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Characterisation Character Creation is the core of AnimOuch!. Normally this section should take the greatest amount of both the players' and referee's time before a game starts. It is also likely to be the section most referred to during play.
Characters The game revolves around characters. Each character has it's own abilities and specialties. A character is not necessarily a single individual. Anything participating in the game is a character, from the hero of the story to the flagship of the evil overlord. Individuals of lesser ability will usually be grouped together into characters.
Before players can start generating characters the GM must decide on the focus for the game. Only once the GM has determined the setting and style of the game can the players determine their characters' role in the game. It wouldn't be a great idea to create a post-nuclear apocalypse character with great woodlands survival skills for a game revolving around gang conflict in demon infested cities in the far future (although it could be good fun to play the poor lost thing, maybe he got trapped in time or something).
The more the GM has fleshed out about the setting the more he can help his players with their character creation. It's especially important regarding the little details that make their lives that bit more real.
Once the GM has decided on the basics of the setting the players can start working on their character concepts. The character concept is the basic information about the character. It covers the origins of the character, her basic powers and abilities as well as a rough idea of her psychology.
Each character is designed by purchasing characteristics, abilities and skills. The cost of these comes from the Character Points assigned by the referee. These should be chosen so as best to achieve the concept of the character.
The points given to spend on the characters determines their strength relative to the rest of the universe. It is also a factor of type of campaign the GM intends to run. If the GM likes characters to improve rapidly through experience then they should start fairly weak. If the GM prefers that they advance very slowly then they should start off already fairly experienced.
Suggested starting character points: Normal People Weak Characters Normal Characters Powerful Characters
Purchasing abilities allows the various characters to be fairly balanced. This helps to prevent players from feeling shortchanged and helps prevent them playing 'her character's better than mine'. It also allows the referee some control over the characters that will be in the game. Limiting the number of points available to spend on specific characteristics (especially with regards to limiting the power of weapons or the strength of armour) allows the referee to
Characteristics and abilities used in the game are very general in order to provide flexibility. The same rules are used for all attacks regardless of their type or origin. This permits variety without a thousand and one special cases.
The down side of this flexibility is that there are no specifics for the setting of the game, especially as to what causes a specific effect. What would be needed to cause a minor wound on a demon in a horror game is very different from what would cause the same damage on a mech in a science fiction setting. We have given some examples and hope they will be enough to help you develop your own.
During play the same rules are used for all types of characters. The only difference is when the effective size of the characters changes the scale of the game changes to suit. Each scale change implies a ten times change in size, movement, damage etc. The scales are:
Person characters are around two metres high (long) Mech characters are around twenty metres high Ship characters are around two hundred metres high Space characters are around two thousand metres high Huge characters are bigger than two thousand metres high
It is generally easier to use the scale of the smaller characters in a scene when describing it. At higher scales there tend to be more people involved in a single character.
Throughout this section we have provided the character `Wanderer' as an example.
Of indeterminate age he (Wanderer's sex is assumed to be male though no-one is sure) travels the radioactive wastelands of a desolate Earth with his dog, Jengar.
He is opposed by the High Priest of the Divine Flame and the Sisterhood of the Cleansing Flame who rule through fear and the promise of divine retribution from the Lords of Flame.
Character Types The referee, with the players, should work out what types of characters are needed for the game. Generally players get "Heroes" (one figure, two figures if the hero has a sidekick) or teams (two or more figures) of "Toughies". Plebs and Civvies are usually played by the referee.
Heroes These are the folks that the game or campaign revolves around, major `good guys' and `bad guys'. Generally can't die, but can be stunned, beaten up, injured or otherwise removed from active play. Bad Heroes are more commonly known as villains.
Heroes usually have at least 300 Character Points.
In some anime these guys can die, though usually after performing some unbelievably brave, though stupid, act.
Heroes have advantages that the other characters don't, such as
Because heroes are in the game for a long time it is important to work out their motives. Heroes aren't just born heroic, they are driven to do what they do.
Name Wanderer Type Hero Description Wanderer is not at peace with himself or the world. He believes what the Sisterhood stands for is wrong, and has taken it upon himself to protect the innocent from the order.
