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Index:
Credits
RPG Conduct
Email Guidelines
Matches
How to Conduct Matches
Digimon Types
Attacks and Attacking
Special conditions
Accuracy
Stats
Items
D-Discs
Leveling Up
Level and EXP loss
Digivolving
Digivolving Stats Boosts

Credits


Credits are used as currency. You may buy items with it. You earn it through Quests, tournament matches, and odd jobs. Each person will start with 0.75 creds.
You can lend money or items, but you must email me the transfer, and you must give a reason why. Do not abuse this or it will be limited. You must pay your debt within one month (more time will be given if you email me and ask for a extention on the loan, otherwise it will go back to the loaner. If you take more then 1 week you must give the loaner extra).
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RPG conduct and Email guidelines


First of all the conduct in this RPG goes by only a few rules:

1. Never bug the updaters about updating or try and make them update by bribing, etc. This will result in one strike on your record(3 strikes you're out). First strike is a warning and all updates not done before that point will be void. Second Strike will cause loss of credits, depending on how much you insulted, hurt, or angered the updater or staff. The third results in charactor loss and ban from the RPG for an indefinate ammount of time.
2. When in quests, sagas, or other RPG events where the updaters and staff are present; keep the cursing (foul language, etc.) to a minimum. Violation of this will result in a strike (possibly a second if it happens again).
3. If the updater tells you he/she is busy, do not ask why, do not pry, and do not bug them until they tell you or you will be given a strike.
5. Follow the email guidelines to the letter. Failure to do so will result in a fine, a strike, or both.

email guidelines


Emails in this RPG will be done as so:
Honor matches:Charactor name-digimon type-level vs Charactor name-digimon type-level:Winner how much waged
Paste the match into the body of the email.

Suggestions:Charactor name-digimon type:suggestions(what type(item, training, or NPC))
Type the suggestion into the body of the email.

Matches



The types of matches are as follows:

Tournament Match- This is a match in which you wager items, cards, or money. You win by reducing the opponent to 0 hp or forcing your opponent to give up. If your opponent reaches 0 hp, you will receive the wagered item or money from your opponent. If your opponent gives up, he loses the wagered item(s). (No interference allowed).

Wild Digimon Match- At random times durring the RPG, I will send one of the members an instant message. In one of these matches you will face a normal digimon, (IE.leomon, meramon, agumon, darkrizamon, etc.)
In these battles you will also be able to reach a new level of digivolution(ultimate to mega etc) that you can only reach for the first time this way. In Wild Digimon matches more than one person can be involved. This means that some things can be done that can't be done elsewhere. For instence, when one of your teammates is taking damage you may jump in front of it as long as you are not taking damage at the same time, but the damage is double what your teammate would've taken. If an attack targets two people/digimon you can only block damage for one of those people/digimon. A digdestined may take damage for their digimon without doubling the damage.

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How to conduct matches?

example match
All matches are conducted in AIM chatrooms, you must have AOL Instant Messanger to play.
Can be downloaded here at www.aim.com You must never use the same attack twice in a row Roll 1d10 to determine who attacks first
Durring your turn you can either, Activate a D-disc digivolution, activate a natural digivolution, use one of your digidestined attacks or use an item, then your digimon attacks and your turn is over(i will NOT allow any acceptions to this rule, if you read the rulebook you should know that digimon attack signals the end of your turn.)
Procedures:
D-Disc Digivolution: in character you shout "D-Disc Digivolution... Activate!" then you put the disc of the digimon you wish your digimon to digivolve into in your digivice, you maybe be the correct level in order to digivolve into that digimon(if its a champion disc your digimon must be in rookie, if ultimate they must be in their natural champion, or a d-disc champion and for mega they must be in their natural ultimate or a d-disc ultimate, duh.) you must tell me what your digidestined character does when they go through it, its not like we can imagine their movements this is an RPG role play.
Activate Natural Digivolution: you just say in action symbols that you activate their natural digivolution then your digimon does that whole "Rookiemon digivolve to... championmon!", this doesn't require much descriptiveness...
Use Digidestined attack: use action symbols to describe your attack, then your roll whatever dice that attack requires, remember to actually describe.
Use an item: yeah... in action symbols state the item you use and all that stuff... not much detail is required, you can put detail to it but its not required.
(parentheses indicate out of character talking)
::indicates action::( i.e. ::Terrier Tornado::)
Type normal to talk in character(also you need to speak for your digimon as well since they are not just robots, they do speak and interject in conversations and such. When your digimon speaks either put "<>" arround it, change the color of your text from normal, or put their name then a double colon(ex. terriermon::) when speaking as the digimon)
//roll-dice#-sides#
That is how you roll dice in the RPG. I expect that most of you who join have done this before. If you are new at this, ask a member to help you. You can always IM me and I will teach you how to spar, etc. (Please try and ask other members first as I cannot teach everyone who joins my RPG)
Also when you are in a quest or tournement match act as you would if your digimon were real. If he takes a large hit, act worried. Same if he's losing the battle. In a quest this might give you some indication of when to activate a digivolution.(see digivolving at the bottom of this page)

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Digimon types(and their advantages):


Data:+10 to defence and Energy Defense, +5 Agillity and Precision. when digivolving into natural digivolutions, Defense, Energy Defense, Agility and Precision are increased by a specified ammount(States at digivolution) called Type.

