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References References
Straight The normal type of game where reality is very important. The world is very similar to our own. Characters tend to behave in a very 'normal' way.
Horror There are two approaches: the dark and mysterious way and the good versus the bad. In the dark and mysterious no-one ever knows for sure exactly what is happening. In the good versus bad the good guys (players) have some idea what they are up against and need to find ways to defeat it.
Horror The paranormal exists and is an important part of the game. The world is very similar to our own. Characters tend to behave in a very 'normal' way until the horror starts to affect them. Either the horror should build up gradually but steadily until it seems ready to engulf the characters or it should be a part of everyday life, a part that most people don't know about.
Mystery Yet again the world is very similar to our own. Characters tend to behave in a very 'normal' way. The mystery should build up very slowly until the characters are ready to face it with enough information to deal with it. Often it is good to throw them in at the deep end with something startling or personal enough to get their attention and force them to investigate it.
Humour Larger than life. Bigger than reality.
Slapstick Even bigger.
Super Deformed The normal world, but exagerated in every way.
Running Games Normal Try to keep it logically together.
Conventions Used Dice The only dice used in AnimOuch! are the standard six sided cubes known as a D6 to gamers.
Rounding Always round up to the nearest character point during character generation. Round to the nearest during games.
Measurements Metric units of measure are used throughout AnimOuch!. Distances such as movement and ranges are given in metres(m).
Turn Duration There is no hard and fast game turn duration laid down for AnimOuch!. The turn duration can vary from a couple of seconds to five minutes depending on the game scale in use. The bigger the basic character being represented in the game the longer the game turn should be.
Scales Yet again there is no hard and fast set of scales for AnimOuch!. The best scale to use is that of the figures in use. For space and armoured combat it might be more accurate to think of the scale as ten times that of the figures (e.g. 1:300 vehicles fighting over 1:3000 terrain), but why worry?
Media Manga & Anime Any and all manga and anime are valid references. (Now wasn't that easy? Uh, too easy).
These are personal suggestions, though biased towards what is commonly available in the UK. The more you watch or read, the more ideas you'll get. Most of these are available as both video and print.
Present Day, Cyber & near future AKIRA, Bubblegum Crisis, Appleseed, Dominion, AD Police, Patlabor, Black Magic Mario M66, Ranma ½, Battle Angel Alita, Cat Girl Nuku Nuku, Tenchi Muyo, Cyber City Oedo 808, Riding Bean, Speed Racer, Porco Rosso
Science Fiction Dirty Pair, Gundam, Dougram, Votoms, Space Cruiser Yamato, Grey, Urusei Yatsura, Moldiver, Macross, Mospeada, Robotech, Venus Wars, Project A-Ko, Gunbuster, Aura Battler Dunbine
Fantasy RG Veda, Zeguy, Heroic Legend of Arislan
Horror and occult Tokyo Babylon, 3x3 Eyes, Vampire Hunter D, Monster City, Wicked City, Judge, Devil Hunter Yoko
Anime Fandom Otaku no Video
Anime magazines Anime UK, Animerica, Manga Mania, Protoculture Addicts, V-Max and Mecha Press all provide overviews and news on anime and articles on anime gaming.
Gaming magazines Ragnarok, the journal of the SFSFW (Society of Fantasy and Science Fiction) is particularly useful. Contact Martin Kay (the secretary at the time of going to press): 117 St Johns Rd, Bletchley, Milton Keynes, MK3 5DZ for details.
Valkyrie provides many good articles on gaming in general.
Selected figure manufacturers and distributors This list is not intended to be exclusive. There are many other companies out there that produce figures that can be used for many genres, these are just the ones I can remember that we use figures from. The information given below is believed to be accurate as at the time of going to press and is given in good faith to help you find figures. There is no intention to challenge any trademarks, copyrights etc. mentioned here*.
Please try to remember to always send a stamped self addressed envelope (or IRC if overseas) with any correspondence that requires a response.
