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Pocket Anima Prime

Pocket Anima Prime is a roleplaying game that uses cards and dice to resolve conflicts. Players create characters by choosing a background, profession, and passion. The GM plays out character scenes and conflicts against enemies, hazards, and goals. During conflicts, characters and opponents take turns taking maneuvers or strikes, rolling dice based on their stats. The game provides lists and rules for generating random enemies and hazards as well as resolving skill checks and character abilities.
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100% found this document useful (1 vote)
146 views7 pages

Pocket Anima Prime

Pocket Anima Prime is a roleplaying game that uses cards and dice to resolve conflicts. Players create characters by choosing a background, profession, and passion. The GM plays out character scenes and conflicts against enemies, hazards, and goals. During conflicts, characters and opponents take turns taking maneuvers or strikes, rolling dice based on their stats. The game provides lists and rules for generating random enemies and hazards as well as resolving skill checks and character abilities.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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POCKET ANIMA PRIME

Creating Player Characters (PCs): Pick a


Background and Profession and put those cards on your
sheet. Select a Passion from the list. Name yourself.
Character Scenes: Roleplay your PC; the GM plays
everyone and everything else. Sometimes when you try
something, the GM will call for a skill roll (see right).
Other times youll get into conflict with someone or
something (see below).
Conflicts: First, the GM creates enemies, hazards and
goals using the other side of this sheet. Conflicts then
play out by rounds. Every PC and enemy has one action
(a Maneuver or Strike) per round. The GM decides who
starts; that characters player then decides whos next.
Once everyone has taken one action, a new round starts.
Maneuvers: Describe your Maneuver. Let the GM
assign a Style (PCs only, not enemies). Roll a number
of dice equal to your Maneuver stat. Each 3, 4 and 5
earns you a strike die and each 6 a charge die. There are
no limits on how many of those dice you can store.
Strikes: Pick a target (enemy, goal or hazard). Roll 1-6
of your accumulated strike dice. Every die equal to or
higher than your targets defense does 1 point of
damage to its Health. Return any failed strike dice to
your character sheet (but other dice go away).
Resolution: PCs, enemies and hazards with 0 Health
are defeated and out of the conflict; goals with 0 Health
are resolved in the PCs favor. When all PCs or enemies
are defeated, the other side wins the conflict. During the
next character scene, remove all conditions and
accumulated strike and charge dice and fully restore
Health.

Skill Rolls: When youre not in a conflict, and you try to achieve something thats
opposed by another character or otherwise could lead to interesting consequences, the
GM will ask you how you do it, then based on that tell you the difficulty (3 for easy, 4
for normal, 5 for hard). Roll 2 dice plus one if your Background skills or your
Profession apply. Every result of the difficulty or higher is a success:
0 Successes: You fail and the GM tells you something bad that happens.
1 Success:
You succeed, but the GM tells you something bad that also happens.
2+ Successes: You succeed without bad consequences.
Passions: During play, you can change your Passion only during character scenes.
Anger:
Gain a charge die whenever an enemy aims a Strike at you.
Bloodlust:
Gain a charge die whenever you inflict 3 or more damage at once.
Compassion: Gain a charge die whenever an ally takes 3 or more damage at once.
Glory:
Gain a charge die whenever you defeat an enemy, hazard, or goal.
Thrill:
Gain a charge die whenever a Countdown or your Health goes to 1.
Vengeance: Gain 3 charge dice whenever an ally is defeated.

Maneuver Styles: When a PC player makes a Maneuver, the GM will evaluate the
description of the Maneuver and give it one of the following styles:
Cautious:
The PC gains Evasive (+1 Defense) until their next action.
Cunning:
The PC can trade a strike die for a charge die or vice versa.
Entertaining: The PC gains a free strike die.
Risky:
+2 dice to roll; PC gains Exposed (-1 Defense) until their next action.
Supportive: Another PC gets to roll 1 Maneuver die for free.

Credits: Pocket Anima Prime version 1.1, September 4, 2013, by Christian Griffen
([email protected]). Based on Anima Prime available at www.animaprimerpg.com.