Name Dular Type Villain Description High Priest of the Divine Flame. Dular believes that he is holding the region together economically as well as spiritually. Like all religious fanatics he wants to convert everyone to his cause.
Toughies These are the major goons, lieutenants, monsters and creations that the villains throw at the `good guys' or that help the `good guys'. Eventually die, but usually take a long time until removed from active play.
Toughies generally have at least half as many Character Points as the heroes, but sometimes more.
Occasionally the good guys have strong friends or sidekicks that fit the toughie mode though their friends are usually Civvies or other Heroes.
Name Jengar Type Toughie Assistant Description Definitely a "pavement special" dog, with the tail of an Alsation, legs of a Great Dane, head of a Rotweiler and in between the cyberware, a body of a Cockerspaniel. Jengar has a higher intelligence or understanding than the average household pet.
Name Sister Merci Type Toughie Description A higher ranking member of the Sisterhood of the Cleansing Flame. She is totally devoted to Dular and his cause. There are rarely more than three of them in an area at any given time (with the possible exception of the Temple itself). Plebs These are minor goons who usually operate in large groups for mutual support then run away after some of them get hurt. Each of these characters is represented by a group of figures either on the same base or in base to base contact. Rack `em up and knock `em down. Their attacks and ability to absorb damage are related to the number of people grouped in the character.
Plebs usually have less than 100 Character Points.
In the normal world these are quite powerful people in their own right. They are the rank and file of organisations, they're just not up to the level of heroes and toughies.
Name Kolas, Tarvel, & Bessit Type Villagers Description Three villagers of Crystal Lake. Know Wanderer well enough to join him in his fight against the Sisterhood
Name Nuns Type Plebs Description The majority of the members of the Sisterhood of the
Cleansing Flame are plebs and are usually
Civvies Civilians are like Plebs, but without any attacks. These poor folks have their homes destroyed around them while they're watching TV and spend a lot of time running away screaming when bad things happen. The game world happens to them, they rarely affect it.
Civvies have negligible Character Points.
Often friends or relatives of the Heroes are used as hostages by the baddies or as pawns to induce them into rash behaviour.
Name Gwen & Greta Type Kolas' Family Description Kolas' wife and second daughter (the first having been taken by the Sisterhood). They stay in the village of Crystal Lake and have rarely travelled outside the village borders.
Name Initiates Type Trainee Sisters Description They are usually cloistered in the temple. While in training, Initiates may not go visiting or receive visitors themselves.
Characteristics These define a character in shorthand numbers that make game play easier. Characteristics show the basic combat abilities of the character and should be bought to suit the character concept.
Initiative
The relative reaction speed of a character. Initiative helps determine who goes first in a turn, it also indicates who would be best at computer shoot-em-up games.
Initiative points cost 20 Character Points each.
Characters should rarely have initiative over three, although the maximum is five. Plebs and Civvies usually have an initiative of zero.
Wanderer has fast reactions, it's one of his strengths, he has an initiative of 3 for a cost of 60 Character Points.
Jengar is not quite as quick as Wanderer, he has an initiative of 2 which cost 40 Character Points
Those whose reactions are slower than normal may have a negative initiative, this will gain them the character points.
Zhuvar the Fat has exceptionally slow reflexes. He has minus 3 initiative which gives the character 60 extra points to spend.
Avoidance
Getting out of the way of attacks or reducing the chance of attacks hitting the character. This includes natural agility, dodging, blocking, illusions, ECM, chaff, shield blocks, refraction fields, parries, running away, crying, pleading etc.
Avoidance can be bought as a negative, this is for large or slow characters that are easier than normal to hit. It gives the character points back instead of costing points.
Avoidance points cost 10 Character Points each.
The maximum for avoidance is 6 though scores above 2 should be rare.
Because of his agility and speed Wanderer is hard to hit. He has an avoidance of 2 which cost him 20 Character Points.
Jengar is even harder to hit, if using physical attacks, as he presents a smaller target and has inborn defence mechanisms. He has an avoidance of 3 which costs 15 Character Points but doesn't help against energy or mental attacks. The size of the main hull of Space Cruiser Missouri makes it an easy target for fighters. For games emphasising fighter combat it is on a -2 avoidance which gains it 20 points. Movement Running, flying, swimming & leaping (whether natural, enhanced, magical or whatever) are the movement types used in the game. Characters need a separate value for each mode they can use, costs are based on the speed the character can achieve.
