Intro Playkit by Zak Barouh ANIMON STORY PLAYKIT These are stories about kids and monsters becoming friends and evolving to overcome adversity. These are stories about disparate yet kindred spirits coming together and forming unbreakable bonds. Building and sustaining those bonds is not always an easy task, but those who do will learn a lot about themselves and their friends — and most of all they’ll learn how truly powerful those bonds of friendship can be. Your very own Animon Story is about to begin... What’s In This Playkit? • • • • Quick-start rules for playing a simplified version of Animon Story. Abridged character creation including five Kid Types: The Bookworm, The Free Spirit, The Jock, The Loner, and The Rising Star. Rules for BASIC Stage Animon, including pregenerated Animon. A short introductory scenario, Into The Aniverse. What’s In The Full Version? • • • • • • The complete ruleset for Animon Story with full character creation. Five more Kid Types: The Computer Wizard, The Delinquent, The Gamer, The Gentle Heart, and The Little Kid. Rules for creating Animon characters, gaining XP and Levelling Up. Rules for Animon Evolution all the way from FLEDGLING Stage to BASIC, SUPER, ULTRA, and GIGA Stage Animon. Extensive Gamemaster chapter with help for running game sessions, running campaigns, creating your own Animon setting, and more. NPC chapter with over 50 human and Animon NPCs, and a guide to creating your own NPCs. 001 What is Animon Story? Animon Story is a tabletop roleplaying game inspired by classic ‘Kids & Monsters’ (or ‘Mons’) media, especially 90s anime and video games such as Digimon and Pokémon. You might also be familiar with series like Yu-Gi-Oh!, Yo-Kai Watch, Bakugan, Beyblade, and Monster Rancher, all of which involve kids teaming up with fantastical monsters in one way or another. Often, this involves using monsters to battle opponents. In Animon Story, you’ll take on the role of Kids who team up with their very own monster buddies, called Animon. Together you’ll adventure, solve problems, grow as friends, and maybe even save the world. The Kids in these stories commonly fit into archetypal character roles — similar sorts of characters you often find in this genre. The monsters can vary a lot within the genre, and it’s encouraged for each group to decide together exactly how the monsters fit into their stories, but there are three rules to which Animon always abide: 1. Animon partners are sentient, intelligent monsters that can speak human languages. 2. When an Animon builds a strong bond of friendship with a Kid partner, they will grow in strength and eventually gain the ability to evolve into powerful (but temporary) new forms. 3. Animon are from another world (or worlds) to our own — this could be cyberspace, a fairy ‘Otherworld,’ the worlds within human dreams, or anything else you decide! ANIMON STORY PLAYKIT 002 Getting Started Kid Characters Once you have a group of people to play with, including one Gamemaster (GM) and 2-5 Players, you’ll need a number of standard 6-sided dice (at least 5 but more is better), or a digital dice roller. While filling out your Kid Character, make sure to have one of the beginner character sheets in-front of you. The sections on the sheet indicate what to do. Creating Characters Each Player will need a Kid Character and an Animon Character. Simply follow the steps presented here. The Kid character creation process has been abridged for the purposed of this playkit, but characters end up broadly the same as they would in the full game. You can find a beginner character sheet for each of the included Kid Types at the back of this booklet. This playkit contains nine pregenerated Animon for Players to choose from. In the full game, Players create their own Animon from scratch. Playing The Game Once the characters are ready, the GM begins to narrate the world, the Players respond by playing their characters, and the story has begun! This booklet contains a short beginner scenario to help you tell your first Animon Story, starting on page @@. You’re also free to create your own stories! The full rulebook contains a great deal of help and guidance for GMs looking to create their own settings and stories. Kid Type Each Kid has a Type, which serves as a broad description of the character. These each provide a unique Type Feature, and inform a few other features: Special Items, Talents, Flaws, and Stuff. These are presented on the beginner character sheets and can quickly be chosen to suit your character. Kids also have a Desire, which helps flesh out the character. In the full game, it is also related to earning XP. Traits & Stamina Kid characters have three Traits that are each assigned a numerical score. Traits partly represent the physical, mental, and social abilities of a Kid, while also representing the approach to problem-solving favoured by each Kid. When using a Trait to attempt a Test, the Player adds a number of dice to the pool equal to the score of that Trait. Logic represents how well a Kid can use careful planning, strategy, and knowledge. Reflex represents physical aptitude, staying sharp, and responding quickly to the unexpected. Spirit represents willpower, strength of character, and the ability to persuade or influence others. Stamina indicates how tired, or hurt a Kid is. If a Kid’s Stamina reaches 0 they are either completely exhausted or perhaps even unconcious. ANIMON STORY PLAYKIT Bond Points & Bond Strain Bond Points can be spent to improve the odds of success, take action in critical situations, and do a number of other useful things. All partners start with a pool of 6 Bond Points. Bond Strain represents the stresses and difficulties of the relationship between a Kid and their Animon partner. Sometimes even the closest of friendships are tested. Bond Strain starts at 0 and is increased at certain points in the story. If a PCs Bond Strain is ever above their number of remaining Bond Points, the partners are at risk of a ‘Bond Break Episode,’ in which their bond will be put to an ultimate test. Harm Harm represents the bad things that happen to Kids and Animon which have lasting and sometimes profound effects. This could be anything from a sprained ankle that makes it hard to walk, to a deep feeling of hopelessness which makes it hard to fight on. There are three main ways for characters to suffer Harm: • When a Kid is reduced to 0 Stamina or their Animon partner is reduced to 0HP, they immediately suffer a related Harm. • If Bond Strain is increased above a PC’s remaining number of Bond Points, they immediately suffer a related Harm. • The GM can decide that failing a particular Test will result in a related Harm. 003 As soon as a character suffers a Harm, they also immediately gain a number of Bond Strain equal to the Severity of the Harm, unless Bond Strain was the source of the Harm. If a character suffers Harm but doesn’t have enough empty Harm slots to record it, they immediately gain a number of Bond Strain equal to 2 + the Severity of the Harm. The character sheet has three Harm slots, which are filled out when either a Kid or their Animon partner suffers a Harm. The GM decides how best to describe the Harm based on the current situation and also determines the Severity, a number between 1-3 which represents how many Harm slots are filled by that Harm. Characters start the game with no Harm. If all of a PC’s Harm slots are full, they have been Shaken, which is marked on the character sheet. While Shaken, both the Kid and the Animon are so overcome or demoralised by their Harm that they will struggle to succeed, or even attempt, most tasks — any rolls made by Shaken characters have Setback. If characters are Shaken, and at the same time their Bond Strain is higher than their current Bond Points, they suffer a Bond Break Episode, which is described later. ANIMON STORY PLAYKIT Animon Characters There are nine pregenerated Animon characters to choose from in this playkit. These are all BASIC Stage Animon, the most common Stage. In the full rulebook, players create their own Animon from scratch. Classification All Animon can be broadly placed within one of twelve different categories. This is called their Classification. This is a general descriptive term that helps to give Players an understanding of what each Animon looks like and how they might act. An Animon character’s Classification grants Boost to any rolls made when interacting with non-hostile Animon of the same Classification, and it also grants Boost to any rolls made to explore or navigate through their favoured environment. 