POCKET ANIMA PRIME


Creating Enemies: You, the GM, can either pick from
the following lists or roll a die for experience and one
for one of the Types to create a random enemy. In
general, Imperial troops are somewhat easier to defeat
than Beyonders. You should have about one enemy per
PC, a couple of goals, and one or two hazards. Enemies
pick targets from among the PCs based on the fictional
situation or, if thats unclear, randomly. When enemy
powers talk about charge dice = something, spend those
during strikes for the effects shown.
Experience Maneuver
1 Green
3
2 Trained
4
3 Veteran
3
4 Grizzled
4
5 Insane
5
6 Elite
4

Defense
3
3
4
4
3
5

Health
12
12
10
8
10
10

Type (Imperial)
1 Soldiers: Concentrated Fire, -2 Defense v. flame dice
2 Flamers: Burninate
3 Steambot: Tough, Smash, -2 Defense v. lightning dice
4 Scouts: Quick, Concentrated Fire
5 Lieutenant: Tough, Focus Attack
6 Mages: Shock, Protect
Type (Beyonders)
1 Critters: Overrun, -1 Defense v. lightning dice
2 Frostsnake: Quick, Freeze, -1 Defense v. flame dice
3 Flamebeast: Burninate, +1 Defense v. flame dice
4 Terrorbats: Overrun, Tough, Quick
5 Defiler: Toxic, Tough, +1 Defense v. lightning dice
6 Leviathan: Tough, Tough, Strong, Smash

Goals: Every conflict should have fictional goals that are at least as important as
defeating the enemy. Examples are saving hostages, destroying an Imperial Weapons
Manufactory, stealing incriminating evidence, or revealing an impostor. Some goals are
premade, others you can create in the middle of the conflict based on whats going on.
Write the goal on an index card and either pick stats or roll two dice (reroll double 1s):
the lower result is the goals Defense, the higher one its Countdown (optional), and their
added sum is its Health. For goals with Countdowns, place a die showing the
Countdown value on it at the beginning of the conflict and lower it by one at the
beginning of each round. If it runs out (that is, reduced from 1 to 0), or the goal is left
unresolved at the end of a conflict, the goal turns out badly for the PCs. If they manage
to reduce its Health to 0 before either of those, it turns out well for them.
Hazards: These are non-sentient threats to the PCs. They can be part of the
environment (flowing lava, toxic clouds, crumbling buildings, a raging fire) or things
set up by their enemies (steam-powered gun turrets, mines, traps). Pick an effect from
the list below, then set its stats or roll 2 dice: the lower result is the hazards Defense,
the higher one plus 2 its Health. When the hazards Health is reduced to 0, its effect
stops. Here are some examples of effects to pick from, which you can alter as you like:
* Strikes with 2 dice at random PC at the beginning of a round (gun turret, artillery).
* When a PC rolls at least one 1 during a Maneuver, they lose 1 Health (mines, lava).
* Strikes at all PCs with 1 flame/lightning die at the beginning of a round (fire/storm).
* All PCs lose 1 strike die at the beginning of each round (heat, gas, pressure).
* All PCs are Slowed (-1 to Maneuvers) (swamp, magic).
* All enemies get 1 bonus die to Strikes (leadership, home advantage, communication)
Enemy Powers
Concentrated Fire: 1 charge die = +2 strike dice Tough: +4 Health
Burninate: 1 charge die = +3 flame dice
Quick: +1 Defense
Smash: 2 charge dice = +5 strike dice
Strong: +2 free strike dice
Focus Attack: x charge dice = + 2x strike dice
Toxic: 1 charge die = Weakened
Shock: 1 charge die = +3 lightning dice
Overrun:
chargedie
dice
+x strike
dice
Protect: 1 xcharge
per=enemy
= Shielded
(Defense +1) until after enemys next Strike
Protect: 1 charge die per enemy = Shielded
Freeze: 1 charge die per PC = Slowed

CHARACTER SHEET FOR ___________________________________________


Passion: ________________________________________________________
Health: _________________________________________________________

STRIKE
DICE
BACKGROUND

PROFESSION

CHARGE
DICE

CONDITIONS:

TIGERFOLK
Stats
Maneuver
Defense
Health

[B]
Stats
Maneuver
Defense
Health

5
3
12

Skills
Gain a bonus die to skill rolls when you
are trying to intimidate others, apply
strength, chase someone, or inspire
others.
Powerful
When you Strike against an enemy, any 6
you roll counts as two successes.
Lead the Pride
When your Maneuver Style is Supportive,
the other PC gets 2 free Maneuver dice to
roll instead of 1.

SHADOWBORN
Stats
Maneuver
Defense
Health

MUROID

[B]

5
2
8

[B]
Stats
Maneuver
Defense
Health

4
4
6

Skills
Gain a bonus die to skill rolls when you
are trying to sneak, climb, deceive, hide,
or run away.
Trap Familiarity
When you Strike against a hazard, gain 2
bonus dice for free.
Hard to Exterminate
The first time in a conflict when your
Health would be reduced to 0 (or below),
set it to 1 instead.

(PARTIAL) BEYONDER
Stats
Maneuver
Defense
Health

LONGSCARRED

Bloodrage
When you Strike against enemies and
hazards while your Health is 3 or lower,
you get 2 free bonus dice.
Guts and Glory
When your Maneuver Style is Risky, you
get 3 extra Maneuver dice to roll instead
of 2.