Characters pay for their combat movement, measured in inches per turn. They do not pay for their long distance cruising speeds. Most plebs run at 5" per turn.
Running and swimming cost 1 Character Point per inch. Flying costs 3 Character Points per inch. Leap costs 2 Character Points per inch.
Speeds should rarely exceed 25" due to the difficulty of seeing what is going on around you at high speed. In some anime styles ALL combat occurs at mach-3 or more, but then the game scale and distances should be reduced or you'll need a football pitch to play on.
Wanderer has never been seen swimming and cannot fly. He is a pretty good sprinter and jumper. He takes a run of 12" and a leap of 4" for 20 Character Points.
Jengar is very fast and agile: run 16", leap 6" and swim 8" for 36 Character Points.
Attacks A character needs a separate set of values, purchased separately, for each attack it has. Attacks can represent anything such as kicks, guns, missiles, taunts, punches, earthquakes, spells or pets.
A character with a multitude of similar attacks should only purchase one, otherwise the character will end up with a lot of unnecessary (and probably never used) attacks.
A wandering monk with years of martial arts training may know many differing ways to fight an opponent in hand to hand combat. Purchasing just two hand to hand attacks (one doing damage & one throw) that is representative of this will make the monk both cheaper in Character Points and easier to play.
There are effectively four types of attack, categorised as hand-to-hand, ranged, local area effect & ranged area effect.
Ranged and hand-to-hand both affect only one target, the difference being that hand-to-hand attacks have no range beyond the reach of the character. Ranged area effect attacks affect an area centred on a point away from the character, while local area effect attacks affect the area around a character (i.e. the character initiating the attack is the focal point).
Types of Attack Adjacent At Range One Target Hand-to-Hand Ranged Multiple Targets Local Area Ranged Area
Examples of Attack Types: Ranged - Handguns, Missiles, Crossbows, Mental blasts, etc. Hand to Hand Attacks - Martial Arts, Melee, Power Swords, Boxing, etc. Ranged Area Effect - Grenades, Fireballs, Napalm, etc. Local Area Effect - Insults, Suicide Bombs, Rocket Clusters, etc.
Each attack is then further described by the method used to inflict damage on the target.
Physical Attack form involving hitting the target with something hard (such as a bullet, club or building). The most common form of hand to hand attack.
Energy Attack form using an energy beam of some kind, be it sound, light, heat or whatever. Includes all the SF standards such as lasers and blasters as well as many fantasy spell effects (e.g. fireballs, lightning or thunder).
Mental Most psionic or magical attacks, such as illusions and mental blasts, are mental attacks, as are kisses, cuteness and pleading. These attacks affect the target's mind or emotions directly.
Attacks are treated very generically in the game (an energy attack is an energy attack is an energy attack). Players are encouraged to work out suitable names, descriptions and special effects (don't forget the sound effects) for each attack to make it unique.
A punch (physical, hand to hand attack) could be described as an upper left hook impacting with a "THWACK" square on the chin.
Each attack is described by four statistics that cover it's effects in the game:
Base Cost (B) The effect of the attack. Although normal attacks (see below) simply cause damage to the target there are some which affect the target in other ways.
Range (R) The maximum effective range of the attack in inches. For games involving individual persons as characters, an average handgun has a range of 12".
Attacks also have an extreme range which is equal to the effective range again, allowing characters to target opponents outside of the purchased effective range. Attacks at extreme range have reduced damage and accuracy. Accuracy (A) Determines how good characters are with the specific attack, whether due to ability or quality equipment.
Plebs should rarely have any accuracy bonus at all, whereas Heroes and Toughies can get as high as 6.
Diameter (D) The diameter of the area affected by an area attack. For ranged attacks this is a sphere centred on the target point, but for local attacks it emanates out from the character.
Attack cost is: (B + R) x (1 + A + D)
Jengar is even tougher (solid muscle) and has a toughness of 16 against physical attacks which cost 40 Character Points. Due to his fur he only has a toughness of 8 against energy attacks which cost 20 Character Points. He has no toughness against mental attacks. Totalling 60 Character Points for Toughness.
