Alright everyone this has been a long time coming from me, the rough draft of the programs this. If anyone is interesting in helping names (I'm bad at naming) and whether or not the numbers make any sense is a good place to start.
Digimon Digital Adventures:
Memory and Programs
This section is an optional add-on to the Digimon Digital Adventures tabletop roleplaying game designed to add additional actions and playstyles for tamers in combat, this add-on will not be appropriate for all settings, especially ones in which the focus in combat is intended to be on the Digimon. However, most of these programs are intended to allow the Tamer to play as a support to the Digimon in a similar method to the characters from Digimon Tamers (the show) or to mimic functions digivices have shown.
However this is also designed to give lower stage Digimon with a Tamer a chance against higher stage Digimon without a Tamer, and to allow lower stage Digimon to remain tactically relevant as the lower as the higher the stage you are using the fewer programs you can run.
All that said this add-on is best used in settings similar to the Digimon World or Digimon Story Games, where owning Digimon isn’t necessarily unique and that there may be many different Tamers and groups of Tamers around. It is less likely to be useful in an Adventure-style setting. Anyway onward to the actual mechanics
Tamers, Digimon, and Memory
This system takes the idea of Digimon being not just living beings but programs and runs with it. The underlying assumption is that the Digimon is a living program that your Digivice is hosting, and as such is eating up some of the computing power of the Digivice by existing. For a new character, no matter their age, the Digivice’s memory starts at 10. However a Digivice is not like a normal computer, it grows more powerful and gains new functions as the tamer it is connected to does, every time a Tamer gains Experience the Digivice gains that much memory. In other words a Digivice’s base memory is always 10+Total EXP.
Typically a Tamer has 1 known program per 10 memory. Disregard this and non-stat prerequisites if the DM wants programs to be something you buy or find.
The memory cost to host a Digimon varies by the stage of the Digimon
Fresh = 1 memory
In-Training = 5 memory
Rookie = 10 memory
Champion = 20 memory
Ultimate = 40 memory
Mega = 70 memory
Ultra = 100 memory
Optional Rule- Armor: Given the generally low power of an Armor level Digimon compared to other stages, and that you are drawing power from a Digimental instead of from yourself, an Armor Digivolution has the same memory cost as a rookie.
Optional Rule – Jogress: A Jogress Digivolution has more advantages than just getting to a powerful form like Omnimon, The partners of the people who Jogressed not only split the memory burden of Digimon in question, the burden is halved as well. Basically Matt and Tai together can host Omnimon for slightly more than hosting Garurumon and Greymon individually. Also both Tamers count as ‘controlling’ the Digimon for the purpose of programs
Optional Rule – Dark Digivolution: During a Dark Digivolution the rampaging Digimon is not considered under your control and you can’t use any programs on it, unless either A) the program states otherwise or B) You pass the TN 20 willpower check to maintain control. A Dark Digivolution may be performed regardless of memory load.
Remember having the requisite memory is necessary, although not sufficient for Digivolution. In order to achieve the next stage you also have to use your crest/understand the true meaning of Christmas/find a blue card/whatever else a DM decides is necessary for Digivolution in your setting. No matter what Digivolution should still be linked to character development of some kind.
Types of Tamers
Longtime fans of Digimon know that there are 4 major types of Digimon: Data, Vaccine, Virus, and Free. Accordingly there are 3 types of Tamers: Programmers, Operators, and Hackers. Each corresponds to their partner Digimon type (Programmer -> Data, Operator -> Vaccine, and Hacker -> Virus) with Free being free to partner with any type of Tamer. Programs are divided by which tamers can use them. These rule aren’t set in stone (especially if you Digivolved forms are a different type), if you want to be a particular type of Tamer, discuss the possibility with your DM.
Programs
Universal
Scan
Prerequisites: None
Memory Cost: 1
Action: Simple
A very basic program, usually the first everyone has. Scan lets you use your Digivice to learn more about a Targeted Digimon, attack, or location. The user targets a Digimon and rolls either Perception or Intelligence (whichever is higher) and depending on how well they roll they get more information, at the DMs discretion. A Tamer can hold action and scan an attack, learning the attached tags without a roll. If the roll exceeds 18, then the tamer learns all immediately relevant information.
Magna Opus
Prerequisites: Bravery 6+
Memory Cost: 15
Action: Complex
This program sends your partner Digimon into burst mode, no matter what stage they are currently in.
Programmers
Barrier
Prerequisites: None
Memory Cost: 1 per tile.
Action: Complex
Forms a barrier at the selected location, can be as large as the user desires, assuming they have the memory for it, but segments created in a single use must be contiguous, and the Tamer must have line of sight to all parts of the barrier when using the program. The barrier doesn’t need to be supported and can float in mid air. The Barrier is assumed to fill the entire space of the tile and is impassable, but can be flown over. The Barrier can be struck to break it. The Barrier has 10 armor and 3 wound boxes, an attack against is proceeds directly to Damage against armor, accuracy is not rolled and provides no bonuses since there are no weak segments to the barrier.
