Wednesday, 27 April 2016

A Chibi World Campaign

An Announcement. We had planned to share the rules for the Chibi World game with you here on the blog but we have all come to the conclusion that it was not making the best use of our blog's potential. Presenting the rules in four separate parts would have taken up far too much time and space; besides which, you wouldn't have been able to use them until the last part had been posted. That meant four weeks that would have been really boring to those not interested in them. Those who do want the rules or who already have them but want to see what changes have been made, do not despair. We have a complete set of rules for you to download from here -
http://shiftymushrooms.weebly.com/chibi-world-rules-and-expansions.html
Just click on the link for the Chibi World PDF for them. The other link you'll find there is for those who want Chibi World stats for their Super Dungeon Explore Heroes and Monsters.
For this week, Steve is going to present you this article introducing you to his Chibi World campaign setting, a brief introduction to character generation and a short batrep featuring Mo the Barbarian and her pet puppy, Pixie. Enjoy!

A Chibi World Campaign


Chibi World is a role playing & table top set of rules I wrote for a Impact Miniatures as part of their 2015/16 dungeon Chibi (heroes and monsters) Kickstarter campaign. The rules are dedicated to enjoying fantasy adventures... using 28mm Anime style "Chibi" models. Not just those made by Impact, but also the whole host of wonderful miniatures produced by other great companies such as Soda Pop Miniatures & Ninja Division`s Super Dungeon Explore and The Forgotten King, plus any of the expansion miniatures currently available.
The material I write about on this site for my Chibi World campaign, features the lovely Chibi style models made by Tom Anders over at Impact Miniatures (and anything else I fancy adding) to play with alongside my vast collection of Super Dungeon Explore miniatures, in the unique board game and table top role playing experience that I fondly call The Frozen Shards of  Ostalya 

Candy & Cola : Guardians of both Crystalia and Elyana
Part 1: The Frozen North
Please note that this is my game world version. It is totally my own material, written for Impact Miniatures, based on the rules set I originally created for Impact Miniatures. Additional unofficial material covers the Super Dungeon Explore miniatures, yet is designed to be used alongside my own Chibi World game, and is in no way meant to replace the views of Soda Pop Miniatures or Ninja Division. However, my rules work very differently from the official SDE game. I merely keep the `essence` of the original characters and monsters from that game. The rest is mine.... merely using the lovely miniatures to play a set of rules more to my own choosing.
The Tale of Vorisax
So the old men say....
Once Upon a Time, there was a beautiful green land, full of light, warmth, and innocence. Elves, wood nymphs, and all the `children of the forest` danced and made merry in the lush forest glades, and water spirits glided nimbly through the chuckling streams and rivers that fed the tall and happy trees.
The Chibi Lands of Elyana and Crystalia are a vast matrix. From the Frozen North of Ostalya and the Inner Central Lands of Mónaa; to the Western Marches of Walassa, across to the Eastern Orient of Arbony, Heliopsos, and Barshanar; the world of Elyana is a rich tapestry of wonders, from the mundane of everyday life, to the weirdly exotic of legend. While the diverse expanses of Crystalia stretch from Celestria and the Glauerdoom Moors in the West, across the Dragonback Peaks, to The Fae Woods of the Central Lands, reaching down to the Shores of the Clockwork Cove, to the Eastern Arcadian Dunes, The Wandering Monk Mountains, and the Frostbyte Reaches of the Far South. But it is with the continent of Elyana that this tale begins. Here the mountains, hills and valleys throughout, form a myriad of settlements. Towns and villages grew up along the edges of these fey enclaves and along the coastal waters of the "Colonial Coasts." These were inhabited by the humans of the world, ruled by lawful Kings and Queens, who were ever mindful to keep the peace and goodwill of all mankind, a vow, foremost in the hearts of all their merry subjects.
Dwarves mined precious, metals in the hills, trading peaceably with all the free peoples of the land. Their Steam  Clocks, and household mechanical devices were a wonder to behold... and at "Yule Time", their intricate little toys and tree decorations were the joy of all who marvelled at their sight. The Dwarven River Barges were a regular sight, puffing up and down the rivers and canals of the "Inner Reaches."
In the Mountains, the Wise Men and Sensei Masters would accept the brightest and most promising neophytes into their Monastic Orders, to learn the ways of "The Land" so that they may spread the words of the Gods to those who chose to listen, and pay their respects to the "Heavenly Celestials."
And then everything changed!
A cold wind blew down from the North, and with it came the howling lament of "The Dead."Indeed, from the North, came "The Abominations" .... Wraiths, Lich Lords, Vile Unwholesome Eldritch Monsters, Witches and Warlocks... and Others, intent on ruining the world. "The Dead" followed in their wake, armies of Skeletons, Zombies, Mummies... "The Puka" himself, so the old men say.
With these followed the monstrous legions: Orcs, Goblins, Bugbears, Packs of Dire Wolves, Ogres, Trolls, and dozens of other equally evil humanoid kin; all intent on wreaking havoc on the innocent unpreparedness of mankind.
From the Frozen North, a united voice awoke... and it was hungry.
With these came the Dragons; abominations which should never have trodden the earth. Behemoths intent on the wholesale destruction of all that stood in their path. Their intense lust for blood was an unabated perversion which resided, like a cancer, in their cruel and evil hearts. The northern lands were torn apart in a terrible war that lasted a hundred years. And the suffering of the innocent was like the mournful count of tears, immeasurable to the eternal seeds of time.
As the years rolled by... it looked as though the blight of evil was close to achieving the complete annihilation of all that stood against it. Yet, always where a spark of goodness remains, there is hope. The very last measure of valour, united, in the form of a desperate fellowship. Brave and resolute in their determination to prevail.... to save all they held dear. The very last hope for salvation rested in their hands.
With mighty prowess, and with a combined collection of skills only true Heroes possess, this fellowship, through stealth and guile, made their way through many dire and unsung perils, until they came at last upon "The Master of Pain" an old Ice Drake called "Vorisax", intent on putting this terrible ancient evil to the sword.
This mighty Drake went by many names: "The Quick Death" "Cold Bite"  "The Frost of Winter" and "The Eater of Souls," he had names for all his dreadful deeds, but "Vorisax" or "Vorisax the Hater" was his most common title.
Into the one hundredth year of the war, Vorisax was the most powerful leader of the Blighted Army of the Frozen North. If the Heroes could destroy this unholy creature, it was believed the alliance which rallied around him would crumble in his wake. Taking the Dragon by surprise as it slumbered....The Heroes struck with deadly intent; and their goodness and their skill prevailed, and Vorisax was slain. Yet even as he fell, screaming, in terrible pain and rage, he struck a curse upon the land.
The Dragon hit the ground and splintered into a thousand shards of Ice. Some were slithers, no bigger than a splinter... but anything they hit and penetrated became cold and hard and cruel, and corrupted by a darkness within. Some shards of the ice were so large and flew for hundreds of miles through the air, that they destroyed whole towns and villages where they fell.
... but the most evil blight of all, was the thing that had been the Dragon`s heart. The coldest stone of all: it flew apart into several pieces that scattered throughout the many Kingdoms, yet no one knows but where they fell. The surrounding lands then became as frozen as Verosax`s heart had been, a blight which crept across the face of the earth like a creeping shadow of pain - ever spreading in a dwimmer vortex ice induced storm.... and the world will one day be devoured by the spread of this deep, creeping... biting cold, so the old men say.
The armies under Vorisax did indeed break apart and scatter after the Dragon`s demise, back and back... driven deep into The Frozen North to cower in their cold, bitter homes. But the damage was done. The northern world as the free peoples of the lands had known it, was forever changed. Where once was light, laughter, warmth and cheer, now had changed into a frozen wilderness of cold cruel biting chill.
Pockets of humanity do still exist, thought sadly nowadays, in ever dwindling numbers. But magic, holy light and the grace of the Celestials does still endure. These last bastions of might.... havens of hope, are the life blood of Northern Ostalya, and the "Time of Reckoning" will begin  here - so the old men say.
Yet the threat of spies, of betrayal, of winter attacks is a very real and dire risk the `refugees` have to face as an almost daily challenge. Not all is as it should be within the hearts of men, and no one can ever be sure when a stray Shard of Vorisax has clouded a human heart.
Where once had been light, now whole lifeless villages lay under a blanket cloud of icy mist and snow; such places are where the Were Creatures are known to roam at night.
In corrupt mansions of madness, perched precipitously upon high fog shrouded mountain ranges, Vampires reside to worry the fearful night and haunt the innocent; those poor souls who fall astray to the lifeless hunger that never sleeps by night.
Throughout the lands, once so fair, Monsters creep forth once again, as the north struggles on the verge of extinction, trying merely to survive the madness of the times, unable any more to keep the borders safe and sound. A corruption has entered Ostalya, and the once brave hearts of men are, perhaps, forever doomed,
So the old men say.

