
animus
A downloadable TTRPG
CHARACTERS ARE NOT PEOPLE.
A real person is an impossibly complicated thing, full of contradictions that don't resolve, behaviors that don't trace back to any one cause, and entire dimensions to their inner life that they themselves don't have access to, much less those around them.
A character is an exploration of one specific slice of the human heart, something much simpler and, because of that, easier to empathize with and more useful for the purpose of telling a story.
The engine of any story worth experiencing is the tension between what they want and what they need, and every Scene in that story should in some way or another put pressure on their false beliefs.
"STORIES ARE THE CREATIVE CONVERSION OF LIFE ITSELF INTO A MORE POWERFUL, CLEARER, MORE MEANINGFUL EXPERIENCE. THEY ARE THE CURRENCY OF HUMAN CONTACT." — Robert McKee
What this system is
Animus is a setting-agnostic roleplaying engine that supports character-driven play in any genre. It supports different types of character arcs, including positive, negative, flat, or unchanged outcomes, and it creates ongoing pressure where change can happen through play. It functions as a standalone game, but it is designed mainly as a system that can be applied to other settings and structures, especially those that involve characters in risky or unstable situations.
What this system does
Each player creates a character defined by a formative experience and the beliefs, desires, and unresolved issues that come from it. Play introduces situations that apply pressure to those elements through concrete events, including physical danger, social conflict, or environmental challenges. The system links those internal elements to mechanics, so they affect choices, outcomes, and progression during play. Players gain progression by engaging with those elements during situations where their character is tested, whether the character changes, stays consistent, or moves in a negative direction.
What this system isn’t
The system does not separate character development from action, since both happen at the same time through the same events. Use it only if your table intends on building stones that build and challenge their characters. The system connects external action and internal character elements, so any form of play, including combat, exploration, or social scenes, can affect a character's development when those situations force meaningful decisions. It works with structures like dungeon crawling or investigation, as long as those situations place the character in positions where their beliefs, goals, or limits influence what they do.
| Updated | 6 hours ago |
| Published | 17 days ago |
| Status | Released |
| Category | Physical game |
| Author | Crash Nebula |
| Genre | Role Playing |
| Tags | character-focused, Characters, Indie, narrative-driven, rules-lite, setting-agnostic, storygame, Tabletop role-playing game |
| Content | No generative AI was used |
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