Each Kid has a Type, which serves as a broad description of the character. In your group, each PC should be of a different Kid Type. The Kid Type is linked with a number of character features that can be chosen from a list or made up by the GM and Players.
This is a special feature unique to each Kid Type. It represents something that each Type is specialised in. In all cases, the Type Feature presents situations in which characters of that Type gain Boost on their rolls. This is usually applied to rolls using Kid's Traits but if the GM decides it's relevant, the same bonus can be applied to rolls using Animon Stats.
A Kid's Special Item is something they'll rarely, if ever, be seen without. It might be a handy tool, a prize possession, or something of personal significance. When a PC's item plays a significant role in the story, they gain the effects of spending a Bond Point for free. When choosing a Special Item, also decide how the Kid got it — was it a birthday present from a loved one, a purchase they saved up for themselves, or something else?
Talents are specific things that characters are good at. Talents can be related to academic knowledge (Biology, Chemistry, Geography, etc.), physical strengths (Long Jump, Sprinting, Climbing, etc.), social skills (Small Talk, Persuasion, Deception, etc.), creative skills (Baking, Dancing, Fashion, etc.) or anything in between; they can also be more descriptive terms such as a belief or disposition.
Talents have a Rank, which is the number of dice they add to pools when that Talent is useful. All Talents start at Rank 1, but characters can increase their Talent Ranks (up to a maximum of Rank 3) and even gain new Talents throughout the game.
A Flaw is anything that has a chance to create a disadvantage for a character. They are as diverse as Talents and can be anything from allergies to phobias to troublesome personality quirks. Whenever a Flaw would make it more difficult for a Kid to attempt a Test, they gain Setback on the roll. Flaws might also encourage particular actions or events in the story.
A Kid's Desire is something that they want more than almost anything else in the world. It might also be something they don't have (or believe they don't have) at the start of the story. Sometimes Kids will act in selfish or destructive ways to pursue their Desire, but they also learn from these mistakes. When a Kid chases their Desire in a way that causes serious problems for their Animon partner or the rest of the group, they immediately gain 1 Bond Strain and 1XP.
Stuff is much less important than a Kid's Special Item, but it can still come in handy sometimes. This is basically a collection of whatever the Kid has in their pockets at any particular moment. Stuff can be lost and replaced as regularly as is appropriate in the story. At some point, the Kids will each get an Ani-Tool, a special item related to their bond with an Animon. This can also be recorded in the Stuff section when obtained.
Kid characters have three Traits that are each assigned a numerical score. Traits partly represent the physical, mental, and social abilities of a Kid, while also representing the approach to problem-solving favoured by each Kid. When using a Trait to attempt a Test, the Player adds a number of dice to the pool equal to the score of that Trait.
When creating your Kid character, distribute scores of 4, 3, and 2 between the three Traits as you see fit. This gives each Kid a stronger Trait, an average Trait, and a weaker Trait. Note that these remain the same throughout the game and cannot be directly improved.
This Trait is best applied to devising solutions based on careful planning, strategy, and knowledge. Kids with high Logic scores are typically smart and well-prepared.
This Trait is best applied to using physical aptitude, staying sharp, and responding quickly to the unexpected. Kids with high Reflex scores are typically keen and physically fit.
This Trait is best applied to bolstering determination and using strength of character to persuade or influence others. Kids with high Spirit scores are typically confident and resolute.
Stamina is a pool of points that represents how tired, hungry, or possibly injured a Kid is. If a Kid's Stamina is reduced to 0 they become completely exhausted and usually fall unconscious. A Kid's Stamina score is equal to 9 + Bond Level, which means all starting Kid characters have 10 Stamina.
All Kids start with a Virtue, a characteristic with which they are most strongly associated. Even if they don't realise it to begin with, this Virtue represents their role within the group and is something that others look up to them for. The Virtue is always something that can be put to the test by challenges and obstacles that the Kids face in the story. The link between a Kid and their Virtue might not be very obvious from the get-go, especially to themselves, but it will always shine through in the end. Having their Virtue tested and coming out stronger is one way for Kid characters to earn XP.
Players may select a Virtue from this list, or make up their own with the GM. No two Kids should have the same Virtue.
Bond Level represents the growing bond of trust and friendship between a Kid and their partner Animon. This Level is shared between Kid and Animon partners. All characters start with a Bond Level of 1. Bond Level is increased by gaining and spending XP. All characters start with 0XP.
Bond Points can be spent to improve the odds of success, take action in critical situations, and do a number of other useful things. All partners start with a pool of 6 Bond Points.
Bond Strain represents the stresses and difficulties of the relationship between a Kid and their Animon partner. Sometimes even the closest of friendships are tested. Bond Strain starts at 0 and is increased at certain points in the story. If a PC's Bond Strain is ever higher than their maximum number of Bond Points, the partners are at risk of a 'Bond Break Episode', in which their bond will be put to an ultimate test.
Relationships give an idea of how each Kid in the group knows the others. Perhaps they all go to the same school, participate in the same club, or live in the same neighbourhood. Maybe they don't know each other particularly well before the story starts, but at the very least they aren't total strangers. Whatever brings the whole group together, you should think about the different relationships between each Kid and make notes. Players can discuss this among themselves and invent their own relationships, or they can check the relationships given with each type. Of course, all relationships evolve over time, so these should only be considered a starting point.