Vampire Lord Ludwig Von Lieberwitz "Le Compt de Sain Geeste" & his evil servant, the Mad Hag Witch, Giselle  La Tres Salle.
The Lands of Mónaa
Chibi Mo stood looking from the high, precipitous cliffs overlooking the secret valley way below. 


Ivaldi was her home: her haven from all the troubles of the world. It was here, the residents had kindly taken her in when she stumbled upon this isolated little community of people. The little Barbarian girl had been semi delirious, driven half out of her wits with some unnameable horror, was cold, hungry, and alone; yet they never once stopped to consider, this child might have spelt danger to them all... what if her sudden appearance among them had been a ruse to infiltrate the village: a spy, sent before a main horde of Northern Barbarians, to sack and pillage Ivaldi of its few meagre supplies? No, the community has simply seen a girl in need of their help, and they had followed their hearts without a thought to their own self preservation.
Mo had grown up in this green hidden valley... had become a part of this isolated little community. Gentle nature magic kept the frozen snow and ice at bay, and here, nestled peacefully within the heart of the tiny Kingdom of Mónaa, lay a haven of peace... a taste of what the world was once like.

But now these people, whom she had grown to love as dearly as though they were her own family.... were in danger! The fast approaching winter had bought the Kobolds down from the Northrust Hills, in search of supplies to see them through the biting cold that was nearly upon them, and the Kingdom of Mónaa was ripe for the picking. Not that the tiny Kingdom had much of value within it; but when starvation threatens to come calling at your door, even a little is better than nothing, and imminent hunger.
The attacks had started small, throughout several villages in the area. A sheep, a goat, a fine plough horse from up Cutters Way... some sacks of grain from the Mill House store sheds in Meeplestown. But then people had started to go missing too! First a small child, snatched from an open window.... an old shepherd minding his precious flock upon the Grey Heath Moor; and then a pair of courting lovers who failed to return home from their walk together in the Whispering Woods.
Kobold footprints were everywhere, and they all pointed to a trail leading back towards their awful underground homes: The Caves of Ironfels, deep within the Northrust Hills.
Only yesterday, Ivaldi had suffered its first abduction... Cassi Miller the farmer’s wife, while out in the fields milking the cows. Concern over the missing wife was paramount; but a few of the wise folk were already silently wondering to themselves... how had the Kobolds found their way into the little hidden village?
This was all too much for Mo. This was her chance to repay the village, in part, for all their kindness to her over the years. She would venture into the hills and rescue
the missing people.
Looking one last time down into the peaceful valley below her feet, sniffing the air for the familiar scent of wood smoke puffing gently from the cottage chimney stacks... she allowed her eyes to search out her own little haven: the humble little attic room within the Grapevine Inn, perched within the central ring of the village. It was nothing much really beyond an old pile of stones and wood. But Mo loved it with all her good and generous heart.

The Barbarian girl gave a tender sign, whistled to her `Chibi Puppy Pixie` to follow, then turning northwards, she began her dangerous solitary climb along the narrow cliff shelf path which would lead her safely out and away from the hidden valley, then further... ascending into the cold hills beyond. A half remembered memory entered her head. This is the way she had once been! Traversing this precipitous trail in a blinding blizzard.... she had found Ivaldi. Stumbling through the blanket of snow, so many years ago now. This was the way she had come.  

Solo modules are always fun to play, allowing the reader to familiarise himself or herself with the rules, and lets you get to grips with and soak up the atmosphere of a new game. Besides which, solo games are often the most intense and easy to set up. Chibi World is perfect for this, because Solitaire Rules are already included in the rules manual.
Browsing through the pre-made Hero Kits, there isn't really one that suited my needs for this 'on the fly' scenario I was about to make up. As I still hadn't yet gotten round to painting my Impact Miniatures Chibi Barbarian I knew the Barbarian miniature from the Super Dungeon Explore boardgame was the ideal miniature for me to use, but I still needed some stats for her.
Browsing the relevant section of the manual, I decided to use the "Chibi Warrior Red" stats for Movement, Weapon Attacks, Iron, and Hits. Then I moved onto Traits, and started to choose a few I thought would work well for my little Barbarian woman.
I should point out here that any games I play within the realms of Elyana, employ my own Chibi World rules engine. The game rules work well, and I enjoy playing Super Dungeon Explore and games using my own rules with equal satisfaction. Super Dungeon Explore is a game I am deeply immersed in, and I relish and treasure each new aspect of the game as more and more expansions and Kickstarter projects come out for this truly marvellous gaming experience. However, for a more free flow role playing experience, I tend to turn more to my own Chibi World rules. This gives me the best of both worlds. Crystalia when playing the Super Dungeon Explore miniatures board game.... and Elyana when I want to use and combine all my Chibi miniatures to play a full blown role playing game.

The gamer plans her next game.
Anyway, back to creating Chibi Mo....
Well, I don`t see her as much of a ranger or a hunter, so I should dispense for now with any need to give her a Ranged Attack ability. If I was proved wrong in this, I knew I could always assign her a Ranged Attack later on. If she earned enough Gold during her adventures, she would be able to buy this ability for herself one day, if she really wanted to.
I decided Charge would be very useful. Mo also would have Barbarian strength, so Knockback would augment her prowess in melee quite considerably. Wild Frenzy Attack was a given, considering she was a Barbarian, and I can just see her going into a berserk rage when she enters battle... this suited my mind`s eye image of her perfectly. After some consideration, I decided to finish off her character creation with Cunning Fox, effectively giving her an edge with all initiative rolls... each turn from now on when it comes to who goes first during the turn.
There... five minutes tops, and my Chibi Barbarian Mo was created and we were ready to start play. Mo`s loyal hound was easy to invent: I simply used the "Chibi Dire Wolf" stats and then boosted its Hits by a few more points, to give the dog a final Hit points total of 6. Reasonable, I think, for our Heroine`s faithful, mute, companion. I decided to remove the generic  "Chibi Dire Wolf" Trait Pack, as it really didn't apply to this animal. However, I didn't miss the fact that with Mo and Pixie both possessing the Cunning Fox ability, as this Trait is stackable, this would afford the pair a +4 initiative bonus every turn they are together in a game.... awesome!
Zoom would give Pixie the edge in speed should she need to be somewhere fast.
So we end up with:

Chibi Barbarian Mo

Movement - 4. Weapon Attacks - 2D8, Iron - 6, Hits - 20.

