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 |
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. |
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 | 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 |
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). |
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 |
Roll 1d6 per stat point
4+ = Success
Declare Action → Roll Stat → Count Successes → Apply Effects
Work together for bonus dice or shared successes
Rules serve the narrative, not the other way around