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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?
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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?
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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:
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When a Kid is reduced to 0 Stamina or their Animon partner is
reduced to 0HP, they immediately suffer a related Harm.
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If Bond Strain is increased above a PC’s remaining number of Bond
Points, they immediately suffer a related Harm.
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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
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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.
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Heart is used for Tests involving endurance, moxie, and spirit.
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Brains is used for Tests involving wit, knowledge, and perception.
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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.
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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.
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When rolling with a Setback, only dice results of 5+ count
as successes.
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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:
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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.
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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.
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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.
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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
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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.
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Kids regain a number of lost Stamina points equal to half their
maximum Stamina.
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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).
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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:
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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.
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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
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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.
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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.
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