A cheat sheet for digimon digital adventures
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Anything listed as a bullet point is an option, not a separate action unless specified. Tamers With Digimon have 4 Actions Between Them
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* Two Simple Actions or One Complex Action
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* Free Actions Can Be Used Whenever
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Simple Actions
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Attack
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* Attack (Hold Back)
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Stance Change
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* Default is Neutral
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* Offensive
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* Defensive
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* Other Stances
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>Data Specialization: Sniper > Sniper Stance
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>Quality: Braveheart > Brave Stance
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Use A Skill
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* Homebrew, the GM determines if your skill check is Simple or Complex
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Move
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* Move Through Difficult Terrain is a Simple Action
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>Homebrew, moving through difficult terrain with RAW is a complex action
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Clash
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* Roll Body (3d6+Body), TN is opponent’s Agility Score
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* Larger Size Tag Gets Bonus
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* Beat the TN is Equal or Higher; One succeeds IF Both succeed, Bigger Number Controls (TN or Body)
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* Not Immobilized
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Complex Actions
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Use A Skill
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* Homebrew, the GM determines if your Skill Check is Simple or Complex
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Use An Item
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Only the one who controls can make Clash Actions
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Repositioning is a normal move, they cannot move from eachother
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No Dodge roll allowed from outside opponents
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CPU Combined Values = Damage Reduction
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Reach Quality Clash, penalty based on meters away; ½ damage from the opposition who doesn’t have Reach
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Breaking Up the Clash
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Outsiders to the clash:
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Complex Action
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Contested Roll:
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Outsider 3d6+Body Vs. Controller 3d6+Agility
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Complex Actions
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Attack
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* Target rolls half Dodge Pool
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Pin
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* Target cannot roll to control the Clash
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* CPU vs CPU, if your CPU is less than the target it’s one turn
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Throw
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* Range is equal to Body stat
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Free Actions
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End the Clash
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Simple Actions
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Direct
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* Tamer Specific Action
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Special Order (Simple)
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* Check your sheet
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Intercede
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* Next Round, Lose your next Simple Action per use of Intercede
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Called Shot
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* Tamer makes a Simple Action then Digimon makes a Complex Action
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*Sharpshooting and Focusing
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>Sharpshooting
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>Focusing
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Divine Protection
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* ONCE PER BATTLE
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* Tamer gives up simple action to negate damage
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* Can be called upon AFTER failing a Dodge Roll
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* Penalty: Lose a Simple Action Next Round
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* Penalty: Costs 2 Inspiration for Consecutive Use
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Evolution
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* Declared by the tamer
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Complex Actions
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Special Order (Complex)
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* Check your Sheet
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Other Actions
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Bolster
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This is a Free Action Turns a Simple Action into a Complex Action
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*Cannot Bolster Signature Moves, Sneak Attack, or Clashes
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Inspiration Actions
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* Act of Inspiration
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* Divine Protection
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* Fateful Intervention
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Evolution Simplified
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Simple Action, Tamers Declare Evolution, Roll a Willpower Check
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If the Digimon has enough DP, they may freely change
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Failure: Tamer may attempt the evolution check on the same round
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Slide Evolution
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If it’s the same Stage (Adult to Adult)
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* Same WB (Wound Boxes)
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* Simple Action
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If Higher Stage
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* Tamer Rolls Evolution Check
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* If no Tamer, this is a Complex Action
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* On FIRST evolution, Digimon heals the difference between wound boxes
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If Lower Stage
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* This is a Simple Action
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* Same WB Count
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Recovery Check
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Only when the GM calls for it in dire situations
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Humans Roll Body + Endurance, every 5 ot 6 they gain a Wound Box
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Digimon Roll Their Health Stat
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Example if the stat is 2, roll a 2d6
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