TEXT: Guardians of Aimsir
  A diceless RPG about unicorns, magic, and heroism.
  I am a 
  colouring 
  book too!
  
  2
  Writing & layout by:
  Elizabeth Chaipraditkul
  Editing
  Steffie de Vaan
  Colouring page by:
  Merel de Graaf
  Special thanks to our amazing Patreon backers!
  Unconditional Unicorns
  Lowell Francis, Christopher Tang, Tawny Muller
  Fabulous Fairies
  Blue Oxrat, Camdon Wright, Carol Darnell, Christopher 
  Vollick, David J Prokopetz, Mark Diaz Truman, Meghan 
  Fitzgerald, Philippe “Sildoenfein” D., Richard August, 
  Richard Ruane, Rob Abrazado, Rose Bailey, Sander Burger, 
  Sarah Doombringer, Stentor Danielson, The Roach, Will,  
  Rolf Fronczek, Moriganne
  Magnificent Merfolk
  Floor Coert, Gallant Knight Games, Joost Joling, Karl Erik 
  L. Hoftaniska, Kevin Czarnecki, William Munn, Mendel 
  Schmiedekamp
  Check out https://www.patreon.com/lizandsteffie for more 
  of our games!
  ©Elizabeth Chaipraditkul. All rights reserved.
  
  3
  A note from the author 
  Guardians of Aimsir is a game about colours, storytelling, 
  and unicorns! It’s a simple game that uses basic 
  mechanics and encourages anyone playing it to doodle, 
  draw, and colour away to their heart’s content. Unicorns 
  don’t take themselves too seriously and you shouldn’t 
  either while playing this game. As a Unicorn you’ll use 
  your majesty, magical powers, and magnificence to 
  defend the realm of Aimsir from danger. Go forth brave 
  steed and defend our realm!  
  What you need to play
  Players: 2-6 
  GM: Yes
  Time: 2-4 hours
  Items: You’ll need two sets of coloured pencils, markers, 
  crayons, or other colouring implements. For ease of 
  explanation, we’ve called all colouring implements in this 
  game pencils. GoA mechanics use the colours red, orange, 
  yellow, green, blue, purple, pink, brown, black, and white. 
  Two pencil cases or something that can hold the two sets 
  of pencils hidden from sight. Unicorn Sheets for all the 
  players, provided at the end of the booklet. A colouring 
  page, also provided at the end of the booklet. 
  Food: Candy, ice cream, and chocolate. You’re playing a 
  game about unicorns after all - sugar rushes are part and 
  parcel of playing!
  Location: Anywhere with enough space to colour and 
  dream about unicorns.
  
  Contents
  This book was not meant  
  to be black & white!
  Colour it!
  What you need to play 
  3
  Welcome Guardian!  
  5
  Unicorn Creation 
   
  6
  Starting an Episode 
   
  11
  Playing GoA  
   
  14
  Storytelling 
   
   
  18
  Appendix 
   
   
  24
  Unicorn Sheet  
   
  25
  Colouring page 
   
  26 & 27
  
  5
  Welcome Guardian!
  Guardians of Aimsir (GoA) is a diceless, colouring role 
  play game. You play a steed of the majestic Unicorn 
  Guardians, in service of the great Queen, who are charged 
  with the protection of all of Aimsir. While she slumbers 
  it is your job to protect Aimsir from all threats no matter 
  what the cost.
   
  This guide will take you through Unicorn creation, the 
  basic mechanics, and show an example of what play looks 
  like. We’ve also included a colouring page at the end of the 
  booklet so you can play your first GoA game. 
   
  Guardians of Aimsir plays like traditional role play games 
  in the sense that there is one person running the story 
  (the Storyteller or ST) and a group of 2-5 players. We’ve 
  assumed you know the basic lingo of tabletop role play 
  games and you’ve played a few in the past.
   
  Materials
  ◊ You’ll need two sets of coloured pencils, markers, 
  crayons, or other colouring implements. For ease of 
  explanation, we’ve called all colouring implements in 
  this game pencils. GoA mechanics use the colours 
  red, orange, yellow, green, blue, purple, pink, brown, 
  black, and white. 
  ◊ Two pencil cases or something that can hold the two 
  sets of pencils hidden from sight.
  ◊ Unicorn Sheets for all the players, provided at the end 
  of the booklet.
  ◊ A colouring page, also provided at the end of the booklet. 
  
