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PROJECT ANNUSTARIA
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Chapter 10: Annustaria Breaker.​
Sometimes things could get weird in ways that many cannot explain. However, there is an explanation within this game’s universe. There is a distinct fabric of the universe, called the “Annustar”, that holds the universe itself together. However, some things could threaten the stability of the Annustar. When it becomes unstable, these weird, somewhat unexplainable things happen. This chapter seeks to go further into the rules and mechanics regarding this.
10.1 Introduction to the Annustar:    

In the Ludicrous Ludo world, the Annustar is the fabric of reality. Specific actions, bonus actions, reactions, rules, and effects could damage it. The fabric of reality itself could be harmed when things that bend it happen. When it takes enough damage, it results in something referred to as an “Annustaria Breaker” to happen. What happens when the damage reaches this point will be elaborated on later.

    
On the Track-Keeping Board, there is a section titled “Annustar Damage Value.” At the beginning of the game, the score starts at 0. It cannot exceed 20 and will remain at 20 if pushed above this number. When there is a rule or effect that deals damage to the Annustar, the player whose party has done something to damage the Annustar moves the token right by the number outlined in the rule or effect. If the damage is not the result of something that a party has done, the player who currently has the god token moves the marker. At the beginning of every night phase, if the value is above one but below 20, the player with the god token moves the token left by one. 


​If the Annustar Damage Value hits 20, an Annustaria Breaker happens starting at the next night phase. The value remains at 20 until it becomes active, then it goes back to 1 after becoming active. Also, when this happens, move the marker for the number of times this has happened up one, unless it is already on the 6+ space.

10.2 Annustaria Breaker Basic Rules:    

Annustaria Breaker possibilities represent sporadic events, whether realistic or not. When the Annustar Damage value hits 20, roll a d20, and refer to the Annustaria Breaker table. All of the rules of whatever is rolled on that table must be followed, for as long as it says it needs to be followed. It ends when the rules state that the Annustaria Breaker possibility ends. A round comprises of each player having (or generally having) a single turn.

    
Various effects could come from Annustaria Breaker possibilities. Some of them inflict status conditions on pieces on the pathway. Some spawn creatures that occupy the board for some time. Finally, some could have effects different from the ones just recently mentioned.

10.3 Shutdown:    

A couple of Annustaria Breaker possibilities can inflict a state known as shutdown. When shutdown activates, it is often only active for one round, but could be active for longer. When an Annustaria Breaker possibility makes it active, all structures are unusable, and all attempts at hacking automatically fail. Rizzing up catgirls/catboys can no longer be done remotely when that player has no pieces in their yard. Anything else in the game that is affected by solar flares or Y7K is affected in the way that it says.

10.4 Annustaria Breaker Possibilities:
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Nuke:
    
A nuke is dropped on the Main Board, making every piece on the pathway unconscious. If all of a party’s pieces are unconscious on the pathway, they may choose one of them to instantly return to one of their yard spaces.


Ophanim:
    
The player with the god token will have to roll a d4. It spawns in the following quadrant, depending on the table below. Then, the player with the god token rolls a d12 to determine how many spaces away from that player’s start space it spawns. The space that it spawns on is instantly eliminated, with the party’s health resetting to its maximum HP. It spawns facing the direction that pieces generally move on the pathway.


The ophanim stays until it hits 0 HP, or until another Annustaria Breaker occurs, whichever comes first. Please refer to the stats for the Ophanim.

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Solar Flare:

​A major solar flare has hit the planet. Shutdown activates for 2 rounds.

Balls of Sun Power:
    
Everyone gains a ball of sun power spawn in their looted weapon slot. If there is already one or more items in their looted weapons slot, the ball of sun power replaces them. This item, when consumed as an action, allows the piece to make a punch, if possible. The resulting punch will automatically be a critical hit.


Time Slow:
    
Time slows down for every piece during the next round. On a player’s turn, while this Annustaria Breaker possibility is active, their party is unable to perform bonus actions. Parties also cannot perform reactions, and their movement rolls are halved.


Time Haste:
    
Time speeds up for every piece during the next round. On a player’s turn, while this Annustaria Breaker possibility is active, their party can perform two actions, and their movement rolls are doubled.


Y7K:
    
There is a major glitch revolving around computers due to the year becoming 7000. Shutdown activates for 1 round.