Aversive Armor
Prerequisites: Barrier
Memory Cost: 3 per turn active
Action: Complex to activate, none to maintain
While this ability is active the Digimon’s armor is modified to retaliate against a strike, perhaps it’s spikier, or is electrified, or repels energy attacks. Whatever the case, you choose either melee or ranged attacks. When hit by an attack with that tag while this is active, if your armor roll exceeds their damage, use the remaining successful armor dice to roll damage, ignoring all armor, against the opponent.
DM note: When an enemy tamer uses this on their Digimon you only have to describe what change occurs. Similarly, enemy characters don’t know which was chosen, but intelligent foes may be able to guess based on the change.
Rules Note: Sustained effects have a cost that you pay when activated, and that you pay at the very beginning of your turn each round, if not specified assume they have the same cost. Sustained effects last until its upkeep cost isn’t paid, either by choice or by necessity.
Call Forth
Prerequisites: Barrier, Intelligence 5+
Memory Cost: 3
Action: Complex
When a Tamer runs this program they use the Summoner ability as if they were a Digimon. The Tamer uses [Intelligence + Knowledge] instead of Brains.
Don Armor
Prerequisites: Aversive Armor
Memory Cost: 6
Action: Complex
Your partner or you gains Chrome-Digizoid armor for the remainder of the fight.
Loyalty
Prerequisites: Don Armor
Memory Cost: 2
Action: Interrupt
The Tamer can pay this cost to intercede any attack, even ones that can be defended against, and even for people other than his partner.
Brandish Weapon
Prerequisites: Aversive Armor
Memory Cost: 6
Action: Simple
Your partner or you gains a Chrome Digizoid Weapon of your choice. Any [Melee] tagged move can be performed through the Sword as if they had the [Weapon] tag.
Surf and Turf
Prerequisites: None
Memory Cost: 5
Action: Complex
Modifies a partner Digimon, allowing them to either burrow or swim at their best movement speed for the rest of the encounter.
Flight
Prerequisites: Surf and Turf
Memory Cost: 5
Action: Complex
Modifies a partner Digimon, allowing them to fly at their best movement speed for the rest of the encounter.
Selflessness
Prerequisites: Flight, Aversive Armor
Memory Cost: 0
Action: Passive
Any time you can target your partner Digimon, you may instead choose to modify any allied Digimon.
Scheherazade
Prerequisites: Flight, Scan
Memory Cost: 4/3/2/1
Action: Complex
The Tamer can run this program and modify their partner. That Digimon can use any attack that has been used previously this fight. Each time it’s it gets a discount of 1, the cost can’t go below 0
Immense Power
Prerequisites: Flight
Memory Cost: 6
Action: Complex
On your Digimon’s next attack you may reroll all 1s or 2s on the Accuracy or Damage roll.
Aurelianus
Prerequisites: Immense Power, Call Forth, Intelligence 6+
Memory Cost: 12
Action: Complex
Running this program creates a Large Sphere of pure Chrome Digizoid that rockets up into the exosphere immediately upon being summoned. Once in the Exosphere it can separate part of itself off, turn it into any type of Digizoid and send it hurling to earth with frightening accuracy. It attacks with a base damage and accuracy of [Intelligence], it gains the bonus of whatever Digizoid you choose, if you choose chrome Digizoid it attacks twice. After doing this 5 times there is no more Digizoid left to fire, and the sphere has totally dissipated.
Sword of Extinction
Prerequisites: Scheherazade, Brandish Weapon.
Memory Cost: 18
Action: Complex
Summons a powerful blade for the Tamer. The Tamer’s attacks are treated as if they had the [Weapon] tag with a weapon Gold and Chrome Digizoid weapon (Total +6 Damage +5 Accuracy +Huge Power). The tamer gains access to the following attack, this attack can only be used 3 times before the sword disintegrates.
Wave of Devastation: [Ranged][Weapon][Armor Piercing 2][Certain Strike 2][Line][Stun]
This attack doesn’t actually use the [Line] template instead it is used like The Barrier skill with a length of 5 +Intelligence/2.
Digital Shift
Prerequisites: Surf and Turf
Memory Cost: 2/6/20+
Action: Complex
Modifies the aspects of an area the tamer is in to various degrees. A small change, like lighting up a dark cave, is 2 memory. A large shift like collapsing part of the cave to make it more cramped or to block off an enemy is large and costs 6. To make an Extreme environmental shift, like submerging the area in water for in impromptu aquatic fight costs 20 or more. Using digital shift in the real world is almost always an extreme shift, and may have drastic unintended consequences.
DM notes: Extreme shifts in the real world cross areas over in between the digital and real world. This can have a variety of unintended consequences, a common one being new unfriendly Digimon show up to rumble. Extreme shifts in the digital world work much the same way, but with fewer consequences. However if what the person wants is just untenable, like trying to flood a desert, despite there being no way to hold the water in an area; then just say no.