  6
  Unicorn Creation
  Colour in your Unicorn on the Unicorn Sheet located at the 
  back of this booklet. Your natural abilities are based on the 
  colours you fill in. Don’t look at the stats below yet, just colour. 
  Let your creativity decide what your Unicorn looks like! 
  Colour in Stars
  Once you’ve coloured in your Unicorn - colour in the stars 
  on your Unicorn Sheet based on the different colours you 
  used on your Unicorn. If your Unicorn’s different features 
  have more than one colour, pick the colour used the most: 
  ◊ Horn colour: +6 stars of that colour
  ◊ Body colour: +3 stars of that colour
  ◊ Mane colour: +1 star of that colour
  ◊ Tail colour: +1 star of that colour
  ◊ Extra accessories: +1 star of that colour
  Count Stars & Gain Abilities
  The Abilities your Unicorn has are based on the number of 
  stars you have in any given colour. For each colour, add up 
  the total number of stars, check the chart, and write down 
  the matching ability on your Unicorn Sheet amongst the 
  stars. If your number of stars doesn’t match the numbers 
  below, round up. Not all of a Unicorn’s Abilities seem 
  like they are directly useful. For example, ‘your mane is 
  glittery’ - its fabulous, but doesn’t appear entirely useful. It 
  is up to you as a player to decide how to use your Unicorn’s 
  Abilities and make them relevant to the story. For example, 
  maybe you move your mane in a glamorous way so the sun 
  catches it just so and blinds your enemies. The only limit to 
  your Abilities is your creativity. 
  
  7
  Colours
  Red
  1 - You can fly.
  3 - You are super strong.
  6 - You can heal the gravest 
  of wounds.
  9 - You can grow huge.
  12 - You can grow tiny.
   
  Orange
  1 - You can control other’s 
  emotions.
  3 - You know when 
  someone is lying.
  6 -  You may visit dreams.
  9 - You can see through 
  objects.
  12 - You control rainbows.
   
  Yellow
  1 - You have regeneration.
  3 - You can breathe in any 
  environment.
  6 - You can remove your 
  limbs.
  9 -  You can walk up/on 
  any surface.
  12 - Your limbs are elastic.
   
   
   
   
  Green
  1 - You can eat anything.
  3 - Flowers grow in  
  your hair.
  6 - You change colours.
  9 - You can make 
  anything grow.
  12 - You speak to plants.
   
  Blue
  1 - You can speak to non-
  sentient animals.
  3 - You can conjure 
  animals.
  6 - You can shapeshift.
  9 - You have wings.
  12 - You have echolocation.
   
  Purple
  1 - You have an eidetic 
  memory.
  3 - You have telekinesis.
  6 - You are telepathic.
  9 - You see spirits.
  12 - You can stop time.
   
  Pink
  1 - You have the most 
  beautiful singing voice.
  3 - You are extremely fluffy. 
  6 - You are a baby Unicorn. 
  9 - You give the best hugs.
  12 - Your mane is glittery.
  
  8
  Black
  1 - You have a black cat.
  3 - You know rituals.
  6 - You have a  
  magical tome.
  9 - You are a witch.
  12 - You can turn  
  into shadow.
   
  Brown
  1 - You control the element 
  of earth.
  3 - You control the element 
  of air.
  6 - You control the element 
  of fire.
  9 - You control the element 
  of water.
  12 - You control the 
  element of soul.
   
  White
  1 - You hear the stars talk.
  3 - You are the guardian of 
  the sun.
  6 - You are the guardian of 
  the moon.
  9 - You create portals.
  12 - Your horn can pierce 
  dimensions. 
  
  9
  Pick a Heart Colour
  Each Unicorn’s heart is a different colour. It is who your 
  Unicorn is at their very core. Each colour has a merit and 
  flaw, showing who your Unicorn is at their best, but also at 
  their worst. When you have chosen your heart colour, use 
  the corresponding pencil to colour in the heart on your 
  Unicorn Sheet and write out your merit and flaw.
   Red
  ◊ Merit - You are vivid, 
  bright, and dynamic. 
  You’re filled with 
  passion and will fight 
  for what’s right.
  ◊ Flaw - You jump into 
  situations quickly 
  without thinking 
  about consequences.
   
  Orange
  ◊ Merit - You are very 
  social and energetic. 
  You love meeting new 
  people and making 
  lasting relationships.
  ◊ Flaw - You overindulge, 
  whether it be with food, 
  social interaction, or 
  shopping. 
   