Dating Website:
    
A new dating website mysteriously releases. If a player does not have a catgirl girlfriend or catboy boyfriend, they gain one of them, starting their attraction value at 12. This Annustaria Breaker possibility starts and ends instantaneously after the rules are carried out.


Decent of Angels:
    
A number of angels equal to the total number of players in the game spawns. A single angle spawns on the closest unoccupied space behind each player’s furthest piece on the pathway. If a player has one of their pieces on the pathway, the creature spawns on the space before that person’s start space. Follow the rules and tendencies of that creature. If all of the spawned angles are eliminated, this Annustaria Breaker possibility ends early.


Inaccurate Weather Forecast:
    
During this night phase, ignore the weather condition that the god piece lands on. Instead, the weather condition for the upcoming round is based on the roll on the following table:

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Strange Epidemic:
    
There is an unexplainable string of events that has affected all pieces and creatures on the pathway. If you have any of your pieces on the pathway, roll on the table below and apply the status effect from the table to the piece that is closest to your start space. This status effect lasts until the beginning of the following night phase. If you have multiple party members on the pathway, continue this process with the next closest one to the start space. Do this with each one on the pathway.

    
After every player is done with this process for their pieces on the pathway, the player with the god token rolls for all creatures on the board, if there are any. The order that each creature rolled for goes from the one closest to green’s start space. If there are no creatures on the board, skip the process described in this paragraph.
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Shackles of Hell:
    
Chains of light shoot up from the ground, holding the players on the pathway down. Every piece and creature on the pathway gains the restrained status condition until the beginning of the next night phase.


Surprising Stabilization:
    
Nothing happens except that the Annustar Damage value is set to 10.


Significant Other’s Hormones:
    
If your party has a catgirl girlfriend or catboy boyfriend, their relationship value goes down by 5. If this would cause it to go below 1, it is set to 1 instead.


A Gift from the Angels:
    
A ray of light shines down on all of the pieces and creatures on the pathway. Every piece and creature on the pathway grows wings and gains the “airborne” status condition for 1 turn. This status condition ends at the beginning of the following night phase instead of during each player’s first special rules phase.


Body Swap:
    
A mysterious force washed over all of the parties. After everyone eventually blinks, they notice that they have swapped bodies with one of the other parties. Yes, we’re really doing that media trope!

    
If there are two players, each person controls the other player’s party. If there are more than two players, the player with the god token rolls a d6. If the number rolled is even, each player controls the party of the person clockwise to them. If the number rolled is odd, do the same but counter-clockwise. All players pass their party sheet to the player who is controlling their pieces. However, do not change seats. Suppose they use dice to track items like HP and relationship value. In that case, they can place them on the side next to the paper, with the dice's location either horizontal or vertical to their usual position on the party sheet. If a player dents, damages, or otherwise alters another player’s party sheet, the damaging or altering player incurs a victim foul if playing with the optional foul rules. The victim of the foul is the player whose party sheet was damaged or altered. If the match does not use the optional foul rules, the damaging player instead simply incurs a penalty roll.

    
Until the beginning of the next night phase, when it would regularly be a player’s turn, the player with their party sheet gets to take their turn as if it were the turn of the person who owns the party sheet. However, there are still some additional rules that they would need to follow. They cannot cast spells, sacrifice spell cards, use the “Surrender” action, use the “Destroying Your Own Structure” bonus action, use any pivotal moments, take any reactions, or use any rate rerolls. Finally, pieces may not attack their party members. Even in times as crazy as this, friendly fire will not be tolerated! At the beginning of the following night phase, this Annustaria Breaker possibility ends, players pass the party sheet in front of them back to its owning player, and the match returns to regular.


Tornado:
    
A ravenous tornado tears through the Main Board and is considered the rarest and most severe weather condition in the game.