Traits: Knockback, Charge, Cunning Fox, Wild Frenzy Attack.

Chibi Puppy - Pixie
Movement - 5, Weapon Attack - 2D6 Iron - 4, Hits - 6.
Traits: Cunning Fox, Zoom.

Chibi  Barbarian Mo in her casual "chill out" garments.
The Game

The slog through the exposed heathland and the biting, bitter, cold winds of The Ash Heath was a miserable ordeal for the young Barbarian woman, but her steadfast determination burned like a fire in her soul. Onwards she travelled, reaching ever deeper into the heathlands. Until, eventually, she started to climb... steadily she clambered up the bare, rugged exposure of The Northrust Hills. Her assent was ever beset by cruel winds, precipitations of sweeping icy sleet, hail and blinding snow. At night, she would build a camp fire for herself in whatever shelter she could find... sometimes no more than a slight dip in the ground. Hugging the fire close and rubbing her arms, as though no warmth would ever remove the chill from her aching limbs; Pixie was her only comfort in the night, a warm blanket of doggy fur, to chase away the terrible deadly cold.
Mo was not afraid of her camp fire being detected on those starless nights. Visibility was so bad; she doubted anyone could have spotted the flames of her shelter from further than a few meters, even if life itself had depended upon it.


Three days and three nights she travelled through the hills. Until eventually, just as the murky blanket of dawn was supplanting the dark mantle of night; she came to the dreadful portal, wherein the Caves of Ironfels lay. Its two huge wooden doors rested slightly ajar, leading ominously into the yawning black, silent abyss beyond.
Respite from the freezing cold drove Mo, immediately, to venture inside. But her companion, Pixie, was more than a little unhappy at the thought of crossing the threshold and venturing into that dreadful Stygian darkness... yet follow her Mistress, she did.

The pair did not have to journey far into the complex before they came upon an architectural feature of note... and it was here that Mo got a very lucky break!
Situated in the centre of the passage, was a large stone built well shaft.
Judging by the disturbance of the dust, and the multiple scuff marks on the ground, Mo thought it likely these marks had been made fairly recently.
Oh joy of joys! Suddenly, the Barbarian spotted some writing, roughly scrawled into the stone on the side of the well. Who ever had attempted this must have written in a great hurry... lest they were detected by their captors, and no doubt, at great personal risk to themselves. Mo desperately hoped, that the brave soul who had left her these signs had not paid too dearly for their boldness.
*gasp!* But wait... there is more. On the inner lip of the well shaft, Mo discovered the crude but unmistakable mark of an arrow, pointing down... down the shaft. Beside the arrow was a sigil... the mark of the Master Artisan Bakers Guild. Mo smiled to herself, stroked her puppy hound, and said, almost to herself. "I could kiss her, I really could" The mark. the writing, it was all Cassi Miller`s hand. Good, she was still alive. Least-ways, she had been when she wrote this.
Mo has no specific Tracking skill, so I assumed a basic knowledge of survival, based on her character type; and given the background from whence she came living on the edge, where food is scarce, in a hidden community, with the threat of danger ever present and lurking just around the corner it was a small logical step to assess the situation called for a 60/40 snap decision to be made, by myself - playing solo, for my Heroine Mo.
60% chance of a YES in favour that Mo spots the disturbance on the ground by the well. Using the percentage dice (D100) I rolled a 07: yep, a very clear success from Mo... and possibly thanks to Pixie too; sniffing about and alerting Mo there was something there.
Next, I rolled again = 49, Yes, Mo spots the scrawled markings on the stone.

Mo rummaged about in her small leather bag, and produced a length of fine rope, which she proceeded to tie to the metal bars which criss-crossed the shaft. It was only after she had tied the rope that she realised there was a hinge which opened and closed the metal bars for easy access... but the Barbarian was not big, and found no problem squeezing between the bars and lowering herself down carefully.
Pixie licked her lips and looked mournfully at her Mistress.
"Pixie.... go look for another way down, baby. I can`t carry you down here with me. Go Pixie... go seek! Find another way to me; there`s a good puppy."
 
Pixie finally seemed to comprehend, and wagging her tail furiously, she licked her Mistress once on the nose as she climbed down, then scurried away into the darkness... eager to re-join her beloved owner, as fast as her furry legs could carry her.
Descending to the bottom of the shaft... way, way down to the bottom; Mo did not have to wait long for events to heat up.
Dropping  silently to the floor like a cat, she quickly took in the situation around her.
She was in some sort of large chamber, its original use was now lost to time, but the heavy scent of mushroom spores hit the back of her throat, and she was aware of a cloying, mouldy dampness in the air. A set of stairs climbed into the darkness, ahead and on her right... and directly in front of her, at the far end of the room, were a group of four Kobolds. They seemed to be cooking mushrooms over an open fire, and they were paying no heed to her, or anything else for that matter. Good, this gave her an edge over them!
Mo was aware of muffled sounds coming from a small side chamber off to the left, half way between her and the Kobolds. Through the gloom, the Barbarian woman was vaguely aware of movement... humans, a young boy, a pair of youths tied back to back to each other, and a woman holding a tiny baby.... yes.... that was Cassi; and the baby cradled in her arms must be the one that had gone missing weeks ago.
Advancing slowly, Mo placing a finger to her lips as she looked momentarily at the gagged and trussed up captives. Then her eyes were back on her enemies, as she tip-toed her way stealthily towards the filthy Chibi Kobold Warriors.  

Winning the initiative two turns in a row, Mo is able to position herself quite close to the Kobolds before they spot her presence amongst them.

Meanwhile, Pixie bounded through the Caves, instinct, intuition, and scent guiding her onwards towards her beloved Mistress. But, oh no!
Suddenly, rounding a corner, standing in front of her, side by side.... fangs barred and deep growls of anger emitting from their throats, two Chibi Dire Wolves barred Pixie`s way. These are her kin, wild wolves of the Frozen North... but they are nothing like her. They could smell the scent of human flesh on Pixie`s fur and they despised it, even as it excited pangs of hunger deep within them.
The stand-off seems to last an eternity. Pixie barred her teeth and growled from deep within: "You`d better not try and stop me" she growled in canine. Thunderous sounds fill the tunnels as the Dire Wolves and Pixie pared off against one another.
"Well, well, look what we have here" one of the Wolves... the elder of the pair... growled back.
"Look, its a little runt, a pathetic puppy, and it stinks of HUMAN" the second Wolf responded.
Pixie saw there was going to be no easy way out of this situation, she had to get past these creatures, and she was not going to let two mangy mongrels stop her. "You have been warned... now step aside and no one need get hurt." She growled fiercely.

The eldest Wolf laughed gutturally,  it emitted from his throat as a long spine tingling howl: "Listen... whelp! The only one going to get hurt around here is YOU. Now prepare to be ripped apart, you traitorous human loving PET."
But Pixie had lost enough time already, and was by now bored of this conversation. Her Mistress needed her, and she had to get moving. Leaping forward with a wild war howl of her own, she lunged between her two foes, snapping first left, then right, with her long sharp fangs.