  Yellow
  ◊ Merit - You are cheery. 
  When people see you 
  their day is bright and 
  joyful.
  ◊ Flaw - You forget 
  about other people’s 
  feelings and focus on 
  yourself instead. 
  Green
  ◊ Merit - You are 
  nurturing and have 
  an aura of peace that 
  surrounds you. Things 
  grow under your 
  guidance. 
  ◊ Flaw - You covet 
  what others have and 
  easily fall into bouts of 
  jealousy. 
   Blue
  ◊ Merit - You are easy 
  going and very loyal. 
  When you make 
  friends, they are for 
  life.
  ◊ Flaw - You’re easily 
  
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  bored. While you 
  may be easy going, it 
  is often hard to hold 
  your attention.
   
  Purple
  ◊ Merit - You are 
  creative and artistic. 
  You love to think 
  outside the box.
  ◊ Flaw - You love 
  impractical or 
  impossible solutions 
  for problems, 
  overcomplicating 
  simple issues.
   
  Pink
  ◊ Merit - You love to 
  love and be loved. 
  You give your heart 
  unconditionally and 
  happily to others. 
  ◊ Flaw - Caring so 
  deeply for others, you 
  don’t want them to 
  get hurt. This worry is 
  annoying to others.
   
  Brown
  ◊ Merit - You are 
  serious, practical, and 
  down to earth. You’re 
  the Unicorn everyone 
  comes to advice.
  ◊ Flaw - Sometimes 
  your world view tends 
  to be negative. You 
  think plans will fail 
  before they are tried. 
  Black
  ◊ Merit - You love 
  delving into the 
  mysteries of the 
  world. You are a 
  fantastic explorer 
  and have an aura of 
  mystery surrounding 
  you.
  ◊ Flaw - You tend to 
  keep to yourself and 
  it is hard for others 
  to get to know you. 
  People find you hard 
  to trust.
   
  White
  ◊ Merit - You are pure, 
  giving, and kind. You 
  will do anything you 
  can for someone else.
  ◊ Flaw - You are very 
  naive and will believe 
  almost no matter how 
  strange or silly.
  
  11
  Make Connections
  Now that your Unicorn is created and has abilities, you 
  should make some connections with the other players. 
  You are a team of Unicorns who are tasked with protecting 
  Aimsir, so you’ve already been on a few adventures 
  together.
   
  Taking turns, pick one of the following relationships and 
  another Unicorn at the table to have the relationship 
  with. Then, the other Unicorn’s player will tell how this 
  relationship occurred and why. Then, the next person 
  should pick a relationship and who to have it with, and so 
  on until everyone at the table (except the Storyteller) has 
  done so.
  ◊ Best friends
  ◊ Enemies
  ◊ Family
  ◊ Lovers
  ◊ Awkwardly distant
  ◊ Intensely close
  ◊ Rivals
  ◊ Frenemies
   
  Starting an Episode
  GoA is an episodic game and each colouring page is a 
  new problem for your Unicorns to solve. At the end of the 
  episode (end of the session) the entire colouring page will 
  be filled. When you are ready to play, fold the colouring 
  page once horizontally and once vertically, open it, and 
  place it on the table where everyone has easy access to it. 
   
  
  12
  Each section of the colouring page is a different scene. 
  You’ll play through four scenes and then the episode will 
  conclude. 
   
  Before the Scenes
  As a group, you should decide what the problem is that the 
  Guardians have to solve. Taking turns go around the table 
  and answer the following questions:
  ◊ Where are you? What is this realm called and who 
  lives here?
  ◊ What is the immediate problem?
  ◊ Why can’t the inhabitants solve this themselves?
  ◊ What will happen if the problem isn’t solved? 
  ◊ Who called the Guardians to this Realm?
   
  Be as descriptive as possible - map out what the land 
  is, who the inhabitants are, and the mayhem that is 
  ensuing. Use the colouring page as a springboard for your 
  imagination and don’t be afraid to add new meaning and 
  elements to the scene that you don’t immediately see.
   
  At the start of every scene:  
  Put all the pencils back in the pencil case. Now, you’re 
  ready to play! 
  