Healing The number of wounds the character heals per turn. It is only available to heroes, who must take at least one point of healing.
Healing points cost 5 Character Points each.
Covers character's sheer toughness, stupidity, potions, destiny, kisses from the opposite sex, medical kits and pets with amazingly damp tongues amongst other things.
Wanderer is fairly quick to recover from injuries. His stamina gives him 2 points of healing which cost 10 Character Points.
Jengar is not a hero so gets no healing.
Wounds The number of wounds the character has. This is the amount of damage a character can take before being badly hurt (knocked unconscious or killed). This is a combination of physical stamina and mental perseverance.
Wounds cost 10 Character Points each.
Civvies have only one wound, the first time they get hurt they lose all interest in continuing.
Due to his dedication and endurance Wanderer is very hard to kill, he has 10 wounds which cost 100 Character Points.
Jengar has only 6 wounds which cost 60 Character Points.
Luck Permits the character to reroll if not happy with the outcome of an attempt. Each point permits one reroll per game. It is only available to heroes
Luck points cost 10 Character Points each.
Covers the unbelievable luck that some heroes have. Can also be considered an aspect of destiny or karma.
Wanderer is very lucky, things just seem to go his way, this gives him 3 points of luck which cost 30 Character Points.
Jengar is not a hero so gets no luck.
Special Abilities These are optional powers or abilities that characters may have. These are "special effects" that characters can call upon during the game.
Camouflage The character is hidden, blends into the crowd, looks like a civvy, pleb or piece of scenery until the player decides otherwise. Voila! changes into full combat mode (Superhero, robot, demon, whatever). The character may not use any attacks or powers until transformed and may not move or attack in the change turn, due to the special effects of changing (magic winds, strange forces, clothes bursting etc.).
Costs 30 Character Points. For an extra 20 Character Points the character may not be The base cost for a normal attack is two Character Points per die of impact plus one Character Point per die of knockback.
Impact (I) Damage done by a normal attack, each point gives one die of damage. For games involving individual persons as characters, one die of damage is roughly equivalent to a knife or small calibre bullet. For those super-duper-destroys-everything-in-it's-path attacks increase the Impact.
Impact measures both the power and precision of the attack. Power affects the amount of raw damage done, whereas precision affects the chance of hitting weak points on the target.
Knockback (K) The amount the attack moves the target. Each point gives one die of knockback in inches. To this add the range in inches. Multiply this total by the sum of one plus accuracy and the diameter of the area in inches.
Thus for a normal attack the cost is: ([2 I + K] + R) x (1 + A + D)
Note: If an attack has no accuracy bonus or area effect then the cost is simply impact plus knockback plus range.
Wanderer has three normal attacks: A shotgun (Physical Ranged Area) with 6 Impact, 3 Kockback, 12" Range, +2 Accuracy and a diameter of 2", which costs 135 Character Points A sword (Physical Hand-to-Hand) for close in work with 5 Impact and +3 accuracy which costs 30 Character Points. Twin swords for multiple targets (Physical Local Area) with 4 Impact, +1 accuracy and 1" diameter which costs 24 Character Points.
Jengar has a bite attack (Physical Hand-to-Hand) of 4 Impact and +2 accuracy which costs 12 Character Points. Jengar can also attack with his paws but this is not bought as his bite attack is both stronger and more accurate.
Other examples: A basic sub machine gun in normal hands is a physical ranged area attack with no bonus to hit (0 A), has a 2" diameter (2 D), does 1D6 damage (1 I), does no knockback (0 K) and has a 12" effective range (12 R), which gives a total of : ([2 + 0] + 12) x (1 + 0 + 2) = 42 Character Points.
In a campaign where lethal insults are a major part of combat a good one could be a mental local area attack with a +2 to hit (it's a very cutting family reference), an 8" diameter (good lungs), doing 5D6 damage (even those not attacked cringe) with 0" effective range (local area) and no knockback (the attacker just crumples): (10 + 0) + 0) x (1 + 2 + 8) = 110 Character Points. Toughness The chance that attacks have no effect on the character whatsoever. This is the protection afforded by armour, cellular structure, magic shields, demonic possession, spaceships, unbelievably thick skin, bio-engineered add-ons and so forth. Toughness generally affects all types of attacks.