    
​
First, the wind changes to allow for the tornado to form. Roll a d4 and refer to the table below. The direction resulting from the roll is the direction the wind now blows, and it is now heavy in terms of strength. This new result replaces the previously rolled direction and speed.
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Second, the tornado needs to appear on the board. The player with the god token needs to roll a d4. It spawns in the following quadrant, depending on the table below. Then, the player with the god token rolls a d12 to determine how many spaces away from that player’s start space it spawns. The space that it spawns on takes damage as described later in this Annustaria Breaker possibility. The tornado is now on the board until the next night phase, in which this Annustaria Breaker possibility ends.
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Third, the tornado instills fear in those who are close to it. Pieces close behind it are vulnerable to becoming frightened. Each vulnerable party member within a range of 3 spaces behind the tornado, excluding the space occupied by the natural disaster, must make a saving roll. This rule only applies to pieces that were facing the tornado. The number they must roll at or higher without being frightened is 4 minus the number of spaces behind the natural disaster. Their neuroticism modifier for the character rolling is added to the roll.
    
​
As the tornado is on the board, it can deal damage to those on the same space as it or pass through the space it occupies. The amount of damage it takes is variable depending on the creature’s or piece’s weight, as shown in the chart below. After taking damage, the creature or piece is always pushed backwards, unless in situations in which the tournado would push a piece past its own start space, in which it is pushed forward.
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Finally, the frightened rules are changed when an entity would have to run through a tornado due to being frightened. In this situation, that entity would have to roll a saving throw with a goal equal to the number of spaces they would have to move if the tornado weren’t there, assuming a success. The number of spaces includes the space that the tornado is on. Add both the entity’s intelligence modifier and neuroticism modifier. For example, if their intelligence modifier is +2 and their neuroticism modifier is -1, the total of the two is +1. If the saving throw is successful, the entity stops on the space before the tornado. If it were a failure, then the rules for a creature or piece passing a tornado apply.

Unexplainable Silence:
    
Until the next night phase, players may not talk unless they are taking an action, using a bonus action, using a reaction, or engaging in other phases of their turn. They may also talk to call out fouls. If a player talks outside of what these rules consider allowed, that player must take a penalty roll. 


This Annustaria Breaker possibility ends at the beginning of the night phase after the night phase in which it started. If there is an emergency outside of the game that requires talking or other verbal communication, the players may place the game on pause, and the effects of this Annustaria Breaker possibility are also placed on pause.


Ara Aura:
    
Every party is healed to their maximum HP value. This Annustaria Breaker possibility has a duration of instantaneous and ends after its effects are carried out.


Annustaria Breaker True:
    
This is the grandest Annustaria Breaker possibility of them all, as it has the most in the making. Thousands of years of in-game lore have led to this. If you have rolled a 20 on the d20 for determining the Annustaria Breaker possibility, get ready for a spectacle, starting in 10, 9, 8, 7, 6, 5, 4, 3, 2, 1!

    
In an ancient civilization, 4,000 years before the time of this game, there was a prophet who foretold of a meteorite that would smash through the main section of the Annustar. This meteorite will do enough damage to accomplish the true form of the Annustaria Breaker phenomenon. However, there was one thing the prophet was unable to predict: the color of the meteorite, which would determine who would benefit most from its powers. However, the prophet said that he will continue to pray for the right color to help those who are good, and not those who are evil.

    
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The player with the god token needs to roll a d4 and refer to the table below. The roll will determine the color that the meteorite will be for this Annustaria Breaker possibility, as well as which party is the “chosen ones.” If the color of the party that was rolled is not represented by a player, reroll until there is one that a player represents. If this Annustaria Breaker possibility comes up multiple times in a game, the meteorite changes color each time, unless the same color is selected twice in a row, in which case it stays the same for this instance.
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The player whose party is the “chosen ones” rolls a d20 and refers to the “Annustaria Breaker Table” listed earlier in this section. The result is the Annustaria Breaker possibility that occurs when doing this one, meaning that two possibilities are active at the same time. If a 20 is rolled, refer to the entry listed in the next section as “Annustaria Breaker True Alternate Form.”

If the party that is the “chosen ones” does not have any pieces on the pathway, the owning player may immediately move one of their pieces onto their start space. Until the end of the Annustaria Breaker possibility, that player may continue doing this whenever they have no pieces on the pathway. If their only piece on the pathway is unconscious, it may immediately get up.

At the beginning of each player’s action phase, while this Annustaria Breaker possibility is in effect, they may roll a d20 and add their luck modifier. If the result is 18 or higher, their party may take an extra action during that action phase. This ruling means that, if the “Time Haste” Annustaria Breaker possibility is in effect, a party could potentially take up to three (or more) actions in a turn. If a party rolls below 18 on this roll, nothing happens, and they do not gain an extra action.