CLOCKWORK
Stats
Maneuver
Defense
Health

MONASTIC
Stats
Maneuver
Defense
Health

5
3
10

Skills
Gain a bonus die to skill rolls when you
are trying to impress onlookers, resist
fatigue or harsh conditions, dodge,
control a horse youre riding, or find
food, water and shelter.

[B]

4
3
15

[B]

Skills
Gain a bonus die to skill rolls when you
are trying to look into others souls,
suddenly appear or disappear, scare or
unsettle others with dark prophecies, or
help or interfere in sorcerous rituals.

Skills
Gain a bonus die to skill rolls when you
are trying to navigate the Beyond, move
in unpredictable ways, interact with other
Beyonders, influence packs or mobs, or
prove your humanity.

Skills
Gain a bonus die to skill rolls when you
are trying to stay detached, interact with
machines, use dexterity, or do something
requiring incredible precision or timing.

Bend Reality
Whenever you are hit by a Strike, you can
change one rolled die to any other
number you wish.

Elemental Resistance
When you are hit by a Strike involving
flame or lightning dice, you can remove
one success from those dice.

A Matter of Time
Once per goal, you can spend a charge
die to keep its Countdown timer from
ticking down at the beginning of the
round.

Not Like the Others


Whenever you would be affected by a
hazard, you can roll a die. If you roll a 4
or higher, the hazard has no effect on you.

Turncoat
When you Strike against Beyonders, you
can spend a charge die to get 3 bonus
dice.

Heart of the Machine


When you Strike against enemies,
hazards, or goals that involve mechanical
parts, you get 2 free bonus dice.

5
3
10

Skills
Gain a bonus die to skill rolls when you
are trying to calm others, focus, perceive
truth or hidden things and meanings,
endure stress, or tend plants or animals.
Healing Touch
At the conclusion of your Maneuver, you
can spend x charge dice to heal x points
of Health on an ally.
Focus
When you Maneuver, if your roll would
not earn you any dice, you can reroll all
of them.

[B]

5
3
12

[B]

BURDENED
Stats
Maneuver
Defense
Health

[B]

5
3
10

Skills
Gain a bonus die to skill rolls when you
are trying to help the meek, question
authority, gather information, or take on
someone elses burden.
Fueled by Guilt
When you Strike against a goal, you gain
2 bonus dice for free.
Redemption
When you Strike, you can trade your
remaining Health for an equal number of
bonus dice. Your previously ever-present
mask shatters, and after the conflict, you
either have your death scene or you pick a
different, now-revealed Background.

ASSASSIN

[P]

FLAMEWEAVER

[P]

Dark Mist
At the conclusion of your Maneuver or
Strike, you can spend a charge die to gain
the Shrouded condition.

Immolate
At the conclusion of your Maneuver, you
can spend a charge die to gain the Aflame
condition.

Stealth Attack
When you Strike against an enemy or
hazard while you are Shrouded, you can
spend a charge die to gain 3 bonus dice to
your Strike.

Wildfire
When you Strike or are hit by a Strike
while you are Aflame, you inflict the
Burning condition on your target.

Opportunist
Whenever you Strike against an enemy
who has one or more conditions while
you are Shrouded, you gain a free bonus
die to your Strike.
Poisoner
Whenever you roll at least one 6 during
your Strike, your target gains the
Weakened condition

SENTINEL

[P]

Firestorm
When you Strike against an enemy, you
can spend 2 charge dice to gain 5 flame
dice to add to your Strike roll.

GUNMAGE

[P]

Tactics
During any allys Maneuver, you can
reroll one die showing a 1 or 2 for them.

Hail of Lead
When you Strike, you can gain 2 bonus
dice per charge die spent (maximum 3).
You also inflict the Suppressed condition
on your target.

Interfere
During an enemys Maneuver, you can
spend x charge dice to remove x of their
dice after they are rolled (and thereby
negate their effects).

Trick Shot
When you Strike against a goal, you can
spend 1 charge die to gain 3 bonus dice.

Target Analysis
At the conclusion of your Maneuver, you
can spend a charge die to inflict the Weak
Spot condition on your target.

Shoot ALL the Bullets


When you Strike, you can choose to gain
the Disarmed condition at the conclusion
of the Strike to gain 4 bonus dice.

SPARKER

BRINGER OF DECAY

[P]

Protect
At the conclusion of your Maneuver, you
can spend a charge die to grant the
Guarded condition to an ally.

Speed of Lightning
At the conclusion of your Maneuver, you
can spend a charge die to gain the
Quickened condition.

Putrid Aura
At the conclusion of your Maneuver, you
can spend a charge die to gain the
Festering condition.