Toughness points cost 5 Character Point each. If they only protect against one type of attack then the cost is halved.
Toughness shows the minimum damage needed to hurt the character.
Wanderer has a toughness of 12 due to his incredible fitness (and his
bullet-proof vest) costing 60 Character
Narissa, a plain young schoolgirl, is actually a goddess. During the change turn, she is surrounded by a bright shimmering aura of white light and a low pitched humming. Due to the nature of her aura no one can get close to her, also the force of the change forces those close to her to move away. It forms a circle around her. She grows into a 8' tall, beautiful middle aged woman. In her next turn she will have all attacks and movement modes at her disposal.
Illusion Advanced Camouflage. Character can change appearance at will with no penalty to movement nor attack loss.
Occasionally this power is not voluntary. The character changes appearance either randomly or as a reaction to a specific event.
Costs 100 Character Points. Free if the power is not voluntary.
Rangard was hit by a potion, which missed it's target, while young. Every time he gets caught in the rain he changes into a different mammal until dry again.
Intangibility The character has the ability to phase out of the real world and can move through physical items like walls and ceilings.
This ability permits the character to move through physical obstacles, but only up to half speed for that turn.
Costs 150 Character Points.
Devula is a vampire from the Netherworld who got lost (due to his lack of sense of direction, and pure bad luck) and ended up on the Earth. He can ignore all normal physical obstacles if he concentrates. This helps him to find suitable victims.
Transformer You know this stuff, the character (usually a demon or mech) has different forms, each with different powers. Character may not attack in the change turn, due to the special effects of changing, but may move with a movement mode available to the old form. Wounds inflicted on one form are kept when the character transforms.
Each of the character's forms must first be drawn up as individual characters, without toughness, wounds or healing. The most expensive form is purchased at full price, the next most expensive is bought at half price, all others at quarter price. Because they share wounds, healing and toughness the price of these is then added onto the total.
Speeder-Alpha-X is a robotic hero character with two forms: a motorcycle and a humaniform robot. Attributes are as follows: Motorbike: Initiative: 1 (=20) Avoidance: 4 (=40) Run: 24" (=24) Attacks: Smash (P) 7 I 2 K 0" R 0 A 0 D (=16) Robot: Initiative: 2 (=40) Avoidance: 2 (=20) Run: 15" (=15) Fly: 20" (=60) Attacks: Power Sword (P) 6 I 0 K 0" R 1 A 0 D (=24) Rotary Canon (P) 9 I 0 K 18" R 0 A 5 D (=216) The robot option is bought at full price (375), while only half the value of
the motorbike (100/2 = 50) is paid. Once Toughness: 12 (=60) Healing: 1 (=5) Wounds: 15 (=150) The total cost of the character is 640 During the change turn the character simply remoulds his form, with the faint sound of creaking metal, and can continue moving only if running. However, if the character wants to change from the Robot to the Motorcycle option while in flight, the character must land (applying the landing penalty to movement) before changing forms. Danger Sense Due to stunningly efficient senses (sensors, luck, magic etc.) the character can use avoidance against attacks from any angle.
Danger sense doubles the cost of the character's avoidance.
Wanderer's awareness of the world give him danger sense which increases his avoidance cost from 20 to 40.
Reflective Half the damage inflicted by any attack hitting the character bounces immediately back at the attacker. The defender still takes the full impact of the original attack and must roll to hit with the reflected attack as normal with no bonuses to hit.
Reflective power multiplies the character's wounds cost by five. If it only reflects one type of attack the wound cost is multiplied by three.
The Priest of Divine Flame has a strong mental shield, which gives him the ability to reflect any mental attacks back, at half strength, towards his attacker(s). He has 6 wounds which originally valued 60 Character Points, now costs 180 Character Points.
Scanner Due to extrasensory powers, good sensors, industrial espionage or some other method the character is well informed about the opposition. May look at any other character sheets during the game. Will also know when another character is doing a scan.
Scanner ability costs 30 Character Points.