Virus:+5 to strength and Energy, +10 Defence and Energy Defense. when digivolving into natural digivolutions, Strength, Energy, Defence and Energy Defense are increased by a specified ammount(States at digivolution).

Vaccine:+5 to strength and Energy, + 10 Agility, and Precision take. when digivolving into natural digivolutions, Strength, Energy, Agility and Precision are increased by a specified ammount(States at digivolution).
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Starting Attacks(each form):



Baby:
Bubble attack(BA)=5
In-Training:
BA=10
Rookie:
Weak physical attack(WPA)(give name for each level):starts at 20
Strong physical attack(SPA)(give name for each level):starts at 40
Energy attack(EA)(give name for each level):starts at 30 -(1/3atk)EP
Strong energy attack(SEA)(give name for each level): Starts at 60 -(1/3atk)EP
Champion:
WPA=40
SPA=80
WEA=60 -(1/3atk)EP
SEA=120 -(1/3atk)EP
Ultimate:
WPA=60
SPA=120
WEA=90 -(1/3atk)EP
SEA=180 -(1/3atk)EP
Mega:
WPA=80
SPA=160
WEA=120 -(1/3atk)EP
SEA=240 -(1/3atk)EP
Later on I will be bringing in Special attacks, they�ll be stronger and have some sort of effect as apposed to just damage.
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Special conditions


Dying: When your digimon is reduced below 0HP(generally 10% of max below) he is turned into data and will be sent back to the digital world. you must go on a quest with help from one or more friends to The Primary Village in the digital world. there you will get your digimon back or a new one.
Paralyzed: your digimon/digidestined are unable to move, every turn you may roll an agility/speed check to see if you can attack.
Poison: when a digimon/digidestined is poisoned they lose -5 hp each turn.
Blind: a digimon/digidestined has -10 to -30 taken from the accuracy they roll stated in attack or by GM. (this does not effect whether an attack gains a damage multiplier)
Bleeding: like poisoning... only for a different reason.
Exhaustion: when a digimon/digidestined reached below 10% of their maximum HP there is a chance they will be unable to attack durring their turn, a strength check will be rolled for this.
Attack Redundency penalty: when an attack is used more than once in a row your opponent gains a defense/energy defense bonus of -20, -40 after thre consecutive uses, -60 after four consecutive uses, after that the attack doesn't even effect it.
Stat checks: A Stat check is not an afliction. A stat check is used to see if your strength, defense or agility is great enough to overcome something. For digimon a stat check is 1d100 anything below their stat(whatever the check is for precision, strength, energy) is a success. For digidestined a Stat check is 1d20 if the result plus your stat is 10 or higher you succeed.
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Accuracy


Accuracy must be rolled before all attacks unless stated otherwise. Accuracy is based on Your stat called Precision. Your starting accuracy is 1d100 Accuracy increases as follows:
10 Precision = 2d100 (51-100 hits)
15 Precision = 2d100 (41-100 hits)
25 Precision = 3d100 (51-100 hits)
40 Precision = 3d100 (41-100 hits)
60 Precision = 4d100 (51-100 hits)
85 Precision = 5d100 (51-100 hits)
115 Precision = 4d100 (41-100 hits)
150 Precision = 6d100 (51-100 hits)
190 Precision = 5d100 (41-100 hits)
235 Precision = 7d100 (51-100 hits)
285 Precision = 6d100 (41-100 hits)
340 Precision = 8d100 (51-100 hits)
400 Precision = 7d100 (41-100 hits)
465 Precision = 8d100 (41-100 hits)
8d100 (41-100 hits) is maximum accuracy. You must roll half of the maximum to hit. Double Damage - If you roll perfect on one die, or roll 2 of a kind double the damage(Duh!).
Triple Damage - if you roll 2 perfect on accuracy or roll 3 of the same # triple the damage(Duh!)
Quadruple Damage - if you roll 3 perfect on accuracy or roll 4 of a kind quadruple the damage(Duh!)
Critical Damage - If you roll 5 or more perfect on accuracy multiple the damage by 10.
Accidents - when a digimon misses with something below 30 you roll an accident penalty 1d10, 1-3 nothing happens 4-5 digimon takes damage, 6-8 digimon takes status change that applies to attacks element, 9-10 field changes due to attackl hitting something on the field & your digimon takes damage and status afliction
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Stats


Stats give your character different abilities. As your level increases you will be allowed to distribute stat pts. (NOT TO HP OR EP.)
Their specific function is explained below:

!-Digimon stats-!