"Fizno", Barking Tye, Needham Market, Suffolk, IP6 8JB, UK
A large variety of anime specific and general SF figures and vehicles and building modules in 25mm, also 6mm SF vehicles, figures and buildings
The Anime Projects Shop 19 High Street, Bangor, Gwynedd, LL57 1NP, UK
Official Bubblegum Crisis miniatures as well as other licenced anime merchandise
Grenadier Models 25 Babbage Road, Deeside, CLWYD, GH5 2QB, UK PO Box 305, Springfield, PA, USA
Near future & fantasy figures and vehicles, the Future Warriors range is especially good
Scotia Models 32 West Hemming St, Letham, Angus, DD8 2PU, Scotland
SF figures and vehicles in many different scales
Ral Partha Enterprises 5938 Carthage Court, Cincinnati, OH, USA c/o Minifigs, 1/5 Graham Rd, Southampton, SO2 0AX, UK
SF and fantasy figures
Heartbreaker Hobbies NEW ADDRESS Gamecraft, A16 Gardners Row, Business Centre, Liverpool, L3 6TJ, UK
SF and fantasy figures
Games Workshop / Citadel Chewton St, Hilltop, Nottingham, N16 34Y, UK 3431-C Benson Ave, Baltimore, MD, USA
SF and fantasy figures and vehicles
Dixon Miniatures Sprint Grove Mills, Linthwaite, Huddersfield, W.Yorks, HD7 5QG, UK
Wide range of historical and fantasy Japanese figures
RAFM Company Inc. 20 Park Hill Rd. East, Cambridge, Ontario, N1R 1P2, CANADA.
Wide range of figures including many licensed ranges from role playing games including Mekton.
Glossary Adventure A complete episode in the lives of the PCs. Can be the solving of a case, the destruction of a threat to the planet or simply getting enough cash together to fix the car.
Anime Fan word for Japanese animation.
Blindside The area behind a character that the character can't see without danger sense, see bases.
Campaign A series of connected adventures played by a group usually using the same PCs and many of the same NPCs.
Character Someone who exists in the game world, but probably not in reality™.
Character Background The factors that shaped a character's life. Family, upbringing, education etc.
Character History A characters previous history, what happened prior to the character being in the campaign.
D6 A roll of a six sided die (normal die). Multiple rolls are indicated as xD6+y where x is the number of dice to be rolled and y is an amount to be added. e.g. 3D6 means roll three six sided dice, D6+2 means roll a die and add two, 2D6-3 means roll two dice and subtract three. Similarly a ten sided die is a D10, eight sided D8 etc.
Downtime Periods in the game when characters are not actively working on an adventure. Time characters spend relaxing and getting into the games background.
Game Background The factors that made the gaming universe what it is. The environment in which the game will be set.
Games Master (GM) The person running the game. Designs and runs the game world and the NPCs. Gets most of the hard work of the game as well as the greatest rewards.
Gaming Group The Games Master and the players.
Genre The overall style or setting of a game, examples: SF, fantasy, anime, spies, cyberpunk, horror. Genres can be mixed such as cyber-horror.
Manga Japanese illustration style, mostly used for Japanese style comic art.
Non-Player Character (NPC) Persona run by the GM, a character with no player attached.
Player Real life™ person playing in the game.
Player Character (PC) Game persona portrayed by a player.
Where the players are when not playing the game.
Session Whenever the players get together to play the game. There is no requirement to actually finish the current adventure (or even start it), it can be picked up again later.
Setting Specific genre rules plus information on the background of the specific game.
Skill Part of a characters knowledge or abilities. The differences between characters are largely shown in their skills.
Skill Level Shows a character's relative ability in a skill.
Target Number (TN) Term indicating the relative ease of an endeavour. A high TN attempt is easier than a low one and more likely to be successful.
Time-out Break from the game session at GMs discretion. Permits players to discuss things that will not directly affect the game situation such as rules explanations.
Visual Arc The area in front of a character, see Bases.
This game has gone through many changes and evolutions from it's original conception. The original idea was to design a simple game for near future anime style skirmishes that we could use at games shows and conventions. Most especially it had to be playable by people who had never gamed before. Of course it soon began to outgrow itself with special rules for everything - too complex that wouldn't do.
