About the game
Animite Tales is a superpower themed TTRPG with a more reactive system, where the players are able to spend their actions reacting against attacks, rather than armour class.
Animite Tales, our goal is to provide the gaming community with informative, innovative content that not only enhances their gaming experience, but provides the support gamers need to complete their games on their own.
This site has been created by gamers, for gamers, which means everything you read is fully tested and ready to be put into practice. We rely on help from our loyal community to make sure we offer the best help possible, so please get in touch with additional questions.
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The setting
Once, this world looked much like our own. Cities bustled, nations schemed, and industry marched forward — with one strange exception. Animite. Crystals scattered across the earth, mysterious and alluring, their true power hidden.
In the 1950s, humanity tried to harness that power. The experiment failed. The Cataclysm erupted, a surge of Animite energy that tore through reality itself. Landscapes shattered, ecosystems rewrote themselves, and half of all life was changed forever.
The transformed became known as the Effected — beings of powers and mutations, their memories rewritten to believe the world had always been this way. The old world was gone; the new one had always been.
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This is the world of Animite Tales.
The world
In this new age, the world is fractured into many countries and islands, each vastly different from the next. The Cataclysm reshaped not only the land but the skies and seas themselves. Weather and atmosphere vary wildly from one region to another: acid rains that corrode stone and steel, rivers of lava frozen mid-eruption, storms of spatial lightning that tear open the heavens.
No two places are alike. Some nations cling to remnants of the old world, building order from ruins. Others embrace the chaos, forging new cultures and powers out of Animite’s touch. Geography, climate, and even the laws of nature have become unpredictable, making every journey across this world an act of discovery and of survival.
Iris City
The beating heart of innovation and ambition. A sprawling metropolis where academies train superhumans, guilds scheme in shadows, and villains test the fragile balance of law. Iris thrives on brilliance and corruption in equal measure, a proving ground for heroes and rivals alike.
Gearison
A nation of iron and invention. Forged in the aftermath of the Cataclysm, Gearison is a hub of mechanical genius and Animite-driven engineering. But its pursuit of progress has left scars polluted skies, restless workers, and machines that sometimes seem too alive. Almost as though a cyberpunk spaghetti western.
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Emjinarlinia
A land of extremes and contradictions — deserts that bloom with Animite-infused storms, forests that shift overnight, and mountains riddled with crystalline caverns. Its people are wanderers and mystics, hardened by the land’s unpredictability and bound by ancient traditions.
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Huskonia
Once a place for outcasts and banished, now the frontier of survival. Harsh lands shaped by brutal weather, prowled by mutated beasts, and home to scattered tribes. The Huskonians are resilient, their clans shaped by hardship and gifted or cursed with abilities that echo the chaos of their homeland.
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Collegium
A sovereign nation of scholars, archivists, and Animite theorists. Here, knowledge is the highest currency, and debate is as fierce as any battlefield. Collegium’s libraries and academies attract thinkers from across the world though secrets buried in their vaults are as dangerous as any weapon.
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Cibo
A nation of abundance, where fertile soil and Animite-blessed harvests make it the breadbasket of many lands. Yet beneath its hospitality lies sharp politics: rival houses control food, trade, and influence, turning Cibo’s plenty into both lifeline and leverage.
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Eden
A land of faith, conflict, and elemental orders. Eden is scarred by holy wars between zealots of Metrata and the power-hungry magi-industrialists of Infernum. Here, Animite is both divine gift and weapon, shaping entire Realms ruled by elemental lords.

Eden
Eden is a land caught between faith and fire. Once a kingdom like any other, the Cataclysm reshaped its heart and left behind a nation defined by zealotry, power, and elemental might. Animite here is seen not simply as a crystal, but as divine will a gift from the heavens to guide the faithful and punish the wicked.
Its people live under the shadow of two great powers. Metrata, the theocracy, preaches divine order and purity, its priests claiming the right to speak for the gods themselves. In contrast, Infernum embraces Animite as raw industry and dominion, building magi-industrial forges and engines that scar the land but fuel their rise. Between them, countless Realms endure city-states and fortresses each ruled by an Elemental Order, their lords binding Animite to command fire, stone, storm, and beyond.
Eden’s landscapes reflect its turmoil. Blackened volcanic plains, sacred forests warped by Animite, cathedrals carved into living crystal, and ruined battlefields where storms still rage long after the armies have fallen. It is a place of holy wars, uneasy alliances, and elemental dominion where faith and ambition collide, and where the future of the world may well be decided.

