Many robots have an inbuilt scanner in the form of a digital reader, which outlines visual images and calculates the possible reaction speed of the character. It also gives a general idea of range, area effect and damage caused by any visible weapons. Carry Capacity Each character in a game is presumed to be able to carry one other that is the same size as a standard character in the game, whatever that may be. Some are bigger or stronger and can carry more than one.
Carrying Capacity costs 5 Character Points per extra figure that can be carried.
A police riot van can carry 8 fully armed troops as well as the driver, it costs an extra 40 Character Points for this ability
Combining Some characters can combine together to form one character that is better than each individual. The power takes a full turn from each character to make it happen, all they can do that turn is move together without exceeding their movement rates. The combination can only be formed with all of the characters involved. The combined character must be represented by a special figure. It Telekinesis (M): 20" flight 10"R 0A 0D = 70 (60 + 10)
Compulsion Attacks These attacks force the target to do the attacker's bidding. This usually used to subvert the abilities of the enemy.
These attacks are special both in effects and duration.
The effect is to allow the character to control the target's actions. Once the attack has succeeded the victim is under the control of the attacker and may be controlled by her. This is done by the attacker deciding what the character will do in his turn though she doesn't have to use the compulsion each turn and may save it for later.
The duration of a compulsion attack is based on it's cost. Each time the compulsion is used reduces the number of turns remaining by one.
Compulsion attacks have a basic cost equal to the duration cost. Duration cost is 20 points per turn.
Devula, a vampire, has a ranged mental compulsion attack he uses primarily to draw his victims to him. Hypnotism (M): 3 turns 15"R 2A 0D =225 (60+15)x(2+1)
Characteristic & Ability Options These are modifiers that may be used to enhance a characteristic or ability.
Specific Area Effect Area effect attacks bought with this power only attack targets designated by the player, they ignore everyone else within the area of effect. Effectively the character can decide at the time of the attack who will be affected by it. This power can only be bought with the referee's permission (i.e. suck up to him/her if you feel you need it).
Multiplies the cost of the attack by two.
Sheena has an attack using sneezing powder (ranged physical area effect), but this does not affect any of her friends in the vicinity. She uses this primarily as a last resort in order to make a good getaway. Sneezing Powder (P): 4I 10"R 0A 3"D = (72x5 = 144)
Grapple Attack Attacks bought with this power hold a character, instead of wounding it. The attack is made as usual and if it would have wounded the target, the target is unable to change position until someone inflicts a wound on the attacker.
Simulates tractor beams, cling nets, psychic, magical `freeze' commands etc.As an optional extra a grapple can drag the target back towards the character. It can drag the target as many inches as is rolled for knockback.
A grapple is bought like a normal attack, but with the base cost multiplied by four. The Sisterhood of the Cleansing Flame have robot sentries protecting their most important sites. These robots are often equipped with a sonic weapon that prevents intruders from moving until a Sister comes along to check. Sonic Attack (E Grapple): 3I 6"R 0A 0"D=([3x2]x4)+6= 30)
Unhealable Attack This type of attack is specifically designed to fight against heroes. It
prevents a character that is wounded by it from healing during the game, they
may be able to heal between games at the referee's
The combined character can add together the Impacts of similar attacks (same kind and form) and takes the best statistics of these attacks from the individuals it is made from. It also has available to it all other attacks that were available to the original characters
Combining costs each character that can be involved 50 Character Points.
Tark, Lika and Kayleen have amulets, passed down to them from their ancestors, that permit them to combine into the powerful fighting force known as the PowerLord. The PowerLord has Lika's initiative of 4 and flight of 18"; Tark's avoidance of 3 and leap of 6"; and Kayleen's Run of 12" and Swim of 10". Kayleen's toughness of 12 plus half of Tark's 10 and Lika's 8 gives PowerLord toughness 21 (12 + 5 + 4). Tark's wounds of 4 plus half of Lika's 2 and Kayleen's 3 gives PowerLord 5 wounds (the half is rounded up). Lika's healing of 3 plus half of Tark's 2 and Kayleen's 2 gives PowerLord 5 healing. Both Tark and Lika have Ranged Area Effect Energy attacks in the form of focused light beams. Tark's has statistics of 6I, 2A, 12"R & 2"D; Lika's has statistics of 4I, 3A, 4"R & 3"D. PowerLord's Ranged Area Effect Energy attack has statistics of 10I (the total of the two), 3A, 12"R & 3"D (the better of each). PowerLord also has all of the three's other original attacks available to him.