004 Note on playing two characters Each Kid character has an Animon partner, so in some ways each Player is responsible for two characters. The GM may sometimes play the role of the Animon companion, especially during conversations between partners. Animon will generally do anything they are asked by their Kid partners, but they still have their own will and personality. Some Players may find it easier to distinguish by referring to their Kid character in the first person, and their Animon character in the third person, for example: “I cross the room and open the door on the other side, while my partner Animon watches the corridor behind for approaching enemies.” Element Stats Animon are all attuned to one of ten different Elements. In battle, depending on the match-up between the Element of an attack and the Element of the defending Animon, the attack may be made with Setback or Boost (see the Element triangles opposite). Animon characters have four Stats that are equivalent to the Kid characters’ Traits in some ways: they are used to create dice pools when the Animon is attempting a Test or attacking. They also determine HP, Damage, Dodge, and Initiative scores for the Animon. Nature • Power is used for Tests involving raw strength. and physical prowess. Animon are all very different and have unique personalities. This is represented by an Animon’s Nature, which has both a positive and a negative side. This grants no particular bonus, but is useful for determining how an Animon character will speak and act in the story. • Heart is used for Tests involving endurance, moxie, and spirit. • Brains is used for Tests involving wit, knowledge, and perception. • Agility is used for Tests involving dexterity, speed, and reflexes. ANIMON STORY PLAYKIT 005 Signature Attack Playing The Game Every single Animon of BASIC Stage or higher has a Signature Attack that is unique to them. This takes the form of a special move with its own Name, Element, and Effect. Animon can use their Signature Attack a limited number of times in each Combat Encounter, referred to as their Uses. Once each player has both a Kid character and an Animon character, you are ready to start playing! Usually you’d spend some time talking as a group about the background of your story and how each of the kids knows one another. If you’re playing the included short adventure, there are some suggestions of how to kick off the story. Whenever an Animon fights using their Signature Attack, they add 1 dice to their dice pool for the Attack roll. Qualities Qualities describe the features of an Animon’s physiology, personality, or abilities that help it in one way or another. In the story, whenever a Quality would help an Animon do something, they add 1 dice to the dice pool for any Tests they have to attempt. As a tabletop rpg, the game takes place through a conversation between everyone in the group, with the GM describing scenes, events, and the actions of Non-Player Characters (NPCs), while the Players narrate the actions of their own Player Characters (PCs). The GM and Players respond back and forth and gradually build a story! Tests When PCs attempt actions with unceratin outcomes, Players roll dice to see if their characters can achieve what they are trying to do. This is called attempting a Test, and happens regularly in any game of Animon Story. Both Kids and Animon can attempt Tests, and each uses their own characteristics to assemble dice pools. There are three steps to take when a PC attempts a Test: 1. The Player assembles a pool of D6s based on their PCs’ characteristics. 2. The GM announces the Difficulty Rating of the task. 3. The Player rolls the dice pool and counts how many ‘Successes’ they get. ANIMON STORY PLAYKIT Assembling A Dice Pool The characteristics used to assemble a dice pool are determined by the Player and GM agreeing on which ones are most useful and relevant to the task at hand. The Player may also decide to spend Bond Points to add more dice to the pool, as described later. • • For Kid characters, use Traits (adding a number of dice to the pool equal to the Trait score) and Talents (adding one dice to the pool for each relevant Talent). For Animon characters, use Stats (adding a number of dice to the pool equal to the Stat score), Qualities (adding one dice to the pool for each relevant Quality), and the Signature Attack (adding one dice to the pool if the attack is useful for the Test). Difficulty Rating The GM determines how hard it is to achieve what the PC is attempting, and anounces a Difficulty Rating to reflect that. This is a number typically ranging from 1 to 5, with 1 being very easy, and 5 being extremely difficult. The standard Difficulty Rating is 2. Counting Successes All that remains is to roll and count the number of ‘Successes’. Under normal circumstances, each dice showing a result of 4+ counts as a success. If the number of successes rolled is equal or greater than the Difficulty Rating of the task, the character has passed the Test. If not, they have failed. They have the option of ‘Pushing’ the roll (see next page). 006 For example, a Kid character attempting to climb a wall would use one of their Traits and any relevant Talents to assemble a dice pool. The Kid uses their Reflex score of 3 and Climbing Talent, giving them a pool of 4 dice. The GM announces that climbing the wall will be Difficulty 2. The Player rolls their pool and gets the following results: 5, 4, 2, and 1, scoring 2 Successes (since each result of 4+ is a success). The Kid is able to climb the wall! Setback and Boost In some situations, a character attempting a Test may be helped or hindered by something, such as a handy tool, unexpected complication, or even environmental conditions. The Player and GM should agree on these things before the roll is made. In these cases the player rolls with either a Setback or a Boost. • When rolling with a Setback, only dice results of 5+ count as successes. • When rolling with a Boost, dice results of 3+ count as successes. For example, a character attempting to interpret strange symbols would roll with a Boost if they happened to have a handy book on symbology. On the other hand, the character would roll with a Setback if they were attempting to interpret the symbols in a dark room. In some rare cases, characters may roll with Double Setback or Double Boost. With Double Setback, only dice results of 6 count as successes while, in the case of Double Boost, results of 2+ count! ANIMON STORY PLAYKIT 007 Opposed Tests Combat Encounters In some cases, two characters will be competing against one another in a Test. This could involve anything from an arm wrestle to a game of chess, to one character attempting to lie to another. When this happens, instead of the GM setting a Difficulty Rating, all characters