🎮 Animon Story Cheat Sheet

🎲 Core Dice Mechanic

  • Roll 1d6 per point in a relevant stat (Power, Heart, Brains, Agility)
  • 4+ = Success
  • GM sets Target Number (usually 1–3 successes for typical tasks)
  • Extra successes may provide bonuses or narrative advantages

🧠 Stats Overview

Stat Used For
Power Attacking, heavy lifting, showing force
Heart Empathy, courage, teamwork, healing support
Brains Planning, puzzles, analysis, detecting things
Agility Dodging, running, acrobatics, stealth, reacting quickly

⚔️ In-Combat Actions (Animon Battles)

Action Description
Attack Roll Power dice; compare successes vs. defense (if applicable). Use Damage based on Evolution stage.
Defend Roll Agility or Heart to reduce incoming damage.
Support Ally Use Heart to grant bonuses, remove status effects, or boost morale.
Use Signature Move Describe special attack using element, classification, or nature. Still roll a stat.
Evade/Counter Roll Agility to dodge or turn an attack around with flair.
Tactical Move Use Brains to manipulate environment, spot weaknesses, or outmaneuver.
Special Actions Creative or narrative actions, subject to GM ruling.

🧮 Animon Damage & HP by Evolution Stage

Stage HP Formula Damage Formula
Fledgling 3 × Heart 1 × Power
Basic 5 + 3 × Heart 2 × Power
Super 10 + 4 × Heart 3 × Power
Ultra 20 + 5 × Heart 4 × Power
Giga 30 + 6 × Heart 5 × Power

🌀 Status Effects

Status Effect
Stunned Lose your next action
Weakened Roll one less die
Bound Can't move or evade
Enraged Must attack, cannot defend
Shielded Reduce damage by 1 per source

🌟 Out-of-Combat Actions (Kid Scenes)

Action Type Description
Emotional Support Use Heart to connect with others or overcome doubt/fear.
Problem Solving Use Brains to analyze, research, investigate.
Athletics/Agility Use Agility for physical challenges, quick reactions.
Forceful Action Use Power to break, push, lift, or physically assert.
Teamwork Boost Combine efforts with other kids or Animon; sometimes adds bonus dice.
Stuff Usage Use items from "Stuff" list for clever solutions (subject to GM).

🌀 Signature Attack

  • Name and effect defined by the player
  • Mechanics: Usually roll Power (unless otherwise stated)
  • Can include Elemental bonus, Classification flair, or Nature trait
  • Be creative! Signature attacks should feel unique and thematic

💡 GM Guidelines (Quick)

GM Role Details
Set Difficulty 1 success (easy), 2 (moderate), 3+ (hard), 4+ (very hard)
Narrative Focus Reward creativity and collaboration
Failure = Story Failed rolls should still progress the story, but with setbacks or twists
Momentum System (Optional) Give "bonus dice" for good roleplay, teamwork, or creative ideas

🎯 Quick Reference

🎲 Basic Roll

Roll 1d6 per stat point
4+ = Success

⚔️ Combat Flow

Declare Action → Roll Stat → Count Successes → Apply Effects

🌟 Teamwork

Work together for bonus dice or shared successes

📖 Story First

Rules serve the narrative, not the other way around