Joined Characters Characters often consist of multiple parts that each have their own attacks although being part of the whole. Examples are tanks with multiple turrets, starships with many banks of weapons and ferocious beasts with riders.
Joined characters are a team represented by a single figure that has multiple attacks per turn. In combat each part can fire and be targeted individually, attackers state whether they are going for the main part or the separate parts. Once the main part is destroyed or neutralised the separate parts become useless.
To create a joined character the main part must be created as a standard character and the extra attack points are then purchased. These extras must each purchase their Attacks, Initiative, Toughness, Wounds and Healing (if any separately).
Joining costs only the cost of the extra parts, but requires the referee's permission.
Space Cruiser Missouri has a main hull with the engines, the fighter bays and the main photon cannon. It also has two banks of heavy cannon and six banks of defensive guns. Each bank of heavy cannon and defensive guns is bought separately.
Characteristic Attacks These attacks give a characteristic to the target, whether it's wanted or not. Allows the character to help friends or discomfort enemies. The effects last like the characteristic normally does.
A separate attack must be purchased for each characteristic that can be used this way. If the target of the attack wants it to work (such as a wounded character being given healing) he can use his avoidance as a negative to make it easier to hit.
Characteristic attacks have a basic cost equal to the characteristic cost. Type of attack must be stated.
Zhuvar, a friend of the Wanderer, has the power of telekinesis, a mental
attack useable on one target. He uses
Booster Gear - Optional Some equipment is designed to augment the abilities of the character using it rather than replacing them. Costing this stuff can get complex. If it is a simple boost such as an addition to movement then the cost is simply the cost of the bonus. For the more complex characteristics such as attacks the cost is the difference between the characters original ability and the cost of the boosted ability.
The Alpha Combat Suit, a forty foot high combat mech, has a flight speed of 12". It packs a laser cannon (ranged, energy attack) with stats of 6I 18"R +1A 0D which costs 60 Character Points. For special missions it mounts an extra power pack with large thruster units. These not only add to it's speed, but provide extra power to the cannon (hyper-blaster mode). Power Pack+ 8" flight 24 points +4I 16 points (10I 18"R +1A 0D = 76 points) Total 40 points
Sensors Range All characters come with basic sensory ability. They have the ability to `see' and `hear' objects their own size at 100", half their size at 50" etc. Characters' sensory range can be boosted, by doubling their range for 5 points.
Each doubling of sensor range costs 5 Character Points..
Nana has magnifying lenses in her power armour which double her sensor range for 5 Character Points.
Sensitivity Noticing small details or indiscrepencies normally requires a roll of 7 or less on 2D6, an awareness roll. This can be boosted by buying increased sensitivity or awareness skill.
Each +1 to sensor sensitivity costs 5 Character Points.. Nana also has an image enhancing computer giving her +3 to awareness for 15 Character Points.
Skills Skills are primarily used when role-playing, but some of them may have use in combat situations.
Unlike most role playing games there are no basic character stats in AnimOuch!, only the basic characteristics and skills. Characters either know how to do something or they don't although most skills can be attempted with no specific knowledge.
Skills are bought with Character Points. Each level in a skill costs the level number in character points: level one costs one point, to go up to level two costs two points etc. A starting character wanting to start with a skill at level 3 would pay 6 points (1 + 2 + 3). The maximum level a character may normally have in any skill is six, although the GM may permit higher levels.
A character with level one in a skill has been trained in the basics of that skill. A character with level six in a skill is a world (galaxy) renowned master of it, people will travel from far and wide to learn from such an expert.
Most skills can be used by any character regardless of whether they have them
or not. Some skills can't be attempted unless the character has at least one
level in the skill. These are the more
Simulates poisons, demonic drains, bone breaking attacks, acids, fire etc.
Multiplies the cost of the attack by two. The Sisterhood of the Cleansing Flame often use flame throwers. Flame Thrower (E Unheal): 5I 8"R 0A 3"D =(72x2=144)
Draining Attacks Attacks bought with this restriction hurt the character that is using it as well as the target. The attack is made as usual but the damage done can be doubled for every wound the character is willing to spend on the attack.