But the Dire Wolves were fast... faster than she was, and older and nastier.
Pixie`s teeth crashed down on... air!
The Wolves howled in glee. "You`ll have to do better than that... Puppy."
And as one, they both snapped at Pixies flanks, tearing away large clumps of fur and flesh into their bloodied mouths. Pixie yelped in pain, but lowered her head ominously, standing her ground bravely. The fight was on, and a whirling, martial duel of death ensued.

They were Ice Kobolds, just as Mo had suspected. Evil and corrupt creatures at the best of times, driven now by the pangs of winter hunger, they were a very formidable foe indeed.
Suddenly! Looking up and sniffing the air, a Kobold half turned and spotted the Human woman, and shouted a bestial warning to its companions.
But the Barbarian was among them, far more quickly than they could respond, and her axe clove a whirling arc in the air, weaving an unstoppable pattern of death in its wake. Out of the corner of her eye, Mo spied a ball of fur bound down the steps to her right, then hurl itself into the fight... by her side. A low growl emitted from its throat. But to the Barbarian woman, who knew better, she recognised it as a howl of anguished delight and ecstasy at being, once again, reunited with her Mistress.
Her fur was matted with freshly flowing blood, one of her hind legs trailed behind her lamely and looked painful to place weight upon... and one ear hung limply over her eye. But her spirit and her strength remained perfectly intact. Mo smiled happily, and with pride. She started to sing a loud, discordant song of the wilds. A berserk rage was rising deep from inside her; and as she sang, her puppy too, howled gleefully in happy canine disharmony.
And when the song was finished, every last one of the Kobolds lay strewn about the chamber, dead and bleeding on the ground.

In the battle against the two Chibi Dire Wolves, Pixie had been reduced to within 2 Hits of death. She sustained another Hit during the reunited encounter with the Kobolds as she stood shoulder to shoulder with her Mistress. She teetered on the brink of destruction, but prevailed, as all true Heroes do.
Chibi Barbarian Heroine Mo lost 9 of her 20 Hits in that fight.
All round, quite a close call, really. Luckily for our Barbarian and her Puppy, this was a simple little "dungeon" and fairly straight forward to navigate and complete in a single sitting. Ideal for a starting Hero to take on solo.

Wednesday, 20 April 2016

Chibi World Rules part 1

Chibi World is a simple role-playing game and table-top skirmish game played with Chibi miniatures. It is one of the cornerstones of our blog but it is a game that is known to only a very few gamers. As the author of the game, Steve was keen to see it reach a wider audience, but especially our blog followers so we are presenting the rules for you to peruse and print out if you want. Give it a go and please do let us know what you think of it. Enjoy!  
Please be advised, this is only the first part, about one third, of the rules. The rest will follow in two stages, part 2) which will be the rest of the rules; and part 3) the Bestiary (which will be split into two parts).
Bryan. 

Chibi World

1st Edition
28mm Fantasy Anime Dungeon Crawl Adventures

The Main Rules
by Stephen Gilbert ©2015
Introduction
The early days of fantasy role playing (often nowadays referred to as retro gaming or "old school" RPG) was a wonderfully innovative time for the gamer to carve a niche for his or her own creative imagination to run wild. This  pioneering era within the hobby was a time, and a place, filled with Heroes & Heroines, Dungeons, Fiendish Monsters, Devilish Traps,  Imaginary Spells , Hand Drawn Paper & Pencil Maps, Strange Looking Dice, Creative Storytelling, Intriguing Sub Plots , Oodles of Creativity, and larger than life Adventures. What more could the intrepid gamer want out of the hobby? These were the glory days, when everything felt new and amazing. The early days, before it all got so complicated, and needed a trillions rules to make anything happen. Chibi World returns to those days in a simple, yet robust set of guidelines; which allow you to use your Impact Miniatures any way YOU choose.
Description
Chibi World is a basic game system which was designed for quick and easy miniature wargaming in a quasi dungeons and dragons like setting… but with a twist. Do you remember those cool Japanese Nintendo consul games that hit the shelves back in the late 80`s and 90`s? They were kinda neat weren`t they, especially the Japanese “Chibi” anime role playing ones with those wonderfully complex storylines? Chibi World allows players to fight small RPG thematic skirmish games with small groups of Heroes in low intensity battles, primarily against other players who control their own separate Hero party: or you can all play against the "Chibi Master" who will run the dungeon and control all the Chibi Monsters. Either way, everyone gets to play `make believe` the good old fashioned way. Chibi World even allows you to play the game solo (by yourself), or you can have a group of you playing co-operatively against the dungeon… i.e. pitting your wits against the rules, using a built in artificial A.I. This game is designed to play on a model battlefield environment using the vast range of Impact Miniatures, or any other suitable miniatures (those from Super Dungeon Explore, for example) you have in your collection.
 Movement and firing distances are measured using either 1 inch increments, or (by default) 1 inch squares… grid system dungeon tiles if you like; exactly the same as you would find a Dungeon Master using to design his graph paper creations in any other role paying game: only the squares in Chibi World are bigger to allow you to place the miniatures. Battle Mats are also easy to find in stores, or sometimes even for free on line. Or you can borrow boards from other games you may already have in your collection. You can even make nice ones for yourself with only a little bit of effort and skill. A battlefield usually consists of 3D terrain pieces. These represent obstacles such as walls, caverns, stalagmites, rickety stone bridges running over deep lava filled abysses, giant poison mushroom formations, etc, etc. Similar to making a Battle Mat, the terrain pieces that go on the mat can all be made from scratch with relative ease by even the most frugal modeller or are commercially available from a whole host of stores and on line resources.
Game Set Up
Prior to play, the player(s) will need to select a few heroes and heroines to represent themselves during their adventures. One player should be selected to play the good guys (the heroes and heroines of the story); but of course, a group of players might choose to run just one or two characters each; while another player should field all the monsters. You can even pit monsters against monsters, or monsters versus the heroes if you like (monster skirmish raids on the good guys can be fun too). Not having anyone to play with can be a drag at times, so Chibi World has been specially designed to allow a single player to enjoy an entirely satisfying game on his or her own, without the need of an opponent or a Chibi Master at all. How you decide to play your game of Chibi World is left entirely up to you.

Game Play
You will need to do a bare minimum of note keeping when playing Chibi World. This is because you need to create simple Hero and Monster stats before play begins (or work straight off the lists already provided in these rules). This is no different than making up a unique character in a standard pencil and paper role playing game... no! Actually, making up stats for Chibi World is a lot easier than that, especially if you decide just to run with a few default character kits.
Mark the statistics for each miniature; Movement, Weapon Attacks, (plus range if armed with ranged weapons), Iron, Hits and any Traits the miniature may possess.
All this will be explained in the rules as you read on, and will also become self explanatory through play. Comprehensive lists containing complete statistics for a myriad of Impact Miniature Chibis are included further on in the rules.
The term Hero, Monster, Boss and Big Boss are used throughout the rules. Hero refers to personality types, and any other special troops you designate to be non monsters throughout play. Monster refers to the rank and file dungeon dwellers, ordinary miniatures and all non-Boss types controlled by the Chibi Master (the monster player). Bosses are the main lieutenants; and Big Bosses are the main tough guy monsters of the dungeon.