Intercept
When an enemy or hazard Strikes at an
ally with the Guarded condition, you can
redirect the Strike to yourself. This
removes the Guarded condition.

Zap
When you Strike against an enemy, you
can spend 2 charge dice to gain 5
lightning dice to add to your Strike roll.

Contagious
When someone makes a Strike against
you while you are Festering, any 1 they
roll causes them to lose one Health.

Chain Lightning
When you Strike against an enemy or
hazard, you can spend 1 charge die to
make a second Strike against another
enemy or hazard using the dice that didnt
roll high enough to do damage to the first
target.

Infect
At the conclusion of your Maneuver, if
you are Festering, you can spend a charge
die per enemy to inflict the Slowed
condition on them.

Steel Deflection
When you are hit by a Strike, you can
spend x charge dice to remove x of their
dice after they are rolled (and thereby
negate their effects).
Soulbound Weapon
All of your Strikes against enemies get a
free bonus die.

Grounded
Your Defense is 6 against lightning dice.

[P]

Gun Kata
When you Maneuver or Strike, you can
turn one 5 you rolled into a 6.

Fireproof
While you are Aflame, your Defense is 6
against flame dice.

[P]

STRATEGIST

Pain Leech
When you Strike an enemy while you are
Festering and do at least two damage, you
may regain one lost point of Health.

A Plan Comes Together


During an allys Strike, if they follow
your instructions, you can use up
(remove) a Weak Spot condition on their
target to grant the ally 3 extra bonus dice.

TROUBLEMAKER

[P]

One Leg Up
You start any conflict with 1 charge die
and 1 strike die in your pools.
Turnabout
Whenever you would be affected by a
hazard, you can spend a charge die to
redirect the effect to an enemy instead
and do 1 damage to the hazard.
Chi Block
When you Strike against an enemy, you
can spend a charge die to inflict the
Hexed condition on your target.
Friendly Fire
When someone makes a Strike against
you, you can spend 3 charge dice to
redirect the Strike to an enemy other than
the attacker (if there are any).

AFLAME

[C]

BURNING

[C]

FESTERING

[C]

SLOWED

[C]

Effect

Effect

Effect

Effect

Aflame has no intrinsic effect (it is used


by the Flameweavers powers).

Burning functions like a friendly hazard


that attacks the afflicted enemy with 1
flame die at the beginning of each round.

Festering has no intrinsic effect (it is used


by the Bringer of Decays powers).

This characters Maneuver rating counts


as 1 lower.

Removal

Removal

Festering is removed after this character


concludes a Strike action.

Slowed is removed after this character


concludes a Maneuver action.

Removal
Aflame is removed after this character
concludes a Strike action.

QUICKENED

Removal
Burning is removed if it rolls a 1 on its
attack.

[C]

SUPPRESSED

[C]

DISARMED

[C]

GUARDED

[C]

Effect

Effect

Effect

Effect

This character gains a bonus die to all


Maneuver rolls.

This character has to discard one die


when making a Strike (before rolling).

Guarded has no intrinsic effect (it is used


by the Sentinels powers).

Removal

Removal

This character cant Strike against


enemies (but can still Strike at goals and
hazards). Create a custom goal with
difficulty [6] connected to this condition.

Quickened is removed when this


character takes any damage.

Suppressed is removed after this


character concludes a Strike action.

Removal
Achieve the custom goal to regain your
ability to Strike.

Removal
Guarded is only removed via the
Sentinels powers (and at the end of the
conflict along with all other conditions).

EXPOSED

[C]

EVASIVE

[C]

WEAK SPOT

[C]

HEXED

[C]

Effect

Effect

Effect

Effect

This characters Defense counts as 1


point lower.

This characters Defense counts as 1


point higher (to a maximum of 6).

Weak Spot grants 1 bonus die to all


Strikes against this character by any other
character.

This character cant gain charge dice; all


charge dice that would be earned are
discarded.

Removal

Removal

Exposed is removed at the beginning of


this characters next turn.

Evasive is removed at the beginning of


this characters next turn

Removal

Removal

Weak Spot is only removed via the


Strategists powers (and at the end of the
conflict along with all other conditions).

Hexed is removed after this character


concludes a Maneuver action.

SHROUDED

[C]

WEAKENED

[C]

SHIELDED

Effect

Effect

Effect

This characters Defense counts as 1


point higher (to a maximum of 6).

When this character makes a Strike, their


targets Defense counts as 1 higher (to a
maximum of 6).

This characters Defense counts as 1


point higher (to a maximum of 6).

Removal
Shrouded is removed after this character
concludes their next action.

[C]

Removal
Removal
Weakened is removed after this character
concludes a Strike action.

Shielded is removed after this character


concludes a Strike action.

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