  13
  Example
  Storyteller (ST): Okay, we’ve folded the colouring page and 
  we are ready to play.
  Erik: Oh cool! Mermaids.
  ST: Yeah, nice right? Let’s start with the first question - 
  Where are you? Who lives here?
  Liz: Let’s go with a classic - how about Atlantis? And of 
  course the people who live here are the Free People of 
  Atlantis, who have just won their freedom from an evil sea 
  witch who tried to take over the realm.
  ST: Cool! Erik - how about you take the next question - 
  What’s the immediate problem? 
  Erik: Well, I see there is a huge cliff in the drawing. Did you 
  know that wasn’t always there? When the Free People of 
  Atlantis were fighting the sea witch, she opened the earth 
  trying to destroy Atlantis - if she couldn’t have it no one 
  could. Luckily, the merfolk stopped her in time, but what 
  they didn’t know is that there were sleeping sharkfolk beneath 
  the surface who have awoken and started to attack Atlantis. 
  I mean everyone knows the favourite food of the lost species 
  of sharkfolk is merfolk.
  ST: Totally common knowledge. Okay, now it is my turn 
  - why can’t the inhabitants solve this problem themselves? 
  Well, that’s easy - they are still rebuilding from the witch’s 
  attack and they don’t fully know what is going on. Plus, 
  sharkfolk are a natural predator of merfolk and so it makes 
  hunting them all the more easy.
   
  
  14
  Playing GoA
  Once you’ve set up the game you are ready to start playing! 
  For the first scene you colour in the top left section of your 
  colouring page. When it is fully coloured in you move 
  clockwise onto the next scene/section. Like any other role 
  play game your ST will set the scene and you’ll go about 
  investigating and trying to solve the issue at hand. 
   
  You should draw a pencil from the case when you:
  Use a Power - Use an awesome Unicorn powers.
  Lend a Horn - Aid someone in need.
  Joust - Get in a fight or argument.
  If you want to use the colour - colour in a piece of the 
  colouring page. While this happens your Unicorn succeeds 
  in what they were trying to do and you get to colour in a 
  part of the colouring page.
   
  If you want to use the colour and it is your Heart Colour 
  - you are spurred on by your success and you become the 
  best version of yourself. The next time you want to Use 
  a Power, Lend a Horn, or Joust you don’t need to draw a 
  pencil from the case, you automatically succeed, and can 
  narrate what happens. After this you go back to normal.
   
  If you don’t want to use the colour - Give the pencil 
  to the ST and a plot twist happens! Plot twist are 
  complications thrown in by the Storyteller and are 
  explained fully in the Storyteller section. 
   
  
  15
  If you don’t want to use the colour and it is your 
  Heart Colour - Discard the pencil at the side of the 
  pencil case. Until the next scene when you would 
  normally draw a pencil, you must draw two pencils, the 
  Storyteller decides which pencil you use and discards 
  the other one.
   
  What happens to the pencil afterwards?
  The pencil is left to the side of the pencil case and may no 
  longer be used until next scene or until the Storyteller puts 
  it back in the case (explained in the Storyteller section).
   
  Why wouldn’t I use the coloured pencil?
  Besides for telling a fantastic story GoA is also about 
  colouring a beautiful picture. If one of your fellow players 
  coloured the sky in the last scene purple and you draw a 
  green pencil - it doesn’t make sense to colour the sky green. 
  That erases the work on your fellow players did last scene. 
  Or, maybe you draw a colour and just don’t want to use 
  it. That’s totally valid. Use common sense with this and 
  remember each person at the table is responsible for a fun 
  play environment. 
  Also, by the Storyteller having access to the pencils you give 
  them, or from the discard pile, they are able to give you 
  access to more magical Unicorn powers (see Storytelling)!
   
  How much should I colour in?
  Colouring pages come with lines that define different 
  pieces you can colour. Use those as guidelines. 
  
  16
  What if the piece I am colouring goes 
  into a different section?
  Only colour the piece that is in your section, when you 
  move to a different scene either you or someone else will 
  be able to finish the job!
   
  Can I use the same colour more than 
  once?
  No, in fact once a colour is used in a section it may not be 
  used again. So, if the Storyteller adds it back into the pencil 
  case and you draw it, it must be discarded.
  