involved assemble their dice pools and roll at the same time. The character who rolls the most successes is the victor. If they roll the same number of successes, the GM can narrate a tie situation, or immediately call for another roll. Sometimes fights break out — and most Animon are well-equipped for battling one another. In this game, it is very rare for Kids to be directly involved in fighting. Pushing Rolls If a PC just can’t afford to fail a crucial roll, they can force themselves beyond their normal capabilities. This is called Pushing a roll. When a Player decides to Push a roll, they immediately re-roll with the same dice pool as before, including any bonus dice gained by spending Bond Points, etc. They also immediately gain 1 Bond Strain, as exerting such effort is bound to create stress! If the new result is a success, they pass the Test as normal. If the new result is also a failure, they are defeated by the task and cannot Push the roll again. When a fight is about to start, it’s time for Players to roll Initiative; the GM also rolls this for any NPCs (Non-Player Characters) involved, including the enemies. This is the start of a Combat Encounter, in which characters take Turns and try to win the battle. Initiative All Animon characters involved in a Combat Encounter roll for Initiative. This is an Opposed Test using the Initiative score. Characters who are surprised (such as the victims of an ambush) roll with Setback. An Initiative Order is then created based on the number of successes rolled with the most successful character acting first. Ties in Initiative rolls are always won by the PCs. Players continue to take turns in the Initiative Order until the character with the lowest Initiative score has acted, at which point the next ‘round’ of turns is started with the top character. Taking A Turn On their turn, each Animon character can make an Action. This is more or less anything that involves a dice roll — attempting a Test or making an Attack. Things like speaking, moving a short distance, or simple interactions with the environment do not take an Action. Kids can also make an Action at the same time as their Animon if there is something they want to do. ANIMON STORY PLAYKIT Attacking And Defending When a PC attacks, the Player chooses a Target, builds a dice pool and makes an Attack roll. The result is compared to a Dodge roll made by their opponent. If the attacker rolls equal to or more than the number of successes rolled by the defender (as long as they rolled at least 1 success), the attack hits and deals damage. When a PC Animon attacks they use a Stat as indicated: • Use Power to attack when the target is close and there is a clear shot, such as when fighting at very short range, or when there’s an opening in the target’s defences. • Use Heart to attack when you purposefully put yourself in harm’s way or when the target has you on the back foot, such as when you are overwhelmed or outnumbered. • Use Brains to attack when you must use precision or when you attack from a secure position, such as when the target is some distance away from you. • Use Agility to attack when you move to close the distance or keep up with the target, or when you need to attack stealthily. Animon also add 1 dice to their Attack roll pool if they use their Signature Attack. This also allows them to make use of the Effect their Signature Attack has. Remember that each Animon may only use this attack a certain number of times in each Combat Encounter, indicated by their Uses score. 008 When a PC Animon is being attacked they make a Dodge roll, rolling a number of dice equal to their Dodge score, plus 1 if they have a useful Quality. When defending, the Dodge roll must score more than the number of successes rolled by the attacker. PC Animon can choose to spend their whole Action focusing on defence, which grants them Boost on any Dodge rolls made until the beginning of their next turn. Damage When an Animon successfully makes an Attack roll, they deal damage to the defender. The amount of damage dealt is equal to the attacker’s Damage score. On top of that, the attacker deals extra damage equal to the difference between the Attack and Dodge roll results. The total damage is then reduced from the target’s HP or Stamina. For example, an attacking Animon rolls an Attack roll with 4 dice and rolls 5, 4, 4, and 1: a result of 3 successes. Their target rolls a Dodge roll with 3 dice and rolls 4, 2, and 2: a result of only 1 success, which means they fail to dodge the attack. The attacking Animon’s Damage score is 6, and as they rolled 2 more successes than the defender, they deal 2 extra damage. Therefore the attack deals a total of 8 damage to the defender. When a character is reduced to 0HP or 0 Stamina, they are out of the fight. This usually means they are unconscious or totally exhausted. When a PC is reduced to 0HP/Stamina, they immediately gain a Harm. ANIMON STORY PLAYKIT Fire 009 Element Matchups Animon Elements are each strong against one other Element (except for the Neutral Element). When an Animon attacks they compare their Element with that of the target. If their Element is strong against the defender’s Element, the Attack roll has Boost. If the defender’s Element is strong against the attacker, the Attack roll has Setback. For example, an Animon with the Nature Element is attacking a target with the Water Element. Nature is Strong against Water, so this attack has Boost. Then the Water Element Animon attacks the Nature Element Animon back. This attack has Setback. Water Conditions Nature Electric Sometimes characters will be inflicted with conditions, which affect their ability to fight. Conditions can be caused by Signature Attack Effects. Light • • • • • • Earth Wind Mirage Dark Stunned: A Stunned character misses their next turn. Disoriented: A Disoriented character has Setback on any Attack rolls they make. Weakened: A Weakened character has any damage they deal reduced by half. Vulnerable: A Vulnerable character has Setback on any Dodge rolls they make. Immobilised: An Immobilised character cannot move, but they can still make an Action on their turn. Boosted: A Boosted character gains Boost on one Attack or Dodge roll they make on their next turn. ANIMON STORY PLAYKIT Rest and Recovery Going on adventures, battling enemies, and solving problems is tiring work, and at some point the PCs are going to need a break. PCs can Catch Their Breath in a few minutes after a Combat Encounter, or if they have a longer period of time to relax and regain their strength, they can take a proper Rest. • Kids regain a number of lost Stamina points equal to half their maximum Stamina. • Animon regain a number of lost HP based on a dice roll in the same way as ‘catching their breath’ after a Combat Encounter — they attempt a Heart Test with Difficulty Rating 1 and, if successful, recover HP equal to their Heart score plus 1 extra HP for each success rolled (or just 1HP overall if unsuccessful). • If Kids and Animon are together while Resting, they regain 1 lost Bond Point. Catching Your Breath A Combat Encounter ends when there is no longer an active and pressing threat to the PCs. At this point, the Animon characters (including those who have been reduced to 0HP) can all catch their breath, by attempting a Heart Test with a Difficulty Rating of 1. If successful, the Animon immediately recovers an amount of HP equal to their Heart score, plus 1 extra HP for each success rolled. If the roll is failed, the Animon still recovers a single HP. Rest To Rest properly, it takes more than a quick breather. The characters will need to stop what they’re doing and chill out, perhaps eating or even sleeping. In