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Thread: Digimon Force

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    Ettin in the Playground
     
    Philemonite's Avatar

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    Mar 2013
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    Default Digimon Force

    Did you ever want to lead a team of Digimon?

    A combination of boredom at work and very limited Internet access made my last few weeks very homebrew-y. I decide to dust of one of my old concepts, polish it a little and adopt it to something that is very high on my list at the moment-Digimon. This system is a little weird. Instead of leading one digimon and one partner, you lead a team of your partner's armor forms. The premise is that your digi-eggs allow you to split your partner in multiple forms. The trick is that only one form can act at a time, while the others just stand around. The combat itself is divided in rounds, with each round having 5 combat phases and one preparation phase.
    During the preparation phase you get to pick your Defender for the round. This is the form that will be targeted by the enemies. Every buff/debuff/ailment duration is reduced by 1. Cooldown of every technique is reduced by 1. All counters are removed. Once a duration/cooldown reaches 0 it is not removed. Instead, it still counts as active until it reaches negative.
    The first 4 combat phases represents 4 combat roles (Striker/Caster/Supporter/Controller), and they can be used in any order. At the start of the phase you pick a position, a form that will perform an action and a technique to use. All 4 combat roles must be used every round.
    The fifth phase is similar to the first 4, except that there are no limitation on which role you want to use.
    Once a form performs an action it gains one action counter. When this form performs another action in the same round it gets -1 penalty to the effect for every counter it has (ailment techniques use -10% accuracy for every counter). This allows you to use the same form multiple times, but still encourages yo use the other forms.
    Each form has separate health pool, and once it's HP are depleted that form can not be used until the end of the encounter. Your partner's HP are equal to the half of the total HP of all his forms. Once he takes that much damage he is defeated and you need to retreat.

    Each one of you partner's forms has ranks in 4 combat roles. After every encounter your DM gives you EXP for every combat role (minimum 1). Once you accumulate 10 EXP for a particular combat role you can learn a new basic technique or tier up an existing technique.


    Techniques

    Each digimon starts with rank one in every combat role, with one basic techniques of each type. New techniques are learned by gaining EXP, as described above. Techniques are divided in tiers, a tier of each technique is equal to technique's cooldown+1. Techniques without a cooldown are tier 1. When creating a techniques pick an effect from the list and name it whatever you want, and that's pretty much all you need to do.

    Spoiler: Striker Techniques
    Show
    Elemental-Fire, Water, Earth, Wind, Ice, Lightning, Dark, Light or Wood

    5 Damage to Defender
    7 Damage to Defender. Cooldown 1.
    10 Damage to Defender. Cooldown 2.
    2 Damage, 4 to Defender. Cooldown 1.
    3 Damage, 6 to Defender. Cooldown 2.
    5 Damage, 8 to Defender. Cooldown 3.

    Spoiler: Caster Techniques
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    Elemental-Fire, Water, Earth, Wind, Ice, Lightning, Dark, Light or Wood

    5 Damage to Defender
    7 Damage to Defender. Cooldown 1.
    10 Damage to Defender. Cooldown 2.
    2 Damage, 4 to Defender. Cooldown 1.
    3 Damage, 6 to Defender. Cooldown 2.
    5 Damage, 8 to Defender. Cooldown 3.

    Spoiler: Supporter Techniques
    Show
    Healing

    4HP, Single.
    6HP, Single. Cooldown 1.
    10HP, Single. Cooldown 2.
    2HP, Single. Cooldown 1.
    3HP, Single. Cooldown 2.
    5HP, Single. Cooldown 3.

    Stat Buffs (PP/MP/PD/MD)

    +2, 3 turns, Single.
    +3, 3 turns, Single. Cooldown 1.
    +2, 3 turns, Multi. Cooldown 2.
    +3, 3 turns, Multi. Cooldown 3.

    Elemental Affinities

    +1, 3 turns, Single.
    +2, 3 turns, Single. Cooldown 1.
    +1, 3 turns, Multi. Cooldown 2.
    +2, 3 turns, Multi. Cooldown 3.