  17
  Example
  [The Unicorns made their way to Atlantis and are meeting 
  with the great sea queen Faerlin.]
  ST: Faerlin offers you her greetings. With a flick of her long 
  elegant tail, which wraps around the entire throne room like 
  a giant serpent, she sends small waves through the water. 
  It’s a sign of the great respect she has for you. Telepathically 
  she explains what is happening to her people. She shows you 
  a terrible scene of vicious attacks by the sharkfolk. She begs 
  you to please help her people before it is too late.
  Liz: “Of course we will help you! It isn’t right that the 
  sharkfolk are hunting you!” Seafarina replies.
  ST: She looks as if she is about to communicate something 
  back to you, but just as she is about to, two guards swim in 
  through the large conch shell double doors. The guards look 
  like they’ve been in a fight, but worse they are carrying an 
  ancient octopus with them. It seems the sharkfolk’s attacks 
  are extending to all the denizens of Atlantis now. The octopus 
  is bleeding terribly and missing two of its tentacles - he 
  doesn’t seem long for this realm. 
  Erik: One of Diego’s powers is “ You can heal the gravest of 
  wounds.” Can I try to heal the octopus? 
  ST: Sure, draw a pencil.
  Erik: I got blue! It’s not my Heart Colour, but I’m gonna 
  use it!
  ST: Yeah, that makes sense. What happens?
  Erik: My horn lights up and shoots a beam of starlight over 
  the octopus. The great creature is lifted into the air and light 
  pours from the place where it is missing two tentacles. When 
  the light fades you see that the two tentacles have regrown 
  and the octopus is perfectly fine!
  
  18
   Storytelling
  As a Storyteller (ST) it is your job to create an interesting 
  mystery for your players to solve and throw a few problems 
  their way to make the road to heroism more difficult. 
   
  One thing that is important to note about GoA, which is 
  different than many games, is that the Unicorns are always 
  meant to win at the end of the day. No matter how many 
  hardships they suffer, how they are injured, your Guardians 
  should be triumphant. Likewise, there are no hitpoints on 
  our Unicorn Sheets and it is not possible for Unicorns to die. 
   
  Players and STs alike should work together to take logical 
  actions based on what the story dictates. For example, a 
  Unicorn whose leg is crushed will have difficulty running 
  etc. As a ST, if your players get themselves into dire 
  situations, you should offer enough information about 
  the environment you are playing in for them to think of a 
  creative way of out it.
  Pacing
  Most GoA games are split into four scenes and games last 
  roughly 3 hours. During each scene it is your job as a ST to 
  make sure that things are paced correctly and the Unicorns 
  are able to complete the mission set out before them. 
  Generally each scene should follow this logic:
   
  Scene 1 - The Unicorns arrive, speak to people, discover 
  what the issue is and get a lead.  
  For example, they find out catlings in Kittenland have gone 
  missing or there have been terrible earthquakes in Dinotown.
  
  19
   Scene 2 - The Unicorns follow the lead to a location and 
  something goes wrong.  
  For example, the Unicorns track down some goons causing 
  trouble or they discover the smoke spewing from the volcano 
  is causing plants to die and they have to heal them.
  Scene 3 - Everything escalates, more trouble happens, but 
  the Unicorns finally figure out the mystery of the episode. 
  For example, they find the lair of the evil overlord or the 
  volcano erupts as they try to reach the summit.
   
  Scene 4 - There is a big confrontation, or an important 
  scene, which leads the Unicorns to save the day. For 
  example, they fight the evil cat overlord or they use the magic 
  of friendship to stop the volcano from exploding.
   
  Another important factor in pacing and keeping the story 
  interesting are Storyteller Actions, explained below. 
  Storyteller Actions give you an excuse to make the game 
  more difficult for your players and for gaining experience 
  to become more dynamic.
   
  Finally, we have stated in the ‘Playing GoA’ section that 
  when a section is fully coloured in the scene is over. That is 
  true, but you shouldn’t stop the scene abruptly. The section 
  being fully coloured in signifies to everyone that they 
  should wind the scene down and allow it to have a natural 
  conclusion. Maybe that means the Unicorns have lost a 
  fight and are captured, but it could also simply mean there 
  is nothing left to investigate in the area and they should 
  move on.
  
  20
  No More Pencils!
  If the pencil case ever becomes empty before the entire 
  scene is coloured in, a plot twist happens and all the 
  pencils are gathered up and put back into the pencil case.
  Storyteller Actions
  GoA is all about a group of people telling a good story, so 
  as the ST you should aid in that whether it is helping the 
  players or hindering them. There are a few ways you can 
  help or hinder your players, which are explained next. 
  Plot Twists
  A Plot Twist happens when a player decides they don’t 
  want to use one of the colours they have drawn from the 
  pencil case. It is an unexpected event that changes the tide 
  of the story. There are three types of Plot Twists:
   
  Reversal - The exact opposite of what the Unicorn wanted 
  to happen, happens. For example, Erik’s Unicorn Diego 
  tries to use one of his powers ‘You grow huge’ to joust with a 
  T-Rex, but then decides he doesn’t want to use the pencil he 
  has drawn. Diego shrinks to the size of a small plastic pony. 
  He stands there, mouth agape, as the foot of a now even 
  larger dinosaur is about to crush him!
   