HP - This is your life. Your digimon dies if it reaches -10%, but digimon can return by doing to primary village. In the digital world when a human reaches -10% of their max HP they do not die, they like a digimon whose been defeated will become ghostly and their data orb will become visible, their data can be absorbed... but thats just complicated.
You and your digimon start with at Rookie stage-100HP Champion-Twice the rookies max HP Ultimate-triple the Rookies max HP, Mega-Quadruple the Rookies max hp, HP is given out at the end of battle, its based on how much HP you have left at the end of the match and how much your opponent had at the beggining how, not gonna tell ya.

EP(energy points) - grows when you digivolve in the same way that HP does. its increased at the end of a battle, if at the end of the battle i find that your digimon is at 0EP he might get a larger increase, ya never know. it starts at 25

Strength - for every 4 points you have in this stat you get +1 to all physical attacks, also for every 30 points you have in this you may double the strength bonus of one physical attack during battle.(called a "Pumped" attack).

Energy - for every 4 points you have in this stat you get +1 to your energy attack, also for every 30 points you have in this you may double the Energy bonus of one energy attack during battle.(called "Focused" attack.)

Agility - for every 20 you have in this stat your digimon gain a dodge, with it one may change one die on an attack so that it misses(you can use as many of these as needed). For every 40 you have in this stat you gain a critical dodge, with it one may change a normally critical hit into a normal attack. Because of the effort involved in dodging an attack from a mega versus dodging one from a rookie there will be a multiplier added to the number of dodges used based on the stage of your opponent.
Vs Rookie: 1 dodge used for 1 die
Vs Champion: 2 Dodges used for 1 die
Vs Ultimate: 4 Dodges used for 1 die Vs Mega: 8 Dodges Used for 1 die

Pecision - This controlls your accuracy, Also for every 35 points you have in this stat you may make one attack deal double damage, accuracy not required.(note: you may not stack the effects of one stat. (EX: you've got 100 points of precision you may not make an attack a triple damage.) Because of the effort involved in hitting an opponent of mega stage versus one from of rookie stage there will be a multiplier added to the number of Double Damages used based on the stage of your opponent.
Vs Rookie: 1 DD used for 1 attack
Vs Champion: 2 DD used for 1 attack
Vs Ultimate: 4 DD used for 1 attack Vs Mega: 8 DD Used for 1 attack


Defence - for every 4 points you have in this stat you get -1 to all physical attacks against you, Also for every 30 points you have in this stat you may completely ignore all pluses from 1 attack against you(including natural pluses from digivolving)(this is called a "Power Block").

Energy Defence - for every 4 points you have in this stat you get -1 to all energy attacks against you, Also for every 30 points you have in this stat you may completely ignore all pluses from 1 attack against you(including natural pluses from digivolving)(this is called a "Energy Barrier").

HP: your HP equals that of your rookie level digimon.
Strength: for every point in strength Tamer attack(martial arts & sword trainings) get +1. When biomerging/fusing it translates into Strength and Energy.
Defence: For every Point in defence Tamers get -1 to all attacks aimed at them. when biomerging/fusing it translates into defence and energy defence.
Speed: This stat only decides who goes first in tamer battles(the one with the highest stat goes first, if the same roll initiative.) your accuracy is the same as your digimons. When biomerging/fusing it translates into Agility and Precision.
Stat checks: when a technique asks for a check of a certain stat this is the procedure you roll 1d10 and add the result to whatever you rolled on the die, if the result after that is 10 or higher then the check was successful, for example. (john has 5 speed he has to roll a speed check to dodge an attack, he rolls a 4 on his check he fails the speed check and gets hit instead of dodging) Digidestined stats can only be increased by way of training. martial arts and sword trainings give you 1 stat to distribute when you reach black belt(aka 50 lessons), other trainings give you stats as well more on the trainings page.

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Items


Items can be purchased at the items store. They will help you in your Quests. Some rare items cannot be purchased and will be available through questing and Tournaments.
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D-Discs


D-Discs are the main thing in this RPG, they contain three things, Attack data, Digivolution data and World Data. Attack discs work once, then disappear, they contain the attack of a digimon who was beaten by you but did not come to your side before the battle ended, or a general attack that you found on the floor, usually nothing special about them. Digivolution discs contain the data on digimon from many different situations most often from digimon you've beaten in a battle and convinced to switch sides before its over, less often it'll be given in a storyline. World Discs have a special purpose that I am not going to divulge at this time but, I will, later.