    Cure

    Cure one ailment, Single.
    Pure debuffs, Single.
    Dispel buffs, Single.
    Cure one ailment, Multi. Cooldown 1.
    Pure debuffs, Multi. Cooldown 2.
    Dispel buffs, Multi. Cooldown 2.
    Cure all ailments, Multi. Cooldown 3.

    Spoiler: Controller Techniques
    Show
    Stat Debuffs (PP/MP/PD/MD)

    -2, 3 turns, Single.
    -3, 3 turns, Single. Cooldown 1.
    -2, 3 turns, Multi. Cooldown 2.
    -3, 3 turns, Multi. Cooldown 3.

    Elemental Affinities

    -1, 3 turns, Single.
    -2, 3 turns, Single. Cooldown 1.
    -1, 3 turns, Multi. Cooldown 2.
    -2, 3 turns, Multi. Cooldown 3.

    Ailments

    Tired, 3 turns, Single.
    Poison, 3 turns, Single.
    Striker Block, 3 turns, Single. Cooldown 1.
    Caster Block, 3 turns, Single. Cooldown 1.
    Controller Block, 3 turns, Single. Cooldown 1.
    Supporter Block, 3 turns, Single. Cooldown 1.
    Stun, 3 turns, Single. Cooldown 1.
    Fear, 3 turns, Single. Cooldown 1.
    Tired, 3 turns, Multi, 50%. Cooldown 1.
    Poison, 3 turns, Multi, 50%. Cooldown 1.
    Striker Block, 3 turns, Multi, 50%. Cooldown 2.
    Caster Block, 3 turns, Multi, 50%. Cooldown 2.
    Controller Block, 3 turns, Multi, 50%. Cooldown 2.
    Supporter Block, 3 turns, Multi, 50%. Cooldown 2.
    Stun, 3 turns, Multi, 50%. Cooldown 3.
    Fear, 3 turns, Multi, 50%. Cooldown 3.


    Tired-Every Cooldown is increased by 1.
    Poison-Takes 15% damage ever round.
    Striker Block-Blocks the use of Striker techniques.
    Caster Block-Blocks the use of Caster techniques.
    Controller Block-Blocks the use of Controller techniques.
    Supporter Block-Blocks the use of Supporter techniques.
    Stun-Can not perform any actions.
    Fear-50% to be unable to perform any action.
    PP-Physical Power. Added to any damage inflicted by Striker techniques.
    MP-Magical Power. Added to any damage inflicted by Caster techniques.
    PD-Physical Defense. Reduces the damage of Striker techniques.
    MD-Magical Defense. Reduces the damage of Caster techniques.

    Spoiler: Sample Digimon
    Show
    Hawkmon

    Halsemon-Digi-Egg of Love

    HP12
    PD0(+1 Wind)
    MD2(+2 Wind)

    Striker Rank 1
    -Mach Impulse, 5 Wind Damage to Defender.
    Caster Rank 1
    -Tempest Wing, 5 Wind Damage to Defender.
    Controller Rank 1
    -Udjat Gaze, Tired, 3 turns, Single.
    Supporter Rank 1
    -Eagle Eye, +2 MP, 3 turns, Single.

    Shurimon-Digi-Egg Sincerity

    HP12
    PD0(+2 Wood)
    MD2(+1 Wood)

    Striker Rank 1
    -Kusanagi, 5 Wood Damage to Defender.
    Caster Rank 1
    -Autumn Wind, 5 Wind Damage to Defender.
    Controller Rank 1
    -Cranium Hill-drop, -2 MD, 3 turns, Single.
    Supporter Rank 1
    -Leaf Concealment, +2 PD, 3 turns, Single.

    Harpymon-Digi-Egg of Light

    HP12
    PD1(+1 Light)
    MD1(+2 Light)

    Striker Rank 1
    -Wind Seeker, 5 Wind Damage to Defender.
    Caster Rank 1
    -Feather Launcher, 5 Light Damage to Defender.
    Controller Rank 1
    -Feather Dart, Poison, 3 turns, Single.
    Supporter Rank 1
    -Blessing of Light, +4HP, Single.
    Last edited by Philemonite; 2014-10-02 at 11:24 AM.
    Spoiler: Quotes
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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