The process of trimming down the ensuing mess led to a simpler, higher level metagame. Once the basics had been put together it became apparent that there was the opportunity to go further than originally intended and produce a game that could cover all types of anime.
But why stop there? As a primarily role-playing group we obviously had to include the role-playing side of gaming. This added even more chaos as the same system had to follow through the whole game, it wouldn't do to have two different systems in the same game.
The first public games were a nerve wracking experience: would they like it? Generally the response was overwhelmingly positive and some of the players even took the time to give constructive crticism, pointing out the areas where the game seemed wrong or weak to them.
Then came the decision to publish, it had been in mind for a while. With this came the need to make it coherent, improve the layout, add artwork etc., etc. Time to learn a little about printing, costs, marketing and three million other things never tried before. A new word entered my vocabulary - deadline! Of course it all overran a lot, apologies to those who've been kept waiting. Unfortunately there wasn't room to fully detail the role playing side, I hope there's enough to get you going.
Well, it's all done now, Animouch! is the end result. I hope you have as much fun with it as I have (but a little more sleep). If you have any comments or suggestions please feel free to pass them on to me at the address below.
My grateful thanks must go to: my wonderful wife Shanine for all her help and keeping me going; Christine, Chris, John, Les and Mark for their help and time; Jon Tuffley of GZG, who's figures probably started this off, and for all the advice; all the people that helped the development process by playing test versions at participation games; and everyone involved in creating anime and manga.
Without you the world would be a poorer place.
Domo arigato, thank you all. Sayonara
Steve Gill March 1995 38 Carshalton Road Camberley Surrey GU15 4AQ UK
Avoidance points cost 10 character points each, halved if only works against one type of attack, doubled if have danger sense.
Running and swimming cost 1 character point per inch.
Flying costs 3 character points per inch.
Leap costs 2 character points per inch.
Attacks cost (base + R) x (1 + A + D) character points base for normal attacks is (2 I + K) base for characteristic attacks is the cost of the characteristic base for compulsion attacks is the duration at 20 points per turn Every two points of impact in a defensive attack reduces the chance of hitting through the area by one. Specific Area Effect multiplies the cost of the attack by two Grapples cost 4 times the effective impact plus 2 per inch target can be dragged Unhealable attacks cost double Draining attacks have no extra cost Limited uses cost one quarter the normal price per use
Toughness points cost 5 character points each, halved if only works against one type of attack.
Healing points cost 5 character points each.
Wounds cost 10 character points each, multiplied by 5 if reflective.
Luck costs 10 character points each.
Camouflage Costs 30 points, 50 if can't be attacked in the change turn.
Illusion Costs 100 points, free if involuntary.
Intangibility Costs 150 points.
Transformer costs most expensive form + half next most expensive + quarter of rest.
Scanner costs 30 points.
Carry capacity costs 5 points per extra figure that can be carried.
Combining costs each character that can combine 50 points.
Joined characters cost the total of the characters.
Random effect characteristics cost 4 times the cost of one point of the characteristic.
Booster gear costs the cost of the increase.
Doubling sensor range costs 5 character points, +1 to sensor sensitivity costs 5 character points.
Skills cost one point times the level, must pay for all intervening
levels.
1 Characters roll 1D6 then add or subtract their initiative modifier. Highest goes first.
2 Characters take their individual turns which consist of Movement and attacks. Each character can either move then attack, move then wait for a target to attack, attack then move or attack while moving. Alternatively heroes may heal so long as they do not move or attack.
Hitting Roll 2D6. Target number of 7 or less is required to hit.