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Leveling Up


You will gain stat pts based on your Level. You increase your Level based on your EXP points. Levels are as follows:


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Level and EXP loss

to insure that no member stays inactive for too long i have implimented this rule if a member is inactive for more than two week in a row then the player will start losing EXP 1000 EXP a week, if they reach 0 EXP that would mean they've reached level 1 if they've been inactive for that long lol they're not coming back and their character will be put up for adoption(seeing as a character simply disappearing would cause some plot holes once a character is made it can not be simply deleted. the stats will be set to what they were when they first went inactive and the character will be put on an RP auction.
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Digivolving:


This RPG is based off of an original digimon story that I'm currently writing, so like every new "season" of digimon theres a new way to digivolve, in this RPG Digivolving requires you to have a D-Disc with a compatable digimon on it, you place it into your D-Drive Digivice and bam, they'll digivolve into it. Theres a catch however, each form has a certain compatability with your digimon, that percentage must be 60% or more in order to digivolve into that digimon, if they are incompatible the disc is useless for you, but you can give it to someone else, but each disc is compatible with different digimon. Whatever the percentage of compatibility is the percentage of the digimon stat increases that the digimon gets,(if you're digivolving from rookie to champion and the compatibility is 60% then instead of getting three times your normal stats you'll only get 1.8 times(the d-disc compatability times 3 divided by 100).) your digimons natural Digivolution data is stored on the start up disc and called up when the need is great or you can control digivolution.
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Digivolving Stat Boosts:


Fresh:all stats=1/4 normal stats(only under special circumstances will any ones digimon be reduced this far)
In-Training:all stats 1/3 normal stats(only under special circumstances will any ones digimon be reduced this far)
Rookie:normal stats
Champion: When you digivolve into your natural Champion digimon you multiply your normal digimon stats by 3 plus a +20 Type Bonus, if its a D-Disc digimon the equation is similar to the one for ultimate (P/100)*3 don't worry i do the work for you, the number you multiply by will be next to your D-Disc name 400 stat limit, 450 on two favored stats, 800 on HP.
Fusion Champion: When you digivolve into your Fusion Champion digimon you multiply your normal digimon stats by 2.5 + Digidestined stat*10. This replaces natural digivolution. all arround stat limit of 500, 800 on hp.
Bisected Champion: When a digimon Bisect Digivolves they split in two and diogivolve into different and opposite champion digimon. their rookie stats are all multiplied by 2 +20 type bonus. this replaces natural Champion, 350 stat limit, 400 onn two prefered stats 800 on HP.
Ultimate: When you digivolve into your natural Ultimate digimon you multiply your normal digimon stats by 6 plus a +40 Type Bonus, if its a D-Disc digimon the equation is (P/100)*6 don't worry i do the work for you, the number you multiply by will be next to your D-Disc name
Fusion Ultimate: When you digivolve into your natural Ultimate digimon you multiply your normal digimon stats by 5 + Digidestined stat*20. This replaces natural digivolution.
DNA Ultimate: add both digimons normal stats together then multiply them by 3 +20 Type Bonus, from this stage you can not BioMerge Digivolve but you can mega digivolve.
Bisected Ultimate: A bisected Ultimate like the champion is slightly weaker than a normal ultimate. their rookie stats are all multiplied by 4 +40 type bonus. this replaces natural Ultimate.
Mega: When you digivolve into your natural mega digimon you multiply your normal digimon stats by 12 plus a +80 Type Bonus, if its a D-Disc digimon the equation is similar to the one for ultimate (P/100)*12 don't worry i do the work for you, the number you multiply by will be next to your D-Disc name
DNA Mega: Add both digimons normal stats together then multiply them by 6 +40 Type Bonus. You cannot bio merge digivolve with this form. Bio-Merging: You Merge with your digimon at mega level to make it even stronger(only to mega) multiply your digimon's normal stats by 15 plus a +120 Type Bonus and your digidestined stats by 40 and add them together Biomerging requires a special D-Disc it'll be obvious that its a biomerging disc when it appears.
Fusion Mega: When you digivolve into your natural mega digimon you multiply your normal digimon stats by 12 + Digidestined stat*40, if its a D-Disc digimon the equation is similar to the one for ultimate (P/100)*12 don't worry i do the work for you, the number you multiply by will be next to your D-Disc name
Armor:(we know we didn't list this in the join form but this is a special digivolution and will only occure with certain items or events) Digimental D-discs will be given out when you defeat an armor level digimon, they won't have a percentage, instead they'll be compatible with only the digimon of the tamer who scanned the D-disc(the GM will decide who scans the data and gets the D-disc.) the number that you multiply your normal stats by will be given next to your D-disc in Parenthesis(EX: Digimental D-Disc of Courage(7)) your Armor digimon form could be as strong as a champion or as strong as a mega. You can only use armor D-discs when you're in your rookie stage.

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