Simulates demonic swords, pushing spells and mental attacks over the edge, overloading biological links etc.
Draining attacks cost nothing, but require the referee's permission. Players should announce if the drain ability is being used, before any dice are rolled.
Satori has the ability to create a beam of mental force from his mind. If he is willing to put some of his life energy into the attack it can become very powerful. Force Beam (M): 4 I 20" R 0 A 0" D = (28)
Limited Usage Powers Designed for powers, often the ultimate super weapon or defence, that have limited numbers of uses. These are often referred to as one-shot powers due to their uniqueness. Indicated by xS where x is the number of uses
Costs one quarter the normal price per use.
The Priest of Divine Flame has the ability to emanate high frequency sound waves (local area energy attack), twice during the game. This causes earth tremors which can collapse nearby buildings. Sonic Wave (E): 12 I 0" R +0 A 9" D 2S (240/2 = 120)
Defensive Attacks These attacks are used to create an area that is difficult to attack through. Emulates such things as smoke grenades, typhoons and clouds of insects. The effects last until the character's next turn.
Every two points of impact will reduce the chance of hitting a target through the area by one.
Defensive attacks are purchased like normal area effect attacks, with the same costs.
Merci, a Sister of the Cleansing Flame, has the ability to call upon a swarm of bees (local physical area effect) for protection once per game. They reduce the hit chance of any attack going through the swarm by 5. Bee Swarm (P Def): 10I 0"R 0A 7"D 1S (160/4)=40
Random Effects This is for characteristics that have an erratic nature. A character could be generally tough, but with weak spots. Magical spells might be devastating or powerless. A spray of bullets might yield one hit or 20. A spluttery old jet pack might enable 3 inches of flight or 18.
Instead of buying points in the characteristic you purchase dice in it. Each time the characteristic is used you then roll these dice to see what the current strength of it is.
Random effects cost 4 times the cost of one point of the characteristic. Random effects cannot be bought for wounds.
As an example: Halfatiga the thief has an old pair of rocket boots that he
uses to leap over obstacles. Being chased by the police he tries to leap over a
3 storey building (6"
Skills marked (specific) are skills that cover a variety of possibilities. The player must specify what the skill is being taken for. As technology advances the number of options in each of these categories increases so the amount covered by each choice should be increased.
Ability in one option of a skill may imply some ability in a related speciality. In this situation some of the skill (usually half) may be used for an attempt with the skill the player doesn't have. This is very much a GM's call. If a player can convince him that knowledge of Venusian skimmer bikes will help with flying an archaic airship then so be it.
Doing Things These are skills that involve activity of some kind on the part of the player.
Acrobatics The ability to perform difficult or dangerous acrobatic manoeuvres, whether on the ground or on a tightrope.
Awareness The ability to know what is going on around you. The higher the level the wider the focus of this ability, i.e. level one will give you general awareness, but level three lets you see the smaller details.
Composition (specific) The ability to write prose, newspaper articles or music.
Dance The ability to move in time with a music beat, anything from the waltz to break-dancing, or beyond.
Disguise The ability to appear as someone/something other than you, often with the help of cosmetics, masks, hair colourings, etc. Driving (specific) This skill is required for the safe control of any sort of vehicle or riding beast, from a horse to a space ship.
Gambling The ability to court lady luck in a variety of card, dice and other games of chance.
Information Gathering (specific) The ability to glean information from a variety of sources, e.g. library search gives you the ability to find information in a library, databases allows you to search through computerised databases unimpeded, while interview allows you to probe people for information you want.
Musical Instrument (specific) The ability to play the musical instrument of your choice. Includes natural `instruments' like singing.
Navigation The ability to calculate which direction to travel in, whether it be by reading a map, compass or the stars.
Social Behaviour (specific) The ability to correctly use the manners and etiquette of a grouping of people, e.g. Upper Class allows you to mix with the rich and elite as if you were born into the circle.
Teaching The ability to impart knowledge to others.
Weapon Use Using weapons is primarily covered by the attack characteristics of a character. In roleplaying, however, it is important to know what is the inate ability of the character and what comes from a weapon. The character's weapon use skill is equivalent to their accuracy with that kind of weapon.
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