposition to any incoming attacks, is equal to its Dexterity Bonus plus 1 point of Armor Bonus for every two hit die (rounded down) plus any other appropriate modifiers.
A Digimon does not roll for HP, receiving the maximum amount per die plus their Constitution modifier, if any.
Note down their save bonuses, and list their combat options.
How Digivolution Works
Fresh, In-Training, and Rookie
Digimon hatch from their Digi-Eggs after a period of time determined by the GM. Their Fresh forms Digivolve to In-Training, and then from In-Training to Rookie, after they have had a substantial meal and have gained some life experience. Even non-partner "wild" Digimon can Digivolve through these forms within a matter of days or weeks, and an In-Training Digimon of any sort will often Digivolve to Rookie in a time of need. A Digidestined can spend a Fate point to trigger a Digivolution from Fresh or In-Training directly to Rookie, but this is usually not necessary.
Champion
For a Rookie Digimon to Digivolve to Champion for the first time, the Digimon must be well-fed and one of several other things must occur:
A wild Digimon might Digivolve spontaneously after a number of months or years of life. These Digivolutions are often permanent, at least until the Digimon is defeated in battle or otherwise seriously hurt.
A DigiDestined armed with a Digivice can spend two Fate Points to trigger an immediate Digivolution to Champion in their partner. This Digivolution lasts until the end of the scene or until the Digimon is defeated in battle or otherwise seriously hurt. (See De-Digivolving, below.)
After the first time a partner Digimon Digivolves to Champion, it only requires one Fate Point to trigger a Digivolution. After the second time, it no longer requires any Fate Points at all, though the DigiDestined can spend a Fate Point to trigger a Digivolution without a Digivice, directly from In-Training, if the Digimon is not well-fed, or in other adverse conditions.
A Digidestined or their partner Digimon can "force" a Digivolution even if they do not spend any Fate Points. In this case, there is a 50% chance that the Digivolution will go terribly wrong, and the new Champion form will be uncontrollably evil, malicious, and wantonly destructive.
Ultimate
To Digivolve from Champion to Ultimate, more conditions must be met. The DigiDestined must have completed a quest to retrieve an item or items from within the Digiworld that enable to Digivolution (like the Tags and Crests from Adventure 01). They must spend two Fate Points to trigger the first Digivolution to Ultimate, and one Fate point each time thereafter, no matter how many times they have done it before.
Like before, a Digivolution can be "forced," leading to the same 50% risk of the Digivolution going wrong. If the Digidestined has not retrieved the necessary item(s), they can still force a Digivolution, but it requires spending a Fate Point and leads to the same risk.
Wild Digimon can also reach Ultimate level, but it is very rare and should be reserved for key enemies and allies.
Mega
The GM should set special requirements for Digivolving to this level, and require the spending of at least two Fate Points each time, though these Fate Points might not necessarily have to come from the same DigiDestined. (For example, WarGraymon and WereGarurumon's first Digivolution might have been triggered by the spending of a Fate Point by both their DigiDestined and TK and Kari.) Mega forms are truly exceptional in power and should not be used lightly.
Other Forms
There may be other forms or levels that a partner Digimon can Digivolve to. These special cases might require specific items (like the Digi-eggs in Adventure 02) or a special Digivolution process (like DNA or Warp Digivolving).
De-Digivolving
After a battle scene is over, partner Digimon usually return to their Rookie forms. They might also be forced back into their Rookie form by spending a number of rounds equal to their Constitution score in their most powerful available form. If a Digimon can Digivolve to Ultimate, for example, there is no time limit on their Champion form.
If a Champion or higher level Digimon is reduced to 10% of their hit points or fewer, they may immediately revert to their Rookie form with 10% of their normal Rookie hit points. They may choose to continue to fight in their Digivolved form, but if they are reduced to 0 or fewer hit points, they revert to their In-Training form with 1 hit point. A Digimon may, in exceptional circumstances, continue to fight even after they have 0 or fewer hit points. However, if they do this, they always revert to their In-Training form afterwards, and if they are reduced to an amount of hit points equal to 0 minus 1/2 of their their Constitution score, they revert to a Digi-Egg.
Part 3: The DigiWorld