this game, meaningful Rest needs to be at least a couple of uninterrupted hours, but it could be a full evening and a night of sleep, depending on the circumstances. Whenever characters Rest, they may immediately benefit in the three following ways: 010 Rest Activities During a period of Rest, PCs can engage in a single Rest Activity, which provides an additional benefit. Rest Activities are things that Kid and Animon partners do together to help them recover, relax, and prepare themselves for whatever comes next. As long as they aren’t interrupted, PCs can choose one of the following: • Recuperate: The partners fully restore themselves by chilling out, eating a hearty meal, sleeping restfully, or some other restorative activity. All the PC’s lost Stamina and HP points are recovered. • Socialise: The partners play, chat, or otherwise spend time bonding with one another and perhaps the rest of the group. They regain 1 lost Bond Point. ANIMON STORY PLAYKIT • • De-stress: The partners calm themselves through personal meditation or conversation with one another, perhaps apologising for mistakes they have made. The Player rolls a single D6. If the result is a success (4+) their Bond Strain is reduced by 1. Bond Strain cannot be reduced below the combined Severity of all the characters’ Harm in this way. Address Harm: the characters try to rid themselves of a Harm they’ve experienced, either by healing physical injuries or overcoming emotional ones. The GM decides the most appropriate Trait or Stat based on the Harm, and the character attempts a Test with a Difficulty Rating equal to 1 + the Harm’s Severity. If it’s appropriate, another character can attempt this Test for them (for example, if they are helping patch up injuries). The helper does not have to choose this Rest Activity. 011 Bonds of Friendship Bond Points Bond Points are a special resource that only the PCs have. Players can spend Bond Points in various useful ways. This represents the sheer power of the bond between partners helping them overcome any challenge. • Better Odds: Spend 1 Bond Point to gain 2 dice on ANY roll. Spend 2 Bond Points to gain 3 dice, 3 Bond Points for 4 dice, and so on. • Dig Deep: Spend 1 Bond Point to gain an extra Use when an Animon has run out of Signature Attack Uses. • Interject: Spend 2 Bond Points to make an immediate extra action in combat (or in other circumstances where no action would normally be possible). • Fight On: Spend 3 Bond Points when a character would be reduced to 0 Stamina/HP. That character is instead reduced to 1 Stamina/HP. • Lucky Break: Spend 1-3 Bond Points based on GM discretion to add a change to the story. Perhaps you have just the right item in your bag; the enemy you want to hit with an electric attack is standing in a puddle of water; a rockslide blocks the gorge you’re running through giving you time to escape the angry stampede behind. The cost will be higher for changes that are improbable or extremely convenient — the GM has the final say on what constitutes a reasonable change. In some cases this can provide Boost or remove Setback from rolls. ANIMON STORY PLAYKIT 012 Bond Strain Bond Break Episodes While Bond Points represent the incredible power that comes from the bond between partners, Bond Strain represents that power being misdirected and the bond itself being put under pressure. Like Bond Points and Bond Level, Bond Strain is shared between Kid and Animon partners. A Bond Break Episode is the specific moment when the bond between Kid and Animon partners is put to the test in a major way. A Bond Break Episode is triggered when a Shaken character’s Bond Strain is higher than their number of remaining Bond Points. When this happens, the Player in question discusses what happens next with the GM. This is often based on what caused the Bond Break Episode to happen, such as a Harm or particular source of Bond Strain. Here are some examples: All characters start with 0 Bond Strain, but this will increase at certain stressful points throughout the story. There are three ways in which a character’s Bond Strain can increase: • Harm: Whenever a character suffers a Harm, they immediately gain an amount of Bond Strain equal to the Severity of the Harm (i.e. how many slots it takes up), unless Bond Strain was the source of that Harm. An Animon pushes themselves too hard and suffers a bad injury. Their Kid partner gets angry at how reckless they’re being and the two fall out. • • Pushing Rolls: Whenever a Player decides to Push a roll, their characters immediately gain 1 Bond Strain. A Kid selfishly pursues their Desire in a way that causes trouble for the whole group. Their Animon is upset and vows to stop being their partner until they ‘grow up.’ • • Desire: Whenever a Kid character pursues their Desire in a way that causes problems for their partner or the other PCs, they immediately gain 1 Bond Strain. A Kid pushes their Animon too hard in a fight, which results in a dangerous situation. The Kid is mortified with their own actions and refuses to let the Animon fight again. • If a Shaken character’s Bond Strain is ever higher than their number of remaining Bond Points, they have a Bond Break Episode, as described in the following section. Whenever a Bond Break Episode is resolved, those PCs have their Bond Strain reduced to 0. At some point all PCs will see the error of their ways and overcome these issues togeter. When a Bond Break Episode is resolved, all Harm is removed aside from those which would clearly still be problematic, such as physical injuries, etc. Bond Break Episodes are much more likely to happen in longer ‘campaigns’ consisting of many game sessions. There is a lot more information on this in the full rulebook. INTO THE ANIVERSE Into The Aniverse An Introductory Adventure for Animon Story A strange star falls from the sky, and a mysterious force pulls a group of kids into a world full of mystery, danger, and incredible creatures called Animon — welcome to the Aniverse! United with their very own Animon partners, the kids take their first steps into the unknown. They’ll have to figure out where they are and rely on themselves, each other, and their new partners in order to find their way home. In the process, they’ll discover a sinister threat that could destroy the balance of the Aniverse, and put both that world and the human world in peril! WARNING: If you’re a GM, read on! If not, skip the adventure section so you don’t get spoiled! For The GM The Gamemaster’s role is different from that of the other people playing. Rather than taking on the role of a particular character, the GM is the one who controls the actions of all Non-Player Characters (NPCs), including anyone that the PCs talk to, fight, or engage with in any way. The Gamemaster can be seen as the main narrator of the story, as they respond and react to whatever the PCs do or say. They help guide the story onwards by listening to what the Players are saying and setting Scenes that the PCs can interact with, including those that present challenges, problems, or opponents that need to be overcome. 