The Models and their Statistics
Movement: usually 4 squares per turn, but some Heroes and Monsters such as Chibi Dwarves and Chibi Zombies have a movement of 3. Others such as Chibi Hell Hounds may be as high as 5. Exceptionally big or swift monsters and creatures may move even faster.
Monster`s Weapon Attacks: the majority of Monsters will have a weapon attack value of 2. This means the model will get to throw 2 six sided dice when in melee (2D6). Some unfortunates, such as Goblins, may have a weapon attack value as low as 1. Big, nasty, and horrifying monster types tend usually to be far more dangerous, and their abilities range from 1 all the way up to 10 or even more.
Hero Weapon Attacks: Heroes use a slightly different system called the `Degree System`. This works by allowing Heroes to increase their hitting power by `powering up` during play: e.g. a Hero might start game life with a D6; and slowly through play, be able to `power up` so he or she ends up progressing to a D8, then a D10... D12... D14... D16: and eventually the mighty D18 or even the legendary D20. We will talk about this in more depth a little later on.
Shooting: similar to weapon attacks, but applied only when projectile armed Monsters and Heroes are shooting. It will be shown in the stat lists as a set of numbers separated by a dash (-). The first figure is the number of dice thrown when shooting (like 2D6 or 1D10 etc), and number after the dash is the range in squares the weapon can reach. Monsters always use D6: but Heroes use the Degree System... just as you do with weapon attacks. The standard “to hit” number required for any attack (ranged or combat) is ordinarily always a 5. But becomes a 6 if a target is in cover. Note: The term Shooting actually applies to all ranged combat: projectile weapons, magic attacks... it’s all synonymous.
Iron (Armour): the attacker needs to equal or exceed the target`s Iron value using a D6 to inflict a wound on the target. Heroes (only) may use other bigger numerical value dice as well, while attempting to achieve the same result.
Hits: each successful attack die inflicts a Hit on a target model. That model’s Hit Total drop to reflect this. If the model has more than one Hit, make a note of any changes on your character`s stat sheet... or place a Hit token under the model’s base for each Hit received. A lot of monsters only take 1 or 2 Hits, and are removed from play the first or second time they take damage. When a model’s Hits drop to 0, that piece is removed from the game.
During shooting and melee it is always the attacker who decides which of the opponent’s models are damaged or removed. Heroes and Monsters that are not reduced to 0 Hits have their status marked appropriately, so everyone can see at the drop of a hat exactly which model is at full strength and which is not.

The Game
A turn is divided into 4 phases. Games are played out in a series of phases. Once the sides have completed all four phases - this completes a turn. We then proceed to the second turn and so on, repeating the steps as we go.
The phases and their order of play in the game are:
Initiative Phase
Attacker`s Action Phase
Defender`s Shooting Phase
Melee Phase
Initiative and Melee are italicised to show these are joint phases in which both sides participate.
Initiative Phase: Every new turn of the game, players each throw a twenty sided die (1D20): and the highest scorer chooses whether to take the Attacker`s Action Phase, or the Defender`s Shooting Phase for that turn. If a tie, the Chibi Master will always win initiative for the turn. The Trait Initiative Boost is used to alter the score of one’s own dice.
Attacker`s Action Phase: During the Attacker`s Action Phase, each of that side`s Heroes or Monsters in play may perform 1 action (unless a Trait says differently). Possible actions include: Move (see the movement section below) or Shooting (see the shooting section below).
Traits: using a Trait does not count as performing an action: rather, a Trait compliments the actions. More than one Trait may be used by a figure during a turn, but an individual Trait can only be used once per turn by each figure. Note: a Hero or a Monster does not have to take an Action or use a Trait during a turn if you don’t want it to.
Movement: Miniatures used in the game are listed extensively, and their movement allowances can be found in the stat sheets further on. The number of movement points, indicated on a figure’s stats, determines how far (in squares) it can move in a phase. Movement can be in any direction, regardless which way a figure is turned on the board, and may also end the movement phase facing in any direction. The movement cost to enter a square depends on the type of terrain the figure base has to cross to get there.
Clear Dungeon Tile = 1
Rough Terrain = 2 {e.g. rock slide, over obstacles, etc
Water: = 3 {except flyers who count the square as = 1
Impassable: Not Allowed = 0 {possibly flyers as =1 if the Chibi Master allows
Cover: shooting at a target behind cover...behind objects, behind a rock slide square, etc... requires a 6 or more to score a Hit (not the normal 5 or more) This rule applies to all forms of cover.
You cannot cross impassable terrain. You are allowed to move through your own figures, but you cannot move through an enemy figure’s base. You may never end your movement phase in a square that contains a figure (enemy or friend), similarly, a square designated as impassable except for flyers.
If you move into an enemy kill zone (all the squares adjacent to an enemy model’s base), you must stop moving with the figure that entered the kill zone, and no further movement with that figure may be made for the rest of this game turn: using a Trait like Charge or being targeted by an enemy using Control are exceptions to this rule.
You may choose to disengage a model that starts the phase in an enemy kill zone by moving away from that enemy, into a non adjoining square. But if you do so, the enemy whose figure base you disengaged from makes a free attack of opportunity on the model moving away. This free attack is made immediately even though it is out of phase. Assuming your model survives, it may then carry on moving normally. A model that disengages from one enemy, but immediately enters the kill zone of another must stop moving for the remainder of that action phase unless using Dexterity. A model that disengages from multiple enemies is subject to a free attack from each. Add up their attacks and make a single melee and kill roll. Again please note: the actual facing of a miniature is not relevant to the game.
Shooting: Instead of moving, a model with ranged attack ability may shoot. Check the miniatures stats from the list to see if the model has ranged attack and what its ability is.
Example = 2D6-10 (two six sided dice - and a range of ten squares)
The first number tells you how many and what quality of dice (2D6, 1D8 etc) you roll to hit with your shoot attack. The second number tells you how far (in squares) the model can shoot. Your model may only shoot at a single target (unless using certain Traits). Before you can shoot at an enemy, you must check two things: range and line of sight. You may check both of these before deciding to shoot at an enemy.
Range: to check range, count the number of squares between the shooting model and the target, including the square the target occupies. If this number is greater than the one listed on the ranged attack of your shooting model, you cannot shoot at that target.
Line Of Sight: if the target is in range, you must now check if the target is in the shooting model’s line of sight. Remember again, the direction the shooting model faces is not important; it can be assumed the figure can turn any direction at will and this is not classed at movement. Line of sight is determined by drawing an imaginary straight line from any part of the shooting square to any part of the target square. An enemy model is either (a) not able to be seen: in other words, not visible as an eligible target; or (b) is visible but in cover i.e. needs a 6 or more to hit.
The Shooting Roll: roll a number of dice equal to the number shown on the shooting figure’s stat for ranged attacks. Each roll of 5 or higher scores a hit.
The Kill Roll: for each hit you score, roll another die. This is called a kill die. For each kill die that is equal to (or greater) than the target’s Iron, that target model loses 1 Hit.
Note ~ you may not shoot at anyone engaged in melee (adjacent to an enemy). Similarly, the shooter cannot use a ranged attack while adjacent to an enemy oneself.
Defender`s Shooting Phase: The Defender may now use any of his or her miniatures which possess ranged attacks to shoot at enemy models. Normal shooting conditions apply, and no shots may take place between models if either the shooter or target is in an enemy kill zone. Traits which influence ranged attacks can be used in this phase (e.g. Full Spread, Inferno, and Dextrous Shot). The Defender may conduct ranged attacks during this phase, but cannot make any other actions, not even movement.
Melee Phase: During the melee phase, all melees in the game are resolved. The attacking player for the turn decides which order the combats are resolved in. A melee is defined as a single group of engaged figures that are all part of the same weapon attack. A combined weapon attack is created by drawing an imaginary line between each model’s kill zone, going back and forward between friend and foe until the line cannot be continued further. This must form a single contiguous link of kill zones, and all the dice for that melee are thrown as one roll. Models that are not eligible as part of that combined melee must resolve their combat(s) in separate attacks.
The To Hit Roll: each player totals up the number of attacks on their engaged models, then rolls that many dice. A roll of 5 or more on any die scores a hit.
The Melee Kill Roll: for each hit you score, roll a kill die. Exactly the same as with shooting... a score of 5 or more inflicts a Hit. Remember: you always use the numerical value of die or dice the Attacker has in his or her arsenal (both with To Hit & Kill Rolls). For Monsters that’s a D6. Heroes may use bigger dice.
Assigning Hits: after throwing for all hits, the Attacker assigns all his kill dice to enemy models (within the same melee). The Defender follows suit, makes any To Hit and Kill Rolls, and then assigns his or her own kill dice, but after any losses sustained from the Attacker.
You may only assign Hits on enemy models that are adjacent to any friendly models within the melee (though damage can be assigned to any enemy model anywhere actually within the current melee and which is adjacent to at least one of the your own miniatures). Hits may only be assigned to enemy models whose Iron is lower or equal to the assigned kill dice (i.e. any die equal to or higher than the target’s Iron). An enemy model loses 1 Hit per successful kill die. Models reduced to 0 wounds are removed from the game. Any kill die that cannot be assigned to an enemy model is ignored. The Heroes assign their kill dice to the Chibi Master`s Monsters and the Chibi Master assigns kill dice to the Heroes models.
Free Attacks: some Traits and game situations (such as disengaging) grant immediate free attacks. The model making the free attack gets to make any To Hit roll and kill rolls as it would in normal combat. The model can only assign kill dice to the enemy they are making the free attack against.
Multiple free attacks must form a single melee. This form of attack is called an attack of opportunity. There is no retaliatory attack made by a disengaging model.