  Escalation - Because of the Unicorn’s action, something 
  gets ten times worse. For example, Liz’s Unicorn Seafarina 
  sees that Diego is about to be crushed, so she decides she 
  wants to Lend a Horn to Diego. When Liz pulls out a pencil 
  from the pencil case she doesn’t like the colour and decides 
  
  21
  to give it to the ST (these players are so picky!) So, instead of 
  pushing Diego out of the way, Seafarina Unicorn trips and falls 
  over her own hooves - right into the T-Rex foot-crushing zone.
   
  Catastrophe! - Something unexpectedly random happens, 
  which complicates everything. For example, both Diego 
  and Seafarina are poised to be crushed by a giant T-Rex 
  foot. Seafarina decides to use the power ‘You are a witch’. 
  She draws a pencil from the case, it is blue and the only 
  thing left to colour is the ground. That would normally not 
  be a problem, except for the fact that in the last scene she 
  coloured the other section’s ground green - so now she can’t 
  use the blue pencil. Therefore, Liz gives the pencil to the ST 
  and declares she won’t be using it. Liz’s Unicorn’s witchy 
  magic wells up inside her and explodes outwards. The T-Rex 
  is knocked to the ground preventing him from crushing the 
  Unicorns, but the magic doesn’t stop with him and hits into 
  the side of a mountain.
  Pencils
  As a ST you don’t start the game with any pencils. 
  However, players can give them to you if they don’t want 
  to (or can’t) use them. You can also draw them from the 
  discarded pencils at the side of the pencil case.
  You can use the pencils you’ve been given to activate 
  someone’s Heart Colour Merit or Flaw of the 
  corresponding colour. If things have been going bad for 
  the Unicorns you should activate their Merit and if things 
  have been going well for the players you should activate 
  their Flaw. 
  
  22
  ◊ If you activate a Unicorn’s Merit - until the next 
  scene they can draw two pencils and pick which one 
  they want to use, placing the other in back in the 
  pencil case.
  ◊ If you activate a Unicorn’s Flaw - until the next scene 
  they must draw two pencils and you get to pick which 
  one they use, placing the other in the discard pile.
   
  You can discard a pencil you’ve been given to make 
  a Plot Twist happen. However, before the Plot Twist 
  happens you must Colour Stars (explained next).
  Using Discarded Pencils
  At any time during the story you can opt to take one of 
  the discarded pencils and put them back in the pencil 
  case. This means that your players have a chance of 
  drawing them again and more Plot Twists happening 
  because the same colour can never be used twice in a 
  section. Before you place a pencil in the case, you must 
  Colour Stars.
  Colour Stars
  Colouring Stars means you take the coloured pencil you 
  have and colour in the blank stars on one of your player’s 
  Unicorn Sheets. If this is the first time the player has this 
  colour on their Unicorn Sheet - you colour in one star 
  and they gain access to the first power of the colour. If the 
  player already has this colour on their Unicorn Sheet - fill 
  in three stars and they gain an additional power of that 
  colour based on the number of stars they have.
   
  
  23
  If you fill in stars on a player’s sheet that match their 
  Unicorn’s Heart Colour and they are suffering from their 
  flaw it automatically ends. 
  Try to be fair with colouring stars and pick a different 
  player each time to receive this bonus.
   
  For example, if Liz had no green stars on her Unicorn Sheet, 
  her ST would fill in one star and Liz would gain access to the 
  power ‘You can eat anything.’ Or let’s say Erik already had 
  three orange stars on his Unicorn Sheet and had the power 
  ‘You can tell when someone is lying.’ His ST would colour in 
  three more stars and he would gain access to an additional 
  power - ‘You can visit dreams.’
   
  
  24
  Appendix
  
  Name
  Heart Colour
  
  26
  
  27
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 4-6 (Ability to count to 10, attention span is usually less than 1 hour, enjoys listening and making up stories, like to pretend)/Guardians of Aimsir.pdf