013 As the GM, you’ll also occasionally inhabit the characters of the PC Animon, particularly when Players want to have in-character conversations between their Kids and Animon. Always remember that the Players have agency over their Animon characters, and they should be the ones to decide how their Animon speak and act. Ask the Players about these things regularly, so that you can accurately portray their characters when necessary! To get started read through this short adventure so you know the basics of what can come up during play. It’s impossible to completely predict what will happen because the Players are in control of their own characters, but if you’ve read ahead and are familiar with the adventure’s setup, you’ll be able to respond to anything the Players do. NPC Stats For the purposes of the playkit, NPCs are presented with simplified stats. They each have a Level, which is the number of dice they add to any dice pools when rolling. This is also used as their Initiative, Damage, and Dodge scores. They also have Strengths, which add 1 extra dice to a pool when they’re relevant. Weaknesses impose Setback on rolls whenever they would cause the NPC problems. They also have a Signature Attack, sometimes with a special Effect. When an NPC uses this Signature Attack, they add 1 dice to their pool on top of their Level. NPCs have no limit on the number of times they can use their Signature Attack. INTO THE ANIVERSE 014 Adventure Overview Summary In this adventure, the Kid characters get suddenly transported to the Aniverse, where they meet their Animon partners for the first time and have to work together in a totally unfamiliar world. The adventure is designed to be a good starting point, getting a taste for Animon Story and throwing all the characters together in a way that lets everyone experience the game. Here is a quick breakdown of the entire adventure in four sections: As an introductory adventure, the story is fairly simple, and in some ways, the adventure is laid out in a relatively linear way. This is intentional and means that GMs and Players new to the game will be able to learn and have fun, without worrying too much about a complex scenario. What’s really going on? Just before the Kid characters are pulled into the Aniverse, they each see a strange shooting star racing across the night sky. It trails a sinister purple light. Later, they are unsure whether they were dreaming or not, but in fact, this shooting star is real. It is an interdimensional meteorite that has landed in the Aniverse and is causing massive amounts of disruption. Now the purple light spreads from the impact crater, causing any Animon it touches to be filled with uncontrollable aggressive emotion. This dark power is known as the ‘Turmoil’ to some Animon and seems to be spreading anger and hatred far and wide. Seeking out and investigating this meteorite will be a large part of it. Though no-one knows exactly what has happened, something to do with these events has awakened the bond between the Kids and their Animon partners, and pulled the Kids across from one dimension to the other! 1. Drawn In Having seen (or dreamt) of a strange meteorite, the Kids wake up to find themselves transported to an unfamiliar world. They meet creatures called Animon who seem to know them already. They are told that their arrival here coincided with the fallen star. 2. Gloomvine Cave Realising that in arriving in the Aniverse they fell deep into a crevasse, the Kids and their new partners work their way through a dark tunnel system known as Gloomvine Cave seeking a way back to the surface. They encounter cave-dwelling dangers and meet an Animon driven mad by the Turmoil’s purple light. 3. Animon All Around Having found their way back to the surface, and having reason to believe the meteorite has something to do with their arrival here, the Kids and their partners try to find out where it landed. Out here on the surface, the environment is diverse and there are lots of Animon at every turn — some friendly, others not so much. 4. The Crater Having found their way to the meteorite crash site, the Kids and their partners discover a huge chunk of space rock glowing with that all too familiar purple light. There lies their most powerful opponent yet, but also the key to their return home. INTO THE ANIVERSE 1. Drawn In Before kicking off the story, spend a little time discussing the Kid characters with the Players, and introduce these basic facts about the setting: • The Kids all go to the same school — they might be classmates, close friends, siblings, or they might not know each other that well yet. That’s up to the Players to decide. • They have not yet met their Animon partners, nor do they have any idea about the existence of Animon. That is not common knowledge in this world. When you’re ready to jump into the adventure properly, read the following text aloud (or describe something similar): An alien light, sinister and purple, travels in a streak across the night sky. The shooting star passes behind your eyes and enters your dreams. You each see it crash to the ground, leaving a smoking crater in an unfamiliar landscape. You suddenly all feel the sensation of falling as if you’re following the star. You each wake up with a start and realise you’re no longer in your beds. In fact, you have no idea where you are. 015 The PCs awake to find themselves in a dark place. They have fallen into the Aniverse, and in the process dropped into a crevasse and ended up deep within an underground cave network. The Players will likely have questions about the current surroundings. The Kids are groggy at first as if they’ve just woken from a deep sleep, but they will quite quickly realise these key points: • They are all together and recognize each other from school. • The last thing each of them remembers is going to sleep at home in their beds. They had strange dreams that seemed real of a purple shooting star. • They are not alone in this cave. INTO THE ANIVERSE The Kids’ Animon partners fell down into the cave following them. The Animon are eager to meet their new partners — each one of them instinctively knows who their partner is. Meeting their partners for the first time is quite a big deal for the Kid characters. However surprising and perhaps frightening this situation is, when the Kids meet their Animon they do feel a sort of connection as if they can sense the bond that already exists. Feel free to spend plenty of time on these introductions, as there are no immediate threats in the scene. Crucially, the Animon will explain that the Kids fell from the sky right after a purple star fell to the ground somewhere nearby, which may encourage the Kids to investigate. GM Note: this is a good time to talk to the Players about their preferences towards roleplaying and handling two characters. You can experiment going back and forth, try some in-character conversations between Kids and Animon, and the Players can try narrating their characters in first or third person until they discover the style that is most comfortable for them — of course, this may evolve beyond just the first scene as you continue playing. When the PCs return to investigating the cave around them, they’ll see that a small stream of daylight is drifting down to them from the crevasses opening far above. They are very deep down, and the cave walls curve inwards at a steep angle, making climbing up extremely difficult. Where the light comes down, there are some cave shrubs and a single small tree growing from a patch of soil in the centre of the floor. 016 There is one other exit — a tunnel in the cave wall. The walls around and within this tunnel seem to be densely covered with roots and vines of various kinds. An Animon with some knowledge of the local area can attempt a Brains Test (Difficulty 2). If successful, they realise this place is known as Gloomvine Cave. It is known to be dangerous but does have several entrances on the surface, so it’s likely this tunnel leads to one. 2. Gloomvine Cave Moving through the tunnel, the PCs enter a series of narrow passageways all bearing thick roots and vines along the walls. A successful Reflex or Brains Test (Difficulty 3) will allow a character to notice that the vines occasionally move, sliding along the walls like snakes. 