Whenever a player gains an extra action on their action phase from this, small pieces of the Annustar fall to the battlefield, causing damage to all entities on the pathway and structure spaces. Tanks do not take damage from this. All creatures that can be damaged and all structures each take 1 pure natural damage. Parties take 1 pure natural damage for every piece that they have on the pathway.

On the turn of the player who owns the “chosen ones” party, their turn is slightly altered. On their action phase, roll the d20 as usual for this Annustaria Breaker possibility, with this player deciding if they wish to roll it with advantage, disadvantage, or normally. After this, their first action, or only action if they failed the roll, is automatically replaced with one known as “Annustaria Take-Down.” Choose one of your pieces on the pathway to perform this action.
When a piece is performing “Annustaria Take-Down,” which is now known as the “true chosen one” during this action, it affects every opponent creature and piece within a range of 10 spaces of the performing piece. This range of 10 spaces ignores corners and great divides. The “true chosen one” moves to the space in from each of these pieces in order of closest to furthest. If the space before it in the direction the “true chosen one” is moving is occupied, the piece occupying the space is pushed behind the “true chosen one.” The target is then attacked with the “Annustar Essence Sword.” Follow the rules for weapon attacks. After every opponent creature and piece is attacked, “Annustaria Take-Down” ends.

Annustar Essence Sword:
Available at Level 1.

  • Weapon type: Melee.
  • Handedness: One-handed.
  • Melee Damage: 1d6.
  • Melee Range: 1 space.
  • Thrown Damage: NA.
  • Thrown Range: NA.
  • Stun factor: +0.
  • Special Attributes: 
    • Special.

Treat an attack from this weapon like a regular weapon attack, except that this weapon is no longer accessible outside of this attack. Whenever one of your pieces lands an attack against an entity with this weapon, roll a d4. If it lands on 4, lightning strikes the opponent, dealing an extra 1d6 normal attack damage.


At the beginning of the night phase, the one that takes place after this Annustaria Breaker possibility begins, the remaining bits of the meteor fall onto the battlefield. The player whose party is the “chosen ones” rolls a d4. It spawns in the following quadrant, depending on the table below. Then, the player whose party is the “chosen ones” rolls a d12 to determine how many spaces away from that player’s start space it spawns. If it lands on an entity, that entity takes 2d8 normal natural damage. Repeat this process 3 more times, allowing pieces of the meteorite to land on the same space multiple times. After this process is over, this Annustaria Breaker possibility ends, with the game continuing as usual.
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10.5 Other Annustaria Breaker Possibilities:    

This section covers Annustaria Breaker possibilities that could occur from exceptional circumstances, such as from other possibilities. The following are listed below:


Annustaria Breaker True Alternate Form:
    
If a 20 is rolled on the d20 for determining a second Annustaria Breaker possibility for “Annustaria Breaker True,” then this possibility happens. Moments before striking the main section of the Annustar, the meteorite undergoes a dramatic transformation from its initial color to a vibrant rainbow of hues, accelerating rapidly until it reaches approximately 80% of the speed of light. This transformation exacerbates the effects of the phenomenon, potentially leading to the destruction of various areas.

  
The effects of this depend on the number of times that the Annustar Damage value hit 20 or higher. If it has happened more than 5 times, nothing happens. If it happened 5 or fewer times, the game instantly ends. To determine who wins the game after this happens, check how many pieces are in each player’s home areas. The player with the most pieces in their home area wins the game. If two or more players have an equal number of these, look at the piece that has moved the furthest away from its own start space for each of the tied players. The tied player who has the furthest one in this regard wins. If there is still a tie in this regard, the players share the victory in a tie.

10.6 What if a New Possibility Starts While Another One is Active?

In rare cases, the Annustar value might hit 20 before the last Annustaria Breaker possibility has ended. Two possibilities may not be active at the same time. In these cases, the previous one ends early, with a new possibility starting as usual. If the same one is rolled as the active one, then it restarts in terms of duration, with a new creature spawning for cases where a creature is spawned.

There is an exception to this rule for when “Annustaria Breaker True” is active. This possibility allows for up to two possibilities to be active at the same time, which includes itself. If there are three Annustaria Breaker possibilities active at the same time, follow the rules described in the previous paragraph.
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