Traits
Acid Spit: This ranged weapon attack is resolved like a normal ranged attack, however acid spit reduces the target`s Iron value by 1 on the “to hit” and the “kill roll”.
Augment Power: This Trait allows the user to perform one of multiple options. Augment Power can heal self and all friendly Heroes within 4 squares by 1 Hit each. Or, the Trait can be used to allow the caster to remove 1 Fire or/and 1 Poison Counter from self and any friendly Hero within 3 squares. Or the Trait can be used to replenish 1D4 Hits on self only. This Trait replaces all other actions for the turn.
Apportation: This Trait causes the caster to disappear from a location and appear again in another. The caster may use Apportation on self to move from the current location on the board, and appear in another legal square that is (a) not adjacent to an enemy, and (b) is within line of sight of the caster.
Apothecary: If neither the Apothecary nor the Heroes being healed are in an enemy kill zone at the time of healing, the Apothecary may use the Trait to heal up to 2 adjacent Heroes 1D3 Hits each; or one Hero 1D4.
Avert: Activate this Trait just before the start of the Attacker`s Action Phase. This Trait makes the user (or one friend, who must be adjacent when the spell is cast) immune to all adverse condition effects during the entire current game session. That means Fire... Frost... Poison... anything!
Avoid Trap: Allows a Hero to avoid taking damage from a trap, and reduces the chance of activating a treasure chest trap by 1. If this reduces the danger of opening a treasure chest to 0, the chest is safe to open.
Basic Inferno: This Chibi can make ranged attacks using their natural ability to make fire. Similar to Full Spread, except all the dice must be placed on a single enemy model and anyone adjacent to the initial target.
Blessed: Heroes gain a Power Boost upgrade to their current Attack Dice (both combat and ranged) for the duration of the current game (e.g. a D6 upgrades to a D8). As long as the one blessing the Heroes remains alive and in play, the Trait continues to stay working.
Caring is Sharing: Even being in the close proximity to some Monsters is unhealthy to the Heroes health. A Hero unfortunate enough to be within 3 squares of a Monster with this Trait, must throw a D6 at the beginning of each turn they remain in range: if the roll yields a `6` the Hero suffers 1 automatic Hit.
Charge: If this miniature is not in an enemy‘s kill zone at the start of its Attacker`s Action Phase, this model may interrupt its movement at any time to make a free melee attack against an enemy (or enemies) in the kill zones it enters. It can continue moving provided all in its kill zone are removed as a result of the free attack. This action does not count as the Melee Phase.
Charm: A target within 4 squares of the caster must throw a D6: if the target fails to roll an even number, that target is `charmed` and may do nothing except stand about... dazed and possibly lovesick. The target may attempt to break free of being charmed at the very end of each turn by rolling a `6` on a D6. The caster may attempt to charm one additional person (or re-charm one who has broken free of the spell) at the beginning of each new turn... during the Attacker`s Action Phase.
Control: You may move any single enemy that this model has line of sight to (provided neither the target nor the Trait user starts in the kill zone of an enemy) using the target model’s full movement ability (but not by using the Trait Zoom). Activate in either the Attacker Action Phase or the Defender`s Shooting Phase - if the user can roll 5 or higher, using any die at its disposal.
Crystal Starburst: Causes a multi-coloured cloud of deadly, sharp icicle crystals to shatter and explode in all directions around the caster. All miniatures (friend or foe) within 5 squares of the caster must throw 3D6. Any even numbers thrown (i.e. 2, 4 or 6) are converted into automatic Hits regardless of the Iron value of the target. The spell caster`s square is never harmed by the spell.
















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Caster is `X`, all spaces marked `o` are within 5 squares of the caster and are thus affected by the Crystal Starburst spell.

Cunning Fox: The owner of this ability is very observant, has good hearing and a great sense of smell. Allow a +2 Initiative Boost to the owning player`s side each turn this miniatures is in play.
Dexterity: This model may move through enemy models and is not subject to free attacks for leaving enemy kill zones. It may not end its movement in a square that is occupied by another model.
Dextrous Shot: A line of friendly models (one deep) in front of the shooter does not block line of sight for this model. In addition, targets may be chosen from anywhere within range amongst the enemy ranks, not just at the front.
Diseased: check for spread of disease each turn (just like Poison Attacks). Even 1 heal point of Apothecary or Soothing Hands will remove all current disease counters.
Dragon Ice: Is similar to Full Spread in that the caster may assign “to hit” and “kill dice” to any number of enemy models within range and line of sight. However, any target successfully hit by Dragon Ice does not take any Hits as damage; instead, the target becomes frozen and is unable to take any actions and is unable even to fight back in melee while afflicted in this way. Mark any inflicted target by placing a frozen counter under the base of the miniature. At the beginning of each new turn (regardless who is Attacker or Defender) everyone gets to throws a D6 for each and every miniature with a frozen counter under its base. A roll of 5 or 6 means that miniature has broken free of Dragon Ice and may continue as normal... remove the frozen counter from under the base.
Embers: The caster blows onto his/her smouldering staff... causing cinders of magical ash to grow white hot. The caster then sends this Ember cloud of searing heat in a wave towards the enemy, in a six square arc (or five square arc if counting along a diagonal path). Any miniature caught within the area of affect must roll 2D6: for each un-even number thrown (i.e. 1, 3, 5) the target takes an automatic Hit regardless of the targets Iron value.