2.1. The Pool Soon the tunnel path is broken by a sharp drop. At the bottom of a pit, there is a deep pool of cold water. Two uneven pillars rise up from the pool, creating platforms that can be used to cross from one side to the other in a series of jumps. This is a Test (Difficulty 1) using any Trait or Stat the Players can justify. A total of 3 successes are required to cross all the way to the other side, which may require multiple Tests. Both Kid and Animon cross based on the same Test - no need to roll for each. The PCs might aid their crossing by gathering some of the thick roots and vines from the walls, returning to the first chamber for some sturdy tree branches, or any other ideas they come up with. Any form of assistance will grant Boost on the Test to cross the gaps. If anyone goes to grab vines from the walls, they will notice some of them drawing back away from their hands. INTO THE ANIVERSE If a PC falls into the water below, they lose 2 Stamina/HP and must roll a Spirit or Heart Test (Difficulty 3). On a failure, they gain Harm (Severity 1): Soaked to the Bone from the freezing water. Either way, climbing out the other side requires no roll. 2.2. Grasping Vines Moving on, the tunnel grows even narrower than before. The characters must squeeze through small gaps to press on ahead. Soon, they enter a small chamber where the vines are thicker than ever, covering the walls, ceiling, and floor. Beyond the vines, the tunnel widens out, and daylight can faintly be seen shining. Should they make any attempt to cross the room or interact with the vines, they will writhe and spring to life, attempting to grab the closest Kids and Animon and wrap them up. PCs can avoid this with a successful Reflex or Agility Test (Difficulty 2). PCs can try to damage or attack the vines using Talents, Qualities, or Signature Attacks. Any attack made against the vine must beat a (Difficulty 2). If successful, PCs can deal damage as if in combat. 10 damage in total is required to beat back the vines completely. Any source of fire grants Boost on the Attack roll. 2.3. Ursite’s Lair Beyond the vine chamber, the daylight grows stronger. The PCs come into what is clearly a wide exit chamber. The ceiling is low, and the tunnel widens out into a large cave mouth. As the PCs enter, read the following text (or describe in your own words): 017 Before the cave mouth, you see a large bear-like creature that appears to be half made of rock. This appears to be where they live. The bear creature watches you enter with a look of surprise on their face, but they do not at first appear hostile. Suddenly, a sinister purple light flashes from outside the cave, and you see it surround the bear creature. Their eyes glow with the same purple, an expression of fury comes over their face, and they charge forward to attack. This is the PCs first encounter with the purple light from the meteorite. The bear-like Animon (called Ursite) has been driven to anger by the light, becoming much more aggressive than they usually would be. This will likely be the first proper Combat Encounter of the game, so make sure to go through the Combat Encounter rules earlier in the playkit. Ursite (Classification: Beast, Element: Earth) This Animon somewhat resembles a cave bear with a body made of stone and sand. They have powerful earth-manipulating powers but rarely use them to attack. Level: 3 HP: 20 Strengths: • Brute Strength Initiative: 3 Damage: 3 Dodge: 3 Weaknesses: Hates Water Signature Attack: Stone Split (Earth) Special: • When Ursite hits a target with Stone Split, that target is Disoriented until the start of Ursite’s next turn. INTO THE ANIVERSE 018 3. Animon All Around Leaving Gloomvine Cave, the PCs step out into bright daylight. The cave mouth leads out onto the side of the hill. In the distance, tall snow-capped mountains rise. Before them, fields of grass, rocky hills, and wide forests stretch into the wilderness. Beyond the slope of the hill that the PCs are standing on, a wide, round lake is glowing with a sickly purple light. There is no sign of a smoke trail from here. After leaving the cave, the PCs can move between locations with more freedom. There are three main locations they can explore detailed here: Swiftshimmer Lake, Driftling Woods, and Wildspring Gorge. The Animon partners may know a little about each of these areas. There is no particular order these locations should be visited in, as they are all more-orless between Gloomvine Cave and the meteorite crater. Each location offers an opportunity for the PCs to learn more about what is happening. Once Ursite has been reduced to 0HP, it will fall unconscious, and the purple light will visibly leave it and disappear out into the open. If the PCs stick around for a little while, Ursite will awaken. They are a friendly Animon usually, and their memory of being affected by the light is hazy — they only remember being angry. As an apology, Ursite will let the PCs rest in the cave mouth whenever they like, and provides them with fruit and berries. If the PCs Rest here, they can eat well and restore their Stamina and HP to full. If the PCs ask Ursite about the shooting star, they will describe how they saw a purple streak in the sky, heard a mighty crash, and saw smoke trailing up from the impact some distance away. Ursite points the PCs in the right general direction. 3.1. Swiftshimmer Lake This lake is the closest feature to the cave exit where the PCs begin their exploration. Even from a distance, they can tell there’s something strange about it — it’s glowing with that same purple light that came from the shooting star, the same light that affected Ursite. At the lakeshore, a group of eight small Animon called Swimlet are marching to and fro on their tail fins. They all have glowing purple eyes, having been affected by the Turmoil when a chunk of the meteorite that broke off from the main body landed right in the middle of the lake. Usually, these Animon are timid and stay deep within the lake, but the Turmoil has made them aggressive. INTO THE ANIVERSE If the PCs can get to the meteorite chunk in the middle of the lake and deal 15 damage to it in total it will break apart, freeing both the lake water and the Swimlet from the effects of the purple light. Swimming in the lake for too long will require a Spirit or Heart Test (Difficulty 3). If this Test is failed, it results in gaining Harm (Severity 1): Purple Haze (this doesn’t send the Kids or Animon crazy, just strains their minds in an uncomfortable way). Swimlet (Classification: Aquatic, Element: Water) These Animon are commonly found around sources of fresh water. They group up into schools to avoid danger from bigger, meaner Animon, and can even walk on land when necessary. Level: 1 HP: 5 Strengths: • Swimming Initiative: 1 Damage: 1 Dodge: 1 Weaknesses: Easily Scared Signature Attack: Water Spit (Water) Special: • If three or more Swimlet are fighting a single enemy, their Dodge and Damage scores are temporarily increased to 2. The Swimlet have built ramshackle cages from sticks, reeds and kelp. Inside the cages, they’ve trapped a few Driftling — small plant-like Animon with the appearance of dandelion seed balls. If the PCs manage to free them, they’ll invite them back to their village in Driftling Woods. If they ask about signs of the comet, the Driftling will say they saw black smoke rising from the direction of Wildspring Gorge. 