N The target number is modified up by attacker's accuracy and down by defender's avoidance. N Ignore avoidance for ranged attacks if the attack is from behind the defender N Ignore avoidance if defender is not in combat mode. N +1 to hit if attacker hit target with the same attack in the previous turn. N +1 to hit for attacks at short range (up to 1/4 Range). N +1 to hit for area effect attacks at ground zero. N -1 to hit for attacks at long range (over 1/2 Range). N -3 to hit for attacks at extreme range (up to double Range). N -1 to hit if more than 1/2 of the target is obscured by solid cover. N -1 to hit if attacker has lost 1/2 or more of original wounds. N -1 to hit for ranged attacks if either the attacking or defending character is flying. N -2 to hit if the attack occurs during the attacker's movement. N Natural rolls of 2 automatically hit, natural rolls of 12 automatically miss.
Damage If the attack hits roll the damage done for the attack - one die for every point of impact.
N Glancing blow - halve the damage done. N Skill shot - add one to every dice rolled. N Extreme range - halve the damage done. N Hand to hand attack made while the attacker is flying - minus one from each dice. N Moved 10" or more into hand-to-hand contact this turn - add one to each dice.
Knockback After rolling for damage roll the knockback done by the attack - one die for every point of knockback.
N If knockback > damage - attacker chooses direction. N Skill shot - add one to every dice rolled. N Damage = knockback rolled - distance travelled.
Falling N Falling damage = distance fallen - character's leap ability.
CODES I = Impact, K = Knockback, R = Range, A = Accuracy, D = Diameter of attack Initiative Avoidance
Toughness Healing
Wounds Luck
Movement Run Fly Swim Leap Attacks I K R A D I K R A D I K R A D I K R A D R A D R A D Skills Lvl Skills Lvl
Toughness Attacks I K R A D R A D
Toughness Wounds
Attacks I K R A D R A D
Toughness Wounds
Attacks I K R A D R A D
Toughness Wounds
Attacks I K R A D R A D
Characteristics
Permission granted to photocopy for personal use Accuracy6 Alert13 Area - of Attacks.See Diameter Armoured Combat31 Attacking Terrain15 Attacks5 Automatic Hits & Misses14 Avoidance4 B Base Cost5 Bases38 Booster Gear10 Building & Designing Things11 Buildings41 C Camouflage7 Carry Capacity8 Character Creation3 Character Types3 Characteristic Attacks8 Characteristics4 City Block Terrain42 Civilians27 Civvies4 Collisions13 Combining8 Compulsion Attacks9 Conventions37 Corporations26 Criminals28 D Damage14 Danger Sense8 Death13 Defensive Attacks9 Demons33 Diameter6 Dice37 Distances37 Doing Things10 Dragons35 Draining Attacks9 E Energy Attacks5 Experience17 Extreme Range5 extreme range5 F Falling13 Fantasy34 Police23 R Random Effects10 Range5 Range - Sensor10 Reflective8 Role Playing16 Rounding37 Royalty35 Running Away Screaming16 S Scales37,40 Scanner8 Scatter14 Sensitivity - Sensor10 Sensors10 Skills10 Space Flight13 Special Abilities7 Specific Area Effect9 Spray Fire14 Standard Weapons23 T Three Dimensions40 Throws15 Toughness6 Transformer7 Trees and Foliage40 Turn Duration37 Two and a half dimensions40 Two Dimensional Terrain39 Types of Attack5 U Unconscious Characters15 Unhealable Attack9 Using Skills17 Using this Book1 V Vampires34 Vehicle Combat30 Vehicles28 Vigilantes25 villains3 W Wanderer's Genesis21 Wanderer's World20 Water41 Welcome1 Wounding15 Wounds6 Fighting13 G Game Turn Sequence12 Glancing Blow.See Partial Success Golden Rule17 Grapple Attack9 H Healing6,12 Heroes3 Hills40 Hitting14 Horror32 Hurting Characters15 I Illusion7 Impact6 Income17 Initiative4,12 Investigators29 J Joined Characters8 K Knockback15 L Limited Usage Powers9 Luck6 M Major Ships30 Materials Required1 Media37 Mental Attacks5 Money17 Movement5,12 N Near Future23 Nobles35 Not so Near Future29 O Obstacles41 One Shot Powers9 Options for Characteristics and Abilities9 P Partial Success13.See also Glancing Blow Physical Attacks5 Playing the Role Playing Game16 Plebs4
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