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Exchange: The Trait wielder may give up to 3 of his personal Hits to another Hero within 3 squares. i.e. give the Hero 1 to 3 of his own Hits, whilst lowering his or her own Hits by the same amount given. Replaces all other Actions for the Turn. Active in the Attacker`s Action Phase.
Fear: Anyone within 5 squares of an enemy owning the Fear Trait must throw a D6 before trying to use any Trait of their own. If the roll yields a `1` the enemy`s Fear ability makes the attempt to use a Trait fail this turn.
Fireball XO5: “Fireball X Ordinary 5” is a nasty little spell. The wielder may make a ranged attack on a target within 6 squares. The attack is a 5 dice attack... but any `even numbers` thrown on any of the dice, means you can keep re-rolling those and add any successes to the Hit total. The target must be in line of sight. This attack replaces all other actions this turn. Active in the Attacker`s Action Phase.
Flaming Pot: A Flaming Pot thrower has a range of 5 squares, and checks for 2 Hot, Hot, Hot!!! Hits on the same target (4, 5, or 6 each time).

Flight: Airborne capable models may move over impassable terrain (including enemy and friendly models), but must alight at the end of each turn in any legal square within the model`s flight range.
Friendly Hugs: If in melee with an enemy possessing Friendly Hugs, throw a D6: if the roll yields a 5 or 6, the hugger inflicts 1D3 automatic Hits on a single target (only one, regardless how many potential targets are adjacent) during that melee turn.
Full Spread: The model may assign “to hit” and “kill dice” (up to its total attack dice) on any number of enemy models within range and line of sight this turn.
Ground Burst: If a Monster has the Ground Burst Trait, this means that if/when such a monster is spawned from The Random Spawn Table, the creature may be placed adjacent to an enemy figure if it so chooses. This means the Monster has burst up through the ground like a giant earth worm. Once placed, the Ground Burst can no longer be used again by this Monster for the duration of this game… unless, of course, the monster is spawned as a different monster later on during the same game.
Ground Strike: The wielder strikes the ground at his/her feet, causing a shock wave to reverberate outwards to all enemy targets within 3 squares. All enemies within 3 squares are attacked for 2 weapon attack dice worth of damage (whatever weapon strength of die the user owns... even if the wielder normally only owns one die in melee: count as if owning two weapon dice for the duration of this spell).
Hex: A single target of Hex within 4 squares and line of sight, takes an automatic Hit. Hex replaces movement during the turn, but doesn`t affect any other action.
Holy Chant: All other Heroes in same melee as the holy chanter gain an additional attack die of same numerical value (only one Holy Chant may be active in any given melee on any given turn).
Holy Power: The wielder may inflict a ranged attack on an Undead target within 4 squares. The attack causes an automatic 1D4 Hits. The target must be in line of sight. This attack replaces all other actions this turn. Active in the Attacker`s Action Phase.
Hot, Hot, Hot!!!: Any turn a Hero is adjacent to a Hot Monster, the Hero must throw a D6: if the roll is a 4, 5, or 6, the Hero takes 1 automatic Hit from burn damage. A Hero moving away (non adjacent) from a Hot Monster must throw to see if he or she takes damage even on the turn they move away... ouch!
Initiative Boost: This ability greatly increases your chances of controlling the pace of each turn, especially as you can stack the ability with other models to get an even bigger advantage. Your side get +1 to the initiative roll each turn. This Trait is stackable with other friendly models possessing the same ability.
Iron Wall: This places an invisible (three squares wide) impenetrable wall, two squares in front of the caster. The three square wall effectively covers three spaces in front of the caster`s base... and starts two squares out from the caster`s base. This wall will stop all ranged attacks passing through it in either direction. The Trait stops taking effect at the beginning of any successive turn if (on a D6) a 1 or 2 is rolled.
Inter Dimensional: Inter Dimensional Monsters are sometimes referred to as Xenomorphic Monstrosities. They sometimes burst (or are invited) through the fabric of time and reality to plague this unhappy world. An Inter Dimensional Monster is automatically classed as needing a 6 “to hit” or “to kill” (like it’s permanently classed as in cover), and has a saving roll against all Hits. Any Hit is ignored if it can roll a `6` on a D6... always check each hit separately.
Join Me: This Trait can only be attempted once per game. The wielder rolls a D6 against any non Big Boss miniature in play. If that throw yields a natural `6` the target of the Trait is charmed, changes team, and joins the `other side` for the duration of the game... as long as the Trait wielder remains alive. Pick wisely when to attempt this spell; it can be a game winner!
Knockback: If the user causes even a single Hit on its target in melee, the target is pushed back 1 square (target`s choice which square). If there is no legal square for the target to move back into, the target stays where it is but takes an additional Hit.
Lightning Strike: The wielder may make a ranged attack on an enemy target within 5 squares. The attack causes an automatic 1D4 worth of Hits. The target must be in line of sight. This attack replaces all other actions this turn. Active in the Attacker`s Action Phase.
Luck: This Trait allows the owning Chibi (only) to re-roll any one die roll this turn. {That`s one die... not an entire handful of dice}.
Lycanthrope: Hits from a Werewolf can be very nasty indeed. If a Were beast wounds a target, throw a D10: if that roll yields a natural `10` then the Were owning player has infected the target and possibly holds a sway over that miniature. Every turn (as long as the Were remain alive and in the game) the Were owner can roll a `0` on a D10, the inflicted target is then totally controlled that turn by the enemy player. Until the Were is killed, this condition remains in effect for ever more (even in successive games) until that Were is destroyed. Being controlled means, the enemy player can move, shoot, use a Trait, or melee with that miniature as if it were his or her own piece... for the duration of the current turn. This will continue to happen every turn a `0` is rolled.
Magic Dust: If hit by an enemy using a ranged attack, you may throw Magic Dust over yourself to try to avoid taking damage. Throw a D6: if the roll is a 4, 5, or 6, you may ignore all the Hits from that enemy`s attack. This Trait may only be used to defend against one enemy, once per turn. Active in the Attacker`s Action or the Defender`s Shooting Phase.
Mobile Shot: This model may shoot before or after it moves (not in the middle). This in effect means the model gets both to move and shoot - in the same turn.
Not Dead Yet: When a model possessing Not Dead Yet is killed, throw a D6. If the result is a 6, the monster spawns and returns to life with all its Hits restored… Monsters returned in this way obey the usual rules for Monster spawning.
Open: The Trait wielder may unlock any previously locked door in the game with a successful roll of 4, 5, or 6 (on a D6). Open replaces all other actions this turn.
Pack: A Monster possessing the Trait Pack, gains an extra weapon attack die in melee (1D6) for each and every other adjacent Pack Monster (of the same chibi species) within the same melee.
Pin Drop: A Hero possessing this special ability gains a temporary +1 Initiative Bonus on the following turn in which he/she stands still and listens (fine tunes) to what`s happening around. The Hero cannot use any action points or other Traits on the turn the Pin Drop ability is activated, but gains a +1 Initiative Boost on the following Initiative turn. The Hero using Pin Drop must be within 10 squares of at least one other hero in the party (who himself/herself must be within 10 squares of another party member... and so on throughout the party) to be able to use this ability.