019 3.2. Driftling Woods At the edge of a deep forest, the trees grow less dense and foreboding. This area is known as Driftling Woods, named for the village of Animon called Driftlings which can be found under the tree canopy here. Made up of small wooden domes and hollows cut from the larger trunks, the Driftlings who live here are generally cheery and peaceful. Due to all the recent activity following the meteorite, the Driftlings are quite frightened and much more cautious of visitors. When the PCs approach they will have to convince the Driftlings they’re friendly, or they will hurriedly shut themselves away inside their tree homes. If convinced the PCs mean no harm, the Driftlings will tell them of all the Animon that have been getting angry recently, attacking for no reason — they call it ‘the Turmoil’. One even says they saw a creature they’ve never seen before completely surrounded by purple energy. They aren’t even certain if it was an Animon at all! This strange creature was seen out east beyond Wildspring Gorge. While in the Driftling Village, the PCs are welcome to rest in a relatively safe spot. The Driftlings will also be happy to trade with them. They love anything tasty, comfortable, or cute looking, or shiny. If the PCs can offer anything they want, they’ll trade either of the following items, or perhaps multiple of them if the offer is good enough: • Vital Seed: a bitter seed full of revitalising energy. When consumed, this seed restores 6HP/Stamina. • Charge Seed: a spicy seed packed with power. When consumed, the next attack or other physical action gains Boost. INTO THE ANIVERSE 3.3. Wildspring Gorge Near the gorge, the earth has been split and cracked in many places as a result of the meteorite impact. From some of these spots, scorching hot steam is spewing. The gorge itself is a deep cut through the land. On either side, steep rock walls rise. At the base of the gorge there are several pools. These are usually filled with naturally heated water — hot springs that are popular with local Animon. Now, due to the fissures caused by the meteorite impact, the pools are full of bubbling lava. Around the pools are several reptilian Animon called Baskilisk. They love bathing in the hot springs, but are obviously unable to do so while lava fills the pools. It is a tough task to fix this problem, and may prove to be beyond the PCs current abilities, but there are solutions. Animon with the power to manipulate Earth may be able to shut the fissures or otherwise drain the pools, while if a large amount of Water were poured onto the lava, it would eventually harden into solid rock. The bear Animon Ursite would be a great help in this, if it were asked for help. Should the hot springs be restored the Baskilisk will be delighted, and the PCs will be able to rest in the soothing waters of the pools if they so desire. Characters who bathe in the pools for just a few minutes have their HP/Stamina fully restored. Either way, the Baskilisk will tell the PCs that the meteorite hit the ground not far away, just beyond the end of the gorge. If the PCs spend a long time in the gorge, sooner or later a flash of purple light will suddenly appear in the sky and take over two of the Baskilisk, who will immediately become aggressive and attack. 020 Baskilisk (Classification: Dragon, Element: Neutral) A relatively abundant Animon that resembles a large lizard. They are highly adaptable but prefer a slow-moving, laid back lifestyle. They can often be found basking in the sun. Level: 2 HP: 12 Strengths: • Climbing Initiative: 2 Damage: 2 Dodge: 2 Weaknesses: Lazy Signature Attack: Dragon Breath (Neutral) Special: • The Element of Dragon Breath changes based on the environment (e.g. it becomes Nature in a forest, Water by the ocean, Earth in a cave, etc.) INTO THE ANIVERSE 4. The Crater A powerful and unsettling energy emanates from the crater where the meteorite now lies. It is a huge boulder glowing with that familiar purple light, which is stronger here than anywhere the PCs have encountered it before. Standing close to the meteorite for long is dangerous — characters who do must succeed a Spirit or Heart Test (Difficulty 3) or gain a Harm (Severity 1): Turmoil. If the PCs can deliver 25 damage total to the meteorite, they will crack it. It requires a successful Attack roll against Difficulty 2 to damage the meteorite, and may require getting close enough to be affected by the Turmoil. On top of that, as soon as the PCs enter the crater, the meteorite’s guardian will appear. When this happens, read the following text aloud (or describe it in your own words): The energy around the meteorite vibrates and pulses with purple light. An elongated shape slowly emerges from the rock, bulbous and tentacled. It is difficult to perceive, as if it doesn’t belong in this world. It’s body is filled with purple light, other than the pale green skull at it’s centre. As it approaches you, a garbled voice enters your minds. You can’t understand it, but you are suddenly bombarded with images of this world and your own world — the skies full of purple light, creatures like this one pouring through portals in reality. This creature’s sole purpose is to aid the spread of the purple light, and destroy any who would get in the way of that goal. It will attack the PCs immediately. 021 INTO THE ANIVERSE Turmoil Entity (Classification: ???, Element: ???) A being from another dimension. It bears some characteristics of Animon but is otherwise alien, and deeply unsettling to encounter. Level: 3 HP: 30 Initiative: 3 Strengths: • Grasping Tentacles Damage: 3 Dodge: 3 Weaknesses: ??? Signature Attack: Reality Beam (???) Special: • Whenever the Turmoil Entity is hit by a Signature Attack, the Turmoil Entity and Reality Beam immediately take on the Element of that Signature Attack. When the creature is defeated, or the meteorite destroyed, there will be a thunderous explosion of purple light. Once the dust settles, both will have disappeared and in their place will be a tear in reality — a portal like the ones the Kids saw in their heads. They will begin to feel a sensation of falling, just like before they arrived in the Aniverse, and all of a sudden wake up in their beds. No matter how long they may have spent in the Aniverse, when they wake up it is the morning after they had the dream of the shooting star and all this began. 022 Wrapping Up Though the Kids have returned home, they still remember everything that happened, and they still feel the bond with their partners. The Aniverse is real, they can be sure of that. They have reached the end of their first adventure into the Aniverse, but the story could go on in many different ways from here. Perhaps every time a new meteorite arrives in the Aniverse, they get pulled back in to deal with it. Perhaps they find their own way back to reunite with their partners, or perhaps one of the meteorites comes straight to Earth! Whatever happens, this is surely just the beginning of this Animon Story. THE BOOKWORM Name: THE FREE SPIRIT The worlds within books are your domain. Fact, fiction, or fantasy — it doesn’t matter. Every book you read is a new opportunity to expand your horizons, to learn, and to feel. If only people were as understanding as books. LOGIC TRAITS 4 REFLEX 2 SPIRIT LOGIC Knowledge is Power. Gain Boost whenever you attempt a Test to put your research to use, explain a complex idea, or discover hidden information. ⃣ ⃣ ⃣ A bag of emergency supplies An atlas, encyclopedia, or favourite novel A universal translator Talent (Choose one): Academic Knowledge (Specify: Biology/Chemistry/ Geography, etc.) Insatiable Curiosity Photographic Memory ⃣ ⃣ ⃣ Flaw (Choose one): ⃣ ⃣ ⃣ Lots of Allergies Can’t See Without Glasses Terribly Shy BOND POINTS Desire (Choose one): I need to have all the answers I must live up to my parents’ expectations I want to be rid of all my fears ⃣ ⃣ ⃣ Stuff (Choose one): ⃣ ⃣ ⃣ A library card and some change A pen and scrap paper An eraser and a test report Harm: 1. 