References

Up

References
References


Types of Game

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.

 



AnimOuch!

Ground Zero Games (GZG)

"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.

 


References
Reality

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.

 

 

 



AnimOuch!


References


AnimOuch!

Afterword

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



References
Character Design Quick Reference
Initiative
points cost 20 character points each.

 

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.
Permission granted to photocopy for personal use


AnimOuch!

Combat Quick Reference


Game Turns

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
Permission granted to photocopy for personal use

References
Character Sheet



Name
Type

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 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

 

Toughness Wounds

Attacks

I K R A D

R A D

 

Characteristics


Permission granted to photocopy for personal use


AnimOuch!

Index
A

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

 



A CAWS production

 

 
© 2006 SystemFast Techniques Ltd