Poison: Some Monsters (and traps) poison their victims when they damage them in close combat. A Monster capable of making a Poison attack will leave one poison counter on the enemy (homemade counter marked `Poison`) for each normal damage die assigned to a target but only if 6 or more is thrown on any die, otherwise the Hit(s) are just ordinary wounds. Place any poison counters under the target`s base. At the beginning of every turn, before the Initiative Phase, the poisoned victim must throw a D6 for each poison counter currently being carried. A throw of 1 and a poison counter is removed, throw 2, 3, 4, or 5 and there is no change this move; throw a 6 and the victim receives an immediate Hit as poison courses through his/her/its Chibi body.
Pull: A target within 4 squares with less Hits than the wielder can be pulled (magically sucked) into a legal square adjacent to the caster.
Pure: The Trait owner can reroll an attack, this turn, from an Undead Monster. (that`s all and any combined dice for that one attack).
Queeny: Anyone within 8 squares of the Queeny Trait wielder, effectively gets to use Not Dead Yet on themselves for the duration of the game, as long as Queeny is alive and in play.
Qilin Aura of Well Being: If a Qilin is seen in a dungeon, the Heroes will know they are close to Royal Treasure, or close to their goal (especially if it involves a Royal personage.... an imprisoned Princess, kidnapped Royal Twins, etc). If a Qilin decides to joins with a Hero party, that party is Blessed while the animal is alive and in play.
Restore: When using this Trait on any given turn, the user can regain 1 Hit (provided the figure does nothing else this turn – except to melee). Activate instead of taking an action in the Attacker`s Action Phase.
Shifter: The Chibi is a shape shifter. At the start of any Attacker`s Action Phase, the Shifter may attempt to change into a Chibi Were Monster. To Shift, the wielder needs to roll the attack dice (this is not melee, it is just to determine success). A double on any two attack dice means the Chibi has shifted into a Were form. To change back again, simply roll as before to reverse the process. Were form is a standard character kit and is described in the stat lists later on. Shifting (even if the roll is unsuccessful) replaces all other actions for the turn.
Smoke Bomb: The wielder can use this Trait to throw a smoke bomb over self then automatically move 3 squares away into any legal space (or stay where it is). Place a smoke bomb counter in the space it was cast. Any miniature within the smoke square is classed as in cover (6 to hit). In addition, any ranged attack made through a square with a smoke bomb in it is automatically classed as shooting at a target in cover (6 to hit). Roll a D6 at the very end of every turn. If the roll is a `1` the smoke counter is removed from play.
Soothing Hands: Providing this hero is not in the kill zone of an enemy at the time of casting, Soothing Hands may be used to heal an adjacent friendly Hero 1D6 Hits... up to maximum starting Hit total. This model may not heal itself. Activate in the Attacker`s Action Phase. 
Sonic Scream: Range 4 Squares. Throw a D6: on the roll of `6` the Sonic Scream user can cast her spell this turn. Anyone within range receives 2 automatic Hits per target.
Spear: May add its attack to a melee while standing non adjacent behind another friendly miniature who is also engaged in the same melee.
Spy & Pry: Allows the user to announce to the Chibi Master the Hero is checking for secret doors in that tile section or room of the dungeon”. On a D6 roll of 3, 4, 5, or 6 the Chibi Master must then reveal any hidden portals (or other previously unseen ways in or out) within the tile being checked. This special Trait replaces other actions in the Attacker`s Action Phase.
Stare: A single target model within range of Stare becomes in effect frozen to the spot, and is unable to shoot, or use a ranged Trait attack during the proceeding Defender`s Shooting Phase, nor can it add any dice to melee for this turn (place a coin or similar token next to the piece to show the model is under the influence of the Stare). If (a) the Stare loses line of sight with the target, (b) the affected model takes damage in any way, or (c) another Trait is used on the affected model, then the Stare is broken and the model will be able to act normally during the next Defender`s Shooting Phase.  Stare is activated only during the Attacker`s Action Phase.
Steal: The user gets to `steal` the Trait of any enemy miniature (Hero or Monster) in play, provided (using a D6 to make the attempt) a 5 or 6 can be rolled. The Trait may not be used to steal ranged attack abilities if the model using Steal does not naturally possess statistics for ranged attacks. Neither can the Trait be used while the user (but not the target) is within an enemy`s kill zone. Activate in the Attacker`s Action Phase whenever you would use the copied ability.
Stench: Each Hero fights with one less attack die in Melee due to the small (minimum you can melee with is one die).
Swarm: A Monster possessing the Trait Swarm, gains two extra weapon attacks dice in melee (2D6) for each and every other adjacent Swarm Monster (of the same species) within the same melee. Swarm type Monsters may not be very tough; but they are hard to hit (like trying to swat flies) and sure pack a hell of a kick in combat, when fighting en masse.
The Inferno Similar to Full Spread, except all the dice must be placed on a single enemy model or/and those adjacent to the initial target. In addition, similar to the effects of Poison, a target taking any Hit from The Inferno has a homemade fire counter placed on the model… one fire counter for each Hit assigned to the piece. Throw a D6 before every initiative phase (once for every token) to see if the fire goes out, continues to burn another turn, or burns and causes an additional Hit. 1, 2, or 3 and the fire goes out, 4, or 5 and the fire burns on but without causing any additional damage this turn, 6 and the fire causes an immediate Hit. The range of The Inferno attack will be shown on the Monster stat list. Activate in the Attacker`s Action Phase or the Defender`s Shooting Phase.
Turn the Tide: Zombies and Skeletons may not advance closer than 4 squares of this Trait wielder.
Turn to Stone: Some Monsters have the ability to turn Heroes to stone just by looking at them. Other Monsters can do this by touching them. A Hero within 3 squares of a Monster capable of turning a Hero to stone by look must throw a D20 at the start of every turn they remain in range (and line of sight): a `19 or 20` means they accidentally look at the Monster`s face and become petrified. The Hero is no longer in play (but remains on the board. Chibi Master`s can themselves extrapolate what to do with a petrified Hero... another adventure quest perhaps?). If a Hero is adjacent to a Monster who can turn a Hero to stone by touch, use the same formula as before. At the beginning of each turn throw a D20: a `19 or 20` will result in the Hero being turned to stone.
Undead: Can never move further away than 15 squares of an Unholy Spawn Point; otherwise it will crumble into dust, burn up, explode, or implode on the spot (remove such miniatures from play).
Virtue: When reduced to the last Hit point and thus ordinarily removed from play, instead throw 1D4 for this Chibi. The Gods are kind: the Hero regains this number of Hits. This Trait may only be used once in a game - and only at the moment of death.
Wild Frenzy Attack: The Wild Frenzy Attack model gets an additional hit die for each enemy (after the first) adjacent to it within the melee. This berserk like Trait makes the wielder a very dangerous `tank` in combat. The more enemies the chibi faces, the more dangerous he or she becomes.
Yggdrasil: This Trait allows the caster automatically to win the next turn`s Initiative Phase on the D6 roll of 5, or 6. Replaces all actions for this turn.
Zoom: This model gets double its normal movement (as long as it doesn’t use another Trait, shoot, start in, or move into an enemy kill zone any time during this turn).