2. Shaken REFLEX 3 STAMINA SPIRIT 4 10 Type Feature Luminous Being. Gain Boost whenever you attempt a Test to be creative, inspire others, or cut through the noise. Special Item (Choose one): ⃣ ⃣ ⃣ An acoustic guitar A colourful umbrella A set of homemade tarot cards Talent (Choose one): Artistic Confident Cheery Disposition ⃣ ⃣ ⃣ Flaw (Choose one): ⃣ ⃣ ⃣ Forgetful Naive Messy 3. BOND STRAIN TRAITS 2 10 Type Feature Special Item (Choose one): “Off in their own world again,” people say — what’s wrong with that? Nothing makes you happier than pursuing your passions. Some call you an inspiration, others call you a weirdo; as long as you’re doing what makes you happy, it doesn’t matter either way. STAMINA 3 Name: Desire (Choose one): I need to make everyone happy I must be a better role model I want someone to really understand me ⃣ ⃣ ⃣ Stuff (Choose one): ⃣ ⃣ ⃣ A pair of friendship bracelets Incense sticks and a keyring A blanket and a bag of sweets Harm: 1. 2. 3. BOND POINTS BOND STRAIN Shaken THE JOCK Name: THE Loner Seize every opportunity! Push your limits! Never back down! These are the rules you live your life by. Some say you’re competitive, but what’s important isn’t beating others — it’s proving to yourself that you can do anything. Unfortunately, that’s not always as easy as scoring the winning goal. LOGIC TRAITS 2 REFLEX 4 SPIRIT LOGIC Blazing Spirit! Gain Boost whenever you attempt a Test to perform a physical stunt, push your limits, or when you put yourself in harm’s way. ⃣ ⃣ ⃣ A pair of aviator goggles A pair of roller blades A baseball and glove Talent (Choose one): Athletic (Specify: Running/ Gymnastics/Football, etc.) Never Give Up Team Leader ⃣ ⃣ ⃣ Flaw (Choose one): ⃣ ⃣ ⃣ Recklessly Overconfident Bull in a China Shop Stubborn Desire (Choose one): I need to push past my limits I must never show fear I want to be a hero ⃣ ⃣ ⃣ Stuff (Choose one): ⃣ ⃣ ⃣ A headband and a pair of fingerless gloves A water bottle and some change An energy bar and spare laces Harm: Shaken 4 SPIRIT 2 10 Like I Care! Gain Boost whenever you attempt a Test to play it cool, begrudgingly cooperate, or protect your true friends. Special Item (Choose one): ⃣ ⃣ ⃣ A second-hand harmonica A personal mixtape A long scarf (that blows dramatically in the wind) Talent (Choose one): Quick-witted Stealthy Nerves of Steel ⃣ ⃣ ⃣ Flaw (Choose one): 1. ⃣ 2. ⃣ BOND STRAIN REFLEX STAMINA Type Feature ⃣ Oversensetive Brooding Trouble Fitting In 3. BOND POINTS TRAITS 3 10 Type Feature Special Item (Choose one): You’re a lone wolf, a solo artist, so who cares about ‘friendship’... right? It’s not that you hate other people, it’s just that life is so much easier when you’re by yourself. That way there’s no difficult questions, and no disappointment. Still, you wonder what having real friends would be like… STAMINA 3 Name: Desire (Choose one): I need to be strong enough to succeed alone I must hide my true feelings I want revenge on someone ⃣ ⃣ ⃣ Stuff (Choose one): ⃣ ⃣ ⃣ Earphones and sunglasses More belts than necessary A bracelet and a family photo Harm: 1. 2. 3. BOND POINTS BOND STRAIN Shaken THE RISING STAR Name: ANIMON (BASIC) Name: You were made for the spotlight — or maybe it was made for you! There’s nothing quite like the rush of being the centre of attention; you set the trends, get the gossip, and keep people hanging on your every word. Even so, you wonder if they really love you, or just your position of influence. LOGIC TRAITS 3 REFLEX 2 STAMINA SPIRIT 4 10 Type Feature Social Networker. Gain Boost whenever you attempt a Test to become the centre of attention, convince others you’re right, or uncover someone’s secret. Special Item (Choose one): ⃣ ⃣ ⃣ A stylish hat A high-quality camera phone A secret diary Talent (Choose one): Acting Keen Insight Winning Smile ⃣ ⃣ ⃣ Flaw (Choose one): ⃣ ⃣ ⃣ Vain Spoiled Brutally Honest BOND POINTS Desire (Choose one): I need to stay in the spotlight I must keep up appearances I want everyone to like me ⃣ ⃣ ⃣ Stuff (Choose one): ⃣ ⃣ ⃣ A hairbrush and moisturiser A fashion magazine A pocket mirror and a bus pass Harm: 1. Shaken STATS 4 POWER 3 AGILITY 2. 3. BRAINS 2 Nature: Obedient (Attentive but Dependant) HEART 3 BOND STRAIN HP 17 DAMAGE 6 DODGE 3 INITIATIVE 2 Classification: Beast Element: Fire Quality: Flaming Body SIGNATURE ATTACK Name: Canine Blaze Uses: 2 Element: Fire Effect: Explosive When you deal damage with this attack, you also deal 2 damage to all enemies standing next to the target. ANIMON (BASIC) STATS HP POWER 4 AGILITY 3 BRAINS 3 ANIMON (BASIC) Nature: Eager (Confident by Overambitious) HEART 2 Name: 11 DAMAGE 8 DODGE 3 INITIATIVE 3 Classification: Aquatic Element: Water Quality: Powerful Jaws SIGNATURE ATTACK Name: Shark Torpedoes Uses: 3 Element: Water Effect: Multi-Hit You can target two enemies. If you do, roll with Setback against the highest enemy Dodge score. If successful, deal 8 damage to each enemy. STATS HP POWER 3 AGILITY 2 BRAINS 4 Nature: Cautious (Careful but Fearful) HEART 3 Name: 14 DAMAGE 6 DODGE 2 INITIATIVE 4 Classification: Insect Element: Nature Quality: Bark Armour SIGNATURE ATTACK Name: Vital Siphon Uses: 4 Element: Nature Effect: Energy Drain When you deal damage with this attack, you also regain HP equal to the Level of the target. ANIMON (BASIC) STATS HP POWER 3 AGILITY 3 BRAINS 3 ANIMON (BASIC) Nature: Balanced (Fair but Indecisive) HEART 3 Name: 14 DAMAGE 6 DODGE 3 INITIATIVE 3 Classification: Machine Element: Electric Quality: Knight’s Shield SIGNATURE ATTACK Name: Lightning Slash Uses: 3 Element: Electric Effect: Stunning Strike When this attack hits, you can choose to deal no damage and instead Stun the target. You cannot Stun the same target more than once in a fight. STATS HP POWER 2 AGILITY 4 BRAINS 3 Nature: Headstrong (Brave but Stubborn) HEART 3 Name: 14 DAMAGE 4 DODGE 4 INITIATIVE 3 Classification: Beast Element: Wind Quality: Flight SIGNATURE ATTACK Name: Sonic Boom Uses: 3 Element: Wind Effect: Block-Break When this attack hits, you can deal half damage and make the target Vulnerable until your next turn. You can’t use this on the same target twice. ANIMON (BASIC) STATS HP POWER 3 AGILITY 2 BRAINS 3 ANIMON (BASIC) Nature: Joyful (Merry but Foolish) HEART 4 Name: 17 DAMAGE 6 DODGE 2 INITIATIVE 3 Classification: Plant Element: Earth Quality: Brute Strength SIGNATURE ATTACK Name: Earth Tremor Uses: 3 Element: Earth Effect: Heavy Strike When it successfully hits, this Signature Attack does 2 extra damage. STATS HP POWER 4 AGILITY 3 BRAINS 2 Nature: Friendly (Kind but Gullible) HEART 3 Name: 14 DAMAGE 8 DODGE 3 INITIATIVE 2 Classification: Celestial Element: Light Quality: Shining Light SIGNATURE ATTACK Name: Radiant Burst Uses: 2 Element: Light Effect: Efficient The first time you use this Signature Attack in each Combat Encounter, it doesn’t count towards your total Uses. ANIMON (BASIC) STATS HP POWER 3 AGILITY 3 BRAINS 4 ANIMON (BASIC) Nature: Studious (Knowledgeable but Awkward) HEART 2 Name: 11 DAMAGE 6 DODGE 3 INITIATIVE 4 Classification: Avian Element: Dark Quality: Flight SIGNATURE ATTACK Name: Bewildering Glare Uses: 4 Element: Dark Effect: Misdirect When this attack hits, you can deal half damage and Disorient the target until your next turn. You can’t do this to the same target twice. STATS HP POWER 3 AGILITY 3 BRAINS 3 Nature: Lonely (Calm but Disconnected) HEART 3 Name: 14 DAMAGE 6 DODGE 3 INITIATIVE 3 Classification: Fairy Element: Mirage Quality: Calming Presence SIGNATURE ATTACK Name: Mystic Beam Uses: 3 Element: Mirage Effect: Power Transfer Once per Combat Encounter, you can use an Action to give the Boosted condition to one nearby character in place of using this attack.